<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Tomb Kings strategies in 8th"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/93.page</link>
		<description><![CDATA[Latest messages posted in the thread "Tomb Kings strategies in 8th"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Just wondering if anybody plays Tomb Kings and had found any viable strategies for 8th.  I'm not interested in playing the "Khalida bowmen spam" list as it strikes me as a mindless list to make and a mindless list to play.  Unfortunately the consensus online seems to be that Khalida is the <u>only</u> Tomb Kings list that can reliably win anymore.  So I wanted to know if anyone else has had success with other Tomb Kings designs.  How do Tomb Kings win in 8th without just spamming bowmen and Screaming Skulls?  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1718902.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1718902.page</link>
				<pubDate><![CDATA[Sun, 4 Jul 2010 20:51:08]]> GMT</pubDate>
				<author><![CDATA[ bhollenb]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Tip: Rumors have it that new <span class="glossaryitem" onmouseover='gp(418);'>TK</span> book should be around in the fall. That said, wait for the army-erratas which should come with the offical 8th ed. release so you know better how your magic works for example. <br /> <br /> Regarding actual army composition, as with everybody else, large units of infantry with shooting,magic & monster support seem to be the name of the game. I'd imagine couple of large blocks of skellie archers, 1 large <span class="glossaryitem" onmouseover='gp(536);'>TG</span> bunker, couple of scorpions and at least 1 catapult (with the assorted characters around of course), should form a good base for 8th ed.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1719226.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1719226.page</link>
				<pubDate><![CDATA[Sun, 4 Jul 2010 23:34:50]]> GMT</pubDate>
				<author><![CDATA[ Chaoslord]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ As I kinda think about it.<br /> <br /> I think 3 blocks of 25 tomb guard are going to become standard in just about every Tomb Kings build.  Along with a prince in each unit to try to bolster the number of quality attacks.<br /> <br /> I also think that Heavy Cav are going to become the core of choice for most armies, relying on their high speed, and rank breaking from the flanks, while chariot units will act as a sort of 1 turn anvil to allow the heavy cav to get into position.<br /> <br /> I see 2 units of skullapults becoming a standard in every game because they are super cheap and brutally efficient now.  Many players are going to sacrifice a character to kill their opponents <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in order to make the best use of the skullapult.  <br /> <br /> While Ushabti are nice, I don't see units of 6 getting used very often because they are so damn expensive.  There's a lot of speculation that ogres are to 8th as heavy cav were to 7th.  But Heavy cav blow the hell out of ogres..  So what we're going to see is Infantry&gt;Heavy Cav &gt; Ogres &gt; Infantry... etc etc.  Sort of a rock-paper-scissors thing going on.<br /> <br /> Tossing 370 points at one unit is ludicris though <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  <br /> <br /> A lot of support units for the Tomb Kings, though, have become even more worthless from what I'm reading...<br /> <br /> Scorpions are the same,<br /> <br /> But carrion have gotten worse <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, along with light cav..  Although light cav line skewing still ought to exist to some extent, the fact that after a combat you can re-form makes life stupid.  <br /> <br /> All in All, I think the Kings are going to really be a tough army to use well until their new book comes out.<br /> <br /> Pray to god they don't shaft us with the magic.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1719918.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1719918.page</link>
				<pubDate><![CDATA[Mon, 5 Jul 2010 08:21:07]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Ragnar4 wrote:</cite>As I kinda think about it.<br /> <br /> I think 3 blocks of 25 tomb guard are going to become standard in just about every Tomb Kings build.  Along with a prince in each unit to try to bolster the number of quality attacks.<br /> <br /> I also think that Heavy Cav are going to become the core of choice for most armies, relying on their high speed, and rank breaking from the flanks, while chariot units will act as a sort of 1 turn anvil to allow the heavy cav to get into position.<br /> <br /> I see 2 units of skullapults becoming a standard in every game because they are super cheap and brutally efficient now.  Many players are going to sacrifice a character to kill their opponents <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in order to make the best use of the skullapult.  <br /> <br /> While Ushabti are nice, I don't see units of 6 getting used very often because they are so damn expensive.  There's a lot of speculation that ogres are to 8th as heavy cav were to 7th.  But Heavy cav blow the hell out of ogres..  So what we're going to see is Infantry&gt;Heavy Cav &gt; Ogres &gt; Infantry... etc etc.  Sort of a rock-paper-scissors thing going on.<br /> <br /> Tossing 370 points at one unit is ludicris though <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  <br /> <br /> A lot of support units for the Tomb Kings, though, have become even more worthless from what I'm reading...<br /> <br /> Scorpions are the same,<br /> <br /> But carrion have gotten worse <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, along with light cav..  Although light cav line skewing still ought to exist to some extent, the fact that after a combat you can re-form makes life stupid.  <br /> <br /> All in All, I think the Kings are going to really be a tough army to use well until their new book comes out.<br /> <br /> Pray to god they don't shaft us with the magic.<br /> <br /> </div></blockquote><br /> units of 25 tomb guard are near the price for 6 ushabti. Once you factor in full command and a magic banner it probably brings them to about the same.  You suggested taking 3 units of them.  I'm not following your logic here.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1721140.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1721140.page</link>
				<pubDate><![CDATA[Mon, 5 Jul 2010 20:34:11]]> GMT</pubDate>
				<author><![CDATA[ ssREV]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ You're tossing 370 points at 18 wounds at t4 with a 5+ save<br /> <br /> You're tossing 325 points at 25 wounds with a 5+ save.<br /> <br /> The ushabti are clearly a much more salient threat, and more likely to be dealt with, they are harder to re-raise once killed, and even though they pwn face in combat if they ever whiff they are dead.<br /> <br /> Tomb guard on the other hand, will much more likely have a ward save from most attacks, have a higher survivability, have less &quot;quality attacks&quot; for sure but, are easier to raise, and much more of an able unit to handle your business.<br /> <br /> Comparing them (through my own argument) is like comparing apples to oranges, though.  Because like I said, in this edition Infantry&gt;Heavy Cav&gt;ogres&gt;Infantry.<br /> <br /> The reason I'm so reluctant to use them?  My opponent will have heavy cav.  I've never played against an army that doesn't have heavy cav.  So that 1 unit of 6 ushabti either has to be played really, really well, so my opponent doesn't charge them.  OR I have to bring a second unit because I figure I'm going to lose one of them to my opponents obligatory unit of <span class="glossaryitem" onmouseover='gp(444);'>HC</span>.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1721192.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1721192.page</link>
