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===Rare Units=== '''The National monuments given life, the rule of cool demands you have one big boy.''' *'''Khermrian Warsphinx:''' 225pts. A fancy unit to the Nehekharan army, keeping in line with the monster craze that's been running through GW head office. Immediately obvious, the warsphinx is designed to soak up elite units and other monsters that pose a threat to your lines. With a statline of Ws4 S5 T8 W6 A4 I1, you can see anything short of a shaggoth with a great weapon is going to need a 6 to wound, and if mass light attacks do manage to accumulate enough 6s to pose worry, a 5+ armor save should stop some of them. In addition, the warsphinx comes with a howdah carrying 4 Tomb Guard with Tomb Blade Spears. It should be noted that these Tomb guards are immune to damage and are treated like riders on a cavalry model, so when an initiative test is forced upon the sphinx, you will take it the highest(I3 of the Tomb guard) of the combined profile. The warsphinx also has a unique attack (only against units smaller than monstrous infantry) in the form of the Thunder Crush, which essentially trades all of your sphinx's normal attacks for one attack that, if it hits, acts as a direct impact from a stone thrower, allowing you to place the small blast template anywhere touching but not overlapping the sphinx. Everybody under the center takes a strength 9 hit with multiple wounds(D3), and everybody under the template takes a strength 3 hit. Obviously, this is very useful for taking huge chunks out of hordes and picking out a character, but you must gamble with your damage output due to the WS 4 of the sphinx. It is possible to upgrade the warsphinx to have poisoned attacks and/or a S4 flaming breath weapon on a final point. *'''Necrosphinx:''' 250pts. Advertised as a monster killer, the necrosphinx is one of the few units currently in existence that carries a natural attack with heroic killing blow special rule, giving it the potential to wipe almost any monster out on a lucky dice roll at a modest price of 250 points. An important point to note is the statline, being a variant of the warsphinx, has a toughness of 8, allowing it to remain locked in combat with almost any monster without much fear of losing. This is coupled with 5 attacks and strength 5 to clean up almost anything currently present. A note on the HKB, every turn, you must nominate one attack before rolling to hit to strike at strength 10 and have the HKB special rule. This is obviously your primary source of damage against other monsters(it should be stressed that this is only one attack with 50% of hitting most things with a Ws higher than 3). At the same time, against infantry-sized models, you also possess Killing Blow on your normal attacks. In addition, the necrosphinx fly(7) is awesome. It may also be upgraded to have poison attacks in the event of more monster killing. *'''Necrolith Colossus:''' 200pts. The renamed and reimaged bone giant. The colossus is an incredibly cheap monster in relation to its statline, with a multitude of weapon options that allow you to tailor its role in your army. Coming in at 200 points, the colossus sports a basic statline of Ws3 Bs2 S6 T7 W6 I1 A5. As you can see, it has sacrificed Weapon skill, toughness, and armour for a cheaper, cost-effective monster yet can still unleash a flurry of attacks. The weapon options add more with more attacks and parry taking two-hand weapons or maximize strength by taking a great weapon. Be a better cheap infantry blender or a discount Necrosphinx. You could instead take the Bow of the Desert, which gives the colossus a mobile bolt thrower with all of the basic bolt thrower stats (S6, rank pierce, D3 wounds). This choice is designed for defensive lists who still wish to take a sturdy offensive unit, and it would not be so bad if the colossus wasn't BS 2. With the presence of the Bone Thrower, you can safely ignore this option. Ultimately, I would advise selecting the close-combat weapon option that would best suit the target of your colossus. Finally, we have the defining trait of this monster, and quite an entertaining one at that, as when the colossus charges and engages in combat, every successful unsaved wound caused in that one combat round grants an additional attack, allowing for a vast quantity of wounds to stack up if you are particularly lucky. A colossus can break an engaged unit by smashing into its flank with this ability. However, the sheer amount of wounds churned out; holding one next to a tarpit is advised until you can get an opponent's unit locked into combat. Give this model WS 10 with the spell from the lore of light and watch as he crushes through rank-and-file troops like they're made of butter. He'll pump out so many attacks that will hit because of the WS10 that his special ability will keep allowing you to attack over and over until you reach your attack cap. Throw in Bjona's Timewarp as well and watch enemy units evaporate at base contact. *'''Hierotitan:''' 205pts. A magical support variant of the colossus with an identical statline aside from -1 attack, the Hierotitan, while being passable in close combat, its strength lies in the two bound spells it carries and its passive buff to wizards. It has Shem's burning gaze (PL3) and spirit leech (PL4), which you should use now bound spells are not crap. Hierotitan should drain a few wounds from a monster heading towards your lines. In addition, the Hierotitan makes an excellent support unit for any unit containing a Liche Priest. Place a caster in a skeleton spearman unit and put a Hierotitan on the flank. Not only does this make the unit a more significant threat, but the additional +D3 to cast for your wizard is a big bonus. Also, if you can fit a Casket into your list, a devastating combination makes for a nasty magic phase - when done with an Lv4 priest. Playtested shows you get an advantage to your magic phase 80% of the time and gives the occasional +7 to casting attempts. *'''Casket of Souls:''' 135pts. Powerful rare choice, and reasonable for the points cost. This is most effective in static armies and can provide a major magic boost (making it attractive in a TK army). The Casket net D3 more magic dice each turn, and its bound spell can be nasty, making an enemy unit take a leadership test on 3D6. They then take wounds equal to how much they fail by; on a 3+ it bounces to another unit with 6". Just ensure that it is aimed at an enemy with friends that aren't stuck in. For the points value, it may even edge out the Screaming Skull, but the Screaming Skull doesn't risk blowing up your army when it dies. *'''Khemric Titan:''' 320pts. Mathias decided that the Tomb Kings would need something more than just more giants in the pursuit of a legit giant. Instead, they got...the mother of all beetles. Like the Hierotitan, it possesses a list of bound spells (A PL5 magic missile that's a magical S6 bolt thrower, a PL3 penalty to hit and charge, and a PL3 wound recovery to keep it trucking), but the thing isn't meant to be hanging around. It's meant to rush forth and use its various types of murderizing implements (rolled like a giant would) and die gloriously, throwing 2d6 S2 hits to all idiots within 6".
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