Wiggins said:
Why should a Wight King list have no magic at all, RedDuke?
Yeah, I meant no raising :)
Ok, now I do not have my book with me and I may be wrong, but I used to play against lizzies a lot.
First of all, yes, it is probably the worst enemy you can face at 500 and jeez... those Kroxies...
Second, I think the list you posted sum up to 507, more or less. Furthermore, he has to resize his core units, as skinks come at least in units of 10.
I think the best option is to try to inflict the most attrition you can before entering close combat with his unit of saurus. And you can use magic for that as well. So, I would suggest the following list:
Necromancer, extra spell, ruby ring of ruin, sceptre de Noroit
120
17 ghoul + ghast (general here at start, leave unit when skinks are dead)
144
5 dire wolves
40
3 spirit hosts
195
499
Needless to say, the strategy would be to stay back and block march him with the spirit hosts. Only his main unit can hurt them, with a +3 bonus minus the wounds you may be able to inflict (0.66 a turn if I am not mistaken). And this only by giving flanks and rear to the charges of your ghouls.
On the contrary, if you flank charge him, you add +2 in that turn (even if you are not able to disrupt ranks anymore). So, the point is, everything that charges the hosts is lost for the whole game, so they can really disturb his manouvres.
Now, for the initial phase of the game, the unit that creates the most problems are clearly the skinks: with poisoned javelins they can really be nasty. Furthermore, the oblige you to keep the necro with the ghoul unit, while he would be better on his own. And here comes the Ruby ring and possibly a d6+9 units of zombies (consider the opponent now has to wipe them out to get the victory points and I am not even sure he gets them at all).
So, try to fire them down and, if needed, use the wolves to keep them at a distance (do not expose them too much or even worse charge the skinks directly, as a stand and shoot reaction can wipe them out).
Kroxies are great, but they tend to suffer flank charges from ranked units, even if they are zombies. He can score maximum 3 wounds against you, which means that you lose the first round by one in the worst case if you flankcharge with 10 zombies. And you are sure to raise 10 of them everytime.
Ideally, If you play well and everything goes according to the statistics, by turn four you should be able to flank/rear charge his core unit, already deprived of some models, with your ghouls at full strength.
With them without the necro, you make 16 attacks and you have nearly 3 wounds a round, this means that if you have some wolves surviving the skinks, you can throw them at the rear and hope they will not be obliterated, winning you another +2, +3 from the charge if it is the second round of combat.
More on this: personally, I would risk some crumbles from CR more as a result of a flank charge with weak units, as the more you charge them, the more fear test they have to take: if they fail one, your ghouls become godlike... :suck:
Now, I am not saying this will work, because it obviously depends a lot on the dice, but also a cavalry charge heavily depends on the rolls, and it is just one shot.
Now, with a little bit of luck, your general will be eating popcorns from a distance, watching his minions dragging enemies to hell.. priceless :devil2:
Good luck!