[TOW] listhammer and results

Long time listener, first time caller (in a long time, I was a member of the previous forum too). I’ve got a few dozen games of old world down now and I’m keen to bring my Chaos Dwarfs out again. First list is for an escalation league:

125 - Daemonsmith Sorcerer, General, Wizard Level 2, Daemonology, Darkforged Weapon
62 - Hobgoblin Khan, Giant Wolf, Cavalry Spear, Shield, Light Armour, Throwing Weapon
36 - 12 Hobgoblin Cutthroats, Shortbow
150 - 10 Infernal Guard, Fireglaive
60 - 10 Sneaky Gits
65 - 5 Hobgoblin Wolf Riders, Cavalry Spear, Shortbow
498

Small games always play weirdly but if there’s one thing I’ve learnt it is that fast cav and super flexible units are completely broken in small format games.

The next ones are lists I’m thinking about for events coming up over the next few months:

367 - Black Orc Warboss, Shield, Wyvern, Giant Blade, Trollhide Trousers, Talisman Of Protection
155 - Daemonsmith Sorcerer, Wizard Level 2, Daemonology, Darkforged Weapon, Lore Familiar
395 - Sorcerer-Prophet, General, Lammasu, Sorcerous Exhalation, Wizard Level 4, Elementalism, Darkforged Weapon, Armour of Meteoric Iron, Mantle of Stone
187 - 12 Black Orc Mobs
• 6x Black Orc, Shield
• 5x Black Orc, Great Weapon
. • 1x Boss, Shield, Berserker Blade
132 - 40 Hobgoblin Cutthroats, Shortbow, Boss, Standard Bearer
100 - 31 Hobgoblin Cutthroats, Shortbow, Boss
197 - 10 Infernal Guard, Deathmask, Standard Bearer, Overseer’s Sigil, Fireglaive, Shield
120 - Deathshrieker Rocket Launcher
45 - Hobgoblin Bolt Thrower
45 - Hobgoblin Bolt Thrower
72 - 12 Sneaky Gits
185 - Dreadquake Mortar, Ogre Loader
2000

I’m somewhat concerned that there isn’t enough combat but there is a lot of shooting. Local meta is mostly dragon plus large shooting blocks so this should slot in and has answers for both.

Thoughts, comments and criticisms?

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Cheers and well met! If you were active on the old forum (under the same username?), @MichaelX can work his voodoo and connect your old posts in the archive.

I have no experience with 500pts games but the list seems reasonable. The 2000pts is good too, there’s a lot of the strong stuff. Arguably you could ditch a few war machines for an Iron Daemon, as it’s too powerful to ignore in a competitive scene.

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That escalation league is fast approaching and I haven’t decided what to paint yet. So possibly starting with this list:

97 - Black Orc Bigboss, Shield, General, Berserker Blade
179 - 13 Black Orc Mobs
• 9x Black Orc, Shield
• 3x Black Orc, Great Weapon
• 1x Standard Bearer, Great Weapon
162 - 13 Infernal Guard, Standard Bearer, Shield
60 - 10 Sneaky Gits
498

Because that will lead into this list for an event in April that has a lot of interesting restrictions:

  • No more than one behemoth character
  • No more than one Level 4 Wizard
  • Units not larger than 40 models
  • Special characters allowed except for the Green Knight
  • Mercenaries allowed
  • No Allies

The custom scenarios are very heavily tilted towards infantry and many also require a banner to take objectives (some have 400 bonus VPs for objectives only large units of infantry can take). So this might be the ideal chance to go for a heavy Chorf list:

352 - Black Orc Warboss, Wyvern, Cavalry Spear, Enchanted Shield, Trollhide Trousers, Effigy Of Mork
155 - Daemonsmith Sorcerer, Wizard Level 2, Daemonology, Darkforged weapon, Daemonic Familiar
440 - Sorcerer-Prophet, General, Lammasu, Mace Tail, Wizard Level 4, Daemonology, Darkforged Weapon, Blood of Hashut, Armour of Meteoric Iron, Mantle of Stone, Talisman Of Protection
320 - 19 Black Orc Mobs
• 10x Black Orc, Shield
• 5x Black Orc, Great Weapon
• 2x Black Orc, Additional Hand Weapon
• 1x Boss, Shield, Berserker Blade
• 1x Standard Bearer, Great Weapon, Da Angry Ladz Flag
101 - 32 Hobgoblin Cutthroats, Shortbow, Standard Bearer
84 - 7 Infernal Guard, Shield, Detachment
482 - 19 Infernal Ironsworn, Overseer, Pistol, Hellshard, Standard Bearer, The Lammasu’s Beard, Shield
66 - 11 Sneaky Gits
2000

