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Tomb Kings My Will Be Done

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Old June 7th, 2009, 22:14   #101 (permalink)
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thats a really cool idea. constructs get it so why not really hard skeleton warriors (providing they make tomb guard harder


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Old June 8th, 2009, 12:49   #102 (permalink)
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thats a really cool idea. constructs get it so why not really hard skeleton warriors (providing they make tomb guard harder
The human body is also built with bones, not harder nor weaker than the bones of the dead... To slice a man and a skeleton should be quite the same thing BUT...

If there was a rule for skeletons and arrows fired at them, it would be cool. The skellies have no internal organs, and so, would not easily suffer by piercing hits (arrows).

Maybe it could be a -1 to hit modifier when firing against a skeleton for this sake
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Old June 27th, 2009, 00:51   #103 (permalink)
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I don't need skeletons to be better, they do their job fine, they could be a bit cheaper, but whatever I guess.

The only thing they really need to do in 7th is reduce the cost of priests to a reasonable level, I totally don't get why they cost more than a tomb prince...

Cavalry could also do with a fix, just cutting the cost just wont do it because they'd still be almost useless (just cheaper uselessness). I don't really know what to do with them, a stat boost would make them more viable, but wouldn't really be in character. All they are presently is more expensive skeletons that move slightly quicker (which isn't really needed of a skeleton).
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Old June 27th, 2009, 03:33   #104 (permalink)
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As stated before, skeletons wouldn't be phased in the least by an arrow through their chest ect. But then again, if you lopped off an arm they'd still jsut keep hacking, if you sunk an axe into it's skull it'd probly keep going too. The way I se eit, they will jsut keep going for the enemy until they literally dont have the parts required to go after em anymore. Maybe to represent this skeletons could have a 6+ armour save (similiar to scaly skin kind of save in a way) which can be combined with LA, shields ect. I suppose VC players might have a cry as they heir skeelies wouldn't have it but the TK skellies are driven by the immortal and insatiable will of a prince/king and the VC skellies are jsut a bunch of sad bones of some random area raised by a cheeky necro. Maybe? A HW/S/LA skellie would therefor have 3+ save in melee, and would cause fear and immune to phsycology and the fact taht they have a measly WS 2 and lowish strenght might help to balance that. Thoughts?
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Old June 27th, 2009, 03:54   #105 (permalink)
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Hmm that gives me an idea. You can hit them, but they are undead. Which means they can just keep going. It may just be me but does regen seem to fit for skellies. You can cripple a skelly warrior but it can just rebuild maybe? I mean it gives them a good save. It would make them not need armor which makes sense for a desert army, and it makes them really hurt by fire. Makes sense for an egyptian themed army to be vulnerable to fire (mummies and such).

Sure VC doesnt have it but who cares. They are really good as it is, and if we are gonna base what TK gets off of what VC gets, it will be the same army with a different theme.
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Old June 27th, 2009, 10:02   #106 (permalink)
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Possibly just Regen to shooting attacks S4/5 or less or something like that.
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Old June 27th, 2009, 10:51   #107 (permalink)
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even just a 5+ regen? with no armour. i think rgen on basic skellies would be sickening, but a 5+ rege would be on par with other newer armies. even bret knights get a variable ward save ad they have stacks of armour and a silly formation, and bloodletters are t3 wih a ward save and still go down hard if they get hit, and thy have much highter weapon skill and strength and killing blow. so i think that a 5+ regen on a ws2 t3 str3 unit will be handy but not overpowering
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Old June 27th, 2009, 18:03   #108 (permalink)
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Overall, the Tomb Kings Army Book is balanced and unique the way it is now, but there are a few tweaks which could be made. I would like to see GW omit the Death rule of the hierophant. I think someone else brought this up in an earlier thread, but I like the idea of letting the death of the Hierophant go. The Hierophant should still have to be taken, but if he dies the army should not crumble. To me this does not make since because it is the Will of the Tomb King that keeps the army standing (I do not know who to credit here but I think I saw this on an earlier post). If the Tomb King/Prince dies, then the army should crumble. If they did implement this then they should beef up the prince and Kings stats a little/make them more expensive. I would also like to see a bigger variety in useful magic equipment. As far as the Icon bearer goes, He should not cost a hero slot, but instead increase his points to compensate not being a hero slot. I would not like to see "heavy army" on any of the units, as I agree; it would not fit the fluff. Instead, maybe something like Khemri armor, any units wearing this could have the benefits of light armor and a 5+/6+ ward save attached to it. Khemri armor would be saved for units of ushabti, tomb guard and maybe Chariot units only. These are all just thoughts though. Also, like everyone else, I would like to see either a points drop in the bone giant, or stat increase. Tomb Guard needs to be tweaked a bit as well. They should be more customizable (can have hand weapon/shield, two hand weapons, or great weapons), and maybe a stat increase to two attacks, or wounds. Heavy/Light Horsemen need to be tweaked, Points decrease would be fine. I do not like the idea of Kings/Princes riding Skeletal Steeds. Instead, to make the option of taking a King/Prince on a chariot more deadly, a King/Prince should have an extra 50pts to spend on "chariot magic Items. I do not know if this would be overpowered, but I do not like having to spend precious magic item points on my chariots, and anyways our charioteers are supposed to be unmatched so this would show how good our chariots/chariot riding skills are. Having different chariots to choose from that have different powers/attributes too would be cool. There are a few other tweaks I would make but these are the main ones. If I took anybodies ideas/thoughts I am sorry for not giving citing you in the post. I do not know if these ideas are overpowered or not, but feel free to tell me what you think of them.

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Old June 30th, 2009, 18:55   #109 (permalink)
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What about giving undead constructs a ward save instead or in addition to the normal save? After all, they are held together by magic, not by normal living body means.

I would also suggest not allowing summoning more than the starting amount (which VC do), but perhaps an increase to the summoning effects. Purchase 'levels' for the priests, and their level increases the number of wounds healed. Not only should higher level priests be able to chant more incantations (such as the LHP gets 2x while normal get 1x) but their effects should be better. This way, although the TK skeleton blocks still aren't as numerous as the VC, they are able to perform the same tarpit duties the VC skeletons do. Instead of numbers, they can better rely on restoration.
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Old July 2nd, 2009, 13:52   #110 (permalink)
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I would also suggest not allowing summoning more than the starting amount (which VC do), but perhaps an increase to the summoning effects. Purchase 'levels' for the priests, and their level increases the number of wounds healed. Not only should higher level priests be able to chant more incantations (such as the LHP gets 2x while normal get 1x) but their effects should be better. This way, although the TK skeleton blocks still aren't as numerous as the VC, they are able to perform the same tarpit duties the VC skeletons do. Instead of numbers, they can better rely on restoration.
Very good idea, mate Keep on writing good ones here
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