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I"m Tomb Kings and I have played over 10 rounds and I have never won.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Sickening Carrion





I... I.. don't know what to field.. or what to do with them.
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

Grand Hierophant Khatep wrote:I... I.. don't know what to field.. or what to do with them.

Post your army list, we might be able to see the issue :3

Sometimes it can just be lack of army synergy.

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Made in us
Lord of the Fleet





Texas

Additional information can really help us. What point level? Army list? Enemy? What have you done during the battle?

 
   
Made in us
Sickening Carrion





Well I filled my core with skeleton warriors, in that group I had a lvl 4 Liche High Priest and a Tomb Prince. Then I also had 2 groups of 6 necropolis knights. I had a screaming skull catapult and a casket of souls. But I have been fighting lizardman and I.. I never have won. 2000pt rounds.

This message was edited 2 times. Last update was at 2012/01/13 00:54:21


 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

Grand Hierophant Khatep wrote:Well I filled my core with skeleton warriors, in that group I had a lvl 4 Liche High Priest and a Tomb Prince. Then I also had 2 groups of 6 necropolis knights. I had a screaming skull catapult and a casket of souls. But I have been fighting lizardman and I.. I never have won. 2000pt round


Alot of times I forget about our Fear check, though cold blood are rather resilient on that part...

ideally your necropolis knights should be charging the flank of w/e hit your skeletons simultaneously

This is a guess but that Lizardmen uses Engine of The Gods?

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Made in us
Sickening Carrion





Fear never works against them. Even when the knights flank I still end up losing. He does not use engine of the gods.


   
Made in ca
Avatar of the Bloody-Handed God





Inactive

If Fear Doesnt work, deny their WS manually with My Will be Done
skeletons while cheap, their uselessness pretty much give the opponent free combat resolution.
And ur Tomb Prince is going to play a heavy role to change that.

Charriot and Calvary in 2 ranks can be used to negate 3 CR as well, every little bit counts!

This message was edited 1 time. Last update was at 2012/01/13 01:18:19


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Made in us
Deadly Tomb Guard



In ur gaem, killin ur doodz.

Compared to 6th and 7th ed TK, 8th ed TK are a shadow of their former self. You are really hamstringing yourself playing what is ultimately a bad army.

The best the TK have to offer are the war-cats, tomb guard, chariots, snake-knights, stalkers, and archers. Focusijg on their best units will help... But if your opponent knows what to do to Pick you apart.... It wont matter.

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).

 
   
Made in ca
Three Color Minimum






There are literally a dozen things that could be wrong. People are trying to offer suggestions but given your level of input its unlikely to help much. Good input = good output from the community.

"Never let your morals get in the way of doing what is right" -Issac Asimov (open to interpretation)  
   
Made in gb
Infiltrating Naga





England

Firstly I think your unfortunate fighting such a fear resilient army, thats just a poor matchup for you to have to deal with.

Secondly it would be helpful to know just how many skeleton warriors your fielding, exact numbers, command?, banners? Would all be exceptionally helpful as well as what they are actually using themselves.

For the most part what I find with lizardmen is although they're cold blooded make them extremely annoying even if you do manage to pull off winning combat resolution against them is that they are primarily a CC army with the exceptions of skinks and magic. For that reason like all CC armies they are prone to redirecting and almost complete board manipulation.

Granted I don't know the points of khemri or the units you field, Im not sure if khemri can make good tarpits, but that aside the use of chariots and infantry redirecting flanks open to chariot charges.

Also afaik the casket of souls involves enemy leadership? I don't know if cold blooded is allowed to interfere but potentially not the right thing to take for your setup.

   
Made in us
Inspiring Icon Bearer






Ragnar4 wrote:Compared to 6th and 7th ed TK, 8th ed TK are a shadow of their former self. You are really hamstringing yourself playing what is ultimately a bad army.

The best the TK have to offer are the war-cats, tomb guard, chariots, snake-knights, stalkers, and archers. Focusijg on their best units will help... But if your opponent knows what to do to Pick you apart.... It wont matter.


I disagree I've now played 12 games against a lot of good opponents and have won 8 of them, granted I've only played at 500 and 750. I think it's an ok army. But yes there are strengths that you have to cater too. And honestly I really only think that the ubsati are a poor unit choice.

3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012

href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
 
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

As said there could be lots of issues.

You could also just be terrible at rolling dice.

But ya post your list and the problem will be easier to identify.

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in us
Cold-Blooded Saurus Warrior






I like Ragnar's comment, lol. Try a high priest from the lore of death, or maybe Arcane the Black. Purple Sun there Slann to hell.

