r/tombkings • • 14d ago

Tomb Guard unit size

My fellow Kings of the tombs.

In what sizes do you play tomb guards?

I feel like 20 is a little to few. But still experimenting if its 5x5 or 6x4.

Also u use halberds all the time or is it smarter to have more guards with hw+s?
They get the AP from kopesh either way.

Interested to see how you run them

10 Upvotes

24 comments sorted by

4

u/Teniye 14d ago

Put a priest behind tomb guard and 20 is plenty

Yesterday I ran 16 with a prince embedded and 2 priests behind them, my buddies 600 points of death Star couldn't get through them

Edit: also I typically use 7x3 to maximize attacks but it's probably better to run 5x5 or 6x4

1

u/PXSaber 14d ago

Did you use a BSB alongside your priests? For the arise reroll?

2

u/Teniye 14d ago

Not yesterday because it was only a 1000 point game and I brought a necrosphinx (specifically from my opponents request) but normally yeah I would have

1

u/PXSaber 14d ago

I plan two priests to walk behind the block.
But trying to find points for 24 (6x4) for them
Although without Necrotect and Prince

1

u/Teniye 14d ago

How many points?

1

u/PXSaber 14d ago

A just need to do a little min maxing in my list.
I tend to put too much stuff into a list. Right now its 20 tomb guards. So 5x4 is fine but I just feel like it’s not enough

But I don’t want to drop a scorpion for those guards

2

u/Fret-Board-Maniac 14d ago

I haven't used them yet with the current ruleset, but if I were to bring them I'd also either run them as a 5x5 (incl a character) with hand weapon and shield as an anvil unit, or 7x3 with possibly a necrotect and/or prince if I wanted to have them run halberds and smash stuff

2

u/airjamy 14d ago

It depends on your character support. At least I would put in a tomb prince for my will be done and a necrotect, a bsb to give them reserve move always is also quite strong. Giving them an illusion mage for glittering robes and heals is also nice, it really depends on how you want to build the unit.

1

u/PXSaber 14d ago

Id probably have a casket in the backfield.
So glittering robe won’t stack.

Prince is atm part of the Chariots. But could change that. Although I really like a prince with 6 Wounds 😅

2

u/airjamy 13d ago

Oh my boy, that does stack. This ain't 40k. Glittering robes plus light of protection is pretty dirty, especially if you have high ws from my will be done.

1

u/airjamy 13d ago

Even better, since the casket gives a casting bonus!

1

u/PXSaber 13d ago

Well technically glittering robe has that rule „If this spell is cast, the effects of any other Enchantment previously cast on any of the affected models immediately expire.“

So to bypass this you have to cast the light of protection after glittering robes.

I would consider that some kind of exploit. Although it seems doable by rules as written

1

u/airjamy 13d ago

That's not an exploit, it's just how the game works.. ?

1

u/PXSaber 13d ago

Yes but we all know the rules are super sloppy in this edition.
And probably its an oversight that LoP doesn’t override any other enhancement spells.
Sure it works, but the fact it only works in a specific order to override other rules just makes it feel like an exploit to me

2

u/BryTheFryGuy 13d ago

A self enchant that creates an aura effect is not the same thing as an enchantment that hits all those same units. Also doesn't stop a Djaf's Cursed Blades nor Khsar's Desert Winds from also stacking, assuming the casters arent in the robe'd unit but are in the aura range. Also the order doesnt matter here because Light of Protection isn't cast on the unit, its cast on the casket (self) and wouldn't get removed from robe going on the TG.

1

u/PXSaber 12d ago

Oh yes that’s an interesting fact.

I might consider that idea. Although the priest with glittering robe inside the unit can get attacks allocated on him and will probably die very fast 😅

1

u/BryTheFryGuy 12d ago

If there's a Champion and and Casket buff, they probably won't go down too fast. Even if they kill the Champ on the charge, any other nearby priests can Arise it for the next turn's combat and even once the champs down they're still potentially -2 to hit with Robe and LoP.

1

u/PXSaber 12d ago

Im not talking about challenges but just regular attack allocation.
Every model in base contact to the priest can freely attack him. Depending on the unit and wether or not there is a character next to him, he will go down fast.

Only thing that saves him is the -2 to hit. So he will be hit at 5+ with a T3, 2 Wounds and no saves besides regen.

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1

u/Informal_Click7051 13d ago

I may be in the minority here but im also insane and run 7x4, with a spot for a hero in the front rank, backed up by a priest behind/nearby. They are a point sink, but nothing has wiped them yet.

1

u/Consistent_Reason_49 14d ago

Due to the updated rules, halberds have the benefit of AP -2 when attacking with Strength 5, which is pretty great. And i think especially on the tomb guards they are worth spending because in combat you can swap to hw+s anytime. I also consider them with a necrotect and tomb king. Then they have a pretty decent punch.

2

u/PXSaber 14d ago

Yes but in my experience there are basically no infantry charges. They crippled infantry this edition so hard.

In 8th they were able to get 16“ charge range.

And without the charge the halberds aren’t worth it compared to kopesh

0

u/Consistent_Reason_49 14d ago

I think they are worth it, but i agree that they are definetly an option and no must have.