Pillage – Part Three: Playing the Scenarios

In my previous articles I told you how I had bought an entire wargame for the price of 5 Space Marine Heavy Intercessors and what it was like unboxing, building and painting the models you get inside. You can read that here:

Pillage – Part One: I Bought An Entire Wargame for the Price of Five Space Marines

Pillage – Part Two: Continuing the Viking Adventure

With the Vikings and Irish assembled and painted and the book in hand, I decided I couldn’t wait for my friends to get stuck in (a good sign for the game) and decided to play my other friend Billy Nomates.

All the thoughts I have in this article are based on playing the rules alone and controlling both sides, I will do a follow up article at a later date when I get Ian and Dave involved, and what their thoughts are on the game.

But for this article I wanted to find out whether the booklet could teach me the basic rules and whether the scenarios that taught them were fun.

Learning to Pillage

One of the first things I think needs mentioning is the book itself. It’s not the full rulebook, but it gives you the basics to fight simple games and give you a flavour of what the game is about.

Instead of listing all the rules with diagrams in one massive lump, the intro booklet instead introduces its various rules gradually over the four scenarios in the book. What I also liked about this as well was that the scenarios where all part of a larger narrative of a Viking longship arriving in Ireland and the crew making their first foray into the lands.

The basic turn sequence is easy enough, the players roll for initiative, move their warriors in initiative order, moving their warriors, resolving shooting, fighting and where you can setting various things on fire.

The whole game has an initiative order, as mentioned, where the player who has initiative, moves or shoots with all their models in that phase before their opponent does the same.

I mention this, as I have seen posts on Reddit etc where new players have been confused by this rule and have assumed that initiative order means that the controlling player chooses a model to act with first and then the two players alternate.

Each scenario adds something new, which allows you to concentrate on learning one or two game mechanics before moving on to the next scenario.

Most of the mechanics revolve around the armour and weapons rather than wounds and weapon skill like Warhammer games. Armour will determine how far your model can move and much defence it has, and the game is simple with this having only Unarmoured, Some Armour and Full Armour. The weapons all have different chances of hitting these different armour types and as expected some are more effective than others.

This all makes it easy to understand the different warriors movements and weapon profiles without constantly referring to a book.

Everyone Gets to Fight

In Pillage the melee combat is simultaneous, both warriors make their attacks, and both can potentially die in that combat. So winning a fight isn’t about who’s turn it is first.

It makes every fight dangerous even if one warrior has an advantage in equipment. It can also give you some moments when neither fighter can land a hit for several turns.

Scenario 1 – First Encounter

Unflar disembarks on Irish shores soon enough. He sets up a temporary camp and sends a few men out to scout ahead.

Erik heads north. Seeking a village or other settlement that his crew can plunder straight away, he finds himself face to face with Cian, a young Irish sentry on patrol.

A fight is unavoidable; Erik needs to silence the Irishman before he raises the alarm!

Erik and Cian battle it out

This first scenario is all about using the basic movement and combat mechanics. Initiative, movement and melee are introduced without asking players to worry about anything else.

By the end I was comfortable with movement and fighting.

And for those who are interested, Erik managed to silence Cian. First blood to the Vikings.

Scenario 2 – Ambush

Now Unlfar knows the Irish are close, he sends out a group of warriors to prepare for a larger-scale attack.

Unfortunately for him, the Irish are a step ahead, and Unflar’s men are caught in an ambush! They need to alert the camp and get reinforcements.

With the basic rules around initiative, movement and fighting being more familiar we now moved on to a game where we really focused on initiative, shooting and an objective to the game (in this case, getting a Viking off the Irish side of the battlefield).

The poor Irish slinger never stood a chance

It introduced the different armour types and two types of ranged weapons as well in the form of the sling and the javelin. The sling having a greater range but less likely to kill than the javelin.

The shooting rules were just as simple as the combat mechanics, with each weapon type having a range and needing a different to hit roll against the various armour types.

For those who are interested, the Vikings managed to fight their way through the Irish and warn the camp.

Scenario 3 – The Attack

Having been thwarted by the Irish warriors (or not in our case), Unflar accompanied his men to the battlefield. Surrounded by his most faithful fighters, he launches a lightning raid to avenge Vikings who fell in battle.

His goal is clear: to overawe his enemies enough that the locals give up without a fight. But he hasn’t accounted for a young Irish chief called Aodhan, who has been preparing his defences for some time…

The third scenario was a lot of fun and had a simple objective for the Vikings of burning down the Irish house.

This was a great way to introduce the Chieftains and the Fire phase of the game. Chieftains are a little different in Pillage, as they’re some of the few models with multiple hit points, and they can also make two attacks instead of one in the fight phase.

The Vikings has burning brands and the defenders just had to stop them getting to the house to set it alight.

I still find the mat a bit annoying with the fences and I’ve had to use BlueTac to keep them iin place

In my game the fighting quickly became a number of smaller one on ones allowing the Viking brand bearers to pass through and get to the house.

The two Chieftains fought each other in personal combat . There were some interesting dice rolls where at one point the Irish leader rolled snake eyes for his attacks while the Viking leader hit twice, the Irish leader then rolled double 6s for his saves.

The Viking javelin thrower picked out the slingers defending the house allowing his and another to set fire to the house.

The objective gave the battle a sense of purpose and it was a good introduction for the chieftains and the fire phase.

Scenario 4 – Pillage

The lightning raid failed (though it didn’t), and Unflar hasn’t convinced the locals to submit. No problem. He’ll steal their livestock and their riches. They’ll keep him going for the rest of the season, and those impoverished peasants can thank him for their lives….

Unflar assembles his whole crew to go pillage the Irish.

This was the final scenario and this time it introduced the looting rules. The battlefield featured everything in the introductory set.

The Vikings needed to capture and carry off enough loot to claim victory, while the Irish are there to stop them (obviously).

It was an interesting scenario, because the Vikings needed to get as much loot as possible without being slowed down by the combat. While the Irish were out numbered and couldn’t chase down every Viking.

It started with the Vikings having initiative but the Irish defenders made a good start and managed to kill one the of the more heavily armed Vikings with a lucky sling shot.

Things begin to get bloody near the animal enclosure

In the second turn the Vikings began getting their hands on some loot, rushing into the farmstead and grabbing a chest and three of the animals in the pen. But the Irish charged into the pen themselves and fighting broke out in animal enclosure. Another Viking fell to one of the slingers while the Irish chief killed the Viking javelin thrower. The Vikings did manage to slay one of the Irish near the house and the raid was quickly becoming very bloody.

The Vikings retained the initiative for the three turns in a row and the Vikings started taking revenge for their slain comrades as they brought down two Irishmen, including the one with the Dane Axe. The Irish chief caught up with a Viking that had stolen a chicken but lost a wound to the chicken wielding Viking.

In turn four though the chicken thief got his just desserts as the Irish chief hacked him to the ground, but did take another wound in the process. The Irish lost another slinger to a Viking javelin and the Irish were running out of men to defend the settlement.

In the fifth turn the last Irish slinger was taken out by a Javelin just leaving the Irish chief who challenged Unlfar to personal combat. But neither of them landed any blows and turn six saw that fight continue while the remaining Vikings made off with their loot.

This scenario was easily the highlight of my introductory experience and it wasn’t because the rules had become more in depth. I can see two players trying to outmanoeuvre each other rather than just charging headlong at each other and I think this is something that Pillage does well. The games, especially the final one, felt like little narrative events.

What About the Rules?

After the four scenarios I came away impressed with how easy they were to learn. The turn sequence is easy to remember and the weapon and armour mechanics make sense and are easy to follow. I also like simultaneous combat and the chance that both fighters have a chance to be slain.

But there are limitations to the book in this box.

During the scenario 3 I had a situation where I could have two warriors against one in combat, and the introductory rules don’t cover this.

I also suspect that while the rules have been streamlined for the intro (as they should be), there are no doubt rules around ranges and moving and firing that may not be covered in this set, and this does raise some questions for me about introductory sets.

Would I rather have the whole set of rules explained to me from the beginning, or would I prefer a simplified version that lets me get playing quicker?

In this case, Pillage has made the right decision and I really enjoyed the introductory book. It meant I could work through the scenarios without becoming overwhelmed.

I do think it perhaps needs a couple of extra points in the set to explain what to do around combats where a model is outnumbered but I appreciate why the designers have kept it deliberately simple.

