Showing posts with label Tomb Kings. Show all posts
Showing posts with label Tomb Kings. Show all posts

Friday, 16 January 2015

Tomb Kings army book goes softback...

In an interesting development, the Tomb Kings army book, recently discontinued as reported here, has now re-appeared as a softback title!


With being so close to the rumoured 9th edition release, we live in interesting times...

What this means for the rumours regarding combined army books and consolidation of factions... well, at this point its any ones guess

Maybe the End is not so catastrophic!

Tuesday, 2 December 2014

No more Tomb Kings books


So it appears the English edition of Tomb Kings is selling out. It is listed on all the UK and Europe sites as Sold Out/No longer available (although the other languages are still available). The English version of the book appears to still be available in North America and Australasia.

As the Tomb Kings army book was never ported to digital that's it for this edition.

This potentially indicates several scenarios surrounding my favorite WHFB army.

  • Sales of the Tomb Kings book have been that sluggish of late its not worth a re-print
  • New book will be available soon
  • 9th edition rule set will be out soon
  • 9th edition will see a move to combined army books (undead)
  • End of Times mergers will become permanent
Not all are likely, however I think a few are more than just wish listing now.

Warning: everything past this point is crystal ball gazing...

IMO I think the last three have some body to them. 9th edition will arrive in June/July. Before we reach that point we will see at least three more end of times books, Skaven/Lizardmen, Dwarves/Orcs and Goblins/Ogres, and then finally Archaon. 

These last three books, along with the three proceeding them, will change the landscape forever. Once 9th edition is launched we will get a set of books that combine multiple armies into factions. They could be similar to as follows
  • Forces of Men/Dwarfs
  • Forces of Chaos
  • Forces of Elves
  • Forces of Destruction
  • Forces of the Undead
These books will allow you to take the traditional forces, such as High Elves or Empire, but in addition, they will allow you to take alliances of factions like in the End of Times. This will follow on from the big shake up and will allow GW to consolidate their range, and will be the WHFB version of the allies matrix in 40k. Expect to see anything not plastic phased out.

This is indeed the end of times...

Tuesday, 2 September 2014

White Dwarf: Morghasts released


This coming weeks White Dwarf is doing the rounds on Twitter already. This time we see the much awaited Morghast variants. I posted earlier here how huge they are


They come in at $113 for a box of two. Although the price is steep, I was expecting about $98 for 1!


The box can build the two variants, Harbingers and Archai, which basically mean they get different weapons.


And in this weeks release we also get the new Spirit Hosts. These models tie in well with the new Undead legion releases and also offer a through back to the likes of the Coven Throne. 

With these few release Vampire Counts are looking to be one of the nicest ranges of models in Games Workshops line up. Once they re-sculpt the zombies and release a few odds and ends like the Bats, job done right? I hope not...

Now if only Tomb Kings would get this type of treatment. Hurry up and makke new core skellies!

Friday, 29 August 2014

Nagash Preview - Rules inside


So I'm lucky enough to have the book in my hands, and so far I am very pleased with the product, despite the price!

The 296 page lore book is, simply put, a must have if you are a fan of the background and theater of the Warhammer stage. I won't go into to much detail (read spoilers) here but the book touches every race in Warhammer. Nobody is left out of the storyline.

The first few pages are an artistic prelude, feature large battles scenes or mustering of armies, with some rather elusive statements and references of events to come. I'm most beguiled by the High Elf one, referencing a great lie...

A lot of you will also be interested in the new rules. Let me be clear, the rules included in the Nagash volume II, are NOT new grand sweeping changes to WHFB 8th edition. They are intended for use in the campaign, and it clearly states you "may" use them for any game.

Also included in Volume II (the books are labeled Volume I and II, so is that an indicationg there will be further volumes?) are rules for scenarios, generic rules for battlefields including underground fighting (lots of trolls and squigs can appear!) and of course the new Undead Legion rules

So for all you doomsday fodder out there, you will just have to wait a little longer!

