I could use some help against a block of tomb king archers. They army I'm going up against is:
lvl 2 caster
large block of almost 40 skele archers
skull catapult
small 10 block of warriors
3 necro knights
My first army was:
lvl 2 priest with plaque of tepok and cloak of feathers
25 saurus with sb and mus
10 skirmishers
10 skirmishers
salamander with snack
8 cameleons
When he saw the cameleons he played very defensively and deployed his catapult in a corner, then placed his archers near, followed by the warriors so I could not get close the catapult with the skinks. We had to stop on turn four with a draw becuase the store was closing, but it would have went a lot worse had his knights not been drawn away by a unit of skinks. I'm sure next time he'll stay closer to the main force.
Any suggestions on dealing with such a large block of skeleton archers? Do I just need to resign to the fact I have to march slowly, and either hit his archers in a couple of turns, or his knights if they come close? I know next time I'll deply only 7.5" from the edge so he can't fire on turn 1. I thought it maybe be helpful to break up the sarus into two units. Here was what I was going to go with:
lvl 2 priest with plaque of tepok
14 saurus with sb and mus
13 saurus with sb and mus
10 skirmishers
salamander with snack
salamander with snack
6 cameleons
Any preferred spells? Comet would be great to get him to move, but I didn't roll it last time. I thought the d6 s6 wounds would be great on the knight, but didn't get that either. Having his archers only hit on 5s was probably the best spell I rolled.
lvl 2 caster
large block of almost 40 skele archers
skull catapult
small 10 block of warriors
3 necro knights
My first army was:
lvl 2 priest with plaque of tepok and cloak of feathers
25 saurus with sb and mus
10 skirmishers
10 skirmishers
salamander with snack
8 cameleons
When he saw the cameleons he played very defensively and deployed his catapult in a corner, then placed his archers near, followed by the warriors so I could not get close the catapult with the skinks. We had to stop on turn four with a draw becuase the store was closing, but it would have went a lot worse had his knights not been drawn away by a unit of skinks. I'm sure next time he'll stay closer to the main force.
Any suggestions on dealing with such a large block of skeleton archers? Do I just need to resign to the fact I have to march slowly, and either hit his archers in a couple of turns, or his knights if they come close? I know next time I'll deply only 7.5" from the edge so he can't fire on turn 1. I thought it maybe be helpful to break up the sarus into two units. Here was what I was going to go with:
lvl 2 priest with plaque of tepok
14 saurus with sb and mus
13 saurus with sb and mus
10 skirmishers
salamander with snack
salamander with snack
6 cameleons
Any preferred spells? Comet would be great to get him to move, but I didn't roll it last time. I thought the d6 s6 wounds would be great on the knight, but didn't get that either. Having his archers only hit on 5s was probably the best spell I rolled.