Hey bro.
My advice is a lot like that which was just given. Looking at your list I'm going to advise a little bit in a way that doest change TOO much. I see your theme and I like it, having just finished the first two books in the Nagash series myself.
First is Akhmen Hotep.
TK's are good, but only in certain ways. If you insist on having a
TK to roam with your
TG, consider the following buildout.
TK
Spear of Antarak
Scorpion Armor
Dragonbane Gem
Ironcurse Icon
If you really need it, Collar of Shapesh. It's a good item, but only if you have a lot of multi-wound models or deep ranks of skellies nearbye to absorb the wounds. In this army your
TG are your only real killy thing so far, so you might not want to put another 25 points here for something redundant, especially when you can have the Dragonbane Gem to protect your flammable king from fire with a 2+ ward and an Ironcurse Icon for a ward vs Warmachines for your expensive Tomb Guard.
Anyways, point of the Scorpion Armor is for you to pretty much absorb half of your crumble casualties every combat phase. For example, say you lose combat by 8. Normally, you lose 8 more skeletons, but
TK are allowed to allocate those wounds among characters as they see fit, according to their army book. Scorpion Armor says that you can allocate up to half of those wounds to your
TK and only take 1 wound.
So in the above case, you lose by 8, but instead of losing 8 more Tomb Guard, you lose 4 and your
TK takes a wound. Then with the Spear of Antarak, you can regenrate a wound on your
TK or unit for every unsaved wound you cause.
Keep in mind that you want to take a champion in this unit of
TG so that your
TK can allocate his attacks vs Rank and File instead of another Character so you can maximize wounds recovered. Unless their champion/character is squishy and easy to wound.
LP Memnet
One thing to consider, although it's expensive, is to run either a base
TK or a Liche High Priest with a Wizard Hat. It adds a ton of options and stretches enemy dispel dice.
Anyways..
LP - Casket of Souls, Golden Ankhra
For your
LP Guseb
LP - Dispel Scroll, Brooch of the Great Desert. (Both of these are basically Dispel Scrolls..)
LP - Dispel Scroll, Ruby Ring of Ruin
Pick one of the above.
Icon Bearer
Magic Banner - Banner of the Undying Legion
Always take an Icon Bearer. He does well at reducing crumble wounds and gives some leadership to your units that suffer from low leadership otherwise. Plus he's a cheap bound item to use your spell dice. Put him either with your
TG, or let him float to units that have taken injuries so that you can get regen on their wounds. Placing him in range of your Ushabti reduces their crumble wounds by 2.
The rest is fine for the most part.
Here's the final build as I recommend it while staying close to your original.
2500.0 Pts - Tomb Kings Roster
Tomb King (1#, 258.0 pts)
1 Tomb King @ 258.0 pts (General; Hand Weapon; Shield; Flammable; Undead)
1 Spear of Antarhak
1 Scorpion Armor
1 Dragonbane Gem
1 Ironcurse Icon
Liche Priest (1#, 325.0 pts)
1 Liche Priest @ 325.0 pts (Hierophant; Hand Weapon; Undead)
1 Casket of Souls (Causes Terror)
2 Casket Guard (Always Strikes Last; Great Weapon; Light Armour; Undead)
1 Goldon Ankhra
Liche Priest (2#, 165.0 pts)
1 Liche Priest @ 165.0 pts (Hand Weapon; Undead)
1 Dispel Scroll
1 Ruby Ring of Ruin
Icon Bearer (1#, 92.0 pts)
1 Icon Bearer (Battle Standard Bearer) @ 92.0 pts (Hand Weapon; Light Armour; Battle Standard Bearer; Undead)
1 Banner of the Undying Legion
Skeleton Warriors (34#, 287.0 pts)
34 Skeleton Warriors @ 287.0 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Bow; Undead)
Skeleton Warriors (25#, 215.0 pts)
25 Skeleton Warriors @ 215.0 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Bow; Undead)
Skeleton Warriors (25#, 215.0 pts)
25 Skeleton Warriors @ 215.0 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Bow; Undead)
Tomb Guard (25#, 330.0 pts)
24 Tomb Guard @ 330.0 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield; Undead)
1 Champion (Hand Weapon; Light Armour; Shield)
Tomb Scorpion (1#, 85.0 pts)
1 Tomb Scorpion @ 85.0 pts (Killing Blow; Magic Resistance (1); Poisoned Attacks; Undead)
Tomb Scorpion (1#, 85.0 pts)
1 Tomb Scorpion @ 85.0 pts (Killing Blow; Magic Resistance (1); Poisoned Attacks; Undead)
Ushabti (4#, 260.0 pts)
4 Ushabti @ 260.0 pts (Undead)
War Engines (4#, 90.0 pts)
1 Screaming Skull Catapult @ 90.0 pts (Stone Thrower; Undead)
3 Crew (Hand Weapon)
War Engines (4#, 90.0 pts)
1 Screaming Skull Catapult @ 90.0 pts (Stone Thrower; Undead)
3 Crew (Hand Weapon)
Validation Report:
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Tomb Kings Army
Roster satisfies all enforced validation rules
Total Roster Cost: 2497.0
Created with Army BuilderĀ® - Try it for free at
http://www.wolflair.com
Have you read the
TK FAQ? It's free at www.Games-workshop.com
Anyways..
TK's are sadly a pretty defensive army now. Your
TG will be your killers. Put them between two units of archers and in front of the third. Place your catapults in a position that they can be targeted by your
LP's, hidden in your furthest back archer unit. Each
LP should either Invoke Righteous Smiting for your catapults or your archers, depending on circumstance. Let your king handle inovoking on your
TG and your Ushabti. Consider putting the icon bearer in with the
TG as well, so the king can focus on marching and smiting while your icon bearer regens the unit. The Ruby Ring might get wasted for a few turns, but your enemy WILL get in range eventually.
The big thing with
TK in 8th as Ive seen it is patience. Remember that you give up no
VP's to your opponent unless he kills an entire unit.
Also, be smart with your scorpions. They cant assault a horde of infantry and win. They can smash Machine Crews and most skirmishers however. It sucks you have to dedicate their placing before the first turn after scout moves. It sortve gives away your plan for them.
Anyways, hope I was some help.
BTW, shields and handweapons is sortve a waste with skellies. Just handweapons is almost as good and way way cheaper.