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Ok, the main thing I enjoy about dwarfs is being able to sit back and take a pounding,but alas, that is also what kills me about them. They move so slow I normally never get to have much fun. So, Ive decided to move to the ancient army of the Tomb Kings. I need to know what would be the best about 1000 point setup.
I like to shoot and use magic, but also like a good strong melee unit.
Rofl, the weaknesses of speed are also very apparent in a TK army. And you will find the forces considerably weaker than you were previously used to with dwarves.
Not to second guess you but if you wanted a real change from dwarves why not go bretonnian or even chaos. Funnily enough when i think of tomb kings and dwarves I see a multitude of similarities. Of course there are the major differences.. However on to your questions
Shooting we are ok with, blocks of skellies with smiting allows for alot of strength 3 hits and then they can reform to provide an infantry block that will last a few turns in combat, however a SSC (screaming Skull Catapult) will be probably the most enjoyable (war machines you should be good with these ). Using smiting you can get two shots a turn and cause havoc in the ranks of your enemies.
At a thousand points to be magic heavy you need a prince and 2 priests. Which unfortunately is not magic heavy so help yourself out by taking heretic jars to give your two priests the ability to cast extra spells when you feel you need it.
The killer unit is either Tomb guard or chariots with your prince in them equip the prince suitably. or skip the standard infantry and grab a unit of 3 ushabti. This is riskier as although they will most likely cause the casaulties with 3 str 6 hits each. they have 0 static combat resolution. SO while there deadly they are best used on the flank. as such the Tomb guard are your best option and also the most expensive one.
2 large blocks of archers a SSC the 3 heros and a block of tombgaurd should easily steal away those 1000 points.
in fact thinking about ti the archers may only be in blocks of 10 if you want a 20 strong unit of Tomb guard.
Hope this helps you'd enjoy 2k point battles more i feel well i do personally
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Well, I really hate Chaos. But Brett's might be a choice. Im a fan of the Crusades. I have writted a 7 page essay over them but never realy thought of playing them.
Thanks for the Advice on TK I might have to try them
Well to add my 2 cents...My first Fantasy Warhammer Army was Brets. They are fun for awhile (were my main army for about 6 months), but are very one dimensional. Every game you will charge, charge, charge and when you tire of that, you will charge some more. They have very tough units and very very very little magic. Most of the magic you take will be for magic defense. Doesn't offer the greatest challenge in preparing for a game. I'm switching over to TK actually (just got my army book today) and I'm looking forward to the change of pace this amry will offer and the hopefully more strategy that I can put into games than I did with my Brets.
I play both TK and Dawi and they aren't that similar at all if you ask me.
With tomb kings I find you usually have to be able to think about 20 different things at once. Almost like a game of chess (I would imagine - I don't play chess) you need to carefully move your units and make sure they all support each other, as due to their expensive nature points wise, you cannot simply fling them into combat or let them get shot/charged like you can with certain other armies (to a certain extent).
They aren't the most forgiving of armies, but when mastered will strike fear into your enemies.
Plus they look great on the table top:yes:
If you're up for the challenge then go for it! And be sure to let us know how you get on
My first army was dwarves which were great until I also got tired of sitting waiting for the charge each game, so started a TK army to be able to bring the attack to the enemy. Unfortunately I also forgot that dwarves effectively have a 6 inch move ( able to march move at all times) while those times when Urgency does not come off TK have only a 4 inch move. Seems I came up with an army that was actually slower than dwarves. Have started to learn to play them now, but they an be difficult to begin with. I always seem to be outnumbered by my opponent as well.
I am actually going through a similar thought process myself, although I have also got a lot of other armies, Dwarfs were my first and they are my biggest.
Tomb Kings are definitely a great option and will be my next army after I have bulked up my Skaven and Bretonnians a bit more.
The advice regarding large blocks of Archers is wise. Two priests and a prince should be able to get off sufficient spells to be effective. Tomb Guard are just nasty, as are Scorpions.
I would also have a look at some Carrion. With the new cross-fire rules, they can be very handy behind your opponents army.
Of course, the challenge with Tomb Kings is fitting all of this in to your points. This is why they are more effective at higher points totals, where the available units have a greater synergy.
Good luck making sense of this. I hope that it helps.
Wood Elves 2/0/1
Orcs & Goblins 0/1/0
Next Army - Tomb Kings
If you went for Brets, you would find the opposite problem to what you have with Dwarfs. Hard to kill, but all you do is charge. As opposed to doing nothing but shooting.
Tomb Kings can be a very powerful army, and in the right hands with the right list they can also be a very fast army. I am suprised there has been hardly any mention of chariots so far in this thread, IMO these guys are the greatest asset of the TK army and usually outperform all of my other units.
I used to play defensive, and just sit back and wait for my opponents to come to me while I shot them. (HE and even Brets, as silly as that may sound) Tomb Kings were the first army where I really went on the assault. My Tomb Kings have suffered 1 draw, and the rest victories so far, usually quite easily. I would say the biggest strengths are fear causing, fast, able to be exactly where you want them, and strong in magic. You must use the army as an army, and never even consider the magic missile incantation. I think I may have cast it once since I first got TK, their magic is far better used supporting your units. Healing shooting casualties, giving extra shots/attacks to units (SSC ) and probably most importantly, getting that extra move in. That gives you basic skeletons a potential charge range of 12 inches, which is by no means slow. It also makes carrion the fastest unit in the game, with a potential charge range of 40 (!!) inches.
Ok back to the point of the thread, as mentioned TK are better as the games get bigger so don't expect a huge amount of success at 1000 points. I suggest taking the mandatory prince and hierophant, a unit of chariots, a 20 strong block of sword/shield skellies, a unit of 10 bowmen (to target skirmishers and fast cavalry) then with the 300 odd points either go another priest, upgrade your current characters, or select more troops. Scorpions are good, ushabti are very good, the SSC is definitely worth it, or even more chariots depending on which way you want the army to go.
Remember to get everything to work together as an army.