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Old July 2nd, 2009, 17:30   #111 (permalink)
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As a new player trying to pick out an army I was really attracted to the look. I love undead and I like the dry sunblasted skeletons, mummies, liches, and bright golds and royal colors better than the dark VC style.

But going through the army lists (a quick look) they seem very underpowered, compared to WoC and VC which are the other armies I'm considering. I ordered some army books to read the fluff and make a better decision. So this army is due for a new book? No wonder it was only 5 bucks!


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Old July 2nd, 2009, 17:35   #112 (permalink)
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Originally Posted by trustey View Post
As a new player trying to pick out an army I was really attracted to the look. I love undead and I like the dry sunblasted skeletons, mummies, liches, and bright golds and royal colors better than the dark VC style.

But going through the army lists (a quick look) they seem very underpowered, compared to WoC and VC which are the other armies I'm considering. I ordered some army books to read the fluff and make a better decision. So this army is due for a new book? No wonder it was only 5 bucks!
TK is not an army that is easy to master... It takes time to use the TK forces (who are seemingly weak), but when they are mastered they can really make some good games.

It is true... TK is not over-powered - - - TK is full of tactical benefits, idle to be used
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Old July 27th, 2009, 08:19   #113 (permalink)
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Quote:
Originally Posted by Nagash View Post
TK is not an army that is easy to master... It takes time to use the TK forces (who are seemingly weak), but when they are mastered they can really make some good games.

It is true... TK is not over-powered - - - TK is full of tactical benefits, idle to be used

That said ... could you tell me what the strong points are of TK?
Coz with O&G i seem to have played with a loosing army ...
Then again ... that could have just been me ofc


All joking aside ..
What are the pitfalls of a starting TK player and what must i do to prevent them?

ur thoughts plx
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Old July 29th, 2009, 18:33   #114 (permalink)
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I would like to see tomb kings have acsess to more rare choices because people only eva use screaming skulls (mainly cos there awsome) but it would be nice to have a bit more variety

Icon bearer needs an update MAJORLY as do light horsemen.

Ushabti having magical attacks because of there blades? Also giving them light or heavy armour is needed

Better saving throw for constructs because 5+ doesn't save anything now a days

Tomb Guard need to become cheaper of better because atm they are just lightly armoured grave guard

Skeleton warriors dropping in points. 8 points for an unarmour skele bowman is far to much IMO

Tomb King becoming just a little bit cheaper.

If games workshop arn't bullying other amires swarms should no longer count as core but take away the 0-1 limit

I would like another character or to? Maybe liche priests being able to be constructs like in some of the backround stories but i'm not sure if this would work

More magic bannners that are actully worth taking.

And thats my say
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Old August 1st, 2009, 05:53   #115 (permalink)
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Tomb King becoming just a little bit cheaper.
Eh, no That wouldn't be good at all, since the TK already is a !cheap! Monster Character
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Old August 1st, 2009, 07:41   #116 (permalink)
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Ya he is very good and should cost no less than he does now.

Now dont hate on me too much here but I really hope they dont give TK too many things in the new book. Honestly you guys are really good. We have a TK player at my store and he is a tough opponent to beat. TKs arent an easy list to master but once you do, your not an easy win at all. Too many buffs to this list and good TK players will start steamrolling.

I really think you guys deserve some new models though.
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Old August 1st, 2009, 13:38   #117 (permalink)
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As said above TK are one of those armies where the rules are fine, not great for beginners, but after a few or alot of games they are one of the toughest because of annoying charges ressurecting models etc. Very tough to beat, so the rules arent that bad. Just the model range, the Catapult and Scorpion are too difficult to make from what Ive heard and seen, and more variety in Lichie Priests. I've never played as TK, but going against them and from reading the book, this should happen:

Icon Bearers being worthwhile

Bone Giants being the equal of SSC's so there is a bit more variety in lists

Skeleton Warriors being cheaper

A new unit, just to spice things up a little bit

And NO monstrous mounts, thats a crazy idea and wouldnt look good in a TK army at all.
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Old August 2nd, 2009, 12:16   #118 (permalink)
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Icon Bearers being worthwhile

Bone Giants being the equal of SSC's so there is a bit more variety in lists

Skeleton Warriors being cheaper

A new unit, just to spice things up a little bit

And NO monstrous mounts, thats a crazy idea and wouldnt look good in a TK army at all.
Agreed Though some other options are available, these are the most certain...

//Nagash
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Old August 2nd, 2009, 12:54   #119 (permalink)
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Maybe just having a sphinix as a different type of constuct?
as described in the current tomb king backround
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Old August 5th, 2009, 16:31   #120 (permalink)
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**WARNING: LONG POST**

Since we're wishlisting...here are my thoughts on some possible ways to improve our army (some of them may be somewhat overpowered...I apologize in advance, I'm just tossing out ideas): NOTE: My ideas are probably silly/overpowered...but they sounded cool when I thought of them.

CHARACTERS

*To alleviate/eliminate the General/Hierophant conundrum (which drives me crazy at 2k and below), allow Tomb Kings and Princes to purchase an upgrade (or an enchanted item) to allow them to cast Incantations as a Liche Priest (but not LHP...let's leave Settra with something, I suppose) in addition to MWBD! As such, said upgraded TK/TP can function as both General and Hierophant (if no LHPs are used) and generates an extra dispel die.

