VARIETY IS THE SPICE OF (UN)LIFE
You have to take core choices regardless, so for the most part I took Skeleton Archers and Horse Archers because they are cheap and are able to give your army a much needed range threat and a couple distraction units. I also wanted to keep the characters cheap, so I took only two. The Tomb King adds his own Sphinx to the mix giving you another beasty, also the LvL 4 is there to ensure that you still have a strong magic phase.
All the Sphinx are there to create as much havoc as possible. The Necrosphinx are there mainly to travel ahead of the army to hold up important units until the bulk of this army smashs home.
Lastly the Hierotitan is there for better magic and some more stomping. A really fun list and one that will no doubt show up in one form or another.
The Chariot Army List
Talisman of Preseveration,
305pts Chariots, Full Command: Size 5
250pts Chariots, Full Command: Size 5
250pts Chariots, Full Command: Size 4
250pts Chariots, Full Command: Size 4
196pts Skeleton Horsemen Archers: Size 14
280pts Necropolis Knights, Entombed: Size 4
The design of this list is fairly basic. In fact there is room to add a Tomb Prince in there as well, if you remove a chariot unit. Since you can not rely on getting your magic movement spell off every turn, you will have to adopt a wave deployment tactic. Basically you spread out you lines into waves that speed across the table. Once wave one engages the enemy(big unit of chariots/sphinx) the remaining wave swings into the flank of the opposing army allowing you to wear down a section of their battleline.
Therefore allowing you to take the army apart piece by piece. Lastly the unit of horse archers is there to provide a mobile bunker unit for the liche priest and to pepper the enemy as your waves advance. Because this liche is at greater risk since he will be moving foward usually, I thought the talisman of preservation would add a bit more defence then normal.
The Tomb King has a ton of attacks and combined with impacts hits and other attacks, this will make his chariot unit hit hard as well. Therefore he should be towards the center of the first wave to ensure he gets into combat earlier on. Finally the Necropolis Knights have Entombed Beneath The Sands rule so that they can be deployed on a flank and it works in this army because you already have enough harding hitting units, so if you lose the knights it's not as bad. The sheer weight of the monsters and chariots can dish out the hurt. What the knights really excell at is getting into a flank and EBTS allows them to deploy in a better spot then normal; so in this instance it works very well on this unit. Due to the popularity of chariots in the Tomb Kings army, it will be interesting to see how competitive players will attempt to build the ideal tournament chariot list.
The Ushabti Heavy List
120pts Screaming Skull Catapult, Upgraded
The whole theme of this list is to have a giant block of Ushabti smash right into the opponent's line. This unit is tough to kill and has a variety of powerful attacks, allowing it to grind tougher opponents down. Backed up by solid shooting and other monsters this unit can really go to town.
That brings us to the end of the Tomb Kings Review and I just want to give out a special thank you for these people would provided most of the pictures and useful content.
-Locky Reid for a detailed look at a particular version of the Monster Mash list
-Fantasy Battle Round Up for their continued support
-Retroalias for his detailed Tomb King Pictures :D
-SwissDictator for his detailed Tomb King Pictures :O
-Sedge55 for his detailed Tomb King Pictures ;-)
As always make sure to check out other topics on my homepage "War and More" for more reviewing content. You can also contact me Via Twitter @ATT64 or on Rankings HQ under the Daily D6.
Till Next Time