Tournament Review – Quest of Champions Heat 4

Article by Kieron Bailey

I attended the Warrior Lodge Quest of Champions Heat 4 on August 6th/7th. Heat 2 had been my first ever AoS tournament so I knew it would be a great bunch of people and some beautiful armies. The venue, The Sanctuary in Sutton-in-Ashfield, is a great venue with plenty of space, nice and cool in the summer months and has epic doughnuts for sale! It also has the Quest of Champions signature feature: a wheel that is spun each round to decide the battleplan. More on that later.

My aim for the weekend was to definitely get one win, aim for two and hopefully get three to put me in with a shot of qualifying for the Quest of Champions Finals in October.

My List

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Grinnin’ Blades
– Grand Strategy: Defend What’s Ours
– Triumph: Inspired

LEADERS
Snatchaboss on Sludgeraker Beast (315)**
General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Choking Mist
Swampcalla Shaman and Pot-grot (105)**
Spells: Sneaky Miasma
Swampcalla Shaman and Pot-grot (105)**
Spells: Nasty Hex
Swampcalla Shaman and Pot-grot (105)***
Spells: Da Black Pit

BATTLELINE
Hobgrot Slittaz (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
Hobgrot Slittaz (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Hacka
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Hacka

OTHER
Man-skewer Boltboyz (240)**
Boltboy Boss
Man-skewer Boltboyz (240)**
Boltboy Boss
Man-skewer Boltboyz (240)**
Boltboy Boss
Rippa’s Snarlfangs (70)***

ENDLESS SPELLS & INVOCATIONS
1 x Soulsnare Shackles (50)

CORE BATTALIONS
*Expert Conquerors
**Battle Regiment
***Vanguard

TOTAL POINTS: 1990/2000

Game 1: Nidus Paths – Archaon and Varanguard

A fun, interesting game to begin with, against an army I’d not faced before, Archaon and Hosts of the Everchosen. It was my first encounter with the ‘priority in a cup’ mechanic, though it’s not too mysterious when Archaon advances at you Turn 1!

What Went Well
I had planned my screening very carefully to try and negate my opponent’s numerous opportunities to pile in and fight twice and while there were a couple of times when he did fight twice, it was always into the same screen not two different ones.

Even Better If
I redeployed a unit of 6 Boltboyz to better Unleash Hell, but then a Sorcerer charged first instead of the Varanguard, taking 20 mortal wounds that would have eliminated the Varanguard. Instead, I had moved two units close enough together that they could both be attacked by the same unit, losing both.

Clutch Play
Coming into Turn 4, I had two tactics that I could achieve, Barge Through and This One’s Mine. I could also really do with getting on a third objective for Hold More. I managed to get Sneaky Miasma off on my Sludgeraker and the once per battle hero phase move from Fast ‘Un to be 4″ away from some Cultists who the Sludgeraker dealt with quite easily, once he’d closed the distance.

Result: 25-21 Win

Game 2: In The Presence of Idols – Sentinels and Foxes

I was not looking forward to this one as it was an army that I had not faced, with mortal wound shooting that is a) longer ranged than my own and b) could ignore cover and therefore my Grinnin’ Blades sub-faction ability. In addition, 3 Foxes can easily get within 12″ to shoot whatever they like. My plan was to try and rush the Sentinels by running at them, hoping for the double and going from there.

What Went Well
My initial plan didn’t come off at all because the Sentinels were untouched all game, however, several other things did go well. Firstly, as I’d forced him to take first even though I didn’t have priority through placement of the Boltboyz, I managed to get Sevireth T1. In addition, I could make the centre point a Proving Ground, allowing one Expert Conqueror Hobgrot to steal the objective from 2 Foxes and a Warden.

Even Better If
I’m really struggling with this one. I’m sure I didn’t play a perfect game but nothing stands out as being a poor choice that cost me points.

Clutch Play
Sevireth going down to only 3 Boltboyz was big but there was also an exciting cameo from some Hobgrots who had been hiding all game in the furthest corner from the battle. His Grand Strategy was to kill my battleline and my Grand Strategy was to have no enemy in my territory. The last remaining Fox, with one wound left, charged the Hobgrots…who Unleashed Hell, chipping that last one off, scoring my Grand Strategy and denying his for a 6 point swing.

Result: 26-17 Win

Game 3: Head-to-Head – Nagash and Scarlet Doom Nighthaunt

Spoiler alert: this one still hurts days later. Had a real chance to go 3-0 the first day with Kruleboyz and that doesn’t happen often and, long story short, I fluffed it.

What Went Well
Target priority into the Nighthaunt totally removed 2 units before attempts could be made to bring a significant number back and screening mostly was successful.

Even Better If
Screening wasn’t totally effective and let Nagash in and it was only through some luck that he didn’t tear apart my army. Poor choices made T4/5 combined with some swingy dice rolls against me and in favour of my opponent threw the game away.

Clutch Play(s)
1) Forgot to use the Sludgeraker to ‘eat’ the Spirit Torment who went on to score 6 points on his own in T5.
2) Chose to claim the enemy objective for 4 points instead of killing 2 chainghasts off the middle objective. Claiming the middle would have scored the 4 points anyway as my opponent could not have scored it AND denied a battle tactic for Barge Through.
3) Even after all this, if I had moved my Boltboyz and Shaman 2″ onto the objective, my opponent can’t claim my objective T5, a 4 point swing. I didn’t move them as I wanted to avoid a redeploy, but it was the wrong decision.

Result: 28-26 Loss

Game 4: The Mighty and The Cunning – Nurgle Flies/Beast of Nurgle with no Galletian Veterans…

So was looking for try and bounce back after my most painful defeat and, while Nurgle is a top army, I had a plan of what I could do…Then the Wheel of Doom that is the unique part of Warrior Lodge events spun up The Mighty and The Cunning. For those of you who don’t know, what this meant was that my list composition gave up 12 bonus points vs. 0 bonus points that my opponent gave up. Essentially, my opponent could fail all of his battle tactics and still win. I understand that the Warrior Lodge wants to keep their unique wheel and I’m more than happy for them too…just don’t include The Mighty and The Cunning! It’s just too much of a skew against a list where there are some strong armies that can avoid Gallet Vets entirely (Nurgle, IDK and Sylvaneth) and some already very weak armies that can’t avoid them, including in this case, Kruleboyz.

What Went Well
I did try and play for the win rather than just limiting the scale of defeat and the first turn went as I wanted, scoring objectives with Shamans, stopping running with Choking Mist and making charges from deepstriking flies 10″ instead of 9″ and screening my Galletian Veterans with my Boltboyz…

Even Better If
…Which was probably a bad idea! It wasn’t disastrous, but sticking with my game plan of a nornal mission and just seeing how things went was probably the better option, despite the 12 bonus points available. Also put some Hobgrots on an objective to score Hold More, only for them to promptly be killed on an objective for a Bonus point! Better off screening better with that unit rather than trying for an extra point.

Clutch Play
The Wheel choosing The Mighty and The Cunning.

Result: 39-14 Loss

Game 5: The Realmstone Cache – Cities of Sigmar Phoenix Guard

So from 2-0 to 2-2 vs 60 wounds of 4+ ward vs Mortal Wounds being run by one of the most prolific and successful CoS players in the country! I was outdropped again so I played to force the first turn again successfully and hoped for the double.