*Mummified characters/units should get a +1 armor bonus as some sort of magical protection...to compensate for no heavy armor.

*Hierophants cast their Incantations with a +2 bonus (not MWBD! if your Hiero is also your General).

*DO NOT CHANGE THE NATURE OF OUR MAGIC!!! It doesn't work like other races magic and as such, should be harder to dispel/counter. -1 penalty to dispel for LP only, -2 to dispel for LHP only. Does not apply to TK/TP who are also LPs. To balance this, maybe make it harder for us to dispel traditional spells also if this is viewed as too OPed by itself.

*Make the Vengeance incantation worth using...increase to 2d6.

*Add a few new incantations to give us a total of 6. Maybe one that duplicates the effects of the Mirage Standard. And another "quicksand" type spell that impacts enemy movement maybe by making the targetted unit unable to march?

*Improve the Icon Bearer via additional/better standard options and/or the ability to cast the Incantation of Urgency on a unit as a Tomb King (within 6") that is not able to be dispelled in any way. Maybe even give him an additional attack so that he's better than a TG champion, but worse than a Prince.

*Add a few fluffy and effective Hero level characters. Why are all our characters friggin' Lords?!? An Ushabti character for construct heavy armies (akin to Troll King Throgg). Also a Barrow Wight (or was it Barrow Lord? I'm at work and don't remember/have my book) character that further upgrades the Tomb Guard.

CORE UNITS (make Warriors and Archers different unit choices)

*Make LA/S standard equipment on Skeleton Warriors. Spear Upgrade (+1/model). Flail Upgrade (+2/model). Spears will still suck but at least charging skeletons would be moderately scary! Spears should ASF vs. all chargers but GW is being hateful.

*Make LA standard on Skeleton Archers (mainly for yucks). Arrows of the Asp Upgrade (+2/model). Being forced to run a special character for this practically necessary upgrade is silly imho.

*Light Chariots crewed by Skeletons made into a Core Unit otherwise, as is. Cannot have more Light Chariot units than units of skeletons (archers/warriors combined).

*Eliminate Skeleton "Heavy" Horsemen (useless, use Light Chariots instead).

*Arrows of the Asp Upgrade (+2/model) for Skeleton Light Horsemen.

SPECIAL UNITS

*Heavy Chariots crewed by Tomb Guard 80-100points per model? Follows standard chariot rules with all traditional chariot upgrades (i.e. scythed wheels). Cannot rank up/form units. Crewed by a TG champion who may take a 25 point magic item of choice and a TG driver (la/tomb blade). TK/TP/IB can all opt to ride a standard chariot as opposed to a Light one for +cost.

*Tomb Guard get +1WS and option for additional Tomb Blade OR GW Tomb Blade (+2/model). Mummified unit (see above). Tomb Guard now are pretty nasty imho. No they won't be Swordmasters...but they won't be "more expensive skeletons either."

*All undead constructs have MR1.

*Ushabti get Light Armor included in price, heavy armor upgrade option and option for an additional ritual blade (+4/model each). Constructs shouldn't have armor restrictions!

*Carrion US2 each. Maybe reintroduce Carrion mounts for LP/LHP?

*Tomb Scorpions are too good for their cost. Raise by 5-10 points.

RARE UNITS

*The SSC is by and large fine as is...I'd like for flaming skulls to be a 5pt upgrade instead of standard but that's not that serious. There are times when you do NOT want to hurl flaming skulls (i.e. at Dragon Princes). Keep them magical however.

*I actually like the Casket of Souls as is...maybe a slight reduction in price, but I don't want it undispellable nor moveable. 4 CGs instead of 2 would be nice and for the love of all that's holy, give them the ability accept challenges for the LP since they have TG Champion stats. Oh, allow the LP to "sacrifice" 1 of the CG to the casket per turn for an increase in power...either for a d6 to the power level or to add a d3 to the effect. But once sacrificed, this TG may not be raised by the Incantation of Summoning.

*Increase Carmen...err, the Bone Giant's WS to 4. Make Unstoppable Assault applicable on all attacks regardless of whether he charges or not. Allow bow upgrade, GW upgrade (yes, I said it...we need some way to handle big gribblies and I don't really want a dragon/sphinx either). Maybe even make him Frenzy after he's down to 3 wounds or less.

*We could probably use another Rare unit for variety. I can't think of anything new though...plenty of ideas have already been tossed out. I rather like the Giant Sandworm idea (reminds me of Dune and D&D Purple Worms...always quality to be swallowed whole).

MISCELLANY

*Undead should be able to stand-and-shoot. I have no problem with not being able to flee but only being able to hold...really?!?

*Undead creatures should not be affected by diseases or poisons, nor should any construct. But that's the D&D nerd in me speaking. I mean seriously, how do you give a skeleton the plague? How do you poison a stone statue?

*Give us an expanded magic item list with an item capable of granting a character Regeneration and a shield that would make one mummified character not flammable (but don't allow them both on the same character). Banners with each standard incantation bound to it is pure win!

*And please...more magic defense. For an army so reliant on the magic phase for success, our magic defense is terrible.

*Give us Hatred vs. VC
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