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Thread: Tactica: Tomb Kings 8th Edition Book

  1. #61

    Re: Tactica: Tomb Kings 8th Edition Book

    I have been thinking that a pretty solid list for the new book would be as follows, subject to point issues of course. This list I can see having severe issues with WOC, however.

    Tomb King, with ASF sword, Armor of destiny,
    High Liche Priest, level 4, Lore of Nehekhara, 4+ ward save,
    Liche Priest, level 2, Lore of Nehekhara, Cloak of Dunes
    33 x Tomb Guard Unit (High Priest & TK, 7 wide, 5 deep)
    3 x 30 x Skeleton Archers or Warriors (5 wide, 6 deep, Archers are 10 by 3)
    3 x 6 x Ashtabi with Great Bows (3 wide, 2 deep)
    3 x 6 x Chariots, Banner of Swiftness (a good benefit to this unit.)
    2 x 3 x Carrion
    Casket of Souls
    Hierotitan

  2. #62
    Librarian EdFireborn's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    the chariots alone are going to cost 1100+

    not sure about carrions, haven't noticed them getting a price drop, and swarms/stalkers/knights are looking pretty good for a similar roe.

    the general consensus 'round here is that Ushabti with bows aren't worth it. I think they have function but the low number of shots could be an issue. They don't penetrate ranks (they are just a long bow with str 6) and the other options (extra hand weapon & great weapon) are just more sexy against hordes and large targets respectively.

    Another liche (level 1 light) would be a great idea, especially considering you have both a casket and a heirotitan (if thats the magic one) as you'll be gettin +d3 to your casting rolls (to every priest within 12" from the titan) and +d3 power dice in the pool.

    Also, do the tomb guard have halberds? or hand weapon & shield?
    There comes a time in every man's life when he needs to put his toy soldiers down.

    And pick up new ones!

  3. #63
    Chapter Master Nocculum's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    They're better against hordes and large targets in general, sure, but getting two turns of shooting off before you get over the board, when there's no guarantee the Ushabti will ever reach their intended targets otherwise...that's worth the flexibility if you ask me.

  4. #64
    Librarian EdFireborn's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    While you do have the always hitting on a 5+ rule. it means a unit of 6 is only going to hit twice per turn. if you use the multiple shots spell. four times a turn.

    even with the strength 6, it will have little effect unless its used against small units such as knights, light cavalry or large targets.

    I'm not saying their useless, but with the cost of upgrading them, I would rather great weapons or extra handweapons.
    There comes a time in every man's life when he needs to put his toy soldiers down.

    And pick up new ones!

  5. #65
    Chapter Master Deff Mekz's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    Quote Originally Posted by EdFireborn View Post
    Also, do the tomb guard have halberds? or hand weapon & shield?
    They come with HW/Shield, but you can upgrade them with halberds.
    Quote Originally Posted by Inevitable View Post
    If the game ends and both sides are happy over a fun game, then you've both won. Everyone wants to win but winning shouldn't come at the expense of having fun.
    Quote Originally Posted by Lew_b81 View Post
    Deff Mekz: You're like the Nancy Drew of the Warhammer World.

  6. #66

    Re: Tactica: Tomb Kings 8th Edition Book

    Just remember if you give them bows they lose their GW, so they're only hitting at S4.
    Civilian of Khemri since 2005
    Quote Originally Posted by Boss_Salvage View Post
    Your army is possibly the coolest CSM list I've seen
    Play: Tomb Kings(Main), Khorne WoC, Dwarfs. 40K: Dark Eldar, World Eaters (Shelved until a real Chaos Codex).
    My Slayer Cult Army Book, New everything, including Runic Striking. http://www.warseer.com/forums/showthread.php?t=322805

  7. #67
    Chapter Master Deff Mekz's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    Rules Summary;

    Nehekharan Undead
    -Unstable
    -Unbreakable
    -May NEVER march.
    -The only charge reaction Tomb Kings may ever choose is; "Hold".
    Nehekharan lore:
    The restless dead is the lore attribute. D3 + 1 wounds if augment spell is successfully caste on friendly Nehekharan undead target unit.

