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Warhammer: Tomb
Kings
Gav Thorpe, Alessio Cavatore and others
published by Games Workshop
Price: £10.00
An
early line in the introduction is a great starting point for
this book; "The spectacle of the Tomb Kings army on the
battlefield is
" For this is an army book of the
truest sort, it aims at the battle player, and the background
is lost rather in the middle. Actually, that is not really
doing the book justice, for it's background materials are
great. But you are probably just as well (if not better) off
picking up a book on ancient Egypt and reading that.
The book starts with sixteen pages of "background material".
It explains the roles of many of the units and characters
in the army, and the evolution of the Kings hemselves. It
has a highly useless map showing the extent of "Alcadizaar
the Conqueror's" realm. Unfortunately this shows nothing
of the current world boundaries, although a little knowledge
will allow you to work out that Tilea is towards the top of
the map. Two short stories follow, neither of much more use
then a little light entertainment, and an insight into some
of the culture. Last in this section is another story, but
before that is a revelation for Games Workshop: a current
map... with a scale. It took me quite a while with this map
and the previous one to actually work out where the whole
place was, but again Tilea is just off the top of this map.
We move on and into the army rules, beginning with a summary
of all the Undead rules. When playing, you must not forget
these, for they are vital to the survival or destruction of
your army. Twelve more pages follow giving the background
and some information for each of the major troop types in
the army. In here you can get some surprising insights into
the culture of the Tomb kings as they re-awaken. Four pages
of the magic items follows a short double page on the magic
of the priests and its uses.
The next eighteen pages contain the stats and rules for the
armies of the tomb kings, and are worth little comment in
a review.
The next set of sixteen pages is in full colour. It begins
and ends with two concept art pictures, one of a king and
the other of chariots in action. Between here we have photographs
of the studio's miniatures, and a painting guide. The painting
guide shows no less then six differing ways of producing a
bone-like colour, and seems excessive.
After a few pages on the special characters and their rules,
the book is finished off nicely with a mock diary story, the
standard tactics section, some banners and a page on the glyphs
used by the Nehekharans.
Overall, this is a book for wargamers, and so that is where
Games workshop has directed its interests. The background
material could be used for a WFRP adventure, but considering
that the entire race is dead will pose interesting problems.
All their peasants are longs gone, and the armies that remain
are little more them savages. There is little role play potential
there. The other possible role play might be to play in a
time when the race was still alive. As nice as that might
be, the information is scarce, and connecting such a storyline
to a typical TEW-style one could be problematic.
Obviously needed for anyone who plays the army, this book
holds little for anyone else.
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