What Went Well
I did get to go second T1, allowing me to dictate the Proving Ground, choose Outmuscle as a battle tactic and to have the chance of a double…

Even Better If
I had not pushed up so aggressively for the double and stayed out of 2″ of the front line that the Phoenix Guard can attack from.

Clutch Play
Priority into T2 was massive. If I had won that, I could have finished off the rest of a damaged Phoenix Guard unit, wiped out an undamaged one and reset my screens.

Result: 26-8 Loss

Final Result: 2-3

Overall Reflections

Before the tournament started, if you would have offered me 2-3, being on stream for the first time and really making a member of the Team Wales AoS team (and eventual winner) sweat quite a bit, I would have taken it. However, where I ended up after the first 14 turns is a real heartbreaker and I’ll remember this one for a long time. The match up I would have had in the next round was significantly more favourable to me if I had just held on in Game 3 and then being 4-0 going into Game 5, anything could have happened!

Key Lessons Learned
The games I won and lost came down to screening, so if I can focus on that more, more wins should come. Similarly, I need to be more mindful of what my opponent can score in their turn when considering my scoring. My list is going to change slightly, adding in more Hobgrots and going for only one battleline squad of Hobgrots so that I’m only giving up 9 points on The Mighty and The Cunning.

It’s over a month now until my next tournament, so I’m going to try and get more reps in with the new list on TTS to try and maximise the lessons learned here. It can’t come soon enough for me to take another shot at breaking 4 wins with Kruleboyz or even going all the way.

If anyone is up for a game online at all, please feel free to contact me on Twitter @yeliabnoreik or to leave a comment below.

Top Three AoS Lists for the Season of War Grand Tournament

This is the Top Three AoS Lists for the Season of War Grand Tournament that took place in Ontario, Canada on 6th and 7th August. It involved 65 players vying to be crowned champion in a 5 game tournament. The tournament was hosted and organised by Seaon of War, you can find out more on their youtube channel.

Before I jump into the Top Three AoS Lists, 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.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Slann Starmaster (265)*
General
– Command Trait: Arcane Might
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Stellar Tempest
Skink Starpriest (130)***
Spell: Hand of Glory
Skink Priest (90)***
Universal Prayer Scripture: Curse
Saurus Astrolith Bearer (140)***
Artefact: Serpent God Dagger

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

Units
2 x Salamander Hunting Pack (280)*
Reinforced x 1
2 x Salamander Hunting Pack (280)*
Reinforced x 1

Behemoths
Bastiladon with Ark of Sotek (165)*

Endless Spells & Invocations
Purple Sun of Shyish (70)
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Battle Regiment
**Expert Conquerors
***Warlord

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 116
Drops: 8

Brett: Seraphon but, interestingly, not Thunderlizard. The Seraphon book hasn’t been brought up to 3rd Edition standard yet but remains one of the best and most complete battletomes. We haven’t seen a lot of Skinks at the top recently but maybe Eternal Conquerors will bring them back into the light.

Lots of heroes starting with the Saurus Astrolith Bearer, buffing casting and providing a ward within 12″ his Celestial Conjuration Point (CCP) generation is probably amount the most powerful ability. CCP let you summon units, if you have more than 6 you can summon. A Slann General and Astrolith together give 2D3 CCP a turn making at least 6 CCP a turn feasible. That’s 10 Skinks as a minimum. The Starmaster is a nasty wizard with an inbuilt Spell Portal, 3 casts, +1 to cast/dispel/unbind and unlimited range on his dispel/unbind. Both his warscroll spell (Comet’s Call) and Stellar Tempest deal MW. His command trait allows 1 reroll for a cast/dispel/unbind in each hero phase (2 per turn). He’s built to get both the Purple Sun and Gnashing Jaws out on command and make if difficult to get your spells off.

Supporting him are another wizard and a priest, granting another 2 dispel/unbind attempts as well on top of their casts. The Starpriest is granting rerolls for hit rolls of 1 to a unit. The army has a range of offensive options, the salamander hunting packs with high quality attacks for targets with good saves, the Bastilidon for a little of everything. And the large Skink pack for removing low wound, poor save blobs. Having the 2 loadouts on the Skinks is an interesting play, 2 of the units are ideal for screening or taking objectives (where they count as 30) and the other for damage. With curse the 30 strong unit is on average able to produce MW. Special mention to the Purple Sun (MVP this season so far) and Gnashing Jaws.

Gnashing Jaws is a really strong choice now we are seeing a lot of armies with really strong but slow infantry (Fyreslayers, Kurnoth, Stormcast, Maggotkin). The potential MW output into a unit with a move of 4″ is eye watering. Something to remember is it can affect your foot heroes. This army is really set up to deal with hordes with massed 1 damage attacks but can, with a combination of spells/abilities and some stronger units pivot.

The range of lists taken down in the event shows the flexibility and balance of the army as well as the great generalship. More than just winning each round Ridge scored well in every round to secure the win over Rueben. A head to head between them would be interesting.

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Allegiance: Sons of Behemat
Tribe: Taker Tribe
Grand Strategy: Make the Land Tremble
Triumph: Inspired

Leader/Battleline
Gatebreaker Mega-Gargant (525pts)*
Artefact: Arcane Tome
– Spell: Flaming Weapon
Kraken-Eater Mega-Gargant (490pts)*
General
– Glowy Lantern
– Very Acquisitive
– Krakenskin Sandals

Battleline
Mancrusher Gargants (170pts)**
Mancrusher Gargants (170pts)**
Mancrusher Gargants (170pts)**
Warstompa Mega-Gargant (470pts)*

Core Battalions
*Bosses of the Stomp – Magnificent
**Bounty Hunters

Total: 1,995pts

Brett: Another strong showing from the Sons, this time with the less popular Mancrushers in the army as well. The army build is quite clever, creating 2 wizards in an army with next to no magic but still maintaining key artefacts. With endless sells on the rampage Wizards and Priests are almost mandatory inclusions now for the dispel/unbind. The text for Glowy Lantern is pretty cool too, apparently this is a smart Kraken-Eater.

No Montrously Tough here but Flaming Weapon on the Gatebreaker takes the flail to flat 4 damage. Even on his bottom profile that +1 damage is still making a difference with -3 Rend. The Kraken Eater is both well equipped with Very Acquisitive giving both the extra artefact and allows equipping 2. The second is Krakenskin Sandals making the his stomp a more reliable. Bosses of the Stomp provides the 3rd artefact which is on the Gate Breaker. The Mancrushers being in Bounty Hunters is potentially a solid move, it doubles their effect on Galetian Veterans of course.

Mancrushers are typically more vunerable to ranged attackes with their lower wound counts. Pity no one really brought that many, the Thunder Lizard Seraphon list having the most. It goes to show that in a spell heavy infantry meta, even with the risk of a Purple Sun, the giants have a place. The weakening of some shooting (SCE) will help that and they were never bad, so after 6 months we might start to see quite a few back on tables. It will be interesting to see what effect there is on the meta if there are more Sons on the table. To state the obvious, a very effective army with interesting choices that double down on it’s anti infantry roll. Congratulations on 5/0 in a tight field. A head to head between Reuben and Ridge would be quite a spectacle.

