This is the top three AoS lists for the Medellin Grand Open 2026 that took place in Colombia between the 8th and 9th of August 2026. It saw 26 players vying to be crowned champion in a 5-game tournament.
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The Top Three AoS Lists

Ironjawz
Ironjawz Brawl
General’s Handbook 2026-27
Drops: 2
Spell Lore – Lore of the Weird
Prayer Lore – Warbeats
Manifestation Lore – Manifestations of Gorkamorka
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes
General’s Regiment
Kragnos, the End of Empires (580)
• General
Maw-grunta Gougers (200)
Scourge of Aqshy: Brutes (320)
• Reinforced
Scourge of Aqshy: Brutes (320)
• Reinforced
Scourge of Aqshy: Megaboss (150)
• An Eye For Da Fight
• Chimeric Mantle
Regiment 1
Weirdnob Shaman (110)
Ardboyz (320)
• Reinforced
Faction Terrain
Bossrokk Tower
Woehammer Peter: Alejandro has built Ironjawz the way you would expect an Ironjawz player to build them, take several big blocks of angry orruks, add Kragnos, then make sure they arrive faster and hit harder than anyone has a right to expect.
The core of the list are the two reinforced units of Scourge of Aqshy Brutes. Ironjawz Brawl rewards non-Hero units that make an unmodified charge roll of 8+ with an extra attack on their melee weapons for the turn, while the Ironjawz Waaagh! can add another attack and +1 to charge rolls to nearby units. Kragnos helps make those big charges more realistic by increasing the number of charge dice for nearby Destruction units. Put those pieces together and Alejandro has two sizeable infantry hammers that can go from threatening to unpleasant very quickly.
The Aqshy Brutes have another nasty trick once combat starts. If an enemy attacks them, they can gain +1 to hit and wound against that unit for the rest of the turn. That means an opponent trying to soften them up can simply make the return swing more deadly. With reinforced units and Ironjawz Brawl potentially increasing their attacks as well, committing into them is not risk free.
The Scourge of Aqshy Megaboss helps glue the infantry together. Get In There and Wallop ‘Em! allows Mighty Destroyers to affect a second nearby Ironjawz unit, meaning Alejandro can use the army’s 3″ hero-phase movement on two units instead of one. That extra movement looks small until it puts two bricks of green anger into a better charge position, pushes bodies onto an objective or closes off space the opponent thought was safe. His An Eye For Da Fight trait also makes nearby Redeploys more reliable by turning poor distance rolls into a 4″, while Chimeric Mantle can reduce Companion attacks when the Megaboss gets stuck in himself.
The Weirdnob Shaman gives Alejandro another way around the army’s naturally slow 4″ infantry. With enough Ironjawz nearby he increases his power level, and Da Great Big Green Hand of Gork can pick up an Ironjawz unit and put it back down somewhere else on the table. Bash ‘Em, Ladz! also gives him a straightforward way to improve melee output further with Crit (2 Hits).
The reinforced Ardboyz are the sturdier part of the wall. Their Shield Bash can kick mortal damage back into nearby enemies, so they are perfectly happy holding objectives while the Brutes and Kragnos look for the fights. The Maw-grunta Gougers gives the list a faster unit and can build momentum through running and charging before using that momentum to threaten Strike-last in combat.
The pressure for Alejandro is getting those large units into the right fights without them getting separated or screened away from something worthwhile. But with Mighty Destroyers, teleporting, Kragnos-assisted charges and a two drop army, there are several ways to make that difficult for the opponent.
Alejandro managed it perfectly, going 5-0 to win the event. There isn’t much subtlety here, but then Ironjawz always prefer a large choppa to subletly. Well done Alejandro!

Slaves to Darkness
Godswrath Warband
General’s Handbook 2026-27
Drops: 4
Spell Lore – Lore of the Damned
Manifestation Lore – Manifestations of Malevolence
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes
General’s Regiment
Chaos Sorcerer Lord (120)
• General
Chaos Chosen (510)
• Reinforced
• The Dread Banner
• Brand of Apoplexy
Mindstealer Sphiranx (140)
Scourge of Aqshy: Chaos Warriors (400)
• Reinforced
Regiment 1
Daemon Prince (250)
• Pledged to Nurgle
• Trophy Rack
• Darkflame Pendant
• Radiance of Dark Glory
Regiment 2
Gunnar Brand (180)
Singri Brand
The Oathsworn Kin
Regiments of Renown
The Exiled One (390)
Skarbrand
Faction Terrain
Nexus Chaotica

