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!
What do you think about people that say you can't revive skirmishers because rules of Arise! only talk about models in rank and file and say nothing about positioning raised skirmishers?
@@TheKApsFast I think the rules writers just sort of missed that interaction (and the fact it might need its own section), so maybe best to have a word with your opponent about it. Personally I'd say revived/newly raised skirmish models would have to be placed within 1" coherency with at least 2 other models in the unit, or at least avoid snaking across the board/being closer to enemy models if within potential charge range. If you just try to be sensible about it then I don't think people would object on the table top.
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.
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 😊
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.
If Tomb Princes could ride Warsphinx it would give that mount a purpose while also staying in theme! Would be cool to let people ride necroserpents too
@@CloseOrder if you were considering theme then it should only be the heralds as they are the next step up from necropolis knights, but that’s boring 😛 I was really hoping the arch Necrotect would be a hero imbedded in a ushsbti of a snake to let us play around a bit but as with most of the tk units in the AJ they chose the laziest option
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.
@@grlmgor MWBD affects fly, since fly is considered as M characteristics as per the FAQ and MWBD rule itself says that any stat can't go higher than 10.
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.
Hahahahha That sounds like me. There are two wolves inside me, one wants everyone to enjoy using the things they like and the other is disgusted by the non-competitive choices
So, Im not super experienced, but when discussing the Necrotect, he mentioned that when it does the ability goes away... Why would that be? Obviously he won't be using it again, so please don't say that...
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.
Since i only got to the end of magic items with that last one lol. Musicians are definitely still valuable for infantry bricks as mentioned. Tomb guard cap out at 6 combat res (2 ranks, close order, banner, war banner, bsb), so idk if theyre the best at contesting dragons. The halberd is good for wide units fighting monsters since you lose the armour ignore from cleaving blow. You probably do want light armour on warriors. Its dirt cheap, and follow up turns into peg knights and stuff like that with a 5+/6+/6+ (because casket, obviously) is a real pain. You gotta spend points on core, and while there's some amazing core choices, it's also worth it to invest the points in a very hard to kill unit as a form of points denial. The insanely big block of poison archers is a hilarious yet oddly effective unit. They're not great at killing dragons, but they do average about 12 wounds into t6 after you take 50 or and give them cursed blades. And that keeps giant chaos spawn/sphinxes/ghorgons honest with about 1 wound left (before any plague of rust combos). You even threaten a solid amount of wounds on steam tanks and iron daemons. It almost one rounds monsters with layered saves for 270 of compulsory core and the 85 points of character you have to take for the amulet. Mileage may vary, but that's a pretty good investment and return out of the core slot. Skirmishers are great, but their biggest strength is based on Schrodinger's skirmish formation and whether you can use the chariot runner rule while they're locked in combat. But still, great as flank protectors, or ambushers out of the back edge to snipe a wizard lurking behind a brick (or charge a warmachine). Tomb swarms are actually very good, but are still very preference depending out of mortuary cult. Ambush into the warmachines. Poison can spike the big stuff like you mentioned, and you get density of attacks per base to offset being skirmishers. Carrion arent good by dint of being special. The flank and challenge with full command basically guarantees the conversion, and you can play coy with intervening units while still leveraging large target and fly, but you can do a little bit more telegraphed and short ranged out of your core with bow horses. The idea is a great one, but the Carrion in of itself isn't strictly necessary (though dragon into skeletons with unit champ is kinda enough, since they're locked in for the rest of the game). Otherwise there's so many warmachine hunters in the list in core that it's still a hard argument. Spear horses one unique thing is trying to contest a side of the board into other flankers with the vanguard and turn 1 charge if you go first. Only good at fighting hounds or direwolves or bow horses, but the unit isn't completely dead. Necronknights have cleaving blow for the rider as the sexy bit. Stalkers suck. All the other ambushers steal their lunch. The one thing I'll mention here instead of the better arcane journal snakes is when you come in from ambush you can do so in a massive marching column and then redress and move. But dont take these. Can't get past M10 with will be done on any unit so the chariots have a 19" charge range. Newer players tend to play the necrosphinx as a monster hunter, so a quick PSA that it isn't. It eats quality non-monsters though. The dust cloud off the dragon stacks super oppressively with glittering robe and the casket. Part of what makes the illusion priest the best rider. Again, no stacking will be done last m10. A good column of crystal would put it in front of the target until to prevent landing instead of trying to necessarily prevent LOS.
@@joonatervonen3626 it's a common argument, but it grossly depends on player skill and list. I think of it like this: starting on the board with vanguard gives you immediate board control and a lot of pressure. You can vanguard them right out of enemy charge range and dare them to move up if they get first. Or you can pay more points and start them off the board to get the +1, which is far from a guarantee. If you still end up going 2nd then aggressive positioning can really limit where they can be summoned in and constrict your placement. It also takes off the instant death threat until turn 2, allowing that aggressive positioning to go for the core of your list. Oh and of course you can still fail to bring them on.
