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![[Post New]](/s/i/i.gif) 2011/02/17 02:09:23
Subject: Mummies for the Tomb Kings
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Nigel Stillman
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Thought this would be a fun unit for the Tomb Kings. Plus they kinda deserve mummies anyway.
Special Slot (You may only take 1 unit of Mummies in a Tomb Kings army)
Mummies, 35 points per
M:4 WS:3 BS:0 S:4 T:5 W:2 I:2 A:2 LD:9
Hand Weapon
Unit size: 5-20
Special Rules: Flammable, Undead, Mummy’s Curse: As The Curse for Tomb Kings, but replace all instances of d6 wounds being dealt with 1 wound
6+ ward save, Magic Resistance 1
Options: Scarab Swarm: 15 points. Any unit engaged in hand to hand combat with this model will take D6 Str3 hits at the start of any combat.
Thoughts? : )
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![[Post New]](/s/i/i.gif) 2011/02/17 02:56:07
Subject: Mummies for the Tomb Kings
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Killer Klaivex
Oceanside, CA
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2 S4 attacks? I'd never take them at 35 points.
I'd also make them rare, to not compete against grave guard.
-Matt
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![[Post New]](/s/i/i.gif) 2011/02/17 03:05:15
Subject: Re:Mummies for the Tomb Kings
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Hunting Glade Guard
NZ Auckland
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I do like the idea of Mummies, although I think that T5 is to high for a bag of bones wrapped in tape and the 6+ ward doesn't seem to be that great. Personalty I would change them to a unit that was more of a road block that did damage as it got damaged it self, curse of the mummy ( for every wound dealt to the unit the enemy unit suffers one automatic wound with no armor save allowed ) and give the a more appropriate stat line and save.
15pts per model 10-20
M:4 WS:2 BS:0 S:3 T:3or2 W:1 A:1 LD:10
Magic resistance 1
4+ ward save
Like the scarab swarm idea as well would be nice to have that base or as an upgrade as the champion.
-Kredic
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![[Post New]](/s/i/i.gif) 2011/02/17 04:26:16
Subject: Mummies for the Tomb Kings
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Sneaky Lictor
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HawaiiMatt wrote:2 S4 attacks? I'd never take them at 35 points.
I'd also make them rare, to not compete against grave guard.
-Matt
I think you mean Tomb Guard
But I agree, with Tomb Guard and Scorpions, the Tomb Kings have enough special slots.
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![[Post New]](/s/i/i.gif) 2011/02/17 06:37:11
Subject: Mummies for the Tomb Kings
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Nigel Stillman
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HawaiiMatt wrote:2 S4 attacks? I'd never take them at 35 points.
I'd also make them rare, to not compete against grave guard.
-Matt
Rare sounds good.
And it's not just 2 S4 attacks you're paying for, it's the T5 with 2 wounds and a 6+ ward. Resilience is key.
@Kredic- High toughness isn't just being physically tough, it's also the ability to resist attacks. Which is what I wanted to represent. : )
That being said, I do like your take on the mummy's curse. However I feel that it would be kind of broken against certain units.
If we took your idea, I could see the statline being:
M:4 WS:3 BS:0 S:3 T:4 W:1 I:2 A:2 LD:10
Would still be 'tough' but of course, the big thing is the mummy's curse.
Also, I think that it might be cool to make the Scarab swarm a short range attack which uses the artillery die, for Str3 hits. A misfire would indicate that a mummy dies.
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![[Post New]](/s/i/i.gif) 2011/02/17 06:50:54
Subject: Mummies for the Tomb Kings
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Killer Klaivex
Oceanside, CA
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T5 makes sense, because tomb kings and princes are mummies, and T5. Then again, orc heroes and lords are T5, and orcs are T4...
T5 6+ ward isn't all that durable. Plenty of stuff will carve through them.
How about, T4, W2, 5+ ward, flammable.
2 S4 attacks, along with "the curse."
Each time a mummy is killed in combat, roll a D6. On a 4+, the unit that killed him takes a wound with no armor save. These hits are magical.
If the whole unit is wiped out in close combat, the enemy that caused the wound takes D6 hits, that wound on 4+ with no armor save(also counts as magical). Losses from combat res do not trigger the curse, and in both cases, the damage from the curse counts for combat res.
I was thinking around 20 points, with 5+ as the unit size.
And rares.
I think the curse, along with being able to raise them is pretty powerful, and the 2nd wound actually tones down the effect of the curse (because it's kills, not wounds). As rares, you can't do a horde of these in smaller games (600 point minimum).
-Matt
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![[Post New]](/s/i/i.gif) 2011/02/17 20:49:58
Subject: Mummies for the Tomb Kings
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Nigel Stillman
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HawaiiMatt wrote:T5 makes sense, because tomb kings and princes are mummies, and T5. Then again, orc heroes and lords are T5, and orcs are T4...
T5 6+ ward isn't all that durable. Plenty of stuff will carve through them.
