Many of us are playing with the new rules simply because of the removal of crumble. But is there any reason to start including TK?
Unlike the absurd combos now viable for Chaos and Elves, VC/TK already have a lot of overlapping units and rules. Also TK is probably the second worst army (behind Beastmen, who now have a resurgence).
"Awesome" Combos
"Movement Shenanigans"
So TK can march now and since we can take the lore of nehek that means doubling movement through K. Incantation of the Desert Wind. Unfortunately taking Liche Preist for this reason is rarely optimal over simply taking a Book of Arkhan. KIotDW is signature, which is nice but its the same 12" as VDM. Sure you can fly a T-gheist 40" but in the case of the majority of units, this is equal to VDM but for 2+ more to cast & without ToHit re-rolls. VDM is obviously superior on a Corpse Cart as well. Due to the Res Fallen Warriors rules, you can still only heal the same single wound on your T-Gheist. Unlike VDM, you don't get to choose who gets the wound and you can't heal chars, but it is nice to get 2-4 wounds on hardy units like BK or CH (although a lvl2 necro could already add a reliable 3 wounds). You can boost it to everyone within 24" for a monstrous 16+ which can be pretty epic, however there's not much incentive to take a lvl4 Liche and so you need to roll 14-15+ to get it off compared to the 8+ you usually roll to get off your boosted VDM. Your units were already within 12" of your general so a boosted range is not often important.
New Lores:
Nehek: its actually a pretty nice well rounded lore, granting movement hindering (Vengence) and defense (Protection). But overall the casting values are very expensive. Soulblight is superior to Desiccation and purple sun makes Skullstorm look like a joke. Successful Doom & Darkness will win games in the right lists. If you're going to give up lore of Vamps, you're going to go with Death.
Light: You're just not going to forefit vamp lore for a light council build. They are great, but not or us. There just nothing here to pull a wiz away from Vamp or Death.
Addition of ranged units:
Arrows of Asaph are sweet except that absolutely everything has 2 BS, and no way to improve it. That means 1 in 3 of your shots will hit. Skeleton archers, while cheap, are just disappointing. Bow shooting is disappointing as a whole in warhammer, unless you want to build a list around a lvl4 shadow vamp. Withering breaks shooting. Ushtabi don't have the numbers to make up for the shit BS and therefore you're paying 150pts for an average of one S6 hit from 30" per turn. Colossus is the same problem. That S6 D3 wound no-armor hit is just not going to hit when you need it to.
A catapult is cute but msot armies are tooled out ot protect from skullcannons and hellcannons so your 3(9) damage stone thrower isn't going to do much. Also a good VC player has all the enemy engaged by turn 2 so there's no great targets for you. It is a nice way to deal with some chaff and diversify your army so its not a bad choice for 90pts each.
The Tomb King Grave Guard
I was super excited about this but my expectations fell short. Unfortunately Grave Guard are just too pricey to be effective outside of a GG centric double-mortis list, and that is still the case. A Tomb King or Tomb Prince are taking points away from your vamps, the most powerful offensive melee chars in the game. A unit of 30 GG packs a powerful anti-armor punch all on its own and is a huge point investment.
8 CH: 304pts
10 Hexwraiths: 300pts
4 Vargheist: 184pt
30 GW GG, FCG, Barrows: 440pts
GG are just a huge point sink for a single hammer. Many VC players will even tell you that 30 is far too few. Smart opponents will focus down this units first, which is quite easy given their lack of defenses. Then you're desperately casting Nehek to save them in a losing battle. In any list, the GG are expensive an the addition of a TK char + the items needed to keep him alive is going to be too much, and in the end, is it even that much better than a nightshroud Wight King?
New Magic Items
Due to the rules you can only take TK items on a TK character. Therefore you are spending a crap ton of points to make a fear bomb somewhat legitimate with a Golden Death Mask. Taking a TK BSB should be easy but what unit is under 150 points that you want to ambush with? I don't see any reason to invest in a TK magic item.
Chariots
Making a unit of 9 chariots for a bunch of S6 impact hits might be fun but we usually use skeleton and zombies for our bunkers. If we invest in chariots we need to find a new place for our characters.
Casket of Souls
135 points for D3 power dice every turn is worth it. Light of death is disappointing given that they can re-roll within the BSB bubble, but this can punish any unit that wanders too far from the general and synergies with all the other -Ld tricks we often employ. Innate bound spells are always fun, given the zero penalties for a miscast. Should you somehow survive an attack, the great weapon guard have an opportunity to even cause some wounds on your attacker (who may only assault with 6 models due to war machine rules)
Summary
VC and TK are like two different sides of a coin. We all know VC got the good side of the coin. Both undead armies rely on their own specific synergy that doesn't really seem to overlap as much as you'd think. WoC, DoC, HE & DE were already the most competitive and diverse armies and now they are combined with jaw dropping options. Be ready for skullcannons, Beast of nurgle and doomfire warlocks as far as the eye can see. The Troll core + Doombull fire resist is absurd. Aside from a casket of souls and maybe a skeleton archer necro bunker, I don't think you'll be seeing a whole lot of TK units down the stretch, even if 9th keeps this as an option.
