I've had a look over the army book and it's pretty disgusting some of the stuff they get. Thankfully, it all costs a lot, but you'll still see a decent horde alongside this OP stuff;
Lords:
- Settra has some nice abilities, but with only I3, you can ruin his day with a cheap Scar-Vet build (Sword of Hornet/Swift Slaying, Dragonhelm/Dragonbane Gem) or an Old Blood. If you're in the unit with the Flame Banner, maximum lulz ensure (go first, any wound that goes through is doubled, nice knowing ya)
- Arkhan is essentially a Death Loremaster (Level 5), he can turn 3 dispel dice into power dice, and he's decent enough in close-combat. However, same as Settra, any of our heroes with the right gear (don't even need flame resistance) will get the jump on him and rip him apart (even on a Chariot he won't save much).
- SC Heirophant is Loremaster of TK magic, but his abilities are pretty meh. One-use scroll to screw up one of your spells (works like a dispel scroll, but causes auto-wounds to your wizard), he can re-roll one casting roll per turn. He's just way too expensive, and like Arkhan easy to kill (although Arkhan has an easier time killing off your heroes with his Death magic).
Rest of their SC lords and heroes are terrible or overpriced.
Tomb King/Prince will get ninja'd by our Scar-Vets. Curse (applies to Settra and Arkhan as well) is annoying (as it will potentially kill off your brave Old Blood/Scar-Vet), but very variable.
Expect to see a Level 4 Heirophant with TK magic. Evil gear to watch for on his guy are 'Neferra's Scrolls' (exactly like power scroll, but adds extra power dice according to wizard level, broken as hell), and he has enough space to fit in power stone(yay more power dice), sceptre of stability(generate dispel dice, then Arkhan turns them into more power dice) and scroll of shielding(one-use 4+ ward for the unit targeted by a spell, doesn't stop 'Pit' or 'Dwellers' though haha) on top of that. He'll be attached to the Tomb Guard block and used to regen them (by forcing through heaps of spells).
Cheap Level 2 Light Priests will most likely feature, as their spells shield from enemy ranged attacks and give combat buffs. They should be easy to suppress, but you'll already have been burning dispel scrolls/dice shutting down the Heriophant, so it's a question of quantity (Diadem of power and Cube of Darkness are good items to counter this). The Kanopi is the one you need to block however. Power level 5, and if it goes off, all RIP spells disappear on a 2+ (roll seperately for each) and it adds D3 power dice every time it shuts down an RIP spell. This will be incredibly annoying for 'Life' Slann, as if you can't block it they turn off 'Throne of Vines' and get free power dice for essentially nothing (it pays for itself handily). Kanopi is used every dispel phase, not just once either, so it's basically a power dice printing machine if you're relying on RIP spells to help you.
Tomb Guard combined with 'Cursed Blades' from TK magic are a character/monster/heavy infantry eating machine, and they will most likely have the Standard of the Undying Legion on their banner bearer. Again, power level 5, if it goes off D6+2 wounds of dudes come back. Combined with the Level 4 Heriophant already regenerating dudes, you'll have to nuke them with a decent spell like 'Pit' or 'Dwellers', they'll just grind you down in close-combat.
Ushabti are even better now, because they're both cheaper than before and get S6 bows now. Combine with 'Righteous Smiting' buff from TK magic, they're pumping out 2 shots per dude at excellent range, and they can move and fire with no penalties (always hit on a 5+ insanity). Expect them to put the BSB with these guys, carrying the Flame Banner. That combo will reduce most monsters (even with Regen) and heavy infantry to flaming husks. The worst part is, if you try to tie them up in hand to hand, they fight better than 90% of archers in the game, and even a small unit will churn through Saurus. Nuke with magic before they gun down the EOTG.
The snake cavalry hit pretty hard, but they're hellishly expensive so don't expect to see many. Sepulchral Stalkers have a point-blank dakka attack that may or may not kill you (depends on your Initiative test). In either case, I reckon they'll be too expensive to fit in, compared to the ever-reliable Ushabti with great bows. Both of them are vulnerable to a 'Miasma' and 'Pit' combo, 'Enfeebe' and 'Dwellers' will also work. 'Mindrazor' on Saurus/Temple Guard will chew through them fast as well.
