Top Three AoS Lists for the Warhammex GT Open 2025

This is the top three Warhammex GT Open 2025 that took place in Mexico on the 6th and 7th December. It saw 30 players vying to be crowned champion in a 5-game tournament.

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The Top Three AoS Lists

Stormcast Eternals
Thunderhead Host
General’s Handbook 2025-26
Drops: 2
Prayer Lore – Prayers of the Stormhosts
Battle Tactics Cards: Restless Energy and Scouting Force


General’s Regiment
Tornus the Redeemed (150)
• General
Questor Soulsworn (200)
Questor Soulsworn (200)
Vanguard-Raptors with Longstrike Crossbows (400)
Reinforced
Vanguard-Palladors with Starstrike Javelins (480)
Reinforced

Regiment 1
Knight-Relictor (120)
Beacon of Azyr
• Legendary Tenacity

Liberators (90)
Questor Soulsworn (200)
Vigilors (140)

Stormreach Portal (20)

Eduardo Rodríguez: The list combines the melee damage and durability from the Questor Soulsworn with the range threat from the raptors and the Vanguard Palladors with javelins that can shoot, charge and then shoot again.

The list tries to be a super mobile list always threatening the opponent back line, objectives, and key pieces. The Beacon of Azyr allows this list to use the concept of recycling, depending on the circumstance of each game this could be applied to either the Palladors or the raptors, going all in with them to deal a lot of damage, and then automatically translocating one of the units back to safety. It also has many scout units that can teleport to help with the battle tactic game.

The list struggles with obscuring, as the main damage output comes from shooting, this is even more noticeable with all melee/cavalry armies and certain battle plans. And is also a list that has troubles with high armor saves, as it will only depend on the rend 2 of the raptors, and the rend 1 of the other units. It is an amazing list against big monsters and against armies that cannot split their forces around to gain board control. The Knight Relictor ability to reduce the ward save of a unit within 12” posts a big threat to any unit that depends on it, while the questor units can be tanky if they reach their questmarked objective. Selecting the questmarked objective after deploying can also be strategically used to force wrong decisions on the opponent. Overall, the great mobility helps score and do tactics and it can be very threatening against flying armies and big monsters.

Hedonites of Slaanesh
Invaders
General’s Handbook 2025-26
Drops: 2
Spell Lore – Lore of Extravagance
Manifestation Lore – Manifestations of Depravity
Battle Tactic Cards: Restless Energy, Intercept and Recover

General’s Regiment
Glutos Orscollion, Lord of Gluttony (440)
General
Blissbarb Archers (300)
Reinforced
Scourge of Ghyran Slaangor Fiendbloods (300)
Reinforced
Scourge of Ghyran Slaangor Fiendbloods (300)
Reinforced

Regiment 1
Shardspeaker of Slaanesh (130)
• Icon of Infinite Excess
• Celebrity Warlord
Myrmidesh Painbringers (110)
Symbaresh Twinsouls (120)


Regiment 2
Sigvald, Prince of Slaanesh (190)
Myrmidesh Painbringers (110)


Faction Terrain
Fane of Slaanesh

Skaven
Thanquol’s Mutated Menagerie
Army of Renown
General’s Handbook 2025-26
Drops:
2
Spell Lore –
Thanquol’s Mutated Menagerie Spell Lore
Manifestation Lore –
Thanquol’s Mutated Menagerie Manifestation Lore
Battle Tactic Cards:
Restless Energy, Wrathful Cycles

General’s Regiment
Thanquol on Boneripper (360)

• General
Hell Pit Abomination (200)
Hell Pit Abomination (200)
Stormfiends (500)

• Reinforced
• 2x Doomflayer Gauntlets
• 2x Clubbing Blows and Warpfire Projectors
• 2x Grinderfists

Regiment 1
Master Moulder (80)
• Pack Tactics
• Warpstone Innards
Hell Pit Abomination (200)
Hell Pit Abomination (200)
Scourge of Ghyran Brood Terror (240)

Daniel Islas: More, More Mutation = More, More Fun!

