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![[Post New]](/s/i/i.gif) 2010/09/02 12:55:13
Subject: Tomb Kings
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Speed Drybrushing
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My Wife recently out of the blue picked up a box of tomb kings and decided to start playing table top. am the one playing it so far and have a question on this Spell called Incantation of Righteous smiting. It says units within 12 inches. Does that mean i can cast it upon the Screaming skull catapult also?
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Ravenwing 8,0 |
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![[Post New]](/s/i/i.gif) 2010/09/02 13:36:57
Subject: Tomb Kings
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Decrepit Dakkanaut
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Yes, any model that isnt terrain is a unit, even if it is a unit of one.
Making SSC fier twice is a very common use of it! You can do the same witha high kliche on a casket next to it, makes a horrid amout of "must stop" spells...
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![[Post New]](/s/i/i.gif) 2010/09/02 14:03:52
Subject: Re:Tomb Kings
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Speed Drybrushing
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Excellent, you have made my day lol. As far as the casket i have no idea how to use it. as ihave only played 2 games of Warhammer fantasy EVER lol. And it appears i my wife picked a complicated army to play as it is.
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Ravenwing 8,0 |
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![[Post New]](/s/i/i.gif) 2010/09/02 14:09:08
Subject: Re:Tomb Kings
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Focused Dark Angels Land Raider Pilot
Provo, UT
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I think that is one truly epic wife story. My girlfriend buys me models, so I'm doing alright too. =D
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"If you want a picture of the future, imagine a boot stamping on a human face--forever." -1984, pg.267
I think George Orwell was unknowingly describing 40K.
Armies - Highelves, Dwarves |
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![[Post New]](/s/i/i.gif) 2010/09/02 14:51:55
Subject: Tomb Kings
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Decrepit Dakkanaut
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The casket forces leadership based checks (not actual LD tests, it just uses your value) and causes no-armour-save-allowed wounds to the unit - and did i mention it affects all units that can trace True LOS to the casket? It also comes as the last incantation you use, and has a decent casting value (2D6) meaning players need on average 2 dice held back to try to stop it.
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![[Post New]](/s/i/i.gif) 2010/09/02 15:28:22
Subject: Re:Tomb Kings
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Speed Drybrushing
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I might as well ask as i have your attention. Can TK take any type of lore, or are they restricted to their 4 incantations? i am still very confused by this whole magic thing (Although i am sure it's easier then im making it)
@Darkangelhopefull I have played 40k for a few years now and could never get my wife into it. recently our gameing group decided to take on the idea of trying fantasy and my wife jumped on it faster then us in the group could even deiced what we wanted to play lol.The best part was when she asked to go to the local shop i buy everything at ((Toy Soldier FTW)) and she started putting stuff on the counter to buy lol and informs me.."Oh you can play them to"
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This message was edited 1 time. Last update was at 2010/09/02 15:31:41
Ravenwing 8,0 |
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![[Post New]](/s/i/i.gif) 2010/09/02 15:38:59
Subject: Re:Tomb Kings
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Stoic Grail Knight
Houston, Texas
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TK are limited to their incantations only. They also cast differently then normal spells.
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Daemons-
Bretonnia-
Orcs n' Goblins- |
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![[Post New]](/s/i/i.gif) 2010/09/02 16:03:46
Subject: Tomb Kings
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Decrepit Dakkanaut
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Arrathon - Tomb Kings dont actually "cast" magic, which is why they work so differently. This means they can only eveer use their incantations, as they are not reliant on the winds of magic to provide the casting power - this has a fluff background reason why, if you are interested then read the Nagash book (time of legends) which is a fricking awesome book and shows a lot of Nehekharan society pre-fall from grace.
The bon us to not "casting" magic normally is they cannot miscast (bound items can do so, such as the standard) and, regardeless of what value you roll on your 1 or 2 D6 the spell is ALWAYS cast, meaning your opponent has to use dice to stop it, if they want to. Means that, if the dispel pool is low (remember 2D6 for power dice, highest D6 for them as dispel dice) one turn you can get a LOT of spells off. Which is crucial; for you - you cannot march, you MUST use magic if you want to move quickly. It's why the direct does-damage incantation is so rarely used, you normally need to move a unit, or fight another round of attacks in CC, etc.
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![[Post New]](/s/i/i.gif) 2010/09/02 16:10:37
Subject: Re:Tomb Kings
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Speed Drybrushing
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OK that makes much more sense now. And i am sorry for so many questions, but It says my lich priest can cast 1 incantation, and High lich priest can cast 2(same spell twice if needed) So does that mean that is it? i cannot cast over and over because i have no Dice pool for magic? and if i am correct on this.. then that would mean to cast lost of spells i would need multiple Priests?
