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I'm asking for some advice on how to play against and hopefully defeat Tomb Kings.
I play a Warriors of Chaos army, mainly with Mark of Khorné, though I haven't played a battle since the new rules came. I haven't really met TK before so I don't have any clues on how to defeat them.
From what my friend the TK-player has told me, TK magic is their main structure, without it they're nothing, right?
I've played TK a while back and yeah they can be pretty nasty if you're opponent knows how to use them.
I wouldn't say they're fiished if you overpower them with magic but you'll deffinatly impeed them. The thing with TK magic is that it always works. always, no failed spells nothing. So it will grind you down over the spate of the game. It's not exactly hurty, you wont loose many men to it but for the tomb kings player it's all about out manauvering
Tombkings can't march, They have to use their magic to 'move again' Now this sounds pretty rubbish, but it can mean you can get flanked without even thinking you'll be flanked. especially by horsemen/chariots. Think of Carrion. 20 inch flight move and then that spell that always works. thats ANOTHER 20 inch move. If you have any wizards standing around on their own out there be careful. OR, tomb Scorpion, 7 inch move, now the spell, now it can charge 14 inches. Thats a 21 inch charge move by something thats pretty nasty with killing blow.
As for tips againt them,
-Well you can't go wrong with the good old Mark of Slaanesh to be imune to their fear.
-An Exalted Champion with a great weapon to go up against any chariots he has (remember str7 will auto kill a chariot)
-Take a few scrolls to stop that one move that will really screw you over.
-Monsters do realy well against undead. Dragon Ogres or just Normal Ogres will smash their way through massed ranks of undead and they can go up against his Ushabti and tomb scorpians if he has any.
-Chariots can erally help out your units here, the mass amount of kills these boys can dish out can mean that he removes his whole skeleton unit due to combat resolution losses.
Last edited by Lord Borak; March 6th, 2009 at 09:52.
To add some pointers on above.
Tomb kings nowadays are one of the least played armies, along with beastmen. It's rather easy to win of them if you know how to use your army.
Tomb kings relay on there magic alot. Take 2 mages packed with scrolls and your already messing up alot of there plas. To bad, they can cas the same spell numerous times and it always gets through. Though, you can ofcourse prevent that fatal charge in your flank or prevent that catapult from firing more than it should do
Steady infantry will crush theirs. Skeletons have an trully sucky weapon skill and strenght. Winning the combat is not that hard. Make sure you dont get outflanked, and becaurefull of princes/kings for they however, are pretty nasty.
Above mentioned an exalted with a great weapon against characters. I recomment an exalted on disc with a flail. You will most likely have the charge AND you can crush those catapults very soon.
Some mages for defence and clearing out scorpions.
There infantry is easaly killed, even tomb guard wont be able to kill your warriors.
Also slaanesh is perfect, for you will never be feared of the board.
Watch the scorpions, catapults and chariots(with characters) and watch out whenever he is setting up a magical flank charge, and you will just do fine. They tend to win on combat result rather than strenghts and we have anough armour to survive a charge of almost anything.
Hope it helps,
Thanks for the advices.
As for the marks I use, my army is based mainly on heavy Khorné units. As for now I think of using 2 units of 12 Warriors, and 2 5-men Knight units.
Should I just move my tough infantry and cavalry blocks forward and hope for the best? It doesn't seem safe to me.
If I use Mark of Khorné, the TK summoning spells would really mess up my charges.
He could just summon a five men skeleton regiment in front of my Knights making them change direction, and then charge them in the side with all he have. That wouldn't really make my day
I read in some other forum that I preferrably should use my scrolls to prevent the Casket of Souls, right?
I would appreciate some tips on an army I could use.
Tomb kings are unlike Vampire Counts, They can't create new units, Only heal existing ones. So you wont need to worry about that.
If he's got the casket of souls, take the collar of Khorne on someone or even better Scyla. It affects every unit of your army so Skyla will be affected so you can use his MAgic Resistance 3 agaisnt the casket
This was patched up in the TK recent Faq, you don't get one models MR against the casket just because they can see it.
2010 WoC Cav W/L/D - 7/3/1
Really? Bugger......... Stupid FAQ's
Aim all your stuff at the unit his hierarch is in and kill it kill it kill it, when they die their entire army pretty much goes poof and most TK players will just give up at this point.
Also, no one has mentioned this yet but when they lose combat, instead of rolling a break test to run, they just take as many wounds as they lost in combat resolution, so if they had to break test at -5 then 5 skeletons go poof.
Chaos Warriors (2009) 16-4-9
TK was my army, prior to WoC. Maybe I can help!
If the other player knows what he's doing, the Kings can be a tough nut to crack. They require a lot of forethought and are extremely unforgiving if the controlling player makes a mistake. Put the pressure on early, and make him fumble.
