Archive for the ‘Tomb Kings’ Category

First game with my new Wood Elves   7 comments

Heading over to Justin’s tonight to give my newly acquired Wood Elves a try.  Here’s my list:

Heroes (220pts)

  • Branchwraith – A Pageant of Shrikes, Wizard level 1
  • Noble – Eternal Kindred

Core (582pts)

  • Dryads – Branch Nymph, 12x Dryads
  • Eternal Guard – 19x Eternal Guard, Eternal Guardian, Musician, Standard Bearer
  • Glade Guard – 12x Glade Guard, Lord’s Bowman, Musician, Standard Bearer

Special (195pts)

  • Tree Kin – 3x Tree Kin

Not sure what Justin is bring to the table but he said he was going to use Tomb Kings.

Other than the Branchwraith (I’m using the Drycha model) this list is fully painted…unlike all my other games.  I’ve been told that playing with painted models means I will win.  We’ll see.



Army breakdown…   3 comments

Skeleton Warriors

TK Logo

Tomb Kings - Unit Analysis

Slow, slow, slow.  These guys are the bread and butter of the Tomb Kings force so they will likely get fielded in pretty large numbers.  But, wow, are they ever slow.  I think in larger point games (I have only played them at 750 and less) I will be able to mobilize them better but right now they are way too slow.  They will likely get dropped for Skeleton Horsemen or they will end up being restricted to one unit with a Tomb Prince attached to give them a chance of hitting because of “My will be done.”

Skeleton Horse Archers

These guys are really mobile.  They, like all other Tomb Kings, can’t march but they get that free reform and they have a good base movement so they can quickly get to where they need to be.  Their shooting is pretty average at the unit size that I have been fielding.  8 dice looking for 5 or 6 and then (normally) looking for 4s to wound end up with 1 or 2 wounds.  They seem to be a good harassing unit if you can keep them out of their targets front arc.  They will have a place in my lists for the forseeable future.

Skeleton Chariots

These guys are really good.  I know that they fade a bit after the charge turn but they are still great.  I originally thought that I would never field units of these larger than 3 so that I could maximize the number of impacting units.  My last game convinced me that this may not be the way to go.  When they charge, impact, fight, and then cause a rout they get to charge again pretty much right away and cause more impact hits…this is fabulous.  However, when they charge and fail to rout their target they start getting ground into bone meal.  It does take a while but it happens.  If my chariot unit in the last game I played had even one additional chariot in it things would have gone much better for me.  I likely would have won subsequent rounds of combat and caused a rout and, therefore, got another 3d6 worth of impact hits.

A few other things have come to mind since writing the above.  I have managed to get in a few more games with the Tomb Kings and have determined that the Chariots are actually really fragile.  If they get charged by any sort of competent fighter they will get destroyed.  If they charge something and, whether they kill it or not, get charged in return, especially in the flank they are toast.  They seem to be pretty hard to use effectively.

I have been doing a bit of reading and it looks like the current thinking is that these guys need to be held back to make a complimentary charge after the main body of your force engages the main body of the enemy’s force.  What do they do while they wait?  Well, I guess you block your flanks with them to keep the pesky scouts out or you go hunting war machines or other safe units to smash into.  If there is nothing to hunt then you sit in the right or left corner and wait for your chance to safely make a flank charge and destroy your enemy.

Screaming Skull Catapult

I keep using this thing wrong!  When I fling it at infantry it seems not to work.  It definitely doesn’t work when I shoot it at tough war machines (but it does seem to hit then).  I truly am cursed when it comes to this.  It may be because I always proxy this using something ridiculous…a slip of paper with “SSC” written on it, a teething ring, some trash I picked up off the floor, a few colourful kids blocks, etc…
What, specifically, am I supposed to do with this?
I guess it would be really good against armies with low morale but I never seemed to be able to get it to do this.

