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How to Counter Tomb Kings Armies in Total War: WARHAMMER III

By Freedom251 Team · · 13 min read

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There is no single army composition that counters every Tomb Kings force in Total War: WARHAMMER III. Choose your response after identifying the threats in the opposing roster: brace spears against chariots, keep suitable anti-large units ready for monsters and cavalry, and use focused damage against valuable constructs rather than wasting it on infantry screens. Protect your own vulnerable backline as the Realm of Souls advances toward its Ushabti summon.

Start by identifying what can actually decide the battle

Tomb Kings armies can combine infantry, chariots, ranged troops, artillery, monsters and constructs. Their infantry may be less threatening in a straight fight than some other armies’ line troops, but that does not make the army harmless: infantry can screen more valuable constructs while those units attack elsewhere. A useful counter plan begins with the enemy army’s roles, not with a fixed list of units to recruit.

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Before committing your damage dealers, ask what the enemy formation is trying to protect and what it is trying to threaten. A line of Skeleton Warriors or Spearmen might be there to hold your attention and screen a construct from armour-piercing attacks. Chariots may be looking for a path through exposed infantry. Ranged units or artillery may need to be pressured, while monsters, cavalry and large constructs call for an answer suited to large targets.

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Make this assessment more than once. An initial roster read tells you which counters to keep available, but the enemy’s movement reveals which threat is actually being committed. A construct held behind infantry is a potential priority; one already occupied by your line may be less urgent than artillery firing freely or chariots approaching an exposed flank. Reassign attention when the battle changes rather than pursuing the first target you chose.

The official Total War Academy battle guidance describes these roles and warns against treating Tomb Kings units as interchangeable. Its recommendations are tactical principles, not a universal winning army: your faction, available units, campaign stage, opposing roster and battle conditions all affect what will work.

Use this threat-to-response guide

Threat in the Tomb Kings army What to prioritize Why it matters
Chariots Braced spears or another reliable way to deny repeated charges. Keep vulnerable infantry from being isolated or caught in a formation chariots can traverse. The Academy says chariots can punch through infantry with their weight and numbers, but cautions that they should avoid braced spear infantry.
Infantry line Use durable or expendable units to hold it while your damage dealers work on higher-value threats. Choose anti-infantry tools only if they fit your faction and the matchup. Tomb Kings infantry can be comparatively less armoured and outclassed in a straight fight, yet it can still screen constructs and occupy your best units.
Monsters or cavalry Keep anti-large units and focused damage available. Avoid unsupported cavalry charges into Sepulchral Stalkers. The Academy identifies the Necrosphinx as a match for monsters or cavalry, and says Sepulchral Stalkers have charge defence versus large and can disrupt cavalry with short-range missiles.
Armoured constructs Apply armour-piercing pressure when available, but avoid pouring it into disposable infantry while the construct is screened. The Academy says Tomb Kings infantry can shield armoured constructs from armour-piercing attacks.
Artillery or ranged backline Use fast units to pressure exposed targets when the formation leaves an opening, and protect your own vulnerable ranged units. Tomb Kings can field ranged units and artillery; the Realm of Souls can also produce a summon that threatens an exposed unit.

Use the table to set priorities, not to lock into a sequence regardless of circumstances. For example, anti-large units should be ready when monsters or cavalry are the main danger, but sending them after every large target while artillery remains unchecked may leave another threat unanswered. Similarly, fast units can pressure a backline only if the approach is open enough to make that pressure useful. Each response has an opportunity cost: a unit committed to one job may not be available to answer a new threat elsewhere.

Keep the Realm of Souls from turning losses into a backline crisis

The Realm of Souls is a battle mechanic that makes the number and timing of losses matter beyond the units currently visible. The Total War Academy says its stages provide map-wide healing effects and that its third stage unlocks a powerful Ushabti summon. It advises considering whether to save the summon for a weak flank or an exposed backline unit. For a player facing Tomb Kings, the practical lesson is to track the mechanic’s progression and avoid leaving fragile ranged troops or artillery unprotected as the summon becomes possible.

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Do not assume that a quiet-looking rear line is safe just because the visible enemy units are engaged at the front. If a summon appears on a weak flank or near exposed ranged units, respond promptly: redirect a suitable nearby unit, reinforce that side, or reposition threatened troops if the battle allows. The exact response depends on your roster and the summon’s position; the source does not establish a single universal counter to the summon.

The healing stages also mean that a plan based only on counting visible losses can give a misleading picture of how the battle is progressing. Keep pressure where it matters, but do not let an uncontrolled fight at the front distract every unit from the threat to your backline.

Think about the mechanic while arranging your force, not only after the summon arrives. Avoid placing every fragile ranged unit where a single vulnerable flank could expose them, and leave yourself a way to respond if the battle’s losses move the Realm of Souls toward its third stage. This does not mean abandoning your firing positions pre-emptively; it means balancing the value of a productive backline with the risk of leaving it isolated. A reserve positioned to help the threatened area can be more useful than committing every available unit to a frontal engagement.

