Patrick Prints! – Simple Printer Maintenance

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Sometimes things go wrong. Your car doesn’t start in the morning. Your boss yells at you about your TPS reports. Your roommate eats the last Oreo even though your name was on the package and he knew you were saving it (I have not forgiven this transgression).

 

And sometimes your printer’s FEP pops a hole and spills resin on the screen.

 

I recently had to deal with several small hills of resin on my printer’s screen due to a pinhole in my FEP. Hopefully my first experience leaves you more prepared than I was.

What is a FEP?

A FEP (Flourinated Ethylene Propylene) is a plastic film that sits at the bottom of your resin vat. This film acts a barrier between your liquid resin and the curing source (your screen). FEP film is used in 3d printing because it has good chemical resistant properties, and generally won’t adhere to your print.

How did this happen?

That’s a great question! Unfortunately, I don’t have an answer.

 

If you have a print fail you need to empty out your vat, pouring the resin back into the bottle through a sieve to make sure that you are catching any larger hardened pieces that may be present. If your printer has a self-clean function (where it exposes the FEP to a solid block of UV light) you should do this to cure the bottom layer of resin. This traps any floaters against the FEP and allows you to be sure that when you pour out the resin and peel the clean layer away you are left with a pristine tank.

 

But, as I said above, sometimes things go wrong. In my case, I didn’t have a print failure that I can blame. Everything was going well until it wasn’t. If you are working with poorly supported models you could potentially have pieces of resin break off from the model and start to float around the tank. If one of these floaters gets in the wrong place it will be pushed down into your FEP. This could potentially puncture your FEP, or worse, break your screen.

Protecting the Screen

The best maintenance is preventative. If you address a problem before the machine breaks you are ultimately saving yourself some pain and money.

 

In the case of your screen, the easiest way to protect it is to get a screen protector (who saw that coming?). These only cost a few dollars and make cleaning up resin spills much easier. Simply peel the screen protector off and dispose of it.

Not exactly what you want to see on your screen.

They also provide a buffer for your screen to keep the screen from cracking. Most modern printers arrive from the factory with a screen protector installed, but you should still verify that one is there if you are in doubt.

 

The one point to note: if you do not currently have a screen protector, and you are installing one on your printer, you may want to recalibrate. The screen protector will not make a huge difference, but it is an extra layer of material that your UV light must pass through.

 

If you don’t have a screen protector you might be in a tight spot if you have a resin spill. There are a couple methods of cleaning cured resin off your screen, and I’ll link them below. Full disclosure: I have not tried either of these methods, so I cannot personally speak to their use.

Replacing the FEP

Your FEP should be considered a consumable part of your printer. Resin, gloves, and paper towels need to be replaced more often, but if your FEP becomes cloudy or gets punctured then the only fix is to replace it.

 

I have an after-market resin vat from Sovol that has been wonderful to use. I also found out that it has significantly fewer screws holding the FEP in place and still doesn’t leak. There are still a lot of screws used in the process of holding everything in place, and making sure you are balancing your frame while replacing it is important to avoid slack in the FEP.

One of many machine screws

Once the screws are pulled out, you can dispose of the old FEP, and lay the new one in place. You’ll need to have a hobby knife or sharp tweezers on hand before replacing the screws. Machine screws don’t have sharp points, so you will need to puncture the screw-holes in the FEP before you can get the threads of the screw to make contact with the threads of the hole. The FEP will have some excess material around the edges, but that’s a good sign, since it means that you have less risk of a bad seal. You simply need to take a hobby knife and carefully cut around the edge of the vat to remove the excess.

Stagger your screws to keep even pressure

Once that new FEP is in place it should be drum-head tight. The video below shows some light taps so I could test the tension.

Volume up for tippy-taps

Final Thoughts

Preventative maintenance and a solid plan for accidents are the best steps to achieve worry-free printing. When those accidents happen: don’t panic! It’s all part of the fun of the hobby. The more you work with your printer the more intimate you will become with it, and the more you will be able to get out of your little box-shaped friend.

 

Happy printing, friends!

Ossiarch Bonereapers: Top Performing Lists Breakdown 23rd July 2023

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The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

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Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023. As at this date there have been a total of 42 players attending GT’s using Ossiarcj Bonereapers.

SubfactionUsed at GT’sWin Rate
Null Myriad3259.5%
Mortis Praetorians568.8%
Petrifex Elite360.7%
Crematorians260.0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 61%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Mortis Praetorians1276
Null Myriad11086
Creamtorians0186
Petrifex Elite0186
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Average Points Spending by Faction

SubfactionLdBLBhAOS
Mortis Praetorians (2)8851115
Null Myriad (10)857111622
Crematorians (1)7401240
Petrifex Elite (1)7601240
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average. The figure in brackets next to the subfaction shows the number of lists that have achieved 4+ wins.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Mortis Praetorians (2)11 & 2
Null Myriad (10)12
Crematorians (1)11
Petrifex Elite (1)11

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

The Battalion choices are shown below;

BattalionM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
B. Regiment21011
Andtorian Acolytes1

Average Wound Count

SubfactionAverage Wound Count
Mortis Preatorians (2)115.5
Null Myriad (10)113.2
Crematorians (1)121.0
Petrifex Elite (1)121.0
The average wound count of lists that achieve 4+ wins
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Grand Strategy & Triumph Choices

The following table shows which Grand Strategies are being chosen by the subfaction players.

StrategyM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Spellcasting Savant2911
Overshadow1

While this next table shows which triumph players are choosing.

TriumphM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite(1)
Inspired2911
Bloodthirsty1
Note that some players do not choose a triumph if their list is close to or at 2,000 points

Command Trait & Artefact Choices

The following table shows the Command Trait choices for the shown subfactions.

Command TraitM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Aura of Sterility6
Show of Superiority1
Dark Acolyte111
Diversionary Tactics121

The next table shows the artefact choices players make. Note that in some lists players may choose more than one artefact.

ArtefactM. Praetorian (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Artisan’s Key2711
Gothizzar Cartouche2
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Spell Choices

We also have a table for which spells are being chosen by players from each subfaction.

Command TraitM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Drain Vitality11
Empower Nadirite Weapons14
Hoarfrost711
Merciless Blizzard2
Protection of Nagash1
Reinforce Constructs1

Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Mortis Praetorians (2 Lists)
5x Kavalos Deathriders (3)
6x Immortis Guard (3)
Katakros (2)
Mortisan Boneshaper (2)
Arch-Kavalos Zandtos (1)
Arkhan the Black (1)
Null Myriad (10 Lists)
5x Kavalos Deathriders (15)
Mortisan Boneshaper (11)
6x Immortis Guard (9)
Katakros (8)
Arkhan the Black (7)
3x Immortis Guard (5)
Crematorians (1 List)
5x Kavalos Deathriders (2)
3x Necropolis Stalkers (2)
Mortisan Boneshaper (1)
6x Immortis Guard (1)
Katakros (1)
Vokmortian (1)
Petrifex Elite (1 List)
5x Kavalos Deathriders (2)
3x Necropolis Stalkers (2)
Mortisan Boneshaper (1)
6x Immortis Guard (1)
Katakros (1)
Mortisan Soulmason (1)
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Top 3 Lists Articles Featuring Ossiarch Bonereapers

Slaughter in the Sun GT (UK)
Renegade of the Realms (UK)

AoS Meta Stats W/Ending 23rd July 2023 – New GHB

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Disclaimer

The data contained inside this article is only Woehammer’s interpretation. There are differing methods and analyses of the data available from Games Workshop and Honest Wargamer, whose methodology differs slightly from our own.

All of these sources should be viewed as a collective whole to allow you to gather a larger picture of the Age of Sigmar meta. The win rates, while accurate for events we have on record so far, are likely to change in the coming weeks and shouldn’t be the single point of reference for a factions strength.

How Win Rates are Calculated

All of our data is pulled from two day single events. We split all draws between the wins and losses of a faction evenly, as we believe this provides a fair reflection of a factions win rate. For example, as a player, you may achieve 2 wins, 2 losses, and a draw at an event. Some sites will only count the wins towards the faction rate, so in this case, 40% (2/5=0.4). Woehammer includes half of the draws, so our result would be 50% (2.5/5=0.5).

We have also included a confidence interval based on the sample size and their results. This interval has a 95% confidence rate. What does this mean? Essentially, we’re 95% sure that the win rate of the faction will fall inside this band at the release of the next battlescroll.

We have decided to include this as each factions win rates can (and will) fluctuate as more and more players post their results. While the faction win rate may be that specified right now, it is more than likely to change in the future. So when looking at a win rate, take into account the number of players who have posted results, as well as the upper and lower limit of that 95% confidence interval. This will give a good indication of the future win rate of that faction.

