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![[Post New]](/s/i/i.gif) 2011/04/10 14:42:18
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Courageous Silver Helm
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Any news on whether Australia are getting the book with the black box?
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High Elves: 1500pts Wins: 0 Draws: 1 Losses: 3
Kill Team: Under construction
1250pts: Wins: 1 |
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![[Post New]](/s/i/i.gif) 2011/04/10 15:38:29
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Bounding Dark Angels Assault Marine
where are you from? Finland? Country between sweden and Russia? Never heard.
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kastellan wrote:Any news on whether Australia are getting the book with the black box?
Yes i think.... But not sure
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Jone96 wrote:
...I tought that unforgiven was going to floorball practices (He wasnt and yes, he really plays floorball)...
Omegus wrote:As for the Dark Angels, they are a codex chapter with some dresses and emo angst tacked on. |
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![[Post New]](/s/i/i.gif) 2011/04/10 22:01:04
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Drew_Riggio
Russia
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Can anyone drop info about Arkhan ? (details, except that he is lvl 5 caster)
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are writer, not reader
FB DE 1-0-0 | 1-1-0 |
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![[Post New]](/s/i/i.gif) 2011/04/10 22:10:47
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Rampaging Reaver Titan Princeps
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He can have a flying chariot, thats about all thats known so far im afraid.
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![[Post New]](/s/i/i.gif) 2011/04/11 17:39:23
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Huge Bone Giant
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It took a bit to tickly my brain, but ~10:40 is Cruddace actually saying the Tomb Kings wizards have no idea how their magic actually works?
Ouch.
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"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/04/11 17:53:01
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Confident Halberdier
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vonjankmon wrote:Losing the ability to charge via magic hurts them a lot too, since that's basically the only way the TK currently function.
Couldn't agree less. If charging meant swinging first, I'd agree wholeheartedly, but going in initiative order really cuts the value of the charge down to...a point or three of static CR, and, in the case of some units, impact hits. IMHO, Any army that gets healing, since the healing is on the home turn only, is better off receiving a charge, since you get your first dose of healing after one round of melee, not two.
Second, with M4, charge rules were kinda broken for us. If a TK player (or anyone else with M4 or less) wants free bonus movement towards an enemy who is in legal theoretical charge range (erm, 16" for us), just declare a charge. On 2D6, pick the highest, you'll almost never move less than 4" on your failed charge, and often move 5 or 6". That's pure cheese. And if you really did intend to get stuck in, you're now at 10-12" range (if you were at exactly 16", so it's probably even less) for your magical charge.
Thoughts on the new leaks:
1. S6 bows...nice thought...not sure they're worth 50 points a model, though. You can't field enough of them to seriously threaten heavy infantry (thinking chaos warriors), and single models...well, S6 isn't that impressive when you're shooting at proper monsters. So, maybe they're useful against smaller units of heavy cav? Not enough to make me field them. They seem like they do roughly the same thing as a necrosphinx, but at S6 (and ranged).
2. The 15 point bump in chariots was probably inevitable, given that they now get ranks of 3 and the changes to impact hits. 350ish points for a unit of them is steepish, but certainly not unreasonable if you're looking for an elite army of constructs and you "need" to fill your core choices with "not foot skellies"
3. 4 point sword'n'board core skellies is AWESOME. 6 point skeletal bowmen is very reasonable, but I'm not sure with the nerfing of smiting that I'd still take sixty of them. I'd rather pay the old price and have them shoot twice a turn than have them shoot once for 6 points. They're still 95% as effective in melee as sword'n'board skellies, but those now cost but 2/3 as much...so....I may have to virtually abandon shooting and do a wholesale arm swop (go from 2x30 bowmen to 20 bowmen and 40 swordsmen?) Definitely not paying the point for LA or the point for a spear (even at WS6, paying 40+ points for ten S3 attacks is inefficient)
5. The 6+ regen on the heiro isn't terrible as a freebie on him, but it certainly wouldn't inspire me to put him in a serious unit...he might get hurt, and the regen would be in lieu (and equal to) parry anyway. So maybe put him in the little unit of 20 bows, then?
