Age of Sigmar/Tactics/Warscrolls Compendium/Tomb Kings: Difference between revisions

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===Heroes===
===Heroes===
'''Tomb King on Exalted Chariot:''' He rules. He deals a total of 12 attacks in melee, which become ''22, count them,'' in the turn he charges (+2 to his attacks, double attacks for the steeds). He can save wounds/mortal wounds on a 5+, on top of his 3+ save at 8 wounds, moves 10", and deals d6 mortal wounds to whoever kills him (but don't let that happen). He gives double movement and flight to a Deathrattle unit within 18" on a 2+, with a 1 he suffers a mortal wound but he can still avoid it with his 5+ save-after-the-save. So, say hello to floating hordes of Skeleton Chariots and Necropolis Knights descending upon the enemy from nowhere. Your opponent will have to change his pants each turn. His awesome 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 (totally justified). Oh, and HE ALLOWS EVERY OTHER HERO WITHIN 18" TO USE HIS COMMAND ABILITY, WHILE STILL USING HIS. You can laugh at Nagash, Archaon (that does something similar, but inferior), and whatever other supposedly cheesy model you may imagine. Only by using Khalida and a pair of Tomb Kings, with the right army (lots of Skeleton + Liche Priests), you can deal HUNDREDS of wounds each turn, and if you add more Kings and Khemri Warsphinxes, you'll need buckets and buckets of dice, and a new opponent each game. So, be a gentleman and don't do it, he's brutal enough as he is. Truly, SETTRA RULES.
'''Tomb King on Exalted Chariot:''' What used to be Settra the Imperishable, this is now a generic unit (so, not being a named character anymore, he can be given an artefact and command trait).
He moves 10", has a 3+ save and 8 wounds, and has a scarab amulet that gives him a 5+ roll to negate wounds or mortal wounds he suffers. He has a strong melee weapon - four attacks at -2 rend and 3 damage, and he gets two extra attacks on the charge. His horses do 8 attacks, they're not great attacks that only wound on 5+ with no rend, but on the charge they get 16 attacks instead and +1 to wound. On top of this he has two awesome things going for him: his command ability and his prayer.
His command ability gives your guys a bonus in your following combat phase if they are within 18" of the King when they attack: friendly '''TOMB KINGS''' units get +1 to hit, <i>and</> friendly '''DESERT LEGIONS''' units get +1 to wound as well. Note that the +1 to hit will affect the whole army, but the +1 to wound only works for certain units. Also note that it doesn't affect shooting and it doesn't last through your opponent's turn.
His prayer works on a 2+ and lets you select a single friendly '''DESERT LEGIONS''' unit within 18"; in your following movement phase, this unit doubles its movement and can fly. Necropolis Knights get to move 16" this way, Skeleton Chariots can move 20". If the prayer fails on a 1, the King takes a mortal wound.
He also has a crown which unfortunately was written for the previous edition of AoS and hasn't been updated. It used to allow other nearby TK heroes to use their command abilities even though they aren't the general. But ever since the introduction of command points, this rule doesn't really do anything and GW can't be bothered updating it.
Finally, if the enemy kills this guy, the unit that killed him takes d6 mortal wounds.


'''Tomb Queen:''' 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 ALL Skeletons in the shooting phase. The skeletons that can shoot are Skeleton Archers, Skeleton Horse Archers, and Skeleton Chariots. That doesn't seem like much, but massed Skeleton Archers with 4+ to hit can be useful, threatening even. THEN you add a (you guessed it) Liche Priest's unique spell to make 1/3 extra attacks with each affectd unit. THEN you add Settra to give them an additional +1 to hit and wound. THEN you add one or two Tomb Kings to give other +1 to hit to some units. THEN all of a sudden, your opponent has lost half of his army on the first turn, and refuses to play with you ever again. Well, even without the arguably cheesy Settra, you can still use only Khalida and priests and be very effective, but you have to center all you army around this strategy.
'''Tomb Queen:''' The old Khalida model, no longer a named character. The main thing about her is her command ability; for 1cp she gives +1 to hit for all friendly '''DESERT LEGIONS''' units in your shooting phase. '''DESERT LEGIONS''' units that shooting attacks are Skeleton Archers, Skeleton Chariots, Skeleton Horse Archers and the Warsphinx (but not the Royal Warsphinx). Note that there is no range restriction here.
If she's the General then Skeleton Archers become battleline. She also has a shooting attack from her venom staff, 18" range, one shot with no rend but d6 damage. Also, if an enemy unit is selected to fight within 3" of her, she can immediately jump the queue and hit first if she hasn't fought already. She also has a curse that does d3 mortal wounds to the enemy unit that kills her.


