[Archive] 2000pt Legion of Azgorh with hobgoblins

Time of Madness:

I’m not a very big fan of hobgoblins, however for this list the unit of 20 hobgoblins has helped me minimize my core, which has allowed me to take a level 4 and some toys :slight_smile:

CHARACTERS

Chaos Dwarf Prophet (general)

- Level 4

- Healing Potion

- Talisman of Preservation

- Enchanted shield

= 385pts

*2+ save with 4+ ward save

Castellan ( BSB )

- Mask of the Furnace

- Shield

= 197pts

*2+ save with 4+ ward save

CORE

28 Chaos Dwarf Infernal Guard (5X6 Formation)

Prophet and BSB Here

- Full Command

- Hand Weapon/shields

- Warbanner

= 401pts

20 Hobgoblins

- Full Command

- Bows

= 122pts

SPECIAL

4 K�?Tdaai Fireborn

= 220pts

Deathshrieker

= 100pts

Deathshrieker

= 100pts

Magma Cannon

= 145pts

RARE

K�?Tdaai Destroyer

= 325pts

TOTAL POINTS = 1995pts

Haven’t had a chance to play this list yet, however I think it should be fairly decent with the large anvil supported by the K’daai. I’ve had some good success with the fireborn and destroyer so far.

Not sure if I’m going to try to keep the hobgoblins close to the infernal guard to take advantage of the LD and no animosity. I may end up just sticking them in the back to give a bit of protection to the warmachines.

Time of Madness

eratu13:

I am not sure on the warbanner as I think a razor standard will get you 1 more wound for combat results and kill some models. You are stubborn on a 10 anyway so would rather have a different banner even the MR 1 banner would give both characters a 3 plus ward versus death snipes.

be interested how the fireborn do am tempted but would worry the toughness test would mean needing a larger points investment as could easily lose the unit

Time of Madness:

Thanks for the comments.

I agree about the banner. I just tossed the warbanner in as I had some extra points. Maybe I’ll pick up the lichebone for the magic resistance instead. That leaves me with an extra 25pts. I guess I can throw the Blood of Hashut on my Prophet for 20pts.

The fireborn have done really well for me. I take 4 instead of 3 just for the extra body incase I fail a T test or 2.

Remember that you only need to take 1 test for the entire unit which they fail on a 5 or 6. And they only lose D3 models starting from Turn 2 on.

For the points they are a lot better then the centaurs.

Time of Madness

the_Forge_Lord:

I don’t know, with a bad roll they will be lost for nothing in return.

I lack the courage to field a unit that one relies of for damage output but may kill itself before you get there. I leave that the to Skaven!

nilbog:

I'm not a very big fan of hobgoblins, however for this list the unit of 20 hobgoblins has helped me minimize my core, which has allowed me to take a level 4 and some toys

Time of Madness
I think this might be key in designing LoA lists. LoA core is inefficient in terms of points so the less spent on it the better.

Comparing the core set up here with my high elf core, which is fairly typical, also at 2000 points:
30 Spearmen, full command, gleaming pennant (I run a cavalry prince list so the BSB probably won't be close to this unit throughout the game, hence the banner, but a different one like MR could be put here instead)
16 archers, full command
501 points, only one point more than I have to spend.

I think both do some similar jobs. Spears provide rank bonus and deny steadfast; they are not there to cause damage. S3 goes only so far, even with high initiative, fight in 4 ranks and ASF. Archers are there as a bunker, to fill up core, and to drive off fast cav and other small annoyances. They can fight in close combat but aren't necessarily brilliant at it. They're not even that brilliant at shooting; again S3 can only do so much, even with longbows and BS4.

So infernal guard can be used for rank bonus denying steadfast (especially if they are 5 wide), and are an excellent anvil. They should be able to take some damage before losing effectiveness even if they don't cause much in return. As with HE, supporting charges are the way to go. They are also a decent bunker, which is just as well considering it's the only one we've got.

Hobgoblins will probably be about half as effective as archers at their role, which is fine considering they only cost just over half as much.

All in all, I like the core set-up. Considering that a unit of 25 IG is the minimal size you want, hobgoblins could be the way to fill up rather than spending even more points on another costly unit of 25 IG, which eats into the points for other (better) units.

How do the fireborn do? I've seen 4 in your lists before (presumably 2x2) - I'm thinking it's either these or bull centaurs. I'm concerned they might just kill themselves from failed T tests (on average 2 wounds every 3 rounds? - that could be over 100 points).

