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Tomb Kings of Khemri · 162 points · Monstrous cavalry
Are Necropolis Knights good?
Necropolis Knights are very good, and the hardest-hitting Tomb Kings unit I tested. Three of them won 81% of their charges and 58% of fights when charged, though at 162 points they cost more than my usual budget.
Quick answer: it depends what you point Necropolis Knights at
- If they charge
- 81% across eight opponents
- If they receive
- 58% across eight opponents
- Best matchups
- Gors (97%), Empire halberdiers (96%) and Rat Ogres (90%) on the charge
- Struggles against
- Ironbreakers: 44% charging, 38% receiving
Necropolis Knights come closest to an all-rounder in the Tomb Kings list, but they still want to charge, and Ironbreakers stop them.
How many simulations I ran
I ran 32,000 complete combats with 3 Necropolis Knights: 2,000 against each of eight opponents while the Knights charged, and 2,000 more against each while the opponent charged. These were the results.
My Necropolis Knights cost 162 points, 12 more than my usual budget, so they had a head start in most fights. Every charge also went in cleanly from the front at full impact, which is the best case for a monstrous cavalry unit.
How Necropolis Knights did against each opponent
Every matchup for 3 Necropolis Knights (162 pts). n = 2,000 combats per row ±2 points
| Opponent | Who charged | Won | Destroyed | Wounds dealt, round 1 | Wounds taken, round 1 | Avg rounds |
|---|---|---|---|---|---|---|
| 15 Jade Warriors | Necropolis Knights | 84% | 75% | 5.70 | 0.71 | 2.6 |
| 8 Ironbreakers | Necropolis Knights | 44% | 44% | 1.89 | 1.22 | 4.8 |
| 20 Clanrats | Necropolis Knights | 88% | 75% | 6.89 | 0.58 | 1.7 |
| 3 Rat Ogres + Master Moulder | Necropolis Knights | 90% | 80% | 4.88 | 1.29 | 1.7 |
| 5 Knights of the Realm | Necropolis Knights | 83% | 77% | 1.95 | 0.47 | 3.5 |
| 17 Gors | Necropolis Knights | 97% | 85% | 7.06 | 0.25 | 1.9 |
| 20 Empire halberdiers | Necropolis Knights | 96% | 84% | 8.29 | 0.30 | 1.9 |
| 9 Swordmasters of Hoeth | Necropolis Knights | 65% | 60% | 4.64 | 2.54 | 2.1 |
| 15 Jade Warriors | Opponent | 61% | 54% | 4.06 | 1.11 | 3.0 |
| 8 Ironbreakers | Opponent | 38% | 37% | 1.23 | 0.88 | 4.9 |
| 20 Clanrats | Opponent | 66% | 56% | 4.67 | 0.74 | 2.5 |
| 3 Rat Ogres + Master Moulder | Opponent | 48% | 43% | 2.67 | 2.86 | 2.2 |
| 5 Knights of the Realm | Opponent | 51% | 50% | 1.27 | 1.85 | 3.5 |
| 17 Gors | Opponent | 75% | 66% | 4.78 | 1.31 | 2.6 |
| 20 Empire halberdiers | Opponent | 74% | 64% | 5.59 | 1.09 | 2.6 |
| 9 Swordmasters of Hoeth | Opponent | 54% | 50% | 2.95 | 1.85 | 2.6 |
Why they hit so hard
On the charge, three Necropolis Knights dealt about 5.2 wounds in the first round on average, and more than 8 into Empire halberdiers. They destroyed their opponent outright in 72.5% of their charges, the highest rate of any Tomb Kings unit.
Ironbreakers are the exception. Their armour and Stubborn soaked the first round, and the fights dragged on for nearly five rounds on average.
How I would use them
I would use them against lighter-armoured targets, or alongside another threat so the opponent cannot line up their best unit against them. They held up well when charged, but their real value is the charge.
More Tomb Kings results
- All seven Tomb Kings units compared
- Are Tomb Kings Skeleton Warriors good?
- Are Tomb Guard good?
- Are Ushabti good in combat?
- Are Skeleton Chariots good?
- Are Tomb Guard Chariots good?
- Are Necroserpents good?
My conclusion
Based on these results, I would use Necropolis Knights to charge weaker-armoured units such as Gors, halberdiers and Clanrats. I would not rely on them to break Ironbreakers on their own.
FAQs
Are Necropolis Knights worth 162 points?
In my simulations they were the strongest Tomb Kings unit overall, at 69.6% across all 16 fights. They cost more than the other builds, so that is not a points-equal comparison.
Can Necropolis Knights beat Ironbreakers?
Not reliably: 44% when charging and 38% when the Ironbreakers charged. I would send Ushabti with ritual blades instead.