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 Post subject: 7 ED Tomb kings
PostPosted: Tue Jul 08, 2008 11:23 am 
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This thread is for discussing things you would like to see in a Tomb kings army when it eventually gets re done.

Army
-I would like it to remain the "reliable and relentless army" it is now.
- Definatly no raising of new units ala invocation
- A way to get more power dice to deal with nasty remains in play.

Characters
- No monster mounts for tomb kings, though maybe something for a tomb prince. Our kings lead our warriors into battle.
- Icon bearer to become a core choice, 0-1 Does not count towards core. Points increase of maybe 20 - 30 points. Otherwise have its on MWBD with power level of D#, small points increase of 10-15
- Liches cheaper, much cheaper.
- Tomb prince and tomb king are just right i believe.

Core
-Skeletons need a boost to vampire standards would prefer to have something different than just free light armour, maybe all warrior units have bows + shields?
- Swarms remove 0-1 and make them not count towards core.
- Horsemen need a definate boost. Not sure which but a WS increse on heavy horsemen would be nice. Probable (small) points decrease on light horsemen

Special
- Scorpians to increase to 90 points, before High elves i would have said 100 points but the increase of always strikes first lessens the scorpians use or atleast chances of sucess
- Ushabti points decrease or some armour. Very good unit if it ghets into combat, IF
- Tomb guard need a boost to put them on par with grave guard, but i would prefer not to have a grave guard clone so maybe cheaper by one point or small boost.
- New special a scouting chariot, maybe a 2 for one option. same as our current chariots but cannot be taken in units and can scout. Not sure how useful the unit actualkly would, but was ainming for it to be like the chariots that would be riding and following the enemy as it advances, as i say im unsure if i like this idea myself.
-carrion are fine

Rare
-SSC is fine
-Bone giant, big over haul, cheaper 190 ish points, Then weapon options made official and weapon skill increased to 4. 160 points without the weapon skill points increase
-Casket, mostly fine though something to be done to help it against MR units, maybe all MR units get one less dice against it so MR! wouldnt help and MR3 would get to add two dice to help dispell.

Flame away :P


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 Post subject:
PostPosted: Tue Jul 08, 2008 11:24 am 
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Also think up your own little bits and peices and then argue for them to try convince me.
I will be updating my wishlist as i go


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 Post subject:
PostPosted: Tue Jul 08, 2008 5:55 pm 
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thejo0vler wrote:
Also think up your own little bits and peices and then argue for them to try convince me.
I will be updating my wishlist as i go


I am going to be playing my first game with Tomb Kings this coming Sunday, so I will keep this in mind.

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PostPosted: Fri Aug 01, 2008 11:26 am 
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Kheotour wrote:
thejo0vler wrote:
Also think up your own little bits and peices and then argue for them to try convince me.
I will be updating my wishlist as i go


I am going to be playing my first game with Tomb Kings this coming Sunday, so I will keep this in mind.


How did the game go Kheotour ?


The Joovler,

I agree with this one...

"- Swarms remove 0-1 and make them not count towards core."

I have never really understood why they are looked at as being so great. I guess it's the shorter nature of the game these days and the fact that they can "lock up" your units for the majority of a battle.

I also like the current Tomb King / Prince stats and having them mounted on beasts just doesn't seem right. Chariots mounts only for tomb kings !

What do you mean by this..."MWBD" ?

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 Post subject:
PostPosted: Sun Aug 03, 2008 5:20 am 
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MWBD my will be done, the tomb kings and princes special magic rules.

Tomb swarms are great. With the it came from below rule and being able to get 10 poison attacks against a 20mm base for 90 points
9using two of them) it as an awesome deal.
But with the crumble rule they like to go poof very very fast.


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 Post subject:
PostPosted: Sun Aug 03, 2008 4:38 pm 
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thejo0vler wrote:
MWBD my will be done, the tomb kings and princes special magic rules.

Tomb swarms are great. With the it came from below rule and being able to get 10 poison attacks against a 20mm base for 90 points
9using two of them) it as an awesome deal.
But with the crumble rule they like to go poof very very fast.



"Tomb swarms are great. With the it came from below rule and being able to get 10 poison attacks against a 20mm base for 90 points "

I see your point ! I need to get the army book out again for a refresher :)

Do you tend to use Scorpions and SSC in your games ? I was told they were extremely popular in tournaments.

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 Post subject:
PostPosted: Tue Aug 05, 2008 12:33 pm 
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yes. both are amazing and can be truly game winning.


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 Post subject:
PostPosted: Tue Aug 05, 2008 10:34 pm 
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Right i have more time for this now.

Scorpians are a really great warmachine killer and really should be able to take care of most warmachines.

Character killing is a little bit harder.
You either have to guess where the character is going to to be and use it came from below or not bury it andit advances across like any other fast moving creature. In terms of only 6th edition it was undercosted but now with the general powercreep it is about right or 5 or so points too cheap.


