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Find a way to convert them into Chariots
Alright, I'm starting out a TK army, and have decided to purchase the Battalion Box (because if GW is going to give me a way to field an army, cheeper, I'm going to do it). I know what I'm doing with the Skeles (HW & shields) and Chariots (3 normal chariots), but I will have 8 cavelry models that I won't be using for the start of my TK career. What I'm cuiriouse about is: How should I equip them, Light or Heavy?
Assuming youll only get one batallion, then chances are you will only ever have 8 Cavalry. If you want to use Haevy Cav, then ideally they need to be in large units (10-15) which come it quite expensive, as well as having a magic banner, and an Icon bearer would be a good choice to lead the unit.
All in all, not the best idea, imho, when there are far better things to spend points on. If only a prince could ride a horse, then Hcav may be more widely used and viable.
Id say make the cav you have (6 of them atleast, you can keep the other 2 for sparee bits, no harm in that)
Light cav can fill a generally decent role. Cheap, expendible, fast, flankers, distraction units, even their bows may get a kill once in a while
Basically when starting with the box set, my general advice is this:
3 Chariots, no command. Add a ''banner pole'' to the back of one chariot. If you wish to later on, you can always class it as a banner.
10 Skellie Bowmen.
19 skellie warriors, HW/S
FC for the HW/S unit (3 remaining skellies) Dont have to be used, but then you have them as an option.
6 Light Cav.
2 spare cav bits.
I say use Heavy cav. Once you allready have bowmen, some heavy cav wound't hurd. And besides, I use them both, light and heavy. Allthough, I say that against to my opponant. So, it makes little difrend.
Allthough, once you play a tournament, you must have the good models.
My advice, buy another pak of horsemen. You'll have a unit of 16 heavy horsemen. And, a 15 unit size of heavy horsemne cause fear, 16" charge move, is a dealthy unit. Give them a war banner, Et Voìla!
I use heavy cavalry, and field them in a unit of 6 (standard spear & shield), with no command models. They work well when charging along with some other unit.
Pros: very cheap, good flankers when combined with other units, a good US for outnumbering
Cons: actually quite weak in combat, not very manoeuvrable
Possibly a pro or a con: opponents often think they're better than they really are, thus concentrating fire on them.
Covert at least one of the cavalry to a priest.
I did this by swapping a spear head for the head off the two handed glaive thing you get on the chariot sprue.
You could also consider attaching 3 spare skulls.
Attach with thread for the real jangly effect.
Drill a hole through the top of each skull.
Glue a piece of thread into this, wind round the shaft and glue with pva or superglue.
You could also consider converting one of your infantry to a king/prince in a similar fashion but without the skulls.
Any chance we can get a picture of the converted priest??
These pictures certainly remind me photography is definitely not my forte.
Here's some minor conversions I have done on my TK stuff.
I don't really bother so much with major conversions any more.
Still considering whether to bother with the bat-winged skellies ( substitute carrion ) I started,
I made the wing bones (armatures) for one.
Milliput over these, epoxy them on and attach grease proof paper remains....
I personally prefer Heavy Cavalry in Tomb Kings. They're much, much more tough, but still they are no true Heavy Cavalry. As their function of Medium Cavalry, they are great for support. Light Cavalry, in my opinion, is more used to just randomly harass. However, I am relatively inexperienced with FB, but this is what I see in them.
The ability to reform as they go is quite a plus for light cav.
This means you can move from line to file inbetween two units and then turn to face the flank of one... and still shoot the one behind you if you want to.
That flexibility is significant if it fits your style of play.
If it doesn't then there is one plus still left.
Tthe potential for a bit of shooting.
Being able to move 8" and then shoot can be useful in rooting out skirmishers or whatever.