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Hi there. This is my list for a big upcoming 2250 point tournament. I have only played with the Tomb Kings twice so any advice would be appreciated
Collar of Shapesh, Chariot, Enchanted Shield, Light Armor, Great Weapon
Cloak of Dunes, Dispel Scroll
Skeletal Steed, Staff of Ravening
Hieratic Jar, Dispel Scroll
Banner of the Undying Legion, Standard
7 Skeleton Heavy Horsemen
18 Skeleton Warriors
19 Skeleton Warriors
2 Tomb Swarms
4 x Tomb Scorpions
to start off i'd take your TK out of the chariot...it makes way easy pray for artillery
then maybe giving him flail of skulls and golden ankhara...or destroyer of eternities and collar
next definitely go down to 1 or 2 tomb scorpions
add some tomb guard and put the tomb king in that unit
then add some ushabti
if u wanna use 3 liches thats a personal thing...although i prefer a TK in a TG unit and a prince in the chariot unit..whatever worx for you tho
take out the heavy calvary and add some more warriors or even put in some swarms or archers
the heavy calvary will crumble...trust me
the bone giant can be good if u charge...again personally i prefer 2 screaming skull catapults..but thats me
otherwise i think ur core and heroes are looking decent
oh also..take out 3 chariots and add some more warriors or again archers...9 chariots is in my opinion overkill when u can have more holding power
Thanks for the comments. I am wondering why the 9 Chariots would be overkill?...especially if I take out the Horsemen because I would like to keep the army pretty fast.
Also, with that many skeleton units how would I keep the army from being really slow? Right now I can get off 5 Incantations a turn and have 2 bound spells to get rid of dispel dice. It seems like the skeletons would hold back the whole army if I can't move them all in the magic phase.
I agree about taking the Tomb King out of the Chariot unless I give him the Golden Eye and the unit the Mirage Standard, but that could get pricey and I would lose the BotUL.
2 Scorpions are out and I am adding in a Catapult, maybe I will split the tomb swarm and leave one the protect the it while using the other for ICFB.
I think I will leave the giant because it attracts a lot of the missile fire that the chariots would otherwise get. I am also going to try and get in some archers.
Actually I just realized that you can only have 1 Tomb swarm unit, maybe archers to protect the SSC instead
Move the Hjar to the Hiero, and give the 3rd Priest both scrolls. The extra spell becomes far more tactical.
Drop the 7 heavy horsemen altogether, theyre pretty useless here. Boost both skellie units up to 20 strong, and add music, If you dont have LA, drop the Shields for Bows.
Like the 4 Scorps, i used to run something similar
your army is fast there's no doubt about that the only problem with 9 chariots is that it doesn't add a lot of flexibility to your army...i mean you will deal some pretty nice impact wounds but atleast against a medium strength infantry with 3 ranks or so they are going to end up crumbling as your other warriors and tomb guard with your hard hitting king struggle to catch up
plus if you do want a fast army I'd convert your heavy cavalry to light...so you could harass enemy flanks and run around to disrupt your foes battle line
because lets face it WS 2 S3 T3 is not heavy cavalry a bit...
Last edited by Phoenix; June 24th, 2008 at 09:24. Reason: txt language
Okay here is the revised list. The TK and Hiero will each be in a Skeleton unit. The scroll caddy will be in the archer unit by the SSC to allow it to shoot twice.
Great Weapon, Light Armor, Collar of Shapesh, Enchanted Shield
Liche Priest (Hierophant)
Cloak of Dunes, Hieratic Jar
2x Dispel Scrolls
Skeletal Steed, Staff of Ravening 168
3 Chariots (165)
Standard, Banner of the Undying Legion
14 Skeleton Warriors
Hand weapons, Bows
24 Skeleton Warriors (222)
Shields, Light Armor, Hand Weapons, Standard Bearer, musician
1 Tomb Swarm
24 Skeleton WarriorsShields, Light Armor, Hand Weapons, Standard Bearer, musician (222)
Screaming Skull Catapult
Last edited by Heinrich Kemmler; June 23rd, 2008 at 17:18.
i like just a few suggestions...personal things really
i'd still take out a tomb scorpion adn throw in a unit of Tomb Guard...trust me with 3 tomb scorpions youre bound to misfire one for ICFB plus a whole skele unit with killing blows and probably a Tomb King? no character unit would want to engage you
i'd probably give ur TK a flail with golden ankhara or collar and destroyer of eternities...again him with killing blow in a unit of killing blow TG..
otherwise i like looks like you should do fine
Last edited by Phoenix; June 24th, 2008 at 09:27.
Can I ask what your general strategy is for this list... I notice that you have a bone giant in there and I was curious what you are thinking to do with it...
If you drop a scorpian and the bone giant you might have enough points to throw in a unit of Tomb guard and another SSC... that would really force the opponent to come to you and then you could use the things like chariots to hit their flanks...
I would even consider getting rid of the light armour and sheilds on what of your skeleton units and heave them with hand weapons and bows, mainly because it frees up the points and with the extra magic you generate for taking 3 liche priests summoning back casulaties should not be a problem and it would add some more missile troops to your list.
Generally speaking though its quite a nice list... the things which I have suggested are more things to throw out there for you to think than anything else.
There is nothing more annoying when your Wyches with Plasma Grenades get "Always strikes First" for their combat drugs!