				<pubDate><![CDATA[Mon, 5 Jul 2010 20:55:43]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ My thoughts are this,<br /> <br /> Archers can volley fire... So they become insane in large blocks my List in progress runs about 160 archers or I will come close. (arguable point)<br /> <br /> As for casting I still think that until errata hits we cant truly play because our casting is different we do not cast but invoke magics. Why would we roll power dice we wont use. All our bound items are incantations as well so they don't work for PD anyway. <br /> <br /> That being said my LiP also uses a casket and a few priests to volely fire twice a round and utilize my catapults.<br /> <br /> <br /> That is what I have gathered so far from watching people use the new rules in games.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1721977.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1721977.page</link>
				<pubDate><![CDATA[Tue, 6 Jul 2010 04:04:41]]> GMT</pubDate>
				<author><![CDATA[ Timespiral]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Sigh, now we can only take 3 Tomb Scorpions, curse you 8th edition, I can not play my tomb kings anymore after they have been smacked with the nerf bat.<br /> <br /> /sarcasm off<br /> <br /> I think that if they were not mandatory before a tomb king is mandatory now just to get those chariots as core.   It will be interesting to see how tomb king magic will work in the new errata.  I suspect that the characters will be able to add some bonus to their rolls on incantations.   <br /> <br /> Being able to take a casket, and two SSCs will be nice.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1725020.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1725020.page</link>
				<pubDate><![CDATA[Wed, 7 Jul 2010 06:20:41]]> GMT</pubDate>
				<author><![CDATA[ lethlis]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ I can't help but think speculation is moot.  The army depends on magic so much, so changes there will change everything.  After all, currently Priests don't have magic levels.  So they don't get that bonus to cast and dispels, I believe.  <br /> <br /> I do think fielding skeletons on foot is a sucker's bet now.  Nothing more than expensive goblins.  Archers aren't any better, you are still paying 48 points to do one wound before saves to T3 targets per round.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1729382.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1729382.page</link>
				<pubDate><![CDATA[Thu, 8 Jul 2010 19:50:17]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ The make or break for tomb kings is going to be how their incantations work after errata.<br /> <br /> If its stays the same any caster with a level 4 wizard will be able to dispell the one dice incantations on a single dice unless the incantation is rolled at a 6, and then it will just need a 2+.<br /> <br /> However my friend who plays <span class="glossaryitem" onmouseover='gp(418);'>TK</span> isnt holding his breath, since supposedly they will be getting a new book in september.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1729395.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1729395.page</link>
				<pubDate><![CDATA[Thu, 8 Jul 2010 19:56:47]]> GMT</pubDate>
				<author><![CDATA[ ShivanAngel]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ I thought Dispel still had the limit of needing a natural three or better for the total result.<br /> <br /> Furthermore, the big issue for <span class="glossaryitem" onmouseover='gp(418);'>TK</span>'s <span class="glossaryitem" onmouseover='gp(258);'>ATM</span> is that - if interpreted right - there's two stages to their spell casting.  First, they roll the bound power level.  Then they have to see if they can cast it.  That's... not particularly good, considering it means stuff like risking 7+ to cast bound spells that failure to meet = casting done for that model.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1729413.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1729413.page</link>
				<pubDate><![CDATA[Thu, 8 Jul 2010 20:03:30]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Well, the question is closed now.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(418);'>Tk</span> magic always succeeds, but is incredibly vulnerable to dispel attempts.  You aren't going to get much off against a level 4 wizard until they run out of dice, or you are casting from a High Priest.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1733187.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1733187.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 02:27:03]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ @The Grog.  <br /> <br /> The 3+ minimum to dispell rule gives Tomb Kings magic rolled on a single <span class="glossaryitem" onmouseover='gp(24);'>d6</span> nearly a guaranteed 33% to succeed, AND causes serious problems with backloading in the game.<br /> <br /> We can assume that the average number of dice your opponent will hold will be 5-6.  Which is actually decent.<br /> <br /> BUT<br /> <br /> Even by todays standards, your typical tomb kings army would have 2 princes, 1 king and a liche priest.<br /> <br /> that's 1d6, 1d6, 1d6, 1d6, 1d6 and <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>.  Here's the problem.<br /> <br /> I roll 1 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> and get a 1.  You throw your 1d6 right back at it.  Only an idiot would roll 2 dice against the one right?  but if you roll a 1 or a 2.. you automatically fail. Same goes for every possible number I can roll with 1d6.  so for those first 5d6 you're praying to god you don't roll a 1 or a 2.<br /> <br /> Go toss 5d6 about 100 times and measure how many times you roll a 1 or a 2. <br /> <br /> Then, after it's all said and done, I get <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>.  <br /> <br /> The reason that Tomb Kings magic is so darn tough to deal with, is that he picks one game breaker maneuver and casts, and re-casts, and re-casts at that one thing trying to get it done.  I'd even go so far as to suggest, that it's MORE resilient now than it ever was before.  Which is odd.  <br /> <br /> The magic phase is nice, but you have to be able to wtfpwn your opponent with whatever it is you're going to do.  That's the problem, the new rules don't really support Kings being able to get in and win hardcore.  <br /> <br /> It is what it is.  But the Kings are fine in the magic phase.. it's the combat phase that is the tough nut.  But I'm not giving up yet.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1733343.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1733343.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 04:00:56]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ With the casket, skullapult and mass archers, you can launch a ton of crap down field. Add in some good ole bound items, and you can just overload the magic phase.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734438.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734438.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 17:23:37]]> GMT</pubDate>
