Hobgoblin Shaman Old World

Hobgoblin Shaman 80pt
M4 WS3 BS2 S3 T3 W2 I3 A2 LD7
Troop type: regular infantry (character)
Base size: 25 x 25 mm
Unit size 1
Equipment: hand weapon throwing weapon
Magic: level 1 wizard. Illusion magic, Elementalism, lore of Waaagh!
Options: level 2 wizard 30pt
Level 3 wizard 50 pt
May purchase items up to 50 pt (chaos dwarf)
Be mounted on giant wolf 10 pt
Special rules: Backstab, Evasive, Levies, warband, Lore of the Great Khan, Hobgoblin Curse.
Hobgoblin Curse: +1 casting value to other magic other than Lore of the Great Khan
Lore of the Great Khan
Throg’s Battle Cry: Vortex CV 9+ 12"
Effect: Remains in play. Place a large (5") blast template so that its centrale hole is in 12" of the caster. Start of turn sub phase, move D3+3" in random direction. Whilst in play, friendly units that touches the blast template stop fleeing. Enemy units that touch the blast template make panic test.
Feast of the Dwarven King: Enchantment CV 10+ 15" Effect: until the end of this turn. All models in this unit including mounts have Hatred (all enemies), Frenzy and 6+ Regeneration save.
Running from the Wind: Conveyance CV 8+ Self Effect: only cast if this character or unit this character has joined is not fleeing. Until the start of your next turn sub phase, this character and unit have a +2" movement, 5+ ward save to non magical attack and enemy has -1 modifier to hit with missile weapons.
Hashut’s scortched Touch: Hex CV 7+ 24"
Effect: until your next start of turn sub phase. Target enemy character is flammable. If enemy character is already flammable, it makes a panic test.
Let me know what you all think

6 Likes

I don’t have much experience with TOW so I can’t comment too much on balance, but I have to say I love the hobgoblin shaman concept and excited to see it getting more love!

1 Like