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Greetings Tomb Kings Generals
I've got several questions as it relates to Tomb Scorpions. As a rookie Tomb Kings player, I'm playing primarily 1000 and 1500 pt games. I think I'm currently using them incorrectly. As of right now my general tactic for deployment is
- Play with at least 2 tomb scorpions and usually close to one another
- deploy the tomb scorpions normally if they don't have any war machine units
- deploy them underneath (it came from below) near War machine units, if my opponent fields them
If I use the "it came from below" technique, I'm placing them in front of the war machines, but I try to keep them within 6-10" of my target and near each other. Most opponents field their war machines in the rear, so I'm afraid that if I put my marker too close to my opponents table edge, that it will "scatter" off the table. In all the games where I've been successful with the initial roll to come in, I'll usually end up destroying the War machine crew. However, after that combat, I'll either not be within LOS to make another charge, or if I persue, I'll go off the table (returning the next turn). In either case, I usually can't use my Tomb Scorpions for 1-3 turns.
I wanted to know if this is common, and if there are techniques I can use to use Tomb Scorpions more wisely.
I'm currently using an Ushabti model as a proxy, until I get my tomb scorpion models in. I wanted to know how different the bases are from one another; Is one larger or are they the same size?
Lastly, I wanted to let you guys know that I'm slowly building my units up. Here's a quick pic for the progress I've made thus far
Rudy Wilfred Picardo
Current Record (W/L/D) 143/112/60
Recent Battle - 1500 pt draw vs. IG player (mission: Seek And Destroy)
Scorpion is on the larger 50mm monster base (compared to 40mm Ogre sized base the Ushabti use).
You've got the tactics pretty much dead on. Make sure you deploy 10" away from any table edge, as close to the enemy you want them to kill as possible. They also work well for wizards, lone or not. If a wizard is in a ranked up formation, you'll want to place the scorpion where he'll pop up out in front of them or to the side for a flank charge assassination on the caster.
It also applies to a lesser extent to any character you want dead. Tomb Scorpions are amazing assassins. Pop one up and pray for a KB on one of those 4 attacks.
If they kill one character or a war machine crew, they've earned their keep. This is all you can expect of them. Do not engage them in any battle that's going to last more than a turn (unless as part of a combined charge).
You have it pretty much right. Just think about the initial positioning for ICFB, so if they come up right, kill and overrun, then its best if you can get them overrunning into another machine crew.
If they start in your deployent zone as normal, you dont need to keep them together. Often they can be useful more spread out, each charging small annoying units like scouts etc, and take them out.
I really like using scorps in my main battle line, (even swarms!) as they make a good partner to a tarpit unit causing wounds while the skellies bring the banner and other static points. ICFB is great when it works, but you can't count on it, which is contrary to the otherwise relentless nature of the Tomb Kings.
nice basing by the way...
I would advise against using them as a tarpit, they are really one of the few heavy hitters that Tomb Kings have. I would suggest almost always using ICFB and after they are done with assassinating, march them up behind the enemy for rear charges and cross fire for instant kills.
But scorpions cannot do rear charges or cross fire since they are only unit str. 4.
...or did I miss something?
Also. I didn't say to use the scorps as a Tarpit. They're not too tarry, nor pit like, but teamed up with said "skellie tar pit" they actually increase the likely hood that those skellies can be on the move after not too long as the scorpion provides the hitting power they lack!
They still get the 2+ for rear charges, they just don't negate flanks. I maybe incorrect on the cross-fire though.
It also says that in the main rulebook. Combat Resolution, page 38, paragraph 6 on the second column. Even more specifically, it's on the third line of that paragraph.
As for the original poster, I'd say that Tomb Scorpions are good Assassins. Place them in front of the unit want removed, the turn after that you can charge in, and focus all attacks on any character you want polished off, say a Wizard Lord.
Of course, I don't play Tomb Kings, but I thought I'd offer input anyways.
They are very fine assassins. my last game vs. Empire saw the generals head being removed with killing blow, also got a warrior priest this way.
For me, not using ICFB is the best as scorpions have a great move and charge range. They can run like defense positions in soccer. While the forwards and center have gone up for a kill, they're ready to zero in on any lone threats that get to close to our slow moving(skellies) or vulnerable(cata,casket) units.
I tend to only use ICFB when I feel I need an extra edge I gain only gain by taking a big risk. Like destroying a dwarven battery before I am blasted, is worth losing a unit because it scatters off the table or is buried too deeply.