'''Scarab Prince:''' Great fluff, crunch still weak. Can be placed in reserves and pop out later, at 9" min of an enemy unit. 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. So, the idea is to teleport him next to a Hero, shoot at him, and charge to steal his soul and offer it to the God of the Underworld. But even if you make the charge, even if you die and make the extra shooting, you still only deal like 5 wounds BEFORE saves. That's not enough to kill your average Hero, who will survive and penetrate your lame 5+ save to kill you, regeneration or not. Sure, you don`t have to kill the Hero that same turn, and you can attack something weak like a wizard, but even they will probably survive then kill you with an Arcane Bolt next turn. So, he's only useful at killing war machines, extremely weak things, or already damaged Heroes. And, well, he's not bad at any of that, just don't expect much of him.
'''Scarab Prince:''' Can be placed in reserves and pop out later, anywhere more than 9" from enemies. Has five attacks with no rend and 1 damage, but gets +1 to hit and wound rolls against heroes in melee. Has a 10" range shooting attack as well, 2d6 shots with no rend, and when he dies he can immediately do his shooting attack before being removed. He moves 12", can fly and can heal a wound in each of your hero phases.


'''Tomb King:''' Like most "Lord-level" Heroes, he's very resilient and combat capable. Deals d3 mortal wounds to whoever kills him, his shield allows him to reroll saves (or you can give him a two-handed Monarch's Great Blade if you want more Rend and Damage, but you're much better off with the shield) and his command ability ("My will be done") gives a Skeleton unit within 18" +1 to run, charge and hit rolls. And in this army that can be amazing, because of how many models do nasty things when you roll a 6+ to hit with their attacks. Apart from being a force multiplier, the King's ability will make those effects happen 1/3 of the time instead of 1/6, so he doubles the chance. It's also an automatic combo with the Liche Priest spell (extra attack on 6+ to hit), so pay attention to where you place him to make the most of his ability. Also, pair him with a Tomb Herald to give him extra killyness and 5 more Wounds. Use him well, and the King will win the game for you.
'''Tomb King:''' Like most "Lord-level" Heroes, he's very resilient and combat capable. Deals d3 mortal wounds to whoever kills him, his shield allows him to reroll saves (or you can give him a two-handed Monarch's Great Blade if you want more Rend and Damage, but you're much better off with the shield) and his command ability ("My will be done") gives a '''DESERT LEGIONS''' unit within 18" +1 to run, charge and hit rolls. And in this army that can be amazing, because of how many models do nasty things when you roll a 6+ to hit with their attacks. Apart from being a force multiplier, the King's ability will make those effects happen 1/3 of the time instead of 1/6, so he doubles the chance. It's also an automatic combo with the Liche Priest spell (extra attack on 6+ to hit), so pay attention to where you place him to make the most of his ability. Also, pair him with a Tomb Herald to give him extra killyness and 5 more Wounds. Use him well, and the King will win the game for you.


'''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. Only take him as General if you want to center ALL your strategy around chariots. In that case, you have to be smart with his ability, to make combat happen when, where and how you want. Also take the Royal Legion of Chariots formation, and some Screaming Skull Catapults to reduce the enemy's Bravery, and kill units half with the charge, half with Battleshock.
'''Tomb King in Royal Chariot:''' Moves 10", eight wounds and a 3". Same weapon as a Vampire Lord but he gets two extra attacks on the charge. Also has four crappy horse kicks but they get double attacks on the charge. 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. This isn't great because you can simply wait to see if you fail the charge and then spend a CP to reroll it anyway, assuming you have a hero close enough.