@@clearym8040 against lot of opponents agressive use of vanguard gets them killed by magic, the MR1 will not save them. Also some common shooting can kill them with a bit of luck, they are only heavy armour, reg 6 and 3 wounds, so killed very easily. Still I personally have liked more to deploy them. I think with beneath the sands you can bring one of the first turn, can you not? Also, if you buy the ambusher, depending on the match-up you can choose not to utilize it.
@@joonatervonen3626 not really? There's fireball with 24" and vindictive glare with 21"; everything else requires them to move into dispel range where you'll now have the advantage due to MR1. Fireball averages 1.2 unsaved wounds into one, so they'd need to commit more casters than most armies pack to do that. Common shooting is far more unreliable; bs 3 with STR 3 needs an average of 65 shots to inflict 3 wounds. Now, a lot of of bows have armour bane built into them, but most of them would also be at long range, bringing it up to 78 shots in the case of peasant archers. Stuff happens in a dice game; you can lose stuff to bad luck, but it's not reliable enough to plan your strategy around. The gain of your potential turn 1 charge off the vanguard and spiking something with your instant death attacks should be far greater than the risk of losing a scorp to a plethora of chip damage if you go second. There's also the whole deal that scorpions are kinda just...extra; they're the cherry on top of a good list. If they distract your opponent while you set up your caskets and dragons then that's usually to the better. I do get that ambush is a small amount of points for them and you have the choice to use it. I think it's a fine tech option to have if your game plan relies on going 1st, but i also think the very best tomb kings lists don't need to, and have other tech choices to fight over the last 30 or so points in the list.
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!
Thanks Sam! This is good to know, good flexibility on the rule too
What do you think about people that say you can't revive skirmishers because rules of Arise! only talk about models in rank and file and say nothing about positioning raised skirmishers?
@@TheKApsFast I think the rules writers just sort of missed that interaction (and the fact it might need its own section), so maybe best to have a word with your opponent about it. Personally I'd say revived/newly raised skirmish models would have to be placed within 1" coherency with at least 2 other models in the unit, or at least avoid snaking across the board/being closer to enemy models if within potential charge range. If you just try to be sensible about it then I don't think people would object on the table top.
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.
Nice video chaps !
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 😊
Nice video! So can you march with fly ability even though you are Tomb Kings?
You can!
Just found your channel, you have my sub!
Thanks! Hope you enjoy
Nice video. But our guests sound quality is... questionable. Maybe invest in a 20€ microphone? 😅
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.
If Tomb Princes could ride Warsphinx it would give that mount a purpose while also staying in theme! Would be cool to let people ride necroserpents too
Yeah I'd love to see something riding snakes - maybe not the king (just for thematic reasons) but I could absolutely see a prince on a Necroserpent
Tomb and prince can go on skeletal steed...If you want...
@@CloseOrder if you were considering theme then it should only be the heralds as they are the next step up from necropolis knights, but that’s boring 😛 I was really hoping the arch Necrotect would be a hero imbedded in a ushsbti of a snake to let us play around a bit but as with most of the tk units in the AJ they chose the laziest option
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.
You are correct! My mistake!
My will be done only effects your *ground* movement.
@@grlmgor it specifically says it effects your mount
@@Undivided171 Yes your mounts movement not your mounts fly movement.
2 different characteristics.
Also fly can go over 10 with steed of shadows.
@@grlmgor MWBD affects fly, since fly is considered as M characteristics as per the FAQ and MWBD rule itself says that any stat can't go higher than 10.
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.
Hahahahha
That sounds like me.
There are two wolves inside me, one wants everyone to enjoy using the things they like and the other is disgusted by the non-competitive choices
So, Im not super experienced, but when discussing the Necrotect, he mentioned that when it does the ability goes away... Why would that be?
Obviously he won't be using it again, so please don't say that...
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.
Since i only got to the end of magic items with that last one lol.
Musicians are definitely still valuable for infantry bricks as mentioned. Tomb guard cap out at 6 combat res (2 ranks, close order, banner, war banner, bsb), so idk if theyre the best at contesting dragons. The halberd is good for wide units fighting monsters since you lose the armour ignore from cleaving blow.
You probably do want light armour on warriors. Its dirt cheap, and follow up turns into peg knights and stuff like that with a 5+/6+/6+ (because casket, obviously) is a real pain. You gotta spend points on core, and while there's some amazing core choices, it's also worth it to invest the points in a very hard to kill unit as a form of points denial.
