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I play Dark Elves and dwarfs, and I'm not fond of the lack-of-tactics required by dwarfs, but I'm quiet fond of the way dark elves play...
Problem is, I've a whole bunch of cash, and like 6 months till the new army book for dark elves come out, so I thought I'd try a new army...
I was debating between tomb kings or brets. The only reason I'd really play brits is because I love to paint their models...tomb kings sound more my playing style as brits seem to 'point and click'.
So my question is, do tomb kings depend more on tactics and less on brute strength of units, or are they as lame as the new VC?
Also, their magic interests me a lot -- is is able to be imploied against armies regularly? especially is 2000 pt games?
A friend of mine at the local shop said that TKs were either all magic or all fighter...is this true? Feed back is appreciated, it's a big decision, getting a new army, and I'd like all the info I can get from other TK players...
I need to buy the TK book, but I've yet to order it... I already have the brit book, and they're neat...
Brets are a very simple army.. TK are a lot more advanced, and do require more tactics, but they are an army that once you master them they are very powerful, especially in larger battles. (2k+)
You are best off going magic heavy with TK, they almost demand it with the extremely reliable incantations and relentless nature of their spells. Plus the magic gives huge boosts to the rest of the army, it is not meant to be used offensively at all but help the usually slow and not too powerful units of the TK.
You cannot rely on brute strength for TK, you need to get the whole army to work together and get flank charges off, use hammer and anvil tactics with the big blocks of skeletons and the harder hitting stuff. They are easier to manage than DE, but certainly harder than Dwarfs and Brets. Overall I think they are a very fun army with some fantastic models.
Okay, that and everything else I've read about them sold me. I'll buy them...
Well, youre already decided But ill chip in a little anyway...
TK are a vvery tactical army in their own right, they are very unique within Fantasy. They have some Strength, but Magic really is the key to their success, you need to really work your army around it. All Magic or All Fighter wont work, you need a god balance. Too much or little of either offsets the rest of the army, rendering it useless. Once you learn to play the army well, and have a list that matches you, then they are the most reliable, and one of the strongest Armies in Fantasy.
Thanks. So what should I start off as a 'nice' 2000pt army?
There are many ways to play the TK, and it really depends on what style you are looking for. I'd get a bit of a mixture of models and play some small games, maybe proxy a bit too, and see what you like.
You can go magic and shooting heavy and play really defensive, or you can go construct heavy, or you can go fast and hard hitting, or a combination in a mixed list. Different people want different things from the army.
Avoid the cavalry though, they are really quite useless despite the 1% of TK players that say otherwise, most of us won't touch them.
I would definitely get a couple of units of chariots, they are awesome. Carrion have never let me down, scorpions see use in practically every list, Ushabti are a pretty sweet unit if you want some of them too. As for core, don't equip skeletons with spears because they die too easily, they are meant to hold for as long as possible. Hand weapon and shield or bow, go for a good mixture to start with until you decide what you like better.
Bone giants see very little use, SSC's are great and the casket of souls can be a nice addition too. Icon bearers are pretty much not worth it, the other character choices are great though.
What's the downside of bone giants? On paper they seem good to me...
Unlike normal giants, they crumble when they lose combat. They also have pretty average weapon skill and terrible initiative, tend to attract a lot of fire, and 3 Ushabti are cheaper, give more wounds, higher leadership and more attacks at the same strength. They're not useless though, some people use them well.
I would have to agree with many of the previous statements about how magic is great and all for the TK's. But they army is built so you will always have some sort of magic and you can make a magic heavy one or just an average army. I typically use an average army....our not soo much magic heavy(LHP=magic heavy to me). I typically use two liche priests and a prince and king. This alone pumps out a decent arsenal of "power" dice for magic, but letting you be able to smack the enemy down. One reason i love this army is the fact that not only priests cast, but prince/kings do too.
As for units, its been pretty much said which to get for a 2k army. I would like to say though a casket has kinda two uses in a game and the enemy gets to decide. Either your casket is spent to destroy the enemy(if he lets you ever use it) or its spent to waster 2-3 dispell dice. Either way its nice and I just recently decided to take one for every game.
Also, the bone giant....our one debatable unit in the army. Is it worth it? Some say yes, but the majority say no. I have one and have used it a few times and learned this: If there is a bolt thrower/cannon dont take. I use the bone giant for flanking/support. Rarely does it take a unit on by itself. The model looks damn cool too.... lol.
The BG does look good on paper, but consider in game, its a Large Target, and with cannons etc doing D3 / D6 wounds to it... also UnsAssault only works on the charge, and it is only WS3, T5. Bith these need increasing. That, or a lowering in pts cost.
As for a 1st list, id say your best bet is to take a look through the book, see what you like and make up a list, then get people to comment on it. Aim for a decent amount of magic, and decide whether you want a more offensive or defensive list before you start. Work around that and you cant go far wrong.