Does Pillage Work Solo?

Playing the rules solo does change the experience, especially as you don’t have someone to share the story you’re telling with. But that is another point I want to raise, as it did feel like a story was being told within the battles and as a narrative player this was important to me.

But going back to solo play, there’s no hidden intents and no surprise tactical decisions, but as a way of learning the rules, playing it solo worked well.

The individual warriors are easy to manage and the turn sequence is clear with the scenarios providing enough structure to keep things moving along.

Looking Beyond the Introductory Set

Pillage really caught my imagination and I can easily see a campaign in the future with rival warbands raiding settlements and competing for resources.

Loot recovered during battles could be used to replace casualties or recruit more warriors. You could even track the stories of individual warriors across a number of raids.

I did have the Last Kingdom novels by Bernard Cornwell front and centre in my mind while playing this game and I can imagine the game working really well with a campaign set around this.

I haven’t explored the full Pillage rules yet to know if campaign support exists but the fact that I’m thinking about campaigns says a lot for the rules.

Introducing Pillage to the Gaming Club

Perhaps the biggest indication of how much I enjoyed the set is that I’ve already started talking to friends about playing it and I’ve even ordered the full rulebook.

The idea of stealing animals and setting fire to things seemed to appeal to Dave…

I’m going to run an intro game with me acting as a GM to help explain the rules and keep things moving for them. It’ll also let me see how Pillage plays when two people are competing against one another, which I will cover in a future article.

Final Thoughts – Any good?

Yes. I enjoyed the experience especially the final two scenarios with the fire phase and looting added in.

The rules are straightforward and the combat system is interesting with the gradual introduction of mechanics being very effective. It was a great way to learn the rules.

As mentioned, I do think the set could benefit from one or two additional rules, especially where a model is outnumbered in melee, but that frustration didn’t distract me from the enjoyment of the game and the story it told.

By the time I reached the fourth scenario I wasn’t worried about how the game worked, only who was going to look after the chicken.

If you’ve never played a non-Warhammer game, or you’re considering dabbling into Historics then I would urge you to give the introductory set a go, I think the Warhammer fans among you may be surprised at what you’ve been missing.

World Championships of Warhammer: Team Mexico

The 2026 World Championship of Warhammer is fast approaching and we are lucky enough to have Luis and Eduardo from team Mexico contribute regularly to the site.

I thought it would therefore be a great opportunity to run through the players of Team Mexico and their playing history using our new interface.

We don’t know the lists the players will be taking, this is all about the players themselves.

Mexico by the Numbers

Across their competitive careers the seven members of Team Mexico have:

  • 630 recorded GT Games
  • 424 Wins, 15 Draws and 191 Losses
  • 67.3% combined win rate
  • 538.4 average current WoElo rating
  • 30 recorded finishes at GTs with four or more wins

Alexander Frias

Alexander has the highest WoElo of the seven players. His career includes 92 wins, 2 draws and 36 losses across 17 GT events. Nine of his GT appearances have seen him finished with four or more wins which includes three 5-0s.

His faction history includes Ossiarch Bonereapers, Blades of Khorne and Slaves to Darkness with his strongest result coming from the Bonereapers where he has an enviable 74.2% win rate.

Alexander has also managed to claim some high level scalps which includes the awesome Carson Whitlock who was rated at 866.5 when they met.

With a huge amount of tournament experience, Alexander looks to be one of Mexico’s most formidable players.

Luis Mendoza

Luis has recorded 36 wins, 3 draws and 26 losses across 9 GT events and runs the awesome YouTube channel Warhammex.

His competitive history shows a strong preference for Sylvaneth with 25 games and a 62% win rate suing the faction. But he has also competed with Cities and Daughters showing that he has experience with different approaches to the game.

Luis has achieved three GT appearances with four wins and his longest winning streak stands at 8 consecutive games.

Marco Jácome

Marco has taken part in seven GT events winning 21 of his 37 games. His faction history is split between Skaven and Seraphon, with the latter giving his 10 wins from 15 games.

Marco has managed to finish two GTs with a 4-1 result. But what makes his competitive history interesting is his win rate against rated opponents where he has a 50% win rate.

His big name scalp is against the Rat King Anthony Trentanelli who had a WoElo of 643.0 at the time of their match.

In a team competition having a player who can perform against the big names will be valuable.

Betto Diaz

Betto has one of the highest recorded win rates in the Mexican team. Across 41 GT games he has 27 wins and 3 draws.

He favours Daughters or Khaine with which he has a 70% win rate, while with his second choice Slaves to Darkness he has a 60% win rate.

Betto is currently at his highest WoElo rating of his career and we can expect that to continue to rise.

Eduardo Rodríguez

Eduardo can boast that he has the highest win rate amongst the Mexican players with 74.6%. He has an impressive 44 wins, 3 draws and 14 losses across 8 GT events.

Six of those eight GT events saw him finish with four or wins, including two 5-0s.

Eduardo’s faction history includes Lumineth, Stormcast and Daughters. Showing particularly strong performances with Lumineth with 20 wins from 28 games, while his nine Stormcast games have given him eight wins.

He has also achieved a massive 12 game win streak.

But perhaps the highlight for his team mates will be that when Eduardo has faced higher rated opponents he has won 60% of those games.

Although both Alexander and Maldad have higher ratings overall, Eduardo’s combo of consistency and success against stronger players makes him possibly one of players to watch.

Ray Vargas

Ray has 53 GT games under his belt, which includes 33 wins, 1 draw and 19 losses across 8 GT appearances. Six of those GTs saw Ray walk away with three wins and another GT with four wins.

He’s played Ossiarch Bonereapers, Flesh-eaters and Idoenth, but Bonereapers has given his the most success with 16 wins from 25 games and a 64% win rate.

Maldad Puto

Yes we know, what it means.

Maldad brings the largest game history of anyone in the team with 243 games, 171 wins, 3 draws and 69 losses.

With a rating of 661.2 he is the second highest ratedplayer on the team. 8 of his 11 GT results have seen him finish with four wins.

Maldad seems to favour Stormcast and Fyreslayers with Stormcast giving him 32 wins from 45 games and Fyreslayers 8 wins from 10.

What do the stats tell us?

Alexander Frias and Maldad Puto lead on the ratings with both being over 650.

Eduardo Rodríguez leads on the win percentages at 74.6% and his and Marco Jácome‘s success against higher rated opponents could be handy for the team.

But as always match decisions and preparation will all contribute to the team’s success.

Mexico brings a combo of veterans, consistent performers and players with the ability to surprise stronger rated opponents.

We wish Team Mexico the best of luck and look forward to seeing how they do.

All statistics are taken from Woehammer’s recorded competitive Age of Sigmar results. Career figures include historical 3rd edition data. WoElo ratings and win percentages are historical measures.

Age of Sigmar Battleforce Boxes 2026

Battleforce boxes are back after their successes since 2020. These are a fantastic way to get into a new army or even add to an existing one, but what’s inside them and what is the saving?

Well Warhammer Community have announced that they are coming back for 2026!

(If you’re looking for the 2026 – Warhammer 40k – it is here!)

Prices in 2025 were around £155 each so with the September price rise, I expect these to be £165 each . In the meantime I thought our readers would like to know the value of the toys… so see below against each box:

Battleforce BoxsetCostRRP
Stormcast Eternals Annihilation Host£244.00£165.00 (Est)
Cities of Sigmar – Knights of Hammerhal£230.00£165.00 (Est)
Maggotkin of Nurgle – Plaguesworn Host£226.00£165.00 (Est)
Orruk Warclans – Grunta Stampede£222.00£165.00 (Est)
Nighthaunt – Court of the Undying King£224.75£165.00 (Est)
Slaves to Darkness – Legion of Damnation£234.00£165.00 (Est)

An increase from the paucity of only 4 boxes last year, Age of Sigmar is back closer to Warhammer 40k in 2026 with 6 boxes on offer.

The value is definitely greater in the Stormcast Eternals but as with recent years most of these boxes have characters that regular collectors will already have.

Probably the losers here are Orruk Warclans, as anyone who has this army likely has Gore Gruntas and at £57 for 3 they do seem especially over-priced even amongst other GW model kits. I’m glad I’ve got mine.

I may be tempted by the Nurgle as I love the iconic Harbringer… but it’s cheaper to buy him on his own really… and I don’t need the other toys included.

Once again, more for new armies than expanding existing ones which seems to be the way these sets are going.

