Top Three AoS Lists for The Icebreaker GT 2023

This is the top three AoS lists for the The Icebreaker GT by Renegade Gaming that took place in the USA on the 15th and 16th of April. It involved 39 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.

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The Top Three AoS Lists

Army Faction: Skaven
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Verminlord Deceiver (420)*
– General
– Command Traits: Devious Adversary
– Artefacts: Shadow Magnet Trinket
– Spells: Flaming Weapon
1 x Slynk Skittershank (220)*
1 x Deathmaster (140)*
– Aspects of the Champion: Tunnel Master
1 x Deathmaster (140)**
1 x Deathmaster (140)**
1 x Deathmaster (140)**

BATTLELINE
5 x Gutter Runners (100)**
5 x Gutter Runners (100)**
5 x Gutter Runners (100)**
5 x Gutter Runners (100)**

OTHER
5 x Gutter Runners (100)*
5 x Gutter Runners (100)*
4 x Skittershank’s Clawpack (220)*
5 x Gutter Runners (100)*
5 x Gutter Runners (100)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (2000/2000)

Kieren Coates:This is the skaven list you get to point to when someone tries to tell you that clan eshin isn’t viable, the deathmaster is the worst warscroll in the book and mono-clan skavens is no longer viable

You now finally get to show them that you can indeed go 5-0 with your favourite ninja rats, but you might just need to be positioning like a madman to do so

With triple clan eshin the army gets board wide +1 to hit and wound in melle against heroes, and everything but your deceiver and 4 assasins can start off the board – sadly assasins can’t hide in gutter runners for whatever reason, GW fix this now!

Gutter runners have surprising mortal output at 3 shots per model with 6’s doing mortals, leading to a higher output per point than sentinels – and with 40 of them you’re looking at 120 shots with an average of 20 mortals per turn – before accounting for the extra 9 average mortals from assasins or slynk shooting in addition

Combine that with deepstrike and MSU positioning to clog the board and you’ve got a mean alpha to block the opponent in while slynk and the deceiver can surgically remove key pieces with a 6 inch deepstrike or teleport respectively

It takes a madman to pilot most skaven lists, and it takes one especially insane to run full eshin – well done on the 5-0 and for showing the naysayers everywhere just how viable off meta skaven builds can be.

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Allegiance: Gloomspite Gitz
– Gittish Horde: Glogg’s Megamob
– Mortal Realm: Ghur
– Grand Strategy: Chasing the Moon
– Triumphs: Indomitable

LEADERS
Dankhold Troggboss (200)*
– General
– Command Trait: Loonskin
– Artefact: Glowy Howzit
Skragrott, The Loonking (210)*
– Lore of the Moonclans: The Hand of Gork
Fungoid Cave-Shaman (90)*
– Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
– Aspect of the Champion: Tunnel Master

BATTLELINE
60 x Moonclan Shootas (375)**
– Reinforced x 2
20 x Moonclan Stabbas (125)***
3 x Fellwater Troggoths (160)**
3 x Fellwater Troggoths (160)**
6 x Rockgut Troggoths (320)***
– Reinforced x 1

UNITS
10 x Loonsmasha Fanatics (220)*
– Reinforced x 1
6 x Sneaky Snufflers (130)***

ENDLESS SPELLS & INVOCATIONS
Loonskin Malevolent Moon (0)

CORE BATTALIONS
*Warlord
**Galletian Sharpshooters
***Galletian Veterans

Total: 1990 / 2000

I’m going to start by saying I’m happy I wasn’t facing this from across the table. The core is the Troggoths, of course, regenerating as soon as they’ve fought (Glogg’s Megamob). You need to carefully manage your activations, but each turn 2 units will regenerate each turn before you can hit them. After the Troggoths, your eye is drawn to the Shootas – 120 attacks, only half will hit, but even with low quality attacks, you are probably rolling against 20 wounds. Into a 3+ save that’s still an average of 7 wounds. They threaten any GC, and you can’t hide your GCs ( Galletian Sharpshooters).