This is the last draft I have from The Tale of Gamers and is the last Tomb Kings related post that I will contribute.  I hope it won’t be the last Warhammer Fantasy post, that remains to be seen.  I am working on a Noble Armada post but that is going very very slow.

Hopefully I will be able to get on with a few other projects.  Namely Noble Armada (Thanks, Justin! =| ) and Heavy Gear Blitz! (Your welcome, Justin! =D )  Life with 2 kids makes it difficult to get in gaming, let alone hobby time.  For now I tell myself that there will be a point in the, hopefully, near future where life will slow down and I will be able to get back to these things.

Posted January 16, 2012 by asmzero in A Tale of Gamers, Games Workshop, Tomb Kings, Warhammer Fantasy

Tagged with

Finecast   Leave a comment

TK Logo

Tomb Kings - Finecast

A few tidbits about the Ushabti and finecast.  I started working on my finecast Ushabti with greatbows and have some things to say.  First off I will say that the detail on them is really nice and unless I just got lucky the casts are better than people are making them out to be.

Now for some of the bad.  There really is a lot of crap to clean off these things.  Many many vents and lots of flash.  The stuff is really easy to remove but there is a lot more than there should be.  I read that people recommended using the dull side of a hobby knife to do most of the clean up so I tried that.  Worked ok but I found that fingernails did a better job and you had much better control over what you were stripping away.  Admittedly there were one or two spots that required the knife but, in general, fingernails were the better way.

I started with the Ushabti holding the arrow and to my surprise the model didn’t fit together properly.  After a bit of fiddling and some close examination of the box front I find that the studio builds have the bow provided on a different sprue (the stouter of the two non-bird heads) built onto the arrow shooter.  Odd.  And now on second glance the bow on the sprue with the bird head has been attached to the above mentioned other model.  Curious as to why they didn’t just match up arms at least.  The bow arm that is on the sprue with the arrow arm cannot be used together properly.  Annoying but not the end of the world.  And now it turns out that the body on the sprue with the bird head is the one that has the underarm cavities that match the arrow arm and its matching bow.  One piece off each sprue…uh…interesting.  I guess I am despruing everything and then dry fitting to find the proper match ups.  Not how I wanted to do it but, oh well.

In despruing everything I actually noticed that there is an arm missing!  Not sure how I missed it before, probably because there was no obvious void on the sprue that should have had a part there.  I contacted GW and they sent me a brand new box of Ushabti.  So, despite being irritated by the error, I have to say the customer service response to this (fairly common) problem is pretty good.

Overall, I would say that the two big negatives going for Finecast are 1) the price, and 2) Casting issues.  These problems are outweighed IMO by all the benefits; lightweight, easy to clean and assemble, and stunning detail (even when cast with old molds for metal models).

This was a fairly old post that got stranded as a draft.  Thought I would do a couple of corrections, tag it, and post it.  Justin has put a lot of effort into keeping the posts here flowing and the rest of us jerks really dropped the ball.

Not playing Tomb Kings any more alas.  Anybody out there interested in picking up a partially built TK army?!  ha ha

The Curse   Leave a comment

Well phase one of our little challenge is over and I can’t say I got very far. I started out just with the battalion box, I picked it up for a reasonable price just before the new army was released. I grabbed some Tomb Swarm off of a local player at a bitz swap. On release day I picked up the book, cards, and a Warsphinx. The Warsphinx box gave me access to a Tomb King/Prince. On TK finecast release day I picked up a box each of the two types of Ushabti…

TK Boxes

Here are the boxes of Tomb Kings stuff I own most of which is still unbuilt. 😦

That means I was able to build: 32 Skeleton Warriors, 8 Skeleton Horsemen, 3 Skeleton Chariots, 4 Tomb Swarm, 1 Tomb King, 1 Warsphinx, and 6 Ushabti. Not a bad starting army, probably not quite enough core in there but decent nonetheless. As of midnight June 30th 2011 I have the following built…


The paltry amount of models I was able to build in the generous amount of time allotted to us.

