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Hi guys, I've only just found this forum so this is officially my first post. I don't know where you are all from, but I'm based Down Under (Australia).
Now I've actually owned half a Tomb King army (2 regiment boxes, catapult, tomb king and liche priest pack) for a good 6-7 years, but I have never even glued them all together! I think I bought the bits I did and lost interest in Warhammer altogether shortly afterwards.
Anyway, I've been busily gluing, ordering and reading this forum, so here is my first attempt at a 2,000 point list. Not geared for any opponent in particular, more an 'all comers' general list.
General - Tomb King w/ light armour, shield, destroyer of eternities and collar of shapesh (to go with Tomb Guard) 271
Hierophant - Liche priest w/ cloak of dunes and brooch of great desert 165
Tomb Prince w/ light armour, shield, spear, chariot, chariot of fire, golden eye rah-nutt 209
Liche Priest w/ casket of souls, hieratic jar, dispel scroll 330
Unit 3 chariots 120
Unit 3 chariots w/ standard bearer and standard cursing word 165
Unit 5 light horse 70
Unit 21 skeleton warriors (bows) 168
1 Tomb scorpion 85
3 carrion 72
Unit 15 Tomb Guard w/ standard bearer, champion, musician, standard of undying legion 235
screaming skull catapult w/ skull of foes 110
All of which comes to a total of exactly 2,000 points.
The idea is the prince on chariot joins the unit of chariots with the standard, making it an uber-charging unit that does additional wounds in the magic phase. Of course, if it gets charged instead I'm kind of in big trouble.
The king would go with the unit of Tomb Guard (of course), so 4 ranks of 4. a fairly small unit, but wasn't sure where to dig up the extra points to go for an extra 5 guys.
light cavalry are more for nuisance value and to march block. carrion similar, with added bonus of potentially picking off war machine crew or characters out on their own. ditto the scorpion.
hierophant will tag along behind other units - hopefully the priest on the casket will draw all the attention away from him.
big block of bowmen - I guess the idea is to have them deployed as wide as possible and reform in time to receive charges. I didn't bother go with command as it really seemed a waste of points - they won't be much good in hand to hand with or without a command. I had thought of putting the king in here, though that seems like a bit of a waste and easily avoided by an opponent.
I guess this is probably going to be very similar to a lot of other lists of this size out there, after all I have been taking tips from the forum! Any thoughts?
Last edited by JustinR; February 10th, 2010 at 05:00.
Anyone? I guess it's pretty similar to others. But any suggestions for unit choices, size, magic items etc?
You have to have ranks of 5 to get the bonus to ranks so the tomb guard are better at 20, king in the tomb guard is good times. You can put him with the skels if you want he will make them deadly and you can use his magic to shoot the bows / reform the unit. The tomb guard is a stand alone unit for the most part, but the king can make it a devistating unit. I put the Icon of rakaph if I put the king in there because its going to be a target (its worth 500 points in a 2k game even with 15 dudes).
Light horsemen are almost worthless. Fast cav that cant march or flee, better to take another unit of 3 carrion. For 2 more points you get the march blocking and 20 inch movement (I would just toss them all together and get another scorp or add 2 more carrion to the other unit so you can grab table corners or break ranks, but going with what you were wanting them for the carrion will be much better)
Put a champ in the unit of bowmen, if you want them to be a tar unit then the champ makes them live longer (by issueing challangess). I always put a standard in the unit with the war banner (if i have a unit with the BotUL) for 35 more points you get a +2 static combat res. I would just go with 30 of them, with outnumber/warban/3 ranks/ your at 6 and if someone wiffs there rolls there auto breaking, if there not immune to fear, or rolling a break test. Beyond that skels never do anything in combat. The bows mess people up when they put there characters in houses or in the woods and you get 21 shots to kill them, as they try to explain you are at -15 to hit or some such.
Hiro is good times just dont put him in harms way. I still do it all the time the, CoD's is a substatute for a ward save only if your smart about it.
Chariots might be better with the mirage standard, then you can get rid of the golden eye on the prince. The way you have it set up works good too just a prefrence thing.
Tomb scorp rules face
Casket of souls is great just dont expect it to go off, it just helps your other spells
I'd also recommend boosting the tomb guard. You might consider the icon of rakaph instead of BotUL, especially if you bump up to 20. The ability to reform for free and still make a full move not only virtually eliminates the possibility of being flank charged, it makes the unit a 360 degree charge threat. Its impact on the game is universally underestimated by our foes since it doesn't directly kill or heal anything, but it's easily the most powerful banner we have...especially since the other decent banner, BotUL, replicates something you can use a priest for.
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