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Title: Knuckling Down With Khemri: Part 2
Description: Role of Units/Heroes and New MDU Tactics


plasmapuff - January 16, 2005 03:41 PM (GMT)
Knuckling Down with Khemri: Role of Units/Heroes and New MDU Tactics

:P Hi everybody :P

Welcome to the second of the five part series which will culminate in my push to suggest that the most advantageous lord choice for standard 2000 point battles is indeed the Liche High Priest.
This article will be an in-depth tactical discussion about general types of Tomb King armies and also the role of troops/heroes in the Tomb King army. It is really a bridging topic, before the next article about getting the best out of our incantations. Once again I would like to reiterate that these are only my opinions and by no means am I trying to dictate a “codex” method of playing Tomb Kings. All comments are extremely welcome.

From what I have seen around the place, there are basically 4 main types of armies with many variations in between. These are the:

TK chariot/cavalry : Led by a Tomb King general riding in a unit of chariots. Basically this is the Tomb King version of the all cavalry Empire or Elven army. This army hits hard, hits fast, and is usually quite brittle. A few tomb scorpions/carrion will probably also be included to take out missile troops and artillery

Construct-Heavy Armies : Lots of Ushabti, Tomb Scorpions and Bone giants, as well as perhaps an infantry block or two and some chariots. This type of army will usually be smaller in numbers than other armies due to the expensive nature of the constructs. An Icon Bearer may be beneficial in this type of army. Fairly expensive to buy and vulnerable to missile fire and maybe swarmed by horde armies.

All out shooting armies: Usually led by a Liche High Priest. Lots of archer blocks that reform into fighting ranks when close combat is imminent. Probably a casket of souls and a catapult is the most common combination. Incantations make units like the catapult and bowmen very devastating although ambushing beastmen armies may be the bane of this army.

All round armies: Perhaps the most common type of Tomb King Army. Typically you will se lots of everything- chariots, infantry and constructs, the whole works. Some maybe more defensive than others- relying on counterattack after pinning enemies in place using large skeleton blocks. Some are more attacking with more chariots and cavalry.

New concept of MSU: Personally I am highly sceptical of this as it does not make the best use of our strengths and allows enemies to exploit weaknesses. MSU/MSE is where you have lots of small units- presenting the enemy with a huge array of targets and generally being very mobile and flexible. However TK’s just don’t have the “natural” mobility, the ability to flee or to have cheap units with multiple attacks that Dark Elves have. This is probably most efficiently highlighted when a MSU/MSE TK army faces a typical Bretonnian army. All his units will simply go in one end and out the other of all our units- since we lack the numbers to efficiently pin him in place and we can’t flee from charges.

Overall there is nothing wrong with any of these types of play. It all depends on the style of play that you like and are most comfortable with. Although I will argue that some are perhaps more competitive than others on the tournament scene due to the huge variety of armies that you could potentially be up against.

Role of Units/Heroes in the Tomb King Army
Now since we have built the foundations of our knowledge about army composition, special rules and general army types, why don’t we have a look at how units are most efficiently used as well as possible tactics and combinations? This is perhaps where the controversy may begin… :P

Role of Characters in TK army
The role of characters plays a crucial role in any TK army, they are there to support troops and not the other way round. In my opinion Tomb King characters aren’t actually all that “strong” anyway despite the stats (as will be covered in later articles). Therefore, we can’t really expect our heroes to be lean mean killing machines and slaughter dozens of troops with every swing of an axe. That has disappeared in 6th edition with the toning down of characters and the emphasis on outnumbering. Only the residue of Herohammer is left residing in Chaos, Vampire Counts and now Ogre Kingdoms.

I have two main guidelines for selecting characters. I would recommend taking only 3 characters in a TK army or otherwise have 700 points as being the absolute maximum I would ever spend on these mummified legends. Why? Because heroes should only ever be taken to compliment your army and to minimise the army’s weaknesses and not the other way around. So I guess the question is: what are the weaknesses of Tomb Kings? There are many as listed in Part 1, but critically there are 2 gaps that I believe TK heroes need to plug.

1) Support Troops by topping up CR and conserving CR by negating the effect of killer characters (minimise weakness of poor stats).

2) Support Troops by establishing magic domination (minimising weakness of poor BS, poor “natural” movement, average toughness etc…).