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs: Inspired

Leaders
Krulghast Cruciator (150)*
Guardian of Souls (150)*
Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)*
Spirit Torment (115)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Units
9 x Spirit Hosts (375)**
Reinforced x 2
10 x Chainrasps (110)**
10 x Chainrasps (110)**
20 x Bladegheist Revenants (350)***
Reinforced x 1
20 x Bladegheist Revenants (350)***
Reinforced x 1
4 x Myrmourn Banshees (105)***

Endless Spells
Purple Sun of Shyish (70)

Core Battalions
*Command Entourage – Magnificent
**Expert Conquerors
***Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 112
Drops: 10

Brett: More familar territory here with a Nighthaunt Scarlet Doom army still it has it’s own quirks similar to the armies we’ve already looked at. From the Grand Strat (Fight or Flight – no enemies within 6″ of any NH unit contesting an objective) to the block of Spirit Hosts there are nuiances to the list. If you are going first the Grand Strat seems easy since NH can always fall back but with 10 drops going second is more likely. Inspired is a good choice for NH since battleshock isn’t really a thing for them.

4 reasonably standard heroes, providing damage reduction, spells and healing for multiple units. Master of Magic is particularly good with the Purple Sun allowing rerolls of a crucial spell. The unit selection is more interesting in this army. Spirit Hosts took a hit from 2nd to 3rd edition losing their MW on 6s ability for a body guard effect. With 3 wounds though a block of 9 is going to be tanky especially with Spirit Hosts to return a model every turn. The Myrmourn are here as stabby spell stealers, very useful in the Endless Spell era we are currently enjoying. The Chainrasps are really only here to meet battleline, they will probably provide some screening or more likely backline objective holding but will evaporate if pushed too hard.

The Bladegheist are here as the damage dealers, doing mortal wounds on the charge to fall back and charge again. Worse of course they get an extra attack and as bounty hunters are doing 2 damage into your GV units. I think people are getting a handle on Bladegheists now, you need to make sure you understand their threat range or try to remove them with shooting. They are devestating if they can hit you in full formation with the current rules meaning all will hit you most of the time. His only loss was against a Maggotkin list with 3 Lords and 12 Blightlords. With the Blightlords the Bladegheist wouldn’t get additional damage and the Maggotkin army would have superior magic. Their MW output and “shooting” would have been effective at blunting the NH.

Still don’t under estimate Bladegheist, putting down Sons in the first round and then the Hog spam in the last should give an idea of the damage potential. Nate’s first round match against Oliver from Season of War is now up on the Season of War website for anyone interested. Having watched it I am amazed at how tanky the Spirit Hosts turned out to be, great move.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Mortal Realm: Ghur
– Grand Strategy: Get Dem Bones!
– Triumphs: Inspired

Leaders
Wurrgog Prophet (150)*
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Glowy Green Tusks
– Lore of the Savage Beast: Power of the Were-boar
Maniak Weirdnob (100)*
Artefact: Mork’s Boney Bitz
– Mount Trait: Fast ‘Un
– Lore of the Savage Beast: Glowy Green Tusks
– Lore of the Savage Beast: Power of the Were-boar
Savage Big Boss (65)*
General
– Command Trait: Great Hunter
Savage Big Boss (65)**
Savage Big Boss (65)**
Savage Big Boss (65)**

Battleline
5 x Savage Boarboys (140)**
Stikkas
5 x Savage Boarboys (140)
Stikkas
5 x Savage Boarboys (140)
Stikkas
5 x Savage Boarboys (140)
Stikkas

Units
4 x Savage Big Stabbas (160)***
Reinforced x 1
2 x Savage Big Stabbas (80)*
10 x Savage Boarboy Maniaks (290)***
Reinforced x 1
10 x Savage Boarboy Maniaks (290)***
Reinforced x 1

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
*Warlord
**Warlord
***Bounty Hunters

Additional Enhancements
Artefact
Spell

Total: 1960 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 181
Drops: 14

Brett: Wow where do I even start with this list, 181 wounds and 40 little pigs with more small heroes than most nations can handle. This list is making maximum use of Icebone’s MW on 6s to hit with melee weapon. Grand Strategy is to control a piece of terrain at the end of the battle. 3 casts from the Prophet and Shaman, including the Shaman is a great idea given the chance the Prophet will blow himself up. They concentrate on winding up their crazy mates with their spells.

The Savage Big Bosses have an ability to let another unit with 3″ of an enemy, wholly within 12″, fight immediately after this unit. That’s why there are so many, they are slow but they can fairly easily do 24, 2 damage attacks before letting so the Big Stabbas hit you (or more likely a small boar unit). With so many boars this is a solid tactic letting you concentrate a small castle of pain near an objective and the boars go wide. Combined with the Prophet lifting his mask and the Big Stabbas getting into combat this is enough damage to down a Gargant.

The boarboys and Maniacs are always going to be best on the charge so you want to make sure that isn’t an option first round. And I haven’t mentioned it but there is a reason for the 2 wizards, Purple Sun to eat something important. No shame in drawing against Maggotkin who could outlast most of the charges and blunt them with disease points. His only loss was to our 2nd place Gargants, again understandalbe because you are relying on swingy units to drop them.

Final Tournament Placings

Top Three AoS Lists for Quest of Champions – Heat 4

Peter: We’re always looking for fresh bl… I mean writers to join our team and expand our range of content. Patrick is trying his hand at a top three lists before he moves on to writing about the content he loves….. Horus Heresy.

This is the Top Three AoS lists for Quest of Champions Heat 4 that took place in the Sanctuary Gaming Centre and Coffee Shop in Sutton-in-Ashfield, UK on August 6th and 7th. Quest of Champions is run by Warrior Lodge in Nottingham, UK. There was a total of 38 players competing in this five-round heat, the top twelve of which will be invited back for a grand final later this year.

Want to watch some top AoS games for free? Ben Bailey’s new YouTube channel, Dice and Ducks were at the event giving live coverage. Round 4 and 5 are available to watch for free here.

The Warrior Lodge always have events coming up so why not check out their Twitter page and book your self on to their next event?

Before I jump into the Top Three AoS Lists, 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.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Nighthaunt
Army Subfaction: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs:

LEADER
Nagash, Supreme Lord of the Undead (955)
Spirit Torment (115)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome

BATTLELINE
20 x Bladegheist Revenants (350)
10 x Bladegheist Revenants (175)
10 x Bladegheist Revenants (175)

OTHER
2 x Chainghasts (95)

ENDLESS SPELLS
Chronomatic Cogs (40)
Purple Sun of Shyish (70)

CORE BATTALIONS
Battle Regiment

TOTAL POINTS: (1975/2000)

Patrick: One of the best parts of Age of Sigmar is seeing huge, god-tier centerpiece models not only regularly used on tables, but seeing those units perform to their points cost. Between the upgrades the Nighthaunt saw in their recent book, including their excellent spell lore, I imagine that we will begin to see Nagash show up in more Death lists as time goes on. Andrew’s list shows Nagash supporting (or being supported by) a big killy block of ghosts.

Nagash can produce an almost offensive number of spells in the Hero phase, and the re-roll from the Cogs makes those casts unlikely to be turned off by an early phase miscast. On top of that, Nagash is pulling double-duty by keeping the units of Bladegheists alive and closer to full strength throughout the fight.

