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Title: 2000p Tomb Kings
Description: Me first


Tchakolli - June 11, 2007 01:41 AM (GMT)
Hey all,

I've been playing Warhammer on and off for about 4 years now, building my now ~3000p Dwarf Army from scratch. I'm looking to start a new army and through a weeding process I've singled out 4 armies I'm interested in. That is High Elves, Dark Elves, Vampire Counts and Tomb Kings. Out of the 4, Tomb Kings appeal to me the most.

I want an army that is not too similar to Dwarfs, eg, I want an army that can and should be on the move and not sit and camp in a hill-filled corner. Shooty VS close combat isn't a really big issue since my dwarf army isn't too big on shooting anyways (for a dwarf army). But I do want a break away from infantry-only, from no magic at all, and from the overall look of the dwarfs. But I still want an army that is at least marginally not-evil, and from my pov, it seems the Tomb Kings are just misunderstood and/or angry ;). VC have an issue with being well... evil. Both DE and VC seem very pricey as far as actual cash goes. And I'm reluctant to start out with HE since it seems very likely they're next to be revamped by GW.


Here is the army:

Characters:
1x Tomb King (Chariot, Chariot of Fire, Spear of Antarhak, Scorpion Armor, S) - 318p
1x Liche Priest - (Steed, Staff of Ravening) 168p
1x Liche Priest/Hierophant - (1x Dispel Scroll, 1x Brooch of the Great Desert) 165p
1x Liche Priest - (Cloak of Dunes, Hieratic Jar)160p

S/A: 811p

Core:
6x Skeleton Light Horsemen - 84p
5x Skeleton Heavy Horsemen (Musician, Banner of the Undying Legion) - 105p
3x Chariots (SB) - 140p
4x Chariots (SB) - 180p

S/A: 516p

Special:
15x Tomb Guard (FullC) - 210p
1x Tomb Scorpion - 85p
1x Tomb Scorpion - 85p
3x Carrion - 72p

S/A: 452p

Rare:
1x Bone Giant - 220p

S/A: 220p

Total: 1999p

QUOTE
Tactics:

First of all, I want a fast-moving army, so this is supposed to be pretty fast moving. The Tomb King goes with the 6x Chariot regiment. The priest on steed goes with the heavy horsemen, the priest on foot goes with the Tomb Guard and the priest with the cloak goes by himself.

I'm thinking of the army as split into 3 parts. One is the TK chariots and accompanying light horsemen. The other is the non-TAK chariots and accompanying heavy horsemen. The last part is the TG unit and the Bone Giant. The scorpion and carrions are for support. The general idea is that each part should be able to take on most any enemy unit with the combo of front charge+flank charge (either chariots+horsemen, or TG+bone giant). Each has a priest to make sure that is possible. The priest with the heavy horsemen has a bound item to waste enemy dispel dice and increase the chance of the priest pulling of a succesful incantation. Put him with the heavy horsemen since it's more important that that part gets the incantations right since they lack a TK in a chariot. The TK in a chariot part has both a TK and a mobile (cloak) priest to aid the magic with a hieratic jar to make sure the magic goes of when it really matters.

Something I feel is a pretty serious weakness with the TK's is that S7 hits obliterates chariots easily so therefore carrions and tomb scorpion is included for both general support and destroying enemy war machines.


So, what do you guys think? Any comments would be appriciated, I'm new to TK, so I need all the help I can get :D

KingTut - June 11, 2007 07:55 AM (GMT)
Personally I like Chariots in groups of 3 or 4. It makes them more compact and orderly. Also against most armies their units are not going to be 7-12 units wide on the front rank. So the extra chariots are wasted except for taking punishment. I would put the extra points into beefing up the heavy horsemen/Tomb Guard. With this list it seems a bit brettonian to me. Get the charge or get creative. But I run an infantry centered Tomb King list. I assume the hierophant goes with the tomb guard. Which is fine but your enemy is going to try and kill that priest as fast as possible. So it may be a problem when you actually reach combat. I like the list personally.

Tchakolli - June 11, 2007 12:01 PM (GMT)
I modified the list slightly based on input I've gotten. I dropped the standards from the horsemen units and made the chariot units 4 large instead of 5. This gave enough free points to add another Tomb Scorpion and make the horsemen units 6 strong instead of 5.

I'm thinking since the list relies alot on the front+flank charge of a unit of horsemen and chariot being succesful, I would need more support units to make sure the enemy doesn't thwart those plans. Therefore the extra tomb scorpion.

KingTut - June 11, 2007 04:31 PM (GMT)
My only problem is the heavy horsemen. They have a musician (why) and still are at 5 models. That is a easy +100 VP for your opponent when they destroy them in CC. (The banner) If you want to use them as a suicide unit take light horsemen they are more manuverable.

Other than the HH Have fun with what I think will be a solid list

Tyrion - June 13, 2007 02:00 PM (GMT)
Pretty small, but fast list for beeing TK :). One unit stands out in the list, the tomb guard. What is their purpose in an otherwise fastmoving list? And should you keep them, is 15 of the enough?

Tchakolli - June 14, 2007 01:50 PM (GMT)
QUOTE (Tyrion @ Jun 13 2007, 09:00 AM)
Pretty small, but fast list for beeing TK :). One unit stands out in the list, the tomb guard. What is their purpose in an otherwise fastmoving list? And should you keep them, is 15 of the enough?

I hope 15 is enough, their role is to take on units together with the Bone Giant.

Tyrion - June 14, 2007 02:00 PM (GMT)
QUOTE (Tchakolli @ Jun 14 2007, 08:50 AM)
QUOTE (Tyrion @ Jun 13 2007, 09:00 AM)
Pretty small, but fast list for beeing TK :). One unit stands out in the list, the tomb guard. What is their purpose in an otherwise fastmoving list? And should you keep them, is 15 of the enough?

I hope 15 is enough, their role is to take on units together with the Bone Giant.

I see. Can they be healed? If not, a regular skeleton unit would be much better. If they can be, then you could make it with 15. Still, 20 would be better.

@ztech - June 14, 2007 03:04 PM (GMT)
I'm a bit dubious about the survivability of the heavy horsemen. An unit of 5 will not do much on its own. It should be used only as support for other units. You should be at least 75% sure you can win the combat before you make them charge.

I rather like the Tomb Guards. But Skelies would be a good choice too, since numbers is just what your army lacks. I don't know which one is better: I don't play TK.

KingTut - June 14, 2007 03:21 PM (GMT)
Well for 4 more points you get +1 WS +1 S +1 T and Killing Blow and i think +5 to leadership. I think TG are worth it even if they do take up that special slot.




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