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Incoming: Tomb Kings


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#41 Falkman

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Postad 06 april 2011 - 18:37

Du får tänka på att det är 16,7% chans per figur att enheten själv tar stryk också. Kombinerat med deras ganska dåliga stats så ser jag inte hur de ska vara en bra enhet såvida de inte kostar löjligt lite poäng, och det tror jag inte de gör.

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#42 Bengt

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Postad 06 april 2011 - 18:48

Givetvis beror det på vad de kostar men jag tycker inte deras regler är dåliga i sig, självspäkande eller inte.

Och det är väl klart de är billiga, det är ju en ny byggsats! thumb.gif

#43 Falkman

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Postad 07 april 2011 - 14:13

Från Warseer:

From my reading of the TK army book this afternoon.We still cause fear, can't march, Arrows of the asp, and hold for charge reaction. Unbreakable/unstable special rules etc.

Magic: Must take our Nehekharan lore on heirophant and addition casters can choose lores of light or death.
We only use power dice from Winds of Magic now.
Level 1 Liche 70 pts , Lvl 2 upgrade for 35pts
Level 3 high Liche priest 170 pts, Lvl 4 upgrade 35pts

Nehekharan lore:
The restless dead is the lore attribute. D3 + 1 wounds if augment spell is successfully caste on friendly Nehekharan undead target unit.
Khsar's incantation of the desert wind (signature spell). Caste on 8+. all unengaged friendly nehekharan undead units within 12" may make a single move as if in the remaining moves sub-phase (cannot charge). all friendlies can be targeted within 24" for a casting value of 16+. Any unit can only be effected by the desert wind once per turn.(undead construct units can only recover 1 wound per turn)

1. DJaf's Incantation of Cursed Blades. 7+. Augment, range 12". Until the start of your next magic phase close combat attacks gain killing blow or heroic killing blow special rule. If the unit already has killing blow or herioc killing blow special abilty, it will work on a 'To wound' roll of 5 or 6+ while this spell is in play. can increase range to 24" instead on a casting value of 10+
2. Neru's Incantation of Protection 9+. Augment range 12", until start of caster's next magic phase.
5+ ward save on a single friendly target unit. all friendly units within 12" can be targeted instead for 18+
3. Ptra's Incantation of righteous smiting 9+. Augment range 12" until start of caster's next magic phase. Target unit gains 1 attack (mounts, riders, models crewing chariots, monsters and war machines). If armed with a bow or great bow then get multiple shot (2) special rule. All friendly Nehekharan undead units can be targeted instead within 24" for 18+.
4. Usirian's Incantation of Vengeance, hex range 18" 10+. Until start of caster's next magic phase target unit has its movement reduced by D3 to min of 1 & all terrain is treated as dangerous terrain if unit moves. range can be extended to 36" for a casting value of 13+. Until start of next magic phase.
5. Usekhp's Incantation of Desiccation, 11+ hex range 24". target unit suffers -1 strength, -1 toughness (to min of 1) Until start of caster's next magic phase. Can instead choose to reduce by D3 (min of 1) for a casting value of 22+
6. Sakmet's Incantaion of the Skullstorm, Remains in play. magical vortex 15+. small template is placed on the board and a direction is nominated. artillery dice is rolled and the number is multiplied by wizard level = amount template is moved in stated direction. Every model passed over or under the template suffers a single strength 4 hit. misfire = place template over caster and scatter by wizards level in random direction. use large round template for a casting value 25+. on subsequent turns, vortex moves randomly equal to role of artillery dice. if misfire, vortex dissipates instantly.

Units:
There is an impressive mix of special characters.
eg: There is a lvl 5 wizard for 360pts, Arkhan the Black.

From memory skeletons are 4 pts with 30 points for full command
hand weapon and shield is free
spear is 1+ point per model, light armour is 1 pt per model.

Bowmen are 6 pts, 30 pts for full command, 1pt per model for light armour.

heavy horsemen are 12 pts with vanguard

skeleton horsemen 14pts (light cav) scout special rule.

Ushabti are 50 points each. Can add command units and giant bows str 6 30"

chariots are 55 points forming ranks 3 models wide.

a new model that gives undead constructs regeneration with 12"

a new model that acts as body guard to Tomb King except in a challenge

skulls of the foe is now 30 points

Casket now 135 points has 3 wounds and doesn't have a priest as crew
Light of death works differently

It came from below:
Place the marker in remaining moves phase, Buried units are raised using scatter dice but cannot charge. miscast is the same.