Core will be Archer spam (either in MSU 10-man blocks or in huge 30-man blocks, depending on how lucky he feels with getting off 'Righteous Smiting' at either low level or the harder aura cast). Then they'll probably field a Chariot unit or two, for Arkhan/Settra/Chariot Tomb King to roll with. In either case, judicious use of Shadow or Life lores will see your Saurus churn through his pathetic infantry. They will shoot the ever-loving hell out of you before you reach them though (move and shoot with no penalties remember). Chariots are quite dangerous though (extra impact hits and increased Strength with additional ranks
), so slow them with Skinks and drop Salamanders onto them.
Rare will see a Hierotitan (reduces casting minimum needed for nearby wizards), because it comes with the Light spell 'Burning Gaze' built in, plus its a frigging Giant (and unlike most huge things, it at least has that 5+ armour, so you may need more Skinks than usual to poison it to death). It'll hide behind the advance and draw fire.
The other big one is the Casket of Souls. It adds D3 power dice to the pool automatically (getting sick of that by now huh? Notice how almost all the good units generate power dice like a boss?), and it's 'Light of Death' (power level 5) bounces so 'Unfathomable Presence' on the Slann is good insurance for shielding him and his Temple Guard (it'll burininate everything else but there ain't much you can do about it). It's a war-machine though, and the crew are laughably easy to take down. 'Drop Rocks' or some Camo skinks will do the job nicely.
The Skull Catapult is still annoying, but our awesome Leadership bonuses and abilities mean it's less of a problem. Just like with Casket of Souls, usual anti-warmachine tactics will work fine.
The Warsphinx and Necrosphinx they've been plugging with those awesome looking models are in fact complete garbage. Skinks will poision them to death handily (only 5+ armour), 'Pit' means they die on a 2+ (lol I1). The Warsphinx is slow as hell and while problematic in close-combat, it goes last against everyone. Necrosphinx can fly, but he still needs luck to get his HKB attack off, and again I1 is weaksauce. Bait them, then nuke with a Slann. Another really cruel option is to turn 'Mindrazor' on some Saurus/Temple Guard and shred the Sphinx with massed S8 attacks.
Lords:
- Settra has some nice abilities, but with only I3, you can ruin his day with a cheap Scar-Vet build (Sword of Hornet/Swift Slaying, Dragonhelm/Dragonbane Gem) or an Old Blood. If you're in the unit with the Flame Banner, maximum lulz ensure (go first, any wound that goes through is doubled, nice knowing ya)
- Arkhan is essentially a Death Loremaster (Level 5), he can turn 3 dispel dice into power dice, and he's decent enough in close-combat. However, same as Settra, any of our heroes with the right gear (don't even need flame resistance) will get the jump on him and rip him apart (even on a Chariot he won't save much).
- SC Heirophant is Loremaster of TK magic, but his abilities are pretty meh. One-use scroll to screw up one of your spells (works like a dispel scroll, but causes auto-wounds to your wizard), he can re-roll one casting roll per turn. He's just way too expensive, and like Arkhan easy to kill (although Arkhan has an easier time killing off your heroes with his Death magic).
Rest of their SC lords and heroes are terrible or overpriced.
Tomb King/Prince will get ninja'd by our Scar-Vets. Curse (applies to Settra and Arkhan as well) is annoying (as it will potentially kill off your brave Old Blood/Scar-Vet), but very variable.
Expect to see a Level 4 Heirophant with TK magic. Evil gear to watch for on his guy are 'Neferra's Scrolls' (exactly like power scroll, but adds extra power dice according to wizard level, broken as hell), and he has enough space to fit in power stone(yay more power dice), sceptre of stability(generate dispel dice, then Arkhan turns them into more power dice) and scroll of shielding(one-use 4+ ward for the unit targeted by a spell, doesn't stop 'Pit' or 'Dwellers' though haha) on top of that. He'll be attached to the Tomb Guard block and used to regen them (by forcing through heaps of spells).
