Tomb King strong points in building army lists.

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Svarthofthi
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Tomb King strong points in building army lists.

Post by Svarthofthi »

I have a friend who picked up tomb kings and he is having considerable trouble tracking down the play pattern and strength of the tomb kings.

In terms of competitive play how do people organize their tomb kings to be effective, I ask merely so I can help with his learning curve.
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Kaleth stinson
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Post by Kaleth stinson »

The general consensus on how to make a solid TK list usually consists of the following:

- lvl4 nehe with earthling rod
- maybe a couple of light wizards
- some use a king on chariot with GW and mask of death

Core:

- Get a archer bunker for the heiro and maybe a couple of smaler archer units
- some use horse archers for scouting and re-directing
- fill up the rest of the core with chariots, usualy one chariot unit have flaming

Special:

- atleast 2 War sphinx with breath wepon
- atleast one unit of minimum 4 necro knights
- carrions are awsome

Rare:

- Casket of souls is the best thing in the entire TK book.
- either 2 screaming skull catapults or non.
- some use the heirotitant for that extra magical ompfh and to guard the backline.


That is what is considered the best options for TK.

Also, point him to the TK forum calles Khemri.co.nr its a good place to start.
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Tethlis
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Post by Tethlis »

Kaleth Stinson's got it right.

Other effective options I've seen in person include a Tomb King with Mask in a Tomb Guard unit (halberds). I've also seen blocks of 6 Necro Knights used to good effect, but 4 is probably just as decent a choice.

For chariots, 3-6 models per unit seems pretty ideal and is quite popular.

There are a lot of other variations which are gaining popularity, but that's considered the "standard" competitive build.
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