Tomb Kings in May
+6
jspyd3rx
luis the young
Kyle
Vycem
KingdomCome
ShadowMaster
10 posters
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Re: Tomb Kings in May
Those snake dudes provide an awesome base for DE Ssylth.
jspyd3rx- Chaos God
- Number of posts : 1190
Registration date : 2009-10-10
Re: Tomb Kings in May
Sweet barking jesus!!! Hurry the fuck and end April!!!
The cost of that sphinx is probably gonna be prohibited. And i hope we get more special characters.
The cost of that sphinx is probably gonna be prohibited. And i hope we get more special characters.
luis the young- The Lord of Cuba
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Number of posts : 2971
Age : 50
Armies : Orks, Space Wolves, O&G, Skaven, Lizardmen, Beastmen, Tyranids, FOW Peasant Canibal Army
Registration date : 2008-03-03
Re: Tomb Kings in May
ShadowMaster wrote:Knights surfing on the giant snake heads look dumb. They should have used Scorpions.
i agree
Dice_Runt- Dark Apostle
- Number of posts : 490
Registration date : 2010-12-02
Re: Tomb Kings in May
luis the young wrote:Sweet barking jesus!!! Hurry the fuck and end April!!!
The cost of that sphinx is probably gonna be prohibited. And i hope we get more special characters.
you should.....i wonder if Nagash will ever come back
Dice_Runt- Dark Apostle
- Number of posts : 490
Registration date : 2010-12-02
Re: Tomb Kings in May
Tomb King - can ride Chariot or Warsphinx. On foot gains special My Will Be Done giving unit his WS6
Liche Priests - Lore of Light, Lore of Death, Lore of Nehekhara
Skeletons - WS2, BS2 (still uneffected by mods), cause fear, unbreakable, 4 POINTS EACH (50% cut)
Tomb Guard - S4, T4, Halberds, Killing Blow
Chariots - D6 S4 impact hits on the charge. +1 S for each rank of 3
Necro Knights - Monsterous Cav, 3 poison attacks, 2 Killing blow attacks, stomp, 3+ save
Khemian Warsphinx - very tough (T6?), Thundercrush special attacks
Liche Priests - Lore of Light, Lore of Death, Lore of Nehekhara
Skeletons - WS2, BS2 (still uneffected by mods), cause fear, unbreakable, 4 POINTS EACH (50% cut)
Tomb Guard - S4, T4, Halberds, Killing Blow
Chariots - D6 S4 impact hits on the charge. +1 S for each rank of 3
Necro Knights - Monsterous Cav, 3 poison attacks, 2 Killing blow attacks, stomp, 3+ save
Khemian Warsphinx - very tough (T6?), Thundercrush special attacks
ShadowMaster- Chaos God
-
Number of posts : 2812
Age : 55
Location : Pembroke Pines
Armies : [WHFB] DoC, Lizardmen, O&G [LoTR] Moria [40k] Daemons [WM/H] RoS, Cryx, Cygnar, Mercs, Gators, Skorne
Registration date : 2008-03-26
Re: Tomb Kings in May
Looks to be interesting, thats for sure.
Lots of new units for them.
Lots of new units for them.
scurrdi- Chaos God
- Number of posts : 2520
Registration date : 2008-03-04
Re: Tomb Kings in May
I wonder if the scorpions were taken out, if they were i hope i can do some type of conversion with mine. Sooo glad that i still 3 more boxes of skeletons to put together, i think im gonna make them all bowmen. Cant wait to see how our magic was changed, looks like it now works like everyone else
luis the young- The Lord of Cuba
-
Number of posts : 2971
Age : 50
Armies : Orks, Space Wolves, O&G, Skaven, Lizardmen, Beastmen, Tyranids, FOW Peasant Canibal Army
Registration date : 2008-03-03
Re: Tomb Kings in May
I would love to see someone pull off a stone marble effect on the sphinx. I cant even begin to think how it could be done. If anyone can? Please let me know, would love to apply it to monoliths.
jspyd3rx- Chaos God
- Number of posts : 1190
Registration date : 2009-10-10
Re: Tomb Kings in May
jspyd3rx wrote:I would love to see someone pull off a stone marble effect on the sphinx. I cant even begin to think how it could be done. If anyone can? Please let me know, would love to apply it to monoliths.
i do....i will post a few photos up for you
Dice_Runt- Dark Apostle
- Number of posts : 490
Registration date : 2010-12-02
Re: Tomb Kings in May
Scorps are still in
ShadowMaster- Chaos God
-
Number of posts : 2812
Age : 55
Location : Pembroke Pines
Armies : [WHFB] DoC, Lizardmen, O&G [LoTR] Moria [40k] Daemons [WM/H] RoS, Cryx, Cygnar, Mercs, Gators, Skorne
Registration date : 2008-03-26
Re: Tomb Kings in May
Some stuff i found in a forum:
From my reading of the TK army book this afternoon.We still cause fear, can't march, Arrows of the asp, and hold for charge reaction. Unbreakable/unstable special rules etc.
