Dark Elves 8th Edition Warhammer Army Book. Warhammer Armies – Orcs & Goblins (8th Edition) Warhammer FB - Army Book - Warhammer Armies Dark Elves (8E) - Clocking in at pages, this is the definitive tome about the Tomb Kings of Nehekhara, containing pretty much every official resource ever. Tomb Kings are a pretty fragile army and unforgiving one as they have sat near the bottom of the power rank totem pole for awhile, with many.

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Stub. This article is a stub. You can help the Lexicanum by expanding it. Warhammer Armies: Tomb Kings. Tomb Kings 8 Author(s), Robin Cruddace. So a mate told me WHTW is based from 8th Edition army books. 2nd best read is Tomb Kings. .. all their old rulebooks available in a high quality PDF set, and everyone's go to source would be on their own bleeding site. Results 1 - 25 In 8th edition people will have noticed the abundance of D3 wounds weapons and. Yes please, oh and they are flaming also-Tomb Kings love this.

Warhammer FB - Army Book - Warhammer Armies Tomb Kings (8E) - 2010

Say 5 points or possibly even free since it can be such a massive trade off. This is just a though I had feel free to ignore it. Yeah, I'm adding normal KB back, will change the cost of the poisoned attacks for them. Cathay The Terracotta Army is founded twice, in and Hobgoblins Kingdoms of Ind, intent ON raiding.

King Qu'a set out from Numas into the high country and seize the places of gold from the Dwarfs. I think that every army should have access to Light and Medium armor in some form, even if Medium is only available to the most elite members. The two I'm thinking of while I type this are Albion and the sites, who can wear Mastodon skales and Reptile scales respectively. The Tomb Kings are iffy since that probably isn't represented by the models.

Still don't think that fits too well with these armies. Even if they would wear skin from those animals, it would not cover their entire person like it would for the creature, so it would not really protect more than light armour anyway. Last night i went through the characteristics of each unit comparing each the pages to the army list and the summary.

There are quite a few inconsistencies and even some unneeded nerfs. The Tomb Kings are objectively the weakest undead army, best summed up by the fact that units that have a VC equivalent the Vamp's version is usually superior often for less points.

Lost 1 attack each the charioteers should be back at A2 and the master of chariots should be back at A3. There are a multitude of reasons I could go into as to why this is should go back to being the way it is but this post is going to be long enough already.

Necropolis Knights: Should be T8 for previously discussed reasons Amanhotep: List and Summary have I3 Page has correct I4. Also depending on the table size or a battle for the pass game the Light of Ptra may be out of range from certain targets.

Looking at the rules and fluff you may just want to change it range unlimited, unless you intended him to always be fighting on the edge of his ship's supporting fire range.

High Queen Khalida most notably is a victim of this, but other characters have their titles dropped in some areas. All other chariot units have their rider with only A1. Don't think they need A2 though, they already have WS4 to set them apart from the tomb guard, and no other undead units that are not vampires have more than A1.

The intention is that Amahotep is fighting close to the water as he lives in Zandri, a coastal town, so it's not too difficult to assume his ship would be relatively nearby.

Sorry for the late reply Its been a busy few days -in Anchient Nehekhara chariots were the super elite. Since they were a new innovation they were metaphorically the steam tanks of the first dynasty. As such they were reserved for the nobility and those that proved themselves worthy of the honor through martial prowess which is why the Liche Priests don't ride them.

However they remain core since they were much easier to mass produce than a steam tank and every king interred their chariots Tomb Guard remain special because they are also capable of performing garrison duty unlike the purely offensive chariot.

Crunch wise by reducing each rider by one attack you cut 6 attacks off of a single rank of 3. Which is worth a lot more than the 5 points less a model that they cost now. Also remember that chariots can't make supporting attacks so every row of rank bonus only ever adds to the strength of impact hits.

And finally since skeleton chariots don't have as much pivot from being a unit than other factions' chariots it is much harder for them to get a good flank charge so they'll need every edge they can take to win combat.

Predicted Release Order (percentage complete):

The only "edges" carrion have is fear and unbreakable. Fear practically useless in 8E as a multitude of units are immune to psychology or can pass leadership reliably enough for it not to be an issue, and unbreakable is countered by unstable.

