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Ok, I am new to the tomb kings and I just started to get guys. I am doing a 1k proxy battle with some friends so I can test units before I start to play. I would like to know how this looked as an army and I really would like suggestions. Also I love the ushabti as models and would perfer to keep them in the army.
Tomb Prince, Great Weapon, Golden Ankhra 149
Lich Priest, Cloak of dunes 135
10 Skeleton Archers 80
10 Skeleton Archers 80
20 Tomb Guard, Full command 270
3x Ushabti 195
1x Tomb Scorpion
Total Points 994, Models in army 46.
I am very new so please help me out. I think this looks good but honestly I have no clue. I like the tomb guard as they are much tougher. They do cost 65 more points then a skeleton unit of the same size with hand weapon and shield but they also have 1 more toughness, strengh and weaponskill.
I am not sure if I should put the tomb prince with the unit and I was thinking of cutting the unit of Tomb guard to 14 with full command and adding in the tomb prince. That would leave me with enough for a unit of 5 skeletal horseman or 88 points. Anyways please help me!
Last edited by Cheetahfurry; July 2nd, 2008 at 04:52.
Ok to start with be prepared to lose... and it might not be due to your ability as such but in short Tomb Kings generallly will struggle until they get to around 2000 pts...
The thing that you will find with TKs is that they are very dependent on magic... and as a result don't feel bad about pushing your list that way.
To be honesnt and something that you might want to think about at this size... drop the ushabti for another "naked" liche priest and then either bring some carrion, beef up your skeleton units or maybe even add another unit of archers.
Another option is that you maybe drop a tomb guard or 2 and the Ushabti and take a second liche and a sreaming skull cat.
I find that 2 liche priests and a tomb prince will give you some really solid magic at this points level of the game... the thing is that you want to go defensive which you have which is great.
I think that the biggest problem that you face at this points level is going to be warmachines and carrion are great for taking them down as well as slowing the enemy advance giving you more chance to shot them with your bows... and don't forget that you can back away and keep shooting at no penalty, its great to be a skeleton archer lol.
Those are just some of my thoughts I'm sure others will have some better ideas but I hope it helps...
Last edited by Malkieth; July 2nd, 2008 at 10:00.
There is nothing more annoying when your Wyches with Plasma Grenades get "Always strikes First" for their combat drugs!
i agree with what he said. no matter what level you are playing you basicly have to max out your character slots in TK.
carrion or even swarms are great for taking care of war machines in these low point battles, as these will be your big threat.
i personaly find in >1500 tomb guard and ushabti to be to expensive. we need to maximize troops as much as possible, maybe trim it down to a unit of 20/24 HW/S skellys add in a unit of fast calv, or scorpions would definatly help. and i always find a SSC to be usefull at ANY point level.(my last game against empire my 1 SSC caused 80% of his army to flee off the board)
Painting: 20 quarrelers
Alright, thank you for both of thoes tips. Here is how I revised the list and ended up much more magic heavy. I did keep the Ushabti Because honestly I like the figures and whats the point of a game if you don't like whats your playing.
Tomb King, Armor of the Ancients 139
Lich Priest, Hirophant, Golden Ankrha (He needs to live!) 160
Lich Priest 115
Skeleton Warriors with Spears/Shield x20 Full command 225
Skeleton Warriors with bows x10 80
Ushabti x3 195
Tomb Scorpion x1 85
Total points 999.
This should be pretty magic heavy and I can probally regain a lot of wounds and since I will get to cast with the equilivant of 10 power dice. (2 per Lich x2 spells per turn + 1 for tomb king x2 per turn = 10!)
Its a nice list... a very nice list, but in all honesty i don't think it will work that well unfortunately. I can see it looking pretty cool on the table top, and individually the units are good, but its bringing them together that causes the problem. That may sound strange lol, but let me try and explain.
You have nothing to force the enemy towards you. Skellie Archers are nice, but no game winners or unit killers.
Most of your battles will probably be fought mid table, in the ''no mans land'' assuming both sides are advancing.
If you are facing a gunline however, you'll be needing to go to them, and that will be a slow process, hence you will be taking a lot of punishment on the way (Dwarves, Empire, DE, HE). Against armies with Skirmishers (BoC, WE, LM) then you will also struggle, as it will be far easier for them to pick and choose their fights, which wont end well for you. Enemies with a good charge range will hit too hard for you to be able to strike back (Brets, HE, Empire)
So, what to do. Well as i began replying i see you already remade your list, dropping the TG. Good call. TKs need 2 things, Numbers and Anti Armour, but they need them individually. Skellies, Ushabti and the SSC fill these roles well. TG combine both, but its less effective generally as the numbers become expensive points wise, and the armour piercing ability is poor due to the ''low'' Str number of Attacks. KB can help, but it should never be relied on.
