This is the top three AoS lists for Southern Fried Sigmar GT that took place in the US on the 20th and 21st of July. It saw 50 players vying to be crowned champion in a 5-game tournament.
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The Top Three AoS Lists

Ogor Mawtribes
Prophets of the Gulping God
2000 Points
Drops: 3
Spell Lore – Lore of Maw-magic
Prayer Lore – Everwinter Prayers
Manifestation Lore – Krondspine Incarnate
Regiments
General’s Regiment
Butcher (140 Points)
• General
Ironguts (480 Points)
• Reinforced
Regiment 1
Slaughtermaster (130 Points)
Ogor Gluttons (220 Points)
Ogor Gluttons (220 Points)
Ogor Gluttons (220 Points)
Regiment 2
Tyrant (180 Points)
• The Fang of Ghur
• Touched by the Everwinter
Frost Sabres (70 Points)
Frost Sabres (70 Points)
Gorger Mawpack (260 Points)
Faction Terrain
Great Mawpot
Carson Whitlock: Looks like Gutbusters are entering this edition with a bang! We see no less than 18 Gluttons, which form an excellent juicy core to the Filet Mignon that is this list. Each of these groups of 6 is capable of bullying enemies off points, spiking down any chaff or non-anvils it encounters, and getting into a serious grind against enemies with good saves. Then, when there’s something Gluttons can’t quite crack, it’s down to the Ironguts… 8 of them with the potential to get up to 5 attacks each via a spell, and the slaughtermaster’s ability will shred pretty much anything it touches before even needing to fight twice. Having the Ironguts in the general’s regiment gives your most powerful hammer access to the “Honour Guard” rule, which means they can be getting up to rend -3, hitting more reliably, or reducing enemy attacks when hugging the butcher.
The butcher exists both to give run + charge to all the dads and cast some spells at a +1 via Prophets of the Gulping God. Speaking of, Krondspine will be entering on a 7 as opposed to 8 for the same reason! If the Slaughtermaster isn’t handing out +1 attack, he’ll definitely be giving units of 24-32 wounds a 5+ ward, which creates a serious problem for most hammers to properly get through.
2 units of Frost Sabres make turn 1 tactics a breeze with their 9″ move and inability to be shot when islolated near terrain, and Gorgers can be snagging a cheeky “Take Their Land” on the turn they come down (assuming they aren’t being torpedoed into your opponent’s backline).
Lastly, we see the Tyrant included to get access to said Frost Sabres, but also to act as a soft hammer that can be powering up a D3x2 pulverizing hailstorm late in the game. Against shooting armies, the ability to make some terrain obscuring is nice too!
Overall, this list will overwhelm most opponents with pure speed, wound density, and massive damage output. Congrats to Tommy on the 5-0!

Ogor Mawtribes
Prophets of the Gulping God
2000 Points
Drops: 4
Spell Lore – Lore of Maw-magic
Manifestation Lore – Morbid Conjuration
Regiments
General’s Regiment
Slaughtermaster (130 Points)
• General
• Gruesome Trophies
Ogor Gluttons (440 Points)
• Reinforced
Regiment 1
Butcher (140 Points)
Ogor Gluttons (440 Points)
• Reinforced
Regiment 2
Slaughtermaster (130 Points)
Ogor Gluttons (440 Points)
• Reinforced
Regiment 3
Icebrow Hunter (130 Points)
• Touched by the Everwinter
Frost Sabres (70 Points)
Frost Sabres (70 Points)
Faction Terrain
Great Mawpot
Carson Whitlock: Could I interest you in some potatoes with your meat, sir? There isn’t much that can deal with 144 wounds of pure GLUTTON. Very few things in the game will be able to withstand the 49 rend -1 damage 2 attacks each of these 3 core units will be dishing out, let alone when one of them can be at an additional rend via the “Honour Guard” rule. We have our obligatory Butcher + Slaughtermaster in Prophets of the Gulping God for giving out some reliable buffs (including run and charge), and to ensure that all those lovely spells in Morbid Conjurations mess with the opponent’s plans.
