Welcome to Librarium Online!
Good afternoon .
As the title suggests, I'm looking for help in creating a "competitive" TK list .
The idea may be a bit off, as I prefer a list to take on all-comers, not one to trump every player and their gerbil .
I currently have the armybook, but haven't started collecting .
Thanks in advance .
What you need to do is create a list that you think is decent and post it in the army list section. From here, you will get criticism on what youve chosen and advice on how to improve. No one is just going to post a list here in this thread. If you want samples, check out the army lists section for Tomb Kings.
Check out some lists other people have done to get some ideas. I personally have a small 1k list that has a win/loss ratio of 13/1, and people say that's kinda competitive.
My thoughts from a previous thread on another forum...
Tomb Kings have 3 consensus playstyles that have proven to be fairly successful, all of which I have christened with nicknames:
1. Come Get Some. This style relies on a shooting and offensive magic-heavy backfield to force people to come to them as they take casualties, then a couple of beefy units to crash into them and finish the job. Usually, that backfield will consist of a LOT of Skeleton Archers, a Casket of Souls, and 2 Screaming Skull Catapults, with Tomb Guard, Ushabti, and Warsphinxes waiting for any potential enemies to get close.
2. Death from the Sky. This list employs Khalida (a special character) who greatly enhances the abilities of Skeleton Archers as a kill mechanism. With her in the unit, a TK Skeleton Archer always hits on a 4+ (as opposed to a 5+ by default), and all his shots are Poisoned. Combine that with Righteous Smiting (a spell in the TK Lore that gives a unit Multiple Shot (2)), and you can potentially delete entire units in a single turn. She's typically fielded in a giant block of 60+ Archers, with Sphinxes and other tough roadblock units to engage and hold up anything coming at them that isn't being shot at.
3. Fast and Furious. This list employs units with large Movement values (such as Necropolis Knights and Chariots) along with a formidable magic engine (2 L4s with Hierotitan and Casket of Souls for extra power dice, extra bonuses to casting value, and a huge spell selection) to make for a fast-moving MMU style list that seeks to apply overwhelming force in a precise spot.
The one common thread here is that TK like having lots of magic, so the Casket of Souls and even the Hierotitan are fairly popular choices.
"The best defense is a good offense." -Gen. George S. Patton
My philosophy on gaming, courtesy of Herm Edwards.
I have yet to really use Khalida.. How do you deploy her unit? As a 30x2 long unit so you don't volleyfire and waste shots, or just a 10x6 unit that volleyfires?
I've tried her before in a long 60 man unit and man it took so much frontage and half the time a lot of the archers were not even in range of a consistent target.
My version of 'there are three viable styles' has only the shooty list in common with the previously mentioned list. The other two, according to me, are the horde list and the construct list. The horde list uses units of 40-50 sword'n'board skittles supported by armored (~50 points of defensive wargear, the first prince off the line gets armor of destiny) princes. Support it with strong LoN and LoL magic and take a hammer unit (TG fit the skellie horde theme) or two. The construct list, other than a lich bunker, fields no skellies, filling core point minimum with chariots, and bulking up on ushabti, snake surfers, and warsphinxes. All hammer and no anvil, in other words. It's less character dependant and less magic dependant (you can get by with just a L2 or even L1 sig spell hiero, though a L2 LoD is useful, since enemy mages are a concern and enemy fighty characters can put pain on your monstrous units), leaving points to spare after spending the full 50% on specials and meeting the 25% core min requirement. The big shortcoming is a pitiful model count.
You could potentially also do a chariot army around Da Man Himself (I mean, come on, a MWBD bubble???), but I haven't tried that.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
With the Tomb Kings I dont really personally feel there is a tactic that is too bad, Most of it really depends on your hero deployment simply because of how much your priests need a bunker and your thy will be done rule. I try to keep the my unit amount equal to the amount of tomb kings/princes I have because their bonus is just irreplacable. Not saying the blocks of infantry arent worth it without them because you can make some great tarpit units but they will take on average double the amounts of wounds per turn due to their WS without a prince/ king in there. So if I were you Id do your hero points first, then do your block core units making sure to have a prince or king in each and anything else just throw in some hard hitters like your rare/special choices (which ever suit your play style) and a few little trouble shooters such as skeleton horse archers or pretty much anything with entombed beneath the sands rule ( however this is not as reliable). These will just make short work of warmachines, or whittle your opponent down and be available for a rear counter charge once everyone is in close combat, and if the worst comes to the worst with this unit they will have either took some heavy damage from shooting or magic, or the other player will have turned a unit to simply deal with them in which case it's great because you've then only lost about 140 points in a unit of 10 horse archers and effectively, you've either took his war machines out of the game for a few turns or one of his other units. Man I love scouting with those guys ! win my MVP every game !
I find the cavalry/mounted list is appealing to me .
What should I do, with the priest ? According to the book, he can only be mounted on a skeletal horse, and then there's the CoS .
I personally think the regular horsemen are better than the horse archers. For the same points your save is 2 better, so you might actually survive being shot at or a combat, and you get spears. They both have vanguard. And sure, the horse archers have bows, but think of it like this. With 6 horse archers your averaging 1 wound on T3, which can be potentially saved. That's also considering you haven't taken any casualties. I'd much rather use the regular horsemen for war machine hunting, because at least you'll survive the combat and most likely kill them all with spears.