So, lets work off the newest list. You kept the Ushabti, great choice They are awesome models and with good magical support they are great in game.
For that all important magic, you added in a second Priest, nice one. But, you swapped your Hieros gear. Keep him with the Cloak. The GA is only a 4+ ward. If he is taking hits, chances are he will be taking enough to kill him twice over anyway lol. Get the Cloak back on him. Its far better for survival, as you can always fly him to a safe place. Its also great for making sure you can have your spells where they are needed most, effectively increasing the short range of incantations. Remember they don't need line of sight (except the magic missile) so you can cast safely from behind terrain.
From list 1, i wouldve said to combine the 20 bow skellies straight off into one unit of 20. In list , you have 20 skellie spearmen, and some archers. Id suggest going back to the first, and just having one unit of skellies, with bows only, and a Musician. These provide numbers as cheap as possible. Dont worry about the lack of a save, it rarely helps anyway. And the lack of attacks is also fine, skellies cant hurt a thing anyway (just look at their statline) so spears never really help.
Ofcourse, youll need a second core. Its a choice between 1/2 Tomb Swarms or 5 Light Cav, lets see whats left at the end.
The Scorp is a great choice, he has to stay.If you go with a Tomb Swarm also, then that's good for assisting with ICFB. If not, then id suggest (as others have above) including some Carrion (3). Use these to look for 1st turn flying charges and fill other useful roles, like march blocking. Ofcourse you could go with both the Carrion and Swarm too
On to the Prince. have him join the Skellie Archers, from there his MWBD will be useful early on as he can try and get you some extra shooting. A Great Weapon is fine, for that high Str, gets some kills in combat while the Skellies provide the numbers. Then, add the Collar of Shapesh. Great, cheap defensive item, save your Prince for the sake of a few resurrectable skellies.
So, following that your list comes out at just under 950pts. However, it still has the initial problem of foricng the enemy to you. Do that and youll be controlling the game. So... Have you considered a Screaming Skull Catapult? Just lose the Carrion for it.
Last edited by Phoenix; July 2nd, 2008 at 12:35.
Ok, I made some revisions to make sure the enemy comes todwards me. I do not know if this list is any better but here is what I think I would do
Tomb Prince, Great weapon
19 Skeleton Warriors with full command, shield and hand weapon with the tomb price as a leader
Liche Priest with Cloak (Hiro)
10x Skeleton Archers
10x Skeleton Archers
1x Screaming Skull catapult.
This army is a mix of shooty and defence. With the Liche's I can make all 3 units fire 2x times and have 1x incantation left for anything else and or dispells. The tomb king will keep with his unit. Can he cast in close combat and affect his own unit?
The Ushabi will be hard hitters and with the tomb king so will the skeleton unit. I figure 20 shots x2 a round for bows and 2x screaming skull catapults shots a round due to the liche.
This is a revision from the suggestions everyone has been so kind to give earlier. Thought!?!
The SSC is an improvement. The Prince can cast when in combat yes, all spells can be unless they state otherwise.
One problem is that you have lost the Scorp. If you do really want to keep the bowmen as separate units of 10 thats fine, but bear in mind your Princes spell will be useless here to begin with, when your magic is key. Youll need to join him to the SSC early on.
Id advise dropping an Archer unit and get that Scorp back in, or 3 Carrion.
Oh, and the Prince could really use that Collar...
Take Phoenix's advice.. he has helped me with a handful of lists and ideas.. and they have never steered me wrong!
Also.. how are you getting 10 casting dice per turn? Regular Liche Priests get two power dice that they can use on one spell. So you should be able to cast one spell, per priest, per turn. Same with the prince.. one spell per turn.
Eldar Project Log
Saim-Hann Eldar: 5000 Points
Ok, if I drop the skeletons to make it 1 archer unit and add the scorpion I am hitting 1000 points on the dot. So this would be a viable list? I do really appreicate the help. Any suggestions on tactics? Also what age would the tomb kings have been in for weapons? Copper, Bronze, etc? I want to make their weapons fit the time. I am going with a nice Blue clothing with Gold and gem paint scheme.
That list should see you good to begin with.
As for schemes, just think Egyptian, although its your army, you can use whatever colours you like! Personally i went with silver metallic weapons.