These are best ordered from your FLGS especially if they can get them in, and make a few pounds, dollars, euros from them in the expensive Christmas period.

Alternatively, if you regularly use Element Games, you can pick them up there… using our affiliate link (for which we receive a small contribution to the site)

So what do you get inside and how much would it cost you normally?

Stormcast Eternals Annihilation Host

Warhammer Community / Games Workshop
UnitCost
Lord-Commander Bastian Carthalos£29.50
Lord-Relictor£29.00
Lord-Celestant£30.00
3 Praetors£37.00
6 Annihilators£79.00
3 Annihilators with Meteoric Grandhammers£39.50
Total£244.00
RRP£165.00(Est)
Saving£79.00(Est)

Cities of Sigmar – Knights of Hammerhal

Warhammer Community / Games Workshop
UnitCost
Tahlia Vedra£102.50
Freeguild Cavalier Marshall£39.50
10 Freeguild Cavaliers£88.00
Total£230.00
RRP£165.00(Est)
Saving£65.00(Est)

Maggotkin of Nurgle – Plaguesworn Host

Warhammer Community / Games Workshop
UnitCost
Harbringer of Decay£39.50
Lord of Blights£22.50
3 Sloven Knights£44.00
5 Putrid Blightkings£41.50
10 Rotswords£41.50
14 Pox-Wretches£37.00
6 Mire Kelpiesinc above
Total£226.00
RRP£160.00(Est)
Saving£61.00(Est)

Orruk Warclans – Grunta Stampede

Warhammer Community / Games Workshop
UnitCost
Tuskboss of Maw-Grunta£54.00
Maw-Grunta Gouger£54.00
6 Gore Gruntas£114.00
Total£222.00
RRP£165.00 (Est)
Saving£57.00 (Est)

Nighthaunt – Court of the Undying King

Warhammer Community / Games Workshop
UnitCost
Nagash, Lord of the Undead£95.00
2 Dreadblade Harrows£18.75
10 Dreadscythe Harridans£37.00
10 Bladegheist Revenants£37.00
10 Grimghast Reapers£37.00
Total£224.75
RRP£165.00(Est)
Saving£59.75(Est)

Slaves to Darkness – Legion of Damnation

Warhammer Community / Games Workshop
UnitCost
Chaos Lord of Daemonic Mount£41.50
5 Chaos Chosen£41.00
3 Varanguard£67.50
5 Chaos Knights£44.00
10 Chaos Warriors£40.00
Total£234.00
RRP£165.00(Est)
Saving£69.00(Est)

So what do you think good value or not? Will you be picking up a set?

— Declan & Eeyore

Age of Sigmar: 4th Edition Stats (September Battlescroll) – 25th October 2026

We’ve updated the method of calculating the Elo ratings into our Age of Sigmar stats.

All of the results in this article are taken from Best Coast Pairings, , Ecksen, ChampionshipHub, Milarki, Mini Headquarters, Tabletop Herald and Longshanks. They include GT (Two day events) or GT+ (6 or more rounds) only.

New Stats Site

Going forwards we’ll be releasing the stats as close to Monday as we can for everyone and you can view all the stats for free on our new stats page for Age of Sigmar.

You’ll be able to view the win rates, popularity stats for each faction this battlescroll.

For those of you who are Patreons, you’ll be able to download the data for each battlescroll in 4th edition from the site. View player lists and player profiles as well as warscroll stats and comparisons.

As always, if you’re struggling to read a chart, you should be able to right click and then either view or download the image.

SOURCES
Best Coast Pairings
Tabletop Herald
Milarki
Championshub.app
MiniHeadQuarters
Ecksen
Longshanks

GT Win Rates

We’ve now passed more than 1,000 player entries on the September Battlescroll data and the meta is now starting to form.

As always, these are global stats from various sources around the internet.

Daughters of Khaine are now at the top of the raw win rate chart with 58.1% overtaking Helsmiths and Idoneth.

But the top six are only separated by 2.7 percentage points which is a lot tighter than we saw a few weeks ago.

Soulblight have made a bit of a recovery and are now safely in the healthy zone. But Gloomspite Gitz have fallen, going from 49.5% to 42.4%.

The last two are still Flesh-eaters and Sons who are both sitting below 40%.

WoElo Adjusted Win Rates

Kharadron Overlords lead our adjusted rankings at 56.8% followed closely by Idoneth and Sylvaneth.

Daughters of Khaine, despite leading the raw win rate chart have an adjusted rate of 53.2% showing just how strong their player base currently is.

Although both Sons and Flesh-eaters improve under this model, it’s not enough to drag them into the heathy band… or anywhere near it.

Observed Win Rates versus Expected Win Rates

This chart shows what we expected the players who were using the faction to achieve as a win rate (based on their and their opponents WoElo ratings) and compared to what their actual win rate was.

Battle Formation Win Rates

Ironjawz Brawl has a 52.7% win rate even though Ironjawz as a faction site at 47.8%. While Warpcog sit at 36.5% compared to the faction’s 45.0%.

Faction Popularity (Broken Down by Player Elo Rating)

Ogors have overtaken Sylvaneth, Slaves and Stormcast as the most popular faction.

This should show the difference in the ratings of players across the factions. Some attract more higher rated players and others have larger numbers of players in the lower brackets.

Hedonites have 83% of their player base made up of below 400 WoElo players.

Distribution of 700+ WoElo Players

Elite and Rookie Players by Faction

The Fabien Chart

Daughters of Khaine now have the highest portion of 4+ wins as a faction and just 10% of their players finishing events with one or zero wins.

Flesh-eaters as a contrast have 43% of their players finish with one win or less and Sons 45% of their players with one or less.

% of Players with a Positive GT Result

Even though KO players only have 23% of their players going 4 wins or better, but they have consistently strong results.

Consecutive Wins

Weirdly, Kharadron still have no 5-0, so they are really struggling in the later stages of events.

Past Battlescroll Win Rates

Woehammer Database

To download out Age of Sigmar stats database, click on the button below.

For those of you who are counted among our legendary Patreons, you can view the full stats on our new interface.

You can become a Patreon of Woehammer for as little as £2 a month!

Top Three AoS Lists for the Paris Wargame Expo 2 – Solo AOS

This is the top three AoS lists for the Paris Wargame Expo 2 – Solo AOS that took place in France between the 17th and 18th of October 2026. It saw 80 players 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

Soulblight Gravelords
Bacchanal of Blood
General’s Handbook 2026-27
Drops: 4
Wounds: 142
Spell Lore – Lore of Undeath
Manifestation Lore – Aetherwrought Machineries
Battle Tactic Cards: Burning for Vengeance, Siege of Ashes


General’s Regiment

Prince Vhordrai (450)

• General
Askurgan Trueblades (300)

• Reinforced
• The Never-Dead (20)
Askurgan Trueblades (150)
Askurgan Trueblades (150)


Regiment 1
Lauka Vai, Mother of Nightmares (200)
Vargheists (120)


Regiment 2
Vengorian Lord (200)

• Shard of Night
• Immortal Ego

Regiment 3
Radukar the Beast (250) aka Chadukar
Kritza, the Rat Prince (70) aka Virgintza
Fell Bats (90)


Faction Terrain
Cursed Sepulchre

Roland Rivera: The ability to reinforce the bespoke units Age of Sigmar has inherited from Warcry that was introduced in the latest Battlescroll has had far-reaching consequences on the metagame, and we see a shining example of it here. Being able to reinforce Askurgan Trueblades makes them a combat block worth centering a gameplan around, and Nicolas has done exactly that to great effect.

To accompany the Trueblades, we have an eclectic max of units, tied together by their identity as Vampires. Vargheists bring speed with their 12″ flying move and teleport ability, Lauka Vai and the Vengorian Lord bring durability with their -1 Rend auras, and Radukar the Beast brings a secondary threat that can make great use of the Trueblades’ ability to impose strikes-last in combat.

Given the Vampire-centric nature of this list’s combat blocks, it’s no surprise to see Vhordrai as a fast, relatively tanky Hero that can buff any Vampire units that destroy enemy units in his vicinity. The list also features a bit of chaff in Kritza and some Fell Bats. All in all, this list has gone all-in on the Vampire gameplan, and was paid off handsomely for it.

