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.