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Thread: Tomb Kings of Khemri

  1. #1

    Tomb Kings of Khemri

    Howdy Jimbos,

    Since I'am a newbie with TKoK I really need som tactical help. One of the most important things is to keep the Hierophant alive, how?

    Can someone make an armylist that would be good against Ogre Kingdoms and Orc & Goblins (not the same list)? And explain the tactic in that armylist for me. Or you can post a list that is a "winning-spree"

    /Best Regards
    Emperors shall rise and emperors shall fall....

  2. #2

    Re: Tomb Kings of Khemri

    To keep the Hierophant alive give him the cloak of the dunes. This means you can move 20 inches a turn, keeping out of trouble and, just as importantly, being able to invoke your incantations on the right units. Just watch out against armies with spells or warmachines that ignore normal targetting restrictions. In such cases keep the Hierophant in a unit (bowmen?) until the said unit looks like entering combat or you have killed any threatening wizards or warmachines and then fly off elsewhere.

  3. #3

    Re: Tomb Kings of Khemri

    Against Ogre Kingdom, go for the King with a Flail of Skulls. and make sure you get the charge with alot of chariots(if you use them)

  4. #4

    Re: Tomb Kings of Khemri

    You can make an army that automatically wins against Ogres fairly easily (unless you run into the rare Scraplauncher-mad army, that is!). Because they depend on breaking units on the charge, all you have to do is run multiple skeleton blocks that are large enough that they can't be Crumbled in a turn.

    Quick list - I haven't counted the points or optimised anything:

    Liche High Priest
    - Cloak of dunes

    Liche Priest (with catapult crew)
    - Hieratic Jar
    - Dispel scroll

    Tomb Prince (in Tomb Guard)
    - Great weapon, shield
    - Scorpion Armour (cute, but it fits the "you can't crumble me!" theme)

    25x Skeleton Warriors
    - Full command
    - Light armour

    25x Skeleton Warriors
    - Full command
    - Light armour

    10x Skeleton Archers

    10x Skeleton Archers

    19x Tomb Guard
    - Full command
    - Banner of the Undying Legion

    2x Tomb Scorpion

    2x Screaming Skull Catapult


    There, that should be pretty close to 2K. The tactics are fairly obvious: You can fire four catapult shots a turn with Smiting (or just re-fire the Archers if you want to keep the Hierophant elsewhere), and Ogres are as vulnerable to panic as they are good at causing it... Not that you care!

    Scorpions buy you some shooting time. They're not optimal against Ogres, but they're still a pretty good unit and will let you be better rounded against other armies.

    Once they get to your lines... They can't do squat. Ogres aren't as great as they look at doing lots of casualties - crumbling 25 skeletons isn't going to be easy for them, and if they don't finish a unit in round one you can just start healing!

    Ogres have pretty awful magic defense - getting most of your incantations through shouldn't be a problem. Since you don't miscast, you don't have to worry about Hellheart tricks or anything similar.

    You can then use your archers as sacrificial units - let them take the Bull Charge and absorb those nasty impact hits, then let the ogres overrun into your bigger blocks with no steam left.

    ...A similar list should work pretty well against Greenskins - you might want to consider some offensive units like Chariots (probably instead of the TG) as orcs can bring more ranged action than ogres can. Oh, and upgrade the catapults with Skulls of the Foe - goblins hate panic even more than ogres!

    Edit: It occurrs to me that a Khalida army would be an Ogre general's worst nightmare. Poisoned Arrows of the Asp ignoring the Ogre toughness entirely? Yes please!
    Last edited by Flypaper; 13-03-2006 at 00:16.

  5. #5
    Chaplain Star.Scream's Avatar
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    Re: Tomb Kings of Khemri

    >>>>>Tomb Kings gernally play either very Aggessive or very defecive, If you know which style you like more then half the battle is done. It is possible to play a Pure counter-attack TK list, but this requires a mixture of units and excellent timing.

    If you havnt checked out the Tomg King Tactica Thread yet then it would definatly be a good idea too; its loaded with common lists and item suggestions on heros. Tomb King Tactica Thread

  6. #6
    Commander CarlostheCraven's Avatar
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    Re: Tomb Kings of Khemri

    Keeping the Heiro alive? - the Cloak of the Dunes and the Collar of Shapesh should give you decent protection and mobility.

    Your army type and hero selection will radically affect the need to protect him at all. If you are running a tight, defensive army led by a Tomb King, the loss of your heirophant is not a big deal. A spread out, offensive, MSU army on the other hand, needs to worry about crumbling a lot more.

    I like Flypaper's list, but I am not entirely sold on the "you can't crumble me theory." VS Ogres. The scorpians are definately a good bet against Bulls, especially if your opponent doesn't take standards. The catapults are also a good choice, and the list he whipped up should have room for skulls of the foe. As for the "you can't crumble me theory" it needs some examination.

    Since I play both armies (6k TK and a brand new 2k OK) I will try to beat myself (using flypaper's list). My ogres are MSU - 7 units that negate ranks and 6 others that do not. If the catapults are on target, the ogres are in trouble, despite Ld 9 and Kineater. If not, the ogres have to worry about the scorpians and their superior movement. I have 2 small units of leadbelchers and the light magic of my butcher to try and deal with them. Anyways, Flypaper's list is presenting the ogres with all kinds of movement and panic issues - which is very good. Disruption is the key. If you succeed in this you will win.

    But lets say the dice gods rule in my favour - one catapult explodes and the Leadbelchers deal with the scorpians. On to the "you cannot crumble me portion of the program"

    There are two situations you need to think about - flanked or not.
    A. Not flanked - A unit of four bulls charges the 25 skelies in the front. The result is 2 dead from the bull charge and 8 hits, 6 wounds - 7 dead, nothing back and you lose by 2. Ironguts push the total to 9 and you lose by four. The bulls present what is probably an acceptable attrition level, but the Iron guts are a real problem. All your magic will have to be channeled into healing that unit, meaning fewer catapult shots, etc. If two units are engaged in this way there is not enough healing to go around.

    B. Flanked - Somehow I charge a character or a Maneater into the front, pinning you down long enough for the bulls or guts to flank. Well, the same number of wounds would occur but you would lose by an addition 4 - flank and 3 ranks negated - plus whatever the maneater did. Against the IG you lose 9 to wounds and another 8 to combat res - 17 dead in a round. If the maneater only kills two that is another three dead because unit strength would shift in the ogres favour - 22 dead - with a little luck the unit gets wiped out in a round.

    The tomb guard would hold up much better, especially if the prince was with them. I would probably take the icon of rakaph instead of the Undying legion - the free reform would allow me to charge without relying on magic, possibly saving a rather battered skelie unit.

    Cheers
    Last edited by CarlostheCraven; 22-03-2006 at 00:51.

  7. #7

    Re: Tomb Kings of Khemri

    To keep your heirophant alive put him on a steed in a unit of heavy horse with the banner of undying legion. 8 heavy horse does the job. Unfortunately this doubles the cost of the heirophant, but does mean that this gives you a valuable chance to use up another dispel dice as your opponent wants to keep the heirophant exposed.

    As an added bonus no opponent expects you to use this unit aggressively so can give them a shock, also useful for running down skrimisers/war machines.

    also doesn't affect magic items points so can take a dispel scroll and the heiratic jar for that extra surprise end of magic phase

  8. #8

    Re: Tomb Kings of Khemri

    for you and any other tomb king player, there is no tomb king forum as good as this one: http://s4.invisionfree.com/Khemri/index.php?act=idx

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