SSC is amazing.
One woud = a panic check, + it is flaming wich is great with all the regen out there.


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 Post subject:
PostPosted: Sat Sep 27, 2008 3:30 am 
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I personally, in my opinion, would like a one more unit to come out for TK.

Everytime, against Daemons, TK are just smashed right away..

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 Post subject:
PostPosted: Sat Nov 08, 2008 7:28 pm 
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I disagree on TK and Princes being fine. Combat wise, they're fine yeah. But with the upswell in PD/DD available for other other armies, I think almost everyone has to get antoher incantation, another D6 or both.

I think Kings and Princes should get another incantation. Kings should maybe even get another dice as well. Liche Priests should get a second incantation. High Priests should get another dice.

If that doesn't happen, TK need a LOT more bound item spells, and a lot more scary useful bound item spells.

Going TK, LP, LP, LP in 2K you essentially end up with 7 Power Dice. Going Vamp Lord, Vamp Herox3 you also end up with ~10 power dice, and 5 dispell Dice. They can also pile on scary and useful bound items providing another 2-3ish worth of power dice to save dispelling for. TK have realistically one bound item casting one of the invocations, and that's the raise more dead one... not very scary. Especially for as far behind as it lags.

I'd like to see less fragility and an equal ability to protect our character chariots. While its one thing to insta-kill a R&F chariot that can be re-raised, its another to wipe the character chariot that can't.


Overall:

All TK and TP chariots immune to S7+ base.

A stronger magic phase more likely to get at least a couple incantations through.

Better Raising capabilities... either allowing you to raise things that have been removed.. i.e. place a marker, run a raiser over, cast the incantation, raise that many wounds... and/or raising things above starting unit strength.

Taking the larger base size into account on things like chariots for Look Out Sir! and so on.


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 Post subject:
PostPosted: Tue Jan 06, 2009 12:09 am 
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I definitely do agree on the Tomb Guard, Ushabati and Bone Giant on this matter.

Amongst the "Special" units, Tomb Guard are what is literally the worst. Although I can't really fault on the fact that TK soldiers generalyl have less WS and BS than other army, but it's just... abominable.


Ushabati is only good if you some how managed to get them close to enemy without getting shot to pieces, and Bone Giant... somewhat of a big investment and turns out not worth the points

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 Post subject:
PostPosted: Sat Feb 21, 2009 6:03 am 
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Tomb Kings need to be redone. I have put all my TK away on the shelf untill they are redone. I have been playing with tomb kings for almost 7 years althought i put them away abot 4 so, TK were my first fantasy army. I loved the way they looked and that they were the undead protecting their land and that no one wanted to go against them.

In the posts above i seen that no one touched on FEAR! It is a big part in the game and although it doesnt always work it helps us get by. Against armies like gobos and skaven they work ut go up agaisnt a dwarf or lizardmen army and your toast.

My tomb kings at first were dealy with the peopl i played wiht but after away they knew my every move, the fact you have expensive weak charaters and limited magic you cant do a whole lot. The emeny if played a TK player before knows all your magic spells and knows when you will cast them and who on, theres no surprise anymore, The TK army is supposed to be magic orintated and to be frank it sucks. The righteous smitting ( another atatck phase or shooting ) is great when it gets off which is 10% of the time cause your oppent knows this and saves his dice against it, all the others are same depending on what army you are playing the opponent knows your every move.

The cavalry is somthing i dont touch. heavy cavalry is lucky to kill a men at arms on the charge let alone a heavy unit like most other heavy cavalry armies can take on.

Im begining to rant here lol so, all i haev to say is...

-Needs more magic
-Tougher units ( i mean these are undead protectors that fall to dust with a loud sneeze)
-Cheaper units (not by alot but a lil)


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 Post subject:
PostPosted: Sat Feb 21, 2009 8:34 am 
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I highly doubt it will get an overhaul any time soon, but I defintely agree on fixing up Tomb Guard, Bone Giant and Ushabati.

Somethings really need to be done, but GW just cheats over them! (Ogres!)

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 Post subject:
PostPosted: Tue Mar 10, 2009 12:34 pm 
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i'll go over what i think combined with what you said.

Army
-I would like it to remain the "reliable and relentless army" it is now.
were reliable if get the first blood. (chariot / ushabti / giant charges settle this usually) a very very Tactic based army, all it takes is one mistake in plans and things go real bad as far as i have seen.

- Definately no raising of new units ala invocation.
Yes i can agree no NEW units but i would like to bring dead units BACK!(only with the amount of healing given as normal within a certain range of the preist.