'''Liche Priest:''' Actually a Deathmage and not a Mummy, but who cares. Can unbind automatically a spell one time per game (that's mighty useful) and his unique spell allows a Deathrattle or Reanimant unit within 18" to get an extra attack for every 6 to hit. Being limited to one spell/unbind a turn, plus his piss-poor 6+ save, make him seem lame at first, but his spell can be amazing on Bone Giants and Skeleton Warriors, and he can also summon/heal/resurrect some of the best Mummies/Deathrattles models, so he's very good after all. With that save and 5 wounds he probably won't live long, so get a bunch of them, or use a Tomb Herald as bodyguard.  
'''Liche Priest:''' A one-cast one-unbind wizard. Has a scroll that can be used once per game to automatically succeed an unbind attempt, very useful. His unique spell targets a '''DESERT LEGIONS''' or '''REANIMANT''' unit within 18": for each hit roll of 6+, they generate an extra attack with the same weapon. Note that this is 6+, not unmodified 6s, so it gets much better when you have +1s to hit from a Tomb King, Tomb Queen, or the Tomb King on Exalted Chariot.  


'''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.  
'''Casket of Souls:''' 8 wounds and a 4+ save (but gets +1 to its save against shooting attacks). Only moves 2" and can't charge. Every Liche Priest within 18" gets +1 to casting, and it can unbind a single spell in each turn... but the main thing is obviously what happens when you open the casket, which you can do in each of your hero phases. 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+.  


'''Royal Warsphinx:''' Veeeery good. A Khemrian Warsphinx mounted by a Tomb King instead of four skeletons, so he's slightly better in combat. 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. Because how tall the Sphinx is, that will probably mean you can target ANY enemy unit, which is very good, and amazing with things that do something on 6+ to wound (Tomb Guard, Necropolis Knights). Also, you can attack the target unit with more than one of your own, and each one of them will get the bonus. Other than that, it's identical to the Khemrian Warsphinx (read: it's brutally powerful). Remember to always read the name of the command ability in a deep voice while using it: "WHO DARES DISTURB MY SLUMBER?"
'''Royal Warsphinx:''' A Khemrian Warsphinx mounted by a Tomb King instead of four skeletons, so he's slightly better in combat. Has the same rule as the Beastclaw Raiders Stonehorn: all weapons attacking him halve their Damage characteristic, rounding up; and also halves the number of mortal wounds he suffers from spells and similar abilities. Has the usual curse rule as the other two Tomb King variants, and his command ability lets him choose a visible enemy unit (there's no range restriction) and then all of your '''EMBALMED''' and '''DESERT LEGIONS''' units get +1 to wound against it.


'''Necrotect:''' Do you like giant war statues made of stone, bone and gold? He does, too, he'll be your friend. He can choose a Deathrattle unit within 8" and give it +3 Move and the ability to reroll every 1 to wound, which can be useful, but his real meat (he's a mummy, remember) is his Reanimant boosting. He improves Bone Giants, Tomb Scorpions, Ushabtis and Screaming Skull Catapults. The thing about him is that he does his artist's work in a 18" bubble (except with Screaming Skull Catapults, he's got to be within 1" then), so if you get a bunch of 'tects and place them carefully, you can improve your constructs a lot. Great if you use him well.
'''Necrotect:''' Do you like giant war statues made of stone, bone and gold? He does, too, he'll be your friend. He can choose a '''DESERT LEGIONS''' unit within 8" and give it +3 Move and the ability to reroll every 1 to wound, which can be useful. Also, he gives various buffs to some of your other units, but they're on <i>their</i> warscrolls, not his. He improves Bone Giants, Tomb Scorpions, Ushabtis and Screaming Skull Catapults; they will be discussed in their own entries.


