Top Three AoS Lists from the Haven AoS 2 Day GT

Haven GT took place in Washington, USA on 14th and 15th May. It involved 28 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

1st Place – Daytond Obre

Daytond won all five games over the weekend. Along the way they beat Flesh-eater Courts/Blisterskin in round 1, Stormcast Eternals/Hammers of Sigmar in round 2, Soulblight Gravelords/Vyrkos Dynasty in round 3, Ironjawz/Bloodtoofs in round 4 and Ironjawz/Bloodtoofs in Round 5.

Allegiance: Daughters of Khaine
Temple: Hagg Nar
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

LEADERS
Morathi-Khaine (330)*
The Shadow Queen (330)*
Melusai Ironscale (115)*
General
– Command Trait: Devoted Disciples
– Artefact: The Ulfuri

BATTLELINE
10 x Blood Sisters (280)*
Reinforced x 1
10 x Blood Sisters (280)*
Reinforced x 1
15 x Blood Stalkers (540)*
Reinforced x 2

OTHER UNITS
5 x Khinerai Heartrenders (95)*

CORE BATTALIONS
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 99
Drops: 1

Danny: Sneaking in just ahead of the new book, we have a good old fashioned Morathi and the Bow Sneks list taking a big win – something DoK struggle with recently in the meta, so this still deserves props. Morathi can make the bow-sneks shoot twice (well, once in the hero phase) – of course it can also make a nice big spear-snek blob fight in the hero phase too. Both are pretty darn clutch – and it’s not going away with the new book. Check out our Tome review to see our feelings on how this list will do from now on!

2nd Place – Alexander Gonzalez

Alexander managed four wins over the two days and drawing a fifth. Along the way they beat Gloomspite Gitz in round 1, Legion of the First Prince in round 2, drew against Flesh-eater Courts/Blisterskin in round 3, then beat Soulblight Gravelords/Vyrkos Dynasty in round 4 and Ironjawz/Bloodtoofs in round 5.

Allegiance: Soulblight Gravelords
Lineage: Vyrkos Dynasty
– Grand Strategy: Predator’s Domain
– Triumphs: Bloodthirsty

Leaders
Vampire Lord (140)*
General
– Command Trait: Pack Alpha
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Vampires: Amethystine Pinions
Radukar the Beast (315)*
Gorslav the Gravekeeper (75)*
Mannfred von Carstein, Mortarch of Night (380)
Lore of the Deathmages: Fading Vigour
Neferata, Mortarch of Blood (365)
Lore of the Deathmages: Decrepify

Battleline
20 x Deathrattle Skeletons (170)**
Reinforced x 1
10 x Dire Wolves (135)*
10 x Dire Wolves (135)*

Units
20 x Grave Guard (280)**
Great Wight Blades
– Reinforced x 1

Core Battalions
*Battle Regiment
**Hunters of the Heartlands

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 128
Drops: 5

Danny: Soulblight are just so well placed to adapt to the meta, with a wonderfully deep and internally balanced book. The Vyrkos dynasty allows summonable units near to a vampire hero to get +1 to wound, which adds up, and brings the double Mortarch combo which has been increasingly popular recently due its sheer amount of utility, casting prowess and mid-level damage. Another popular pick is the Pack Alpha trait for a free CP per turn – never not useful!

3rd Place – Matt Beasley

Matt finished the weekend with one loss and four wins. His path saw him beat Beasts of Chaos/Gavespawn in round 1, then lose to 2nd placed Alexander in round 2. In round 3 he beat Ironjawz/Ironsunz, followed by Seraphon/Dracothion’s Tail in round 4 and Stormcast Eternals/Hammers of Sigmar in round 5.

Army Faction: Legion of the First Prince
Grand Strategy: Beast Master
– Triumphs: Inspired

LEADER
Be’lakor (360)
Spells: The Master’s Command
Bloodthirster of Insensate Rage (280)
General
– Command Traits: Ruinous Aura
– Artefacts: Armour of the Pact
– Bonding: Krondspine Incarnate of Ghur
Kairos Fateweaver (435)*
Spells: The Master’s Command

BATTLELINE
Flesh Hounds (105)*
Bloodletters (115)*
Plaguebearers (150)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

ENDLESS SPELL
Umbral Spellportal (70)
Emerald Lifeswarm (60)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 82
Drops: 3

Danny: It’s legion, with a Krondspine! That little incarnate that could is popping up all over the place these days! It’s nice to see a varied list of battleline units for filling subtly different roles – nice fast flesh hounds, slicer and dicier Bloodletters and tanky plaguebearers for objective play. Kairos is always a magic powerhouse and the increasingly popular Bloodthirster rounds out the combo by … being a bloodthirster. Means Kairos doesn’t have to get his feathery hands dirty!

Wildcard – Cody Quigley

Cody won three games and lost one and drew one, ending his weekend in a very respectful 4th. Along the way he beat Seraphon/Thunder Lizard in round 1, then Gloomspite Gitz/Glogg’s Megamob in round 2. This was followed by a draw against 2nd place Alexander in round 3 and a loss to Ironjawz/Bloodtoofs in round 4. In the last round he beat Beasts of Chaos/Gavespawn.

Army Faction: Flesh-eater Courts
Subfaction: Blisterskin

LEADERS
Abhorrant Archregent (245)*
General
– Command Traits: Hellish Orator
– Spells: Spectral Host
Abhorrant Ghoul King on Royal Terrorgheist (445)*
Artefacts of Power: Eye of Hysh
– Spells: Blood Feast
Gorslav the Gravekeeper (75)**

BATTLELINE
Crypt Flayers (180)*
Crypt Flayers (180)*
Crypt Flayers (180)**
Deadwalker Zombies (230)**

OTHER
Crypt Horrors (220)*
Crypt Horrors (220)*

TERRAIN
1 x Charnel Throne (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1975/2000

Danny: Bill Souza is an expert in taking off-meta lists and making them sing. That’s not something anyone can do, and Flesh Eater Courts especially don’t make life easy these days. But Terrorgheists ALWAYS have the option to spike a bunch of MWs and are highly mobile, and allying in Gorslav and his shambling zombie contingent means you can guarantee a bunch of them comes back even outside of SBGL – shoring up the objective play while the ‘Gheists fly around trying to eat stuff. Amazing (but not surprising, perhaps) result for The Special Souza.

Final Tournament Placings

Keeping up with the… Maggotkin of Nurgle

Note: This is a live document, and is still being worked on. Please feel free to make comments.

Intro

Nurgle are one of the factions to beat if you want to perform well in the current meta. But just how do you give yourself chance of doing this?

As you no doubt realise by now after perhaps your own experience playing as or against Nurgle, or even from Danny and Declan’s comments on the top three lists, Nurgle are tough! Army wide 5+ ward saves mean they have a chance of saving anything. However if you have good access to mortal wounds then you may be able to negate this slightly. There are even spells out there which effectively ‘switch off’ ward saves (see Nasty Hex – Kruleboyz).

Quick Links

Commonly Used Units

Below are the most commonly taken Maggotkin units.

  • Great Unclean One
  • Spoilpox Scrivener
  • Plaguebearers
  • Beasts of Nurgle
  • Lord of Afflictions
  • Pusgoyle Blightlords
  • Nurglings
  • Feculent Gnarlmaw (faction terrain)
  • Putrid Blightkings
  • Orghotts Daemonspew
  • Morbidex Twiceborn
  • Horticulus Slimux
  • The Glottkin
  • Festus the Leechlord
  • Bloab Rotspawned
  • Plague Drones
  • Harbringer of Deca

Plaguebearers/Spoilpox Scrivener/Sloppity Bilepiper

HOW THEY WORK

You’ll find these are one of the main units run in Nurgle lists. They’re highly durable with a 6+/5+ save and bravery 10. This is added to with their ability Cloud of Flies which forces enemy units to subtract 1 from their to hit rolls when targeting Plaguebearers with missile weapons, and their Icon Bearer who if present in a Plaguebearer s unit when you roll for battleshock, will allow you to bring a model back on an unmodified battleshock roll of 1.

Because of this they’re perfect for holding objectives, as you’ll find that you’ll often struggle to deliver enough damage to shift them. But, they’re not hard hitters, with a unit of ten only dishing out an average of 3 or 4 damage from their zero rend weapons.

If your opponent has a Spoilpox Scrivener though, then this fella will buff the Plaguebearers in one of three ways;

  • Giving a unit of Plaguebearers an additional attack on their melee weapons. (This essentially doubles their attacks and damage output).
  • Giving a Plaguebearer unit -1 rend on their weapons, or;
  • Adding 1 to the save rolls for a unit of Plaguebearers. This increases the average damage required from 36 damage to 45!

If your opponent also has a Sloppity Bilepiper then they can also add one of the following;

  • +1 to wound rolls
  • 6’s to wound, cause 1 mortal wound in addition to its their normal damage.
  • Stop units piling in against them.

On top of this you’ll find opponent’s who like to give them the benefits of Mystic Shield for the +1 save and Inspiring Presence so they won’t flee in Battleshock.

Pusgoyle Blightlords/Lord of Affliction

HOW THEY WORK

Lord of Afflictions with Pusgoyle Blightlords are usually taken in Drowned Men lists. This is because the Drowned Men will allow them to make an 8″ move before the the first battle round begins. Then they’ll get their normal move in the movement phase and before you know of they’ve moved 16″ towards your line and are already holding any centre field objectives! The likelihood is that they also be around 8″ away from your units and solidly within charge range.