Fluff wise Carrion are vicious minded buggers who are trying to feed a hunger that can't be sated. Unless you intend their tendency to not land any hits very easy at WS3 to be them feeding on corpses they'd need a extra attack to reliably inflict damage.

They are more of a halfway point between Tomb Captains and Tomb Heralds. As they were battle scarred veterans of the tomb guard Or whatever they were called before the awakening who's eagerness to meet the enemy and confidence in their martial prowess led to them breaking ranks, then living to be met with dishonor.

Having Frenzy wouldn't fit as they went on to reform themselves with the binding ritual, and since the a Tomb King's Army is almost always called disciplined Ramhotep is a unique case , it is better represented with A2 over that rule. This way they have the weapon Skill of a Herald and the Attacks characteristic of a Captain.

They lost 2 S3 attacks each, and got 5 pts cheaper, which is quite a bit considering. Same baze size and similar stats, but lower S and T, and with only 2A. They fill the same role as Carrion too. Great Eagles also come in units of 1 for a total of 2A, whereas carrions normally would have 6A with 3 models, which offsets their lower WS.

However, that also makes it even stranger that the charioteers would have 2A. Tomb Kings have always gotten by on weight of attacks not quality of attacks. And unlike their VC rivals who use their easy access to rerolls to overcome their troop's lower attacks And since you've kept Crypt Ghouls at A2 even though they are core and don't even approach super-elite -Fell bats are also 16 points, can easily march capable of flying over defensive lines first or second turn , more slender, physically smaller, and are technically alive in the fluff just bound by magic.

Great Eagles are WS5 with 3W meaning they are more capable of surviving prolonged combat with being harder to hit, capable of surviving more damage and killing blow , and Stomp.

Not to mention less likely to chase something off the board. They are both their era's super-elite. The charioteer's are what remains of Ancient Nehekhara's best of the best in mounted combat. Knights only became available as cavalry after the awakening. In fact the closest analog they had before then was the chariot itself. Since the Nehekharan's don't phase out soldiers, it stands to reason they would have two "super elites" or at least as close as shambling boneheads can get to that.

The same thing would apply to the chariots, who generally have the same stats as core heavy cavalry or worse, even. There's just no other precedent for any other army to give TK charioteers 2A each. Grypt ghouls fight with both their hands, which similar to 2 hand weapons, whereas charioteers fight with spears.

Warhammer/Tactics/8th Edition/Tomb Kings

However, I do not think they should have more attacks than any other similar unit in the game. Charioteers would be Nehekhara's version of knights, and as such they would have similar stats to Empire or Bretonnian knights, who only have 1A each.

These are also the nobility who would have had the honor of riding alongside royalty, and were the standard that all other mounted combatants in the Nehekharan armies were held to.

Due to this they were drilled constantly and access to the less extravagant life prolonging services of the mortuary cult implying that they would have had a training on par with the likes of the Dragon Prices when they were alive without ASF and MV of course. There is also a crunch argument to be made that because chariots are encouraged to have at least one rank to absorb wounds as they are the most fragile chariots out there.

Even if they were the elite in the Nehekharan army it still does not make sense for them to have 2A when the rest of their stats are just above that of a common infantryman and as a Core unit, on top of that. As for the crunch argument, 3 chariots already get 6A with S4 on the charge equal to a unit of light cavalry on top of the 3D6 impact hits and 6 horse attacks, which is quite a lot. Yes, they lose out on supporting attacks, but as light chariots, they are supposed to be flankers rather than just charging straight into the enemy battle line.

Sorry, but I'm not changing my mind in this matter. However, feel free to play them at 55 points with your gaming group if you prefer the older rules. Before that, they were probably WS4, maybe S4, A1.

Which is why it does not fit that the charioteers would have A2 in death, as they were just normal humans. Impact hits and assorted weapons may bring them close to parity but the knights squad still costs 36 points less.

While the chariots are more designated for flanking they have the same capability for that as the knights. Since as TK chariots are ranked up they lack the free pivots that the solo chariots of other factions have. To be able to pull off the flanking tricks of other factions' chariots requires the use of easily dispelled and high priority to dispel incantations.

And their Blessing of the Gods was the fact that they get a necrosepent. Undeath doesn't seem to reduce attacks just the skill and speed by which they are made. If you think a human can't in an extended lifetime achieve the ability to gain A2 without the help of a deity even though it is routinely done by elves Dragon Princes and dwarfs Hammerers in roughly the same span of time you are the one writing the book.

