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===Core Units=== '''Made of those poor skeletons that were buried just to justify a bigger tomb. Warriors and Archers are here to fill a quota of cheap walls and bow platforms. Horsemen and Chariots are the proper damage dealer of the core roster.''' *'''Skeleton Warriors:''' These guys are your basic infantry. And yes, they absolutely suck as much as their statline would suggest. Luckily, they're also among the cheapest infantry in the entire game, along with being Unbreakable and can heal with the Lore of Nehekhara. On the other hand, these guys really, really fear Unstable since they don't get too much benefit from Steadfast, and they almost definitely won't win combat, meaning they'll just crumble away. Don't even think about giving them spears, either: you add 25% to their cost for a few more pathetic attacks. It's always better to load up on more bodies. Also, don't bother putting a Tomb King or Prince in the unit; My Will Be Done will ''not'' help them. The only reasonable way to use them is to field them in large blocks. Then field hordes of blocks. Generally speaking, they aren't as good as Archers or Chariots, but they will give you a numerical advantage (albeit a partially-negated one). *'''Skeleton Archers:''' You get the basic package, the same statline as your skeleton warriors including the BS of 2 (hitting on 5+) for double the price (like wtf?). However they benefit from the Arrows of Asaph special rule, meaning they will not suffer negative modifiers when shooting (and they need it! Being BS2 is already low enough without the modifiers they might get e.g move and fire, using the new Multi-shot on bows, cover bonus, Balistist skill Hexes), allowing the unit to fire into cover, fire on the move, fire under the effects of spells, etc. which is quite helpful in placing strain upon an opponent who is looking to shelter units away from a ranged barrage. *'''Tomb Swarms:''' Like the Tomb Scorpion, the scarab swarms are not necessarily a combat unit, as their price makes buying many a liability. They do offer more utility to an army that fields them, as they possess the EBTS special rule, which means they too can pop up behind the opponent's line to cause mischief, as well as poison and Undead. They are typically favored over scorpions to kill warmachines, as they are significantly cheaper to field en masse and are less likely to die to a point-blank cannon shot. Finally, Tomb Swarms possess the poisoned attacks, combined with their 8 attacks and wounds, which opens up possibilities for nibbling at lightly armored monsters. This interaction is because, with their S and T of 1, most infantry will already be wounding the swarm on twos. Being so weak actualy puts the high strength of the monster to waste when hitting swarms, while the swarms will hit back on 5s. Do not reliably expect to kill monsters with Tomb swarms but don't immediately dismiss the thought. *'''Skeleton Horsemen:''' Skeleton warriors on a horse. Still borderline useless, but with new impact hits and the additional I bonus on the charge, you'll at least cause some guaranteed hits on the charge now. Take light armour and field in units of 10. **Since Kings and Princes can now ride skele-ponies, this makes taking a unit of them less of an outright embarrassment, thanks to MWBD. With a Tomb Prince's WS5 and Tomb Herald grabbing a banner, you can create a powerful, cheap Deathstar hammer in smaller games. *'''Skeleton Horse Archers:''' A more suitable cavalry unit, horse archers replace the shield and spear for a bow at 1 additional point, in addition to also possessing the Arrows of Asaph. Like on foot, horse archers never count bonuses or penalties when rolling to hit, which is quite helpful when they're BS2. Unfortunately, they only carry standard bows, which renders their damage output pitifully low hence they are generally used to redirect charges and hunt for warmachines. *'''Skeleton Chariots:''' Chariots have been and will be, the mainstay of many Tomb king armies, and for excellent reason. They are widely considered the shock troops of the Tomb King army. They pack a plethora of small bonuses to aid in their role: Mobile Missile platform and Powerful chargers. Chariots are toughness 4 basic, the crewmen are WS 3 and have 2 attacks each (2 crewmen per chariot and also carrying spears, javelins, and bows). The only issue with the unit is the high cost. At 48 points each, a unit of chariots is a valuable and expensive asset that must be committed carefully. It must be stressed that it is always to your advantage if you charge chariots in the flank against a unit that has lost steadfast, rather than charging chariots directly into the front of a unit. Make sure the unit you charge will be crippled by casualties by impact hits and tidy up whatever is left with the crew attacks. Hopefully, they don't have enough for a meaningful counterattack, reducing the damage returned to the chariots and potentially routing and running down the unit. Charging a horde of chaos warriors head-on is never a good idea, even if you attach a Tomb King on a chariot.
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