Magic: Must take our Nehekharan lore on heirophant and additional casters can choose either from the Lores of light or death.
We only use power dice from Winds of Magic now. I am assuming that we can miscast now as well.
Level 1 Liche 70 pts , Lvl 2 upgrade for 35pts
Level 3 high Liche priest 170 pts, Lvl 4 upgrade 35pts
Nehekharan lore:
The restless dead is the lore attribute. D3 + 1 wounds if augment spell is successfully caste on friendly Nehekharan undead target unit.
Khsar's incantation of the desert wind (signature spell). Caste on 8+. all unengaged friendly nehekharan undead units within 12" may make a single move as if in the remaining moves sub-phase (cannot charge). all non engaged friendlies can be instead targeted within 24" for a casting value of 16+. Any unit can only be effected by the desert wind once per turn.(undead construct units can only recover 1 wound per turn)
1. DJaf's Incantation of Cursed Blades. 7+. Augment, range 12". Until the start of your next magic phase close combat attacks gain killing blow or heroic killing blow special rule. If the unit already has killing blow or herioc killing blow special abilty, it will work on a 'To wound' roll of 5 or 6+ while this spell is in play. can increase range to 24" instead on a casting value of 10+
2. Neru's Incantation of Protection 9+. Augment range 12", until start of caster's next magic phase.
5+ ward save on a single friendly target unit. all friendly units within 12" can be targeted instead for 18+
3. Ptra's Incantation of righteous smiting 9+. Augment range 12" until start of caster's next magic phase. Target unit gains 1 attack (mounts, riders, models crewing chariots, monsters and war machines). If armed with a bow or great bow then get multiple shot (2) special rule. All friendly Nehekharan undead units can be targeted instead within 24" for 18+.
4. Usirian's Incantation of Vengeance, hex range 18" 10+. Until start of caster's next magic phase target unit has its movement reduced by D3 to min of 1 & all terrain is treated as dangerous terrain if unit moves. range can be extended to 36" for a casting value of 13+. Until start of next magic phase.
5. Usekhp's Incantation of Desiccation, 11+ hex range 24". target unit suffers -1 strength, -1 toughness (to min of 1) Until start of caster's next magic phase. Can instead choose to reduce by D3 (min of 1) for a casting value of 22+
6. Sakmet's Incantaion of the Skullstorm, Remains in play. magical vortex 15+. small template is placed on the board and a direction is nominated. artillery dice is rolled and the number is multiplied by wizard level = amount template is moved in stated direction. Every model passed over or under the template suffers a single strength 4 hit. misfire = place template over caster and scatter by wizards level in random direction. use large round template for a casting value 25+. on subsequent turns, vortex moves randomly equal to role of artillery dice. if misfire, vortex dissipates instantly.
Units:
There is an impressive mix of special characters.
eg: There is a lvl 5 wizard for 360pts, Arkhan the Black.
From memory skeletons are 4 pts with 30 points for full command
hand weapon and shield is free
spear is 1+ point per model, light armour is 1 pt per model.
Bowmen are 6 pts, 30 pts for full command, 1pt per model for light armour.
heavy horsemen are 12 pts with vanguard
skeleton horsemen 14pts (light cav) scout special rule.
Ushabti are 50 points each. Can add command units and giant bows str 6 30"
chariots are 55 points forming ranks 3 models wide.
a new model that gives undead constructs regeneration with 12"
a new model that acts as body guard to Tomb King except in a challenge
skulls of the foe is now 30 points
Casket now 135 points has 3 wounds and doesn't have a priest as crew
Light of death works differently
It came from below:
Place the marker in remaining moves phase, Buried units are raised using scatter dice but cannot charge. miscast is the same.
Magic items: (from memory)
Destroyer of Eternities 80 pts
Blade of Ankhara 50 pts? every unsaved wound gains 1 wound.
enkhils kanopy 50 pts?
cloak of dunes 50 pts?:character has fly and any enemy unit flown over takes D? damage.
BotuL 50 pts power level 5.
Banner of the hidden sands is 90 points and any reserve troops (not yet deployed) up to 150 points can be deployed within 12" of bearer in remaining moves sub phase.
From my reading of the TK army book this afternoon.We still cause fear, can't march, Arrows of the asp, and hold for charge reaction. Unbreakable/unstable special rules etc.
Magic: Must take our Nehekharan lore on heirophant and additional casters can choose either from the Lores of light or death.
We only use power dice from Winds of Magic now. I am assuming that we can miscast now as well.
Level 1 Liche 70 pts , Lvl 2 upgrade for 35pts
Level 3 high Liche priest 170 pts, Lvl 4 upgrade 35pts
Nehekharan lore:
The restless dead is the lore attribute. D3 + 1 wounds if augment spell is successfully caste on friendly Nehekharan undead target unit.