Magic items: (from memory)
Destroyer of Eternities 80 pts
Blade of Ankhara 50 pts? every unsaved wound gains 1 wound.
enkhils kanopy 50 pts?
cloak of dunes 50 pts?:character has fly and any enemy unit flown over takes D? damage.


BotuL 50 pts power level 5.
Banner of the hidden sands is 90 points and any reserve troops (not yet deployed) up to 150 points can be deployed within 12" of bearer in remaining moves sub phase.

Västerås Wargaming - Warmachine & Hordes


#44 kaleth the cruel

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Postad 07 april 2011 - 16:23

Helt ok Lore. Gillar att man inte kan tokraisa.
Member of TRG.
Member of Västerås Warhammer.

#45 Christoffer w

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Postad 07 april 2011 - 16:44

Den stora skjutspellen kan ju bli rätt sjuk, iaf om katapulter får skjuta också och sen raisas alla enheter inom 24". Kul lore tycker jag och bra blandning mellan den gamla och nya magin (att move blev sämre var ju lite tråkigt, men men...).

#46 Zaanash

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Postad 07 april 2011 - 17:01

Hela d3+1 på varenda enhet inom X om man lägger AoEspellsen låter rätt nice dock. Iofs beror det ju helt på hur många enheter som är undead constructs

Christian Wennberg

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Jag må vara sämre än Marcus, men jag har i alla fall varit bäst i världen


#47 benmannen

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Postad 07 april 2011 - 18:13

Fanken, GW kanske har gjort en riktigt rolig uppdatering av en existerande armebok. O&G var rätt trist i jämförelse.

Jag gillar att de gamla Incantationsen är borta, antar att de kanske inte kan miscasta längre men Loren verkar riktigt bra. Inga mördarspells men många bra.

Scoutande Fast Cav och Vanguardande Heavy Cav smile.gif Det gillar jag.

#48 Hoffa

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Postad 07 april 2011 - 19:08

Bra att de verka ha lärt sig ang vortexes. Nu behöver de bara gå tillbaka och errata purple sun också.

Slår så dåligt att spelaren på bordet bredvid förlorar matchen.


#49 Bengt

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Postad 07 april 2011 - 19:37

QUOTE (Hoffa @ Apr 7 2011, 20:08 ) <{POST_SNAPBACK}>
Bra att de verka ha lärt sig ang vortexes. Nu behöver de bara gå tillbaka och errata purple sun också.

Skulle GW erkänna att de designat något som är för bra?!

#50 Anton

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Postad 08 april 2011 - 05:59

Varken GW Stockholm eller GW Göteborg fick någon armébok i sin Black Box igår. glare.gif

#51 Falkman

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Postad 08 april 2011 - 09:11

Nej det är tydligen många länder som inte fått det. :/

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#52 Chris

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Postad 11 april 2011 - 09:00

Ska verkligen bli kul att testa den nya boken när den kommer fram smile.gif Det är lite synd att magin inte bibehöll sin forna form men det kommer jag nog över snart. Skeletthorder utan bågar verkar vara något som man kommer se mer av nu biggrin.gif

#53 Flogger

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Postad 11 april 2011 - 14:14

Light of Death från casket innebär att man väljer en fiende enhet, rullar 3D6 minus Ld (okänt om det är unmodified eller ej, hoppas på det!) och sedan tar de så många wounds utan armour saves. På 4+ så fortsätter det till en ny enhet och gör samma sak, sedan på 4+ en ny enhet osv..

My Will Be Done är för både kungar och prinsar, deras WS överförs till enheten de joinar, automatiskt, ingen bound spell eller så. Så skellett har nu WS6 med kung i dem. Funkar endast på infanteri så inte på tex. en warsphinx som de rider på eller en chariot enhet de joinar.

Om hierophanten joinar en enhet får den enheten (och hierophanten) 6+ regeneration.

Banner of Undying Legion ger tillbaka D6 + 2 wounds till enheten icon bearern joinat.

Tomb Guards har sköld i grund och kan även ta Halberds och ha kvar sin sköld.