Now, for some explanations. The warboss is to take out characters and to assist with combats. The list is going to very heavily rely on being close together to take advantage of the beard in the early turns and Storm of Ash to protect it from ranged attacks. Daemonology works really well with combat focused lists and I would probably take double Steed of Shadows happily. Daemonic Vessel on the Daemonsmith is also a must take if it comes up. Gathering Darkness is also incredibly powerful with two sources of terror. The Lammasu is cheeky because it isn’t a behemoth but is still a large target. The debuff is also useful for culling enemy characters (which blood also helps as some of them won’t be able to do much damage without their magical weapons).

The black orcs are a powerhouse with Angry Ladz. I was originally on the fence about it but after using it I have seen the light. Whether quell impetuosity works on themselves doesn’t matter that much, if they get baited they get baited. Steed of shadows them into a better place or just munch down the bait. Berserker blade means the champion has 5 str5 attacks on the charge which is almost broken for a 39 point model.

Cuttthroats are solid gold for the points. Large target shooting should probably get a nerf :slight_smile:

The 7 infernal guard unit is shifty, I am not sure whether it can be done but the rule says you must have an infernal guard unit and that detachments can be smaller than minimum size down to 5 models. 7 is near perfect for taking a flank or just getting in the way and it makes the other units harder to chaff.

The Ironsworn are best with hand weapon and shield, IMO. Lots of AP1 attacks with a chance of getting boosted from magic. Plus 3+ in combat is very nice. They should be a great anchor for the army and they should be able to win the occasional charge or take a charge without melting. Hellshard on the overseer is the icing on the cake. This is a unit that no character will want to charge but with movement shenanigans they probably won’t be given any other options.

Gits are there for stalling objectives and taking out war machines/shooting units/etc. They are a huge glass cannon but those throwing weapons are stupidly good. Running around with 22 shots and sometimes hitting on 3s after marching is really, really good. People often underestimate them and I’ve found I can often kill things with shooting alone. They melt if faced with a stiff breeze but if something is turning around to face them then they have paid for their points. I usually always ambush as you get a turn of shooting whatever is still hiding on the board edge basically for free. Also, remember that they have evasive, it makes them even more annoying to deal with.
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The list is leaning very heavily on magic, magic items and monsters but those are usually solid things to rely on. The issue is that infantry isn’t great so unless you give them a helping hand they can’t do much. And yes, there is no iron daemon because it’s too hard to get it in without weakening the infantry too much. 2 flying monsters, 3 big blocks (one that sometimes lands shots instead of fighting but still has an imposing presence) and a couple of support units should do nicely albeit a little fluffy and soft.

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A long time with no posts. I played this list to a first place (and then dropped three places due to painting score).

138 - Black Orc Bigboss, Cavalry Spear, War Boar, Charmed Shield, Trollhide Trousers
125 - Daemonsmith Sorcerer, Darkforged Weapon, Wizard Level 2, Dark Magic
95 - Hobgoblin Khan, Cavalry Spear, Throwing Weapon, Light Armour, Giant Wolf, Charmed Shield, Ruby Ring of Ruin
490 - Sorcerer-Prophet, Darkforged Weapon, General, Bale Taurus, Wizard Level 4, Daemonology, Armour of Meteoric Iron, Obsidian Vambraces, Mantle of Stone, Talisman Of Protection
325 - 19 Black Orc Mobs
• 1x Black Orc, Great Weapon, Standard Bearer, Da Angry Ladz Flag
• 1x Black Orc, Shield, Boss, Berserker Blade
• 10x Black Orc, Shield
• 3x Black Orc, Additional Hand Weapon
• 3x Black Orc, Great Weapon
• 1x Black Orc, Great Weapon, Musician
68 - 21 Hobgoblin Cutthroats, Shortbow, Standard Bearer
36 - 12 Hobgoblin Cutthroats, Shortbow
72 - 6 Infernal Guard, Shield, Detachment
439 - 17 Infernal Ironsworn, Shield, Overseer, Hellshard, Standard Bearer, The Lammasu’s Beard
105 - 15 Sneaky Gits, Light Armour
106 - 7 Hobgoblin Wolf Riders, Cavalry Spear, Shortbow, Reserve Move, Boss
1999

It works very nicely. Black orcs and Ironsworn work really well together and the banner boosts the orcs too. There’s a lot of standards because standards on infantry were required for objectives and due to having two very difficult to kill infantry units that helped immeasurably with getting said objectives.