Cheap Level 2 Light Priests will most likely feature, as their spells shield from enemy ranged attacks and give combat buffs. They should be easy to suppress, but you'll already have been burning dispel scrolls/dice shutting down the Heriophant, so it's a question of quantity (Diadem of power and Cube of Darkness are good items to counter this). The Kanopi is the one you need to block however. Power level 5, and if it goes off, all RIP spells disappear on a 2+ (roll seperately for each) and it adds D3 power dice every time it shuts down an RIP spell. This will be incredibly annoying for 'Life' Slann, as if you can't block it they turn off 'Throne of Vines' and get free power dice for essentially nothing (it pays for itself handily). Kanopi is used every dispel phase, not just once either, so it's basically a power dice printing machine if you're relying on RIP spells to help you.
Tomb Guard combined with 'Cursed Blades' from TK magic are a character/monster/heavy infantry eating machine, and they will most likely have the Standard of the Undying Legion on their banner bearer. Again, power level 5, if it goes off D6+2 wounds of dudes come back. Combined with the Level 4 Heriophant already regenerating dudes, you'll have to nuke them with a decent spell like 'Pit' or 'Dwellers', they'll just grind you down in close-combat.
Ushabti are even better now, because they're both cheaper than before and get S6 bows now. Combine with 'Righteous Smiting' buff from TK magic, they're pumping out 2 shots per dude at excellent range, and they can move and fire with no penalties (always hit on a 5+ insanity). Expect them to put the BSB with these guys, carrying the Flame Banner. That combo will reduce most monsters (even with Regen) and heavy infantry to flaming husks. The worst part is, if you try to tie them up in hand to hand, they fight better than 90% of archers in the game, and even a small unit will churn through Saurus. Nuke with magic before they gun down the EOTG.
The snake cavalry hit pretty hard, but they're hellishly expensive so don't expect to see many. Sepulchral Stalkers have a point-blank dakka attack that may or may not kill you (depends on your Initiative test). In either case, I reckon they'll be too expensive to fit in, compared to the ever-reliable Ushabti with great bows. Both of them are vulnerable to a 'Miasma' and 'Pit' combo, 'Enfeebe' and 'Dwellers' will also work. 'Mindrazor' on Saurus/Temple Guard will chew through them fast as well.
Core will be Archer spam (either in MSU 10-man blocks or in huge 30-man blocks, depending on how lucky he feels with getting off 'Righteous Smiting' at either low level or the harder aura cast). Then they'll probably field a Chariot unit or two, for Arkhan/Settra/Chariot Tomb King to roll with. In either case, judicious use of Shadow or Life lores will see your Saurus churn through his pathetic infantry. They will shoot the ever-loving hell out of you before you reach them though (move and shoot with no penalties remember). Chariots are quite dangerous though (extra impact hits and increased Strength with additional ranks
Rare will see a Hierotitan (reduces casting minimum needed for nearby wizards), because it comes with the Light spell 'Burning Gaze' built in, plus its a frigging Giant (and unlike most huge things, it at least has that 5+ armour, so you may need more Skinks than usual to poison it to death). It'll hide behind the advance and draw fire.
The other big one is the Casket of Souls. It adds D3 power dice to the pool automatically (getting sick of that by now huh? Notice how almost all the good units generate power dice like a boss?), and it's 'Light of Death' (power level 5) bounces so 'Unfathomable Presence' on the Slann is good insurance for shielding him and his Temple Guard (it'll burininate everything else but there ain't much you can do about it). It's a war-machine though, and the crew are laughably easy to take down. 'Drop Rocks' or some Camo skinks will do the job nicely.
The Skull Catapult is still annoying, but our awesome Leadership bonuses and abilities mean it's less of a problem. Just like with Casket of Souls, usual anti-warmachine tactics will work fine.
The Warsphinx and Necrosphinx they've been plugging with those awesome looking models are in fact complete garbage. Skinks will poision them to death handily (only 5+ armour), 'Pit' means they die on a 2+ (lol I1). The Warsphinx is slow as hell and while problematic in close-combat, it goes last against everyone. Necrosphinx can fly, but he still needs luck to get his HKB attack off, and again I1 is weaksauce. Bait them, then nuke with a Slann. Another really cruel option is to turn 'Mindrazor' on some Saurus/Temple Guard and shred the Sphinx with massed S8 attacks.