    Entombed Beneath The Sands
    Roll each turn for each unit that is EBTS. On a 3+ it arrives, place a marker, and roll scatter dice to see where it comes up. (Hit equals comes up at exact location) The unit may not charge when it comes up.
    Unit comes up in the remaining moves phase.
    Khsar's incantation of the desert wind (signature spell); Augment Cast on 8+. all unengaged friendly nehekharan undead units within 12" may make a single move as if in the remaining moves sub-phase (cannot charge). all non engaged friendlies can be instead targeted within 24" for a casting value of 16+. Any unit can only be effected by the desert wind once per turn.(undead construct units can only recover 1 wound per turn)

    1. DJaf's Incantation of Cursed Blades; 7+. Augment, range 12". Until the start of your next magic phase close combat attacks gain killing blow or heroic killing blow special rule. If the unit already has killing blow or herioc killing blow special abilty, it will work on a 'To wound' roll of 5 or 6+ while this spell is in play. can increase range to 24" instead on a casting value of 10+
    2. Neru's Incantation of Protection; 9+. Augment range 12", until start of caster's next magic phase.
    5+ ward save on a single friendly target unit. all friendly units within 12" can be targeted instead for 18+
    3. Ptra's Incantation of righteous smiting; 9+. Augment range 12" until start of caster's next magic phase. Target unit gains 1 attack (mounts, riders, models crewing chariots, monsters and war machines). If armed with a bow or great bow then get multiple shot (2) special rule. All friendly Nehekharan undead units can be targeted instead within 24" for 18+.
    4. Usirian's Incantation of Vengeance; hex range 18" 10+. Until start of caster's next magic phase target unit has its movement reduced by D3 to min of 1 & all terrain is treated as dangerous terrain if unit moves. range can be extended to 36" for a casting value of 13+. Until start of next magic phase.
    5. Usekhp's Incantation of Desiccation; 11+ hex range 24". target unit suffers -1 strength, -1 toughness (to min of 1) Until start of caster's next magic phase. Can instead choose to reduce by D3 (min of 1) for a casting value of 22+
    6. Sakmet's Incantaion of the Skullstorm; Remains in play. magical vortex 15+. small template is placed on the board and a direction is nominated. artillery dice is rolled and the number is multiplied by wizard level = amount template is moved in stated direction. Every model passed over or under the template suffers a single strength 4 hit. misfire = place template over caster and scatter by wizards level in random direction. use large round template for a casting value 25+. on subsequent turns, vortex moves randomly equal to role of artillery dice. if misfire, vortex dissipates instantly.


    Magic Items
    Destroyer of Entities - +2S, heroic killing blow, sweep attack auto-hits all models in BTB (only 1 hit)
    Blade of Antarhak - each wound caused regains a wound in unit or him; if full, he gains regeneration
    Cloak of Dunes - Gives user fly, if character flies over enemy unit they suffer 2D6 S2 hits, can be used repeatedly, and hit every unit flown over each turn.
    Golden Death Mask - causes terror; enemy unit within 6" cannot use General's Ld
    Scrolls of Mighty Incantation - One use; gain dice to use on this spell equal to caster level; these are not power dice.
    Enkhil's kanopi - bound level 3; dispel all Remains in Play spells on a 2+ each; gain D3 power dice for each successfully removed
    Standard of the Undying Legion - bound level 5 - augment that regens D6 +2 skellies (so also regens D3+1 due to lore)
    Banner of The Hidden Dead - pick one unit under 150 points; it gains entombed beneath the sands, if the marker is placed within 12" of the banner, may reroll scatter and artillery dice.


    Lords/Heroes

    Tomb King/Tomb Prince
    May ride a chariot or Khermian Warsphinx.
    The Curse: Killer of Tomb King suffers D6 S5 wounds, Tomb Prince is D6 S4. All units involved in his death suffer.
    "My Will Be Done:" King/Prince gives his unmodified WS to a unit he has joined, whether on foot, mounted, etc. The bonus is lost if the King/Prince leaves the unit. This doesn't affect mounts.
    -And the tomb kings rode to war- If the Tomb King's/Prince's chariot is destroyed they can remain in the unit, but if they leave they cannot rejoin.
    -Can not take a skeleton horse as a mount, but can take a chariot.

    Heirophant/Liche Priest-Highest level Liche Priest is the Heirophant.
    -Army must include at least 1 priest.
    -High Liche Priest maybe upgraded to Lv4 from Lv3
    -Liche Priest maybe upgraded to Lv2 from Lv1
    -Heirophant must take the Nehekharan lore
    -Any other wziards can take either the Light, Death or Nek lores.
    -Heirophant gives unit he's in 6+ Regen
    -Can take a skeletal steed. (No chariot)

    Necrotect (Hero)
    -Dirt Cheap
    -Gives unit he's in hatred.
    -Flammable - has LA and 2HW base
    -Gives constructs within 12" Regen.(6+).