As we all know, I base my armies around efficiency- that is getting the job done with as few points as possible. Now as I will prove in future articles the extra stats of a Tomb King over a prince doesn’t really make a difference when on the attack (topping up CR with troops), nor on the defence (minimising the damage of berserker lords), so I will always go for the cheaper Tomb Prince in this role. Sadly they are not what they are made out to be- both the TK and the TP only average 2 kills per turn against infantry, even Gobbos!! As for establishing magical superiority, no model is better at doing this than the Liche High Priest.

So this is the first of my points- by fulfilling the two objectives listed above, that is to establish magic superiority AND being able to top up CR, the character choices to do this most efficiently are undoubtedly the LHP and the TP. Now I would probably add another LP and a couple of bound spells here to make sure I have magical superiority, you may want to add another TP here but I would advise against it- there are more subtle ways of increasing CR than just characters as will be explained later. But the critical point to note here is that we have built a firm founding for the rest of our army with potentially only 3 heroes and 600 points. Leaving us 1400 points for the rest of our army, which is the way it should be in my opinion.

Role of Infantry in TK army
There has been lots of conjecture recently about role of TK infantry. You know they’re slow, they’re expensive, they’ve poor stats and are generally pieces of #$#@$ which even 2 point Gobbos can beat. Then why do people keep taking them? Because they eliminate many TK weaknesses. We undoubtedly have poor “natural” mobility, since we can’t march so we therefore need units to receive charges. Cavalry and constructs are very expensive so you need models to flesh out your army and to give other often fast but brittle elements of the army some form of missile protection. I regard infantry as being “sponges”- absorb enemy’s’ attack and then drown them in an overpowering tide of chariots, cavalry, ushabti and bone giants in the flank. They also crucially give outnumbering and combat resolution from ranks and standards, and as we all know, fear and outnumbering is the key to winning with Tomb Kings. Where perhaps a single flank charge with ushabti/chariots might not be enough to break an enemy, add in the numbers and ranks of a skeleton unit and they will definitely automatically break.

May I also point out that infantry offer guaranteed CR. Yes, that’s right CR that nobody can take away from you with a full money back guarantee (and if you order now and pay by credit card within the next 15 minutes we’ll throw in a free… :P). This comes from ranks, standards, and outnumbering which doesn’t depend on the luck of the dice, which may abandon you at crucial moments if all you depend on is the number of casualties you can make, as is the case with many hard hitting units. So overall I would argue that infantry offer flexibility and numbers in a TK army- making the best use of our fear which we pay so much for. I mean lets face it, without fear skeletons should be worth even less than gobbos- about 1 or 2 points. But fear automatically boosts this to a base cost of 8 points, meaning 4 gobbos to a single skeleton warrior… See what I mean? We pay for fear so we must make use of it to be efficient. A reoccurring theme. Full indepth tactics about the use of infantry will appear in future articles.

Role of Cavalry in TK army
The first thing that must be acknowledged here is that we lack a real hard hitting cavalry unit, that a Chaos or Vampire Count army might have. You know what I’m talking about, the ones that cost over 300+ points/unit, the ones often led by souped up ‘uber’ characters, the ones that can slaughter any unit you shamble up in front of (Insert Black knights, Khorne chosen knights here). Sadly our “heavy” cavalry is only medium and our “light” cavalry being nothing more than a fragile pile of bones. But surely GW can’t allow another unbalanced army to be created (again :P) can they? This is where the chariots come rumbling in. Personally I find them absolutely marvellous. Fragile yes, but no doubt a game winner. They’re strong (T4), have plenty of wounds (3), are fast cavalry and have a decent strength- for only 40 points each!! I find that as long as you choose the right targets, chariots can and have turned many games for me. Having said this though, they have an innate weakness- that being S7. With so many weird deranged flying heroes around these days with charms of Jaguar Warriors inscribed on their backs, the ability to morph into wolves or riding hovering discs, many players are finding their chariots being carved back into the huge hunks of bones they were originally constructed from.

However there are two golden rules that apply to all forms of cavalry. Strike hard, strike fast, and don’t ever let yourself be charged. Always keep them in cover if possible and coordinate your attacks with other units. Overall there are two main tactics for Tomb Kings and indeed all cavalry in general out in the warhammer world. You can either use small units to attack weak enemy units and then flank to support infantry. 5-6 man heavy cavalry and 3-man chariot units do very well here. Alternatively you beef up your cavalry unit so that they can perhaps take on fully ranked up units, although I would be cautious around armour- especially Bretonnian knights who have armour, wards and rank bonus. 12 man heavy cavalry units with the warbanner and 3 chariots led by a Tomb Prince/King are the usual results of these efforts.

