Lost colony vs. Tomb Kings (2999 points)
My opponent wanted to test a special Tomb King flag that allows a unit with cost up to cca 180 points to appear in proximity of the BSB some moment during the game. As this combination is rather costly, BSB plus expensive banner plus the unit itself, he wanted a high point battle so that the rest of the army would work in a nice way provided this test would be unsuccessful. So I have borrowed a few models and created an army on 2999 points.
Lost Colony: Dragon sorceress, lvl 4 dark, talisman of preservation, dispel scroll: 590
Master, manticore, iron hard skin, heavy armour, SDC, shield, lance, cloak of twilight, BSB: 331
Master, manticore, iron hard skin, heavy armour, SDC, shield, ogre blade: 292
3x dark riders, shields, crossbows, musician: 3x 110
20 spearmen, FCG, standard of discipline: 225
2x 10 witch elves, musician: 2x 120
13 executioners, FCG: 186
5 harpies: 75
5 shades, ahw: 90
3x bolt thrower: 3x 70
2x 5 warlocks: 2x 125
2x medusa: 2x 90
I think I stayed somewhere half way between a proper monster list and infantry-based MSU. With the high cost of my monsters I forfeited the advantage of having an insane number of units; at the same time, with keeping the infantry I forfeited the extreme mobility a list full of flyers, fast cavalry and the occasional kharibdyss would provide. On the other hand, the list was very similar to the one I have played several times already; the only important additions were three big monsters and a zillion of fast cavalry models. I think the mixture was not that bad as with too many units and models on the table there would be not enough space to manoeuvre and with only big monsters and cavalry the army would go in a direction I don't really like.
Besides, a 3000 points game is a perfect occasion to play a dragon sorceress and she is just cool. Adding two manticores was then a logical step: they provide a solid punch, are immune to fear and being single models, they are easier to proxy or borrow.
Solo medusas have done quite well in the past battles and therefore they have stayed. With a flying general, their frenzy is not a much worse liability than the frenzy of witch elves.
As a last note I would like to add that this by no means an all-comers list – for example, it lacks in the armour cracking department and the manticore rider without Cloak could use a ward save against fire. But against Tomb Kings I hoped it would perform reasonably well while not being so tailored it would be unfriendly.
Tomb Kings: Tomb King, 4+ ward (goes with skeletons)
High Priest, lvl 4 Nehekhara, Book of Ashur, 5+ ward (big skeleton archers)
Necrotect (provides hatred to his unit; skeletons)
BSB (with the aforementioned burrowing flag; skeletons)
Priest, lvl 2 light (the burrowing unit of archers)
40 skeletons, FCG
20 archers, champion
10 archers (with the ability to appear up to 12 inches from the BSB some moment during the game)
6 chariots, FCG
8 horse archers
20 tomb guard, FCG
Warsphinx
Hierotitan
3 sepulchar stalkers
Screaming Skull Catapult
Casket of Souls
It was to a large part an army of a modeller who just wanted to use all of the beautiful toys he collected – this is one of the reasons there were so many unit types present.
The desert force had some tools to worry about. The catapult could kill any of my monsters with one single hit if lucky, casket was able to cause solid damage too (poor medusas should the general fly far away), chariots would probably roll over any of my units should they manage to charge and combat elements were not that weak, either. On the other hand, I had lots and lots of mobility and battlefield control and a good selection of powerful units. I had all the tools to win this match – the question was if I could use them properly.
As a side note, I am far from being an expert on TK but it seems to me the army could use some fine-tuning. Too much magic shenanigans to support one single caster who cannot accomplish much. For their cost, another small chariot unit could probably be bought. And letting a mage dig himself out in the middle of the field is not friendly to him.
Deployment
The Tomb Kings deployed in quite a standard way, the horde in the middle, archers behind as they suffer no modifiers anyway, catapult on the hill, casket hidden and so on. I think there was a spot in the northeast corner where my shades could theoretically deploy but the horse archers scouted there first.
I deployed and vanguarded two fast cavalry units to the west to redirect chariots and added a medusa to the mix for some countercharge options; my BSB was prepared to join the fight as well. In the centre, dark riders threatened warmachines while warlocks were ready to add their weight to the east if necessary. Infantry units were prepared to meet the skeleton horde should it advance; the eastern witch elf unit was looking forward to poison the sphinx. Sorceress and the other master were hiding from thrown stones behind the hill; the BSB was hoping his 3+ ward will be enough.