Unless you mean that they were overpriced with their original stats? Because I really can't give them a 10 pts drop just for removing 2 S3 attacks. The fluff mentions them being "reborn in the next life as Necropolis Knights — warriors blessed with the skill, power and strength of the gods", so I would assume that Undeath in this case made them stronger than their living equivalent.

Dwarfs and Elves live for hundreds or not thousands of years, they have the time to get their stats up to near-Hero levels. My train of thought that the few extra decades of training that the mortuary cult would have given them would allow them to take full advantage of that rapid learning and develop their skills to near hero levels. Its a subtle but by no means insubstantial edge that the living Nehekharans would have had over the empire as the teachings of Morr forbid going down that path.

Warriors and Grail Knights are also mentioned to have extended lifespans so my reading was that their extra attack results from more training then the actual blessing. While the extra Toughness and possibly Strength are from their gods.

A W3 model would pay around 3pts for each attack added, so losing 2 attacks would make that 6 pts 49 pts total , rounded up to 50 pts. The background would rather indicate that this was a secret only known by the liche priests, unless I missed something. Regardless, this discussion seems rather unnecessary as I've already agreed to giving the Necropolis Knights their A2 back.

The only we have not gotten to agree on are the chariots. It is established that the nobility of Nehekhara had prolonged lifespans as the mortuary cult did provide those services.

Settra for instance had a reign of years, implying he lived to be at least depending on when he took the throne.

Given that he was old enough to have kids of his own to sacrifice to the gods when he was crowned this confirms he wasn't a boy king like the real life Tutankhamun. As Charioteers were nobility they did have access to those services as well. This is just me still trying to argue for at least an option to have the poor chariots bumped up to A2 by comparing them to other humans with A2.

I've started separating my rebuttals into crunch and fluff sections -As for always rounding them up to the nearest five points there is the important nuance that Skeleton Chariots come in a minimum unit of 3 models. Where other factions tend to have their chariots and war machines as single models. If there was ever a time to buck the trend this would be it.

This also drastically changes how they function in the game. Most chariots are skirt around the flanks using their unlimited pivot to line up flank charges. Skeleton chariots however must wheel making it much harder for them to get a good facing.

Especially with their minimum front facing of mm. More often then not these chariots wind up having to make frontal charges especially since they tend to draw more of the opponents attention then other chariots, particularly if they have your army's general with them.

The role of other factions chariots is to be harassers and support units, Skeleton chariots however can't perform this role due to the mobility limitations that come from being ranked up and serve as the front line damage dealers that get wounds through with weight of dice. Every extra attack matters so they don't just fall apart from the unstable rule. More often than not these tend to get locked in combat. They may be "Light Chariots" but the inability to quickly reform or march even with MWBD they still can't march being chariots puts them nowhere near the speed and mobility required to be harassing flankers.

Even with the potential of desert wind you can't count on it in the movement phase as bad roll on either power dice or the casting roll or you opponent just dispelling it can strand them. After Settra, it seems only the priests used their secrets to extend their lives, and the other kings were just given the promise of awakening in the afterlife.

So as far as I know, the other nobles only lived normal life-spans. The reason you can't find any hard mention of life extension with the other kings is that Setra is the only one that has his lifespan given hard start and end dates to allow people to make up their own characters and slot them in where they want. However there are certain things that can be inferred. The average length of reign in Khemri nearly doubles after nagash is deposed. In a time where kings are expected to lead armies and old age would severely cut your reign short when you take to the field weakened by time.

Not to mention assassination of the Monarch was another favored tool from rival city states. The strongest argument however is that Nefertari managed to openly rule for more than years where record keeping and the immortal liche priests would have figured something was up much sooner if extreme longevity wasn't the norm among the nobility. Vlad Von Carstein was only able to keep his open rule up without suspicion for less than years in a time of much worse record keeping a civil war, ruling an area that the rest of the empire tended to avoid, and no immortals to call him out on it before witch hunters started to investigate him.

The history section is not really clear on this though, so it could be interpreted both ways. But like I said before, there's nothing stopping you from using the old rules for the chariots yourselves. My books are only my vision, I've always left it up to the players to change what they don't like.

Lahmia was sacked out of fear of divine wrath as the Priesthood declared them abominations upon their discovery as they were made from lore out of the 9 books of Nagash.

