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Title: Hey Guys New Tk Player Here


UWG99 - April 16, 2012 01:59 AM (GMT)
Hey everone I just got some TK today and i dont know where to start lol. I just wanted to ask you guys afew things about some of the Kings. Which is better Necropolis Knights or Sepulchral Stalkers? I ask b/c i have the model. Also are Bows better or should i run them as footmen/is horde formaton any good or just run them 5 across? What do people think of Casket of Souls?


ianu-hotep - April 16, 2012 02:35 AM (GMT)
knight's vs stalkers.
not sure about the knight's as i dont have any yet, but the stalkers are about mid range for our army. not the worst thing out there, useful in some situations but not the best thing we got.

bows vs hand to hand horde.(i love this argument.)
this is the most varied point between tk player, some are all ranged, some prefer more combat. me, i like a healthy mix of both. in a 2.5k force i have 2 lots of 15-20 archers and a horde of spear weilding warriors at least 60 strong.

5 rank vs horde.
horde.

casket of souls.
most people love this piece of kit. personaly i think it's above average. most opponants will see it and aim to kill it asap. for 135 pts tho, its worth it if you get it to work. just dont throw 6 dice at it. the second you get a double 6 with it it'll fire and then become an expensive piece of scenery.

Yamabushi - April 16, 2012 03:44 AM (GMT)
No, it won't. The Light of Death is noted as an 'innate' bound spell, which suffers no debilitation from Irresistible Force / Miscasts. So feel free to 6 dice it.

Imotheb - April 16, 2012 11:49 AM (GMT)
Hello,

Using a model is very dependent of your preferences and taste and of course very dependent of the minis that are in front of you.

Based on my experiences, our necro knights have never disappointed me. They are always a very good choice, especially if you have a necro knight not far away or your king / banner.
Entombing them will give a very nice surprise to your opponent especially against high elves :)

For the archers or others... well again depends on what you like and how you want to play the game but I would recommend to have at least 40-60 archers. I never go out without them and I never regret it. With Khalida, use 80-100 archers and smite a lot.. you will see your enemy crumble. We are very lucky with our archers... they are amongst the best in the game.

I myself have a horde of 60 skeleton warriors and 100 archers. I can be very flexible in any game thus. Go as horde I would say.

Casket - a must for every game! Some people also have more than one...
If you d'ont use the casket, try the hierotitan.

Welcome!

tatz_101 - April 16, 2012 01:41 PM (GMT)
Necro knights are much more reliable than the stalkers IMO, and hit harder to boot. They're also tougher to kill with the 3+ armour save. Also the lore of light synergizes with that unit really well. If you can pop WS&I 10 on them and asf they tear through just about anything.

the skellies as has been said before is peronal preference, I'm currently running 2 units of 20 bows and 1 unit of 30 warriors.

The casket really is a "must have" we are an army that relies very heavily on our magic phase and the casket brings us closer to a reliable magic phase that we really need.

Cheers

Crovax20 - April 16, 2012 02:16 PM (GMT)
I'm still unsure about necro knights being good or not. I keep looking at them and thinking I could also get another warsphinx with fiery breath for their cost (well almost). The smaller footprint of the warsphinx and toughness 8 in general means the enemy horde is denied a lot of attacks, while you can still concentrate a bunch of killing blow attacks towards a character if needed.

Stalkers on the other hand are handy to have against chariots/cavalry esque units while also providing means to get into the backlines of the enemy army. Of course they have downsides but they seem to fill a more unique roll

teclis - April 16, 2012 03:31 PM (GMT)
QUOTE (Crovax20 @ Apr 16 2012, 03:16 PM)
I'm still unsure about necro knights being good or not. I keep looking at them and thinking I could also get another warsphinx with fiery breath for their cost (well almost). The smaller footprint of the warsphinx and toughness 8 in general means the enemy horde is denied a lot of attacks, while you can still concentrate a bunch of killing blow attacks towards a character if needed.

Stalkers on the other hand are handy to have against chariots/cavalry esque units while also providing means to get into the backlines of the enemy army. Of course they have downsides but they seem to fill a more unique roll

chariots are better then knights, imho. and they are cheaper in models. and they heal D3+1 wounds (the knights heal only 1 wound, due to the construct rule). and their impacts hit before ASF elves, abominations.

tatz_101 - April 16, 2012 06:30 PM (GMT)
Chariots are arguably better round 1 of combat, after that they really pale in comparison, and with how steadfast and bsb's work now unless it's a smaller unit you're hitting you aren't going end the combat turn 1 anyways

teclis - April 16, 2012 06:52 PM (GMT)
QUOTE (tatz_101 @ Apr 16 2012, 07:30 PM)
Chariots are arguably better round 1 of combat, after that they really pale in comparison, and with how steadfast and bsb's work now unless it's a smaller unit you're hitting you aren't going end the combat turn 1 anyways

unless u get a combo charge skelies + chariots (on the flank OR infantry + chariots + warsphinx). i dont see the point charging and tarpitting an enemy unit with necrokninghts. i just put some carrion/horsmemen infront of them to redirect the charge.

+ necroknights cannot be put away in combat with any infantry. they only work against the basic ones.

imo, necroknights are worth including in a list instead of chariots only when ramhotep is also included in that list.

