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==Why play Tomb Kings?== [[Tomb Kings]] are relentless, remorseless, and resilient... for a given value of resilient. For all that they're an army of walking corpses with magically animated statue brosephs backing them up, the core of the army plays suspiciously like an ancient-period historical force, with light infantry, archers and a few chariots and cavalry working together to bring down the foe through superior and surprising tactics. No monstrous mounts, no 5" template doom spells, just solid play... and you're gonna need it. Make no mistake: on a stat for stat basis Tomb Kings are mediocre. Skeletons, arguably the worst line units around (even Goblins get to march and flee!) do not inspire confidence, 1+ armour saves are conspicuous by their absence, and even your heroes skew toward "take your hits like a champ", with Toughness and Wounds as their standout stats. Unlike their Vampiric Counterparts, the Kings of Nehekhera won't be springing new units out of the ground like daisies or banishing a whole unit with a single top-end spell. But when those mediocre troops get to take their entire turn twice, when those unspectacular spells never fail or miscast, when those characters laugh off a challenge from tricked-out enemy heroes and messily eviscerate them (even from beyond the grave) - that's where the Tomb Kings shine. It's entirely possible for a unit of Tomb Kings Chariots to start the turn 24" from their target while facing the wrong direction, and end it having not only charged into combat, but dished out two rounds of attacks and their impact hits before the opponent even got to lift a finger. Will your opponent let you get away with that? Probably not on turn one. But by turn three, they may not have a choice. If that sounds like fun: read on.
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