Top Three AoS Lists for the Warzone Southern Fried Sigmar GT

This is the top three AoS lists for the Warzone Southern Fried Sigmar GT that took place in the US between the 1st and 2nd of August 2026. It saw 36 players vying to be crowned champion in a 5-game tournament.

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The Top Three AoS Lists

Soulblight Gravelords
Bacchanal of Blood
General’s Handbook 2026-27
Drops: 4
Spell Lore – Lore of Undeath
Manifestation Lore – Manifestations of the Grave
Battle Tactics Cards: Flanking Firestorm and Smokescreen

General’s Regiment
Neferata, Mortarch of Blood (450)
• General
Deadwalker Zombies (250)
• Reinforced
• The Never-Dead
Vargheists (240)
• Reinforced

Regiment 1
Lauka Vai, Mother of Nightmares (200)
Askurgan Trueblades (140)
Deathrattle Skeletons (90)

Regiment 2
Scourge of Aqshy: Vengorian Lord (310)
• Shard of Night
• Immortal Ego
Askurgan Trueblades (140)
Fell Bats (80)

Regiment 3
Ivya Volga, The Outcast (100)

Faction Terrain
Cursed Sepulchre

Connor Irwin: Congrats to Mckenzie for the superb showing! Let’s break down the list. The ever-present Bachanal of Blood formation helps out vampire heroes and hammers alike with +1 casting for vamps out of combat and +1 to wound when they charge. Manifestations of the grave is a popular choice to capitalize on the harder to reach sepulchres and just add a little extra something everywhere. Flanking firestorm and Smokescreen tactics lean heavily into the zombies and disposable felbats or skellies to make work, capitalizing on unit return in the opponents turn to bypass setup restrictions that would limit other armies.

Talking about the units let’s start from the bottom. Ivya Volga is an efficient antimonster tech piece and wizard that can defang enemy monsters trying to clear infantry or lift a key piece.

The star of the show is the new Scourge of Aqshy: Vengorian Lord. It’s ability to shuffle a friendly non-hero infantry unit or monster and itself right into combat with a target up to 12.99” (fury level+d3+2.99”) away extends the threat range and just greases all the wheels for tactics. Add to that avoiding shooting rend via the Shard of night artifact and getting increased accuracy and durability from the Immortal Ego heroic trait and you can see why the sticker shock has worn off for this unit since it rolled out this season.

Felbats and a unit of skellies serve as tactical toolboxes and covering fire sponges, jumping on risky primary and returning to the table at inconvenient times and places for the opponent.

Trueblades are as good as ever, and capitalize on the vengo lord shuffle by adding a 4+ fight last and antimonster tech to the equation.

Lauka Vai is priced to sell and with how strong the vengo lord is her spell adding d3 attacks to its strongest profile… they work very well together! She’s no slouch either in a scrap.

Finally, Neferata and her neverdead zombies plus reinforced varghiests. The Mortarch of Blood has a cheeky pregame move she hands out to a few infantry units, likely used to push the zombies, skellies or trueblades closer to their final destination. Her -1 to hit aura helps protect herself from combat abuse and adds a lot of durability to nearby units like the varghiests who can keep up with her and pack a punch, and are a good target for her ethereal spell. Finally, Neferata is a deceptively good pick for Unleash Fury attacks at the end of turn since, if it connects, it adds another possible target for her 5+ hero autokill rampage. The Neverdead seasonal enhancement is a popular pick for 40 zombies since for just one little rage dice in the hero phase it adds a 5+ ethereal save to a big block of health for just 10 points. You’ll see the enhancement on varghiests or reinforced skellies, but neither of those have the health pool to capitalize on the ability quite like 40 zombies sitting on an objective just flailing away.

I’ve found soulblight centerpieces like the mortarchs and vhodrai underwhelming of late compared to the vengo lords and infantry and I wonder if Mackenzie was feeling the same way about Neferata by the end of the weekend?

Late Breaking: I heard from McKenzie and he had nothing bad to say about Neferata. He pointed out the vengorian lord shuffle also pulls in deep striking varghiests, which is downright wicked. Congrats again and I hope your next event is just as successful!