				<author><![CDATA[ sexiest_hero]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ fireball ring is going to be standard in all armies <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  Dont know about staff of ravening any more though.  used to be standard all the time in top tier armies because it was so great for dealing with skrimishers, ethereal, and light cav.  But that's because those units were small and elite.   This new trend to bigger units may carry over to those 3 and render str2 hits useless.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734692.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734692.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 19:35:08]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ If you read the PDF, priests count as level 1 wizards for bonuses, and high priests count as level 3's.  They simply aren't allowed to channel dice, oh and the less than 3 thing doesn't apply to Khemri.  The biggest issue they have is that none of their bound items technically work. . . <br /> <br /> This means that this is your standard magic phase at 2K. At anything higher you always take 2 high liche priests.  <br /> This ends up being 14 to 20 power dice every turn, try and dispel it I dare you.<br /> <br /> 3 Liche Priests<br /> <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+1<br /> <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+1<br /> <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+1<br /> <br /> Tomb Prince<br /> 1d6<br /> <br /> High Liche Priest with Staff of Mastery, and Golden Ankhra. (You might take two naked High Liche Priests instead)<br /> <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>+4<br /> <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>+4<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734866.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734866.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 20:42:27]]> GMT</pubDate>
				<author><![CDATA[ citadel97501]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>citadel97501 wrote:</cite>If you read the PDF, priests count as level 1 wizards for bonuses, and high priests count as level 3's.  They simply aren't allowed to channel dice, oh and the less than 3 thing doesn't apply to Khemri.  The biggest issue they have is that none of their bound items technically work. . . <br /> <br /> This means that this is your standard magic phase at 2K. At anything higher you always take 2 high liche priests.  <br /> This ends up being 14 to 20 power dice every turn, try and dispel it I dare you.<br /> <br /> 3 Liche Priests<br /> <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+1<br /> <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+1<br /> <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+1<br /> <br /> Tomb Prince<br /> 1d6<br /> <br /> High Liche Priest with Staff of Mastery, and Golden Ankhra. (You might take two naked High Liche Priests instead)<br /> <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>+4<br /> <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>+4<br /> </div></blockquote><br /> No, you don't add your casting level for casting.<br /> <blockquote class="uncited"><div><br /> The casting result for the opponent to dispel is<br /> determined by rolling <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> in the case of a Priest’s Incantation,<br /> and <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> in the case of a High Priest. Note that these are not<br /> power dice, and are not affected by things that affect power<br /> dice. Also, these totals cannot be modified (either up or down),<br /> except for the Staff of Mastery (see page 39).”</div></blockquote>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734892.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734892.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 20:53:23]]> GMT</pubDate>
				<author><![CDATA[ ssREV]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Ragnar4 wrote:</cite>@The Grog.  <br /> <br /> The 3+ minimum to dispell rule gives Tomb Kings magic rolled on a single <span class="glossaryitem" onmouseover='gp(24);'>d6</span> nearly a guaranteed 33% to succeed, AND causes serious problems with backloading in the game.<br /> <br /> We can assume that the average number of dice your opponent will hold will be 5-6.  Which is actually decent.<br /> <br /> BUT<br /> <br /> Even by todays standards, your typical tomb kings army would have 2 princes, 1 king and a liche priest.<br /> <br /> that's 1d6, 1d6, 1d6, 1d6, 1d6 and <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>.  Here's the problem.<br /> <br /> I roll 1 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> and get a 1.  You throw your 1d6 right back at it.  Only an idiot would roll 2 dice against the one right?  but if you roll a 1 or a 2.. you automatically fail. Same goes for every possible number I can roll with 1d6.  so for those first 5d6 you're praying to god you don't roll a 1 or a 2.<br /> <br /> Go toss 5d6 about 100 times and measure how many times you roll a 1 or a 2. <br /> <br /> Then, after it's all said and done, I get <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>.  <br /> <br /> The reason that Tomb Kings magic is so darn tough to deal with, is that he picks one game breaker maneuver and casts, and re-casts, and re-casts at that one thing trying to get it done.  I'd even go so far as to suggest, that it's MORE resilient now than it ever was before.  Which is odd.  <br /> <br /> The magic phase is nice, but you have to be able to wtfpwn your opponent with whatever it is you're going to do.  That's the problem, the new rules don't really support Kings being able to get in and win hardcore.  <br /> <br /> It is what it is.  But the Kings are fine in the magic phase.. it's the combat phase that is the tough nut.  But I'm not giving up yet.</div></blockquote><br /> <br /> What game breaking maneuver?  You don't have comets, you don't have the purple sun, you don't have those awesome Light buffs.  You can make a catapult shoot twice, and that's about the most awesomely amazing thing possible.  Can you even break ranks with chariots in the side now?<br /> <br /> And are you sure dispels fail on a 1-2?  I thought that was casting only.  Even then, at a 33% failure rate you are still going to get 3 spells canceled on average and only casting 5 times.<br /> <br /> <blockquote><div><cite>citadel97501 wrote:</cite>If you read the PDF, priests count as level 1 wizards for bonuses, and high priests count as level 3's.  They simply aren't allowed to channel dice, oh and the less than 3 thing doesn't apply to Khemri.  The biggest issue they have is that none of their bound items technically work. . . <br /> <br /> This means that this is your standard magic phase at 2K. At anything higher you always take 2 high liche priests.  <br /> This ends up being 14 to 20 power dice every turn, try and dispel it I dare you.<br /> </div></blockquote><br /> <br /> You don't get your level bonus.  "Casting value for your opponent to dispel is determined by rolling <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> ..."  no mention of adding your caster level.  "Also, these totals cannot be modified up or down except by the Staff of Mastery."<br /> <br /> High Priests are going to be hell to stop, yes.  And they are nigh mandatory for their power.  But I'm not sure you'll get much else off.  <span class="glossaryitem" onmouseover='gp(418);'>TK</span> will wipe most RiP spells unless you take every bound spell in the book though.<br /> <br /> I wonder what is going to be our best unit options?  I'm leaning towards Tomb Guard and Chariots, as I don't see skeletons of any kind accomplishing much.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734930.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734930.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 21:04:56]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>The Grog wrote:</cite><br /> <br /> What game breaking maneuver?  You don't have comets, you don't have the purple sun, you don't have those awesome Light buffs.  You can make a catapult shoot twice, and that's about the most awesomely amazing thing possible.  Can you even break ranks with chariots in the side now?<br /> <br /> And are you sure dispels fail on a 1-2?  I thought that was casting only.  Even then, at a 33% failure rate you are still going to get 3 spells canceled on average and only casting 5 times.<br /> <br /> </div></blockquote><br /> <br /> --Game Breaking Maneuvre, last edition used to be a flank charge, or a combo charge that would blow up a battle line.  