Make the infantry line hold the wrong units up

Tomb Kings infantry can be comparatively weak in a direct contest, but that does not mean every attack should be spent killing it first. Skeleton Warriors and Spearmen can soak missile fire and occupy valuable units while constructs remain protected. If the infantry is serving as a screen, the more important decision is how to reach or expose the construct—not whether the infantry is easy to defeat.

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Separate the screen from the threat

  • If the line is only holding space: let durable or expendable troops keep it busy while you look for opportunities to damage the enemy’s more dangerous units.
  • If infantry is absorbing missiles: do not mistake damage to the screen for progress against the construct behind it. Change targets if a clear opportunity opens.
  • If your armour-piercing units are hitting the screen: reassess whether they can reach a more valuable armoured target. Their value is wasted if the actual threat stays protected.

This is a target-priority problem rather than a rule to ignore infantry. If the screen is the only enemy unit your troops can reach safely, attacking it may be the practical choice. The key is to recognize what that attack accomplishes: it may clear space or keep the line occupied, but it does not automatically neutralize the construct behind it. When an opening appears, consider whether switching targets will put your damage to better use.

The Academy’s description of Tomb King infantry includes an important qualification: it says these troops are often outclassed in a straight fight, but fight harder near their Tomb King because of the passive “My Will be Done” ability. That is a reason not to treat a nearby infantry unit as an automatic easy victory. Consider the support around it as well as its own role in the formation.

Deny chariots a clean path through your formation

Chariots are dangerous when they can use their weight and numbers to pass through infantry. The Academy gives a specific warning: Tomb Kings chariots should avoid braced spear infantry. That makes braced spears a clear answer to the charge threat, provided they are positioned to meet it rather than left out of place while chariots find another route.

Keep vulnerable infantry from being isolated where chariots can repeatedly traverse it. A line that looks adequate against ordinary infantry may be poorly arranged if its gaps or exposed sides give chariots a clean approach to softer units. Use your formation to deny those approaches and preserve units that can respond if the chariots move elsewhere.

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Do not interpret the warning about spears as proof that any spear unit automatically solves the entire chariot problem. The guidance specifically emphasizes braced spear infantry; it does not provide a guarantee for every unit, formation or battle situation. Watch the approach and brace where the threat is actually coming from.

It is also worth distinguishing between holding a charge lane and chasing chariots after they have moved. A spear unit positioned to deny a route can protect nearby infantry, while a unit pulled away from that job may leave the gap the chariots were seeking. Keep the purpose of the formation clear: deny the dangerous pass-through and avoid giving the chariots repeated access to vulnerable units. If their route changes, reassess rather than assuming the original position will cover the whole field.

Match construct counters to the construct’s job

“Construct” is not a single battlefield role. The Academy’s examples distinguish units that threaten infantry from those meant to answer monsters or cavalry. Your choice of counter should reflect what the enemy construct is likely to engage, and whether your formation can keep the appropriate answer available.

Warsphinx: expect pressure on infantry

The Academy recommends a Warsphinx when facing infantry. When a Warsphinx is part of the opposing army, avoid assuming that an infantry-heavy line will safely absorb its attention. Keep suitable answers ready and avoid letting it engage valuable infantry without support.

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Necrosphinx: prepare for large targets

The Academy recommends a Necrosphinx against monsters or cavalry. If the opposing force includes threats of that kind, keep anti-large tools and focused damage available rather than sending them elsewhere without a plan. This is a role-based recommendation, not evidence that a Necrosphinx is a universal answer to every large unit in every matchup.

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Sepulchral Stalkers: do not charge large units in carelessly

Sepulchral Stalkers have charge defence versus large and can disrupt cavalry with short-range missiles, according to the Academy. That makes an unsupported cavalry charge a poor default response. Consider whether another unit can pressure the Stalkers or draw their attention before committing your cavalry.

These examples are useful because they make the counter question more precise: what is the enemy unit intended to fight? A Warsphinx points toward danger for infantry formations; a Necrosphinx points toward danger for large targets; Stalkers complicate an approach that relies on a large-unit charge. Respond to those roles, rather than assuming that one anti-large answer or one construct counter covers every matchup. If you are unsure which threat will engage first, preserve some flexibility rather than committing all of your relevant tools to one side.

The Academy also gives Tomb Kings players a construct-support reminder: “Always remember to keep your Necrotect hero nearby your ‘Construct’ units, this will increase their combat stats and give you the ability to heal them.” For an opponent, this is a cue to notice whether constructs have nearby support. It is not a reason to assume every enemy army contains a Necrotect or that the support can always be removed first.

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Pressure artillery and ranged units without abandoning your own backline

Tomb Kings can bring ranged troops and artillery, so a force that only prepares for infantry and constructs may leave those threats free to contribute. Fast units can be useful for pressuring exposed backline targets when the enemy formation leaves an opening. The key is to exploit an actual opening rather than send mobile units blindly through a protected line.

At the same time, account for the Realm of Souls summon when deciding how much protection your own ranged units need. A fast unit sent away to chase artillery may be unavailable to respond if a summon appears near your backline. Decide which threat is the more immediate danger, and avoid leaving a valuable unit undefended simply because it is not currently under attack.