The Slaughtermaster is carrying around the “Gruesome Trophies” Artefact, which grants +1 to hit to your units wholly within 12″ against heroes and monsters. 3s and 2s baby! Lastly, we have an Icebrow hunter bringing along some Frost Tactics- I mean Frost Sabres to get an easy Take the Flanks, and possibly Take their Land later on. The Hunter, being a priest via the “Touched by the Everwinter” trait, will also be charging up a big mortal wound bomb with Pulvierizing Hailstorm.
Great showing, Mike! If there’s anything that can cause a wall of meat to draw, it’s a wall of spicy dwarves.

Grand Alliance Chaos
Slaves to Darkness
Godswrath Warband
2000 Points Limit
Drops: 3
Spell Lore – Lore of the Damned
Manifestation Lore – Morbid Conjuration
Regiments
General’s Regiment
Be’lakor, the Dark Master (410)
• General
Varanguard (620)
• Reinforced
• 1x Nurgle
Regiment 1
Daemon Prince (280)
• Radiance of Dark Glory
• The Conqueror’s Crown
• 1x Wings
• 1x Nurgle
Darkoath Fellriders (150)
• 1x Marauder Javelin
Faction Terrain
Nexus Chaotica
Regiments of Renown
Phulgoth’s Shudderhood (540)
Harbinger of Decay
Pusgoyle Blightlords
Putrid Blightkings
Roland Rivera: This list went in a very interesting direction in that it went for 3 regiments (not very common in Slaves to Darkness), took a Regiment of Renown (also not very common), and ran two of the more expensive Heroes in the roster in Be’lakor and the Daemon Prince.
Be’lakor is the star of this list in my opinion, as his Dark Master ability helps you manage your opponent’s key units and being a double caster with a strong spell allow you to compete in the magic game. His Spring the Trap ability to potentially make himself and the Varanguard strike first on your opponent’s turn is extra important in this list, since the Varanguard are your only real combat unit.
The Daemon Prince is also a potent support piece, as he can buff any unit in your army via his Ruinous Favour ability, brings a 12″ healing bubble in the Radiance of Dark Glory, and has a capture debuff against opposing infantry in The Conqueror’s Crown.
The Regiment of Renown chosen by this list is Phulgoth’s Shudderhood, which I think is one of the better ones. All of the units in it are formidable defensively, the Harbinger is a Priest that can banish manifestations, it has an excellent Regiment ability in -1 to hit, and you get them all at a relative discount than you would if you had direct access to them. It’s the solid, defensive center this army needs.
All in all, this list is a bit unusual compared to the early consensus for Slaves to Darkness listbuilding, but it’s clearly not being held back by that.

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Grand Alliance Order
Cities of Sigmar
Collegiate Arcane Expedition
2000 Points Limit
Drops: 4
Manifestation Lore – Primal Energy
Regiments
General’s Regiment
Warden King (150)
• General
Hammerers (300)
• Reinforced
Regiment 1
Sorceress (120)
Dark Riders (150)
Dark Riders (150)
Dark Riders (150)
Regiment 2
Battlemage on Griffon (280)
• Grizzled Veteran
Regiment 3
Runelord (120)
• Brazier of Holy Flame
Hammerers (300)
• Reinforced
Ironbreakers (260)
• Reinforced
Fish: I am really excited to talk about this list so let’s get into it.
I love Dawi, Dwarfs, and Duardin. Whatever you want to call ‘em. This list really shows off the power that they can have, with some really necessary support from other cities units. A list that is both narratively nice and very competitive based on Barton’s 4-1 result.
Battle Formation: Collegiate Arcane Expedition
+1 to cast on your wizards, it’s a really good buff to an army with a very small number of casts. Additionally none of the other formations give a great buff to this army, no shooting to buff with ironweld nothing to fortify with defenders the only one that may be good otherwise is crusade allowing you to move your duardin into place a bit better on a 6” rather than a 4” in the first battle round.