This edition.  I have no clue.  I haven't played enough.  The steadfast rule is pissing in my wheaties all day long.<br /> <br /> --Page 35, Dispel Value, Paragraph 3 ... Just as when casting a spell, a total natural dice score of 1 or 2 is always considered to be a failure, despite any modifiers..<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also.. The bonus from the priests only counts for dispelling these days.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734977.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734977.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 21:23:55]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Speaking about the Chariots, I wonder if they need to be 5 wide to provide a rank?  It seems kind of irritating, but the wording on how they rank up says as cavalry in the pdf, that does seem to say 5 wide.  :(<br /> <br /> <blockquote><div><cite>Ragnar4 wrote:</cite><br /> --Page 35, Dispel Value, Paragraph 3 ... Just as when casting a spell, a total natural dice score of 1 or 2 is always considered to be a failure, despite any modifiers..</div></blockquote><br /> <br /> Page 2 third paragraph of the Tomb King PDF, says Miscasts, Irresistable force and rolling under a 3 don't apply to Nehekaran Invocations, (IE tomb king magic.)]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734979.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1734979.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 21:24:24]]> GMT</pubDate>
				<author><![CDATA[ citadel97501]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>citadel97501 wrote:</cite>Speaking about the Chariots, I wonder if they need to be 5 wide to provide a rank?  It seems kind of irritating, but the wording on how they rank up says as cavalry in the pdf, that does seem to say 5 wide.  :(<br /> <br /> <blockquote><div><cite>Ragnar4 wrote:</cite><br /> --Page 35, Dispel Value, Paragraph 3 ... Just as when casting a spell, a total natural dice score of 1 or 2 is always considered to be a failure, despite any modifiers..</div></blockquote><br /> <br /> Page 2 third paragraph of the Tomb King PDF, says Miscasts, Irresistable force and rolling under a 3 don't apply to Nehekaran Invocations, (IE tomb king magic.)</div></blockquote>They don't apply to casting Tomb Kings magic - they would still apply to dispelling it.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1735012.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1735012.page</link>
				<pubDate><![CDATA[Sat, 10 Jul 2010 21:34:36]]> GMT</pubDate>
				<author><![CDATA[ Aelyn]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Ragnar4 wrote:</cite><br /> --Game Breaking Maneuvre, last edition used to be a flank charge, or a combo charge that would blow up a battle line.  This edition.  I have no clue.  I haven't played enough.  The steadfast rule is pissing in my wheaties all day long.<br /> <br /> --Page 35, Dispel Value, Paragraph 3 ... Just as when casting a spell, a total natural dice score of 1 or 2 is always considered to be a failure, despite any modifiers..<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also.. The bonus from the priests only counts for dispelling these days.  </div></blockquote><br /> <br /> Hmm, that does improve your success rate.  <br /> <br /> And I'm blanking on the best purpose for <span class="glossaryitem" onmouseover='gp(418);'>TK</span> magic too.  Flank charge by chariots/ushabti?  Not good enough unless it's a massive unit of them.  Combo charge?  Steadfast, since Undead are likely to be always outnumbered, except against stuff that will outfight them easily.<br /> <br /> Doubling catapult fire is a good standby, but I don't think it's going to win games.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1735522.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1735522.page</link>
				<pubDate><![CDATA[Sun, 11 Jul 2010 01:05:33]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Also.. if you fail to dis-spell that wizard can't attempt any more.. so the moment that <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 fails to get the job done..  you go to your <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1736206.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1736206.page</link>
				<pubDate><![CDATA[Sun, 11 Jul 2010 08:21:05]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Ragnar4 wrote:</cite>Also.. if you fail to dis-spell that wizard can't attempt any more.. so the moment that <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 fails to get the job done..  you go to your <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2.<br /> </div></blockquote><br /> <br /> yes, but your opponent chooses after you roll your casting value, right?  So unless you roll high, he can just venture a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 against it.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1736731.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1736731.page</link>
				<pubDate><![CDATA[Sun, 11 Jul 2010 15:22:41]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Good point Grog.  The meta game will be scary.<br /> <br /> Let's say that I roll a 6 on my 1d6 from my first prince.<br /> <br /> You now have a few options.  Roll 1d6 based on the armies + dice.  Roll 1d6 based on your +2 and fail on all rolls of 1, 2, and 3 50% of the time, and be unable to use him ever again.  OR use my <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4, and fail 33% of the time.. and never be able to use him again, or throw <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> at it.<br /> <br /> Hop back.  Let's say I roll a 1.  <br /> Now your <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 fails 33% of the time, so does your <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4, so does your armies generic dispell.  <br /> <br /> So the best roll, versus the worst roll, on average only drops your likely hood of succuessfully dispelling the item by about 16% of the time.  <br /> <br /> This is huge.<br /> <br /> Now if only we could come up with some amazingly over powered maneuvers.  <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1737773.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1737773.page</link>
				<pubDate><![CDATA[Sun, 11 Jul 2010 23:34:59]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Just a few random thoughts...<br /> <br /> 1.  The cloak is no longer the way to keep a heiro alive due to the nerfing of flight.  <span class="glossaryitem" onmouseover='gp(114);'>OTOH</span>...for the low-low price of giving up all mobility...the casket, in addition to what it does for itself, it gives its priest operator two extra wounds, a few defensive attacks with tomb blade great weapons (that's a deterent to assassination!) and T10.  Keep a unit nearby to intercept an attack by anything more robust than the usual warmachine-and-mage hunters, and you have an ironclad heiro...  The only other option you really have is burying him in a unit with the collar.<br /> <br /> 2.  My understanding of our bound spells is that they're bound spells first, and incantations second...I think they do, in fact, use PD.  The question is how many to throw...since boxcars destroys the item.  My thought is three per...low chance of two 6s, but still likely to draw a TON of <span class="glossaryitem" onmouseover='gp(231);'>DD</span>.  Kanopi and Botul come to mind as nearly indispensible...if, indeed, they do use PD (PDF doesn't say otherwise, and I don't get my <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> till tomorrow), the fact that they're not competing against incantations for those dice makes them almost game-breaking in terms of diluting enemy <span class="glossaryitem" onmouseover='gp(231);'>DD</span>.<br /> <br /> 3.  I definitely think <span class="glossaryitem" onmouseover='gp(536);'>TG</span> are going to rule in 8th, with 2-3 rows of tomb blades striking in the magic phase.  I think that's the first use for incantations.  30 bowmen take up 10" of frontage now while pumping out 50 shots a turn...that's the second use for incantations.  Last use?  Rescuing failed charges...if you whif...try again, this time starting 4" closer!<br /> <br /> 4.  Spamming naked priests...awesome!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741026.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741026.page</link>
