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For tomb kings would a screaming skull catapult by vital? What else could be used instead for great effect?8X
Yes. I have not yet seen a seriously competitive list without one.
Against CC armies, if their battle lines reaches us in one piece, the TK stand no chance. We rely too much on flanks. The SSC breaks up a battle line, leaving them to either stand back and be shot at while they try to redress, or approach us with a broken line which has multiple flanks.
Against shooting armies, again, breaking up the line is paramount. Scorpions and Carrion do it well, but shooters tend to have lower leadership, and the SSC takes advantage of this nicely. Especially if you hit them at a nice angle and cause multiple panic checks through a line.
Add in the fact that its among the most accurate war machines in the game (Dwarves may get to reroll scatter, but we get to correct our guess range on the 2nd shot) and you've got a real winner.
Personally, all my lists have one in. The fact they are pretty cheap point wise, and can be fired twice, combined with their amazing rule which can break enemy lines faster than anything else ive seen just makes them too good not to have.
They are not Vital, but come very highly recommended by many players
Yes. As Nephthysis said, I haven't seen a really competitive list without at least one catapult at 2k. I mean maybe if Bone Giants were a bit better or cheaper then two of them, but for its points it is priceless. It is our only really tool to tackle dragons, steamtanks, treemen etc, and the best thing for killing big units.
Personally I don't think that they are crucial for an effective army. Personally I have never used one however I run a Cav army and my Rare Slots are taken up with Bone Giants...
I think it is more the style that you like to play... I have seen a few TK armies that don't have SSC that are quite competetive.
In saying all that they are really nice and in most armies they have a place but in others they don't.
Screaming Skull Catapults are, for their cost, one of the best war machines in the game, period. Stone throwers are regularly bad mouthed on various forum threads i have read and this is due to the random nature of their firing. Cannons do not scatter, neither do the majority of specialist war machines in the game, WL Cannon, Hellblaster VG, Organ Gun, they may have randomly determined distances but they do not scatter.
If you are good with your guessing, which comes with practice and is an art form in itself you eliminate one of the major inaccuracies in using the machine. If a shot is accurately measured it will hit dead on 1/3 of the time and if in a dense region of enemy deployment it may inadvertantly hit other units if it scatters. The misfire table is also quite forgiving! It is also a weapon with fabulous range meaning almost any target you can see is a valid one.
Then we get to the damage portion of our tour, what other weapon in the game is capable of taking out this range of targets (Hellcannons aside), from massed infantry to treemen. Under the hole its S8! and anywhere else under the template its S4 and it is capable of potentially hitting 21 models in a unit of 20mm basers with one shot, with no armour saves allowed. The fact that D6 wounds are caused mean 40mm monsters with T4 and 3W are prime targets as are larger monsters under the hole. Did i mention it also counts as flaming and magical, those tough treemen and treekin make a lovely bonfire when this thing hits.
Then the psychology section, if a wound/kill is inflicted on a unit by a SSC it has to take a panic test. These tests win games and I am very much an advocate of using undead to cause as many of these tests as possible. One shot can clip a couple of units and cause two panic tests with one hit. If you add to this skulls of the foe you increase the chances of said units fleeing!
If you use magic to repeat fire these weapons you are doing something very right! The repeat fire mode option has several effects first it eliminates much of the fear of misfire. A result of 2-3 can be remedied by magically giving it another round of firing. It draws out your opponents dispel dice and has a real psychological impact on your opponent! It reduces the inaccuracy of the weapon allowing you to improve your guessing in the following shooting phase if you miss.
As you can probably tell I am a big fan of this weapon, so much so that i have built my current army around two of the contraptions. Sitting back within range of multiple incantations i fire as many shots as i can before engaging the enemy. These two weapons will always recoup their cost if not through vp's gained then through the synergy they share with the rest of the force. They stall enemy advances, take away ranks and deal with tough and heavily armoured opposition improving our chances of winning in close combat.
IMHO this is THE NO.1 unit for the Tomb Kings and whilst they are not vital in all armies they offer you soo much power for your points.Nothing in our army carries the same amount of potential for the same number of points.What else could be used instead for great effect?
Last edited by LOTHAR-HEX; December 3rd, 2007 at 14:45.
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Such as what Molasses? I'm not saying your wrong but I'm curious what you think can be more effective for 90 pts in a TK army.
See the tomb scorpion
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Two SSC are widely considered to be rather unfriendly, BTW.
Does Depend on the power level expected in your group what the reaction will be.