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Made in nz
Sickening Carrion




Auckland, New Zealand

Hey guys, i'm Vaul - here's my forum intro post if you want to know more about me: http://www.dakkadakka.com/dakkaforum/posts/list/225432.page

I'm considering a commitment to warhammer fantasy since I like the 7th edition rules. Tomb Kings look appealing for stylistic reasons - I think the casket of souls is cool conceptually, and the Tomb Kings really seem like the 'purist undead' army which i'm into. I've posted a list proposal further down which I would be interested in some feedback on, but first - there are a few important criteria for it which can't be changed:

- Casket of Souls
The casket is a must for the list, for stylistic reasons: if collecting a TK army without it is the only way to go, I would rather just collect for another race. I want to be able to say the word 'souls' as much as possible while playing. This is the army theme and if there are any army list options that I can go for which will make the casket more effective, these will be a must! On paper, it looks like the screaming skull catapult is better in purely mechanical terms, but for stylistic reasons i'm going with the Casket.

- Monetary Cost
Any list combination that is too pricey in terms of paying hard cash for the army is unacceptable. My proposed list really works with the battallion plastic box (2 in fact), and minimised metal blister pack purchases. I can go more or less with this stuff, but choosing tonnes of ushabti, carrion, tomb guard etc, in combination is not going to work.

- 2250
The list needs to work out to this points cost, because apparently most tournaments use around about this much? ...and it puts me in the bracket where I can have a tomb king etc.

The List

170 - tomb king
6 - great weapon, shield
20 - cloak of the desert dunes
35 - Death Mask of Kharnut
35 - armour of the ages

Items combo here allows him to keep up with the carrion, to cast urgency on them, they can pick off warmachines or weak missile units etc. The death mask allows him to do something with his long range move since he can't charge - landing near enemies to force the terror test could be good. The armour of the ages compensates a little for him being so vulnerable out on his lonesome - the extra wound gives the healing incantion more potential too. My other idea for the Tomb King is to put him with the 6 chariots, and give him all chariot related items. This would be cool because I could model some conversions on the chariot to make it look like it was on fire! Comments on this alternative idea welcome

115 - liche priest
165 - casket of souls
25 - dispel scroll

115 - liche priest
25 - heiratic jar

115 - liche priest
25 - heiratic jar ***EDIT ok, only one heiratic jar per army. this second one is out***
8 - skeletal steed

Three liches for plenty of incantations, the one with the casket is least likely to be in range for the incantations as the game goes on so he gets the dispel scroll. One of them is mounted partly because the blister pack sells you one mounted plus one on foot, and i've got a combination of infantry and cavalry available to hide the liches in.

67 - icon bearer (light armour) ***EDIT: Can't take this as i'm only allowed 4 hero choices for this list! Whoops***
75 - standard of the sands

As per my army criteria, anything that adds a benefit to the casket is a must. Since the standard prevents a march move, that means more time for the enemy to get into combat (and unaffected by the casket)

---

256 - 32x skeleton warriors (bows)
15 - musician & standard

256 - 32x skeleton warriors (bows)
15 - musician & standard

These guys all get bows because a) i've got 3 liches to try and cast smiting on them, and b) I want to stay in my deployment zone most of the time while using the casket. Please let me know if I should be arming more of them with shields/spears etc, and if so, why.

112 - 8x light horsemen

128 - 8x heavy horsemen
35 - full command group
25 - War Banner

I get 16 horsemen from 2x battallion boxes, is it best to split them in this way for more tactical options, or just make a massive heavy group, or a couple of light marauding horsement getting in the enemy's way while the casket goes off? The casket isn't always reliable...

240 - 6x chariots

Should this be 2 groups of 3 chariots? Should they get a command group or any of its elements?


72 - 3x carrion

Is 3 enough to get the job done?

85 - 1x tomb scorpion

A bit under-staffed in the heavy hitting department in general for this army, but if I take more scorpions or some ushabti, or even some tomb guard, what do I remove from the list to afford them?


Final Notes

According to the official GW tomb kings errata, any enemy unit that can see the casket and has magical resistance, can add dice to the dispel roll against the casket. So, if the enemy army has a magically resistant unit of 2 or more, the casket is probably gonna suck. Unless, I tie up that unit in combat with some kind of TK unit. The king with the cloak or the carrion come to mind, same with units deploying with the 'it came from below' rules or that standard that unearths a unit. Any thoughts on this would be appreciated.