    SC Nectrotect
    -Same as above
    -Execpt gives unit frenzy

    Khalida (Spec. Lord)
    -She gives BS3 and poision attacks to any unit of Skeleton Archers she joins.
    -She has I9 and ASF.

    Settra the Imperishable (Spec. Lord)
    Settra is WS7
    -His MWBD is extended to a 6" bubble instead of only his unit.

    Arkhan The Black (Spec. Lord)
    -LV5 Wizard
    -Can be Heirophant
    -Uses Lore of Death

    Grand Hierophant Khatep (Spec. Lord)
    -Uses Lore of Nek- Loremaster

    Ramhotep the Visionary (Spec. Hero)

    Prince Apophas (Spec. Hero)
    -A prince made of Scarabs

    The Herald Nekaph (Spec. Hero)
    -Has "The Flail of Skulls magic weapon from the old book.

    Tomb Herald (Hero)
    -May carry a Battle Standard. (Can be a Magic Standard)
    -All heralds are oathed to a single king/prince; When the Prince/King takes a wound, on a 2+ the Herald suffers the wound instead (only once per round of combat). This does not work in challenges.

    Core

    Skeleton Warriors
    -Come w/ HW and Shield
    -Base cost= Half of VC skellies base cost.
    -May take LA, Spears, and FC.

    Skeleton Archers
    -Cost 2 points more than normal skeletons.
    -Can take a FC and LA.

    Skeleton Horsemen
    -Can take a FC and LA.
    -Have the Vanguard Spec. Rule.
    -4 points cheaper

    Skeleton Horse Archers
    -Fast Cav, Vanguard, Scout
    -Can take a FC, no LA.

    Skeleton Chariots
    -Can take a FC.
    -15pts more expensive, more impact hits, no longer fast cav.
    -Chariot Legions; 3 to a rank, Inflicft D6 Str4 impact hits per Chariot in the front rank that is in base contact at the start of combat on the turn they charge. For each additional full rank of chariots +1 Str to Impact hits (For eg; Base Str4, so 2 full ranks would Str5)

    additional full rank adds +1Str to the impact hits. Crew in second rank may make support attacks, but horses cannot.
    -One unit can take a magic banner up to 25pts.

    Special

    Ushabti
    -Can take a FC, AHW, GW or Great Bows (Str6, may Volley fire)
    -Base strength now Str 4, need GW to back back to Str 6.
    -Now significantly cheaper.

    Tomb Scorpions
    -Same cost as old book, -1 Wound

    Tomb Swarms
    -Take in unit from 2+ - Max 10 Swarms
    -A few points cheaper

    Tomb Guard
    -Come with HW/Shield
    -No magical attacks anymore, they gained killing blow instead.
    -May be upgraded to have a FC and Halberds.
    -Can have a Magic Banner of up to 25pts.

    Sephurcal Stalkers
    -Transmogrifying gaze; The unit can target any model/unit within 8". -The model suffers 1 artillery dice worth for each stalker in the unit, S1, roll vs Initiative not toughness(always iniative), no armor save.
    -Come with halberds.
    -Have Entombed Beneath The Sands

    Carrion
    - Same as now, but +1 Attack and +1Str

    Necropolis Knights
    -Snakes have poisioned attacks.
    -3+ Save overall.
    -Riders Have Killing Blow
    -Can be upgraded to have Entombed Beneath The Sands
    -Can have a FC group.

    Warsphinx -
    -Can replace normal attacks for one special Thundercrush attack thundercrush works against infantry, warbeasts, and swarms.;
    -Thundercrush Place a small blast template over unit resolve hits like a stonethrower. Roll to hit using WS. Could kill up to 21 models, hordes beware!
    -Can be a mount for a Tomb King/Prince
    -Ridden by 4 Tomb Guard w/Spears
    -Can have a flaming breath weapon
    -Can have poisioned attacks

    Rare

    Casket of Souls
    -T10, 3 wounds,
    -"Light of Death"-Bound spell- level 5, 48", unit takes Ld test on 3D6, suffers wounds equal to the difference, no armor save; on a 3+ bounces to next unit within 6". This continues, until either you roll a 1-2 or there are no other units in range. Units can only be hit once per turn.
    -Gives +D3 Power Dice each turn
    -No longer has a attached Liche Priest "crewing" it.
    - When the Casket dies, all friends and enemies within 12" suffer D6 S6 hits

    Necrolith Colossus (Bone Giant)
    -Still has unstoppable assault.
    -Unstoppable assault: for every wound that goes unsaved, gets an extra attack; these extra attacks can produce yet more extra attacks, etc.
    -Can take a Great Bow, AHW or GW.

