Saturday, December 8, 2018

Warmaster Tomb Kings Vs Dark Elves


          This time around the dragon priest and birdies are out. I believe, I have developed a solid understanding of their tactics and how to abuse them best. Today I am working of the usage of the Sphinx and Cavalry.

          The Sphinx proved difficult and not worth the points when I first started playing. Now that I have actually read the rules and know them fairly well, I expect the Sphinx's performance to be worth it's points. Also I took two in the list for today's game.
          The plan is to use them as shock troops. Those unit which steam roller the enemy. As Elephants would have been used. In the back of my head they will be most like my Epic Tau Stealth suits. As in they will hold my opponents attention, while the important operations are ignored.



         Cavalry? But its ancients dummy and Cavalry is Cavalry. Don't go over thinking its historical track record and proven usage. In this case, we will not be exploring ancients application of cavalry, but the rule system's/stat line for cavalry.
         Normally, like most players, I use them in a brigade of 4. The frontage ( CAV being based short edge. 20mm x 3stands=60mm x 2 units for a frontage of 120mm. An INF unit has a frontage of 120mm 40mm x 3 stands=120mm) allows for maximum contact during an assault/charge. 18 attacks with 6 support.
         What? Yes! This all started with some internet chatter about uselessness of 5 up save cavalry. You can find the discussion if you want to. Normally such chatter is only pure entertainment. The point was well made. Enough to make me rethink my established opinion on usage.
         Even more so, if one is a Tomb King player. Our Cavalry is 2 attacks not 3. We suck total donkey balls. No Cold Ones here, as those nasties are the opposite end. What we have and other armies is a unit (2-3-5 or 3-3-5). A block of 3 stands that is 10cm faster and with a 1 better save Vs. INF unit.
          Therefore today I plan to use them attached to an INF brigade Vs a cavalry wing brigade as the usual. What I believe the 5+CAV will do is increase the threat range. If your enemy is willing to get in bow range, well then the CAV is in ponce range.

On to the game!

My list:
Kal's list;

The game was called due to time. It was a total clown show. Together we failed well over half of our command rolls.  Kal's general failed so many time he was down to leadership 7. I failed the first roll 9 times. Nothing was moving. Even less happening. His right flank completely failed to activate. My right flank won't move. Then my left took the day off. The flanks saw little to no action with the show in the center.


Lead Porn kind of sort of in order


















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