But I can deploy further back to counter this! I hear you cry. Well you could, but the Lord of Afflictions has another trick up his sleeve for just that situation. The Lord of Afflictions has an ability called the Swarm Descends, this allows a Lord of Afflictions and up to two Pusgoyle Blightlords to set up in reserve, coming in within 12″ of each other anywhere on the tabletop 9″ away from any enemy models at the end of the movement phase.

WRACK & RUIN

So either way your likely to have these guys threatening first turn charges and if they do, both units have another ability called Wrack and Ruin which gives them a chance to deal D3 mortal wounds at the end of their charge to any enemy unit within 1″. This has to be rolled for, and is successful on a 4+. But, you’ll probably find that the Nurgle player has chosen to give a model in each unit Dolorus Tocsin. This will allow those models to add 2 to their Wrack and Ruin roll, meaning they’ll cause D3 mortal wounds on 2+ instead.

DAMAGE OUTPUT

Then the blighters attack you, and they hit hard! For a unit of two Pusgoyle Blightlords and a Lord of Afflictions making a charge you’ll probably already have suffered 6 Mortal wounds from Wrack and Ruin before the fighting even begins! Then they get rolling, and on average the Lord of Afflictions will dish out roughly 6 damage before any saves, while the pair of Pusgoyle Blightlords will add a further 9-10 damage on top of that. Not only that, but you’ll then have to contend with the Pusgoyle Blightlords, Relentless Attackers ability, which if the unit they’re fighting has a wounds characteristic of 3 or less, they’ll be allowed to roll a dice for every model in that unit. Any rolls that exceed the wound characteristic of that unit cause 1 mortal wound.

So hopefully this goes to show what a deadly combination these units are together. But how do you counter this?

COUNTER PLAYS

SCREENS

Firstly, as you’ve probably guessed deployment will be key. You’re probably going to need a few screens that you don’t mind losing. Have these in front of your main army and ensure that there’s no points 9″ to the sides or behind your army where the flies can drop and charge with the Lord of Afflictions. Also make sure you’re screens are close enough to our main lines so that the Lord of Afflictions and Pusgoyle Blightlords 60mm bases can’t fit inside – otherwise there is no point having these screens as they’ll just fly right over the top!

Once they’re in your screens, they’re delayed for a turn. Take the opportunity to hammer them with ranged attacks if you can. Preferably with lots of mortal wound causing weapons, if you can stop them taking ward saves, even better. Fight on your terms, make sure you get the charge in and not them to cancel out their Wrack and Ruin ability.

Don’t bunch up too much if possible, as they’d love to get a charge in against multiple units at once. If you have a hard hitting unit nearby that can then deal with them, then this may be a good ploy to lure then in, otherwise I’d try and avoid it.

REDEPLOY

Alternatively you may have abilities which allows you to redeploy units after setting up, in which case you’ll already know whether the big bugs will be dropping in or flying towards your lines. Use this to your advantage! Of they’re flying towards your lines, then make sure after their 16″ move they still need a long bomb charge to make it to your important units.

I’d also class armies that have pre-game moves in this category. If you’re going to go first, position yourself so that you can get the charges in and not them. If you’re going second then move them away as above to make sure they’re left with long bomb charges that enable you to make a counter charge in your turn.

USE RESERVES

If you are able, perhaps deploy some of your key units off the table and bring them on at a point that suits you.

USE TERRAIN

Your own faction terrain or even the standard terrain can be used to make the charges for the Pusgoyles particularly difficult. Having to bend their charges around these pieces.

Further notes: Retreat & Charge abilities, terrain charge vectors

Top Three AoS Lists from the Birmingham AoS GT

Brimingham AoS GT took place in Birmingham, UK on 21st and 22nd May. It involved 59 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

1st Place – Daniil Osudin

Daniil won all five games over the weekend. Along the way he beat Daughters of Khaine/Khailebron in round 1, Idoneth Deepkin/Ionrach in round 2, Maggotkin of Nurgle/Drowned Men in round 3, Blades of Khorne/Reapers of Vengeance in round 4 and Seraphon/Thunder Lizard in Round 5.

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Mortal Realm: Aqshy
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

Leaders
Tzaangor Shaman of Beasts of Chaos (135)*
General
– Command Trait: Unravelling Aura
– Lore of the Twisted Wilds: Wild Rampage
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Wild Rampage
Beastlord (95)*
Artefact: Mutating Gnarlblade

Battleline
30 x Tzaangors of Beasts of Chaos (525)*
18x Pair of Savage Blade
– 12x Savage Greatblade
– Reinforced x 2
20 x Tzaangors of Beasts of Chaos (350)*
12x Pair of Savage Blade
– 8x Savage Greatblade
– Reinforced x 1
10 x Gors (75)*
Gor-Blades & Beastshields

Units
3 x Tzaangor Enlightened on Disc of Beasts of Chaos (180)*
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1

Behemoths
Ghorgon (155)*

Core Battalions
*Battle Regiment

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 176
Drops: 1

Danny: We’ve seen Beasts of Chaos win events since their Tome Celestial – one of the most impactful of its kind so far – and hats off to Daniil for winning what was by all accounts a supremely competitive event with them! Tzaangor Enlightened have quickly become a favourite due to their speed, sheer number of attacks – and a hugely clutch ability to re-roll ALL hits and wounds if an enemy unit within 3″ has already fought. The list is rounded out by plenty of big chaff blocks (who can still blend with a few buffs on them – typically from the Herdstone) and hero utility picks – interestingly, he foregoes a lot of the usual big beasties! Less sheer threat, but gives up less points and allows much greater board-control, a very techy and clearly adaptable list.

2nd Place – Dominic Stonebridge

Simon managed four wins and a draw over the two days.. Along the way they beat Seraphon/Thunder Lizard in round 1, Nighthaunt/Emerald Host in round 2, Skaventide in round 3. Drew against Soulblight Gravelords/Kastelai Dynasty in round 4 and beat Maggotkin of Nurgle/Blessed Sons in the last round.

Allegiance: Gloomspite Gitz
Option: Glogg’s Megamob
– Mortal Realm: Ghur
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Dankhold Troggboss – Trev (240)*
General
– Command Trait: Shepard of Idiotic Destruction
– Artefact: Aetherquartz-studded Hide
Fungoid Cave-Shaman – Freddie the Fungoid (95)**
Lore of the Moonclans: The Hand of Gork
Madcap Shaman – Madcap Max (80)**
Artefact: Moonface Mommet
– Lore of the Moonclans: Itchy Nuisance
Breaka-Boss on Mirebrute Troggoth – Mr Marvin Brute (180)*
Allies

Battleline
6 x Rockgut Troggoths (290)***
Reinforced x 1
6 x Rockgut Troggoths (290)***
Reinforced x 1
3 x Fellwater Troggoths (155)***
3 x Fellwater Troggoths (155)**

Units
5 x Spider Riders (100)*
3 x Rippa’s Snarlfangs (70)*
1 x Marshcrawla Sloggoth – Drummer Dave (150)*

Behemoths
Aleguzzler Gargant – Gary (165)*

Endless Spells & Invocations
The Burning Head – Steve the Swamp Trogg (20)

Core Battalions
*Battle Regiment
**Warlord
***Hunters of the Heartlands

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 330 / 400
Wounds: 141
Drops: 8

Danny: What. a. hero. Two of my club-mates played this list (1 lost, one held them to a draw) and described it as super techy and flexible, and the pilot as galaxy-brain level. The list roughly works around what my club-mate called ‘little shaman bastards’ handing out -1 save to a unit in the combat phase, the troll boss giving reroll 1’s to hit in an 18″ bubble and the Marsh-crawler (aka Murder Dobby) giving +1 hit in an 18″ bubble. So every trogg unit is 2’s rerolling 1’s and a -3 effective rend to one unit. Add in Gary the Gargant for monstrous ‘stuff’ in general (scoring, actions) spider-riders and Snarlfangs to function as fast flankers or emergency screens, and you have what was apparently a near impossible army to beat. Bonus points for naming his heroes!

3rd Place – Alexander Theophanos

Alexander finished the weekend with one loss and four wins. His path saw him beat Nighthaunt/Reikenor’s Comdemned in round 1, then Seraphon/Thunder Lizard in round 2. In round 3 he beat Soulblight Gravelords/Kastelai Dynasty. He had a bye in round 4, this was then followed by a loss to 1st place Daniil and his Beasts of Chaos/Gavespawn in round 5.

Allegiance: Seraphon
Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
Engine of the Gods (265)
General
– Command Trait: Prime Warbeast
– Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Lord Kroak (430)**
Saurus Astrolith Bearer (150)**
Skink Oracle on Troglodon (270)
Artefact: Fusil of Conflaguration
– Spell: Hand of Glory
Skink Priest (80)**
Universal Prayer Scripture: Heal
Skink Starpriest (130)
Spell: Hand of Glory

Battleline
30 x Skinks (225)*
Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 2
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Guard (115)**

Behemoths
Bastiladon with Solar Engine (250)

Core Battalions
*Hunters of the Heartlands
**Warlord

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 114
Drops: 10

Danny: It wouldn’t be a top 3 without a Thunder Lizards list now would it? There’s not a huge amount to say about it other than it’s gone the interesting route of taking a Troglodon with Kroak. The way this works is, Kroak’s horrible MW spells only has a 10″ range but can be measured from any Skink Oracle unit on the board – and guess what keyword the Troglodon has? So it’s a mobile range-extender essentially – more utility than a spell-portal and can obviously do stuff in its own right (not much though, it’s fairly useless in melee). It’s a huge amount of points to invest in a Kroak-combo but it does add value and clearly didn’t make the list too vulnerable overall.

