TOMB KINGS
…and he did say “war”, and the world will tremble…
TK is a very strong army... but probably not an easy one to use. They have a lot of synergies, so you must be careful when you select your units, and how you field and manoveur them, to obtain the full potential of the desert storm. And once you master it, the enemy will have a hard time taking you down, because many of your units can bring slain models back to unlife.
Brief Units’ analysis (Heroes)
Settra: This guy is one of the best unit in all AoS. If Settra is the general, your other heroes may use their command ability. This alone is really too good to don’t exploit it. And this is only the beginning: 8 wounds, save at 3+ and a further save of 5+ against unsaved and mortal wounds, additional attacks on charge, can double the movement of other units, can give +1 to all hit rolls to death units and also +1 to wound to deathrattle units (these ones in the combat phase). You will obviously use him as general, so let’s see what the other heroes can bring on the table.
Khalida: as command ability, gives +1 to hit to skeletons in the shooting phase. If this wasn’t enough, her ranged attack (18”) does d6 dam.
Tomb King: as command ability, gives +1 to hit / run / charge to skeletons.
Tomb King on chariots: as command ability, let reroll charges’ rolls of the other chariots.
Royal wasphinx: even tougher than the Ogre’s stonehorn: 12 wounds, halves any wounds / mortal wounds inflicted to hit.. and it can be cured. Command ability: +1 to wound for mummy / deathrattle units in combat phase
Tomb herald: no command ability, but can “resurrect” slain models and works as bodyguard for heroes, in a way similar to Seraphons’ Eternity Warden.
Liche Priest: with the spell “righteous smiting”, your skeletons / reanimants, will make an extra attack for each 6+ to hit roll. This can be insanely good.
Basically all are exceptional heroes, but you should pick them to support your army’s units. Use them wisely, and your mediocre units, will become awesome elite troops. For the following lists, I’ll use the aforementioned heroes and the “troops” needed for the formations, so no Bone Giants or similar things, even if they can be amazing.
Army List & strategy (125 wounds)
Every army should include Settra. That said, what Formation should we use?
The royal legion of chariots uses, well, a lot of chariots. Some mortal wounds on charge, and + 1 to all to hit.
If you use all your available buffs ( given by Settra, Khalida, a standard tomb king, a liche priest and royal warsphinx), every model of Skeleton Chariot, will have:
Shoooting: 2 attacks with bows at 5+ to hit (but you can have a grand total of +4… with Righteous Smiting, this means additional attacks for each roll of 2+… you are going to score a really huge amount of hits!), that will wound at 4+.
Combat: 2 spear attacks (4 on charge), that hit at 4+ (and you’ll have a +3 to hit, thus additional attacks on each roll of 3) and wounds at 4+ (with a +2 to wound) AND 4 hooves attacks (8 on charge!), that hit at +4 (again, +3 to hit, so you fail only with 1, and additional attacks for each 3+) and wound at 5+ (with +2).
No rend, but a really huge amount of potential damage: 3 chariots on charge, are going to roll 36 dices to hit, with additional attacks for every natural 3. Even considering 1s as a failure, we’re still talking about 90 rolls to wounds at 2+/3+… almost 70 wounds to be saved, with a single charge by 3 chariots!
With a 125 wounds army, you can field:
Settra (8), Khalida (5), Tomb King (6), tomb king of chariot (8), a couple of liche priests (5+5), a tomb herald on steed (5) and the warsphinx (12) (total heroes: 54 wounds)
Skeleton chariots (5 wounds each): 2 units of 4, 2 units of 3 (total 70 wounds)
The tactic is simple: you have superior move, keep your distance ad shoot with bows… each turn, buff a single chariot unit, and crush your target: it will be easy to do, since (tnx to one of Settra’s abilities), that unit will have move 20” fly. You’ll have a +1” on charges, cannot roll less than 6” and can reroll charges. Basically, you are 100% sure to hit units at 27” range, as a minimum.
You are going to win with wave attacks, using each time a full buffed unit of chariots. In the meantime, you shoot with ranged attacks and (if there’s need), proceed to summon further chariots. And if it’s the case, you can always let your royal wasphinx to have some fun.
