If I may offer some changes..
2500.0 Pts - Tomb Kings Roster
Tomb King (1#, 276.0 pts)
1 Tomb King @ 276.0 pts (General; Hand Weapon; Light Armour; Shield; Flammable; Undead)
1 Wizarding Hat
Liche High Priest (1#, 290.0 pts)
1 Liche High Priest @ 290.0 pts (Hierophant; Hand Weapon; Undead)
1 Goldon Ankhra
Liche Priest (4#, 325.0 pts)
1 Liche Priest @ 325.0 pts (Hand Weapon; Undead)
1 Casket of Souls (Causes Terror)
2 Casket Guard (Always Strikes Last; Great Weapon; Light Armour; Undead)
1 Talisman of Preservation
Liche Priest (1#, 115.0 pts)
1 Liche Priest @ 115.0 pts (Hand Weapon; 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)
Skeleton Warriors (23#, 199.0 pts)
23 Skeleton Warriors @ 199.0 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Bow; Undead)
Ushabti (3#, 195.0 pts)
3 Ushabti @ 195.0 pts (Undead)
Tomb Guard (24#, 318.0 pts)
23 Tomb Guard @ 318.0 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield; Undead)
1 Champion (Hand Weapon; Light Armour; Shield)
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)
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)
Validation Report:
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Tomb Kings Army
Roster satisfies all enforced validation rules
Total Roster Cost: 2498.0
Trust in the Wizard Hat!
It adds SOOO much more depth to your Magic Phase and it really stretches your enemy magic dice thin. Even being generous and given them 6 regular dispel dice and 1 channel.. You have 6 invocations now PLUS your regular power dice. 2 of those invok's are at
2d6 and 2 more are at
3d6. You are either getting a LOT of shooting in the magic phase or you will be casting from your randomly chosen lore with near impunity. OR they will try and play their dice thin as possible and only throw one or two at your invoks, which means the odds of them knocking out their top dispeller drops a lot. AND the
TK in Wizard Hat can channel power dice, unlike you priests. This build gives you 4 channels in the dispel scene as well.
I dropped cloak of the dunes because shooty
TK armies tend to corner so they can reach all their units with their priests, which means you dont need flying movement anyways. I dropped a Ushabti, not because they aren't good, but because they are FAR too expensive for the good they do provide. And in your army they're going to support your Tomb Guard rather than the other way around. If it were my lists I would have also dropped the Liche High Priest and added a Tomb King with the Spear of Antharok(spelling?). It's a sick item. In melee you challenge with and accept challenges with your 2 attack killing blow
TG champ. This leaves the stabby King or Prince free to hit the softer rank and files. Every wound he deals can either heal his own wounds or those of his unit, as the
Inv. of Summoning, which means you revive the just defeated champion.. which means next round he absorbs the enemy challenge or forces their lord to the back rank. Nasty Cycle. Squeeze in the Scorpion Armor which lets you trade off 1 wound to absorb half of your units crumble wounds.. and you have a helluva anvil in your
TG.
Cheers
Created with Army BuilderĀ® - Try it for free at
http://www.wolflair.com Automatically Appended Next Post: Oh yea. About the Tomb Scorps. Almost absolutely our best unit. Yes, it can be unlucky sometimes, but against about 10 to 15 archers, any warmachine besides a steam tank, and almost all skirmishers, it's a nightmare.
KB and Poison, T5 and 4 wounds is hard to displace. His movement of 7 means that even if he has to charge shooty things from the front due to scattering from his bury point he usually denies them stand and shoot anyways. Always take two in my opinion, so as to help counter enemy warmachines and solo casters looking to exploit you cornering up.