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Made in ca
Horrific Horror







I have an idea for a tomb king army but do not encounter any players on a regular basis. So I am looking for feedback and suggestions on where I can go with this army and what kind of chance it may have to be semi-competitive.

HLP (magic items???)
Tomb Herald On skeletal steed
60 Skeletons (FC)
30 Skeletons (FC)
10 Skeleton Horseman Archers (FC)
6 Necropolis Knights (FC)
6 Necropolis Knights (FC)
4 Sepulchral Stalkers

Comes out to about a 2000 point army. I want to build up to 2200 and 2500 point armies for other tournaments.

I get that a Casket would be useful. I just have not got one yet.

Have at it. Burst my bubble.

This message was edited 1 time. Last update was at 2011/06/14 17:08:42


What do you mean "IT MOVED?"

Motto: That which does not Kill me, SHOULD RUN. 
   
Made in us
Dusty Skeleton





First off, I would drop the horsemen. Second I would consider Yes, you guessed it a casket. Third I would consider a Warsphinx.

Lastly I would like to mention that it is now 2:21 AM where I am and dont feel like anymore longwinded posts, so I will re-post something I wrote tonight in a different thread and hopefully you can get some usefil tips or ideas from it

Here it is: (keep in mind this is written to a different person and geared to edit a different list)

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


 
   
 
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