Remember none of our units can flee so we need to have a definite purpose in mind when using cavalry: Am I going to flank? Spearhead assaults, take on other weak units etc… so calculate unit size and deploy accordingly. Cavalry also benefits immensely from magic. Since we can’t march, the incantation of urgency does wonders, potentially giving us a charge range of 24” for our cavalry. Be aware though that most units can flee, leaving your unit out in the open, especially if you were right at the border of your charge range. Since cavalry is often so expensive, healing is also wonderfully efficient, though they only restore D3 models. As you can see, cavalry like so many elements of the Tomb King army thrives on incantations. But for lots of incantations you need magical domination. For magical domination, you need the Liche High Priest…

Role of Constructs in TK army
Constructs are basically there to carve through the enemy, where skeleton blocks are to the blockers, constructs are to the runners, the ones who score your touchdowns when calculating those victory points (that was for the yanks out there :D). Having said this though, just like real runners, constructs usually get snapped and are generally lucky to survive to the end of the battle. Why do you ask? Why would I say the toughest multi wounded models we can raise are the first to return to dust?

Because like all models in a Tomb King army, units must have specific roles, and there are 2 golden rules which apply to constructs. Firstly, never get charged and always try to flank (a reoccurring theme no doubt). This is because constructs are still undead and therefore are very vulnerable to crumbling due to combat resolution. They also generally have very low initiatives, meaning they will strike last in protracted combats. In a way constructs are like the heavy cavalry we never had. They’re strong, have high toughness and are surprisingly fast- Tomb scorpions for example have movement 7! Constructs because of the general poor armour save (BG is exception) and high cost per wound ratio, are generally prime targets for enemy missile fire, so protect them well by screening, deploying in cover, or if worse comes to worse, healing. Though d3 doesn’t really go an awful long way…

Here’s just a few brief comments about each construct, for more detailed information, see the relevant TACT (Tacticas with Alliterated Cheesy Titles) for the unit. Ushabti are fantastic at carving few basically everything you put them up against. 3 Ws4 S6 attacks each is nothing to scoff at, especially if you have 3-4 man units. True its not S7, but a “natural” S6 gets rid of those annoying 4+ saves. In addition, with this unmodified S6 and being a “construct” they stand a chance in protracted combats, even with an initiative of 3. Try to avoid this though, as at around 22 points per toughness 4 wound, you can ensure that they will be targeted.

Bone Giants are along a similar vein. There are at their best against units with high toughness and/or armour. Try to make use of their unstoppable assault on the charge, although once again remember, that if you’re on the edge on your charge range, what was once a relentless assault, may turn into a crushing counter attack which may crumble your Bone Giant. Also be aware that the unstoppable assault special rule is seriously overrated. You’ll be lucky to get more than 2 extra kills from it due to the giant’s poor weapon skill, meaning 4’s to hit usually. They’re also useful as missile magnets, with T5, 3+ save and 6 wounds, he’s one hard nut to crack (though cannons and bolt throwers I heard are fairly good at cracking nuts). Normally, I would advocate going for the cheaper Ushabti, but their greater mobility and US 5 (negate ranks) makes flanking a whole lot easier. I am planning a TACT on these some time in the future- right now I’m experimenting a bit with some wacky uses with mixed success.

The Tomb Scorpion is one versatile killing machine. Cheap, fast, deadly and loaded with special rules, there are just so many uses for this 85-point special unit. Be aware though, that it is only US4, so won’t negate rank bonus, and as with all constructs crumbling is usually a issue against the massed ranks of units.

Finally with constructs, watch out for units with multiple poisoned attacks. Skinks and witch elves in particular will make a mockery of our high toughness and generally poor armour saves. Characters are also an issue, and will usually give a workout to most of our constructs without breaking a sweat. Magic makes a huge difference to constructs as well- at such a high points cost per wound ratio and the general inability to receive charges, incantations make a huge difference in the overall effectiveness of these massive monstrosities. A reoccurring theme it appears :P .

Role of Missile Fire in TK army
An often neglected element of the Tomb King arsenal. Missile fire I feel is often underestimated or simply not utilised properly to the best effect. The one key fact that a lot of people forget is that shooting was never meant to devastate or destroy entire regiments. This doesn’t mean it can’t- I can vouch personally that Screaming Skull Catapults are absolutely awesome in pulverising enemy regiments and the compulsory panic test often sends units packing, even without the skulls of the foe upgrade. A perfect guess that lands amongst an infantry unit is almost guaranteed to wipe out around 6-7 models per turn, crucially with “no armour saves allowed”; an aspect of the catapult which eliminates a Tomb King weakness, since high strength models are few and far between in our legions. But what about good old humble bow fire you tell me? Surely S3 shots which only hit a third of the time, is a wasted investment? The key I feel with bow fire is that we pick the right targets. Shoot to wipe out small units like fast cavalry and skirmishers, or to remove rank bonus and outnumbering of larger regiments.

