Age of Sigmar/Tactics/Warscrolls Compendium/Tomb Kings: Difference between revisions
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'''Necrotect:''' Nothing to say, except that he can choose a Deathrattle unit within 8" and gives it +3 Move and the ability to reroll every 1 to wound. That's it. | '''Necrotect:''' Nothing to say, except that he can choose a Deathrattle unit within 8" and gives it +3 Move and the ability to reroll every 1 to wound. That's it. | ||
===Troops=== | ===Troops=== | ||
'''Tomb Scorpions:''' Can save any spell-induced wound on a 5+ (4+ if there is a Necrotect within 18") and do the same pop out ability as Apophas (arriving at least 6" of any enemy unit). And that's awesome, because you'll reach the unit that was your target that same turn with a charge more often than not. This thing has good rend but low damage output (deals some 3 wounds before saves each turn), which means that you have to use them in units of at least two to threaten heroes. But even alone they can be useful at killing war machines or wizards (their anti-spell save makes them specially useful against the latter). BUT they can also shine at tarpitting (yes, you can still tarpit in Age of Sigmar, everyone can retreat from combat, but they basically waste the turn by doing so) hordes without rend. The scorpion has 5W and a 4+ save, so the horde will have to deal some 10 wounds to kill it in a turn, which is unlikely. And a | '''Tomb Scorpions:''' Can save any spell-induced wound on a 5+ (4+ if there is a Necrotect within 18") and do the same pop out ability as Apophas (but arriving at least 6" of any enemy unit, instead of 9). And that's awesome, because you'll reach the unit that was your target that same turn with a charge more often than not. This thing has good rend but low damage output (deals some 3 wounds before saves each turn), which means that you have to use them in units of at least two to threaten heroes. But even alone they can be useful at killing war machines or wizards (their anti-spell save makes them specially useful against the latter). BUT they can also shine at tarpitting (yes, you can still tarpit in Age of Sigmar, everyone can retreat from combat, but they basically waste the turn by doing so) hordes without rend. The scorpion has 5W and a 4+ save, so the horde will have to deal some 10 wounds to kill it in a turn, which is unlikely. And a Death wizard within 18" can add another scorpion to the unit with a spell that has the low value of 6, so you can hold them up indefinitely (with a little luck) at the cost of a scorpion and a wizard, adding a new scorpion each turn to replace the one that will most likely die. You can even do this with only two scorpion models, always "resurrecting" the dead one, trolling GW in the proccess. | ||
'''Ushabti:''' Get +2 Save against attacks dealing a single wound and reroll every 1 to save if a Necrotect is within 18". | '''Ushabti:''' Get +2 Save against attacks dealing a single wound and reroll every 1 to save if a Necrotect is within 18". | ||
'''Necrosphinx:''' THE ULTIMATE KILLING MACHINE IS HERE. He must always charge when able even if he ran, you roll 3 dices and discard the lower when charging, suffers halved wounds | '''Necrosphinx:''' THE ULTIMATE KILLING MACHINE IS HERE. He must always charge when able even if he ran (so he CAN run and charge, very threatening), you roll 3 dices and discard the lower when charging, and suffers halved wounds/mortal wounds (and a Death wizard 18" of it can heal it D3 wounds with a 6+ spell). If he rolls 6 to wound with at least two of his Scything Blades when attacking a monster, HE DEALS 10 MORTAL WOUNDS (would be useful if it happened with hit rolls, as it is, it's too difficult). Also, each of the aforemented Scything Blades attacks (4 in total, FYI) deal 3 wounds each with a rend value of -3. Ouch. So, it's got enormous defense, offense, ''and'' mobility (it also flies). One of the best monsters of the game. | ||
'''Sepulchral Stalkers:''' Can do the same pop out thing as | '''Sepulchral Stalkers:''' Can do the same pop out thing as Aphopas, except they can also go away and come back in the next turn. Their Missile Weapon is based on a d6 roll: on a 1 the Stalkers suffer a mortal wound, on a 4+ the target unit suffers a mortal wound and on a 6 the mortal wounds are d3 (they turn the victims to sand, rad, I know). They emerge from the sands at 9" of the enemy minimun, and the range of their gaze is 10", so you can shoot that same turn, then try to charge. That, combined with their rend -1, makes them good at stalking armored units, but they're pretty vulnerable, with only 5+ save (but 5 wounds). So, if you're stuck in a disadvantagous combat, or already killed/maimed enough your target, you can teleport again at the cost of a turn (you don't get healead or anything, as the Tomb Swarm rules probe, but a Death Wizard within 18" of them can add one model to the unit with a 5+ spell, can be useful). | ||
'''Bone Giant:''' Gets an extra attackfor every 6 to hit, and after he attacked you roll a dice and on a 5+ (4+ if a Necrotect is within 18") he gets to pileup and attack again. | '''Bone Giant:''' Gets an extra attackfor every 6 to hit, and after he attacked you roll a dice and on a 5+ (4+ if a Necrotect is within 18") he gets to pileup and attack again. |
Revision as of 19:33, 21 March 2016
NOTE: This faction has been removed from the game. The .pdf is in the Last Chance section, so if you have Tomb Kings models you should download it ASAP.