Wildcard – Tom Welsh

Tom won three games and drew two, ending his weekend in a very respectful 6th. Along the way he beat Ossiarch Bonereapers/Mortis Praetorians in round 1, Stormcast Eternals/Knights Excelsior in round 2 and Nighthaunt/Emerald Host in round 3. Then in the last two rounds he drew against the Gloomspite Gitz/Glogg’s Megamob of Dominic in round 4 and Soulblight Gravelords/Kastelai Dynasty in round 5.

Allegiance: Soulblight Gravelords
Kastelai Dynasty
– Grand Strategy: Prized Sorcery

Leaders
Radukar the Beast (315)
Prince Vhordrai (455)*
spell: Amethystine Pinions
Wight King on Skeletal Steed (130)*
General
– Command Trait: Rousing Commander
– Artefact of Power: Grave-sand Shard
Vampire Lord (140)*
Spell: Spirit Gale
Coven Throne (290)**
Spell: Amaranthine Orb
– Artefact of Power: Fragment of the keep

Battleline
Grave Guard with Great Wight Blade (280)**
Reinforced: Once
Blood Knights (195)**
Blood Knights (195)**

Core Battalions
*Command Entourage
**Battle Regiment

2000 points.

Danny: My club-mate Tom Welsh came 6th after a nail-biting tie with the 7th place SBGL player, after he beat Nighthaunt, Stormcast, and drew with 2nd place Gitz. It’s a general SBGL good-stuff Kastelai list, with 2 units of Blood Knights who can come in from a board edge and get progressively stronger as they kill stuff, the usual great chaff units and two synergistic hammers. The first is Radukar + Graveguard – after a nearby unit makes a successful charge, the wolf-vampire-man can pop a CA for an aura of +1 attack – and because it’s an aura, it leaves the Graveguard themselves open to an All out Attack – meaning a unit of 20 is doing 60 2/4/-1/2 attacks, with additional mortals on 6s to wound. Utterly brutal.

The even more horrific combo is Coven Throne with Vhordrai, the named vampire lord on dragon that isn’t taken quite so often. The Coven Throne can pop a targeted command for +1 to attack, wound and save – add that to Vhordrai’s insane offensive stat-line on the charge and you have a super fast flying monster that can blend almost anything in the game – and, with All out Defence and EITHER mystic shield or Finest Hour, be on a 2+ ignoring rend 2 with a ward of 6 and multiple ways to heal, in and out of combat. Big congrats to Tom and Vhordrai for a great result!

Final Tournament Placings

Skirmish Games – A guide to Malifaux

There are a wide array of games, both large battle and skirmish available on the market and while many are familiar with Games Workshops offerings, there are many other colourful games to play.

The aim of these articles is as a taster and guide to help get you into a game that interests you and where better to start than a trip through the breach to Malifaux, Where bad things happen.

What is Malifaux?

Malifaux is a small scale skirmish game played with around 7-10 themed figures. Each figure is individual and has it’s own stat card (no duplicates here!). Players alternate taking actions while trying to score off there schemes and strategies. These can be as simple as “hold this point” or make sure “model 1 is killed by model 2”

Are there any Unique Mechanics?

Rather than roll dice, Malifaux uses a fate deck (fancy name for a standard deck of cards), Players flip cards instead of rolling dice. You also have a control hand of cards which allow you to “cheat fate” for when you really need an action to happen.

Certain characters can also use Soul stones, another resource to boost actions or reduce damage.

How easy is it to get into?

There are many local Henchman (Wyrds demo players) in many countries and can usually be found via the Wyrd forums or running local events and Demo days.

The Rules are available from free from the Wyrd website (listed below) and stat cards can be found there for all factions as well as available on the free M3E app. A standard deck of cards can be used as a fate deck (provided it has a Red and Black Joker) but there are many other variants available with custom artwork.

Crew boxes give you a starting crew and you can usual pick up 1 or 2 more boxes to pad your crew out allowing you to start playing from between £50-£100. Some Masters (Crew Leaders) are classed as Dual Faction, allowing you to easily dip into other factions.

There are also regular updates to competitive play and stat cards to maintain balance.

Pro’s and Cons

Pros

  • Under £100 to get into
  • Every Model Unique
  • Great support from the Community and Wyrd

Cons

  • Helpful to have a lot of scenery
  • Lots of rules interactions which may take a while to master.
  • Some miniatures have very small parts making assemble tricky

Summary

Malifaux is a great skirmish game to get into. The factions and crews are all very different with interesting themes and no two are exactly alike. There is a healthy community, with lots of support from Wyrd. The miniatures are well sculpted and characterful with my only complaints being small parts and occasional thin parts supporting a model.

If you are able to get a demo with a friend or Henchman I highly recommend giving Malifaux a try.

Useful Links

https://www.wyrd-games.net/ Resources section for Rule books and stat cards

https://play.google.com/store/apps/details?id=com.wyrd.m3e Android Crew Creator

https://apps.apple.com/gb/app/m3e-crew-builder/id1473771840 IOS Crew Creator

Write My Tournament Army – Part 9

Originally this list was going to be played at the ‘Age of the Dark Gods‘ tournament organised by Savage Hammer Gaming on 24th September. However, due to not enough interest in the event, I was invited instead to attend their event on 25th June ‘The Battle of the God-Kings‘. This is being held in Harrold, near Bedford. For those interested, there are still tickets available.

All this means I have to up the pace on getting the army ready! Therefore I need to get a move along with the voting!

In the last vote I gave you the option of swapping out Gobsprakk and for splitting up the Man-Skewers. You voted yes to the Man-Skewer split but no to swapping out Gobsprakk.

So out list currently looks like:

Allegiance: Kruleboyz
– Subfaction: Big Yellers
– Mortal Realm: Ghur
– Grand Strategy:
– Triumphs: Inspired


LEADERS
Gobsprakk, the Mouth of Mork (280)
Snatchaboss on Sludgeraker Beast (315)
General
– Command Trait: Supa Sneaky
Breaka-boss on Mirebrute Troggoth (180)
Swampcalla Shaman and Pot-Grot (105)
Spell: Nasty Hex
Swampcalla Shaman and Pot-grot (105)
Spell: Choking Mist

BATTLELINE
9 x Man-Skewer Boltboyz (360)
  – Reinforced: Twice
6 x Man-Skewer Boltboyz (240)
  – Reinforced: Once
3 x Man-Skewer Boltboyz (120)
10 x Gutrippaz (180)
Wicked Stikkaz

UNITS
10 x Hobgrot Slittaz (80)

Total: 1,965 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 118
Drops: 9

So with the list finished all we have to do now is choose artefacts and battalions. One last tweak however could be to swap out the Gutrippaz:

Battalions

Which Battalions should I run? This will be a multiple choice question so you can select more than one. I will try and fit in as many of the top choices as I can.

Battle Regiment
(Leader, 2x Troops)
Likely good for two of the heroes in the list and the infantry. This will allow me to drop them as a single drop in the deployment phase.

Command Entourage
(Commander, 2x Sub-Commanders)
This will allow me to choose an additional enhancement for the army, such as an artefact, mount trait, spell or triumph.

Hunters of the Heartlands
(2x Troops)
Any units included in this battalion cannot be the target of a monstrous rampage attack.

Kruleboyz Finga
(Kruleboyz Sub-Commander, 2x Kruleboyz troops)
Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.

Vanguard
(Sub-Commander, 1x Troops)
Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.

Warlord
(Commander, 2x Sub-Commanders, 1x Troops)
Can either receive an extra command point once per battle or an extra enhancement like the Command Entourage.

Grand Strategy

Last time out you couldn’t decide between Hold the Line or Prized Sorcery. So here we have the face off!

Artefact

There are a number of Artefacts that could work in the Kruleboyz list.

Beastkilla Slop

This potion is brewed from a sweet-smelling plant that grows only in the shadiest bogs. It wreaks havoc on the nervous systems of larger beasts; as such, some of the more cautious Kruleboyz carry a philtre or two of the stuff to smash against the snout of any predator that might try to eat them.
Once per battle, at the start of the combat phase, you can pick 1 enemy MONSTER within 3″ of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that MONSTER suffers D6 mortal wounds. On a 6, that MONSTER suffers 2D6 mortal wounds.

Eye-biter Ash

Stored in a heat-proof pouch, this strange ash never stops smouldering. The hearer can cast it at a foes, creating a cloud of blistering ash that blinds the targets and causes them terrible pain.
Once per battle, at the start of the combat phase, you can say that the bearer will hurl the Eye-biter Ash at a foe. If you do so, pick 1 enemy unit within 3″ of the bearer and roll a dice. On a 1-2, nothing happens. On a 3-4, subtract 1 from hit rolls for attacks made by that unit for the rest of that phase. On a 5+, subtract 1 from hit rolls for attacks made by that unit for the rest of the battle.

