Is the Old World already broken?

That’s interesting. What’s the reason for putting the fireglaives on the two smaller units?

I feel like a low number of shots from fireglaives will have a negligible impact at best. They only have BS3. For half the price you can get great weapons and really start slaying in close combat, given you’re already willing to give up the shield bonuses in CC.

I’ve been eying the ironsworn as of late, though. Them as the main unit and then blunderers as detachments. Now that’s a regiment :drooling_face:

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That would be part of the MSU meta. With the lack of step-up, larger units only have rank bonus going for them - and that’s capped at +2 for regular units. And all our units are stubborn, so you can just elect to FBIGO and don’t even have to roll for your break test (once). In the case of missile troops, 2x5 instead of 1x10 is much more flexible. You can still put 10 shots into one unit, but maybe you’d like to shoot two targets with 5 each. And those 2x5 units are much easier to maneouvre than 1x10 (which is now 25cm wide)

Same here, I think the question is more whether you have a few large units or many small ones. Number of shots stays the same.

They are really good. But not a bargain at 19pts either.

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I reckon our best missile troops are sneaky gits for the points. 20 shots for 60 pts. Bs4

I lean towards gw or blunderbuss for bigger units. A detachment of fireglaives seems really useful . Im not mad keen on easy to kill expensive units though.

There are no bad choices really. The one im not into is hw and shields. Its dull to me

I need to play more games

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It’s the combination of Stubborn and Shieldwall that makes HW&S shine. As long as one single model survives, you can just give ground 2“ and tie something down. Could lose 20 models to some monster blender. It’s essentially unbreakable for one turn. Of course, if you have enough points you can give shields to any of the other weapons and just elect to use it (for Blunderbusses it makes the most sense obviously).

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I’m thinking of Ironsworn with “just” hw and shield, specially if I would field lot of hobgoblins.

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I like it. I was the nking Sneaky Gits X4+ too. 60 points per 10 … Throwing weapons and 2 attacks each.

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I feel like ironsworn need the great weapons for added utility. They’re so expensive already, why not go all in? If 2 S4 ap1 a piece will suffice, cool, you have 3+ save (and ward if you bring the Lamassu beard), but then if the enemy is big and tough or elite, you can bring out the two-handers :muscle:t3:

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I rather give thhe great weapons to detachment who then flank the enemy.

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It’s rather disappointing that we can’t use Ironsworn as detachments for exactly that reason. That said, ironsworn are made to blend, best to go all in on that imo

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Ironsworn wouldn’t be a detachment! :triumph: They lead, they don’t support. That’s beneath them.

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Yes, this is one case where I feel like GW’s rules match our units’ flavor.

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I was referring to tactical usefulness. That said, I think you all are thinking they are Immortals. Ironsworn are still masked and disgraced. The only thing beneath them are non-dwarfs and maybe standard IG.

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I’m still confused on this Detachment rule. I read it today again, and still don’t quite get it. Why would we want to use the Infernal Guard as a Detachment? And I am not sure what a Regimental Unit is either. Do we have those? (still haven’t played but my 12 Bull Centaurs are ready to base!)…

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Bottom line it’s a way to support one large unit with 1-2 smaller ones. In the right circumstances (regimental unit gets charged and detachments are close by and unengaged) they can do stand & shoot charge reactions as if they themselves were the target of the charge. That’s obviously great! Instead of shooting, they could also do a counter charge, which of course also pretty awesome. But it’s all geared towards protecting that large regimental unit. You would basically force your opponent to either do a very very unfavourable charge, or charge/destroy the detachments first before charging the regimental unit, buying you more time.

In our army list, Infernal Guard can either be regimental unit or detachment, while the elite Ironsworn can also be regimental unit.

As a funny side effect, you can also use this system to decrease the “1+ unit of infernal guard” tax, since detachments always can be 5+ models, so your mandatory unit of infernal guard can just be 5 models as a detachment for a unit of Ironsworn.

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Thank you very much! This actually seems pretty darn good. Once all based, I can practice the ins’n’outs of TOW on my floor vs my Troll Horde. Then a real practice game vs another person won’t be super extra long and frustrating.

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It’ll be easier to iron out mistakes against a human player. My first game was at 1200pts and I think we pulled it off in like 2½ hours. I think most any decent player/person would be fine with you catching up on the rules as you go.

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My first gamę took 4h+ on 1500 per side. Casting phase was taking soo long I was literally bored each time my oponent mages started casting. With little effects I had a mage in range. We spent like 40min casting 3 Hex spells I then dispell next turn lol

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Oh wow, then someone must not have been a very seasoned player of previous editions :astonished: Hexes can’t generally be dispelled after they’re cast, unless they’re remains in play.

Too many mages can bog down the conjuration sub-phase if you haven’t looked into your stuff beforehand, that’s true.

I’d beg to differ that the simplified way spellcasting works in TOW, it actually speeds things up, compared to the poker-esque bet and bluff of the 8th magic phase. At least when you get the hang of it :sweat_smile:

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Yes. Those were template hexes.

Problem is not casting simplification but lack of influence on the gamę being propotional to time it consumes. If that makes sense.

Unless your lvl4 blocks the other lvl4 and your lvl2 keep himself outside 24" and cast his spells…