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===Rare Units=== *'''Necrolith Colossus:''' The renamed Bone Giant, the Colossus is a incredibly cheap monster in relation to it's statline, with a multitude of weapon options that allow you to tailor its role in your army. coming in at 170 points, the colossus sports a basic statline of WS3 BS2 S6 T6 W5 I1 A4, as you can see, it has sacrificed Weapon skill, initiative and attacks in order to sport both strength 6 and toughness 6, allowing the colossus to definitely compete in a one on one situation with other monsters that lack a auto hit/wound attack mechanic (giants in particular). The weapon options available can either compensate for the low number of attacks by taking two hand weapons (5 points), or maximize strength by taking a great weapon(10 points). One odd option is the Bow of the Desert (20 points), which gives the colossus a Move and Fire bolt thrower that has all of the basic bolt thrower stats (S6, rank pierce, ignores armour, D3 wounds), plus Arrows of the Asp (no hit modifiers, like everything else in the army.) This choice is designed for defensive lists: it should be able to land at least a couple of hits in the early game, then counter-charge as the enemy close in. Finally we have the defining trait of this monster, and quite a entertaining one at that, as when the colossus charges and engages in combat, every successful unsaved wound caused in that one combat round grants a additional attack, allowing for a vast quantity of wounds to stack up if you are particularly lucky. With this ability, it is perfectly possible for a colossus to break a engaged unit by smashing into their flank though the sheer amount of wounds churned out, so it is advised to hold one next to a tarpit until you can get a opponent's unit locked into combat. Cast a couple of buffs from the Lore of Light (WS10 being chief among them) and watch as he crushes through rank and file troops like he's kicking sandcastles over. *'''Hierotitan:''' A magical support variant of the colossus with a identical statline aside from -1 attack, the hierotitan, while being passable in close combat, is chiefly brought along for its Bound Spells and buff effects. At face value, the bound items are of little note, one contains Shem's burning gaze(3+ to cast), and the other contains spirit leech(4+ to cast) at relatively low casting values, not enough to be reliable on one dice, but low enough to warrant consideration should they be in range, as it is perfectly possible to drain a few wounds from a monster heading towards your lines. In addition, the Hierotitan makes an excellent support unit for any unit containing a Liche Priest. Place a caster (high or low) in a unit of skeleton spearmen (preferably in horde formation) and put a Hierotitan on the flank. Not only does this make the unit a bigger threat but the additional +D3 to cast for your wizard is a big bonus. Also a devastating combination if you can fit a Casket into your list which makes for a nasty magic phase - when done with a L4 mage this tactic (mage, hierotitan, and casket) has been playtested to give an advantage in winds of magic 80% of the time and also gives the occasional +7 to casting attempts. *'''Necrosphinx:''' Advertised as a monster killer, the necrosphinx is one of the few units currently in existence that carries a natural attack with heroic killing blow special rule, giving it the potential to wipe almost any monster out on a lucky dice roll at a modest price of 225 points. An important point to note is the statline, being a variant of the warsphinx, the necrosphinx shares the toughness 8, allowing it to remain locked in combat with almost any monster without much fear of losing, this is coupled with 5 attacks and strength 5 to clean up almost anything currently present. A note on the HKB, every turn you must nominate one attack before rolling to hit to strike at strength 10 and have the HKB special rule, this is obviously your primary source of damage against other monsters(it should be stressed this is only one attack with 50% of hitting most things that have a Ws higher than 3), while against infantry sized models, you also posses killing blow on your normal attacks. In addition, the necrosphinx has the ability to fly, which is awesome. *'''Screaming Skull Catapult:''' The primary "conventional" artillery of the Tomb king army, the screaming skull catapult brings vital ranged unit crushing ability coupled with the potential to deliver a high strength package to any monster anywhere on the field, all for a nifty price of 90 points. In terms of damage output, the screaming skull catapult is identical to any other normal stone thrower, with the same small template, same strength 3 and the same strength 9 under the hole with D6 wound multiplier. However, the hits also have the Flaming Attacks and Magical Attacks special rules for dealing with treemen and hydras,in addition to it's pinnacle selling point, the ability to force a morale check on any unit who has taken at least one casualty exactly as though they have been reduced by 25%, this is obviously a effective combo with doom and darkness, allowing you to force a vital unit into retreat, or better, off the board. Alternativly to using spells to reduce the opponants leadership, you can upgrade the catapult to inflict a -1 leadership penalty on any unit taking a morale check from the catapult. *'''Casket of Souls:''' Powerful rare choice and reasonable for the points cost. This is most effective in static armies and can provide a major magic boost (making it attractive in a TK army). The bound spell can be nasty, making an enemy unit take a leadership test on 3D6. They then take the amount of wounds they fail by, on a three plus it bounces to another unit with 6". Just ensure that it is aimed at an enemy with friends. For the points value, it may even edge out the Screaming Skull.
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