Mork’s Eye Pebble

When rubbed, this dark-grey rock produces a swirling bank of thick fog that protects the bearer and their allies from harm.
Once per battle, at the start of the enemy shooting phase, you can say the bearer will rub their Mork’s Eye Pebble. If you do so, the bearer and all friendly units wholly within 12″ of the bearer have a ward of 5+ until the start of the next phase.

Spiker Seeds

When cast upon the ground, these seeds sprout a mass of iron-hard thorns. They cause mayhem when thrown in front of a charging foe.
Once per battle, after an enemy unit finishes a charge move within 6″ of the bearer, you can say the bearer will throw their Spiker Seeds. If you do so, roll a dice for each model in that enemy unit. For each 5+, that enemy unit suffers 1 mortal wound.

Amulet of Destiny

This amulet subtly influences the fate of the one who bears it.
The bearer has a ward of 6+.

Vial of Manticore Venom

This potent venom can be applied to a weapon’s edge, rendering it even deadlier.
Pick 1 of the bearer’s melee weapons. Add 1 to wound rolls for attacks made with that weapon.

Arcane Tome

The pages of this ancient grimoire grant the bearer arcane power.
The bearer becomes a WIZARD that knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If the bearer is already a WIZARD, they can attempt to cast 1 additional spell instead.

Seed of Rebirth

This seed-shaped gem hails from Ghyran, the Realm of Life.
You can re-roll heroic recovery rolls for the bearer.

Who should own this?

As the title says, who should we give the artefact to?

Mount Trait

So either the Sludgeraker or the Mirebrute can have a mount trait, but who should have it?

What should the Mount Trait be?

Next week

That should do it! We’ll see what these final votes bring and have a look at the finished list next week. Then we could start playing with it.

Age of Sigmar – Daughters of Khaine Battletome Review

Many players have asked, ‘why Daughters of Khaine, and why now?’ – and who knows! Especially given not much has changed.

Daughters of Khaine (DoK) are an army of slithering and/or bikini clad glass hammers – ruled over by everyone’s favourite double-act, Morathi and The Shadow Queen. DoK enjoyed a period of dominance, largely thanks to their patented ‘Morathi and the Bow Snakes’ list, predicated on double-shooting 15 bows, with mortals on 6s – earning approving nods from Longstrikes.

For at least the latter half of 3e however, they’ve been hanging on in there but rarely wrapping their tails around that trophy. The question is, how can they be made more reliably competitive, while radically improving their internal balance, with a relatively small unit roster and while following the 3e tradition of clamping down on re-rolls, something they relied heavily upon?

A quick proviso, I’m not going to bother comparing what has and hasn’t changed the entire way through –  but most of the Traits, and Artifacts have, even if they kept the same name. So if you’re a returning player familiar with the old book, I encourage you to read on – I’ll call out when a unit is largely the same!

Read on to get the WOOT! (Woehammer opinion of Tome!)

Let’s start with a high level hypothesis, so that the rest of this review is contextualised. Overall, I think the new book is a slight diagonal-grade. I think DoK have the tools to podium again, without being broken, with better (but still not perfect) internal balance. There are however, some missed opportunities and some ever so slightly concerning trends.

Old DoK players who were happy with where things stood will have a good time with this. It should be pretty accessible for new players too. But I also think it’s launching into a fairly hostile meta. All that said, let’s dive in.

BATTLE TRAITS

Overall, the new and improved battle traits fit the bill – they allow you to slither or dance quickly into a good krump, even if they don’t set the world on fire creatively.

Blood Rites is the same idea, but without re-rolls as per the 3rd edition crack down. The following battle traits are all clearly aimed at combining with it, and there are plenty of options throughout the book to accelerate it. And I mean, it works. It’s functional. I feel like +1s to stuff is a nice way to not rely so much on CP, but it’s also just basic – and there are plenty of armies whose main battle traits are highly effective from battle round 1 or 2, so I don’t love the philosophy of playing around the timing of it, or leaning into various combos just so that it IS effective from turn 1 – but on the other hand, it does give you some flexibility with how the trigger-timings of your list.

Battle Fury is a heroic action that a non-monster can carry out, adding 2 attacks to all melee weapons used by that hero until the end of the turn. More attacks the better, and there are some heroes that benefit a lot from this – you’ll just have to time it right with Finest Hour, but it’s a good option to have in a pinch.

All-Out Slaughter triggers when you pick a unit to fight in the combat phase, and gives them exploding 6s. Does what it says on the tin, and obviously once you’re onto Rite 3 (+1 to hit) you don’t need All Out Attack anyway. Pop this on Morathi, a reinforced blob of Blood Sisters of Aelves and watch the sparks fly.

Fanatical Faith is a ward of 6. Better than nothing (just).

ENHANCEMENTS

COMMAND TRAITS

The command traits in this book are collectively one of the highlights, with a few things that allow you to really juice a favourite hero and affect the battle in meaningful ways. Most of them, however, we’ve seen before – and I do wish armies would get some more unique traits overall.

I’ve ordered these in order of my favourites first.

Zealous Orator rallies on a 4+. That’s big. Ardboyz have it conditionally, Fyreslayers got it, and now DoK have it – a 15 blob of bow sneks? A 30 blob of Aelves? Prime, prime targets.

Fuelled by Revenge allows Melusai Ironscale a once per battle, +1 attack to Melusai melee weapons within 12″ – not hard to guess the application of.

Sacrificial Overseer lets a general fight again, after killing a model, and after the unit it’s engaged with has fought back. Useful on smaller heroes you’ve chucked into chaff for finishing off a unit, or on a (well, the only) bigger one to go much harder into tougher targets.

Arcane Mastery teaches the general all the Lore. It’s a great lore – even though DoK lack great casters. It gives you flexibility though, which is powerful.

Bathed in Blood gives a general a wound back after killing a model – too niche for my tastes but it makes that ‘one big hero’ (have you guessed it yet?) potentially a lot tankier.

Master of Poisons procs on a wound allocated to a model – and does d6 additional mortals to it. Fits the name, but swingy, and therefore sub-par.

True Believer is +1 to Rites. Fairly useless on most heroes really. I guess if you really want to get a hero repeatedly stuck in, it could be useful, just seems to me all the above alternatives either have more utility or raw strength. Prove me wrong though!

ARTEFACTS

Artefacts can potentially change a hero’s role, help spike their output, or otherwise combo interestingly with a Trait, or otherwise. In theory. Unfortunately for DoK, theirs are boring, if relatively useful.

This time in no particular order, because I wasn’t enthused enough to pick a favourite.

DoK generic heroes

When Bloodbane Venom causes a wound that doesn’t kill a model, a roll of =/+ the model’s Wounds Characteristic kills it. Vaguely useful against heavily armoured but low-ish wound stuff like Annihilators, or getting luck against a Blightking I guess.

The Crone Blade gives one weapon the ability to heal 1 wound on a hit roll of 6. At this point, I’m just going to say it – most DoK heroes aren’t going to stick around long if they don’t immediately kill whatever they’re fighting, so gaining a few wounds here and there back feels niche. Apart from… the the one big hero – the Cauldron!

Slightly more interesting is the Crown of Woe, which prevents Rally or Inspiring Presence within 9″, or 15″ for rest of the battle once the hero kills a model. Potentially devastating AND, finally, something that can work without chucking the bearer into combat.

Rune of Khaine is a ‘fight on death’ effect. Great…so long as you die in melee.

DoK wizards

The Crystal Heart doubles the range an endless spell can be cast at. If the DoK endless spells were better, this would be great. But they aren’t, so it’s not. Because James Workchap largely refuses to make one of the coolest things about AoS reliably usable. But hey if you really want to pop that Viper up in someone’s face, here’s how you do it.

Aside from sounding like a long-fringed metalcore band, Sevenfold Shadows allows a once per battle teleport. Useful if you’re not playing Khailebron, while Shadow Stone is +1 to cast Lore of Shadows spells. Useful, but uninspired.

Priests

Priests are hugely important to DoK. So it stands to reason they only get a choice of two unique artefacts. The Blood Sigil learns ya an extra prayer. The prayers are good! Whereas the Khainite Pendant is a once per game auto-answer. DoK have a lot of pendants, sigils, stones and assorted gew-gaws knocking around, huh?

PRAYERS

So about those prayers I mentioned. These are mostly unchanged, which makes sense because by and large, they’re bangers – less ‘prayers’ and more ‘blood-curdling celebrations of gore’, but hey. I think with the new internal balance, there’s a little less a reliance on certain prayer combos, but they’re still at the heart of the army.

Catechism of Murder is the exploding 6s prayer you know and love.

EDIT/CORRECTION: Blessing of Khaine is currently in need of a bit of an FAQ – well, hopefully, otherwise it’s not great. The problem is, it currently reads ‘re-roll Fanatical Faith rolls’, i.e. your Ward of 6. But does Rite 5 IMPROVE your Fanatical Faith ward? Not currently as written. So does Blessing aim to re-roll your Ward save, just your Fanatical Faith roll, and/or does Rite 5 IMPROVE the ward or simply GIVE you a ward of 5. Grrrr.

