kojibear wrote:
Yep, most people just take the two Priests and the one Prince.
I see you have no big guys, the Sphinx or Titan?
The Necropolis Knights do seem very effective.
After having played the tomb kings a lot I think that it has a lot of very good things and a lot of drawbacks.
Strong points
Archers
Magic (there is some awesome boost to the number of dice)
I don’t even remember how to roll leadership
Weak point
Speed, a dwarf march 6”, my skeleton will get 4”
No core units that fight in close combat
Don’t even get me started on poison
How to play? Even a complete horse skeleton army will not be fast, accept it. Protect your characters, don’t bother dispelling spells only targeting skeleton.
If you want to use the big toys you need some tomb spiders or sepulchral stalkers to be able to sneak up on warmachines. The knights are awesome with some magicbuff, my last game I charged 8 knights into a unit of stormvermin with a bell, I didn’t end well for the brave knights. If I got some buffs off everything should be fine.