Thanks for the great Vid. One interesting thing about Arkan the black is that if you make it all the way to Nagashizzar, there's a unique building that gives you plus 100 capacity to hexwraiths and your other vampire units. It makes it so you can unleash an entire end game tide of undead vampire units as a tomb king. I made that my mission in TWWH 2 and it was a lot of fun.
@@LordForwind while that's true, but some are better at it than others. For example, the Khemrian Warsphyinx has an attack animation that's just him running, doing damage to a whole block of enemies, and the Tomb Scorpion has a diving animation that also does the same, while the Neceosphyinx doesn't really have these animations, since it's purpose, like you said, is for those large single entities, which it is very good at dealing with. I'm not saying the Neceosphyinx is gonna lose to a peasant mob, but just that one option will clear it out faster than the other.
Hey first vid of yours I've seen loved the content! In my experience tomb kings are really strong in immortal empires with their economy and building buffs. And with settra, tomb guard are essentially an unkillable doom stack which I find really fun. Honestly my favorite faction to play right now
Hey man, been watching your vids for a while and loving them. I think you re underselling tomb guards a bit here. They get massive campaign buffs organically while on the way to things you d get anyway and since generic/dinasty lords dont have a magic line you d be getting them some buffs from their red line. They end up having massive stat pools and even without armor pen they do a good job of holding the line and actually killing comparable T3 infantry from their T2 placement.
Maybe a bit most other top line infantry still wreak them and I find that building yellow line on most lords is better than red pretty much for every faction.
@@LordForwind for tk I always go red line for the heals and in my campaign I was able to get my regular tomb guard to 78 melee defense so they are basically unkillable for most infantry
I've found that Tomb Kings can make an insane amount of money by forming trade agreements with everyone they can, especially Dwarves and Humans. This also makes it so you can craft more items since you don't have to directly control resource locations. You can just form a trade agreement with someone who has them. Sometimes you have to take over some of these places though, since the AI doesn't always build their unique trade resource buildings. Overall, a fun faction and stronger than you might think with the right strategies and techs.
Skeleton spearmen may be bad, but not terribly bad or horrible. It's insanely easy for the Tomb kings to mosh far stronger foes with just skeleton armies. Add in their huge local recruitment bonuses...and quantity is a weapon all it's own.
Hey, always great to see some quality content for newer Tomb Kings players. Best part of the guide to me was (accurately) warning newbie players about how trash Skeleton Horseman are (they really should be off the unit cap) --> Great that you pointed out some "newbie traps".
I just want to know ONE thing and I can't seem to find any information on it anywhere. In WH2, maximum armies was capped at 15. In WH3, is that no longer the case? Can you get more than 15 armies now?
@@LordForwind Damn, wish I could find out. No one seems to ever talk about the army cap. I know that heroes can now be bought for money and jars which uncaps them for longer campaigns now, which is fantastic, but no one talks about the armies. Hrm...
The only problem I have with this video is the comment that warsphinx should stay back and bombard the enemy. They are a melee monster. They have range but that is more a nice passive damage bonus. They have very little models actually firing and the damage is pretty low. An archer unit has slightly less damage per arrow but also 20x the models. it has like 4 normal skeleton archers on it's back compared to 120 models per unit on max unit scale. It is a infantry killer and with it's high mass and constantly jumping around it's really hard for infantry to pin it down. It can just push through frontlines and massacre the missile units behind it. Best strategy I found (aside from doomstacks) is to pin down enemy frontline and then pushing through with the constructs to eliminate priority targets. Warsphinx is for ranged and then infantry while the Necrosphinx goes for monsters and cav. Otherwise great video.
When I say staying back it's more people tend to send it in ahead of the other troops which usually isn't a good plan, so having them get a few range attacks off first before going in is usually a good way to train them to protect a great unit.
In my Khatep legendary difficulty campaign i have vassalized both Malakith and Morathi by takeing land that they needed and tradeing it back to them when they where at wars they where loseing
Hey man, been loving all these videos! They're great to fall asleep to and I'm a fan of the consistent upload schedule! One tip for the videos from a viewer perspective: if there's a special ability or something that requires you to hover over it to show the information, it'd be nice if you'd hover over it for a few seconds so it's readable. An example from this video is at about 8min when you're showing the Scorpion Armor. You move the cursor a lot which makes it hard to see what the armor's ability is. If you'd just keep it still for a few seconds it'd be easy to pause the video there to read all the extra info.
I purposely avoided hovering too much over that one since its not a great ability. Its a tough thing to judge since I read quickly and already know what its going to say but that avoidance was deliberate.