Event Submission

If you have organised an event that doesn’t appear in our database and has the following minimum requirements to be included:

  • Two Day Event
  • Singles Event
  • Minimum of 8 players

Then why not complete the form attached and send the results to thewoehammer@gmail.com? We’ll include them the next time we produce the stats.

Data Overview

Tournaments Included:

  • Renegades of the Realm
  • The London Open
  • Age of Sigmar Grand Tournament: US Open Tacoma
  • 2D6 Oslohammer #5
  • GT de AoS de Shyish a Ghryan
  • Midwest Meltdown
  • FLG Outlaw GT
  • Champion of Black Oil 3
  • Dwellers Below AoS GT
  • Threshold Invitational
  • Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie
  • Slaughter in the Sun GT
  • BWG: Summer Slaughter GT 2023
  • Fued on the Fens

Faction Win Rates

As we have now included a confidence interval within our data based on the sample size and results, we have now included all factions within the below tables regardless of their player base.

Win Rates

You’ll see in the chart above that each faction shows its current win rate as a % inside a text box. The paler green and yellow segments show the margin of error of that win rate. We predict with 95% confidence that the win rate will be within the paler bars upon the release of the next battlescroll.

As you can see its really early days, and everything is all over the place including Kruleboyz at 56%. Soulblight and Bonereapers, are still tough going into the new GHB with Soulblight Gravelords currently on 57% and current meta leaders Ossiarch Bonereapers on 61%. Seraphon, the newest tome on the block also looks to be strong with 57%.

Meanwhile at the opposite end of the table we can still see that both Stormcast Eternals and Slaves to Darkness are still suffering at present with 37% and 44% win rates respectively.

Using out old format of win rate reporting and removing factions with less than 20 results, we have the following table:

Gloomspite Gitz seem to have been nicely balanced now to 48% away from the 55% they were running at towards the end of the last GHB. Kharadron Overlords (with 55% win rate), while receiving some hits in the last Battlescroll don’t appear to have their win rate dented too much.

Player Results by Wins

This graph has at least two purposes. Firstly, it shows the faction popularity by the number of players, and secondly, it breaks down those players’ results in terms of the number of wins they achieve.

Here, we’ve included all the factions that have been played to date, as there is no benefit in removing those with a small sample size.

Soulblight Gravelords seem to be the most popular faction right now, and with a win rate of 57% it’s probably no surprise. They’re closely followed by the faction with the newest battletome, Seraphon, while Ossiarch Bonerepaers, Blades of Khorne, Gloomspite Gits and Stormcast Eternals follow close behind.

Faction Popularity

With the recent release of the Seraphon tome, we’re seeing a large number of players jump to the order faction.

But while the Soulblight Gravelords are currently the most popular faction during this Battlescroll season, we’ve seen Blades of Khorne have had a resurgence in July, and this could be partly down to their anti-magic tech for the new GHB.

The full list month-by-month is below:

When looking at the above table, bear in mind that this is the worldwide meta, and region to region or even city to city may differ. So while this gives us a general idea of the meta worldwide it may not be representative of your local meta.

We’re seeing (as always) a massive spike in the player base of the new tomes that have been released and fall off on the older Tomes. This is to be expected really as competitive players jump around following the “Oooo shiny” method of collecting. They’ll likely always be a strong base for Stormcast Eternals, thanks to them appearing in nearly all beginner army sets, as magazine collections and the feature of many stories in Age of Sigmar.

Players Achieving 5-0 Wins, Tournaments in Winning Positions and 3 Wins from

Out of all the players using that faction (shown in brackets next to the faction name), this graph shows the number achieving a whitewash at a GT with 5 wins from 5. Those achieving 4 wins from 4 after the fourth round and those achieving 3 wins from 3 after the 3rd round. Take into account that those who achieve 5-0 are included in the numbers of 4 wins from 4 and 3 wins from 3. Likewise, those achieving 4 from 4 are included with the 3 from 3 data.

Very early indications suggest Seraphon seem to perform well in this edition, able to grab 3 from 3, 4 from 4 and 5-0 more easily than its peers at present.

Results Split

This chart tells you which factions are more capable of achieving positive results at tournaments.

Conclusions

If you’re planning your list for a GT, look at the data as a whole. Don’t just look at our data either, look at TSN and also GW. Get a big picture, use these.sites as sources to make your own informed opinion on the meta. Think about which armies are popular, as you’ll likely face at least one or two of these armies at some point during an event, especially in the earlier rounds.

Look at those factions that are regularly in a tournament winning position and winning GTs, as these are likely to be your opponents in the later rounds. I believe you should look at building a list that is able to cope with playing the following factions at some point in a GT if you’re looking to compete;

  • Blades of Khorne
  • Seraphon
  • Stormcast Eternals
  • Soulblight Gravelords
  • Gloomspite Gitz

But also, if you’re playing a local GT with your club, then bear in mind that meta may be completely different to those given in the stats above. All of what is presented here, should be taken with a pinch of salt, but hopefully it gives you some guidance when it comes to list construction, or even army choice if you’re looking to play Age of Sigmar.

Our Database

This is our most copy of our database.

Top Three AoS Lists for US Open Tacoma

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This is the top three AoS lists for the US Open Tacoma that took place in the United States on the 15th and 16th of July. It involved 97 players vying to be champion.

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

Army Faction: Ossiarch Bonereapers
– Subfaction: Mortis Praetorians
– Grand Strategy: Spellcasting Savant
– Triumph: Inspired

LEADERS
Arkhan the Black (380)
Katakros (460)
Mortisan Boneshaper (140)
– General
– Command Traits: Dark Acolyte
– Artefacts of Power: Artisan’s Key
– Spells: Drain Vitality

BATTLELINE
Kavalos Deathriders (180)
– Mortek Hekatos
– Necrophoros
– Nadirite Blade
Immortis Guard (440)
Necropolis Stalkers (220)
– Dread Falchions
Kavalos Deathriders (180)
– Mortek Hekatos
– Necrophoros
– Nadirite Blade

TOTAL POINTS: 2000/2000

Walter Brock: With the new season Ossiarch Bonereapers have started out of the gate running. This list uses Mortis Praetorians as the sub faction of choice, which allows a unit to counter charge after an enemy unit finishes a charge within 12”. This has a lot of potential things it can do. From stopping other units from charging, to taking objectives from the opponent when otherwise the objectives would have been lost. For mortis Praetorians the sky’s the limit when it comes to the crazy things it can do.

Spell casting savant means the Boneshaper needs to survive until the end of the game to score the grand strat. Because of the Immortis Guard can take hit for it. That means the opponent will need to chew through a lot of tanky models just to stop the grand strat.

Arkhan and Katakros are a two man wonder show. Each being able to heal three different units wholly within 24. Combine that with the Shapers Key and you could potentially return 4 Immortis guard each of your command phases, not to mention all the other things that can be healed too. Katakros has his very powerful Aura of +1 save and +1 hit. Arkhan is a spell casting master at +2 to cast and deny with three casts and unbinds. While also knowing all the lore spells. I could go on and on about what these two do, but we might actually be here all day

Dark acolyte gives the shaper access to an easy battle tactic with a powerful spell of the users choice. On top of it having a very potent healing ability.

Going into the units. Death riders grant access to a solid battle tactic while being able to play multiple roles in a list from screens to taking objectives or even trying to snipe out small heros with there impact hits. These add a lot of options and flexibility to an OBR gameplan.

Immortis Guard and are the Anvil and the hammer. They are very hard to take out. They can’t be ignored most of the time and they demand your attention. Being a 2+ save with katakros’s command ability and then you can stack defensive spells like mystic shield and reinforce construct makes them very difficult to take down. Now add all the healing abilities and it adds up to what feels like an immovable object. They also come with a once per game fight again so they can smack things around incredibly hard.

