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  1. #11
    Son of LO strewart's Avatar
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    Among my gaming group, one player says TK are OVER powered and the others just have a deep respect for my army. I had one draw, where I stupidly exposed my heirophant and he died turn 2 (yes, I still pulled a draw!) and the rest fairly solid victories with my TK's. They definitely are better in 2k and 3k games, which I play, than smaller games. Though I won at 1k too, the army just needs to be played differently.

    I'm suprised FEAR hasn't come up yet. That is one of our biggest strengths IMO, never forget those fear checks. And its just a matter of relentless magic, reliable when you need it, and good manouvring.

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  3. #12
    LO Zealot MobiusPrime's Avatar
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    Quote Originally Posted by strewart View Post
    I'm suprised FEAR hasn't come up yet. That is one of our biggest strengths IMO, never forget those fear checks. And its just a matter of relentless magic, reliable when you need it, and good manouvring.
    I've found that my advantage of playing a fear causing army has been diminished lately. Too many armies now have so many Fear causing or ITP troops that the advantage of fear is not as great (Vamps, TKs, Ogres, Demons)
    Either that or the enemies leadership is high enough to pass the critical fear check when they really need to...and any enemy unit that has a low leadership probably will never charge me, or flee if they are charged. (Orcs, Bretts, Lizards)

    Unfortunately, it seems like Fantasy is starting to fall along the lines of 40K when it comes to psychology, ie. It becomes useless.

  4. #13
    PokeSavant Esco Thomson's Avatar
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    They have a very steep learning curve, and in exchange are extremely powerful. Tomb King armies are one of the few that will actually reward you for creating an extremely balanced list as well. Tomb Kings are also a lot like a game of chess. You need to move all your pieces correctly, and not confuse your pawns with your other pieces. If you move everything into its rightful place, you will find your opponent in a checkmate.
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  5. #14
    /botnobot/ DavidWC09's Avatar
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    I don't think TK is underpowered. Their biggest disadvantage IMO is not being able to march. But they have strong shooting and hoards of unbreakable dead things. Toss in what vampire counts doesn't have--bone giant, chariots, fast cav, monsters--and you've got a great list.

    But for me, I don't want to play something that slow, even if you can compensate for it through magic somewhat.
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  6. #15
    PokeSavant Esco Thomson's Avatar
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    Quote Originally Posted by DavidVC04 View Post
    But for me, I don't want to play something that slow, even if you can compensate for it through magic somewhat.
    Somewhat?

    Tomb Kings are one of the fastest armies out there actually. Depending on how you set up your list obviously. With a Liche High Priest you can almost guarantee 2 or more units are moving twice a turn. Carrion can swoop a massive 40 inches in one turn.
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  7. #16
    The Dvl in Pale Moonlight danceman's Avatar
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    1. Weak at smaller games.
    2. Steep learning curve.
    3. Unable to march
    4. Dependble on their magic phase
    5. Fragile hierophant which makes it hard to keep it alive in the begining.
    6. A very different playstyle from other armies.

    All these reasons makes it hard for new players to really get their voices heard. Its only at 2000pts they start to shine IMO.

    However when all these obstacles have been crosses TK is a very good army... and on top of that very fun to play :yes:

    I am now a very happy TK and Dwarf player
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  8. #17
    Son of LO
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    It's the same for any army really: potent once mastered.

    Playing Khemri forces you to become a better player, thinking about what you do a lot more. Unless you like getting bashed.

    However, even when mastered, they are no better than any other FB race out there.

  9. #18
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    Quote Originally Posted by willadams33 View Post
    I am a very experienced Tomb Kings Player (GT Final) and am prepared to go out on a limb and say that they are the most potentially powerful army in the game, the reason that we have a bad rep is becuase too many lousy gamers play Khemri.



    I agree that Tomb Kings are unforgiving. This is down to our reliance on magic and the high base costs of our army list. However you are looking at an army where, apart from anything else, EVERY UNIT CAN BE HEALED! That is unheard of. Our magic always casts with no chance of having to role on that nasty miscast table. Our Chariots are up their with DE Dark Riders as the best Fast Cav. in the game and we have THE BEST unit in the game, the Tomb Scorpion. Under 7th ed. Rules, our Swarms have now become proabily the most cost effective in the whole game. All our special choices are great (I'm fed up of people having a dig at Tomb Guard, for only a few points more than your basic skele they are definatly worth their points). I nearly always take a Casket of Souls, especially in larger games, and along with the Dwarf Anvil and prehaps the Skaven Screaming Bell it is one of the top War Machines in the Game.



    Our problem is our basic movement is poor, their is a heavy reliance on magic and if the Hierophant dies we are up crap creek without a paddle.



    However overall if one learns to cover The Khemrians weaker areas, Tomb Kings are the best and most Powerful Army in Warhammer.
    Ok so our friend made a couple of good points :

    1. many lousy player lol i agree
    2. casket is good use it ( i dont agree with you the screaming bell its a waste of points belive i won last november's gt heat with skaven it sucks, with regards to the damn anvil
    yeah its good really good
    3.cahriots kick ass use them alot of them you forgot pistoleres they kick as as much as dark riders
    4. the most important point WE have low movment DONT USE UNITS THAT HAVE MOVE 4 u need a constant backup of magic just to keep up with the rest that means no tomb gaurd no no no no ushabties they suck really suck you may not agree but if you ever won anything using tk most probaly it didnt have either of them. so ill ahev to disagree here special = skorpions + skorpions + more skorpions & maybe some carrion or even better more skorpions i use 4 skorpions in my current army list
    5.heirophant get him killed in turn one - three you lose its that simple give him that damn flying 20 and protect him

  10. #19
    LO Zealot MobiusPrime's Avatar
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    WTF? Skeletons are the basic platform that Tomb Kings derive all strategies from.

    Step 1: hold enemy in place with big damn block o' skeletons, Step 2: Deliver the finishing blow with a flank/rear charge from Ushabti/Giant/Chariots.

    It doesn't matter if they're slow. Move 4 should be what you base your strategy around, and anything that moves faster than that (aforementioned Ushabti/Giant/Chariots) means they can just engage for a flank from a farther distance away, meaning less chance they'll be intercepted.

    With all the spelling errors and wacked out thought processes, I can't but help to think this guy is trolling.

  11. #20
    LO Zealot Spector's Avatar
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    Quote Originally Posted by MobiusPrime View Post
    WTF? Skeletons are the basic platform that Tomb Kings derive all strategies from.

    Step 1: hold enemy in place with big damn block o' skeletons, Step 2: Deliver the finishing blow with a flank/rear charge from Ushabti/Giant/Chariots.

    It doesn't matter if they're slow. Move 4 should be what you base your strategy around, and anything that moves faster than that (aforementioned Ushabti/Giant/Chariots) means they can just engage for a flank from a farther distance away, meaning less chance they'll be intercepted.

    With all the spelling errors and wacked out thought processes, I can't but help to think this guy is trolling.
    Skeletons are the basic platform that we deliver MOST strats from. Not all. Cavalry list are very effective for us. And Ereius happens to favor those types of list. They are effective, just not as commonly seen atm.

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