Martyr’s Sacrifice gives each model in a unit the ability to do a MW on a 5+ upon dying in melee. Useful in a big blob of double-reinforced Aelves, if you really plan on them dying rather than killing… Crimson Rejuvenation heals d3 – big woop. Covenant of the Iron Heart auto-passes battleshock for when you really don’t want to save a CP for it – very handy in actuality if you’re leaning into the bikini-horde which this book definitely makes viable. And finally Sacrament of Blood gives +1 to the Rites table to a unit with an Answer of 3 – strong, for obvious reasons.

LORE

The spells are unchanged, rightfully so – this is a highlight of the faction – everything has a distinct use, and affects the game in a meaningful way. See, they know how to do it!

Steed of Shadows goes off on a 6 and makes the caster fly and move 16″. Pit of Shades pops on a 6, range 18″, picks an enemy unit and rolls 2d6 – difference between the roll and their move characteristic does mortals. Mirror Dance dings on a 6, 18″, picks 2 DoK heroes outside of engagement range and swaps them. The Withering procs on a 7, 18″, puts +1 to wound rolls on an enemy unit. Any attacks! This is stronk as it can improve Bow sneks, or allow multiple units to pile in and take down something juicy while you wait for the Blood Rites to catch up. Mindrazor – everyone’s favourite – dings on an 8 (so, risky with not many casting bonuses), 18″, gives a friendly unit +1 rend and additionally, +1 damage to melee weapons if you charged. Finally, Shroud of Despair gets jiggy on a 4 at 18″ and subtracts 1 from a unit’s bravery or d3 on a cast of 8+.  This could combo very nicely with Crown of Woe for battleshock shenanigans!

A lovely set of spells and I wish that kind of balance was present in some of the other sections.

SUB FACTIONS

Some fairly chunky changes here. Overall, a decent balance of competitive options with a few of your typical ‘what were they thinking’ moments thrown in just to temper your enthusiasm. As a general trend, sub-factions are pretty interesting in 3rd edition – and while none of these are bad per se, there are a few here that feel very uninspired.

Khailebron gives you access to a command at the end of movement phase and allows a unit to teleport. Teleportation is frankly super useful in a game of objectives – both defensively, offensively and for objective play. Want to deploy your bow sneks way back and teleport them up into range? Get something within charge range (preferably once the +1 charge Rite has kicked in)? Quickly screen something or help score Savage Spearhead, etc, all potential scoring applications. It also makes Shadowstalkers battleline, although why you’d want to take more than 1 unit of them is beyond me (you’ll see why)

The Kraith allows a Sisters of Slaughter (who are good now) unit to fight again on a 4+, with the strike-last effect applied, so they can’t fight twice in a row. Swingy, sure, but if you’re leaning into bikinki-aelves and running multiple squads of them AND charging multiple times, you could get a lot of value from this. But make no mistake – this hugely relies on bigger blobs of them, otherwise you’re not going to have a unit left after the enemy unit slaps back.

Zainthar Kai lets a Melusai unit fight on death. What, you want me to analyse that? Obviously it makes Melusai battleline too.

Hagg Nar adds 1 to the Rites chart. Simples! It also lets you include 1 Cauldron of Blood in addition to your behemoth limit, for some reason.

Draichi Ganeth improves the rend of both flavours of bikini aelf by 1 if they charged. Stack that with a Gladiatrix and Mind Razor and they can hit rend 3 – which is frankly brutal. This sub-fac also ups the reinforcement cap of Aelves by 2 (so you can include an additional reinforced or double reinforced unit) and your (power?) fantasies about flooding the table with murderous, lethal Morathi’s Secret models can finally come true. 

Khelt Nar (don’t exactly roll off the tongue some of these do they?) allows any unit to retreat and charge. Not my favourite but frankly, this is occasionally going to be clutch, especially against tar-pit armies or unfavourable engagements. It definitely has play even if it doesn’t jump off the page at you.

THE UNITS

There’s obviously the potential here to get really into the weeds. So instead of describing every part of every warscroll, i’m going to pull out the most interesting bits.

THE SHADOW QUEEN is more or less unchanged. She slaps, and her damage table got upgraded to 6 being the first threshold. If you didn’t know, her gimmick is you can only do 3 wounds to her MAX per turn – but she can’t heal. Interestingly, you could probably compete without her now, but I’m not sure i would trust anyone who left her at home.

Most of the on-foot heroes remain very similar. But they all have a little more utility because of the other changes. I think Melusai Ironscale risks getting  edged out since you don’t need her to make Sisters battleline. Her melee damage cap is 12 – not great with only Rend 1. The reason you take her is her command ability – to let a Melusai unit run and charge/shoot – and at 115 points, she’s takeable.

Morgwaeth finally got the true Underworlds treatment and got made redundant.

Shall we talk about the One Big Hero? The Shrine – and its various combinations. It got a LOT better. Try and bear in mind those past hints I made – you’ll see the synergies on offer here.

Firstly, the configurations are as before – the Cauldron ridden by the Bloodwrack Medusa on her own, or with one of either the Hag Queen or Slaughter Queen and the Avatar riding shotgun with either Queen. It’s a fun modular approach you don’t really see elsewhere – each hero retains the same abilities on foot, but on the Cauldron become way more durable and and therefore much better platforms for many of the above enhancements – overall I’d say the book pushes hard for you to take some version of what I’m now calling the Bloodwagon. The wagon’s base abilities are +1 to chanting (huge), an impact hit (standard 2+ for d3) and Bloodshield, a +1 save aura tied to the damage table, and starting at 18″.

Personally, I think the Slaughter Queen variant is the spiciest. This combo gains the Pact of Blood ability not found elsewhere, which is an unbind attempt. The Slaughter Queen herself brings two abilities to the table…well, cauldron – Orgy of Slaughter, a her phase CA with a 3″ range that allows a unit to fight.

Yep, this thing can fight in the hero phase. Is it any good at fighting? The mounted Avatar (who retains these same stats on foot as above) swings 4 times for 3/3/-2/3 – a good start. The Slaughter Queen brings 4 attacks at 3/3/-1/d3, and it’s topped off by the attendant aelves with 8 (bracketing) 3/4/-/1. Individually, none of that sets the world on fire, but it adds up – and at 13 wounds, albeit on a 5+ save, you actually have the ability to tank a round of attacks from plenty of stuff, meaning the fight-in-hero-phase ability will actually see play, and if it helps you finish something off, being able to then reposition defensively or set up for another charge is potentially huge.

So pop Bathed In Blood on it and so long as you’re fighting units rather than single/very small elite units, you could easily get a bunch of wounds back, in up to two phases per (your) turn. Sacrificial Overseer suddenly seems great – imagine finishing off a unit in your hero phase, charging two units at the same time, then getting to fight twice in the following combat. Crone Blade and Rune of Khaine could be brutal on this platform. Exactly how you pimp your ride is up to you but there are definitely some fun options here.

But I saved the best for last. The Slaughter Queen’s second ability, Dance of Doom, answers on a 3 (2 while on the blood wagon) and applies strike-first. Now we rollin’!!

The Hag Queen instead has Witchbrew, another source of +1 to Rites, and Touch of Death, a 3 answer prayer for d3 wounds to a unit within engagement range. Unless you’re really playing to Blood Rites acceleration combos, you can see why I prefer the Slaughter Queen – even though she’s 315 compared to Hag Wagon’s 270.

The Bloodwrack Medusa is your budget wagon pick at 200, or 130 on her own – a 1 cast, 2 unbind hero whose real value is a source of +1 Rites for Melusai and a nice spell (5 – 18″) for minus 1 to melee wounds for an enemy unit. She buff, she debuff, she whiffs in melee. However, her Bloodwrack stare – mortals on a 5+ for each model in a unit within 12″ has much more play on a durable platform as incidental chip damage given you want the Wagon up close and personal.

When he’s not riding the Blood Wagon screaming ‘I’m King of the wooorld!’, the Avatar of Khaine got way better. 10″ range, 6 attacks 3/3/-1/1 ain’t nothing (obvs applies to Wagon variants) and his aforementioned sword are perfectly fine, and with 9 wounds on a 4+ he’s one of your tankier options. What he gains for going solo is a built in Ward of 5 and Wrath of Khaine, allowing him to use the Stomp or Smash to Rubble Monstrous actions, while being immune to monstrous actions himself. At 155, that makes him a cheap Totem, with good utility who can still put a dent in things.

The rest of the book is more straight forward. Gladiatrix is a straight up Aelf buff piece – she adds rend, and changes their wound characteristic to 3+. Very strong. Witch Aelves rip and tear when buffed by her, and various aforementioned other buffs – and get +1 to wound while within 12″ of a totem. Sisters of Slaughter are less killy but are eligible to fight within 6″ and can pile in 6″ – this is not to be underestimated, as with careful positioning this can avoid unleash hell or just cause headaches for your opponent wanting to stay out of melee.

Khainite Shadowstalkers lost their -1 to hit, so become a lot less interesting. 9 bodies on a 4+ that can teleport – so 1 unit is probably fine for screening/scoring, and I guess it’s cute that in Khailebron you can run a shadow themed list.

Doomfires do a bit of everything, but nothing very well. Interestingly, while at 5+ models, they’re one of the army’s only source of +1 to casting/unbinding, making them potentially interesting for getting off early Mindrazor etc before zooming off to die. CORRECTION: A kind reader pointed out – correctly – that only heroes can take spells from the Lore! So this lowers Doomfires stock a little given their warscroll spell (scaling mortals based on size of enemy unit) is short range and will be tricky to get off while keeping them safe – but it does mean they still get a bonus to getting an endless spell off turn 1.

