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Title: new to tk and warhammer


budokata - March 22, 2005 04:42 AM (GMT)
well ive just started the game basically and had a few questions

rule book doesnt seem to clarify what does a command do?(musician,champ,bearer) and do they cost extra points?

bow of the asp mean they do not need a line of sight to the target? meaning alranks could attack? and if so do they only hit on 5+ or can they hit on 3 or 4 if enemy toughness is low enough

i noticed that all units within 12" of standard get one less wound. is standard any bearer or only the icon bearer?

thanks

Mioumboy - March 22, 2005 05:45 AM (GMT)
Ok let's start :

Unit command
Champion is the ''leader'' of the unit, and game-wise he normally get one more attack then a normal rank-and-file troops.

Standard Bearer give you a bonus of +1 for the combat resolution (worked out at the end of the combat to see wich side as won).

Musicien help you if the combat is a draw, if one side as a musicien and the other don't, the side with one win by +1. It also give you a +1 bonus to rally a fleeing unit, but undead never flee, broke or panic, so that don't concern us.

Remember that for them to be usefull, they need to be in the first rank and be part of the combat.

And yes, they cost extra points, wich is given in the Armies Book (paying for one don't give you an extra model, it just upgrade a normal guys to what you've paid for !)

Arrows of the Asp
With that, you ignore any penalties/bonuses when you try to hit enemies. So with a BS of 2, you always need a 5+ to hit.

All the other rules for shooting apply as normal (only first rank can shoot unless on a hill, need line of sight, etc.).

And for the toughness, that's another roll you made, wich is not affected by this special ability ;)

Battle Standard
The Battle Standard is a character carrying a special banner/icon, wich is not the same as a unit standard. The rule to get one less wound (from combat resolution) is only when in range of the Battle Standard.


Hope that'll help you, and that you'll enjoy your new game and armie ! :thumb:

budokata - March 28, 2005 12:21 AM (GMT)
should I give fast calv units spears or bows? or should i have a small unit of bows and a larger one of spears?

Wilko - March 28, 2005 09:37 AM (GMT)
i would give them bows, they are more there for harrassment than for much combat, and the only combat those fast calvary should be getting into is flanks and rears

budokata - March 29, 2005 09:21 PM (GMT)
im going to play my first couple games, lower pointage games (since i have basic units this is what i have

Tombking(on foot for now)
2 lich preists (1 mounted, just because it came like that in the blister)
25 hw/sh skelies full command
16 skelies with bows
8 calv with bows

Funky the Elf - March 30, 2005 12:27 AM (GMT)
Thats a nice start!

Your army has a nice backbone. The thing your army needs most now is something that hits hard and can kill a lot of enemy models, which the skelly infantry and the cav has problems with. Ushabti and chariots are best in this role. And a scorpion would be nice too.

At the moment I suggest you play a battle or two and get used to the rules. Your opponent will probably win, because your army lacks hitting power. But as soon as you get the new models, you will bash him to bits! :lol:

ToMb BeAsT - March 30, 2005 08:53 AM (GMT)
I wouldn't be taking light cavalry at all... As undead we cannot flee from a charge, which is a big use for the fast cavalry, and they just do not hit hard at all. I would go for the heavy ones and either aim for flanks or take large units and possibly still go for the flank only. Chariots and Ushabti are great, as is the scorpion.

budokata - March 30, 2005 05:40 PM (GMT)
i understand you point beast, but like he said ill just play with this to learn the rules , casue only thing the bow calv is there for is to annoy them and get a flank, plus from what i understand heavy calv isnt that good and id better spend those points on chariots

ToMb BeAsT - March 31, 2005 05:28 AM (GMT)
Yep, the heavy cavalry isn't exactly heavy but it still serves a decent purpose and isn't completely obsolete, even if just for hiding a liche priest. If you have a choice between chariots and cavalry, definitely pick the chariots though.

dark-fire phoenix - April 5, 2005 02:38 PM (GMT)
First of all welcome to the warhammer world and to the tomb kings army.
Second i'd like to apoligize for the late reaction.

Well let's get started, i like your army list but i have some things that i can tell you that will make it easier for you in the future. (these are just some points that i use in my army lists and any comment is welcome)
- don't equip the skellies with a full command it's a complete waist of points, musician gives +1 to rally but they can't run. The champion can be a good choice but i think skellies just don't have enough combat power to make the extra attack effective. (don't give them spears either)
- i wouldn't make the skellie unit 25: 40 p for just +1 combat resolution is quite costy (personal opinion)
- 16 bowmen is very handy if you power them with the priests if you don't you can only use them effectively as a screen and then i prefer a unit form 10
- the 2 priest is very good and your going to need them so if you have any points left give them a dispell scroll (simply to annoy the other mages :P )
- i'd leave the king on foot, the power of the chariots is impact hits so you don't really need the king in a chariot although it can give the unit an advantage

i hope this can be of any help to you
DF-phoenix




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