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Tomb Kings My Will Be Done

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Old March 31st, 2008, 05:48   #21 (permalink)
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Hmmm... after thinking about it a monsterous mount does make sense in the form of an undead dragon. Warmaster fluff states the Tomb Kings did ride dragons and have them intured with them upon death. Basic stats of a zombie dragon with a couple changes. A 4+ armor save representing the 5+ scaly skin save of the Zombie Dragon with light armor added on. Is considered flammable like the King and Prince is. Could only be ridden by a King.

Maybe some form of "Elite" chariot group. I know that it was only nobility whom rode chariots but I think it would be nice and perfectly fluffy if there was a chariot equivalent of Tomb Guard.

For Tomb Gaurd I think a special rule like "The King's Guard: The most loyal of his soldiers in life the Tomb Guard continue to protect their King even in death. A Tomb Guard unit joined by a Tomb King or Tomb Prince have the Always Strikes First rule." I think their basic statline is fine (for undead anyway) and I don't want them to turn into Grave Guard clones.

And like other players I would like to see the Bone Giant trial rules to be made legal. A Bone Giant with a Great Weapon? Yes please! Ok and a slightly higher WS.


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Old March 31st, 2008, 07:01   #22 (permalink)
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Well i suggested this in a different post about monstrous mounts, and honestly i don't like the zombie dragon idea too much nor the sphinx. IMO i think IF we would ever have a monstrous mount, it should be a giant Asp snake. This can easily made with fluff and what not, and is still fitting. I mean the sphinx is an idea too, but seems outta style for TK's.

Giant Asp Snake

M: 6
WS: 5
S: 5
T: 5
Atks: 4

Specials: Causes fear, poisoned attacks, strikes first.

Then we can really get out there.....making it something like a dragon killer, since we lack with firepower against HUGE monsters/dragons...

So maybe make some sort of system similar to a slave giant that injures dragons and such. Like wrapping around the enemy giving them no attacks for the turn on the roll of a 6 or something. I dunno, just cool stuff.

As for everything else, it should stay the same except BG WS and make the IB useful, and bonus spell.
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Old March 31st, 2008, 10:11   #23 (permalink)
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Weapon skill 5 seems kinda high for a snake. And striking first seems kinda harsh. It woulkd be kinda out of sync with the rest of the TK army.

As striking first is either a special character thing, or a high elf thing.

How many wounds would it have, and initiative.
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Old March 31st, 2008, 20:39   #24 (permalink)
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I dunno, was just an idea...I gave it first strike just cause snakes are very quick at striking. Its only natural.....otherwise having a snake that can't be fast atking wouldnt make sense. Maybe WS is a bit high so WS: 4 then. W: 3 I: 7? lol.
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Old May 1st, 2008, 11:09   #25 (permalink)
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Hey all

Just a few of my thoughts.

Great weapons for tomb guard, the ones guarding the casket get it why not anyone else.

While we are talking about the casket more crew so it is harder to kill, even just a total of 4 tomb guard protecting it one on each corner.

Increase in ws as discussed for bone giant.

I dont think giving the ib weapons options would work as no other battle standards get them.

Reduce cost for skellies.

Tomb guard on chariots (hell yeah)

More special characters (other books have like 1 though not Phar as I already use him and I don't want every one else to grrr....

Scorps and ushabti to stay as they are.

maybe tweak the curse and possibly make the magic a bit more powerful, played against my mates magic heavy skaven and vc armies and he owned both magic phases very easily.

Oh well just my thoughts.

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Old May 2nd, 2008, 06:29   #26 (permalink)
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Well if they keep our Tomb Guard in Light Armor, I'd either like to see us get a point reduction or perhaps an improved killing blow, maybe on 5+ instead of a 6+. Something to think about. Or maybe 2 attacks each. Just something to differentiate Tomb Guard from Grave Guard.
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Old June 20th, 2008, 04:42   #27 (permalink)
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If they do put a sphinx in then if it gets in to CQC U ask your opponent a ri8ddle if they get it:

Right-That unit is destroyed
Wrong- Sphinx and rider destroyed
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Old June 25th, 2008, 13:47   #28 (permalink)
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Here's my Sphinx idea. Usefull, but not overpowered. I think it could be nice.


