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I am in love with the Destroyer of Eternities. It looks awesome and has great rules. Problem is, at 70 points I am afraid of using it. Since TK can only ever get Light Armor without magic, it is something that always grumbles me.
However the other day I was taking another look at the Magic Items and I saw the Coller of Sepath (The one that transferrs wounds on 4+). I thought If I put that in with the DOE and put mr Tomb king in a unit of Tomb Guard hed have almost a 4+ ward save. What do you guys think?
Yeah, the collar is a must.
It's better a few rank and file models die instead of the expensive TK dying.
Yup but I like the spear of somethingorother. Because of the causing a wound then regaining one very very very good against troops!
In the end there is only war.
Don't forget the useful option: swap you regular attacks into 2 auto hit str7 killinblow on every enemy in contact with you when you have only 1 attack in the magic phase...
The 4+sav that send the damage to tomb guard is nice, especially if they have the banneer that regenerate 1d6 wound, even tought it can be dispelled.
The spears is nice given to a prince leading a chariot units, but for the king, I'd rather use the above combo wth a lil tricks of my own.
Hows about giving the TK collar, destroyer and scorpion armour, quite pricey I know but he's practically impossible to kill in a regiment of 24 Tomb Guard!
25+70+40 > 100
a good way to use your tk is to put him into a unit of 3 other chariots. give him a chariot of fire, armor of the ages. now arm up the chariot unit with standard bearer with battle banner
Then also kit out the king with the crown of kings. with four dice for my will be done rolls it will be hard for your opponent to dispel it and you can get many flanking charges which will use impact hits and the TK's prowess to decimate units.
you will get
4 TK attacks
8 horse attacks
6 spearman attacks
as an average 2 impact hits from each normal chariot and about 3 for the tk's chariot. that is one hard hitting unit which with its banner and fighting ability will easily win combat resolution and make enemy units flee. u then charge them down with your 3D6 pursuit move
I'm not too sure about the usefulness of the crown. It does only allow you to choose between 2 dice rolls, your opponent never has to roll more than 1 dice to dispel, same as before you payed 40 points for this item.
Personally, I'd rather go for the spear of antarhak, then not only do you get to keep your unit alive much longer, you are also striking at S6 with the tomb king too when charging
Don't forget also that with 3 chariots+TK, you will not be able to get them all into btb, unless you charge a unit of archers deployed in 1 rank. and you will have unit strength total of 13, if you don't lose anyone. Most blocks of infantry will be outnumbering you, have 3 ranks, and probably cause 1 wound or so in return. This gives them a score of 6, if they have a standard, meaning that you need to cause at least 5 wounds on them to win. If they have T4 say dwarfs, then you are unlikely to do very much, needing 4's to hit, 4's to wound, then they get their save... and that's assuming you've been able to get everyone into combat
I give my tomb king the destroyer of eternities and the cloak of the dunes. so he flies around behind a unit using his flying movement and then using my will be done charge into the rear. BAM!!!!!!!! i have defeated many an enemy with this combo. and i use a completely custom model for it too.
personally, I don't think the DOE is worth it's cost, it IS a good magic item, but a great weapon (+2 strenght), is just 6 points (on TK, 4 on TP)j, DOE is about 12 times as expensive, but it ISN'T 12 times as good (ofcourse, it is a lot better, but not THAT good, to be worth 70 points).
and collar of shapesh, give it to your hierophant, and keep some swarms within 4" of him, you have a 4+ ward save on your hierophant and the wounds you transfer to those swarms don't matter because swarms have enough wounds, and don't lose attacks if they get wounds.