Blood Stalkers are unchanged, which means they’re still amazing given Shadow Queen kept her double shoot. Even though this is good for those of us who have 15 of ’em, It’s a worrying precedent – double shooting is not a popular mechanic, and for good reason. I’d have preferred to see that dropped in favour of a more interesting and tactical rule – standing still and raining hell from 24″ twice is uninteractive and bad for the game.

Blood Sisters however just became one of the best infantry units in the game, because Turned to Crystal now happens after their attacks have resolved. So, reinforce them, throw out 3 attacks each at 3/3/-1/1, add in Rites and buffs to taste, and whatever is left standing immediately takes 10 mws on a 2+. So that’s 8-9 MWs on average before everything else, before the unit gets to slap back. Here’s lookin’ at you, kid.

Both flavours of Khinerai got better. Heartrenders can drop from the sky, shoot (1 attack 3/3/-1/1) then move 6″. This gives them all sorts of positional utility and scoring potential. LIfetakers are less tactical but get a bonus attack and are 3/3/-1/1 in melee – plus, after they fight, on a 4+ they can retreat 6″. Swingy, but if it goes off this could be a massively frustrating hit’n’run tactic – worth trying for the look on your opponents face.

Now, I’m always gonna bang the ‘Endless spells should be great – or as good as they are now, but dirt-cheap’ drum. Given they’re usually easy to dispel – sure, your opponent has to use up a cast slot to do it – and cost valuable points when you might even fail to cast them – people gravitate only towards the absolute best ones, which are generic – like life-swarm and spell-portal. Faction specific ones usually look great and COULD offer a tonne of personality.

Bloodwrack Viper comes up on a 7 within 9″, then picks a unit within 1″ after it flies 9″ and rolls 3 dice – each =/+ wounds characteristic kills a model and it can also ‘do an Avatar’, i.e. make a Stomp or Smash to Rubble monstrous action.

Hang on – is the Viper actually good?! Casting on a 7 isn’t too bad, a 19″ threat range – but 80 points is dear. If it was 60, I’d say hell yeah!

The others actually aren’t that bad but you probably still won’t take them at a high level. Bladewind passes across units and does 1 MW on a 2+ and removes their cover modifiers within 12″. So niche, and hard to see when you’d cast this for 50 points over anything else in the great Lore. Heart of Fury (an invocation not a spell) makes you roll – on a 1-5, -1 damage within 12″ – potentially useful for the odd occasion you really want to charge something and think you might not kill it. On a 6, you also get +1 attack in the same range. If you have a spare 45 points, that’s not a bad shout potentially!

GRAND STRATEGIES & BATTLE TACTICS

I’ve left these for the end because it actually makes more sense to think about them once you know what the stuff can actually do. Overall, these are probably more viable than average, which is great.

For Grand Strats, you got Bloodthirsty Zealots which scores if all your units have fought at least once. This shouldn’t be hard – as long as you time it right with your weaker stuff. Say you have 15 Bow sneks – make sure you push them up throughout the game so you can charge them into something if necessary near the end-game before you table them – or the game ends. What’s nice about this is it’s VERY hard for your opponent to deny, and you can score it even more reliably when the game isn’t going your way!

Blood Bath however is a weak variation on that theme, requiring every enemy unit to have at least a scratch on it – i.e. not be at full health.

EDIT: On re-reading this, the wording is actually ‘all enemy HEROES and MONSTERS either have at least 1 wound allocated to them or have been slain and if all other enemy units on the battlefield have had at least 1 model slain.’

Overall, I don’t think it changes my analysis below, but it’s a tiiiny bit harder.

It’s not too bad, and means you don’t have to plan for your archers to be in melee somehow – but say a unit or hero is able to reliably hide in a corner or heal up in the last turn – could suddenly deny you. Overall, Grand Strats that are in your hands, so to speak, are quite good – and given DoK battleline units aren’t tanky and most everything else wants to be aggressive, I think these actually do compete with the Core options.

Naught but Destruction is your token ‘what the fuck were they smoking’ GS – you pick a defensible terrain piece in enemy territory, and if there isn’t one, the opponent picks one anywhere on the battlefield. Now you gotta demolish it. I mean – sure, the Viper or Avatar can smash to rubble, but what happens if there IS no defensible terrain? Every game should have it but…that’s just a ‘should’. Unless this is a hint the new GHB will mandate every game has to include some, this is a very strange one.

The Battle Tacs are actually fun, and continue the trend of really only 1-2 being doable by any one list – which isn’t a bad thing. Clash of Arms wants you to charge with 3 units and if two of ’em are bikini Aelves you get an additional victory point. Fine in a pinch, potentially great in Aelf spam lists given they will probably churn through Broken Ranks fairly quickly.

Tide of Blades is Savage Spearhead, but bonus point for doing it with two Witch Aelves units. Again, with Shadowstalkers, Khinerai and aggressive play in general, this become highly achievable.

Cruel Delight relies on 2 or more Khinerai units using their Fire and Flight or Fight and Flight ability – very doable and you’d certainly be within your rights to have 2 Khinerai units now. While Unexpected Attack wants Khainite Shadowstalkers to charge after deep-striking. Even with +1, the odds of a re-rollable 8 incher are far too low to ever pick this unless it’s an absolute last resort or you’ve gone full Khailebron and are popping 3 ‘Stalkers down in the same turn. Incredibly niche and risky.

On the more situation end of the spectrum we have Executioner’s Cult – which can be picked if you have a Gladiatrix – which well you might! She has to kill a hero with her Killing Stroke ability – this would be a flex to pull off – and certainly doable – but it would be so easy to either accidentally kill the hero beforehand or just…not. Why risk it? Baffling and risky specificity on this one.

Hatred of Chaos is available if you’re running Hagg Nar or Khelt Nar and asks for 2 or more CHAOS units to be destroyed this turn. Highly situational, but not necessarily difficult, so it’s a perfectly nice option to have in your pocket, especially given they’re both perfectly viable sub-factions. And Chaos suck. And everyone plays Nurgle now – so this might come up more often than you think…

BATTALIONS

3e books have been circumspect with Battalions as they have the potential to tip the balance massively. Take Nurgle’s rotbringers cyst for an example that is almost certainly too good. On the whole, I’m happy with Battalions being fluffy or just matching the core battalion effects when you have a more unusual army make up – and that’s more or less what’s on offer here.

Vyperic Guard comprises Morathi+Shadow Queen, 1-3 Khainite Leaders – 1 mandatory (Bloodwrack or Ironscale), and ~6 Melusai warriors – 2 mandatory, and offers an extra enhancement – so it’s basically a bonus/tweaked Command Entourage. Not bad!

Shadow Patrol however is the fluffy, competitively rubbish one that isn’t worth the ink used to print it. 2 Mandatory Doomfires and FOUR mandatory Khinerai gives you either a one-drop or Swift. I mean…why?

CONCLUSION

Hopefully that gives you a good idea of the fun, competitive and creativity level of the new book. My takeaways are that the internal balance got much better with only a few sore losers (especially Shadowstalkers), the creativity level ticked up a little with some annoying missed opportunities (straight forward albeit useful Command Traits/Artefacts), and the competitive factor ticked up a fair notch. Will the increased options and killing power be enough to deal with the oppressive tankiness of Nurgle, or the strike-first brutality of new IDK (who seem a particularly brutal counter to DoK at first glance) or the forthcoming mobility, the ‘I laugh in the face of your rend’ and oppressive charging/tar-pitting potential of new Nighthaunt? We’ll soon see – my knee jerk reaction is ‘sometimes’ – which is, honestly, as it should be! Now, go forth and bathe (but don’t drink – leave that to SBGL) in the blood of your foes.

Mancunian Carnage Preview

We will do a top three lists on this event next week but I thought it may be fun to look at three lists that aren’t Nurgle, Seraphon or Stormcast and see if Danny can get into their mindset!

There’s going to be 82 players at this event fighting it out! You can watch the coverage live on The Hobby Room twitch channel!

List 1 – Johnny Armstrong

Johnny’s first game is against Tom Marshall and a Cities of Sigmar/Living City list.

Allegiance: Skaventide
Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
Verminlord Deceiver (345)*
General
– Command Trait: Incredible Agility
– Artefact: Shadow Magnet Trinket
– Universal Spell Lore: Flaming Weapon
Master Moulder (95)*
Artefact: Rabid Crown
Warlock Bombardier (125)*
Lore of Warpvolt Galvanism: Warp Lightning Shield

Battleline
20 x Clanrats (130)
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
20 x Clanrats (130)
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
20 x Clanrats (130)
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers

Units
4 x Rat Ogors (190)**
Mutation: Toughened Sinews
– Reinforced x 1
4 x Rat Ogors (190)**
Mutation: Insanely Rabid
– Reinforced x 1
6 x Giant Rats (40)**

Artillery
Warplock Jezzails (290)
Warplock Jezzails (290)
Warplock Jezzails (290)

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 2245 / 2000
Reinforced Units: 5 / 4
Allies: 0 / 400
Wounds: 156
Drops: 12

Danny: Can Skaven do it again!? This is an awesome list, for a few reasons – it brings a flying Verminlord Deceiver with the Artefact for a once-per battle fight first for those clutch double activations. It brings a proper scurrying shed load of clan-rats. Then it brings a bunch of GIANT rats, a bunch of even gianter rats, and just to keep you honest, it brings a trio of rat-snipers. And it wraps it all up in a Moulder wrapper for re-rolling 1s in melee, for more reliable chomping. And no Stormfiends – what a legend!

