My friend runs a tomb king army and I've had a lot of success against every list he's run so far until today. I had two battles today, and both of them these particular units gave me A LOT of grief.
My friend runs a horde of 60 skeletons with 4 characters. (tombking, necrotect, liche priest - heirphant, and a tomb herald) In this unit he has a banner whcih recovers a bunch of wounds, as well as the Nekhara lore attribute brings back D3+1 wounds. He runs this unit in every list he writes up. Sometimes it's 100 skeletons.
This unit just doesn't die. First game, I killed the Heirophant with my own miscast using Cupped Hands. Next turn his banner brought it right back and fully healed all of his characters, injured by the miscast. Everything, was healed. It was like the miscast did nothing! His heirophant got thrown into the realm of chaos for christ's sake. But nope, roll of a 6 and bam everything is all good and hunky dory for his unit. Therefore I've come to the conclusion; except with Salamanders and Dwellers... THIS UNIT DOESN'T DIE! I killed it twice over but it just keeps healing wounds. That or he'd dispell scroll my dwellers. The first game I ran light, and I just couldn't kill this unit. I figured, nice I killed the heirphant, this'll be a walk in the park. Nope, next turn; it's back. Then I screwed up my own magic phase by buffing my unit too early, (see the other thread I just posted for details) and lost my Slann in the process. My BSB and general was killed by this unit that should have died already!! FUCK!
Lastly he also ran a unit of 9 chariots. This unit dishes out 4D6+4 impact hits, and it's a core choice. SERIOUSLY!?! This decimated 17 of my temple guard the second game, and the temple guard quickly got overwhelmed in Close Combat. I never got a chance to even regrow the unit, and before I knew it, my Slann was in close combat. (which sucks donkey dick) Somehow my Slann actually held the unit off for a few turns as my saurus got a flank charge and with some awesome rolls, a bunch of skinks assisting in shooting, I luckily killed the unit before he killed my Slann. So I still ended up winnig the second game.
So at first I thought this army would be a walk in the park with using Light. Unfortunately, I was an idiot and messed up a lot of things with Light. My army got obliterated and this was after I took out the heirophant in turn 1! With the exception of my Salamanders (who really are FREAKING DOPE) everything that could hae gone wrong in the first game, did. Turn one went really well, but it was downhill after that.
In game two I used life, and as that is a lore I am most familiar with, I won by a little over 400 points. Again I knocked out the heirophant, but turn 2 this time. It didn't come back the second game though. Yet he still had to test against leadership 10 on everything so it didn't really do that much.
So any advice on using light against Tomb King? And what can I do against these two problematic units??
My friend runs a horde of 60 skeletons with 4 characters. (tombking, necrotect, liche priest - heirphant, and a tomb herald) In this unit he has a banner whcih recovers a bunch of wounds, as well as the Nekhara lore attribute brings back D3+1 wounds. He runs this unit in every list he writes up. Sometimes it's 100 skeletons.
This unit just doesn't die. First game, I killed the Heirophant with my own miscast using Cupped Hands. Next turn his banner brought it right back and fully healed all of his characters, injured by the miscast. Everything, was healed. It was like the miscast did nothing! His heirophant got thrown into the realm of chaos for christ's sake. But nope, roll of a 6 and bam everything is all good and hunky dory for his unit. Therefore I've come to the conclusion; except with Salamanders and Dwellers... THIS UNIT DOESN'T DIE! I killed it twice over but it just keeps healing wounds. That or he'd dispell scroll my dwellers. The first game I ran light, and I just couldn't kill this unit. I figured, nice I killed the heirphant, this'll be a walk in the park. Nope, next turn; it's back. Then I screwed up my own magic phase by buffing my unit too early, (see the other thread I just posted for details) and lost my Slann in the process. My BSB and general was killed by this unit that should have died already!! FUCK!
Lastly he also ran a unit of 9 chariots. This unit dishes out 4D6+4 impact hits, and it's a core choice. SERIOUSLY!?! This decimated 17 of my temple guard the second game, and the temple guard quickly got overwhelmed in Close Combat. I never got a chance to even regrow the unit, and before I knew it, my Slann was in close combat. (which sucks donkey dick) Somehow my Slann actually held the unit off for a few turns as my saurus got a flank charge and with some awesome rolls, a bunch of skinks assisting in shooting, I luckily killed the unit before he killed my Slann. So I still ended up winnig the second game.
So at first I thought this army would be a walk in the park with using Light. Unfortunately, I was an idiot and messed up a lot of things with Light. My army got obliterated and this was after I took out the heirophant in turn 1! With the exception of my Salamanders (who really are FREAKING DOPE) everything that could hae gone wrong in the first game, did. Turn one went really well, but it was downhill after that.
In game two I used life, and as that is a lore I am most familiar with, I won by a little over 400 points. Again I knocked out the heirophant, but turn 2 this time. It didn't come back the second game though. Yet he still had to test against leadership 10 on everything so it didn't really do that much.
So any advice on using light against Tomb King? And what can I do against these two problematic units??