2 x 3 Chariots
6 Necropolis Knights
For both games my characters were purely in support roles using spells and command abilities to buff the rest of the army and that was mainly the Necropolis Knights. The ability to run being an old school Tomb King player was very foreign to me however it allowed the heroes to stay relatively close to where they needed to be. The Tomb Kings ability really boosted the Knights giving them a 2+ to hit and the Serpents a 3+ to hit which were both very welcomed and turned them into blenders. The Liche Priest was very handy for placing Mystic shield down onto them as well but also chipping away wounds with Arcane Bolt.
The chariots were my 'battleline tax' and I really wasn't sure how to use them. I just resorted to the old tactics and just made sure I was charging with them rather than being charged and for the most part it seemed to work out well. They tied up a unit of Demigryph's and even though Todd was rolling well below average he thinks they're a great unit but I'm not entirely convinced and will be looking into the future to see what I can pair up with them to make them a little more sharper. Having the icon bearer in them makes them ridiculously resilient however and it is always fun to bring a model back in my hero phase.
Necropolis Knights were undoubtedly my favourite unit in Tomb Kings when they were released and I use to run a list consisting of two units of 6 of them in a snake wall. It was a very fun list and the Knights in Age of Sigmar look even more potent than in the last write up. Once again the Icon Bearer and the Liche Priest nearby ensured that whatever damage this unit soaked up, casualties would shortly re-appear with vengeance. The amount of attacks they put out isn't amazing however once the King puts out his command ability then the quality of attacks severely increases. I think the Necroserpents poison attacks is a great little buff as well. These were easily the heavy lifters in the game and I could see them taking on a lot of units as long as they're attacking first, and of course they're not running into Ironguts or something with damage 3 for example.
Lastly the Stalkers. They have a fantastic ambush ability but I just can't help but feel perhaps their shooting is a little too random for me and just not consistent enough. I'll be sure to include them in a few more games before I completely make my mind up about them but initially I wasn't overwhelmed with them like I was the Knights for example but I do love the fact they can pop up and then vanish again beneath the sands which is right in line with their background.
What I would like to experiment with when adding another 1000 points is dropping the Tomb King and replacing him with a Royal Warsphinx and there is a lot of combinations I wish to try out there such as Red Fury and Tomb Blade, or Master of the Black Arts is another command trait on the Royal Warsphinx I can see as being potent. As for artefacts the only one I don't see much use in is the Sword of Unholy Power and the Black Amulet.
A third unit of Chariots perhaps for the next battleline unit, another unit of 6 Necropolis Knights would be fantastic as well and if there is room I can't wait to get a Necrosphinx onto the table purely because I absolutely love the model and I think the current rules do them justice even though they do cost 400 points and that would be a squeeze at the 2000 points level.
What has done you well so far in the Tomb Kings or playing against them what do you fear the most?
Thanks for reading.