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Made in ca
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Prince George BC Canada

Hey so I switched from Eldar to Necrons and never looked back. Since I don't play my Eldar right now I have no more interest in the High Elves. I am in love with the Tomb Kings model line and I like their tactics at first glance.

So I think want to go with a mass of skeletons, lots of warriors and tomb guards with heroes with great weapons. I was just wondering if that was a viable tactic instead of the chariot spam or op shoting/magic firepower?

Havn't picked up the codex yet but thats going to come next paycheck Any advice you have on building a list or general tactics to use with this army, perferably to the mass strategy above would be wonderful.

Nurgleboy77 wrote "Callum officially WINS!" 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

I think TK are getting their army updated in 2010 o_o

Here are some basic summary for you to consider before starting the army ^-^v

-They cause fear
-They are immune to Psychology
-They cannot march
-When they lose combat , they take wounds to the amount they lost combat by. ( Mega tar pits i guess? )

-When their leader / general ( they call it Heirophant i guess ) dies , the rest of army will fall into dust every turn bit by bit
-Their archers do not suffer shooting penalty or bonus

Their Troops are low WS , low BS , soso human str , human toughness , low initiative
Their leaders are flammable
Unique thing that makes TK cool are their chariot squads , but they are sort of weak at str 4

Tomb Scorpion , if you dont mind their legs constantly falling off , they are the strongest unit of TK , and they are worth every point.
Army's BSB , they are very useful as it reduces the wound the army take by 1 ( when they lose combat )

TK magic is mostly for supporting their units ( extra round of shooting / CC ) extra movement.
basically to make up for their lack of stats , and hopefully to tip the combat alittle. ( im guessing its very important for them to out number )

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Made in ca
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Prince George BC Canada

Oh that's cool about the update next year, and tyvm for the summary, that was really useful

This message was edited 1 time. Last update was at 2009/12/17 11:20:06


Nurgleboy77 wrote "Callum officially WINS!" 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

Callum wrote:Oh that's cool about the update next year, and tyvm for the summary, that was really useful

You are welcome!
One more semi pointless info:

They are easy to paint ><
they are the only army i have painted that i have never bothered playing a game with xD

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Made in ca
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Prince George BC Canada

Yeah that is one the qualities that is drawing me in. I was thinking enchanted blue shields with maybe some Necron Abyss on the edges or something then like bleached bone skeletons, go! I'm going to enjoy that lol

Nurgleboy77 wrote "Callum officially WINS!" 
   
Made in us
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Oregon

LunaHound wrote:
-When their leader / general ( they call it Heirophant i guess ) dies , the rest of army will fall into dust every turn bit by bit


Actually, it's not the general, but rather their lead spellcaster. TK have a very specific order in which they have to go through their magic phase, the book explains it.

I'm building a TK army for my boss (I run a game store but he's more into MTG than Warhammer), and I think the models are great.

The army seems to be a lot like VC, in that when one of your main characters dies, your little units start falling apart (with VC it's the general.) The good thing is that your mages can raise new units or heal wounds from existing ones. They can also use their magic to give extra movement/shooting/attacks.

Anyway, check out the Casket of Souls....it's a pretty cool model, and from what I've read (Haven't played the army yet, so can't vouch for it) it's pretty broken. I can't comment on tactics because like I said, haven't played with/against it yet. But everyone has said Scorpions are a must.

Oh yeah, and take this time to enjoy Hawk Tourquoise! It's one of my favorite Citadel colors, and it looks great on TK. And for skeles, Bleached Bone and a wash will pretty much finish them up, lol.


 
   
Made in us
Grisly Ghost Ark Driver






really? last i checked tomb kings CAN'T bring up new units, just heal the damaged ones up to whatever strength they were originally
   
Made in us
Charging Bull





Temple of Zakarum

TK incantation only revive lost models, not bring them beyond original strength or summon new units.

I like it in the sense it set the TK's apart from Vamps. Otherwise it would just be the same gaming style with different models.

16,000 points daemons fantasy
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3500 points ogre kingdoms
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Made in us
Slippery Ultramarine Scout Biker





Oregon

Oh srry, you guys are right >< For some reason I was thinking that they could raise skellies, just not as many as VC.

I hate being on vacation away from my army books!


