Top Three AoS Lists for the London Open


This is the top three AoS lists for the London Open that took place in the UK on the 14th and 15th of April. It involved 23 players vying to be crowned champion in a 5-game tournament.

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The Top Three AoS Lists

Allegiance: Kharadron Overlords
Sky Port: Barak Zilfin
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

Kharadron Code
Artycle: Honour Is Everything
– Amendment: Trust to Your Guns
– Footnote: Without Our Ships We Are Naught

Arkanaut Admiral (125)*
– Command Trait: Ex-Grundstok
Aether-Khemist (80)*
– Artefact: Spell in a Bottle
– Aspect of the Champion: Leadership of the Alpha
Aether-Khemist (80)*

15 x Grundstok Thunderers (405)*
– 3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
10 x Grundstok Thunderers (270)*
– 2x Aetheric Fumigators
– 2x Decksweepers
– 2x Aethercannons
– 2x Grundstok Mortars
– Reinforced x 1
10 x Arkanaut Company (100)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
Arkanaut Frigate (300)*
– Main Gun: Heavy Sky Cannon
– Frigate Regittings: Magnificent Omniscope

3 x Endrinriggers (120)*
– 1x Grapnel Launchers

Arkanaut Ironclad (500)*
– Main Gun: Great Sky Cannon
– Major Installation: The Last Word

Endless Spells & Invocations
Soulscream Bridge (0)

Core Battalions
*Battle Regiment

Total: 1960 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 117
Drops: 1

Russell Taylor: My list is designed around the ability to have one big turn so when I decide it’s the time to go which is usually turn 1 but can be delayed then I can devastate state my opponent’s army.

The key to this is being able to move my ships and get the thunderers out afterwards this is why I have included the soulscream bridge because it allows me to disembark the units inside the ironclad after bridging them meaning I can apply the extra rend from the khemist to my thunderers and also meaning that my 12 inch range guns are also in better range, I took the footnote that allows two commands to be given to a ship so I can fly high my frigate and disembark using two command abilities mirroring the use of the soulscream bridge. The admiral allows me to give another additional rend once per game which can also be used without disembarking if I don’t need to stack all the rend at once.

The combination of these tactics mean I can deploy in the corner out of range of my opponent and then strike with easy killing priority targets and then clearing up in the next few turns.


Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
– Holy Command: Call for Aid

1 x Knight-Zephyros (100)*
– General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Aspect of the Champion: Stubborn as a Rhinox
1 x Aventis Firestrike (270)*
Spells: Thundershock

4 x Dracothian Guard Tempestors (440)*
4 x Dracothian Guard Fulminators (480)*
5 x Drakespawn Knights (110)*
Standard Bearer
– Hornblower
– Dread Knight
10 x Judicators with Boltstorm Crossbows (380)*
2 x Thunderbolt Crossbow
5 x Sequitors (120)*
– Stormsmite Greatmace (Sequitor-Prime)
– 2 x Stormsmite Greatmace

1 x Everblaze Comet (90)

*Battle Regiment

TOTAL POINTS: (1990/2000)

Dan Sidders: The One with the Goat
The list is built with 3 things in mind: it needed to be 1 drop because of the battle pack, it needed to unlock some tome tactics & I wanted it to be a combined arms force that had melee & ranged damage.

The fulminators are battleline in Hammers of Sigmar and delete anything they hit but need a delivery mechanism. That’s where the Drakespawn Knights come in. 10 wounds on a 3+ save for 110 points on cavalry bases. Turned sideways they can screen enough ground to cover a block of 4 large dracoth bases. They also have 10” move the same as the Fulminators so can move up at speed and maintain the screen. They unlock the Pioneers of the Realm battle tactic to contest enemy home objectives with a Cities unit which I completed in 3/5 games. There’s no requirement to control the objective and often one lone survivor would just sneak in during the late game to score the points.

I wanted to get away from the Wildform, Translocate option I had been running because i was throwing the Fulminators forward too early and recently I’ve been trying to slow my gameplay down slightly to force myself to make better decisions.

The shooting hammer came from 10 Crossbow Judicators who have the Rapid Fire rule giving them exploding hits, which when buffed to hit on 2’s provides the highest output shooting available to Stormcast into anything but a 2+ save. It also provides 10 models to stand on an objective and fills a battleline slot. The downside being that they only have 18” range; so I needed something to screen them in order to deepstrike within range.

So my third battleline slot was filled with 4 Tempestors who, like the Judicators have crossbows with exploding hits and the benefit of some rend and mortal wound breath attacks. These guys were deployed out of scions 9” away from my opponents front line – the Judicators sat behind. Lots and lots of shots poured into the enemy. The Tempestors could then risk a charge or simply stand there – the unleash hell they put out is like getting a free fight first! Averaging 10 wounds into any target without a ward. With 24 wounds on a 3+ they generally took up my opponents attention for a couple of turns while the fulminators closed in.

The utility pieces in the list were provided by the heroes; the Zephyros innately teleports and counts as 10 on objectives with Stubborn as a Rhinox but always started the game right on the back line. The comet has 36” range so can be deployed outside of unbind range turn 1 due to the Arcane Tome. The Goat, Aventis Firestrike who dropped to 270 points in the recent battlescroll gives me a 2 cast wizard allowing for a mystic shield and Thunderstrike for a -1 to wound aura within 18” boosting the survivability of the fairly elite force. The fact that he’s a 14” flying monster means he can get into the action to supply a well placed roar and also shift from deployment up behind the shooting units to hand out +1 to hit which solves the need for AOA on both units to maximise the damage potential.