Where Yo Mumma resides, and she's coming out to omnomnom some brains
Mummy Tactics
The only tactic you need is this:
1: Buy a single Tomb Swarm.
2: Deploy it as the entirety of your army.
3: Declare Sudden Death and choose Endure.
4: Burrow the Tomb Swam.
5: Hang around for 6 turns.
6: Win.
It won't work. As per the rules, if, at any point, you don't have any unit on the battlefield you lose.
A tomb swarm is removed form the battlefield when it burrows.
What about a unit of Carrion with there untargetable ability?
WELL DONE, you just broke the game... (Except if your opponent also deploy 1 fig) Just let them deploy first.
Mummies Warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt. Go here for the Skeleton units (mainly in the "retconned stuff" section).
Mummies
Named Characters
Settra the Imperishable: As a big dude, he allows every other hero within 18" to use his command ability. He deals a total of 12 attacks in melee, which become 22 in the turn he charges (+2 to his attacks, double attacks for the steeds). He can save mortal wounds on a 5+, deals d6 mortal wounds to whoever kills him and can give double movement and flight to a Deathrattle unit within 18". His command ability allows every Death unit within 18" to reroll every 1 to hit, and Deathrattle also get +1 to wound. But... *JOKE RULE ALERT* if Settra is your general, you lose the battle in the moment you bend over.
High Queen Khalida: Can reroll the number of wounds she inflicts when fighting against vampires (read: Mannfred, Neferata, Soulblight Heroes and Blood Knights), can reroll failed hit rolls against Neferata, haves the same "attacks before your opponent if she hasn't attacked before in the current round" ability as a Slaanesh Daemon Prince, deals 3 mortal wounds to whoever kills her and her command ability gives +1 to hit rolls for Skeletons in shooting phase.
Prince Apophas: Can be placed in reserves and pop out later. He also regenerates a wound in each turn, gets +1 to hit and wound rolls against heroes and when he dies he can immediately do a shooting attack before being removed.
Heroes
Tomb King: Deals d3 mortal wounds to whoever kills him, his shield allows him to reroll saves and his command ability gives a Skeleton unit within 18" +1 to run, charge and hit rolls.
Tomb King in Royal Chariot: Gets 6 extra attacks when charging for a total of 14, still haves the "d3 mortal wounds to whoever kills him" rule, and his command ability allows him and every Skeleton Chariot within 18" to reroll charges.
Liche Priest: Actually a Deathmage and not a Mummy, but who cares. Can unbind automatically a spell one time and his spell allows a Deathrattle or Reanimant unit within 18" to get an extra attack for every 6 to hit.
Casket of Souls: Every Liche Priest within 18" gets +1 to casting. Gets +1 Save in shooting phase since it can't charge, can unbind a single spell in each turn... but the best part is obviously what happens when you open the casket. You choose an enemy unit within 20" and on a 3+ it suffers d3 mortal wounds (d6 if their Bravery is 4 or less), then every unit within 6" from that one suffers the same on a 5+. Combine it with the -2 Bravery to up to two units that the two shots of a Screaming Skull Catapult (with close Necrotect) will give you, and you'll think you're watching the last scene of Raiders of the Lost Ark all over again. And remember that units get +1 Bravery for each ten models only when Battleshock tests are taken, not in the shooting phase.
Royal Warsphinx: Always suffers halved wounds (both regular and mortal ones), usual curse rule as the other two Tomb King variants, and his command ability targets an unit in his line of sight allowing every Deathrattle and Mummy to get +1 to wound against it.