 
   
Made in us
Fanatic with Madcap Mushrooms






Chino Hills, CA

It kinda makes VC more powerful than TK's, but TK make up for it with more army variety.

Obviously, you'll be a bit dependent on magic, so 1 or 2 Liche Priests will be necessary.

I would shy away from Icon Bearers, the hero slot could be used by a priest, but if you want it, go for it.

Remember that your units will never break from a combat, so use the skellies to keep 'em in place and use Ushabti or whatever for the killing blow (I.E. Flank Charge)

Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+

WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW

 
   
Made in us
Longtime Dakkanaut




Casket of Souls is less broken (against Dwarves, Elves, etcetera it'll barely cause 1 wound a turn on average, when they're outside their general's leadership radii), than it is a wonderful dispel dice storer / scroll waster (because many armies don't realize this, they save a scroll or a pair / trio of dice each turn for the casket thus making other spells easier to get off). For an explanation of what it does:

Imagine a Banshee Scream. Now imagine any unit that can draw LoS at the Casket is hit by such. Sounds nasty... until you realize it can be dispelled, that it uses their current (and not unmodified) leadership, etcetera. If the Casket were to be turned into "unmodified", the thing would shift over into "HOLY gak DISPEL DISPEL" territory for some armies (Imagine Night Goblins, for instance, where just a 4+ is needed on 2D6 to start dropping gobbos).

Summary of Tomb Kings:
1) Whole Army has Undead Rule.
2) You cannot march, ever.
3) All your spells are bound: You can never miscast, and they always go off.
4) All your non-Icon Bearer characters can cast at least something. However, this doesn't promise that it's something worth casting / that has an effect that turn.
5) You have two important characters in your army: The General, and the Heirophant. Heirophant gets killed, your army starts to crumble. General gets killed, you can't use his leadership for Crumble Checks.
6) Some of your units will have the special rule "Undead Construct". These units always suffer one less wound than normal when they lose combat (Ex. They lose combat resolution by two, the undead construct only suffers a single wound).
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Lords / hero's: Ive allways stuck to a single prince, icon bearer, priest and high priest.
The king is nice, but it draws away magic from the army, which is around 50% of the support you will get.
You will want a cloak of dunes for the high priest, so he can move where needed and avoid units.

The icon bearer and prince sit in a block of 18 tomb guard, giving you a nice hard hitting rank & file unit to play with.

Core: 2 small units of horsemen with bows.
These are simply used to block march moves, get in the way and stop charges from going off.
Other than that the units are wasted.

i allways take 2 units of 20 bowmen, simply because hitting on 5's means you will get some damage done at long range.

I usually only take a single block of 25 skellies (spears) since they arent much to rely on.



special: the unit of 18 tomb guard (as above)

a tomb scorpion is allways a win, as it provides you with a hard hitting monster which can hunt down small units and lone wizards. (also works for hero level human / elf characters)

a Single unit of 4 ushabti work well, but will need a priest near by to top up thier wounds, they will become a target pretty quickly, so its worth keeping them close to a priest to avoid losing them to cannonballs.

I allways take a unit of carrions.
Thier flying movement makes them worth it alone.
The fact that they arent bad in combat is an added bonus.
Use them to hunt down warmachine crews and lone characters.
They should also do for picking at weak skirmish units and blocking march moves.

Rare: This is up to you, but either option works out well.

Screaming skull catapault: Allways take skulls of the enemy as it makes it 100x better.
Its great for thinning out units and doing damage to monsters.
Keep a priest near by so you can cast the incantation on it for 2 shots per turn.
If you want to take 2, then it may be worth keeping both priests near them, but still close enough to support and restore units.

Bone giant: They are just nasty.
Unstoppable assault means you will be doing a fair bit of damage.
It can negate rank bonus, so charging in with carrion, then a giant to the side will help you win.
Thier high strength means they can hunt other monsters if needed, but avoid the stronger ones (dragon ogres mostly)
again, you will need a priest near by, since its a large target and will end up catching most of the enemies missile and magic fire.
so you will need to keep restoring his wounds.
If you take 2, you can run them together to act as a heavy hammer, meaning they will support eachother and wont need another units help.
With 2 you can charge cavalry, since you will be negating a fair amount of thier save.
And yet again, with 2, you will want your liche priests near them.
If they dont need healing, use another incantation to get them another round of combat


Hope that helps.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
 
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