It was only after the vampires were forced to flee that they were found by Nagash and joined forces with him. And while Lahmia may have been somewhat distant geographically it still had strong ties with the rest of Nehekhara. Sylvania was considered an area to avoid before Vlad took it over as it had a stained reputation from the rule of Vanhel and a lot of wandering undead as Dhar tended to condense there.

Where as Lahmia not only had a formal leadership but trade, diplomats, and marriages flowing through it. Also the reason the mortuary cult spread as fast as it did was because they were able to perform the same services they did for Settra.

There is a Games store I go to for 8E warhammer events and they do allow your books to be used. This is the reason I've been debating you to the point where I am sure you must think I am completely mad. Your book fixes a lot of issues that the early 8E army book developed due to power creep, and while it brings most thing into line with the level of 8E it kneecaps what was one of their few bad ass core choices the others mostly serve as cannon fodder for the special and rare units to pick up the slack for.

That and If I can get you to put it in "officially" it will most likely go into the battlescribe file making things easier in the long run. And if you want a fluff reason to justify it Kings and Princes did have their own private chariot regiments composed of handpicked warriors that had the honor and duty of fighting alongside them in battle some canonically named ones are "The Golden Legion of Ramssus" "Settuneb's Own" and "The Royal Chariot Guard".

There's an argument for all units to have more elite versions of them, but that does not mean that they should all be included in the army book, and WS3, S3 units with 2A is a really weird way of upgrading them; elite units always have higher WS, S, or both before you start adding more A.

I just want the books to be consistent. Are there ammuts in the warhammer fluff, or did you took it directly from egyptian mythology? Directly from Egyptian mythology, but with background written to fit with Nehekhara. Give Chariots back fast cavalry from the older book? Vanguard and free reform would be a nice bonus for the chariots so they maybe could get in flank.

As the slowest faction in the game it's pretty hard to flank with the chariots. It's big unit that needs to wheel and they can't march. You could also charge with the old move spell which was big thing slowest army could be the fastest suddenly. I don't think fast cavalry would fit too well really; even as light chariots, turning them around would be a lot trickier than just turning a horse.

I have two questions: I think the increase makes this model to expensive. Is any reason for that? Otherwise, you have done a good work. That said, I will drop the price of the Colossus in their next update to be the same as the official book. What about a giant carrion, suchlike the roc for Araby, as Rare choice and character mount? A bummer, I know right. Tomb Herald: Cheap combat characters, far cheaper than tomb kings, inferior stat line all round aside from attacks and strength, replacing MWBD and TC for killing blow and bodyguard more on that later and the option of carrying the battle standard banner and being mounted Yayyy.

The character is underwhelming, it is simply undeniable, it lacks the unit buffing abilities which makes the tomb king and necrotect so viable, and the combat potential is poor, with low initiative and Weapon skill forcing you to compensate with the use of magic items in order to compete with the faster, stronger hero choices of other races.

The one niche where the herald really shines, is acting a s a living shield for the Tomb king I did say he was underwhelming. The bodyguard rule allows the Tomb king player to reallocate one random wound directed at the Tomb king onto the herald per phase before saves are taken, therefore allowing the Tombking to allocate valuable magic item allowance to big swords with which to cut people up without worrying about having his head caved in.

Note that the wound is allocated before saves are taken, so if you wish to load the herald up on magic armour and nearly double his cost to mitigate that one wound per phase, no one will frown at you. Necrotect: The necrotect is a raw support character with severely limited combat capabilities and a reasonable price tag.

The necrotect comes with hatred everything and provides that special rule to any unit he joins, effectively turning them into dark elves. Core Units[ edit ] Skeleton Warriors: These guys are your basic infantry.

And yes, they absolutely suck as much as their statline would suggest. Luckily, they're also among the cheapest infantry in the entire game. They're also Unbreakable and can heal with the Lore of Nehekhara. On the other hand, these guys really, really fear Unstable, since they don't get a benefit from Steadfast and they almost definitely won't win a combat, meaning they'll all just crumble away.

It's always better to load up on more bodies. The only reasonable way to use them is to field them in hordes. Then field hordes of hordes. Generally speaking, they aren't as good as Archers or Chariots, but they will give you a numerical advantage albeit a partially-negated one, as you get no benefit from Steadfast.