Stalkers are a unit with multiple choices. They can move fast with their command ability. They can become as tanky as Immortis guard in combat. They can even go full damage mode and take out large threats. They do a good job at rounding out the list and add another tool to the OBR arsonal. Well done to this player

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Army Faction: Seraphon
– Army Type: Starborne
– Army Subfaction: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumphs: Indomitable

LEADER
1 x Lord Kroak (410)*
1 x Skink Starseer (150)*
– Spells: Speed of Huanchi, Merciless Blizzard
1 x Skink Oracle on Troglodon (270)**
– Spells: Cosmic Crush, Speed of Huanchi
1 x Slann Starmaster (275)**
– General
– Command Traits: Lord of Celestial Resonance
– Artefacts: Spacefolder’s Stave
– Spells: Comet’s Call, Hoarfrost
1 x Saurus Astrolith Bearer (140)**

BATTLELINE
5 x Saurus Guard (140)*
– Saurus Guard Alpha
– Icon Bearer
– War-drummer
5 x Raptadon Chargers (150)*
– Raptadon Charger Alpha
– Icon Bearer
– Hornblower
5 x Raptadon Chargers (150)*
– Raptadon Charger Alpha
– Icon Bearer
– Hornblower}
5 x Drakespawn Knights (110)*
– Standard Bearer
– Hornblower
– Dread Knight
10 x Skinks (90)*
– Skink Alpha
– Boltspitter
– Celestite Dagger and Star-buckler

ENDLESS SPELL
1 x Malevolent Maelstrom (30)
1 x Suffocating Gravetide (30)
1 x Chronomantic Cogs (50)

TERRAIN
1 x Starborne Realmshaper Engine (0)

CORE BATTALIONS:
*Battle Regiment
**Command Entourage
– Magnificent

TOTAL POINTS: (1995/2000)

It’s dooble-forg, with a Trog – just like the ‘good’ ‘old’ days. In fairness, I’ve always been bullish on the Trog as a utility piece – even when it’s not being used as a kamikaze spell portal, it has an excellent warscroll spell (halving charges is not to be underestimated), a clutch -1 to hit aura (one of the strongest defensive effects in the game), built-in healing, some modest spike damage potential and the Terror ability – what’s not to love?

We also see double Chargers here, which I’m also a big fan of – point for point they’re the best output in Starborne, and with Speed of Huanchi can be an absolute rocket. I’m guessing the allied Drakespawn are essentially a cheap and equally fast screen for them with that sweet 3+ save, but either way they won’t be long for this world…

With 5 wins, over what looks on the surface to be about the toughest variety of opponents going – such as the shifty BoC, anti-magic Khorne, swarming Gitz, and TWO SBGL – it’s clear that this list and Stark’s generalship truly adhere to The Great Plan!

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Army Faction: Beasts of Chaos
– Army Subfaction: Darkwalkers
– Grand strategy: Desecrating Brayherd


LEADER
1 x Doombull (180)*
– General
– Command Traits: Bestial Cunning
– Artefacts: Bleating Gnarlstaff
1 x Great Bray-Shaman (100)*
– Artefacts: Brayblast Trumpet
– Spells: Hoarfrost
1 x Be’lakor (340)*

BATTLELINE
10 x Ungors (80)
10 x Ungors (80)
9 x Bullgors (630)

– Warheard Drummer
– Warheard Banner Bearer
– Bloodkine
– Cleaving Axe and Bullshield


BEHEMOTH
1 x Chaos Gargant (150)


ENDLESS SPELL
1 x Geminids of Uhl-Gysh (50)

OTHER

20 x Ungor Raiders (260)*
10 x Ungor Raiders (130)*


CORE BATTALIONS:
*Warlord

TOTAL POINTS: (2000/2000)

Roland Rivera: This Beasts of Chaos list, piloted by Worlds Team USA member Jiwan Noah Singh, is trying to do one thing: deliver a giant blob of Bullgors to the spot where they can do the most damage. To that effect, everything in this list is geared around getting them there. The Doombull General has the Bestial Cunning command trait to set up a full deepstrike within 7″, the Bray-Shaman has Hoarfrost to counteract their base 4+ to hit, the Chaos Gargant projects an aura of -1 save, and the Ungor Raiders provide volume shooting to clear screens and expose juicy targets. It also has a potent spell in Geminids of Uhl-Gysh to soften up the target by stripping them of the ability to use commands. The Bulls themselves straddle the line between offense and defense by wielding Axes & Shields – the difference in offense is not large, and a 4+ save can give them enough staying power to survive a counter-attack and crush a second target.

Speaking of survival, the list also has a potent disruption piece in Be’lakor, which can potentially neuter an enemy hammer long enough for your Bullgors to crush it, or prevent reprisals against the Bullgors once they have delivered their payload. It also has access to some emergency bodies via the Brayblast Trumpet, which can be used to summon another unit of Ungor Raiders for more shooting, or a unit of Gors to impose strikes-last in some matchups. Last but not least, a couple of Ungor units serve as cheap objective grabbers and screens for your Heroes or the Bullgors. All in all, this is a highly technical list that walks on a razor’s edge, but in the hands of a skilled pilot (as it was here), it can be devastatingly effective.

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Army Faction: Disciples of Tzeentch
Army Subfaction: Hosts Arcanum
– Grand Strategy: Master of Destiny
– Triumphs: Indomitable

LEADER
1 x Kairos Fateweaver (440)*
1 x Ephilim the Unknowable (190)**
Spells: Unchecked Mutation
1 x Fluxmaster (180)**
– Artefacts: The Eternal Shroud
– Spells: Hoarfrost
1 x Magister (140)***
General
– Command Traits: Arcane Sacrifice
– Spells: Arcane Suggestion
1 x Gaunt Summoner of Tzeentch (230)***
Spells: Merciless Blizzard

BATTLELINE
10 x Kairic Acolytes (120)*
Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Kairic Acolytes (120)*
Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Kairic Acolytes (120)*
Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Ungors (80)**
Brayhorn Blower
– Banner Bearer
– Halfhorn
– Pitted Blade

ENDLESS SPELL
1 x Burning Sigil Of Tzeentch (70)
1 x Aethervoid Pendulum (40)
1 x Umbral Spellportal (80)

OTHER
4 x Ephilim’s Pandaemonium (190)**
6 x Furies (80)**
6 x Furies (80)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment
***Andtorian Acolytes

TOTAL POINTS: (1970/2000)

Kieron: So new GHB; new list building in this Tzeentch offering from Joe Krier with tonnes to unpack. Let’s start with what looks familiar. The Grand Strategy is the same, Master of Destiny, because there is absolutely no reason to take anything different, especially with Kairos returning a Destiny Dice once per turn and The Eternal Shroud returning them on a 5+ whenever they are used. Most Tzeentch lists tend to lean towards the sub-factions Guild of Summoners or Hosts Arcanum, with Hosts Arcanum being Joe’s choice here for an auto-unbind battle rounds 1, 3 and 5. Merciless Blizzard on a ridiculously high amount (but without a Primal Super-cast) – just unbind it. Bunch of chaff about to be buffed to the moon with Hoarfrost – Tzeentch says no.

When we look at the characters, Kairos is a staple of many lists and does work (just not in combat – hard to hit something if you can only see into the past or the future!). Magister on foot gets the benefit from not being able to be shot when close enough to another unit and can debuff a unit/turn into a spawn from an extended range with Arcane Sacrifice. Fluxmaster carries the Shroud and also is a good choice for Hoarfrost as they have the once per game re-roll with +3 to the cast and it is unlikely to be in range turn 1 of its warscroll spell for extra Fate Points for summoning (although see comments on Endless Spells below). Gaunt Summoner on foot is a great, flexible piece and with its innate +1 to cast hopefully buffed by Kairos to +2 it makes Merciless Blizzard more likely to go off, without having to sacrifice any of the spells you are taking the summoner with. Then it gets a bit funky!

Ephilim the Unknowable is a very appropriately named character as many of you are wondering who he is! He is an Underworlds one-cast wizard who has an entourage of 4 little freaky dudes – his Pandaemonium – that he can sacrifice for +2 to cast for a phase and then bring back some of a subsequent hero phase instead of casting. This little package costs 190 points, which is a lot, with a Curseling being only 10 points more and offering more immediate utility with re-rolling of unbinds. The only reason you would take him is because of his spell and the way it combines with other spells. While Lumineth have a teleport spell, Seraphon have a teleport heroic action and even Tzeentchian sorcerers in Slaves to Darkness have a pseudo-teleport, Disciples of Tzeentch don’t have one that completes in the same hero phase…until now. Ephilim allows a Tzeentch unit to be teleported 9″ away from the enemy, allowing Kairos to operate at maximum efficiency or putting the Gaunt Summoner in striking position for Merciless Blizzard. There are one or two restrictions though…seven to be precise:

  1. Casts on an 8
  2. Teleporting unit must be wholly within 18″
  3. And visible to Ephilim
  4. And within 6″ of an objective
  5. And more than 3″ away from an enemy
  6. And set up 9″ or more away
  7. And be able to be placed within 6″ of an objective

It’s restriction 7 that really bites but the potential tactical advantage if it goes off is pretty huge. If you want to get hold of Ephilim and his Pandaemonium, time to get your converting skills on as I can’t find him anywhere!