===Troops===
===Troops===

Revision as of 07:51, 26 August 2019

Where Yo Mumma resides, and she's coming out to omnomnom some brains

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Warscrolls

Heroes

Tomb King on Exalted Chariot: What used to be Settra the Imperishable, this is now a generic unit (so, not being a named character anymore, he can be given an artefact and command trait). He moves 10", has a 3+ save and 8 wounds, and has a scarab amulet that gives him a 5+ roll to negate wounds or mortal wounds he suffers. He has a strong melee weapon - four attacks at -2 rend and 3 damage, and he gets two extra attacks on the charge. His horses do 8 attacks, they're not great attacks that only wound on 5+ with no rend, but on the charge they get 16 attacks instead and +1 to wound. On top of this he has two awesome things going for him: his command ability and his prayer. His command ability gives your guys a bonus in your following combat phase if they are within 18" of the King when they attack: friendly TOMB KINGS units get +1 to hit, and</> friendly DESERT LEGIONS units get +1 to wound as well. Note that the +1 to hit will affect the whole army, but the +1 to wound only works for certain units. Also note that it doesn't affect shooting and it doesn't last through your opponent's turn. His prayer works on a 2+ and lets you select a single friendly DESERT LEGIONS unit within 18"; in your following movement phase, this unit doubles its movement and can fly. Necropolis Knights get to move 16" this way, Skeleton Chariots can move 20". If the prayer fails on a 1, the King takes a mortal wound. He also has a crown which unfortunately was written for the previous edition of AoS and hasn't been updated. It used to allow other nearby TK heroes to use their command abilities even though they aren't the general. But ever since the introduction of command points, this rule doesn't really do anything and GW can't be bothered updating it. Finally, if the enemy kills this guy, the unit that killed him takes d6 mortal wounds.

Tomb Queen: The old Khalida model, no longer a named character. The main thing about her is her command ability; for 1cp she gives +1 to hit for all friendly DESERT LEGIONS units in your shooting phase. DESERT LEGIONS units that shooting attacks are Skeleton Archers, Skeleton Chariots, Skeleton Horse Archers and the Warsphinx (but not the Royal Warsphinx). Note that there is no range restriction here. If she's the General then Skeleton Archers become battleline. She also has a shooting attack from her venom staff, 18" range, one shot with no rend but d6 damage. Also, if an enemy unit is selected to fight within 3" of her, she can immediately jump the queue and hit first if she hasn't fought already. She also has a curse that does d3 mortal wounds to the enemy unit that kills her.

Scarab Prince: Can be placed in reserves and pop out later, anywhere more than 9" from enemies. Has five attacks with no rend and 1 damage, but gets +1 to hit and wound rolls against heroes in melee. Has a 10" range shooting attack as well, 2d6 shots with no rend, and when he dies he can immediately do his shooting attack before being removed. He moves 12", can fly and can heal a wound in each of your hero phases.

Tomb King: Like most "Lord-level" Heroes, he's very resilient and combat capable. Deals d3 mortal wounds to whoever kills him, his shield allows him to reroll saves (or you can give him a two-handed Monarch's Great Blade if you want more Rend and Damage, but you're much better off with the shield) and his command ability ("My will be done") gives a DESERT LEGIONS unit within 18" +1 to run, charge and hit rolls. And in this army that can be amazing, because of how many models do nasty things when you roll a 6+ to hit with their attacks. Apart from being a force multiplier, the King's ability will make those effects happen 1/3 of the time instead of 1/6, so he doubles the chance. It's also an automatic combo with the Liche Priest spell (extra attack on 6+ to hit), so pay attention to where you place him to make the most of his ability. Also, pair him with a Tomb Herald to give him extra killyness and 5 more Wounds. Use him well, and the King will win the game for you.

Tomb King in Royal Chariot: Moves 10", eight wounds and a 3". Same weapon as a Vampire Lord but he gets two extra attacks on the charge. Also has four crappy horse kicks but they get double attacks on the charge. 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. This isn't great because you can simply wait to see if you fail the charge and then spend a CP to reroll it anyway, assuming you have a hero close enough.

Liche Priest: A one-cast one-unbind wizard. Has a scroll that can be used once per game to automatically succeed an unbind attempt, very useful. His unique spell targets a DESERT LEGIONS or REANIMANT unit within 18": for each hit roll of 6+, they generate an extra attack with the same weapon. Note that this is 6+, not unmodified 6s, so it gets much better when you have +1s to hit from a Tomb King, Tomb Queen, or the Tomb King on Exalted Chariot.