Now in saying that, there is some long overdue changes which effect the Tomb Kings in the campaign introduced. Simply put, I wish GW would eratta them to be rules changes for Tomb Kings! 

 

First up is the sweeping change that makes the Undead legion possible. Ignore the rules, use this instead. Nehekharan and Vampires magic lore works on all undead...


Now the generic Undead rule, meaning now Tomb Kings can MARCH. Yes, you read that right. GW almost fixed Tomb Kings...


The new healing rules basically follow the previous, however, it now clearly states you may heal ethereal and Constructs 1 wound per spell. GW is getting ever so close to fixing Tomb Kings now!

But then once you read the designers notes on Slain Generals... In the Nagash campaign, your Undead Legion does not crumble from your general dieing any more.


There is plenty of other rules changes for the campaign, so go buy the book and read up yourself. From what I have read so far the implications are grand.

So what does this mean for the game. Well, at first glance, very little. The book is clear these rules are made for the campaign. Increases in Lords and Heroes allowances is a throw back the 4th/5th edition where that was the norm. The changes to the Undead rules are a good fix for Tomb Kings, but mean very little to Vampire Counts. 

But if we start thinking about the tournament scene, things get interesting IMO. We now have a set of rules written by GW that help Tomb Kings somewhat. There are already people speculating that Undead Legions will be an army able to be fielded in a tournament, and I agree some what. However not without some very important changes.

First and foremost, the 50% cap for Lords and Heroes needs to be removed and replaced with 25%. I think that goes without saying. There are some other changes which are debatable, like the General Slain/Army Crumble rule being reinstated, however that will be a landmine with the crossover between Vampire Counts and Tomb Kings... And then there is balance. Will mixing the best parts of Tomb Kings with the best of Vampire counts be overpowered? 

It could work, but then we might see a lot of WAAC gamers make the jump, and nobody wants that. They just need to stick with Daemons...


Morghast's are HUGE

If you didn't manage to see my twitter feed last night, I posted a range of pictures of the new rules for Nagash.

But this is worthy of a post of its own...



That's right, these suckers are HUGE. Its really good to see them in context of other models. Pictures are from the new Nagash book.

They are scheduled for pre release on September 7 and available to purchase September 14 alongside the new Spirit Hosts

If you where in two minds about purchasing the book set, the 296 page story is worth it alone!

Thursday, 21 August 2014

The End of Times: Whats next?

Warning! This post contains massive amounts of grandiose speculation!

So, as most of you will know by now, unless your name is Patrick, Nagash has returned in all his glory!

The release will be interesting to watch unfold. We already know there is at least one more week of models to be released, thanks to the early leak of the September issue of Warhammer Visions. But what next?

Lets take a look at 40k's latest campaign. Sanctus Reach combined a multitude of host armies coming together in a 2 volume campaign that encompassed most of the 40k universe. It included army specific expansion books for Orks, Astra Militarum and Space Wolves. The release was done over a month long period with little insight to what the next wave might have been. It didnt however include many new models for release, but concentrated on formations for recently updated armies.

So what do we know about Warhammer: Nagash. We know we are getting a 2 book volume which contains a campaign focusing on the return of Nagash and the premise around the event. We know we are getting at least 4 kits: Nagash, Arkhan/Neferata/Manfred triple kit, Morghast Harbingers and Spirit hosts (although these may turn out to be built from the other kits).

But who is Nagash fighting? Well the story line basically goes along the lines (in its most simplistic version) of Nagash has been bought back by Manfred to unit the Undead to fight a Chaos incursion. Chaos...

And this leads to my speculation, that we may indeed see a second volume based around Chaos, which would potentially include the release of the 4 new Greater Daemon kits frequently rumored... What better way to introduce a large number of monstrous plastic kits! I would suspect that the volume would be a similar 2 book binding, with a united Chaos Legions list like back in the old days. Hands up who remembers the Chaos Boxed set of 5th edition!