There is no fixed assignment for every fast unit. Its value comes from being able to threaten an exposed target, so avoid tying it up on a route that has no plausible opening or leaving it so far away that it cannot affect the battle’s emerging danger. Likewise, do not sacrifice the protection of your ranged line for a speculative attack. Pressure should force the opponent to account for your mobile units while preserving enough flexibility to help where the battle is actually turning.

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Adjust the plan to campaign stage and version

Campaign encounters are not fixed templates. Creative Assembly’s Patch 5.2 notes discuss Tomb Kings AI building priorities and increased priority for high-tier constructs in late-game recruitment. The notes do not promise an exact composition, so treat a late-game construct-heavy army as a possibility to prepare for—not a guaranteed lineup.

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Creative Assembly’s Patch 6.3 blog documents campaign changes involving confederation options, canopic jar uses, technology, unit capacities and Books of Nagash. It also says each Book improves Dune Restoration, which can restore fallen construct units after battle. Those details affect campaign planning and are patch-sensitive; they do not replace the need to inspect the army on the battlefield.

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For a campaign player, the practical distinction is between preparing for plausible late-game threats and building around a composition that is not guaranteed. If an AI army fields more high-tier constructs, shift your priorities toward answers suited to those units; if the roster instead leans on other roles, respond to those. Unit capacities and other faction rules can also shape what the Tomb Kings have available, so battlefield scouting remains more reliable than assuming that every force follows the same template.

Campaign guidance also differs from advice for multiplayer or an army deliberately built by another player. Campaign AI can produce different forces from battle to battle, while a player-built army may concentrate on a specific role. Identify the force you are facing rather than assuming that an older campaign encounter or a general faction description predicts it.

A practical battle checklist

  1. Read the roster. Identify whether the immediate threats are chariots, artillery and ranged units, cavalry, monsters, or large constructs.
  2. Assign your counters. Keep braced spears positioned for chariots, anti-large tools available for large targets, and fast units ready for exposed backline opportunities.
  3. Give the line a job. Use durable or expendable units to hold Tomb Kings infantry without letting that fight consume every damage dealer.
  4. Check what is screened. If infantry is shielding a construct, shift focus when you have a credible way to reach the valuable target; avoid wasting armour-piercing attacks on the screen by default.
  5. Track the Realm of Souls. As it advances toward the third stage, keep vulnerable ranged units and weak flanks in mind when positioning reserves.
  6. React to the actual summon and formation. Redirect units if the Ushabti threaten an exposed backline, and revise your plan if chariots or large units find a different route.
  7. Reassess as the battle changes. Campaign stage, faction roster and battle conditions can alter which threat is most urgent; do not keep following a plan after its target is no longer the main danger.

In practice, this checklist is a cycle rather than a one-time setup: inspect, assign, protect, then reassess. After the first engagements, check whether your screens are still holding, whether your anti-large units remain available, and whether the enemy has opened a route toward your ranged units. If an initial target is no longer the key threat, change the assignment instead of continuing simply because it was your opening plan.

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What the official guidance does—and does not—establish

The Total War Academy provides tactical role guidance, including the Realm of Souls, infantry screening, chariot cautions and examples of construct matchups. It does not give a numeric statistical study, a tested universal army composition, or a guarantee that one counter wins every battle. No unit statistics or win-rate claims are needed to use its central lesson: identify the threat, preserve the tool suited to answer it, and do not let a cheap screen dictate where your valuable damage goes.

Frequently Asked Questions

What is the best general counter to Tomb Kings in Total War: WARHAMMER III?

There is no universal counter army. Scout the opposing roster, use braced spears to deny chariot charges, keep anti-large answers available for monsters or cavalry, and focus damage on valuable constructs rather than automatically spending it on infantry screens.

How should I counter Tomb Kings chariots?

The Total War Academy specifically cautions that Tomb Kings chariots should avoid braced spear infantry. Position braced spears to cover likely approaches, and avoid leaving vulnerable infantry isolated where chariots can repeatedly pass through.

How do you deal with the Realm of Souls summon?

Track the mechanic as it advances: its third stage unlocks a powerful Ushabti summon. Protect fragile ranged units and weak flanks, then respond promptly if the summon appears near an exposed backline unit. The best response depends on your roster and where it appears.

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Which Tomb Kings constructs should I prepare to fight?

Think about their roles. The Academy recommends a Warsphinx against infantry and a Necrosphinx against monsters or cavalry. Sepulchral Stalkers have charge defence versus large and short-range missiles that can disrupt cavalry, so an unsupported cavalry charge is risky.

Are Tomb Kings armies always construct-heavy in the late campaign?

No exact composition is guaranteed. Creative Assembly’s Patch 5.2 notes describe increased AI priority for recruiting high-tier constructs, but campaign armies vary. Inspect the force you are facing instead of assuming every late-game army has the same roster.

The Bottom Line

Counter Tomb Kings by matching your response to the army in front of you. Deny chariot charges with braced spears, preserve anti-large answers for the threats they suit, avoid wasting armour-piercing pressure on screens, and keep your backline protected as the Realm of Souls advances toward its Ushabti summon. Treat campaign trends as possibilities, not guaranteed army compositions.

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