Obviously, there are dangerous units that can mess with your plans, and you must deal with them in the proper way: you shouldn’t charge units with stand and shoot, such as Empire’s handgunners or razordons (deal with them with shooting and magic). If you’re facing potentially dangerous units (night goblins that may or may not hide fanatics), charge ‘em with summoned chariots, without wasting the ones of the formation. Avoid units way too strong in defense, that can be easily ignored (a full buffed unit of 20 Eternal guards, with saves at 2+ rerollable but cannot move).
Keep also in mind that, even if the enemy weakens with magic / shooting a unit of your chariots, the fallen ones will be back in your hero phase (let’s consider a unit of 3 chariots: the enemy manages to inflict 14 wounds to the unit: 2 chariots are killed and the remaining one got 1 wound… in your hero phase, the 2 dead chariots are still on the run, tnx to Tomb Herald and Icon Bearer. Your full 3 chariot unit is ready to charge).
And now, let’s take a quick look at Tomb Legion formation (125 wounds):
You need a Tomb King, a liche priest, 2 units of skeleton warriors, 2 of skeleton archers, 1 of Tomb Guard, 1 of (choose between chariots, horsemen, horse archers or necropolis knights).
Basically, you’ll employ a far wider array of units than Legion of chariots, so things can be more complicated, because your units are slow, and this will force you to play with a more defensive style, letting the initiative in the enemy’s hands… but you don’t really need the King on chariot, so you’ll save his wounds.
Formation’s bonuses: for each roll of 6+ to wound in combat phase, you make one extra attack (sweet!), a Liche Priest is the Hierophant: for each model slain within 18”, roll a dice, and save it on a 6 (good, given that your saves are pitiful).
That said, you must use the same powerful synergies of the chariots legion.
heroes:
Settra (8), Khalida (5), Tomb King (6), a couple of liche priests (5+5), a tomb herald on steed (5) and the warsphinx (12) (total heroes: 46 wounds)
Troops: (total 79 wounds)
1 unit of 20 skeleton archers (you need it for the additional attack: nothing survives 40 attacks that hit on a 2+, generating further attacks each time you roll a 2+).
1 unit of 10 skeleton archers.
2 units of 10 skeleton warriors (these guys can be really deadly: 1 extra attack for 20 models, 2 extra attacks for 30 models… combine it with +4 to hit and generate further attacks on 6+, and you will need a bucket to throw dices. Sadly, we don’t have so many wounds to spare, and the legion requires many units.)
1 unit of 14 tomb guard (passable save at 5+, that can be increased to 4+ with mystic shield and 3+ if you don’t move). Each guard got 2 attacks, they have rend -1 (finally!), and on a roll to wound of 6 or more they inflict double damage. Combine it with the fact that 6+ lets also you to make another attack, and you should see the potential… but just to be clear: buff them with your heroes: they do 29 attacks. Tnx to the righteous smiting of the priest, each 2+ to hit means another attack… we’re talking about a lot of successful hits. When you do the wound rolls, tnx to the +2 given by Settra and Royal warsphinx, each roll of 4 + threatens double damage and generates another attack… that hits at +2, for further attacks… You get the idea. Literally nothing can survive.
For the unit to choose, I’d pick 3 Necropolis Knights (15 wounds), as your long range hitter: the move at 8” (16” flying tnx to Settra): the poisoned fangs alone do 3 attacks for each model (rend -1, d3 damage), that inflict an additional mortal wound for each 6+ to wound. The trick is the same: buff the to hit and generate additional attacks, buff the unit with a +2 to wound, and you’ll end with a massive number of attacks that inflict mortal wounds and additional attacks for each 4+
The simplest tactic is to play defensively: the knights will kill some dangerous target, your archers will wreck a unit (or more) each round, the skeletons warriors will work as disposable units to stop contemporary attacks by many units (such as a mass attack from a Goblins’ spiderfang mob) and then you counterattack with the Tomb Guards. Summon when needed.