That’s the characters covered: now onto the units. Joe has gone for three units of Kairics, cheap battleline that can add a couple of spells in for Fate Point generation and, if they pool their spells into one Kairic unit, can get up to rend -3 shooting. Still only 10 shots, but its something. They can also do chip damage on enemy wizards who cast within 18″, causing a mortal wound on a 4+ and maybe setting up the ‘kill with magic’ battle tactic. Even more chaff like are the Ungor Raiders with their pre-game move getting board control and maybe setting up space for Ephilim to do his thing. The last units are 6 Furies, who haven’t seen that much of an outing since the heady days of Legion of the First Prince and the least interactive army in history! They are fast, allowing Surround and Destroy to be an easy turn 1 tactic and have a neat warscroll ability that allows them to run away instead of fighting. They probably won’t last long, but long enough for the casters to get within 18″ and then annihilate whatever was being roadblocked. It’s a similar principle to the Krondspine – just slow down the enemy while scoring points.

Finally, the Endless Spells. Burning Sigil is a great spell to be able to set up T1 with their Arcane Armies rule that can potentially get a spawn created in your opponent’s lines. It is unlikely to do much damage, but it slows everything else down. Combine with the Magister’s spell that can do the same and the Ungors and the Furies, it’s going to take a while to get to the juicy stuff in this Tzeentch list. The next one is Umbral Spellportal which some feel is more of a luxury pick at 80 points, especially as the range at which the portal can be used has come down. Lots of good spells to potentially go through this though in the early game, with Kairos’ warscroll spell a great choice to snipe a key character, the Fluxmaster to build up some summoning or, potentially, the next Endless Spell (although damage would be delayed a turn.) The final Endless Spell is Aethervoid Pendulum, which can carve through units for D6 mortal wounds in its 8″ movement. Tzeentch really don’t like being rushed by multiple units as single-target damage is where they excel, so this spell helps cover up that weakness for a cheap 40 points.

No discussion of a Tzeentch book is complete without at least a passing reference to Disciples of Tzeentch’s superpower – Grand Strategy and Battle Tactics. As Joe showed, going over 20 points for every battle apart from his one loss, Tzeentch are good at scoring. The Grand Strategy is in the bag and then there are at least 7 Battle Tactics that are straightforward to complete (book tactics and GHB), with a couple others that are doable, if more risky, for example casting 3 with Mass Conjuration. However, even here, keep Kairos out of range of unbinds, spank 6 Destiny Dice and pick easy spells, it’s a battle tactic that the Tzeentch player is in control of.

Overall, a Tzeentch list that wants to keep you at arms length, until it doesn’t, and then smashes you into little bits with its mortal wound output. Great performance from Joe, also managing to dodge Khorne and any sneaky Null Myriad players on his path to victory!

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Final Tournament Placings

Chaos vs. Order – Magic in an (anti?) Magic Meta

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With the new GHB having a magic focus and with two magic focused armies on my shelves, Seraphon and Tzeentch, I got thinking about which one is on top.

For the purposes of this article, when I say Seraphon, I am referring to Starborne, as opposed to their Coalesced Cousins as magic is more of a buff to them rather than the bread and butter of Starborne.  In addition, because both factions have access to them, I am only commenting on Endless Spells if there is something more impactful for Seraphon than Tzeentch or vice-versa.

Spell Lore/Warscroll Spells

Damage Spells

Seraphon

The choices for Seraphon here are much better for sustained D3 damage on a variety of units, with Comet’s Call being a staple, along with Kroak’s Warscroll spell, Celestial Deliverance. However, if all of these go off, then 5D3 damage to 3 units is more into the burst damage category than the sustained. There are two other spells that are quite similar, one for Slann and the other for Skinks: Stellar Tempest and Cosmic Crush. They are both roll a number of dice equal to number of models spells, with Tempest better into pure chaff as it is an unmodified roll of a 5+ that does a mortal wound, with Crush being better into units with a higher armour save – 20 Chaos Warriors would likely take 10+ mortal wounds with this spell. And of course, Seraphon also have access to Merciless Blizzard… Most Endless Spells are equally effective in Tzeentch or Seraphon, but a special mention must be made for Malevolent Maelstrom as the Astrolith allows the Maelstrom to be placed 14” away initially and the Drain Magic spell could potentially be used to set off the D3 AoE early instead of waiting for the number of spells/models killed to tick up to 6.

Tzeentch

Tzeentch is much more focused on single-target damage than spraying mortals everywhere like Seraphon. Starting with Warscroll spells we have Kairos’ and Lords of Changes’ Infernal Gateway that, at top bracket, does MWs on a 3+ with 9 dice being rolled. The odds say that a 6 wound character without a ward should be popped every time with this spell, so is very powerful. The Fluxmaster has a similar spell, with the effect only being on 5+s, but with the added bonus of every MW caused gives an extra Fate Point, that is, if you roll 3 5+, the spell does 3 damage, but generated 4 Fate points. Sticking with single-target for the time being, the Ogroid Thaumaturge has a D6 damage spell and both types of Magister have a D3 damage spell that, if it kills a model, can create a spawn. The Gaunt Summoner (again, both types) have their own version of Stellar Tempest, doing mortals on a 5+, with the added mention that a monster counts as 5 models. Into the spell lores, there’s lots of damage dealing here too. Bolt of Tzeentch is a D6 mortal wounds spell; Treason of Tzeentch is a ‘number of models’ spell that also debuffs the enemy if mortal wounds are caused; Tzeentch’s Firestorm does D3 MWs for every 6 that is rolled from 9 dice (sounds horrific, but actually not that good as you’ll probably only get 2 MWs from this!); Unchecked Mutation can cause D3 and, if a model is killed, on a 3+, another D3 is caused (good for the last few chaff models in a unit). As with Seraphon, Tzeentch also have access to Merciless Blizzard with the additional consideration that, using the command ability Cult Demagogue, the Tzeentch player can use any double that is not a miscast to auto-cast it and prevent it from being unbound. Finally, Tzeentch also have a couple of damage dealing Endless Spells, but these are both quite expensive for not a huge number of mortal wounds.

The winner is…Seraphon.

It’s very close between these two, especially as one has the ability to position for Blizzard really well and the other has the ability to guarantee it goes off. The deciding factor was Kroak’s warscroll spell, combined with the Astrolith Bearer, which is just too strong to not give Seraphon the win here. However, if the Tzeentch player took Spellportal and put Infernal Gateway into the Astrolith Bearer…much closer!

Debuff Spells

Seraphon

Some excellent debuff spells are available that can blunt even the most determined of attacks by a hammer unit. Mystical Unforging from the Slann reduces rend to ‘-‘, the Oracle can shut down run or retreat near a terrain feature or objective, the Starseer can shut down wards and the Starpriest can give -1 to hit to a specific unit.

Tzeentch

The notable Tzeentch debuff spell is Arcane Suggestion, with a choice of 3 debuffs: cannot issue or receive commands; -1 to hit and wound for ALL attacks; -1 save. It’s a great spell, but that’s about it for debuffs, apart from Treason of Tzeentch’s -1 to hit secondary spell effect. The spawn effect of Burning Sigil of Tzeentch could be seen as a debuff in certain match ups. For example, if a unit of 30 Bloodletters in poised to make a charge, but by popping a nearby Bloodreaver, a spawn could shut down that charge and the imminent death accompanying it, although not for the spawn, which is about to be thoroughly murderised.

The winner is…Tzeentch.

Although only one spell, the three effects of Arcane Suggestion are so powerful and flexible to the match up and the game state, that it has to go to Tzeentch for this one.

Both of the above types can be ignored by Khorne on a 5+ initially while also providing Blood Tithe points that can be used for summoning or even to improving the spell ignore to a 4+ then a 3+ and even a 2+ by turn 4. On top of this, Null Myriad can ignore spells within 9” of a Mortisan Hero on a 2+. Therefore, the above range of spells is awesome, but in specific matchups, they will get shut down hard.

Buffing Spells

Seraphon

Buffing spells, however, go on your own unit and therefore are not affected by spell ignores of any kind. Tepok’s Beneficence is a great start from the Slann discipline, with a Skink unit being -1 to wound. If you can add in Mystic Shield and then Blazing Starlight from a Starpriest, you could have a Skink unit (probably Chargers give best efficiency for this combo) on a 4+ save, ignoring rend -1, -1 to wound and with -1 to be hit IF the unit chosen for Blazing Starlight is attacking them. Speed of Huanchi is another spell that Chargers love, giving them a free move in the hero phase. Before you send them off into the beyond, however, having the option of giving them Rend -3 with Hoarfrost is a great one too. The Slann Starmaster has a couple of tricks in the buff category too, with Celestial Equilibrium giving +1 to casting rolls for everyone but himself, with the potential for Drain Magic from the Slann spell lore giving -1 to unbinds for an effective +2 swing.

