This is the top three Old World lists for the Old World First GT that took place in Sweden on the 2nd and 3rd of March. It saw 34 players vying to be crowned champion in a 5-game tournament.
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The Top Three Old World Lists
CHARACTERS
Night Goblin Big Boss (112)
– Great Weapon
– Light Armour
– Battle Standard Bearer
– The Big Red Raggedy Flag
Night Goblin Oddgit (85)
– Wizard Level 2
Night Goblin Oddnob (215)
– General
– Wizard Level 4
– Dispel Scroll
– Buzgob’s Gnobbly Staff
Orc Warboss (340)
– Shield
– Heavy Armour
– Wyvern
– Ogre Blade
– Talisman of Protection
CORE
10x Goblins (41)
– Short Bows
5x Wolf Riders (70)
– Short Bows
– Standard Bearer
30x Night Goblins (207)
– Short Bows
– Standard Bearer
– Boss
– 3x Fanatics
40x Night Goblins (322)
– Thrusting Spears
– Shields
– Musician
– Standard Bearer
– Banner of Iron Resolve
– Boss
– 3x Fanatics
6x Night Goblin Squig Herd (53)
– 1x Squig Herder
– 5x Cave Squigs
SPECIAL
1x Goblin Bolt Thrower (45)
5x Night Goblin Squig Hoppers (60)
RARE
1x Doom Diver Catapult (95)
1x Doom Diver Catapult (95)
Peter: I think every list in this top three features the Talisman of Protection.
We also see a Night Goblin Big Boss with the Big Red Raggedy Flag, and I imagine this fella will be sat with the big group of 40 Night Goblin Spearmen.
With that unit also carrying the Banner of Iron Resolve. They won’t be going anywhere.
Then we two wizards, one at level 2 and one at level 4, which I think will be a fairly common split. The level 4 also has Buzgob’s Gnobly staff to avoid any nasty miscast when trying to boost their potential spell output.
This list revolves around the 40x Night Goblins being the anvil and the Orc Warboss being the Hammer.
This list has plenty of range to harrass the enemy from afar and a nice screen of squigs to move ahead of the big block of gobbos.
There’s also a nice unit of Wolves to be used as march blockers or to try and take out enemy war machines?
Dave: Yes, I agree. There’s also the two squig units, which can cause chaos and actually hit surprisingly hard with impact hits, AP 1 and armour bane. They’re also Immune to Psychology, so don’t risk panic.
Lore of Mork is excellent too, Itchy Nuisance and Mork’s Curse are really effective debuffs.
A key point to remember with the Night Goblin units is that in this edition, you get to choose how many fanatics are released. That means they can’t be baited out by fast cavalry, and that threat can linger into the late game.
Some players have had a bit of a downer on stone throwers, but the doom divers are more accurate, allowing a D3 inch correction to the shot. Bolt throwers are also good, cheap, and effective artillery.
Peter: It’s a list that’s beaten Tomb Kings, Lizardmen, and Beastmen. Tomb Kings, I believe, are quite tough at the moment.
Dave: I’ve not had the pleasure of facing Tomb Kings yet, but from an early look at the stats and a peruse of their list, they do seem strong. Their infantry look weak at first blush but unbreakable, and regeneration for such a low cost is good, and they synergise well with the initiative shenanigans Tomb Kings can bring.
CHARACTERS
Glade Lord (525)
– General
– Shield
– Forest Dragon
– Ogre Blade
– Talisman of Protection
– An Annoyance of Netlings
Shadowdancer (135)
– Trickster’s Blades
– Dragon Slaying Sword
Spellweaver (225)
– Level 4 Wizard
– Oaken Stave
CORE
9x Glade Guard (129)
– Trueflight Arrows
– Lord’s Bowman
– Musician
– Fire & Flee
8x Deepwood Scouts (132)
– Arcane Bodkins
– Lord’s Bowman
– Musician
6x Deepwood Scouts (102)
– Arcane Bodkins
– Lord’s Bowman
– Musician
6x Glade Riders (138)
– Hagbane Tips
– Reserve Move
– Glade Knight
– Musician
SPECIAL
7x Wardancers (135)
– 5x Additional Hand Weapons
– 2x Throwing Spear
– Bladesinger
– Standard Bearer
– Musician
7x Wild Riders (203)
– Shields
– Musician
RARE
1x Great Eagle (60)
1x Treeman (215)
Peter: Then we’ve got Elves……
Plus, this list features another monster and the Talisman of Protection again. That Eagle is the perfect war machine hunter.
Dave: Dragons and ToP do seem to be a big part of the developing meta, and that may well why Tomb Kings look strong, with access to a cheap Monster Slayer in the Scorpion.
I guess that’s the purpose of them, and that would allow the Wood Elves to better control the tempo.
The Dragon Lord is effective in challenges and so may be used as an assassin in some match-ups.
Peter: Interesting low model count on this one.
