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Hello guys, I am completely new to warhammer, only 40k so far, and I started Tomb Kings. I would like a few comments cause I am really walking in the dark.
TOMB KINGS (1365 Pts)
Lords: Liche Priest level 4 Wizard (210 Pts) (Hierophant obviously)
Heroes: Tomb Prince (100 Pts) (fights with Tomb Guard)
Core Units: 30 Skeleton Archers with Musician (190 Pts)
30 Skeleton Archers with Musician (190 Pts) (no failure second archers)
Special Units: 40 Tomb Guard with Banner of the Undying Legion (500 Pts)
Rare Units: Necrolith Colossus with additional hand weapon (175 Pts) (originally Bone Giant but I can't find him in the Codex and this is my best bet)
Plan: I relax back and unleash salvoes of arrows in combination with "Ptra's Incantation of the Righteous Smiting". Then when the enemy gets close enough I use the "Incantation of the Desert Wind" (or how ever it is called) in order to boost my movement speed and claim the charge. If I don't get the charge, then I hold ground while the Colossus takes care of stranglers or flankers. During the assault a few more spells to boost the combat effectiveness of the Tomb Guard, of course Resurections and the Skeleton Archers continue to shoot against unengaged enemies.
As you have noticed I haven't got the slightest clue what limitations apply on the categories and don't know anything about the special items in the rulebook, so if you can with each of your propositions write what each objekt does please. Also I have 135 Points remaining which I would like to invest on upgrades and magic objekts, but I am open to proposals. So what do you think folks?
Well firstly, welcome to the ranks of Nehekhara!
Now lets get onto your army...
Your priest is OK but you dont want to lose him, take the talisman of preservation for a 4+ ward save, this will help keep him alive and prevent your army from crumbling around you!
Next we have the prince, he needs gear, and also needs to be protected, playing tomb kings you will find that keeping the characters alive is of utmost importance...consider armour of the silvered steed or armour of destiny on this guy, then take a Great weapon, Str6 is awesome!
I would also try to include a necrotect somewhere, pretty much the most useful entry from the army book.
Now i think you have over estimated our archers...whilst they benefit from no shooting modifiers, they only hit on 5's at Str3, nothing to get excited about, and WHEN not IF the enemy reaches your lines, you will get rolled over as if you werent there. You need a block of skeleton warriors, at least 40, with sword and shield. With the prince in there they get to use his WS of 5, making them a fantastic tarpit unit
Keep the archers in, but smaller units tend to work better without Khalida. Take a unit or 2 of 10 archers, basically then act as a bunker for the heirophant!
I like the collossus (which is the bone giant btw), but personally i find that we have better options like chariots, necroknights or either of the sphinx's. Take him if you like him, but use him wisely, he will die fast to combat res if you charge him in willy-nilly!
One final point to make, 40 tomb guard is waaaaay to much at this points level, most people only run 30 at 2000 points, try a smaller number and get them halberds and the banner which gives them flaming attacks, then they really are an elite combat unit! If it was me i would take them out all together and go for 6 chariots instead, you will find them alot more efficient (and cheaper). you will find people will just avoid this unit, and with M4 and being unable to march its not that difficult!
I think you have the 'desert wind' incantation confused, it doesn't double your Movement stat, it lets you have a second move in the 'Remaining moves' sub phase, so its no help in getting a bigger charge im afraid, but it can help in terms of positioning and denying flank charges etc.
Hope this helps!
Last edited by SteVieBizzLe; December 22nd, 2011 at 20:43.
Thank you SteVieBizzle for the reply and to be honest it proved some of my worst fears. I was uncertain about the Warriors, but I guess that the Tomb Prince could help the situation and in fact I was preparing a new army list hoping it would be better. With your assistance I came up with this:
TOMB KINGS (1364 Pts ++)
Lords: Liche Priest level 4 Wizard with Talisman of Preservation and Enkhil’s Kanopi (235 Pts + amulet, which I don’t know the cost) (Hierophant obviously)
Heroes: Tomb Prince with Armour of Destiny and Great Weapon (104 Pts + Armour, which I also don’t know the cost) (fights with Skeleton Warriors)
Necrotech (60 Pts)
Core Units: 10 Skeleton Archers with Musician (70 Pts)
10 Skeleton Archers with Musician (70 Pts) (second archers)
40 Skeleton Warriors with light armour (200 Pts)
Special Units: Tomb Scorpion (85 Pts)
Khemrian Warsphinx with Fiery Roar (230 Pts)
Rare Units: Necrolith Colossus with additional hand weapon (175 Pts)
Casket of Souls (135 Pts)
As you can all see I don't know some points costs, which I would be very grateful if you could fill me in and I still got a few points remaining I guess. Perhaps I could add a smaller block of skeleton warriors in the fray. To conclude I have only three last questions remaining as for where should the Necrotech fight, if the poison sting is worth for the warsphinx or is it junk and is the light armour a good idea for the warriors of the prince?