Tzeentch

Tzeentch Warscroll spells are all about damage, except for the strange case of Ephilim the Unknowable (Vortemis can get in the sea!) who has an extremely conditional teleport spell. The restrictions are considerable and it’s expensive at 190pts, but if you need to teleport someone in Tzeentch and have the teleport complete in the hero phase, this is the way to go. Of course, Seraphon just have this as a heroic action…. Other buffing spells include Fold Reality, which enables you to bring back a number of daemon models to a unit equal to the roll of a D6, with a 1 destroying the unit. Note: this can only be used on Horrors when they are brimstones, but could be useful if you need a few more bodies contesting an objective. Its main utility is with Screamers of Tzeentch. A unit of 6 or 9 can be quite survivable as long as they aren’t trying to fight 10 Chosen on their own or similar, so being able to then bring back up to 6, while they are still in combat, is very strong. The strongest overall is probably Shield of Fate, which gives ward saves and spell ignores based on the number of Destiny Dice you have remaining. More often than not, this will be a 5+ ward. Throw this on 10 or even 20 Pinks, have a Daemon character within range to cause -1 to hit and also debuff the attacking unit with Arcane Suggestion, and watch as that Pink unit stays around a lot longer than your opponent wants. There is also a spell for passing off wounds to a mortal (probably Kairic) unit, +1 to hit and wound, which is particularly helpful with the Curseling’s shooting attack as well and then a buff of sorts is Glimpse the Future, which gives an extra Destiny Dice. As with Seraphon, there is always Hoarfrost and a unit of basic Tzaangors is not a bad target for this spell, taking their 30 paired blades attacks up to rend -3.

The winner is…Seraphon.

This one again was very close, but came down to the units available to put Hoarfrost on. For Seraphon, any one of Raptadon Chargers, Bastiladon with Ark of Sotek, Saurus Warriors, Saurus Guard, Kroxigor or Aggradons can make use of Hoarfrost well. For Tzeentch, it’s Tzaangor, Tzaangor Enlightened and Screamers. If Screamers could be summoned in units of 6, this would probably be a tie, but otherwise, Seraphon take this one as well.

Casting

Seraphon

In order of plusses to cast through warscrolls and abilities, Kroak has +2, Slann have +1, the Astrolith adds 1 within 12”, Celestial Equilibrium can add +1 and Drain Magic can -1 from enemy unbinds. At maximum efficiency, this makes Kroak +5, Slann +3, other casters +2. Rolling 2D6 makes the average cast for Kroak 12, Slann 10, other casters 9. In addition, numerous Seraphon spells are only successfully cast on 5s or 6s, making casting very successful on average. Finally, the heroic action to teleport a Seraphon unit when wholly within 12” of a Slann means that a caster can potentially be moved out of unbind range before casting, making these spells even more likely to go off.

Tzeentch

Both Kairos and Lords of Change have the Tzeentch Master of Magic ability that allows the lowest dice to change to the highest dice in the original cast (Primals can be added as modifiers, but they do not interact with the Master of Magic rule), giving an average cast of 9.9 after considering the Beacon of Sorcery bonus that each of these units also give out. Gaunt Summoners have +1 on their warscroll, combined with the +1 from Beacon makes an average cast of 9. So far, Tzeentch slightly behind Seraphon. However, with the nerf to Cogs, re-rolls to cast are extremely rare and often once per battle when they do exist. Tzeentch can take the Daemon artefact Nine-eyed Tome for full re-rolls, which could be good for a Lord of Change or Gaunt Summoner (particularly a Gaunt Summoner with an extra cast for going second in this GHB) and/or the Endless Spell Tome of Eyes for re-rolls to cast only. Tzeentch also have the Cult Demagogue command ability to make a spell auto-cast on a double and not be able to be unbound and there’s always Destiny Dice to guarantee a cast, though these are the final modified result of the cast and, as such, are not affected by Primal dice. The final consideration for Tzeentch is if Kairos rolls a single six on a cast (and with Tome of Eyes, he might have two chances at this), the use of any Primal dice makes it a Primal Super-cast that cannot be unbound – just remember that it will be the last spell you’ll cast in that hero phase!

The winner is…Tzeentch.

While Kroak’s spells are so low as to almost be auto-casts, Tzeentch have several ways of auto-casting and can really exploit Primal dice with Master of Magic. Combine the fact that there are two ways of getting full casting re-rolls gives Tzeentch the edge.

Unbinding

Seraphon

If you are taking Kroak and a Slann (and, let’s be honest, with Starborne, you are) you will have 7 unbinds anywhere on the table that get +2 and +1 respectively to the unbind roll – the Astrolith only helps with casting. Add Primal dice in where necessary and a couple of back up unbinds from a Skink wizard and that’s a lot of unbinds. Not only that, but as the Order side of the Magic Doms, Seraphon get summoning points for unbinding their opponent’s spells, with the Slann potentially getting 2 Cosmic Power Points with the appropriate Command Trait. Tzeentch As with casting, Kairos and Lords of Change can combine Master of Magic and Beacon of Sorcery to have an average unbind of 10. The Nine-eyed Tome allows re-rolls to unbinds as does the warscroll of the Curseling, who has two unbinds. A fairly standard combination of Kairos, Curseling and Gaunt Summoner with the Nine-eyed Tome could have, on average, 3 unbinds of 10, 2 re-rollable unbinds of 9 and 2 re-rollable unbinds of 8 and then there’s always Destiny Dice that can be used – but all need to be 30” away.

The winner is…Seraphon.

As it probably should be, lore-wise, Seraphon win the unbinding battle as despite not having access to re-rolls, being able to unbind anywhere on the table is immensely powerful and shuts down , or at least makes them think twice, anyone planning on using Magical Dominance (cast a spell and not be unbound anywhere) as a T1 battle tactic.

Summoning

Seraphon

Seraphon have a great range of summoning options that don’t cost much: 8 points for Skinks, 22 points for 10 Saurus Guard or, my preference, 16 points for Raptadon Chargers. Combined with the fact that Seraphon get Cosmic Power Points for just existing – one for each wizard, each Astrolith and one for a Realmshaper, then it is very easy to summon every turn. A list with Kroak, Slann with the Lord of Celestial Resonance trait (2 CPP every time instead of one), an Astrolith and a Starseer – the standard load out – can have up to 17 CPP if they go first, with the potential to go much higher if they go second and have the chance to get some unbinds too. The Slann will more than likely also have the Spacefolder’s Stave too, which means that the first unit summoned can be positioned 7” away from an enemy instead of 9”.

Tzeentch

Tzeentch get Fate Points from every spell that is cast, friendly or enemy, and can give themselves a bit of a headstart with the Daemonspark Command trait giving 3 Fate Points. This option would lock you out of the Cult Demagogue auto-cast option though. Going first, in combination with Daemonspark and having a successful magic phase, Tzeentch should be able to expect 10 Blue horrors for 10 Fate Points. 10 Pinks are 20 Fate Points and can be a real hammer blow to an opponent who may have taken a couple of turns clearing Pinks away. Summoning options are almost always going to one of these two, unless you go with Guild of Summoners, which can only summon Lords of Change, with the first being at the bargain price of 9 Fate Points. Subsequent Lords of Change are 18 Fate Points instead of 30 like with non-Guild of Summoners sub-factions.

The winner is…Seraphon.

This is the first one where it’s not even close. Seraphon summoning is significantly superior to Tzeentch in every way possible: easier to generate points; key units are cheaper; greater variety of units; can be deployed closer to the enemy.

Plan B

Plan B is how do these armies react when they get matched up into Khorne or OBR Null Myriad in particular or even another army set up to shut down magic – Gobsprakk + Primal dice in Kruleboyz/ Big Waaagh anyone? In other words, if magic is not going to win you the game directly, what have you got?

Seraphon

The best Plan B for Seraphon in my opinion is two-fold. Firstly, make sure you have some Chargers in your list, pour all the buffs possible into them, hoping for -3 rend on Hoarfrost, and hurl them at the enemy like an Endless Spell that can claim objectives. Your aim is to try and take out or cripple a major enemy unit or the source of spell ignores/magic resistance. In addition, pinning your opponent in can allow you to score on the Primary while scoring more movement based battle tactics such as Surround and Destroy or Intimidate Invaders. Once you get to 16 Cosmic Power Points, you have a decision – would 5 more Chargers finish off the main obstacle to winning, or would D6 mortal wounds from each wizard or Astrolith bearer and Realmshaper do it? Each unit can only be affected once, but D6 wounds plus D3 from the Realmshaper’s ability that are not spells can be a really sneaky way of getting around spell ignores, hopefully crippling your enemy and making it easier to assert magical dominance again.

