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Ok so now that the FAQ is up we can finally begin to really talk about TK in 8th.
- The casquet of souls is now, awesome, guards now die before the liche priest... finally making it more survivable.
- Unlike other armies where their magic "caps out" as the games get larger TK will be able to scale up the magic effectively. Not using PD for the incantations also means that we can use them to cast bound spells with more than one dice making it hard for opponents to dispel BOUL or the staff of ravening.
- King + a lot of priests to spam incantations are now the name of the game.
_ Righteous smiting allows supporting attacks! Wow, tomb guard just got a great boost, charging with magic move + attack in two ranks before the enemy gets to attack and then attack in two ranks during the combat phase!... Downside is that DoE does not get special attack, oh well.
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WiP TK Army!
The magic phase was the part that i was worried about with tomb kings, but now thats all cleared up i will start a tomb kings army now.
Tyranids 2000pts, Chaos 2500, Eldar 2000pts, Necrons 750pts
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Nice...I thought the new way that magic works with 2D6 PD with a 1/6 chance at an additional one per caster up to a cap of 12 dice was nasty enough for TK, assuming that kings and princes were considered casters...but it sounds like you're saying TK magic is even more boosted by the PDF? I haven't read the PDF yet, but it sounds like there will be one downside...casters get to add their level to casting and dispel attempts, so we're automatically at a 1-4 point disadvantage (call it 1D6?) in terms of both disspelling and avoiding being dispelled?
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Liches and HLP can add their level (1 and 3 respectively) to all dispel attempts, and they can channel dispel dice. As for incantations... at 3K points 1 TK one prince 2 priests and a HLP with a jar with a few bound items is more that 15 dice!... when the opponent can only habe one scroll and up to 6 dice...
TK magic is amazing at high point levels. Granted, the addition of the caster level to the dispel attempts makes it easy to dispel the lower level incantations, but they still have to spend dice to use the bonus. Plus with a casquet (and always take a casquet) you are really hampering the enemy in the magic phase... oh so nasty!
A few more tidbits:
Casquet affects units in cc that can draw LOS.
Only need a Priest in games of 500pts or less.
Bone giant thunderstomp does not trigger unstoppable assault, neither does righteous smiting.
The primary issue I have with the Casket now is that its points comes out of our character allowance, not rares. I already don't like spending points in generic Liche Priests as it is (High Priests, I have no issue with), despite loving the Casket I'm not too sure it's the auto-include from me going forward that it was in 7E. We'll see.
Also what's the deal with the Unbreakable & Unstable rules overriding ItP? Why differentiate? Oh wait...I know...so VC can get saves and we still can't. o.O
Wow, some good and some bad, but really, I can;t complain. Wanna start right away (I wish I could...)
-Casket has Toughness and Wounds
-Thunderstop doesnt add attacks to the Bone Giant
-Unstoppable Assault can not be used when magic charging (big hit, I think)
-Light of death IN COMBAT
-Supporting attacks with simiting (think about 40 skellies in horde with spears. 40 attacks before your opponent, and then whatever you have left after they attack. Will murder elite elves if you charge, theoretically).