6. Arkhan...I agree that he's the eldrad of 40k, no TK player will leave home without him...except me. I just don't see myself having the points to fit him in, regardless of how overpowered he might turn out to be. If there's a nifty new model for him, I may use that to represent my heiro (I have settra, but I did him without the two bonus horses, and he's a TP on chariot)
7. Light of death changes are interesting. 3D6 is superficially better than 2D6+2, and it sounds like the affected units don't need LOS? The death of "all units with LOS to the casktet" isn't as big a nerf as I initially thought, since 8th edition effectively killed off MSU anyway. It sounds like the real loss here is the ability to instakill the enemy's entire complement of war machines (since those have 2-3 wounds and moderate to low leadership, and are rarely in range of the general, but almost always have LOS to the casket), but that was a little overpowered anyway. I'll take the ability to zap a unit that's deliberately "gamed" its LOS to avoid casket effects....what ever happened to the rumor that it adds power dice? That would be a much better reason to take it. Also, what about the rumor that it's no longer an immobile war machine?
8. Scorpions not charging on arrival is pure, unadulterated BS. Bolt throwers, cannons, and helblasters are just the start of what will insta-crump them on arrival if they don't get to charge (this could be mitigated slightly if arriving under a unit still counts as charging?). The mishap table was more than punishing enough...now, if you survive your arrival, you get to stand around looking stupid for a turn? No, thank you! I guess my 170 points worth of scorpions will come out of the list and contribute their points towards the necrosphinx. At the same time, the stalkers' gaze attack, if it affects war machines (?) would be a decent replacement, since you'd only need 2-3 wounds to achieve success?
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This message was edited 1 time. Last update was at 2011/04/11 19:25:53
The bureacracy is expanding to meet the needs of the expanding Bureaucracy
-Oscar Wilde |
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![[Post New]](/s/i/i.gif) 2011/04/11 19:36:41
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Battlefield Professional
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The stalker's gaze attack specifically states that it has no effect against anything with no initiative value, March. Sad, but true.
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![[Post New]](/s/i/i.gif) 2011/04/11 21:04:49
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Confident Halberdier
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Minsc wrote:... Killing Blow Tomb Guard on 5+? WS6, S4 w/ 4+/5+ save or WS6 S5 5+ save unit with 5+ killing blow? That... ouch. I feel sorry for Cavalry now.
That (4+/5++) would imply heavy armor, the KB spell, and the 5+ ward spell? Do they have heavy armor now? And getting both of those spells off seems unlikely... Although, if I can give them heavy armor and a shield, 4+/6++ save with KB seems perfectly nasty without magical augmentation. My preferred spell in that case would be smiting, not the KB one... I realize that the bonus attack from smiting wouldn't apply to supporting attacks, but against anything but the hardest armor, double the chance of a KB is less important than 50% more attacks in the first place. Statistically, I'm saying 50% more attacks (yielding 50% more KBs as a byproduct) is a better deal than 100% more KB results. What's really funny is how 5+ KB would wound a model that TG could normally only wound on 6s (so anything with T6 or better)...getting twice the wounds on a bloodthirster, for example...that would be a prime occasion for casting that spell on TG!
Tantras wrote:The stalker's gaze attack specifically states that it has no effect against anything with no initiative value, March. Sad, but true.
...I thought I remembered something about that...hence my caveat!
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This message was edited 2 times. Last update was at 2011/04/11 21:12:44
The bureacracy is expanding to meet the needs of the expanding Bureaucracy
-Oscar Wilde |
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![[Post New]](/s/i/i.gif) 2011/04/11 22:06:21
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Deadly Tomb Guard
In ur gaem, killin ur doodz.
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march10k wrote:Minsc wrote:... Killing Blow Tomb Guard on 5+? WS6, S4 w/ 4+/5+ save or WS6 S5 5+ save unit with 5+ killing blow? That... ouch. I feel sorry for Cavalry now.
...I thought I remembered something about that...hence my caveat!
in those mixed models you use the highest I value. . So you would roll against the crews value.
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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) 2011/04/11 23:55:09
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Incorporating Wet-Blending
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march10k wrote:8. Scorpions not charging on arrival is pure, unadulterated BS.
It sounds like Cruddace hasn't learnt any lessons from the Tyranid codex, then.
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"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
-C.S. Lewis |
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![[Post New]](/s/i/i.gif) 2011/04/12 02:25:39
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Sickening Carrion
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march10k wrote:
8. Scorpions not charging on arrival is pure, unadulterated BS. Bolt throwers, cannons, and helblasters are just the start of what will insta-crump them on arrival if they don't get to charge (this could be mitigated slightly if arriving under a unit still counts as charging?). The mishap table was more than punishing enough...now, if you survive your arrival, you get to stand around looking stupid for a turn? No, thank you! I guess my 170 points worth of scorpions will come out of the list and contribute their points towards the necrosphinx.