Skeleton Archers: You get the basic package, for a cheap price, with the same statline as your skeleton warriors including the BS of 2.

However they benefit from the Arrows of the Asp special rule, meaning they will not suffer negative modifiers when shooting and they need it! Being BS2 is already low enough without all the modifiers they might get e. Skeleton Horsemen: Originally labeled heavy horsemen, but that has been revised to the more appropriate title of horsemen in this current edition, because there is nothing heavy about this unit. The only niche this unit falls into is flanking to deny steadfast, as all other units in the tomb king book that can reliably get a flank charge are either unable to form ranks, or are ludicrously inefficient when they do so.

Skeleton Horse Archers: A more suitable cavalry unit, horse archers replace the shield and spear for a bow at 2 additional points, in addition too also possessing the fast cavalry special rule and scout special rule, making the only unit to my knowledge to posses both vanguard and scout at the same time Ogre Maneaters can also do this. Like skeleton archers, horse archers never count bonuses or penalties when rolling to hit, which is quite useful when they're Bs 2.

Warhammer FB - Army Book - Warhammer Armies Tomb Kings (8E) - 2010

Unfortunetly they only carry standard bows, which renders their damage output pitifully low, hence they are normally used to redirect charges and hunt for warmachines. Skeleton Chariots: Now permanently as core choices, chariots have been, and will be, the mainstay of many Tomb king armies, and for very good reason, they are widely considered the shock troops of the Tomb king army, they pack a plethora of small bonuses to aid in their role. Chariots are toughness 4 basic, the crewmen are Ws 3 and have 2 attacks each 2 crewmen per chariot in addition to also carrying spears and bows.

The only issue with the unit is the excessive cost, at 55 points each a unit of chariots is a valuable and expensive asset that must be committed carefully, It must be stressed that it is always to your advantage if you charge chariots in the flank against a unit that has lost steadfast, rather then charging chariots directly into the front of a unit. Ensure the unit you charge will be damaged beyond combat capability with the impact hits, and tidy up whatever is left with the crew attacks, thus reducing the damaged returned to the chariots and potentially routing the unit and running them down.

Charging a horde of chaos warriors head on is never a good idea. If you feel it necessary, you can make an exception to the normal rules in the warhammer fantasy rulebook and join a character mounted on a chariot, to a unit of chariots in order to increase the damage output or survivability.

Special Units[ edit ] Tomb Guard: The elite infantry choice of the Tomb king army book, and a clear step above skeletons, with a higher WS, S, T, I and LD in addition to also possessing killing blow and light armour as standard.

This huge boost is reflected in the increase to points cost, standing at 11 points each, a unit of tomb guard is normally a large points sink. Necropolis Knights: While skeleton horsemen are the medium cavalry of the tomb king army, necropolis knights are the heavy cavalry.

Even though it posses such a save, it excels as a flanking unit in support of a large block of skeletons or tomb guard, and even though it is in direct competition with chariots, necropolis knights are more than capable of competing for a place in a army list.

The rider is a buffed tomb guard, with the same statline aside from WS 4 and A 2, who also packs a spear and the killing blow special rule. The mount on the other hand has Ws3 S5 T4 A3 W3 and I3 allowing it to churn out enough damage to quickly earn it's points back in short order, especially when we also factor in a stomp attack. Obviously, the necropolis knights favor a prolonged combat whilst a unit of chariots depend upon breaking a unit on the charge, but in addition to flanking, necropolis knights also make a reasonable unit for hunting monsters, as the high strength of both the rider and mount on the charge means that many monsters will be wounded on 5s if not 4s and the poisoned attacks of the mount should also help in sneaking one or two extra wounds.

Finally, for a additional 5 points, a unit of necropolis knights can be deployed in reserve and enter play though EBTS, allowing you to push your opponent on two fronts with two fairly strong lines that is if you don't get a spell of bad luck Tomb Scorpion: The Tomb scorpion has lost the crown for EBTS king and has unfortunately been relegated to a distraction role. The issue with the tomb scorpion lies in the high points cost to wounds ratio and a unreliable system to deliver several scorpions in one place to threaten the rear of a unit, a problem necropolis knights have solved by being able to field a large number in a single unit.