Time of Madness:

How do the fireborn do? I've seen 4 in your lists before (presumably 2x2) - I'm thinking it's either these or bull centaurs. I'm concerned they might just kill themselves from failed T tests (on average 2 wounds every 3 rounds? - that could be over 100 points).

nilbog
Well this is a bit of a loaded question as I've been torn between a unit of 4 centaurs or fireborn. If you look at some of my first lists I was taking centaurs, now I've switched to fireborn.

I really think the infernal guard need some supporting units which I've been taking as the destroyer and fireborn. I've seen some people taking the hellcannon/destroyer as support units, which is probably the best set up.

I've had a chance to play games with one of the following 2 units on a regular basis. I've been running both units 2X2.

4 Fireborn
= 220pts

or

4 Centaurs
- Standard
- Banner of Switness
- Great Weapons
= 225pts

I really like the fireborn over the centaurs on paper. The fireborn have I4 and S5 and generally get the chance to strike first. They however only have 2 wounds, but have T4 and a 4+ ward save. Also worth mentioning the fireborn get a couple of extra blazing body hits/attacks.

The centaurs come in with a 3+ save, T5 and 3 wounds. They have S6, but always strike last. Because of the standard they have M8 compared to the movement 6 of the fireborn.

After some thought I actually think centaurs might be the better choice as they have the extra wound, T5 and don't have to take the T test each turn.

Maybe I'll throw this up as a topic and people can debate it.

Time of Madness

the_Forge_Lord:

Good call.

This message was automatically appended because it was too short.

Galladorn:

Any opponent worth their weight in hobgoblins will know that by eliminating your support units you can be outmaneuvered and crushed. The centaurs are much tougher, so IMO fulfill their role better than the fireborn.

eratu13:

For a support unit I am diverting for everyone else and actually like the iron demon. I know the Internet tells me they are terrible but play testing shows me if I make it hellbound it can hold up 6 ironguts and 3 characters allowing me to take my time and target other units. Combined with death on my prophet for purple sun it’s a nasty combo it’s more expensive but it’s multiuse sits back and shoots or moves out and parks in front of a unit you want to protect. It’s great for killing chariots taking out opponents diverters . It may not be everyone’s best choice but dont rule it out till you have tried it. Also as it only misfires if you roll doubles it is very unlikely to take the side effect of being hellbound and toughness 8 makes it so much more survivable

Time of Madness:

Ok tweaked the list, this is for a game tonight so I’m going to try this one out and see how it goes.

CHARACTERS

Chaos Dwarf Prophet (general)

- Level 4

- Healing Potion

- Talisman of Preservation

- Enchanted shield

- Blood of Hashut

= 405pts

*2+ save with 4+ ward save

Castellan ( BSB )

- Mask of the Furnace

- Shield

= 197pts

*2+ save with 4+ ward save

CORE

28 Chaos Dwarf Infernal Guard (5X6 Formation)

Prophet and BSB Here

- Full Command

- Hand Weapon/shields

- Lichebone Pennant

= 381pts

20 Hobgoblins

- Full Command

- Bows

= 122pts

SPECIAL

4 Bull Centaurs (2X2 Formation)

- Standard

- Banner of Swiftness

- Great Weapons

= 225pts

Deathshrieker

= 100pts

Deathshrieker

= 100pts

Magma Cannon

= 145pts

RARE

K�?Tdaai Destroyer

= 325pts

TOTAL POINTS = 2000pts

So the warbanner has been switched out. I’ve added the blood of hashut on my prophet with the extra points. The biggest change was the removal of the fireborn and adding the unit of Centaurs.

I’ll let you guys know how it goes. I believe I’m up against Lizardmen or Empire tonight.

Time of Madness

Galladorn:

Strong List. You’re guaranteed to be outnumbered, but you’re going to be strong in every phase. I am a big fan of those bull centaurs, and believe they can wipe out most support units that the enemy will bring to the field.

Looking forward to the report!

Grimbold Blackhammer:

Five deployments at 2000 points is good.  You have the two standard/critical elements - a level 4 and a BSB.  You have enough speed to help control the movement phase and plenty of shooting and war machines.  I think this list looks solid!