Sylvaneth
Lords of the Clan
General’s Handbook 2026-27
Drops: 5
Spell Lore – Lore of the Deepwood
Prayer Lore – Lore of the Spirit-Song
Manifestation Lore – Manifestations of the Deepwood
Battle Tactic Cards: Siege of Ashes, Legend of the Parch


General’s Regiment
Alarielle the Everqueen (620)

• General


Regiment 1
Belthanos, First Thorn of Kurnoth (290)


Regiment 2
Drycha Hamadreth (250)

Dryads (100)
Dryads (100)
Spite-Revenants (110)

• Aspect of Heartwood – (10) Points


Regiment 3
Spirit of Durthu (340)

• Glamourweave – (20) Points


Regiment 4
Warsong Revenant (190)

• Realmroot Guide


Faction Terrain
Awakened Wyldwood

Sylvaneth
Lords of the Clan
General’s Handbook 2026-27
Drops: 5
Spell Lore – Lore of the Deepwood
Prayer Lore – Lore of the Spirit-Song
Manifestation Lore – Manifestations of the Deepwood
Battle Tactics Cards: Blazing Onslaught and Flanking Firestorm


General’s Regiment
Alarielle the Everqueen (620)

• General
Dryads (110)

• Aspect of Heartwood
Dryads (100)
Spite-Revenants (100)


Regiment 1
Belthanos, First Thorn of Kurnoth (290)


Regiment 2
Drycha Hamadreth (250)


Regiment 3

Spirit of Durthu (340)

• Glamourweave


Regiment 4
Warsong Revenant (190)

• Realmroot Guide


Faction Terrain
Awakened Wyldwood

Lumineth Realm-lords
Warhost of Duality (20 Points)
General’s Handbook 2026-27
Drops: 5
Spell Lore – Lore of the Awakened Realms
Manifestation Lore – Manifestations of Hysh
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes


General’s Regiment
Lyrior Uthralle, Warden of Ymetrica (260)

• General
Hurakan Windchargers (190)

• Perfect Footwork
Vanari Auralan Wardens (120)
Ydrilan Riverblades (150)
Ydrilan Riverblades (150)


Regiment 1
Ellania and Ellathor, Eclipsian Warsages (330)


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


Regiment 3
The Light of Eltharion (300)


Regiment 4

Scinari Calligrave (130)

• Silver Wand
• Acolyte of the Runes


Faction Terrain
Shrine Luminor

Final Tournament Placings

Pillage – Part Two: Continuing the Viking Adventure

In my last article ago I told you how I had bought an entire wargame for the price of 5 Space Marine Heavy Intercessors and what it was like unboxing and building the models you get inside. You can read that here:

Pillage – Part One: I Bought An Entire Wargame for the Price of Five Space Marines

Now, there’s something I need to clarify from Part 1. Despite my headline about buying an entire wargame for the price of five space marines, the Pillage introductory set doesn’t actually contain the complete Pillage rules. Nor does it contain two warbands. It has 14 warriors, 6 Irish and 8 Viking, which are enough to play through the scenarios given to you in the introductory book, but they aren’t wo full size warbands.

So thank you to everyone who commented as such on the article, Facebook and Reddit.

Now on to Part 2 proper….

A Week and a Half in the Dark Ages

I decided early on that I would paint the entire set before diving into the game. We’ve all been there, I didn’t want it to sit on my shelf staring at me for the next 6 years just undercoated. So I promised myself I wouldn’t write part 2 until they were done. Which was enough to give me the drive to get them done.

You don’t have to of course. There’s nothing stopping you painted with unpainted miniatures, we’ve all done it. But I felt I wouldn’t be doing the set justice as a review unless I finished it all. Plus there was something about Pillage that really made me want to see everything painted and on the mat together.

It could have been the low model count, painting something that wasn’t fantasy or sci-fi or it could have been I just fancied painting a sheep. Whatever, over the last week and a half I spent somewhere between 20-23 hours working on the models in the box, and I have to say right now, I really enjoyed it.

Where are the Skulls?

One of the first things that hits when you paint something that’s not a Warhammer model was how simple the models were to paint.

Most GW models (even the battleline ones) are little works of art. They’re covered with so much detail from belts, buckles, scrolls, skulls, jewellery and other decorative things that a unit can keep any painter going for days at a time.

The figures that Victrix have made are so much more simpler. They’ll usually have mail armour, a tunic, trousers, belt and weapons. A couple had necklaces, but there wasn’t the amount of details on the model that you get with GW. I loved it.

But I need to be clear, I’m not saying that the Victrix models are lacking details, there’s plenty of folds in the cloth, the faces are diverse in their appearance and the poses are great. I never once felt like I needed a break from painting the models, and I could easily finish one model to a fairly decent standard in about an hour or two.

I stuck with a muted palette of browns, greens, blues and earthy reds and I wanted them all to look like they fit into the period. I also chose to paint them in the traditional way rather than using speed paints (which I personally don’t get on with).

There’s nothing wrong with Speedpaints and I think they’d go well on these models, I’m just crap at using them.

Shields, Transfers and an Unexpected Expense

I enjoyed painting the models so much that I thought I would pick up the shield transfers for both sides from Victrix as well.

You don’t have to buy transfers, but I wanted to give the shields a little more character without free handing every one.

The transfers were £8.50 per set and I was more than willing to pay this to save you all from looking at my attempts at freehand.

The transfers are awesome and I really think that GW could learn a thing or two with theirs from other companies. They come pre-cut in most cases including the hole in the middle for the shield boss. They have a film on the front which you peel off, this exposes the sticky side of the transfer which you then place on the shield of the model. You dampen then back with a brush and after 30 seconds you peel the paper backing away to reveal your shield design. Awesome, I’ll never paint another shield again.

Viking without shield transfer
Viking with shield transfers

Building the Farm

The model warriors are important, but they weren’t the only miniatures in the set, and I think the house and fences may have been the easiest models in the set to paint.

The building is a great centre piece and it’s sculpted roof has leads of texture which made it really easy to drybrush. I started with Zandri Dust undercoat and then washed it with Agrax Earthshade. Then it was a simple case of drybrushing with Morghast Bone and a little Wraithbone over that (I also used this recipe on the fences). I picked out the roofing straps (if that’s what they are, you’ll have to excuse me, my knowledge of early mediaeval building processes is lacking) in dryad brown.

The walls of the house where painted Dryad Brown (army painter), then highlighted with Zandri dust and a little Morghast bone. I then added Agrax Earthshade to the recesses of the logs.

The Important Business of Painting Sheep

Most people are probably more excited about painting warriors when they get a new wargame, yeah, not me…

I was weirdly excited about painting some animals. The set includes a Pig, sheep, calf, goat and a chicken.

They’re all small and uncomplicated but have lots of character. They all have textured coats and can easily be drybrushed which I did with the calf and the pig. The sheep I spent a little more time on and built the coat up from a dirty grey/brown underneath to an off white on the top.

Then there was a tiny chicken, and I don’t think I’ve ever spent so much time wondering how to paint a miniature before, honestly, I toyed with painting it white, brown, green feathers. I even looked up chickens on the internet. There’s something wrong with me.

But aside from chicken paint schemes, all of these felt like they would give a bit of character to the battlefield and a purpose to the game.

Barrels, Sacks and Other Things Worth Stealing

The smaller scenery pieces were also fun but simple to paint. Most just required a coat of Dryad Brown, a wash of Agrax Earthshade and a light drybrush of Zandri Dust.

The barrels have clear wooden staves and the sacks had lovely deep folds in them, while the chest had a little metal work so that they all stood out in some way.

From a Box of Plastic to a Battlefield

Then I was done and it came around to placing everything on the battlemat that came in the box.

The building sat at one end with the fences dividing the fields on either side where I placed the animals.

The defenders are all set up near the building and the Vikings are approaching down the path to… pillage.

£42.50 and the this box looks like a proper historical skirmish game. I’ve enjoyed the building and painting so much, a lot more than I have done any project in a long time, It’s a small farmstead with enough details to make the battlefield feel believable.

Worth the Time?

20-23 hours of time and what have I got to show for it?

Quite a bit actually. I’ve two painted forces, animals and quite a bit of scenery that makes up a complete little battlefield that I’m looking forward to trying out. I haven’t spent months getting to this point either.

We often spend a good few months on our armies of 60-80 models and sometimes we don’t even finish them. With Pillage I felt like seeing it all painted up as easily achievable.

