Skeleton Warriors (TK) (Yellow): These Skeleton Warriors are cheaper than
Vampire Count Skeletons but more expensive than Zombies. If you need
Skeleton Warriors, but dont need spears or a magic banner, then these
Skeletons are the way to go. But because you have to pay extra for light
armor and spears and the lack of a magic banner, they are often a subpar
choice when compared to Skeleton Warriors from the Vampire Counts.
When using these Skeleton Warriors forgo the extras and take advantage of
their lower point value to use them exclusively as tarpits. This means
deploying them 5 wide and very deep, around 8-10 ranks. Accompanied by a
Vampire Lord the tarpit is transformed into a cheap but strong fighting
regiment which is great at breaking the enemys steadfast units. Remember,
any tarpit tactics that VC Skeletons or Zombies can do, TK Skeleton
Warriors can do just as well, including the dreaded Wraith Wall where you
fill the front rank with ethereal characters (Wraiths and Banshees),
negating most units ability to fight back. Since they are cheaper, you are
essentially getting the same result for less points.
Skeletons Archers (Green): Skeleton Archers give our army a decent
shooting attack. Because they are cheap enough and their points come out
of core, sometimes they are worth replacing our normal Skeleton Warriors.
Since they always hit on 5+ they are fairly reliable too. Arrows of Asaph
provides a wider range of tactical options, allowing Skeleton Archers to
move, shoot at enemy behind cover or swift reform, and not have it affect
their chances to hit. Because of this, you always want to upgrade them with
a Musician. Just remember, being Undead means they cannot stand and
shoot. But perhaps the most difficult decision when using Skeleton Archers
is whether to field them as one large block of archers or several smaller
units. The larger block can easily fulfill a dual role as both archers and a
bus or tarpit. Its also easier to cast augment spells on a single unit too. The
smaller units put less eggs in one basket and allow the Skeleton Archers to
shoot at either the same or multiple targets while deploying in different
positions, covering the battlefield with more flexibility. When deployed this
way, Skeleton Archers lose their tar pit function, becoming more of a
redirector or chaff unit, should they become engaged. In either case,
Skeleton Archers make great bunkers for our Wizards, providing both cover
and a way to deal damage to the enemy while keeping our Wizards safe. A
long row of archers allows the wizard to move to any position within the
front rank, giving them a sizable range of movement and still have the
safety of the bunker. If your army is using lots of wizard bunkers or skeleton
infantry, Skeleton Archers are an efficient and multi-functional choice and
should be considered Blue. With High Queen Khalida, a large block of
Skeleton Archers should be considered Purple.