Top Three AoS Lists for the Woehammer AoS GT

This is the top three AoS lists for the Woehammer AoS GT took place in the UK on the 13th and 14th of May. It involved 30 players vying to be crowned champion in a 5-game tournament.

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The Top Three AoS Lists

Army Faction: Soulblight Gravelords
Army Type: Legion of Blood
– Grand Strategy: Lust for Domination

Vampire Lord on Zombie Dragon (440)
– Command Traits: Doomed Minions
– Deathlance
– Artefacts of Power: Cloak of Mists and Shadows
– Spells: Flaming Weapon
Vampire Lord on Zombie Dragon (440)
– Spells: Spirit Gale
Neferata (390)*
Spells: Prison of Grief

Deathrattle Skeletons (85)*
Deathrattle Skeletons (85)*
Deathrattle Skeletons (85)*

Blood Knights (460)*
– Templar Lance
– 2 x Standard Bearer

*Battle Regiment

TOTAL POINTS: 1985/2000

Christian had a great series of games and managed to pull off some huge charges with his Zombie Dragons against Owen Jacksons Kharadron army (2 12″ charges!). Christian has kindly given us a brief synopsis of his list below.

Christian Moore: There’s very little subtlety to the list, you have one ethereal dragon and then Neferta either makes the other dragon or the bloodknights ethereal depending on the situation, largely it moves as one castle staying within her -1 to hit aura. Make use of her redeploy at the start with her and your 3 key units so you get to see your opponents deployment regardless of drops.

Skeletons tag objectives and then it’s just a high pressure list that pins people back deals a lot of damage at the same time as being super tanky.


Army Faction: Sylvaneth
Subfaction: Oakenbrow
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired
– Seasons of War: The Dwindling

Treelord Ancient (330)
Spells: Regrowth, Verdant Blessing
Drycha Hamadreth (320)*
Spells: The Dwellers Below, Verdant Blessing
Warsong Revenant (300)*
– Command Traits: Spellsinger
– Artefacts of Power: The Vesperal Gem
– Spells: Treesong, Verdant Blessing
– Aspects of the Champion: Fuelled by Ghurish Rage
Battlemage (100)*
Magic of the Realms: Wildform (Ghur)
Spirit of Durthu (350)**
Artefacts of Power: Greenwood Gladius

Dryads (100)**
Treelord (230)**
Treelord (230)**

1 x Spiteswarm Hive (40)

*Command Entourage – Magnificent
**Battle Regiment

TOTAL POINTS: 2000/2000

Daniel had a great result at the weekend, which included the scalps of Marc Brookes Skaven and Tom Bell’s Big Waaagh. I’ll let him describe his list to you…

Daniel Scott: Big trees teleporting around! what’s not to love. Oakenbrow makes it so that until they are on their last wound remaining any of the treelords or spirit of durthu wont bracket which is big for the spirit of durthu keeping his sword on 6 damage effectively all the time!. The Treelord ancients ability to pop a wood up anywhere on the board combos with all of the tree monsters have a teleport on warscroll and our Warsong revenant having spellsinger which lets him cast through an awakened wyldwood in the same manner as spell portal essentially but he can’t throw endless spells through them now. The warsong revenant also has vesperal gem allowing him to cast treesong through a wood which cannot be unbinded and will increase the rend of your units melee attacks when they are near that wood good to make durthu rend 3 or turn Drychas attacks into rend 2/3. Drycha is a 10 wound monster who can pump out a lot of shots at rend 1 dmg 1 that do mortals on 6s to hit, my favourite thing to do is combo her with a treelord or two so she can unleash hell and then the treelord can make one of the units that charged fight last. The dryads are there to either screen if needed or teleport around into a better position for you. The Spiteswarm hive is great when you don’t roll a 1, of course! giving you a +3 to move and charge or worsening the rend of incoming attacks to a unit, great for being offensive or defensive.

Overall the list is pretty durable and does have access to some healing in terms of a spell or being near an wood/overgrown terrain feature, all the big guys are on a 3+ save there are no ward saves, with this army you are able to position yourself better to counter this and hopefully only have fights that you want to hide away from shooting if needed. Thanks to the maneuverability of the army battle tactics are normally easy to score a great first turn one if you go first (which normally happens due to the high drops) is to complete a charge after using walk the spirit paths, a buffed up durthu can get a +5 to his charge meaning you only need a 4 hit something and then teleport out so he can receive the buffs again next turn. Overall, the list is a tonne of fun to play and really gives your opponents headaches in terms of deployment and playing out there turns!


Allegiance: Sylvaneth
– Glade: Oakenbrow
– Mortal Realm: Ghur
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

Spirit of Durthu (350)
Artefact: Greenwood Gladius
Warsong Revenant (300)*
– Command Trait: Spellsinger
– Lore of the Deepwood: Treesong
– Aspect of the Champion: Fuelled by Ghurish Rage
Treelord Ancient (330)*
Lore of the Deepwood: Regrowth
Battlemage (100)*
Mortal Realm: Ghur
– Allies

Treelord (230)*
Treelord (230)*
Treelord (230)*

5 x Skaeth’s Wild Hunt (110)*
Spell1: Lore of the Deepwood: Regrowth

Endless Spells & Invocations
Chronomantic Cogs (70)
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 100 / 400
Wounds: 87
Drops: 2

Yep, another Oakenbrow list! But both are a little different to one another. Ash was on the verge of being champion, only to lose to Christian’s Soulblight.

