[TOW] Let's get competitive

Everyone avoided them so they couldn’t get in range.

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I have like 2 static blocks, 3-4 balista, heores and 2 ID so avoiding IDs means we do not engage at all :smiley:

I must test it. Painted 2nd one to do that. But I feel 1 frees points for better tools. Like 4 balista and Khan and better ride for caster…

Black orcs Boss on chariot. I have 250 point cap on single hero and I want to build a deadly BO on chariot. My first idea was trollhode pants but I am… 1-3 points short after taking 2hw for my crew. So I need another build.

Dead 'Ard Armour os an interneting Item. T6 hero is hard nut to wound. I could also take Egiffy of Mork…

Any other ideas?

The troll pants are king, especially on a single model like this. Regen work against shooting and in CC, while the armour bonus puts you at that coveted 2+. Effigy of Mork only works in CC, so you’ll still get shot up, and worse. The +T armour is ok, but it will stunt your armour save and you’ll have to give up the regen (and cannon balls will still wreck you on a 2+).

I’d go normal boar chariot and trollhide pants if it absolutely had to be a chariot. Cheaper and you still get the full impact hits and +4 wounds. I also just realized that you may re-roll your boar chariot charge because it has warband, that’s potentially massive!

Personally if I had a 250 cap, I’d field this fellow:
Black Orc Warboss [240 pts]

  • Great weapon
  • Full plate armour
  • War Boar
  • Trollhide Trousers
  • Effigy of Mork
  • Enchanted Shield

Best of both worlds and most importantly he’s harder to hit with cannons, has 360° arc of vision, and can be put inside the blorc unit if deemed necessary. Don’t sleep on the piggo, it’s pretty good :blush: You even get 2+ armour in CC because of the armoured hide, so no drawback to using great weapon (except in this case the loss of ward save)

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Oh no doubt about all of that. PRoblem is when I take BO chariot with pants and extra crew weapons/2HW cost rises to 251 or 253 and I have a 250 CAP on a single hero.

I’d go normal boar chariot and trollhide pants if it absolutely had to be a chariot. Cheaper and you still get the full impact hits and +4 wounds. I also just realized that you may re-roll your boar chariot charge because it has warband, that’s potentially massive!> Blockquote

Warband! This is really good! Yeah. BO are great with better S, WS and with more attacks etc. but we can work around it with 3rd crew member.

Black Orc Warboss [240 pts]

Great weapon
Full plate armour
War Boar
Trollhide Trousers
Effigy of Mork
Enchanted Shield

Blockquote

Onz Big bosses are an option. No higher rank heroes like Warbosses and Lvl3+.

Also - how boar can make it harder to target with cannons? Except for joining a BO unit?

Here are 2 options I consider now. First is 2 Taurus or Taurus/Lammasu build with 2 khans. 1 cannon is something I can each for a turn or 2 and I should be bale to avoid BS shooting with Lammasu for a while too (or I just take 2 exactly the same Tarus beasts - they rock)

++ Characters [624 pts] ++
Daemonsmith Sorcerer [245 pts]
(Darkforged weapon, Heavy armour, Great Taurus, Mantle of Stone, Daemonology)

Daemonsmith Sorcerer [245 pts]
(Darkforged weapon, Heavy armour, Level 2 Wizard, General, Lammasu [Mace tail + Sorcerous Exhalation], Daemonology)

Hobgoblin Khan [85 pts]
(Hand weapon, Throwing weapons, Giant Wolf, Ruby Ring of Ruin)

Hobgoblin Khan [49 pts]
(Hand weapon, Throwing weapons, Great weapon, On foot)

++ Core Units [474 pts] ++
16 Infernal Guard [340 pts]
(Hailshot blunderbuss, Heavy armour, Shield, Drilled (0-1 per 1000 points), Deathmask (champion), Standard bearer [Razor Standard])

39 Hobgoblin Cutthroats [134 pts]
(Hand weapons, Shortbows, Boss (champion), Standard bearer, Musician)

++ Special Units [60 pts] ++
10 Sneaky Gits [60 pts]
(Two hand weapons, Throwing weapons)

++ Rare Units [92 pts] ++
6 Hobgoblin Wolf Riders [92 pts]
(Hand weapons, Light armour, Shields, Shortbow, Reserve Move (0-1 per 1000 points), Boss (champion))


Second list is the chariot list. I have updated my previous one by dropping wolf riders and changing boar to chariot.