Talking to other people about technical things affecting the casket, it's a little unclear. The rules say it is 'cast like an incantation' but the implication is that it isn't an incantation itself - you can't buff it with any of the TK items that help power level rolls etc. Also, it looks like dispel scrolls and enemy defensive stuff will often work against the casket. Anyone that wants to give a very detailed commentary on casket play is encouraged to.

This message was edited 2 times. Last update was at 2008/12/24 11:42:55


 
   
Made in be
Liberated Grot Land Raida






Belgium

Hi Vaul, and Welcome. I've been playing tomb kings for a few years, and i think it's a fun army to play. It will suffer vs some of the enwer armies until you get the hang of it though.

Some musings on your list:

- The casket is cool, and adds to your magic phase. it's not the most effective, but it's quite an ok choice. A catapult is a logical addition; that way you liche priest has something to cast smiting on .

- Two batallions is a pretty good start; TK have one of the best batallions.

- Your king should be equipped for combat; golden ankra rocks, as does the flail of skulls. Plus, it adds amagic weapon, since you seem to be missing any kind of magical attacks (important vs ethereal creatures and forest spirits).

- Cloak of the dunes should go on your hierophant. If you keep your carrion within 12" of some liche priest, you have an effective 36" charge range from your baseline (priest moves up 4", carrion 12" away, 20" flight move). First turn war machine/wizard charges are a great way of drawing dispel scrolls. Considering carrion: 3 will eat war machines and wizards, 5 can cause crossfire or attack weak missile units. I generally use three, but that' depends on your taste.

- 2250 =4 characters. You have 5 right now. The icon bearer isn't worth a character slot, and carrion can do the march block thingy better. Drop him. it'll save you buying a blister, and he doesn't add that much protection to the casket..

- My next point: try and draw as many scrolls a spossible. In general, there will be one magic phase that will be crucial. By then, your opponent should be out of scrolls (and, ideally, magic defense). Therefore, bound items add to the mix. You have a king, so give a unit the banner of the undying legion, it's great!

- I'd consider two 20-strong and one 24-strong skelly unit. More manoeuvrability rocks!

- Horsemen should be 10 heavy (if you want to use them) and 5 light. Guess who hets sacrifice duty? . Don't bother with full command, it'll save some points.

- Too scorps are considered a minimum. yes, they're that good.

- What will you do about armour? A screaming skull catapult, Ushabti or a bone giant are all options you should consider, since you really need can-openers. At the least take an additional scorp. If you're the lucky type, tomb guard (converted out of the plastic ones considering butdgetary reasoning) with their killng blow (and magical attacks, something youre lacking as well) may be useful.

- Chariots= 2 units of three, which makes them expendable.

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in nz
Sickening Carrion




Auckland, New Zealand

Great considerations - totally forgot that I was using 5 character choices, thanks for pointing that out.

Isn't the hierophant a total liability if he's out and about with the cloak of dunes? He can get gunned down surely!

With the icon bearer and other command groups dropped I will probably go for 4 special total, with 1x3 carrion, and 3x scorpions.

What are the pro's and con's of ushabti? I love the models, but they are expensive.

Also, what about the King with chariot items option?

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






You have two hieratic jars. You can only have one of each Magic Item, barring Scrolls and Power Stones.

   
Made in be
Liberated Grot Land Raida






Belgium

Isn't the hierophant a total liability if he's out and about with the cloak of dunes? He can get gunned down surely!

I'm not saying he should be out on his own, unless behind a hill or something... A unit of skellies isn't enough protection. That's when you bail out with the cloak . Also, if you combine it with the jar, you can add two incantshere you need them the most... 12" range is pretty short, so added mobility always helps.

With the icon bearer and other command groups dropped I will probably go for 4 special total, with 1x3 carrion, and 3x scorpions.

Considering everything is better then an icon bearer: good choice .

What are the pro's and con's of ushabti? I love the models, but they are expensive.


pro: S6 WS4, lots of attacks, construct rule
con: M5, wide frontage, pretty fragile so need to be used well.

Also, what about the King with chariot items option?


Chariot of fire is obvious... If you intend to run him alone, icon of rulership makes him US5. Other then that: 5+ ward saven sine you rarely have 5 regular chariot models...