Tzeentch

The best Plan B for Tzeentch is to ignore killing the enemy and to score battle tactics instead, using your casts to generate Fate Points to try and summon enough to slow your opponent down. Intimidate the Invaders, Magical Dominance, Surround and Destroy, Tides of Anarchy and Call for Change (if taking Guild of Summoners) are 5 battle tactics that don’t need to have a single wound caused to an enemy to score. Add in a Grand Strategy that requires you to be able to count to 9 for another 3, then that’s 13 points that are pretty safe from the outset. Spend the rest of the game playing keep-away while scoring at least two objectives and you’ve got a shot against any opponent. The more interesting Plan B might be a unit of 6 Tzaangor Enlightened on Foot, that, while only 6” movement, have a threat range of 18” with Destiny Dice and can seriously do work with either hitting on 2s with spears or rend -3 on them as they shut down command abilities in combat. Combine this with -1 save from Arcane Suggestion and the fact that they can fight in a line of 6 due to coherency changes, then that’s a punchy unit.

The winner is…Tzeentch.

If you can keep your discipline and your opponent is not super aggressive or deadly, the range of easy battle tactics and Grand Strategy for Tzeentch should be enough of a Plan B. Just need to not either over-extend and lose too much too early or under-extend and get pinned back in your own territory, unable to score Primary objectives.

Overall

Round 1 – Damage Spells: Seraphon

Round 2 – Debuff Spells: Tzeentch

Round 3 – Buff Spells: Seraphon

Round 4 – Casting: Tzeentch

Round 5 – Unbinding: Seraphon

Round 6 – Summoning: Seraphon

Round 7 – Plan B: Tzeentch

Final Score:

Seraphon 4 – Tzeentch 3

A very narrow win for the dinosaurs that really went back and forth. Tzeentch having a better Plan B kept it close as a 5-2 victory for Seraphon would have been quite convincing, which is appropriate as when not facing Spell Ignores, having 2 battle tactics for killing something with magic is a huge boon for Seraphon. In a head-to-head battle pre-Trog Bomb nerf, if would be Seraphon all day, but with that change, it’s much closer. With Starborne Seraphon likely to be more of a focus for any other nerfs in Seraphon due to the more uninteractive nature of mortal wound spam instead of a combat unit that puts out 30 damage, but at least you get to roll saves for, the gap is likely to get even more wafer thin. Both armies are great fun to play and look great on the tabletop and despite Primal dice maybe giving an edge to anti-magic, what better GHB to start one of these two powerhouses of magic.

Are any armies missing from this comparison? How would Lumineth Realm Lords fare, for example? How do Arkhan the Black and his boss, Nagash, fit into this conversation? And, for the Destruction Bros out there, is this the GHB of Gobsprakk? Please comment below.

Soulblight Gravelords: Top Performing Lists Breakdown 23rd July 2023

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The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

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Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023. As at this date there have been a total of 48 players attending GT’s using Soulblight Gravelords.

SubfactionUsed at GT’sWin Rate
Legion of Blood1760.4%
Legion of Night1751.2%
Vyrkos Dynasty1359.8%
Avengorii Dynasty180.0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 57%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Vyrkos Dynasty13118
Legion of Night05118
Legion of Blood02108
Avengorii Dynasty0195
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Average Points Spending by Faction

SubfactionLdBLBhAOS
Vyrkos Dynasty (4)62585547815
Legion of Night (5)88463641256
Legion of Blood (2)110044524015050
Avengorii (1)7801220
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average. The figure in brackets next to the subfaction shows the number of lists that have achieved 4+ wins.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Vyrkos Dynasty (4)12/6/8 & 11
Legion of Night (5)22
Legion of Blood (2)12/4
Avengorii (1)12

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

The Battalion choices are shown below;

BattalionVyrkos (4)L. Night (5)L. Blood (2)Avengorii (1)
B. Regiment3721
Warlord11
Command Entourage1
Andtorian Acolytes11

Average Wound Count

SubfactionAverage Wound Count
Vyrkos Dynasty (4)190.25
Legion of Night (5)145.60
Legion of Blood (2)105.00
Avengorii Dynasty (1)101.00
The average wound count of lists that achieve 4+ wins
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Grand Strategy & Triumph Choices

The following table shows which Grand Strategies are being chosen by the subfaction players.

StrategyVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Empire of Corpses32
Lust for Domination1221
Control the Nexus1

While this next table shows which triumph players are choosing.

TriumphVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Inspired211
Indomitable111
Bloodthirsty2
Note that some players do not choose a triumph if their list is close to or at 2,000 points

Command Trait & Artefact Choices

The following table shows the Command Trait choices for the shown subfactions.

Command TraitVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Hunter’s Snare1
The Bait2
Tailored Downfall1
Unbending Will3
Doomed Minions1
Spoor Trackers1
Monstrous Might1
Driven by Deathstench2

The next table shows the artefact choices players make. Note that in some lists players may choose more than one artefact.

ArtefactVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Ulfenkarni Phylactery4
Standard of the Ulfenwatch1
Morbheg’s Claw5
Cloak of Mists and Shadows2
Breath of the Void Maw1
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Spell Choices

We also have a table for which spells are being chosen by players from each subfaction.

Command TraitVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Spirit Gale3421
Waste Away3331
Hoarfrost13
Vile Transference112
Merciless Blizzard131
Fading Vigour1311
Rupture1
Levitate1
Flaming Weapon1
Soulpike11

Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Vyrkos Dynasty (4 Lists)
20x Deadwalker Zombies (8)
10x Dire Wolves (6)
20x Grave Guard (5)
40x Deadwalker Zombies (4)
Torgillius the Chamberlain (3)
Corpse Cart (3)
Belladamma Volga (2)
Vampire Lord (2)
Legion of Night (5 Lists)
20x Deadwalker Zombies (7)
Vampire Lord (6)
Mannfred Von Carstein (5)
10x Dire Wolves (4)
20x Grave Guard (4)
Necromancer (4)
10x Deathrattle Skeletons (4)
Malevolent Maelstrom (3)
Legion of Blood (2 Lists)
20x Deadwalker Zombies (3)
Necromancer (2)
10x Deathrattle Skeletons (2)
Vampire Lord on Zombie Dragon (2)
Neferata (2)
Vampire Lord (1)
20x Grave Guard (1)
Malevolent Maelstrom (1)
Avengorii Dynasty (1 List)
Terrorgheist (4)
Necromancer (2)
Lauka Vai (1)
Vengorian Lord(1)
Zombie Dragon (1)
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Top 3 Lists Articles Featuring Soulblight Gravelords

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)

Top Three AoS Lists for Slaughter in the Sun

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This is the top three AoS lists for Slaughter in the Sun that took place in the UK on the 22nd and 23rd of July. It involved 12 players vying to be crowned champion in a 5-game tournament.

As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.

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

Army Faction: Ossiarch Bonereapers
Subfaction: Null Myriad
– Grand Strategy: Spellcasting Savant
– Triumph: Bloodthirsty

LEADERS
Mortisan Boneshaper (140)*
Spells: Hoarfrost
Mortisan Ossifector (120)*
General
– Command Traits: Aura of Sterility
– Artefacts of Power: Gothizzar Cartouche
– Spells: Empower Nadirite Weapons
Arkhan the Black (380)*

BATTLELINE
Necropolis Stalkers (440)*
– 2 x Dread Falchions
Morghast Archai (220)*
Spirit Halberd
Immortis Guard (440)*
Morghast Archai (220)*
Spirit Halberd

ENDLESS SPELLS & INVOCATIONS
1 x Nightmare Predator (40)

TERRAIN
1 x Bone-tithe Nexus (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

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Army Faction: Gloomspite Gitz
– Subfaction: Jaws of Mork
– Grand Strategy: Chasing the Moon
– Triumph: Indomitable

LEADERS
Grinkrak the Great (220)*
Squigboss (110)*
General
– Command Traits: The Clammy Hand
Skragrott, the Loonking (230)*
Madcap Shaman (70)**
Artefacts of Power: Moonface Mommet
– Spells: Hoarfrost

BATTLELINE
Boingrot Bounderz (300)*
– Bounder Boss
Squig Herd (420)*
Moonclan Stabbas (240)*
Moonclan Boss
– Stabba
– 2 x Bad Moon Icon Bearer
– 2 x Gong Basher
– 2 x 3 Barbed Nets