Necrohara warriors aren't that bad if used right. They are your only flanking infantry unit. Don't put them on a head to head fight but use them as a flank units to clean up enemy infantry quickly
I remember the first time I tried a Tomb Kings campaign and almost immediately asked myself "how were these guys ever a superpower". I knew jack shit about the game overall at the time though and am starting to learn how to play them on the campaign level anyway (their use in battle still doesn't work out well for me lol). Their later tier units are neat and I like the ability to near-instantly spam trash armies at will. They still just don't feel like the powerful empire they're depicted as in the lore though, which as a shadow of their former selves actually fits the theme of the faction imo. They might not be "good" but they are fun :D
Definitely in my top 3 for favorite faction overall. Favorite undead faction for sure.... I know the vampires are generally better but I hate the vampire counts and ain't big on pirates either. Except Ork pirates :^) that would be fun
The Tomb Kings whole thing is endless cheap armies, you want to get they extra armies from the jar mechanic late game and just hit every other army with three of yours.
@@LordForwind I still have a lot to learn in general, but about the Tomb Kings as well. Been really enjoying my Settra campaign though. It's a modded campaign to be fair, so it's not the same experience. Tried to make the early campaign a bit faster without breaking the game and the result has been nice. My research times are reduced so I've been able to get a good few armies up. Other factors like growth, income and build times still keep me from blowing up too quickly though. And since 90% of my forces are starting troops I still have to think things through before I commit to an attack or trying to expand, which is nice. It still feels somewhat like a vanilla Settra start, I mean.
Take whatever of his stuff you can and get another lord and then setup an ambush near the weak lord while he raids there lands. They should come out unless you are too close the cities.
Playing as Fateweaver, I see how the map is screwed down there. Teclis is not going to fight the lizard men so he has to go south. Kroc gar isn't going to fight teclis, so he has to come at khalida. There are just too many legendary lords on top of each other
@@LordForwind I found the video! I originally found this when I realized you didn't have a Tomb King one. It makes me wonder about units you get from diplomacy. I need to get a new computer. Also, thanks for your guides I have enjoyed them tremendously. ruclips.net/video/UMcX8FnEDzw/видео.html
You definitely use them but they meat shields, your other troops are much better at killing. Buffing them only gives you a stronger holding line rather than a killing force.
I played both Arkhan and Khatep in 2. Khatep was very difficult, and Arkhan just doesn't work. He gets all those vampire units but his skills and tech don't buff them. Scared to start them in 3, they are not in a good place. Also as a side note, I have the bug that crashed at end turn, so I can't play anything right now.
The tomb kings extended mod is compatible with an Arkhan improvement mod in tw3 on the workshop. He's a lot of fun now. As an aside Nanu's Sartosa Overhaul is wonderful. It's DLC quality too. Gives us living pirates distinct from the normal VC ones.
Easy way to entice you to play as TKs: Bone Giants. Put 3-4 of them in an army and watch them rain down thunder on your enemies before they even reach you. And then send them into melee.
Thanks for the great Vid. One interesting thing about Arkan the black is that if you make it all the way to Nagashizzar, there's a unique building that gives you plus 100 capacity to hexwraiths and your other vampire units. It makes it so you can unleash an entire end game tide of undead vampire units as a tomb king. I made that my mission in TWWH 2 and it was a lot of fun.
Cool havent done that myself and didnt want to guess at the benefits!
Is this still in the game? That sounds like a great challenge!
The Tomb Scorpion's strength doesn't show up on any stats, but with their animations. Alot of them are great for wave clearing.
Most monster units are good and horse clearing.
@@LordForwind while that's true, but some are better at it than others.
For example, the Khemrian Warsphyinx has an attack animation that's just him running, doing damage to a whole block of enemies, and the Tomb Scorpion has a diving animation that also does the same, while the Neceosphyinx doesn't really have these animations, since it's purpose, like you said, is for those large single entities, which it is very good at dealing with.
I'm not saying the Neceosphyinx is gonna lose to a peasant mob, but just that one option will clear it out faster than the other.
Hey first vid of yours I've seen loved the content! In my experience tomb kings are really strong in immortal empires with their economy and building buffs. And with settra, tomb guard are essentially an unkillable doom stack which I find really fun. Honestly my favorite faction to play right now
Ty! I do enjoy their changes and buffs myself as well.
Hey man, been watching your vids for a while and loving them.
I think you re underselling tomb guards a bit here. They get massive campaign buffs organically while on the way to things you d get anyway and since generic/dinasty lords dont have a magic line you d be getting them some buffs from their red line.
They end up having massive stat pools and even without armor pen they do a good job of holding the line and actually killing comparable T3 infantry from their T2 placement.
Maybe a bit most other top line infantry still wreak them and I find that building yellow line on most lords is better than red pretty much for every faction.
@@LordForwind for tk I always go red line for the heals and in my campaign I was able to get my regular tomb guard to 78 melee defense so they are basically unkillable for most infantry
@@ap_ace7237 yeah I guess so but then you neglect their other strengths of constructs.
