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Im thinking of starting Tomb Kings! I have never played Warhammer before, only 40k.
Can anyone experienced give me a detailed roundup on Tomb Kings and why i should start them?
right ill give it a go...er...
in fantasy you have lords which are used in big games and heroes which are weaker than lords but are your leaders at small games. there are core which is like troops and special and rare.
so your list will go like this
liche priest (hero)
these are ur general and spellcaster respectively.
core are like troops an gw says this is what wins games but not always so in tomb kings although they are handy.
skellies are a good example
special is important for tomb kings as it lets u access solid infantry (tomb guard) and some cool monsters (tomb scorpian)
rare is ur most limited units (like the name suggests) u gets catapults which fire screaming heads and a bone giant which if use carefully can be deverstating to ur opponent..
tomb kings is a relentless army as is its magic. although its core arn't good fighters their ablites can be greatly increased by magic, they also can be fast too. it also contains a wide variaty of conversions and paint scemes.
if u have any more questions just ask, hope this helps
Last edited by lord opium; April 6th, 2007 at 21:33.
While I don't play Tomb Kings I do like them as they're a really characterful army and I love the models.
They have special rules with regards to the magic phase which makes them different from the other armies. Rather than having regular spells, they have a system of incantations (which means that they don't miscast). This system gives them a strong magic phase. Their troops, being undead, don't have a very good statline but they aren't going to run away either. Their purpose is to defeat the enemy by static CR rather than kills, and then hopefully scare them away.
TK archers are very good, becasue their arrows are unnervingly accurate - their roll to hit isn't affected by any modifiers at all. This is great if they're shooting at skirmishers at long range in cover or something similar as they're far more likely to hit than other missile units. I like their chariots too becasue they are a good, unique choice, as they are 'light' chariots, and come in units whereas other armies' chariots tend to operate alone.
The main disavdantage of Tomb Kings is in lower points games becasue they have different hero requirements to the other armies. They require at least a Tomb Prince and a Liche Priest if memory serves, meaning that they have fewer points to spend on the rest of the army. This problem disappears in larger games as the hero requirement doesn't change with point level.
That's most of my somewhat limited knowledge on the army.
I'd say they're a good choice of army. If you like the models and theme, then by all means go for it.
Thou shalt remember:
Warhammer Fantasy armies do NOT have Codices. They have Army Books.
LINK - Guitarists of LO Group
Here are a coupel of reasons to start:
- its a challenging army where life will be a bit difficult for you at the begining.
- its tactitcal especialy if you have an army fo 14 chariots that move 24 every turn
-magic is reliable and damn effective howver not a game wqinner like skaven magic is its supportive there to add those extra tactis.
- its got the most fantastic and versile unit in the whole game - tomb scorpion never leave home without 3-4 of them the options this model gives you are endless:
+ can be used as hunter for war machies
+ can be used to get that +1 to start the game
+ can be used to kill heroes easy especialy with that killing blow thingy
+ can be used as asupport to rank & file units
+ move 7 with a hero profile, 4 at poison, st 5 killing blow etcc its a killing machine
Last edited by Ereius; April 14th, 2007 at 13:30.