[TOW] Let's get competitive

Well, there you go! I still stand by the WYSIWYG part though :wink:

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Rulebook page 340 in the top paragraph:

ā€œA model can only wear a single suit of armour and can only carry one shield […]ā€

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This is really needs to be clarified as Jasko stated that this will effect warmaschines.

For CD, if it is no movement blunderbusses and our warmachines could be used more efficiently. They will also recieve an evasion boost and still fire. Magma canons could cover distance.

If it is a movement and we interpret the carriage hauler rule of iron demons as RAI (this is currently a totally messed up rule) we could teleport an iron demon and up to two warmachines and the warmachines do not count as being moved.

So beware of flanking trains accompanied by fire throwing magma canons!

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I have few questions to Ask:

  • what is your opinion on wolfriders and Sneaky Gits,
  • what is your opinion of Magma Cannon? It seems way morę reliable with S5 than Rocket launchers.
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Personally I think they’re almost an auto-include. You need redirecters and screening units.

They are cool. Ambush is fun, they got WS4 and BS4 and can throw a lot of knives. But their huge problem is lack of punch. Only S3, no AP at all, not even poison etc. they better not lose a combat. You need to pick the right target.

S5 is good, but with the way you place the template, you’ll likely not hit that many targets. And the deathshrieker has the added bonus of either causing panic with only one wound or causing D6 wounds, which is super rare in TOW. Deathshrieker wins on versatility for me.

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Wolfriders… Them being a screen do they need any upgrades and if yes then why?

Also do I need a Khan to take Wolfrider’s unit? It looks like we do… So a follow up question. How to use them? Together? As two single units?

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Wolf riders need a Khan per unit, yes.

Reserve move is pretty boss if you want them to be harassing with arrows and then getting out of harm’s way. I think 10 of them would be ideal, then - not too small a unit, and a fair amount of shots.

Feigned flight would be great for a unit that’s dedicated to redirecting and drawing out futile charges. For that purpose I’d probably keep the unit small.

Filling both of these roles seems cool, but I fear the tactics may kind of negatively interfer with each other.

A hobo Khan on wolf is a prime ruby ring jockey and would probably work best alone, getting some shots off with the thing, outside the enemy wizards’ dispel range.

My 2 cents.

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I use both wolf riders and magma cannon being pulled by an iron deamon and I must say they are good. The death shieker mentioned is better but MUCH less reliable, in the games i tried the deathshreker they didnt do a single thing even with an deamonsmith babysitting it, I was pretty unlucky with those but ive had much more success pulling a magma cannon and burning down the length of enemy units.

As for wolf riders i use both upgrades but never got to use the the feigned flight as i keep to the sides and flanks so they never get a chance to charge me. They havent done much damage as of yet but they have taken entire units out of the fight as they keep trying to deal with them.
A mounted Khan with the breath of hashut is also fun AF

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So to sum up wolfriders are either a harassing unit with extra move after shooting or a chaff unit?

Harassment is good with bigger blocks. Does it mean there is no real potential on 5 wolf strong units rather than to chaff/get war engines?

Decided to take K’daii off my list and try this. I also think what to cut to take Breath or Fireball for Khan!

++ Characters [500 pts] ++
Sorcerer-Prophet [445 pts]
(Darkforged weapon, Heavy armour, Level 4 Wizard, General, Bale Taurus, Talisman of Protection, Armour of Meteoric Iron, Daemonology)

Hobgoblin Khan [55 pts]
(Hand weapon, Throwing weapons, Giant Wolf)

++ Core Units [564 pts] ++
22 Infernal Guard [408 pts]
(Hailshot blunderbluss, Heavy armour, Shield, Drilled (0-1 per 1000 points), Deathmask (champion), Standard bearer)

10 Infernal Guard [156 pts]
(Fireglaives, Heavy armour, Deathmask (champion))

++ Special Units [365 pts] ++
Iron Daemon [275 pts]
(Steam Cannonade, Hand weapons)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

++ Rare Units [70 pts] ++
5 Hobgoblin Wolf Riders [70 pts]
(Hand weapons, Cavalry spears, Light armour, Shields, Shortbow, Reserve Move (0-1 per 1000 points))


Created with ā€œOld World Builderā€

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

Those are their biggest uses, yes. Especially with Feigned Flight upgrade they are effective in

  • drawing out frenzied or impetuous units
  • redirect (as in: sacrifice) heavy hitters away from your units
  • hunt lone models (wizards) or war machines
  • march block
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Great. They can also deal with small units a lot of my friends use. 5-10 bowmen, crossbowmen etc.

