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Tomb Kings My Will Be Done

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Old September 18th, 2007, 22:03   #11 (permalink)
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The Beasts of Chaos one costs the same (which i assume is what youre talking about) but the other two I looked up this morning were 10 or 15 less (I forget). Still that is not inclusive of all armies so it can still be edited.

There was something else I meant to add that I thought of while driving in the car, but now I can't remember ; ;


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Old September 19th, 2007, 02:55   #12 (permalink)
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Nice work

Just one thing, maybe change Scorpions Law 1 to 'take atleast 2' ?
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Old September 19th, 2007, 03:14   #13 (permalink)
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haha but all the special choices are so good in a 2k game you can't take 1 of each then

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Old September 19th, 2007, 03:16   #14 (permalink)
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I would say take atleast 2, but in my Liche High Priest list, I only take 1 .
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Old September 19th, 2007, 04:19   #15 (permalink)
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We can vote on it but realistically while 2 is a very good idea sometimes you just want to take 1 maybe you wanna take it easy on your opponent maybe you really wanna try 3xtomb guards or maybe you really wanna get a first turn charge off against a warmachine with carrion.

So in a tournament list i would recommend 3 plus a unit of tomb guard but general play 1 is req any more is up to the user

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Old September 19th, 2007, 05:51   #16 (permalink)
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The only thing that keeps the Scorp from being OMG take 3 is the whole US 4 thing. Synergy at least ties the 5 carrion unit with them in usefulness. Lose the chance to kill a Lord, gain the ability to kill anything that panics from the SSC.


P.S. Edited the entry for Blade of Setep after going through the army books at the local GW store tonight, as there seems to be no standard price for "no armor save" weapons. Edited the Crook and Flail entry with the tidbit I thought of in the car, then forgot, then subsequently remembered again.
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Old September 20th, 2007, 01:56   #17 (permalink)
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Ok above is the first draft of the Tomb King tactica (not too bad for an hours work, i hope!)

Its the first time ive written something like this so i hope its up to scratch. Its quite likely ive missed quite a few (key) things, so if anyone has anything to add feel free to let me know, promise i wont be offended by any comments.

Some of the sections such as the 'Strs and weakness' and 'useful magic items' are personal opinions i compiled off the top of my head, i think they can be expanded a lot more wth other input.

I just put the blue headings in to make it slightly easier to read as it is. Im assuming the final tactica will have a universal style and layout? Personally i like the way Nep and Carni have laid theirs out so far.

Ok so, not leaving this behind as there is still quite a bit to do for the king, but y next project may as well be the Tomb Prnce if your ok to put me down for him Spec. Ill use the same sort of format as i did for the King, infact quite a bit of the tactica may be similiar....
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Old September 20th, 2007, 02:46   #18 (permalink)
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I thought it was very good summary of all your points. the one thing I would recommend would be listing the tactics
-Defensive fire base, where he is in a unit of tomb guard defending a hill of archers SSC's and a Casket
-Refused Flank (either in a chariot unit or a Tomb Guard unit, TG guarding the flank or chariot pushing the flank)
-Centre Annihilation (personal Favourite) taking a TG unit with icon of rakaph and a DOE and smashing through the middle unit of an enemy and then being able to turn and annihilate a new unit each turn.

those are the ones that come to mind though I'm sure others have ideas (a better description on the road block tactic) what your hoping to achieve who to take on, who not to

I think you covered his use of magic really well I liked how you explained movement as so vital at the end while smiting so vital at the start I also think we should make special mention of the smiting spell use in combat with the DoE as this combo can be used to assassinate chars long before they get a chance to retaliate!!!

Overall really well written covered everything very effectively

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Old September 20th, 2007, 03:36   #19 (permalink)
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Quote:
Originally Posted by Deceiver View Post
If you are looking for more protection for your King while he gets into combat, he can always join a unit of Heavy Horsemen in order to gain a Look Out Sir roll and so missiles will be unable to randomise and wound him.
Characters in chariots can only join chariot units, not cavalry.

Our Heavy Cav would be 100x better if we had the option of putting a King or Prince on a skeletal steed and running with them, but that is a subject for another thread


Otherwise awesome job. I especially like the common loadout recommendations. A short common tactic/deployment strategy section like Carni suggested would rock out too.
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Old September 20th, 2007, 06:06   #20 (permalink)
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Ok fixed a few typos and spelling mistakes from the original post and i've updated the format

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