This release style is unheard of in Warhammer Fantasy, but the precedent has been set by 40k already. This would also tie into the much lambasted rumors of 9th edition having volumes that covered a range of armies instead of an individual (which I dont buy personally). it would go a long way to cover the rumors that point to it being true/false which we have heard from several sources. 

So, my speculation is that the Nagash release may be more than just a 2 week Undead splash, but in fact the beginning of a more comprehensive release schedule. September was rumoured to be a big fantasy release (some claimed 9th edition) but I think this fits the bill a little better. This is indeed The End of Times! name says it all!

Time will tell...

Tuesday, 19 August 2014

The Clown Face that was...

Surely this is the end of times, at least for my wallet


Arkhan the Black, but wheres his chariot!


I don't know... but he looks rather vampirish. Aborash maybe?




New spirit hosts, shore to get the restless specters exited


Morghast Harbringers. Surprisingly similar to Crypt Horrors, most likley a Nagash Elite, although I cannot remember him using them in the Trilogy



This weeks White Dwarf cover. Ruthlessly hacked off twitter


Nagash in all his glory!


This weeks release schedule. Thats a lot crammed into 1 weeks of a weekly release cycle!


Ltd edition Nagash army book.... wait what. Nagash army book... let that salivate in your mind for a moment. Fantasy gets a (technically) new race...


Old vs new. The many faces of clown face


Thursday, 29 November 2012

Conquest 2012 - Battle Reports



Game 1 – Bretonnians – Basil Moskivis
Scenario: Dawn Attack

Basil and I meet again. Happens any time we attend the same tourney! This time he turned up with his Bretonnians. 2 Trebuchet, 3 blocks of knights, some skirmishers, yeomen, archers and Pegasus Knights made up his field. The scenario was a variant of Dawn attack.

We rolled for deployment which resulted in me being able to make a castle on my right, and Basil on my left. My casket was left out to dry by itself, but attracted a lot of deployment attention which worked out well in the end. I formed my priority target list as usual, which was basically Pegasus knights, the chaff protecting his left flank, and the trebuchets. I could see Basil was eyeing up the casket all jelly and such.

The game started with me pushing the right flank with horse archers all the while shooting the peggys Scatterpults tried for some trebby kills accounting for 3 wounds on one. Basil pushed my left with the knights making a barrel line straight for the casket with two units! The sole unit of 10 skittles will have some work cut out for them…

The mid game consisted of skittle horse archers being charged by yeomen and the likes and ‘winning’ combat! This secured me the left flank and allowed me to roll forward and commit the Tomb Guard. The Stalkers popped up turn 3 and gave the wounded trebby a funny look. They then proceeded to GTFO so the counter fire from archers wouldn’t send them back into the ground. Basils 2 knight blocks double flanked the casket. My poor lil skittles guarding it could only redirect one of them. Big meany horse boys… It goes boom and kills a few knights for lol’s. Battlelines are drawn and the game looks like we are playing battle for the pass now.

In the closing stages of the game I try to force Basil into a combat with my Tomb Guard, but hes having none of it. Canny ol’ Basil is all learned on my rocks vs his scissors. I go on a fishing trip but can’t catch anything. I drop some knights down to 3 or 4 ponies, but to little to late.

Game ends in a draw. Again. There is 24 vp in it. Bloody Basil and his draws.


Game 2 – Chaos Warriors – Jordan Rees
Scenario: Objective

Its an odd thing. At the beginning of the year I dreaded fighting Chaos Warriors. These days I look forward to the match ups. I actually think they are a good matchup, at least with the local meta. Jordan’s got a few warrior blocks, backed up with characters, a unit of Knights, some puppies and crazy men on ponies. The scenario is a variation of battleline with a single objective in the middle which may or may not have a big nasty in it!

