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Tomb Kings My Will Be Done

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Old July 25th, 2008, 19:25   #31 (permalink)
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I know it's a pretty old thread (20 days to be exact), however i really would like to put in my version of the sphinx

The stats don't really matter but undead construct and maybe T5?

The important point i would like to get to is that maybe give it a skill that works the following way to simulate it's incredible impact it probably would have on one persons mind:

When in CC instead of attacks you roll 3D6 and discard the lowest.
Compare it to the enemys LD and for every point the roll beats the units LD, the unit suffers a wound. FOr example:

THE TK Player rolls 5,4 and 2. discard the "2" and you have "9". Let's say he is up against goblins for example. They have LD6. They suffer 3 wounds without armour saves OR Ward saves? Beacouse logically a wardsave shouldn't protect you from psychic powers driving you mad or? I dunno...

This might be similar to the Tomb banshee... But heck i would be pretty scared if i saw a frikkin walking sphinx.


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Old August 4th, 2008, 22:35   #32 (permalink)
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I think a cool unit word be maybe another Rare slot warmachine. This war Machine would be in the form of a Giant Eye of Horus. This "eye" is used to summon the will of the gods, striking foes down with lightning from the clouds. The eye would be in the form of mirrors, that would reflect these lightning strikes from the clouds in the the incoming enemy. This is just an idea, not like it would actually happen.
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Old August 10th, 2008, 02:54   #33 (permalink)
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I am still fairly new to tomb kings but from what i've seen so far when you compare them to certain units I think a little bit of adjusting needs to be done. Not to make them the same as VC, but adjusting certain units point values ect. Tomb Guard for instance...when compared to Grave Guard are the same point value, but have Light Armour instead of Heavy. Also the Bone Giant needs some adjusting, I cant remember the total point value of the Dark Elves Hydra, but its under 200 and WAY more effective than a Bone Giant.

Also, as often as TKs incantations go off, i don't feel they are potent enough with the exception of smiting. To adjust this I think there should be maybe a form of "Ancient Powers" available, kind of like the anvil of doom, where there is a more potent form of each spell, but perhaps there is a minimum power level and you have to declare you are attempting that incantation at its minimum power level.

So far though, ive only played 4 or 5 games with TKs and im enjoying them a lot so far, I find them much stronger than my high elves(which im almost at the point of melting down into a huge paper weight)...of course maybe a couple hero level characters or maybe some different options for hero level units would be nice...like a useful Icon Bearer.
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Old August 10th, 2008, 15:13   #34 (permalink)
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Have a new unit to go with Liche Priests, like a temple bodyguard or something
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Old August 12th, 2008, 04:54   #35 (permalink)
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Here is an idea. What about a heavy chariot pulled by 2 sphinx, like a white lion chariot. They wouldnt be large targets, the modle would be about the height of a skeletal steed, just more full being a sphinx.They could move 8 inches or so and they could have stronger impact hits being made of stone and rock and whatnot. And the chariot can be buffed up a lil bit.


P.S make bone giant trial rules official and up his WS, give the TK and TP option to buy and use tomb blades as a weapon, for like 10 points or so, and make a good icon bearer with some actually useful magic banners
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Old August 27th, 2008, 18:13   #36 (permalink)
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I dont think GW would realy include a Sphinx as a mount of any kind. maybe a large moster in rare option much like the new Hydra or the Varghulf but as a mount its creeping a bit intop what the Lamasu is for Chaos Dwarves.

Yes I know CD are pretty much down and out as far as warhammer goes at the moment but the Lamasu is based directly on the babylonian sphinxs, and the CD Lamasu is meant to be a daemonic herald of hashut, who in himself is a deposed Daemon general....anyway, GW if they do make the cross over will probably add it as a rare monster type.

I would like to see +1 T to Ushabti, or possibley even some area affect of regen on a 5+ when within 12 of the General for certain units, such as the tomb guard. think it would work well as against flaming it doesnt work and is therefore quite themed with fire doing more damage to the flamable tomb king/prince as they are embalmed.

Pointwise everything needs to come down, bar maybe the catapults.

L-armour is fine, its not like things cant be raised back, but maybe sort out the magic list to some how make raising easyer. I also think Skeleton warriors should be able to be raised above thier starting strength.

Yes you run into the argument that 'we're not VCs', but frankly we only have skeletons to raise and im not on about new units from nothing, but just picking up the dead and burried from under the sand representing slaves etc.

So no horse raising or constructs, only healing them, but maybe somthing like as long as there is a banner in the unit it atracts d3+1 skeltons per turn, bound 2 or somthing, on any mundane banner in a skeleton unit.

Think maybe allow constructs or somthing to march would be good. magic wise TK can b amazingly fast but not sure why pretty much everyone but TK can march.

I like the novalty of the way tomb king spells are cast but i just think that somtimes i wish there were some uber spells and the list wasnt bound anything but normal. maybe add some bound spells but you need to roll over 4 so a 5+ spell, meaing people will want to take hierophants for a better reason than just to get more spells. i duno, just throwing ideas about now.

bone giant...not sure how that was ever themed, think they just ran out of ideas. still useful, but you realy need 2 or joint charge for effectivness. wouldnt drop it but somthing need to be done to it. its certainly not on par with other giants or even the varghulf and hydra. maybe give it a hurl rock rule so it can act like a moving stone thrower before combat but if it misfires just looses 1 wound (which can heal back anyway) = amazing.

maybe all constructs should be able to use the general leadership within 12 inches much like the helm of command for VC. makes quite a bit of sens.

new monster mount...hmmm bone elephat out of the question as egyptians never used them...now although the phoenix is a big high elf icon and is often associated with the greeks, it is actualy an egyptian mythological creature and i think would be realy good, re-encarnation and all, S5 breath weapon, flaming attacks, ward? magic res?

you also have the axex which is pretty much a griffon (hawk head and quadroped body) or a more promissing sta which is a snake head on 4 legged body. failing that there is (named after the cobra headed goddess) the Wadjet, which is a winged giant cobra, alot of possibilities there.

