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View Full Version : tomb kings pros and cons



tbunnelldo
09-06-2011, 08:03 AM
i was wondering about starting a tomb king army and wonder what the pros and cons of them would be.

Dont-Be-Haten
09-06-2011, 08:20 AM
Wha'ts up TB, if you're interested in a tomb-kings army, I have some pros and cons for you. Originally, I wanted to make a TK army because of the Egyptian background and culture. It was really a solid read, however the fact that they only want to wipe the world off the face of the Old World threw me off, and the Lore with Nagash was a little displeasing but on the table top from what I read these were the real issues.

Pros:
All Units Cause Fear

You have some fantastic units and they are immune to psychology which can be a double edge sword with the rulings of them taking extra wounds if they are beaten in combat. But this also allows units to become anchors for strong flank charges

They have some really cool Chariots.

Their magic lore is actually really neat, and they have the tomb of souls which is boarder line busted in my oppinion.

They get the flaming skeleton catapult war machine

Their Monstrous Units are really stellar, with the Obsidian Statues and the giant scorpions (the first is very pricey though)

Cons:
The biggest turn off for me was that each unit of skellies has to have a tomb prince or they turn to dust, literally.

So your opponent will more than likely focus fire on the TKs and TPs and when that happens your army begins to crumble and turn to dust/sand.

Hope this helps abit
-DBH

Blugunner38
09-06-2011, 09:24 AM
What have you actually played TKs.

Immune to psyc unbreakable is a better pro then fear.
Thier magic is really solid (2x) atacks is amaising.
The two main biguns are solid but dont expect a necroshinx to beat a block of
Infantry. Warshinx can do it with the right use of magic.
Chariots are stellar best core hands down so many atacks.
The cav and the tomb scorp are useable but really just a speed bump.
Skellies are great for thier point cost and archers are great im not personaly a fan.
Necropolis knights are superb.
Charactors are also solid and your not forced to take a king or prince your army only crumbles if you lose
your herophant but king/princes are a solid way to boost a unit.
Casket of souls is amaising must have in any competative lists.

Ok the cons
Low armor
Low leadership so if you lose your herophant be ready to take casualties.
If someone can shut down your magic it will be rough going.
They cant march or declare a charge reaction, short of hold so no stand and shoot hence why im not
a fan of archers, so movement is low now the the signature spell is a movement in the magic phase but again if your magic is shut down then ull be back as square one.

tbunnelldo
09-06-2011, 09:25 AM
thanks, i think i may stay w/ my high elves.

Lord Castellan
09-06-2011, 10:31 AM
Best piece of advice that can be given is, proxy. Before starting Beastmen as my second army I proxied a few games literally proxying every single model.

It's a good way to see how the army works an see what you really like