There’s a bloody big river of light going through the centre of the table (in fact it went through 2 or 3 tables!). I start to build Hadrian’s wall on my side, whilst Jordan does some dark rituals or whatever he does that constitutes a battleplan. I really don’t know what I am doing here. I figure I will wing it. His only real threat is the Knights and gateway.

Go. I do my pew pew thing, kill some pups and pony boys, take a chunk out of the Knights, and other such nonsense. In response, Chaos does what Chaos does. Looks at me all menacing like. Game starts well for me shutting down Gateway first turn and getting rid of chaff. Like flies to rotten meet (a distant fond memory for my fella’s) we all start converging on the objective.

The mid game was um, eventful… I continue to do what I do best, and shoot stuff. I throw 2 dice at smiting and roll a double 6. Heh. Not uncommon, but I declare to Jordan that since I rolled double 6 on only 2 dice that I will follow it up with a double 1. God damn it curse my luck I double 1 the result. Yeah. You know whats coming. I follow it up with a failed “fall in the hole roll” and my Hierophant goes off visiting his nana. S**t starts falling apart, but thanks to my super strategic plan of winging it, most is near the general and tests on Ld 9. I loose a scatterpult and some horsy archers. Some other stuff happens during the mid game but I hang in there consolidating on my general.

In the closing parts of the game Jordan is unable to capitalise on GW’s poor book writing skills. I feed him some chaff when he makes a push into my mobile fortress. I’ve made a tidy house and cleaned most of the board of all his crap. He’s got 2 blocks of infantry left. I decide to throw a hail mary and make the move into the objective to fight the possibly maybe it’s a big nasty dragon… We open the envelope and I can only laugh when it says it is empty, the only empty one out of a dozen or so tables.

Game is wrapped up with a convincing win to me despite loosing my glue stick.


Game 3 – Ogres – Graham Robb
Scenario: Castle… erm… I mean meeting engagement…

Lets get one thing clear to start with. I hate Ogres… Worst matchup ever. Between the ‘I’m immune to your killing blow crap’ to underpriced ‘look at my lil’ donkey’ riders there is nothing fun about it. Let us not even mention anything about the ‘best cannon in the game’… Stupid Ogres.

So we do the setup thing and I start pulling some shenanigans. I pull out all my lego bricks and build me a castle! Yay for tactics. Graham builds a battleline typical of ‘push em forward and bash em’ tactics Ogres play so well into to. I manage to reserve my Tomb Guard, not good. Graham looses a unit or two to reserves as well, a Giant I think, but nothing important.

Graham goes first and surges forward. He manages to break his uber cannon first turn. So a good start for me TK. I spend the first turn trying to take care of his chaff and moving my TG into a manageable position. I throw a lot of shooting into his maneaters. I am facing a block of Ogres to my right, supported by a Giant and Maneaters, firebelly + Ogres in the centre, with Ironguts BSB, General and Ironblaster to my right. There is some donkeys running around as well.

With his maneaters reduced to two, I execute a carpe diem and throw my chariots into them. They destroy the Ogres on impact and overrun into the Giant who subsequently gets annihilated in the following combat phase allowing my Chariots to reform towards the rear of the 9 Ogre Bulls. With the aid of smiting I reduce the Bulls down to 3 in one phase. Then in my next turn turn the chariots charge the remaining bulls and overrun into the firebelly unit. I still havn’t lost one wound! All the while I am refusing my left flank.

So the closing stages of the match see me break the firebelly unit on the charge, but they manage to run away and rally. On my second charge I manage to kill him and the unit and line up the rear of the next unit, a rather menacing unit of iron Guts full of hitty characters that has lined up my TG. I soften it up a little with shooting but it makes it into me near full strength. A lil magic and some fruitful rolling by Graham and my TG are below half strength. As Scooby would say, rot roll… last turns magic phase I roll low, but thanks to the casket I get about 7 dice to 2. I draw out the dispel dice and proceed to 1 and 2 dice buff the TG and regenerate the ranks by 12 or so models. The chariots have made it in the rear and I cut down the to a man(ogre). It cuts and runs, is caught and games done.

