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Tactica: Tomb Kings - Bored1 | |
Special ChoicesFor me, these are the keys to the Tomb Kings list. The TK list features some fantastic special choices, which can make it a bit hard to decide what to take (especially with a prince as general). Remember that each of these choices is best suited for a particular role, and use them when you need a unit for that role. Also, don’t be afraid to splurge on the points here. Core is nice and all, but as I mentioned before, core isn’t going to be doing too much damage. Special choices are what are really going to hurt the opponent, and you should spend points accordingly.Tomb Guard Grave guard they are not. But not too far behind either. These guys are the only ranked infantry that the TK have which can actually do some damage in the combat phase. S4, T4 with killing blow is just a nice all around model. At 12 points, they’re leaps and bounds better than skeletons for a small increase in points. Some things to remember: 1, This is not a unit that needs a character. They are perfectly capable of taking on many threats on their own. However, adding a character to this unit creates a very nasty unit for the opponent to face. Definitely something to consider if you’re looking for a durable, strong unit. A magic standard is nigh mandatory for these guys. I’ll describe all the standards at length a bit later, but any one of the 3 best standards (Rakaph, Sacred Eye, and Undying legion) has great returns with this unit. 2, What’s better than one unit of Tomb Guard? 2! If you have the points and a slot open, 2 units of grave guard will serve as a great tandem of ranked units. Personally, I think they are absolutely ideal for a hammer/anvil type set of tactics. 3, Another unit where unit size is a little fuzzy. I like 25, but I also expect a unit of tomb guard to be able to stand on its own. If, instead, I was supporting them more, or chose to use the banner of the undying legion, I’d look at only taking a unit of 20. Command is a must for these guys as well. Ushabti Wow. That was my reaction when I first read Ushabti. It’s hard to argue with these guys. They strike at initiative w/ S6 (big vs. similar units in other lists), 3 attacks, and some cool special rules (5+ save, -1 W for combat resolution). In addition, they could be magically sped into combat, and healed. 65 points may seem a bit steep, but I think it’s a very fitting cost for what they can do. Suggestions regarding Ushabti: 1, If you can fit 4 per unit, do it. The advantages are well-worth the cost. However, a unit of 3 is still perfectly viable, so if you need the points, don’t be afraid to lower the count. 2, Ushabti are best used on a flank. However, if necessary, they can hit a unit (even a ranked one) in the front. They probably won’t win, but they can hold up many units for a turn or 2, while inflicting casualties. There are better units to do this with, but if the situation arises, then the player must judge if the cost is worth the benefit (as usual). 3, Ushabti are good against just about any unit in the game (there are exceptions, especially characters). They’re more consistent and reliable than a bone giant, and are bit less of a war machine target as well. So if you’ve got a problem, and aren’t sure of the solution, go ahead and try Ushabti. I would support them with a ranked unit however, just for the combat resolution bonuses and outnumbering. Carrion Carrion are among the better flying units in the game. With 2 wounds, and T4, they’re quite durable. The added bonus of fear, and 2 attacks each, means that they stand a good chance of causing most war machine crews to auto-break, given a half decent set of rolls on the attack. Not too shabby for a minimum point investment of 72 points. Thoughts: 1, Carrion are best used as war machine hunters. They are the most reliable unit in the Tomb Kings list with regard to this task. 2, Using Carrion for other purposes can be tricky. A 3 bird unit will only have 6 S3 attacks, which are fine for the aforementioned purpose, and that’s about it. I’d consider even most light targets such as skirmishers and fast cavalry a possible challenge for them. As such, don’t go sending them off into combats unsupported. At the same time, a combined charge with a scorpion or swarm can quickly decimate many light units in the game. Tomb Scorpions Another “Wow” unit. Look at the stat line for the Tomb King. For +2 in WS and Ld, and -3 in M, the TK costs twice as much (not to mention the ability to take items and all, as well as incantations, but we’ll ignore that for now). The scorpion has character level stats and abilities, for a very reasonable cost. I won’t go as far as to say all TK armies should take one, but I will say that all TK players should give it a try. Some comments: 1, The scorpion is not completely reliable when using ICFB. It can scatter, or misfire. Remember that in your plans. This doesn’t mean not to use ICFB, just have a fall-back plan in case worst comes to worst. 2, That said one should also consider deploying the scorpion normally. It can make a brutal flank attacker, on everything from cavalry to infantry. A combined charge of Ushabti and a scorpion can beat even a good sized block of chosen knights (no characters). Best part about a combined charge with a scorpion? It pursues 3d6”. 