Grimbold Blackhammer

nilbog:

I ran a list very similar to yours last night against empire. I had an extra daemonsmith to go with the warmachines and only three bull centaurs and different kit on my characters, but otherwise identical. I engaged in hardly any close combat, as he had a horde of flagellents that I didn’t want to engage so I hung back and shot at his units until they weren’t a threat.

The hobgoblins killed one or two archers? But they did a good job of taking the heat from his mortars away from the IG (no VPs until they’re all dead FTW!).

The increased reliability of the warmachines from the daemonsmith was very useful.

Destroyer was superb! I hadn’t played with one until last night and was more than impressed. By the end of the game it had killed almost double its value in points, for a loss of 2 wounds due to a failed toughness test on the last turn.

Time of Madness:

Sounds like a good game nilbog! I ended up playing against lizards last night, which is always a tough match up for me.

His list had a Slaan with temple guard, a couple of units of 18 saurus with spears, some skinks, a stegadon and a couple of units of salamanders.

I actually deployed a deathshrieker beside my infernal guard with my prophet to take advantage of a first turn re-roll (within 3"). It worked out well as I killed the stegadon on the first turn with a demo rocket. S8 is ace against most big monsters as they generally only have T6.

I was actually surprised with the hobgoblins. They ended up killing a fair number of skinks, but I guess having T2 helps when wounding.

The magma cannon ended up being the star of the game, it fried saurus and temple guard until it blew up in te 4th turn :frowning: The S5 is deadly!

I was a bit out matched in the magic phase, however he had decided to take the Lore of Fire, which made me laugh. If anyone hasn’t noticed the lore of fire is very ineffective against chaos dwarfs. With most stuff being T4 and having good saves (not to mention some ward saves) he didn’t end up taking much out. Also of note the slamanders shot fire as well haha.

Finished with a solid win for me, he had the slaan left at the end with some salamanders and some skinks. I think he would have been better off with some larger units, his biggest unit was 20 (temple guard). His saurus/temple guard ended up whittled down to do much. Obviously it might have been a bit more interesting of a game if he took a different lore.

Time of Madness

Galladorn:

How did your Bull Centaurs do?

Time of Madness:

How did your Bull Centaurs do?

Galladorn
To be honest they did well, they ended up losing some wounds from skink poison, salamanders and the level 3 fireball. They got stuck in against a saurus unit which had about 10 guys left. The saurus did a couple of wound, but then the centaurs routed the unit. By the end of the game I had just the standard left.

I think a lot of it had to do with the army I was playing against. They'd be better getting a flank charge in on larger units. It also sucked having the saurus striking first, but that is what happens when you take great weapons.

They sure can take some punishment though, my opponent was throwing a lot at them and they still stuck around! T5 is nice!

I probably should have used them a bit better. They would have been more useful chasing down the salamanders rather then sticking around the infernal guard and fighting the weakend saurus unit.

Time of Madness

the_Forge_Lord:

Sounds like they did a good job.

nilbog:

I left my bull centaurs near the infernal guard as well. They did ok, but eventually got beaten by a tooled up archlector on a horse. I think they can be used as a fast, almost despensible unit (I only run three with great weapons), similar to a unit of 5 medium-heavy cavalry. For 150 points, though, I can’t help but compare them to my unit of 5 dragon princes I run with my high elves. I’m not sure yet whether they are as capable when both perform similar roles. T5 certainly makes a difference form T3 though!

The magma cannon was great. I don’t feel bad about taking two deathshriekers, but I certainly would if I took two magma cannons.

About the hobgoblins: I like this core set up. It allows a nice big unit of IG. 28 plus characters meant that even when 10 had died, they weren’t any less effective. A unit of hobgoblins puts the core at the minimum points required, allowing more points for that extra daemonsmith or more bull centaurs, while still giving the opponent 20 bodies to kill if he wants any VPs from them - or being annoying if he ignores them.

I found that doing hobgoblin impressions really helps ('ere ladz, theyz shootin at us again! Stick em in the urty bitz!).

Grimbold Blackhammer:

I played my last game against Lizardmen and based upon my first game against them with Chaos Dwarves, I think they are a good match up for us.  I cast Ash Storm 3 times on the Slaan (who couldn’t leave the unit to evade it) and it made the rest of the army pretty easy to mop up.

And Ash Storm + Flaming Banner = Monster Killer

Grimbold Blackhammer

Time of Madness:

Just realized my list is over by 2pts…I didn’t noticed that the infernal guard champ costs 12pts not 10pts… :frowning:

Time of Madness