Is anyone really enjoying a TK addition to their VC army?
Unlike the absurd combos now viable for Chaos and Elves, VC/TK already have a lot of overlapping units and rules. Also TK is probably the second worst army (behind Beastmen, who now have a resurgence).
"Awesome" Combos
"Movement Shenanigans"
So TK can march now and since we can take the lore of nehek that means doubling movement through K. Incantation of the Desert Wind. Unfortunately taking Liche Preist for this reason is rarely optimal over simply taking a Book of Arkhan. KIotDW is signature, which is nice but its the same 12" as VDM. Sure you can fly a T-gheist 40" but in the case of the majority of units, this is equal to VDM but for 2+ more to cast & without ToHit re-rolls. VDM is obviously superior on a Corpse Cart as well. Due to the Res Fallen Warriors rules, you can still only heal the same single wound on your T-Gheist. Unlike VDM, you don't get to choose who gets the wound and you can't heal chars, but it is nice to get 2-4 wounds on hardy units like BK or CH (although a lvl2 necro could already add a reliable 3 wounds). You can boost it to everyone within 24" for a monstrous 16+ which can be pretty epic, however there's not much incentive to take a lvl4 Liche and so you need to roll 14-15+ to get it off compared to the 8+ you usually roll to get off your boosted VDM. Your units were already within 12" of your general so a boosted range is not often important.
New Lores:
Nehek: its actually a pretty nice well rounded lore, granting movement hindering (Vengence) and defense (Protection). But overall the casting values are very expensive. Soulblight is superior to Desiccation and purple sun makes Skullstorm look like a joke. Successful Doom & Darkness will win games in the right lists. If you're going to give up lore of Vamps, you're going to go with Death.
Light: You're just not going to forefit vamp lore for a light council build. They are great, but not or us. There just nothing here to pull a wiz away from Vamp or Death.
Addition of ranged units:
Arrows of Asaph are sweet except that absolutely everything has 2 BS, and no way to improve it. That means 1 in 3 of your shots will hit. Skeleton archers, while cheap, are just disappointing. Bow shooting is disappointing as a whole in warhammer, unless you want to build a list around a lvl4 shadow vamp. Withering breaks shooting. Ushtabi don't have the numbers to make up for the shit BS and therefore you're paying 150pts for an average of one S6 hit from 30" per turn. Colossus is the same problem. That S6 D3 wound no-armor hit is just not going to hit when you need it to.
A catapult is cute but msot armies are tooled out ot protect from skullcannons and hellcannons so your 3(9) damage stone thrower isn't going to do much. Also a good VC player has all the enemy engaged by turn 2 so there's no great targets for you. It is a nice way to deal with some chaff and diversify your army so its not a bad choice for 90pts each.
The Tomb King Grave Guard
I was super excited about this but my expectations fell short. Unfortunately Grave Guard are just too pricey to be effective outside of a GG centric double-mortis list, and that is still the case. A Tomb King or Tomb Prince are taking points away from your vamps, the most powerful offensive melee chars in the game. A unit of 30 GG packs a powerful anti-armor punch all on its own and is a huge point investment.
8 CH: 304pts
10 Hexwraiths: 300pts
4 Vargheist: 184pt
30 GW GG, FCG, Barrows: 440pts
GG are just a huge point sink for a single hammer. Many VC players will even tell you that 30 is far too few. Smart opponents will focus down this units first, which is quite easy given their lack of defenses. Then you're desperately casting Nehek to save them in a losing battle. In any list, the GG are expensive an the addition of a TK char + the items needed to keep him alive is going to be too much, and in the end, is it even that much better than a nightshroud Wight King?
New Magic Items
Due to the rules you can only take TK items on a TK character. Therefore you are spending a crap ton of points to make a fear bomb somewhat legitimate with a Golden Death Mask. Taking a TK BSB should be easy but what unit is under 150 points that you want to ambush with? I don't see any reason to invest in a TK magic item.
Chariots
Making a unit of 9 chariots for a bunch of S6 impact hits might be fun but we usually use skeleton and zombies for our bunkers. If we invest in chariots we need to find a new place for our characters.
Casket of Souls
135 points for D3 power dice every turn is worth it. Light of death is disappointing given that they can re-roll within the BSB bubble, but this can punish any unit that wanders too far from the general and synergies with all the other -Ld tricks we often employ. Innate bound spells are always fun, given the zero penalties for a miscast. Should you somehow survive an attack, the great weapon guard have an opportunity to even cause some wounds on your attacker (who may only assault with 6 models due to war machine rules)
Summary
VC and TK are like two different sides of a coin. We all know VC got the good side of the coin. Both undead armies rely on their own specific synergy that doesn't really seem to overlap as much as you'd think. WoC, DoC, HE & DE were already the most competitive and diverse armies and now they are combined with jaw dropping options. Be ready for skullcannons, Beast of nurgle and doomfire warlocks as far as the eye can see. The Troll core + Doombull fire resist is absurd. Aside from a casket of souls and maybe a skeleton archer necro bunker, I don't think you'll be seeing a whole lot of TK units down the stretch, even if 9th keeps this as an option.
Is anyone really enjoying a TK addition to their VC army?