And cowpow, he already sorta did.
Well I filled my core with skeleton warriors, in that group I had a lvl 4 Liche High Priest and a Tomb Prince. Then I also had 2 groups of 6 necropolis knights. I had a screaming skull catapult and a casket of souls. But I have been fighting lizardman and I.. I never have won. 2000pt round

This message was edited 4 times. Last update was at 2012/01/13 18:28:11


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The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
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- Al'Rahem is required in lists of 1000 points or more. 
   
Made in us
Deadly Tomb Guard



In ur gaem, killin ur doodz.

Acardia wrote:
Ragnar4 wrote:Compared to 6th and 7th ed TK, 8th ed TK are a shadow of their former self. You are really hamstringing yourself playing what is ultimately a bad army.

The best the TK have to offer are the war-cats, tomb guard, chariots, snake-knights, stalkers, and archers. Focusijg on their best units will help... But if your opponent knows what to do to Pick you apart.... It wont matter.


I disagree I've now played 12 games against a lot of good opponents and have won 8 of them, granted I've only played at 500 and 750. I think it's an ok army. But yes there are strengths that you have to cater too. And honestly I really only think that the ubsati are a poor unit choice.


Try plaing 2500 Points versus empire, high elves, chaos, lizards, dark elves, or dwarfs. Each of these armies can routinely solve whatever problems you present them with before turn 3. Through magic/cannons. Then they just mop up. There is nothing worse than losing a 200 point model or 400 point unit before you move because your opponents best choices automatically trump yours.

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).

 
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

Sorry for derping I did not see that.

I would say put the lvl 4 in archer blocks for protection and keep them behind the skele warriors and such.

Try several casters not just one.

Maybe try 2 caskets. Thats really mean but that way you can get your point across.

Have you used lore of light I believe it is with making yourself ws and initiative 10 is always good times.

Tomb guard are pretty useful (and they look almost like normal skeles yay).

The big kitties are pretty good to have they are quite nasty and do bad things to most things they fight. Remember war sphinx is anti infantry and the pther one kills monster and heroes really well.

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in us
Inspiring Icon Bearer






My plan at higher levels is to force agressiveness through speed. Chariots, Snakes, ECt,ect units with a lot of steadfast will be shot on sight and ganged up on.

Correct a lvl4 hierophat should should be in the rear with the archers.

Run a few lvl 2's of light for cool bits and bobs. Worried about shooting, Pha's is amazing. Birona's and smiting on a unit of chariots= majot destruction.

Can mount a light mage with horse archers so they can keep up. SAme with the snakes, and the big beasties.

casket is cool, but I can't justify 2 of them.

3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012

href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
 
   
Made in us
Sneaky Lictor




Sacramento, CA

I love these forums as much as the next guy. But an all-encompassing community probably won't quite give the same advice as a community dedicated to 1 army. I suggest checking these forums out - http://z4.invisionfree.com/Khemri/index.php?act=site - it's a site dedicated for TK players.

...of course, like others have said, you'll need to be a bit more specific on your shortfallings...


Automatically Appended Next Post:
Plus, you could always proxy your models as other things, to test out how they work. I suggest Khalida + 50 Archers somewhere in those 2000 or 2500pt lists, to see how that strat works...

This message was edited 1 time. Last update was at 2012/01/13 20:18:11


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Made in ca
Twisted Trueborn with Blaster





check out the 20 Games Journey to perfection series that I posted and still do a great resource if you play TK:
http://tomb-kings.net/index.php?showtopic=7838&st=0

This message was edited 1 time. Last update was at 2012/01/15 01:11:45



 
   
Made in au
Regular Dakkanaut





dont take grand heirophant khatep plus chariots=awesome (usually) triple warsphinx is alos great as they will really struggle to wound.

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Made in us
Liche Priest Hierophant






I'm thinking it's probably more that you're facing Lizardmen than that you're Tomb Kings- or rather, that TK have a tough time against LM, simply due to their domination of magic and resistance to Psychology.

Maybe look into some more Screaming Skull Catapults to deal with their infantry blocks? And just saturate them with Leadership rolls if possible.

Perhaps trade out your Casket for a Heirotitan... From what I've seen, Lizardmen can almost make more dice worse than fewer in the magic phase, and the Heirotitan, along with being fairly dangerous in its own right, gives you some additional magic power instead of additional magic dice like the Casket- so that might help.

It also seems that you're fairly tied in a single large infantry block- maybe drop a few of the skellies for some cavalry or chariots, so you don't have the vast majority of your points tied up in the anvil- having more than just one unit ( the knigths) able to come and flank charge after you get stuck in should be valuable.

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