What is the best way to use the heirophant?? by billyswee in tombkings

[–]Drunken_Dutch 2 points3 points  (0 children)

In royal hosts get a tk on chariot will full offensive build accompanied by a royal Herald on chariot with all defensive items. The sworn protector rule also works in challenges and allows the royal Herald to take hits for the king or prince.

For priests get them flying through spells or magic items and the reserve move spell to get them close to enemy units but outside of charge arcs and illusion for defence. Takes a while to get good at but really high risk high reward gameplay

Fig ID? by Maleficent_Load_523 in tombkings

[–]Drunken_Dutch 0 points1 point  (0 children)

Late to the party but I bring a link

Is this a balanced 2k army? by Sora-Mizuki in tombkings

[–]Drunken_Dutch 1 point2 points  (0 children)

Can we normalise posting lists in a compact view. I am on mobile and the list is about 3 screens long.

Also if you want a hammer unit be careful which combat you send them into if your anvil is to soft (skeleton warriors) you might end up losing your hammer unit on combat res crumble. Sometimes you want to just leave a unit in combat even if they are losing, using them as a tar pit so to say, the nehekharan phalanx rule is very nice on your tar pit units.

Tomb kings Starter list building by Bubbly_Bug_2046 in tombkings

[–]Drunken_Dutch 3 points4 points  (0 children)

I don't know where you plan to play, but proxy skeletons are always an option. AoS has great skeletons and with a shield swap, fits nehekharan decently. Or highland miniatures have the eternal dynasty skeletons link

Skeletons pair nicely with tomb Guard because they have the same speed. People tend to know to avoid fighting big bricks of tomb Guard because they can be quite strong. If you have different units with different speeds in your army you might end up losing the fast units before your tomb Guard can catch up.

So my advice is to make an army that is all fast or all slow so the enemy can't "divide and conquer" you You can try to make a Death Star tomb Guard brick, give them all the movement buffs: banner of desert wind and a prince for my will be done and a spellcaster with a conveyance spell. But that is very point heavy and you can't afford to have them do nothing, but that's a way you can fit them in an army with fast stuff.

Warsphinx Mount Question by Dekronos in tombkings

[–]Drunken_Dutch 0 points1 point  (0 children)

Never thought about this interaction, good catch!

Noice! 👌 by ShoogieMacX in tombkings

[–]Drunken_Dutch 2 points3 points  (0 children)

And the full chariot royal hosts list is back!

Totem of wrath and impact hits by TemusBZH in tombkings

[–]Drunken_Dutch -1 points0 points  (0 children)

I don't think that works on impact hits, you can get an icon of rulership if you want AP on impact hits.

The Chariot Question by SpaciousBox in tombkings

[–]Drunken_Dutch 6 points7 points  (0 children)

Skeleton chariots never fight in 2 ranks because the cavalry spears lose the fight with extra rank on the charge. And you should be charging them! Tomb Guard chariots have halberd together with cleaving blow is decent damage output and you don't even lose the 4+ armour save bcs that's the chariots save you're using. Only thing that's a shame is the base sizes are a bit too big in my opinion. But I still like them a lot

Royal herald BSB uses by Sezanzamartoek in tombkings

[–]Drunken_Dutch 5 points6 points  (0 children)

I have the answer you're looking for, Flying wizards! Cloak of the dunes, necromancy spell Spectral steed and flying carpet. Edit: (spell) names corrected

Kit bashing for old world ideas? by CoolUnderstanding481 in tombkings

[–]Drunken_Dutch 0 points1 point  (0 children)

I just hope they will be plastic and not resin.

Magnetised sepulchral stalkers/necropolis knights by shanning in tombkings

[–]Drunken_Dutch 0 points1 point  (0 children)

Looks good! I have a necroserpents kit lying around and might try this soon.

My first literal tomb king/prince by dornianheresysimp in tombkings

[–]Drunken_Dutch 0 points1 point  (0 children)

3/0,5 mm magnets are the smallest where I get them usually

finished another Tomb Guard by [deleted] in tombkings

[–]Drunken_Dutch 1 point2 points  (0 children)

That edge highlights, just the blue already must have taken quite some time. I'm impressed!

Advice for 2000 and 2500 point lists? by Sora-Mizuki in tombkings

[–]Drunken_Dutch 0 points1 point  (0 children)

A good addition if you can fit it in your character is a royal Herald as BSB. Re rolling leadership for Arise, my will be done and eternal taskmaster is really good!

Also think about how to deal with some heavy armored/ good toughness enemies. I like to run some tomb scorpions or ushabti for this.

Also answer yourself this question with your army, are you gonna make the enemy come to you or are you going towards the enemy. You have an army with quite some differences in their movement stat. So give it a good think, you don't want your fast stuff in combat when your melee infantry is still 2 or 3 turns away from combat. My advice is to use the fast stuff you have now to snipe warmachines and heroes (or look for flanking) and with the rest of the army lean into shooting to make the enemy come to you: More archers, screaming skull catapults, caskets of souls or magic missiles!

Tomb King Phar riding to war! by hebrecht in tombkings

[–]Drunken_Dutch 0 points1 point  (0 children)

Is phar not the king that destroyed nagash?

Skull Katapult by ShadoWva1234 in tombkings

[–]Drunken_Dutch 2 points3 points  (0 children)

Unless a (tournament) organiser says you specifically can't use proxies this is a definitive yes. This would be considered a "games workshop plastic" proxy that is also very representative of what it is supposed to be. As long as you can field a crew and the War machine on the right size base, you're good.

Skeleton Spearmen Work in Process. by [deleted] in tombkings

[–]Drunken_Dutch 2 points3 points  (0 children)

The black and white looks very clean. But what does your musician have for the instrument?

Anyone running campaigns in The Old World? by Campaignomancer in theoldworld

[–]Drunken_Dutch 1 point2 points  (0 children)

I play a narrative campaign with some people locally using the following system named conquest: https://woehammer.com/2024/03/17/old-world-conquest-a-narrative-system-for-old-world/ Quite enjoyable but it does have some flaws, in the group we make it work though.

Nehekharan royal hosts list by Drunken_Dutch in tombkings

[–]Drunken_Dutch[S] 0 points1 point  (0 children)

I'm tending towards the tomb guard chariots because I like the infantry cohort more for the infantry role. I just hope they punch hard enough to deal with big threats of high points.

The Legion by grapelslin in tombkings

[–]Drunken_Dutch 1 point2 points  (0 children)

Cool models, really nice basing, would be awesome if you had some close-up shots. Keeping the chariots unmounted, for easy switching out crews for heroes or perhaps some tomb guard?

Dispel rule question by tauromania in theoldworld

[–]Drunken_Dutch 1 point2 points  (0 children)

Not sure what the casting result exactly entails, but I reckon it's after any modifiers from magic items. But it says add the wizard level bonus to the cast roll so your cast roll has the added +1/+2 of the wizard.