MVP are 3 bloody chariots. Who would have thought! They where responsible for about 2000 vp’s! 20-0 vs ogres and I damn well beat them in combat! Still. I hate Ogres. Silly silly Ogres…


Game 4 – Lizardmen – Mal Patel
Scenario: Battleline – Objectives 3/2

Death by a thousand paper cuts… It is Mal’s war cry. An army full of skinks, but its still a favourable matchup for me at any rate. This game proved to be amusing for all the wrong reasons.

Deployment sees us castle up in opposite corners. Mal sacrificed a couple of units on my left to gain some deployment advantage, where as I committed to one corner early knowing full well my strength vs the skink hoard was concentration of firepower. I had to make it that if Mal wanted any VP’s he had to come get them, and by doing so realise he would loose whatever unit he chose to get them. There are three objectives deployed along the centreline of the table, with one randomly disappearing mid game. Each is worth 400 vp.

The initial phases of the game consisted of me exchanging my superior ranged firepower with Mal’s magical onslaught. When I say magic onslaught I mean meteor bombardment! I clean up a razordon and a skink unit he sacrificed with chariots and shooting in the early phases.

In the middle stages I try getting the casket to chain up some units, and catapults start finding some good ranges. I am rewarded with sending a few units of terradons to their graves and pushing Mal further into the corner. It’s still raining. Raining meteors… I’m finding this match very amusing. I defiantly feel I am in control of it and Mal seams to only be reacting with the few tools he can. Both of us realise any commitment will see a bloody mess of dead skinks. We roll up to see which of the three objectives disappears and its (predictably) the one in my corner…

Not much to say really. I pick off a Saurus Scar vet and some more terradons. I’ve started pushing the centre to hold the objective. I have no chance of the one on the far side to me. Mal throws a lot of dice at final transmutation? to try and kill off my TG. I respond by pumping them to heal them back up. We end the game with one objective each and a decent victory to me by 500 odd vps. Oh yeah, Ive lost nothing. Chalk up another victory for the Tomb kings


Game 5 – Daemons – Mark Otley
Scenario: Battle for the Pass

I find myself in a familiar spot again at the top of the table, but this time playing battle for the pass! Iv’e never played this scenario in a tournament before. I hear it’s favourable. Upon seeing Marks list, a very fast Slaaneshii dominated list including a ‘my little pony!’, its about the best setup I could think of. TK match up daemons very well and the scenario gives me the range advantage I need.

So I build my castle deep inside my half, whilst mark sets up as close as he can. I figure turn 3 or 4 for combats. I aim to push it out to turn 5.

We start by Mark moving up in controlled fashion, and me letting loose with anything and everything in range. I snatch a chariot for my troubles. A skirmish war is held on my left flank between the horse archers and flamers. A little help from the chariots cleans them up. Mark has Horrors anchored on an Arcane ruin helping him generate a butt load of dice.

With the Daemonic blob within striking range now, I finally manage a good hit on the Keeper of secrets killing him with a catapult. I smite volley a unit of daemonettes into oblivion leaving me horrors and the other deamonettes to deal with. Yeah, shooty TK love to play daemons!

Moving into the late stages of the game the horrors pick off my chariots with magic missiles, whilst I clean up the other daemonettes unit with my Tomb Guard. My Stalkers finally decide to pop up and I pick a spot behind the Horrors. The stare at the Horrors but Tzeentch must have been extra tricksy that day as they managed to roll up 2 misfires and a 6. The 4+ ward save lets them shrug it off. However the last laugh is mine, as turn six I charge the horrors with the two remaining stalkers and in Marks last turn they manage to kill the Tzeentch herald.