I've found that Tomb Kings can make an insane amount of money by forming trade agreements with everyone they can, especially Dwarves and Humans. This also makes it so you can craft more items since you don't have to directly control resource locations. You can just form a trade agreement with someone who has them. Sometimes you have to take over some of these places though, since the AI doesn't always build their unique trade resource buildings. Overall, a fun faction and stronger than you might think with the right strategies and techs.
Yeah trade is their late game econ, early through it's battles and raiding
Sepulchral = seh-pulch-ral
awesome vid, you clearly put a lot of work & passion into this one, well done
Thanks for the help. Some words you just cant say somedays
Skeleton spearmen may be bad, but not terribly bad or horrible. It's insanely easy for the Tomb kings to mosh far stronger foes with just skeleton armies. Add in their huge local recruitment bonuses...and quantity is a weapon all it's own.
That's basically the tomb kings strategy in a nutshell
Hey, always great to see some quality content for newer Tomb Kings players. Best part of the guide to me was (accurately) warning newbie players about how trash Skeleton Horseman are (they really should be off the unit cap) --> Great that you pointed out some "newbie traps".
Yeah no cap would make a ton of sense
@@LordForwind frfr on god no cap
I remember painting Tomb Kings when I was a kid nostalgia trip for me 😍
cool!
@@LordForwind indeed. Thank you for this amazing clip
@@johneriksson9356 Glad to help!
Man. I love these guides.
Glad you enjoyed them!
Thanks for the chill and enjoyable content :)
Glad you enjoyed it!
Nehekara warriors def need to be sent in right behind Skelton trash to have them tank.
Sepulchral Stalkers missiles are amazing against cavalry too!
The warriors need a buff for sure
I just want to know ONE thing and I can't seem to find any information on it anywhere.
In WH2, maximum armies was capped at 15.
In WH3, is that no longer the case? Can you get more than 15 armies now?
Hmm honestly I don't know, I never get that many armies myself before I win
@@LordForwind Damn, wish I could find out. No one seems to ever talk about the army cap.
I know that heroes can now be bought for money and jars which uncaps them for longer campaigns now, which is fantastic, but no one talks about the armies. Hrm...
Haven't gotten around to playing the T.K. yet in TWWH3 yet- how much do they vary from WH2? Had a soft spot for Arkhan.
Better infantry but the magic changes really hurt them.
The only problem I have with this video is the comment that warsphinx should stay back and bombard the enemy. They are a melee monster. They have range but that is more a nice passive damage bonus. They have very little models actually firing and the damage is pretty low. An archer unit has slightly less damage per arrow but also 20x the models. it has like 4 normal skeleton archers on it's back compared to 120 models per unit on max unit scale. It is a infantry killer and with it's high mass and constantly jumping around it's really hard for infantry to pin it down. It can just push through frontlines and massacre the missile units behind it. Best strategy I found (aside from doomstacks) is to pin down enemy frontline and then pushing through with the constructs to eliminate priority targets. Warsphinx is for ranged and then infantry while the Necrosphinx goes for monsters and cav.
Otherwise great video.
When I say staying back it's more people tend to send it in ahead of the other troops which usually isn't a good plan, so having them get a few range attacks off first before going in is usually a good way to train them to protect a great unit.
@@LordForwind Ah ok. I thought you meant it similar to ranged troops but this makes a lot more sense.
All told it seems like a good video.
It's not perfect but hits most points. To get it perfect I would have had to double the length.
arkhan can field 5 full stacks by turn 20-25, since he start having one extra and gets one more from the book to his south ^^ op
and then he can delay the army techs to expand faster
In my Khatep legendary difficulty campaign i have vassalized both Malakith and Morathi by takeing land that they needed and tradeing it back to them when they where at wars they where loseing
Smart move!
Unique pyramid buildings very powerful for TKs.
yeah they are really good once you can afford them!
Hey man, been loving all these videos! They're great to fall asleep to and I'm a fan of the consistent upload schedule!
One tip for the videos from a viewer perspective: if there's a special ability or something that requires you to hover over it to show the information, it'd be nice if you'd hover over it for a few seconds so it's readable. An example from this video is at about 8min when you're showing the Scorpion Armor. You move the cursor a lot which makes it hard to see what the armor's ability is. If you'd just keep it still for a few seconds it'd be easy to pause the video there to read all the extra info.
I'm noticing now that you do that with most of the other items so maybe I commented too fast!
I purposely avoided hovering too much over that one since its not a great ability. Its a tough thing to judge since I read quickly and already know what its going to say but that avoidance was deliberate.
Ah, that makes sense. Thanks for the explanation!