Dave: Yes, small but very effective and lean.
Peter: Both lists so far also feature a lot of bows.
Dave: Yes, and neither look like they’ll give up points easily.
I’m interested in the Treemen pick as it’s not something I’d looked at closely. It’s a big stompy terror causer with some interesting but swingy short-range shooting. A terror causer is always nice, but it’s a little slow. I do wonder if it was used as an anvil or as a distraction carnifex.
Perer: I think it’s likely a distraction more than anything. With the few models on the table, I imagine he wants the enemy to focus on the treeman and Dragon so as not to whittle down their numbers too much.
Dave: Important to remember too that the Wood Elves can use trees to block up enemy units and also magically move their characters for a bit of bait and switch.
CHARACTERS
Royal Herald (126)
– Shield
– Skeletal Chariot
Settra The Imperishable, The Great King Of Nehekhara (445)
Tomb King (279)
– Great Weapon
– Heavy Armour
– Skeletal Chariot
– Armour of the Ages
– Talisman of Protection
Mortuary Priest (85)
– Level 2 Wizard
CORE
25x Tomb Guard (358)
– Halberds
– Nehekharan Phalanx
– Tomb Captain
– Standard Bearer
– Icon of Rakaph
– Musician
6x Skeletal Chariots (306)
– Master Charioteer
– Standard Bearer
– Rampaging Banner
– Musician
8x Skeleton Skirmishers (40)
– Warbows
SPECIAL
3x Necropolis Knights (162)
RARE
1x Necrosphinx (195)
Peter: Oh, look. Talisman of Protection.
This army is fast. Lots of chariots and Knights, then a large block of infantry marching up the centre with the priest. Perhaps the aim being to get the impact hits and hit the enemy hard enough in the early game so that they struggle to keep up in the later turns?
Dave: I think you may well be right. Interesting bit of rules-tech, Killing Blow works on Infantry and Cavalry and Monster Slayer works on monsters….. Well, Chariots drive straight through the middle of that (loophole?) and aren’t affected by either. This means one of the natural predators of the big mounted character isn’t effective.
I really like the Icon of Rakaph on the Tomb Guard. A single free reform at any point in its movement will help get that big block where and how you want it.
The Necrosphinx is nice, a good source of Monster Slayer to keep Dragons honest.
Rampaging Banner on the Chariots is also a nice touch. The reroll charge gives more dependability to a high point unit that really needs to make those charges to get value.
CHARACTERS
Chaos Lord (566)
– General
– Great Weapon
– Shield
– Chaos Dragon
– Mark of Chaos Undivided
– Favour of the Gods
– Crown of Everlasting Conquest
– Enchanting Aura
Exalted Sorcerer (175)
– Mark of Tzeentch
– Level 2 Wizard
– Battle Magic
– Spell Familiar
– Ruby Ring of Ruin
Sorcerer Lord (250)
– Heavy Armour
– Mark of Tzeentch
– Level 4 Wizard
– Battle Magic
– Spell Faniliar
CORE
9x Chaos Marauders (71)
– Skirmishers
– Mark of Khorne
– Flails
– Marauder Chieftain
5x Chaos Warhounds (30)
14x Chaos Warriors (236)
– Shield
– Mark of Tzeentch
– Musician
– Standard Bearer
6x Marauder Horsemen (82)
– Mark of Khorne
– Flails
– Marauder Horsemaster
SPECIAL
1x Chaos Chariot (110)
– Mark of Chaos Undivided
3x Chaos Ogres (126)
– Mark of Khorne
– Great Weapons
– Champion
1x Dragon Ogre (70)
– Shartak
– Great Weapon
RARE
1x Chaos Giant (200)
Peter: Then, finally, we have one of your favourite factions, I believe. There is no Talisman here, but we do have another monster.
Dave: Yeah, the Chaos Lord doesn’t need the ToP as their Chaos Armour already gives them the 5+ Ward. They’ve supplemented that with 5+ Regeneration from the Crown of Everlasting Conquest and Enchanting Aura to force Strikes Last on opponents. Nasty.
I’ve tried a variation on this list with the bunkered Tzeentch Sorcerers, though I opted for Daemonology.
The Tzeentch Warriors block will buff the Sorcerers if they join it with a +1 to cast while the spell familiar gives them an extra spell. This build can pump out magic missiles at high casting values, plus the Ruby Ring adds in a little more.
I suspect the small Marauder unit and Marauder Horseman unit may be used a bit like missiles. That horseman unit can churn out attacks, and I’ve seen minotaurs suffer under their attention.
There’s still some nice chaff, though in the hounds and even the Dragon Ogre. Let’s not forget that the Dragon Ogre can also challenge.
Chaos Chariots are excellent, in my opinion, and also surprisingly durable. Ogres are Ogres, but Mark of Khorne makes them that bit more Killy.
Finally, I love a giant. They’re fun, they’re cool, and I’ve taken one in every game I’ve played bar one.