As you can see from the above photo I managed to build: 8 Horses, 3 Chariots (and 2 riders), 2 Tomb Swarm (which also happen to be primed), a Tomb King, and 24 partly built Skeleton Warriors.

We have all decided to press on and see what we can do about completing 1000 points in the next phase. Time limits seem to be out the window though so I am making this a personal challenge to complete an army, a feat that I have *gasp* never done. The closest I came to finishing an army was with Warmachine. I have 8 or 10 models that are IMO fully painted (though not well painted). These models can technically make up a full army, though they never do 😉 I think that by the end of this tale I will have a complete Tomb Kings army. It may not be as many points as this challenge is supposed to take us to, but it will be complete.

Still underway: a breakdown of my thoughts on each of the units I have fielded so far and my experiences with the finecast usabti.  stay tuned.

Note: I also consider the photos in this post, however irrelevant, to be a personal success and a harbinger of the successes to come! lol

The Wrath of the Creator   3 comments

Work, life, and Gin have seriously impacted my ability to get anything done with this army.

Building has been extremely frustrating.  I complained a bit in my previous post about GW’s new plastic glue. Well, I am going to complain some more. My models were falling apart. The weld from this glue just isn’t working. There is a silver lining to this angry black cloud though. Rob recommended that I try Tamiya’s Plastic Cement! Now a preface to this is that Rob’s recommendations almost always leave me sitting at my work desk frustrated, bleeding, and in tears with some stupid complicated bit of hobby something-or-other mangled, stained, paste-smeared, and broken sitting on the desk in front of me. For once this is not the case. I am very happy with the Tamiya plastic cement. It has enough tack after 2 or 3 seconds that you can let parts go and gently adjust, as I came to expect from the old GW glue. Anyhow, combined with the glue not working well I am having a hard time fitting the horse bodies together. Every other GW model I have ever touched seems to dry fit well. Horses, not at all. I ended up scraping away plastic and then brute-forcing the halves to fit together. Pretty annoying.

A week later

I am to the point where I don’t care what the horses look like. Every time I try to sit down and put these things together they just make me angry. I’m not dumb or inexperienced. I have tonnes of well-built models under my belt. Right now I am just jamming them together with a splash of glue simply to get moving on this competition.

I know I promised photos this update…well they aren’t here. Justin sent out an email today entitled “Tale of Lamers”. That is us to a tee. Sorry man.

I have actually got in several games but I have some commentary on my first game. I will say that it went poorly at best. I screwed things up so bad that it hardly counts as testing out my army. The big thing is getting the Hierophant killed. I keep doing it. And for Tomb Kings it is really terrible. For the Lizardmen it wasn’t so bad. In fact, with the Lizardmen at low point battles the Priest would get targeted a lot less, obviously. But even when he was eliminated it didn’t hugely impact the game. With the Tomb Kings it is HUGE. Anyhow, I’ve still not learnt my lesson but I will…I’m an old dog, it takes me some time.

Less impactful, but still equally important was some manoeuvring errors I made. Being in charge distance, wanting to charge, and not being able to because of one of your own units that could have moved out of the way but didn’t is a terrible and stupid mistake.

The biggest screw up in the game though was not understanding how chariots worked. I had read that they were great on the charge and was eager to get them into combat. Once I made the charge and we started reviewing the rules for impact hits I was pretty disappointed. Somehow we interpreted the rules as “a unit of chariots gets d6 impact hits” instead of “a chariot gets d6 impact hits” so my 3 chariots did d6 impact hits instead of 3d6. It made perfect sense but I didn’t understand how this made them awesome. Getting d6 hits at s4 before regular close combats is still a great ability it just doesn’t qualify as “awesome” for a unit that costs 165 points base. After the let down that was my impact hits, we did the regular close combat and I somehow forgot the mount’s attacks AND assumed that each charioteer had only one attack! Duh. So, all in all, the chariots were terrible performers. They still killed a bunch of stuff and ended up winning the combat res so I didn’t think too much about it. I was sure that I had read an example of a chariot charge somewhere that worked out differently so I did some followup reading in White Dwarf upon returning home and discovered our error. Now that I had a full understanding of how chariots worked I was eager to try them out again and that motivated me to start on their build.