Peter: No Thanquol! I think every other Skaventide list I’ve seen at tournaments over the last few months has him included because of the pure amount of damage he can dish out. The fact he’s not included here is a brave move by Johnny!

List 2 – Christine Coram

Christine’s (a fellow Chumps member) first game is against Freddie Leggett and his Cities of Sigmar/Hallowheart list.

Allegiance: Ironjawz
Warclan: Ironsunz
– Mortal Realm: Ghur
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

LEADERS
Megaboss on Maw-Krusha (480)*
General
– Command Trait: Mega Bossy
– Boss Gore-hacka and Choppa
– Artefact: Destroyer
– Mount Trait: Loud ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90)*
Lore of the Weird: Da Great Big Green Hand of Gork
Kragnos, The End of Empires (720)

UNITS
5 x Orruk Ardboys (85)*
5 x Orruk Brutes (160)*
Jagged Gore-hackas
5 x Orruk Brutes (160)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas

CORE BATTALIONS
*Battle Regiment

TOTAL: 1980/2000
REINFORCED UNITS: 0/4
DROPS: 2
ALLIES: 0/400

Danny: For a while there in the early days of 3e, Bloodtoofs and their 30-50 (well, usually more like 9 ish) feral hogs dominated. So it’s great to see a good old fashioned, on-foot Krumpin’ list. It’s got a Maw-Krusha, it’s got Big Chadnos himself, and it’s got orruks on foot. No cunnin’, all smashin’ – good honest krumpin’!

Peter: Christine is an excellent painter. She’s so good, she has had models displayed at Warhammer World! It’s a great list and I love the fact it’s off meta for the Ironjawz at present. What is interesting is the lack of the rip-tooth fist on the Megaboss on Maw-Krusha, as although it has two less attacks to her current choice of Gore-hacka and Choppa, it would allow the Megaboss a 3+ save instead of a 4+. I personally think this is worth the loss of two attacks.

List 3 – Bill Inglis

Bill faces a Cities of Sigmar/Living City list on the first round, with Andrew Thompson as it’s pilot.

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Big Yellers
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

LEADER
Killaboss on Corpse-rippa Vulcha (240)
Swampcalla Shaman and Pot-grot (105)*
Spells: Nasty Hex
Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Supa Sneaky
– Artefacts: Mork’s Eye Pebble
Breaka-boss on Mirebrute Troggoth (180)*
Artefacts: Amulet of Destiny
– Mount Traits: Fast ’Un
Swampcalla Shaman and Pot-grot (105)*
Spells: Choking Mist

BATTLELINE
1 x Gutrippaz (360)*
Wicked Stikka
Gutrippaz (180)*
Wicked Stikka
2 x Man-skewer Boltboyz (360)**

OTHER
Rippa’s Snarlfangs (70)**
Hobgrot Slittaz (80)**

CORE BATTALIONS:
*Warlord
**Hunters of the Heartlands

TOTAL POINTS: (1995/2000)

Danny: Kruleboyz currently sit at the very bottom of the competitive meta (dem’s stats!) (Questionable 😉 – Peter) but they’re a fun and thematic army who do have some fun tools and can punish you for letting your guard down. This is a non-spam, generally balanced Kuleboyz list which is nice to see – with the cheeky inclusion of Rippa’s Snarlfangs for a fast, throw-away objective grabber or sneaky 6″ pile-in tech for avoiding unleash hell or making a clutch block. Best of luck to those plucky swamp lovers and here’s hoping the forthcoming GHB gives em the leg-up they so desperately need!

Peter: 6 Boltboyz in a Big Yellers list is interesting when their allegiance ability allows to include them as battleline, allows them to re-roll a single miss per unit in the shooting phase and gives them a further 3″ on the range of their shooting. I suspect the 20 Gutrippaz unit will be Supa-Sneaked up the table at the beginning of the game to ambush the opponent’s backline, which will means his opponent will have to deal with 41 attacks in the first phase. Great little tactic.

Top Three AoS Lists from Trouble at Mill

Leodis Games – Trouble at Mill took place in Farsley, UK on 14th and 15th May. This was a 1500 point tournament as opposed to the usual 2,000. It involved 14 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

1st Place – Jake Helm

Jake won all five games over the weekend. Along the way he beat Fyreslayers/Greyfyrd in round 1, Fyreslayers/Greyfyrd in round 2, Disciples of Tzeentch/Hosts Duplicitous in round 3, Stormcast Eternals/Hammers of Sigmar in round 4 and Maggotkin of Nurgle/Drowned men in Round 5.

Army Faction: Maggotkin of Nurgle
– Army Subfaction: Befouling Host
– Grand Strategy: Hold the Line
– Triumphs: Inspired

LEADER
Great Unclean One
(495)
– General
– Command Traits: Nurgling Infestation
– Doomsday Bell and Plague Flail
– Spells: Fleshy Abundance

Spoilpox Scrivener (120)**
– Artefacts: Tome of a Thousand Poxes
– Spells: Gift of Disease

BATTLELINE
1 x Plaguebearers
(300)*
Plaguebearers (150)*
Beasts of Nurgle (110)**
Beasts of Nurgle (110)**
Beasts of Nurgle (110)**

TERRAIN
Feculent Gnarlmaw
(0)
Feculent Gnarlmaw (0)

OTHER
Nurglings
(105)*

CORE BATTALIONS:
*Hunters of the Heartlands
**Vanguard

TOTAL POINTS: (1500/2000)

Danny: So it’s looking like Nurgle are pretty good huh? Although props to Jake for avoiding flies and running with the adorable Beasts of Nurgle pack instead. Spoilpox also doesn’t see a huge amount of play as he’s more a buff piece for plaguebearers – but why wouldn’t you want to run a hero whose main attack is called ‘disgusting sneeze’? Again, high pressure, high wound, highly durable that plays the objective super well. Will the forthcoming books have tools to dethrone the multiple rampant nurgle lists? Time will shortly tell!

2nd Place – Simon Burdett

Simon managed four wins over the two days losing only against 1st placed Jake in round 5. Along the way they beat Stormcast Eternals/Hallowed Knights in round 1, Gloomspite Gitz in round 2, Stormcast Eternals/Hammers of Sigmar in round 3 and Disciples of Tzeentch/Hosts Duplicitous in round 4.

Allegiance: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Grand Strategy: Hold the Line
– Triumphs: Indomitable


LEADERS
Lord of Afflictions
(210)
– General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Great Unclean One (495)**
– Plague Flail & Doomsday Bell
– Lore of Virulence: Stream of Corruption

UNITS
2 x Pusgoyle Blightlords
(220)*
5 x Putrid Blightkings (250)*
3 x Nurglings (105)**
1 x Beasts of Nurgle (110)**
1 x Pusgoyle Blightlords – Single (110)*

BATTALIONS
*Hunters of the Heartlands
**Battle Regiment

Total: 1500 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 89
Drops: 5

Danny: Nurgle good-stuff – some flies, some beasts, nurglings, and a big stinker in Drowned Men for setting up a winning position turn 1. While we’re repeatedly doing Nurgle – allow me to speculate – new Nighthaunt may be able to outswarm and re-position from Nurgle pinning/control plays – could definitely be a counter to their recent dominance! Not long to wait and find out.

3rd Place – Michael Bywood

Michael also finished the weekend with one loss and four wins. His path saw him beat Fyreslayers/Greyfyrd in round 1, then lose to Disciples of Tzeentch/Hosts Duplicitous in round 2. In round 3 he beat Kruleboyz/Big Yellers, followed by Stormcast Eternals/Hallowed Knights in round 4 and Stormcast Eternals/Hammers of Sigmar in round 5.

Allegiance: Lumineth Realm-lords
– Great Nation: Ymetrica
– Grand Strategy: Sever the Head
– Triumphs: Indomitable


LEADERS
Alarith Stonemage
 (130)**
– General
– Command Trait: Almighty Blow
– Artefact: Mountain’s Gift
– Lore of the High Peaks: Entomb


BATTLELINE
5 x Alarith Stoneguard
 (120)**
– Diamondpick Hammers
5 x Alarith Stoneguard (120)**
– Diamondpick Hammers

UNITS
Alarith Spirit of the Mountain (355)*
Alarith Spirit of the Mountain (355)*
Alarith Spirit of the Mountain (355)*

ENDLESS SPELLS
Emerald Lifeswarm (60)

CORE BATTALIONS
*Alpha-Beast Pack
**Vanguard

Total: 1495 / 1500
Reinforced Units: 0 / 3
Allies: 0 / 300
Wounds: 61
Drops: 6

Danny: Lumineth are the army everyone loves to hate – but they’re not actually showing up on podiums that much these days, often because if you can tank their initial Sentinel hell-fire, you can usually outscore and whittle them down. But sometimes, someone decides to flex and run no Sentinels, no foxes, no wardens, and go full rock’n’roll with 3 mountain cows and supporting Stoneguard/mages for full on synergy and literal hammers everywhere. Big congrats for going 4-1 with a list I’ve never seen before – but it makes sense, those hammer-cows can be a nightmare to shift and with access to rend 2, plus one nasty ranged attack each, when they hit, you really feel it.