Speaking of Bladegheists: there are 40 of them present in this list, including one reinforced unit. The buffs they can receive from the Chainghasts and Spirit Torment can turn them into a force to be reckoned with, and Andrew used them to great effect in this tournament. The units can be used both as mobile screens, protecting Nagash from incoming enemies, or as a melee threat while supported by the Spirit Torment and Chainghasts. The Scarlet Doom spirit host allows for the large unit of Bladegheists to reliably put out mortal wounds, leaning into one of the more common winning strategies in the current meta.

The Purple Sun makes an appearance in this list, as it does in most lists featuring wizards, and the forward push from the Arcane Tome wielding Spirit Torment allows for the Sun to be placed in a favorable position early in the game, rather than casting it and presenting opportunities for the opponent to dispel it as it works its way up the table 8” at a time.

This is also the only list featured today that uses a grand strategy other than No Place for the Weak. Fright or Flight seems to be leaning more towards a conservative defensive approach, relying on preventing enemies from contesting objectives rather than outright killing the opponent. Overall, a straightforward list, but one that saw Andrew win four of his games with a draw in the fourth round.

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Army Faction: Slaves to Darkness
Army Subfaction: Knights of the Empty Throne
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
Knights of the Empty Throne Varanguard x 6 (560)
General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)
Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

BATTLELINE
8 x Iron Golems (75)
Mark of Chaos: Tzeentch
8 x Iron Golems (75)
Mark of Chaos: Tzeentch
8 x Iron Golems (75)
Mark of Chaos: Tzeentch
8 x Iron Golems (75)
Mark of Chaos: Tzeentch

OTHER
Mindstealer Sphiranx (95)

BEHEMOTH
Chaos Warshrine (215)
Mark of Chaos: Tzeentch
– Prayer: Heal

CORE BATTALIONS
Battle Regiment
Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: (2000 / 2000)

Patrick: What’s the best way to keep the Purple Sun from wiping your 500+ point leader on an unlucky roll? Have your 500+ point leader be a six-man squad of Varanguard! Or two of those units in Toby’s case. Toby is taking advantage of one of the stranger aspects of Knights of the Empty Throne, in that your leaders don’t need to be a single model, bringing a total of 12 Varanguard spread across two reinforced units. Both units carry Warpsteel Shields, providing them some resistance to spells and endless spells, and both have been improved through artefacts and command traits, allowing the two units to buff the defenses of nearby units, keep enemies locked in combat, and automatically dispel one spell. The leaders are rounded out through a pair of Sorcerer Lords, which can use Mask of Darkness to sling any given unit in the army to the other side of the board, allowing a unit of Iron Golems to catch a distant objective or place a 6-man unit of heroic Varanguard behind enemy lines.

The army wide Tzeentch mark and Chaos Warshrine give a clear image of how badly Toby doesn’t want his opponents to successfully cast, and when they do manage to get a spell off, he wants to make sure that it doesn’t hit as hard as his opponents expects. A Mindstealer is there to supplement the martial abilities of the already-proficient Varanguard, helping ensure that they can get the most out of the combat phase by delaying an opponent’s turn to fight.

The use of a Battle Regiment that doesn’t include all units in the army makes for an interesting addition, potentially preventing Toby’s priority but allowing him to deploy more reactively to his opponents. Those units may have been better placed in a battalion providing more utility benefits, such as an Expert Conquerors or Bounty Hunters battalion. Ultimately Toby drove this army to a top spot with the Battle Regiment, so it clearly worked. We can talk at length about the magic-heaviness of the current meta, but seeing a list that turns that around to focus on magical defense rather than output shows that there are hard counters present to arcane lists. The fact that Toby took this list to a 4/1 victory and 2nd place overall, with only a single loss to a Thunder Lizard list, shows that sometimes martial might makes right.

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Army Type: Seraphon
Army Subfaction: Thunder Lizard
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
Lord Kroak (430)
Spell: Stellar Tempest
Engine of the Gods (265)
General
– Command Trait: Prime Warbeast
– Artefact: Arcane Tome
– Mount Trait: Beastmaster
– Spell: Hand of Glory
– Universal Prayer Scripture: Heal
Saurus Astrolith Bearer (140)
Artefact: Fusil of Conflagration
Skink Priest (90)
Universal Prayer Scripture: Heal

BATTLELINE
5 x Saurus Guard (115)
5 x Saurus Knights (110)
5 x Saurus Knights (110)

OTHER
5 x Chameleon Skinks (115)

BEHEMOTH
Bastiladon with Solar Engine (250)
Bastiladon with Solar Engine (250)

ENDLESS SPELL
Chronomantic Cogs (40)
Purple Sun of Shyish (70)

CORE BATTALIONS
Bounty Hunters
Linebreaker
Warlord

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: (1985/2000)

Patrick: Ah, Kroaknado, how we miss thee. In such a magic and mortal wound heavy meta, it shouldn’t surprise anyone that Lord Kroak remains such a strong presence in high-ranking Seraphon lists, going 4/1 with a second-round loss to Hallowed Knights. Tom takes advantage of Kroak’s 4 casting attempts, a stock +2 to casting, unbind, and dispelling rolls, and the ability to unbind spells cast anywhere on the map, Kroak is an arcane powerhouse. While this list does not take advantage of the ability to measure line-of-sight from skink wizards or Oracles, it does include some Saurus Guard to help beef up Kroak’s already impressive defenses. It’s a shame that the Balewind Vortex is no longer available, otherwise we could see Tom run the true insanity of 2nd edition Kroak.

A pair of Bastiladons are near constants in Thunder Lizard lists. Their tremendous defense and high-quality shooting always impress and taking two allows Tom to take advantage of Thunder Lizards command ability throughout the fight, leading the pair to push out an average of 18 wounds at their top bracket with more against Chaos armies or with the use of All-out Attack, enough to potentially wipe some reinforced squads of Galletian Veterans off a nearby objective.

The list includes a trio of utility heroes largely meant to improve the defenses and recover from heavy losses throughout the battle. A pair of non-reinforced Saurus Warriors act as excellent mobile screens to block the progress of enemy melee units. There is also a small cadre of Chameleon Skinks, which are an excellent harassing unit, and surprisingly durable when taking advantage of their “Perfect Mimicry” ability. While unreliable, the mortal wounds that can be caused by their dart pipes will always be appreciated when the dice are in Tom’s favor.

Two of the top three placing armies at this event included the Chronomantic Cogs and Purple Sun. These endless spells are highly effective at their current points cost, and the added boost the Cogs provide to any magic-heavy army cannot be understated. The Purple Sun remains ever-present in the meta and will probably be here to stay until the next General’s Handbook gets released.

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Army Type: Flesh-eater Courts
Army Subfaction: Hollowmourne
– Grand Strategy: No Place for the Weak

LEADER
Abhorrent Ghoul King on Royal Terrorgheist (445)
Artefacts: Corpsefane Gauntlet
– Mount Traits: Gruesome Bite
– Spells: Deranged Transformation
Abhorrent Archregent (245)
Spell: Spectral Host
Crypt Infernal Courtier (130)
General
– Command Trait: Grave Robber
Varghulf Courtier (160)

BATTLELINE
10 x Crypt Ghouls (85)
9 x Crypt Horrors (330)
9 x Crypt Horrors (330)

ENDLESS SPELL
Chronomantic Cogs (40)

CORE BATTALIONS
Battle Regiment

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: (1975/2000)

Patrick: Hero-hammer is a thing of beauty and dropping half of your army’s cost on fitting four different rotting corpses into the leader slot of your roster is an excellent place to start. Thomas took an uncommon FEC list to the top ten, going 4/1 with a loss in the second round to a Scarlet Doom Nighthaunt list (I suppose Nagash is allowed to have a favorite child for the moment).