Khsar's incantation of the desert wind (signature spell). Caste on 8+. all unengaged friendly nehekharan undead units within 12" may make a single move as if in the remaining moves sub-phase (cannot charge). all non engaged friendlies can be instead targeted within 24" for a casting value of 16+. Any unit can only be effected by the desert wind once per turn.(undead construct units can only recover 1 wound per turn)
1. DJaf's Incantation of Cursed Blades. 7+. Augment, range 12". Until the start of your next magic phase close combat attacks gain killing blow or heroic killing blow special rule. If the unit already has killing blow or herioc killing blow special abilty, it will work on a 'To wound' roll of 5 or 6+ while this spell is in play. can increase range to 24" instead on a casting value of 10+
2. Neru's Incantation of Protection 9+. Augment range 12", until start of caster's next magic phase.
5+ ward save on a single friendly target unit. all friendly units within 12" can be targeted instead for 18+
3. Ptra's Incantation of righteous smiting 9+. Augment range 12" until start of caster's next magic phase. Target unit gains 1 attack (mounts, riders, models crewing chariots, monsters and war machines). If armed with a bow or great bow then get multiple shot (2) special rule. All friendly Nehekharan undead units can be targeted instead within 24" for 18+.
4. Usirian's Incantation of Vengeance, hex range 18" 10+. Until start of caster's next magic phase target unit has its movement reduced by D3 to min of 1 & all terrain is treated as dangerous terrain if unit moves. range can be extended to 36" for a casting value of 13+. Until start of next magic phase.
5. Usekhp's Incantation of Desiccation, 11+ hex range 24". target unit suffers -1 strength, -1 toughness (to min of 1) Until start of caster's next magic phase. Can instead choose to reduce by D3 (min of 1) for a casting value of 22+
6. Sakmet's Incantaion of the Skullstorm, Remains in play. magical vortex 15+. small template is placed on the board and a direction is nominated. artillery dice is rolled and the number is multiplied by wizard level = amount template is moved in stated direction. Every model passed over or under the template suffers a single strength 4 hit. misfire = place template over caster and scatter by wizards level in random direction. use large round template for a casting value 25+. on subsequent turns, vortex moves randomly equal to role of artillery dice. if misfire, vortex dissipates instantly.
Units:
There is an impressive mix of special characters.
eg: There is a lvl 5 wizard for 360pts, Arkhan the Black.
From memory skeletons are 4 pts with 30 points for full command
hand weapon and shield is free
spear is 1+ point per model, light armour is 1 pt per model.
Bowmen are 6 pts, 30 pts for full command, 1pt per model for light armour.
heavy horsemen are 12 pts with vanguard
skeleton horsemen 14pts (light cav) scout special rule.
Ushabti are 50 points each. Can add command units and giant bows str 6 30"
chariots are 55 points forming ranks 3 models wide.
a new model that gives undead constructs regeneration with 12"
a new model that acts as body guard to Tomb King except in a challenge
skulls of the foe is now 30 points
Casket now 135 points has 3 wounds and doesn't have a priest as crew
Light of death works differently
It came from below:
Place the marker in remaining moves phase, Buried units are raised using scatter dice but cannot charge. miscast is the same.
Magic items: (from memory)
Destroyer of Eternities 80 pts
Blade of Ankhara 50 pts? every unsaved wound gains 1 wound.
enkhils kanopy 50 pts?
cloak of dunes 50 pts?:character has fly and any enemy unit flown over takes D? damage.
BotuL 50 pts power level 5.
Banner of the hidden sands is 90 points and any reserve troops (not yet deployed) up to 150 points can be deployed within 12" of bearer in remaining moves sub phase.
luis the young- The Lord of Cuba
-
Number of posts : 2971
Age : 50
Armies : Orks, Space Wolves, O&G, Skaven, Lizardmen, Beastmen, Tyranids, FOW Peasant Canibal Army
Registration date : 2008-03-03
Re: Tomb Kings in May
55 (+15) for chariots sucks.
-15 for Usahbti offsets it a bit
-15 for Usahbti offsets it a bit
ShadowMaster- Chaos God
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Number of posts : 2812
Age : 55
Location : Pembroke Pines
Armies : [WHFB] DoC, Lizardmen, O&G [LoTR] Moria [40k] Daemons [WM/H] RoS, Cryx, Cygnar, Mercs, Gators, Skorne
Registration date : 2008-03-26
Re: Tomb Kings in May
If you field both units it does. Otherwise it just more points.
rokassan- Internet bully
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Number of posts : 3612
Age : 49
Location : Miami
Armies : [40k]Chaos SpaceMarines,IG,Orks,Chaos Demons[FoW]MW-Italians,LW-Pnz.Gren(Grossdeutchland Div.),LW U.S.Para's,[Fantasy]Orc's [LotR] Easterling force,FoW-EW French force.(LW and MW) Hungarian Tank company.
Registration date : 2008-02-27
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