Starting Tomb Kings?

Discussion in 'General Chat' started by Hookadoodle, Aug 6, 2010.

  1. Hookadoodle
    Saurus

    Hookadoodle New Member

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    Hello, I am thinking of starting tomb kings and wondered what everyone thought about them and what I generally need...
     
  2. Eternity_Warden
    Terradon

    Eternity_Warden New Member

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    In my opinion, great idea! I have a tomb kings army in addition to my lizards and I love them almost as much :p

    I would say go for a battalion to start as it's the best way to get your starting core troops, and you also need a couple of lich priests.

    Branching off from there, a tomb prince is pretty necessary... then for heavy hitters I strongly recommend a tomb scorpion and some ushabti, they were great units in 7th and now that they get stomp attacks in 8th, they're brutal :bored: .
    My unit of 4 Ushabti cuts through my opponent's units with ease since they're generally too resilient to be killed in one round of combat and I just resurrect them the next turn :meh:
     
  3. Hookadoodle
    Saurus

    Hookadoodle New Member

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    Yea i really am started to like them!
    I like the casket thing and a lot of their special units
    Do you know if there going to have a new edition (?) soon and a new rulebook?
     
  4. Gor-rok
    Terradon

    Gor-rok Member

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    That is the rumor anyway. From what the local game store owner tells me, Tomb Kings and Ogres are the next two armies to get a new book, probably in that order.
     
  5. strewart
    OldBlood

    strewart Well-Known Member

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    Possibly after O&G though, so I would expect new TK probably mid next year.

    They are a very fun army and can have some truly unstoppable magic phases in larger battles since they don't rely on power dice at all. Simply, the more casters you have the more spells you can throw out which cannot fail to cast or miscast, they can still be dispelled but with d6 DD good luck to your opponent.

    The only thing to be slightly wary of is expect big changes when they are rereleased. To the way their magic works, the overall balance of their army, and new units coming in. Plus they will no doubt get a bunch of new models. If you like the current ones (I personally think they look really cool) you might as well start now so you have a bit of a force ready to play with when new ones come, but if you aren't too fond of them might be better to wait a few more months and see what the winds of change bring.
     
  6. Hookadoodle
    Saurus

    Hookadoodle New Member

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    WHat does that mean. How does their magic work?
    What spells do they have?
     
  7. strewart
    OldBlood

    strewart Well-Known Member

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    They have incantations instead of spells, they worked a lot like bound items used to. I'm pretty sure hero level characters can cast 1 incantation a turn, lord level 2 and with 3d6 instead of 2d6. You choose which spell to cast, roll the dice, and that is the determined power level of the spell which the opponent needs to equal or beat to dispel it. No irresistable force, no miscast, if you roll double 1 it just means the spell is casting with power level 2.

    Their magic is very supportive, they have a weak magic missile but it usually isn't worth casting. Maybe now that 6's are always a wound it could be fun to throw at a giant or something. The most useful is the extra move spell, which used to essentially give carrion a whopping 40" charge range to be the fastest thing in the game since they could fly 20" then have it cast in the magic phase to go another 20".
    They of course have a healing spell, not as good as the VC one and can never make the unit bigger than it originally was. They have a useful one to allow a unit to shoot (it then can again in the shooting phase) so the screaming skull catapult can shoot twice a turn. It can also give a unit a combat attack if it is in combat. I think thats about it...

    So generally you will throw out 5-6 incantations a turn, maybe more now that there is a point limit on characters rather than slots, which means if there is one you really want to get through (a critical charge etc.) there is pretty much nothing your opponent can do to stop it. All the character know all the incantations by the way.
     
  8. Hookadoodle
    Saurus

    Hookadoodle New Member

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    So basically each character gets to choose x number of spells from their lore, roll a dice to determine what the other person needs to dispel, and boom it happens
    And this happens every turn, there is no number of how many spells they can cast during a battle/ incatations they have in the game
     
  9. bradsul
    Skink

    bradsul New Member

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    Not exactly. There are 4 incantations, Priests (and High Priests) know all 4. Tomb Kings and Princes know the movement and attack incantations but they are limited to a single D6 to cast. Priests use 2D6 and High Priests use 3D6. The spells automatically cast (even on a 1 or 2) and the rolled value is what is needed to dispel.
     
  10. Hookadoodle
    Saurus

    Hookadoodle New Member

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    So how many incantation can they cast per turn?
    This sounds cool i kinda want to try it out!
     
  11. bradsul
    Skink

    bradsul New Member

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    Prince = 1
    Tomb King = 2
    Priest = 1
    High Priest = 2

    You are only limited by the number of characters. Add to this any bound items and you can cast quite a lot. You won't necessarily get a lot through since it casts so low, but you generally will get key incantations off.

    My typical list has a Tomb King along with 2 Priests plus a Casket of Souls (the casket casts like an incantation on 2D6). So that is 5 incantations plus any bound items per turn.
     

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