Thomas is using Hollowmourne to its full effect by taking two double-reinforced units of Crypt Horrors, with the right support from the Archregent the damage potential of these units can quickly build from fearsome to terrifying. The ability for the Terrorgheist to keep up with the extra speed provided to one unit by Deranged Transformation makes sure to keep the unit in the aura of hit roll re-rolls. The summons from both Abhorrent units can also help supplement the army’s relatively low model count by bringing large blocks of Crypt Ghouls to the field (up to 40 between the two).

The Crypt Infernal Courtier’s high Movement characteristic and artefact make it an excellent hero hunter. The Varghulf pulls its weight both by being a support hero for the Ghouls and Horrors, but also by being a melee threat by itself.

Final Tournament Placings

Bringing a Man-Skewer Crossbow to a Gunfight (Sticking with an Underperforming Army)

2022 was the year that I hung up my inferno combi-bolters (at least for the time being) and decided to give AoS a go. I found an army I liked the aesthetic of, a way of painting them that worked for me (thank you Slap-chop) and got some tournaments booked in.

As I learned more about AoS, I discovered that my chosen army, Kruleboyz, were not exactly setting things alight on the tournament scene, but I had already got cracking on the painting and had most of the army I needed, so I decided to persevere.

This short blog is about the benefits of sticking with an underperforming army, aka bringing a Man-skewer Crossbow to a gunfight.

1) Lots of cheap models on eBay! While there may not be a start collecting box for Kruleboyz, I managed to pick up lots of models extremely cheaply on eBay, despite the sculpts being great (should have wondered more about that in retrospect!).

10 Gutrippaz can be found on eBay for just £6.50

2) You can never be called ‘That Guy’ with an underperforming army. It can make the social interaction of pickup games and/or tournaments quite straightforward if your opponent is less nervous as they know they aren’t about to be ROFLstomped by the latest hotness.

3) You can catch your opponent unawares. I’m not talking gotcha moments here, but people tend not to build towards defeating your underpowered army because a) their meta representation is quite low and b) to be frank, they probably don’t have to! This can mean that sometimes you’ll have a shot against someone who expects to beat you as soon as they pair into you.

4) Knowing your army. This goes for all armies really, but while the temptation might be strong to switch (and Big Waaagh has been buying me drinks all night), sticking with your army means you know how to get the most out of it.

5) The pressure is off in tournaments. If your army is languishing in the 30% win range, 2 wins in a 5 round tournament is you over-achieving! Well done, you! The same number of wins for an army at the absolute top of the meta, however, might be disappointing.

So there we have it: five reasons for sticking with an army that can seem to be hard work at times. And remember, once you’ve hit bottom, there’s only one way up and just imagine how match-fit you’ll be after receiving a balance update or White Dwarf glow-up!

Any more reasons for sticking with a struggling army? Pop them in the comments below.

AoS Meta Stats (w/e 31st July 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

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Grand Tournaments

Ranked from largest to smallest.

Boise Cup O AoS GT – Texas/USA
52 Players

PositionFactionSubfactionResult
1stSoulblight GravelordsLegion of Blood5-0-0
2ndLumineth Realm-LordsZaitrec5-0-0
3rdHedonites of SlaaneshLurid Haze4-0-1
4thNighthauntScarlet Doom4-0-1
5thStormcast EternalsHammers of Sigmar4-0-1
6thNighthauntScarlet Doom4-0-1
7thIronjawzBloodtoofs4-0-1
8thLumineth Realm-LordsZaitrec4-0-1
9thKharadron Overlords None/Unknown4-0-1
10thSylvanethGnarlroot4-0-1
Boise Cup O AoS GT

Shropshire Slaughter: Telford Onslaught AoS GT July 2022 – England/UK
32 Players

PositionFactionSubfactionResult
1stBeasts of ChaosAllherd5-0-0
2ndLumineth Realm-LordsZaitrec4-0-1
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSylvanethHarvestboon4-0-1
5thSylvanethDreadwood4-0-1
6thDaughters of KhaineKhailebron4-0-1
7thNighthauntScarlet Doom3-0-2
8thIdoneth DeepkinNautilar3-0-2
9thSylvanethHeartwood3-0-2
10thBig Waaagh!3-0-2
Shropshire Slaughter: Telford Onslaught AoS GT July 2022

Armed Forces Day 5 – Illinois/USA
34 Players

PositionFactionSubfactionResult
1stStormcast EternalsHallowed Knights5-0-0
2ndLumineth Realm-LordsZaitrec4-0-1
3rdDaughters of KhaineHagg Nar4-0-1
4thSylvanethGnarlroot4-0-1
5thBeasts of ChaosGavespawn4-0-1
6thDisciples of TzeentchHosts Arcanum4-0-1
7thLegion of the First Prince4-0-1
8thStormcast EternalsAnvils of Heldenhammer3-0-2
9thIronjawzBloodtoofs3-0-2
10thIdoneth DeepkinNautilar3-0-2
Armed Forces Day 5

Peace Through Dakka AoS GT – Delaware/USA
16 Players

PositionFactionSubfactionResult
1stMaggotkin of NurgleDrowned Men5-0-0
2ndSylvanethHeartwood4-0-1
3rdIronjawzBloodtoofs4-0-1
4thSylvanethHeartwood3-0-2
5thGloomspite GitzGlogg’s Megamob3-0-2
6thHedonites of SlaaneshGodseekers Host3-0-2
7thSeraphonThunder Lizard3-0-2
8thCities of SigmarHallowheart3-0-2
9thStormcast EternalsHammers of Sigmar2-1-2
10thNighthauntEmerald Host2-1-2
Peace Through Dakka AoS GT

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This Weeks Stats

The following stats are for the week ending 31st July only, essentially GT’s that took place on the 30th and 31st July.

This weeks results by faction

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 9th/10th July to the 30th/31st July. This covers a total of 689 players (+86 players) across 19 Grand Tournaments (+1 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

Results over the last four weeks

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Factions that have achieved 5 wins at a GT

Under this new General’s Handbook we can see a number of factions have achieved 5-0 wins. Following on from last week, Stormcast Eternals and Maggotkin of Nurgle now join Seraphon and Kharadron Overlords with 2 each.

Looking at factions with four wins and the table opens out vastly with only Flesh-eater Courts, Big Waaagh! and Legion of Azorgh yet to achieve a 4 win result over a weekend.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

Factions going 0-5 over a weekend

As for the win rates of each faction since the release of the new GHB:

In terms of faction popularity:

Faction Results Breakdown

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle and Ironjawz.

5-0 Results as a % of the number of players for that faction

Currently it would appear that Kharadron Overlords players have the highest chance of going 5-0 at an event closely followed by Slaves to Darkness.