Hammerers: The core of this list is focused around the reinforced blocks of Hammerers. Hammerers are 3+ save bodies (like all real Dawi) with an innate 5+ ward when wholly within combat range with a Duardin infantry hero, further increasing their durability is the access to -1 to wound and possibility of +1 to save prayer from a rune lord in addition to the fights last -1 to hit order hold the line if you know you would be fighting after the enemy anyway. That’s JUST the defensive profile btw and it’s just icing on the top since damage is why you are taking these stocky lads. Each model is 2 attacks on 4+/3+ 1 rend and a big damage 2, this goes up to three attacks a piece on the charge with the “Strike Them Down”. The layered buffs you can add are varied and many, starting with the Warden king he can give every Duardin unit in an army +1 to wound against a single unit in your opponents army, as well as being able to activate a unit of Duardin right after he fights. The runelord gives access to his warscroll prayer giving an additional rend to a unit’s melee weapons until your next turn. So to wrap up, if you play your cards right a reinforced unit of Hammerers will be putting out 60 3+/2+ rend 2 damage 2 on the charge into your opponent’s most dangerous unit. BONK. The one downside of this unit is mortals absolutely tear through it, so keep your unbinds close.
Ironbreakers: These guys exist solely to be your anvil on the mid board. The same prayer that gives them durability coming out of the runelord in addition to getting a 4+ ward with hold the line instead of a 5+ that other units receive. Twenty wounds at -1 to hit, -1 to wound, +1 to save (for a 2+ save pre-rend), and a 4+ ward in combat. Two issues present themselves besides the slowness of a 4” move. 1) The ward is only available in combat and gives fight last, so mortals in the hero phase and shooting have the possibility of massively reducing this unit. 2) With only 1 runelord you are choosing where to apply your prayers since you will be needing to bank ritual points to access the best durability turns on these guys, but I will say with volume of attacks the hammerers don’t always need the additional rend. With the extra casting in this list there is also the chance that whatever is hitting them is -1 attacks as well.
Warden King: He is here to buff Hammerers as explained above, He is fairly tough and can deal some good damage himself.
Runelord: He not only gives all the great durability buffs above, but he also gives you access to another unbind to assist in keeping your mortal wound vulnerable Dawi alive. He is equipped with the Brazier of the Holy Flame Artefact further increasing durability by bringing back D3 units to a friendly infantry unit wholly within 12” and not in combat at the end of ANY turn.
Battlemage on griffon: A fast, fairly durable (with Grizzled Veteran making it so you can only be hit on 4+), reasonably fighty one cast wizard. He is here to get the buff from the battle formation of plus 1 to cast on his one cast as well. Good for scoring, killing weak units, and monster hunting with its ranged attack being anti-monster.
Sorceress: A power level one wizard that can get up to + 2 to cast with her cruel sacrifice ability and battle formation. Importantly besides her casting ability she is a cheap way to get access to Dark riders in a regiment.
Dark Riders: These guys are here to score, they move 12″, have decent shooting and melee on the charge for the price, and can disengage if they are in combat at the end of the turn.
Overall Thoughts: A great list that relies on smart position and choosing your buffs carefully, I encourage any cities players to put some Dawi on the field and experience it for yourself. Do your best to make sure that you are having Hammerers Charge and not be Charged and that you prepare for the turns you will need durability or damage output respectively from your runelord and BEWARE mortals. One note for perspectives trying this list, the sorceress needs an Aelf unit to stand by her each turn to access her +1 to cast swapping a unit of dark riders for black guard or another Aelf infantry unit will likely increase her value over the course of the game as they don’t need to be running around the board like dark riders and you lose far less if the 4+ model is slain goes off on cruel sacrifice, losing a one wound model rather than a huge three wound model.
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