				<pubDate><![CDATA[Tue, 13 Jul 2010 00:48:14]]> GMT</pubDate>
				<author><![CDATA[ march10k]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ I'd say the casket is more vulnerable to shooting now.  Before you at least had the random chance to hit the casket itself, now you eat 6s to wound all the time.<br /> <br /> That's 240 points to deal 4 wounds per volley to T3, before armor saves.  Not all that attractive to me, since if you put 240 points of Empire Swordsmen on the other end of the deployment zone I think you'll lose.<br /> <br /> On the other hand, in a bizarre twist of fate, <span class="glossaryitem" onmouseover='gp(418);'>TK</span> infantry shooting might be the best in the game right now.  Penalties from cover are going to be a lot more common and no more bonuses to shoot large targets puts a damper on most people's bowfire.  I'd never magic up bowfire when I could have a catapult shot.<br /> <br /> The naked priests are awesome.  No more slot opportunity costs means you'll see a lot more low-equipment characters and odd choices show up.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741165.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741165.page</link>
				<pubDate><![CDATA[Tue, 13 Jul 2010 01:42:50]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>The Grog wrote:</cite>I'd say the casket is more vulnerable to shooting now.  Before you at least had the random chance to hit the casket itself, now you eat 6s to wound all the time.<br /> <br /> That's 240 points to deal 4 wounds per volley to T3, before armor saves.  Not all that attractive to me, since if you put 240 points of Empire Swordsmen on the other end of the deployment zone I think you'll lose.<br /> <br /> On the other hand, in a bizarre twist of fate, <span class="glossaryitem" onmouseover='gp(418);'>TK</span> infantry shooting might be the best in the game right now.  Penalties from cover are going to be a lot more common and no more bonuses to shoot large targets puts a damper on most people's bowfire.  I'd never magic up bowfire when I could have a catapult shot.<br /> <br /> The naked priests are awesome.  No more slot opportunity costs means you'll see a lot more low-equipment characters and odd choices show up.</div></blockquote><br /> <br /> Aye, but with T10, it's going to take 6s...and doesn't it have the undead special rule?  You have to kill the casket, the two guards, and the priest to prevent me from healing it all back.  In the meantime, that's a lot of shooting not directed at the rest of my army...<br /> <br /> Of course I'd usually take a shot with the catapult over a unit of bowmen...depending on the shape of the target.  How many models can you fit under the template?  Depends on the model size...and whether they're skirmishers.  Against fast cavalry, skirmishers, and some things on large bases...the 8 hits from 25 bowshots are a better deal than a scattering template.  And if the catapult's extra shot gets off on a relatively early attempt?  Or if you're running skullapultless, as I would at 1k points (I put the list in the army list forum)  <br /> <br /> Something I didn't mention in response to someone questioning the value of incantations in 8th...you can never go wrong healing up your losses!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741244.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741244.page</link>
				<pubDate><![CDATA[Tue, 13 Jul 2010 02:14:03]]> GMT</pubDate>
				<author><![CDATA[ march10k]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ When other armies get spells that buff their ENTIRE army.. healing d3 wounds seems a bit pitiful]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741325.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1741325.page</link>
				<pubDate><![CDATA[Tue, 13 Jul 2010 02:41:48]]> GMT</pubDate>
				<author><![CDATA[ Kirasu]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Actually, its regen <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, or <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> pick highest on <span class="glossaryitem" onmouseover='gp(536);'>TG</span> and skellies... so its not that bad. The thing that makes it awesome is that its not based off of the winds of magic and will usually go off just due to sheer number of incantations.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1755297.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1755297.page</link>
				<pubDate><![CDATA[Sat, 17 Jul 2010 17:24:55]]> GMT</pubDate>
				<author><![CDATA[ Iago]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(536);'>TG</span> are <span class="glossaryitem" onmouseover='gp(24);'>d6</span>, only skeletons are highest of <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> on skeleton warriors only.<br /> <br /> I think Life regenerates dead troops better now.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1755336.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1755336.page</link>
				<pubDate><![CDATA[Sat, 17 Jul 2010 17:43:02]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Heh, so i am guessing the good ole bone giant will be king of flank charges.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1756546.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1756546.page</link>
				<pubDate><![CDATA[Sun, 18 Jul 2010 04:32:43]]> GMT</pubDate>
				<author><![CDATA[ FacelessMage]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Why? The bone giant isn't a very good monster as things go.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1756671.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1756671.page</link>
				<pubDate><![CDATA[Sun, 18 Jul 2010 06:00:36]]> GMT</pubDate>
				<author><![CDATA[ The Grog]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ The thunderstomp helps immensely.  Since your opponent doesn't get additional attacks when flanked, and since your giant gets an additional <span class="glossaryitem" onmouseover='gp(24);'>d6</span> hits that wound on 2's and can't be saved.  It seriously helps.<br /> <br /> What sucks is that your opponent can bring his front to bear.  What has to be done, then, is a unit of skeletons needs to get into that open flank and run it off.<br /> <br /> I'm most intrigued by Vanguard chariots.  Suddenly, they are the best war-machine hunters we've got.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1756745.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1756745.page</link>
				<pubDate><![CDATA[Sun, 18 Jul 2010 06:39:23]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>The Grog wrote:</cite><br /> <br /> I think Life regenerates dead troops better now.</div></blockquote><br /> <br /> True...but with life, you have to have the right spell, it uses PD (risking miscast), and then you only get one shot at it per turn.  You can have one casting of the incantation for BotUL, one for every priest, and two for every high priest.  The life spell does a better job one-for-one, if it gets off, but it's far less reliable over the course of the game than having multiple shots per turn at the incantation.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1771023.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1771023.page</link>
				<pubDate><![CDATA[Thu, 22 Jul 2010 21:49:52]]> GMT</pubDate>
