Welcome to Librarium Online!
Hello everyone new guy here and want to start collecting tomb kings, from what I hear they are getting an update this year so I am opting out in collecting a typical (most effective army) and simply going to go for a themed army.
I don't have the rulebook yet or any models so all is new for me.
so here is the help I need
I am starting an army with the centre piece being casket of souls AND lots of monsters and lots LOTS of magic and shooting
so basically the main things I want are
casket of souls
monsters like bone giant and tomb scorpions
lots of shooting with catapults and bow skeletons
any tips and advice on what to take would be appreciated, I am trying to make an army less for competitiveness and more for collecting converting and painting and since I want lots of monsters it would be easy to add when the new army book comes out - that way I dont waste money on ugly skellies, heck I can buy the VC skellies and convert them.
So before I get the book and start to properly read the rules I just need to know basic pointers
what should TK magic be focused on, movement or damage
who should use CoS a lord slot or a hero slot
should I take lots of tomb princes (or a tomb king) or lots of magic users,
should I use any special characters (I hear the female boost bowmen and archers giving them all poison shots)
any tips for bowline magic heavy CoS monster themed is welcome
anyways please do help me out
Scorpions are AWESOME...and pretty cheap. Definitely take the max (3 at less than 3k points) if you're interested in monsters. I'm not sold on bone giants...they no longer compete with catapults for rare slots, but they do have some critical weaknesses that make them dubious choices. Maybe take one for style points, but don't count on it to win games for you.monsters like bone giant and tomb scorpionsThat's a very effective choice. You can take two catapults below 3k points, and most TK players seem to do so (I only take one...partly because I'm happy with my list as-is, and partly because I don't want to paint up another one, it's a PITA). Bowmen are also fantastic. I take mine in regiments of 30...arrayed in horde formation. They get 25 of 30 possible shots that way (twice a turn with magic!) while enjoying a rank bonus of 2+ out of a possible 3+. If you go 5 wide, you sacrifice too much shooting to gain the additional rank bonus. If you go 2 ranks deep, the formation gets too cumbersome, not to mention that you're sacrificing rank bonus to get shooting (and they will be locked in melee by turn three in most games). If you go with 40 models per regiment (the max!), you're either going even wider in the formation or you're sacrificing even more shooting by having nonshooters in ranks behind the second. I think 3x10 is ideal, and I'd spam as many such units as possible. Whenever possible, I'd give them full command and a prince or king to lead them. That makes them actually pretty decent in the inevitable melee combat.lots of shooting with catapults and bow skeletonsYou don't have to choose...every TK character (except the stupid BSB that you shouldn't be taking anyway) has both the movement and extra attacks incantations. You definitely shouldn't be focused on magic missile shooting...that's the least valuable use of an incantation (one incantation to produce the rough equivalent of a fireball...or give 30 bowmen or a catapult an extra round of shooting? Easy choice!), and not all characters have that one anyway...what the "proper casters" have that is useful is healing...and that should always come before magic missiles. In your case, the monsters will probably not be in range for extra movement, so you'll probably be heavilly focused on firing the catapults and bowmen in the magic phase.what should TK magic be focused on, movement or damageHero. If you take a HLP, you'll only take one...he's by default the heirophant, and you don't want your heirphant to be an immobile target, so you'll pretty much always put a simple LP on the casket.who should use CoS a lord slot or a hero slotI perfer fighty ones, but have to run balanced...the TK/TP are fantastic melee characters, and they do get to give units extra movement or extra attacks, but you are required to take at least one priest, and since I use the casket and don't want to put my heiro in that risky position, I'm forced to take two priestly types. That's probably the most you'll need, though, especially if a unit has the BotUL, since the only real benefit of a priest is healing spells...two healers and a healing banner is plenty! After that, it should be fighters all the way...especially until each unit of skellies has one. At 2200 points, I have a TK, a HLP, a LP on casket, and a TP. Doesn't get more balanced than that...if I could squeeze in another TP, I would, but not at the expense of dropping the casket or putting it on my HLP.should I take lots of tomb princes (or a tomb king) or lots of magic usersUm...probably not. Khalida is nice for a shooty army, but on top of paying for her, you still have to pay per model for the upgrade to poisoned arrows, so it's a little expensive. Since the cost of Khalida is fixed, it becomes a better idea the more bowmen you have. I'd say the minimum number of poisoned bowmen to make her worthwhile is 90...that's a high hurdle, and if you're spamming monsters and catapults, you probably won't be fielding that many! Below the 3k points level, if you're playing khalida, you probably have her, 90-120 bowmen, catapults, a heirophant, and then you're already short on points, so maybe some scorpions, and that's it. More than 2 scorpions, a CoS, and any giants at all just don't fit in a khalida army unless it's a really big game.should I use any special characters
Here's a note on magic, and a compelling reason not to skimp on it: Tomb Kings incantations don't use the power dice provided by the winds of magic...but those power dice are nevertheless available to you. So where everybody has a limited number of dice provided by the winds of magic on both offense and defense (many armies have ways to get more, I know, but PD, at least, are capped at 12), TK have the ability to spam a nearly limitless number of dice, since each character basically has 1-2 incantations per turn at 1-3 dice (fixed based on what character it is) per incantation...plus ways to use the power dice provided by the winds of magic. Incantations aren't individually overwhelming, and TK don't usually have access to anything apocalyptic, like dwellers, but when you build up the ability to virtually ensure that every unit in your army gets free movement and or free attacks in your magic phase, not to mention a fair bit of healing, it cracks games wide open in fairly short order. All you have to do is throw down a blizzard of dice...and the light of death is key because it "encourages" the enemy to reserve three dispel dice for the end of your magic phase, usually leaving him able to dispel one or two of your spells per turn...and when you add in some bound spells (and/or the "hatted king"), you're adding the winds of magic power dice to the mix...the other guy is looking at you casting around ten spells per turn, of which he can stop 2-3. When you're successfully casting 7-8 spells a turn, it doesn't really matter how weak each one is, does it? And they're really not that weak...and extra round of swings from two ranks of tomb guard? And extra volley of bowfire from a shooty regiment? And extra shot with a catapult? A second chance at a failed charge...this time from 4-6" closer? Healing up to 6 wounds on a regiment? None of these are worthless, and if you're spamming incantations like there's no tomorrow, you'll probably find that every unit you own has at least one incantation of your choice successfully cast on it every turn. TK spells aren't individually devastating, but the magic phase as a whole can be unstoppable, and when it is, the cumulative effect is incredible.
Last edited by Marnepup; February 11th, 2011 at 17:48.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010