Damn close to tabling the Daemons, and as everyone knows, that’s a damn good feeling. Only topped by tabling Skaven with all their toys… So this win secures me top step on the podium. Chalk up another Tournament victory to Tomb Kings.

What am I doing wrong? The Interwebs tells me Tomb Kings are rubbish. I must not be using them right…

So next up is the Masters in December. An invitation only event for the top 12 players in the country in a no holds barred shoot out for top spot. The one positive thing I have going into this event is there will be no bloody Ogres!

Even Hermy is coming up for a spin…

Friday, 23 November 2012

NZ Masters 2012


Its that time of year again. All the best nerdymen in the world (NZ) gather for the rumble down under to decide the undisputed champion for another year! Talking it up? Yeah maybe.

Last year I had earned a spot at the 2011 masters but regretfully did not attend due to the timing of the event. This year however my calendar was clear for a spot in the 12.

So I have packed my bags and bundled up my old bones for Tomb Kings to attempt to bury everyone in the sands of time! The 12 top players head to the Shire (Wellington) for a good ol' 6 rounds of beat down. Its fair to say the smack talk has been colourful. 
This years list is:

L4 Hierophant with dispel scroll and ruby ring
Tomb Prince with armour of silvered steel and great weapon
2 units of 20 skittle archers
3 units of 5 skittle horse archers
2 units of 10 skittle archers
A unit of 6 Necroknights
40 Tomb guard
2 scatterpults
A casket of souls
and Hermy! the Necroshpinx

All the list can be found here

Here is a quick rundown of my army vs theirs (and to add some more smack to the mix)... And some BIG calls made...


Beastmen (Ray) A flying bull! Pretty darn close to a flying pig if you ask me. Chop the head off the beast and the army will die. hello Hermy! I have a job for you... In all seriousness this army has to much for me to shoot, even though they have no armour. But T4 may cause some issues.

Vampires (Rory) What no Terrorgiest? I can't wait to get my TG into this Knights! Hoards of skittles with screaming b***ths in them could be interesting for my grind. This game will probably end in a draw aye Basil?

Daemons (Tom) Tom's just going to play hide the fatty behind a rock again. Grow some balls boy. Just take the hit and write off a Bloodletter unit to my archers. I even bought Hermy to play with Billy, yet Billy to scared! Interesting times...

Lizards (Mike) Snorus breeding grounds in overtime! thats alota core fighty. Hermy might actually survive a fight against the lizzys for a change. Dag nam it, now I've cursed him... If Mike can avoid tripping over himself to get into combat this will be a good showdown...


Tomb Kings (Tim) If I'm Lucky enough to draw this fight, its a shore win for me!


Orcs & Gobbos (Sam) Sorry Sam a Savage Orc and Night Goblin army just aint right without the lil un's. Hey Mr Sams forgotten to pick the runts. You know the PC brigade are gona bag you for that one. Instead we have over 9000 points in characters. I'm rather happy I took another fighty unit this time. Lots of targets for Hermy to kill and die to die to... Can Sam shake off his day two jitters!


Empire (Joel) No. Just No. Go away you big meany... To many damn chickens. The Chochobo brigade has arrived in style. THIS IS MY WORST MATCHUP! The numbers are in and I am going down 7-13 or worse


Skaven (Locky) Who is this guy? Rumours have it that he once played warhammer time a long long time ago... Numbers say he knows what hes doing! But then again he does use stink'n cheat'n rattys. This is the more favourable skaven list for me however with Locky at the helm I dont fancy my chances. To many damn toys...


High Elves (Peter) If there ever was a guy who can turn a turd into chocolate this is the guy. With only 15 White lions I don't think he has the staying power of some of the other lists, but the snobby elves have the movement to pick the fights. this will be down to the wire but no doubt Peter will find a way to kill my Hiero and crumble me to dust.


Bretonnians (Antony) Hmm. hmmmm.... hmmmmmmmmmm.... I dunno. I never like fighting brets, but they are the traditional foe. Massed attachs and killing blow is the way to go here and, oh wait! I have massed attacks and killing blow. Who would have thought...