As a result, scorpions are best used to menace warmachines or force an opponent to redirect one of his units to clear the lone monstrous beast running around behind his lines, as it does not matter what unit charges another units rear, the combat bonus is still the same. That being said, the scorpion is perfectly capable of surviving one round of combat in the rear of most units with a toughness of 5 and 3 wounds, and it may even cause a few casualties itself as it possesses Ws4 S5 I3 A4 with poisoned and killing blow.

Oh and as a side point, it also has magic resistance 1, carried over from the previous edition. Ushabti: A major tragedy, for the miniatures look beautiful and capture the concept of animated statues perfectly.

Previously, Ushabti were THE shock troopers of a tomb king army, now they have fallen into the gap of uselessness that occurs when newer units can do the same job but be better at it. Unfortunately the cost was decreased from 7th edition to 8th edition but no more then that, leaving us with a 50 points per model unit that is outperformed by tomb guard or necropolis knights at whatever you intend for them, and certainly underwhelming when compared to the monstrous infantry of other armies.

The only niche now seen by many tomb king players, is a heavy ranged unit, as great bows are strength 6 and as Ushabti do not benefit from bonuses when shooting or suffer from penalties, the law of averages state that one in three shots per turn will hit, which therefore theoretically allows you to allocate a single S6 hit on any unit in 30" so it might be useful for picking off knights or dropping the wounds on a monstrous creature, but for points, they are certainly not an efficient unit at their task.

Swarm: Like the Tomb Scorpion, scarab swarms are not necessarily combat units, but offer more utility to an army that fields them, as they also possess the EBTS special rule, which means they too can pop up behind the opponents line to cause mischief. They are normally favored over scorpions to kill warmachines, as they are significantly cheaper to field en masse, and are less likely to die to a point blank cannon shot.

Finally, it should be noted that Tomb swarms possess the poisoned attacks special rule, which combined with their 5 attacks and 5 wounds, opens up possibilities for nibbling at lightly armored monsters, this is because with their S and T of 2, most infantry will be wounding the swarm on twos or threes, which puts the high strength of the monster to waste when hitting swarms.

Note, do not reliably expect to kill monsters with Tomb swarms, but don't immediately dismiss the thought. Carrion: Unfortunately, with the changes to the flyers special rule, Tomb king flyers don't really have the fly special rule outside of General's range, so most of the time they basically have hover special rule, which immediately curtails the possibilities for carrion, as it will most likely take twice as long to reach a point on the board when compared to the fliers of other races unless assisted by magic.

However, it should be noted that carrion do not posses armor, so they should not be expected to engage with combat units and come out unscathed, instead it is advisable to use them to clean warmachine hunters and light cavalry that slip past your lines, or harass a ranged unit that is a little too close to the front. Khermrian Warsphinx: A new unit to the Nehekharan army, keeping in line with the monster craze currently in running though GW head office at the moment.

In addition, the warsphinx comes with a howdah carrying 4 Tomb Guard with spears, who also posses killing blow. It should be noted that these Tomb guard are immune to damage, and are treated like riders on a cavalry mode, so when a initiative test is forced upon the sphinx, you will take it a the highest I3 of the Tomb guard of the combined profile. The warsphinx also has a unique attack only against units smaller then monstrous infantry in the form of the Thunder crush, which essentially trades all of your normal attacks for one attack that, if it hits, acts like a direct impact from a stone thrower, allowing you to place the small blast template anywhere touching but not overlapping the sphinx, and anybody under the center takes a strength 9 hit with multiple wounds D3 and everybody else under the template takes a strength 3 hit.

Obviously, this is very useful for taking huge chunks out of hordes, but due to the WS 4 of the sphinx, you must gamble with your damage output. Sepulchral Stalkers: Another unit designed to enter the board though EBTS, however, rather than acting as a flanker, the stalkers possess a unique offensive ability more suited for hunting heavy armor and monsters.

Each stalker has a shooting attack that hits automatically with a number of shots equal to the roll on a artillery dice, however if you were to roll a misfire, the stalker in question will suffer D3 automatic wounds with no armorr saves allowed. After determining the number of shots, you treat each like a strength 1 ranged attack that ignores armor, the positive point of this, is that you will roll to wound using your opponents initiative rather then their toughness, allowing many monsters and heavy infantry to be wounded on 5s and even 4s with no chance of their armor saving them.