There is still tactical value to ICFB scorpions. They must, however, be used much differently.Tomb kings have always been a force where the whole is greater than the sum of the parts, and this will apply even more with the coming changes.
-If I'm remembering correctly, there are now scouting archer fast cavalry... Imagine a force of this fast cav going in to screen or bother war machines. Tomb kings have always worked best when and possessed a unique ability to present opponents with "damned if you do, damned if you dont" situations. Make the enemy pick between firing grapeshot at your fast cav and firing a cannon ball at your scorpion. Make a shot at your scorpion risk scattering into your opponent's units. Screen the scorpion with the cavalry, thus protecting it from bolt throwers and presenting a catch 22; do nothing and my fast cav will charge your war machines. Destroy my fast cav, and my scorpion will charge you.
-I believe that wings and tails don't count for line of sight. Scorpions have a relatively low profile apart from the tail and could easily stay out of sight behind enemy cavalry. Even if staying behind an enemy unit will not completely hide the scorpion from line of sight, it will offer a good degree of protection.
-Scorpions could also be used to distract war machines from some of the new targets in the tomb king list. Look at the size and physical outline of these new snake-a-bobbers, not to mention the Necrosphynx. The only war machines not aimed at them will be the ones aimed at the Ushabti and whatever they are calling the bone giant now a days. Dropping a scorpion behind enemy lines will force the enemy to make a hard choice, picking between the force thundering toward them, or the one already upon them. Of any army, the new tomb kings will be perhaps the most vulnerable to shooting simply because of true LOS and their huge tall models.
-ICFB scorpions could also be use in conjunction with the banner of popping up out of the sand. Its true name escapes me, but if I remember correctly it allows 120 points to come up out of no where. That is a unit of 30 sword and board skellies unless there is something that I have overlooked. 30 skellies, 2-3 scorpions, and the unit that got the icon bearer to where ever this little maneuver is going down. Suddenly, a single unit has become a considerable tactical force.
In conclusion, Scorpions are still useful if used in a more devious and defensive manner. Single scorpions may no longer be a good option. They will need to be used in conjunction with other units, or taken in mass. Like I said in the beginning, a tomb king army has always been greater than the sum of its parts. Scorpions may have a few differences, but they can still be a useful part of the whole.
-Jim
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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) 2011/04/12 04:15:11
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Inspiring Icon Bearer
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Jim,
I can't help but get the feeling your glass is so half full that it's overflowing.
It's not that it's a worthless unit now, but rather it isn't nearly as good as it was before and it's more expensive in this book. (Rumored 100 pts vs 85)
Of all armies, Tomb Kings did not need a nerf to their playability. Sure if the stars aline an opponent may have to make a difficult choice between one shotting our new T8 Monster that can still insta-die to a cannon or killing our scorpion instead, but it's still not as good as it was before.
They did a lot of bs to our army that makes me not even want to play it anymore, unless a lot of whats on the interwebs is simply wrong.
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![[Post New]](/s/i/i.gif) 2011/04/12 06:00:29
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Mighty Chosen Warrior of Chaos
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Thunderfrog wrote:They did a lot of bs to our army that makes me not even want to play it anymore, unless a lot of whats on the interwebs is simply wrong.
I don't want this to sound too harsh, but this always seems to be the way of it. As good as the rumors are, there are always holes and important bits missed which after contemplation with the book in hand isn't so bad. We see this with every book, and indeed if the army hadn't changed its style or effect there would be no need for a new book. Having said that, I will be brand new to TKs coming from WoC so it will all be difficult for the first few games anyway.
I'm really looking forward to getting my mitts on some of those Sphinx.
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![[Post New]](/s/i/i.gif) 2011/04/12 11:42:51
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Storm Trooper with Maglight
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Problem with fast cav archers in a TK army is since they can't march opposing units on foot can catch them.
Just another reason to leave my TK on the shelf.
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![[Post New]](/s/i/i.gif) 2011/04/12 12:55:07
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Sickening Carrion
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Thunderfrog wrote:Jim,
I can't help but get the feeling your glass is so half full that it's overflowing.
