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====Generic Characters==== *'''Tomb Kings/Princes:''' 170/90pts. Both of these will be looked at together since they're pretty similar. Tomb Kings are not mandatory (despite the book's name), but you will take one as a General in most cases. They have high Toughness, an above-average number of Wounds, and good Leadership (the king is S5), but (as you might expect) a rather sad Initiative of 3. However, he is no melee beatstick; his true purpose lies in his rules, especially '''My Will Be Done.''' Essentially, any non-mount model in his unit gets to use his unmodified Weapon Skill. This rule provides a major boost to your models' survivability in combat and helps with the army's low average WS. Of course, your Tomb King (and Princes) can't be everywhere at once, so you should form a priority list of who should get it. Units that are already fairly decent should probably be on top; Tomb Guards, for instance, benefit immensely from '''MWBD''', whereas the rule is generally a waste on basic Skeleton Warriors. They also inflict a '''''"curse"''''' attack on death, making your enemy think twice about setting an elite character-killer on him. The Tomb King is also Flammable, being a mummy. This is unfortunate, as many things in 9th can grant Flaming Attacks to deal with Regeneration. A character with toughness 5 with 3 to 4 wounds can still be taken down in a flash, making their high(ish) stats moot (bring Dragonbane Gem or the Dragonhelm and give those flaming attacks the middle finger). Finally, the Tomb Kings have several magical goodies to pimp their chariot. He is also limited to only light armour, so he must invest heavily in magic defense items, which many other races do not have to do. *'''Liche High Priest/Liche Priest:''' 165/65pts. Fairly cheap for a caster, yet still on the expensive side of cheap, the Liche priest is an essential component of your army. This is because the army requires one caster to be the hierophant. Unfortunately, the hierophant must be the wizard with the highest level in the army and must also be taking the lore of Nehekhara; these two factors limit the Liche priests' flexibility when choosing their spell lores. Both of the alternative options, Light and Death, are useful. **9th has shifted from a single big lv4 to multiple hero wizards now, with the new ability to pick spell opening up your magic game. Unfortunately, your highest level mages must be the lore of Nehekhara caster. Being locked by wizard level, in a situation you want that ''The Fate of Bjuna'', you have to take two Liche High Priests for 330pts + arcane items. Despite this, High Priest still has uses as a level 4 with channeling staff, which is viable to fuel dice for all your spell plus tomb kings' other magic support tools. *'''Tomb Herald:''' 60pts. Cheap combat characters, far cheaper than tomb kings, being merely a tomb guard with better stats(WS4, S4, T4, W2, I3, A3, Tomb Blades), and a Bodyguard (more on that later) with the option of being the BSB and being mounted (Yayyy). The character is underwhelming in combat; It is simply undeniable. Its combat potential is poor, with low initiative and Weapon skill forcing you to compensate with the use of magic items to compete with other races' faster, stronger hero choices. The herald shines in two niches: **First: is acting as a living shield for a designated Tomb King. The bodyguard rule allows each phase for the herald to take one wound for their king before saves are taken. Therefore allowing the Tomb King to allocate their valuable magic item allowance to big swords with which to cut people up without worrying about having his head caved in - Unless your King's in a challenge, in which case you just bought a paperweight. Note that the wound is allocated before saves are taken, so if you wish to load the herald up on magic armour and nearly double his cost to mitigate that one wound per phase, no one will frown at you. **the second: With the expanse of generic Magic banners and letting your horsemen and chariots march, you can find something good to buff them with, like giving one Chariot or tomb guard unit the Battle Banner, Banner of Might, or a second banner. Alternatively, taking the BANNER OF THE HIDDEN DEAD lets a unit deepstrike or STANDARD OF THE SANDS slow down advancing enemies. *'''Necrotect:''' 60pts. The redone Undead rule gave this guy a MASSIVE boost in viability. The necrotect comes with Hatred (everything) and provides that special rule to any unit he joins, effectively turning them into dark elves. He packs a little bit of combat potential. At S and T are 4 with two attacks and paired weapons, he might be capable of taking out a few minions. Finally, any stone construct (Monstrous Cavalry, Monstrous Beasts, or Monsters)within 12" gains a 6+ regeneration save, making him a necessity in any statue army.
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