OTHER
Sneaky Snufflers (140)*
Sporesplatta Fanatics (90)*
Grinkrak’s Looncourt (220)**
Rippa’s Snarlfangs (110)**

TERRAIN
1 x Bad Moon Loonshrine (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1930/2000

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Army Faction: Blades of Khorne
Subfaction: Reapers of Vengeance
– Grand Strategy: Slaughter of Sorcery
– Triumph: Bloodthirsty

LEADERS
Bloodmaster (110)*
Prayers: Blood Sacrifice, Witchbane Curse
– Nullstone Adornments: Hand-carved Nullstone Icon
Bloodmaster (110)*
Artefacts of Power: Halo of Blood
– Prayers: Bloodbind, Killer Instinct
Herald of Khorne on Blood Throne (160)*
Prayers: Bronzed Flesh, Unholy Flames
Bloodthirster of Unfettered Fury (330)**
General
– Command Traits: Firebrand
– Artefacts of Power: Ar’gath, the King of Blades
– Prayers: Bloodbind, Bronzed Flesh
Exalted Deathbringer (80)**
Ruinous Axe and Skullgouger
Slaughterpriest (110)**
Hackblade and Wrath-hammer
– Prayers: Blood Sacrifice, Killer Instinct

BATTLELINE
Bloodreavers (80)
Icon Bearer
– Hornblower
– Reaver Blades
Claws of Karanak (100)
Flesh Hounds (100)
Bloodletters (360)*
Icon Bearer
– Hornblower

OTHER
Bloodcrushers (360)*
Icon Bearer
– Hornblower

ENDLESS SPELLS & INVOCATIONS
1 x Bleeding Icon (50)
1 x Hexgorger Skulls (50)

TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Warlord
**Command Entourage – Magnificent

TOTAL POINTS: 2000/2000

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Army: Sylvaneth
– Subfaction: Harvestboon
– Grand Strategy: Overshadow

Leaders
Warsong Revenant (300)
General
– Command Trait: Spellsinger
– Spell: Hoarfrost
Treelord Ancient (360),
– Spell: Treesong
– Artefact: The vesperal Gem

Battleline
6x Revenant Seekers (460)
3x Revenant Seekers (230)
6x Spiterider Lancers (380)
5x Tree Revenants (110)
5x Tree Revenants (110)

Endless Spells
Spitewarm Hive (40)
Gladewyrm (40)

Total Points: 2000

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Final Tournament Placings

GHB 22-23 Season 2 Review: Kharadron Overlords Faction Review

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Kharadron Overlords 57.88%

Win Rates by Region

North America (81) 59.2%
UK & Ireland (55) 60.0%
Oceania (18) 53.3%
Scandinavia (7) 54.6%
Europe (37) 54.9%

Subfaction Stats

Barak-Urbaz (44) 64.6%
Barak-Zilfin (44) 60.7%
Barak-Mhornar (1) 60.0%
Unknown (15) 58.1%
Barak-Zon (44) 55.6%
Barak-Nar (45) 51.2%
Barak-Thryng (5) 46.0%

Faction Popularity

BattlescrollPopularity RankWin Rate
(July 2022)16th52.2%
Nov 2022)7th52.8%
(Jan 2023)22nd51.0%
(April 2023)4th57.9%

Faction Performance by Month

The following rankings are based on the top four Kharadron Overlords performance for each player. The weighting of these scores change depending upon the time period they were achieved. Those who competed at events earlier in the year before the new battletome dropped would score more points per win than those under the new battletome with its 60%+ win rate.

Top 20 Kharadron Players Worldwide

Top 20 North American Kharadron Players

Top 20 UK & Ireland Kharadron Players

Top 20 Oceania Kharadron Players

Top 20 Scandinavian Kharadron Players

Top 20 European Kharadron Players

Top Three AoS Lists for Dwellers Below AoS GT

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This is the top three AoS lists for the Dwellers Below AoS GT that took place in Canada on the 15th and 16th of July. It involved 20 players vying to be champion.

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

Army Faction: Ossiarch Bonereapers
– Subfaction: Null Myriad
– Grand Strategy: Spellcasting Savant
– Triumph: Inspired


LEADERS
Mortisan Boneshaper (140)*
– Artefacts of Power: Artisan’s Key
– Spells: Merciless Blizzard
Mortisan Soulreaper (110)*
– General
– Command Traits: Show of Superiority
– Spells: Hoarfrost
Katakros (460)**


BATTLELINE
Mortek Guard (450)**
– Mortek Hekatos
– Nadirite Blade
– 2 x Necrophoros
– 2 x Soulcleaver Greatblade
Immortis Guard (440)**
Kavalos Deathriders (180)**

– Nadirite Blade
Immortis Guard (220)**


CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment


TOTAL POINTS: 2000/2000

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Roland Rivera: A new season is upon us, and the Ossiarch Bonereapers are off to a great start with a tournament win. This list showcases one of the Bonereapers’ competitive advantages in this Wizard-focused season in Null Myriad, which gives units a 2+ spell ignore when within 9″ of Arkhan or one of their Mortisans. While this benefit might require some positional fiddling with some of the larger unit, it combines with the buffs and recursion provided by Katakros (who notably does NOT benefit from the Null Myriad spell ignore) and the Mortisan Boneshaper to make a potent defensive bulwark that covers the army’s advance (which is important, as this list is on the slow side).

And once they get into melee, they are quite formidable. A 30(!) man unit of Mortek Guard with the aforementioned buffs and recursion backing them up can own the middle, Immortis Guard are formidable on offense and defense, and Kavalos Deathriders are a very efficient utility unit that can screen or provide reach to threaten Heroes or finish off wounded units. Of course, any combat army worth its salt has access to some strong buffs, and this list is no exception. Katakros’ +1 to hit and +1 to save bubble is the bedrock most Bonereapers lists are built on, and Hoarfrost is very nice on large blobs of Mortek, as it is a way to make them wound on 2+, which is something that a mere +1 to wound could not accomplish.

An interesting choice in this list is the use of the Andtorian Acolytes Battalion. While this Battalion increases the drop count for the list, the extra primal dice are very important because both the Boneshaper and the Soulreaper are pretty mediocre casters, so they need all the help they can get in getting some of the tougher spells off (Hoarfrost casts on an 8, and Blizzard needs a whopping 12 to go off). All in all, Null Myriad Bonereapers lists look to be strongly positioned into the coming metagame, and I expect to see more of it going forward.

Army Faction: Cities of Sigmar
– Army Type: Hallowheart
– Grand Strategy: Mighty Beachhead
– Triumphs: Inspired

LEADER
1 x Celestial Hurricanum with Celestial Battlemage (290)*
– Spells: Roaming Wildfire, Elemental Cyclone, Sear Wounds
1 x Battlemage (100)*
– General’s Adjutant
– Spells: Merciless Blizzard, Ignite Weapons, Elemental Cyclone
– Magic of the Realms: Pha’s Protection (Hysh)
1 x Battlemage (100)*
– Spells: Crystal Aegis, Warding Brand, Hoarfrost
– Magic of the Realms: Wildform (Ghur)
1 x Anointed on Frostheart Phoenix (320)**
– General
– Command Traits: Veteran of the Blazing Crusade
– Artefacts: Whitefire Tome
– Spells: Ignite Weapons
1 x Sorceress (90)**
– Spells: Rupture, Ignite Weapons, Sear Wounds

BATTLELINE
20 x Phoenix Guard (340)*
– Keeper of the Flame
– 2 x Standard Bearer
– 2 x Drummer
20 x Phoenix Guard (340)**
– Keeper of the Flame
– 2 x Standard Bearer
– 2 x Drummer
30 x Darkshards (330)**
– Guardmaster
– 3 x Standard Bearer
– 3 x Hornblower

ENDLESS SPELL
1 x Malevolent Maelstrom (30)
1 x Horrorghast (60)

CORE BATTALIONS:
*Warlord
**Battle Regiment

TOTAL POINTS: (2000/2000)

Codrin: The new Cities of Sigmar battletome is getting close, and the pheonix guard are sadly going away when this book arrives, but Matt Kowalyk’s Hallowheart list is putting the Aelves to good use.

This list builds on a core that has been actually quite popular during AoS 2.0 – beginnings of 3.0, and seems well adapted to the new GHB rules.

This army is very synergistic, and almost all of its pieces benefit from being close to each other.

The backbone of the army are the two big blocks of Pheonix Guard that can get buffed to the heavens. They fare well in big formations due to their 25mm bases and 2″ reach halberds. A 4+ save and 4+ ward makes them quite durable while also packing a punch.

