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I just recently started playing Tomb Kings, and Warhammer in general for that matter, and I figured I'd start with an army that is not "Newbie Friendly", so hence the TK's.
Where I play, everyone usually does 2250, so I figured I would start there. Any advice on the following list would help greatly.
Tomb King (Light Armor, shield)
-Destroyer of Eternties
-Collar of Shapesh
Tomb Prince (Light armor, shield, chariot)
-Spear of Regen Wounds
Liche Priest (Hiero)
-Cloak of Dunes
-Plaques of Mighty Incantation
Skeleton Warriors x25 (Hand weapon, shield, light armor, Banner of the Undying Legion)
Skeleton Warriors x25 (Hand weapon, shield, light armor, banner, musician)
Skeleton Chariots x 3 (Musician, standard)
Tomb Scorpion x 2
Tomb Guard x 20 (Shield, light armor, hand weapon, Banner of the Cursed Word)
Ushapti x 4
Screaming Skull Catapult (Skulls of the Foe)
Right now I figured put the prince with the 3 chariots, the king with the tomb guard, and the non-flyer priest with a unit of skeletons.
I've been reading alot about people saying to use Skeletal Bowmen, but I honestly can't see a reason at this point.
I've also played a few games so far, I seemed to do okay against Dark Elves/Lizardmen/Empire, but I also played a game against Bretonnians and got smashed. I imagine I just should have moved/charged smarter, because as it stands I have very little that can get through their armor.
Welcome to LO!
I'm not a TK player but I have used tehm quite a bit and have played against them a lot.
Those hero/lord slots look fine to me, although I would be tempted by the staff of ravening as opposed to the plaques of mighty incantation.
The skelton warriors/bowmen debate is a long and complicated one, there are probably quite a few threads on here about it if you search for them but using skelton warriors in this list is probably fine.
The tomb guard are really awesome, but I would always field them with the banner of rapakath for free reforming fun.
The tomb scorpions are, in my opinion a better choice than ushanti, and I would swap the unit of them for a third scorpion and a second skull catapult which are the best things in the tomb king book for me.
In terms of beating the brettonians, they are tough, but their knight blocks have very long flanks, and so a flank charge is almost always possible to set up somewhere. They also rely on getting through on the charge so your unbreakable units of skeletons should do a good job of stopping that. If you want specific advice it would help if you could post an idea of what the brettonian player was fielding.
Oh, and this should probably be in the TK army lists section rather than the main forum for TK but I'm sure someone will kindly move it?
Arms are an instrument of evil, No measure for thoughtful men until there fail all other choice but sad acceptance of it.
Sun-Tse : The art of war
Flail of Skulls......
I reckon if you are going in with hitting power why not take the flail with you, +2str and double wounds on any unsaved
I concur on the SoR - draw out some dispel dice with SoR and BoUL - leaves plenty of opportunity for smiting on SSCs and urgency on scorps.
First things First, mod duties... quick punt to the army lists forum and were done
Now.. the list:
Gonna start with Skellie bowmen lol. My thoughts can be found HERE (Common points made when commenting on lists). In addition to this, you have TG anyway as your main fighting block, so id put the BotUL there and just leave the ''archers'' with Std+Msc each.
Give your Chariot Prince an Enchanted Shield if poss, may aswell, the extra save is always nice.
As has been said, drop the Mighty Plaques for the SoRav, and mount the Priest too.
Overall though, nice list
Hrm, well I think I'll go ahead and give bowmen a shot when I got to play tonight.
I keep the Ushapti around becauase its rather nice to have something str6 in your army, as they seem to do pretty well at butchering bigger units with minimal support. Although I may also give 3 scorpions and a second SSC a try, as I know both of those units are very nasty for their points cost.
Also, the Flail of Skulls also appeals to me, but the "Unsaved wounds becomes 2 wounds" only counts against multi-wound targets, right?
Thanks for the advice so far, and thanks for moving the thread to a better place.