Top Three AoS Lists for Nova Open 2022

And we’re back! Sorry about the long hiatus. I’ve been on holiday for the last two weeks which has meant a lull in the posts. We’ll be trying to catch up on what we missed over the next couple of weeks, so on many days you can probably expect two top three articles per day!

This is the Top Three AoS Lists for the Nova Open 2022 that took place in the USA on 2nd, 3rd and 4th September. It involved 135 players vying to be crowned champion in a 5/8 game tournament. After the first 5 rounds the top 8 contested an additional 3 rounds in a seeded event to determine overall winner. There was a separate “renaissance winner” for the winner, including modelling scores, from the first 5 rounds. Separately those outside the Top 8 had the option of playing a 3 round RTT on the last day. Nova attracts a lot of the top ranked players in the US (and overall) and it’s an important place to get a feel for what is working at least for the best players.

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: Tzeentch
Change Coven: Hosts Duplicitous
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Lord of Change (400)*
General
– Bound To The Incarnate
– Command Trait: Will of the Phantom Lord
– Artefact: Brand of the Spirit Daemon
– Lore of Change: Treason of Tzeentch
Kairos Fateweaver (435)
Lore of Change: Bolt of Tzeentch
Changecaster, Herald of Tzeentch (140)*
Lore of Change: Tzeentch’s Firestorm

Battleline
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Tzaangors (175)*
4x Savage Greatblade
– 6x Savage Blade & Arcanite Shield

Behemoths
(Spinedog) Krondspine Incarnate of Ghur (400)*
Allies

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

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 73
Drops: 2

Brett: I caught up with his last of Kaleb’s games on a Season of War stream, he handled it masterfully and defeated his brother handily. The Incarnate provides some real impact in the early rounds allowing this list to avoid committing the Lords of Change too early (which he did against his brother) and maintain his screens for a while longer. No Horrors here to take advantage of the 5+ return 10 models once they are defeated. However the Will of the Phantom Lord command trait granting reroll casting and unbind’s within 9″. Backed up on the Lord of Change by a +1 to save (Brand of the Spirit Demon). That takes up the mandatory choices as well.

Between them there are 8 casts in the list, Kairos knows the spells of the other casters as well as his own and has 3 of them. That’s on top of his fate (dice) changing and automatic dispel (Purple Sun isn’t really an issue for Tzeetch). The Mortals are bringing their own, at least until some one hits them and drops a model or 2. The Lord of Change has a command ability to grant +1 to casting to a model within 18″ (often Kairos). The endless spells are 20% of the list but critical as well. The Purple Sun is included as much for the chance to eat something – Kairos can guarantee that will happen at least once per game. Umbral Spell Portal for that extra range and Gnashing Jaws – great into slow moving units (particularly punishing for infantry with a move < 6″).

The battleline aren’t combat power houses, although they can sting if you let them. Between the Tzaangors mortal wound on a 4+ for every wizard within 9″ (5 in the list alone), to the ability to add rend to their ranged attack both Tzaangors and Acolytes are very good at chip damage. The Greatblades on the Tzaangors can do more than chip. This list is mostly going to screen using the battleline and Incarnate to discourage charges while hitting you with mortal wounds from spells. Bolt of Tzeetch (D6 MW), Treason of Tzeetch (roll a die/model in a unit and 6s do MW) to Tzeentch’s Firestorm (9 dice, 6s do D3 MW). Ideally you want to deploy and let the screens take the damage, chipping away until it’s time for the coup de grace with the big chickens cleaning up.

Destiny Dice and summoning using Fate Points go a long way in helping Tzeentch (new screens from Turn 2?). They introduce an interesting game, you gain Fate Points if you don’t unbind your opponents spells. do you wan them to have the spell or do you what to deny it? All of this is at 18″ though so you can see how important Spell Portal is into longer ranged opponents. Once within that range there are spells and ranged attacks galore. The list is crafted to fit within a Battle Regiment to control the initial turn order with a general preference to go second. The list has all of the tools but is fragile as well in the right circumstances, it takes a lot of skill to take it to 8/0.