				<author><![CDATA[ march10k]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Ragnar4 wrote:</cite>The thunderstomp helps immensely.  Since your opponent doesn't get additional attacks when flanked, and since your giant gets an additional <span class="glossaryitem" onmouseover='gp(24);'>d6</span> hits that wound on 2's and can't be saved.  It seriously helps.<br /> <br /> What sucks is that your opponent can bring his front to bear.  What has to be done, then, is a unit of skeletons needs to get into that open flank and run it off.<br /> <br /> I'm most intrigued by Vanguard chariots.  Suddenly, they are the best war-machine hunters we've got.</div></blockquote><br /> <br /> <br /> <br /> What about scorpions and swarms? maybe a little less reliable but when they work right you can charge the turn they enter and either tie up or demolish them. I have always had good succses with this tactic, i have yet to play a game of 8th and am wondering if this is still viable?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1771547.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1771547.page</link>
				<pubDate><![CDATA[Fri, 23 Jul 2010 01:39:59]]> GMT</pubDate>
				<author><![CDATA[ Igice]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ i am definately going to try the Tomb scorpion attack!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1771905.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1771905.page</link>
				<pubDate><![CDATA[Fri, 23 Jul 2010 04:24:52]]> GMT</pubDate>
				<author><![CDATA[ FacelessMage]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Igice wrote:</cite><blockquote><div><cite>Ragnar4 wrote:</cite>The thunderstomp helps immensely.  Since your opponent doesn't get additional attacks when flanked, and since your giant gets an additional <span class="glossaryitem" onmouseover='gp(24);'>d6</span> hits that wound on 2's and can't be saved.  It seriously helps.<br /> <br /> What sucks is that your opponent can bring his front to bear.  What has to be done, then, is a unit of skeletons needs to get into that open flank and run it off.<br /> <br /> I'm most intrigued by Vanguard chariots.  Suddenly, they are the best war-machine hunters we've got.</div></blockquote><br /> <br /> <br /> <br /> What about scorpions and swarms? maybe a little less reliable but when they work right you can charge the turn they enter and either tie up or demolish them. I have always had good succses with this tactic, i have yet to play a game of 8th and am wondering if this is still viable?</div></blockquote><br /> <br /> They still wreck face against War-machines, allthough the "outnumber+fear" autobreak is gone, so it may take an additional turn to do their thing.  But what you would *rather* have is, turn one, in the war-machine, kill all but one, next turn kill the last guy, your turn charge the next machine, kill all but one guy, next turn kill the last one.. etc etc.<br /> <br /> Getting scorpions into the flank is far more hazardous now.  With more ablative attacks back against units in the front, you'll be losing by a much wider margin, AND if for whatever reason the scorpion charges a units flank and doesn't run it off, that unit can now roll a leadership test and face the scorp..  that = 1 dead scorp in one more turn.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1772024.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1772024.page</link>
				<pubDate><![CDATA[Fri, 23 Jul 2010 05:26:43]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ I could be wrong, here as the group I play with rarely ever get any games bigger than 1k points, but the scorpion has always had the ill affect of being caught in the open.  The new rules just make it a little bit more deadly.  It would seem to me that in larger games of 3k+ 85 points for something that can get in behind and wreak havoc would be good, as its just not fessable for it to flank or to charge the rear of anything that isn't engaged with a major unit.<br /> Also with the new codex coming out later this year has there been any rumors of skellys costing less?  with fear more or less nerffed to the point of uselessness i just can not see them costing so damn much anymore.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1778326.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1778326.page</link>
				<pubDate><![CDATA[Sun, 25 Jul 2010 16:57:27]]> GMT</pubDate>
				<author><![CDATA[ Igice]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Skellies pretty much have to cost less Igice.  They are <span class="glossaryitem" onmouseover='gp(186);'>def</span> overcosted versus the rules for fear.  <br /> <br /> The way <span class="glossaryitem" onmouseover='gp(50);'>GW</span> does it, though, <span class="glossaryitem" onmouseover='gp(418);'>TK</span> may end up getting shelved by all but the most stalwart of fluffy bunnies, or played by everyone.  With the <span class="glossaryitem" onmouseover='gp(418);'>TK</span> being the rumored first book after the storm of change, there's no way they'll get it right.  <br /> <br /> Part of me wonders, though, if they are simply going to increase stats to match current points, instead of making skellies cheaper to keep their stats the same.<br /> <br /> Also:  Killing blow versus war-machine ganks the entire machine.  go go go Tomb Scorpion.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1781073.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1781073.page</link>
				<pubDate><![CDATA[Mon, 26 Jul 2010 16:30:23]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Just give me cheaper everything and Mummies.  Lots of Mummies.  All with Stewie Heads...]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1781351.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1781351.page</link>
				<pubDate><![CDATA[Mon, 26 Jul 2010 17:58:58]]> GMT</pubDate>
				<author><![CDATA[ Uriels_Flame]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Yeah, Tomb Guard really don't cut it as mummies.  Kings and princes being mummies doesn't do it for me either.<br /> <br /> I want towel-wrapped raisin skinned dumb as a post, slow as all hell, impossible to kill MUMMIES!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1781758.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1781758.page</link>
				<pubDate><![CDATA[Mon, 26 Jul 2010 20:30:21]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Ya, never got a chance to play when they still had mummies i think it would be good to see them back!<br /> Even if they would be flammable it would be good to have a good cheap high toughness unit  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1782430.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1782430.page</link>
				<pubDate><![CDATA[Tue, 27 Jul 2010 00:22:01]]> GMT</pubDate>
				<author><![CDATA[ Igice]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ So does anyone know "when" we are going to get the rumoured new book?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1782470.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1782470.page</link>
				<pubDate><![CDATA[Tue, 27 Jul 2010 00:46:06]]> GMT</pubDate>
				<author><![CDATA[ Squig]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Squig wrote:</cite>So does anyone know "when" we are going to get the rumoured new book?</div></blockquote>Rumors vary.  Some had them by October, others had them up until near 2012 (in a non-joking manner).  I wouldn't put stock in what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> members say, though, as just two weeks ago my stores' Redshirts were insisting a new High Elf <i>book</i> would be out next month.  Not the spearhead / models, army book.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1782580.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1782580.page</link>