- A way to get more power dice to deal with nasty remains in play.
we have a magic item to get rid of remains in play if it's a serious problem, but more dispell dice in general would be nice. and more ward save items that spread to 'unit'

Characters
- No monster mounts for tomb kings, though maybe something for a tomb prince. Our kings lead our warriors into battle.
Meh, it wouldn't suit them much, Although a unique character riding one of the animals representing one of the four gods of this or that would be cool. (the dog,crocodile, vulture, eagle) or maybe untis of those animals.
- Icon bearer to become a core choice, 0-1 Does not count towards core. Points increase of maybe 20 - 30 points. Otherwise have its on MWBD with power level of D#, small points increase of 10-15
Yeah icon bearers don't need to be characters. if ANYthing special. i honestly won't put a icon bearer in my army or buy one when i can just get another preist, or put those 65 points in for another ushabti.

- Liches cheaper, much cheaper.
Only the Lich High Preists seem offpriced to me. now if they made it so low preists cast off 3 dice, and high preists 4... then the high would be priced well, and the low one could go up 10-15 points veritably.

- Tomb prince and tomb king are just right i believe.
Agreed, although a higher initiative could be nice.

Core
-Skeletons need a boost to vampire standards would prefer to have something different than just free light armour, maybe all warrior units have bows + shields?
or better bows. that 6 inches or 4 str could make a big difference, i mean the weapons lasted centuries they should be tough as nails. OR an archery banner the group could pick up like they do with a TK lord. melee they just dissapoint, huge spears, only two ranks to use em and low init. and the bows hit just as hard as the spears lol.

- Swarms remove 0-1 and make them not count towards core.
i dont have any problem with swarms at all. they can be great filler for low point matches where you just need core. other then that they are just body bags with poison :)

- Horsemen need a definate boost. Not sure which but a WS increse on heavy horsemen would be nice. Probable (small) points decrease on light horsemen
they should be more adjustable as per the normal warriors to some extent.

Special

- Scorpions to increase to 90 points, before High elves i would have said 100 points but the increase of always strikes first lessens the scorpions use or at least chances of sucess


- Ushabti points decrease or some armour. Very good unit if it gets into combat, IF
Maybe a strike first on charges! or just a 5+ ward as they are made of magic?
- Tomb guard need a boost to put them on par with grave guard, but i would prefer not to have a grave guard clone so maybe cheaper by one point or small boost.
i figured there killin blow tomb blades would be kinda worthy.

- New special a scouting chariot, maybe a 2 for one option. same as our current chariots but cannot be taken in units and can scout. Not sure how useful the unit actualkly would, but was ainming for it to be like the chariots that would be riding and following the enemy as it advances, as i say im unsure if i like this idea myself.
i would think more Scouting cavalry... and maybe lower the price of the banner of the hidden sands so that can be a more applicable strategy, or maybe up it's unit value allowance.

-carrion are fine
word

Rare
-SSC is fine
cept for being a beeyah to put together even with tons of pinning.

-Bone giant, big over haul, cheaper 190 ish points, Then weapon options made official and weapon skill increased to 4. 160 points without the weapon skill points increase
definately agree with the weapon skill increase to at least 4. and 200 point cost would balance it at that point when comparing to the effects vs say 2 scorpions or 3 ushabti.

-Casket, mostly fine though something to be done to help it against MR units, maybe all MR units get one less dice against it so MR! wouldnt help and MR3 would get to add two dice to help dispell.

one thing overall i think needs a little uppin is the movement rate or all these undead that never tire but get outpaced by goblins! i mean we can't march and the spells to help us move are not the ones we want to have to be casting all the time. cept to soak dispell dice with the prince lol.

and on the subject of our Fear ability, i love it. as undead we should NEVER lose that. but in some situations...
-like them charging into being outnumbered or so on factors should decrease there leadership roll for the fear. even with most armies rolling for 8-10 leadership that i have to fight... when they do randomly fail it is a blessing. now terror... <3 i love my golden mask item.

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me time to draw them up. but when i get a
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 Post subject:
PostPosted: Thu Apr 30, 2009 12:46 pm 
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Tomb Kings are very much the red headed step child of the undead races.

VC can march when near a vampire special rule'd model.

TK can't ever march.

VC have an almost automatically chosen magic item giving them their bound item charge/movement spell.

TK don't have that bound item, and in fact don't have many bound items worth while period.


VC have a corpse cart, that helps them raise dead every time they're in range.

TK have... a magic banner that's very difficult to justify that casts their raise dead once per magic phase

VC will usually with a halfway decent BALANCED build- (let alone magic heavy) 10 power dice. TK will have 2 power dice they can't effectively use, and 8 incantation dice.

The only benefit TK have currently is that they're successful on a natural roll of 1 or more- barring dispells. Hard to care about when VC are putting out 10+ dice looking for 3+, compared to 8 incantation dice, that may or may not even be legal to use due to heirarchy and range rules.


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