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HEy, So what do u guys think the pros of having a tombking army and the
cons when playing with them. Im just wondering because my friend has a couple of models, and i play skaven, so i want to know my enemy, i guess?!
Well, I guess they are obviously.
Really good and reliable magic
The undead rule (fear, unbreakable)
(i won't put things like flexible list and such in here)
Can do everthing, if they got the magic for it.
The ''it came from below rule''
-Lose models when losing combat
-Need 2 heroes to play
-When hierophant dies, army dies slowly and painfull.
<img src='http://img.photobucket.com/albums/v494/Angel_of_Rust/Zephyro-Signature.jpg' border='0' alt='user posted image' />
i knew about these rules but how about your models? how good are they?(better than skaven i hope)Originally Posted by Zephyro
I would be scared playing skaven against them. SSC's cause panic, and with magic. you'll often be flanked, you'll play with a streched magical defesne, and all fear will mess up many of your plans. Skaven's low LD doesn't help.
thanks nbp71 but your not helping me here, anything else?
Sure. I'm assuming you want me to do it from a general threat perspective.
Tomb King: Fighter Lord. He can be used in many ways. Also, if you see him, chances are lots of chariots are with him as he makes them core. He can make a chariot divison very deadly on the charge, or he can ad combat resolution to an infantry division. He's not the greatest of all fighter lords, and most other fighting lords will beat him in a challenge. Watch out for the curse, as it could possibly kill your lord back.
High Liche Preist: The mage lord. Watch out as he will strech your dispel pool. Effectivly, he has SIX power dice. If he's present, he's the hierophant. That means if you kill him, the tomb king army will slowly crumble into dust.
Tomb Prince: not much different from a tomb king in uses, execpt chariots are special under the prince. still has The Curse.
Liche Preist: These are essential to the Tomb kings as even a High Liche Preist can't carry the magic phase on his own. Kill them if given the chance.
Icon Bearer: This is a less common sight as often all the Tomb King hero choices are taken up by the previous two. It makes it so all units within 12" take one less crumbling.
Skeletons: As melee units, if you have an urge to charge them, don't as probably he'll flank you with an urgency. They are hard to kill in one turn as they usually come in big blocks for combat. For archers, be careful even though they only hit on 5's, they suffer no modifiers to hit whatsoever.
Horsemen: They aren't too different in uses, you usually see heavy cavalry much more often. They are very weak for cavalry, with WS 2 and a 6+/4+ armor save. the big 12-man units could pose a threat in frontal charges, and watch out for little 5 -man units for flanking actions.
Tomb swarms: don't worry too much about these. the crumbling negates most of their use as a sandtrap.
Chariots: One of the few heavy hitters. They only deal D3 impact hits, but can be formed up into units. Characters and smiting make them even more deadly.
Tomb Guard: these are the elite units of the tomb kings, but still struggle to barely beat even basic rank and file units. Attack these big point sinkholes for easy vp.
Ushabti: the only real armor breakers in the army. Watch out as they not only rip armor to shreads, they have WS 4 which makes them also a threat to rank and file.
Carrion: Can be very annoying to your war machines, espcially with a 40" charge range when urgencied!
Tomb scorpions: while carrion attack from above, these will attack from below. They also can be nasty with killing blow against characters.
Screaming Skull Catapult: Basically a stone thrower that causes panic if wounds are inflicted. Good crowd control, and even more so when the y can be smited for two shots a turn.
Casket of Souls: A more dangerous but less reliable type of crowd control. Kill the crewing liche preist ASAP and the casket is a large target. However, the hits are randomised between casket guard and preist. The casket crumbles if there is no priest.
Bone Giant: The monster creature of the tomb kings. They aren't much different from most monster creatures, except for unstopppable assault. This means if the giant charges, for the first turn of combat, he gets an extra attack for every wounding hit(whether its saved or not).
Magic Items of Note:
Scorpion armor: makes characters resistant to crombling, and can soak up crumbling from the unit. often taken.
Collar of Shapesh: Is effectivly a 4+ ward save for 25 points! The downside is the wound must be given to another model within 4", or it has no effect.
Chariot of Fire: makes their chariot do D6+1 impact hits instead of D3. Obvious uses,
Staff of ravening: bound item that deals lots of low strength hits. Watch out for this against scouts
Cloak of Dunes: gives a character flying. Almost always given to the hierophant. MAkes him increadibly hard to get to, and makes his casting range quite long.
Banner of the Hidden Dead: Only able to be taken by an Icon bearer, it allows him to pull a small unit out of the ground. Can be lay very sneaky ambushes. Remeber, the unit is lost if you kill the bearer before he pulls them out.
Hope this helps. Good luck in your game
Curse u npb71! nUr gicing him our secrets. But u didnt mention the nasty weapons that us tk have!