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==Building Your Army== ===Buying Your Army=== Tomb Kings are a high model count army - not quite as extreme as Skaven or Orcs and Goblins, but probably the next tier down. With official GW models now long out of print, this makes them a challenging army to collect if you don't feel like selling your kidneys to buy overpriced secondhand minis off of eBay. Fortunately, there are no shortage of third parties that have stepped in with Tomb Kings-compliant miniatures, and if you happen to have a 3D printer you are not short on options. Some alternative Tomb Kings model lines include: * [https://lubart-miniatures.com/product-category/undying-dynasties/ Lubart Miniatures] (models and shapefiles) * [https://www.myminifactory.com/users/Txarli/collection/fantasy-miniatures Txarli Factory] (shapefiles only; printed versions available through third party vendors on Etsy and eBay) * [https://www.lostkingdomminiatures.com/en/30-undying-dynasties Lost Kingdom Miniatures] (shapefiles only; printed versions available through third party vendors on Etsy and eBay) * [https://www.manticgames.com/games/kings-of-war/empire-of-dust/ Mantic Games] (models only) ===Army Composition=== Now that you're ready to march to war with the Undead Kings of Ages Past, it's time to think about <i>which</i> of the Undead Kings (or Queens) you're marching with. One of the most significant selling points of Tomb Kings is how well the army can do in many different configurations. There's no "Set" list (just a "Settra" one) that is deemed the best- they all have merits, and one or the other might work better for you based on your local meta and playstyle. *'''The Unending Horde:''' Pretty simple. Skeletons. Lots and lots of Skeletons. Multiple units of 50+, big blocks of Spearmen and Tomb Guard, backed up by the Banner of the Undying Legion and Nehekharan Augments and Light Magic Buffs, invariably with Tomb Kings or Tomb Princes leading the way with My Will Be Done. Turn those cheapo Skittles into killing machines, and keep coming back for more even when the enemy outmatches you. There are a couple of variants on the Horde, as well. You will need a good deal of magic support with TK hordes as you will need to keep up your numbers and buffs. **Another approach with this is using many small skeleton warriors units. No one will break in combat, it gives you an advantage in the deployment phase, and it's so damn annoying for your opponent. I used this approach several times, and my opponents were always doubting which small unit of warriors to charge. Flank charges were my easiest and best friend. Throw in some warsphinxes between the small units and your opponent doubts as hell. Steadfast is lost on TK hordes, so you might as well give it a try. *'''Khalida/Archer Spam:''' What it says on the canned ham. Instead of footslogging Warriors, take Archers, and pincushion the enemy to death. With Khalida, that's a lot more arrows hitting the target, and Poison is just the icing on the cake. Try spell 3 of LoN. *'''TombStar:''' The Tomb Guard deathstar. It usually consists of a blinged-out Tomb King, Necrotect, and Battle Standard Bearer Tomb Herald at the forefront of a massive Tomb Guard block. It <i>will</i> kill anything it touches. The trick is getting it into combat. Do not try this against elves/VC or any other magic-heavy army, as they will drop everything they have on it, and crumbling is bad. *'''And the Tomb Kings Rode to War:''' Chariots. Oh, Ancient Gods, Chariots. Also known as the more evocative "Bone Train," this army features units of 3 to 6 strong Chariots running everything over front and center, often supported by Settra or Arkhan. *'''Action Figure Tomb Kings:''' This list essentially boils down to "How many Animated Constructs can we get in the list?" and features blocks of <strike>Ushabti</strike>, Necrolith Colossi, Hierotitans, Sepulchral Stalkers, and Necropolis Knights as the main damage dealers. If you have an army like this and don't bring at least one Necrotect, you're more hollow in the head than a Screaming Skull. If Lead by Sehenesmet, you can even cut out the skeletons to make a list more in common with the [[Ogre Kingdoms]]. *'''Why Did It Have To Be Snakes!:''' Utilizing one or two 6 strong Necropolis Knights units backed up by Light magic. It is shown to have a deadly effect on multiple Tourneys. *'''TombKittens:''' 9th has nerfed how many you can take and the Spinx mount being exclusive to Kings only. In a standard 2500pts list, you can fit a mounded tomb King, Warsphinx, and NecroSphinx in a list. Sure, you'll lose 1 a turn to an opponent with a cannon- but you have more Cats than the game has Turned (except if you can field that many cats your opponent can (and will) field more than 1 cannon (expect 3min against an army which can have cannons). *'''Entombed:''' Similar to a Specs Marine Drop-pod list, but from the other direction, and, you know, actually cool. Uses naturally Entombing units, as well as the Banner of the Hidden Dead to ensure that almost all your army emerges wherever the hell you want it to on the board. Those are just a few of the more 'thematic' lists out there- many more feature a hybrid of these or unique strategies altogether. Again, the beauty of Tomb Kings (aside from Khalida) is the versatility of the army. === Magic === Tomb Kings have access to three lores: Nehekara, Light, and Death. Since you're required to take at least one priest with the lore of Nehekara (specifically your highest level wizard [in case of a tie, you can have one be another lore]), use Light and Death depending on the opponent. Lore of Death is helpful for extra power dice and character sniping. You can use the spell to make your skeleton warriors cause terror, for example, if they were versing Ogres. Purple Sun of Xerus is a hit-or-miss power. If it ends up among your troops, their usually low initiative will see it backfire horribly. Lore of Light is a better choice. Speed of Light is excellent, especially on Sphinxes, as they go from Initiative 1 to 10, and it makes their Thundercrush/Decaptiating Strike more likely to hit them before they hit you. Bjona's Timewarp is great as it gives you ASF, an extra attack, double movement, off-setting your inability to march, and your low initiatives (unless you are versing elves). For example, use Lore of Death against Orcs and Goblins, Lore of Light against Vampire Counts, or Warriors of Chaos.
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