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Made in ca
Sickening Carrion




Vancouver Island, Canada

Hi everyone,

I just recently got into Warhammer Fantasy and decided to go with Tomb Kings. I bought a bunch of miniatures from a gentleman from a garage sale site and my brother was nice and picked me up the Tomb Kings Battalion box set and a Bone Giant for Christmas. I'm very new at this and was thinking about making a 1500 pts list. The thing is, I'm not sure if what I have would effectively work together in a 1500 pts list.

Here's what I have:
1x Tomb King (with a chariot he can go into)
2x Liche Priests
5x Chariots
8x Horsemen
54x Skeleton Archers
34x Skeleton Warriors
1x Necrolith Colossus

With what I have, could anyone make any suggestions as to what I should add and take out? Or should I just aim for something higher than 2000 pts? Any suggestions are appreciated, especially from experienced Tomb King players.

Do what you love and love what you do. Like sell firewood. 
   
Made in ca
Inspiring Icon Bearer




Canada

Trouble here is that you have way too much core and not enough of the stuff that really lays on the hurt. Both undead armies (Vampire Counts and Tomb Kings) really don't want to spend a point more than 625 on their core.

I'd consider checking out the Tomb Kings board at Khemri.co.nr. There you'll find some great resources for list creation. The list by user Vallah, called his "Synergy Engine," uses a lot of the models that you already have, and might be a good place to start.

Be aware that TK are a cruel mistress. They have a lot of weaknesses and, while they're just fine competing at a medium level, against meaner lists they'll crumble into dust. It can be very frustrating to start, but it makes victory all the sweeter.
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

PirateRobotNinjaofDeath wrote:
Be aware that TK are a cruel mistress. They have a lot of weaknesses and, while they're just fine competing at a medium level, against meaner lists they'll crumble into dust. It can be very frustrating to start, but it makes victory all the sweeter.



Not necessarily. A good player can make TK work at a high level. I know of a couple of guys who can podium with TK. It's all about the tools.


Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Enginseer with a Wrench





Riverside

I've never played a pure TK list that put the hurt on. Even if they are put into the hands of a very good player, they still struggle with armies in the hands of like minded players. I've had a
Chimera chew through half a TK army with slight nurgle buffs and regen.

Imperial Fist-6k
Dark elves-4k
Dark eldar 2.5k
Warriors of chaos-4k
Dakka swap shop trades.....12 
   
Made in ca
Inspiring Icon Bearer




Canada

 thedarkavenger wrote:
PirateRobotNinjaofDeath wrote:
Be aware that TK are a cruel mistress. They have a lot of weaknesses and, while they're just fine competing at a medium level, against meaner lists they'll crumble into dust. It can be very frustrating to start, but it makes victory all the sweeter.



Not necessarily. A good player can make TK work at a high level. I know of a couple of guys who can podium with TK. It's all about the tools.



It can happen. TK took a couple major tournaments last year. However, in each case it was the result of oddball lists coming up against opponents not entire sure what to do with them. Much easier to do that the first time than the second.

That's the big issue with TK: any list you build will have some quite glaring weaknesses, and their lack of mobility makes it difficult to protect them. The best way to do it is with obfuscation, but a savvy opponent who knows the strengths and weaknesses of the book will see through those and hit you where it hurts.

Luckily there aren't that many savvy players out there, as TK are an underrepresented army. That opens a window for the TK to do well.
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

PirateRobotNinjaofDeath wrote:
 thedarkavenger wrote:
PirateRobotNinjaofDeath wrote:
Be aware that TK are a cruel mistress. They have a lot of weaknesses and, while they're just fine competing at a medium level, against meaner lists they'll crumble into dust. It can be very frustrating to start, but it makes victory all the sweeter.



Not necessarily. A good player can make TK work at a high level. I know of a couple of guys who can podium with TK. It's all about the tools.



It can happen. TK took a couple major tournaments last year. However, in each case it was the result of oddball lists coming up against opponents not entire sure what to do with them. Much easier to do that the first time than the second.

That's the big issue with TK: any list you build will have some quite glaring weaknesses, and their lack of mobility makes it difficult to protect them. The best way to do it is with obfuscation, but a savvy opponent who knows the strengths and weaknesses of the book will see through those and hit you where it hurts.

Luckily there aren't that many savvy players out there, as TK are an underrepresented army. That opens a window for the TK to do well.



I never said that. It is a weak book, but in the hands of a skilled player, they can do horrible things. I've done it. I do enjoy my TK army, but I prefer having the ability to dictate movement.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in ca
Inspiring Icon Bearer




Canada

 thedarkavenger wrote:
I never said that. It is a weak book, but in the hands of a skilled player, they can do horrible things. I've done it. I do enjoy my TK army, but I prefer having the ability to dictate movement.


