So for the past few months I have been toying around with various builds of TK in preparation for Alamo this November.
http://z4.invisionfree.com/Khemri/index.php?showtopic=11617http://z4.invisionfree.com/Khemri/index.php?showtopic=11996http://z4.invisionfree.com/Khemri/index.php?showtopic=11959Things that I have tried but could not make work:
2 Units of Sepulchre Stalkers. Awesome units for damage but point for point they don't pay for themselves reliably each game.
2 Tomb Princes to go with Warriors and Archers. Unfortunately, hatred and stomps have been my bane. They are great at mitigation but in the end they don't do enough.
Large units of chariots. Those failed a while back.
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With the ETC lists out, I've tried building a better mousetrap. Here's what I tested:
Lvl 4 - Nehekara, Dispel Scroll
Lvl 4 - Death, Power Stone, 4+ ward, general
Ramhotep
29 archers, banner, musician
10 archers
5 Horse Archers
5 Horse Archers
4 Chariots, Banner of Swiftness, Musician
6 Necropolis Knights, Full Command
6 Necropolis Knights, Full Command
3 Carrion
SSC
SSC
Casket
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I took it out for a test against Empire, who is also experimenting for Alamo.
Warrior Priest General
BSB with Banner of Discipline
Lvl2 Beast Wizard, Scroll
Master Engineer
50 Halberdiers
20 Spearmen
10 Inner Circle Knights with GW
40 Greatswords
5 Archer detachment
28 Greatswords
5 Archer detachment
3 Demigryph Knights
3 Demigryph Knights
Cannon
Hurricanum
Helblaster Volley Gun
That's a lot of footslogging troops. Of course, no frills or upgrades.
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He gets Flock of Doom. I get Caress, Doom, Spirit Leech, Purple Sun. I also get Smiting, Protection, Dessication, Desert Wind (rolled three 2s and a 6).
Deployment – his characters are in the spearman block. My guys are in my archers with the Death in the small block and the others in the big block.
Turn 1 -

He goes first of course (sigh). His troops advance. Magic phase. He casts flock of doom on my small archer unit. I let it go. He gets 9 hits which of course causes 4 wounds on 5s. He then IFs his Hurricanum which hits 4 more archers, causing 2 wounds. Shooting – cannonball straight to my Death wizard’s face. I fail my 4+ ward and take 2 wounds!
Not a good start.
Bottom 1 –

I advance somewhat. My lvl4 is now in critical condition. In order to be in range, he stands out by himself. Magic sees me IF Caress his Lvl2 with scroll. I roll a 7 and nothing happens. Casket does nothing to his cannon and stops. Purple Sun only went 6 inches and got dispelled next turn. Catapults can’t hit the Cannon. Shooting obliterates his archers on the right. Kills one on the left.
Turn 2 –

He gets ready for the charges. He dispels Purple Sun. Cannonball eats my Death Wizard (fails 4+ LOS! And 4+ ward save).
Bottom 2 –

Charge! Chariots charge his archers, which forces him to consolidate and expose his Demigryph Knights. My Necropolis Knights charge it. He doesn’t see that coming due to consolidation and flees. I redirect into his other knights and roll an 11. My archers reform into a 2 wide unit to stay alive. My Shiny necropolis Knights reform 6 wide and Ramhotep joins him. The small unit of 4 archers move forward to hopefully head off the Greatswords. Carrion move forward and obstruct Ramhotep. Horse Archers block off ICK. Magic sees Desert Wind go off, allowing me to move Carrion in front of GS horde. Small archer unit successfully blocks off the other greatsword unit. Dessication goes on Halberds. Rock falls on Halberds, killing 11.
Chariots go through difficult terrain and rolls snake eyes, killing 2 chariots. Necropolis Knights break Demigryph Knights (taking 3 wounds in the process) and reforms.
Top 3 –
Charge!

Greatswords go into Carrion. Greatswords go into archers. Hurricanum goes into Necropolis Knights. Spearmen charge Chariots. ICK charge horse archers. Halberdiers hit archers. Other Demigryph Knights rally. Cannon blows up the Casket. Hierophant and Archers shrug it off.
Small archers get killed. Large archers lose 8 total. Horse archers obliterated and knights don’t move, preparing for flank. Carrion get mauled by Greatswords but kills 5 first. Greatswords overrun into Necropolis Knights. Death ensues … With Ramhotep leading the way, 2 Knights go after the Hurricanum, which blows up from the Snakes alone (8 re-rollable attacks, with 4 poison). I unleash 16 snakes and 13 riders on the Greatswords with hatred, killing 13 before he strikes, and another 4 stomps afterwards. He has 23 attacks, which cause 12 hits, 8 wounds, 4 get saved on 5+ re-rollable and 1 regen. So he causes 3 wounds total. He expands frontage to try and off Ramhotep.
Bottom 3 –

My Necropolis Knights charge his spearmen block. He flees, which is what I want. He flees through the archers and appears on the other side. I choose to not charge with the Hierophant because the unit blocks his greatswords. Also it screens me from cannonballs somewhat. Knights fail to make it into the halberdiers. I roll for a 5+ ward on the archers. I dessicate his halberdiers and get off AOE smiting. I again roll a 7 on the miscast.
Shooting sees a rock drop on the DGK, killing 1. My Knights now have 9 attacks per model (5 snakes and 4 on riders). His unit is down to 4 models (2 after stomps). I reform to give my flank but face his other GS unit. The archers and halberdiers trade punches. He expands frontage and I follow suit.