The MVP’s were the 5 sequitors who were a second screen for deployment and an objective holder in the early game. Activating their 5+ ward helped to make them stubborn when needed and then when they went down I used Call for aid to resurrect them further up the field and hunt a hero for the No Challenge too Great tome tactic using their exploding 6’s to hit. Perfect now there are lots of Galetian champions running around!


Allegiance: Lumineth Realm-lords
Great Nation: Helon
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Archmage Teclis and Celennar, Spirit of Hysh (720)
Scinari Cathallar (120)
Artefact: Silver Wand
– Lore of Hysh: Speed of Hysh
– Aspect of the Champion: Tunnel Master

5 x Hurakan Windchargers (140)
10 x Vanari Auralan Wardens (150)*
– Spell1: Lore of Hysh: Overwhelming Heat
20 x Vanari Auralan Sentinels (320)*
Spell1: Lore of Hysh: Speed of Hysh
– Reinforced x 1

20 x Vanari Auralan Sentinels (320)*
Spell1: Lore of Hysh: Speed of Hysh
– Reinforced x 1

Endless Spells & Invocations
Horrorghast (70)
Umbral Spellportal (80)
Ravenak’s Gnashing Jaws (70)

Core Battalions
*Galletian Sharpshooters

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 81
Drops: 6

Mo Ashraf:It’s a fairly standard Teclis castle build with 2×20 sentinels doing a lot of the heavy lifting. The changes to the standard list were taking only one unit of Windchargers and also taking Gnashing Jaws/Horrorghast as endless spells.

The biggest change is that I took sharpshooters on the sentinels, which meant I wasn’t a 1 drop and instead a 6 drop. Throughout the event, I was out dropped by everyone bar 1 player, so didn’t get the choice often to choose 1st or 2nd. I realised this was a mistake though, and in the future, I will go for the 1 drop as the one game I lost could have potentially been avoided if I chose to make them go first.

The extra endless spell meant that one of the book battle tactics of having 2 endless spells on the field was fairly easy to achieve, especially in the late game when opponent wizards were killed off. But the lack of extra units of windchargers/screen meant that the army did feel fairly small.

The list starts really starts to excel later turns of the game when it can start moving up out of the castle to score more objectives, so early game is about killing from a distance as much as possible.


Allegiance: Fyreslayers
Lodge: Greyfyrd
– Mortal Realm: Ghur
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Gotrek Gurnisson (480)
Auric Runefather (120)*
– Command Trait: Leader of the Duardrazhal
– Artefact: Axe of Grimnir
Auric Runeson (80)**
Ancestral War-axe
Auric Runemaster (130)**
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Flamekeeper (90)**
Artefact: Gryph-feather Charm (Galletian Champion)
Grimwrath Berzerker (110)***
Artefact: Draught of Magmalt Ale
– Aspect of the Champion: Fuelled by Ghurish Rage

10 x Hearthguard Berzerkers (300)*
– Reinforced x 1
10 x Hearthguard Berzerkers (300)**
– Reinforced x 1
20 x Vulkite Berzerkers with Fyresteel Handaxes (320)***
Reinforced x 1

Endless Spells & Invocations
Molten Infernoth (40)

Core Battalions
*Galletian Command
***Galletian Veterans

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 480 / 400
Wounds: 116
Drops: 9

Kevin Lathers: A rare Gotrek list hits the upper ranks of a GT. Gotrek seems like a natural fit for Fyreslayers: he’s a duardin, they’re a duardin, etc. But he doesn’t really provide much FS don’t already have, such as the ability to kill things in the combat phase. So it’s uncommon to see him.

This list leans hard into him with the Runefather taking Leader of the Daurdrazhal, a CT which allows Gotrek to benefit from the Fyreslayers’ runes (most importantly the movement rune).

He also has a natural buddy in the Grimwrath Berserker, who is basically a mini-me for Gotrek. Between the two of them there’s basically nothing in the game that can stand up to them in the combat phase.

The rest of the list is two units of HGB, brick walls to both screen and hold objectives and Vulkite Berserkers, another objective holder and infantry with a little more mobility. These are supported by a flamekeeper to add a little utility and/or damage to them depending on the situation.

What’s conspicuously missing from the list is a Battlesmith, so this army will be without 4+ Rally, a 5+ ward once per game, and the very helpful Nulsidian Icon which can block offensive/endless spells on a 4+ (almost needed vs. Tzeentch, Seraphon, or LRL). Instead, this list is going to really rely on the 4+ wards from the HGB and Gotrek’s ability to soak up damage as a distraction carnifex.

Oh, and the Molten Infernoth, which does the thing it always does: knock MWs into anything and everything for 40 points.

Overall, this list will take some skilled piloting, but if done right the infantry can hold objectives while Gotrek and Mini-Gotrek clean the board of pests.


Final Tournament Placings

2 thoughts on “Top Three AoS Lists for the London Open”

  1. Hi there,

    I was the owner of the Fyreslayers list at the London Open. Thanks for the overview on it. If you would like though, I’ll be happy to give you my thoughts and action plan on the list and how it played. 🙂



    1. Hi Paul – that would be great. If you join the Discord there’s a section for writing about army lists. Just post something there and we’ll add it to the website. Alternatively let us know your contact details and we’ll be in touch! – Declan & Eeyore

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