The problem is with Tomb Kings, I cannot actually see a phase in which they adequately compete.
Let's look at Tomb Kings;
Heirophant; benefits provided including a 6+ Ward save for him and his unit. Everything else is a malus - must be the highest level wizard, and must take Lore of Nehekhara, Crumble Tests if he dies.
Tomb Kings/Princes - WS6/5 for your infantry and chariots seem kind of cool, until you realise that you're limited to S3 Skeletons (only benefit is free Light Armour), or Tomb Guard (who pay more for Halberds than Grave Guard pay for Great Weapons - and with I3, for the most part, and then partly thanks to Step Up and Supporting Attacks, it doesn't make a difference against the units you're going to be wanting them up against - things like Executioners, or Chaos Warriors).
Chariot units - they provide a similar damage output as a basic heavy cavalry unit. The problem is, they cost around 2-3 times what someone who is paying for a unit of Empire Knights. With a S4 charge as well, they're not exactly hitting much.
Compare them to another Core Chariot - Chaos Chariots. They cost half as much, but as a Scythed Chariot, it's doing twice the impact hits, the two chaos warriors are dealing double the damage, it is tougher (T5, 4 wounds, 3+ save), and can take a Mark of Chaos, like Nurgle to make it even more resilient or tougher (-1 to hit in melee, in conjunction with WS5, means that WS2 units like your skellies without princes etc are hitting on a 6+, and most others are hitting on a 5+).
Necroknights I always forget about - they're kind of cool, but for Monstrous Cavalry, they're not really all that, 2 Killing Blow attacks/base and 3 S5 Poisoned Attacks are hardly game winners, especially with Initiative 3 and WS3-4 - at 65pts per, they're a lot of waste - compare that to say Skullcrushers - 13 points more, but have +1 WS, +1 Strength, +2 Initiative, +1 Attack, 1+ Saves, mounts with a S6 Charge... Yeah. They're still good - but at a level when everything else is so much better. It is slightly unfair comparing them to something as "broken" as Skullcrushers (which need to be cheap enough to be taken, but also to be stand out killy in an army of stand out killy anyway). If you compare them to something similar to Demigryph Knights, they're 7pts a model cheaper.
The One thing that Tomb Kings does exceptionally well is Power Dice generation, between the Casket of Souls and the Heirotitan - it's just a shame that to get any good use out of the lores they have access to (Lore of Light or Death, the two most powerful lores arguably in game, even if they are somewhat situational), you have a 210pt model Tax, on top of your general (you're going to want the Ld10 King for the bubble on crumble tests), which means that you're shit out of luck unless you play The End Times rules allowing 50% lords - 25% in a 2K list is your Liche High Priest, 100pts of items and a level 4, coming in a 310, leaving your King on Foot and 20pts for Magic Items, or a second L3 Wizard with 15pts of kit.
The Lore of Nehekhara is pretty terrible - any augment also heals D3+1 wounds. That's pitiful - it's a single Chaos Warriors attack routine, or 16pts of Empire Halberdiers.
Cursed Blades gives you Killing Blow in CC, or increases Killing Blow range on your existing KB's. Its short range means that if you're going to be using it on your Chariots/Necroknights or whatever, you're going to need to shell out for Fly of some sort (Cloak of Dunes). Another spell provides a 5+ Ward Save to a single unit - which makes units sort of tougher - but honestly, it's a waste of spellcasting potential - if you're using it on a tanky unit, there should be enough bodies anyway - you have skellies. If using it on things like Necroknights or Chariots, then you've charged into something too killy to handle, and despite a 33% reduction in damage, it will in all likelihood see you killed anyway. Short range on it can be lethal.
Smiting - many people were hacked off that the one amazing use it had back in 6th edition for getting double Screaming Skull shots off was written off. Now you're making your "killy" units slightly more killy, or your horde units able to kill another couple of models. Works best with ranged units as its short range can let you sit in your deployment - but BS shooting is kind of wank when only 1/3rd of your shots hit.
Vengeance Dangerous Terrain can be lethal - it actually has a useable range. 10+ is a risky 2 cast though - would have been decent as a 8+ spell. Dessication is a decent debuff, and has a useable range as well, but the augment is kind of suck for a 22+. Would have been better for a 14+ augment with 48" range to let you backline and then SSC them into oblivion. Skullstorm blows hairy chode. 15+ for a S4 hit on a small template? BRB lores are offering save or dies here. And the signature spell? You're never going to get this off - and the limitation on being unable to charge during this movement renders it ineffectual.
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