Obviously, this ability is very handy for dealing with monsters, but do not forget that EBTS does not prevent you from shooting, thus allowing you to deliver the unit anywhere and set them upon anything, allowing a far greater freedom of choice when using the unit. Rare Units[ edit ] Necrolith Colossus: The renamed and upcoming reimaged bone giant, the colossus is a incredibly cheap monster in relation to it's statline, with a multitude of weapon options that allow you to tailor it's role in your army.

The weapon options available can either compensate for the low number of attacks by taking two hand weapons 5 points , or maximize strength by taking a great weapon 10 points.

Odds are, you will hit two or three times per game with he bow IF your giant does not engage in close combat, but the most likely scenario will be a turn three engagement, rendering the bow effectively useless for the rest of the game and for much of the game leading up to turn three. Ultimately I would advise selecting the close combat weapon option that would best suit the target of your colossus. Finally we have the defining trait of this monster, and quite a entertaining one at that, as when the colossus charges and engages in combat, every successful unsaved wound caused in that one combat round grants a additional attack, allowing for a vast quantity of wounds to stack up if you are particularly lucky.

With this ability, it is perfectly possible for a colossus to break a engaged unit by smashing into their flank though the sheer amount of wounds churned out, so it is advised to hold one next to a tarpit until you can get a opponents unit locked into combat. Give this model weaponskill 10 with the spell from the lore of light and watch as he crushes through rank and file troops like they're made of butter. He'll pump out so many attacks that will hit because of the WS10 that his special ability will keep allowing you to attack over and over.

Throw in Bjona's Timewarp as well and watch enemy units evaporate at base contact. Hierotitan: A magical support variant of the colossus with a identical statline aside from -1 attack, the hierotitan, while being passable in close combat, it's strength lies in the two bound items it carries and it's passive buff. In addition, the Hierotitan makes an excellent support unit for any unit containing a Liche Priest.

Place a caster high or low in a unit of skeleton spearmen preferably in horde formation and put a Hierotitan on the flank. Necrosphinx: Advertised as a monster killer, the necrosphinx is one of the few units currently in existence that carries a natural attack with heroic killing blow special rule, giving it the potential to wipe almost any monster out on a lucky dice roll at a modest price of points.

An important point to note is the statline, being a variant of the warsphinx, the necrosphinx shares the toughness 8, allowing it to remain locked in combat with almost any monster without much fear of losing, this is coupled with 5 attacks and strength 5 to clean up almost anything currently present.

In addition, the necrosphinx has the ability to fly, which is awesome.

Screaming Skull Catapult: The primary "conventional" artillery of the Tomb king army, the screaming skull catapult brings vital ranged unit crushing ability coupled with the potential to deliver a high strength package to any monster anywhere on the field, all for a nifty price of 90 points. In terms of damage output, the screaming skull catapult is identical to any other normal stone thrower, with the same small template, same strength 3 and the same strength 9 under the hole with D6 wound multiplier.

Alternativly to using spells to reduce the opponants leadership, you can upgrade the catapult to inflict a -1 leadership penalty on any unit taking a morale check from the catapult.

Casket of Souls: Powerful rare choice and reasonable for the points cost. This is most effective in static armies and can provide a major magic boost making it attractive in a TK army. The bound spell can be nasty, making an enemy unit take a leadership test on 3D6.

They then take the amount of wounds they fail by, on a three plus it bounces to another unit with 6". Just ensure that it is aimed at an enemy with friends. For the points value, it may even edge out the Screaming Skull. It comes with a unit of all the core or you could build the archers as warriors and make some archer horseman with the bows.

It's better to equip your 40 skeletons as warriors so you'll have a sizeable hordish unit although you'll then have to make horse archers. From there it depends what build you want but obviously you need a priest or some other wizards.

Army Composition[ edit ] Now that you're ready to march to war with the Undead Kings of Ages Past, it's time to think about which of the Undead Kings or Queens you're marching with. One of the biggest selling points of Tomb Kings is how well the army can do in a multitude of different configurations. There's no "Set" list just a "Settra" one that is deemed the best- they all have merits, and one or the other might work better for you based on your local meta and playstyle.

The Unending Horde: Pretty simple, really. Lots and lots of Skeletons. Turn those cheapo Skittles into killing machines, and keep coming back for more even when the enemy outmatches you. There's a couple of variants on the Horde, as well. You will need a good deal of magic support with TK hordes as you will need to keep up your numbers and buffs.