Yes...but it's a weak book because it lacks the flexibility of other books to insert tools for tackling a wide variety of threats. Or...more for defending against all types of threats since you lack the movement to press your advantage, catch points, or dictate matchups.

That's the struggle with TK at a competitive level. You can take on a certain amount of high armour but not a lot. You can take on a certain amount of high-attack hordes but not a lot. You can counter-battery like a champ, but once someone has you out-ranged you're in serious trouble.

Playing in 20-nil, like playing against less competitive players, helps a lot because they're more likely to push even when they don't have to. But in a WLD environment, or once your friends realize that they can just sit back and pummel you at range, things get much tougher. You have to MAKE them come at you, and that is often easier said than done.

What also helps with TK is switching up your lists a lot. TK have a lot of units whose bark is scarier than their bite. Caskets and sphinxes, for instance. The casket *can* be great, and it's undeniably a force multiplier, but the games where it eats ~50 points of chaff will far outweigh the games where it eats 1,000 points of knights and warmachines. Ditto for our catapults, which will go 3 games without hitting a single thing then take out two chimeras in two consecutive shots. However these sorts of things lead people to never be quite sure what is threatening, and the synergy inherent in the book lets you really play around with that.

For instance, necroknights are a very mediocre unit. Throw Smiting and Bironas onto them for +4A per model and ASF and that changes dramatically. 3 chariots are just a cheap flanking force, and S4 isn't very threatening something like knights with 1+/2+ saves. Charge them into combat and throw Cursed Blades onto them for KB impact hits and, once again, a whole different story.

Further, while we are hyper aware of the shortcomings of various units many opponents won't be. Sphinxes for instance are much less scary than their T8 4W with KB attacks profile suggests...but few opponents know this and give them more respect than they deserve. This ends up causing opponents to redirect strength to respond to imaginary threats, allowing you to hit them where they're weak.

That's the joy of Tomb Kings. You use magic and buff characters to dynamically modify your force in response to changing circumstances.


What's unfortunate is that they overestimated our ability to do this, and hamstrung it in certain ways to keep it "in line" with the perceived power curve (which was much lower at the start of 8th, until they abandoned that and pushed for a higher power curve with later books).

The other downside is that the aforementioned savvy opponent will know exactly how you intend to rebalance to respond to their threats and will dispel those key spells required to do so. They'll also be just as aware of your units' shortcomings as you are, and will apply the appropriate counters with the appropriate amount of force.

All of which isn't to say that these games are now unwinnable. Simply that *CERTAIN* matchups become exceedingly more difficult. Especially nimble forces that are resilient against your primary threats (high LD, resistance to magic or magic attacks, immunity to KB), or that bring things that are especially dangerous to your units (high volume of attacks that hit before you do, impact hits, shooting attacks, template weapons).
   
Made in us
Liche Priest Hierophant






Listen to PirateRobotNinjaofDeath (hi pirate!), he's one of the regulars over at the Khemri forums and knows what he's talking about.

The bare facts are, Tomb Kings are a mediocre book, until you throw magic into them. The problem with that, is that magic is inherently unpredictable and unrelyable. Now the Tomb Kings have tools in their arsenal to take a way some of the unreliability (Grand Heirophant Khatep, for instance) but they're still reliant on the one phase of the game the opponent can actively fight against, and so knowing how to work around that (whether through 'luring out' dispel dice or overcompensating on magic) is critical to keeping us properly balanced with other armies.


The good news is that the End Times has fixed a lot of our shortcomings. Using an Undead Legions list 'fixes' many of the bigger flaws in our basic rules (marching, healing constructs, etc) and the Khaine magic can make our Lore really, really nasty (Smiting gives +4 attacks to each Chariot model per casting, and it stacks! +5 attacks to a Warsphinx, it lets you layer Cursed Blades a lot easier for more common 5+ Killing Blow... lots of neat things) especially with our Magic boost such as the Heirotitan or the Scrolls of Mighty Incantations.

But Tomb Kings is above all an army with no set 'best' list. It's an army that you have to play with and experiment with to find the playstyle and army list that work the best for you. This means you'll probably lose a lot at first, but you'll start zeroing in on what works for you and learning how to use the units you choose most effectively, and start winning more and more battles.

I'd suggest watching some of the Tomb Kings batreps you can find on YouTube (LordTremendous started with TK recently and has some really cool batreps with them) and going to the Khemri forums to ask around and read some of the tactics threads. The 'meta' shifts even within the Tomb Kings army itself- when I first joined the forum, Chariots were considered trash by many and the be-all-end-all was a giant block of Tomb Guard with a King and Necrotect installed, but that's gone away now, with all sorts of new and exciting lists being played.

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