The idea for the list was born the way the best Skaven craziness is born between smoke, dice, and betraying my own convictions. I’d been playing Magmadroths in earlier tournaments, but deep down I knew my heart – and my treachery – belonged to the rats. One day, reading comments, I saw someone mention that Thanquol’s army of renown was super fun and that… you could give ward to Stormfiends! In that moment I only thought: “say no more.” The decision was made.

The rules that made me say “this might actually work” were basically two pillars:

1. More, More Mutation, the subfaction rule that lets you mutate one unit in each of your hero phases:

    * +2″ to movement

    * +2 to the Wounds characteristic

    * And most importantly, a 5+ ward

This rule turns a normal unit into a little lump of meat, bone, and bad intentions.

2. The two Monstrous Rampages that let you gain strike-first with a monster… but at the end of the turn, it dies. These are designed 100% for the Hellpit Abominations: combined with their Too Horrible to Die rule, they might not actually die… or they might explode dealing 2D3 mortals to each unit in combat range. A proper Skaven tactical suicide.

The limited units and mobility in this list mean your decisions heavily shape the game.  Each Hellpit is an incredibly valuable resource:

* Not all of them will get the mutation, so, some will be much more fragile than others.

* You can’t get emotionally attached: they’re going to die. The real question is how, and in exchange for what.

You need to learn to manage them:

* Accept that a Hellpit dies if it means taking out a key enemy piece or tying up a very strong unit for an extra turn.

* Know when to mutate which unit:

    * Sometimes you’ll need to tank a brutal charge.

    * Other times you’ll need to turn a Hellpit into a living missile.

And this is where Skaven math gets delicious: with a 5+ ward, 16 wounds, and healing D6 wounds at the end of each turn, a mutated Hellpit is surprisingly tanky. If the dice cooperates, it feels immortal. On top of that, it hits pretty hard, especially into infantry, with that -3 rend that makes almost any armor sweat.

And then there are them… the true warp-favored cousins: the Stormfiends.

When you mutate them, they become a force of nature:

* Relatively fast.

* Extremely hard to kill, especially if you’ve got one or two Master Moulders nearby, pushing them and shouting “motivational” (probably threatening) lines.

In my experience with these games, mutation wasn’t always required, as they often fulfilled their purpose simply by being present.

* They work perfectly as attention magnets: if your opponent focuses on them, they’re basically punching a living wall.

* If they ignore them… poor them: Stormfiends do not forgive.

But when I was facing very fast armies with a brutal alpha strike – like Idoneth – I didn’t hesitate early mutation on the Stormfiends. That gives them the extra speed and resilience they need to take that initial punch and still remain a real threat on the table.

And lastly, let’s not forget about Thanquol and the Brood Terror of Ghyran – the sinister “support package” that holds the whole nightmare together.

Thanquol brings pure control to the table. His spell that denies the use of commands can completely shut down an opponent’s plan at the worst possible moment for them: no All-out Defense, no Inspiring Presence, no cheeky redeploys – just raw panic. On top of that, being able to pass wounds off to the monsters on a 4+, and then watching those monsters casually heal D6 wounds, feels absolutely criminal. Your opponent thinks they’re finally grinding something down… and then the green tide of Ghyran energy just knits it all back together. Pretty sweet.

And then there’s the Brood Terror, lurking behind the lines like a living artillery platform. Its shooting profile is downright scary – swingy and random, sure, but that’s the Skaven way, and we take what we can get! The real gem is its +1 to Hit aura for the Hellcats, which is insanely valuable. It turns them from “dangerous” into “this needs to die now” in your opponent’s eyes. But that buff only matters if you position him smartly: close enough to juice your key threats, safe enough not to get snipped off the board. Play him well, and the Brood Terror isn’t just another monster – it’s the dark heart of your battle line, quietly making everything around it so much deadlier.

In the end, playing this list is a constant dance between risk and reward, between sacrificing just enough and mutating at the perfect moment. Every Hellpit launched to its doom, every Stormfiend juiced to the max, every decision of “this unit lives, this unit explodes” … it all adds up to the experience.

Because that’s the heart of this army of renown:

More mutation, more chaos, more rats on the edge of self-destruction… and of course:

More More Mutation = More More Fun!

Final Tournament Placings

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