Advertisements

Army Faction: Orruk Warclans
Army Type: Ironjawz
– Army Subfaction: Bloodtoofs
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leader
1 x Orruk Warchanter (115)
1 x Fungoid Cave-Shaman (95)
1 x Megaboss on Maw-krusha (480)**
General
– Command Traits: Mega Bossy
– Boss Choppa and Rip-toof Fist
– Artefacts: Armour of Gork
– Mount Traits: Fast ’Un
1 x Orruk Megaboss (140)**
– Artefacts: Destroyer
1 x Orruk Warchanter (115)**

Battleline
6 x Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
6 x Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)**
Jagged Gore-hacka

Core Battalions
*Bounty Hunters
**Warlord

TOTAL POINTS: (1965/2000)

Brett: A list showing there’s still life in Ironjawz yet, it’s not all Big Waagh. Kaleb’s brother, as I mentioned you can see the pair of them play. Single Mawcrusha with as many pigs (Gore Gruntas) as possible. Nick has swapped the Weirdnob Shaman for a Fungoid Cave-Shaman, costs 5 points for a chance to get an extra command point (on a 4+) and an extra spell in one round. The extra command points make it a great 5 point upgrade. Megaboss on Mawcrusha is the General, with Armour of Gork and bearing the Boss Choppa and Rip Tooth fist, for a 6+ ward and 3+ save. The Mawcrusha is still using Fast ‘un to maintain mobility. 2 Warchanters and a foot Megaboss complete HQs.

The foot Megaboss has Destroyer, he’s more than capable of being teleported to deal with an MSU on an objective or holding the rear and can issue Mighty Destroyers. Most of the Gore-Grunta’s are in Bounty Hunters, the advantage is blunted a bit by how many people don’t have Galletian Veteran’s in their lists at the moment. 2 big and 2 small units of pigs (possible when you don’t go double Mawcrusha) is a really good choice. You have the option of throwing the big units down range (with or without the Mawcrusha) or holding them and screening them with the smaller units. The Mawcrusha has a defensive build while maintaining speed (36″ move is possible with Fast ‘un). Nick only dropped the last game all weekend (7/1) , a fantastic result for Ironjawz.

Advertisements

Allegiance: Seraphon
Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

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

Battleline
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
20 x Skinks (150)**
– Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 1
5 x Saurus Guard (115)*

Behemoths
Bastiladon with Solar Engine (250)***
Bastiladon with Ark of Sotek (165)***
Bastiladon with Ark of Sotek (165)***

Endless Spells & Invocations
Chronomantic Cogs (40)
Horrorghast (40)

Core Battalions
*Warlord
**Expert Conquerors
***Linebreaker

Additional Enhancements
Artefact

Total: 2000 / 2000

Brett: Gavin is currently the top ITC ranked player in the world so definitely a list worth paying attention to. Skinks as battleline with Bastiladons as the workhorses and Lord Kroak at the centre. Thunder Lizard for the 2 wounds on the big boys. Still a magic based list (with just 2 wizards and 2 priests) but Kroak with 4 casts, and a +2 dominates. He can shutdown endless spells anywhere on the board and use a Skink Wizard to cast through and extend the range of his mortal wound spell. He also knows the full Lore of Celestial Dominance and can very reliably provides Command Points throughout the battle. The Astrolith Bearer provides a 6+ ward wholly within 12″ and a +1 to cast (useful for the Engine of the Gods).

The Skink Priest is bringing a potential run and charge, +1 to save and + 1 to hit rolls and a Heal. Engine of the Gods for summoning, battleshock play and melee combat supporting the Skinks and backing the Bastilidons. Opting for the larger Skink unit gives them a lot more play, they have an extra attack and absorb buffs well. They don’t become as threatening as Fangs of Sotek but they are likely to do at least chip damage to even a 3+ save. With Horrorghast available that’s potentially very damaging. Skinks can also be summoned or teleported and as GVs they excel in grabbing uncovered objectives. All of the Skinks are Eternal Conquerors, making them much harder to clear away from objectives (you need to kill them all). The Skinks can achieve 2 or 3 battle tactics almost independently of the rest of the army or enemy.