I will say this, chariots are a pretty easy build. I quickly got all three chariots completely built (excluding the charioteers). The only issue I encountered was that the attachment to the horses was a bit off. The chariots Were a bit off center so I had to put some tension on the pole to swing the carriage back to center. I then glued the wheels down to preserve this adjustment. Hopefully the extra tension doesn’t cause the bond to continually fail.

A final note from the hobby side of things is that I glued and primed 2 Tomb Swarm. I will probably start some test painting on them. It was also to end up with a few less proxies for my next game against Justin, my first at 750.

Here is the list I ran:

Tomb Prince w/ shield, General
Liche Priest Hierophant
8 Horse Archers
20 Skeleton Warriors w/ spears, LA, banner
3 Skeleton Chariots
2 Tomb Swarm
Screaming Skull Catapult

I’ll talk about this battle, Tomb Kings at 750 points, paint (or lack thereof), and finishing my build in the next update. And no I won’t promise photos…

Empire vs. Tomb Kings (750pts) – 5/31/11   3 comments

Now, normally I post my battle reports in the DakkaDakka WHFB Battle Reports forum and then link them to my blog(s), but I felt that this Tale of Gamers needs a nice kick in the pants.  So, I’m writing it here and I will link it there instead.  I like spicing things up once in a while.

Speaking of spiced-up things, ready for a Empire vs. Tomb Kings rematch?  If you have read the report from our last battle, I’d suggest you take a quick peek at that one first.  Mostly because the outcome of this game is an utter reversal of that game’s outcome.  Andrew and I have faced each other plenty, plenty of times, but this is our second game with Empire and Tomb Kings, so we are still trying to figure out the dos, don’ts and can’ts of our armies.

So, if you are up to date on all (one) of the previous battles between our Tale of Gamer challenge armies, I present to you the following.  Once again I am folding both player turns into a single image.  This is both because it makes it much quicker to complete the images (as always, using Battle Chronicler), and at such small point levels there’s not enough going on to warrant more than this.

Army Lists


  • Captain (General), mounted
  • Captain (BSB), on foot
  • Wizard Lord, Level 3, Light (Shem’s Burning Gaze, Pha’s Protection, Birona’s Timewarp)
  • 20 Swordsmen
  • 5 Knightly Orders
  • 10 Greatswords

Tomb Kings

  • Tomb Prince (General)
  • Liche Priest (Hierophant), Level 1 (Augment Signature Spell)
  • 20 Skeleton Warriors
  • 8 Skeleton Archers
  • 3 Skeleton Chariots
  • 2 Tomb Swarms
  • Screaming Skull Catapult

For the Empire list, this was another “experimental” one.  I wanted to try out the Greatswords, no shooting, and a level 3 Wizard.  I’m going to preface the game with, “I miss shooting already, especially the Pistoliers to hunt down that Catapult,” and “a Level 3 is awesome…but that’s a lot eggs in one basket.”

Andrew wanted to test out a couple of things as well, such as the Swarms and the Catapult.

Set Up and Deployment

We rolled up two Mysterious Forests (or Mysterious Palm Groves to keep to theme, as the turf was beige and I was fighting TK), a set of walls, a Dwarf Brewhouse (left) and a regular building (top right).

Andrew started deploying, but I finished first.  I got the +1 and won the roll to go first.  I’ll mention now that we both rolled a 1 for this roll.  For one of us, at least, this was a sign of things to come.

