Tuesday, August 1, 2023

Foreboding in Nehekhara....

Ever since I started playing WHFB in 3rd edition, I was drawn to the Undead as a faction. Endless warriors all under the command of a leader holding the army together via magic. Back then, I certainly wasn't a great player and perhaps didn't fully understand the playstyle. After a string of many many losses, I opted for the somewhat user friendly High Elves and the Undead became a distant memory. 


Fast forward to an Australian buy/swap/sell wargaming forum way back in year 2005 and someone was selling some Tomb Kings. I'd been looking for an excuse to get back into the game and the timing lined up nicely. For $200 I nabbed the following:

  • Tomb King
  • 2 x Liche Priests
  • 10 x Skeleton Horsemen
  • 20 x Skeleton Archers
  • 40 x Skeleton Warriors
  • 20 x Tomb Guard
  • 3 x Ushabti
  • Screaming Skull Catapult
  • Casket of Souls
  • Tomb Scorpion
  • Bone Giant
  • 3 x Carrion 
Bargain!


The Tomb Kings are a unique and interesting faction in the Warhammer Fantasy Battles universe for many reasons. Here are some reasons why I was drawn to them and consider them one of the best factions in terms of overall fun, and theme:

  1. Flavor and Theme: The Tomb Kings had a rich and captivating theme, being based on ancient Egypt with undead armies ruled by powerful kings. Their lore and background is intriguing, making them stand out among other factions. Although they follow the usual bone colour scheme, armour and shields could often be the focus point with a rich variety of colour schemes.


  2. Uniqueness: The Tomb Kings offered a distinct playstyle compared to other factions. They rely heavily on animated statues and hordes of skeleton infantry, with special units like chariots and powerful constructs like the Warsphinx for tying up enemy infantry and the Hierotitan to further augment the magic capabilities.


  3. Magic: In the game, Tomb Kings are known for their powerful magic, which was linked to the ancient Liche Priests and their unique lore of Nehekhara. They could summon sandstorms, curse enemies, and augment friendly units with some nasty combinations. Additionally, they have access to the Lore of Death and the Lore of Light, armies could tailor the lore to suit the generals playstyle.


  4. Undying Legions: Tomb Kings had access to a mechanic called "Undying Legions," which allowed them to potentially resurrect fallen units during the game. This made them resilient on the battlefield and added a strategic element to their gameplay.


  5. Challenging Gameplay: Some players enjoyed the challenge of playing the Tomb Kings, as they required careful planning and tactical maneuvering to be effective. Their armies were generally considered more specialised and required a well-thought-out strategy. Although many of my games resulted in losses, the learning curve of this army certainly resulted in my player skill taking an increase.

Obviously, it was a sad day when 8th edition of WHFB was no more, however it certainly did not kill off my enthusiasm as a Tomb Kings supporter. Once the Old World was announced I was filled with excitement knowing I'd be taking my army out of the tombs in the near future. Although the time line has been reversed to coincide with a particular event in the Warhammer time line, I'm confident all of the units will still be available and ready to stomp face.

Luckily enough, we're super lucky to live in the age of the internet now where many game systems are readily available to play. One Page Rules for example do amazing rule sets and even Warmaster has seen a resurgence and the scale is very cool if you're looking for another challenge to paint.

I've had many games with the Tomb Kings and am certainly looking forward to getting them back onto the table in due time.

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