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===Special Units=== '''Like the vampire Counts, has the units you wished were core, like the Tomb Guard. Also introducing the Ceramics powered by Spooky Necromance.''' *'''Tomb Guard:''' The elite infantry choice of the Tomb king army book, and a clear step above skeletons, with a higher WS, S, T, I and LD in addition to also possessing Tomb Blades and light armour as standard. This huge boost is reflected in the increase to points cost, standing at 10 points each, a unit of tomb guard usually is a big points sink. Typically a tomb guard unit is the center of attention when it comes to buffing units with a tomb king/necrotect/augment spells etc., and rightly so for such buffs are not wasted, especially when the unit can be given halberds to boost their strength to 5 to increase their damage output further, but do note that this costs an additional point, making the unit very expensive. *'''Necropolis Knights:''' Boy o' boy, these guys went from being bottom-tier monstrous cav to the best in the game. While, Mournfang, Demigryphs, and Bloodcrushers all got price hikes along with other nerfs, these Necropolis baddies are sitting pretty with a 15pt price reduction. While only losing shields in the deal, they can buy back for 2pts. Riders have two attacks with spears and killing blows, while the mounts have poisoned attacks at S5 (which is very deadly in 9th). This unit will munch anything it gets in the flanks of. And risk killing characters, heavy cavalry, and monsters. Probably one of the strongest special choices in 9th and even with the other choice's buffs still among the best. *'''Sepulchral Stalkers:''' Another unit designed to enter the board through EBTS. However, rather than acting as a flanker, the stalkers possess a unique offensive ability more suited for hunting heavy armor and monsters. Each stalker fire 3 S4 Armour ignoring, Killing blow shots, and using the opponents' initiative rather than their toughness to wound. This allows many monsters and heavy infantry to be wounded on 5s and even 4s with no chance of their armor saving them. Obviously, this ability is very handy for dealing with monsters, but do not forget that EBTS does not prevent you from shooting, thus allowing you to deliver the unit anywhere and set them upon anything, allowing for greater freedom of choice when using the unit. If you so wish it is possible to have your stalkers engage in close combat, and as long as the unit in question is light/facing the other way and engaged/ or half-dead, and still come out on top with a fairly healthy profile with Ws3 S4 T4 W3 I3 A3 and halberds, they cannot survive in a general brawl all by themselves, no, but it is perfectly acceptable to deliver a rear charge in order to break an enemy unit. *'''Tomb Scorpion:''' 75pts. The Tomb scorpion has lost the crown for EBTS king and has unfortunately been relegated to a distraction role. The issue with the tomb scorpion lies in the high points cost to wounds ratio and an unreliable system to deliver several scorpions in one place to threaten the rear of a unit, a problem necropolis knights have solved by being able to field a large number in a single unit. As a result, scorpions are best used to menace warmachines or force an opponent to redirect one of his units to clear the lone monstrous beast running around behind his lines. It does not matter what unit charges the rear of another unit, and the combat bonus is still the same. That being said, the scorpion is perfectly capable of surviving one round of combat in the rear of most units with a toughness of 5 and 3 wounds, and it may even cause a few casualties itself as it possesses Ws4 S5 I3 A4 with poisoned and killing blow. Oh, and as a side point, it also has magic resistance 1, carried over from the previous edition. *'''Ushabti:''' Monstrous infantry constructs with dual hand weapons, now T5. In 8th, the Ushabti were wholly overshadowed by the new Necropolis Knight. They still are here, but you can argue their use is grinding low T and low S hordes. 8pts cheaper, for losing a little armour and gaining a point of toughness and the "privilege" of buying great weapons or polearms. Can swap for S5 Longbows for free, making them mobile and defensive missile platforms. Furthermore, they gained the option to pay 3ppm for one of five aspects: killing blow, strength bonus (1), +1 movement, re-rolls 1 to hit, or MR(2). Currently can be kitted out to fill niches, but generally, a unit of 3/4 Necropolis Knights would serve you better. *'''Carrion:''' Your destruction birds. They Still move fast at Fly(9) but compared to other flyers that can march, this could have been downgraded to 5" movement and not be an animated construct. Despite this, they have scout, so they will be close to their targets to make up for them being so slow for their role. Besides that, carrion has a fairly decent statline for their cost in points at Ws3 S4 T4 W2 A2 I2 for 20 points. However, it should be noted that carrions don't possess armor, so they should not be expected to engage with combat units and come out unscathed. Instead, it is advisable to use them to clean Warmachine hunters and light cavalry that slip past your lines or harass a ranged unit that is a little too close to the front. *'''Bastethi:''' In case you were ever wondering if there was a Khemrian equivalent to Bastet, the cat-headed Egyptian Goddess, you have these mummified kitties as proof. They're a bit confused in use, as they possess Vanguard and ASF as well as a statline that's a step up from the average wolf or warhound, but are also level 2 wizard unit like Pink horrors and sisters of the thorn. They know only two spells, Cursed Blades and Righteous Smiting. Bastethi is used to support your flanking force, providing buff magic and a mobile medic if you can't spare a priest to ride with them. *'''Ammuts:''' 52pts. Your other new warbeasts. These are crocodiles fused to hippos fused to lions. These things are clearly meant for combat, though with a 6+ natural armour in exchange for a price that's over twice the Bastethi and the loss of the Undead rule. Their Killing Blow lets them recover lost wounds, and with rerolls to wound Destruction Armies, they're a good way to fill in an assault list if you want something other than more bones. *'''Screaming Skull Catapult:''' 100/120pts. The primary "conventional" artillery of the Tomb King army. The screaming skull catapult brings vital ranged unit crushing ability coupled with the potential to deliver a high strength package to any monster anywhere on the field, all for the price of 100 points. In terms of damage output, the screaming skull catapult is identical to any other normal stone thrower, with the same small template, same strength 4, and the same strength 10 under the hole with D6 wound multiplier. However, the hits also have the Flaming Attacks for dealing with treemen, in addition to its pinnacle selling point, the ability to force a morale check on any unit which has taken at least one casualty exactly as though they have been reduced by 25%, this is obviously an effective combo with doom and darkness, allowing you to force a vital unit into retreat, or better, off the board. Instead of using spells to reduce the opponent's leadership, you can upgrade the catapult to inflict a -1 leadership penalty on any unit taking a morale check from the catapult. *'''Bone Thrower:''' 35pts. At last, you have another war machine to add to your inventory: A bolt thrower that shoots sharpened bones at people. At only 35 points, this does open you up to a much cheaper option for a static gunline so you can load up on skellies for mobbing. *'''Tomb Barques of Usirian:''' 125pts. A brand-new unit gives you the equivalent of a hovering Corpse Cart and an expensive mount for your priests. It's a flying chariot with 5+/6++ save, and its ability to immediately deal 2d6 S2 hits in b2b and 5 crewmen with spears+bows give it a bit to protect itself, but it should never be in the front lines. Its role is to boost other units with one of three powers (give itself Ethereal, enemies within 12" reroll all 6s to hit in cc, or friendly wizards within 6" gain Loremaster) each turn. Unlike other contemporaries, these are not locked from doing consecutive buffs, allowing you to spam spells with your priests or blunting big combat. Partner up with the Casket to make your wizards even better.
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