The smart play is to remove them of course, from Turn 3, they are a serious threat to damaged units. With a 4+ l that’s a tall ask, 50% of everything you kill is going to return (on average) up to a maximum of 10. That means without very serious effort, they will be a problem for 2 or 3 turns at a minimum. Their probably hiding some Loonsmashas as well making charging and combat no sure thing. The Stabbas can control an objective from 9″ away unless you weaken them. And both Skragrott and the Fungoid have teleport to drop them somewhere annoying.

An annoying, sticky list with the ability to be everywhere you aren’t as well as out stay and out score you. No surprise it’s gone 5/0/0, it’s a little more of a surprise that the Skaven outscored him but both lists are just good at the game. They play the missions really well without needing to destroy the opponent.

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Allegiance: Kharadron Overlords
– Sky Port: Barak Nar
– Grand Strategy: Rule the Skies
– Triumphs: Inspired

KHARADRON CODE
– Artycle: Settle The Grudges
– Amendment: Prosecute Wars With All Haste
– Footnote: There’s No Reward Without Risk

LEADERS
Runelord (100)*
– Allies
Arkanaut Admiral (125)**
– General
– Command Trait: Stormcaller
– Artefact: Celestium Burst-grenade
– Aspect of the Champion: Leadership of the Alpha
Endrinmaster with Endrinharness (90)
Brokk Grungsson Lord-Magnate of Barak-Nar (220)*
Aetheric Navigator (85)*
– Artefact: Voidstone Orb

BATTLELINE
6 x Endrinriggers (240)***
– Reinforced x 1
10 x Grundstok Thunderers (270)***
– 2x Aetheric Fumigators
– 2x Decksweepers
– 2x Aethercannons
– Reinforced x 1
10 x Arkanaut Company (100)***
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (100)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns

BEHEMOTHS
Flagship (300)**
– Arkanaut Frigate
– Main Gun: Heavy Sky Cannon
– Frigate Regittings: Magnificent Omniscope
Arkanaut Frigate (300)**
– Main Gun: Heavy Sky Cannon

CORE BATTALIONS
*Warlord
**Linebreaker
***Galletian Sharpshooters

Total: 1930 / 2000

We’re lucky in that we have developed a number of relationships with top players around the globe. Some names that comment on here fairly regularly, such as Kieren Coates, Joshua Bennett, Kel Pigg, and Kevin Lathers, to name but a few. Jeremy Veysseire can now be added to this select crowd, and for those who are unaware, Jeremy has his own YouTube channel where he breaks down tactics in Age of Sigmar. Go subscribe!


Jeremy Veysseire: Hello everyone, thanks for Woehammer for letting me break down this KO army for you all. Let’s jump right into it. This Barak-Nar packs a mixture of punch and shooting, some core highlights:


• 4 Rolls of a 4+ for extra CP during their turn. (KO can be CP hungry)
• +1 to Wound (Melee and Shooting) against 1 enemy unit for the entire game
• 2D6 Run on 1 Unit a turn.
• Once per game 3D6 Charge.
• +1 Attack to all Barak-Nar units in combat within 12” of Brokk if he charges. (Massive buff to the Endrinriggers)
• Runelord is granting you an additional unbind at +2 and Blessing a unit for 6+ ward.
• Rerolling Navigator Reading the Winds (Stormcaller, Huge Value!)
• Once per game, Autounbind (Voidstone)
• Oncer per game on a 2+ remove Wards from an enemy unit during that shooting phase (Celestium Burst-Grenades)
• 70-point deficit for a near guarantee of +1 to Wound Triumph and prevent Indomitable Gitz builds.

Now, with those core concepts explained, let’s go over some overall packages. You have 1 Melee Frigate and 1 Shootey Frigate; the melee frigate is built around the 14” movement frigate (Magnificent Omniscope) with the Endrinriggers (no special weapons for more melee), Brokk, the Endrinmaster and the Admiral since the Boat is the Flagship thus the Admiral can give that boat a free CA per turn. The Shooty Frigate is built around the 10 Sharpshooting Thunderers and the Navigator as a great support platform to the melee one as it can effectively assist in clearing screens or pressuring heroes that provide some form of force multiplier. With the Celestium Burst-Grenade in the pack pocket, you can really have an effective take down turn of a specific target, especially with the +1 to Wound Artycle. One of the biggest highlights in this list is that while there are only 2 frigates, Brokk’s shooting profile is basically another frigate worth, so that melee frigate is very multiphase functional. There is a lot of magic defence between the Runelord, the Navigator, and the Voidstone, helping that KO power shut down key powers. The Runelord provides another low risk GC for some of the GHB battle tactics and provides a potential 6+ ward on a frigate early in the game. The Arkanaut make great screens and deckchair backfield units while able to move forward as the Frigate clear pressure upfront.

