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My brief thoughts based on reading the new book.
Feel free to disagree and tell me why I'm wrong but please keep it brief and constructive
Lords & Heroes
Tomb King/Tomb Prince - New will be done: Awesome.
Priests - Not sure @ number of spells. Like spell number 1 @ that casting value. Wider range with access to other lores looks good.
Tomb Herald - bit pointless, given the toughness of Princes/Kings?
Necrotect - Hatred - for that number of points used on a decent unit (TG?) I like it!
Skeleton warriors/archers - Cheaper. Good. Extra cost for archers.....mmmmm....still probably include them (over skeleton warriors) but not so clear cut anymore.
Horsemen/Horse Archers - Still.....what do they do?
Skeleton Chariots - Chariot Legions, improved impact hits, now in the right section of the army book - they're worth having again
Tomb Guard with halbers - Now you're talking
Necropolis Knights - Expensive but to be fair, it looks like you get your points worth.
Ushabti - Cheaper and a strong ranged attack but at that many points, with our BS I still think I'll avoid these.
Warsphinx - Tough, the thundercrush strength not so impressive if you ask me. Not convinced for that many points.
Stalkers - Ranged attack is lame unless you're hunting monsters, which I never do. Tendency to inflict self-harm is pants. No way for me. If I want to take out war machines I'll use scorpions/carrion.
Colossus - Shame there isn't a model for it (unless I've missed it). It's essentially a weak monster. I prefer the Necrosphinx.
Hierotitan - Again, shame there's no model. Spirit Conduit looks handy but for that many points and comparatively few (albeit strong) attacks? Bonus bound spells....jury's still out on this one for me.
Necrosphinx - It's a flying, extra-tough Treeman with beastie special rules. It's expensive but I like it!
Casket - Cheaper but not as effective although does support our priests more.
For me, the revelations would have to be:
a. New my will be done. That's awesome.
b. Necrotect I think is a bargain.
c. Chariot changes
d. Halberds on TG
e. Necropolis Knights - at last something that hits hard!
g. The cost of skeletons
The let downs
a. Ushabti: still just too pants!
b. Horsemen/horse archers: as Ushabti
c. Stalkers: just not worth it for those points unless you're up against Lizardmen.
Last edited by tombkingmarkj; May 13th, 2011 at 10:17.
This would kind of make sense as the current Bone Giant is metal and they need a plastic replacement in any case....Bone Giant = Colossus?
Oh and also, you say it's good that chariots were back in the right section of the book, but in the last AB they were core if you fielded a Tomb King rather than the cheaper tomb prince as your general weren't they? So they have really moved as such.....never met a Tomb Kings player who didn't field a Tomb King anyway. Some added a prince and some used Queen Khalida (who was counted as a Tomb King and not a Prince).
Last edited by Fantasticmrfox; May 13th, 2011 at 10:25.
Heralds are your only BSBs, despite them jumping in front of a prince/king. This rule has its moments, I believe.
A large block of skeleton warriors should be at your list's core, as their 5+ ward save in CC makes the unit a large sponge. Units of 20+ archers as a bunker for a lich priest on foot.
Horsemen/archers - Flank attacks and bunkers for mounted lich priests.
A warsphinx is still a monster ( thunderstomp ) and can be upgraded with poisoned attacks and a breath weapon. Its well worth the points, and you'll be thanking the gods when against horde lists.
I'm still iffy giving great bows to constructs, but I still love my Ushabti
Their lore is just stupid-powerful, and I just don't see a reason to use Light or Death.
Stalkers are just going to be one of those units players debate over. While they pretty much suck on paper, they're not too bad on the field. They key is not to rely on them, so its not too much of a problem when they're wiped out but they're marvelous when they kill!
Otherwise agree with you on everything else
Its porbably cheaper than it should be and thundercrush is useful when you are hitting on 3's against T3 troops with rubbishy armour.
Breath weapon is basicly compulsory
To get back on track....
I've only had a handful of games with them so far using the same list so I'm just going to comment on what I use.
-I like these guys. While they did lose some of their uniqueness, I still really like them. Nothing really beats a lvl 4 wizard and I think that Light and Nek lores go really well together.
-Making 4 point skellies Ws 5 is just funny. You should have seen the look on this Warrior player's face when I told him he needed 4s to hit me. It was awesome. It got even better when they had Pha's Protection of -1 to hit on them. A unit ended up slaughtering a unit of khorne halberders with a little help from a hierotitan.
Sword and Board Skellies
-I like them. I like them a lot. I get to put massive units on the table for cheap and they won't run away. heck, they hit hard too if you get luck in the magic phase....
-It kinda sucks that the wording on the arrows of the Asp got changed. Now when something messes with our Bs, we might not be hitting on 5s anymore. That's not too bad however as I use them as bodyguards for my LHPs. the extra 30 shots they put out can be useful at times however.
-I love them. Hands down love them. They pop up where ever you need them. Kill a huge monster, and then go pester anything they can Slither next to. They have not yet failed to earn back their points. Haven't used them in combat yet.. though I wouldn't expect much.
-Awesome. Give our magic an edge and also helps deter units from charging the archers which are hanging nearby. Another thing is that's it's nice to have a T6 5W monster just hanging out anyways
-Hasn't really impressed me yet... but it does it's job well. I wouldn't not take him and I think I'd include him in most every list.
-side note: do the TG count as being "mounted" or are they just crew? 'cause if they're mounted, then on the charge, you get 8 S5 attacks 4 of which have KB, a breath attack, and thunderstomp. Goodbye infantry.-
-If you're going magic heavy like I was, you need this and the titan. I've never used its Light of Death, but the extra PD have proved invaluable time and time again. I rolled a 2 for winds of magic one time. Turned out to be a good thing as I got a channel + 2 dice from the casket. 5 PD to 1 DD meant that I got the 24" smiting off just when I needed it. =D
Overall, I like what they did. I'm a little saddened by the lack of "personality" with respect to the old book, but I like it nonetheless. Despite what some people may say, I think we got only slightly better compared to the old book. Our chariots lack their former mobility, but we can now field Skellies without bows. We lost the 120+ bow shots a turn, but we gained a magic phase where we can get off significant spells. Stick this book in the hands of anyone who knows how to use tomb kings to their full potential and I think that they will become a great force to be reckoned with, maybe even unstoppable. Same as it was for the older book.
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