With the incoming battletome "Legions of Nagash", Tomb Kings will be put even more aside in AoS.
Waiting for that and given that I cannot wait to try new tactics with Death / vampire counts, knowing that in the future months I won't touch "real" Tomb Kings, I did a couple of games with TK led by Khalida, now named "Tomb Queen".
Khalida's army vs Fyreslayers_game 1
1000 pts, so very little room to play
Tomb Kings:
Tomb Queen (master of black arts, ring of immortality)
liche priest on horse
necrotect
1 x Warsphinx
10 x skellies
30 x skellies archers
those 30 archers, tnx to the buff granted by Khalida, will shoot 60 arrows at 4+/4+
Cast Righteous Smite on them and you'll have additional attacks for each 5+ to hit.
Basically, on average you are going to hit with 30 arrows, generating 20 additional attacks for another 10 successful hits. 40 hits, 20 successful "to wound". A round of fire by those archers will force 20 saves. (plus the shooting by the staff of the Queen)
Fyreslayers:
Runefather on magmadroth
Runesmither on magmadroth
Battlesmith
3 x 10 Vulkite Berserker
(with a formation with a name that I don't recall)
We used the cards for objectives and contingencies... we took the battle where you count the number of wounds of killed models, heroes and monsters killed are counted twice.
Not so good, I'm plenty of frail skeletons that die easily.
we must divide our armies in 3 contingents, deploying one of them each turn
set up:
I'm fielding Khalida, the LP and 30 archers.
In front of me the general on magmadroth and 2 units of berserkers
FIRST ROUND: I go first, RIghteous smite on the archers and proceed to rain death on the 2 units of vulkite. Khalida shooting fails.
Those sturdy naked dwarfs are hard to kill, despite the 60 shots with additional Attacks on 5+, I manage to reduce one unit to 3 but the ones with double axes still stand with 5 berserkers.
Their general uses the rune of speed, giving the survivors +4 to move, and also tnx to the fact that they can roll 3 dice, picking the highest ones for the charge (command ability?), 5 vulkite and the magmadroth clash into my poor archers, killing 15 after the battleshock.
SECOND ROUND: Luckily I win the roll.
I deploy my sphinx with the necrotect, but fail the charge. I manage to kill the remaining vulkite that were in melee, and inflict EIGHT wounds to the magmadroth, tnx to a lucky roll of khalida, that wasn't saved and I rolled 6 dam.
Fyreslayers' turn: the second magmadroth arrives, along with 10 vulkite...
the vulkites charge the sphinx, inflicting 5 damages (hint: my sphinx won't make a single save during the battle).
In cc, Khalida scores another successful hit on the Fyreslayers' general, killing it!!!
THIRD ROUND: I win again, so it's my turn!
the 10 warriors arrive.
My plan is to wipe away the berserkers in melee with the sphinx and charge with it. Which was a big mistake, the correct move would have been to retreat the sphinx, that (being a monster) would cost me 24 victory points if killed... which would be almost sure, if I use it again in combat. I even fail to cast mystic shield on it.
With the shooting i kill many vulkite, but 3 are still alive, and so i spend the melee of the (wounded) sphinx to erase them from the battlefield.
Fyreslayers turn: the battlesmith arrives, the magmadroth charges the shpinx, that stands with just one wound.
FOURTH ROUND: Fyreslayers win the turn.
THe breath of the magmadroth inflicts heavy damage on skellies, but the shooting of the hero fails to finish the sphinx! (phew..)
He must spend the combat phase to kill the sphinx.
Actually the Fyreslayers are winning, as we are at a tie monsters-vs-monsters killed, but they have already killed a little more than 30 skellies
I fire all I have against the magmadroth (arcane bolt, shooting with khalida and archers with Righteous smite), but it's not enough...
FIFTH ROUND: If Fyreslayers win it's over, as the magmadroth would charge the archers.
For the turn, Fyreslayers roll a 5... I roll a 6!
I shoot with all I have, again, and the beast finally falls!
VICTORY FOR KHALIDA!!!
Some brief considerations:
leaving aside my mistakes with the sphinx, that could have costed me the victory, I'm perplexed.
I was hoping to test the list with khalida + warkitty, but due to the rule of the cards, the deployment was weird... to field the sphinx in the second turn, at the end of the movement (so without the possibility to move it with the huge bonus granted by the necrotect), is kinda crippling.
So, I'm still without an answer about how well this list can perform in a standard scenario
At least, I know TK can still win even at 1000 pts, a tier of play where it's not possible to field Settra.