The list has a lot of flexibility, strong melee punch of the Bastildons and Stegadon (Curse + free all out attack on a Ark of Sotek?) backed by artillery (Solar Engine) and magic. The bigger unit tends to need to castle to ensure short range buffs provide coverage. This isn’t an alpha strike army, it’s going to build up damage in the first few turns and hopefully force some moral issues. Once units are weakened the Bastildons, that are very hard to bracket initially, can go in. Some weakness to MW shooting (who doesn’t) but the teleport, Solar Engine with buffs with run and charge for Skinks makes it possible to play around the shooting. Really great tournament result for a favourite army, just pipped at the post.

Advertisements

Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Runelord (95)***
General
– Command Trait: Hawk-eyed
– Artefact: Arcane Tome
– Lore of Eagles: Strike of Eagles
– Universal Prayer Scripture: Heal
– Bound to Incarnate
Doralia ven Denst (115)
City Role: General’s Adjutant

Units
10 x Longbeards (105)**
Ancestral Weapons & Shields
– City Role: Honoured Retinue (Must be 5-20 models)
10 x Darkshards (115)**
20 x Irondrakes (340)** – Grudgehammer Torpedo
1 x Grundstok Gunhauler (155)***
Main Gun: Sky Cannon
6 x Skywardens (210)*
2 x Aethermatic Volley Guns
– 1 x Skyhooks
– 1 x Grapnel Launchers
2 x Dracothian Guard Fulminators (230)*
3 x Vanguard-Palladors (215)*
Boltstorm Pistols and Starstrike Javelins

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Vanguard

Total Points: 1980/2000

Brett: First of the armies from the regular rounds, Nick only dropped his second round match, otherwise scoring well throughout the tournament. Doing so with a less favoured battletome (Cities) that doesn’t even use the Storm Drake/SCE coalition is a fantastic effort. Instead he’s chosen to make it a KO heavy army (Tempest Eye’s coalition partner), light on HQs with a small SCE contingent. Slimming the HQ slot frees up space for units and in this case Krondspine without compromising too much. Also unusual with the lack of spells from the HQs, instead this is an anti magic cohort. The Runelord can dispell an endless and normal spell with a +2, Doralia can take aim at an endless spell. Doralia is a witch hunters with bonuses to hit and number of attacks if she doesn’t move, doing double damage to wizards (and Daemons).

The Runelord isn’t finished yet, he takes Arcane Tome to be bound to the incarnate, and cast Strike of Eagles (a very long range mortal wound spell). His artefact provides +1 to hit for ranged attacks (within 12″) and his warscroll provides with 6+ or an extra point of rend. All for 95 points. The coalition units are the Gunhauler and Skywardens, that’s a really cheap way to provide one of your ranged units with dedicated teleport. Skywardens can hitch a lift on any Skyvessel before it flies high to move themselves to a location 9″ from the enemy. The advantage with this method is you can drop the Gun hauler further back and land the within 6″ which may keep them safe or let them deploy more aggressively. Say put the Gunhauler in Shrapnel range (18″) and the Skywardens further back (24″ range).

The list goes on to have 2 more hammers, the Fulminators and Irondrakes. The Fulminators are well known, slightly fragile as a pair but it’s still 12 wounds at 3+ and they are still bringing 16 rend -2, 2 and 3 damage attacks on the charge (potentially 42 damage). With the Longbeards and Darkshards to screen the Irondrakes should have an extra attack and the Darkshards will be shooting earlier anyway making approaching them and charging either Longbeards or Darkshards costly. Palladors haven’t seen a lot of work lately, they are costly but they are extremely mobile and can potentially pick up exposed objectives or snipe out a character with their inbuilt teleport (Ride the Winds Aetheric). A more expensive prosecutor. All and all an innovative list with a high degree of complexity but plenty of tools.

Final Tournament Placings (Limited here to Top 32)

One thought on “Top Three AoS Lists for Nova Open 2022”

  1. Correct me if I’m wrong but the Megaboss on Mawcrusha could only move 30″ max with the armour and how would the Megaboss on foot teleport without the Weirdnob?

Leave a Reply