Their magic phase is hideous and relentless. He's going to get some spells off, you just have to accept it. If anything, dispel the Incantation of Urgency whenever possible. One of the TK's biggest weaknesses is their lack of mobility, and their reliance on magic to bolster their maneuverability. They can't march, period. Doesn't matter how close they are to the General. If you can shut down that particular part of the magic phase, you'll be in good shape.
Their magic phase is totally rigid, requiring a Hierarchy. Each Liche must cast in the same order each phase, all bound spells, etc. must occur at the same time, each time. Keep that in mind, and try to predict your opponent's spell selection. Prioritize your dispel dice. Allow him to raise a few skellies if it means stopping an Urgency that will slam you in the flank with something horrible. Their magic missile (Vengeance) and the Incantation of Smiting (extra attacks) are both only so-so, not very scary, so don't be worried to let them through.
Also note, the TK can ressurrect everything in their army. Chariots, monsters, warmachines (if the crew still lives), everything. They can't raise new units, but if a unit isn't dead, it can be healed back to full strength.
Otherwise, simply be aware of unit combinations. He'll do his best to draw you into protracted combat with skeletons and bog you down while he sets up counter charges with big nasty stuff like chariots and Ushabti. If he's smart, he'll never rely on a single unit to do anything, he'll run everything in pairs or sub-groups, using them together as hammer and anvil, employing Urgency to hit you with everything at once. Try to avoid the skeleton tarpits and take the fight to his support units: the Ushabti, the Tomb Scorpion (scary as hell, poison attacks and killing blow), chariots units, characters, etc. If you can cripple his support, the skeletal units will be sitting ducks.
Don't worry to much about the Kings and Princes. Compared to our Exalted, they're fairly pathetic. Do keep in mind, if and when you destroy one, you'll get slammed with the Curse. I cannot recall the exact numbers, but it's d6 Str5 (I think) hits or something like that. Just be wary when sizing up a potential challenge.
Be aware of a few items:
Blade of Setep, ignores armor saves and destroys magic armor. Scary.
Destroyer of Eternities, it'll be on a King on foot, and it's killer great weapon, auto-hit special attack gross.
Banner of Rakaph, allows a unit of Tomb Guard to reform at any time, basically turning them into skirmishers when it comes to charging. If he catches you with your pants down, it's game winning. Just be aware if there's a unit of TG on his flank and he isn't particularly concerned by your scary flanking force.
Collar of Shapesh, allows a character to transfer wounds to nearby models.
Speak of Antahrak, every wound it causes heals the character (combined with the Collar above, it creates an extremely resilient combat character).
Banner of Undying Legion, d6 skeletons raised each turn, bound.
Cloak of Dunes, allows a character to Fly.
Those are the most common items you'll see.
Above all, beware the Tomb Scorpion. It can burrow and arrives similar to Dwarf Miners, at a pre-determined point your enemy chooses (with possible scatter). These things are grievous for their cost, and are, point for point, easily the most effective unit in the TK army. Any King worth his salt brings two.
Be wary of Tomb Guard, they have both magic attacks and killing blow. They are very similar to VC Grave Guard.
The Screaming Skull Catapult can be quite destructive. This is the only time you'll want to stop the Incantation of Righteous Smiting, if a Liche is casting it on the warmachine. It allows the SSC to fire twice in a single turn, once in the magic phase, again in shooting. It's a stone thrower than causes Panic tests, so be afraid if he camps a Liche next to it (often on a Casket of Souls, which has a ton of destructive potential against an army with little to no shooting and few fliers).
... and of course, if you can, kill the Hierophant! If you do, it's basically game over. Traditionally, he'll be buzzing around with the Cloak of Dunes, the Hieretic Jar (allows for an additional incantation to be cast at any time, for when he absolutely needs an Urgency) and the Plaques of Mighty Incantation (let's him roll extra dice when casting). He'll be hard to hem in, but if you can run him down with an Exalted on a disc or something, great.
Last edited by Dfred; March 7th, 2009 at 00:21.
The Blessed of the Four
By the pricking of my thumbs,
Something wicked this way comes.
I found that FAQ that you told me about at this link
Here is what it says.
Q. What happens if an enemy unit with Magic
Resistance is in line of sight of the Casket when its
incantation is released? Do you really add the Magic
Resistance dice to the dispel roll (and very easily screw
up the incantation)? More generally, if one of the
targets for the Casket has a special ability against
spells (Magic Resistance, rebound, dice stealing,
casting score reducing…), does it apply to the whole
Casket’s spell effect?
A. Magic Resistance does work against the Casket’s
Light of Death, so long as the model/unit with Magic
Resistance would be affected. Where there is more than
one unit with Magic Resistance that will be affected,
only one model/unit can add their extra dice (usually
the highest). In all other respects, the Light of Death
counts as magic that affects any enemy unit that can see
the Casket, so other effects would also work as they
would against any other magic. Having said that,
however, a magic item that ‘rebounds’ spells isn’t going
to have any effect – the Light of Death only ever affects
Thanks for all the help! I might have a chance against him now