Turn 1

I started off by just moving forward.  Nothing fancy.  The Swordsmen left what had turned out to be an Abyssal Grove (again, sticking with the theme).  The Greatswords stopped just in front of the other grove, just in case.  It was in the Magic phase that I realised that Pha’s Protection was going to be useless against the modifier-ignoring Tomb Kings.  Unless that Asaph rule does not pertain to spells…I’ll have to check that one.  I chose to try Gaze first, which was dispelled.  Next I chose to try Pha’s instead of Birona’s for some strange reason.  At least it goes off.  And now I realise I put my Wizard in the wrong corner, so the Greatswords aren’t even affected!  More on my dumb-dumb decisions later.

On Andrew’s turn he failed a charge with the Chariots into the Knights.  The Archers swung around and the Warriors moved up to help the Chariots next turn, in case I Charged them.  Magic was not important.  Shooting saw three Swordsmen fall to the Archers, and the Catapult shot scatter 10″ away.  The best part was Andrew used my dice.  So we said what if he had use his own?  10″  in the SAME direction!  It was uncanny.  Again, another sign of the silly dice-related things to come.

Turn 2

Ready for this?  This is where things get ugly.  Fast.

SO, first I decide to charge my Knights into the Warriors.  The ones with spears and the General, who gives everyone WS5.  Okay.  Yeah.  I should have charged the Chariots instead, and then had my Swordsmen come in and protect the Knights’ flank.  Yeah.  I know.  But don’t worry, it gets worse.  So with an average amount of dice to cast I lob 6 at the upped version of Timewarp.  I roll 26, with no double 6s.  So Andrew has to beat 29 with a Level 1 dude and I think 5 dice or something.  What does he get?  Double 6s.  UGH!  It’s okay! I’ve got the Gaze, it’s not all bad.  BAM! Snake-eyes.  Seriously?  Wicked-GIJoe-ninja, I like.  Failing a 5+ spell with a Level 3, I don’t.  So off to Combat, which just did not get any better.  I challenged his General with my General…and only managed a single wound.  Not surprising.  I should have attacked the unit.  Next I only manage to kill two Warriors.  TWO!  With five so-called Knights.  And what happens in retaliation?  Yeah…I lose THREE Knights.  THREE.  Five wounds to save I roll THREE ones!  On a 2+ armour save!  ARE YOU KIDDING ME?

So, the Chariots charge into the Swordsmen, and the Archers move closer.  Magic is dispelled.  The Archers’ shots fail or are saved, and the Catapult kills a single Greatsword.  And here comes the real fun.  We start with the Chariots and Swordsmen.  3d6 S4 Impact Hits later, I think I lost 7 guys.  After flubbing literally all but one attack, which is saved, the crew and horses kill another 2.  Not only have I lost 9 Swordsmen, but I’ve lost my rank bonus and thus my Steadfast-ness.  Guess who breaks.  Right.  They fly away, but are easily caught by the Chariots.  *chompchompchomp*  In other news my Knights manage to kill only a single Warrior.  The Warriors kill a single Knight (so much for a 1+ armour save…against SKELETONS!).  His ranks mean I have to test.  I fail.  BSB re-roll! I fail again.  Serious?  It’s okay, they’re cav, they can outrun…what do you mean I rolled 2-2-1?  A four?  Warriors roll a 5, and the Knights and General are caput.  So I have now lost all but one unit, making up 223 points between the BSB and the Greatswords.

Turn 3

I kinda want to see if the Greatswords can do anything.  They charge into the Warriors.  Battle ensues.  They lose a guy, but kill a few!  I win combat, but he’s steadfast, rolls a 10 (General’s Ld9), so loses only one more dude.  Ugh.  At least the Greatswords didn’t uber-fail like the Knights did.

Anyway, we figured that the Chariots could be on me by Turn 4, so we called it.

Final Thoughts

So, even with this outcome, I had fun, as usual.  If you look through my game reports on DakkaDakka you’ll see that I almost always play Andrew, and no matter what happens we enjoy ourselves.  Although I’ll note usually I win.  Which is fine, because when we used to play Warmachine he usually won.  But that’s for another Tale of Gamers.

