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==Units== ===Generic Lords=== *'''[[Tomb King]]:''' The only generic Lord the Tomb Kings have, which sounds disappointing but is somewhat alleviated by the fact you can get unique custom vanilla Tomb Kings via your research tree. Nevertheless, the average Tomb King is a mediocre combat lord that exists to buff your up army and little else. However, once you unlock their Warsphinx mount they become true terrors on the battlefield, able to take out almost any infantry blob by the simple action of walking through them. Just don't let them die and you'll be fine. ===Heroes=== *'''[[Tomb Prince]]:''' Your combat-oriented hero, and a solid one at that. Good close combat stats accompanied with the usual FUCK HEUG shield that all Tomb Kings warriors wield. Can be taken on a horse or a chariot. *'''[[Liche Priest]]:''' Your basic caster hero, and in the lens of how the Tomb Kings work, bloody important at every stage of the game. May be taken with the Lores of Light, Death, Nehekhara, and Shadow, the last of which is unlocked by acquiring the appropriate Book of Nagash. ALWAYS take them on a horse, helps with their mobility greatly. As for which Lore to take, if in doubt take Light, but tailor your choice depending on your potential adversary. Nehekhara Lore is exclusive to Tomb Kings and is very useful to them as a whole. *'''[[Necrotect]]:''' Even if you only have a single Construct in your army, take this hero. No exceptions. Your Necrotects heal and buff them, which will be key to getting the most of your stony boys. Use it as a combat unit once it runs out of healing. On a chariot he's a better combat unit than a Tomb Prince as Necrotects are anti-infantry, which is also what you'll be using chariots against. ===Infantry Units=== *'''[[Skeleton Warrior]]s:''' Your basic infantry. Due to the mechanics of the Tomb Kings, all your units have no recruitment cost or upkeep but come with unit caps and slow acquisition to temper your growth. Not these guys. You can recruit an unlimited number of these guys from any settlement at any level. Does that make them good? Sure. Should you use these guys? Hell no. Instead, you should be using... *'''[[Skeleton Spearmen]]:''' These guys. The basic Tomb Kings infantry is there to hold the line for as long as possible and that added Melee Defense from being spears will keep these guys in the fight longer. An odd quirk is that due to their massive shields they have some of the best missile resistances in the game for their tier. **'''King Nekhesh's Scorpion Legion (RoR):''' Despite only gaining Poison the Scorpion Legion are one of the more popular Tomb Kings RoRs due to their ability to sandbag big enemies extremely well while your monster snipers fire over their bony heads. *'''[[Nehekhara Warrior]]s:''' Your mid-tier infantry and the guys who are actually meant to be dealing damage. Unfortunately due to their lack of shields, they get shot up easily. Try to avoid using these guys if possible - if you can't, use them to counterattack anything that is pressuring your frontline. **'''Usirian's Legion of the Netherworld (LoL):''' Fixes the low armor problem by giving them Ethereal, making them a fairly durable frontline and damage-dealing unit in the early campaign. Of course, that makes them super vulnerable against vortex spells, but Tomb Kings infantry will suffer all the same so there isn't much difference. *'''[[Tomb Guard]]:''' Your real elite infantry, but they suffer from low armor values that greatly holds them back from being a true frontline. They can easily mulch mid-tier infantry from most factions but will fail hard against real elite infantry. **'''The Khepra Guard (RoR):''' A mix between Nehekharan Warriors and Tomb Guard, creating a unit that's good on the offense as they are on the defense. They do lose out on shields so try to keep them away from missile fire. *'''Tomb Guard (Halberds):''' Previous unit but arguably more useful and important. They have Armor-Piercing and Bonus vs. Large plus the characteristic tough melee defense the Tomb Kings infantry have. Again let down by low armor but can fuck up any monster or cavalry unit if given the chance. ===Missile Infantry=== *'''[[Skeleton Archer]]s:''' Your only choice for foot archers and while they are subject to unit caps you'll get boatloads of these guys from merely having the basic barracks buildings constructed. Decent range but anaemic damage - no Armor-Piercing means they will have to rely on sheer weight of fire and caster buffs to kill anything. **'''Blessed Legion of Phakth (ROR):''' Extra range and Armor-Sundering. They can often be the point men for the rest of your archers so that they can snipe key targets off the field in short order. Put Khalida near them for truly ridiculous levels of debuffing archer fire. ===Cavalry=== *'''[[Skeleton Horsemen]]:''' Fast, poor armor and easily spammable. Despite their availability, they're not all that useful aside from long flanking maneuvers to threaten enemy artillery. *'''Skeleton Horsemen Archers:''' Actually useful mounted skirmishers that have exactly the same range as your foot archers but a much lower model count. A good pair of these can easily buy more time for your artillery and ranged units to shoot at the enemy. *'''[[Nehekhara Horsemen]]:''' Your proper cavalry, but due to having swords excel more at diving into the rear of a unit and staying there to butcher the enemy than cycle-charging to victory. A niche unit that can potentially cause headaches for your opponents but their average defence can cause problems for you too. **'''Storm Riders of Khsar (LoL):''' Like Tomb Guard on horses. Much stronger melee stats combined with the great speed that Tomb Kings light cavalry have. *'''[[Necropolis Knight]]s:''' Monstrous cavalry has never looked so beautiful. Armor-Piercing and Poison, count as constructs and have the high armor that comes with being constructs. The only downside is their relative slowness compared to other heavy cavalry counterparts. **'''Venom Knights of Asaph (LoL):''' As if these serpentine juggernauts needed