Warhammer/Tactics/6th Edition/Tomb Kings
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And sometimes, in ghastly dry voices, like the rustling of sun-baked reeds, they whisper the one word they remember from life. The name of the one who cursed them to their existence, more than death but less than life. They whisper the name Nagash..." — Extract from the Liber Necris, translated by Mannfred von Carstein, unless it was Abdul ben Raschid, unless it was Arkhan the Black.
Why play Tomb Kings?
Tomb Kings are relentless, remorseless, and resilient... for a given value of resilient. For all that they're an army of walking corpses with magically animated statue brosephs backing them up, the core of the army plays suspiciously like an ancient-period historical force, with light infantry, archers and a few chariots and cavalry working together to bring down the foe through superior and surprising tactics.
Make no mistake: on a stat for stat basis Tomb Kings are mediocre. Skeletons, arguably the worst line units around (even Goblins get to march and flee!) do not inspire confidence, 1+ armour saves are conspicuous by their absence, and even your heroes skew toward "take your hits like a champ", with Toughness and Wounds as their standout stats. Unlike their Vampiric Counterparts, the Kings of Nehekhera won't be springing new units out of the ground like daisies or banishing a whole unit with a single top-end spell.
But when those mediocre troops get to take their entire turn twice, when those unspectacular spells never fail or miscast, when those characters laugh off a challenge from tricked-out enemy heroes and messily eviscerate them (even from beyond the grave) - that's where the Tomb Kings shine. It's entirely possible for a unit of Tomb Kings Chariots to start the turn 24" from their target while facing the wrong direction, and end it having not only charged into combat, but dished out two rounds of attacks and their impact hits before the opponent even got to lift a finger. Will your opponent let you get away with that? Probably not on turn one. But by turn three, they may not have a choice.
If that sounds like fun: read on.
Army Special Rules
Undead! Absolutely every single model in the army follows the same set of rules, thus:
- cannot be broken in combat, but suffer an unsaveable wound for each point of combat resolution by which they lost, which you get to allocate around characters and chariots as you see fit.
- lose one less wound if their Battle Standard is within 12"
- do not count any bonuses or penalties to hit when shooting.
- are immune to psychology, on account of having no brain meats.
- cause fear.
- cannot march.
- cannot make any charge reactions other than "stand there and take it like a man/statue/scorpion/thing."
The General: a Tomb Kings army must be led by either a Tomb King or a Tomb Prince, who'll be in charge. If you have more than one, highest Leadership breaks ties, and if you have more than two candidates with the same Leadership, you get to pick.
The Hierophant: a Tomb Kings army must include at least one Liche Priest or High Priest, who's responsible for waking the bony boys up and getting them on task. If you have more than one, highest Leadership breaks ties etc. etc. as above.
If the Hierophant dies, the army starts a'crumbling. At the end of the phase when the Hierophant dies, and at the beginning of every Tomb Kings turn thereafter, all your units take a Leadership test. (Note that they can use the General's Leadership for this test, which makes them a lot less all-or-nothing than the Vampires: your Tomb King can keep a good chunk of army going all by himself.) If they fail, they take unsaveable wounds equal to the amount by which they failed. Characters don't have to test: if they're riding a chariot, the chariot has to test on their leadership.
Incantations: the 'magic lore' of Nehekhera
Tomb Kings don't cast spells: they incant incantations. They don't roll them up on a chart: there are four Incantations and each Priest knows all of them. They don't generate or use Power dice: they just go off as a Bound Spell with a random power level (one at 2d6 for a normal Priest, two at 3d6 for a High Priest). They always cast successfully, even if they roll less than 3. They don't ever Miscast, and they don't ever get Irresistible Force. They are affected by modifiers to spell power level, like Drain Magic, and they can lose incantations to magic items, like the Seal of Destruction. On top of that, all your Tomb Princes and Kings have an ability called My Will Be Done, which lets them cast low-power (1d6), reduced-range versions of the two 'do stuff out of sequence' incantations.
All of which sounds pretty neat. However, the Tomb Kings are a tiny tiny bit set in their ways, and they have to do their magic phase stuff in exactly the same order every single turn of the game. The Hieratic Hierarchy goes like this:
- Bound items not carried by characters
- Bound items carried by the Icon Bearer
- Bound items and My Will Be Done from Tomb Princes
- Bound items and My Will Be Done from Tomb Kings
- Bound items and Incantations from Priests, and the Priests have to go in the same order every turn too
- The Casket of Souls
If you happen to have been a beardy boy and brought along a spellcaster (see Dogs of War, later), they can cast either before or after the Hierarchy begins, but not during it.