Interestingly enough, character sniping is also a valid tactic with TK archers. Even that sneaky wizard (-1), whom is over half range (-1), with his head pointing out from behind a pillar (-2), can still be targeted on the move (-1) with 5’s to hit. For those with a bee in their bonnet, the staff of ravening is a fantastic compliment to our archers- the average of ten S2 hits is nothing to be nonchalant about. Even combat orientated armies I feel, need an element of missile fire in their armies, eliminating a TK weakness in their inabilities to rid themselves of fast flanking units. As always, incantations make TK shooting a heck of a lot better. With the potential of 4 catapult shots per turn and double the amount of trouble from bow fire, magic greatly enhances and augments our awesome shooting phase.

Role of Magic in TK army
I’ve said it before and I’d say it again. TK magic rocks. Tomb Kings suck. Magically boosted Tomb Kings kick a$$. As I have highlighted above basically every single element in our army is greatly enhanced, if not entirely dependent on magic. Against some armies, the lack of magical superiority really shines through. Bretonnians are a dashing example of this theory. We are out charged, out combated, out manoeuvred, out armoured and generally out fought by this fast, flexible and resilient army. Chariots will get smashed on the charge. Skeleton blocks will crumble to the might of Bretonnian armour and the skies will the ruled by flocks of Pegasus knights. Without magic, we simply become that slow moving, bad shooting and generally crappy overpriced army without a hope in the world of winning a game. True, the actual degree of magical domination varied from player to player and between playing styles, but I cannot emphasise enough the unstoppable assault that will be launched from a TK army backed up by a dominant magic phase. The bottom line is, we need magic to even be competitive.

Some Cool Combos to Try Out

10 man Bowmen screens- See Walking with Ushabti. Basically a flexible unit that shields, shoots, baits and can be sacrificed.

Magically running down fleeing units with carrion- Sick of people fleeing from your charges? Have a unit of carrion handy (maybe fly behind them in the first turn as a dual march blocker/run down weakened units) and magically charge into them into the magic phase. Try to out run this 20” charge hey?

3 chariots and a Tomb Prince on chariot of fire with a standard of the undying legion- this unit owns infantry!! Statistically this unit inflicts on average 10 S4 hits (potentially 13!), 11 S3, 3 S4 and 3 S6 attacks on the charger. With the incantation of smiting, this increases to 22 S3, 6 S4 and 4 S6 attacks on top of your impact hits. Even against armour, it works wonders. Watch out for huge units with lots of rank bonus though (especially T4), and units which can stand and shoot (ratlings anyone?). The unit is also at US 13, meaning that if you kill 7 enemies on the charge from a 20 man unit, they’ll automatically flee. Even if you don’t cause an auto flee, the –10 or so modifier to combat resolution is very handy. 3 final tips with this unit- watch out for S7, stay close to cover, and be aware where your overruns take you. That is all…:D

Rapid firing catapults with incantations- each catapult can fire twice per turn. Once each in the shooting and magic phases. Great to have a guess range at the target during the magic phase, and then modify it when the real shooting phase comes along for deadly accurate hits. You can also use this extra shooting phase, to negate the effects of misfires (the ones that make you miss a turn shooting). 2 SSCs means 4 shots a turn… yum!

Magically induce charges: 24” charging chariots/cavalry. 21” charging Tomb Scorpions. 40” charging for Carrions. Need I say more?

Spear of Anthrak and Scorpion Armour, Cloak of the Dunes: This combo is great for a sacrificial king. Fly him in front of a large expensive elite unit and hold them up the whole game. Don’t forget though, that this combo is expensive (260+ pts), so target units that are of equivalent points or more to get the full benefits. Good targets for example may include large blocks of knights, or elite infantry (black/phoenix guard come to mind).

Cool but expensive/unpractical (just for fun) :D :
Icon bearer with Banner of the sacred eye and accompanying a Bone Giant- the whole idea is to improve his chances to hit during an unstoppable assault. Problem is that this combo is incredibly expensive and impractical, as the mixed unit size means the Icon bearer can be freely targeted.