Imotheb - April 16, 2012 07:15 PM (GMT)
First time I disagree with you teclis ;)

I find them suitable for any situation especially entombed and for a monstrous cav they are pretty good :)

teclis - April 16, 2012 08:50 PM (GMT)
QUOTE (Imotheb @ Apr 16 2012, 08:15 PM)
First time I disagree with you teclis ;)

I find them suitable for any situation especially entombed and for a monstrous cav they are pretty good :)

entombed is a gamble - there is a chance you could get missfire. i do like to gamble :) BUT to gamble with ~200pts unit is propostruous.

actually they are the worst of all monster cav (mournfang, demigryphs, necroknights, the demonic tank_beasts are the only monst_cavalry in the game)

as you can see, I am more of a chariot guy (not only I like the models also I think they are way better then necroknights because they are magic friendly - can be easily healed; i'll see you imhoteb when an empire player starts shooting with hellblasters at your unit of snakes xD). I use 3 units of 3 chariots in all my lists, I even consider putting another unit (4 units of chariots sweet :D ). impact hits FTW!

UWG99 - April 17, 2012 01:50 AM (GMT)
Thanks for alot of the useful input. From what i can get use Hand to hand troops in big blocks like 50 or 60. I also like Chariots, What do you think of using them in ranks? What i was thinking of using in my list would be a big Horde block with 6 ranks. What do you think of upgrades on Warriors? Now with Archers Should i us them in Horde with 20 guys? Does anyone us Tomb Guard or are they just to much to us?

tatz_101 - April 17, 2012 04:37 AM (GMT)
QUOTE (teclis @ Apr 16 2012, 06:52 PM)
QUOTE (tatz_101 @ Apr 16 2012, 07:30 PM)
Chariots are arguably better round 1 of combat, after that they really pale in comparison, and with how steadfast and bsb's work now unless it's a smaller unit you're hitting you aren't going end the combat turn 1 anyways

unless u get a combo charge skelies + chariots (on the flank OR infantry + chariots + warsphinx). i dont see the point charging and tarpitting an enemy unit with necrokninghts. i just put some carrion/horsmemen infront of them to redirect the charge.

you make a valid point there, but A) to some units putting a unit of skellies in thier front is just giving them free combat res, and B ) putting a ranked unit in the front of a unit flanked by necroknights is just as effective as a unit flanked by chariots.

I'm not talking about how you use the units, they can(and ussually do) fill the same roles in the army, saying "well my chariots are great in a combined charge!" doesn't carry the same weight when you consider the same applies to the necro knights.

I'm more interested in the units ability to deal and soak up dmg, which I feel the knights do better.

Though I am willing to chalk this up to personal preference, since you obviously have something that works for you, and I have something that works for me B)

Anubian Emissary - April 17, 2012 04:56 AM (GMT)
Knights are the best unit in our list in my opinion. I've used units of 4 and 5 for months now and I've never, ever regretted it.
They have the best armor save in the army so it really doesn't amtter to me if ASF elves go first, I just make sure I'm not fighting a unit with a strength greater than 4. Swordmasters die in droves to our shooting. White Lions are dealt with by throwing a sphinx at them.
Knights have good strength attacks after they charge unlike chariots. The KB swings are great, too. I should've kept a tally of the number of characters I've taken out with them.
I DO like our chariots but the knights can take a charge from certain things and stick around (especially if buffed with speed of light). Their survivability is what does it for me.

teclis - April 17, 2012 09:56 AM (GMT)
i will start a topic regarding this 'chariot VS necroknight' thing...

@UWG99 - 50 is a fair number.

I am not a fan of ranked up chariots. many on this forum are. unit of 6 works fine since the impacts are S5 (if on starting wounds).

carefully read this - unit formation depends on the enemy unit and formation you are fighting & how many buffs/hexs are casted. you can always start in bus formation => then if you cast that -D3S/-D3T combat reform into a horde at the end of your cc turn so you can butcher him in his own combat.

no weapons upgrades on warriors. 4pts naked is the way to go. full command of course

if you have 20 archers then 7 wide is the way to go. some guy on this forum says that is the best formation (for unit size 20)

dont actually understand the TG question. TG are expensive. TG are slow. thats it...


Imotheb - April 17, 2012 11:33 AM (GMT)
TG = great! never disappointed me...

7 large for archers? ???? ???
Why not I'll give it a try... I always go 10 large 2 wide x 4

I tried once with 40 large 2 wide .... didn't come out great...

Anubian Emissary - April 17, 2012 08:14 PM (GMT)
Dessication on a 22+ requires a ton of dice and you have a 1 in 3 chance of it giving you the same effect as the regular version of the spell. It's a very risky proposition.
Teclis I'm curious, you use Book of Ashur with a heirotitan so on average you have +7 to cast. I know you only use 1-3 dice on a spell so is the buffed version of Dessication something you don't use all that often?

UWG99 - April 18, 2012 02:09 AM (GMT)
What i mean by using TG is are they worth there weight in points? B/c i would us core to make up of Archers, Chariots and Horse archers. Then us TG in Horde like i would with Hand to Hand skelies.

tatz_101 - April 18, 2012 03:34 AM (GMT)
TG are pretty damn good, the only thing I can suggest with them is if you're going to put the points into a horde of them, go all the way and make the deathstar(40+ TG, tomb king, and a necrotect/preferably ramhotep). With your TG horde you'll have one of the hardest hitting units in the game IMO, the flipside of that is that if the unit does happen to go down you're pretty much done for. Also if you go that route be sure to take some chaff units to keep your horde from getting baited around by a competent opponent.




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