All discussion on how to beat the Tomb Kings is to be posted in this thread. The best tactics will be amalgamated into this post.
Well a Tactica, that I can write really well :love:. Finally.
Alright when facing Tomb Kings you must remember a couple of key things.
1. We cause fear.
2. If we lose combat, we will start to crumble
3. We can't march. So that means that we will be magically causing our troops to move. And remember this magical move can cuase us to charge.
4. Our Magic is relentless, as it always goes off. So unless you have a Spell weaver, and 2 spell singers with lots of dispel scrolls. Your going to be in for a bumpy ride. (Also something to take not of is our spell hierarchy, This means our magic pahse is done in a strict and specific order. So if we skip a liche priest we can't go back, So take note of who he casts with and what order).
5. Some of our units can appear behind your deployment zone. The unit of choice for this is usually a Tomb Scorpion. Very nasty unit.
6. Kill that Hierophant! (The Tomb King player has to point who this is at the start of the game).
Alright so heres are unit break down:
Tomb Kings: Our ultimate fighter. Can have a nasty combination of magically items so watch out for him (If set up moderately, he can take on a treeman by himself). He can also cast two of our spells even if in combat but is limited to either smiting (combate/shooting) or Urgenecy (movement) and a small range. Also if this guy is in a list expect to see at least one unit of chariots. (more on them later)
Liche High Priest: If you see this guy, your opponent will usually be going magic heavy. So batten down the hatches. Otherwise poor fighter. Usually hide in an archer block. So a hail of doom would be a good idea, to give this unit, and then shoot the crap out of the character. If in a 2000 point game this guy will be ther Hierophant.
Tomb Prince: Just an ordinary fighter character. Can cast either smiting or urgenency on his unit. Will probably forgo armor, just becuase of high toughness.
Icon Bearer: Nobody really uses him. So its on rare occassion you'll face him. Our basic fighter champions could take him on.
Liche Preist: Basically a level 1 wizard, that can cast any one of our 4 spells.
Skeleton Warriors: Will be used as a sponge unit, so try to avoid hitting it in the front if you can, get ride of those rank bonuses. And watchem crumble. After getting charged they will probably get raised, so if you can stop this (but pick your spells). Will probably have a Tomb King or Tomb Prince in the unit.
Skleton Archers: Basically warriors with bows, but no armor. But beware of arrows of asp. This means there always hitting on a fixed value so, all those special rules for being in cover, skimishing and being waywatchers don't count.
Tomb Swarms: One of those unit that can be put behind your deployment zone, using It can from below. It can charge on the turn it comes up.
Skeleton Light Horsemen: Basically this is our bait unit. Basically zero armor. They have bows though.
Skeleton Heavy Horsemen: Don't be fooled by the name. They are not heavy. They are medium at best. Easy way to get points. But watch out as these guys maybe able to get first turn charge.
Chariots: These are not a singular chariot, but a unit of chariots. That cause D3 impacts hits each. So if you get the chance, shoot them. Also these guys are fast calvary and are also capable of getting a first turn charge off with magic. So when facing more then one unit of these units I sugguest using Tree Singing to make sure that them can't charge you with out taking hits from trees. Also if they charge you flee, and counter charge with something (Dryads come to mind). Without the charge they fall pretty easily.
Tomb Guard: If you see these guys it usually means that your opponent has chosen the Standard of Rakaph. This gives the unit the ability to reform, before charges are declared, and then move normally (so may charge). Incredibaly hard to get an effective flank charge off on these guys. But if you are going to charge them, perferably do it with War dancers, not Dryads, as the Tomb Guard weapons are magically and will negate the Dryad's ward saves.
Ushabti: They are basically the Tomb King variant of Tree Kin. Their bane is form our army is small fire, so lots of arrows. Hail of Doom would Also do a very good job of clearing away this unit, as they are hard to raise back.
Carrion: Our flying unit, possiblilty of getting behing our lines first turn for cross fire purposes, or first turn charges. Not an extremely had unit it fight, But will probably give your archer a hard time. Shoot them to bits if you get the chance.
Tomb Scorpion: The other unit that has "It came from below". Very nasty unit. Has Lord/Heroe stat line. Could Probably take out a highborn in lone combat. Will most likely either tie up a unit of Glade Guard in close combat to stop them from shooting or go mage hunitng. An somewhat effective way to counter this guy is keep a Treeman, Treekin, Dryads, or War Dancers close by to counter charge it when it comes up, as it will usually have trouble against these units.
Screaming Skull Catapult: Basic Stone thrower will a few key points. Its ammunition counts as flaming, and magical. So treemen beware. Also another thing to notice, is that it can cause panic checks by only inflicting a single wound. An effective counter would be to use way watcher to charge it. The crew won't put up most of a fight. Or they could try shooting it. But you'll need to be lucky.
Bone Gaint: What can I say. Don't let this guy get the charge! Under any circumstances. As it has the potential to become extremely destructive. Try to get either Treekin, or a Treeman in combat with this guy. It will probably die after one or two turns of combat.
Casket of Souls: Don't know what you've herd about these unit but don't worry. If the army has this it does two things for you:
1. Anchors a liche priest to it. With out the liche the casket is removed from play.
2. It means that your opponent isn't fielding 2 SSC's.
Its perferable not to let its spell light of death go off. But if you have to you can always let it go, with the Wood Elf high leadership it shouldn't really don much.
Hope this helps! Sorry for any spelling mistake.