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Ravenwing 8,0 |
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![[Post New]](/s/i/i.gif) 2010/09/02 16:22:48
Subject: Re:Tomb Kings
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Dangerous Skeleton Champion
Canada
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Arrathon wrote:OK that makes much more sense now. And i am sorry for so many questions, but It says my lich priest can cast 1 incantation, and High lich priest can cast 2(same spell twice if needed) So does that mean that is it? i cannot cast over and over because i have no Dice pool for magic? and if i am correct on this.. then that would mean to cast lost of spells i would need multiple Priests?
Yes, Tomb Kings magic is very different from the current system. Incantations do not touch the casting dice pool, and you always get them off (unless dispelled). You also dont get to add your casting level. You may need casting dice for certain bound spells, but for the most part, your King/Prince/Liche/High Liche/Casket stuff will be "x spells each at a value yd6" depending on the thing casting. They each get their set amount of spells, and have to be cast in a certain order (detailed in the book).
Take a look at the FAQ if you have not already:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1310261a_FAQ_TombKings_2010_v11.pdf
Now, there are other ways of using your casting dice to cast spells. You can get a bound item on a character, like the ruby ring of rhuin to cast the basic fireball spell, and you have to power the item with casting dice. You can also give your Tomb King a wizard hat if you want, which will allow him to get 2 spells (cus it makes him a lvl2 wizard) from a random lore on top of his incantations. Its not reliable, but if you want the main lores with tomb kings, thats your best bet. I personally think it would be fun seeing what new spells you get each game. Whether its a good choice is another matter (some people are for it, and some against).
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This message was edited 1 time. Last update was at 2010/09/02 16:27:06
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![[Post New]](/s/i/i.gif) 2010/09/02 16:33:50
Subject: Re:Tomb Kings
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Speed Drybrushing
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Now that is very helpful thank you much. I guess i need to break down and buy a rule book lol.
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Ravenwing 8,0 |
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![[Post New]](/s/i/i.gif) 2010/09/02 19:22:36
Subject: Tomb Kings
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Cosmic Joe
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TK are also supposed to be the next army book to be updated. Or so the rumors claim.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2010/09/02 23:38:43
Subject: Re:Tomb Kings
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Speed Drybrushing
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yet another question from this Fantasy newb. Someone told me Chariots are classified as Vanguard, and have the ability to have a move similar to the scout move in 40k. Is this true and if so, would i be wrong to assume that Tomb kings chariots work the same even thou they are light chariots? and again, thank you for the help folks.
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Ravenwing 8,0 |
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![[Post New]](/s/i/i.gif) 2010/09/03 00:58:51
Subject: Re:Tomb Kings
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Lesser Daemon of Chaos
The deck of the Widower
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that's only part right. tomb king's chariots are the only ones that are fast cavalry and thus get the 12 vanguard move before the game starts. another good reason to use them
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![[Post New]](/s/i/i.gif) 2010/09/16 05:57:47
Subject: Re:Tomb Kings
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Powerful Ushbati
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Brotherjanus wrote:that's only part right. tomb king's chariots are the only ones that are fast cavalry and thus get the 12 vanguard move before the game starts. another good reason to use them 
You are both right and wrong... Yes, they can make a vanguard. No, they cant go 12. The vanguard says any unit with vanguard can move up to 12 but can not march. Tomb kings cant march anyway. The max a chariot can move pre-game is 8 inch's.
I would recommend getting a tomb king codex. It will provide more information regarding tomb kings then the rulebook will. Tomb kings are just that different.
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TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
TK- 2014 to Date: http://www.torrentoffire.com/rankings |
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![[Post New]](/s/i/i.gif) 2010/09/16 06:30:08
Subject: Tomb Kings
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Longtime Dakkanaut
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Tomb King, that's patently false. The rulebook says vanguard units make a 12 inch move. All units with vanguard can therefore make a 12 inch move, before anyone has taken a turn.
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![[Post New]](/s/i/i.gif) 2010/09/16 13:54:13
Subject: Tomb Kings
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Auspicious Aspiring Champion of Chaos
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Tomb King, out of curiosity, what model would be able to move 12" without marching?
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“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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![[Post New]](/s/i/i.gif) 2010/09/16 14:56:52
Subject: Tomb Kings
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Cosmic Joe
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The whitout marching thing is there to stop people from pulling a 24" vanguard move.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2010/09/16 17:50:49
Subject: Tomb Kings
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Stoic Grail Knight
Houston, Texas
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HoverBoy wrote:The whitout marching thing is there to stop people from pulling a 24" vanguard move.
this
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Daemons-
Bretonnia-
Orcs n' Goblins- |
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![[Post New]](/s/i/i.gif) 2010/09/16 19:14:17
Subject: Tomb Kings
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Powerful Ushbati
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Killjoy00 wrote:Tomb King, that's patently false. The rulebook says vanguard units make a 12 inch move. All units with vanguard can therefore make a 12 inch move, before anyone has taken a turn.