++ Characters [624 pts] ++
Daemonsmith Sorcerer [245 pts]
(Darkforged weapon, Heavy armour, Great Taurus, Mantle of Stone, Daemonology)

Daemonsmith Sorcerer [245 pts]
(Darkforged weapon, Heavy armour, Level 2 Wizard, General, Lammasu [Mace tail + Sorcerous Exhalation], Daemonology)

Hobgoblin Khan [85 pts]
(Hand weapon, Throwing weapons, Giant Wolf, Ruby Ring of Ruin)

Hobgoblin Khan [49 pts]
(Hand weapon, Throwing weapons, Great weapon, On foot)

++ Core Units [474 pts] ++
16 Infernal Guard [340 pts]
(Hailshot blunderbuss, Heavy armour, Shield, Drilled (0-1 per 1000 points), Deathmask (champion), Standard bearer [Razor Standard])

39 Hobgoblin Cutthroats [134 pts]
(Hand weapons, Shortbows, Boss (champion), Standard bearer, Musician)

++ Special Units [60 pts] ++
10 Sneaky Gits [60 pts]
(Two hand weapons, Throwing weapons)

++ Rare Units [92 pts] ++
6 Hobgoblin Wolf Riders [92 pts]
(Hand weapons, Light armour, Shields, Shortbow, Reserve Move (0-1 per 1000 points), Boss (champion))


His footprint is significantly smaller, so the cannonball doesn’t have as good a chance of hitting him. If the cannon aims 10 from the back of the base. Hmmmm… Actually. If we consider a head on shot, 2+2 and 2+4 on the artillery dice won’t hit either, but anything above 6, like 4+4 or 6+2, 8+misfire etc. will. Sideways, the boar has a bit of an advantage, and surely in terms of pure mobility, the boar will be able to take cover more easily.

For what it’s worth, I also like the simple big boss with pants and a magic shield on boar. In my last tournament game, he slew a unit of dragon knights on his own. I think that was pretty badass.

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I am not saying no. One thing I have with giving a 90 point hero a 40 point item is W2. Which means There will not be many options to use Regen. Sure, +2 in CC with great weapon is still fantastic.

What I have discovered with 1250 games on a 4’x4’ table is that there is not that much space to move around with more than 3-4 units. That is why I have to make adjustments and replace wolf riders. This makes room for bigger non-flying hero.

Problem with low (and bigger points too) is that not everything plays into point denile tactic CD are mnt to play. This is problematic especially in low point games.

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Lammasu vs Great Taurus.

Both do not provide +1T but Lammasu is +3W not 4. His role in not as straightforward as he is not as good in CC (weaker stomps and WS) and base his offence on Breath weapon (one of the best in the game). Lammasu is not also cheaper when we consider Breath Weapon and mace tail.

I am on a face with this one. I want 2 flyers in a 1250 list (with no lords restriction) and I consider either two Lvl 1s on Tauruses or one on a bull and one on Lammasu. I do not pay for lvl2 as I like +1T instead (point cap on heroes) and they use Magic Missiles anyway.

I did use Great Taurus and he is great in CC in lower point games (with +1T).

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On that note, I think I’ll try the fallowing, and see how it goes at 2000 points

Characters [870 pts]

Sorcerer-Prophet [435 pts]: Hand Weapon, Heavy Armour, General, Wizard Level 4, Daemonology, 3x Mantle of Stone, Lammasu (Hand Weapon, Mace Tail, Sorcerous Exhalation)
Sorcerer-Prophet [435 pts]: Hand Weapon, Heavy Armour, Wizard Level 4, Daemonology, 3x Mantle of Stone, Lammasu (Hand Weapon, Mace Tail, Sorcerous Exhalation)

Core [578 pts]

Infernal Guard [578 pts]:
• 28x Infernal Guard [19 pts]: Hand Weapon, Hailshot Blunderbusses, Heavy Armour, Shield, Drilled, Blackshard Armour
• 1x Standard Bearer [46 pts]: Razor Standard

