Tuesday, 10 May 2011

Tomb Kings Unit Tactics

I've thought of various things since my review (but can't alternate it due to Blogger issue) and as such, the various tactics associated with units. So here are a few of my own personal thoughts for tactics (note these are not indepth and a just a passing opinion):


The Rules:
Resurrecting - The way units a resurrected means characters and their mounts never gain wounds from their magic lore, so as such, a little caution with characters is advised (can they even drink a healing potion?)

Fear - never rely on it to win you the battle. You'd be surprised at how some Ld 5 units keep passing such tests.

Arrows of the Asaph means they ignore negative modifiers to shoot. So as such, walk and shoot when you can as you can shift to the battle and never need to worry about those -1 to long range or -1 for moving and shooting.

Magic:
With the Lore of Nehekhara, if you can do the 'all units' versions at the higher casting (without too much risk) then try it as the Lore attribute of D3+1 (just 1 for Constructs) can affect all those units and can help when battles rage across the board.

Characters:
Special mention for the Necrotect. This guy has hatred and any animated construct within 12" of him gets the Regeneration(6+) rule. Give this guy some bodyguards (like a unit of basic skeleton warriors if you want to save points) and keep him (and the BSB guy) within range of them for maximum effect.

Units:
Skeleton Archers - Unless you plan to use them as a bodyguard for your priests, a small unit of 10-12 should do it. Add a Master of Arrows if you feel you need it.

Skeleton Warriors - With a shield as basic, their cheaper price means you can now field them in Hordes more effectively. Light armour is there as an option, but it is to spears that is highly recommended for larger units. An extra rank of attacks can really help the old bones as the risk of destruction from combat resolution can really hamper them after the enemy has already thrashed them. Even better, attach a Tomb Prince to them. Not only can he dish out some real damage, but his 'My will be done' rule means the unit he joins (so longs as he's in it and not dead) will be WS 5, instead of their normal WS 2. A horde unit of Skels with spears lead by a prince is nothing to be sneezed at (not that they can sneeze anyway).

Skeleton Horsemen - They get in fast to deliver first blows, counter charges and are generally good for disruption. A unit of 10 with light armour and full command I recommended if using.

Skeleton Horse Archers - Ok, I'm holding back on these only cause the Fast Cavalry rules 'Feigned Flight' clashes with the Nehekhanan Undead's 'may only ever choose hold as a charge reaction', thus reducing their effectiveness.

Skeleton Chariots - Harder hitting then horsemen, good if you attach a King/Prince to them. To be truthful, I've never really used Chariots as I never felt they matched the fluff of my army.

Carrion - Again, never used them due to my armies fluff. That said, they fly and have decent combat stats. Use them vs war machines or wizards or even to prevent enemy marches.

Tomb Scorpion/Tomb Swarm - As was in the previous edition of Tomb Kings, the main use for these guys is their 'Entombed beneath the sands' rule, which lets them pop-up from reserve almost anywhere (the only drawback is if you misfire when arriving). Mostly used to jump war machines & enemy wizards, they are also good for flank & rear charging and even just holding back annoying units.

Ushabti - their rule changes mean that they now count as having great weapons (and thus, the 'always strike last' rule attached to them) is substituted with more weapon options such as exchanging of the great weapon for an extra hand weapon or a great bow (a sort of Str 6 bow). A command unit will help in combat. That said, they are not invincible and against some units (like the High Elves Swordmasters or white lions) I'd avoid them. Leave such units for the skellies to waste attacks on.

Necropolis Knights - With 3 poisoned attacks and 2 killing blow attacks (and then a stomp), these guys are best kept in combat, so get them in quick and get the job done. A 3+ armour save, full command and being contruct means they have some nice survivability too.

Sepulchral Stalkers - They are best used to clean up only what hasn't been turned to sand by their 'Transmogrifying gaze'. They need to weaken the unit before assaulting as they have an average combat stats. They can 'Entombed beneath the sands', so can use it to your advantage if you feel it is needed.

Khemrian Warsphinx - While toughness 8 may seem awsome, remember that in this edition even a Str 1 model can still wound it on a 6+ (and anything of Str 5 or highter ignores it's armour) and as such, it will be a magnet for all manner of war machines. On the other hand, you have a melee monster. Giving it poisoned attacks can help vs higher toughness models and even the flame template upgrade can help vs low toughness hordes. Also, remember that if you mound a Tomb King/Prince on it, it maybe subjected to the character flaw when it comes to restoring wounds though Tomb King magic (see Resurrecting at the start).

Necrosphinx - Monster killer/killing machine, call it what you like but when it hits, it hits hard. It still suffers the same flaws as a Warsphinx and yes, WS 4 doesn't seem like much, but against the right unit, it is a nightmare. Just don't let it get caught up fighting unnecessary battles (like a large horde of unbreakable models).

Screaming Skull catapult - My only advice is perhaps target low Ld units or atleast units out of the Generals 'inspiring presence' range

Necrolith Colossus - Bone giant without the heavy armour. With options of two hand weapons, great weapon or Bow of the desert (think walking bolt thrower), you'll have to think how you'll use him on the battlefield. Best bets are he'll be melee as his 'Unstoppable assault' rule is melee focused, though it's still useful if he does get attacked while using the bow. So really, will he be offensive or defensive?

Hierotitan - Colossus stats (minus 1A and no BS), this guy is more magic focused, with 2 bound spells and grants a bonus D3 to casting attempts by nearby priests. If you plan to have lots of priests, then you may want to consider this guy as a sort of backup.

Casket of Souls - Good news, no priest needed to use it. Bad news, if the keeper dies it goes boom. The spell is weaker to it's previous version (though no less deadlier) and the bonus D3 power dice is useful (though the pool can never exceed 12 dice). Again, good for priests and even if you lack them, the bonus dice combined with the bound spell can prove useful (especially against low Ld armies).

Again, this is just my view on things and as such, my tactics may differ from others so look around for more information if you are still unsure on units. As for me, I base mine more on my armies fluff and my tactics around that (though I admit, the Warspinx/Necrosphinx is extremely awsome).

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