This is the Top Three AoS Lists for the Allaince Open Masters GT that took place in the Netherlands on the 11th and 12th of February. It involved 52 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: Sylvaneth
– Glade: Oakenbrow
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
– Season: the Burgeoning (6+ ward)
Leaders
Arch-Revenant (120)*
– Aspect of the Champion: Stubborn as a Rhinox
Spirit of Durthu (350)**
– Artefact: Greenwood Gladius
Treelord Ancient (330)*
– Lore of the Deepwood: Regrowth
Warsong Revenant (300)**
– General
– Command Trait: Spellsinger
– Lore of the Deepwood: Treesong
Battlemage (100)**
– Mortal Realm: Ghur
– Universal Spell Lore: Levitate
– Allies
Battleline
10 x Dryads (100)*
5 x Tree-Revenants (110)*
Treelord (230)**
Treelord (230)**
Endless Spells & Invocations
Chronomantic Cogs (70)
Spiteswarm Hive (40)
Faction Terrain
Awakened Wyldwood
Core Battalions
*Battle Regiment
**Battle Regiment
Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 100 / 400
Wounds: 94
Drops: 2
Return of the Ents, a list that is seeing widespread use and success right now. Essentially, this list swaps Kurnoth for Tree Lords giving in 4 mini Gargants. In addition to high-quality attacks, they have a 6+ ward and serve in Oakenbrow, meaning they take twice as long to degrade. Combined with Strike and Fade, it can be very hard to take down a Treelord. Doubly for Durthu. With the Battlemage granting +2 to charge and Spiteswarm Hive, which gives either offensive or defensive buffs, there is a strong chance of 2 Treelords charging either 6 or 7″. Very high probability. This list can also drop back and protect the home objective using the Tree-revenants and Dryads or push out and punish exposed units. The Tree-revenants can snipe out objectives easily as well.
Tricky to play well with the overlapping buffs and the need to position Overgrown wildwoods carefully Sylvaneth are a deceptively powerful army. Their commanding spells, strong mortal wound play, and damaging units make them tough opponents if they are allowed to dictate the flow of play. The ability to use woods to travel makes it very difficult to focus fire (not to mention fire and fade). That’s a standout with this particular list. It’s been crafted very tightly to maximise the flexibility of the Treelords and hinge the off the devastation of the Warsong Revenant. The Arch Revenant with Stubborn as a Rhinox is fantastic, 12″ move and counts as 10 models on an objective but it can only be opposed by a Galletian Champion (the mount word is not on it’s warscroll). Down on wounds to a lot of lists, it outscored and out fought off all comers.
Congratulations to Mitchell, a fantastic win in the face of stiff competition.
Allegiance: Lumineth Realm-lords
– Great Nation: Helon
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
Leaders
Archmage Teclis and Celennar, Spirit of Hysh (700)*
– General
Scinari Cathallar (110)*
– Artefact: Silver Wand
– Lore of Hysh: Speed of Hysh
– Aspect of the Champion: Tunnel Master
Battleline
10 x Vanari Auralan Wardens (150)*
– Lore of Hysh: Overwhelming Heat
5 x Hurakan Windchargers (130)*
5 x Hurakan Windchargers (130)*
20 x Vanari Auralan Sentinels (300)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 1
– Champion with the bird
Units
20 x Vanari Auralan Sentinels (300)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 1
Endless Spells & Invocations
Umbral Spellportal (80)
The Burning Head (30)
Rune of Petrification (60)
Core Battalions
*Battle Regiment
Terrain
Shrine Luminor
Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 91
Drops: 1
Lumineth are back on their bullshit. After a brief period out of the sun as they grappled with Sentinels losing the ability to shoot you without line of sight, Helon lists are back with a vengeance. Turns out that you have to leave your shelter eventually – whereupon many, many sentinels with each unit able to cast Power of Hysh and do MWs on 5s in melee as well as at range will make you wish you’d stayed at home.
Then there’s Teclis, who doesn’t deign to roll dice to cast his spells, nor to dispel yours. Throw in a couple of fast shooty Windchargers and the Rune of Petrification to slow you down while you eat even more MWs and you have the new and improved recipe for elf cheese.
Look – I know it sounds like I’m hating on Lumineth. I’m not. It’s just that James Workshop seems to have a fundamental difficulty understanding how to make this army competitive without relying on two warscrolls, one of which doesn’t even have to roll dice.
Congrats to Paul for beating the mirror match to take the big W!
Allegiance: Daughters of Khaine
– Temple: Hagg Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Indomitable
Leaders
The Shadow Queen (350)*
Morathi-Khaine (350)*
Melusai Ironscale (120)*
– General
– Command Trait: Zealous Orator
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Shadows: Mindrazor
– Aspect: Tunnel Master
– Bonded
Battleline
15 x Blood Sisters (450)*
– Reinforced x 2
10 x Witch Aelves (120)*
– Pairs of Sacrificial Knives
10 x Witch Aelves (120)*
– Pairs of Sacrificial Knives
Behemoths
Krondspine Incarnate of Ghur (480)*
– Allies
Core Battalions
*Battle Regiment
Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 74
Drops: 1
Morathi and the Spinedog – two timed-unkillable models to pin you down while a giant blob of stab sneks slithers up behind for a 12-ish MW coup de grace. There’s really not much more I can say about this list, other than it’s interesting that it lost to Sylvaneth – which I imagine had the ranged output to whittle things down along with the mobility to avoid being utterly pinned.
Allegiance: Ogor Mawtribes
– Mawtribe: Meatfist
– Mortal Realm: Ghur
– Grand Strategy: Take whats theirs
– Triumphs:
Leaders
Tyrant (150)*
– General
– Command Trait: Killer Reputation
– Artefact: Gruesome Trophy Rack
– Big Name: Brawlerguts
– Big Name: Fateseeker
Tyrant (150)**
– Big Name: Brawlerguts
– Tunnelmaster
Battleline
6 x Ogor Gluttons (260)*
– Paired Ogor Clubs or Bluntblades
6 x Ogor Gluttons (260)*
– Paired Ogor Clubs or Bluntblades
6 x Ogor Gluttons (260)*
– Paired Ogor Clubs or Bluntblades
6 x Ogor Gluttons (260)*
– Paired Ogor Clubs or Bluntblades
4 x Ironguts (270)*
4 x Ironguts (270)**
Units
3 x Icefall Yhetees (120)**
Core Battalions
*Battle Regiment
**Battle Regiment
Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 156
Drops: 2
Lots of hungry big lads and not an Ironblaster in sight – you love to see it! Luckily, we love to hear about it from the man himself too.
Dennis says this:
The strength of a Meatfist list lies in trading – and this list trades extremely well into melee armies. Every unit (apart from the Yhetees) can kill other hammer units – and most lists have like 2- 3 hammers, so its totally fine if they come in and kill 6 gluttons because it will always be a bad trade for them.
The second strength of this list lies in impact mortals [Ogors roll dice equal to the charge roll and do MWs on 6s, but with +1 to the roll from the sub-faction, and another +1 for units with 3 or more models].
The biggest problem for most melee armies is screens, and this list just absolutely wrecks screens in the charge phase just by charging. Most games I did between 40-60 mortal wounds just by charging. The yhetees are probably the most important part of my list (which sounds strange) because of their eligibility to fight and pile in within 6″. So what I did in most games was tag an enemy unit on the side, make sure you end the pile in 2,9 inch away from the unit. That way it was only possible for my opponent to get one model in, maybe two. Usually they weren’t able to kill the yhetees so they are stuck in combat for one whole turn.Which buys me time to put pressure elsewhere. Yhetees are imo the best techy unit in the ogor book, never leave home without 3 or 6! Downsides about this list, shooting armies and armies which can prevent me from charging (My game 4 was vs. DoK + Khrondspine) are really hard to beat…
Thanks, Dennis, for the insights and big props for bringing such an off-meta list. Not only that – but for beating Lumineth, two Tzeentch lists, and a shooty Ogor list!
Final Tournament Placings
For the full placings visit PunPun.