I did buy the extra transfers at £8.50 a pop for both sides, so my total cost so far is:

ItemCost
Pillage Introductory Set£42.50
Victrix Shield Transfers£17.00
Total£59.50

So roughly £2.80 for each hour I’ve spent on it, not a great scientific measure of value but its something.

We usually talk about it all in terms of the model count or the points value of an army and we don’t always think about the pleasure of building and painting the models.

But on this, Pillage has definitely been very enjoyable so far.

What’s Next?

That just leaves us the important question of:

Is it actually any good to play?

I have spent a good chunk of time getting it ready and it would be disappointing to find out the rules are crap (which I’m sure they’re not).

So I’m going to draft in some help for the next article. I’ll be asking Ian and Dave to play through the scenarios with me (both GW fanboys) and we’ll compare notes and let you know what we think.

We’ll look at how easy the rules are to learn, how they work and whether the games are fun. But for now I’m happy with my spend, after all, if I don’t like Pillage I can try out one of the other multitudes of Dark Age wargames.

Gallery

Battle of the Particularly Stubborn Ruin

This was a battle march action that I took part in as part of our larger Kasrabad campaign we’re running at our local club.

I had the great pleasure of facing off against Alex and his Wood Elves with my Grudgebringers. All credit for the battle report goes to Alex who had the presence of mind to make notes and take some pictures.

The battle itself was taking place over a strategic landmark on the centre of the table, which provided units with the stubborn special rule.

Thanks again to Alex for being a great sport!

The Forces

Facing off against Buttercup Flowerybottom and his Elven revolutionary army, Morgan Bernhardt brushed off the small bit of fletching stuck on him from the arrow which had sailed out of the woods,through the sky, and through his cape, leaving an incredibly small hole. He then led the Grudgebringer cavalry cautiously round the mystical ruined cottage ready to unleash a devestating cavalry charge. Meanwhile the grudgebringer infantry marched forward to claim the ruins. The crossbows and the canon scanned the tree line for any sign of where the shot could have come from.

Suddenly the central wood started to move, forwards, towards the ruin, dryads gambolled forwards getting slightly closer to the ruins than the grudgebringer infantry. Meanwhile arrows fell from the sky as the elves revealed themselves, two crossbowmen died before they had seen what had shot them, they then remembered they had a ward save, but failed that and died anyway. Meanwhile the cannon crew muttered something about “elf bullshit” as the glade riders ran away after shooting to almost perfectly hide behind the cottage to the left of the crossbowmen.

The Grudgebringer cavalry sounded their horn and began a glorious charge. The cowardly dryads ran, but tripped over the branches they had carelessly left lying on the ground and ran only 3”.

The cavalry galloped forwards, then stopped, for no obvious reason, the horses had pulled up short.

Morgan got distracted. He thought he saw a magic item lying on the floor.

“magic item found!”

This resulted in possibly the most doubley incompetent charge in the campaign so far. The dryads were now blocking the wild riders from charging, and stuck in them open, while the Grudgebringer cavalry were standing in the open in front of the Elven archers

The crossbowmen took aim and shot at the dryads, one bolt felled a dryad, who promptly then got up again.

Meanwhile the cannon crew had lined up a revenge shot on the sole glade rider they could see. There was an enormous bang and a cloud of smoke. The cannonball was accurate and hit the glade rider full in the face. Unfortunately at this point the crew realised they had fired a non-lethal training round and the slightly bemused elf shock its head sadly and decided it might be sensible to hide better next time.

They still had the rubber cannonballs loaded after the recent crowd control in Kasrabad after the uproar around Nark suggesting that missile weapons needed to be banned.

Buttercup urged the fleeing dryads to, just for once, stop being utterly rubbish. The dryads response was not printable due to the biological impossibility of being able to perform that act with the wide end of an antler

Bramble the branchwraith then stopped the, admittedly slow moving fleeing dryads herself and led them round to the rear of the woods so she could more easily perform her vital role of failing to cast spells. The elves unleashed another unimpressive volley of arrows, and one cavalryman fell from his horse. Meanwhile the glade riders continued circling the cottage to shoot and then hide. More elf bullshit…

With the dryads hiding, Morgan and the Grudgebringer cavalry had Buttecup and the wild riders in their sight. Morgan declared his second glorious charge of the game, first checking there was no magical detritus blocking his path. In response Buttercup and the wild flowerybottoms whooped and surged forwards, counter charging the charging cavalry.

After the artillery crew expertly turned one dryad into kindling, Morgan declared his intent to slay Buttercup Flowerybottom in single combat. Before he had finished listing his ancestors, he had to dodge to the side to avoid getting gored by Basil the moose’s antlers. Apparently intent on trying to prove that what the dryads had suggested was in fact possible.

Morgan thought to himself, that was close, then he saw that Buttercup’s spear had gone through the exact same hole that had been left in his cloak by the arrow at the start of the battle. As he thought to himself, “I really am lucky, he spotted that the spear was also sticking through his own torso on promptly collapsed. Meanwhile the wild flowerybottoms killed the Grudgebringer cavalry before they were able to strike back. The clatter of hooves continued as the flowerybottoms rode through and into Black’s avengers, who were waiting behind to loot the corpses of the elves.

As the Wild Flowerybottoms cut through the avengers, Bramble, as is traditional, failed to cast either of her spells, then led the dryads forwards, returning to the mystical ruin in the centre of the battlefield. The Grudgebringer infantry, edged out to the corner of the ruin and resigned themselves to getting charged by the frothing elves and very angry moose. The artillery crew spent several minutes lining up a perfect shot, then began sweating as the crossbowmen reformed in front of them to crest a new battleline.

As Allor the wizard cast a relatively inconsequential spell on the dryads, Bramble asked one of her sisters to hold her cup of sap and attempted a dispell. Promptly mid-dispelling(!) and killing the dryad holding her drink, and injuring herself.

The Grudgebearer infantry resolved to stand firm and hold the flank against the now blood soaked wild flowerybottoms. As they charged Buttercup screamed a challenge to any human brave enough to face him, the veteran officer, seeing a chance for glory stepped forwards, and got promptly repeatedly impaled by Buttercup’s now somewhat used spear. Meanwhile the rest of the wild riders and their steeds killed all but two of the front ranks of the Grudgebearer infantry. The final two, slightly bewildered survivors waved their swords about blindly in front of themselves and killed a wild rider. Despite this small victory the Grudgebearer infantry turned and fled, onwards rode the wild Flowerybottoms, and riding them down

But low! The Grudgebearer infantry had cunningly chosen to die right in front of the cannon, the crew of which had been hastlily shoving anything they could find into the barrel in anticipation

As the smoke cleared, the wild flowerybottoms had vanished in a cloud of cutlery, chicken bones, and remarkably sharp rubber cannon ball packaging

Undeterred, Buttercup and Basil charged into the cannon, which didn’t have time to reload. Meanwhile what was left of the dryads (after Bramble’s accidental magical explosion) charged the flank of the crossbowmen.

Basil and buttercup killed the cannon crew without slowing their stride, they then continued their chargers straight past Dietrich’s caravan and into the distance.

Meanwhile the dryads tore apart half the crossbowmen, accusing them of crimes against timber. Despite this vicious toll, the crossbowmen stood firm due to  Allor’s ongoing laughter at Bramble nearly killing herself with a dispell filling their hearts with courage.

As Morgan Bernhardt crawled slowly along the ground that evening in the hope of getting back to the first aid kit in his caravan, he pondered how glorious his victory had been, he had the elves exactly where he needed them

Wood Elf Victory!

Top Three AoS Lists for the No Ones Home! Auckland AoS GT2

This is the top three AoS lists for the No Ones Home! Auckland AoS GT2 that took place in New Zealand between the 3rd and 4th of October 2026. It saw 30 players 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

Helsmiths of Hashut
Taar’s Grand Forgehost
Army of Renown
General’s Handbook 2026-27
Drops: 4
Spell Lore – Taar’s Grand Forgehost Spell Lore
Prayer Lore – Taar’s Grand Forgehost Prayer Lore
Manifestation Lore – Forbidden Power (20 Points)


General’s Regiment
Urak Taar, the First Daemonsmith (340)

• General
Deathshrieker Rocket Battery (140)
Infernal Cohort with Hashutite Spears (90)


Regiment 1
Daemonsmith (80)

• Ruthless Overseer
• Talisman of Obsidian
Dominator Engine with Bane Maces (140)
Dominator Engine with Bane Maces (140)
Dominator Engine with Immolation Cannons (150)


Regiment 2
Ashen Elder (120)
Infernal Cohort with Hashutite Spears (90)
Infernal Cohort with Hashutite Spears (90)
Infernal Cohort with Hashutite Spears (90)


Regiment 3
Daemonsmith (80)
Deathshrieker Rocket Battery (140)
Deathshrieker Rocket Battery (140)
Tormentor Bombard (130)

Dalton Kahle: Sam has done it again; he seems to enjoy this list a lot. He is taking the Army of Renown and the obligatory units of infernal cohort with spears to generate demonic power points, although he is taking 4 units of unreinforced cohort, which is different than usual, most people see, to have at least one unit of 20 cohort. He has Urak-Tarr who is mandatory in this Army, but still does amazing as a support piece or melee monster. The other key pieces of this army are the 3 dominator engines, with 10 wounds, 2 up save and a 6 up ward, they are hard to kill and can be great as a deterrent to the opponent.

