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So let me know if you use them, whether you like them or not, and how they function in your army if you do use them.
Within the TK army, they are a mix of Skellies and Ushabti, tactically atleast, they are a combination of both. They look good on paper, but fail in practice (in general).
Skellies give you cheap tarpit numbers, static Combat Res.
Ushabti prove some hard hitting killing power.
Tomb Guard give you average killing power, as well as numbers. But for numbers, they are expensive, 1.5x the base cost of skellies. And if you take a small unit for killing power, KB looks good but they have low Str and not enough attacks. So they try to fill both roles, falling short at both.
As with the DoE (see other thread) some people like them, which is fair enough. They can make a solid unit for a King (especially one with the DoE! lol) but personally i find them overcosted and undereffective. I prefer to specialise with other units, having more units on the table and hence more tactical flexibility.
Sure it is plenty points, but a solid sized unit of these with icon of rakaph, joined by a DOE toting king and you have a game breaking unit. You can just wade these guys into the middle of the table and charge in all directions.
I only take them in this combination though.
A unit of 20 tomb guard, with no command or frills, costs nearly the same as 4 Ushabti, and 4 ushabti will rack up far more kills against a wider variety of opponents.
Also, I already have 3 units of Skellies to act as tar pits. (20 HW/S and 40 Bowmen)
"I am the architect of fate!"
It's a free reform that you get to make before declaring your charges. You can simply turn the unit to it's side and charge something that your opponent thought was safe!