Editing
Warhammer Army Project/Tomb Kings
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tactics== See army composition for some builds. Otherwise, you want to keep your casters and general alive as you will suffer hugely from losing either of them (crumbling is bad). Beyond that, you will enjoy plenty of fodder to soak up hits from magic and warmachines, as well as giving you some ware to put your heroes. Protect your Hierophant by giving them at least a Ward save. Also, please keep them in a unit unless you have no choice. Take what advantages you can. Some Tomb Kings units can be devastating when augmented, though un-augmented Tomb Kings are a mid-to-lower tier army. A few of your advantages over other armies include units of chariots, EBTS units (when they work), and the ability to ignore negative modifiers when shooting. For the Lore of Nehekhara, focus on the augmenting spells to heal your troops. Like vampire counts, you will need some solid numbers unless you are fielding a lot of constructs. Also, units should be big enough to soak at least one round of lost combat and still be effective; otherwise, a good-sized unit of knights or a fast-moving block of heavy troops can ruin your day very quickly. Remember, you are undead; you are unbreakable and scary. Use that mercilessly against your enemy. ===Playstyle === In order to make up for the lack of constitution of the standard undead, the army must contain a liche priest, who can regenerate units. Unfortunately, it is the liche priest who keeps the army alive. All friendly undead units must pass a leadership test or die each turn if killed. Due to the standard leadership of most skeletons being terrible, they'll drop like flies. Just be strategic where you place your Hierophant, and this won't be a concern, or give him a 4+ 45 point ward save. In this army, many defensive units exist. Archers <s>almost always</s> <s>''always''</s> almost always hit on a roll of a 5 or a 6 (with Khalida they do also on 4s). A Casket of Souls, which is just a super-powered box (think the Ark of the Covenant as depicted in "Indiana Jones: Raiders of the Lost Ark" if you haven't seen it, get off this site right now and go watch it, don't come back until you see its face-melting capabilities) that can annihilate units that come into its range <s>and line of sight</s> on top of that it spreads to another target within 6inches, and if you miscast this bitch nothing happens other than it goes off, I usually throw 5 or 6 dice on dis bad boy to get a miscast. Usually, people throw all their dispel dice at this baby raper. The army also contains a catapult capable of firing skulls. For tanks, the army has undead constructs, which are usually just whatever random shit a liche priest could find and put together in the shape of a giant, a man-eating scorpion, or an animal-headed god. They also get a <s>sphinx(fuck yeah) </s> you must mean the god damn WARSPHINX MOTHER FUCKER, YES THIS THING IS A BULLET MAGNET, BUT THAT DOESN'T MATTER CAUSE ITS TOUGHNESS 8, give this bad boy righteous smiting. You get 8 attacks with its crew, give it cursed blades, and its thundercrush will smush even chaos warriors with their bullshit saves. If that's not enough for you, it can have poised claws and breath fire. So apparently, someone deleted the epic strategies provided by a fellow anon, so I am here to present to you the finest aged cheese that our enemies may faint at its stench. We will start with our beloved CORE. Chariots, oh yes, how we can have chariots for our core, these death machines with wheels can shoot arrows when they aren't busy running shit over. They got 2 of the most brutal horses as well as 2 guys with whips and spears riding them (the lashes aren't as much for the horses as much as whooping the enemies ass) with your D6 impact hits, 2 horse and 2 crewmen attacks *2 attacks per crewman* you get 6 attacks per chariot, 3 chariots and that's 18, give these mother fuckers righteous smiting. Now you're at 30, let's say you wanna run shit over even faster than throw cursed blades on them, and their impact hits gain killing blow. AND TO TOP IT ALL OFF, THEY WILL REBUILD THEMSELVES, YES THAT'S RIGHT, they are not monstrous, so they get the full D6+1 wound from their lore *PS They get +1 str on a charge, but impact hits don't* THE CHARIOT TRAIN 10 chariots 1 tomb king on a chariot 1 tomb herald on a chariot *Banner of the undying legion* Welcome to the pain train Archers, well, not much to say about these guys. I only know a couple of good uses for them, run them in a squad of 20 get some shots off, the enemy gets close, reform into 5x4 ranks, use them to flank the side of your enemy as they charge your warriors. and NEVER take light armor, its a waste of points, a champion is a waste too and so is a banner, only the musician is worth it. lets say you wanna cheese them up a bit, get a squad of 40-50 and throw in our beloved High Queen Khalida, not only is this bitch the bane of your enemy's heroes, but now this unit of 50 archers became the squad that will blacken the sun and rain poisoned death upon your enemies, YES THEY BECOME POISONED, you give these mother fuckers some righteous smiting and your looking at 70 shots from a squad of 50, enough shots to kill anything with multiple wounds or whittle down some ogres or w/e, now i know what your thinking, what if they get into close combat, well i have a suggestion that no one else uses because they are fucking stupid, the banner of the hidden dead, while it may only go up to 150 points of your core, you can get a unit of 30 skeletons to pop out and defend what ever is coming your way, you can put them in a horde formation to block multiple enemies, or you can put them in ranks to win a combat, either way your enemy will see to the destruction of death archers, so you gotta take this, and they wont see it coming, throw in some necropolis knights and tomb scorpions to hit the flank and your back on the offensive, be sure to make your unit the maximum 12inches away, that way, in case they die on the initial charge, your opponent has to get very lucky to make his overrun into the archers, allowing for another deadly salvo of arrows to watch your opponent ragequit. Skeleton horse archers can be fun to harass your opponents. It is doubtful they get charged when playing right and will piss off your fellow dwarf player when all his cannons died in turn 2. I personally don't like them, but they serve their purpose. ok, now we can move on to fun stuff, our special units. TOMB GUARD DEATH STAR: Oh man, how I love these guys. Are you tired of getting butthurt by chaos warriors? Well, here is your god damn unit, get a monster-sized unit of these bad boys and watch them killing blow the shit out of the enemy. I wouldn't recommend halberds unless you expect anything immune to killing blow. Grab necrotect or your best friend Ramhotep the Pissed Off. He will make sure they get the job done right, one crack of his whip and BAM your unit has frenzy and hatred, rerolling all their missed extra attacks, but say you wanna fucking hit ALL THE TIME, give em a tomb king or prince and then watch as your enemy fades away turn after turn, give them righteous smiting and cursed blades. You'll be sure to win combat against any infantry unit because on god damn 5+ you'll be hitting your killing blows. MOTHERFUCKING SNAKES ON THESE MOTHERFUCKING PLAINS, two other Allstar units the Tomb Kings gain are the Necropolis Knights (called either [[Awesome|MOTHERFUCKING SNAKES]] or [[Derp|Snake Surfers]]) and the Sephrucal Stalkers. The former are Tomb Guards mounted on animated cobra statues that are very venomous, and the latter are undead, half-men half-snake golems whose gaze turns you to sand. Necropolis Knights can be taken in at least three units and can be deployed via Entombed Beneath The Sands to bring their multiple poisoned and killing blow attacks to bear. With a 3+ armor save, they boast the best natural armor save available to the Tomb Kings.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information