Another approach with this is using a lot of small skeleton warriors units. No one will break in combat, gives you an advantage in the deployment phase and it's so damn annoying for your opponent.

I used this approach several times and my opponents were always doubting which small unit of warriors to charge. Flank charges were my easiest and best friend. Throw in a some warsphinxes between the small units and your opponent doubts as hell. Steadfast is lost on TK hordes so might as well give it a try. Instead of footslogging Warriors, take Archers, and pincushion the enemy to death. With Khalida, that's a lot more arrows hitting the target, and Poison is just the icing on the cake.

Try spell 3 of LoN. TombStar: The Tomb Guard deathstar.

It will kill anything it touches. The trick is getting it into combat. Oh Ancient Gods, Chariots.

Documents Similar To Warhammer FB - Army Book - Warhammer Armies Tomb Kings (8E) - 2010

Also known as the more evocative "Bone Train", this army features units of 3 to 6 strong Chariots running everything over front and center, often supported by Settra or Arkhan.

If you have an army like this and don't bring at least one Necrotect, you're more hollow in the head than a Screaming Skull. Is shown to deadly effect in multiple Tourneys. TombKittens: Tomb Kings can fit 7, 8 or even more Toughness 8 Sphinxes in a list, with 3 Warsphinxes, 2 Necrosphinxes, and both Kings and Princes riding the giant stone cats. Sure, you'll lose 1 a turn to an opponent with a cannon- but you have more Cats than the game has Turns except if you are able to field that many cats your opponent can and will field more than 1 cannon expect 3min against any army which can have cannons.

Entombed: Similar to a Spess Mahrine Drop-pod list, but from the other direction, and, you know, actually cool. Uses naturally Entombing units, as well as the Banner of the Hidden Dead to ensure that almost all your army emerges wherever the hell you want it to on the board. Those are just a few of the more 'thematic' lists out there- many more feature a hybrid of these, or unique strategies altogether.

Again, the beauty of Tomb Kings aside from Khalida is the versatility of the army. Magic Items[ edit ] Tomb King magic items- a checklist of the ups and downs. Destroyer of eternities: Aimed at giving footsloggers a fighting chance against monsters, and no forcing the Tomb King to strike last, what more could you want? Well we could actually do with a little extra points to spend on something to, well With little access to armour and no mount, 20 points is very little to spend on protection, especially since the glittering scales are 25 points, a tomb herald can potentially take some of the fire but it can only soak one wound per turn.

Other than that the tomb king can wallop away with a one handed S7 sword that dices monsters for lunch. Blade of Antarhak: A defensive magic weapon, this expensive god-send can keep a flimsy tomb king alive for those vital few turns at the cost of a potential strength boost, useful when gearing a Tank King.

It is because of this, the Death mask is a favored item to equip a Tomb King mounted on a chariot, who can ensure that the unit of chariots he is leading will break and run down any unit they charge. Cloak of the dunes: It wouldn't be so bad if you could join flying units and perhaps move more than 10' a turn, the flyby damage is nothing more than a gimmick due to the low number of low strength hits which are only really useful against light units, which you should be avoiding with solo characters in the first place.

Neferra's Scrolls of Mighty Incantations: An instacast item for 50 points which is only really effective on high level lich priests, however a higher level also increases the chance of a miscast, if you need something to happen so badly that it's worth causing your Lich priest to combust, chances are it's a one trick pony and shouldn't be considered in the first place.

Enkhil's Kanopi: Not a bad curveball for 25 points but highly situational so more often than not it's a waste of points. Standard of the Undying Legion: Expensive and a competent opponent will never let it activate which means it's ridiculously useful.

Since you're required to take at least one priest with the lore of Nehekara specifically your highest level wizard [in case of tie you can have one be another lore]. Use Light and Death depending on the opponent.Roland Strom 29 April at The former are Tomb Guards mounted on animated cobra statues that are very venomous and the latter are undead, half-men half-snake golems who's gaze turns you to sand.

Armybookcodex, Ogres are on their first and are as old as Tomb Kings I. Tomb Kings are not mandatory despite the name of the book , but in most cases you will take one as a General.

Yet Khatep can be an acceptable choice; he fills the role of a wizard who has to know the lore of Nehekhara, freeing your other priests to use the Lores of Death and Light, and gives you access to all of the spells.

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