3, The scorpion is extremely versatile. It can hit everything from heavy cavalry to skirmishers, and stands a solid chance against all of them. Similar to Ushabti, if you have a particular problem, consider trying the scorpion on it in some way, perhaps combined with Ushabti. Rare ChoicesSurprisingly enough, despite the excellent Special choices, the Tomb Kings were also gifted with exceptional Rares as well. Each of them adds quite a different power to the list, each in their own way. Also, each is quite different from the others, although two do complement each other quite well. These choices are a bit less necessary than the specials, but any Tomb Kings player should consider these when seeking a bit of extra power for their list.Screaming Skull Catapult I really like this war machine. Why? Relatively obvious reasons that the TK book outlines fairly well. It causes panic checks, and it can fire twice a turn. This means it is excellent help against armored, low number armies, as well as horde style lists with relatively low Ld. Some things to consider: 1, The “skulls of the foe” upgrade is nice. However, if you are fielding the catapult in conjunction with a casket, I would consider dropping it. Why? A few reasons. When firing 10 times a game, your chances of a misfire go up quite a bit. Given that, so do your chances for that destroyed roll. Also, the casket and catapult are typically deployed in the same area, due to lack of suitable terrain. The hill with these items will be quite the target. As such, lowering the amount of points that are there can be very beneficial. Does this mean never take the upgrade? No, just consider it as a spot where you can trim some points from a list that goes over the set limit. 2, Learning how to use guess weapons takes a bit of experience. Sometimes it is best not to pick a spot on a unit that is very dangerous, and alone, and instead to choose a spot in a unit that is in a tight cluster. Especially with the skull catapult’s mandatory panic checks. 3, Don’t rely on the skull catapult too much. You need other ways of dealing with things like armor and hordes. Not much is more annoying than when you’re relying on the catapult, and it misfires and blows up on turn one. With Tomb Kings, you must always have multiple ways of dealing with threats. Bone Giant On paper, simply a nasty unit. On the table, I find him to be a bit unreliable. Why? WS 3 means he’s hitting on 4’s most of the time. Which means 2.5 hits, which means about 2 wounds, which, when combined with his ability, means you’ll get about 3 wounds total. Assuming he charges (which, when properly used, he should be). While this is pretty decent against a unit of say, cavalry, it certainly isn’t much against most ranked units. So what else does he provide? Decent movement/charge ranged combined with a Unit Strength greater than 5, mobile terror, and a big target to draw fire. Unfortunately, the first point is usually better served with Ushabti, terror can be gotten for 35 points, and the overall cost of the Tomb Kings list makes a large point investment used solely for drawing fire a bad idea. That said, here are a few tips regarding his use: 1, Don’t let him get charged. If he’s going to be used, he needs his special ability to be working. Magic becomes key here, but I’ll go more into that a bit later. 2, Don’t charge him alone. Again, seems somewhat obvious, but I’ve watched it happen (and yes, done it) more than once. Time and time again, it has become evident that it just doesn’t work. 3, Go for the flanks/rears with him. This is where he truly comes into his own. A bone giant combined with a block of skeletons will auto-break most opponents. Casket of Souls Again, on paper, ridiculously devastating. In reality, it often won’t do that much physical damage. Why? Consider that on average, you’ll kill 11 – [Enemy Ld] guys. Where this really will do damage is low Ld armies. Unfortunately, those armies also happen to be horde armies for the most part, which allow them to soak up much of the damage done. So that is how you should go into the game, in terms of expectations for the casket. Does this mean the Casket is worthless? Nope, it’s actually one of the better units in the list. Why, and how to use it to its maximum potential: 1, The casket is your hammer in the magic phase. It’s frightening, just for that one time you roll a 12 on your opponent’s chosen chaos knights. That potential damage is a great psychological tool. In a magic heavy list, this is how you overload the magic phase against most opponents. The opponent will be forced to save dice/scrolls to deal with it. While this may nullify the offensive potential of the casket itself, don’t forget the bonus of your other spells getting through. In addition, it has the neat side effects of giving -1 to opponents casting, and drawing fire (definitely not its best use). 2, Deployment with the casket is unbelievably important. Sometimes it is not best to deploy it on a hill. It can be used on a flank, which works well for the early game, but reduces effectiveness quite a bit in the late game. It can be deployed in the center, which means it is in greater danger. It completely depends on the situation, and opponent. Things like type and number of enemy war machines/fast assault units (flyers, scouts, tunnelers) and enemy deployment are among the more important determining factors. 3, Give the Casket something to team up with in your list. The catapult is an excellent choice. But if you need points, a smallish unit (15 or so) of archers can work. Basically, you don’t want the Liche Priest on the casket to be sitting around very often. Every incantation is important! Part 5 - Army Selection - Treasures of the Necropolis | |
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