It's not that it's a worthless unit now, but rather it isn't nearly as good as it was before and it's more expensive in this book. (Rumored 100 pts vs 85)
Of all armies, Tomb Kings did not need a nerf to their playability. Sure if the stars aline an opponent may have to make a difficult choice between one shotting our new T8 Monster that can still insta-die to a cannon or killing our scorpion instead, but it's still not as good as it was before.
They did a lot of bs to our army that makes me not even want to play it anymore, unless a lot of whats on the interwebs is simply wrong.
Yah... Maybe I am being a little over optimistic. I guess the guy drilling holes in everyone's cup just hasn't gotten to me yet. I understand why people are frustrated. There seems to be a short list of reasons.
1) Things are changing. Change is scary and upsetting, believe me I do understand. Because we changed edition, however, we can not look at this as "how they changed our army", but instead must look at this as a whole new army. This is not variations on old tomb kings. It is a whole new army under a whole new set of rules.
2) Tomb Kings are not powerful enough. Come on guys: Buffed Tomb Guard, the ability to field multiple toughness 8 monsters, 4 pt skellies, cheaper ushabti, and access to 2 of the regular lores. Many of these things are exactly what we have been wanting! One of the things that I have heard over and over since 8th is that there is no longer a best army. I'm sure that the new tomb kings will fit right in with the vast majority of whfb armies. If you are worried about tomb kings being at the bottom of the barrel, don't be. If you are waiting for the eighth edition incarnation of Daemons of Chaos style Cheese, keep waiting.
3) Cruddace Ruined My Nids!!! OMG HE SUCKS!!! Spare me. I don't play much 40k. Maybe he did ruin the tyranids. That has little to do with the tomb kings. That is a conversation for another time and another thread.
As far as the tomb kings being nerfed... I don't see where you are coming from. Like I said above, better tomb guard, cheaper (a lot cheaper) skellies, tons of options. Some individual things may be worse than last edition, but I do not see any evidence of an overall nerf. I'm sorry if you feel disappointed by the new stuff Thunderfrog, I really am. It is obvious that you like the tomb kings a lot. I hope that there is a light at the end of your wargaming tunnel when the book finally comes out.
-Jim
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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) 2011/04/12 15:41:29
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Longtime Dakkanaut
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Why does it look to me, very often, that when something is changed for the worse in WHFB, we see the typical crowd of a few "The Sky is Falling!" people, several people with earnest complaints... and then a bunch of people telling those with earnest complaints to stop being power gamers / cheesy gits that their multi-hundred dollar investment has gone in a downward spiral because "Change happens you can't always get your super powerful cheesy army"? I mean, if I suddenly made a new 40K Imperial Guard Codex and said "All Lasguns are S1, to represent their inability to successfully pose a threat to Space Marines", would people tell those who complained "Well things change and GW has a right to do what they want you shouldn't complain that you aren't getting the powerful codex you want"?
The issue is not "Tomb Kings aren't getting powerful units," as I've pointed out Tomb Guard are going to be terrifying vanilla and especially once they have a King attached w/ some buff spells. The issue is that this is a classic GW case of "Expensive models = new Must Have's", "Fluff changed to support new sales" (Who wants to bet at the Arkhan model costing at least $30 USD when sold?), and "Old models still have use at fraction of what it once was" (Particularly bad since this army book seems to invalidate the major Tomb King playstyles from before).
I can understand the want of people not wanting to see people whinge about the new rules. However, I'm starting to get sick of seeing people here on DakkaDakka going "Well you're only upset because you aren't getting your Daemon-tier Army Book", as though that's the only reason people might be upset with the changes.
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![[Post New]](/s/i/i.gif) 2011/04/12 15:47:27
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Huge Bone Giant
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JimLofa wrote:1) Things are changing. Change is scary and upsetting, believe me I do understand. Because we changed edition, however, we can not look at this as "how they changed our army", but instead must look at this as a whole new army. This is not variations on old tomb kings. It is a whole new army under a whole new set of rules.