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in nz
Sickening Carrion




Auckland, New Zealand

Edited for the heiratic jar thing, you're right about that - only one allowed.

Why are command groups not good? The bow skeletons need to reform when the enemy get near, and as for combat resolutions, standards surely can tip the edge in your favour and that is worth it isn't it? I can understand not needing musicians for cavalry and chariots. Having that icon bearer can save you losing a bunch of guys can't he? Or tip the scales in your favour breaking the enemy?

Unless, in a real battle you are either losing every combat bady until your charge where you win outright a lot - is that the case?

I dunno if i'm comfortable giving the heirophant the cloak, unless I knew I wasn't playing someone with deadly warmachines and gun lines. Having said that, most warhammer games these days have ample scenery for you to work with in terms of line of sight protection, right? I haven't played warhammer in over a decade.

I really like ushabti but they are a really tough call in terms of points cost and cash cost.

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Ushabti are your best bet, barring a Bone Giant, against Heavy Cavalry. Combined with the movement spell, they have a highly respectable 15" move (5" in your turn....cast spell, 10" charge) which puts the over *most* Cavalry in the game, and they sure do pack a punch, especially if One-Two the enemy with Urgency and then Smiting....

   
Made in nz
Sickening Carrion




Auckland, New Zealand

This is a good point. A large unit of Ushabti make better use of smiting than any other TK choice by the looks.

It's a tough one. The scorpions seem more cost effective and flexible. In my list outlined in the first post, what stuff would need to be dropped from the list to afford the Ushabti points wise?

An additional thought regarding the Tomb King. Suppose he has the destroyer of eternities weapon. If he's riding a chariot, does that increase his base size for the purposes of units touching him and being struck by the magical weapon's special attack?

This message was edited 1 time. Last update was at 2008/12/24 13:36:35


 
   
Made in be
Liberated Grot Land Raida






Belgium

An additional thought regarding the Tomb King. Suppose he has the destroyer of eternities weapon. If he's riding a chariot, does that increase his base size for the purposes of units touching him and being struck by the magical weapon's special attack?


You mean if it wasn't "on foot only"?


This is a good point. A large unit of Ushabti make better use of smiting than any other TK choice by the looks.

It's a tough one. The scorpions seem more cost effective and flexible. In my list outlined in the first post, what stuff would need to be dropped from the list to afford the Ushabti points wise?


You still only get 1 attack/model though. Still, this one is S6 . From your original list, if you drop the icon bearer and one unit of chariots (or horsemen, depending on unit size), you could include 3 Ushabti and an additional scorp. If you want cool and decently priced Ushabti, look at some of the confrontation minis; I have Irix the fury as a fourth ushabti.

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in nz
Sickening Carrion




Auckland, New Zealand

Taking most of the stuff in this thread into consideration, here's my revised list:

179 - tomb king - with great weapon & light armour
45 - chariot
25 - chariot of fire
45 - golden ankhra

This time, he's in a chariot. The ank gives great protection on top of the already fairly safe chariot, and he'll ride with the other 5 charioteers. The great weapon is all he really has to do damage, but at least he has good survivability to strike back with it. The appeal of this Tomb King is that I get 6 chariots with the 2x battallion boxes, so I can just use a Tomb King on foot model placed on one of those chariots. Also, i'm keen on modelling his chariot up to look like it's on fire - that'd be badass. Does he need a magic weapon?

115 - liche priest (lesser)
165 - casket of souls
25 - dispel scroll

115 - liche priest (greater)

115 - liche priest (heirophant)
25 - heiratic jar
8 - skeletal steed

No cloak of the dunes, I think the skeletal steed is enough to move forward 8inches, then cast urgency on the carrion who are 12 away, for a big reach first turn. The other liche priest can hang with some archers or my spearmen group.

---

176 - 22x skeleton warriors (bows)

176 - 22x skeleton warriors (bows)

180 - 20x skeleton warriors (spear/shields)
10 - standard bearer
25 - banner of the undying legion

Is this configuration better than what I had before? Should they ALL have bows, perhaps? I like the spears because they're a bit sturdier against all the charging that is probably gonna come my way mid-late game. One liche could go in this unit.

84 - 6x light horsemen

160 - 10x heavy horsemen

200 - 5x chariots
20 - standard bearer

Grabbed a standard for these guys as there were a few points left over after my other considerations, and with the king joining them it would be cool to really get as high a combat resolution as possible.

