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Discussion Starter · #1 ·
I've decided to start WH Fantasy after 15+ years of 40K Orks.

I can put together an Ork force of nearly any point level. I know from experience what wargear works and what gear is worthless. I don't have a clue in Tomb Kings as to the 'good' and 'bad' units and gear.

I need help putting together a 2000 point Tomb Kings list that would be defensive in nature (I dont trust my maneuver skills on the W H F B battlefield yet.) I would be content to let my enemies come to me and break themselves against my troops with occasional counterattacks from my units.

I'd appreciate if some of you more experienced TK Vets could put up a list of units and numbers along with wargear so that I can put together a possible 'shopping list' of units to order from my local games store.

If you post an army, and have a moment, if you could post a little idea on how best to use your suggested units.

I appreciate any mentoring that y'all can give to this 'old ork' as he tries a 'new trick' in his life.
 

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Hmm wel you must have a heirophant (liche) and a general (Tomb King is best).

Magic is the main strong point of TK, and that magic is used to help the TK move around the field so IMO an offensive list is probably more effective. On that note, there is a nice special rule for archers and magic to allow double shots so defensive can work well too.

I think you'll probably want a lot of skeletons to start with, for combat use hand weapon and shield, then have some with bows for the defensive part. Avoid spears like the plague. The Casket of Souls is also a nice addition to a defensive army, and things like carrion and scorpions would be needed to do the normal hunting roles and keep range superiority on your side.

That should be a start I guess..
 

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Discussion Starter · #3 ·
Any suggestions on items/wargear?

I was looking through the Codex, but I haven't got a clue as to what wargear is:
Absolute 'must haves'...
Invaluable...
Useful...
Useful, but overpriced...
Useless...
Utterly worthless (Don't even take if your oponent lets you have em for free items.) ...

I can sort of figure out what troop choices are better than others from the various 'Army Composition' threads, but nothing beats a veteran's experience on items and wargear.
 

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stupidity just kicked in!
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hehe don't have that high expectations in this part of the forum... they're pretty slow (I know... I didn't get much help with my army). Do the research yourself... I don't advie you to not ask for advice here... it's just don't expect that you get them that fast.
 

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zhaf said:
hehe don't have that high expectations in this part of the forum... they're pretty slow (I know... I didn't get much help with my army). Do the research yourself... I don't advie you to not ask for advice here... it's just don't expect that you get them that fast.
Yeah and thats a really constructive and useful comment isn't it.:rolleyes:


To be honest, I don't recall any completely worthless items for TK. I'll give you a couple of my combos that have worked well in battles.

King, chariot of fire, shield, scorpion armour, spear of antarhak

High priest, heirophant, cloak of the dunes, golden ankhra, nefarra's plaques

liche priest, heiratic jar, dispel scroll, casket of souls

liche priest, staff of ravening, steed

prince, great weapon, light armour, brooch of the great desert, collar of shapesh


Cloak of the dunes is a great item for your heirophant, most TK players take it because it allows him to get away from pretty much anything. I find characters on chariots work very well, they go in a unit of chariots and hit very hard indeed. Mirage standard and banner of undying legion are very good, most of the other banners aren't that great though.

The icon bearer is pretty much worthless, stick to kings, princes and priests. If you've got the army book I suggest making a list for people to look at, thats easier than us trying to type the whole lot out for you. Also, check out some of the other army lists in the subforum for what is commonly taken, and read through the stick thread 'thinking of starting...'
 

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strewart said:
Yeah and thats a really constructive and useful comment isn't it.:rolleyes:
hehe yeah... I'd give the dude some advice if I knew more about TK... but I don't hehe... but seriusly the fanasy forums are a bit non active compared to the 40k forums :p
 

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Fedral said:
I've decided to start WH Fantasy after 15+ years of 40K Orks.

I can put together an Ork force of nearly any point level. I know from experience what wargear works and what gear is worthless. I don't have a clue in Tomb Kings as to the 'good' and 'bad' units and gear.

I need help putting together a 2000 point Tomb Kings list that would be defensive in nature (I dont trust my maneuver skills on the W H F B battlefield yet.) I would be content to let my enemies come to me and break themselves against my troops with occasional counterattacks from my units.

I'd appreciate if some of you more experienced TK Vets could put up a list of units and numbers along with wargear so that I can put together a possible 'shopping list' of units to order from my local games store.

If you post an army, and have a moment, if you could post a little idea on how best to use your suggested units.

I appreciate any mentoring that y'all can give to this 'old ork' as he tries a 'new trick' in his life.
I don't play TK but I have played against them quite often so prehaps my point of view could be useful?

You NEED to be offensive if I saw a TK army sitting back I would just take it apart piece by piece for the first two or three turns and then deliver a coup de Grace in the fourth turn to seal the deal. You simply don't have the troops to play a pure defensive game

Read up on the magic rules they are slightly more complicated than normal armies and you should know them inside out.

The TK army doesn't really rely on ONE super hard hitting unit to break through the enemy lines, instead you need to have a varitey of solid Infantry blocks, supported by smaller hard units such as the Ushabati (spelling?)
 

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Berny has the right idea going here.

To Fedral, here are a some of the 'standard' items you should consider taking:

Always have the Cloak of the Dunes on the Heirophant.
Never put your Heirophant on the Casket of Souls.
Usually want to give the Blue Khepra (I think this is the item, confers 4+ ward save) to the Lich on the Casket (if you take a Casket that is)

Some of the more less useful pieces:
Light Horsemen and Heavy Horsemen seem to be overpriced/under-useful.
As do TombGuard (but I disagree about the Tomb Guard).

Here's some tactical piece of advice:

Your number one best spell is 'Urgency'. Use magic missles or 'Smite' to draw power dice, or spam cast 'Urgency' onto one unit to make sure they get the effect (remember, a unit can only be effected by 'Urgency' once per turn though)
 
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