[TOW] Let's get competitive

Absolutely beautiful models there!

Toe-to-toe Ironsworn will obviously tear down pretty much any other infantry unit, especially on the charge - kudos on getting that off, btw. But if the opponent is anything else - a charging heavy cavalry unit, a monster, god forbid a ridden monster, they will be found lacking very quickly.

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Yeah, I’ve tried them 2 times now and, while in the first game they held up quite well against some Chaos Knights, in the second game they got slaughtered by a Deathstar of OrcBoys with Characters in.

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Any thoughts on the lava cannon? I’ve had great success with the death shrieker rocket and x2 bolt throwers and wanted to experiment with other war machines.

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Ive used them once, pulled by iron deamons up the flanks. One did well making its points, the other did nothing. Probaby more accurate than the death shrieker but expect to only get 1 shot off

Only got one shot off. My bad dice rolling didn’t help. The death shrieker is still proving more effective. The bolt throwers were garbage this time round. Couldn’t hit anything.

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16% of the time they work, every time :kissing_face_with_smiling_eyes::ok_hand:

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Thanks Ron B. :laughing:

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Quick question on a rules clarification. Can a magma cannon move without the iron daemon hauling it? Say with the steam carriage upgrade. I’m sure it’s slow but was hoping I could at least pivot it for a defensive scenario.

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It can move normally (but cannot march) but not shoot in the same turn. It has 360° vision/firing arc when stationary so technically no need to pivot it at all, we all are just doing it for cinematic reasons :slight_smile:

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Interesting. Thank you for the feedback.

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I use 2-3. Great against cav armies. They are cheap too.

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Very interesting read, it seems that the Iron Deamon is a cornerstone of the chaos dwarf arsenal.

Quick new blood question about Hellbound tho, does the magical attack apply to steam cannonade, impact hits, stomps and knifing by the crew ? In the rules pertaining to magic attacks, it says ā€œAny attack made or hit caused by a model with this special ruleā€ so I would assume yes to all of the above ?

Also in the heavy chariot rules : ā€œUnless noted otherwise, any special rules that apply to one element (chariot, crew or beasts) apply to the others as well.ā€

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Yes, it’s all magical attacks unless specifically said otherwise.

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When you say cav, do you mean bretonnians?

Well, imperial knightmare army also fall in this category, since the state troopers ain’t too hot in TOW.

I did some searching and was unable to find a previous chat so would like to ask the group in this thread. On this coming Thursday, as part of a narrative campaign, I will be fighting dwarves in a 1500 point battle. I will be on the defense with half my army arriving on my the edge of the battlefield on turn one. Any army composition recommendations? Thanks!

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For dwarfs I’d say you might want to lean into the mobility provided by your flying mounts.

A Lamassu will be an absolute pain in the butt to an offensive dwarf lord (or a roadblock for a defensive one)

Blorc on wyvern, sorcerer on Lammy or Taurus.

Nice healthy block of blorcs and 1+ hellbound iron daemons. 2*10 hobo archers for harassment, and a wolf hobo Khan with ruby ring for lucky shots on elusive targets (rangers, for instance)

Honestly not much different than a standard competitive list, but it’ll work just the same :slight_smile:

A dreadquake will really mess with the hated traitor kin - lowering their move to 2. Heh.

Ah, it’s 1500pts. Don’t sleep on the big-/warboss on pig with effigy and trousers. He’s not as good against dwarfs, but he’s no slouch. The wyvern is absolutely terrible, save for the flying. A pig gives many good benefits.

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Thanks! I was contemplating a magma cannon as the dwarves move very slow. The range and strength of it could really do some damage. Though not as survivable as the engine.

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Magma cannon and fire glaives worked great as well as the sneaky git’s. The problem was I rolled box cars on a leadership test for the unit in the tower and they broke.

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My recent 1250 tournament list with 250 point hero limit:

This is a Bull themed list. Sorcerers use signature missle spells but their main task is to get into combat. What do you think?

I will Play dwarves, dwarves, WoC and O&G with it. 3+ ward from Tsutsai should help against itondrakes but still a lot of shooting will be thrown at me by dwarves.

WoC - I think IT is too strong in generał with all those chariots, sprawns and cav. OG - this is going to be interesting. 6 fanatics, some squids and artillry…


++ Characters [581 pts] ++
Daemonsmith Sorcerer [245 pts]
(Darkforged weapon, Heavy armour, Great Taurus, Mantle of Stone, Daemonology)

Daemonsmith Sorcerer [245 pts]
(Darkforged weapon, Heavy armour, General, Great Taurus, Mantle of Stone, Dark Magic)

Hobgoblin Khan [91 pts]
(Hand weapon, Throwing weapons, Great weapon, Shield, Giant Wolf, Ruby Ring of Ruin)

++ Core Units [423 pts] ++
14 Infernal Guard [304 pts]
(Hailshot blunderbuss, Heavy armour, Shield, Drilled (0-1 per 1000 points), Deathmask (champion), Standard bearer [Razor Standard])

34 Hobgoblin Cutthroats [119 pts]
(Hand weapons, Shortbows, Boss (champion), Standard bearer, Musician)

++ Special Units [246 pts] ++
10 Sneaky Gits [60 pts]
(Two hand weapons, Throwing weapons)

3 Bull Centaur Renders [186 pts]
(Great weapons, Light armour, Ba’hal)


Created with ā€œOld World Builderā€

[https://old-world-builder.com]

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