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I played some test games with the new tomb king army book and came up with a non ranged list which I think can kick butt. Let me know what you think!
Lords (610 )
Arkhan the black
-Destroyer of eternity's
Heroes (254 )
Core (626 )
5x Horse archers
5x Horse archers
Special (808 )
26x Tomb guard
-Standard of the undying legion
1x Khemrian Warsphinx
- Fiery roar
Rare (225 )
Oke so let me explain the tactic in this abit.
-Archers can lay some pressure on enemy units to advance while maybe laying some hits aswell
-Warriors are there to soak up hits and pin units down
-Carrion and necrosphinx go around the back with the fly rule to harass from behind
-Horse archers are (next to core point fillers) scouts, so early diversion by shooting at max distance and moving away every time it does
-The tomb guard unit is the powerhouse of this army, joined by 4 characters (Arkhan the black, tomb king, necrotect and heral) and supported by magic items and magic this unit will be hard to kill.
Standard of undying legion hold a bound spell which lets you heal D6+2 wounds on the unit. Arkhan the black holds a sword which restores a wound to the unit for every wound done. Tomb king channels his weapon skill (6) into the unit and give the unit some heroic killing blow attacks (his own), and the necrotect gives them hatred (reroll failed to hit rolls). Tomb herald holds the BSB and protects the tomb king. Also Arkhan the black is the hierophant which gives the entire unit a 6+ regeneration save. Halberds give them +1S (so thats S5 for the entire unit!). Next to all of this the lone lich priest can cast the signature spell which also restores wounds (lore attribute).
-To support the powerhouse unit I have a warshinx crewed by 4 tomb guards upgraded with the breath weapon for a mere 20 points.
Further this list has a pretty solid magic basis. Arkhan is a lvl 5 sorcerer (with the magic item) and can store up to three dispell dice to use as power dice in the next phase! He has to use the lore of death which is a close range power lore overall so this should fit the unit he is in. (also hooray for purple sun of Xerus )
Anyway, let me know what you guys think
Last edited by Enarion; May 25th, 2011 at 19:56.
i like the list however i think you have too many characters and are trying to play like vampire counts with the death star unit which i have found doesn't work as well for tomb kings.
This is because vampire counts can have both a character which is both killy, survivable and can cast magic where as our wizards are so fragile.
Also i have found carrion to be pretty useless now and are probably better replaced with tomb scorpions
Also your skeletons
why spears on a 30 man units? they are I2 so most will die b4 ever getting to attack
I would take a unit of 50 (with either spears or light armour) and then spend any extra points on bowmen
maybe i big unit of bowmen and the rest small
Thanks for the reply. I played a game with this list and indeed figured the carrion to not be of much use.
at your comment about the casters, normally your right. But note that Arkhan the black is a tomb king lvl 4 caster (S5 and T5) and every wound he does flows back into the unit.
The death star unit worked well in my game.
Further I figured the horse archers completely useless so il make some place for 3 chariots to get some flank impact hits on or some diversion.
Your right about the skeletons and spears, but one big unit isnt going to be much of a unit pinner for me so il think that over.
Bowmen work best with Queen Khalida in the unit, and I dont have much points for that in this list.
try i big unit of skeletons (50) as i think it works very well
also as far as i remember arkhan has no ward save and only has a 6+ save so tbh i think we will die as soon as he gets into combat
your right about skele horse archers as i seen absolutly no use in them other than redirecting but they are way to expensive for that
try to take 2 units of 10 horsemen and keep them back until the final few turns
Right so I gave it some modifications,
I dropped the spears on both units of warriors.
Scrapped fiery roar from the warsphinx
Scrapped the 7 carrion
scrapped the 10 archer horseman
scrapped great weapon on the tomb herald
scrapped 26 archers
added halberd on the tomb herald
added 3x chariots
added 2x tomb scropions
added 48 warriors (40 40 30 total )
list looks ok however if you want to be very competitive i still suggest haveing a unit of 50 skeletons and then 2 units of 14 bow skeletons and then 1 big unit of 30 skeleons with a bsb with the razor banner
keep everything back and shoot the hell out of the enemy and then when they get close change ur bsb into either the tomb guard or big unit of skeletons
also why a halberd on the tomb herald? is he not I3? give him a great weapon instead as it packs much more of a punch