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Post by hivemindbob on Nov 8, 2009 19:37:07 GMT -5
Well it's official. I'm done. After a great slaughter in the world of 40k counting as our fantesy game, Bob completly destroyed me. However I'm really glad I am now in fantesy. I really want to thank Jason for all the stuff and answering all my stupid questions and helping me rebuild my list. I also want to thank Bob for dealing with ALL of my crap. from my complaining to my not reading the rules (still workin on that bob) and even though I have threatened multiple times to melt my skelitons into lizard men I am sticking with the sticks. I gotta say thanks again to arleen for a good battle. Jason for watching my back for my camp crusade, and bob for being a teacher, a holding tank/barrier, and a defensive wall that kept the evil cheerleader elves out. Thanks for a Great Campain Everyone! ;D
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Post by gretchinmike on Nov 8, 2009 19:47:33 GMT -5
yes thank you, I still need to write the fluff
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Post by Dr Carnivean on Nov 9, 2009 9:59:29 GMT -5
You're welcome both of you. I enjoyed having you both in the campaign and getting to watch you both grow as tabletop generals. I had actually written up a Tomb King list that I wanted to give you to try, that works with the models you currently have. I meant to give it to you Friday but forgot.
2250 Tomb Kings roster 318 - Tomb King (chariot, blade of setep, armor of the ages, shield) 152 - Tomb Prince (crook and flail, light armor) 160 - Liche Priest (Hierophant, cloak of the dunes, dispel scroll) 330 - Liche Priest (casket of souls, dispel scroll, dispel scroll) 195 - x3 chariots (full command, banner of the cursing word) 80 - x10 skeleton bowmen 80 - x10 skeleton bowmen 456 - x33 tomb guard (full command, icon of rakaph) 195 - x3 ushabti 72 - x3 carrion 220 - bone giant
Your skeleton spearmen will work fine for tomb guard. The Icon of Rakaph allows a complete reform BEFORE declaring charges so they'll be able to charge units behind or to the side of them and maximize their ability to get into combat. Having the tomb prince with the ASF crook and flail will make it a very dangerous unit, and they all are considered to have magic weapons so can deal with those pesky ethereal things. With the tomb king in the chariot with the blade of setep and the extra wound you'll have a mobile unit with good offensive potential. That blade should allow the tomb king to kill any character he is able to charge with decent rolling, and all the impact hits and the magic banner (which should affect at least four models on the turn you charge) will give that unit an even stronger charge. With the fast cavalry rule (read up on it and become familiar with what it can do for you) and two chances to cast 'my will be done' you should have a very good chance at being the attacker and should try to get them in combat as soon as possible, since that is your best unit for getting points from the enemy.
Mike, I saw you picking up some more orcs the other day. You should try experimenting with using some orc units as black orcs and seeing how they do for you. The squig hoppers seemed to work well for you, so that may be a unit to invest in (or convert your own from night goblins and green stuff) Going with two or three cheap level 2 goblin casters may give you a nice magic attack. Also remember what Bob said about the troll leadership - when using the guy on the wyvern you may want to swap out the trolls for a second giant to have three big nasties on the table. Giants are the easiest things to use cheap non-GW models for (three of my five are non-GW) since lots of toys and stuff are the right scale and some of the giant models from D&D miniatures are also priced very cheaply in e-bay stores. I would recommend picking up one giant kit from GW at some point, though just for all of the cool bits you get in it that are great for future conversions.
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Post by bob on Nov 9, 2009 12:04:18 GMT -5
Thanks for fun games, guys!
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Post by hivemindbob on Nov 9, 2009 15:04:07 GMT -5
Thanks Everyone
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