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Im starting up a Tomb Kings force and theres a few reasons why I want to do this: First - I've been playing with Vampire Counts for a while now and I feel like I need a change although I want to reamin Undead! Second, I want to be able to say I've played Tomb Kings before GW ruined them a they did with Dark Elves and Demons. (but thats for another topic)
Now Im not heading in blind - I have played against TombKings before and I was aware of a few things before I opemed the books front cover. First: the need to take a general and Heirophant, second: the catapult and its panic checks, however I tend to view this as a rock lobber with a bonus of the panic checks and they are not to be relied upon, thirdly: the casket is dirty
But after having a good poke around at the books contents I must say there was a few things that drew my attention - the units are expensive points wise - the magic items that actually fit into a generic and are decent are few and far between (most coming from the common magic items section) - finally the cavalry choices are just plain bad (bit of a dissapointment there)
But this is a list adive topic not a book review *bad Gorgerak* so heres the list and my reason for my choices- all comments welcome:
Destroyer of Eternities - (I think the special attack could come in handy)
Collar of Shapesh
Cloak of the Dunes
Hieiratic Jar - (dont know how useful this will be as its one-use only)
Casket of Souls - (its just plain wrong)
Skeletal Steed - (wanted to give him maneuvrability)
Staff of Ravening
Skeletons x10 - (These guys look like the best archers in the game)
Skeletons x20 - (Unit for the General to sit in)
Banner of the Undying Legion
Warbanner - (I feel these are always useful in undead units)
Ushabti x4 - (Took one look at these guys and had to have them)
Tomb Scorpion - (have you seen the stat line... O_o)
Tomb Scorpion - (Wasnt content with just one)
Carrion x4 - (Flyers are good at protecting things like warmachines and characters and harressing enemy formations in my experience)
Screaming Skull Catapult
Skulls of the Foe - (Not sure about this upgrade but seem better choice to the Bone Giant which looks a bit unreliable)
Well there ya go - Total cost 1,999 pts
Looks pretty decent to me. I would say if you can you should try to up your mummy-chickens to 5, just so you can benefit from the magic unit strength 5 rule. I'm not sure where you would drop points to afford a 5th one though.
I thought carrion had unit strength 2 because they have 2 wounds - like Vampire Count Fell bats...
Unfortunately all flying units have unit strength 1 per, regardless of their wounds. It's in the 7th edition rulebook page 69.
What about things like - lizardmen terradons and Brettonian Pegasus knights?
plus is there much point in making them unit strength 5 as they never negate ranks... or am I missing something???
Last edited by Wafflebob; August 27th, 2009 at 02:24.
Ahh ok - well I suppose unit strength 1 isnt the end of the world but might not a unit of 5 be a bit too big - as lets face it - they're gonna struggle to make their points back anyway - with the little damage they can both dish out and take in return...?
It all depends on what you want to use them for.
At US 4 they are plenty tough enough to attack war machine crews and harass solo characters and they can still march block.
The only thing you are really missing is that they cannot destroy fleeing units. Normally if you were to position them behind an enemy unit you are engaged with, if the enemy unit fled they'd hit the Carrion and be destroyed.
And yes, cheesey as it is that is a very common tactic with flying units and fast cavalry.
Carrion are best used in groups of either 3 or 5.
3 are generally more than enough to take down any (non dwarven) war machine. At only 72pts they are also cheap enough to throw away as a march blocker.
Some people prefer units of 5 so they can gain the benefits of crossfire and capture a table quarter with them at the end of the game. Sounds great in theory but personally I think it's a bit optimistic in practice since they will often be below unit strength 5 before crossfire becomes an issue anyway (and certainly well before the end of turn 6).
Because they have toughness 4 they are more than a match for just about any equivalent flying unit in the game. This also great for attacking enemy archers -particularly the plethora of elven archers you will come up against these days.
Carrion are especially vital to any TK army (like this one) that has a heavy missile fire base. Not only do they take out enemy war machines and march block, but by attacking enemy archers and tying them up in meelee you can further increase the disparity between the number of bow shots you and your opponent get to fire. This is vital in TK strategy because it allows us to reduce enemy ranks and outnumbering to the point where our units can actually win battles on combat res.
Because Sun Tzu would play Tomb Kings...
I have written a guide on how-to-use and how-to-field Carrions Pm me if you want me to send it to you
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