I find myself at odds with Grand Heirophant Khatep in a few ways. He does paint a decent analysis of the tomb king vs. tomb prince but a few points to make:
1. I agree - get rid of the flying carpet!! It's a terrible idea to send your precious heiro out and about augmenting. He's going to be picked out and slaughtered and as soon as that happens your screaming skulls are dead and the rest will suffer.
2. I disagree that the prince is better - and for the same reason as above.
Ld. 10 does make a HUGE difference over
Ld. 9 when your heiro dies. If your playing anyone who knows the slightest bit about the Tomb Kings you will be making
LoS checks on the heiro the entire game. And WHEN he dies from being picked out by a hero killer or splatted by a cannon you have only your general's inspiring presence to fall back on. If that presence is
Ld. 10 you have nothing to worry about.
Granted if it's 9 you don't have much to worry about but if you look at a craps table the odds on 10 still only pay out 2 to 1 meaning even the casino knows 10 turns up more often than not. To put the 2 to 1 odds on 10 in perspective, an 11 pays out (in a one roll odd) 17-1 and 12 pays out 32-1. Even 10 the hard way beats out 11 with odds at 8-1.
If you think I'm daft for mentioning craps odds - think again. Craps is a game which is all about what will be rolled on 2 dice.... I find it helpful when playing
WHFB to know the odds of getting certain numbers on 2 dice (like for charging and the sort)
3. Chariot is base
str 4. 2 ranks would be
Str 5 which is still good against most monsters.
4. I like skeleton archers. Since I don't actually want my mages to get in combat I often march backwards and shoot - augment with desert wind and move backwards or reform and run like a little bitch. That said I think the archers are slightly more effective bunkers as you /dont/ want them in combat.
As far as augmenting archers - let's not forget there is an augment spell which gives them multi-shot (2). Arrows of Asp are great as well! Always hit on 5+ no matter what? I'll take that all day long.
I do have to second breaking that unit down. The most I've ever run was 29 archers and that was too much! I find 19 an optimum number for fire support.
5. Deployments! Tomb Kings are slow - and that is reflected in the fact you will be deploying a lot of units! So keep in mind that fact when you are building your list. Limit your deployments by limiting the number of unque units you will be fielding. Tomb Kings do large block infantry VERY well - with augments.
6. That said Large block tomb guard do not do so well. On paper they are amazing but the reality is killing blow isn't that great on them (their
Str. with halberds will eliminate most armor anyway), they suffer from the same painfully low initiative and they are very expensive. You may bring a block of 40 to the table but I'm bringing my 50 Swordsmen... and you may kill a good 20 but all I need to do is kill 11 back to keep steadfast. In a game that's all about steadfast - Tomb Guard are not king.
7. The Heirotitan is not worth his points. He has some decent bound spells (well, shem's.... for taking out regen hydras) but other than that he's not worth what your paying for him. I usually recommend scrapping him for 2 screaming skull catapults.. in this case I suppose you could...
8. HErald
BSB is too good! Reroll ALL failed leadership tests including your crumbling. Remember what I said earlier about your heiro dying being a real PITA - Well, give yourself a re-roll on those 17-1 and 32-1 odds and you will likely never fail!. Add a dawnstone and some nice magic armor and you've got one heck of a good model. Find a place for this bad boy and keep him in the middle of the field.
Plus when you do fail your crumble tests you take one ess wound for having hte
BSB there....
9.Envenomed Sting is..... well - I can see it's value and for 10 points it might be worth it in the event your war kitty is going aginst their monsters. However, since most times you wil be echewing your regular attacks for thunder crush, it's not wroth it.
Automatically Appended Next Post: For More on odds -
http://www.dakkadakka.com/dakkaforum/posts/list/427909.page I was wrong about hte 10 - it's 11-1 but It's still there. THe 8-1 is casino payout and 2-1 the same but the bet holds after each roll.