I have a differing view regarding the Hierophant.
The Hierophant, while important, is only important for the magic he brings, and not for the prevention of crumbling.
Consider your list - your Prince (your General) has Ld 9, which ensures that the skeleton block will not crumble due to the death of the Priest. The Constructs (Scorpion, Cat and Colossus) all have Ld 8 and the special Undead Construct rule, which when combined with the Prince, makes them effectively Ld 10. Even the Casket, which sits at your back lines, have Ld 8. I run my Lvl 4s naked with the occasional Earthing Rod / Dispel Scroll. The Kanopi is good for Remains in Play spells, which are not very common, unless facing a Life Slaan.
The only unit with low Ld are the archers, but then if the enemy can reach into your backlines and kill your Priest, what good are archers then?
Also, get full command for your Skeletons:
- Champion to protect your Prince from enemy characters (try to pull off the challenge-lock whenever you can)
- Musician for swift reforms (combined with Desert Wind, you can pull off some funky maneuvers - see below later)
- Standard for +1 CR (Skellies, while having WS5, are only S3 after all)
Also, I would suggest dropping the 'Tect. Yes, Hatred is good, but then he has low I, and if the enemy manages to kill him off in an earlier initiative step, there goes the bonus. The 'Tect works well in a Tomb Guard / Ushabti Deathstar, but not really worthwhile with normal skellies.
Warsphinx is good, so is the Casket.
With the savings from the 'Tect and Hierophant Protection Gear - see what else your army needs.Perhaps a level 2 Light Priest? The signature spell is good for handling Ethereal stuff and has a 24" range which is compatible with your archers. You already have a bunker ready for him Also, in case your Level 4 bites the dust, you still have an outlet to use excess power dice together with the Casket.
Just my two cents.
Last edited by Yamabushi; January 4th, 2012 at 08:40.
Well in 40k I am an Imperial Guard player and I almost always use an assassin cause in war you need a scalpel as much as anything, but as I search through the rulebook the only assassin style guy available is Apophas. I personally hate this guys guts, but I don' really see another choise. So I tried again the army list with the suggestions, got rid of the colossus, the scorpion and the archers and ended up with this:
TOMB KINGS (1459 Pts)
Lords: Liche Priest level 4 Wizard with Scroll of Dispel/Enkhils Kanopi (235 Pts) (Hierophant obviously) (with the small Skeleton Warriors group)
Heroes: Prince Apophas (130 Pts)
Tomb Prince with Armour of Silvered Steel and Great Weapon (149 Pts) (fights with Skeleton Warriors)
Core Units: 40 Skeleton Warriors with full Command and light armour (230 Pts)
40 Skeleton Warriors with full Command and light armour (230 Pts) (second warriors)
20 Skeleton Warriors with spears and light armour (120 Pts)
Special Units: Khemrian Warsphinx with Fiery Roar (230 Pts)
Rare Units: Casket of Souls (135 Pts)
Not sure if I made the right choises, but I have (almost always) a few more points to spare so any suggestions on how to spend them, and any other changes for the list?
Last edited by Stoneman; January 14th, 2012 at 18:48.
Forget it, I hate him too much.... So intead of him and the spears, I will add an earthing rod to the Priest and a group of Ushabti (2+1 Ancient), the only real question is Great Weapons or Great Bows? I personally lean in favor of the Bows. Thoughts? And sorry if I am getting nerving, but it is my first published army list and overall my first Threads.
Last edited by Stoneman; January 16th, 2012 at 04:32.
"Men of Tanith, do you want to live forever?" Battlecry of the Tanith First and Only
You want a scalpel, look no further than the necrosphinx. With magic, he can fly 20" on turn one for a turn two charge, and directing his attacks against the enemy L4 while his bunker flails against your stone hide without effect (not a character, so unlike apophas, can't be challenged by the champion)...priceless.
And dint be an ijit! Great weapons, of course! Great bows means you're paying 150 points per S6 shooting hit, and then in melee your ushabti end up being garbage...
Last edited by Marnepup; January 16th, 2012 at 03:27.
Thank you, Marnepup. I will take it in consideration when I decide to expand the army since now it is at 1494 Pts. Just 1 last question, if I later add a second Prince can he take exactly the same equipment with the first, or are the magic items and armour only once per army?
"Men of Tanith, do you want to live forever?" Battlecry of the Tanith First and Only
You can only take each item once. I put armor of destiny on my first prince, after that, there are several good choices for second. Armor of silvered steel is popular, but I cringe at the lack of an invulnerable save. I like armor of fortune plus shield for my second prince. That gives me one 5+/4++ with a GW and one 4+/5++ without. Since characters deploy last, I can usually make a good decision about where to put the S4 guy with good armor and bad invul, and where to put the S6 guy with bad armor and good invul.
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