He also chooses to use 3 rocket batteries and one bombard, creating a 32 wound, 3 up save, 6 up ward gun line that can hold his back objectives and shoot almost anything off the table in one turn and can shut off commands with the bombard.

He then has 2 separate daemonsmith’s that can sit and heal the different artillery pieces, Urak-Tarr or even the different dominator engines, keeping the key pieces alive. The final key piece of this army is using forbidden power as his manifestation lore. This allows him to teleport his key pieces, prevent deep striking or recursion and just using the wide bases available in the lore to block off his opponents.

Overall, this army is technical, hard to kill, has high damage shooting, spell casting, healing and only gets better as the game goes on with the battle trait of the Army of Renown giving cumulative effects every new round. Great job to Sam for being able to maneuver this army to a 5-0 win.

Helsmiths of Hashut
Castigation Battery
General’s Handbook 2026-27
Drops: 3
Wounds: 125
Spell Lore – Lore of Infernal Power
Prayer Lore – Prayers of the Scorched Sect
Manifestation Lore – Forbidden Power (20)
Battle Tactic Cards: Siege of Ashes, Burning for Vengeance


General’s Regiment
Urak Taar, the First Daemonsmith (340)

• General
Bull Centaurs (380)

• Reinforced
Infernal Cohort with Hashutite Spears (90)
Infernal Cohort with Hashutite Spears (90
)


Regiment 1
“Domiculus the Grumpy” Daemonsmith on Infernal Taurus (270)
• Casque of Belittlement
• ‘Fire, You Worms!’
Deathshrieker Rocket Battery (140)
Deathshrieker Rocket Battery (140)

• Bullfather’s Scorn (10)
Tormentor Bombard (130
)


Regiment 2
Daemonsmith (80)
Infernal Cohort with Hashutite Blades (90)
Infernal Razers with Blunderbusses (220)

• Reinforced

Dalton Kahle: Dominic has taken the new army formations and shown why they have improved the army immensely. Castigation Battery now gives crit 2 hits to anything with 2 demonic power and with the command ability as a battle trait, you can give 1 unit 2 demonic power every time before allocating any of the generated demonic power.

With Urak-Tarr leading the force, it allows Dominic to switch his demonic power in the enemy hero phase to give it to someone that may need it. With Bull Centaurs and a Daemonsith on Infernal Taurus Dominic has all the melee power that he may need, with the ability to retreat and charge. With his 2 rocket batteries and tormentor bombard, he has ranged power and damage that can also shut down command abilities, which can weaken anything for the blunderbusses to come in and finish off, give them demonic power and they can have high rend with crit 2 hits.

With the heroic trait, it allows Dominic to give the blunderbusses multiple chances to shoot in a turn. The artifact lets the Daemonsmith on taurus roll dice equal to his fury level in combat with every 3 up doing mortal wounds. This gives a lot of damage flexibility as well as gives the ability to take out key pieces before combat even starts.

Slaves to Darkness
Darkoath Horde
General’s Handbook 2026-27
Drops: 3
Wounds: 141
Spell Lore – Lore of the Damned
Manifestation Lore – Primal Energy (10)
Battle Tactic Cards: Burning for Vengeance, Blazing Onslaught


General’s Regiment
Chaos Sorcerer Lord (120)

• General
• Radiance of Dark Glory
Chaos Warriors (Scourge of Aqshy) (400)

• Reinforced
• The Eroding Icon
• Brand of Apoplexy (10)
Varanguard (580)

• Reinforced


Regiment 1
Darkoath Chieftain on Warsteed (90)

• Darkflame Pendant
Darkoath Fellriders (130)

• 5x Fellrider Blades
Darkoath Wilderfiend (120)
Darkoath Savagers (90)


Faction Terrain
Nexus Chaotica


Regiments of Renown
Rogue Engine (450)
Outlaw Cannonade Cogfort

Roland Rivera: It’s not every day that you see a Slaves to Darkness list with a Cogfort, but Dan went off the beaten path and was paid off handsomely for it with a strong result. The Cannonade Cogfort isn’t very fast, but it’s a big, durable unit with a pretty good shooting profile and a pretty good selection of buffs, and adding that extra dimension to Slaves to Darkness has had a pretty good track record. +1 to wound or protecting a unit from shooting are not the main reasons you take this unit, but they’re pretty nice things to have.

The rest of Dan’s list is an interesting mix between the powerful combat units in the Warriors of Chaos half of the army and the efficient utility units in the Darkoath half of the army. Scourge of Aqshy Chaos Warriors are a fearsome anvil that can fight back hard once you reach maximum Fury, Varanguard are perhaps the best cavalry hammer in the game, and the Sorcerer Lord can help these units reach combat with Daemonic Speed and keep the Varanguard upright by providing them with a Ward (the Warriors have their own). On the Darkoath side, you have Fellriders and a Chieftain on Warsteed for speed and tactics, and the Wilderfiend and Savagers provide a bit of counterpunching potential. The list can also revive most of these units using the Darkoath Horde Battle Formation, which gives you depth.

Overall, this is not a commonly seen combination of units, but as this result shows, just because it’s unusual doesn’t mean it’s ineffective.

Skaven
Claw-horde
General’s Handbook 2026-27
Drops: 4
Wounds: 114
Spell Lore – Lore of Ruin
Prayer Lore – Noxious Prayers
Manifestation Lore – Forbidden Power (20)
Battle Tactic Cards: Blazing Onslaught, Flanking Firestorm


General’s Regiment
Vizzik Skour, Prophet of the Horned Rat (340)

• General
Stormvermin (220)

• Reinforced
Stormvermin (220)

• Reinforced


Regiment 1
Thanquol on Boneripper (310)


Regiment 2
Krittok Foulblade (140)
Gutter Runners (300)

• Reinforced
• 2x Saboteur Bombs
• Anabolic Accelerators (10)
Deathmaster Crixxit (150)


Regiment 3
Verminlord Corruptor (Scourge of Aqshy) (290)

• Foulhide
• Masterclan Connections


Faction Terrain
Gnawhole

Connor Irwin: Congrats to Dylan for a great showing for Skaven. I caught up with him on Discord and he was gracious enough to share some thoughts.

“I was trying to make a list to use the spicy corruptor warscroll even though I suspected it wouldn’t be particularly strong. The best recipients of the +1 attack buff in my opinion were stormvermin or plague monks until the balance change allowing gutter runners and night runners to be Reinforced dropped.

I went all in on the idea of sending the greatest alpha strike possible early and seeing what happens. Crixxit and the annebolic accelerators give the Reinforced gutter runners an average of 11″ charge range on the turn they pop out of a gnawhole making it all but guaranteed with the reroll available.

Thanquol gave me the ability to shut off key commands and especially redeploys while vizzik let me double down on the gutter runners alpha strike by giving them fights twice.

I have 40 stormvermin instead of any clanrats simply because I like the models and wanted to give them the attacks increase once the gutter runners died heroically.

I’d like to say that this list encourages a lot of tactical play and 4d chess but the truth is my games were often decided before turn 3 after two exceptionally violent battle rounds.

