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Made in gb
Nurgle Chosen Marine on a Palanquin




Dumbarton, Scotland

I've finally decided on Tomb Kings as my new army. I know they're outdated, and most would warn against it, but their fluff and models are too awesome not to.

I was just wondering if Dakka had any advice for a new TK player?

Karyorhexxus' Sons of the Locust: 1000pts 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

There are several lists being developed in the Army List section of this very forum. I'd take a gander over there to soak up some of the discussion.

I'd recommend that you play at higher points values (2000+) or make sure you don't get too disheartened with setbacks at lower points where your incantation system doesn't quite shine.

There's a few schools of thought on how to go about your list, but as far as I can tell, most lists include a Tomb Scorpion or two, and at least one Screaming Skull catapult. Generally bow skeletons in core too. Those would be some things to work on while you decide which direction to go.

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in de
Decrepit Dakkanaut







TK will be updated this year, rules and miniatures, probably September. No definite recommendations until then, just by only those models that you really like.

Hive Fleet Ouroboros (my Tyranid blog): http://www.dakkadakka.com/dakkaforum/posts/list/286852.page
The Dusk-Wraiths of Szith Morcane (my Dark Eldar blog): http://www.dakkadakka.com/dakkaforum/posts/list/364786.page
Kroothawk's Malifaux Blog http://www.dakkadakka.com/dakkaforum/posts/list/455759.page
If you want to understand the concept of the "Greater Good", read this article, and you never again call Tau commies: http://en.wikipedia.org/wiki/Utilitarianism 
   
Made in gb
Fixture of Dakka





Southampton

I would expect a lot of the TK line to be updated when they are released. GW re-designed the skeletons for VC (making the skulls/bodies smaller to be more true scale) and they'll probably do the same for TK. For this reason, I would hold off until the release unless you don't mind older minis in your army.

   
Made in us
Dogged Kum






I know little of fantasy, but I had some experience. When I was interested in playing Fantasy the army that I proxied to play with was Tomb Kings because I feel in love with the feel and fluff of the army. This next thing turned me away, but hopefully you can persevere unlike me. I had my Heirophant hiding behind skeletons and my casket, but my opponent had some magic ogre tyrant on a carpet of Araby. He flew and killed my Heirophant on turn 2 (which was the top of 2 since he went first). On my second turn my army already started to crumble. I just gave up there. I just had a hard time playing an army meant for a different system. Also, skeletons are WAY too expensive when compared to other armies unit's IMO. I still might buy the Tomb King for the sheer coolness factor, and if they do get in update in September will definitely start in college.

 
   
Made in gb
Raging Ravener






Well I've been playing my Tomb Kings for a good few months now, so I'm getting a good feel for how things work.

My recommendations would be:

1. Always use your basic skeletons as archers! Close combat skeletons simply cannot defeat any equivalent or even cheaper troops choice from what I've seen, and besides you'll want to double shoot each turn meaning a unit of 20 archers can get 40 arrows off, enough to whittle down most opposition.

2. The hierophant is your most valuable guy and you don't want him getting blasted off the table too easily. My two styles of playing him are both as a high Liche Priest and to either give him Collar of Shapesh, Gem of Ankhara and the Cloak of the Dunes - very hard to catch and very hard to kill!
The other is to stick him on the Casket of Souls again with the Ankhara and anything else you might want, and flanking it with 2 catapults so that even though he can't move he still gets to use his incantations to double shoot both catapults.

3. Scorpions, enough said. Brilliant at smashing war machines or rear charging a unit and pretty resilient and cheap.

4. Ushabti are good but points intensive, I tend to only take three in smaller games but anything up to eight in a larger army.

5. Tomb Swarms are pretty effective war machine killers but are quite expensive points wise, but a good choice if you don't want more skeletons.

6. Screaming Skull Catapults, I've had mixed luck with these, but I can see why they should work. Try them out, see if you like them.

7. The Giant can almost single handedly defeat most enemy infantry units (unless they're more elite like Bloodletters etc), but don't expect him to get too far if your opponent has a bunch of cannons in range.

8. Try to take a bunch of Bound magic items if you have the points, the Ruby Ring of Ruin is a good start, cheap and effective it uses up your otherwse wasted power dice and forces your opponent to spread his dispel dice thinner.

Well that'll do for now, there's much more in the army to play around with but those are what first came to mind. I'm sure you'll figure out what works within your own gaming group as you go along.

If brute force isn't the answer, it's only because you aren't using enough of it. 
   
 
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