Potential buffs that could go on a unit like this are as follows:

  • Reroll wound rolls from a command ability coming from the Anointed on Frostheart Pheonix
  • -1 to be hit (Battlemage’s Pha’s protection spell) and – 1 to be wounded (from the Pheonix’s aura)
  • Dish out mortal wounds on a 4+, each time a model from this unit dies (ability coming from the Warding Brand spell)

The Hurricanum plays a very important role in this list, using it to suffer wounds in the hero phase for buffing the casting rolls of friendly wizards, while dishing out a significant number of mortal wounds through its shooting attacks, warscroll spell and the faction spells he’s been granted.

Sorceress and Darkshards are yet again an example of good synergies exploited to the maximum in this list. Thus this shooting unit can be given run and shoot (command ability of the Sorceress) and can potentially imbue their attacks with +1 to hit (if in the aura of the Hurricanum) and +1 to wound (from Ignite Weapons spell).
To sum it up, we are looking at a unit with a range of 28″ that will put out 61 attacks, hitting on 3+ and wounding on 3+.

The malevolent maelstrom and aethervoid pendulum are very good and reliable additions that add to mortal wounds output this list has.

In a nutshell, we have an amazingly durable castle with walls made out of super buffed halberd wielding elves all while a storm of spells, mortal wounds and arrows are hitting enemies with surgical precision.

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Army Faction: Hedonites of Slaanesh
– Army Type: Pretenders
– Grand Strategy: Selfish Desire
– Triumph: Inspired

LEADERS
Contorted Epitome (210)*
– General
– Command Traits: Strength of Godhood
– Artefacts of Power: The Crown of Dark Secrets
– Spells: Hoarfrost
– Bonding: Krondspine Incarnate of Ghur
Glutos Orscollion (480)*
– Spells: Born of Damnation
Sigvald (200)*

BATTLELINE
Blissbarb Archers (160)*
Blissbarb Archers (160)*
Blissbarb Archers (160)*

BEHEMOTH
Krondspine Incarnate of Ghur (480)*

OTHER
Symbaresh Twinsouls (140)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Joshua Bennett: Welcome readers to another event, Dwellers below, where we take a look at Slaanesh in the new GHB. Mitch Khwaja took 3rd in this event with the Pretenders subfaction. (not much has changed it seems) but with a breath of fresh air even though there are still three units of them its not a mass amount of the archers. This list likes models that are very hard to take down. The contorted is the general in this list. Even though losing Fueled by Gurish Rage hurts her effectiveness in combat, she still packs one heck of a punch. This list has her listed with the new hoarfrost spell that we can safely assume will be in every list that has a wizard that can take it.

The interesting part about this list is the Incarnate that is bound to the contorted. Where typically your opponent wants her dead as soon as possible this becomes a little more problematic when doing so causes the incarnate to go wild. Which is already going to be doing well with the obvious rise in endless spells that we are going to be seeing in this new GHB. The issue with the incarnate is that you can not pick it up in one turn, you have to wait at least two combats to kill it and by that time it may have already caused too much damage to your army.

Now the third issue you have to deal with when going up against this list is the Glutos. Not only is he super tanky with the ability to heal a ton of wounds, he also scales in power as the turns progress. Gaining new abilities at the start of each turn alongside the ever growing abilities of the Slaanesh army the more depravity the army gains. The other issue with him is that he is a great support for any Slaanesh army as he gives a minus one to hit for any enemy 12 inches around him. Stack that with the -1 to hit caused by depravity not even All out attack can help you.

Then the ever faithful blissbarb archers. Even at MSU you’re still looking at 60 shots at a thirty inch threat range hitting on twos wounding on threes. These units will still punish an army and can cripple hammers giving the list the edge that it needs. You also have to worry about not getting caught up into glutos and the incarnate which allows two units to tank your main hammers while the archers chip away from afar.

Last but not least you have the twin souls that reduce the number of attacks that you can throw into this army, tag that alongside the potentially -2 to hit your not having fun as a melee army trying its best to chew through this list.

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Army Faction: Nighthaunt
Army Subfaction: The Emerald Host
– Grand Strategy: Dismantle the Brave

LEADER
1 x Guardian of Souls (150)*
– Chill Blade
– Spells: Hoarfrost
1 x Guardian of Souls (150)*
Chill Blade
– Spells: Merciless Blizzard
1 x Spirit Torment (120)**
General
– Command Traits: Ruler of the Spirit Hosts
1 x Spirit Torment (120)***
Artefacts: Beacon of Nagashizzar

BATTLELINE
10 x Chainrasps (100)**
10 x Chainrasps (100)**
6 x Spirit Hosts (260)**
20 x Grimghast Reapers (300)**

BEHEMOTH
1 x Black Coach (270)***
– Reaper Scythe

OTHER
2 x Chainghasts (90)***
10 x Dreadscythe Harridans (170)***
10 x Dreadscythe Harridans (170)***

CORE BATTALIONS:
*Andtorian Acolytes
**Battle Regiment
***Battle Regiment

TOTAL POINTS: (2000/2000)

Kel Pigg: Going into the new ghb with nighthaunt is something that should be applauded. While the army recently received some love in the form of some internal balancing that made some underutilized a touch cheaper the problem is that nighthaunt lost a lot going into this GHB. From the loss of galatian veterans in all forms, the recent arcane tome change, and even the loss of the previous ghb heroic action most players do not have a positive outlook going into this ghb. Michael here plans to prove that wrong!

His list follows a standard infantry hammer list that was common in the previous edition and has to make some concessions for the things we lost that I listed above. Using chainrasps and grimghast reapers Michael can get around needing galatian veterans and still fighting in two ranks. He also brings two units of harridans but they are left in 10 mans as it is still manageable to get that many into melee range using different methods. His big switch up here is bringing the black coach. A unit that nighthaunt players have all been dying to take off their shelf and put back onto their table it just now might be it’s time to shine. The black coach has dropped recently in points again but really it’s value to any nighthaunt list is in its tactic. It allows nighthaunt players to have one solid book tactic that they can rely on in any game and possibly one they could get on turn 1, albeit not the easiest turn 1 tactic.

2 spirit torments might be the standard for an infantry based nighthaunt list but 2 guardian of souls is something new. Likely a change to match the season the guardian of souls is the only nighthaunt wizard that isn’t unique, meaning he can get those juicy lore of frost spells, and that’s just what Michael did opting for hoarfrost and blizzard and hoping those primal dice will carry those spells home.

All in all the list is a modern ghb version of a recognizable nighthaunt standard and one we are likely to see other variations of. Only time will tell.

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Final Tournament Placings

Seraphon: Top Performing Lists Breakdown 23rd July 2023

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The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

QUICK LINK MENU

Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023.

SubfactionUsed at GT’sWin Rate
Fangs of Sotek2362.7%
Koatl’s Claw1039.4%
Dracothion’s Tail768.2%
Thunder Lizard245 0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 57%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Fangs of Sotek261211
Dracothion’s Tail021311
Koatl’s Claw0176
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Average Points Spending by Faction

SubfactionLdBLBhAOS
Fangs of Sotek1045545140145112
Koatl’s Claw4101060500
Dracothion’s Tail123534518075150
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Fangs of Sotek25
Koatl’s Claw11
Dracothion’s Tail25/6

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

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Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Fangs of Sotek (6 Lists)
10x Skinks (9)
5x Saurus Guard (8)
Lord Kroak (6)
Saurus Astrolith Bearer (6)
Skink Starmaster (6)
Slann Starmaster (6)
Malevolent Maelstrom (5)
5x Raptadon Chargers (4)
10x Saurus Warriors (3)
5x Hunters of Huanchi with Dartpipes (3)
Bastiladon with Ark of Sotek (2)
Dracothion’s Tail (2 Lists)
10x Skinks (3)
5x Saurus Guard (3)
Lord Kroak (2)
Saurus Astrolith Bearer (2)
Slann Starmaster (2)
Malevolent Maelstrom (2)
Bastiladon with Ark of Sotek (2)
Skink Oracle on Troglodon (2)
Aethervoid Pendulum (2)
Skink Starseer (1)
5x Raptadon Chargers (1)
Koatl’s Claw (1 List)
Bastiladon with Solar Engine (2)
Saurus Oldblood on Carnosaur (1)
Skink Starseer (1)
20x Saurus Warriors (1)
6x Aggradon Lancers (1)
9x Kroxigor (1)
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Top 3 Lists Articles Featuring Seraphon

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)

The London Open (UK)

Champion of Black Oil 3 (CZ)

Renegade of the Realms (UK)