72 - 3x carrion

170 - 2x tomb scorpion

110 - screaming skull catapult, skulls of the foe

Instead of going for 3 ushabti, this list has another scorpion and a catapult. The catapult works better in tandem with the lich sitting back with the casket, he's got something dangerous to cast urgency on, and this can hopefully draw dispels and magic defence. The catapult + scorpion costs about the same as 3x ushabti in monetary terms though, so not too sure. I certainly like the ushabti more in appearance and style - but are they more effective?

(2245) total

Can I get some opinions on Queen Khalida? What is the go on using special characters in tournaments etc? I think she seems like an awesome choice. I would give a really massive group of archers the poisoned arrows, and use her auto-smiting on them every turn until they came within charge range, then start using the auto-smite on a big unit of ushabti or something. If it's really likely that I can use a character like that, maybe I should get her and base a list around that?

 
   
Made in be
Liberated Grot Land Raida






Belgium

179 - tomb king - with great weapon & light armour
45 - chariot
25 - chariot of fire
45 - golden ankhra

This time, he's in a chariot. The ank gives great protection on top of the already fairly safe chariot, and he'll ride with the other 5 charioteers. The great weapon is all he really has to do damage, but at least he has good survivability to strike back with it. The appeal of this Tomb King is that I get 6 chariots with the 2x battallion boxes, so I can just use a Tomb King on foot model placed on one of those chariots. Also, i'm keen on modelling his chariot up to look like it's on fire - that'd be badass. Does he need a magic weapon?


Nice and solid. If you want to run this list vs all comers, you'll nee amagic weapon. If you don't, it'll depend ony regular opponents.

115 - liche priest (heirophant)
25 - heiratic jar
8 - skeletal steed

No cloak of the dunes, I think the skeletal steed is enough to move forward 8inches, then cast urgency on the carrion who are 12 away, for a big reach first turn. The other liche priest can hang with some archers or my spearmen group.


Not convinced, but time will tell. Is 40" that much better then 36"?

180 - 20x skeleton warriors (spear/shields)
10 - standard bearer
25 - banner of the undying legion

Is this configuration better than what I had before? Should they ALL have bows, perhaps? I like the spears because they're a bit sturdier against all the charging that is probably gonna come my way mid-late game. One liche could go in this unit.


No spears. Ever. +1 save beats a few additional attacks every time. Skellies = sponges , you don't want give up combat res.

200 - 5x chariots
20 - standard bearer

Grabbed a standard for these guys as there were a few points left over after my other considerations, and with the king joining them it would be cool to really get as high a combat resolution as possible.


Huge and unwieldy IMO; it'll make good use of the king's incant's though. Maybe squeeze in a war banner?

72 - 3x carrion

170 - 2x tomb scorpion

110 - screaming skull catapult, skulls of the foe

Instead of going for 3 ushabti, this list has another scorpion and a catapult. The catapult works better in tandem with the lich sitting back with the casket, he's got something dangerous to cast urgency on, and this can hopefully draw dispels and magic defence. The catapult + scorpion costs about the same as 3x ushabti in monetary terms though, so not too sure. I certainly like the ushabti more in appearance and style - but are they more effective?


Looks OK to me, though I'd dump some can for a 3rd scorp. Your chariots become core thanks the king, so that's no problem. Keep one scorp near your units instead of tunelling him for can-opening duty. As single scorp in the flank can wear down most heavy cav units. Skkulls of the foe is a bot of a gamble; try it and see how it works out for you; there's a lot of immune to psych these days.

Can I get some opinions on Queen Khalida? What is the go on using special characters in tournaments etc? I think she seems like an awesome choice. I would give a really massive group of archers the poisoned arrows, and use her auto-smiting on them every turn until they came within charge range, then start using the auto-smite on a big unit of ushabti or something. If it's really likely that I can use a character like that, maybe I should get her and base a list around that?


She's OK; probably the most points effective SC we get. Still, SCs are rarely allowed in tournaments. Poison will own daemon armies (greater daemons love it).

This message was edited 1 time. Last update was at 2008/12/25 09:48:10


A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in nz
Sickening Carrion




Auckland, New Zealand

-What's a good all rounder weapon for the King? I was looking at the common ones, are they enough? The good TK magic weapons look pricey.