				<pubDate><![CDATA[Tue, 27 Jul 2010 01:37:33]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Interesting reading all.  I've been trying to find the time and funds to start a Tomb Kings army, so spent a lot of time pondering, though didn't have a lot to contribute.  One thing I noticed, though:<br /> <br /> <blockquote><div><cite>Ragnar4 wrote:</cite><br /> <br /> Also:  Killing blow versus war-machine ganks the entire machine.  go go go Tomb Scorpion.</div></blockquote><br /> <br /> This is untrue- Heroic Killing Blow will destroy the machine, but not normal killing blow...<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1801382.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1801382.page</link>
				<pubDate><![CDATA[Mon, 2 Aug 2010 21:05:49]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Ugh.  Found the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>.  Missed the "heroic" part.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1801826.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1801826.page</link>
				<pubDate><![CDATA[Mon, 2 Aug 2010 23:41:28]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ I think that <span class="glossaryitem" onmouseover='gp(418);'>Tk</span> magic is still pretty decent, especially in team games. I played a 2k per side team game this weekend and found that the other side tended to be more worried about nasty spells from my teammate than my incantations, and often times I would get to pop them off with no rolling required. Even without a teammate though, it is still very likely that at least some of the incantations will be cast because of the sheer number of them and the limit on the opposing players dispel dice. <br /> <br /> One thing I came across in playing that I found interesting is the bound spell rules. In the last edition the bound spells would go off automatically at the power level specified when used, but now you have to use power dice for them. I found that this can help a bit because since <span class="glossaryitem" onmouseover='gp(418);'>TK</span> do not need the power dice generated by the winds of magic for incantations, you can use 2 dice for BotUL and similar items with reasonable safety from miscasts, which might help soak up some of those dispel dice before getting to more useful things like <span class="glossaryitem" onmouseover='gp(803);'>CoS</span>...<br /> <br /> I agree with other posters about the points cost. If Beastman Gors with much better stats and the primal fury rule cost 6 points, then normal skellies should not be 8 points apiece. <br /> <br /> The new fear rule is really only helpful for units with <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 or above, as this gets the enemy rolling 5s to hit.<br /> <br /> As far a rumors go, at the NW US conference in the late spring, <span class="glossaryitem" onmouseover='gp(418);'>TK</span> were supposedly coming out late summer/early fall...]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1818993.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1818993.page</link>
				<pubDate><![CDATA[Mon, 9 Aug 2010 01:21:08]]> GMT</pubDate>
				<author><![CDATA[ Wright1028]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ As for tactics. I am finding that the scorpion armour has become, for me, a pivotal part of my army development. I am running the king with this armour in a squad of skellies 30+ with BoUL and they hold up anything for the hammer units (6 ushabti or so) to get into a flank and start killing stuff.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1822389.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1822389.page</link>
				<pubDate><![CDATA[Tue, 10 Aug 2010 04:03:43]]> GMT</pubDate>
				<author><![CDATA[ Iago]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ At a tourney a couple weeks ago one of the Australian <span class="glossaryitem" onmouseover='gp(472);'>ETC</span> players used TKs.<br /> <br /> King - chariot<br /> Prince - chariot<br /> <span class="glossaryitem" onmouseover='gp(291);'>LP</span><br /> <span class="glossaryitem" onmouseover='gp(291);'>LP</span><br /> 2 scorps<br /> 3 units 3 chariots<br /> 3 units 20 (or 25) archers<br /> 2 units 5 lt cav<br /> 4 carrion<br /> 2 catapaults<br /> There was a couple other units but can't remember what...<br /> <br /> 1: The chariots being fast cav get the free move at the&nbsp;start of the game. Now you can't charge in the move phase, but you can in the magic phase. He's have them roar up 1 flank then drop the prince and kings incantations on them and get a charge off on a small unit/warmachine, smash it and run through to the enemies back line. a <span class="glossaryitem" onmouseover='gp(291);'>LP</span> would hover just in casting distance as well to add their incantation if need be.<br /> King + 4 lt chariots = pretty decent hit first turn.<br /> <br /> 2: The big weakness he pointed out is that he didn't have a 'hammer' unit that could reliably smash through enemy units. Having to kill entire units to get any points meant that he was running out of 'puff' and couldn't get that decisive killing stroke in.<br /> <br /> 3: The archer units were gold, as were the skull catapaults.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1824681.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1824681.page</link>
				<pubDate><![CDATA[Tue, 10 Aug 2010 22:28:02]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ very interesting tactic with the chariots, I am going to be in a doubles turny soon and that may be just the ticket we were looking for]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1824876.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1824876.page</link>
				<pubDate><![CDATA[Tue, 10 Aug 2010 23:31:45]]> GMT</pubDate>
				<author><![CDATA[ Igice]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Why can they charge in the magic phase?  The rule in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> says they cannot declare a charge in the first turn if their side goes first.  It doesn't specify movement phase vs. magic phase.<br /> <br /> Note that I'm all for things helping <span class="glossaryitem" onmouseover='gp(418);'>TK</span> at this point, but as I read it, I don't think this is permitted?  It's entirely possible there's something in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that I've missed.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1825217.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1825217.page</link>
				<pubDate><![CDATA[Wed, 11 Aug 2010 01:53:04]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Red_Zeke wrote:</cite>Why can they charge in the magic phase?  The rule in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> says they cannot declare a charge in the first turn if their side goes first.  It doesn't specify movement phase vs. magic phase.<br /> <br /> Note that I'm all for things helping <span class="glossaryitem" onmouseover='gp(418);'>TK</span> at this point, but as I read it, I don't think this is permitted?  It's entirely possible there's something in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that I've missed.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span></div></blockquote> I think the the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> makes some sort of statement akin to "Your unit may make a regular move, if this would bring them into contact with the enemy then treat it as though a charge were declared".  Basically, not-a-charge-but-works-like-one.  I don't have  <span class="glossaryitem" onmouseover='gp(418);'>TK</span> book though, so it's speculation on my part.  Sort of like why I think a Waaagh! into an enemy unit (or even an Animosity 6) would be possible for Spider Riders or Wolf Riders.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1825572.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1825572.page</link>
				<pubDate><![CDATA[Wed, 11 Aug 2010 04:18:38]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Take the Wizard Hat.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1827736.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1827736.page</link>
				<pubDate><![CDATA[Wed, 11 Aug 2010 19:51:54]]> GMT</pubDate>