@@GSGFetish np
Necrohara warriors aren't that bad if used right. They are your only flanking infantry unit. Don't put them on a head to head fight but use them as a flank units to clean up enemy infantry quickly
Yep flanking they are decent but usually you can have better units especially if you have lots of archers and monster units
Khatep gets the chariot and I give him the shroud that provides stalk and now he’s got armor fast and casting spells all over
nice!
I remember the first time I tried a Tomb Kings campaign and almost immediately asked myself "how were these guys ever a superpower".
I knew jack shit about the game overall at the time though and am starting to learn how to play them on the campaign level anyway (their use in battle still doesn't work out well for me lol).
Their later tier units are neat and I like the ability to near-instantly spam trash armies at will. They still just don't feel like the powerful empire they're depicted as in the lore though, which as a shadow of their former selves actually fits the theme of the faction imo.
They might not be "good" but they are fun :D
Definitely in my top 3 for favorite faction overall. Favorite undead faction for sure.... I know the vampires are generally better but I hate the vampire counts and ain't big on pirates either.
Except Ork pirates :^) that would be fun
The Tomb Kings whole thing is endless cheap armies, you want to get they extra armies from the jar mechanic late game and just hit every other army with three of yours.
@@LordForwind I still have a lot to learn in general, but about the Tomb Kings as well.
Been really enjoying my Settra campaign though. It's a modded campaign to be fair, so it's not the same experience. Tried to make the early campaign a bit faster without breaking the game and the result has been nice. My research times are reduced so I've been able to get a good few armies up. Other factors like growth, income and build times still keep me from blowing up too quickly though. And since 90% of my forces are starting troops I still have to think things through before I commit to an attack or trying to expand, which is nice. It still feels somewhat like a vanilla Settra start, I mean.
With Khalida what happens if he doesn't come out? What settlement should I take after building up my forces? I'm playing on hard campaign difficulty.
Take whatever of his stuff you can and get another lord and then setup an ambush near the weak lord while he raids there lands. They should come out unless you are too close the cities.
@@LordForwind and you're referring to the first few turns of her campaign right? Just so we're on the same page.
yep
Playing as Fateweaver, I see how the map is screwed down there. Teclis is not going to fight the lizard men so he has to go south. Kroc gar isn't going to fight teclis, so he has to come at khalida. There are just too many legendary lords on top of each other
Yep the plan is to move Fateweaver to the Antarctica knockoff chaos waste to the south
I think I heard that the book you have boosts your Counts units with the full red line bonuses.
hmm interesting, didnt notice it when I played him earlier but maybe I just took it as the default strength
@@LordForwind I found the video! I originally found this when I realized you didn't have a Tomb King one. It makes me wonder about units you get from diplomacy. I need to get a new computer. Also, thanks for your guides I have enjoyed them tremendously.
ruclips.net/video/UMcX8FnEDzw/видео.html
I don't think skele spearmen are horrible, some buffs here and just numbers there, plus silver shields. Ok enough.
You definitely use them but they meat shields, your other troops are much better at killing. Buffing them only gives you a stronger holding line rather than a killing force.
I played both Arkhan and Khatep in 2. Khatep was very difficult, and Arkhan just doesn't work. He gets all those vampire units but his skills and tech don't buff them. Scared to start them in 3, they are not in a good place. Also as a side note, I have the bug that crashed at end turn, so I can't play anything right now.
Yeah the tomb kings need a bit of love from the devs I think
The tomb kings extended mod is compatible with an Arkhan improvement mod in tw3 on the workshop. He's a lot of fun now.
As an aside Nanu's Sartosa Overhaul is wonderful. It's DLC quality too. Gives us living pirates distinct from the normal VC ones.
@@akaroth7542 cool will have to check those out!
MOST Tomb Kings aren't evil. Arkhan the Black is most defiantly evil. lol
From some perspectives might be..... yeah he totally is!
How do you get the shadow wizard? for the tomb kings
Not sure the question? You need a building to get wizards and then change the type of magic on the left side of the pick hero screen
@@LordForwind Just found it, I need a Book of Nagash to unlock that type of wizard.
@@stan8157 nice!
Never have given this faction a chance really. Like vampire counts are so fun I usually go with that for undead
I would say they are harder to play but can fight more enemies with more strategies better.
Who doesn't want to play mummies though lol??
@@mikemac1298 more skeletons than mummies, I personally dont.
Easy way to entice you to play as TKs:
Bone Giants. Put 3-4 of them in an army and watch them rain down thunder on your enemies before they even reach you. And then send them into melee.
Alot of the problem with their units stems from their tabletop counterparts.
Really how so?
@@LordForwind all of the cav was terrible on tabletop. That translated to total war
@@LandofMert76 ah, well it needs to change or just be removed because it really does suck
Kill ur own units with the sandstorm it’s ok
yep