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===Core Units=== *'''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. They're also Unbreakable and can heal with the Lore of Nehekhara. On the other hand, these guys really, really fear Unstable, since they don't get a benefit from Steadfast and they almost definitely won't win a combat, meaning they'll all just crumble away. Don't even think about giving them spears, either: you add 25% to their cost for a few more pitiful 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 hordes. Then field hordes of hordes. Generally speaking, they aren't as good as Archers or Chariots, but they will give you a numerical advantage (albeit a partially-negated one, as you get no benefit from Steadfast). *'''Skeleton Archers:''' You get the basic package, for a cheap price, with the same statline as your skeleton warriors including the BS of 2. However they benefit from the Arrows of the Asp special rule, meaning they will not suffer negative modifiers when shooting (and they need it! Being BS2 is already low enough without all the modifiers they might get e.g long range shots, move and fire ext), 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 a opponent who is looking to shelter units away from a ranged barrage. *'''Skeleton Horsemen:''' Originally labeled heavy horsemen, but that has been revised to the more appropriate title of horsemen in this current edition, because there is nothing heavy about this unit. Unfortunately the unit is stuck in a void of not knowing what it want's to be, it has the vanguard special rule, obviously for either hitting an opponents warmachines or moving into flanking position, but it also possesses the same statline as a normal skeleton with the addition of a mount, spear and shield, which makes the unit entirely unsuitable for combat, especially when the price for each horseman is twice the price of a fully geared skeleton and there are currently no combat bonuses for charging cavalry aside from +1 strength on the spear. The only niche this unit falls into is flanking to deny steadfast, as all other units in the tomb king book that can reliably get a flank charge are either unable to form ranks, or are ludicrously inefficient when they do so. (actually, while flanking does deny victory points for ranks, it specifically states in the rulebook that it does NOT prevent steadfast.) a small block of 10 cavalry on the other hand can get the charge, and stay around long enough to disrupt the opposing unit. all for the "meager" cost of 120 points. *'''Skeleton Horse Archers:''' A more suitable cavalry unit, horse archers replace the shield and spear for a bow at 2 additional points, in addition too also possessing the fast cavalry special rule and scout special rule, making the only unit to my knowledge to posses both vanguard and scout at the same time (Ogre Maneaters can also do this). Like skeleton archers, horse archers never count bonuses or penalties when rolling to hit, which is quite useful when they're Bs 2.Unfortunetly they only carry standard bows, which renders their damage output pitifully low, hence they are normally used to redirect charges and hunt for warmachines. *'''Skeleton Chariots:''' Now permanently as core choices, chariots have been, and will be, the mainstay of many Tomb king armies, and for very good 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. Chariots are toughness 4 basic, the crewmen are Ws 3 and have 2 attacks each(2 crewmen per chariot in addition to also carrying spears and bows. The only issue with the unit is the excessive cost, at 55 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 then charging chariots directly into the front of a unit. Ensure the unit you charge will be damaged beyond combat capability with the impact hits, and tidy up whatever is left with the crew attacks, thus reducing the damaged returned to the chariots and potentially routing the unit and running them down. Charging a horde of chaos warriors head on is never a good idea. If you feel it necessary, you can make an exception to the normal rules in the warhammer fantasy rulebook and join a character mounted on a chariot, to a unit of chariots in order to increase the damage output or survivability.
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