It is the last line that causes my concern, not the rest. It should at least be similiar to keep continuity. I am also starting, but having read a fair amount about TK; the (apparent) changes seem odd. At best. Some may play well, but that is neither here nor there. JimLofa wrote:2) Tomb Kings are not powerful enough. Come on guys: Buffed Tomb Guard, the ability to field multiple toughness 8 monsters, 4 pt skellies, cheaper ushabti, and access to 2 of the regular lores. Many of these things are exactly what we have been wanting! One of the things that I have heard over and over since 8th is that there is no longer a best army. I'm sure that the new tomb kings will fit right in with the vast majority of whfb armies. If you are worried about tomb kings being at the bottom of the barrel, don't be. If you are waiting for the eighth edition incarnation of Daemons of Chaos style Cheese, keep waiting.
Power itself I rarely see mentioned as why people play TK. Also, adding huge guys that can be insta-killed easily by things everyone always brings in their list is definitely relating to your next point more than this one. As I stated earlier, Cruddace actually states in the interview that the Tom King Wizards have no idea how their spells work. JimLofa wrote:3) Cruddace Ruined My Nids!!! OMG HE SUCKS!!! Spare me. I don't play much 40k. Maybe he did ruin the tyranids. That has little to do with the tomb kings. That is a conversation for another time and another thread.
Cruddace didn't do it so much as the FAQ writer. HOWEVER one thing that seems . . . par for the course here is what you touched upon previously. Killing huge monsters is no harder in Fantasy than 40k, it seems easier actually. However it seems to designers that adding these huge easy to see and kill targets models is seen as something to help deal with the game changes. It is not. I am new to collecting them, and will be doing so; but even as I am getting started I feel like I am losing out of some of what drew me to them in the first place.
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This message was edited 2 times. Last update was at 2011/04/12 15:48:18
"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/04/12 21:10:47
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Deadly Tomb Guard
In ur gaem, killin ur doodz.
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vonjankmon wrote:Problem with fast cav archers in a TK army is since they can't march opposing units on foot can catch them.
Just another reason to leave my TK on the shelf.
Plenty of other uses for Fast Cav Archers in TK to use with the army... They had to be used creatively before... So it's not like there's a big, surprising change here.
http://www.dakkadakka.com/dakkaforum/posts/list/0/360104.page
Check my post on this thread for other uses of light cav...
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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) 2011/04/13 00:58:24
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Storm Trooper with Maglight
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No offense Ragnar4 but 4 of the 7 uses you listed in the other post involve sacrificing the archers...
I can sacrifice any unit, I'd very much like that unit to be good at other things too.
Minsc really hit it on the head. Virtually my entire TK army is full of stuff that is no longer very good and the entire play style of the TK have changed. Again they were only around for one iteration of an army book before this one but one reason I choose to play them was their unique play style. Now they're just another cookie cutter army. Boring.
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![[Post New]](/s/i/i.gif) 2011/04/13 02:04:54
Subject: Re:Tomb Kings Incoming/pictures page 9 onwards
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Sickening Carrion
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They are certainly a bit homogenized. I'd say that the infantry and magic are the main cookie cutter factors at the moment. The whole living statue thing is unique though. I have trouble likening them to another warhammer army. Maybe beastmen. Both armies have cheep crummy core infantry, good expensive special infantry, decent core chariots and a ton of monsters. Both have the ability to field multiple units with unique deployment rules. It is a bit of a stretch however. What army/armies would you guys say the Tomb Kings closely resemble?
-Jim
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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) 2011/04/13 02:13:33
Subject: Re:Tomb Kings Incoming/pictures page 9 onwards
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Powerful Ushbati
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JimLofa wrote:They are certainly a bit homogenized. I'd say that the infantry and magic are the main cookie cutter factors at the moment. The whole living statue thing is unique though. I have trouble likening them to another warhammer army. Maybe beastmen. Both armies have cheep crummy core infantry, good expensive special infantry, decent core chariots and a ton of monsters. Both have the ability to field multiple units with unique deployment rules. It is a bit of a stretch however. What army/armies would you guys say the Tomb Kings closely resemble?
-Jim
lol thats easy they are vampire counts except with a new monster and a different paint scheme!
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TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
TK- 2014 to Date: http://www.torrentoffire.com/rankings |
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![[Post New]](/s/i/i.gif) 2011/04/13 08:05:06
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Longtime Dakkanaut
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Little birdy tells me that Tomb Kings (possibly princes) now offer the old VC 'hat of hitting' by merely joining a unit.
4 points WS6 skellies? Yeah, I'll take some of that...
