[TOW] 2000 competitive list

Hey guys, new member here.
I run competitively (if possible) and do attend tournaments, looking at the following list, happy to make changes.

lvl 4 sorcerer prophet on lammasu
-sorcerous exhalation, mantle of stone.

Seneschal, BSB
-Shield/hand weapon, Lammasu’s beard magic banner.

Black orc warboss
-Sword and board.

10 hobgoblins with bows
10 hobgoblins with bows
10 hobgoblins with bows
19 black orcs
-full command, 11 shield, 8 great weapon
19 infernal guard
-Full command, great weapons.

Deathshrieker rocket launcher
Deathshrieker rocket launcher
3 bull centaurs with champion
Iron daemon

What lore is best on the sorcerer? the idea is to fly around, not to get charged and use breath weapon where possible.
Do bull centaur impact hits have AP?
Does Iron daemon have regular attacks outside of impact hits?

thanks guys

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Cheers mate and well met!

Lots of considerations here! Battlefield role, mount, casting values etc. Very generally: With Daemonology you will probably want to be in combat with the Sorc as well, so maybe that’s more for a kitted out Sorc on Bale Taurus. Elementalism has some great support spells. Dark Magic is arguably the weakest of the three lores, but it also has it’s uses. There is a long thread dealing with it, best to check that out.

They certainly do! Stampede special rule gives a nice AP-2.

It has D3+1 Stomp attacks. And the three crew members attack in close combat I guess.

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Thanks Jasko, thats very helpful.

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Very welcome!

As for the army list itself, looks straight-forward to me! Two nice big blocks of capable infantry, three harassing Hobgoblin units, a Monster-Sorc, two war machines, an Iron Daemon and a few Bull Centaurs ticks all the boxes. Personally I’d be a tad worried about the lack of protection on the Sorc especially, but I’m anyway someone who is prone to max out on magic items.

Still, there are some very potent magic items which you could check out for the Sorc (I’d at least go for a ward save tbh) and the Black Orc Warboss (e.g. Trollhide Trousers and a few magic weapons). Also you could consider putting Hellbound on the Iron Daemon, that works quite well with it.

Lots of additional information can be found in the Big Chaos Dwarf Tactics Compendium

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Thanks I will definitely read that compendium.
I figured T6 and MR would protect against all bar war machines on the wizard, but a ward save is not to be sniffed at.
thanks again

what does hellbound do?

It does help, but stuff like Wood Elf archers with poisoned Arrows will eat him up. And better believe that your opponent will be gunning for him!

  • 6+ Ward save against non-magical attacks
  • Will cause Terror instead of Fear
  • Once per game re-roll one artillery dice (normally has a downside when you roll on the misfire table but Iron Daemons don’t roll on the misfire table, so…)
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Hey there! Welcome :hugs:

I concur that the sorcerer is looking mighty fragile. Armour of meteoric iron and/or the protection talisman will help safeguard him.

What’s the reasoning behind bringing a warboss instead of a big boss? The way I see it, the (many) extra points aren’t really worth the investment when he’s naked and on foot.

A bull centaur champion may prove to be a liability if you charge into single characters and they challenge. Food for thought. A banner (war banner?) on them would be nice, though - if they manage to make the enemy fbigo on the charge, they can double up on those impact hits and likely run down whatever they’re up against. Combat res matters for them.

The deathshrieker has potential, but panic tests are often a good thing for the enemy, since they mostly will just fbigo and get a free reform. The demolition rounds are clutch, but… They need to both hit and wound and all that, before they do anything.

The dreadquake has the added movement debuff, which can be devastating to your opponent’s battleline. If they’d expected their swiftstride to get them that important charge - nope! And you’re -1 to M too. Good stuff.

Hobo Khan on wolf with ruby ring is a mainstay in many lists. Fulfills a few roles.

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Hi Vacationist

Taking some of the advice on, this is the new list:

lvl 4 sorcerer prophet on lammasu
-sorcerous exhalation, mantle of stone, talisman of protection, ruby ring

Seneschal, BSB
-Shield/hand weapon, Lammasu’s beard magic banner.

Black orc bigboss
-Sword and board, trollhide trousers

10 hobgoblins with bows
10 hobgoblins with bows
10 hobgoblins with bows
19 black orcs
-full command, 11 shield, 8 great weapon
19 infernal guard
-Full command, great weapons.

3 bull centaurs with banner (war banner)
Iron daemon
Dreadquake mortar
-ogre loader

i cant find the points for a khan, but did put the ruby ring on the mage instead

edit: actually if i remove one unit of hobos and the banner from the centaurs i can squeeze him in.

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I mean… I like this list (mostly cause it’s starting to look like mine :sweat_smile:).

Ruby ring on the lamassu is gonna make him an absolute ranged attack chaingun! The only thing is, if something is in dispel range, the ruby ring probably won’t go off.

That’s an advantage to the wolf hobo ring caddy - he can use his superior mobility to try and stay out of dispel ranges.

Trollhide trousers are dope on the big boss, but I honestly see him mostly as a secondary, beefier champion. Keep him naked at 80 points. He’s still ok.

You might want shields and maybe drilled on your Infernal guard. If you’re drilled and you have the steed of Shadows spell, you can make a surprise 36" march by something that’s only supposed to march 6" :laughing: Good stuff. I’d maybe forego great weapons, as their shieldwall skill is awesome, and they are just really a really great anvil unit. They’re good with great weapons too, but maybe as a smaller detachment that can flank better?

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I think having musician and boss on the units of 10 hob goblins to be more appealing. Makes them a bit more likely to rally after being used a chaff.

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Mhm, I wouldn’t sink the points into a 30pt unit tbh. Chances are there won’t be much left of the unit anyway if the lose combat

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Most of the time they chaff then flee from combat. For extra 12 points you can get them back acting as chaff

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Thanks everyone for thier input, i would say im on the same line of thinking as Jasko, if your spendign 12pt for each unit of chaff, you could almost get a third. 30pts for a few bow shots and a redirect/chaff is good value.

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Some questions for the group. I’m almost at the point to play my first old world game with my 1994 models. For ranks what is the recommended width and depth for different units? Thanks!

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That’s incredibly hard, dare I say impossible, to say. Even more so, ranks and files in TOW should be much more fluid than they used to be in earler editions of WHFB. In general, a wider formation (i.e. “linehammer”) will give you more attacks in close combat, which can be more effective than static combat resolution granted by ranks. Make sure to get the Drilled upgrade for your Infernal Guard, so you can adopt the best formation for any given situation. Hobgoblins def in at least three ranks deep to get the most out of Horde and Warband.

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Thanks Jasko. Right now I’ve got 3 ranks of 6 axmen and 2 ranks of 8 blunder buses. Just started on the hobgoblins. I have 15 archers and 15 line troops. I will look to double the count once I get the front rank painted (prime the remaining black till I can get to them). I also have 15 sneaky gits. Probably limiting myself but everything is original 1994 models.

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6x3 for melee and 8x2 for shooty Infernal Guard def is a good measure for a default formation. But as I said, don’t let your formation (or a nice movement tray, for example) subconsciously deter yourself from being prepared to redress the ranks on your melee unit to a wider formation if need be. :+1:

Hobgoblins surely can be larger, they are just so cheap. In the short run you could also just mix the models together in one big 30 model unit and have them all counting as archers (shortbows usually being the better choice)

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