I’ve found keeping the Daemonsmith on foot outside of units is a massive bonus. Magic often impacts games a lot and you need a wizardly dispell. On foot he can harness evade and the rules around shooting at characters (within 3" is almost as hard as hitting them when they are in the unit if your positioning is good). His other job was casting ash all the time.

Sneaky gits are absolutely amazing. They where easily my gobs of the match. As is the Khan with the benefits of Reserve move. If the majority of the unit has reserve move you get reserve move as well. You can use this with skirmish formation to pull off endless shenanigans. In at least two games the khan and wolfriders just danced around centrepiece breaker units and they even managed to take out an entire unit of demigryphs and a Brett lord purely by being annoying.

The detachment was okay. Not great but not a complete waste of points either. I think the ultimate detachments are units of 5 or 6 fireglaves for shooting, stand and shoot (or charge) and being almost better than larger units. Sometimes useless due to tiny dwarf legs.

The main change I think I’d make is going double Daemonology to try and secure steed of shadows because steed is really important for making slow infantry amazing.

I’m playing again in a couple of weeks with warband rules (lots of restrictions, no units over 25 models or units over 250pts, no lord/monster chars/chariot mounts, infantry or cav with banners to score objectives, 4x4 tables). Here’s what I’m looking to run, also using renegades which makes Taur’ruk rare choices.

Renegades (Square Based)
79 - Black Orc Bigboss, Great Weapon
125 - Daemonsmith Sorcerer, Darkforged Weapon, General, Wizard Level 2, Daemonology
92 - Hobgoblin Khan, Cavalry Spear, Throwing Weapon, Shield, Light Armour, Giant Wolf, Ruby Ring of Ruin
239 - 14 Black Orc Mobs
• 3x Black Orc, Great Weapon
• 8x Black Orc, Shield
• 1x Black Orc, Shield, Musician
• 1x Black Orc, Great Weapon, Standard Bearer, Da Angry Ladz Flag
• 1x Black Orc, Shield, Boss
156 - 10 Infernal Guard, Fireglaive, Standard Bearer
60 - 10 Sneaky Gits
173 - Bull Centaur Taur’ruk, Shield, Darkforged Weapon, Obsidian Vambraces
76 - 5 Hobgoblin Wolf Riders, Cavalry Spear, Shortbow, Reserve Move, Standard Bearer
1000

It’s got a lot of magic, shooting and nasty characters. Gits and wolfybois are key to taking out units. Black orcs in that kind of arrangement are very nasty and I can pull the hero out if it looks like I’ll get frenzy baited (or keep him in for 5 S6 attacks on the charge). I’m not sure about the guard, they may be a liability (it’s not a requirement to have IG in renegades).

I’ve got an alt list too that I’m also throwing around in the noggin.

Renegades (Square Based)
125 - Black Orc Bigboss, Charmed Shield, Wizarding Hat
155 - Daemonsmith Sorcerer, Darkforged Weapon, General, Wizard Level 2, Daemonology, Ruby Ring of Ruin
250 - 15 Black Orc Mobs
• 1x Black Orc, Shield, Musician
• 11x Black Orc, Shield
• 1x Black Orc, Great Weapon
• 1x Black Orc, Great Weapon, Standard Bearer, Da Angry Ladz Flag
• 1x Black Orc, Shield, Boss
50 - 15 Hobgoblin Cutthroats, Shortbow, Standard Bearer
204 - 3 Bull Centaur Renders, Shield, Bull Centaur Ba’hal, Obsidian Vambraces, Standard Bearer
214 - Bull Centaur Taur’ruk, Great Weapon, Charmed Shield, 2x Mantle of Stone
998

Boosted Taur’ruk and a unit of renders but less shenanigans from greenskins. Going double wizards to try and up the magic as much as possible (I’d probably go both in Daemonology for combat buffs and movement).

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Hey, this was a nice read. I never thought the Blorc could take a magic banner from the greenskin army list. Any thoughts on Iron deamon ?

Iron Daemons are amazing. It’s a very meta pick to get two hellbound IDs, a Prophet and a Black Orc Warlord on behemoth flyers and then pad out the rest of it with something. Lammasu’s Beard affects all friendly units in range so you can have a death star flanked by two very protected Iron Daemons (and even using your 18" flying engineer for the Dreadquake carriage).