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![[Post New]](/s/i/i.gif) 2011/04/13 08:27:43
Subject: Re:Tomb Kings Incoming/pictures page 9 onwards
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[DCM]
Et In Arcadia Ego
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Yes, that was on the GW website
A Tomb Kings army is led by the mummified Tomb Kings themselves and supported by the Liche Priests. A Tomb King can be mounted in a chariot or even on a Khemrian Warsphinx. You can also field him on foot where his special 'My Will Be Done' rule means that every other model in the unit he is accompanied by will share his WS of 6
http://www.games-workshop.com/gws/content/article.jsp?categoryId=&pIndex=2&aId=16000016a&multiPageMode=true&start=3
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2011/04/13 12:34:13
Subject: Re:Tomb Kings Incoming/pictures page 9 onwards
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Powerful Ushbati
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This is one of the few things I like:
The chariot legions of the Tomb Kings have ever been a formidable sight. They can field an entire army on chariots, each of which will deliver D6 Impact Hits on the charge. When ranked up, chariots can add +1 Strength for every rank in the unit. Which means a unit of six Skeleton Chariots (in two ranks of three) will inflict 3D6 Strength 5 Impact Hits on the charge!
I wonder how much that can stack!
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TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
TK- 2014 to Date: http://www.torrentoffire.com/rankings |
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![[Post New]](/s/i/i.gif) 2011/04/13 12:36:23
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Avatar of the Bloody-Handed God
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Hmm guess that makes the Battalion worth buying again ish
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ʳʷ ᵖˡᵃʸ ᵖᵃᵘˢᵉ ˢᵗᵒᵖ ᶠᶠ |
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![[Post New]](/s/i/i.gif) 2011/04/13 13:24:05
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Huge Hierodule
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The TK are NOT stealing a 'Hat of hitting' from VC, they are reasserting mastery of this particularly Nehekharan ability that has supposedly fallen within their arsenal ever since WH: Undead allowed Mummy lords to take a TK's Crown that had this exact effect.
The first TK book rejigged this into an auto-cast spell of going berserk, and now it's been restored to its original elegant form.
So rather than TK turning into VC on this regard, instead VC have stolen a TK trick and are now going to be made to pay as our elite infantry mow down their second-rate shamblers and give the filthy Nagash-lovers a traitor's execution.
So we no longer get to force through a Magic phase flank charge by a Chariot unit to virtually guarantee a break (I can't remember a single pre-8ed game in which a unit held, nor one in which my charge was dispelled). No biggie, we've got the best generals in the world and losing our 'win button' just keeps us on our phalanges. Automatically Appended Next Post: Today's Games Workshop dot com article wrote:I'm also in the middle of painting a horde of Skeleton Archers, who serve as the bodyguard for Khalida herself - if I can successfully cast Incantation of Righteous Smiting on them, they can fire fifty shots a turn using Khalida's Ballistic Skill 3.
Does Smiting give extra shots, or not?
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This message was edited 1 time. Last update was at 2011/04/13 15:33:53
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![[Post New]](/s/i/i.gif) 2011/04/13 15:56:29
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Longtime Dakkanaut
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Smiting allows you to fire in the magic phase, like it use to.
Problem being you're only ever going to get it going off on multiple units if you go for the Mega-version AND clump everyone close to the Liche Priest that managed to acquire the spell, which very much becomes an "All your eggs in one basket" sort of thing. Gone are the days of multiple Liche Priests providing multiple bubbles of Invocations the same type. It would have been nice if they at least kept the spells bound or something, like Warrior Priests.
This leads me to wonder, though, if Warrior Priests and what-not will be getting their own lore now. Warrior Priests are now Wizards of Sigmar, and get a Sigmarite Lore.
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![[Post New]](/s/i/i.gif) 2011/04/13 16:02:17
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Huge Bone Giant
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I read that it gives +1 attack/shot, NOT allowing another round of attacking/shooting in the magic phase.
Not read that in the army book, mind you, but from someone else posting that they had.
Hearsay, as it were.
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"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/04/13 16:24:57
Subject: Re:Tomb Kings Incoming/pictures page 9 onwards
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Nasty Nob on Warbike with Klaw
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What size base are the Sphinxes on?
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Read my story at:
http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356
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![[Post New]](/s/i/i.gif) 2011/04/13 16:25:59
Subject: Tomb Kings Incoming/pictures page 9 onwards
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Huge Bone Giant
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"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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