Special [550 pts]

Iron Daemon [275 pts]: Steam Cannonade, 3x Chaos Dwarf Crew (Hand Weapon)
Iron Daemon [275 pts]: Steam Cannonade, 3x Chaos Dwarf Crew (Hand Weapon)

Total 1998

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Nice I like it! In terms of the Lammasu load out, I would think that the following load outs might be better than 3x Mantle of stones:

  • 2x Mantles + Armor of meteoric iron + luckstone
  • 2x Mantles + Talisman of Protection
  • 2x Mantle of Stone + armor of silvered steel

Here’s the probability of an unsaved wound against a AP(2) hit by Strength against any of the 3 load-outs above:

Strength T7-Armor T8-No Armor
4 11% 17%
5 11% 17%
6 22% 17%
7 33% 33%
8 44% 50%
9 56% 67%

The loadout is better for S 4/5/8/9, identical for S7, and only slightly worse for S6. Plus ToP works against killing blow, Luckstone provides a once-per-game flexibility, and the Armor of Silvered Steel gets an amazing save against thing without AP (which is possible if the character’s AP is coming from the magic weapon in CC or b/c they might have thunderstomps which wouldn’t apply).

Let us know how it goes!

4 Likes

Thank you for the stats, it makes things a lot simpler. Will switch out a mantle for each, and add the Talisman of Protection to one, and the Armor of Silvered Steel to the other. Along with dropping the Mace Tail on one of the two, for the point limit.

Cool!

I love how compact the army is, I think that’s why Chorfs are the best we can go super elite or have hundreds of chaff models : ) !

Also just noticed that you’re going double Daemonology. I’m neutral on it, and it’s my default Lore I always take, just wanted to hear your perspective on the choice. You’ll have an 89% chance of getting Steed of Shadows across two level 4’s which is nice!

I think Travel Mystical Pathway to steed of Shadows for the Blunderbusses would work better, though I have found that I prefer Daemonology’s overall range of spells to be more helpful in a tight spot in game.

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I do not like Renegade pack but it allows for a Tauruk build without taking bulls. Tauruk is an interesting hero but I am not sure how to equip him. Any advice?

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I’ve tried a bunch of different load outs on the Taur’ruk, I think they’re all fun, but my preference might actually be to run two of them relatively cheap. That being said, the 75 point limit gets some interesting combos, here’s what I’ve tried before

  • (Cheap option) Great weapon + charmed shield (154 points)
  • (Max survivability) Great weapon + shield + The Mask of the Furnance + Healing Potion (227 points)
  • (Also very survivable) Great weapon + charmed shield + The Mask of the Furnance + Mantle of Stone (224 points)
  • (T7 build out) Great weapon + charmed shield + 2x Mantle of Stones (214 points)

Note that I don’t actually like Obsidian Vambraces because with 4 attacks you have a ~52% chance of it breaking in the first round you fight. It’s okay for MR(1), especially if you’re joining renderers, but running solo it feels less worthwhile if your goal is to get into combat ASAP.

With only four wounds, they don’t last very long, so probably having the 2+ AS with the Mask of the Furnance is better on the margin, but then the cost per wounds gets quite high. Adding a healing potion can lower the (expected) costs per wound meaningfully, but it’s sometimes hard to time it. Having two mantle of stones is nice if you plan on using the great weapon so that he’s hard to wound, but then we’ll only have a 4+ AS if it goes through.

Those are my thoughts anyways!

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Or you go all in on Ogre Blade and Enchanted Shield :smiley:

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There’s something to be said for the bedazzling :sparkles: helm for the tau’ruk, I think. Much like the effigy of Mork, it will stack with storm of Ash, giving you two characters who are crazy hard to hit in melee.

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Problem is, I find myself more playing Elementalism with Lore familiar, so no Storm of Ash here. But your point is valid.

You can still use storm of ash with Elementalism

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But not with Lore Familiar since the last errata. And when I go Elementalism I quite always want Wind Blast, Earthen Ramparts, Travel Mystical Pathways and Plague of Rust.

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