This is the top three AoS lists for Summergeddon Super Squad Series that took place in the US on the 21st and 22nd of June. It saw 64 players in 8 teams vying to be crowned champion in a 5-game tournament.
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The Top Three AoS Lists

Cities of Sigmar
Veteran Cannoneers
General’s Handbook 2025-26
Drops: 5
Spell Lore – Spells of the Collegiate Arcane
Prayer Lore – Scriptures of Sigmar
Manifestation Lore – Aetherwrought Machineries
Battle Tactic Cards: Intercept and Recover, Master The Paths
General’s Regiment
Scourge of Ghyran Pontifex Zenestra, Matriarch of the Great Wheel (250)
• General
Freeguild Cavaliers (300)
• Reinforced
Regiment 1
Battlemage on Celestial Hurricanum (220)
• Cosmopolitan Leader
Wildercorps Hunters (100)
Wildercorps Hunters (100)
Regiment 2
Callis and Toll (210)
Toll’s Companions (0)
Regiment 3
Freeguild Marshal and Relic Envoy (90)
• Brazier of Holy Flame
• 1x Heirloom Warhammer
Freeguild Command Corps (140)
Freeguild Command Corps (140)
Regiment 4
Fusil-Major on Ogor Warhulk (140)
Ironweld Great Cannon (100)
Ironweld Great Cannon (100)
Ironweld Great Cannon (100)
Cody Gilman: I brought a slightly more defensive focused version of the increasingly infamous cannon list as it fit my playstyle a bit better. The Veteran Cannoneers battle formation allows up to three cannons to reroll a hit, wound, or damage roll, which makes them extremely consistent, especially when paired with a Fusil-Major on Warhulk. The rest of the army is about what you would expect, double Command Corp with a foot Marshal, 10 Cavaliers, Callis and Toll, and Pontifex Zenestra. The Battlemage on Celestial Hurricanum and double Wildercorp Hunters are what I consider to be the defensive aspect of this list. The Hurricanum provides +1 to hit and wound to units around it thanks to its Portents of Battle ability and its Heroic Trait Cosmopolitan Leader. The Wildercorp are an extremely versatile unit that fills in many gaps in this list. Their ranged weapons are perfect for clearing chaff units or finishing off the cannons’ target, and the pregame move can help create space versus some of the more aggressive opponents.
As far as the tournament itself, being a five drop often means going first. To many people, it sounds rough, but it allows me an opportunity to get my buffs up and potentially pick off a unit using a combination of Cannons, Wildercorp, and Cavaliers. Many believe that the new obscuring rules would hurt shooting, but from personal experience, my opponents can’t keep everything obscured, and many armies still want to bring their big, scary monsters. The list plays as one big moving castle that sends pieces out and then recalls them with Zenestra. It focuses on a battle of attrition with consistent ranged and melee damage coupled with deceptively tanky units due to their easy access to a 5+ ward thanks to Hold the Line.

Grand Alliance Chaos | Hedonites of Slaanesh | Epicurean Revellers
General’s Handbook 2025-26
Drops: 4
Spell Lore – Lore of Extravagance
Manifestation Lore – Manifestations of Depravity
Battle Tactics Cards: Master The Paths and Restless Energy
—–
General’s Regiment
Synessa, the Voice of Slaanesh (210)
• General
Daemonettes (200)
• Reinforced
—
Regiment 1
Keeper of Secrets (440)
• Into the Fray
• Pendant of Slaanesh
Daemonettes (200)
• Reinforced
Fiends (150)
—
Regiment 2
Shalaxi Helbane (460)
Seekers (140)
—
Regiment 3
Dexcessa, the Talon of Slaanesh (180)
—–
Faction Terrain
Fane of Slaanesh
Jake Bentrup: This is a list I’ve been running for most of the 4th edition to a fair amount of success. It’s full of tools and tricks and has a surprising amount of punch. Every unit is a threat in its own way, so even after losing “key pieces” I usually still feel in the game. The general game-plan is to send Shalaxi screaming down the battlefield with euphoric and whatever juice fits the target. The keeper and fiends post up in the middle and set up for turn 2. Turn 2 is typically the all in turn where I try and slam everyone into big targets and lift a lot of problems. As for tactics, I took restless energy because I find myself on my opponent’s side of the table anyway, most games. Master the paths has worked out because usually Shalaxi can pick up a hero early on and the army is fast enough the rest usually just falls into place.
Looking at my units, Shalaxi is a huge distraction piece and beatstick, with tech added on. Ideally there’s a hero out on a flank she can pick up. While she’s out hunting, the seekers grab an objective and try to get in position to be a backline harasser or sacrificial screen.
Keeper can absolutely wreck units and is pretty tanky healing any turn she takes damage.
No one respects daemonettes, Dexcessa, and Synessa, so I usually catch my opponent off guard. Dexcessa makes daemonettes even more lethal.
Daemonettes fighting twice from Shalaxi with 81 attacks if Dex charged with them is usually enough to remove or at least cripple threats. Especially if I can get them +1 to wound or crit mortal. Synessa’s control buff has won me games, and it’s funny when a single daemonette steals an objective from a monster. Synessa can flex to a flank or stay midline depending on the matchup, but ideally, she’s in a position to boost or drop a unit’s control score to grab me objectives.
Last are the spells, fiends, and seekers. Two forms of fight last (dreadful visage and fiends), and possible fight first from into the fray on the keeper means I can usually pick a few of my engagements before the opponent really has a choice. Fiends make charging into my keeper dangerous. And seekers can put out a surprising amount of damage with crit mortals.