-What do you think about the Spear of Antarhak - if he charges with the other 5 chariots that could work well

-Icon of the sacred eye could also be a great combo for a 5x chariot unit with the King in it... if I went for that then I guess the crook & flail of radiance looks even more appealing

Looks OK to me, though I'd dump some can for a 3rd scorp.


'can' ?

In this list the catapult helps for can-opening, and I see your point about the upgrade. That'll free up some points for a banner or king item

-Thanks for the help so far. Get me on msn if you want to go through this stuff with me in chat

This message was edited 1 time. Last update was at 2008/12/25 10:15:08


 
   
Made in be
Liberated Grot Land Raida






Belgium

What's a good all rounder weapon for the King? I was looking at the common ones, are they enough? The good TK magic weapons look pricey.

-What do you think about the Spear of Antarhak - if he charges with the other 5 chariots that could work well


I like the flail of skulls. Magical, +2S first round of combat (and with chariots there should never be a 2nd round), and double wounds vs the nasty stuff therest of your army may have trouble with: giants, hydras,... The armour-destroying blade is nice, but I usually prefer the flail of skulls.

If you want a common one, +1S or +1A will help out.

Spear of Antarhak is superb with the scorpion armour and a king on his own; taking 1W from combat res, and regaining wounds in combat. Fluffing your attacks sucks though.

'can' ?

cav. As in 'cavalry'. Oops

In this list the catapult helps for can-opening, and I see your point about the upgrade. That'll free up some points for a banner or king item


Like I said, it's your choice. But I wouldn't rely on just a catapult for can-opening; a harsh scatter or a misfire can be very bad news.

Thanks for the help so far. Get me on msn if you want to go through this stuff with me in chat


You're welcome. Still, don,'t take anything I say at face value. I'm just one TK,player with my own style of play. Make sure you feel comfortable with your army, and you'll develop your own tactics soon enough. Still, no point in making the same mistakes I made when starting out .

I don't use msn anymore, so we'll just have to handle it through dakka; should work out good enough. .

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in nz
Sickening Carrion




Auckland, New Zealand

I think this will be an army I collect over 1-3 months, if i'm really enjoying it i'm sure I will expand it to include a larger pool of models so that I can choose a 2250 list with up to 3 scorps, or some ushabti instead of something else.

Short term plan is to go for an army with minimal scorps/ushabti due to the cost.

Forgot about the +2 str for flail, in my head I thought it was +1. This weapon is cool and I guess if he's in a chariot unit the flail is better value than the ankh.

If the tomb king was on his own, it would be too hard to get enough gear for him to be safe... the spear/scorpion armour combo looks more like a skeletal steed lord choice to me.

I feel like I have my heart set on a flaming chariot tomb king, so that leaves points for one good item or two really weak ones, the flail looks like it'll work. An interesting thought about the chariots - when I think about it, a wide formation of 6 chariots really takes up a huge range of space and would be hard to maneouver. But - they count as fast cavalry and can reform as much as they want. I would put them in a group 3 wide, 2 deep, then move out into the battlefield, and reform before either charging in the flank or charging in front and sweeping a couple of weak units at once. I could even keep a couple chariots in behind if there's no way I can fit 6 in to a charge - that way if one dies, i've got the rank moving in behind for the next round (if there is one).

I would rather 2 scorps and Ushabti than a combination involving the catapult, but the catapult is probably more sensible I think. Initially I thought urgency would give the ushabti all their attacks, but if it's just one each, the catapult would probably make better use of it.

So do you usually tunnel most of your scorpions?

This message was edited 1 time. Last update was at 2008/12/25 13:03:14


 
   
Made in us
Longtime Dakkanaut



Somewhere in the confinds of central Jersey

personally with that many bowmen you might want to just opt. for Khadlia.
   
Made in be
Liberated Grot Land Raida






Belgium

I would put them in a group 3 wide, 2 deep, then move out into the battlefield, and reform before either charging in the flank or charging in front and sweeping a couple of weak units at once.


Pages 21 (moving chargers) and 70 (fast cav rules) say you can't I'm afraid. the only manoeure you're allowed during a charge is a wheel.

Also, the catapult adds nicely to the casket, so should definitely be considered. If you think it's too expensive, try sratchbuilding one or get you hand son the old plastic undead chariot (nineties model), should make a conversion feasible.