Key takeaways:

  • Reinforced Gutter runners supported by Crixxit are awesome
  • The Aqshy Corruptor is absolutely terrible for the points. The +1 attack buff is strong but I only used it on my units max twice a game so skavenbrew would have been an easy replacement and his own combat ability is just very anemic compared to the equivalent points spent in say another 20 nightrunners or Gutter Runners
  • Stormvermin are great and efficient damage, their output drops dramatically as they lose models and hoard clear abilities demolish their little 1 wound bodies but I’d never take less than 20 regardless of list
  • Vizzik is a little hard to keep alive but provided you have infantry in your list to take the brilliant buffs from our prayer lore he is an easy include
  • Thanquol unfortunately loses out to the Alternate bell for the wizard slot but its a lot closer than you would expect, masterclan connections plus his own in built casting bonus is really big for getting key casts of skitterleap or fights last off in your opponents turn to really mess with their plans. Additionally with a meta revolving around 400pts and higher power house units slapping terrible madness on them to prevent commands is great value.

What I intended to be a bit of a joke list actually turned out to be pretty strong and with a couple changes I could easily see someone going X-0/1 with it.”

Final Tournament Placings

Luneburg Tournament Recap / Fittsy finally played in another AoS Tournament!

Guess who’s a bloody gryph-donkey*… it’s me! And not even just because I’ve been out of the word-vomiting (article writing) game for the last 6 months or so. I went to a tournament… was going to do a great article about my comeback to warhammering… and took a sum total of 4 photos.

To celebrate my grand return to “wanting to write an article enough to actually get off my arse to write an article”, I’m going to go ahead and give you a run down anyway… I can maybe give you bulletpoint vibes and some crappy powerpoint arrows on the battleplans. Let’s see how this all sort of drops out.

*If you can have a Gryphhound, I’m sure there are Gryphdonkeys too. Hmmm, I want to see farm animals from the Realms!

My List

Look at that list name… if you wanted professionalism maybe check out Plastic Craic instead. I couldn’t even be bothered getting to version 1 before sending it to the tournament.

We’re back to running an Ironclad which is fun for me. I was happy to reduce how many units I had on the table but… the points have come down twice over and I’m back to having quite a few bodies on the table. Those Salvagers at the points feel really good and if I had more of them… I’d probably play a 40 model Salvager list :D. As it is Arks and Riggers are really good and that one unit of Skywardens with the Artycle 15 pack a real punch!

Was it the best thought out list? No. Was I trying to squeeze in a unit of Riggers after the points drops? Yes. Should I change it to make it better? Fuck yes.

Game 1: Into the Fire against Jan with IDK

Am I digging the first battleplan? No… with my list, I generally want an impactful underdog to let myself go 4 odd points under in turn 1 and 2… using that to then push into a big enough win turns 3-5 with maybe a juicy double. I’ve also struggled a bit going into these side to side deployments because I can’t use my mobility to work around threats and can struggle to get around opponents and into the units I need to wipe out.

I’m ok with playing into this list… so long as I can get in enough damage before it gets enough damage onto me. Those Thralls with the Ironshell Barnacles (minus 1 from damage) are a pain in my arse though as I really want to clear them with shooting and they make that quite a lot harder. Do I really get Idoneth? Nah… but I’ve got a good track record into them anyway.

I made a misplay myself here in the deployment by giving my Ironclad better bombs instead of ignoring negative modifiers to hit when shooting with all the guns against something because most of this damn list flies. I’ve made this mistake before into IDK… I don’t know, they just don’t really look like they fly.

Ah, look how I set up a little back ready to make a screening bridge across those two terrain pieces… shame I forgot all about this in the first turn

Gave him first after winning that first key roll-off

He just moved up and got his scoring going knowing I wouldn’t do much into him while the -1 to hit was in play

Got baited into moving onto the middle circle to try and wipe a unit and take the middle for the extra points

Spoiler alert: WAS NOT WORTH IT!

(look at me, here I managed to do the bullet point thing I mentioned in the intro, just wait for the rest of the article)

This is just before I moved up and tried to whack those thralls with my Salvagers and completely whiffed

Copped a full send from IDK top of 2nd… wiped my two units of salvagers which is ok, still recoverable but a bit of a blow

I wasn’t set up poorly but in hindsight I was up too far forward for massed eels with run and charge

Did a really nice redeploy with an auto-endrin to block the base of the Idoneth Fighty Wave Dude (took me a bit to remember it’s called an Eidolon)

Played towards getting the double, even keeping myself to precisely 11 points under. Wiping the Eidolon by removing its ward, which although it felt good was really another mistake when the turtle was right there and on the middle objective.

Got the double! Cleaned up pretty well but failed to kill the wizard controlling the IDK Wet Incarnate by a single wound and got blocked by the tentacle to take the middle objective.

I like the idea of these but found it hard to be insightful regarding this battle

Then he put another tentacle blocking me and between the tentacles and the turtle I could never muscle him off the middle objective which cost me 12 points over 3 turns which is a delta of 24 points there alone. On top of that, I was bogged down and couldn’t get out to the back for Siege of Ashes.

Jan played bloody well, the full send turn 2 was his get out of jail card and I’d severely underestimated how deep into me he’d get with all the run and charges (plus being able to remove enough models in the shooting phase to start locking my ships in). The clincher really being how well he played on the middle objective to keep me off, I was equal control on turns 3 and 4 with the underdog benefit. He kept his eyes on his points and kept working towards keeping that lead.

We did struggle for time and I’d asked if he wanted to play with clock at the beginning but accepted that he’d prefer to play without. This put a lot of pressure on me in my turns to keep the game rolling quickly enough to get to the turns where I had a chance at a win. The clock lets me decide how I spend my time and that helps me to personally have more enjoyable games so I really need to get my clock out on the table more often.

This was overall a tough game and a real killer to start the day off with. There were a few times where if the rolls had gone a little differently the game could have been decided.

Game to the wet elves for 50 to 30

Game 2: Seesaw Objectives otherwise known as Treacherous Ground against Kruleboyz

Total opposite to round 1, this is a fucking fantastic battleplan for me. I’ve got the mobility to get from one side to the other whilst most opponents need to deal with trying to spread out.

The objectives only count if they’re stable (only one of each of the red/yellow pairs can be stable) and the underdog gets to swtich one of them to the other side if they want

Kruleboyz list with an interesting mix of infantry, war machines, monsters, and heroes. Unfortunately for the matchup, I’m really happy to see combos like this where I can shoot the war machines and monsters off before charging in to wipe infantry and foot heroes. The KB option to get strike first means I need to theoretically be more surgical and use my Frigate to avoid it removing my strike first… but realistically I’m always playing that way with this list. It’s a list which is really technically oriented with a plan to steal points with the potential 4 teleports per turn but with my movement and shooting, I’ve also got the option to play into the middle and still hit units on both sides.

Deployed hard on the left whereas he split his forces to be able to fight on each side and that pretty much gave me the game there.

He’d never played into KO before and is relatively new to AoS so I also focussed on making sure to explain some of his options and how some rules interact where he could use them to his advantage in future games. I also did explain some of what I was doing and where he could do things against it or could have done things differently. KO can be a rough army to go into the first time and I do what I can to help my opponents for their next games hoping that it won’t be me that they face.

I feel like this is starting to get more interesting as a diagram…

My game plan here was focus hard up on the left flank turn 1 (or turn 2 if turn 1 didn’t present a good option), move into the middle turn 2 and be able to then control whichever objectives he as underdog would make stable. I can always leave a unit or 2 of salvagers behind to keep the left flank under control and block teleports. That’s pretty much how it went down, he kept trying to score some points but I know that it’s hard to keep the motivation up after you see a flank crumble.

My army crushing the left flank. Satisfying for me but a demoralising blow for my opponent.

We had a really funny moment where I’d moved all my army and then realised that he’d literally hidden his Swampcalla in the Obscuring terrain… I hadn’t seen it at all. I was lucky I’d moved my Endrinriggers right next to it and they could charge in and solve that little problem. From there it really was just a matter of playing it out and trying to work out where / how I could score while the last models teleported about.

Strong KO win for 70 to 35

Game 3: Escape the Coast against Troll Jan

Sorry second Jan of the day but you’ll forever be Troll Jan for me now.

I had not played on this battleplan before! I don’t know why, I guess just luck. But I took a quick look after having seen his list and knew this was going to be tough and that I’d really be relying on turn 4 and 5 to pull a win out here. It’s got a good underdog though here where you can remove the objectives on the left in the image below and using that I could see my escape plan (pun intended).

Fuck me… troll lists are a good counter to my list. I had the good luck to speak to a really good player before the match who really reminded me of what I’d need to do to be able to open up a win… by opening up the castle on the right turns.

I deployed hard on the right in this one… and actually here was a mistake because I deployed too hard on the right and I couldn’t get out of my corner quickly enough.

He took the chance to deploy a small block to tactics up and control that left flank which my 1 unit of salvagers obviously couldn’t handle. He then proceeded to get lucky with run rolls and keep taking the objectives off me too the little scamp!

I thought after turn 1 that I would head towards that left flank so that his trolls would get a bit banked up and I could deal with them bit by bit… but I was really a bit too slow and with a nice old charge roll he got the 2×6 and Big Trogg King guy into my Ironclad in the middle. I’d whittled one unit down to just 3 between shooting, covering fire, and some mortal wound bombs. I was seriously worried though that the Ironclad was about to go down but a bit of a rubbish combat phase later and the Ironclad had just taken 3 wounds.

Trogg King guy sitting there with no ward and this was my go turn… drove over him with both ships took the ward off the six Troggoths and started shooting into them too.

I really like playing to an impactful underdog rule… I may have preferred to not turn off that last objective at the bottom but I’d failed to get rid of enough Trolls down there.

I was still just the underdog so at this point I got to remove the 3rd objective on the left flank and then just park on the middle objective for my big 10 turn 4 (and would have been turn 5 too if we’d still had the time).

Jan used a neat little trick to with his little wizard who’d moved down the left flank where I kept turning off the objectives, he made him the place where he could bring units back and used it to then control his hideout and score another tactic… I misplayed against it not really seeing the play where if I’d just shot that little shit off the table I’d have had no problem (I mean the wizard not Jan, he was a really nice chill opponent which is great for that 3rd round of an RTT).

Round 4 though I really got to start scoring properly, racked in my 20 and that put me ahead with a clear 5th turn which would have been another 20 for me too.

Had to call it due to time at turn 4 with 58 to 42 for me

How it went for me overall

2-0-1 and 5th place out of 22

Am I satisfied with my performance? I’m feeling like it was good enough but those two mistakes game 1 really changed my trajectory for the day. I recognise I should go easier on myself… learnt some good lessons going into armies I rarely play against and a couple of battleplans I haven’t played on much.

On the other hand, I definitely felt the hunger inside me for more Ws which has not gone away and right now I am inclined to feed it… at least a little and to hope that’s enough.

This is what my good mate Dirk refers to as the Killer Instinct. For sure, it’s largely very useful for giving me the drive to push for my wins but it’s also got the dark side of giving me the drive to push for more wins when I could be looking at making sure I enjoy the game. Ooh watch out… I might get philosophical or some shit up in here!

What have I got to work on?

  • Practice rolling 3+s for my Salvagers
    • Only kidding… but normally my Salvagers get all their 3+s and the Wardens not… but this time it was the other way around and I felt the difference
  • Fixing my bloody list
    • The regular Null-Khemist isn’t the right tool for this list
  • Trying some new things to give myself more list options i.e. to be able to deal with the
    • I’ve got my eye on some Regiments of Renown and looking at things like putting a gunhauler into the list
  • Getting some more games in against some of those armies I struggle into
  • Keeping my reps up!
    • Already signed up for another league and will look for 1 TTS event to do in parallel
    • Will try and squeeze one more tournament in before Christmas too
  • Learn how to make indents in bullet point lists in WordPress

Close this one out, there’s enough rambling already in this article…

The tournament itself was real nice, I hadn’t been to Luneburg before and the bunch of people hitting the tournaments in the Gargoyle Games series (Hamburg, Lubeck, Luneburg) are just a fucking bunch of gems! It’s honestly a big motivation to turn up to these events because the atmosphere is really nice and I’m happy to see all the familiar faces and meet new ones. This was particularly cool for that aspect in Luneburg as I played 3 opponents who I’d never faced before!

I’m glad to be back with the energy to enjoy my AoS time and really feel good about being in the hobby. I’m glad I took a bit of a break when I needed it.

Now get out there and get your reps in for your next event… or not if you’re not feeling it. Take time for you and if you need to ease back or take some time off… bloody well go for it.

Warhammer 40k Battleforce Boxes 2026

Battleforce boxes are back after their successes since 2020. These are a fantastic way to get into a new army or even add to an existing one, but what’s inside them and what is the saving?

Well Warhammer Community have announced that they are coming back for 2026!

Age of Sigmar hasn’t been announced yet, but it must be just around the corner!

Prices in 2025 were around £155 each so with the September price rise, I expect these to be £165 each. In the meantime I thought our readers would like to know the value of the toys… so see below against each box:

Battleforce BoxsetCostRRP
Space Marines – Indomitus Task Force£237.00£165.00 (Est)
Chaos Knights – Helhunt Lance£250.00£165.00 (Est)
Orks – Armoured Blitzmob£240.50£165.00 (Est)
Space Wolves – Champions of Fenris£208.50£165.00 (Est)
Blood Angels – Angelus Assault Force£212.00£165.00 (Est)
Chaos Space Marines Cult of Destruction£257.50£165.00 (Est)
Necrons – Disciples of the Nekrosor£231.00£165.00 (Est)

There’s a broad range of value here with the specialist Space Marines of Space Wolves & Blood Angels having the worst value and that’s after we’ve assumed the Blood Angel sprue is worth over £23!

Games Workshop seem to be continuing their recent process of making these boxes more appropriate for a new army than growing them although as might be expected after the launch of a new edition in the summer the Space Marines and Orks look like good add-ons to the combat patrols or Armageddon boxsets.

Chaos seem to be doing best here, although again if you have a Chaos Knight army it seems likely you already have enough of the little dogs to start your own kennel business already.

All in all a reasonable set if you don’t want the Blood Angels or Space Wolves although a lot depends on the price – maybe these will be lower.

These are best ordered from your FLGS especially if they can get them in, and make a few pounds, dollars, euros from them in the expensive Christmas period.

Alternatively, if you regularly use Element Games, you can pick them up there… using our affiliate link (for which we receive a small contribution to the site)

So what do you get inside and how much would it cost you normally?

Space Marines – Indomitus Task Force

Warhammer Community / Games Workshop
UnitCost
Captain in Terminator Armour£30.00
Chaplain (*)£30.00
Redemptor Dreadnought£52.00
5 Terminators£44.00
5 Assault Intercessors (Jump Packs)£39.50
10 Intercessors£41.50
Total£237.00
RRP£165.00(Est)
Saving£72.00(Est)

(*) Not currently available on UK webstore (estimate used)

Chaos Knights – Helhunt Lance

Warhammer Community / Games Workshop
UnitCost
Knight Ruinator£120.00
4 War Dog Stalkers£130.00
Total£250.00
RRP£165.00(Est)
Saving£85.00(Est)

Orks – Armoured Blitzmob

Warhammer Community / Games Workshop
UnitCost
Warboss in Mega Armour£29.00
Battlewagon£82.50
Deff Dread£41.50
3 Meganobz£46.50
10 Orc Boyz£41.00
Total£240.50
RRP£165.00(Est)
Saving£75.50(Est)

Space Wolves – Champions of Fenris

Warhammer Community / Games Workshop
UnitCost
Logan Grimnar£46.50
Arjac Rockfist£30.00
15 Wolf Guard Terminators£132.00
Total£208.50
RRP£165.00(Est)
Saving£43.50(Est)

Blood Angels – Angelus Assault Force

Warhammer Community / Games Workshop
UnitCost
Commander Dante£29.50
Chaplain with Jump Pack£26.00
Death Company Brutalis Dreadnought£54.00
3 Sanguinary Guard£39.50
5 Death Company with Jump Packs£39.50
Blood Angel Upgrade Frame (*)£23.50
Total£212.00
RRP£165.00(Est)
Saving£47.00(Est)

(* we are assuming this comes with transfers as well, but not mentioned)

Chaos Space Marines Cult of Destruction

UnitCost
Warpsmith£29.00
Defiler£92.00
Venomcrawler£51.00
2 Obliteratorsinc above
5 Havocs£41.50
3 Mutilators£44.00
Total£257.50
RRP£165.00(Est)
Saving£92.50(Est)

Necrons – Disciples of the Nekrosor

UnitCost
C’tan Nightbringer£82.50
Nekrosor Ammentar£40.00
3 Ophydian Destroyers£41.50
Canoptek Doomstalker£33.50
10 Necron Warriors£33.50
3 Scarab Swarmsinc above
Total£231.00
RRP£165.00(Est)
Saving£66.00(Est)

So what do you think good value or not? Will you be picking up a set?

— Declan & Eeyore