I sit down with Bryn Owen Conway, Tomb King Tournament winner, to delve deep into what makes Tomb Kings so Dang good!
Part 1 has everything Tomb Kings have access to in the Ravening Hordes book – and stay tuned for part 2 next week with the Mortuary Cult & Royal Host breakdown.
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Bryns list is brilliant, until it is rushed.
Nice video chaps !
You can't make tomb kings on dragons movement 12 with my will be done, it caps at 10 it says it in the my will be done rule at the bottom of the paragraph.
I have been saying this on every content creator Tomb King themed content. We want more mount options for Tomb Prince, Necrotect, and Herald. A tomb Prince on a Necroserpant sounds like so much fun. Something besides a tk on a warsphinx. Yes please. It is the best model in the Tomb King line in my opinion. If I could put a high priest on a Warsphinx my dragon model might get retired. As the game is shaking out we are seeing meta locks. I would like to see broadened to lots of options. Just in case some Games workshoip employees are watching.
A minor thing, but to clarify the comments made about 'Resurrecting the Fallen' @17:10 ish, once Ushabti (or other units) are wide enough to claim a Rank Bonus then you get to choose to continue adding to the front rank, or to the rear rank (unless the unit already has more than 1 rank, then it must be added to the rear rank).
It's the 3rd line of the final paragraph of the (very lengthy) special rule!
Love your passive aggressive use of the word "fine" when you're talking about something which you think is mostly OK but will never make your more competitive lists due to better options.
Great idea to bring someone who plays the list to talk the list through. This makes the video one step above the usual army deep dives.
pg 195. command groups. Rank behind for command group. pg 207. positioning charcaters. rear rank for charcters
Great Insights from Brinn, great content for the TK players.
Some (lots) of general comments.
You can continue resurrecting into the front rank as long as there aren't additional ranks.
You can take double hand weapon on the king to waste khopesh.
Illusion is still generally better in grand army than elementalism, simply due to the breadth of options the faction already has that overlap, and the power of illusion. Ramparts is competing with light of death; plague of rust can be a bit superfluous with all the killing blow and ignore armour you can take. The winning list of CCBB was grand army with an illusion priest on dragon.
Kinda weird that you glossed over the dragon mount as illusion with doppelganger and cheap weapon of choice is very viable and has won GTs.
Beneath the sands needs to have both ambushers and be in reserve, so you can't just summon in any unit that rolls a 1 on meeting engagement. Still a great rule; tomb swarms are good and so are a block of skeleton skirmishers (depending on interpretation of chariot runners) to gum up the mid field.
Desication is worse curse of years. Last until end of turn aside, movement and WS is frankly better than strength, especially when combod with vortex for the difficult terrain.
Chariots for tomb kings are also special in a unique way. As light chariots, you can actually join them into other units and use them to just add tankiness and inflate rank bonus; the heavy chariots lumbering and the light chariots churning wheels have subtly different wording on joining. So ya, reserve move, swift stride, immunity to instant death, +3 wounds, and some impact hits for 35 points? Fantastic.
The best way to make a big bunker of infantry work and have the supporting characters like a necrotect survive is an embedded foot priest with glittering robe and a casket for a stacked -2 to hit. You can pull off a lot of frustration in this way, giving the units a 6++ as well.
Destroyer would be way better if it was 1 hit per model in base like it was in 8th, since you'd be able to stick it on the massive dragon base and gobble up an entire fighting rank with ease. Its really not great, with the conquerors blade or the headsmans axe being way cheaper for mostly the same thing.
Flail of skulls is goated. Put it on the doppelganger priest and steamroll whatever goes up against you that tries to be tanky. Even with the fall off it still out damages the serpent staff against t6 3+ save.
Banner of the cursed word is a potential tech choice, but mostly in mortuary cult where you're crushing LD. You plop it in your brick in front of your juicy stuff and then you reflect wounds back on pillar of fire casters as they try to jump the pillars through. Guaranteed they won't see it coming, but you need like vortex and catapult support.
Nekaph needs to be in base contact to get his extra dice for fear or terror. Its useless, you basically can't use the rule.
Canopy is great, but if they're aggressive with their placement it won't protect you before they get to activate in the Start of Turn.
Don't buy terrors for scorpions (serpents are way better). Its probably best not to even buy ambushers for them. Scorps are super high pressure with vanguard and can generally be in similar position as a turn 1 beneath the sands, without the pushback and the potential to fail.
Thank you for that video! I just started to play TK and this video showed me many ideas how to better play and have fun! I would love ❤ to see how you talk about other armies, so I could better fight with them with my TK 😅 and I can not wait video about Mortury Cult 😊
Just found your channel, you have my sub!
Nice video. But our guests sound quality is… questionable. Maybe invest in a 20€ microphone? 😅