Skaven (Pete) NO FATTIES!!!!! yay for me (I'm doing a happy dance). But then again, more stink'n no good dirty cheat'n ratties. Petes got everything to loose here. Hes had his spies out (one got caught by a cat) and bribed 'Baddice' podcast into backing him (how much warpstone did it cost you?). Pete has everything to loose and nothing to gain since everyone is picking him to be on the top. I can here ringing in my ears already. At least I bought my bellboy Hermy to assist. Don't fancy my chances here...


Warriors (Neil) The 'displeased with you card' (Pete said no wildcard) entry to round out numbers to 12. Double Hellcannon and some angry donkeys. Lots of viable targets for the archers to pick at if we every get past turn one. Time will tell (yeah there is a pun there...)


So what's my predictions?

1st is Pete "No Fatties" Dunn from skaveblight
2nd goes to Joel "Farmer Brown" from Tau Tau chicken battery
3rd is for Antony mr "No peasant" and his quest for the holy gravy

Me you ask. 5th! no pressure aye. I think I made a few list mistakes for the field. Only next weekend will tell...


Thursday, 25 October 2012

Tomb Kings and the new FAQ's


Now that the dust has settled a little bit its time to step back and have a look at how the new FAQ's and erratas affect our beloved legions.

Sorry this post might be a bit wordy as I ramble on.....

The first one to look at is the new "Entombed beneath the Sands" errata


"Page 29 – Army Special Rules, Entombed Beneath the Sands
Add “A unit with the Entombed Beneath the Sands special
rule may choose to deploy normally along with the rest of the
army if the owning player wishes. In this case, the owning
player must clearly state this to their opponent before either
player begins deploying their army."

My first reaction was wow! I did not see this coming. The introduction of flexibility into the force is the greatest strength here. We now have the option of changing our deployment strategy to suit our opponents. If we both have 8 drops in deployment and you lose the roll off, then entomb them and get +1 for first turn roll off. Playing against fanatics and don't want to lose them? deploy them normally. Or in a situation I have versus Lizardmen in the weekend, facing 100 skinks? Deploy them normally. Some people did not like the random nature of the entombment or the fact that you could lose your unit 1/18 times. Personally I think this was/is still the greatest strength of the Sepultural Stalkers. The ability to drop them in behind enemy lines and vapourise a unit, something that your opponent cannot ignore. But the real strength of the new entombment rules is in the form of scorpions and swarms. Coupled with the FAQ on overruning we now have a plethora of options for bump stops or assassinations. A T5 W3 model can be very difficult to deal with. Having the option to deploy them normally means they can now fulfil rolls of flank guard or warmachine protection, counter charge as well as assassination attempts. This rule heralds the return of the scorpion

I give this an A+


"Q: Does the e ect of Djaf’s Incantation of Cursed Blades apply to
Impact Hits? (p61).
A: Yes"

An expected clarification. Most played it like this anyway but nice to see it in black and white.


"Q: If a friendly unit is locked in close combat within 12" of the caster
when Khsar’s Incantation of the Desert Wind is cast, does it still gain
the e ects of the Restless Dead lore attribute? (p61)
A: No."

Once again expected. Although I would have personally liked it to have gone the other way, it was reasonably clear that this was going to be the case. GW missed an opportunity to make dual use of this spell by giving a benefit to a unit in combat like ASF or re-rolls to hit


"Q: Can a Tomb King be your army’s Hierophant if he has the
Wizarding Hat? (p28).
A: No."

"Q: When exactly do I have to decide which model in my army is the
Hierophant? (p28).
A: You must choose which model will be your Hierophant
when picking your army and record this clearly on your army
list."


"Q: If a Tomb King has the Fencers Blades, does the My Will Be
Done special rule mean that he makes his unit Weapon Skill 10?
(p30).
A: No; use the Tomb King’s unmodified Weapon Skill of 6,
not his modified value of 10."