Chariots seem to work fine.

I would like to see either the loss of poison or killing blow on the scorpion, preferably poison and just make them harder in combat +weapon skill or somthing. its just iv seen ocasions were the only hit against a character has been poison, so theres no oll to wound meaning no oppertunity to get a killing blow.

Anyway, just some thoughts,

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Old August 27th, 2008, 18:24   #37 (permalink)
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I want a free models handout to all Norwegian GW customers.

Barring that, new models for the liche priests, tomb scorpions, screaming skull catapults (Something easier to glue together, godamit!) and bone giants would be nice.
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Old August 30th, 2008, 20:21   #38 (permalink)
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1. Tomb Guard - Heavy Armor
2. Ushabti - Toughnes 5, Speed 6 and Magic Atacks (Core choise if Liche High Priest presents or some kind of special character)
3. Heavy Cavalry - remove (Chariots inought)
4. Light Cavalry - points reduction
5. Skeleton - leave as it is
6. Bone giant - remove
7. Catapult - leave as it is
8. Tomb Swarm - points reduction
9. Tomb Scorpion - leave as it is
10. Magic - leave as it is
11. Characters - leave as it is(do something with BSB or change to Ancient Serpent hero-shaman)
12. Magic items - leave as it is, but some of them must be lower in points

New Units

Rare
Ancient Scorpion - M 8, WS 4, S 6, T 6, W 5, I 3, A 6, Ld 10, Pts 190, Poisoned attacks, Undead constructs, It Came from below, Killing blow, Magic Resistance (2), Terror

Core
Serpent Warriors - M 5, WS 4,BS 3, S 4, T 4, W 1, I 7, A 2, Ld 6, Pts 11, Poisoned attacks, Undead, Always strike first, Poison immunity, Poison spit (12"). Upgrades : Standart 12pts, Champion 12pts (+1att), Musician 6pts, a standart bearer may carry a magic standart worth up to 50pts.

Last edited by Saulius; August 31st, 2008 at 07:57.
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Old September 1st, 2008, 04:11   #39 (permalink)
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personally, after reading nagash the sorcerer, i think some majior changes are gonna happen, including ushabti being on 25mm bases with great weapons and a bodyguard rule.
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Old September 1st, 2008, 06:16   #40 (permalink)
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Quote:
Originally Posted by Saulius View Post
1. Tomb Guard - Heavy Armor
2. Ushabti - Toughnes 5, Speed 6 and Magic Atacks (Core choise if Liche High Priest presents or some kind of special character)
3. Heavy Cavalry - remove (Chariots inought)
4. Light Cavalry - points reduction
5. Skeleton - leave as it is
6. Bone giant - remove
7. Catapult - leave as it is
8. Tomb Swarm - points reduction
9. Tomb Scorpion - leave as it is
10. Magic - leave as it is
11. Characters - leave as it is(do something with BSB or change to Ancient Serpent hero-shaman)
12. Magic items - leave as it is, but some of them must be lower in points

New Units

Rare
Ancient Scorpion - M 8, WS 4, S 6, T 6, W 5, I 3, A 6, Ld 10, Pts 190, Poisoned attacks, Undead constructs, It Came from below, Killing blow, Magic Resistance (2), Terror

Core
Serpent Warriors - M 5, WS 4,BS 3, S 4, T 4, W 1, I 7, A 2, Ld 6, Pts 11, Poisoned attacks, Undead, Always strike first, Poison immunity, Poison spit (12"). Upgrades : Standart 12pts, Champion 12pts (+1att), Musician 6pts, a standart bearer may carry a magic standart worth up to 50pts.
1. Tomb Guard in Heavy Armour would not fit the fluff. Wearing Heavy armour in the middle of the desert would cause extreme problems from troops.

2. You would have to bump up their points even higher, which no one wants to see. I'd say they are fine how they are.

3. Noooo. Heavy Cav are the only source of static CR available to a mobile TK list. It's just that people expect them to function similarly to Bretonnian Knights and then are immensely disappointed.

4. Agreed. A 1 point reduction would be fine.

5. Needs to have a point knocked off its price in order to keep in line with what Vampires got.

6. Nah the big guy is good, just needs tweaking. Needs to be dropped in price by about 30-40 points, and be given more weapons options. See the White Dwarf Bone Giant list for more info on that.

7. Agreed. It's just fine.

8. Agreed. A points reduction would be nice. However if they stayed the same I wouldn't be too bummed.

9. Honestly, these guys need a points increase. They are really, really good for their current price. I could see them getting bumped up to around 100 points each and I doubt too many people would say it was unfair.

10. I think a buff is in order here, especially after Vampires got a fair amount of our abilities (movement spells and army wide healing).

11. Icon Bearer needs to be fixed. Some minor buffs may/may not happen to the other characters. I'm sure more special characters will be in the book. Settra needs to be changed to 1 Lord only so he is useable at 2000 points.

12. God no. Our magic item selction is HORRIBLE!!! We have roughly 10 useful items. Our high point magic banner blow. Every 7th edition book for the most part has had amazing magic items and banners. I think GW has done an outstanding job with this and I look forward to TK having their items revamped.
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