As for my scorps: it depend son the opposition. Vs gunlines, tunnell FTW. Against agressive armies, they may turn up too late, so you're usualy better of keeping them in between your units or on your flanks. They're pretty resilient, and a 14" charge tends to deter fast cav shenanigans from the opponent. Even small heavy cav units will thread lightly with these babies around.

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in de
Average Orc Boy





Scorps are the pain vs gunliners except they comin up on the wrong side of the wall
Catapult can be devastating vs low morale stuff and is allways good for a nice "terrorizer skull".
I dont know Casket in depth but if it buffs your catapults it can be very important.

Why no spears? I think spears in skellis are very nice. 2ranks fighting is nice in a sponge espeacilly if you can resurect those spongy skellis.
Oh and try to buff you magic as much as possible there´s not much that can you nerf you more than failed spells on your troops.
Besides that good luck with Khemri and dont give up to fast. Khemri is a tricky army to play but can be really nasty if played well.

In my games vs Khemrie I had sometimes major trouble when those pesky Ushabties hit the flanks but I would use them as MSU to countercharge or bring down solos.
Dont think they´re that usefull in large regiments but that´s just me. Oh, one last thing, I might would think about tomb swarms. In 2250+ games I really, really hate them.

You see the morbid horror flicker in my eyes But rest assured, Im gonna help to ease your pain.
I'm gonna put a thousand tiny implants in your brain
I'm your boy, I'll make you undulate with joy
Cos I'm the Doctor  
   
Made in nz
Sickening Carrion




Auckland, New Zealand

Ushabti seem like the first thing that would get hit by repeater crossbows, thunderers etc. You can't use summoning on a unit that has been wiped out, correct?

With chariot reforms, the plan is to put them into the right number of files the turn before the charge. Then I can use urgency or charge next turn. I think that the big group will still work - although I have to try that (man all this analysis but I still haven't played warhammer in so many years).

The seeds of doubt have been sown in regards to spears. With an extra 5 attacks you get from them, WS 2, str 3, no armour reductions... you'll be lucky to get more than one or two kills. May as well get a command group with that kind of reasoning.

Tomb swams look really handy, they aren't my style though. If I start playing warhammer with this army and I keep coming across situations where I wish I had them, i'll just buy some. I never liked the look and feel of swarms relative to other stuff, so I hope it doesn't come to that.

I'll probably get a Khalida model just because she's just one miniature and I can paint her up, but this will just be in order to play informal games vs other people that bring special characters as well. I'm not gonna base a collection of models around her.

This has been a great thread, i've learned a lot and my army list really seems to be taking effective shape.

 
   
Made in be
Liberated Grot Land Raida






Belgium

Ushabti seem like the first thing that would get hit by repeater crossbows, thunderers etc. You can't use summoning on a unit that has been wiped out, correct?


Correct on both accounts. Shield them with terrain or other units.

With chariot reforms, the plan is to put them into the right number of files the turn before the charge. Then I can use urgency or charge next turn. I think that the big group will still work - although I have to try that (man all this analysis but I still haven't played warhammer in so many years).


Still not convinced, but let us know how it turns out.

The seeds of doubt have been sown in regards to spears. With an extra 5 attacks you get from them, WS 2, str 3, no armour reductions... you'll be lucky to get more than one or two kills. May as well get a command group with that kind of reasoning.


Trust me. The potential kills aren't worth it. +1 save from hand weapon and shield is much more cost effective. Look at it this way: vs mediocre troops, where it might do something, your better troops will help out; vs elites you don't stand a snowball'ss chanc ein hell to do a wound. And the second case will happen a lot more then the first, since everything is elite when compared to skellies.

Tomb swams look really handy, they aren't my style though. If I start playing warhammer with this army and I keep coming across situations where I wish I had them, i'll just buy some. I never liked the look and feel of swarms relative to other stuff, so I hope it doesn't come to that.


Scorps and carrion can fulfill their roles quite well.

I'll probably get a Khalida model just because she's just one miniature and I can paint her up, but this will just be in order to play informal games vs other people that bring special characters as well. I'm not gonna base a collection of models around her.


I bought her just to paint her; she's a very nice model. Also, she makes a good tomb princess/queen on foot, so you can always use her.

This has been a great thread, i've learned a lot and my army list really seems to be taking effective shape.


Good. Now go play some games!