Here’s a list with all of the above:

0 - Renegades (Square Based)
220 - Infernal Seneschal, Darkforged Weapon, Hailshot Blunderbusses, Full Plate Armour, Shield, Battle Standard Bearer, The Lammasu’s Beard, Wizarding Hat
490 - Sorcerer-Prophet, Darkforged Weapon, General, Bale Taurus, Wizard Level 4, Daemonology, Armour of Meteoric Iron, Obsidian Vambraces, Mantle of Stone, Talisman Of Protection
500 - 24 Infernal Guard, Hailshot Blunderbusses, Shield, Drilled, Deathmask, Charmed Shield, Hellshard, Standard Bearer, War Banner, Musician
310 - Iron Daemon, Steam Cannonade, Hellbound
285 - Iron Daemon, Skullcracker
195 - Dreadquake Mortar, Steam Carriage, Ogre Loader
2000

I’ve played around with a similar list (but with 12 fireglaves and endless hobgoblins). Elementalism is possibly better on the Prophet but I prefer Daemonology. Storm of Ash is a must take most of the time as it protects you from so much and boosts the combats immensely. I’d probably roll Battle Magic on the Wizard Hat because everything is great for a death star like that. Remember that stupidity does not prevent you from shooting or casting spells too so even when it goes bad it can still be great. It’s one big ball of death which in some tournaments is a fast way to the top.

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Looks like it could be a powerful points denial list. For your wizarding hat BSB, why not take Illusion because that way you can automatically take the signature spell glittering robes which is easy to cast and will give a -1 to hit with great storm of ash synergies (and it can be cast in combat too).

Cheers

Wizard hat got nerf pretty bad thanks to the new stupidity changelog … the unit now do nothing in case stupid, really rough stuff.

That spells from Troll lore and illusion that give people stupidity just got a whole lot better

It did get a nerf but it’s still not a terrible choice, especially on a khan because they have an easily accessed ld10.

According to oldworld tournaments tracker I’m actually in the top CD players, which surprised me a bit.

A lot of tournaments here are pushing more towards using Renegades pack all the time too which isn’t a bad thing for the old evil stunties. I’m toying more and more with going very hard into lots of hobgoblins as they play amazingly well and in unrestricted tournaments the lists you can have with them are a lot of fun.

0 - Renegades (Square Based)
384 - Infernal Castellan, Great Weapon, Full Plate Armour, Shield, General,
Bale Taurus, Daemonic Familiar, Mantle of Stone, Talisman Of Protection
128 - Infernal Seneschal, Darkforged Weapon, Full Plate Armour, Battle 
Standard Bearer, Overseer's Sigil, Charmed Shield
125 - Daemonsmith Sorcerer, Darkforged Weapon, Wizard Level 2, Daemonology
49 - Hobgoblin Khan, Great Weapon, Throwing Weapon
72 - Hobgoblin Khan, Throwing Weapon, Light Armour, Charmed Shield, Great
Weapon, Obsidian Vambraces
54 - 18 Hobgoblin Cutthroats, Shortbow
108 - 24 Hobgoblin Cutthroats, Shield, Light Armour, Boss, Standard Bearer
466 - 18 Infernal Ironsworn, Shield, Overseer, Hellshard, Standard Bearer,
The Lammasu's Beard, Musician
310 - Iron Daemon, Steam Cannonade, Hellbound
60 - 10 Sneaky Gits
60 - 10 Sneaky Gits
92 - 6 Hobgoblin Wolf Riders, Cavalry Spear, Shortbow, Reserve Move, Boss
92 - 6 Hobgoblin Wolf Riders, Cavalry Spear, Shortbow, Reserve Move, Boss
2000

The Castellan is there as a beast to ground the army. T7 3+ armour and 5+ ward (or 3+ if flaming) should make him pretty tough to deal with. No magical weapon because after a lot of playtesting I like just great weapon or hand weapon better, great weapon if you need a bit more punch and hand weapon if you need to be magical or absolutely must hit first. Daemonic Familiar is a stranger choice but it is very powerful especially with the Bull’s huge base. You reduce ward and regen which is huge. It’s arguable that the item has a spelling mistake in it and it should reduce armour value too.

