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May 1st, 2011, 09:23 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
As a new warhammer army book for Tomb Kings is coming this month, is there a plan to use it as inspirations for expending this mod ?
Among the new units :
- Ushabtis with great bows (expensives and few in numbers, but with enough strength to kill an armored knight)
- Bone giant has with one version having a massive bow of the sands (think "moving ballista")
- hierotitan : a sacred construct boosting lich-priests nearby, and with its own bound spells (ray of sacred light, or soul slaying death spell)
- war sphinx, used as a mount for a King or 4 Tomb gards, will trample lesser infantry
- Necrosphinx, flying dispenser of death, a killer of monsters
- stalkers: serpent like constructs with a death gaze that transform their target into sand if not fast enough
- sepulcher knights: elite tomb gards mounted on cobra-like constructs
- new character: necrotect, repearing nearby constructs (small healing spell that target only lifeless being if it is possible ?), and giving their unit hatred (some king of onebattlespell giving a bonus to attack maybe ?)
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May 1st, 2011, 12:17 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
yummy 
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October 6th, 2011, 12:16 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
I think the asp bows are MR and not PR. My own undead PR troops got poisoned.
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October 6th, 2011, 12:40 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Wow, that's a bug. Well spotted.
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October 6th, 2011, 01:12 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Also most of the undead priests cannot go underwater. While the one commander without magic and the mage can. A bit odd. (most troops can go underwater, except the watcher and the chariots).
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October 6th, 2011, 02:15 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Yeah, that's deliberate. The mummified units can't go in the water (it would get very yucky).
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November 15th, 2012, 05:42 PM
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Private
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Join Date: Sep 2012
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
A bit of a thread necro (ironic?), but after playing a few games with Tomb Kings I have to say I love them.
Just something random, but the flavor text for the Watchers says that they spend their time "...spotting any treasure hunters far off, moving silently silently through the necropoli, and killing without warning".
That sounds like they should have a patrol bonus and/or stealth.
Right now their main purpose seems to be as thug killers, or expensive light infantry, but I could see them getting a lot more use if they had either of the above abilities.
Patrollers for hunting down those that would defile the sanctity of the tombs, and/or sneaky ambush squads to jump out of the shadows on commanders and small squads who dare venture into the dead cities.
Though with no stealthy commanders, you would need to put a crown on a scout of the like to move them stealthily - which may be a good limiter on their effectiveness.
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