Båda sphinxarna har Initiative 1.
Necrosphinx T8 och 5 wounds, 5+ armour save, kostar mindre än en abomb.
Warsphinxen kostar ännu mindre och kan tas som special med 4 tomb guards i howdah, eller som mount för kung eller prins.
Med andra ord kan man nu få in 5 spinxar i 2000p. 7 om man inte hade behövt ha core..


Finns mängder av rykten/fakta på Warseer, flera som faktiskt läst boken och säger vad som gäller.
Om du ser en struts, vad du än gör, förhandla aldrig med den.

#54 Flogger

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Postad 11 april 2011 - 14:17

Presenterar också mest brutna itemet som får power scroll att kasta sig i väggen:

50pts, one use only, for that magic phase you add a number of dice equal to your caster level to every spell you cast and on a double the spell is cast with irresistible force.

Den lär bli bannad på de flesta turneringar så nu fick vi bara 7 magic items i Tomb Kings tongue.gif
Om du ser en struts, vad du än gör, förhandla aldrig med den.

#55 DHettNeck

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Postad 11 april 2011 - 15:16

QUOTE (Flogger @ Apr 11 2011, 15:17 ) <{POST_SNAPBACK}>
Presenterar också mest brutna itemet som får power scroll att kasta sig i väggen:

50pts, one use only, for that magic phase you add a number of dice equal to your caster level to every spell you cast and on a double the spell is cast with irresistible force.

Den lär bli bannad på de flesta turneringar så nu fick vi bara 7 magic items i Tomb Kings tongue.gif


WTF, den är helt sjuk. Den är det auto-bann på.

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#56 Flogger

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Postad 11 april 2011 - 15:22

Ryktas dock om att den är såhär istället, verkar mer troligt, men man vet aldrig..

For one turn only the caster adds a free D6 to each spell casting attempt.
Om du ser en struts, vad du än gör, förhandla aldrig med den.

#57 Bengt

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Postad 11 april 2011 - 17:00

QUOTE (Flogger @ Apr 11 2011, 15:14 ) <{POST_SNAPBACK}>
Light of Death från casket innebär att man väljer en fiende enhet, rullar 3D6 minus Ld (okänt om det är unmodified eller ej, hoppas på det!) och sedan tar de så många wounds utan armour saves. På 4+ så fortsätter det till en ny enhet och gör samma sak, sedan på 4+ en ny enhet osv..

Är det en bound spell så det går att dispella skiten?

#58 Flogger

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Postad 11 april 2011 - 20:15

QUOTE (Bengt @ Apr 11 2011, 18:00 ) <{POST_SNAPBACK}>
QUOTE (Flogger @ Apr 11 2011, 15:14 ) <{POST_SNAPBACK}>
Light of Death från casket innebär att man väljer en fiende enhet, rullar 3D6 minus Ld (okänt om det är unmodified eller ej, hoppas på det!) och sedan tar de så många wounds utan armour saves. På 4+ så fortsätter det till en ny enhet och gör samma sak, sedan på 4+ en ny enhet osv..

Är det en bound spell så det går att dispella skiten?



Det är skytte så ingen dispel.
Om du ser en struts, vad du än gör, förhandla aldrig med den.

#59 Falkman

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Postad 14 april 2011 - 22:00

Skrev detta till en snubbe på ett engelskt forum, saxar det rakt av:

Here's what I know.

King: 170.
High Liche: 175, +35 for lvl 4

Prince: 100.

Skeleton warriors: 4, +1 for spears, +1 for light armour.
Skeleton bowmen: 6, +1 for light armour.
"Heavy" horsemen: 12, +2 for light armour.
Horse archers: 14.
Chariots: 55.
Command for all core is 10/10/10.

Warsphinx: 210.
Necropolis knights: 65.
Sepulchral stalkers: 55.
Tomb guard: 11, +2 for halberd.
Carrion, 24.
Tomb scorpion, 85.
Ushabti, 50, comes with great weapon, can swap to additional hand weapon or giant bow for free.

Necrolith colossus (new name for the bone giant), 170.
Casket of souls, 135.

Tomb king/prince: My will be done now means that any unit a king/prince has joined can use their WS. They're no longer spellcasters.

Liche priests: The Liche/High liche with the highest magic level in the army must be the hierophant. The hierophant must use the Lore of Nehekhara.

