Total War Warhammer/Tactics/Tomb Kings
This is the tactica for the Total War: Warhammer version of the Tomb Kings.
Why Play the Tomb Kings
- Do you want to play an undead faction which is not totally villainous?
- You want to play an undead faction that is also blingy as fuck?
- Because you want to play not Egyptians and roll over everyone with chariots.
Pros
- Constructs: The reason you play them in the first place. Tomb Kings have among some of the best monsters in the entire game. Not only do they all have incredible armour values, but you have a monster that can fill any role that you need it to. From infantry killing power to ranged damage to blob destroyers to monster slayers, you have a construct that can do anything you need your army to do.
- Ranged: You aren't the Vampire Coast, but you can dish out some good damage from ranged. Ushabti Great Bows shred anything they fire against and a Casket of Souls can destroy blobs on infantry that are giving you troubles.
- Undead: You get all the perks of being an undead faction. Your units are unbreakable, all cause at least fear and many cause terror, and they are generally cheap, allowing you to swarm the field with spooky skeletons.
- Mobility: Chariots, light cav and some quick monsters means you can be an elusive and fast faction. Sure, you won't outpace the likes of the wood elves or beastmen but you can really run circles around many of your opponents. This means you are probably the best of the three undead factions at the kite game.
- Realm of Souls: Your main battle ability gives you healing as you take damage, allowing you to stay in the fight. It will also give you a free Ushabti summon to use when you fill the bar all the way, which you can use to swing any fight on the battlefield in your favor.
Cons
- Poor Infantry: You are not an infantry faction, and will probably lose in that department unless you are fighting the worst of the worst when it comes to foot troops. Even Tomb Guard, your "elites" lose to a lot of other mid tier infantry, so expect your constructs to do the heavy lifting.
- Lack of Flying: All you got is Carrion and they're.... Subpar. Don't expect to have control of the skies when bringing the boney boys.
- Subpar Healing: You got some options in the form of Lore of Nehekhara and The Realm of Souls, but it won't allow you to keep up with vampire healing. You have the hardest time bringing troops back out of all the undead factions so casualties actually mean something here.
- Fire: If you're opponent has fire damage or the Lore of Fire, expect them to bring it. All your lords are weak to it and Lore of Fire is great at melting your infantry.
Lords
Legendary Lords
- Settra the Imperishable:
- High Queen Khalida:
- Grand Hierophant Khatep :
- Arkhan the Black:
Generic Lords
- Tomb King:
Heroes
- Tomb Prince:
- Liche Priest (Light):
- Liche Priest (Death):
- Liche Priest (Nehekhara):
- Liche Priest (Shadows):
- Necrotect:
- Ptra's Necrotect:
Units
Melee Units
- Skeleton Warriors:
- Skeleton Spearmen:
- Nehekhara Warriors:
- Tomb Guard:
- Tomb Guard (Halberds)
Missile Infantry
- Skeleton Archers:
Cavalry
- Skeleton Horsemen:
- Skeleton Horsemen Archers:
- Nehekhara Horsemen:
Chariots
- Skeleton Chariot:
- Skeleton Archer Chariot:
Monsterous Infantry
- Ushabti:
- Ushabti (Great Bow):
- Sepulchral Stalkers:
Monsterous Calvery
- Necropolis Knights:
- Necropolis Knights (Halberds):
War Beast
- Carrion:
Monsters
- Tomb Scorpion:
- Khemrian Warsphinx:
- Necrosphinx:
- Hierotitan:
- Bone Giant:
Artillery
- Screaming Skull Catapult:
- Casket of Souls: