Top Three AoS Lists for the 2026 Vienna Summer Tabletop Major AoS Singles

This is the top three AoS lists for the 2026 Vienna Summer Tabletop Major AoS Singles that took place in Austria between the 11th and 12th of 2026. It saw 41 players in an invitational format vying to be crowned champion in a 5-game tournament.

Before we jump into the Top Three AoS Lists, I want to invite 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

Kruleboyz
Kruleboyz Klaw
General’s Handbook 2026-27
Drops: 4
Spell Lore – Lore of the Swamp
Manifestation Lore – Manifestations of Gorkamorka
Battle Tactics Cards: Blazing Onslaught and Burning for Vengeance


General’s Regiment
Gobsprakk, the Mouth of Mork (240)

• General
Beast-skewer Killbow (130)
Beast-skewer Killbow (130)
Kruleboyz Monsta-killaz (120)
Murknob with Belcha-banna (80)


Regiment 1
Kragnos, the End of Empires (580)
Gutrippaz (300)

• Reinforced


Regiment 2
Killaboss on Great Gnashtoof (130)

• Slippery Skumbag
• Eye-biter Ash


Regiment 3
Swampboss Skumdrekk (150)
Hobgrot Slittaz (140)

• Reinforced


Faction Terrain
Skaregob Totem

Connor Irwin: Kruleboyz creep out of the muck and into the fire with a wide array of successful lists hitting the GT scene. Generals are eager to flex those updated battle traits, warscrolls and seasonal rules, and collectively power through the loss of ghyran’s Swamphorde Bullies formation. Let’s break down Marcel’s list.

Who says obscuring terrain is in the rearview? Marcel opted for the Klaw formation, giving his units wholly within 3″ or terrain obscuring against enemies >12″ away. In practical terms, this means he can enjoy some protection against longer range shooting from things like cogforts, hell batteries and longstrikes on his own artillery and whatever else he can squeeze within 3″. He took blazing and burning tactics, leaning into his ability to pick a monsters off at a safe distance and teleport units onto distant terrain if it’s left undefended.

Diving into the regiments, Gobsprakk is back from his post- Ghur sabbatical and is priced efficiently for how impactful he can be into enemy wizards. He now can roll 3d6 for an unbind once per turn and do d6 mortals to the caster he succeeds with a 10+. This ability forces foot wizards to think twice before touching their spell lores across a vast area of the table, made even more dangerous if Gobby makes it to a Place of Power for a casting bonus. The rest of the regiment sports two killbows for the aforementioned long range antimonster tech, an always efficient unit of monsta-killaz and the designated skaregob totem tennant, the murknob.

Regiment 1 sports kragnos and a reinforced unit of gutrippas, a good hammer/anvil combo.

Regiments 2 and 3 are where things get really spicy. Marcel brings the OG Gnashtoof with slippery skumbag and eye-biter ash enhancements. This tech piece can do something most destruction generals covet above all else, +1 to hit in combat. His 12″ aura turns on when he contests an objective he doesn’t control so the play here is to bounce him from enemy objective to objective keeping close to kraggy to allow big guy to safely use aod or power through and still have a very accurate attack profile, even when using Eruption of Fury. The enhancements on the Gnashtoof increase his longevity to do this trick as long as possible.

Lastly we get to Skumdrekk and his 20 hobgrots. This combo plays into fugitive hunting well getting +1 to wound into a single unit all game and presenting a low profile and cheap alternative to gutrippas. Hobgrots are cheap enough at 140 points for a reinforced unit that their possible impact vastly outpaces their price tag. They die to a stiff breeze, but with all the other threats on the table prioritizing them is probably not something your opponent will do until it’s too late. While wholly within 12″ of skumdrekk hobgrots get crit mortals, and can add venom encrusted weapons to make them land on a 5+. Admittedly, that’s similar to your gutrippas on damage and slightly worse on durability, but with better OC, a 3+ power through to escape prolonged combats, and a more efficient sludgeraker in skumdrekk. I’m curious how effective Marcel found them and if he’d run them again. Congratulations to Marcel on an excellent showing.

Blades of Khorne
Khornate Legion
Drops: 2
Wounds: 194
Battle Tactic Cards: Siege of Ashes, Burning for Vengeance


General’s Regiment
Wrath of Khorne Bloodthirster (400)

FRENZIED TASKMASTER
AR’GATH, THE KING OF BLADES
* General
Bloodletters (300)

BRASS FLESH (20)
* Reinforced
Bloodletters (300)

* Reinforced
Bloodletters (300)

* Reinforced


Regiment 1
Bloodstoker (100)
Skullreapers (340)

* Reinforced
Wrathmongers (130)
Claws of Karanak (100)


Faction Terrain
Skull Altar

Luis Mendoza (Warhammex): Congratulations to Kamil on an outstanding 4–1 finish! This list showcases the strength of Khornate Legion, combining Daemon and Bloodbound units into a highly synergistic combat engine where layered buffs translate into exceptional melee output backed by an impressive 194 Health Points.

The list is led by the Wrath of Khorne Bloodthirster, whose ability to grant +1 Attack to a friendly Daemon unit makes the reinforced Bloodletters even more dangerous. Equipped with Frenzied Taskmaster and Ar’gath, the King of Blades, he also extends the threat range of nearby infantry while becoming an excellent hero hunter by preventing enemy Heroes from making ward rolls in combat.

Supporting him, the Bloodstoker increases the mobility of the army’s Bloodbound units, pairing perfectly with the reinforced Skullreapers, the list’s primary hammer. Nearby Wrathmongers further amplify their offensive output, creating a devastating melee package capable of overwhelming even the toughest targets.

The backbone of the army is formed by three reinforced units of Bloodletters, providing tremendous board presence while taking full advantage of the Bloodthirster’s attack buff. One unit also benefits from Brass Flesh, significantly improving its durability under the Scourge of Aqshy season rules by turning unmodified save rolls of 5+ into automatic successes. Claws of Karanak round out the list by applying pressure on the flanks and contesting objectives, forcing opponents to divide their resources.

The selected Battle Tactics fit the army naturally. Siege of Ashes rewards sustained board control, while Burning for Vengeance complements the list’s ability to push aggressively into enemy territory and eliminate key targets through overwhelming melee pressure.

Overall, this is a focused and highly efficient list that combines layered combat buffs, outstanding board presence and relentless offensive pressure into a cohesive game plan. Congratulations again to Kamil on an excellent performance.

Lumineth Realm-lords
Warhost of Duality (20 Points)
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of the Awakened Realms
Manifestation Lore – Forbidden Power (20 Points)
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes


General’s Regiment
Ellania and Ellathor, Eclipsian Warsages (310)

• General
The Light of Eltharion (300)
Vanari Auralan Sentinels (300)

• Reinforced
Vanari Auralan Wardens (120)
Vanari Dawnriders (400)

• Reinforced


Regiment 1
Scinari Enlightener (180)

• Silver Wand
• Acolyte of the Runes


Regiment 2
Sevireth, Lord of the Seventh Wind (350)


Faction Terrain
Shrine Luminor

Eduardo Rodriguez: This LRL list plays a very strong castle style, with very few screens and excellent ranged power from the Sentinels and Sevireth. The Twins continue to prove they are highly effective at casting and dealing damage in later turns. Additionally, the Scinari Enlightener can make infantry units ignore crits which, combined with runes that reduce hit or wound rolls, makes them incredibly tough to chew through.

Eltharion with Warhost of Duality seems to be highly effective, even with the additional CP cost and the new requirement to set up within 1″ of the opponent—a change that certainly requires him to be played more carefully during the opponent’s turn. The manifestation selection here is excellent, particularly alongside the large block of Sentinels. They can use the Soulscream Bridge to retreat from combat and shoot again, or use it aggressively to teleport forward and reach a juicy target. This, combined with the high mobility of Sevireth and the ability to slingshot Eltharion into the enemy’s backlines, remains an incredibly strong strategy proven by this list.

This list also plays very well on the Siege of Ashes battle tactic card. Sevireth can easily move outside of friendly territory, and you can leverage either the Bridge or the unit of Wardens to accomplish this first phase of the tactic. Once enemy units are locked in combat, the Dawnriders have the perfect mobility to charge straight into the objective. A similar strategy works for Burning for Vengeance. The list has individual elements capable of capturing quadrants. From there, the precision shooting, the Dawnriders’ extended threat range (boosted by an extra 5″ of movement from the Elemental Push spell), and once again throwing Eltharion into combat with the enemy hero makes securing this tactic much easier.

Overall, this is a fantastic list that doesn’t rely on staying stationary and is incredibly hard for an opponent to pin down.

Sorry! This part of content is hidden behind this box because it requires a higher contribution level ($1) at Patreon. Why not take this chance to increase your contribution?

Final Tournament Placings

Liked it? Take a second to support Top 3 Lists on Patreon!
Become a patron at Patreon!

Leave a Reply