to be any stronger, this version of the Tomb Kings heavy cavalry punches harder to make your tomb-robbing enemies pay dearly. *'''[[Necropolis Knight]]s (Halberds):''' Heavy lancers in all but name, excel at deterring monsters and another cavalry from getting anywhere near. They do lose their shields so be aware of missiles. ===Chariots=== *'''[[Skeleton Chariot]]:''' The signature unit of the Tomb Kings, and your stand-ins for shock cavalry. Despite their prominence to the Tomb Kings they are considerably fragile which makes cycle-charging extremely important for getting the most use out of them. *'''Skeleton Archer Chariot:''' See the previous unit, except now with some light skirmishing ability. Keep in mind chariots have difficulty maneuvering around quickly so in some cases it may be better to get Skeleton Horse Archers for easier micro. ===Construct Infantry=== *'''[[Ushabti]]:''' Your basic constructs and your main assault troops. High armor, decent damage, once again keep those Necrotects nearby to keep them in tip-top shape. Retain their value well into the midgame and are fairly mobile. *'''Ushabti (Great Bow):''' Ushabti with big fuckoff bows that act as the Tomb Kings' idea of self-propelled artillery. Very mobile, strong missile damage with low number of shots that excels at sniping cavalry at very long range and making mincemeat out of monsters. Can also fight decently in melee if required. **'''Chosen of the Gods: (RoR)''' Before the Skaven beat them with their mortars of certain doom, the Tomb Kings had the best light artillery in the game in the form of these guys, whose attacks are transformed into AP cluster bombs that punch right through shields to eviscerate enemy infantry. *'''[[Sepulchral Stalker]]s:''' Excellent monster-hunters with a short-range AP magical attack that can soften up monsters and gib cavalry before they close in, not that they'll want to because the huge halberds these monsters carry will carve them up in short order. Fragile against regular infantry and missiles, but thankfully they have Stalk and Vanguard so it's easy to keep them hidden. **'''Eyes of the Desert (RoR)''': Stalkers with poison ranged attacks. It's not a huge upgrade, but your ideal engagement with Stalkers is for the enemy monsters/cavalry to be charging right at them when the snakes are braced. The poison slows those charging enemies down giving you time to chip away at their health before they crash into you wall of halberds. ===War Beast=== *'''Carrion:''' Your only source of flying and a crappy one at that. On most difficulty levels, they'll be beaten by artillery crews in melee, which says everything you need to know about Carrion. **'''The Flock of Djaf: (LoL)''' An actual improvement over the baseline Carrion. Better health, better leadership, better everything. On top of all the stuff baseline Carrions have they have armor-piercing attacks and a special Death From Above bombing attack the LoL can execute on ground forces while airborne. ===Monstrous Constructs=== *'''[[Tomb Scorpion]]:''' This thing is one of the best units in the game and it's easy to see why. Obscene Armor, Vanguard Deployment, Armor-Piercing, Anti-Infantry, but most importantly it laughs at anti-monster tactics. Anti-Large infantry? It has unique and often-triggered burrowing animations that lets it avoid damage while still delivering the pain. Tarpits? Said burrowing animations make the monster come out in a different place from where it burrowed. Missile fire? With its Armor and Vanguard Deployment the enemy won't have time to damage it and might even fire right before it burrows. The only thing that can give it a hard time are other monsters. *'''[[Khemrian Warsphinx]]:''' The Tomb Kings' resident danger kitty that strolls around the battlefield causing havoc wherever it goes. High mass, high anti-infantry AP damage, and pounce attack animations lets the Warsphinx blast through halberds and go wherever it damn well pleases. Tomb King lords can take them as mounts. *'''[[Necrosphinx]]:''' THE monster-slaying monster in the game with a wide array of traits specifically designed to let the Necrosphinx mulch other large monsters with ease. Has unusually low Leadership so keep a lord or hero nearby to keep them in the fight. **'''The Sphinx of Usekph (RoR):''' turn the monster killer into a greater monster killer. Higher stats with magic and Flame attacks to punish Regenerating monsters. On the same note not recommended against monsters with flame resistance like High Elf Phoenixes. *'''[[Hierotitan]]:''' An unusual large single construct that, despite being magnificent in almost every regard, is really only suited to a select number of army compositions. Gives a generous boost to Winds of Magic, in addition, its bound spells has FRICKIN EYE LASER BEAMS as a basic attack and is the perfect instrument for terrorizing any poor foot soldier that gets in its way. On the flipside is horribly slow and usually a [[DISTRACTION CARNIFEX|priority artillery target]] for your enemy. *'''[[Bone Giant]]:''' Your other heavy artillery piece that excels at noscoping monsters and cavalry from a terrific distance. Has problems with lateral tracking so may feel frustrating to use at times. Despite its large size does only decently at melee so try to protect from enemy melee as much as possible. ===Artillery=== *'''[[Screaming Skull Catapult]]:''' Your main artillery piece and boy does it put in a lot of work for a simple <s>stone</s> skull thrower. Shots have a good splash radius and also cause leadership debuff on top of being magical. Can potentially send low leadership mobs routing after a couple of salvos. *'''[[Casket of Souls]]:''' An even more brutal infantry-shredder for the Tomb Kings, with substantially higher missile damage and the ability to fire at any target it damn well pleases - literally. Buffs your Winds of Magic as well which is a nice bonus, and has unusually good armor that can let it tank some damage from a flanking unit if necessary. Don't look too close at it during battles if you've entomophobe.
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