Sorry about that my english friend. Mis-read a minor detail and was cheated 4 inchs a game at ard boyz. dam! Automatically Appended Next Post: Red_Zeke wrote:Tomb King, out of curiosity, what model would be able to move 12" without marching?
For shitz and giggles:
highest regular movement in the game is 10
models that can possibly move 12 or more without march are:
steam tank
skaven doomwheel
chaos spawn
O & G Fanatic
squig hopper
WoC Scyla Anfingrimm
Thats all I can think of at the moment.
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This message was edited 1 time. Last update was at 2010/09/16 19:19:34
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
TK- 2014 to Date: http://www.torrentoffire.com/rankings |
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![[Post New]](/s/i/i.gif) 2010/09/16 19:21:32
Subject: Tomb Kings
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Decrepit Dakkanaut
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HPA, 3D6 movement. Doomwheel.
Storm of chaos mounted nettes are M11, if memory serves.
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![[Post New]](/s/i/i.gif) 2010/09/16 21:51:23
Subject: Re:Tomb Kings
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Liche Priest Hierophant
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Good day. I am alsos tarting a tomb king army. I have played warhammer 40k but never warhammer fantasy battle.
I am planing on using all my Lord choises on Lich High Priests since they cast incartations with a dispell streangth of 3d6. It is a 2250 game, so I should get two Lich High Priest.
That leaves a lott of dices in my magic phase that go un-used. I can see that the wizards hatt is very good, but it would have to be put on the tomb king, throwing out the good baseline for the tombking for some spells,.
what I want to know is can I give a prince a ruby ring of ruin (page 505) can I boost the ring with dice to get the casting value up to 18+ for 3d6 str 4 hits.
Also if the Lich High Priests get the wizards hat, can he cast spells, or is he rstricted to incatations only?
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![[Post New]](/s/i/i.gif) 2010/09/16 21:55:48
Subject: Tomb Kings
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Longtime Dakkanaut
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no you can't boost the ring.
it is still good to use. i recommend it plus the banner of reviving guys and the magic missile item. that gives you 3 things to spend power dice on.
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![[Post New]](/s/i/i.gif) 2010/09/17 00:01:49
Subject: Tomb Kings
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Decrepit Dakkanaut
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If you give tyhe hat to a priest he can both incant, as he is still a priest, AND cast spells.
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![[Post New]](/s/i/i.gif) 2010/09/17 00:41:06
Subject: Tomb Kings
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Auspicious Aspiring Champion of Chaos
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For shitz and giggles:
highest regular movement in the game is 10
models that can possibly move 12 or more without march are:
steam tank
skaven doomwheel
chaos spawn
O & G Fanatic
squig hopper
WoC Scyla Anfingrimm
Thats all I can think of at the moment.
None of which vanguard, which is kind of my point...
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This message was edited 1 time. Last update was at 2010/09/17 00:42:48
“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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![[Post New]](/s/i/i.gif) 2010/09/17 01:33:53
Subject: Tomb Kings
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Liche Priest Hierophant
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nosferatu1001 wrote:If you give tyhe hat to a priest he can both incant, as he is still a priest, AND cast spells.
You shure? He already is a level 3 wizard but it says on page 42 in the tomb king armybook that he always uses incatations.
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![[Post New]](/s/i/i.gif) 2010/09/17 02:51:53
Subject: Tomb Kings
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Fresh-Faced New User
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Killjoy00 wrote:Tomb King, that's patently false. The rulebook says vanguard units make a 12 inch move. All units with vanguard can therefore make a 12 inch move, before anyone has taken a turn.
This has been FAQed, it should be up to 12". But this change was made so you can make a 2" move or 9" or whatever UP to 12", this move has nothing to do with your movement allowance (M value).
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![[Post New]](/s/i/i.gif) 2010/09/17 10:05:21
Subject: Tomb Kings
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Decrepit Dakkanaut
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No he counts as a level 3 wizard but has no spells - no BRB lore etc. Giving him the hat gives him specific access to the lores, and the rules dont say he ONLY uses incantations so he can use the hat.
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![[Post New]](/s/i/i.gif) 2010/09/17 10:44:52
Subject: Re:Tomb Kings
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Liche Priest Hierophant
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So then he would chose a random lore but get 3 spells from it?
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![[Post New]](/s/i/i.gif) 2010/09/17 11:03:28
Subject: Tomb Kings
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Decrepit Dakkanaut
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No, because the wizards hat defines him as a level 2. same as Book Of Secrets will make a level 4 WoC sorceror into a level 1.
So he gets 2 spells, and is only a level 2 for casting and dispelling.
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