IMO, i like it a lot so far. 100+ turns on the vortex campaign so far, and i have all of nehekhara under Arkhan's grasp. Only a matter of time before I flood the rest of the southlands with my spooky, scary skeletons.
The downsides are that the limitations are somewhat annoying; early on they mean it's very difficult to get multiple functional armies going as the early game limitations are rather harsh. Yeah, you can spam basic skeletons, but an army consisting of a general + a giant horde of cannonfodder, probably isn't going to perform terribly well against anything. While in the late game the limitations barely matter.
Hmm, you're not really supposed to spam
only skeletons unless it's a second army supporting your main one in the early game. I think you're supposed to focus on growth and recruitment buildings so that you'll be able to field the two tomb kings' amazing early game units: Skeleton archers, and their chariots. Not to mention other units that are very useful besides just the skeleton infantry. Growth buildings because you obviously want to get to the big toys quicker
Also, it gives them a weird economy where 99% of their income comes from battle and you only make a couple hundred gold per turn passivly. Which can be very frustrating if you need to build up your forces and can't currently afford to go to war with anyone. Though that is also a more general complain I have with warhammer TW in general, the rewards from battle are absolutly massive and getting a decent passive income from your empire is a pain.
From my experience, Trade made up 70-80% of my economy with Arkhan. I never tried making a decent passive income from Arkhan's empire. The tomb kings' infrastructure is pretty terrible compared to other races. You need to either raid enemy territories, focus on trade, or instead of expanding your empire, raze your enemies' settlements to the ground to finance your buildings in order to make up for the terrible infrastructure. Though as i said before with my campaign, being expansive and aggressive works too.
There's also technologies in the tomb kings' tech tree that improves the income from the infrastructure.
And lastly, because none of the units require upkeep, you actually don't need a massive economy either. Because buildings are the main concern of the Tomb Kings' instead of units, having only 5,000+ gold per turn pretty much covers everything you need to build in a timely matter. The devs at CA forgot to make the tomb kings' buildings more expensive than other faction's