Overseers Sigil makes things very interesting. Levy going away but only when you are within range 9" allows you to do a lot of fun things. The BSB can sit in the Hobgoblins for one and the Khans can join the immortals. Depending on what your opponent has can determine how you put all the characters around the place. Remember as well that both the Seneschal and the Castellan have Rallying Cry so they can both help with rallying units and you can place the hobgobs deliberately outside of the BSB’s range so that they don’t panic your own units too which means anything can be chaff if you want or don’t want.

The Khan with Obsidian Vambraces is a beast. Note that the roll a 1 and it pops is only for combat not for shooting because he has 2 S5 move and shoot throwing weapon attacks. I’ve run Khan’s with this build around in the sneaky gits a few times as flank support and redirectors and that kind of loadout is insane. Remember as well that you get a maximum of +4 to initiative for a flank or rear so the strikes last of the great weapon is near meaningless once you are at I5 with 3 strength 7 ap 2/3 with rerolls to hit. Sneaky gits are one of the best units in the army. Or use the new infantry rules to get 4+ armour save if you use the shield.

Magic has taken a pretty massive hit in 1.5. The Daemonsmith is there mainly to try and dispel with the occasional lucky spellcasting too. Remember that you get the ward against all wounds in the shooting phase if you decide to blow yourself up with miscasts too (if you don’t take all his wounds with Sorcerer’s curse first). I tend to go daemonology almost every time because the buffs are amazing. Please note that steed of shadows works amazingly well with drilled. The combo is to redress the ranks into marching columns fly 36". Drilled has a weird wording but I’ve seen it ruled upon a few times here that you can redress the ranks before making a charge move (it says before moving, which includes before charging) because of how it is worded which means you can congaline across and then charge the next turn. That’s a grey area though so ensure your bending of rules is acceptable before flying around.

Ironsworn are core in Renegades if your general is a castellan. 18 seems small but it’s rare that they’ll get wiped in a game unless you are doing something silly with them because of the banner and the fact that you have a lot of chaffing and support charge abilities. Their MR and ward save bubble is amazing in 1.5

The tank is difficult to deal with and provides a second T7 mess that is incredibly hard to kill, especially while the rest of the army is bouncing around all over the place.

I also made a 1500pt version for another smaller event. Lots of these units are very difficult to deal with in smaller formats and if someone lacks the ability to deal with so many fast movers and tough units then they fall pretty fast. You need multiple chargers to win against many stronger units though so that is important to keep in mind.

0 - Renegades (Square Based)
354 - Infernal Castellan, Great Weapon, Full Plate Armour, Shield, General,
Bale Taurus, Daemonic Familiar, Talisman Of Protection
125 - Daemonsmith Sorcerer, Darkforged Weapon, Wizard Level 2, Daemonology
72 - Hobgoblin Khan, Great Weapon, Throwing Weapon, Light Armour, Charmed
Shield, Obsidian Vambraces
36 - 12 Hobgoblin Cutthroats, Shortbow
92 - 20 Hobgoblin Cutthroats, Shield, Light Armour, Boss, Standard Bearer
359 - 14 Infernal Ironsworn, Shield, Overseer, Standard Bearer, The 
Lammasu's Beard
310 - Iron Daemon, Steam Cannonade, Hellbound
60 - 10 Sneaky Gits
92 - 6 Hobgoblin Wolf Riders, Cavalry Spear, Shortbow, Reserve Move, Boss
1500

I should also add that both are designed to play with the Matched Play guide so no units over 25%, scoring core over unit strength 10, etc. That’s part of why a lot of choices look strange, like overloading core so much but there is method to that madness. I’ll often hide hobgoblin cutthroats until the last couple of turns in order to take objectives or use gits entirely to block the opponents objectives (and evade constantly while shooting all the time). I don’t play points denial particularly well and most of what I am doing tactically is pushing into combats and being very aggressive with trying to get charges (I’ll often charge even when I need a 6 to make it) and I play to objectives a lot as they’re usually worth a lot of points, especially in smaller games.

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thanks for the write-up!

yes, that’s exclusively how I’ve seen it being played and play it myself, wasn’t aware this could be controversial? Imho it has to be like this, otherwise the whole marching column makes little sense as you would effectively lose a full turn and then just wouldn’t need it.

I would absolutely agree with this interpretation, it is confirmed with a point of FAQ that clearly stipulate that a marching column unit that is drilLed can declare a charge. (It freely redresses the rank and proceed to a charge move thereafter). It is even the case were a frenzied/impetuous drilled unit, cannot refused to redress the rank before charging.

It is a very recent FAQ but clears up the interpretation of the rules.

Very good point on the wizard hat, I’ll try it for some suprise in a future game.

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