
Their armies are based around deployments typical of Mesopotamian/Egyptian antiquity. Large blocks of light infantry armed with bows, axes, maces, spears, and shields are supported by chariots and light cavalry.
They may also field gigantic undead scorpions, swarms of scarabs, and animated statues of their gods. Every Tomb Kings army must be led by a King or Prince (the army's General). His force of will drives the host forward, while the accompanying Liche Priests or High Priest (called the Hierophant, one of which is also compulsory in every Tomb Kings army) animates the dead. An army can usually survive the death of its General, but once the Hierophant is slain, its only a matter of time before all non-character models collapse into the sand.
The army is best-known for its magic: Liche Priests and High Liche Priests (along with Tomb Kings and Princes to a lesser degree) employ a variety called "Nehekharan Incantations". They are not subject to Miscasts or Irresistible Force, are cast automatically, and are subject to dispel like normal spells. Priests do not roll for their spells as most Warhammer wizards; each knows all four incantations (Tomb Kings and Princes know a set two).
A key feature of the Tomb Kings army is inter-reliance. Most units are weaker than analogues in other armies, more expensive to deploy, or otherwise restricted. What they lack in raw power, however, they make up for in versatility. Consequently there are no "hammer" units in a Tomb Kings army. A force must be carefully fielded, magic has to support infantry and cavalry must make key flanking maneuvers. While this might like sound like basic military technique, it is important to remember that for most armies in Warhammer Fantasy Battle, such tactics are a great advantage. For Tomb Kings players, they are absolutely essential to victory.
No comments:
Post a Comment