Hey guys, I have a game against the new tomb kings, and its my first time up against them. Any tips on how to play against them? I hear they are pretty nasty.
I haven't played the new book yet, but go for the heirophant. Once he dies, the entire army starts to crumble. If I were you, I would take the lore of Light for the extra d6 damage to undead. Also, that will help against the casket of souls. With our 3d6 leadership tests (from cold blooded), you should do ok against the casket as you will be dropping one die from the roll.
hierophant=start of there turn they take a leadership test every one they lose by take a wound, skellies are only a ld 5 so should crumble fast. stalkers have a ranged attack which is a pain v saurus(Artillery dice amount of attacks and S1 but vs I instead of T) Casket-bound spell target a unit take a test on 3d6 and test v LD how much fail by you lose that many wounds, and then on a 3+ it will bounce onto another unit. also adds D3 power dice to power pool. Erm Chariots can be nasty as a unit of 6 will do 3D6 S5 impact hits. each charioteer has 2 attacks as well. ushabti have a S6 range weapon now, which with the magic can have two rounds of firing. Can't think of anything else, what points are you playing?
I'm playing a 2000 point list. I'm thinking of using life for dwellers against his heiroPhant. My list will most likely look like Slann 20 temple guard Standard of dicipline 24 temple guard Banner of eternal flame 24 saurus w/spears 24 saurus w/spears 3 sallies
I would most definitely add 2 units of chameleons (at least 6 per unit) and 2 salamanders (2 units of 2 if you can fit them in). I would probably take one unit of cohorts (or skirmishers) for the poison attacks they will give you. On the slann I would probably take the banner of discipline. As for the disciplines, I would take the focus of mystery (all the spells), focused rumination (extra die to each spell), and becalming cogitation. I would take the forbidden rod for the arcane item and maybe the blood statuette of spite as well (I killed the priest on a casket one time with this).
No. I do not think they are. I know for a fact that you can kill the priest on the casket with them. Also, the new sphinx models are not immune. Nor are the ones that come up from the ground (sepulcher stalkers).
Agree with most of this, but even with life I still tend to take cupped hands, partly for the offensive hand over to the other sides main magic user, and partly for when they have dispelled throne and I still want to throw dice at dwellers.
So do you think that the 24 temple guard with the banner of eternal flame is a waste? They were gonna go up against that one unit with toughness 8. Prolly was also gonna get boosted with flesh to stone
TK are effected by poison so camos will work very well, but only if they have some big nasty things, as they have low armour saves on most parts. remember the curse on the TK/TP they do D6 S5(4) wounds to you if you kill them, so try not kill them in a challenge as he may kill you even if you take him out. Tomb Guard can be very nasty, especially if he has a Tk/TP in the unit as they take his WS, and there S/T4(can have halberds to make S5) and have killing blow. Scorpions are now not as powerful but there still quite nasty so beware of it coming up behind you.
don't bother with camo's, he still hit's them on a 5+ regardless of modifier's. 1 salvo and camo's are toast, better take regular skirmisher's. There is no need for the flaming banner, he will most likely have only 1 maybe 2 models that are flammable. sallies work wonders, so does life magic, all you have to do is deny them wound's. and they will crumble. another thing, stop magic, other wise you just lost. remember that 1/2 of his army may pop up in the middle of your unit's.
only: Settra, Khalida, Arkhan, Tomb King, Nekaph, Ramhotep, Tomb Prince, Tomb Herald and the Necrotect. so it's mainly special characters and then the melee characters, no units are flammable though
Just to clarify a few things for people (I am a new TK player, and put my lizzies on the backburner for awhile). The casket is a LD test and you ADD all three dice together, you do NOT drop one (I know this will likely be argued, but it hasn't been FAQ'd yet against lizzies. The spell does specifically say "add the result"). This is what makes the casket so good. Also, 6 dice can be thrown at it with no downside to a miscast. His TK/TP will likely have the 2+ ward vs flaming attacks, so don't go out of your way to nuke them unless you know that they don't have it. Skinks, skinks, skinks. I can't stress this enough. They will tear up just about everything. Yes, they will get shot to hell from his archers, but if you can take down a sphynx, they paid for themselves. The screaming skull catapult WILL wreck your sallies and skinks if it is not dealt with fast enough. Especially if he takes two. TK/TP confer their WS to the unit they are in. This makes the skelly blocks VERY tough (but not against poisoned shots or sallies!) Typically the heirophant is stuck in with the archers. Again, skinks become useful here. Do NOT let his chariots charge you. They WILL do some serious hurt. They are easy to kill however. Always remember that he cannot march. If he has a big expensive block of TG, deny him the use of it by out manuevering him. Hop around him with skinks and whittle the block down. Lore of light really isn't even fair against them, so take it. lol (shem's gaze + banishment will likely lend you at least handful of wounds on a sphynx.) IF he takes necro knights, you need to hit them with everything you have. They will wreck your saurus blocks, especially if he is taking more than 3 in a single unit. OR, alternatively, you can just run circles around them and keep them out of combat all game, though that is easier said than done.
I will argue that. Our cold blooded rule states that we drop the highest dice on all of our leadership tests. Is the casket a leadership test? Yes. That would be included in all leadership tests. I do have another question. It is a bound spell. If it gets IF, does it explode per the IF rules for bound items? Also, can you use becalming cogitation on it?
No and No. I won't argue with you on the casket test rolling, seeing as how it hasn't been FAQ'd. It could go a couple different ways. Though I see it more than likely going as how you said. (The casket being less effective on 1 army is fine with me!) It is still a danger to us, either way. The casket is an Innate bound spell, therefore you can chuck 6 dice at it and IF all you want, and nothing happens to the casket itself. As it is not a wizard, becalming cannot be used on it. The priest attached to the casket is merely a wound marker now.
I figured that about the becalming. It is disapointing about the IF on a bound item though. I agree with you about it being less effective against us. Each army has it's own strengths and weaknesses (ASF, Cold Blooded, etc.).
I keep leaning toward Shadow for my lore against them. Mindrazor should fix that Sphinx in a hurry, and Pit ought to be good against their bigger infantry blocks. Plus the RIP debuff spells are always handy. I'll try it and see.
It will be light for me. I love that lore. I have a newfound love for Life as well after using it with huge success the last 5 games that I have had.