This is the top three AoS lists for the Boise Cup 2024! that took place in the US on the 27th and 28th of July. It saw 34 players vying to be crowned champion in a 5-game tournament.
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The Top Three AoS Lists

Lumineth Realm-lords
Hurakan Temple
2000 Points
Drops: 3
Spell Lore – Lore of Hysh
Manifestation Lore – Morbid Conjuration
Regiments
General’s Regiment
Sevireth, Lord of the Seventh Wind (350 Points)
• General
Hurakan Spirit of the Wind (240 Points)
Hurakan Windchargers (340 Points)
• Reinforced
Regiment 1
Vanari Lord Regent (230 Points)
• Masterful Tactician
Vanari Auralan Wardens (140 Points)
Vanari Dawnriders (420 Points)
• Reinforced
Vanari Starshard Ballista (130 Points)
Regiment 2
Scinari Calligrave (150 Points)
• Silver Wand
Faction Terrain
Shrine Luminor
Jon Anderson: Good friend of mine Jarod Brown demonstrated why even if I never pick up the shiny elves again, they’re in good hands. His list is designed around the Hurakan Temple and demonstrates a healthy balance between ranged threat projection and melee anvil play. Coming in qtat 2000 points and 3 drops, it offers a well-rounded approach to the Boise Cup.
In the General’s Regiment we have Sevireth serving as the warmaster and right out the gate of fourth edition we see how Sev provides significant mobility and offensive capability. Despite the fact his movement was nerfed, he returns his powerful attacks and it makes him an effective isolated threat on the battlefield. But what’s better than one fox? Why not two? The Hurakan Spirit of the Wind complements Sevireth by adding more high throughput, in a small package and enhances the overall fluidity of your army allowing for dynamic repositioning and flanking opportunities. The Windchargers were reinforced which obviously boosts their total health pool and effectiveness, but I quite like having a single stack of 10 roos to act as a mobile missile platform to snipe out units reinforced with wards or bodyguards.
In his first regiment we have the Vanari Lord Regent with the Masterful Tactician trait. The VLR provides essential flexibility and enhances the Dawnriders to fully engage the nuclear option when the need arises. Jarod has an ever stalwart pack of Vanari Wardens which serve as a defensive lynchpin, and all around home plate defender.
Whoever it was at GW that goty email about trading one of my horcruxes for sparing my Vanari Dawnriders going into fourth edition, I’ll be sure to let you pick your item next time we meet. It’s rare that a scroll is debuted and universally praised as “one of the best cavalry options of all time”. I mean, these guys are up there with Living City Fulms, 2nd Ed eels, Primetime varanguard- it’s just the kind of rock you build your church on. High on the Dawnriders. Very high. I also can appreciate the inclusion of the Ballista. It’s nice of Alan to help move product that’s probably accumulated dust in GW warehouses.
Last but not least is our resident Manifestation machine, the calligrave. Rock solid choice, just a shame you have to be off in your own regiment.

Soulblight Gravelords
Deathmarch
2000 Points
Drops: 3
Spell Lore – Lore of Undeath
Manifestation Lore – Morbid Conjuration
Regiments
General’s Regiment
Belladamma Volga, First of the Vyrkos (230 Points)
• General
Grave Guard (300 Points)
• Reinforced
Torgillius the Chamberlain (180 Points)
Regiment 1
Necromancer (140 Points)
• Amulet of Screams
• Lash of the Sire
Dire Wolves (140 Points)
Dire Wolves (140 Points)
Dire Wolves (140 Points)
Regiments of Renown
The Summerking’s Entourage 700
Cryptguard
Morbheg Knights
Ushoran, Mortarch of Delusion
Connor Irwin: Thomas Guan is at it again with a new iteration of his winning Soulblight Gravelords list from Tacoma. Let’s break it down.
Starting at the bottom we see the Summerking’s Entourage. This is an interesting pick and adds a monster with serious punch, Wizard (2) and very powerful buffing synergies with Morbheg Knights and Cryptguard. Ushoran has his Epicenter of Delusion ability from his warscroll, which helps add to their effectiveness depending on the needs of the moment. He gets a 12″ aura of extra +1 attacks by default thanks to the RoR and comes equipped with a pair of powerful spells, Deranged Transformation and Glimpse of Delusion. The former is an excellent buff for either of his entourage and the latter is an awesome spell if an enemy beatstick is unlucky enough to be in combat range of something that the opponent would like to keep on the table. The cherry on top is the Shroudcage Fragment rampage, which lets Ushoran pick up to three enemies in combat and give them fight-last if he rolls over their control characteristic. While not great into monsters and control piece heroes, this ability is fantastic and is a force multiplier that plays nicely with the rest of the list. Add this to the command shenanigans from the Cryptguard and the punching power of the Knights and the value is clear.
Next we have the meat of the list and a familiar set of units: Belladama, Torgillius, a necromancer, 30 Direwolves and reinforce Grave Guard. The necromancer carries the Amulet of Screams Artefact and the Lash of the Sire Command Trait, which helps counter magic and pushes those slower units around. There are four casts between them, a couple excellent spells for control, damage and debuffing and a cheeky double activation. All this is designed to bog down the opponent in wounds, deny board position and primary control, and throw a zillion dice at problems until they’re not problems anymore. Almost forgot to mention the formation! Deathmarch adds rend to the Grave Guard when they charge, which plays nicely with whatever Honour Guard rule he decides to give them.
In a meta that is rapidly evolving into an arms race of reinforced cavalry this list takes a unique and technical approach that can find success in the hands of a skilled general. Congrats again to Thomas for an excellent showing. I look forward to seeing what he digs up for the next trip to the podium.

