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![[Post New]](/s/i/i.gif) 2010/11/21 12:34:46
Subject: Looking at Tomb Kings
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Been Around the Block
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I play 40k already and I was looking into getting into Fantasy
I was thinking about going with Tomb Kings, I like the look and the fluff behind them. My question is what do ya'll think about them as an army, and how do you play them? I hear most people say they falll at the bottom of the competitive pile, others say in the middle somewhere. I also understand that they are supposed to get a codex update soon. Is this true?
Any Advice is welcome, thanks
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![[Post New]](/s/i/i.gif) 2010/11/21 14:45:56
Subject: Looking at Tomb Kings
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Lord of the Fleet
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![[Post New]](/s/i/i.gif) 2010/11/21 16:18:45
Subject: Looking at Tomb Kings
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Been Around the Block
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I saw that but I was thinking about a broader break down, 90% of that Forum is talking about magic and gear the other 10% is talking about skeletons, is that it? thats all TK's have to offer?
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![[Post New]](/s/i/i.gif) 2010/11/22 12:02:11
Subject: Looking at Tomb Kings
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Liche Priest Hierophant
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TK have very few unit options and about half of them where good some edisions ago, but currently they are lacking.
Skeletons is the best choise out of a lott of bad once. Since it is core you need about 25% of them. Chariots are OK at hunting warmachines.
Scorpions are very good at hunting warmachines.
SS catapult is realy good, even if over half the armies out there are imune to leadership tests.
Tomb Guards are good (although VC tomb guards cost the same but have heavy armour.) Ushapti are suposably good.
Bone Giant is decent.
That is really all the units. Then you have lords/heroes who are a bit overpriced. Currently we also have the option to go magic banansa since a lich priest casket, a prince, and a lich high priest throw out so manny magic dices, and your oponent only gets 1d6 to dispell with.
And there you have it.
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![[Post New]](/s/i/i.gif) 2010/11/23 13:46:00
Subject: Looking at Tomb Kings
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Raging Ravener
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Don't want to start another thread on Tomb Kings, so I'll just piggyback on this one!
Just been looking at them formulating armies and such and I was curious if anyone has any experience with the banner that allows you to raise a unit of core with the "It came from beneath" rules (Can't remember the name). Seems like it might be a nifty trick if it works, but then the banner itself is expensive points-wise and you can only spend 100 points on the unit you raise.
So, pointless gimmick or effective sneak attack?
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If brute force isn't the answer, it's only because you aren't using enough of it. |
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![[Post New]](/s/i/i.gif) 2010/11/23 18:01:52
Subject: Looking at Tomb Kings
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Fanatic with Madcap Mushrooms
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Well, that really depends on your rolling. IMHO, it's really gimmicky, but maybe useful in a fun game every now and then.
For some general advice, Tomb Kings shooting is solid, as you're guaranteed to hit on that 5+. 20 Skeleton Archers if far from a poor investment.
As for arming close combat Skeletons, Spears might be the only real "option", IMHO. Back in 7th, HW+Shield meant something fierce, but a 6+ ward is very meh. Plus, Skellies want the max amount of attacks to benefit from the double tap incantation (forgot what it's called, it's the one that lets the unit essentially attack in the magic phase)
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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
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![[Post New]](/s/i/i.gif) 2010/11/23 20:22:17
Subject: Looking at Tomb Kings
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Liche Priest Hierophant
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The banner you are talking about is the banner of the hidden dead, or something like that. Usualy crap becase it costs to mutch, you need the battlestandar bearer (who sucks) and the units you do get to sumon have an I of 2 meaning that they get killed before they actualy get to attack. Automatically Appended Next Post: As far as I can tell you can go magic heavy ranged, ushapti smashing or midranged a bit of everything. It is very funn, it it is aslo very upphil.
Fortunetly for me who wants all the models not all of them are worth having and there are not that many of them.
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This message was edited 1 time. Last update was at 2010/11/23 20:28:22
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![[Post New]](/s/i/i.gif) 2010/11/23 23:03:32
Subject: Looking at Tomb Kings
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Raging Ravener
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Okay thanks for tips, I think I'll try the Banner at least a few times, see if it has some use at all.
Basically though, I'm playing the Kings for enjoyment more than anything. I've been doing really well with the Daemons, but I just don't find them that fun. I like the models and the feel of the TK army, so even if I lose a ton now, it'll be more fun doing it.
Shooting seems to be the way to go though, with a few heavy hitters to keep your opponents blocks back.
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If brute force isn't the answer, it's only because you aren't using enough of it. |
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![[Post New]](/s/i/i.gif) 2010/11/24 04:34:22
Subject: Looking at Tomb Kings
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Wraith
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GMR wrote:Shooting seems to be the way to go though, with a few heavy hitters to keep your opponents blocks back.
A solid magic phase, enough shooting to do some damage with some heavy hitters in backup... are you sure you don't want to play Dark Elves instead?
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![[Post New]](/s/i/i.gif) 2010/11/24 09:52:38
Subject: Looking at Tomb Kings
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Raging Ravener
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Kirbinator wrote:GMR wrote:Shooting seems to be the way to go though, with a few heavy hitters to keep your opponents blocks back.
A solid magic phase, enough shooting to do some damage with some heavy hitters in backup... are you sure you don't want to play Dark Elves instead? 
That would be ideal...If we didn't already have two Dark Elf players! Seriously, in a pool of six gamers three Dark Elf armies is pushing it a bit.
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If brute force isn't the answer, it's only because you aren't using enough of it. |
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