Casket of Souls: 8 wounds and a 4+ save (but gets +1 to its save against shooting attacks). Only moves 2" and can't charge. Every Liche Priest within 18" gets +1 to casting, and it can unbind a single spell in each turn... but the main thing is obviously what happens when you open the casket, which you can do in each of your hero phases. 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+.

Royal Warsphinx: A Khemrian Warsphinx mounted by a Tomb King instead of four skeletons, so he's slightly better in combat. Has the same rule as the Beastclaw Raiders Stonehorn: all weapons attacking him halve their Damage characteristic, rounding up; and also halves the number of mortal wounds he suffers from spells and similar abilities. Has the usual curse rule as the other two Tomb King variants, and his command ability lets him choose a visible enemy unit (there's no range restriction) and then all of your EMBALMED and DESERT LEGIONS units get +1 to wound against it.

Necrotect: Do you like giant war statues made of stone, bone and gold? He does, too, he'll be your friend. He can choose a DESERT LEGIONS unit within 8" and give it +3 Move and the ability to reroll every 1 to wound, which can be useful. Also, he gives various buffs to some of your other units, but they're on their warscrolls, not his. He improves Bone Giants, Tomb Scorpions, Ushabtis and Screaming Skull Catapults; they will be discussed in their own entries.

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: Giant god statues with 5 wounds and a 5+ save. Get +2 Save against attacks dealing a single wound and reroll every 1 to save if a Necrotect is within 18". So, against the vast majority of things they have 3+ save rerolling 1s, one of the best in the game. Add a Death Wizard to resurrect one of them with the "Reanimate Ushabti" 5+ spell (or just add +1 to their save with Mystic Shield), and they'll be almost indestructible. They can be shooty with oversized bows, or go for combat with their blade-staves. It's probably better to just go for melee, 'cause they only shoot once per turn, but they have 24" range, -1 rend and D3 damage, and with their rerollable save only artillery or (truly) mass shooting can kill them, so they can also work as shooters.

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: Killy as any giant but also well protected with a 4+ save. Gets an extra attack for every 6 to hit (and has 7 attacks, so on average you'll get an extra attack), 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. Death Wizards, on a 5+, make them reroll failed hit rolls. With that and the unique spell of Liche Priests (extra attack on 6 to hit, same as the Giant's first ability), you end up with lots of extra attacks that can generate new extra attacks, which can be ridiculous. But he will not do the Tomb King's will, sorry, because he's no Skeleton, but a Reanimant (that is a giant skeleton... what the hell...).

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. But if you want them to hate you because you won legitimally, use them to kill vulnerable and isolated things. Unlike units that teleport by going beneath the sands, they must start the game in your deployment zone, even if they're flying and invulnerable. The downside is that they have to go from there to their target, but with their 12" move, "high flying" and 3d6 charge they'll arrive fast. The upside is that you can guarantee the charge by getting 3" from the target, and if you are farther and fail the charge, you won't drop down (that only happens when you charge, and if you fail the roll the charge doesn't happen, I think). They are weak and squishy but make lots of attacks. Also, you can summon 3 of them on 5+, but they'll be flying and won't be able to block anything that turn unless they successfully charge, which reduces their value as a summoned chaff.

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. But you´ll lose a turn by doing that, they don't have any save at all, and it's difficult to justify their "wound cost" (5 each). They're also weak as hell, so they don't make good teleporting assasins. Their only worth is as cheap summonable chaff, 3 at 5+, which is a pretty low casting roll, but you'll also get something very poor. Use them at desperate times, like when you need to block for a turn a charge to your wizard.

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 their untargetable ability?
      • WELL DONE, you just broke the game... (Except if your opponent also deploy 1 fig) Just let them deploy first.

External links

Rules here [1]

Update No longer, can you get named characters in these pdfs, but a Redditfag has done the unexpected: [2]
/tg/ gets shit done, but this Redditor doesn't mind helping sometimes (Grand Alliance: Digital anyone?)


Age of Sigmar Compendium Tactics Articles