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Right, Ive looked at the book, and have been talking a lot about weapon/item combinations.
(please excuse the spelling, I dont have the book handy)
Does a King with the Spear of Antarak, scorpion armour and the collar of shapesh really seem worth the points?
Ive been advised to sit that particular king in a unit of Tomb Guard.
The Spear and Collar are good, although generally the spear is more of a Chariot weapon, i find Str modifications more useful on foot. As for the Scorp Armour, never take it. It means you are half expecting to loose combat before you begin the game, and with a King in a full TG unit with max static Res and FC, that really isnt a good idea. For the Scorp armour to do anything you need to be loosing combat by atleast 4, and given you have a static of 3 ranks, banner, likely outnumber too, then the enemy will be getting +9 CRes against you. And if your hardcore 600pt unit is loosing to 9, then the rest of your army really doesnt stand a chance...
The most common King combos that you see are:
Note - if your King wears the Collar of Shapesh, I find it's best to put him in a unit that contains the Banner of the Undying Legion - that way, the King's 'armor' is self regenerating to an extent and doesn't necessarily need a Liche nearby.
- Tomb King with DoE and Collar of Shapesh
- Tomb King with Great Weapon and Collar of Shapesh
- Tomb King with Cloak of the Dunes, Spear of Antarhak and Scorpion Armor (I refer to this as a 'Stubborn King')
- Tomb King with Flail of Skull or Spear of Antarhak in a chariot (sometimes flaming), maybe some magic armor or enchanted shield and in a chariot unit.
Some combos that I've experimented with are:
- This is another 'Stubborn King' combo, except it has a few advantages. First, it frees up the Cloak of the Dunes for the Hierophant while still maintaining a relatively decent movement value. Second, the enemy alignes to a character in a chariot (unlike the King who is just on foot), so this King can effectively redirect an enemy charge to expose a flank. Third, the main use of this King is to tie up a unit all on his own so another friendly unit can destroy the target, however, he is still a threat to small cavalry units or certain MSU units and skirmishers.
- Tomb King in chariot with Spear of Antarhak, Scorpion Armor and Golden Eye of Rah-Nutt.
--Note, I've experimented with swapping Chariot of Fire with Golden Eye of Rah-Nutt. In my experience, I've found it better to run the King right up into the enemy's face at an extreme angle so as to expose their flank when they charge next turn rather than charge and get the impact hits, so the added survivability is a little more handy in my opinion. Be aware that the chariot is just a delivery system. It's expendable, but the ward save helps it get there.
- He joins a unit of 15 Tomb Guard with full command and War Banner also an Icon Bearer with Icon of the Sacred Eye. This is a unit designed to lull a much larger enemy RIF into charging them and then be decimated by the preemptive counter punch. The King always goes first, and with the Icon Bearer, get's a +1 to hit, so most of the time, will hit on 2s (Plaguebearer, Dryads and Wardancers I think are the only non characters who he'll hit on 3s). Also with +1 attack, you can bank on hitting with 4, maybe all 5 attacks if you're lucky. Against T3 enemies, you can also pretty much bank on 4 or 5 wounds too. You will most likely wipe out the enemy's entire front rank, save for the champion, who might be at -1 attack due to the Vembraces of the Sun (depending on the respective locations within the unit). Then all the Tomb Guard and Icon Bearer get to attack as well (at +1 to hit mind you). With Str 4, and hitting most stuff on 3s, you can expect two or three more kills. So if an enemy charges, they're facing: Two ranks, Standard, Warbanner, Icon Bearer, maybe outnumber, and somewhere between an expected 4-7 average kills. You're looking at about nine for combat res. I've been charged by 30 Savage Orc Boys and had them bounce off and flee from this unit. The King is also a detterent to flanking units of skirmishers or fast cavalry if he's placed on the threatened corner of the unit. The King is also pants to kill because he is T5 and five wounds with -1 to one enemy's attack.
- Tomb King with Crook and Flail of Radiance, Armor of the Ages and Vembraces of the Sun
One final one:
This unit is devastating on the charge - and being chariots, you can possibly see several charges in the course of a game (the first time I used this combo, I charged six times with it.)
- Tomb Prince in chariot with Flail of Skulls. Joins three man chariot unit with standard and Icon of the Sacred Eye.
Amongst the slew of impact hits and poop load of regular attacks that chariots dish out (at +1 to hit! - yes, I really like that banner!) The Prince will hit most things on 2s, and with the +2 strength that the flail affords him, will wound a lot of things on 2s as well. Also, because of the special rule governing the flail, you can trust this unit to put a beat down on the enemy's TEQs (Trolls or equivalent) or Giants, Chariots, whatever with multiple wound characteristics - Just look out for Dragon Ogres and Kroxigors, unless you're charging them from the flank.
Hope this helps.
This has helped a lot. Currently, Im only able to play 1k games, so Im running either a prince with the collar and a great weapon, or a prince with the collar, sword of might and shield and l armour.
I might as well purchase the king in a chariot. Just for experiments sake. Plus, I will have to buy Tomb Guard soon too. *cries at the impending dent in my wallet*
I'd almost always run your King or Prince with a Great Weapon on foot. They are one of the few things we have that can hit hard in CC.