i would say go for the bolt throwers, they can do more dammage and can take multi wound creatures down in 1 shot, 10 archers imho will be a little to weak
im assuming the ngs will have fanatics??, how about 2 units of 5 wolf boys to release them on the first turn giving you more time
drop the hero for 34 hobgobs, you need more men, and when you fight those night gobs put them in units of 10 the throw them at the enemy to get rid of them fanatics.
wtf no fanatics?! whats the point in using ng’s without fanatics,
well, first he doesnt own any, he just is starting off with the skull pass box.
and im not using infantry hobgoblins in my master 2250 list, and id like to stick to that. 2x 15 BB, 1x 25 hw/s, 1x 10 BC, ES, DR, 4 BT, 2x 10 hobgoblin wolfboyz, and heros.
The Bts will be useful against ogres maybe lizards unless skinky but many skaven and dwarf artillery probably lean me towards orcs with choppas ,however animosity makes it BTs for me :hat
here is a quick rundown of what everybody will have possibly have:
Lizards: 2x 15-18 saurus, 5x 10-12 skinks, 2 kroxigors(for now), 1 salimander, saurus heros on foot, skink priests. at 2k + he has a slaan and some temple gaurd for sure.
dwarves: 2x 20-25 warriors/longbeards, 2x 12-24 miners, 2 cannons, flame cannon, 3x 10 thunderers, thanes and slayer characters. 2k + he may have an anvil
ogres: 6-12 bulls, 4-8 iron guts, 4-8 lead belchers. at 2k+ he is considering 2 slave giants, a tyrant and 2 butchers, maybe a hunter.
Goblins: 2-4 x 20 night goblins w/ spears, 1-2 x 20 night goblins w/ bows, 1-2 x 10 spider riders, 2 trolls, goblin heros and shamans on foot. eventually will get fanatics, possibly squigs and war machines.
this is what they for sure will have, and obviously is more than 750 points. its all what they have at their disposal.