Troops
Everything is in the Deathrattle page, as said before.
Reanimant
Hero
Necrotect: Nothing to say, except that he can choose a Deathrattle unit within 8" and gives it +3 Move and the ability to reroll every 1 to wound. That's it.
Troops
Tomb Scorpions: Can save any spell-induced wound on a 5+ (4+ if there is a Necrotect within 18") and do the same pop out ability as Apophas (but arriving at least 6" of any enemy unit, instead of 9). And that's awesome, because you'll reach the unit that was your target that same turn with a charge more often than not. This thing has good rend but low damage output (deals some 3 wounds before saves each turn), which means that you have to use them in units of at least two to threaten heroes. But even alone they can be useful at killing war machines or wizards (their anti-spell save makes them specially useful against the latter). BUT they can also shine at tarpitting (yes, you can still tarpit in Age of Sigmar, everyone can retreat from combat, but they basically waste the turn by doing so) hordes without rend. The scorpion has 5W and a 4+ save, so the horde will have to deal some 10 wounds to kill it in a turn, which is unlikely. And a Death wizard within 18" can add another scorpion to the unit with a spell that has the low value of 6, so you can hold them up indefinitely (with a little luck) at the cost of a scorpion and a wizard, adding a new scorpion each turn to replace the one that will most likely die. You can even do this with only two scorpion models, always "resurrecting" the dead one, trolling GW in the proccess.
Ushabti: Get +2 Save against attacks dealing a single wound and reroll every 1 to save if a Necrotect is within 18".
Necrosphinx: THE ULTIMATE KILLING MACHINE IS HERE. He must always charge when able even if he ran (so he CAN run and charge, very threatening), you roll 3 dices and discard the lower when charging, and suffers halved wounds/mortal wounds (and a Death wizard 18" of it can heal it D3 wounds with a 6+ spell). If he rolls 6 to wound with at least two of his Scything Blades when attacking a monster, HE DEALS 10 MORTAL WOUNDS (would be useful if it happened with hit rolls, as it is, it's too difficult). Also, each of the aforemented Scything Blades attacks (4 in total, FYI) deal 3 wounds each with a rend value of -3. Ouch. So, it's got enormous defense, offense, and mobility (it also flies). One of the best monsters of the game.
Sepulchral Stalkers: Can do the same pop out thing as Aphopas, except they can also go away and come back in the next turn. Their Missile Weapon is based on a d6 roll: on a 1 the Stalkers suffer a mortal wound, on a 4+ the target unit suffers a mortal wound and on a 6 the mortal wounds are d3 (they turn the victims to sand, rad, I know). They emerge from the sands at 9" of the enemy minimun, and the range of their gaze is 10", so you can shoot that same turn, then try to charge. That, combined with their rend -1, makes them good at stalking armored units, but they're pretty vulnerable, with only 5+ save (but 5 wounds). So, if you're stuck in a disadvantagous combat, or already killed/maimed enough your target, you can teleport again at the cost of a turn (you don't get healead or anything, as the Tomb Swarm rules probe, but a Death Wizard within 18" of them can add one model to the unit with a 5+ spell, can be useful).
Bone Giant: Gets an extra attackfor every 6 to hit, and after he attacked you roll a dice and on a 5+ (4+ if a Necrotect is within 18") he gets to pileup and attack again.
Other stuff
Carrion: They charge on a 3d6 roll, but the real deal is that they're unattackable until they charge. Place them, never attack with them, and everyone hates you.
Tomb Swarms: Same "come and go" ability as Sepulchral Stalkers, and the unit revives d3 models every time they come out after the first time.
Formations
Royal Legion of Chariots: A Tomb King in Royal Chariot takes four units of Skeleton Chariots. Everyone gets +1 to hit and deals a mortal wound on a 4+ to the unit they charged. Combined with the Tomb King's command ability allowing everyone to reroll charges, it's kinda devastating.
Tomb Legion: A Tomb King and a Liche Priest take 2 units of Skeleton Warriors, 2 of Skeleton Archers, 1 of Tomb Guards and a unit of your choice between Skeleton Chariots, Skeleton Horsemen, Skeleton Horse Archers or Necropolis Knights. Everything within 18" from the Tomb King gets an extra attack every time they roll a 6 to hit, and everyone within 18" from the Liche Priest basically gets the Necron Rianimation Protocols.