Switch Theme:

TK 2k Army List  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Devious Space Marine dedicated to Tzeentch




I am debating on getting a TK army.
I am a 40k Player who has never played Fantasy before.

I made up a list and would like to hear your opinions:

2000 Pts - Tomb Kings Roster

Liche High Priest (1#, 255 pts)
1 Liche High Priest, 255 pts (Hierophant; Nehekharan Undead; Level 4 Upgrade; Hand Weapon; Causes Fear; Unbreakable; Unstable)

Tomb Prince (2#, 209 pts)
1 Tomb Prince, 209 pts (Always Strikes Last; General; My Will Be Done; Nehekharan Undead; The Curse; Hand Weapon; Great Weapon; Causes Fear; Flammable; Unbreakable; Unstable)
1 Chariot ('And the Tomb Kings Rode to War...'; Chariot Legions; Nehekharan Undead; Causes Fear; Unbreakable; Unstable)
2 Skeletal Steed (Nehekharan Undead; Causes Fear; Unbreakable; Unstable)
1 Armour of Silvered Steel
1 Dragonbane Gem

Skeleton Chariots (21#, 425 pts)
7 Skeleton Chariots, 425 pts ('And the Tomb Kings Rode to War...'; Arrows of Asaph; Chariot Legions; Nehekharan Undead; Musician Mus; Standard Bearer Std; Causes Fear; Unbreakable; Unstable)
13 Skeleton Charioteer (Hand Weapon; Bow; Spear)
1 Master of Chariots (Hand Weapon; Bow; Spear)
14 Skeletal Steed (Nehekharan Undead; Causes Fear; Unbreakable; Unstable)
1 Banner of Eternal Flame

Skeleton Archers (20#, 130 pts)
20 Skeleton Archers, 130 pts (Arrows of Asaph; Nehekharan Undead; Musician Mus; Hand Weapon; Bow; Causes Fear; Unbreakable; Unstable)

Skeleton Warriors (40#, 230 pts)
39 Skeleton Warriors, 230 pts (Nehekharan Undead; Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield; Causes Fear; Unbreakable; Unstable)
1 Master of Arms (Hand Weapon; Light Armour; Shield)

Tomb Guard (20#, 340 pts)
19 Tomb Guard, 340 pts (Nehekharan Undead; Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Causes Fear; Killing Blow; Unbreakable; Unstable)
1 Tomb Captain (Hand Weapon; Halberd; Light Armour; Shield)
1 Standard of the Undying Legion

Khemrian Warsphinx (5#, 230 pts)
1 Khemrian Warsphinx, 230 pts (Animated Construct; Fiery Roar; Howdah Crew; Nehekharan Undead; Thundercrush Attack; Causes Fear; Causes Terror; Large Target; Thunder Stomp; Unbreakable; Unstable)
4 Tomb Guard Crew (Spear; Killing Blow)

Necrolith Colossus (1#, 180 pts)
1 Necrolith Colossus, 180 pts (Always Strikes Last; Animated Construct; Arrows of Asaph; Nehekharan Undead; Unstoppable Assault; Hand Weapon; Great Weapon; Causes Fear; Causes Terror; Large Target; Thunder Stomp; Unbreakable; Unstable)

Total Roster Cost: 1999
Created with Army BuilderĀ®

* Is it even worth having the unit of 20 archers? I had it at 40 but tuned it down for Tome Guard and some other upgrades.
* Does my General and Hierophant have enough Survivability?
* Prince + Chariots = 8 chariots all together should i push for 9?
* 20 Tomb Guard enough?
   
Made in us
Regular Dakkanaut





20 archers probably is not the best bet with most of the TK armies I have seen. Instead of running a prince with the chariots you may want to just run 8 chariots by themselves and add the prince to the Tomb guard and take the points from the archers to buff up the guards number a bit more. sharing the WS of the prince is amazing for guard as well as chariots after the charge are subpar fighters at best as far as I've seen. Would also look at getting a prince in with the skeletal warriors again to boost up their WS so they aren't always trying to hit on 4's. other than that decent list
   
Made in us
Devious Space Marine dedicated to Tzeentch




i actually made most of those changes already last night after i posted.
(droped archers, added 5 more tomb guard and 1 chariot )

Idk about adding the Prince to the Tomb Guard though... having them at WS 5 would be nice.
Chariots are only really good for flanking and hopefully wiping out a unit that turn.

But i like him with the chariots ...
   
Made in us
Dusty Skeleton





First off let me say that you are making the right choice with the tomb kings and going into fantasy, way better game than 40k IMO and uses more strategy and thinking. I just played another game with my tomb kings today against dwarves at 2000 points. the chariots which you posted were to flank and wipe out a unit on charging, in my game they did exactly that; I took out a unit of dwarven rangers and overran and eventually killed a cannon with my 6 chariots with the king. so yes keep the chariots, however if it were my list I would not run 8 in a unit but probably six like I said, and instead of putting a king in the unit put either a prince or nothing if you dont have the room.