    Hierotitan - (Bone giant Liche priest)
    -Can cast has Shem's Burning Gaze (light) and Spirit Leech (death) as bound spells. - Power level 5.
    -Gives +D3 to score to any friendly wizard trying to cast within 12".


    Screaming Skull Catapult
    -Magical flaming attacks, causes panic if it causes a single wound.
    -2x Shot spell does not work on the catapult.

    Necrosphinx
    -May substitute one of it's attacks for one single S10 Heroic Killing Blow attack. (Like the Archranok Spider's venom surge)
    -Can take Poisioned attacks

    Done! Please tell me if I've missed anything, however it might be a few minutes at least before I add it, I'm a bit shattered after that.

    Anyways, enjoy everyone, I'll be in my tomb.
    Last edited by Deff Mekz; 16-04-2011 at 17:17.
    Quote Originally Posted by Inevitable View Post
    If the game ends and both sides are happy over a fun game, then you've both won. Everyone wants to win but winning shouldn't come at the expense of having fun.
    Quote Originally Posted by Lew_b81 View Post
    Deff Mekz: You're like the Nancy Drew of the Warhammer World.

  8. #68

    Re: Tactica: Tomb Kings 8th Edition Book

    I doubt its worth it, but what about the Fencer's Blades on a Tomb Prince, or Tomb King? Giving WS 10, to the unit could be interesting?

  9. #69
    Chapter Master Deff Mekz's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    Sadly that doesn't work, the King/Prince gives the Skeletons his unmodified WS, so no WS 10 Skellies I'm afraid.
    Quote Originally Posted by Inevitable View Post
    If the game ends and both sides are happy over a fun game, then you've both won. Everyone wants to win but winning shouldn't come at the expense of having fun.
    Quote Originally Posted by Lew_b81 View Post
    Deff Mekz: You're like the Nancy Drew of the Warhammer World.

  10. #70
    Librarian Yamabushi's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    Can I get some confirmation on the points value of the Magic Banner that the TG can take? I've been seeing 50 points on some places and 25 on others.

    On the topic of tactics, I just had a 2k game with WOC, some thoughts:

    a) A large unit of Tomb Guard is very, very scary, especially with Hatred, WS5 and boosted with the blessings of Ptra and Djaf.
    b) Chariots are very killy now, I impacted a Warshrine off the board in a single charge.
    c) Magic is a blast! Having some range on your buff spells really do help! The AOE effects are spectacular, covering my entire army (I keep them relatively compact) at once. The problem is that when your troops pursue or overrun away from home base, and the Priests can't keep up.
    d) Warsphinx destroyed 15 Chaos Warriors (Frenzy Banner, Halberd, Mark of Tzeentch) in a single turn. Still needs more testing, but with T8 and Neru watching over it, it kicks ass.

    Now, I've had this crazy idea of fielding an immense unit of chariots, chuck some killy characters in it, and shadow it with Priests on steeds. The rest of the Special quota goes to ICFB units. Sure terrain will screw me over, but I WANT to see the reaction of my opponent when a unit of chariots as deep as your deployment zone, and 1/4 as wide gets put on the table

    Other places suggest multiple 10 man Archer units, since a single casting of the boosted Smiting will probably cover all your army.
    Last edited by Yamabushi; 16-04-2011 at 16:49.
    Nulla è reale, tutto è lecito. Requiescat in pace

  11. #71

    Re: Tactica: Tomb Kings 8th Edition Book

    Deff Mekz, Carrion also gain a S, so they're are now S4 T4, also when the casket dies, it hits everyone, friend and foe.
    Civilian of Khemri since 2005
    Quote Originally Posted by Boss_Salvage View Post
    Your army is possibly the coolest CSM list I've seen
    Play: Tomb Kings(Main), Khorne WoC, Dwarfs. 40K: Dark Eldar, World Eaters (Shelved until a real Chaos Codex).
    My Slayer Cult Army Book, New everything, including Runic Striking. http://www.warseer.com/forums/showthread.php?t=322805

  12. #72
    Chapter Master Deff Mekz's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    Thanks mate I'll add that to the one in the rumour thread and then copy/paste the pile of new changes that needed to be added to this one too.
    Quote Originally Posted by Inevitable View Post
    If the game ends and both sides are happy over a fun game, then you've both won. Everyone wants to win but winning shouldn't come at the expense of having fun.
    Quote Originally Posted by Lew_b81 View Post
    Deff Mekz: You're like the Nancy Drew of the Warhammer World.