Lumineth Realm-lords
Aelementor Guardians (10 Points)
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of the Awakened Realms
Manifestation Lore – Manifestations of Hysh
Battle Tactic Cards: Burning for Vengeance, Blazing Onslaught

General’s Regiment
Sevireth, Lord of the Seventh Wind (350)
• General
Hurakan Windchargers (350)
• Reinforced
• Perfect Footwork – (10) Points
Hurakan Windchargers (340)
• Reinforced

Regiment 1
Ellania and Ellathor, Eclipsian Warsages (310)
The Light of Eltharion (300)

Regiments of Renown
Gotrek Gurnisson (320)
Gotrek Gurnisson

Faction Terrain
Shrine Luminor

Ogor Mawtribes
Beast Handlers
General’s Handbook 2026-27
Drops: 2
Prayer Lore – Everwinter Prayers
Battle Tactics Cards: Blazing Onslaught and Burning for Vengeance

General’s Regiment
Frostlord on Stonehorn (320)
• General
• The Fang of Ghur
Huskard on Stonehorn (300)
• 1 Chaintrap
• Horn Toss
Stonehorn Beastriders (260)
• 1 Chaintrap
Stonehorn Beastriders (260)
• 1 Chaintrap
Stonehorn Beastriders (260)
• 1 Chaintrap

Regiment 1
Frostlord on Thundertusk (250)
• Touched by the Everwinter
Frost Sabres (70)
Icebrow Hunter (100)
Thundertusk Beastriders (180)
• 1 Chaintrap

Faction Terrain
Mawpit

Noumu: By the looks of Ironjawz lists like Kevin’s, Ogors aren’t the only wall of infantry meat we’ll be likely to see in upcoming tournaments. Boasting 182 wounds and 3+ saves across almost 70 models makes this list a huge grind to get through, and with the new Aqshy Brutes it’s a wall that is going to grind you back.

The new iteration of Brutes added with this season’s GHB adds a considerable amount of killing power to a unit that already held a considerable amount of killing power. Brutes already had 3 health per model on a 3+ save with damage 2 attacks. The only thing holding them back, as with most destruction lists, is their 4+ to hit. With their new ability you have the option of letting your brutes take a hit first, relying on their bulk to keep them in fighting order and then swinging back with +1 to hit and wound. Giving them an impressive 3 attacks hitting on 3s, wounding on 2s and dealing 2 damage per hit. And that’s before their big weapons have a go. They’re an amazing unit for making your opponent think about swinging into them and risking not clearing enough to dent their damage, or letting them swing first and praying that you don’t get eviscerated.

Supporting these boyz is a wide footprint of 40 ardboyz with a big boss bumping their shield bash rolls to 5+ at the start of each combat, that’s an average of 6 mortals just for being in combat with them, and you’re not likely to clear that combat in one round.

The rest of this list contains the tech pieces to help it function. The new SoA Megaboss brings with it the additional destroyer movement utilised by a lot of lists in SoG, Warchanters with their relatively recent extension to their buffs are vital for making the most out of your go turns as destruction. Rounding the support off is the army formation, providing a 6++ ward to any units within 12″ of the warchanter or shaman.

For tactic’s Kevin has chosen Blazing Onslaught and Legend of the Parch. Legend of the Parch is scored by basically doing exactly what you want to do as destruction, getting stuck into combat and then piling more boyz in until you win. Blazing Onslaught is an interesting one for Ironjawz though as they are fairly lacking in easy multi-phase damage for the first step. To mitigate this we have the shaman who provides hero phase damage with the Ironjawz spell list, as well as movement phase damage with the Foot of Gork stomping around the board. There is also his green vomit ranged attack that can do in a pinch. In addition to this Kevin has fitted his megaboss with the hulking brute trait, providing a reliable way to ping a small amount of damage in the charge phase. Once you’ve gotten past that first hurdle though, walking upto and holding the hideout should be a waagh in the park.

Final Tournament Placings

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