The insanely big block of poison archers is a hilarious yet oddly effective unit. They're not great at killing dragons, but they do average about 12 wounds into t6 after you take 50 or and give them cursed blades. And that keeps giant chaos spawn/sphinxes/ghorgons honest with about 1 wound left (before any plague of rust combos). You even threaten a solid amount of wounds on steam tanks and iron daemons. It almost one rounds monsters with layered saves for 270 of compulsory core and the 85 points of character you have to take for the amulet. Mileage may vary, but that's a pretty good investment and return out of the core slot.
Skirmishers are great, but their biggest strength is based on Schrodinger's skirmish formation and whether you can use the chariot runner rule while they're locked in combat. But still, great as flank protectors, or ambushers out of the back edge to snipe a wizard lurking behind a brick (or charge a warmachine).
Tomb swarms are actually very good, but are still very preference depending out of mortuary cult. Ambush into the warmachines. Poison can spike the big stuff like you mentioned, and you get density of attacks per base to offset being skirmishers.
Carrion arent good by dint of being special. The flank and challenge with full command basically guarantees the conversion, and you can play coy with intervening units while still leveraging large target and fly, but you can do a little bit more telegraphed and short ranged out of your core with bow horses. The idea is a great one, but the Carrion in of itself isn't strictly necessary (though dragon into skeletons with unit champ is kinda enough, since they're locked in for the rest of the game). Otherwise there's so many warmachine hunters in the list in core that it's still a hard argument.
Spear horses one unique thing is trying to contest a side of the board into other flankers with the vanguard and turn 1 charge if you go first. Only good at fighting hounds or direwolves or bow horses, but the unit isn't completely dead.
Necronknights have cleaving blow for the rider as the sexy bit.
Stalkers suck. All the other ambushers steal their lunch. The one thing I'll mention here instead of the better arcane journal snakes is when you come in from ambush you can do so in a massive marching column and then redress and move. But dont take these.
Can't get past M10 with will be done on any unit so the chariots have a 19" charge range.
Newer players tend to play the necrosphinx as a monster hunter, so a quick PSA that it isn't. It eats quality non-monsters though.
The dust cloud off the dragon stacks super oppressively with glittering robe and the casket. Part of what makes the illusion priest the best rider. Again, no stacking will be done last m10. A good column of crystal would put it in front of the target until to prevent landing instead of trying to necessarily prevent LOS.
you want ambusher for scorpions mainly to make fewer drops to get that +1 to start the game
@@joonatervonen3626 it's a common argument, but it grossly depends on player skill and list.
I think of it like this: starting on the board with vanguard gives you immediate board control and a lot of pressure. You can vanguard them right out of enemy charge range and dare them to move up if they get first. Or you can pay more points and start them off the board to get the +1, which is far from a guarantee. If you still end up going 2nd then aggressive positioning can really limit where they can be summoned in and constrict your placement. It also takes off the instant death threat until turn 2, allowing that aggressive positioning to go for the core of your list. Oh and of course you can still fail to bring them on.
@@clearym8040 against lot of opponents agressive use of vanguard gets them killed by magic, the MR1 will not save them. Also some common shooting can kill them with a bit of luck, they are only heavy armour, reg 6 and 3 wounds, so killed very easily. Still I personally have liked more to deploy them. I think with beneath the sands you can bring one of the first turn, can you not? Also, if you buy the ambusher, depending on the match-up you can choose not to utilize it.
@@joonatervonen3626 not really? There's fireball with 24" and vindictive glare with 21"; everything else requires them to move into dispel range where you'll now have the advantage due to MR1. Fireball averages 1.2 unsaved wounds into one, so they'd need to commit more casters than most armies pack to do that.
Common shooting is far more unreliable; bs 3 with STR 3 needs an average of 65 shots to inflict 3 wounds. Now, a lot of of bows have armour bane built into them, but most of them would also be at long range, bringing it up to 78 shots in the case of peasant archers.
Stuff happens in a dice game; you can lose stuff to bad luck, but it's not reliable enough to plan your strategy around. The gain of your potential turn 1 charge off the vanguard and spiking something with your instant death attacks should be far greater than the risk of losing a scorp to a plethora of chip damage if you go second. There's also the whole deal that scorpions are kinda just...extra; they're the cherry on top of a good list. If they distract your opponent while you set up your caskets and dragons then that's usually to the better.
I do get that ambush is a small amount of points for them and you have the choice to use it. I think it's a fine tech option to have if your game plan relies on going 1st, but i also think the very best tomb kings lists don't need to, and have other tech choices to fight over the last 30 or so points in the list.
Bryns list is brilliant, until it is rushed.
Play me with your orc list and see what's happens ahaha
To be fair it struggled Vs my beastmen list but... You didn't have ushabti, my orc list is very scary msu, I think it would be a fun game!