As for the bowmen, I must disagree with the person who said to take them out, bowmen are honestly 1 of the best unit choices in the tomb kings book both this edition and last. The fact that you never have to worry about any modifiers means you should be taking atleast 1 unit. But what bowmen really do best is shield your hierophant from anything that might kill it. Keep your hierophant in a unit of say 29 (30 with the hierophant) bowmen and keep that unit back a little further than the rest of your army depending on whether you are moving forward as an army or if you are waiting for your opponent to come in. Also make sure this unit does not get into combat until it really has too, IE late turn 5 or turn 6

On the question of where to put your princes or king, I would put him with the biggest unit with the most amount of attacks in close combat, so in this case I would put him wiht your 39 warriors, the tomb guard are an enticing choice to put him in, but honestly you may want to run a tomb KING with the warriors and get a tomb PRINCE to run with the tomb guard. I do a similar thing in my 3000 point list. I run a tombking, necrotect, and tomb herald(BSB) in a unit of 37 spearmen making it a total 40 man horde unit, of WS 6,first round re-rollable to Hits, super uber good combat res, o yeah armour piercing from my tomb herald wiht razor standard, unit of death. And did I forget to mention that they get about 40 attacks when charged. SEcondly this unit is used as a giant tarpit that the enemy gets stuck in for about 1-2 turns until I can get my other units on the flanks and then its over for my enemies unit.

I love the Khemrian WArsphinx and used him today in my battle agianst dwarves, he did amazingly well, the key factors to consider here are make sure you give your warshpinx fiery roar, and make sure you dont stupidly run him along and aginst a unit by himself, he will not survive. His role is simliar to chariots, he is basicaly there to support and flank for your bigger tarpit unit such as your 40 man warrior unit.

You have a necrolith colossus in your list, personally I have not used this unit YET, but I actually used a hierotitan in todays game. He did well, but probably would have done better if I had remembered that he is a monster, and as such gets to make a thunderstomp attack at the end of each combat. D6, base strength attacks. Really helps... Anyways the colossus and the hierotitan are pretty similiar however I personally would choose the hierotitan because of the D3 bonus to casting attempts made by any friendly wizard with 12" this means you'll have to keep him near your main caster (hierophant), which is an added bonus in my mind. A giant hierotitan that is basically the personal guard of your hierophant, and gives him a casting bonus. I think this is the role GW had in mind when they made the hierotitan. As for his two bound spells, they are mediocre and are tough to find a role for since you have to use power dice from your pool to cast the spells. Basicaly you pay for a weaker colossus but makes up for it with the casting bonus.

I have personally never run tomb guard, but have not heard too many complaints except the fact that they are slow. Which eveyrhting is in tomb kings, because of the no marching rule.

based off of my very biased decision according to what has worked for me, I wouldn't run tomb guard but instead use the points for another rare choice such as a casket of souls, or taking a tomb king along with the high priest. In an army that primarily is known for magic and being a pain in the ass to whittle down because of the unstable rule instead of taking panic checks on lost combat. You should really center your army on having 1-2 big tarpit units, with supporting flankers on each side, then the whole thing is supported by ranged archers and uber good all around magic. the tomb guard just don't fit that description to me solely because they would be too slow to flank especially in a hairy situation, you would be better off taking chariots or the warshpinx in that role.

Other than that I dont have too (key word too) much more to say:
- I personally would never take light armour on my skellies becuase you should be rezzing anyways and the points would be better spent elsewhere
- I would personally always take a unit of archers, because they are so versatile and you will be surprised what they may kill
- I would personally not take horsemen because chariots are better because of the impact hits
- I recommend always taking a liche HIGH priest and upgrading him to lvl 4 becuase he is really the only solid option for getting magic throuhg the dispelling phase. (partner him up with the hierotitan and the casket and you now get +D3 to your dice pool and +D3 to your casting value of each spell, plus you get +4 to your casting value because of his level. so even if you roll crappy you should be able to get some sort of spell off.
- Also I would personally always run my hierophant as described above using Tomb king magic not light or death, save that for a normal liche priest if you really want to use those lores.
-Lastly I would consider taking a Screaming SKull Catapult, but honestly I have had mixed games with this unit, its hit or miss most of the time (no pun intended)

Have fun with your army and stick to fantasy my friend, once you whole heartedly embrace it, it is very very enjoyable

Ps: sorry about some of the rant

Disclaimer: Most of what I say is completely biased and based off what has worked for me in the tested battlefield, not based off of some internet troll theory


 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: