I've literally been through the TK book from cover to cover choice wise and I took them to.many events.
Quite frankly they suck all the balls.
I sold them for a reason.
If you want detailed analysis I can break it down.
Special rules
Undead: Double punishment for losing any combat check.
TK march: Can't be done ever. Magic is not marching.
My will be done: It's required for anything too be able to win a fight its a tax. WS5/6 still can't protect you from combat units. Initiative and Strength/Volume of attacks are far more important
Lords:
Tomb King: Purely a fun choice or for tomb guard deathstars. Chariot build and sphinx build don't work because crumbling.
Liche high priest: A must take. Probably really need two.
Most critical.model in army for every reason. Better known as the completely obvious lynchpin that you must take.
Heroes
Tomb prince: .A must take in EVERY unit. Keep them cheap. WS5 is that.important to keeping buses alive.
Probably a strong B in grade.
Liche priest: a bargain mage, good if bringing a coven or council. Necessary scroll caddy.
Necrotect: a must have for combat units luckily there's no combat units he can join other than tomb guard.
Tomb Herald: Actually a good choice for magic banner duty. It's called banner of eternal flame. You will take it on archers so suck it up and deal. Otherwise total crap.
Core
Skeleton warriors: if your running them the unit has a minimum size of 50+ anything less is garbage. Shields and hand weapons only. Their job is to die as slow as possible
Skeleton archers: A must have to bunker with. Preferred method is a unit of 40 or 50. Full command and prince, herald and LHP
Skeleton horsemen: useless bad. Move on
Skeleton horse archers: Must take. Only redirectors that are core, complete suck however
Chariots : Must take. The only combat unit in the book the won't break the bank by deathstar tactics.
Units of 4, 6 or 8 are best.
Special
Tomb guard: horde deathstar only halberds only expect to blow 1000 points here. If that appeals they can earn points. 40 is as small as you can go.
Ushabti: Great bows only. Great weapons are strictly inferior ogres. Bows do work despite crap BS. Expensive dollar wise. 2 units of eight. To make good.
Carrion: must own flying ogres. Your real warmachine hunters. This choice is always 1+
Sphinx: mediocrity at work. A cannon magnet. Always bring two if taken. Always have fiery breath. Not good but not bad.
Swarms: garbage.
Knights: must own for any combat ability. Units of 4 are best. Mediocre in combat but they aren't awful. Outshone by chariots in every way.
Stalkers: random garbage
Scorpions: actually terrible. Crumble exists. Poor at everything you want them to do.
Rare
Catapults: bring two or.none. actually one of the few units to do damage.
Casket: a must bring. TK are entirely dependent on magic. Not a choice
Hierotitan: you must bring one. It's that required. You probably should bring two as a redundancy. He does subsist entirely on a diet of cannon balls.
Necrosphinx: good but bad at monster hunting. Go figure.
Colossus: good in duo/ trios as bargain can openers with great weapons. Garbage otherwise.
Suggested army compostion
Liche High priest lvl 4 Nehekhara, Earthing rod, talisman of 4+ ward
Tomb prince: Great Weapon
Tomb prince: Great Weapon, Chariot
Tomb Herald: Great weapon, BSB, Banner of Eternal Flame
Tomb Prince: lvl 2 death, dispel scroll, horse.
Tomb Prince lvl 2 death, power scroll, horse
Core
40 Skeleton Archers, FC
5 skeleton Horse archers, Mus
5 Skeleton Horse archers, Mus
8 chariots, FC, Banner of swiftness
3 chariots, STD
4 NecroKnights
4 NecroKnights
3 carrion
3 carrion
Casket of souls
Hierotitan
Hierotitan