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Hello everybody, I'm new with Tomb Kings and I decided it was about time to write a list. Here is what I have come up with for a balanced, friendly 2000 pts:
- Tomb King
-Collar of Shapesh
- Liche Priests [Hierophant]
-Cloak of Dunes
- Liche Priests
- Liche Priests
-Casket of Souls
^King goes here^
- 25 Skeletons
- Banner of Undying Legion
^Priest goes here^
- 20 Skeletons
- 10 Skeletond
- 6 Heavy Cavalry
- 3 Chariots
- 3 Chariots
- 3 Ushabti
- 5 Carrions
- Screaming Skull Catapult
-Skulls of the Foe
Total Points: 1998
Incantations: 5 + 2 (Banner and Casket)
Dispell Dice: 5
I just have a few questions (I know, about my own list!). In all the lists I have read the Hierophant always has the Cloak of Dunes. Now, being flying gives him great mobility, but it also singles him out quickly. How do you guys keep him safe if hes on his own?
Do I need a Tomb Scorpion? I think (remember, I know nothing ) the Carrions will do the job of war machine hunting and mage hunting, but they aren't exactly the most resiliant thing I have...
My only comment is you need to find room for atleast one Tomb Scorpion, maybe 2. Yes they are that good . Outside of that, the list looks great.
6 Heavy Calvary arnt going to do much for you. Most on this forum would tell you to skip them all together. I personally find them to be an all or nothing sort of thing. If you want them, take 10+ to get rank bonus, outnumbering, and staying power. If you don't want that many then change these guys over to Light Calvary and use them as harasment.
Personally I would not take Full comand on your skelleton units. Our champion is useless and expensive and the musician is only half as usefull for us as it is for others. Standard bearers are Ok as they add to your CR.
Just my 2 undead cents
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
As a i began to read this list i was sure i recognised it from somewhere...
The Character selection is the same as mine, so i can hardly argue there.
Im not sure what it is with people putting priests in Skellie units. Sods law you'll roll a 1 for Look out Sir if it comes to it. Also, Champions cannot protect them fully in combat, they can accept challenges, but other attacks can still be directed sat the priest. Basically, loose the Champ from the second Skellie unit. The Priest is ok starting there, but once the enemy gets close, get him out and away.
Heavy can need to be in a larger unit to be effective, light cav are best in units of 5-6. However, id say drop these guys all together and get in a Scorp. Maybe drop the 10 Skellie bowmen too for a second Scorp... hang on, then it will be just like my list... oops.
Last edited by Phoenix; November 15th, 2007 at 18:17.