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in de
Average Orc Boy





Yep, Ushabtis will be favorized target but you can screen them with Skellis.
I faced them back in my days very often because a mate of mine played Khemri and they can be pretty nasty in the flank. Alone they´re fodder but as a supporting hammer they aint bad.
And yes, you cant use sumoning on a whiped out unit but 20Skellis should stay 1 round.
For higher point games you may get some Tomb Guard stuff to put your IC/-´s in.

edit: Khaine beat me to it. But I still disagree with the "no spears comment". Skellis wont stand a chance vs medicore to elite no matter what they carry. They have 2 major roles:

- screen important stuff
- tip the combat result into your favor

Shields give you +1 yes but who cares? That additional +1 wont change anything but if you strike back with 2 ranks you´re maybe lucky and kill a chaos warrior and that would be a nice goal
You can summon more skellis if the regiment is to low on bones so it wont cost you points to use them as a sponge. And with a hammer nearby they can do some serious - indirect - damage.

This message was edited 1 time. Last update was at 2008/12/26 10:31:30


You see the morbid horror flicker in my eyes But rest assured, Im gonna help to ease your pain.
I'm gonna put a thousand tiny implants in your brain
I'm your boy, I'll make you undulate with joy
Cos I'm the Doctor  
   
Made in nz
Sickening Carrion




Auckland, New Zealand

I've been reading some of the other army books to see what potential problems I may face.

Man, khorne armies will really stop my casket of souls dead in it's tracks. Also, every army i've read has access to some kind of spell destroying item. Will that affect the casket spell itself?

My plan vs armies that have a magically resistant unit will be to either engage that unit in combat if it's weak, or use my own stuff to block line of sight between the casket and the units with the resistance. Might work.

 
   
Made in de
Average Orc Boy





Vaul wrote:I've been reading some of the other army books to see what potential problems I may face.

Man, khorne armies will really stop my casket of souls dead in it's tracks. Also, every army i've read has access to some kind of spell destroying item. Will that affect the casket spell itself?

My plan vs armies that have a magically resistant unit will be to either engage that unit in combat if it's weak, or use my own stuff to block line of sight between the casket and the units with the resistance. Might work.


There are no UBAR dispel dice generating Khorne armies anymore. In the last edition that was possible but the new WoC armybook changed that. Mark of Khorne is not that usefull anymore.
Dwarfs will be sick and armies who go for a strong magic like elves, Lizardmen Slann Armies and such stuff.

You see the morbid horror flicker in my eyes But rest assured, Im gonna help to ease your pain.
I'm gonna put a thousand tiny implants in your brain
I'm your boy, I'll make you undulate with joy
Cos I'm the Doctor  
   
Made in nz
Sickening Carrion




Auckland, New Zealand

Do you guys think that GW are going to re-release the tomb kings range in the first half of 2009?

Also, when it comes to playing games with the list talked about in this thread - how would you deploy this army? Particularly interested in where you put the archers, cavalry and chariots.

 
   
Made in be
Liberated Grot Land Raida






Belgium

Vaul wrote:Do you guys think that GW are going to re-release the tomb kings range in the first half of 2009?

Also, when it comes to playing games with the list talked about in this thread - how would you deploy this army? Particularly interested in where you put the archers, cavalry and chariots.


AFAIK, Tomb Kings are schedulaed for 2010. I doubt they'll get much love before that.

As for strategy: a refused flank seems to work well with tomb kings. Put the firepower and slower units in the middle, and deply all the fast hard-hitting stuff on one flank. Crush everything on that flank, then hunt his middle/other flank, being tarpitted by your skellies.

You have enough ranged threats that your opponent will come for you, so a counterpunch army is a valid strategy as well.

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in nz
Sickening Carrion




Auckland, New Zealand

Here's some more thinking related to the list;

I could swap the loose liche for a tomb prince, and give him the blade of mourning. The prince gets an incantation like the liche does, and I lose a dispel dice. But this way i've got more fighting power (something i've been worrying about) and that blade can really make sure that if he uses summoning (or smiting, for that matter) I really stand a better chance of using my window of opportunity to win the game with a great charging turn.

Alternatively, some of the other magic weapons look good, such as the crook & flail, blade of setep etc. If he's going with the heavy cav unit, setep really adds some can opening, otherwise I would give him a regular spear or flail and invest in something else.

On paper it really looks like a tomb prince is better than a third liche. How badly am I gonna need that extra dispel?

This message was edited 1 time. Last update was at 2008/12/28 10:31:46


 
   
 
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