Healable missile magnet- bone giant and priest. (LHP preferably)- the aim here is to use the giant here to attract missile fire, which saves your other expensive units like ushabtis and chariots. The only thing is, that artillery like cannons often do D6 wounds and D3 healing spells cant really keep up. Its also a waste of incantations in my opinion, since so much of our army benefits/relies on magic.

Personal Gripes

Collar of Shapesh - Whats the main reason we take fighter characters in TK armies in the first place? Well for me its to protect the rank and file from crumbling as first and foremost. Then it is to possibly cause some damage back in return. Transferring wounds to rank and file really contradicts the main reasons for taking fighter heroes IMO in the first place. Since skellies suck in close combat and their expensive (meaning we cant have large units), often I find that reducing CR is the key to winning/ holding out in combat. Dealing damage is the secondary concern. Just take a look at units like chosen chaos warriors for example. They'll mow through 6-7 skellies per turn and then what about the chaos lord? It just doesn’t work out for me... I would rather save the 2-3 skellies and be able to outnumber (auto break)/ survive for another turn, rather than to protect a character who may well die due to CR because of a crumbling unit. The collar IMO for priests are quite good, but not for fighter heroes. In summary, its great for the character (Its like a 25 point 4+ ward save). But not so great for the unit. As I was emphasising above the main reason we take fighter characters is to protect the rank and file from massive CR being scored against us. Taking the collar undermines these very reasons for taking the fighter in the first place....

Destroyer of Eternities - It is definitely overrated. The best way to neutralise its power is to challenge the TK with it. In that way at best your TK will cause two wounds to it. 2 wounds for a 70 point investment? in this way a 10 point champion has neutralised your 70 point weapon. Against infantry anyway the best you can do is 3 kills, more often than not though you will only get BTB with 2 guys as one the models in the middle is a champion, who if your opponent is smart be fighting in a challenge. The only good thing is when you use it against cavalry. Although it would take a really dumb opponent to charge you with it as basically when anyone sees a TK on foot --> DoE and CoS combo.

And incantations wont help if for example a unit of fliers charge your flank- they will of course loose but you cant pursue meaningfully which leaves your unit basically immobile for a turn. A turn without combat for a TK means a turn where a 70 point investment is not used. Also it leaves your king pretty vulnerable- the Collar of Shapesh isn’t that good especially when your TK is on foot as it reduces your units ability to outnumber and cause auto flees. Not to mention that there are heaps of weapons/items out there that either destroy or neutralise the magic of the weapon. The best one just out on the shelves: the Bretonnian flail for 25 points that destroys magic weapons on a 4+. All in all IMO the DoE just isn’t worth the hype, worth the points, worth the effort.

Time to Talk Tactics (TTT): “Forget MSU, here comes MDU!”

While we’re on this “tying up the loose ends” article, I thought I might share a tactic that I’ve been trialing in recent battles. Using my flair for imagination (as you can see from the names of my articles), I have decided to call this tactic MDU or Multiple Delaying Units. I first devised it to counter the hard hitting armies, namely Bretonnia and all cavalry Empire and Bretonnian armies and the like. After noticing the devastating effects of grail knights on a block skeleton warriors (they killed 22 [12+ 10 crumbling] on the charge once!!), not to mention the crazy unit inner circle white wolf knights smashing through the my detachment of chariots, I finally figured enough was enough. I had to blunt these diabolically deranged madman smoking through my skeleton units. My response was MDU. There are three essential D’s (DDD) that this tactic tries to achieve. That is to delay the charge, divert the charge and finally allow the designation of a counter-attacking unit. With each MDU having a parent unit that it wishes to protect.

There are a few criteria that must be met when designating such units:
1) They must be cheap and sacrificable
2) They must be able to perform a dual purpose in addition to DDD (all in the name of efficiency)
3) They should be as manoeuvrable as possible
4) They must appear to be weak and incapable of standing up to a charge.

Thus in my army list the three MDU’s are- the unit of 5 heavy cavalry and the 10 man bowmen screen, with the unit of carrion being a “can be” unit. But firstly lets talk about each of the three D’s in slightly greater detail.