How about, T4, W2, 5+ ward, flammable.
2 S4 attacks, along with "the curse."
Each time a mummy is killed in combat, roll a D6. On a 4+, the unit that killed him takes a wound with no armor save. These hits are magical.
If the whole unit is wiped out in close combat, the enemy that caused the wound takes D6 hits, that wound on 4+ with no armor save(also counts as magical). Losses from combat res do not trigger the curse, and in both cases, the damage from the curse counts for combat res.
I was thinking around 20 points, with 5+ as the unit size.
And rares.
I think the curse, along with being able to raise them is pretty powerful, and the 2nd wound actually tones down the effect of the curse (because it's kills, not wounds). As rares, you can't do a horde of these in smaller games (600 point minimum).
-Matt
Good stuff, I like this quite a bit.
So, here we go:
Tomb Kings Rare Choice
Mummies- 20 points per model
M:4 WS:3 BS:0 S:4 T:4 W:2 I:2 A:2 LD:9
Unit size: 5+
Special Rules: Undead, Flammable, 5+ ward save
The Mummy's Curse (All wounds dealt because of this ability are considered magical. Whenever a mummy is killed in combat by an enemy model (not by combat resolution or crumble), roll a d6. On a 3+, the enemy unit takes an automatic wound with no saving throws allowed. These hits count towards combat resolution. Whenever a mummy unit is wiped out, roll a d6. On a 2+, the enemy unit takes D6 wounds with no saving throws allowed. )
Options: Scarab Swarm: +30 points. The Mummies are heralded by a swarm of carnivorous scarabs. Any unit in combat with a Mummy unit that has Scarab Swarm takes D6 Str3 hits at the beginning of the round. Any unit that suffers 1 or more wounds because of this fights at -1 WS for the rest of the round.
These are pretty tough mofos if I do say so myself. ; )
Would someone like to test these bad boys out to iron out any kinks?
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![[Post New]](/s/i/i.gif) 2011/02/17 22:12:13
Subject: Mummies for the Tomb Kings
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Killer Klaivex
Oceanside, CA
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I'd go with 4+ instead of 3+ on the curse. just because of damage you can deal out while dying is so great.
3 mummies, at 60 points will on average do 2 wounds with no save just for dying. That means that any unit that pays more than 30 points per wound, is really getting hosed by these guys.
On the wipe out, I'd also make you roll to wound with those hits.
Why? Because for a 100 points, you have a speed bump that is going to do ~6+ wounds to anything, just for dying. That would wipe a unit of chaos knights, bloodknights, dragon princes, or cold ones.
Drop it to 4+(for kills), and D6 hits, wounding on 4+ (for wipe), and you're 100 point minimum sized unit is doing 2 wounds less.
I don't like the idea of something as elite as mummies being used as a minimum sized throw away unit.
I like the 30 point scarab swarm upgrade, and it would be cool for modeling.
What if it was 5 WS3 S2 poison attacks, just like a normal scarab swarm?
-Matt
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![[Post New]](/s/i/i.gif) 2011/02/17 23:56:46
Subject: Re:Mummies for the Tomb Kings
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Hunting Glade Guard
NZ Auckland
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I like the new version. It seems like a good counter to said units of heavy Calvary and elite choices, that would be hard to deal with otherwise. Its not like getting into combat with them with small elite units is guaranteed and is well balance as a larger cheaper unit would be able to absorb the casualties no problem and them steamroll the mummies. This unit would take finesse to use, which is a good thing imo.
Kredic.
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![[Post New]](/s/i/i.gif) 2011/02/20 00:50:05
Subject: Re:Mummies for the Tomb Kings
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Nigel Stillman
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Kredic wrote:I like the new version. It seems like a good counter to said units of heavy Calvary and elite choices, that would be hard to deal with otherwise. Its not like getting into combat with them with small elite units is guaranteed and is well balance as a larger cheaper unit would be able to absorb the casualties no problem and them steamroll the mummies. This unit would take finesse to use, which is a good thing imo.
Kredic.
I'm wont to agree with Kredic on this. While yes this makes it more likely to be a "throwaway" unit, it is really more of a "scare" unit, because unless you have ablative wounds like the infamous 50 model horde of Marauders, you're not gonna want to get into a prolonged battle with these dudes.
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![[Post New]](/s/i/i.gif) 2011/03/02 19:23:27
Subject: Re:Mummies for the Tomb Kings
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Fresh-Faced New User
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change the name
something like Second Sons or something and make it 0-1.
or as a 0--1 upgrade to the Tomb Guard.
remember only the kings and princes were mummified, even the TG only got partly mummified.
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![[Post New]](/s/i/i.gif) 2011/03/02 21:16:06
Subject: Mummies for the Tomb Kings
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Killer Klaivex
Oceanside, CA
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Latest rumors are the tomb kings will be getting a mummy core unit, so I'm guessing the background is getting re-worked a bit.
-Matt
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