I don't have my army book to hand; But the Undead need the extra movement; unlike the Vampires who have easy access to Fast Movement (Vargheists/Varghuls, Black Coach, Black Knights, Vampire Knights, Terrorgheists), whereas TK have... Two forms of Cavalry whose core rules render them useless (4+ heavy cav, and missile cav who cannot march and shoot and are limited to 5+ to hit), tomb scorps who are stuck under the sand until later turns, carrion who are war machine hunters and one of the 3 good units, Necrosphinx (huge toughness rendered useless by the wound chart), and chariots (cannot march and require the use of a king to be useful after the charge without being hammered by being hit on a 3+). That movement is required to make them actually be anywhere near the quality of other armies.
KB on units which can barely hit, barely move, attack last in CC, and quite frankly be generally ignored is not much use at all.
The buff and debuffs cannot keep up with other lores from the BRB. You MUST take a heirophant, It MUST take Nehekhara; and it is no good. You're spending 140 pts on a caster with t4, 3 wounds, and no armour save, who cannot heal himself, cannot pass over the Heirophant-ism to another so you are stuck with crumble, cannot defend himself in combat, cannot flee, and the rest of the army is reliant on healing no more than 8-16 Skeletons a turn?
Compare that to a Vampire Lord with L4, 5 WS7 I7 S7 Attacks, a 2+/4++ Save and forcing successful wounds to be rerolled, healing a wound off himself each time he casts a spell, rerolls to hit/wound (with a unit of wights having 2+ to hit and killing blow s6 charge), and can restore 5 dead knights to his retinue, or one who can quite simply lash out 16 ASF s5 attacks with reroll to wound, etc.
Or a Master Necro raising up to 10 Skeletons or 16 Zombies, and then plonking a unit of zombies at just the right angle to redirect/speedbump.
There is a reason that Vampires are considered tier 2 or even top tier in the right hands and set up, and that Tomb Kings are sitting rock bottom next to Wood Elves; wood elves have the benefit of a 7(?) year old army book and combat style not well supported by the core rules; while TK have a comparatively brand new book, which on paper is well supported by the core rules; Monstrous Infantry, Flying HKB Monster, Chariot units, Buffing characters, Flying healable cheap chaff which are fairly decent in combat, war machines, cheap blocks of unbreakable core infantry... What went wrong? Shit magic lores which they are forced to take; even wood elves have Treekin and
Eternal Guard backed up by Lore of Life. How is it that wood elves are able to have more "undead" than Tomb Kings?
Other armies which do well without good magic are Bretonnians, Empire and Dwarves; Bretons and Cavalry Empire's strength comes from countering the ability of the Ogres (and to a lesser extent, Monstrous Infantry all over) to succeed, while Dwarves and Artillery Empire just obliterate the enemy magic user or shut it down as soon as possible, either through the 5+ to dispel they have or shooting the enemy caster with one of their 3 sniperball cannons or dual Organ guns/helblasters and/or 40 Thunderers; at which point it becomes a race between who can get off the Purple Sun/Pit of Shades/Dwellers/5" Save or Die template first before losing their caster;
Incidentally where a Dual Slann works best; oh dear you've killed my Life General? No more Dwellers; oh well, Soulblight+Purple Sun/Withering+Pit of Shades/Okkams Mindrazor here we come.
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