A bunch of useless FAQ's that nobody was even asking. The book is clear enough in these areas not to leave any room for interpretation.


Ok, so that covers the new stuff in the Tomb Kings section. And now on to a big one:


"Q: If a unit charges into combat and, on the turn it charges, the last
of the enemy unit it is fighting are removed as casualties due to
Daemonic Instability, the Unstable special rule, Cornered Rats or as
a result of a War Machine failing its Break test, does the charging
unit get to make an Overrun move? (p58).
A: No."

Not wanting to gloat but this is exactly how it is written in the rulebook. Now there has been a lively debate in the past about this but the GW FAQ has finally cleared this up. We now have established clear steps in the close combat phase which is a change from 7th edition. Also note it is a FAQ, not an errata. 
But as for the effect it has, to be fair, from a Tomb King perspective it dosn't change a lot. To take advantage of this rule we need to look to take slightly larger units, so that we will have some left over after we lose combat, but not too much as that crumble effects will still destroy the unit. There are still questions with regards as to if a unit can still reform after a unit crumbles from it in combat (I personally think you can), which leave us at what can we really achieve with this clarification to the rules?
It dosn't really change a lot for Tomb Kings. the army dosn't work well on huge units like Vampire Counts can as we don't have the ability to restore unit strength as efficiently. Neither  can we slap huge cheap units on the field like skaven can. We do however have a lot of small mobile units (what! mobility in the Tomb King book?) in the form of scorpions, horse archers, entombed units, carrion etc to name a few. The key thing for us I think is being compact, and redirecting.
Redirecting with Tomb kings is a bit of an art, and generally tries to achieve a different goal that the traditional redirect. Normally you would park a unit in front of a bus and flee from the charge, but we don't have this option, so we throw a unit under the bus and sacrifice it instead. There are often times where overrun is preferable, as is the case with leading a frenzied unit around. This is where horse archers have a great strength with free reforms. Set them up on odd angles  in single file if you want to stall a unit, or set them up wide as possible if you wish to draw out an overrun. having the option to do this is one strength few other armies can achieve that this FAQ reinforces. 

So what am I looking to try?
My 2 units of 10 archers and 1 unit of 20 may evolve into 3 units of 16, which will then need musicians.
More chariots? The ability to stall a unit and then countercharge with dozens of impact hits looks fun.
More shooting! just when you thought the 100 shot army was enough, now we can stop you dead at optimal range, and a timely smiting will see that unit disappear!
Carrion kill teams. They become more versatile now
Scorpions, also infinitely more versatile

So the result is that it may encourage some changes in Tomb King builds, however the effect is IMO is somewhat less than what many believe it may be. I need to get some play testing in to really try out some of my theories. There are still a few doomsayers out there still and I even had the privilege of someone telling me this weekend that "it wasn't in the spirit of the game" and "the FAQ is wrong". Some people are still stuck in 7th edition...

Solid B rating for this FAQ


"Q: Do units that are deployed as Scouts count toward determining
who finished deploying their army first? (p79)
A: No."

Most people played it like this anyway, but nice to have it set in stone

A+


"Page 107 – The Battle Standard Bearer.
Add “If a Battle Standard Bearer is in a unit that Refuses a
Challenge and is subsequently moved to the rear of its unit, it
loses the Hold Your Ground rule until the end of the turn.
Note, however, that if the Battle Standard Bearer has a magic
standard its effects continue to apply as normal (it cannot be
‘switched on or off’)”."

I can see some options of challenging out a BSB to gain the advantage in combat. 

So i think these are the key FAQ's that affect the Tomb Kings to some degree, but not by any means all of them. These FAQ's have given a lot of enthusiasm to the regulars (and haters) on the Khemri forums, but I don't think they will have that profound an effect on Tomb Kings as some believe, well at least in the way I play them.