|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				May 1st, 2011, 09:23 AM
			
			
			
		 |  
	| 
		
			|  | 
 Second Lieutenant |  | 
					Join Date: Oct 2006 Location: Toulouse, FRANCE 
						Posts: 436
					 Thanks: 150 
		
			
				Thanked 21 Times in 13 Posts
			
		
	      |  |  
    
	| 
				 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 ?)
 |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2011, 12:17 PM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Sep 2003 Location: Tel Aviv, Israel 
						Posts: 3,465
					 Thanks: 511 
		
			
				Thanked 162 Times in 86 Posts
			
		
	      |  |  
    
	| 
				 Re: Nation - Tomb Kings - v1.03 released (March 2009)! 
 yummy   |  
	
		
	
	
	| 
			
			 
			
				October 6th, 2011, 12:16 PM
			
			
			
		 |  
	| 
		
			|  | 
 Colonel |  | 
					Join Date: Nov 2008 
						Posts: 1,735
					 Thanks: 272 
		
			
				Thanked 120 Times in 93 Posts
			
		
	      |  |  
    
	| 
				 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. |  
	
		
	
	
	| 
			
			 
			
				October 6th, 2011, 12:40 PM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2006 Location: Oxford, UK 
						Posts: 5,921
					 Thanks: 194 
		
			
				Thanked 855 Times in 291 Posts
			
		
	      |  |  
    
	| 
				 Re: Nation - Tomb Kings - v1.03 released (March 2009)! 
 Wow, that's a bug. Well spotted. |  
	
		
	
	
	| 
			
			 
			
				October 6th, 2011, 01:12 PM
			
			
			
		 |  
	| 
		
			|  | 
 Colonel |  | 
					Join Date: Nov 2008 
						Posts: 1,735
					 Thanks: 272 
		
			
				Thanked 120 Times in 93 Posts
			
		
	      |  |  
    
	| 
				 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). |  
	
		
	
	
	| 
			
			 
			
				October 6th, 2011, 02:15 PM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2006 Location: Oxford, UK 
						Posts: 5,921
					 Thanks: 194 
		
			
				Thanked 855 Times in 291 Posts
			
		
	      |  |  
    
	| 
				 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). |  
	
		
	
	
	| 
			
			 
			
				November 15th, 2012, 05:42 PM
			
			
			
		 |  
	| 
		
			
			| 
 Private |  | 
					Join Date: Sep 2012 
						Posts: 1
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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.
 |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		
		 Hybrid Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |