Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
After much indecsion i have decided to collect tomb kings. I love the uniform look and the ranks of massed infantry (plus have finally mastered how to paint gold without it looking blobby or taking 15 coats!)
Working out my army to 2000 pts based on my play style i suddenly realised i have no fast attack element to my army - therefore am i doomed to fail? my regular opponents are dark and high elves and empire.
my list is as follows:
Tomb King, Destroyer of eternities and talisman of protection.
Tomb Prince. Deathmask of something or other (causes terror) great weapon
Heirophant, cloak of dunes or heiratic jar and collar of shapesh
Lich priest, staff of ravening.
24x skelleton warriors, hw + shield, full command
24 x skelleton warriors, hw + sheild, full command
16 x skelleton bowmen
16 x skelleton bowmen
3 x ushabti
2 x tomb swarm
all clocks in at about 2000 pts.
my opponents tend to use aggressive lists so will come to me, crossing the board will not be an issue and the tomb swarms can take care of war machines. had general idea of deploying in a defensive manor with the bowmen in a line in front - with the two combat characters there to discourage people from charging, the cc specialists sit behind and counter attack - the two construct units being on the flanks and the big skelleton units holding the centre.
will this work?
is my magic phase strong enough?
do i need more fast attack?
was primarily motivated by the models i like the look of most rather than the inevitable ssc that everyone seems to favour
any suggestions greatly appreciated.
For short, yes.
Other than the ICFB swarms, nothing in your army has any reach. since you cannot march, this makes it alot worse.
Try cutting down on skeletons in favour of scorpions, chariots, or light cavalry.
what should i do then?
i detest the models for tomb scorpions, they are difficult to put together and look naff, plus am not a power gamer that sacrifices asthetics over gaining every possible advantage.
i thought that my army could move forward in support of each other - as there would be no need to support the back line (with no casket or ssc) and the constructs would make flanking difficult for my opponent with their terror/fast move. kind of how the fluff dictates - with a mass of infantry slowly advancing in disciplined formation.
the single unit of fast cavalry or chariots woulr rapidly find themselves isolated and out of magical support - not good....
1. Power Gaming with Tomb Kings is not easy... but without a range of tactical options (alternate unit types), your army will likely suffer against any opponents who can outflank/outpace you and thus dictate the flow of the game which will ensure your loss.
2. Carrion, Scorpions and Chariots are some of the best units in our list and each will offer you something different as a general, try them out/proxy them. Chariots in particular are fantastic for supporting an infantry advance with flank charges and they are pretty cheap and suffer no loss of movement for being undead as no chariots can march anyway! Chariots are massively fluffy as well going with the Egytian theme.
3. Each of your units has a role dictated by its stats and abilities, they often break down into simple definitions of hammer and anvil units, anvils provide static combat res with ranks and standards and outnumber bonuses whilst the hammer units generate combat res by causing wounds. You have too many skeleton anvils and not enough damage causing potential!
Last edited by LOTHAR-HEX; October 24th, 2008 at 16:52.
How do you expect to defeat me when I am forever and you are just a man...
Don't get me wrong, but playing with some competitive units does not make it powergaming. Using 2-3 of them is at the expense of everything else is. It's not because it's a effictive unit that you should not be using it.
The problem with your approach is that you have no way of forcing your opponent forward, and getting to him will take an eternity. And if they do leap at you in an agressive manner, all your units ill be outmanouverable, and also out paced. The point of adding fast units it to give you the reach, and refuse flanks. If you opponent ventures on a side guarded by a unit of chariots, he will have to face the onslaught of impact hits they will bring. they don't need to rush ahead to achieve this.
Having 4 blocks of infantry will make your magic alot less effective with the spread, so it works against you the same way as fast units, except that you do not gain the speed advantage.
What is your idea behind the units of 16 bowmen?
well i thought the 2 units of 16 bowmen would walk forward throwing out a fair bit of firepower - 60ish shots a turn thanks to incantatons - even allowing for poor strength and accuracy some of it is gonna hurt (10 wounds a turn with t3 opponents) and the fighting characters in the front rank (tomb prince or king) do not make them too easy targets for enemy cc units. At short range they reform into two ranks , statistically taking the charge without dissapearing - unless facing combat monsters like chaos knights in which case i would use a diff strategy - allowing the units behind to flank charge in the next turn....
Drop the Kings ToP and give him the Collar, its wasted on the hiero (seriously limits his movement).
Possibly lose the Mask from the Prince, and give him, say Armour of Ages + Vambraces, or maybe just the 4+ Ward.
Mount the Priest with the SoRav, and give the hiero a Cloak/Jar combo.
Lots of skellies, possibly one unit too many (doesnt leave many points for elsewhere) Boost the Bow units to 20 strong if poss (personally i use all bowmen, you dont lose much armour wise once the opponants Str is taken into account)
Ushabti could really do with being 4 strong. Possibly look at a replacement Scorpion model (they really arent powergamerish at all, they are prectically a necessity in order to keep TKs competitive with the 7th ed lists)
Bone Giant is overcosted and underpowered, thoguh keep him if you like him Maybe consider a fleshy DoW Giant?