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Age of Sigmar Player Ratings w/e 31st July 2022

The Age of Sigmar Player Ratings are calculated using the Elo System, most known for creating the Chess Rankings. Players begin with a rating of 1,000 then gain or lose points based on their opponents rating.

The ratings are awarded according to your opponents rating. Beating an opponent with a rating of 1,030 will give you more points than beating an opponent with a rating of 1,010.

Ratings will be given to players who attend a two day event with at least 8 players. Those players must be using 2,000 point armies.

Rankings Update

This week we had an additional four GT’s and an additional 111 players joined the world rankings.

Last week, Josh Bennett led the way with a rating of 1,081.4 followed by Thomas Zhennan Guan with 1,065.9. further down and Jeremy Veysseire was sat in joint 5th with 1,050.0.

Why am I telling you about this? Well, this week both Thomas and Jeremy were involved in the same tournament. Would they cross swords? Would it decide a new world number 1? I think I’ve made the answer pretty obvious….

The Crunch

Round 5 of the Boise Cup in Texas, USA. Both Thomas Guan and Jeremy Veysseire having performed well in previous GT’s already this month find themselves with four wins a piece going into round 5. Thomas playing his Stormcast Eternals and Jeremy his Soulblight Gravelords. Both have high ratings at this point compared to the other players around then (Thomas: 1,099.2 and Jeremy: 1,084.5), both have a shot of taking the title and it all comes down to the last game.

Thomas was playing Stormcast Eternals as the Hammers of Sigmar and Jeremy the Soulblight Gravelords as the Legion of Blood. The Result?

This result let Jeremy climb to the top of the AoS Elo rankings after what was the first big name matchup we’ve seen under the new General’s Handbook. The result saw Jeremy take 10.4 points from Thomas and take the top spot.

I was lucky enough to be able to talk to Thomas about this match over twitter and he gave me his thoughts on the game.

I felt pretty good in that matchup playing sce into sbgl on silk nest, the army I chose is very mobile and capable of taking out any kind of target from long distance. The mission felt pretty good to me as well, since my list spreads out really well and can score the mission with aether wings and teleporting units.

The turning point of the game was when I committed both the Protectors and Fulminators to wipe out the Blood Knights. With thunder bolt volley, one unit of longstrikes and 3 Fulminators I was unable to kill Mannfred which led to a cascade of unfortunate events. He brought up the graveguard and was able to use the Purple Sun, Horrorghast, Neferata, Mannfred aura and +1 attack command he was able to wipe out both units.

Luckily I was mobile enough so I was able to put score him on primary but late game I fell behind on tactics and he eventually won.

Jeremy is a challenging opponent that plays to the limits of his list very well and can set up intricate plays at a quick pace. Very enjoyable to play against and hope to match up more in the future.”

This Week’s Ratings

Formula

Here’s how the formula works for the maths geeks among you.

For those wanting to check my maths, the k factor we are using is 20.

Here’s my file:

Faction Focus – Sylvaneth

Win Rate

With a win rate of 53.99%, currently Sylvaneth are in a very good position. The majority of players (27) at present favour Heartwood, but even with this high representation their win rate is still at a respectable 52.2%. Gnarlroot the second most popular subfaction sits at 58.9%, while the other factions representation is too small to make any meaningful translation of the data.

5 wins Results

DateTournamentName
31st July 2022Peace Through Dakka AoS GT Emma Mangels (USA)
24th July 2022The Salt City GTLuke Scannell (USA)
Players who achieved 5 wins at a GT

4 wins Results

DateTournamentName
10th July 2022South Coast Series JulySimon Weakley (GBR)
10th July 2022South Coast Series JulyMatthew Brooks (GBR)
24th July 2022BWG: Summer SlaughterOwen Jackson (USA)
24th July 2022BWG: Summer SlaughterBill Hennessey (USA)
24th July 2022Miniparadice Anniversary TournamentLukas Raczek (GER)
31st July 2022Armed Forces Day 5Joseph Triezenberg (USA)
31st July 2022Peace Through Dakka AoS GTAlex Hamilton (USA)
31st July 2022Boise Cup O AoS 2022Michael Corbett (USA)
31st July 2022Shropshire Slaughter: Telford OnslaughtLHW (GBR)
31st July 2022Shropshire Slaughter: Telford OnslaughtMathmallow (GBR)
Players who achieved 4 wins at a GT

Other Results

Playing with Harvestboon, Gnarlroot, Heartwood or Dreadwood should be able to see you through to three wins at a tournament. While playing Winterleaf or Oakenbrow should get you through to two wins.

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Top Lists

Alex Hamilton’s Results at Peace Through Dakka

Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Alarielle the Everqueen (840)*
Warsong Revenant (305)*
General
– Artefact: Arcane Tome
– Spell: The Dweller’s Below

BATTLELINE
Dryads (100)*
Tree Revenants (110)*
Tree Revenants (110)*

OTHER
Spiterider Lancers (420)*

ENDLESS SPELLS & INVOCATIONS
Spiteswarm Hive (40)
Purple Sun of Shyish (70)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1995/2000

Brett: New book and a new look with Spiterider Lancers instead of Kurnoth to support Alarielle. Not a lot of bodies in this army, it is very heavily reliant on Alarielle and the Warsong Revenant. Unfortuately you can’t afford to commit Alarielle too early, she returns on a 6+ with you adding the round number so losing her before the 3rd round is a huge risk. 2 wizards with 7 casts in the list covering a broad range of spells and the ubiquitous Purple Sun as well. The Gnarlroot grove helps get Purple Sun out with it’s 3D6 and discard the lowest near an awakened wyldwood or overgrown feature.

The army is struggling for damage with the Spitelancers, even reinforced, only really offering 29 damage 1 attacks. You can boost that with Bounty Hunters but into a lot of things (Blightlords, Fulminators or Stormdrakes) your mileage may disappoint. They are very durable, if they kill a model they can heal all wounds at the end of their turn. That’s twice a round, chip damage isn’t enough to end them. Alarielle can summon additional units, it’s not clear which Alex took but they would be clutch. The movement tricks that Sylvaneth are known for here would play their part in making Battle Tactics happen. Throughout the event the army scored well. The list for the army is deceptive only showing a damage spell for the Warsong. However Alairelle knows the whole lore and will return models or heal every turn.

As always there are lots of synergies particularly in concert with the trees/terrain. I feel you really want to control priority with this army, mostly to go second Turn 1 and play for the double reasonably often. That allows your army to get closer to you so you can operate near the woods for fight and fade, get spells up for Mortal wounds. And preserve Alairelle. Getting the double is a huge advantage here because you can commit her to combat knowing that if you need to bring here back it’s on Turn 3 with a 50/50 chance. I think this play style of drawing you in, hurting you with small bites all the way and then really damaging attacks deep in the forest is thematic as anything. It suits a very good player though and takes practice so well done Alex.

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Performance Against Other Factions

Skaven, Maggotkin of Nurgle, Seraphon and Beasts of Chaos all appear to be having great success against Sylvaneth. Meanwhile at the other end of the table Sylvaneth perform well against Idoneth Deepkin, Ironjawz, Daughters of Khaine and Fyreslayers.

The Woehammer GT

Yes, the Woehammer Crew have had enough of writing about GT’s, now they’re holding their own!…. And then will write about it….

