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So I've been playing warhammer fantasy since 1996 or so. I had a 4 year break or so and just got back into it this past summer. When I left, Lizardmen were the new boys on the block... and now you have Ogres, a divided undead, banished chaos dwarves, divided chaos amongst numerous balance and rules changes.
I've only played against the tomb kings (TK) twice, once with dwarves and once with wood elves. First game was a 2250 and the second game at 2000. Both times were a solid thrashing with almost no TK units left standing by turn 6. This seems to be the norm where I play (Milwaukee-Chicago corridor).
Basically, the TK are extraordinarily slow, their magic is not that great compared to what the vampire counts, dark elves or daemons (crap, my wood elves routinely have much better success in the magic phase comparatively), their shooting is OK and their combat is fairly decent though admittedly I've had very little combat with them.
I love the TK fluff, one of my favorite and I'd like to see them do well. But I dunno what to tell the TK players around here. I read over the tactical section (CoD the collar bit, etc) and they do all of this.
Is it possible for them to get overpowering in magic like the VC?
What's their winning proposition? What makes them good?
This site and a few others laud them as a very very strong army, but I don't see it.
Well, we are definitely not THAT bad...
Does depend what type of WE/Dwarf list your running though, some of them can get very filthy, and TK struggle to deal with filthy.
Also, lists can be identical, but how they are played can make a huge difference. Best bet is to direct your TK mates to LO
It isn't possibly to break our magic. Infact, TK are one of the least breakable armies out there (along with Beasts)
So, why are we good? Reliability Once the player has his army structure sorted, the tactics fall into place and it does exactly what he wants it too. Its just getting to that point that can be difficult lol.
What Phoenix said is exactly right.
Once your TK player find out what works, it tends to work every time.
Another thing to consider, is that TKs are decidedly behind the power creep (VCs, WoC, and DEs are admitedly powerful) right now. When they get their new book, you can probably expect them to start doing much better.
Ok, so if stuff works reliably... then what stuff are we talking about? Item/spell combos? Character driven combat units? etc.
Our units don't break, for one, and it's much easier to prevent crumble than with VCs. Our magic works every single time unless dispelled - no miscasting or wasting dispel dice. Even if you have only one die and roll a 1, the spell goes through. Immune to psychology all around, too. We also have the rather fearsome Casket of Death and Screaming Skull Catapult, too, and Tomb Guard with the Banner of the Undying Legion and a Prince with the Collar of Shapesh and Spear of Antarhak is pretty much unkillable in close combat unless totally overwhelmed. In addition, most of our truly powerful units have the Undead Construct special rule, meaning that they always take one less wound for crumbling, and can still be resurrected magically. We also have Tomb Scorpions, who have Poison, Killing Blow, pseudo-Deep Strike and are truly obscenely powerful for the cost.
OK, here's a question... and bear with me a bit here...
You know that dark elf item? It makes it so that all spells cast within 12" are auto miscast on doubles to cast (or something close)...
Would that apply to TK spells? You're not really rolling to cast, you're just rolling to set the difficulty for dispells.
you can't miscast because you aren't casting a spell. The dice that you are rolling aren't "to cast" as the DE item describes, they are only to determine the value that an opposing player must beat in order to prevent the incantaion from going off (I almost said disspell, hehe).
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010