Tomb King Magic Item Combos - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member willadams33's Avatar
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    Tomb King Magic Item Combos

    Okay, apart from the good Scorpion Armour-Cloak of Dunes-Spear of Antarhak combo, How do people equip their Tomb Kings. I was thinking about the Flail of Skulls and Armour of the Ages, which would be awsome in challenges, but I would be worried about Killing Blow. What do you think?
    Will Adams


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  3. #2
    Son of LO
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    523 (x8)

    I like to go with the "destroyer of i kill everything" and the collar of shapesh, i find this makes him suitably equipped to deal with most threats(Y)

    Ciao

    Stonehambey

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    Quote Originally Posted by Stonehambey View Post
    I like to go with the "destroyer of i kill everything" and the collar of shapesh, i find this makes him suitably equipped to deal with most threats(Y)

    Ciao

    Stonehambey
    /agree. my tomb king always gets this equipment.

    Destroyer is probably the magic weapon in the game for its points.

  5. #4
    LO Zealot andre's Avatar
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    hmmm,

    chariot, scorpion armour, spear of antarhak, enchanted shield, vambrances of sun.

    almost unkillable...

    as for destroyer of eternities its awesome, but it makes the king very easy to avoid for your opponents.
    however, if you forsake collar of shapesh for a cloak of the dunes, you can suprise your opponents artillery.

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    Quote Originally Posted by andre View Post
    hmmm,

    chariot, scorpion armour, spear of antarhak, enchanted shield, vambrances of sun.

    almost unkillable...

    as for destroyer of eternities its awesome, but it makes the king very easy to avoid for your opponents.
    however, if you forsake collar of shapesh for a cloak of the dunes, you can suprise your opponents artillery.
    The word chariot makes him incredibly killable.

    Noone has ever managed to 'avoid' my king that i can think of.

    And its beyond me why anyone would ever risk the best model in the army to chase a war machine when scorpions and swarms and carrion are that much better at it.

    Simply put my opponent cannot avoid combat if i want it due to my magic.

    In two turns my 'slow' unit of skeletons has a reach of 20". you cant avoid that unless i want you to.

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    How can your skeletons move 20" in two turns? I thought they could only be moved one magically and one regularly a turn..resulting in 16"?

  8. #7
    Son of LO strewart's Avatar
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    139 (x8)

    If you are charging though, you get the extra 4" charge range.

    turn 1: 4", 4" magic
    turn 2: 4", 8" magic with a charge


    I think its the carrion you can't avoid, even if you want to. Boost them with magic and they can potentially move a whopping 40" in one turn! Of course, they still need to be in magic range of a priest or something. Cloak of the dunes helps, but generally mine go 30" and charge on the first turn. Cannon? What cannon?
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    Son of LO Plague_00's Avatar
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    i use a footslogging force so i don't bother with a king but my prince usally has just a great weapon and the dune cloak, he is cheap and can fly around killing warmachines, mages and whatnot (if he diesthe curse usally takes care of whatever kills him)
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  10. #9
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    Is it just me, or are a lot of armies immune to psychology?

    Do you guys no how to delete a post? This shouldn't be here
    Last edited by Prince Ratek; October 8th, 2006 at 18:26.

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