I was disappointed with how the Knights did.  I know they can do better.  I also chose the wrong unit to charge.  I made a lot of mistakes, really.  Right from spell choice I was doing things wrong.  I’m going to blame the heat.  We played at my house and my wife and I are refusing to use the A/C just yet.  I’m also going to blame the lighting.  We played in what is technically the dining room, which has VERY little lighting.  That needs to be remedied.  I’ll also blame baby-brain.  We played on Tuesday, making my newborn only 12 days old.  I haven’t gotten a lot of sleep. 

So yeah.  That’s why I did all of the silly things that I did.

Thankfully I learned a little.  Like, don’t spend so much on Lords and Heroes.  And, no Magic is probably better than no Shooting.  I learned some other things, too, but for now I’m happy that I got in a game.

Hopefully next week we can play again.  We might not be able to bump up to 1000 points yet, but maybe 800.  I really don’t enjoy these small-point games, even if they take little time to play.  I’d rather sacrifice time spent playing and be able to field a few more units, and do more things.

Anyway, thanks for reading.  This is going to count as my Week 4 update.  Again, little baby means not a lot of hobby time right now.  Although I think it’s getting better (I was able to both play a game AND write a report for it in the span of two days).  Things are looking up!  Well…not for those Knights…three 1s…yeesh!…

Buried Too Deep   Leave a comment

I went to Heavy Support on release day to pick up my pre-ordered Battle Magic cards.  Couldn’t resist picking up the book.  Their prices are actually competitive with Meeplemart.  It is a nice store but it was overrun with magic pre-release players.  If you were going to go there to play WHFB then you would need to call ahead and confirm that there would be a table available for you.  Even though I caved on the book I did resist buying any of the cool new plastic kits for Tomb Kings.

So for week one I did a lot of nothing.  I’ve still not cut a single thing off of the sprues.  I did do a bunch of reading in the army book.  Call it future planning.  Despite all this I have a leg up on Justin, my second baby isn’t due until October…lots of time.  His on the other hand is coming out soon, and when it does I know his available hobby time is going to drop to almost zero!

Since I am posting my week one update well into week two I am going to combine the two.  I have started building the skeleton warriors.  I have a grand total of zero finished so far.  It’s amazing how hard it is to even find an hour to sit down and concentrate on hobby stuff now.  The weekend is almost here so I should be able to get quite a bit done.  I’d be pleased if I finished off the build on the 32 (now down to 24 … see later) Skeleton Warriors.  I deliberated for quite a while on whether I would build the Skeletons with spears or not, long pointy bits on models tend to irritate me, but the hand weapons for this kit are so ugly that spears won out in the end.  I had decided that I wanted all my skeletons holding their spears straight up not pointing in all directions like the studio builds show.  My thinking was that the Skeletons are dead already so they would be ultimately disciplined, their spears would be straight up when marching and straight out when stabbing with them.  Easier said than done … the new formulation of the GW plastic glue has less tack out of the bottle.  This is probably great for most applications but for putting on delicate little arms, not so good.  So with the old glue I would apply it, touch the two halves together for a second or two, then let go and the tackiness would hold the part on.  I could then gently adjust to get the position perfect.  With the new glue I need to hold the parts together for quite a bit longer to let the glue start to hold.  This is extra time that I don’t really have.  Plus, if you wait a bit too long before adjusting the plastic won’t weld properly after.  Boo.

I have discovered another thing about the Skeleton Warriors sprues, one of the torsos has a metal chest plate that I don’t really like.  It isn’t that bad but I really want my footmen to be just plain skeletons holding spear and shield.  One per sprue, 8 sprues, I am now down to 24 available Skeletons.  Picky, sure.  It is my prerogative.  I am going to repurpose the other torsos for a unit of footmen with hand weapons or bows so they won’t be wasted.

I’ll include some pictures next time, I promise.

As I write this I have 20 minutes left before it actually IS the weekend so I had best get this posted…wow week three starts in a few days!  I better get going on these figures!