Faction Focus – Maggotkin of Nurgle

Win Rate

Maggotkin of Nurgle are still strong with a win rate of 54.28% and this is mainly driven by the success of the Drowned Men subfaction at 58.95%. Interestingly the 2nd most popular subfaction at present is Befouling Host, but their win rate is at an abysmal 21.6%! All the other factions have a win rate of over 50% but these are all low representation figures and should be taken with a pinch of salt.

5 wins Results

DateTournamentName
31st July 2022Peace Through Dakka AoS GT Emma Mangels (USA)
24th July 2022The Salt City GTLuke Scannell (USA)
Players who achieved 5 wins at a GT

4 wins Results

DateTournamentName
10th July 2022South Coast Series JulyMike Whitley (USA)
17th July 2022The ATC (American Team Championship)Tobias Kempf (USA)
17th July 2022The ATC (American Team Championship)Branden Voss (USA)
17th July 2022Midwest MakeupSam Wilder (USA)
17th July 2022Midwest Bash – Grand TournamentJeffrey Naumann (USA)
24th July 2022The Salt City GTRaymond Squires (USA)
24th July 2022Miniparadice Anniversary TournamentColin Klären (Ger)
24th July 2022Miniparadice Anniversary TournamentPatrick Lewe (Ger)
31st July 2022Shropshire Slaughter: Telford OnslaughtAaron Walters (GBR)
Players who achieved 4 wins at a GT

Other Results

Filthbringers and Drowned Men are the only subfactions at present who have achieved five wins at a tournament. Players going to tournaments with Munificent Wanderers, Droning Guard or Filthbringers can aim for three wins. While those playing with Blessed Sons, Drowned Men can aim for two wins. Befouling Host players should aim for more than one win.

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Top Lists

Emma Mangel’s results at Peace Through Dakka

Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration
– Triumphs: Bloodthirsty

Leaders
Bloab Rotspawned (300)*
Lore of Malignance: Magnificent Buboes
Festus the Leechlord (150)*
Lore of Malignance: Gift of Disease
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Battleline
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
2 x Pusgoyle Blightlords (220)*
2 x Pusgoyle Blightlords (220)*
2 x Pusgoyle Blightlords (220)*
2 x Pusgoyle Blightlords (220)*

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 123
Drops: 1

Brett: An army we have been seeing a lot lately, Blightlords paired with a Lord of Afflictions. In this case teamed with casting heroes all wrapped in a Battle Regiment for a chance at first turn (EDIT or more importantly decide who goes first). Their resilience is the key here, with a pair having 16 wounds and taking (an average) of 36 -1 rend, 1 damage attacks to chew through. Because they aren’t Galletian Veterans Bounty Hunters don’t work so the basic attack infantry of a lot of armies aren’t going to kill a unit of 2 in a turn. And they’ll heal with the Festus potentially increasing that a bit further.

With the Drowned Men pregame move they can be within charge range very quickly for additional mortal wounds (MW). That’s without considering the larger unit of 4 or the Lord of Afflictions. He is more useful at the back to begin with so he can take Blightlords into the sky and redeploy them (EDIT not that anyone does). The Bloab is the better option in this army for pushing forward, his Daemon-Flies and Windspeaker Bells need to be close to the opponent to impact.

A couple of useful spells, Magnificant Buboes to debuff a hero and Gift of Disease for extra disease points. This means they also have dispells and their ward gives some protection from spell damage.

Are Blightlords becoming a defacto DPS check? I certainly think if you are going into a tournament you should be sure you can drop a unit of 2 easily. Looking at Emma’s run it looks like most of the armies would fail that test. That makes it much harder to play the game around objectives and achieving battle tactics because you need to commit real resources to dealing with them

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Performance Against Other Factions

At present Maggotkin of Nurgle struggle against the Daughters of Khaine and Ironjawz. While they themselves appear to be performing well against Stormcast Eternals, Sylvaneth and Fyreslayers.

Woehammer AoS GT

Yup, we’re tired of writing about other GT’s! We’ve decided to hold our own!

You can purchase your tickets now for £35 on Eventbrite.

The event itself takes place on the 13th and 14th May 2023 at Battlefield Hobbies in Daventry:

Battlefield Hobbies
2 South March
#Unit 1
Daventry
NN11 4PH

For the £35 entry fee you’ll receive two games of gaming with lunch included for both days. We’re hoping that event coverage will be provided on the day by the awesome Dice and Ducks crew if they’re available. As well as that they’ll be prizes (provided with thanks by SCN Hobbies) for 1st, 2nd and 3rd, Wooden Spoon and Best in faction (yes, best Ossiarch Bonereapers etc) and of course Best Painted.

You’ll have a chance to meet myself and others of the crew who’ll be at the event (and no doubt rolling some dice themselves).

The Schedule

Day 1 – 13th May 2023

09:00 – Doors Open
09:30 – Game 1
12:00 – Lunch
13:00 – Game 2
16:00 – Game 3
19:00 – Close

Day 2 – 14th May 2023

09:00 – Doors Open
09:30 – Game 4
12:00 – Lunch
13:00 – Game 5
16:00 – Awards
18:00 – Close

The Admin Stuff

  • We will be using the most recent General’s Handbook in publication at the time of the event.
  • Armies must be fully painted and valid at 2,000 Points
  • Please bring a copy of your Battletome, the Handbook and Rules
  • Please also bring dice, objective markers and a tape measure
  • Army lists must be submitted at least 1 week before the event begins

Hopefully I’ll see you there!

Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT

This is the Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT that took place in England, UK on 30th and 31st July. It involved 32 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, 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.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Allherd
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Artefact: Blade of the Desecrator
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Tendrils of Atrophy
Be’Lakor, the Dark Master (360)***
Allies

Battleline
6 x Dragon Ogors (250)*
6x Paired Ancient Weapons
– Reinforced x 1
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Mauls & Half-Shields

Units
1 x Cockatrice (95)*
1 x Cockatrice (95)*
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)***
1 x Cockatrice (95)***
1 x Cockatrice (95)***

Endless Spells & Invocations
Geminids of Uhl-Gysh (40)

Core Battalions
*Battle Regiment
**Battle Regiment
***Battle Regiment

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 360 / 400
Wounds: 159
Drops: 3

Brett: Beast of Chaos fresh (?) from their Tome Celestial update in the new infantry meta, at least according to GW, with a full monster list. Imagine being at the table, first round, and your opponent starts unpacking this. Finally a chance for Yndrasta to shine. If you are SCE anyway. It happened to Dan in the last round.

With the Tome Celestial changes the Herdstone now provides a board wide -1 rend in turns 1 and 2 and then -2 from turn 3. The Cockatrice plays into this ability, it’s main attack has no rend but on the charge increases from 4 to 8 attacks. With 12″ move and fly they are hard to screen or stop from charging. As monsters themselves they aren’t subject to monstrous rampages (other than Titanic struggle) and aren’t Galletian Veterans. They also get access to Primal Roar – an extra summoning point and possibly 3. Potentially they could summon a Chimera a turn. Nice. Rally can return models on a 4+ (not 6+) within 12″ of the stone as well.