Rare slot.

M: 5
WS: 3
BS: -
S: 5
T: 5
W: 4
I: 3
A: 3
Ld: 10

Special rules: Undead Construct, Scaly Skin, Fly, Hypnotizing Gaze (units in CC with Sphinx has WS reduced to 1 [or at lest models in B2B with Sphinx has WS reduced to 1]).

Points cost: hmm... don't know :-)
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Old June 29th, 2008, 01:43   #29 (permalink)
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okay, i guess the only thing that would be would make the skellies cheaper, and the BG weapon options. i mean if i want a unit of heavy cavalry, like some have said are needed, ill just grab a unit of dogs of war and trick 'em out to look like Bedoiun raiders. That wouldnt be odd as there are mentions of necropolises that have human inhabinants and warriors along with skelly warriors, fighting side by side. I also think that TK's should have like scribe attendants for an upgrade that like, I dunno, be like body guards or add +1 to "MY Will Be Done" up to a maximum to +2. because c'mon, what pharoah (since the TK's are Egypt) didnt have a scribe or advisor, or something like that? Putting in Sehesmet would be a good new Special Character.

one more thing, an whole new unit, like a special choice (only 4 c'mon, lets get some variety)
ideas for a new unit.

jackal warriors, pretty much mini ushabti, except with armor peircing sickles, and the stats of a tomb guard.

slaves, just make 'em core and use em as meat sheilds and make em worthless

heavy chariot option for the tomb king.

welll thats all i gotta say
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Old July 5th, 2008, 04:08   #30 (permalink)
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I find that the TK list is still pretty solid and there are only a few issues that need to be addressed... The first is something needs to be done with the Icon Bearer! As they seem to be just such a waste and need to be made more viable... I think that if they just made it so it didn't take up a hero slot then it would be viable in itself then... but there has been a whole thread dedicated to this predicament which had many nice ideas.

The second thing which I would like to see done is something about Tomb Guard... they need to be a vaiable option and not so easily overlooked for skeletons which I personally find are more effective for their points. Whether this is by making their killing blow more powerful, giving them a new special rule like armour peicing, giving them an extra attack on profile, who knows but something need to be done to make them a viable choice.

Then you have the bone giant... if they were to fix all these things up I would be a lot more happier with the list. That being said I am really happy with the list generally. They seem to be the only three things which need to be addressed in the list... Although giving Ushabti light armour would be nice.

Now onto the things which I would like to see added... hmmm... I think this is something that is hard to work out really mainly because I have found that our list seems to be quite well balanced and if they would fix some of the unit that don't quite work then it would be interesting.

One thing which I feel would be quite nice is some real heavy cav rather then the ones that we currently have at our disposal, sort of like a tomb guard cav unit made up of nobility which would be a special choice, stat wise something similar to I dare say bllack knights but with some more TK feel... in short a 3+ armour save and S4, T5 but flamable or something like that. maybe even give them lances??? I don't know???

I would like to see Tomb guard get a few more options... these guys are the elite warriors and as such I think would have been armed better than skeleton warriors with things which were more exotic so options for things like great weapons would be handy.

It would also be good to see a sphinx as an option in the list, the hard thing to do is know how best o represent it in the game... maybe stat wise it could be similar to a zombie dragon however with a better save and instead of breath weapon it has a "gaze" ability which means that units which must pass a fear or terror test due to the beast must do so on 3d6 and take away the lowest roll... That is just a thought... it would have to have a movement of 7-8 and not be able to fly... and cannot be mounted. That is the way I am seeing that it might work and stay balanced... and the bone giant would still be able to hold its place as the sphinx would be a lot more points...

Those are just some of my ideas that have been floating around.
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