I did a big mistake with placing my warriors right behind the executioners. They should have gone behind the fast cavalry instead as those units were able to go out of their way far more quickly.
Tomb Kings, Turn 1
As planned, on the west I pulled a double flee on the chariots which only shuffled a few inches forwards as a result.
As not planned, the central dark riders were actually in charge range, too. My opponent decided to try it, I elected to stand and shoot as he needed to roll a 12 and I really wanted to get to the artillery as soon as possible. The skellies actually managed to close the distance and suddenly there was a big unit rampaging in my backlines before I had the chance to prepare.
Horse archers moved as far backwards as possible and everything else advanced to my lines. A catapult shot aimed at the central bolt thrower scattered and killed three witch elves. Two warlocks fell to arrows.
In combat, dark riders were able to kill the necrotect right away, stripping the entire unit of hatred. Then they were butchered to the last man and the horde overrun into executioners.
Lost Colony, Turn 1
On the western flank, both fast cavalry units rallied and went back to delaying duty while the medusa hurried to their side; on the east everything tried to encircle the enemy. Witches advanced boldly towards the warsphinx and harpies prepared for an assault against the catapult. In the centre, my BSB joined the fight although it was probably safer to stay away for a while. One unit of warlocks entered the kill zone in front of skeleton archers – I do not know why anymore, probably to draw attention from something else but I do not see which of my units would be a possible target worth saving in this way.
Shooting destroyed a chariot and picked off some tomb guards. Magic was without much effect, both word of pain and soulblight targeting the big skeleton unit failed.
In combat, my BSB killed the undead one, though he and his mount needed to direct all of their attacks that way. Four executioners targeted the tomb king and failed, for the remaining ten attacks I rolled six or seven ones and killed almost nothing. Many executioners died in return, thunderstomp did not accomplish much and both execs and manticore broke from combat. BSB died right away, executioners were run down and the skeleton unit slammed into my spearmen. Solid kill count given that it was the end of the first turn.
Harpies, frightened by the slaughter of their allies, turned to flee.
Tomb Kings, Turn 2
Chariots charged dark riders who fled but were unable to redirect into warlocks. Good luck for me as now they were doomed.
Tomb guard managed to charge shades despite the distance was relatively long. Some of the undead warriors fell but then they destroyed the scouts with ease. Sixteen of them were remaining after the dust settled.
Finally, a warsphinx charged my witch elves but fell to poison before it got to strike.
Other than that the undead army just shuffled a bit here and there. The archers stepped forwards slightly and shot down all of the central warlocks, hierotitan advanced, too, horse archers backed away from the dark riders. Catapult was able to destroy the bolt thrower this time.
Sepulchar stalkers emerged right behind the dragon but were not able to wound. They shoot with strength 1, wounding on sixes almost always.
In combat, spearman champion challenged the tomb king. He was obviously lost in meditation, bracing himself for a noble death, as he rolled four ones to hit (two attacks with reroll). The ancient ruler acknowledged his dignity by killing him with one clear strike and not hacking his corpse apart. Otherwise there were only a few casualties on both sides. The spearmen lost (I think) but held.
Lost Colony, Turn 2
Time for an attack: warlocks and medusa charged the chariots, manticore master the hierotitan, dark riders the horse archers (one of them passed his dangerous terrain test). Harpies rallied but dark riders fled the board. My dragon sorceress and the unengaged medusa encircled the tomb guard and witch elves advanced.
Shooters only managed to put two wounds on the stalkers. Magic was without much effect, too: a black horror destroyed five tomb guards but word of pain on the archers was dispelled.
In the central combat the skeleton horde managed to break the spearmen this time; they did not pursue and my warriors ended just at the board edge. Otherwise, the elves did well, though: hierotitan was destroyed and only one horse archer and one chariot were remaining while my troops had suffered only marginal losses.
Tomb Kings, Turn 3
The skeleton horde chased my warriors away from the table and then redirected into a bolt thrower which was easily destroyed. Stalkers decided to charge harpies as they are five points more expensive than the bolt thrower; however, they suffered two wounds (losing one model in the process combined with previous shooting) and only killed one harpy and the combat resulted in a tie. Tomb guard shuffled a bit knowing it cannot avoid destruction no matter what.
The central witch elf unit was shot down and in combat, chariots and horse archers both disappeared. Warlocks reformed to face the catapult, medusa turned her back to the enemy as a charge would be long and the general was far away.