First of all delaying the charge. As most of you may know, I mainly play defensive Tomb King armies and the more time out of combat the better, as this allows my SSc’s to pound the enemy. Now delaying the charge and the designation of a counter attack unit go hand in hand. During deployment, these MDU units give no indication of being ‘attached/supporting’ a parent unit, as they are usually simply deployed a few inches away just like any other unit in your army. Now in accordance with criteria 2, these units must serve a dual purpose. So if we’re not trying to blunt the charge of an enemy ‘hammer’ unit, these units just act normally. Namely the heavy cavalry rushing down a flank, trying to support a combat, or by taking on opposing skirmishers etc, while the bowmen shoot at vulnerable targets etc…

However when you do want minimise the effects of that unit of rampaging grail knights, or that unit of berserk foam frothing khorne knights, that when MDU comes in. Basically the unit aligns itself in front of your main sponge block and allows itself to be charged by this psycho killer unit. If they don’t charge in, then all the better, more time for pounding from SSc’s. The crucial point that must not be forgotten here, is that by no means, and under no conditions must you yourself charge this insanely tooled up unit in YOUR turn. If they wanna fight, let them come to you. Of course they’re going to absolute own this delaying unit, but that’s the whole point. They will of course overrun into your main skeleton block (if they don’t, then its more SSc pounding). But now critically, the bout between the world heavy weight champions (grail knights) and the under aged school boy (Skellie blocks) won’t occur until the next turn. Delaying combat until YOUR’RE ready for it.

Now during your turn, this is where the designation comes into it. First we must admit that nothing we do is going to stop the grail knights killing 12 skellies on the charge. But what we can stop is the massive combat resolution modifiers that will kill the other 10. How? By lending support through units like Ushabti, Bone Giants and chariots, whose strength actually has a chance of killing these armoured monstrosities. In this way, the flank charge, the wounds caused by our ‘hammers’ and coupled with the ranks of our skeleton blocks may actually be enough to turn the weight of combat, if not at the very least minimise the crumbling of the skeleton block. This is the crux of the MDU tactic.

Of course it can get a bit more fancy, and this is where the final ‘D’ comes in, that of diverting. If you align the MDU unit on a tangent away from your main skellie block, then if that unit wishes to charge it must align itself with this unit. 2 things can now happen. It can completely crush the MDU unit (most likely) and then overrun into a terrain feature that your MDU unit was aligned towards. Otherwise, this killer unit might find its own flanks exposed ready for the counter attack by the main skellie block. This part of the ’D’ is probably a bit harder to pull off, but when it works, it just adds to the multi dimensional strength of the MDU tactic.

In my opinion the beauty of MDU is that you don’t actually have to use it. If your not facing up against a real hard hitting army, then your MDU units integrate right back into your legion. However when the need arises for some serious sacrificing work to be done, you’ll not find them wanting. Another admirable thing about MDU, is that these units can afford to take casualties, 1 heavy cavalry model works just as well as 5- they still have to charge it to get to the skellie block behind. That begs another question- why do they want to charge my skellie blocks in the first place? Well that’s because I often use a very narrow deployment, where basically a lot of things are deployed behind these main units. The refused flank strategy thus works hand in hand with MDU.

In summary, I’m still trialing this tactic, but so far its worked wonders against fast hard hitting armies like Bretonnia and all cavalry armies. In fact with a bit of luck I managed to massacre the last 4 cavalry armies I played against. Even against armies with AEIOB units, MDU could potentially work, if you funnel their attacks. At the end of the day, even if MDU doesn’t work in a particular battle- it can’t get any worse can it?

Next up- “Illuminating the Incantations”- a comprehensive guide into Tk Magic and how to get the best out of it for your legion. Part of the “Lurking with Lords” to debate the merits of the LHP as THE lord choice for 2000 point battles.

I look forward to your comments :D PLease keep them coming.... B)

For more tactic articles: Please go to khemri.co.uk

Kingphesphestus - January 17, 2005 01:28 AM (GMT)
Your article is excellent as always but It is a little biased towards high lich priest, as of course was your point.

A high Lich Priest is devastating, heck give him a staff of ravening and he has more firepower than most artillery units, but for a Tomb Kings Army he is over Kill unless you really need to cast a lot of incantations a turn, In my experience Its better to minimise the number of incantations you need to cast each turn and instead focus on makeing sure the important ones work, With a High Lich Priests, and even one more Liche priest this is almosy guaranteed, But it is also highly redundant.

A tomb King has a lot of advanatages over a high Lich Priest as it can take some of the better weapons not to mention giving your skeletons something that can actually hurt heavily armoured troops.

As fort eh DoE A challenge wont necessarily negate it as by all rights you should have a unit champion to accept that challenge, and if you don't you should be takeing a flail Of Skulls not a Doe.

This is of course just my opinion and as people play different opponents different things will work. I'll try to expand on this a little later when I have more time.





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