Saturday, June 11, 2011

Tomb Kings Analysis Part 5: Rare Choices

Mighty Necrosphinx
Close-up of the Necrosphinx's head


Okay, I know I'm skipping over special choices.  I will come back to those in the next few days after I finish building my Warsphinx.  So let's talk about the rare section of the new Tomb Kings army book instead.  The previous rare section consisted of only two measly entries, the skull catapult and the bone giant.  Now, both of these units had their uses but what usually happened was most people overlooked rare choices in favor of special choices, more heroes, or simply more core units.  The new army book boasts a total of 5 entries in the rare section, although three of these were seen in the old army book.

So let's take a peek at these selections.  For new units I'll point out some of the bonuses and for the older units I'll endeavor to explain how they've changed.  I will do a little analysis on both old and new units and explain how I see them working on the tabletop and what roles these units are best at.  So without further ado, let's get started!

Necrolith Colossus (Formerly Bone Giant)

  • Cheaper (-50 points)
  • BS2 (Formerly 0)
  • +1 Toughness
  • -1 Wound
  • No heavy armor available
  • New weapons are available (Great weapon, Bow)
    • Extra hand weapon now an upgrade
Screaming Skull Catapult

  • Same point cost
  • Skulls of the Foe more expensive (+10 points)
  • Crew now possesses light armor
Casket of Souls

  • Light of Death is now a bound spell with a power level of 5, is limited to 48" range and one unit (with possible jumps to nearby units), and now forces a leadership check on 3d6
  • Unit no longer causes Terror
  • Casket Guard no longer possess Tomb Blades but now have great weapons and still retain Killing Blow, they are also S3/T3 (so -1 to both)
  • Spirit Souls debuff is completely gone
  • Covenant of Power rule grants an additional d3 power dice in friendly magic phase
  • Cheaper (-30 points) and no 0-1 limit
  • Does not require a liche priest to babysit and the point cost comes out of rare choices instead of the hero/lord percentages
  • Toughness 10 and can be wounded/destroyed
  • Explodes when destroyed with a rather large area of effect
Hierotitan
  • Magic Support, +d3 to casting attempts when nearby
  • Magic support, can use a few spell-like abilities
  • M6, S6, T6, W5
  • Only 3 attacks
Necrosphinx
  • Good in combat - WS4, S5, A5 with Killing Blow and Thunderstomp
  • Decapitating Attack gives 1 attack per combat phase Heroic Killing Blow
  • Flying
  • Tough with T8 and W5
  • Slow in combat - I1
  • Only upgrade is a detriment
Analysis
So the new rare section offers a lot of good options for the Tomb Kings army and I can certainly see players spending many more points on this section then in the previous army book.  Traditionally most players look at rare slots for somewhat overpowered units or units which excel at specific niche roles in the army.  While none of the units in the Tomb King rare selection can be considered overpowered, all of these units fulfill some niche role or, in the case of the stone thrower, a role that isn't common elsewhere within the TOmb Kings army.
For magic support the rare section offers up the revised Casket of Souls and the Hierotitan.  Both options offer up some nice casting support for Liche Priests but overall, the casket will give more bang for it's buck.  Nonetheless, the Hierotitan is arguably better at staying alive.
The new casket is far less point intensive and is mobile.  Light of Death gives the Tomb Kings an easy way to deal with low leadership hordes and heavily armored targets.  Throw in the power die bonus and you really have very few reasons for not taking a Casket anymore.  The best way to use the casket is the same way as previously, just don't rely on it to cause too much damage.  Leave it in the backfield with a nice view of the battlefield and hit horde units and heavily armored foes.  Just remember to use this item near the end of your magic phase.  Bound items at only level 5 are pretty easy to dispel.
The Hierotitan offers up a little more mobile support for casters that plan on moving around a little more.  In addition, the Hierotitan actually adds something to a combat and can defend itself from skirmishers, assassins, and the like.  Just keep it within 12" of casters and you get a nice little power boost.  As a note though, don't think you can just get away rolling one die for spells because you get a d3 bonus.  The way the rule is worded in the main rulebook the spell will still fail on a roll of a 1 or 2 of the single die used in the casting attempt.
The Screaming Skull Catapult remains largely the same as the previous book minus the boost in price for the Skulls of the Foe upgrade.  However, I do feel the need to point out at this time that stone throwers are not what they once were in previous editions.  So while they have become much more accurate in 8th edition, they typically cause less harm when they do hit.  Just something to consider.  Personally, I feel the catapult is always a good edition, but maybe not at the same level as the old book in previous editions.
For use against monsters, monstrous infantry, beasts, and other large nasty objects, the Necrosphinx is no doubt a welcome surprise.  At first look most players consider using this to hunt war machines, eat cavalry or skirmishers, or add some much needed punch to an assault.  Well, those options still stand but this beast can really put the hurt on the big guys.  The threat of a Heroic Killing Blow hit will cause opponents to avoid this model with their HPAs and Steam Tanks but gives it a much needed edge in combat versus these creatures.  The high toughness of this monster also means the advantage lies squarely in the court of the Necrosphinx.  MOst monsters hover around Strength 6 and thus they will need 6's to wound this guy.  Also, since it is a monster itself, this nullifies the thunderstomp of other monsters.  So worried about monsters?  Take a bigger one made of stone with two huge freaking blades.
Lastly, we have the red-headed step-child of the rare section, the Necrolith Colossus.  Most old-timers will recognize this as the former Bone Giant.  This monster just doesn't know what it wants to do.  It can wield a bolt thrower, make some wickedly high strength great weapon attacks, or just a large number of medium strength attacks all while enjoying a low point cost.  Let me say this quite simply, anything this model can do, something else does better.  The sole exception to this is the bow option since Tomb King's don't possess another form of this weapon type.  But paying a rather large amount of points for a bolt thrower that hits on 5+ doesn't make much sense.  I'd suggest the other alternatives in the rare section over this guy unless points are running dry.  At lower point levels, this model may shine though as it offers a power level similar to an average functioning Doom Wheel for around the same price (slightly more).

So there you have it.  The new rare section offers a number of interesting choices.  These choices excel at offering the Tomb kings vital support for magic, monster hunting, and warmachines as these are traditionally areas they require extra support for or have proven especially weak in past.  My personal favorites are the Casket of Souls which is a steal for the point cost and the Necrotitan which has one of the coolest models out there and just can't be beat for monster hunting.

Next time?  I'll get back to Special Choices.  Honestly, I have the article mostly written already but I really want to add in a few photos of my own stuff before posting the article.  Then we'll be back for two more articles on Tomb Kings (Special Characters and Tactics) before I switch topics to something else.

Well, if you have any thoughts or opinions of your own then feel free to leave them!

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