Lost Colony, Turn 3
The elves charged in all directions or closed to the archer unit guarding the hierophant. Warlocks destroyed the catapult with ease and tomb guard was put to rest with the combined effort of dragon and medusa, helped by word of pain just to be sure.
The casket was destroyed by my master. As I had anticipated the following explosion I had held dark riders out of range; I had not taken care to do so with witch elves, though, and four of them fell.
Harpies suffered two casualties but inflicted two wounds on the stalkers which meant another tie.
Tomb Kings, Turn 4
The archers had one last chance to shoot before the inevitable would come. They chose to aim at the medusa but only scored a single wound. The skeleton horde tried to shuffle in some way but with movement 4 it was not of much significance.
Harpies were still alive, tying the combat once more with no wounds on either side!
Lost Colony, Turn 4
There is no kill like overkill, therefore, every available unit attacked the archers. I was not afraid of the skellies as they would need to roll a very high number if they wanted to charge and I was able to reform so that they would only hit the medusa, anyway. And then I would be able to surround them. Sorceress and medusa raced to help against stalkers or skeletons.
The sorceress cast a black horror which misfired. Luckily it did wound neither her nor her dragon, scattered away from anyone and collapsed.
In combat, harpies and stalkers tied once again (or maybe the harpies even won this time) and the archers had no chance of surviving. They did not even score a wound.
The resulting crumble destroyed the sepulchar stalkers. Victory for my brave harpies!
Tomb Kings, Turn 5
The big unit backpedalled a bit, hoping to preserve their member's unlives at least.
Lost Colony, Turn 5
Every elf available closed in to the big skeleton unit. Medusa was leading the way so that the unit could only charge her, manticore and witch elves were following right behind, dragon got to one side to a good position for breathing, warlocks to the other flank.
Black horror was failed. The dragon's breath hit 26 models, out of which 19 succumbed, though. The horde was suddenly looking far more manageable.
Tomb Kings, Turn 6
The horde charged my medusa, killed it for a few wounds in return and overran into both witches and mantikore master.
Lost Colony, Turn 6
Everything charged, everything made it. The only undead who got to strike was the king himself who did not accomplish much and subsequently crumbled. With his last words he cursed all who fought against him in this last battle and caused some hits to all units that were involved in the combat. This killed the other medusa, no other results were significant.
In the end I managed a 14:6 victory.
After-battle thoughts: While I think I did reasonably well in this battle I was obviously guilty of some mistakes:
The first and probably most influential was of course allowing the long first turn charge. Spearmen being stuck behind execs was not good, either.
Turn 1: I do not see any benefit in sending my warlocks in the kill zone. Apart from that I was not able to decide if I wanted to fight the big skeleton unit or just accept the losses and send everything elsewhere. If my intention was to fight I should have turned the western witches and prepare a charge for turn 2. (I sent them forwards to help with the warsphinx should the need come but warlocks could have done this as well – and this task would not require them to turn into pin cushions.) If I did not want to fight there was no point to send in my BSB. Sure, destroying the undead BSB together with the burrowing unit that could not emerge anymore was nice but probably still not worth it.
I am not sure about the positioning of shades. I could have kept them outside of charge range. But it worked nicely to isolate the tomb guard.
Turn 2: Again a lone unit entered the kill zone. There were seven witches at the time, there was a chance some of them could survive and assassinate the priest. But it was probably unnecessarily risky.
I could have turned the eastern witches to face stalkers as in the northern half of the board there was not much they could expect to accomplish. But it would maybe allow a long charge from the tomb guard.
I was lucky with the chariots failing their redirection test but with three units against them they had slim chances anyway.
After that I do not see many interesting decisions that were made. It was good to wait with the charge for the last round as the breath weapon helped enormously. And my harpies were insanely lucky.
One funny thing is that while the first turn skeleton charge cost me a lot of points it also brought the very dangerous unit away from the rest of the undead. The skellies had no support then, not even by magic, and in return they could not protect the vulnerable units in the backfield. On the other hand, with all the monsters and fast cavalry in my list one horde would be easy to avoid no matter what and so this advantage was probably not worth all the dead elves.
The dragon sorceress worked well, I think. She made it possible to destroy two units thank to riding a dragon but at the same time she did some work even outside of combat. With a dragonlord I would feel I have to get him into combat to make him worth his points.
We could also observe how one catapult was able to control the movement of two monsters.
Overall I have the feeling that my army met a very good matchup. The undead were not without threats but in the end, only the skeleton horde managed to accomplish something – and I don't think I displayed some exceptional tactical prowess.