Already printing some wolves to paint and test!

Any suggestions what should I remove to take Breath/fireball for Khan ? Or should I keep him naked and use for harassing?

True! You can force a frenzied charge and then flee from it…

One more question.

Skirmishers. What is the benefit in being skirmish when we can free turn 90. Or what is the drawback.in being in skirmish?

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True! 5 Wolf Riders got 10 attacks, half with Cavalry Spears. They can take care of small units no problem.

You don’t have much choice. Could get rid of one of the Bolt Throwers. Ruby Ring could do just as much damage as a Bolt Thrower or more. Wouldn’t go for Breath of Hashut, template weapons are just not that great anymore. Only if you have the points to spare.

360° vision arc for shooting and charging, for example. Completely free movement. That’s pretty big. If the Skirmishers are Infantry, enemy have -1 to hit for shooting, that’s pretty nice too.

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So what is a benefit from using open order them?

Nah… 2/4 or bust. Lol Ruby Ring looks like a great option for a Khan. Naked Khan Has limited usagę other than chaff. 30 points … I can adjust this based on my opponent (we Play a tournament with 4 games over several weeks and can tweak 500 points between games).

Wierd thing Khan has to pay for armour and shield lol

Also backstab!

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Open order gets rank bonus and can disrupt enemy units (i.e. deny them their rank bonus). Skirmishers are rarely made for combat and only against other skirmishers or very small units.

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This is true but a 5 wolf units get 0 bonuses anyway for ranks. Diruption can be very helpful when You pull a flank charge from 5 wolves. Can I change orders during game or is this a pre-game decision?

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Yes, 5 Wolfs in Open Order do not get rank bonus, but they would disrupt even Heavy Infantry, that’s pretty big. But yes, usually Wolf Riders would be better served in Skirmish Formation.

You can change formation as part of a ā€œreformā€ manoeuvre.

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This list got 4th out of 17 on a tournament but i dont have a sub to bestcoastpairings so i cannot post it but if someone does it would be great to look at the lists

Tournament

List

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Why are these people not here to share their experience?! :tired_face: I’d love to hear the teleporting-blunderbusses guy out regarding the ruling of mystic pathways vs. moving and shooting/or not.

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That is the goal of this thread so we can all help eachother git gud

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Here is the list from before

++ Characters [560 pts] ++
Sorcerer-Prophet [475 pts]
(Darkforged weapon, Heavy armour, Level 4 Wizard, Bale Taurus, Talisman of Protection, Armour of Meteoric Iron, Mantle of Stone, Elementalism)

Infernal Seneschal [85 pts]
(Hand weapon, Heavy armour, Battle Standard Bearer)

++ Core Units [535 pts] ++
16 Infernal Guard [235 pts]
(Hand weapons, Heavy armour, Shield, Deathmask (champion), Standard bearer [War Banner], Musician)

10 Infernal Guard [150 pts]
(Fireglaives, Heavy armour)

10 Infernal Guard [150 pts]
(Fireglaives, Heavy armour)

++ Special Units [718 pts] ++
Iron Daemon [275 pts]
(Steam Cannonade, Hand weapons)

10 Sneaky Gits [60 pts]
(Two hand weapons, throwing weapons)

3 Bull Centaur Renders [168 pts]
(Hand weapons, Light armour)

Magma Cannon [125 pts]
(Fire thrower, Hand weapons, Heavy Armour)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

++ Rare Units [185 pts] ++
Dreadquake Mortar [185 pts]
(Dreadquake Mortar, Hand weapons, Heavy armour, Ogre Loader)


Created with ā€œOld World Builderā€

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

1 Like