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Tomb Guard; Zombies as Tomb Guard
Topic Started: 18th January 2007 - 04:59 PM (330 Views)
kingle tut
Chieftain
I've started Tomb Kings (as a secondary thing to Skaven, of course!), and got a skeleton box, which I'm using as archers (can be archers, spearmen or hand-weapons).

The thing is, this gives me lots and lots of spare Tomb Kings shields, hand weapons and spears.

Also, looking at the Tomb Guard models which are supposedly "mummified," there's not much flesh on them- in fact, none- they're just bandaged-up skeletons.

My idea is to use zombie models as Tomb Guard, giving them Tomb Kings shields, hand weapons, banner, musician, and a few heads and skeleton bits. This would also get around the IMMENSE cost of a minimum unit of Tomb Guard. That's waaay out of my price range anyway.

I think the whole effect would be a pretty nifty, individual, converted unit. The zombie skin would be painted to look leathery, perished and old, rather than rotten and green.

If you can see any problem with this idea, then please, let me know. The only thing I've spotted is that some of the zombies have very modern looking clothes (compared to Tomb Kings, anyway). That, however, could be hidden with careful painting or, better still, green stuff bandages.

On a side note, I'm also planning to use undead units as slaves for my Skaven. I figure a Grey Seer could probably control them just enough to move, but not well enough to fight properly (hence the slave stat-line and lack of "fear").

Any points on this welcome.
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Lord Lughtigern
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The Mad Ratter.

I suppose it could work... (so long as you did something about the intestines)

I'm not too sure about using Undead as Slaves though. Grey Seers are no slouches at magic! If they wanted reanimated hordes, then they'd definetly cause fear! Have to watch out for the inquisirats mind :ph43r:
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Links you should try out:
Denizens of the Deep - Rules for Underground Campaigns
Warhammer Skirmish - The Lazy Man's Mordheim
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Chieftain Cazgar
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Prophet of Plastic
sounds like a good idea, but i wouldn't make your skeleys into archers.

TK archers are pathetic, elves laugh at them 'cause they're so much better at shooting, men laugh at them because they have much better ranged weapons, and the master race laughs at them because when the finally manage to bring down a single model, its a slave and we don't care ^_^

i know they always hit on 5s, but it's not that great, not when we can hit on 3s with S6 AP weapons anyway...
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kingle tut
Chieftain
Lord Lughtigern
Jan 18 2007, 12:05 PM
(so long as you did something about the intestines)

:P Heh, yeah- THAT I forgot. I was thinking of just trimming them off and making bandages over the gap.
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FatherSquee
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Holder of Clan Pestilens "Most Sexiest" Award

I think it would work, and just green stuff over some of the more freshly dead suff and it should look good, and more individual! (something I feel the Tomb King army lacks...)

Another way you could do some fluffy undead slaves would be to have some chained and beaten Tomb Kingee necromancer that you cowed into submission (they have necromancers fielded eh? To be honest I'm not that up on what they field :unsure: )
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kingle tut
Chieftain
Cheiftan Cazgar
Jan 18 2007, 12:07 PM
sounds like a good idea, but i wouldn't make your skeleys into archers.

i know they always hit on 5s, but it's not that great, not when we can hit on 3s with S6 AP weapons anyway...

Heh, bit late- I've pretty much finished already.

Thing is, it's my first unit, so I wanted a little shooting. Plus with incantations I can get a whooole loat of 5+ shots, and once they reach combat, they're as good at killing stuff as the hand-weapon-armed ones. Plus they're still fear causing and won't run.

Overall, it seems like a better single unit choice than warriors. The only difference is the armour save, really.

ps. How do you figure hitting on 3s with (I assume) Jezzails? Large targets?
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Chieftain Cazgar
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Prophet of Plastic
yeah, short range and large targets. not very likely i'll admit, but it can still happen.

more likely is hittin on 4s with S6 against that large target, a couple rounds of jezzail fire could fell a bone giant easily.

a unit or 2 of archers is probably ok to start with, but don't think that incantations will give you an unbeatable gun line. the incantations you want to cast are movement ones to charge things in their flanks and the shooting one on your catapults.

even if your archers fire twice, they still don't do that great lol.
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Lord Lughtigern
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The Mad Ratter.

True, archers probably can double as warriors, so they save you some points to spend elsewhere. 5+ to hit is nothing to be sniffed at though, it tends to be the norm with armies like Empire, Orcs, Dwarves (not using uber handguns) and the likes. It's really not that bad.

@Cazgar: Have you EVER used brackets except in your title there?!
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Links you should try out:
Denizens of the Deep - Rules for Underground Campaigns
Warhammer Skirmish - The Lazy Man's Mordheim
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Chieftain Cazgar
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Prophet of Plastic
take a look through most of my posts they are there. my army diarys probably best to find them, but most other posts by me have them too :P

back on topic, i guess that most other archers (non elf atleast) hit on 5s usually, but then they don't bother moving and wait for the enemy to come to them.

i'm sorry if i sound bitter about TK archers, my mate plays TK and we entered into a fun tourney at my local GW, i never thought that TK were that good, and he took around 30 archers. all i can say is that around 3 models were killed by them a turn. i've not seen archers in his army list since lol.

which is good because it proves my point. bad because he replaced them with ubshanti <_< lol.

(ps. this was the best way of using brackets i could think of)
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kingle tut
Chieftain
Cheiftan Cazgar
Jan 18 2007, 12:21 PM
The incantations you want to cast are movement ones to charge things in their flanks and the shooting one on your catapults.

even if your archers fire twice, they still don't do that great lol.

True, but with the amount of incantations you can feasibly get, I could easily do both (move, magic shoot, magic charge- assuming they fail a dispel attempt or something). It seems like unless your opponent has loads of dispel scrolls and dispel dice, you'll be casting any ONE thing you want. And if something goes horribly wrong for them, you can do two.

And yeah, I don't expect them to really cause that many wounds- it's mostly that in past experience, shooting may not win a game, but it can sure help you not to loose. :D Just think about all those nasty combat things that aren't very tough. It's gotta be shooting or magic that stops them eating you, and I don't want to waste incantations on the magic missile one.
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Sammy the Squid
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Back to retirement!

I like the idea of using Zombies for Tomb Guard for 3 reasons:

- The current TG models are very static and are all in sinilar poses.
- They cost an absolute fortune to buy, and are really not worth their cost...
- Your idea is inventive, cheap, and with a few bandages modeled on, will look amazing!

The sooner you can try out this idea the better! I cant wait to see how they look!


On the topic of TK archers, I find 1-2 units are sort of useful, as they can guard flanks and cause the occasional casualty on Fast Cavalry, annoying Skirmishers etc. They arent brilliant, but are an alright support unit... Plus they look cool! ^_^

- Sammy

"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
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Batu
Clanrat
There is a site that has some nice "Egyptian" undead style miniatures. While I would not construct my entire army with them, they do have some that would make a great suppliment to the TK army.

Some of them would make great Tomb Guard units.

www.crocodilegames.com
Any army is beatable ...Therefore, It is not the Army you must fear...But their General.
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