Necrotect: This is a new hero choice. Stats are similar to Tomb herald. Gives Regeneration (6+) to all constructs within 12". Also gives the unit he has joined hatred.

Tomb herald: New name for the Icon bearer. Gives a "Look out sir"-roll against any close combat attacks directed at a king/prince in the same unit.

Skeletons and archers are the same.

Heavy horsemen: Have Vanguard.

Horse archers: Keep Fast cavalry, also have Scout.

Chariots: Does D6 impact hits. +1S to impact hits for each complete rank behind the first. Ranks are 3 wide. Crew now have 2 attacks each and both have bow and spear.

Warsphinx: M6 WS4 BS0 S5 T8 A5 I1 Ld8. Comes with 4 Tomb guard crew armed with spears. Can upgrade it with poison attacks and a S4 breath weapon. Can substitute its normal attacks to make a Thundercrush, which works just like the Ogre Thundermace.

Necropolis knights: Can buy "Entombed beneath the sands" for 5 points per model.
Sepulchral stalkers: See below.


Carrion: +1 attack.

Tomb scorpion: -1 wound.

Ushabti: S4 base, comes with great weapon. Can take additional hand weapons or great bows (S6 30" range).

Necrosphinx: Same statline as Warsphinx. Flies. Does not have crew or Thundercrush. Has Killing blow, and in addition one attack per turn is made with S10 and Heroic killing blow.
Can buy poison attacks.

Screaming skull catapult: Same, but Skulls of the foe costs 30 points now.

Necrolith colossus: Comes naked (no more heavy armour), can be upgraded with additional hand weapon, great weapon or really big bow (S6, D3 wounds). T6 now.

Hierotitan: Stats similar to Colossus but fewer attacks. Comes with two bound spells; Lore of Light and Death signature spells. Power level is the basic cast value. Gives +D3 to each cast attempt made by any Liche/High liche within 12".

Casket of Souls: Light of Death is a bound spell with power level 5. Target one enemy unit, roll 3D6 and reduce Ld, suffer that many wounds without armour saves. After that, roll a D6; on a 4+ the Light bounces to another enemy unit within 6", repeat the damage procedure and then roll for further bounces. Generates D3 power dice each magic phase, but taking more than one casket won't give any additional power dice rolls. Can not cast Light of Death if it moved the same turn.

Arrows of Asaph: Same as last book, TK models suffer no hit modifiers.
Entombed beneath the sands: Declare which unit will be entombed when deploying. You can bring them up in the remaining moves phase, any turn you want. Place a marker where you want it, scatter as in current book and place unit. Cannot charge when arriving.
Nehekharan undead: Can't march, Unstable, ItP, can only hold as charge reaction.

Magic items: 8 items, like O&G.
Destroyer of eternities: +2S, Heroic killing blow. Can give up normal attacks to instead do 1 autohit on each model in base contact.
Blade of Antarhak: Bearer regains 1 lost wound for each unsaved wound he causes. If he is at full wounds he gains Regeneration (4+) until the end of the phase.
Plaque of mighty incantations: One use only. For the remainder of the magic phase the caster adds X amounts of power dice to each spell cast, where X is his wizard level. Any double rolled will cause Irresistible force.
Enkhil's kanopi: Bound spell power level 5 (I think), removes all remains in play-spells on 2+. For each spell removed you gain D3 power dice.
Cloak of the dunes: Wearer can fly. Any enemy unit he flies over takes 2D6 S2 hits.
Deathmask: Wearer causes terror. Enemy units within 6" can't benefit from the general's Inspiring presence or the BSB's Hold your ground rules.
Banner of the undying legion: Bound spell power level 5, restores D6+2 wounds to the unit carrying it.
Banner of the hidden dead: Not totally sure on this one, but I think units that use Entombed beneath the sands within 12" of it don't scatter.

Spell cards:

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#60 Flogger

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Postad 14 april 2011 - 22:20

Trist med ingen heavy armour på jätten, det var ju det som gjorde den hård innan. I 8e är armour save bättre än toughness nu när allt woundar på sexor.

Hoppas nu bara Casketens light of death är på unmodified ledarskap, annars är det helt klart inte värd att ta.
Om du ser en struts, vad du än gör, förhandla aldrig med den.




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