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Discussion Starter · #1 ·
Here's the list I've been running for my Tomb Kings as of late. Though I would post it here to see what comments and critiques it would get.

(Hierophant) Liche High Priest - 295 points
- Cloak of the Dunes, Neferra's Plaques of Mighty Incantations

(General) Tomb Prince - 133 points
- Great Weapon, Light Armor, Shield, Collar of Shapesh

Liche Priest - 168 points
- Staff of Ravening, Skeletal Steed

Liche Priest - 280 points
- Casket of Souls

(10x) Skeleton Warriors (Liche on Steed joins)

(10x) Skeleton Warriors

(22x) Skeleton Warriors (Prince joins)- 223 points
- Full Command, Light Armor, Shields

(3x) Chariots - 165 points
- Standard, Banner of the Undying Legion

(4x) Ushabti

(5x) Carrion

Tomb Scorpion

Screaming Skull Catapult - 110 points
- Skulls of the Foe

Total points: 1999
Power Dice: 2
Incantation Dice: 11 + 2 from Casket + 2 Bound Spells
Dispel Dice: 6
 

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The list seems pretty good to me, but might I suggest to combine the 2 10 skeleton units together? This will put more models in the same unit as one of your characters and essentially give him 10 more wounds for long range purposes.
 

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Discussion Starter · #3 ·
The 2 units of 10 lets me split my shooting at 2 different units if I want to, which is an option I don't have with 1 unit of 20.
 

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In this list, with a lack of diversionary units, the two units of 10 Archers are a better bet, allowing for inexpensive expendable units.

I like the list alot... though I often wonder just how competitive a Casket can be... I worry that the Casket will not perform well (due to heavy shooting casualties, MR on targetable units, etc). Generally, the Liche manning the Casket is a sitting dead duck.

I really like the rest of the setup... Enough incantations to at least compete in the magic phase, even against Khornate opponents, and enough hard hitting units to make mêlée lovers concerned for their prized units. Very cool and very well rounded.
 

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Discussion Starter · #5 ·
Indeed, my theory with Tomb Kings is that their main strength is their magic, so I'm going to play to that strength the best I can. With 11 Incantation Dice + 2 from the Casket, (2 Incantations @ 3d6 Power Level that are rerollable, 2 Incantaions at 2d6 Power Level, 1 Incantation @ 1d6 Power Level, and the Casket @ 2d6 Power Level) + 2 Bound Spells (Power Level 3 and 4 respectively) this list has the most magic power that I could fit into a 2000 point list.

The upside to this is my magic phase is nigh unstoppable. Thanks to this, I now have control over the flow of the game due to how strong Tomb Kings magic is. The only downside is I'm a bit like on CC units, but its worth the trade off in my opinion.

I like the list alot... though I often wonder just how competitive a Casket can be... I worry that the Casket will not perform well (due to heavy shooting casualties, MR on targetable units, etc). Generally, the Liche manning the Casket is a sitting dead duck.
The Casket is an amazing unit. The bound spell it offers adds to my already strong magic phase and having a Terror causer is nice to boot. -1 to enemy's spell casting rolls can also help in a list where my magic defense is only 6 DD and no scrolls. If the Casket does manage to kill something, thats an extra bonus. Its in the list soley for its utility and magic power.
 

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When a casket uses its magic and one of your enemy's unit got MR, he can use it to prevent the spell? I thought it was cast on itself (so no MR could be used, only scrolls or normal dispel dices), and then affected every unit who had LOS on it.

Any help appreciated as I was thinking of testing it against a slow HE army.

Thx!
 

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lists looks good. I've never really thought of taking a high priest i tend to use a tomb king. It does however seem a bit small for a 2000pt army.
 

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What is MR?
 

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I totally agree that with tk u should try to maximise on your strengths, mainly magic. I would always include the maximum amount of characters possible in the army
 
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