Grand Alliance Chaos | Blades of Khorne | Khornate Legion
General’s Handbook 2025-26
Drops: 3
Prayer Lore – Gifts of the Blood God
Manifestation Lore – Judgements of Khorne
Battle Tactics Cards: Intercept and Recover and Restless Energy
—–
General’s Regiment
Wrath of Khorne Bloodthirster (400)
• General
Bloodthirster of Insensate Rage (460)
—
Regiment 1
Slaughterpriest (160)
—
Regiment 2
Wrath of Khorne Bloodthirster (400)
Bloodthirster of Unfettered Fury (450)
• Favoured of Khorne
• Ar’gath, The King of Blades
Skulltaker (130)
—–
Faction Terrain
Skull Altar
Dylan Gill: This list is the full 4.5 bloodthirster special. As a 6 model army, you’re operating as a very fast glass cannon list. Aside from the 1 slaughterpriest at the back to chant for bloodtithe, this is very much a full send list where you get all 4 of your bloodthirsters stuck in immediately. Murderlust and the 3d6 charge from the bloodthirster of unfettered fury can help close the gap, but I was fortunate enough to win the roll off for priority all 5 rounds- allowing me to force my opponent to come to me.
Looking at tactics, restless energy, and intercept and recover were clearly the choices. This list wants to send everything in, so stealing opponents’ objectives is already built into the game plan. And thanks to Slaughter Triumphant, you can respawn a bloodthirster on an unprotected objective if the game ends up swinging to your side of the board.
One of the nice things about this list is that there is no real setup required – no buff stacking or aura manoeuvring. Each bloodthirster can operate as its own unit, and with their unmatched speed, you can usually catch their target of choice. And ultimately speed is the name of the game- bloodthirster simply do not have the durability to outlast most armies in the game, so you need to charge in hard and fast to finish the job before they all get lifted. No matter what, this list plays hard and fast, and you often end games in under 1 hour.

Slaves to Darkness
Godswrath Warband
General’s Handbook 2025-26
Drops: 1
Manifestation Lore – Forbidden Power
Battle Tactic Cards: Master The Paths, Intercept and Recover
General’s Regiment
Be’lakor, the Dark Master (460)
• General
Chaos Chosen (560)
• Reinforced
• The Dread Banner
Chaos Lord (120)
• Amulet of Chaos
• Radiance of Dark Glory
Darkoath Fellriders (150)
• 1x Marauder Javelin
Varanguard (680)
• Reinforced
Faction Terrain
Nexus Chaotica
Daniel Patterson: This is the classic Belakor 1-drop. Due to the Dark Radiance heroic trait (heal allied units within 12″ every hero phase 1hp/3hp for monsters on 3+) and the Forbidden Power Manifestations (bridge to teleport outside of 9″) now costing 20 points each, I had to drop the MSU Chaos Warriors for Fellriders but it is still essentially the same list that has been popular during 4th edition. You bring two mega-hammers (Reinforced Varanguard and Chaos Chosen) with fight-twice and threaten to end the game with a double turn ever turn after you have sent it. I am bringing the Dread Banner on my Chaos Chosen to deny crucial All-Out-Defense and Power-Through commands, along with a Chaos Lord to fight in tandem with the Chaos Chosen and give (+1 to Wound) for both activations! Things have gotten trickier now with the Slaanesh mark nerf, but you can still get a true 3D6 charge on one unit from the STD spell lore, Khorne mark your mega-hammer, then bridge in and delete stuff. Luckily, when it mattered, my crucial casts and charge rolls came through!
Usually, you are giving the turn at the start of the game and waiting for an opening, threatening a crucial double turn. With the new once per game priority, reroll if you are more drops than your opponent, though. The double turn pay-off happens less often now. I threatened 3 double turns this GT and lost them all after the opponent rerolled… In R5, I had an epic rematch against the same local KO player I played two months ago in R5 of another GT for 5-0. I knew my opponent was Alpha-Charging people off the table with two Arkanaut Frigate’s “Assault Boat” abilities, letting all of his melee threats Strike-First in his turn. This is something even Belakor’s “Deadly Trap” Strike-First on a (4+) in the opponents turn can’t threaten to beat. Last time, I beat this by Alpha-Charging him first, charging his much more fragile melee units before they could charge me. He didn’t offer the same opportunity this time, however, and deployed one boat in the sky. This meant I had to castle up and counter punch. His initial Alpha-Charge killed 5 Chosen and left Bealkor on a wound, as he had to put some attacks into my terrain feature he connected his deep strike charge into. Luckily, my clap back did more! We ended 65-64 in a close game down to the last turn as his final frigate fought three of my wounded remaining units for points!
Final Tournament Placings
Team Placings

Player Placings






You can watch all the rounds for Summergeddon Super Squad Series at: https://youtube.com/playlist?list=PLjrsmqLpL6-Q6qcUFhswEZp2pDGPgbysR&si=EKjuB_ekNZjclgR-