TOMB KINGS OF KHEMRI 2,000 POINT GT '99 ARMY
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CHARACTERS
Tomb King (225) with Tomb King's Crown (50), Armor of Fortune (15), Flail of Skulls (30),
scythes (20), bow (2), spear (1), javelins (1) and shield (1)
345 Points
Tomb Lord (72) with Armor of Endurance (5), Sword of Heroes (60), scythed chariot (50) and
shield (1)
188 Points
Master Liche Priest (180) with Rod of Power (25) and Destroy Spell Scroll (50)
255 Points
Liche Priest (50) with Dispel Scroll (25)
75 Points
Liche Priest (50) with Book of Secrets (50)
100 Points
Subtotal: 963 Points
REGIMENTS
3 Chariots (120) with scythes (60), light armor (6), shields (3), spears (3) and Standard
of Shielding (25)
217 Points
3 Chariots (120) with scythes (60), light armor (6), shields (3), spears (3) and War
Banner (25)
217 Points
5 Skeleton Cavalry (90) with spears (10), shields (10) and Doomrider Banner (47)
157 Points
2 Carrion
90 Points 14 Skeleton Warriors (112) with bows (14) and Banner of Sorcery (34)
160 Points
5 Skeleton Warriors (40) with bows (5)
45 Points
Subtotal: 886 Points
MONSTERS
3 Scorpion Swarms
150 Points
TOTAL: 1,999 Points
Notes:
Khemri (as published in WD 227) will be played by opportunists this year; at least those
who can get the army ready in time. If you are not familiar with this list, and are going
to a GT this year, go back and learn it. The alternative is to die to it at the GT. It's a
tough list which will never get better than it is right now. The reason for this is that
in the army book incarnation, the Liche Priests will have to buy the spells they will
cast. That's why they are cheaper than a normal human wizard. For now, they follow all the
rules for necromancers, including picking their spells, recasting (though they have their
own table), etc. If you can get it ready, the following list will give the tournament
field fits. Pay particular attention to the chariots. Those things can have a 2+ save, and
one unit can get a 1+ with the standard of shielding. Any model in one of the Khemri light
chariots can get a 1+ save by simply buying a magic armor with a 5+ save (the chariot does
the rest, along with a shield). Thus it's possible to get at least three elements in the
army with a 1+ armor save and a toughness of at least 4, and multiple wounds. This list
owes quite a bit to Bill Edwards, but it's not a hard list to come up with. Most of the
unit choices are obvious and deadly.
Movement: The Khemri list above is fast. The chariots charge 16" and the cav do the same, The scorpion swarms will deploy forward, and the offensive characters are just as mobile as the chariots. The rest of the army really does not want to move, but will shamble into bow range if necessary. There are six maneuver elements in this army: The Tomb King, the Tomb Lord, the 2 chariot units, the cav, the carrion and the scorpion swarms. All hit pretty hard, and the scorpion swarms can interdict march moves from turn two, and are a tarpit of the highest caliber.
Shooting: This army actually shoots pretty well, because the Tomb Kings crown gives the archer units the BS of the general (which is 4) when they are within 12". The army has 20 shots per turn, and can be Van Hels'd for extra fire.
Close Combat: The army excels at close combat. Either the TK or the TL can take out just about any single model, and the chariot units will cause 3D3+6 S4 impact hits each. That's an average of about 9-10 impact hits. The skeleton horse will hit 10 times (5 at S4, 5 at S3) and the swarms have 15 attacks at S4. This army loves close combat.
Magic: Not too bad. It holds six cards, and can cast Curse of Years for free every turn if the BoS is not vetoed. The master Liche will probably take Van Hels, the P2 summon and Gaze of Nagash. The little guy with the book will take Curse of Years or the P1 summon, and the other mage will take Dark Mist (I guess). Note that the army can heal its units with Sumon spells, and can summon then Van Hels units into close combat to pursue fleeing enemy off the table. Defensively, it carries two scrolls, so it can survive one magic phase of going all out, then having only the cards it's dealt in the enemy magic phase.