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Made in us
Raging-on-the-Inside Blood Angel Sergeant



In ur gaem, killin ur doodz.

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What rules specifically change the way the Tomb Kings will be working. How will these affect the tomb kings? In what ways can we leverage these strengths and shore up these weaknesses?

Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in us
Longtime Dakkanaut




Almost willing to put money down that GW gives Tomb Kings a minimal cast value to their incantations. Also, they'll probably be allowed to miscast (well, Irresistible).
   
Made in au
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Toowoomba, Australia

Shoot in 2 ranks.
40 archers, Khalida, her auto cast, goodbye to one enemy unit every turn.

Screaming skull catapault became alot more effective with no guess distance.

Chariots are going to really, really struggle vs any ranked units as front rank will always fight back.

2026: Games Played:7/Models Bought:31/Sold:0/Painted:96
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2023: Games Played:0/Models Bought:287/Sold:0/Painted: 203
2020-2022: Games Played:42/Models Bought:1271/Sold:631/Painted:442
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Made in us
Raging-on-the-Inside Blood Angel Sergeant



In ur gaem, killin ur doodz.

Wow.. no more guess distances? That's disgusting.

Magic is going to be the most important lynch here. If chariots can still auto-guarantee flanks, then it's never going to matter. If they can't Tomb Kings are going to get nerfed hard.

Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in us
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Biloxi, MS USA

Ragnar4 wrote:Wow.. no more guess distances? That's disgusting.

Magic is going to be the most important lynch here. If chariots can still auto-guarantee flanks, then it's never going to matter. If they can't Tomb Kings are going to get nerfed hard.


I'd expect a nerf as current rumours point to no more US Flank breaking(I think the rumour is 2 ranks minimum or something silly like that?).

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Made in us
Longtime Dakkanaut




Rumor is 2 ranks to negate ranks. Supposedly after combat you can get a free reform too (including rotation). This wouldn't be so bad, if it also wasn't supposedly that combats are a single player-turn in length.
   
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On the perfumed wind

I think it's generally considered that the "fight in one turn till one side is dead or breaks" is debunked. So I wouldn't worry about that one.

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.”
 
   
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Chariots are rumored to have lost the AutoKill by S7 hits, so in that regard, they've become a bit more resilient. They may not be able to take head-on charges against ranked infantry anymore, but they can still dish out a lot of damage against their flanks/rears.

As W_G stated, TK shooting has become a lot more effective.

While Fear isn't quite as good as it was before, it seems that the checks will now be every round of combat, so there're more chances now that enemy units will hit you at WS1.

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Made in au
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Toowoomba, Australia

It will be interesting to see how the chariot units go.

Regular chariots from other armies will turn into combo charge add ons for regular units (or my favorite, 5 beastmen chariots into one of the ridiculous 10 man wide enemy units).

How units of chariots will fare will be interesting. They won't be doing mass damage due to their low number impact hits and low strengthand will take wounds easily thanks to front ranks survival.

2026: Games Played:7/Models Bought:31/Sold:0/Painted:96
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Made in us
Longtime Dakkanaut




T4, 5+ save, yes?

Flank charges are their best bets. Front, you're (barring a failed fear) being hit on 3's and wounded on 4's or 5's (depending on strength). You have +1 to your static resolution, but that's not much gained.

Of course, that's not much a change from the current edition where - barring a character-led chariot being thrust in there - they aren't much good at breaking fronts anyways (IMO).
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



In ur gaem, killin ur doodz.

The more and more I read about Tomb Kings the more I Think they are going to end up getting shelved by all but the most stalwart of players until the new book comes out.

It's not like they were great at what they do in the first place.

I have to seriously out-play most of my opponents in order to get the win. Their most effective mechanics are clearly based on the conventions of 7th and 6th ed... These new fear standards and rank breaking practices just slaughter every skill I've learned since day 1 of 6th ed.

I hate being punished for being able to out maneuver my opponents, with light, fast, paper tiger type units. Chariots rely on luck to win when they don't break ranks.

Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in us
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On the perfumed wind

On the other hand, the skeleton heavy cav you're fond of are still rank-breakers. I'm seriously considering Tomb Kings for my next army- need some magic and maneuver after Dwarfs.

Interested to see what actually drops as rules out of all these rumors.

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 us
Raging-on-the-Inside Blood Angel Sergeant



In ur gaem, killin ur doodz.

Red_Zeke wrote:On the other hand, the skeleton heavy cav you're fond of are still rank-breakers. I'm seriously considering Tomb Kings for my next army- need some magic and maneuver after Dwarfs.

Interested to see what actually drops as rules out of all these rumors.

RZ


Cavalry gets ranks at 4 wide I'm hearing too.. right?

Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in ca
Member of the Malleus





Canada

I heard a rumour that Magic would be the first phase, and movement comes after. Don't Tomb Kings Move in the magic phase with certain spells?

 
   
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The thing is, it gives them no extra mobility: Unlike Beastmen, their magic can still allow charges. Furthermore, I think that rumor has been discredited.
   
Made in ca
Member of the Malleus





Canada

Ah I see, I don't play tomb kings nor do many around me so i am in the dark about how they work magic wise exactly

 
   
Made in ca
Member of the Malleus





Canada

Ah I see, I don't play tomb kings nor do many around me so i am in the dark about how they work magic wise exactly

 
   
 
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