Thomas had an interesting path to 3rd place with a loss starting against Corey Anderson’s STD Host of the Everchosen with Be’Lakor, Eternus and Chosens. My guess is that perhaps Be’Lakor’s once per game shutdown mechanic was able to shut down the Thunderers long enough while the Cockatrice were able to debuff the Endrinriggers hitting on 6’s. He even perhaps suffered a double turn from his opponent since he had the choice of turn order. His second round opponent was a classic Hallowed knights list with a mixture of Dragons and some shooting piloted by Colin Jarrell, it honestly looked like an ideal list for Thomas to face as the majority of the SCE army has a hard time to set tempo against his superior shooting and melee. His third round opponent was a Kruelboyz list with Kragnos piloted by Isaac Kangas, and I can only imagine that this game was like shooting fish in a barrel (no offiense to Isaac). His round 4 opponent was a Hedonites army packed with Heroes, Slickblade Seekers and some Blissbard Archer piloted by Hugh Cunningham, I am curious to know how the game went personally but looking at the unit selection and not knowing the mission, either Hugh ran out of pressure early in the game or couldn’t catch the boats as they were raining death from above since it would appear very hard for that specific hedonite build to generate depravity in that match up to counter some of the teeth of that KO list. His final round opponent was an Ogor Boulderhead build piloted by Logan Wendt with 4 Stonehorns (1 Frostlord, 1 Huskard, 2 Normal) and 3 packs of Mournfang. I can only imagine that the removal of the Stornehorn and halving movement speed to various units made it easy for Thomas to control the tempo of the game early on. It would take a serious gungho approach by Logan to oversaturate his shooting targets and bank for a double to catch the boats.Ov

erall Thomas had a 4-1 record with a very good all comers KO list that plays multiple phases of the game. Congrats to him, and I wish the best of luck for the next event!

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Army Faction: Slaves to Darkness
– Subfaction: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Chaos Lord on Karkadrak (200)*
– General
– Mark of Chaos: Nurgle
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Warp Reality
Chaos Sorcerer Lord (120)*
– Mark of Chaos: Undivided
– Spells: Daemonic Speed, Warp Reality
– Aspects of the Champion: Tunnel Master

BATTLELINE
Chaos Knights (440)*
– Mark of Chaos: Nurgle
– Doom Knight
– Standard Bearer
– Hornblower
– Cursed Flail
– Ensorcelled Banner: The Eroding Icon
Varanguard (580)*
– Mark of Chaos: Nurgle
– 6 x Ensorcelled Weapon
Varanguard (580)*
– Mark of Chaos: Khorne
– 6 x Fellspear

ENDLESS SPELLS & INVOCATIONS
1 x Geminids of Uhl-Gysh (50)

CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 1970/2000

Loyal readers of this column may be starting to notice certain trends with successful Slaves lists. At this point to be frank, we should probably rename them ‘Slaves to Varanguard’. But what’s a competitive player to do when faced with a super efficient cavalry unit that can fight twice and be battleline in a sub-faction that allows them to run and charge?

I mean, literally the only unusual pick here is the Geminids, a cute little ploy to turn off commands to stop those pesky redeploys and whatnot while the Varanguard bear down on them.

Solutions to list variety? I don’t think Varanguard need or deserve a nerf – they’re already expensive and fairly vulnerable to any decent amount of attacks with any kind of rend – soon as they lose a few models, and their own low volume of attacks starts to tell. I think the rest of the book just needs a better reason to be taken to be honest, but with the warscrolls and lack of synergies the way they are, I’m not sure pure points adjustments will do the job…

Either way, well done to Daniel here for wins over some super strong factions!

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