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PostPosted: Fri May 15, 2009 8:14 pm 
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"Tomb Kings are very much the red headed step child of the undead races. "

LOL

and apologies to any Slayers in the house ;)

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Mon Sep 21, 2009 2:12 am 
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I played against Tomb Kings army today with my Wood elves.

Was a total massicare to the wood elves. He gave up after turn 5 with only 2 archers and 1 bone giant left. i lost 4 wardancers 8 dryads and 4 wild riders and 1 mage to a wound from a miscast 208 points in total.

The TKs army and wood elves are Very similar both are lightly armoured troops.

They really need something

1. Casket make it like the Dwarves Avil with a 4+ ward save.

2. Tomb guard have a 5+ ward save like the Forest Sprits doesnt work against magical attacks. Say something like " Tomb Guard and made from the finest Warriors bone and heavily inbued with the Liches Priest's Magics even the heaviest of blows cannot shatter them"

3. Have Light charriots and core choice and heavy charriots as special both can be grouped into units.

4. Magic have the TK general 2 power dice for the army. Liches get 2 dice and high Liche get 4 dice.
For example gives a liche to caste 2 spells each with one dice or 1 spell with 2 dice. Or the high Liche could caste 4 spells with 1 dice each. plus there is an extra 2 dice for any of the liches to use.
This would give greater flexablity to the magic phase and bring TK in line with all other armies.

5. Have the archers with posion attacks.

6. The SSC is good. Upgrade able it to shoot jars filled with insects that when land turn into a tomb swarm.


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 Post subject: Re: 7 ED Tomb kings
PostPosted: Mon Sep 21, 2009 4:20 am 
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the "no marching thing" combined with whatever unit they have that is "fast Cavalry" (my brother plays them, I don't, so not sure the unit name) means they have units with all the drawbacks of Fast Cavalry...but none of the benefits. In an army as fragile as the TK are, that sort of thing should be eliminated.

I echo what the Wood Elf guy above said; had a 1K game, WE vs. Tomb Kings. Mere Glade Guard could have shot every model he had off the table without him ever being able to come to grips with me had I not deliberately chosen to charge him with some Dryads and Wardancers. I also play the Warriors of Chaos and I can honestly say if I ever lose a game to the TK with either of those armies, it will either be deliberate because I feel bad or else so humiliating I might have to quit the game.

The TK are currently over costed versus similar units from other armies and under powered.

Would be nice to see them nicely balanced and competitive. Whether that is from making them cheaper or tougher or magic stronger I have no opinion...but would like to see them improved for sure.

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 7:50 am 
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I have a few Ideas that I wouldn't mind seeing added to the Tomb Kings army book.

I'd like to see liche priests and High liche priests as General choices.
as well as bringing back Mummy's, but as a core unit. have the High liche have Chariots as a core like the Kings and the regular liche with chariots as special like Princes. Mummy's would be core units but not core choice except to Tomb Princes and liche Priests.(makes up for the loss of Chariots as core.) High liche/ liche preists are General or Hierophant not both.
i.e you have three Liche Priest, one is General, one is Hierophant and the other is regular. I think the High liche/ liche priest should have a Special rule like "Thy will shall be done" where if a Hierophant dies another Priest (as long as their not the general.) may take a test to become the new Hierophant. but it can only be done once(not once per model.). so if they fail that's it. and it can't be done again if the new Hierophant dies. Once per Battle.

anyway that's my 2bits.

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 9:40 am 
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I like your idea Jacen Bell, but I would include a sphinx as a rare. It would have flaying and fear. Also mummies would be very interesting in the army. Well we will se what will they make)

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 4:21 pm 
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What do you mean by flaying STEAM?

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Last edited by Son Of Khaine on Sun Oct 18, 2009 4:29 pm, edited 1 time in total.

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 4:29 pm 
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Like terradons, lord of change, Pegasus, and so on

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 8:34 pm 
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Son Of Khaine wrote:
What do you mean by flaying STEAM?



Ya Sock, he meant flying. Jeez, if someone accidently spells something wrong, use your tiny brain to try to figure out what it means :lol: . [/sarcasm]

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 9:52 pm 
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I thought he meant it as Flaying,which would be close to 40K rending which disables armor saves.

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 11:11 pm 
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Son Of Khaine wrote:
I thought he meant it as Flaying,which would be close to 40K rending which disables armor saves.



High strength and certain weapons are the only thing that can change an armour save in fantasy.

I didn't know Tomb Kings were in 40K [/sarcasm].

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RECORDS WLD
Lord Morgrim Grudgebelly's Throng-2093pts 8 12 3
The Orc & Night Gobbo Horde of the Toothpuller Tribe-704pts 0 3 0

O o
/¯___________________________________
| IMA FIRIN' MEH LAZAR! SHOOP DA WHOOP!
\_¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


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 Post subject: Re: 7 ED Tomb kings
PostPosted: Sun Oct 18, 2009 11:33 pm 
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STEAM wrote:
I like your idea Jacen Bell, but I would include a sphinx as a rare. It would have flaying and fear. Also mummies would be very interesting in the army. Well we will se what will they make)

Thanks STEAM,
actually Mummy's were original in the Tomb Kings army.... or Undead army(I'm not sure which.) as an upgrade choice for Skeletons.(as their Champion.)

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 Post subject: Re: 7 ED Tomb kings
PostPosted: Mon Oct 19, 2009 2:34 pm 
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sorry for the wrong spelling.
Jacen Bell I tooth that they were in tomb kings army) it would be interesting to paint them)

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