That lets you game the Bravery characteristic as well, you can render them virtually immune to battleshock and pull from the front removing them from combat. Rally them at the start of your turn and you have a very short charge to get them back into combat. The Dragon Ogors re-roll hit rolls of 1 within 12″ of the General as well. They are a little short on spell casting, Belakor doubles the number of spells/cast himself. There are few buffs to casting here so Geminids (casting on a 6) is a good choice putting out MW and stopping commands. Sundering Blades on the Shaggoth suggests he was kept forward most of the time (an additional Rend within 18″). Tendrils of Atrophy is more situational, the Bray-Shaman doesn’t want to get too close.

Lots of monsters to push up the board and, without Hunters in the Heartland available anymore, able to switch off commands at will. That makes taking damage both more likely and more risky. On top of that12″ movement with -1 Rend board wide, which near the Shaggoth was -2 and then -3, makes this very hard to contain. Structuring the army to fit into Battle Regiment battalion. A good example of a skew list taking advantage of the rules, well done on getting Beasts all the way to No 1.

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Allegiance: Lumineth Realm-lords
Great Nation: Zaitrec
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Sevireth, Lord of the Seventh Wind (345)*
Hurakan Spirit of the Wind (265)*
Scinari Loreseeker (170)*
General
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Extra Spell: Total Eclipse
– Lore of Hysh: Lambent Light

Battleline
20 x Vanari Auralan Wardens (290)*
Lore of Hysh: Protection of Hysh
– Reinforced x 1
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
30 x Vanari Auralan Sentinels (510)*
Lore of Hysh: Speed of Hysh
– Reinforced x 2

Endless Spells & Invocations
Chronomantic Cogs (40)
Emerald Lifeswarm (60)

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Brett: Big block of Sentinels, Wardens everywhere, Sevireth, Loreseeker and a Hurakan Spirit of the Wind. All of the favourites with Chronomatic Cogs and a Lifeswarm. The Lifeswarm making it much harder to remove those Sentinels.

I think most people know how this list works; Cogs is unusual but overall variations of this list have been around for a while. Battle regiment to try and go first (giving up the double), make sure you get Cogs out (for rerolls), apply Power of Hysh on the Sentinels and then use Lofted shot to fire 30″ ignoring terrain and line of sight. The plan is to get 5+’s for mortal wounds (around 12 per volley). Power of Hysh can be cast multiple times, here both the Sentinels and 20 man Wardens will probably cast it most turns. The two smaller Warden teams are screens that can also push out a bit to apply Lambent Light. That gives the Sentinels +1 to hit against one unit.

The Loreseeker, 20 man Warden and Sentinals are all hammers in this set up and very dangerous. Given his mobility the Loreseeker is a great choice for Lambent Light as well. The Sentinals extra spell is Speed of Hysh to double their movement if they are threatened or about to be out of range. It’s an effective list and played well into most of the armies until he met Dan. Dan’s army, they are team mates, is a counter to shooting lists. The Cockatrice are individual units so the wounds don’t carry across but you need the full 30 Sentinels to be sure of killing one with MW.

Since they fly it’s very hard to stop them reaching the Sentinels and from round 3 onwards they instakill Sentinels (rend -2 into a 5+ save). The Grand Strategy is an interesting choice, Lumineth aren’t the most interactive army and yet his GS requires him to have 2 units in the enemies territory. That said both Loremaster and Sevireth can easily accomplish that. With infantry and hordes more common will we see a Lumineth return?

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Allegiance: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Lord of Afflictions (210)***
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Harbinger of Decay (140)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Gift of Disease
Festus the Leechlord (150)*
Lore of Malignance: Gift of Disease
Orghotts Daemonspew (300)*

Battleline
5 x Putrid Blightkings (250)****
5 x Putrid Blightkings (250)****
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

Units
1 x Beasts of Nurgle (110)***
1 x Beasts of Nurgle (110)***

Endless Spells & Invocations
Geminids of Uhl-Gysh (40)

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters
***Vanguard
****Expert Conquerors

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 123
Drops: 10

Brett: Interesting variation on the popular Blightking/Blightlord armies we’ve started to see a fair bit in Season 1. More heroes and a mix of castle and some mobility through the Blightlords and Lord of Affliction. Also interesting to see a return to the high number of drops as if they didn’t care about turn order.

Aaron has chosen to take limited spell casting but included Geminids for that MW and command prevention utility. The spells double down on the rolling castle by increasing how many disease points are handed out. The Lord of Afflictions will provide his normal redeploy/teleport like abilities to the Blightlord allowing them to fly with him. That maximises their usefulness in Bounty Hunters. Festus provides heals, mostly to the Blightkings. Orghotts and the Beasts are a threat in themselves able to control an area and deny it due to their attacks and disease production. The Harbinger is a very interesting inclusion, his two warscroll abilities farm CP and deny commands.

Interesting approach, this is still a list that is going to try to outlast you but includes a reasonable mobile punch. With all of the big boys on the table they are going to take some time to kill and apply disease points all of the time making them a tough opponent.

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Allegiance: Big Waaagh!
Grand Strategy: Tame the Land
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Mean ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Breaka-Boss on Mirebrute Troggoth (180)
Mount Trait: Fast ‘Un
Orruk Warchanter (115)
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Swampcalla Shaman with Pot-grot (105)
Lore of the Swamp: Nasty Hex
Wurrgog Prophet (150)
Artefact: Glowin’ Tattooz
Lore of the Savage Beast: Gorkamorka’s War Cry

Battleline
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)

Units
3 x Orruk Gore-gruntas (170)
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)
Jagged Gore-hackas
6 x Man-skewer Boltboyz (240)
Reinforced x 1

Core Battalions
*Warlord
**Warlord
***Expert Conquerors
****Bounty Hunters

Additional Enhancements
Artefact
Mount Trait

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 127
Drops: 12

Brett: Alex has been talking about his Big Waagh lists for most of this year taking the best of Ironjawz and increasing their flexibility with Kruleboyz. Double warlord for mount traits. Does it work? Is it fun? I suggest you look up Alex in discord (AosCoach) to find out.

The Mawcrusha build is interesting, instead of the IJ approach of Destroyer and Fast ‘Un, Alex has built the Mawcrusha with Arcane Tome for the teleport. He’s then given his mount Mean ‘Un increase the damage done by stomp. The Break-Boss has Fast ‘Un to get it into the enemy quicker, in the end it’s only moving 10″ though without might destroys. Warchanters to hand out ++1 damage and increase the charge of the Gore-gruntas, the Shaman for poisons on the Boltboyz and finally the Wurrgog for his nasty stare. If you can pull it off it’s a very tough list to counter. Going with Tame the Land is a tough call to, you almost need to table your opponent to control all of the objectives outside your territory. It can also spread your army fairly wide.

Unfortunately I think people are beginning to have a good handle on Boltboyz. They need to move (it can be only 1″) to use Hasty Shot and even then with poison they only average 8MW or a dead Cockatrice. But if it was Stormdrakes or Fulminators then they would either not remove a model or only take one. And die the next turn. With only 24″(or 12″ on hasty) it’s hard to keep them out of trouble with out a lot of screens. I think that’s what the ‘ard boyz are doing, but that’s 345+ points tied up. Still it’s innovative army and has some solid punch. If the Wurggog goes off it will remove something important and provide space for the Breaka Boss/Mawcrusha to wreck face. Which is always fun.

Final Tournament Placings

The full tournament results can be found on tabletop.to