So what do these dang incantations actually do?
- Horekha's Incantation of Righteous Smiting: 12" range and basically lets them take a Shooting or Close Combat phase out of sequence: opponents are unable to fight back, and there is no combat resolution, but if you inflict enough wounds you may cause a panic test as per shooting. Units can only be affected once per phase.
- Mankara's Incantation of Urgency: 12" range and lets your unit take a Movement phase out of sequence: they can charge if they want to, all normal rules apply. Units can only be affected once per phase.
- Sekhubi's Incantation of Vengeance: 18", d6 S4 hits magic missile, included in case your Priest has nothing better to do or urgently needs to blast a Banshee out of the way.
- Djedra's Incantation of Summoning: 12" range, restores wounds to friendly unit: baseline d3, up to d6 for Tomb Guard and two d6 pick-the-highest for Skeletons. Lots of spilled ink over exactly how it works, but read the goddamn book for that. Filler, but occasionally very useful if it puts an Ushabti back on its feet or restores a point of rank bonus to an embattled unit.
So let's walk through it. In a 2000 point game you should be throwing out at least five spells, every turn, and you WILL cast all of them. The first few will be low powered extra phases for key units, led by characters. The next couple will be higher power, and might bring models back from the dead or double down on activating higher value units. And all the while your opponent will be hanging on to their Dispel dice, just in case you have a Bound item up your sleeve, or worse - the Casket of Souls parked at the back.
The chief drawback of Incantations is that they have uniformly awful range and a strict casting order, so you have to plan ahead and put the right characters in the right place, which can in turn make your play very predictable. You also have ONLY five to go around, and some of them will be Dispelled because you're bound to roll low on them. What this means, in short, is that you'll probably have to pick one or two units and sink all your efforts into getting them to do stuff or patching them up. Tomb Kings do not lend themselves to a bitty or Multiple Small Units playstyle where most of the army ends up unsupported. Don't fiddle about with three units of three Ushabti: bring a brick of eight or nine and get them right up in the enemy's grill.
Magic Items Companion
Rather than go through the entire section and explain exactly what sucks about each individual gimmick, we're going to present a selection of "ackshuwally semi competitive" builds for various characters and break down what makes them tick.
King Sauron: Tomb King with Destroyer of Eternities, Talisman of Protection, Vambraces of the Sun. This bad lad is built for challenges. He relies on the -1 Attack penalty to the opponent (Vambraces) and his four wounds to survive one round, then swings back with two auto-hitting S7 attacks that come with Killing Blow. Two rounds of that should finish anyone off (and remember, the King can always get to fight out of sequence with a crafty Incantation of Righteous Smiting). Also works as a conventional great weapon, dealing four S7 Killing Blow attacks. Only downside is the Destroyer can't be used while mounted.
Scorpion King: Tomb King in Chariot with Crown of Kings, Scorpion Armour, Enchanted Shield, Biting Blade. This King's job is to support his Chariots and other fast stuff with more reliable Incantations (two dice and pick the highest goes a long way toward getting them through), and to stay alive. His save is about as good as it gets in this army, and he makes a great speedbump if there's an Icon Bearer nearby: the Scorpion Armour means he only suffers one wound if he loses a round of combat, and the Icon Bearer will cancel that out. (And yes, you can take the Enchanted Shield with another set of magic armour. It can be combined with other magical or mundane armour: core rules, page 154.) You can do a pocket version of this build that only works as a speedbump by taking a Prince with the Enchanted Shield and Scorpion Armour.
2 Fast 2 Furious: Tomb Prince in Chariot with Icon of Rulership, Chariot of Fire, plus armour/weapons to taste. Essentially, this fella is a proper chariot: d6+1 hits, Unit Strength 5, but still moving like fast cavalry. Charge flanks, break ranks, revel in insane mobility, use his Incantation to get him where he needs to go.
Standard Issue Hierophant: Liche Priest with Cloak of the Dunes, Hieratic Jar. If it's a High Priest, add the Golden Ankhra (if you're boring) or Staff of Ravening (if you want a magic missile that actually does something). The best way to keep your Hierophant alive is to catapult him 20" away from any potential threat at the drop of a hat; the Jar will let you force through an extra Incantation on a crucial turn.
Notes on magic standards will appear in the relevant unit entries.
Units Analysis
Named Characters
Lords & Heroes
Core Units
Special Units
Rare Units
Tactics
Know your Weaknesses and know your Strengths
Army compositions
Synergies
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