Ogor Mawtribes
Beast Handlers
General’s Handbook 2026-27
Drops: 3
Battle Tactics Cards: Blazing Onslaught and Siege of Ashes
General’s Regiment
Kragnos, the End of Empires (580)
• General
Stonehorn Beastriders (260)
• 1 Chaintrap
Regiment 1
Frostlord on Stonehorn (320)
• Gruesome Trophies
• Great Gutlord
Stonehorn Beastriders (260)
• 1 Chaintrap
Regiment 2
Frostlord on Stonehorn (320)
Stonehorn Beastriders (260)
• 1 Chaintrap
Faction Terrain
Mawpit
Woehammer Peter: Felipe has apparently looked at the art of combined arms and decided that what an Ogor army really needs is more Stonehorn. Kragnos (again) leads two Frostlords and three units of Stonehorn Beastriders, producing six big threats whose gameplan is fairly straightforward – get across the table, hit the enemy and make the impact hurt.
Beast Handlers is a natural fit. Every Beastclaw Monster gets an additional point of mortal damage when it successfully uses Trampling Charge. Monsters already add 2 to that ability’s D3 roll, while the Frostlords’ Brawlerguts adds another 1 to their own roll. So Felipe gets damage just from making the charges he wanted to make anyway.
And Kragnos, like the Ironjawz list above, makes those charges considerably more reliable. The End of Empires adds another charge die to nearby Destruction units, which is very nasty when virtually everything around him is a Stonehorn. That creates the main problem for Felipe’s opponents – screening doesn’t always stop the damage, because getting charged is part of the damage.
The two Frostlords add some key differences to a intentionally repetitive list. Great Gutlord prevents negative modifiers to a Frostlord’s Control and hit/wound rolls, while Gruesome Trophies gives nearby Ogors +1 to hit in combat against Heroes and Monsters. With so much of the army wanting to get to the important targets, that turns the Frostlord into a support piece as well as another hammer.
The Stonehorns help Felipe carry momentum once they arrive. Their durability means the army isn’t dependent upon killing everything on the charge, while the Beastriders’ Chaintraps provide a some ranged threat before the main bout. The strength though, is redundancy, there isn’t one Stonehorn the opponent can kill to switch the army off. Deal with one and there are another four (plus Kragnos) asking the same question.
That makes Blazing Onslaught a very good choice for an army already designed to inflict damage aggressively, while the speed and threat projection of the Stonehorn pack gives Felipe tools for working through Siege of Ashes rather than having to use an infantry scoring unit.
The weakness of the army is tied to the strength. This army wants to solve issues by putting their expensive monsters into them. Opponents who can delay some of the fights, screen effectively or pull individual Stonehorns away from the overlapping support of Kragnos and the Frostlords can stop Felipe bringing the avalanche down at once.
That proved easier said than done apparently as Felipe went 4-1, beating Stormcast Eternals, Lumineth, Slaves to Darkness and Sylvaneth on his way to 3rd.
The tactic can be boiled down to “more cowbell”. Congrats Felipe on the 4-1.

Maggotkin of Nurgle
Tallyband of Nurgle
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of Malignance
Prayer Lore – Lore of Virulence
Manifestation Lore – Primal Energy (10 Points)
Battle Tactic Cards: Smokescreen, Siege of Ashes
General’s Regiment
Great Unclean One (380)
• General
• Rustfang
Pestigors (280)
• Reinforced
Plague Drones (310)
• Reinforced
• The Weeping Flux – (10) Points
Rotswords (420)
• Reinforced
Regiment 1
Shaman Foulhoof (110)
Lord of Plagues (120)
• Gift of Febrile Frenzy
Sloven Knights (180)
Regiment 2
Belga the Cystwitch (130)
Faction Terrain
Feculent Gnarlmaw
Woehammer Peter: Sergio’s list feels very Nurgle, it’s less interested in killing you quickly than making your attempts to deal with it unpleasant. The army has a large block of Rotswords with mobile threats, layers of disease and several ways of punishing opponents for daring to engage with it.
The Tallyband of Nurgle is key to that plan. Its ability improves the army’s healing from the Cycle of Corruption while the enemy is Diseased, allowing Sergio to get infections and then grind through the middle of the game. That’s good when the army comes with wards and the Great Unclean One can return slain Daemon models to nearby units. Removing something quickly becomes more important than merely damaging it.
The reinforced Rotswords are the centrepiece. They’re a large, tough infantry block whose Rusted Rampart makes them harder to wound when they haven’t charged, giving Sergio a unit that’s happy receiving an enemy attack rather than needing to start one. Once the fight starts, their attacks can also spread Disease, feeding directly back into the attritional game.
Around that centre are units capable of attacking the board differently. The reinforced Plague Drones bring speed and can retreat from combat without suffering the usual mortal damage, while The Weeping Flux makes killing them in melee potentially painful, when every slain model can roll a dice and any rolls equal to its Health and can splash mortal damage back into the attacker. The Sloven Knights also prefer a crowded fight, when their target is also fighting another friendly Maggotkin unit, their melee damage increases. Sergio has several reasons to have overlapping engagements rather than a seperate duels.
The support makes that grind harder to escape. The Lord of Plagues can help nearby Rotbringers pile in further with Gift of Febrile Frenzy, while the prayer lore’s Febrile Advance provides another 3″ pile-in effect. Belga the Cystwitch has her own movement disruption, and the Great Unclean One gives the magic and regen backbone. So an army that can look slow on paper has more ability to reach, reposition within and control those combats than you’d expect.
Which explains Siege of Ashes, Sergio has enough units to fill space while his tougher units keep the enemy busy. The problem is that much of the strength comes from the units supporting each another. An opponent who can isolate the Drones and Knights, avoid feeding expensive units into the Rotswords, or take apart the support network can make the army less efficient.
Well done Sergio!
Final Tournament Placings