  13. #73
    Commander TheKingInYellow's Avatar
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    I'm thinking EBTS units are now to be used as insta-flankers and Carrion and Light Cav are the best warmachine hunters.

    Maybe even the Necrosphinx if there are no other obvious targets, like solo Disc Tzeentch Sorcerers.
    Phoenixes are phun!

  14. #74
    Chapter Master Deff Mekz's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    Quote Originally Posted by TheKingInYellow View Post
    I'm thinking EBTS units are now to be used as insta-flankers and Carrion and Light Cav are the best warmachine hunters.
    Don't forget mage snipers! (maybe even BSB snipers) LV4 wizards beware, the sepurchal stalkers are coming to town!
    Quote Originally Posted by Inevitable View Post
    If the game ends and both sides are happy over a fun game, then you've both won. Everyone wants to win but winning shouldn't come at the expense of having fun.
    Quote Originally Posted by Lew_b81 View Post
    Deff Mekz: You're like the Nancy Drew of the Warhammer World.

  15. #75
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    Re: Tactica: Tomb Kings 8th Edition Book

    It sounds like with the hiero titan and casket the tomb kings will have some ways to boost thei r magic phase, which is good news, I think. Going from all bound spells to just the winds of magic really changes the reliability of their magic phase.

  16. #76

    Re: Tactica: Tomb Kings 8th Edition Book

    My first post yeay

    Maybe big (30+) unit of spear skeletons with prince and necrotect and some TG with TK and maybe necrotect will form solid battle lines, supported with some priests.
    Chariots and sphinx for flanks and some EBTS units....*cough* necropolis knights*cough*
    Just my plan...
    I was thinking of playing game with new TK but I dont have the book, so if anyone can PM me point costs of units and magick items... I will be one happy mummy undead thingy
    I have: 42 skeletons all kind of weapons, 3 chariots, 8horseman, 6 TG(need more), SSC, 2 priests, BG or colossus and one normal TK + Settra... Oh and 3 ushabti
    And im planning to buy: 2 sphinx, box of TG + bo of snake surfers
    So any other ideas for models like that?
    Thanks in advance

    -unforgiven-

    Ps. English is not my first language but hope you can understand me

  17. #77
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    Re: Tactica: Tomb Kings 8th Edition Book

    Can we get back to why on earth people would pay 300pts for 6 S6 shot a turn, that will do paltry damage to most units, when for the same points that unit can be tearing it up with 18 S6 attacks in combat that will do a lot of damage, as well as 3 S4 stomps?

  18. #78
    Chapter Master Nocculum's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    24 STR6 + 18 STR4 + 3STR4 shots...

    18 STR6 + 3 STR4...

    Unless I'm being retarded and MInfantry can't fire in two ranks like normal, the above line is how much damage output the Ushabti should have in the first two turns, and in the first round of their first combat...compared to the bottom, which only benefits against T4, or anything with a 4+ save...which, let's face it, since 8th edition, is a vastly reduced number of units.

    I'm game for the top line myself (though I'll be using additional hw/gw as I need something to take on ogres ).

  19. #79
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    Re: Tactica: Tomb Kings 8th Edition Book

    Sorry but where are you getting 24 shots over two turns from? 6 guys shoot 6 shots, over two turns that is 12.

    Furthermore, how many attacks/shots they make isn't damage output. They have to hit and then to wound first; that is the damage output. On top of that, you've based it on a completely baseless formula with no perameters set and not taking into consideration any of the variables; against what army is this you are facing? Do they have scouts? Do they have Vanguards? Are they coming toward you or are they standing back and waiting for you? It should also be taken into account that due to their small size Ushabti should ideally be fighting elite troops, not simple low save/toughness rank and file, making the higher strength more important.

    Also I'm wondering how 8th edition suddenly reduced the amount of T4 units (mainly because it did no such thing).

    And you can't use XHW/GW along with the bows, you can only take one weapon option.

  20. #80
    Chapter Master Nocculum's Avatar
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    Re: Tactica: Tomb Kings 8th Edition Book

    Multiple shot spell is hardly an excessive input to the ushabti to balance that out.

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