				<author><![CDATA[ Zenkaron]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Zenkaron wrote:</cite>Take the Wizard Hat.</div></blockquote><br /> <br /> I keep playing with this idea.. and quite frankly.  Can't stand the idea.<br /> <br /> Put it on a King?  He's now naked and can't really defend himself from the inevitable onslaught of combat.<br /> <br /> Put it on a Liche Priest?  He's clearly your Heiro, (unless you take a second), and 1 miscast.  Just one, can turn your army inside out.<br /> <br /> Sure you could take a 2nd high liche priest.  But you lose Chariots as core in all but the most high points of games.  Just not smart.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1827834.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1827834.page</link>
				<pubDate><![CDATA[Wed, 11 Aug 2010 20:21:52]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Re:Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Keeping your high priest alive isnt that hard. I would take a HLP with Hat and a King with offensive items and a 4+ ward. Keep your Priest in a block and when someone gets close move him out. Keeping characters in units for high <span class="glossaryitem" onmouseover='gp(82);'>LD</span> isnt hard. Most the other <span class="glossaryitem" onmouseover='gp(418);'>TK</span> units are decent leadership. You can do alot of damage with <span class="glossaryitem" onmouseover='gp(418);'>TK</span> incantations + lore of magic. Combine that with their shooting which can be even more brutal. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1827948.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1827948.page</link>
				<pubDate><![CDATA[Wed, 11 Aug 2010 21:05:57]]> GMT</pubDate>
				<author><![CDATA[ Zenkaron]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ If your opponent decideds to kill your Heirophant, keeping him alive is much easier said than done, especially now that the Cloak of Dunes stinks.<br /> <br /> --Luckily I have very rarely had any opponents who know that killing my Heiro is the key to beating me into oblivion.<br /> <br /> The HLP with the hat is just another way for your HLP to die.  For 100 points...  <br /> <br /> You're already spending 245 on him, to start with.  So at 345 + 170 (king) you officially can't take this combo in 2000 points.  Furthermore you'll be struggling to get it done with your magic.  How many points do you intend to spend on princes and priests?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1828098.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1828098.page</link>
				<pubDate><![CDATA[Wed, 11 Aug 2010 22:00:02]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ <blockquote><div><cite>Minsc wrote:</cite><blockquote><div><cite>Red_Zeke wrote:</cite>Why can they charge in the magic phase?  The rule in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> says they cannot declare a charge in the first turn if their side goes first.  It doesn't specify movement phase vs. magic phase.<br /> <br /> Note that I'm all for things helping <span class="glossaryitem" onmouseover='gp(418);'>TK</span> at this point, but as I read it, I don't think this is permitted?  It's entirely possible there's something in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that I've missed.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span></div></blockquote> I think the the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> makes some sort of statement akin to "Your unit may make a regular move, if this would bring them into contact with the enemy then treat it as though a charge were declared".  Basically, not-a-charge-but-works-like-one.  I don't have  <span class="glossaryitem" onmouseover='gp(418);'>TK</span> book though, so it's speculation on my part.  Sort of like why I think a Waaagh! into an enemy unit (or even an Animosity 6) would be possible for Spider Riders or Wolf Riders.</div></blockquote><br /> <br /> <br /> <br /> THE SPELL READS THUS<br /> Incantation of Urgency<br /> target unit with in 12" and not in combat may immediately make a normal move. Unit may charge and all normal charging rules apply.  A unit charged by means of this incantation reacts as normal and must take the appropriate Psychology tests.  Units may only be affected by this incantation once per magic phase.<br /> <br /> there ya have it a "normal" move with charging allowed<br /> i like it<br /> nice and sneaky]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1831571.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1831571.page</link>
				<pubDate><![CDATA[Fri, 13 Aug 2010 01:45:13]]> GMT</pubDate>
				<author><![CDATA[ Igice]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ I'd say it could go either way, then.  "Normal" Charging Rules apply has two interpretations.  Either you follow the rules as they'd <i>normally</i> be in that instance, or normal as in you ignore any exceptional rules (such as perhaps a spell that holds you immobile that turn) and can outright declare a charge even if normally limited.<br /> <br /> In this case, I'm now leaning more towards "how they'd normally be" as in "You cannot charge".  Of course, if the enemy has priority, you can still charge if the opponent gets priority (which is probably the only way you'd set yourself up for a functional flank charge turn 1 anyways).]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1831613.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1831613.page</link>
				<pubDate><![CDATA[Fri, 13 Aug 2010 02:08:22]]> GMT</pubDate>
				<author><![CDATA[ Minsc]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Yeah, this is my point.  Normally, you can't charge unless you declare a charge.  You can't declare a charge in the first turn if you go first.  Thus... problem.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1831805.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1831805.page</link>
				<pubDate><![CDATA[Fri, 13 Aug 2010 03:45:25]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ I have put a question in to <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to see if i can get an answer from the horses mouth so to speak]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1834312.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1834312.page</link>
				<pubDate><![CDATA[Fri, 13 Aug 2010 23:22:05]]> GMT</pubDate>
				<author><![CDATA[ Igice]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ It's interesting.  I'm having this debate on Bugman's as well, with the anvil.  Same story- anvil allows a "normal" move.  Some are arguing that it means normal as in with no 1st turn restrictions.  Only other army I can think of that might have this issue is a scouting vampire in a <span class="glossaryitem" onmouseover='gp(138);'>VC</span> army...<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1834392.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1834392.page</link>
				<pubDate><![CDATA[Sat, 14 Aug 2010 00:06:23]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
			</item>
			<item>
				<title>Tomb Kings strategies in 8th</title>
				<description><![CDATA[ Only responding as I am having my interesting <span class="glossaryitem" onmouseover='gp(418);'>TK</span> piqued. I have read all of the relevant rules but have yet to play.<br /> <br /> "Normal" to me, would seem to not include restrictions that apply only in specific cases.<br /> <br /> Being able to assult (during a move) is normal.<br /> Not being able to assault during one turn (not phase) seems to me to be an exception to that norm.<br /> <br /> That said, carry on I am learning a lot; thank you!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1834564.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/303629/1834564.page</link>
				<pubDate><![CDATA[Sat, 14 Aug 2010 01:47:30]]> GMT</pubDate>
				<author><![CDATA[ kirsanth]]></author>
			</item>
	</channel>
</rss>