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Tomb Kings of Khemri · 143 points

Are Tomb King Skeleton Horse Archers good?

Tomb King Skeleton Horse Archers finished 28th of the 29 shooting units I have tested at short range, and last at long range. Their value lies somewhere other than their damage.

By DaveUpdated 2026-09-242026 Rules & ErrataHow I test

Quick answer: it depends what you point Tomb King Skeleton Horse Archers at

Role
Fast harassment cavalry
Good against
Knights of the Realm (1.2, 17th): best ranking
Struggles against
Knights of the Realm (1.2, 17th), Ironbreakers (0.4, 23rd), Empire State Troops (1.2, 28th), Skaven Dregs (2.0, 28th), Rat Ogres (1.1, 27th), Skirmishing Empire Archers (1.6, 27th)
Range
Loses some damage at range (79% kept)

Fast harassment cavalry is the job Tomb King Skeleton Horse Archers did best in my testing, and it is the yardstick I would judge them by, rather than their 28th-of-29 overall average.

How many simulations I ran

I ran 240 volleys with Tomb King Skeleton Horse Archers: ten fresh volleys at each of six targets, at both long and short range, standing still and again after moving. Those main volleys were part of the 4,080 I ran across 29 shooting units, and these were the Tomb King Skeleton Horse Archers results.

Treat my Tomb King Skeleton Horse Archers results as evidence rather than gospel: I strip out terrain, magic, characters and an opponent’s choices so the unit’s own performance shows through. With ten volleys per result, Tomb King Skeleton Horse Archers (1.3) and Ushabti with greatbows (1.1) finished level at short range, so I would not read anything into their order. Read the Tomb King Skeleton Horse Archers results as a guide to roles and matchups rather than a forecast.

1.3Avg wounds, short range (28th of 29)
1.0Avg wounds, long range (29th of 29)
79%Of short-range damage kept at long range
0.9Short-range wounds per 100 points

My verdict

I would take them for speed and harassment. Because Arrows of Asaph ignore all To Hit modifiers, they shot about as well after moving as standing still, but that was never much: about 1.2 wounds a volley.

Best and worst targets for Tomb King Skeleton Horse Archers

Tomb King Skeleton Horse Archers: mean wounds per volley by target, long and short range 0 2 4 6 8 Knights Knights, long range: 0.2 wounds 0.2 Knights, short range: 1.2 wounds 1.2 Ironbreakers Ironbreakers, long range: 0.7 wounds 0.7 Ironbreakers, short range: 0.4 wounds 0.4 State Troops State Troops, long range: 1.3 wounds 1.3 State Troops, short range: 1.2 wounds 1.2 Dregs Dregs, long range: 1.5 wounds 1.5 Dregs, short range: 2.0 wounds 2.0 Rat Ogres Rat Ogres, long range: 0.6 wounds 0.6 Rat Ogres, short range: 1.1 wounds 1.1 Skirmish Archers Skirmish Archers, long range: 1.6 wounds 1.6 Skirmish Archers, short range: 1.6 wounds 1.6
Mean effective wounds per volley. Axis shared across targets.

Tomb King Skeleton Horse Archers by target. Ranks out of 29. n = 10 volleys per cell

TargetLongRankShortRank
Knights of the Realm 0.2 28th 1.2 17th
Ironbreakers 0.7 14th 0.4 23rd
Empire State Troops 1.3 26th 1.2 28th
Skaven Dregs 1.5 28th 2.0 28th
Rat Ogres 0.6 28th 1.1 27th
Skirmishing Empire Archers 1.6 16th 1.6 27th

Range and armour

At long range Tomb King Skeleton Horse Archers kept 79% of their short-range damage. Their best long-range target was Skirmishing Empire Archers (1.6).

Against my two heavily armoured targets, Knights of the Realm and Ironbreakers, Tomb King Skeleton Horse Archers averaged 0.8 wounds at short range. That puts them 22nd of 29 for cracking armour.

Rules that shaped these numbers

Do Tomb King Skeleton Horse Archers lose damage after moving?

I fired the same Tomb King Skeleton Horse Archers volleys again after a legal move to the same firing position. Standing still, Tomb King Skeleton Horse Archers averaged 1.3 wounds at short range; after moving, 1.2. At long range the figures were 1.0 standing still and 1.2 after moving.

Tomb King Skeleton Horse Archers, standing still vs after moving. Mean wounds per volley. n = 10 volleys per cell

TargetShort, stillShort, movedLong, stillLong, moved
Knights of the Realm1.20.50.20.7
Ironbreakers0.40.40.70.5
Empire State Troops1.20.81.31.5
Skaven Dregs2.02.21.52.2
Rat Ogres1.11.30.60.6
Skirmishing Empire Archers1.62.11.61.9

How I set up the test

I fielded 13 Skeleton Horse Archers with warbows (143 points), and all 13 models could shoot in every matchup. My method page has the full setup.

How do they compare?

Other Tomb Kings of Khemri shooters

Similar overall damage

Compare all 29 shooting units

My conclusion

Based on these results, I would use Tomb King Skeleton Horse Archers for fast harassment and redirecting, with the bows as a bonus, and not for any job that needs real damage, to get the most out of them on the battlefield.

FAQs

What are Tomb King Skeleton Horse Archers best at shooting?

Skaven Dregs: Tomb King Skeleton Horse Archers did 2.0 wounds per short-range volley against them in my tests. Their lowest number was against Ironbreakers, at 0.4.

Are Tomb King Skeleton Horse Archers better at long or short range?

Short range. Tomb King Skeleton Horse Archers kept 79% of their short-range damage at long range, 6th of 29 for holding up at range. Tomb King Skeleton Horse Archers averaged 1.0 wounds at long range against 1.3 at short range.

Are Tomb King Skeleton Horse Archers good against armour?

Against Knights of the Realm and Ironbreakers, Tomb King Skeleton Horse Archers averaged 0.8 wounds per short-range volley, 22nd of the 29 units I tested.