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![[Post New]](/s/i/i.gif) 2011/04/06 13:21:02
Subject: Tomb Kings
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Been Around the Block
Marietta GA
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Can anyone give me an idea of how this army ran/runs? Im likin the new models they're commin out with so Im thinkin of gettin into them. Whats their magic like? Any info would be appreciated ^_^
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3000/500 painted
Ogre Kingdoms: 1450/3500
Skaven- 1000/3700 painted
Tomb Kings- 300/3542 painted
1000+/6000+ painted
0/3500+ painted
Fantasy- 400+/3500 +painted
0/2000 painted
2000/2000 painted
200/3000+ painted
0/1500d
0/3000 painted |
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![[Post New]](/s/i/i.gif) 2011/04/06 13:58:33
Subject: Tomb Kings
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Cosmic Joe
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It's all new and as of yet largely unexplored.
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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) 2011/04/06 14:14:06
Subject: Tomb Kings
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Longtime Dakkanaut
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According to the "Coming Soon" article, they can do mass skeleton infantry, monster hordes, or a combination of both.
So anyone's guess really.
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![[Post New]](/s/i/i.gif) 2011/04/06 14:27:46
Subject: Tomb Kings
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Auspicious Aspiring Champion of Chaos
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They just went up on preorder today, and it looks like big changes may be in store, relative to the old book. So... stay tuned?
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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) 2011/04/06 20:19:46
Subject: Tomb Kings
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Long-Range Black Templar Land Speeder Pilot
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They look to be fairly competitive. 4 pt core, plus a ton of chariot impact hits, not including new monsters and such. I think they will be Top Tier once people get all the new models and learn how to play.
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Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE |
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![[Post New]](/s/i/i.gif) 2011/04/06 21:05:46
Subject: Tomb Kings
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Deadly Tomb Guard
In ur gaem, killin ur doodz.
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Wow..
Imagine for a moment, 2x as many arrows per turn in the air. Many Khalida players are putting up 160 shots per turn.
You could ostensibly be wounding 120 times per turn against t3, with 40 of those wounds being guaranteed wounds (assuming 500 shots in a 2500 points army)
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8th ed Khemri in 8-4-0 Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).
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![[Post New]](/s/i/i.gif) 2011/04/06 23:14:44
Subject: Tomb Kings
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Dusty Skeleton
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I already play VC and had not planned on starting a second undead army however, the Warsphinx and Necropolis Knights have me reconsidering...
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Do I look like a guy with a plan? |
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![[Post New]](/s/i/i.gif) 2011/04/07 00:48:27
Subject: Tomb Kings
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Been Around the Block
Marietta GA
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Yeah I LOVE the warsphinx model and the necropolis/sepulchral knights look awesome too.
The thing that concerns me is that skeletons are their core and well, skeletons are one of the worst infantry models in the game next to zombies.
I would like to know, if anyone knows, what the casket of souls does/did, as well as what some of their magic was like in the old book.
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This message was edited 1 time. Last update was at 2011/04/07 00:50:12
3000/500 painted
Ogre Kingdoms: 1450/3500
Skaven- 1000/3700 painted
Tomb Kings- 300/3542 painted
1000+/6000+ painted
0/3500+ painted
Fantasy- 400+/3500 +painted
0/2000 painted
2000/2000 painted
200/3000+ painted
0/1500d
0/3000 painted |
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![[Post New]](/s/i/i.gif) 2011/04/07 01:02:25
Subject: Re:Tomb Kings
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Sickening Carrion
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Casket used to force a roll for every unit that could see it. Roll-victim's leadership=wounds. It was able to do tons of damage to low leadership armies, but was less useful against things like dwarfs. The real benefit of the casket was that it had to go last in the magic phase. Opponents had a habit of saving 2-3 of their dispel dice in order to counter it, which left the rest of your magic phase relatively unmolested.
-Jim
Automatically Appended Next Post: As far as old book magic went, there were only 4 spells.
One was a magic missile. Not great.
The second gave an extra move phase to the unit it was cast on.
The third gave an extra attack/shooting phase to the unit it was cast on, but only models in base contact with an enemy could attack and only one attack per model.
The fourth brought back destroyed models as long as part of the unit still survived.
-Jim
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This message was edited 1 time. Last update was at 2011/04/07 01:05:29
These are the times that try men's souls
Blood angles 3k
Ogres: 4200
Empire: 5k
Fantasy daemons: 6k
Beastmen: 1750
Tomb Kings: 4750
Dogs of War: RIP
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![[Post New]](/s/i/i.gif) 2011/04/07 02:40:23
Subject: Tomb Kings
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Dangerous Skeleton Champion
New Jersey
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I'm just saying things in the past tense here because it's all going to change to some degree in a month.
The Incantations that were used were kind of like an Empire Warrior Priest's prayers. They had a short range, and didn't use power dice as normal - you rolled a set amount of dice (depending on whether your caster was a Liche Priest or a Liche High Priest) to set the value your opponent needed to beat to dispel.
Since they weren't power dice in the traditional sense, it meant that you were totally unaffected by the variations in the Winds of Magic, and that you really benefited when WoM was very low, as your opponent could easily run out of dispel dice.
Of the four incantations, three were fantastic and really defined the TK as an army.
- You could give a unit an extra move. Deadly with chariots.
- You could give a unit a free set of attacks - this was especially wonderful with large blocks of archers and the Screaming Skull Catapault.
- You could heal wounds, even bringing models back from the dead. If they were skeletons (as opposed to undead constructs or carrion), you could bring back even more.
You were even able to cast a few of these (extra attacks and extra move) with your Tomb Kings and Princes.
The skeletons statline sucks, especially for the cost. But with archers that ALWAYS hit on a 5+, regardless of movement, long range, cover, or whatever and the ability to bring back models almost as fast as the enemy can kill them, the idea was always to win a war of attrition. I always loved the Khemri method of victory through despair - it's like zombie movies... EVENTUALLY they're going to get through.
I've heard the magic system is going to change, which I'm not too thrilled about. I kind of liked its uniqueness and the limitations it imposed.
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