Ash Coleman: I was playing Oakenbrow, which made my treelords battleline. The other main benefit of Oakenbrow is that it allows the treelord, treelord anicent, and Durthu fight at top bracket unless they have 1 wound left, but even then, you drop 1 bracket.

I also went with the burgeoning as my season of war. This allowed my units to have a 6+ ward unless they made a charge. It was hard to decide between this and the dwindling for the reroll cast, but having cogs in the list allows me to essentially have both.

The idea of the list is to make Durthu as reliable as possible as he will be doing all the heavy lifting. The main combo is giving Durthu +5 to charge from the spiteswarm hive and the battle mage. Skaeth’s Wild Hunt is in the list for +1 to wound spell. So with an AOA or titanic duel, Durthu can be 2s and 2s. The treelord ancient has a once per game ability to summon a Wyldwood anywhere on the board. This allows Durthu to get where he needs to be but also allows Warsong to cast Treesong, which is a +1 to rend spell. The Warsong can measure spells from Wyldoods with the command trait Spellsinger. All this combined with the Greenwood Gladius artefact for the extra D3 attacks makes Durthu a real threat.

All of the treelords can teleport in the movement phase. These are the units going out and getting the objectives while Durthu caused chaos. With a 3+ save and 6+ ward, they can tank a lot. They also have the strike last monster reaction, so even if you get charged, you’ll have a chance to strike them first. They also have a great ability that when you hit an enemy with any of their attacks in combat, they can’t pile in. This is great for tagging the ends of units. The main problem with the treelords is that they are not elite, so they can’t issue commands to themselves. So usually I’d send the treelord anicent with one of them to give an AOA, AOD, or reroll charge if required.

The Warsong has a great warscroll spell that can do AOE mortal wounds to enemy units with 9″ on a Wyldwood. It’s great for finishing units, clearing screens, and killing enemy GCs, and with the Spellsinger command trait I mentioned earlier, he can do it from the other side of the board.


Army Faction: Orruk Warclans
Army Type: Ironjawz
– Subfaction: Ironsunz
– Grand Strategy: Waaagh!
– Triumph: Bloodthirsty

Megaboss on Maw-krusha (480)*
– Command Traits: Hulking Brute
– Boss Choppa and Rip-toof Fist
– Artefacts of Power: Arcane Tome
– Mount Traits: Mean ’Un
Orruk Warchanter (120)*
– Aspects of the Champion: Tunnel Master
– Warbeats: Get ’Em Beat
Orruk Warchanter (120)*
Warbeats: Fixin’ Beat

Orruk Ardboys (80)*
Gorkamorka Glyph Bearer
– Waaagh! Drummer
– Ardboy Boss
– 2 x Orruk-forged Shield
Orruk Brutes (150)*
Brute Boss
– Gore-choppa
– Brute Choppas
– Boss Choppa
Orruk Brutes (150)*
Brute Boss
– Gore-choppa
– Jagged Gore-hacka
– Boss Klaw & Brute Smasha

Rogue Idol (430)
Rogue Idol (430)*

1 x Prismatic Palisade (30)

*Battle Regiment

TOTAL POINTS: 1990/2000

Both Declan and I being Orruk players kept an eye on Joshua’s results all weekend. With the FAQ being released a few days before that effectively killed the Rogue Idols, we knew this would be their last hurrah…

This being the last hurrah for the Idols (unbeknownst), I had a great time smashing and bashing and getting smashed and bashed. The army list with a Maw-Krusha, 2 Rogue Idols, 2 Warchanters, 2 Brute Units and some Ard’boyz is surprisingly fast being a 2 drop I’m hoping for the chance to go first, With mighty destroyers and some good roll’s it hits hard especially with the Idols being violent furied by the Warchanters and a cheeky 3D6” charge from get em beat, a turn 1 charge can seal the deal either way.

My first opponent was a TreeMan list, who hid in his trees at the back edge, I managed to do some damage but not enough, then got out manuvered and picked apart.

My second opponent was Slaanesh, I got priority first turn, and my opponent cheekily placed The Masque 3” from my army preventing mighty destroyers, but allowing a turn 1 “This one’s mine”. It was then a game of trying not to get shot off of the board which my Idols failed but the Krusha survived to go after the big birdie but failed due to the one attack ability on big bird, it was a close game but a loss nonetheless.

My third game was a Be’ Lakor list with Nurgle Knights, Slaanesh Chosen, Khorne Varanguard, and a bridge. He won first priority and did what I was going to do if I had won. He met me at my lines, and a slog fest ensued with one Idol sitting out a turn or two (thanks Be’Lakor) I won the slog fest but not the mission.

My fourth game was against another Slaves, this time with a couple of chariots but still Nurgle Knights and 2 units of Khorne Varanguard. The Idols and Krusha this time picked apart The Slaves whilst the brutes and ard’boyz scored me points.

The last game was against some ghosts who enjoyed a few turns not dying to the Idols and eating the Krusha.

Five great games against five wonderful opponents with beautiful armies.

The Idols are now on 160MM bases and being repurposed for a three Krusha list. It is sad to see the Idols are no more as they are a wonderfully characterful unit. I was happy to win best in faction (yeah for Default Medal) and amazed to be nominated for best painted, I would just like to thank everyone who helped organise and run the event, myself and my mate, who I travelled up with both had a wonderful time, great laughs and enjoyable games.

Farewell Rogue Idols.


Final Tournament Placings

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