Grand Alliance Destruction
Gloomspite Gitz
Troggherd
2000 Points Limit
Drops: 2
Spell Lore – Lore of the Clammy Dank
Manifestation Lore – Dank Manifestations
Regiments
General’s Regiment
Skragrott, the Loonking (220)
• General
Dankhold Troggoth (180)
Fellwater Troggoths (180)
Gobbapalooza (150)
Rockgut Troggoths (340)
• Reinforced
Regiment 1
Trugg, the Troggoth King (360)
Dankhold Troggboss (220)
• Loontouched
• The Clammy Cowl
Rockgut Troggoths (170)
Rockgut Troggoths (170)
Faction Terrain
Bad Moon Loonshrine
Lodivicus: Lodi here, back with another Gitz commentary, this time with Russ Tanner’s 3rd place (4-1) finish. Congratulations Russ. The growing trend in Gitz right now is featuring Rockguts heavily and using the trio of Skragrott, Trugg, and a Dankhold Troggboss as your heroes. Russ’ build veers a little off of the path as it only features 12 Rockguts instead of the 18 (or more) we’re starting to see become more prevalent. Rather than rehash the part of the list we all know, let’s focus on what he did differently and how he spent the points.
There’s three main differences that jump out:
Dankhold Troggoth – The Dankhold Troggoth is a relatively hard-hitting monster with magical resistance, but his biggest boon is his Wade and Smash rampage ability. In any combat phase, if he’s in combat, he can move 6” as long as he stays in combat. Then he rolls a d3 and on a 2+, does that amount of mortals to an enemy within 1”. The important part here is the movement and positioning advantages, often allowing him the flexibility to pick and choose the combats he would like to be in.
Fellwater Troggoths – The Fellwater Troggoths are known for their Noxious Vomit ranged attack (and passive ability). The ranged attack itself is quite short-range and somewhat variable in its reliability, but if you allocate any damage points to an enemy unit, then the passive ability kicks in. This is what you take them for! -1 to the enemy’s save rolls and ignoring positive modifiers to that unit. This can allow your Rockguts to crack some serious saves!
Gobbapalooza – The Gobbapalooza have so much going for them. They are a pretty easy inclusion in any Gitz list. Wizard (1) with 15 health and a ward (which varies from 4+ to 6+ depending on battle round) is excellent for 150 points in AoS Fourth Edition. They aren’t unique, don’t take a hero slot in your regiments, can cover a massive area with the Sneaky Distraction spell, and can count up to 13 points on an objective (when under the Moon). It’s just a really amazing toolbox unit. But if that wasn’t enough, the gravy is their Know-Wotz abilities, which are all great support abilities. On a 3+, you can choose between +1 to run/charge to a friendly unit, +1 to your rend characteristic of a friendly unit, or making a visible enemy unit within 12” unable to use commands. All excellent in the right circumstances, with the biggest downside being needing to roll that 3+.
The list is a bit less tanky/grindy than the more prevalent ‘moar Rockguts’ style lists but makes up for it in flexibility/versatility. This is the type of list that both newer and experienced Trogg players can enjoy as it offers a little bit of everything!

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Final Tournament Placings