Wildcard – George Elton

George won three games and lost two, ending his weekend in a very respectful 4th. Along the way he lost to 2nd placed Michael and his Nurgle in round1, then lost to 1st place Jake and his Nurgle in round 2. After that being sick of fighting Nurgle no doubt, he went on to beat Maggotkin of Nurgle/Blessed Sons in round 3, Flesh-eater Courts/Blisterskin in round 4 and Disciples of Tzeentch/Hosts Duplicitous in round 5.

Army Faction: Fyreslayers
– Subfaction: Greyfyrd
– Grand Strategy: Hold the Line
– Triumph: Inspired x2

LEADERS
Auric Runefather
(125)**
– General
– Command Traits: Fury of the Fyreslayers
– Artefacts of Power: Axe of Grimnir

Battlesmith (150)**
Auric Runesmiter (135)**
– Forge Key
– Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon
– Prayers: Prayer Of Ash


BATTLELINE
Vulkite Berzerkers with Bladed Slingshields
(160)
– Fyresteel War-pick and Bladed Slingshield
Hearthguard Berzerkers (320)*
– Berzerker Broadaxe
Hearthguard Berzerkers (320)*
– Berzerker Broadaxe
Vulkite Berzerkers with Bladed Slingshields (160)*
– Fyresteel War-pick and Bladed Slingshield

OTHER
Grimwrath Berzerker
(105)
– Artefacts of Power: Draught of Magmalt Ale

CORE BATTALIONS
*Hunters of the Heartlands
**Command Entourage

TOTAL POINTS: 1475/2000

Danny: Fyreslayers are still one of the new-book-underdogs, but in past weeks we’ve seen them encroaching on the podium – which hopefully suggests it’s just a tricky book with a higher skill floor than we imagined. This list trades the usual massive blobs of Hearthguard for more of the ‘smaller’ bezerkers to get more bodies on the board, and pops an interesting tech piece and a 3rd flavour of bezerker into the mix, in the form of a Grimwrath with Draught of Magmalt ale. Grimwraths pick an Oath (each one gives a variety of buffs) at the start of the game, which allows for a bit of reactivity – and Magmalt Ale is a once per game ‘double attacks’ suggesting George was using this little dwarf-that-could as a guided missile. Nice play!

Final Tournament Placings

Keeping up with the…. AoS Meta

Odd title right?

Hear me out, we’ve been discussing as a team a series of articles around each faction. These would give hints and tips on perhaps the best way to tackle those factions as well as giving a rough guide as to unit priority mid battle.

The first article is likely to be based on Nurgle as they’re the current ‘Faction to beat’ and make up a vast number of the tournament armies.

This will be followed most likely by Seraphon.

However, what we want to know is what else do you want to see in these articles? Why not drop us a comment below and let us know.

Top Three AoS Lists from Weekend Warlords

Weekend Warlords took place Milan, Italy on 7th and 8th May. It involved 44 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

1st Place – Luca Quinale

Luca won all five games over the weekend. Along the way he beat Ironjawz/Bloodtoofs in round 1, Ironjawz/Bloodtoofs in round 2, Maggotkin of Nurgle/Drowned Men in round 3, Seraphon/Thunder Lizard in round 4 and Seraphon/Thunder Lizard in Round 5.

Army Faction: Maggotkin of Nurgle
– Army Subfaction: Drowned Men
– Grand Strategy: Hold the Line
Triumphs: Bloodthirsty

LEADER
Lord of Afflictions
(210)*
– General
– Command Traits: Overpowering Stench
– Artefacts: The Splithorn Helm

Lord of Afflictions (210)*

BATTLELINE
1 x Pusgoyle Blightlords
(440)*
1 x Pusgoyle Blightlords (440)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*

CORE BATTALIONS:
*Rotbringer Cyst

TOTAL POINTS: (1960/2000)

Danny: It’s ‘woops all flies’ time! I don’t expect this list to survive the next points rebalancing, honestly – GW don’t love spam lists and this is one of the best. If you’re not familiar with how it works – Drowned Men allows a pre-game move, and those pesky flies are fast (for Nurgle – 8″) – meaning they establish board control instantly. The ‘Rotbringer Cyst’ is a unique Nurgle battalion which is basically a better Battle Regiment, allowing for 3 leaders and 6 troops to constitute a 1 drop – again, frankly over-powered as a combination. So game starts, they control most of the objectives, and then they charge you – doing mortals as they do so, pinning you down, and probably killing you too – you can see how it’s hard to come back from that!

2nd Place – Tommaso Mariani

Tommaso also managed five wins over the two days. Along the way they beat Maggotkin of Nurgle/Droning Guard in round 1, Seraphon/Thunder Lizard in round 2, Legion of the First Prince in round 3, Lumineth Realm-Lords/Zaitrec in round 4 and Seraphon/Thunder Lizard in the final round.

Army Faction: Maggotkin of Nurgle
– Army Subfaction: Drowned Men
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

LEADER
Orghotts Daemonspew
(300)
Lord of Afflictions (210)*
– General
– Command Traits: Overpowering Stench
– Artefacts: The Splithorn Helm

Be’lakor (360)*

BATTLELINE
1 x Pusgoyle Blightlords
(440)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1970/2000)

Danny: And in 2nd place…more or less the same! But with a few flies traded for a big walking rot-stick and Be’lakor to try and shut down your best counter to the rest of the list. A frankly horrible amount of control and oppression, and no surprise it went 5-0. As it stands, Nurgle are fast becoming the most successful faction in the game at a high level (we’ll crunch the numbers in the near future to back this up) – but anecdotally, the writing (and the fly) is on the wall…

3rd Place – Lorenzo Baccifava

Lorenzo finished the weekend with one loss and four wins. His path saw him beat Idoneth Deepkin/mor’Phann in round 1, Ironjawz/Bloodtoofs in round 2, Beasts of Chaos/Allherd in round 3, followed by Stormcast Eternals/Hammers of Sigmar in round 4 before losing to eventual winner Luca in round 5.

Allegiance: Seraphon
– Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Beast Master
– Triumphs: Inspired


Leaders
Engine of the Gods
 (265)**
– Artefact: Fusil of Conflaguration
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse

Skink Priest (80)*
– Universal Prayer Scripture: Heal
Skink Starseer (145)*
– Spell: Hand of Glory
Slann Starmaster (265)**
– Spell: Stellar Tempest
Stegadon with Skink Chief (305)*
– General
– Command Trait: Prime Warbeast
– Artefact: Cloak of Feathers
– Weapon: Skystreak Bow

Battleline
30 x Skinks 
(225)**
– Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 2
10 x Skinks (75)*
– Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers

Behemoths
Bastiladon with Solar Engine 
(250)**
Bastiladon with Solar Engine (250)

Endless Spells & Invocations
Emerald Lifeswarm (60)

Core Battalions
*Warlord
**Battle Regiment

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 108
Drops: 6

Danny: It’s a good old Thunder Lizard list, of the ‘beat-stick skink chief’ variety. Interestingly, even though Seraphon are still super strong, and Bastiladons even get bonus damage against daemons – they don’t seem to be able to cope with the sheer turn 1 pressure of Drowned Men Nurgle. Seraphon have been relatively dominant for a while – and while they’re not exactly irrelevant now, the fact Nurgle is pipping them to the post says a lot about just how strong the stinkers are. Seraphon themselves could do with a hefty internal balancing – even though they have plenty of tools, there are many units that never see a look in competitively these days – obviously other factions need the leg up beforehand, but it will be refreshing to see a deeper book that unlocks some more creativity!

Wildcard – Simone Panigati

Simone won two games and lost three. Along the way they lost to Seraphon/Thunder Lizard in round 1, Daughters of Khaine/Khailebron in round 2. Beat Maggotkin of Nurgle/Befouling Host in round 3. Lost against Stormcast Eternals/Hammers of Sigmar in round 4 and beat Maggotkin of Nurgle/Droning Guard in round 5.

Army Faction: Gloomspite Gitz
– Grand Strategy: Hold the Line
– Triumphs: Inspired


LEADER
Kragnos
(720)
Dankhold Troggboss (240)*
– General
– Command Traits: Loonskin

Madcap Shamans (80)*
– Artefacts: Moonface Mommet
– Spells: The Hand of Gork


BATTLELINE
1 x Rockgut Troggoths
(290)*
1 x Rockgut Troggoths (290)*
Rockgut Troggoths (145)*
Shootas (140)*

ENDLESS SPELL
Scrapskuttle’s Arachnacauldron (50)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1955/2000)

Danny: It’s always delightful to see Gitz doing well – they’re the scrappy underdog that everyone loves to love – and with Kragnos in tow, they can still take a few scalps. Troggoths are one of those workhorse units that are just good – backed up by a Madcap shaman (who has a great spell for defending against early ranged threats, a -1 to hit for missile attacks to one unit) and shootas, who are fairly useless but one of the most efficient points per wound units in the game. Props to Simone for bringing along Scrapscuttle’s Arachnacauldron, not only one of the best named units in the entire game, but a fun and creative tech piece that offers re-rolls for casting/unbinding.

Final Tournament Placings