All posts by Brett & Peter

Top Three AoS Lists for Northern Wastes GT

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This is the Top Three AoS Lists for the Northern Wastes Grand Tournament that took place in Prince George, BC, Canada. It involved 28 players vying to be crowned champion in a 5 game tournament. A little bit of a blast from the past with lists that would be pretty familiar to anyone from 2nd Editions, leavened with a few new units.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Army Faction: Skaven
Grand Strategy: Defend What’s Ours
– Triumph: Indomitable

LEADERS
Grey Seer (125)**
Spells: Levitate
Grey Seer On Screaming Bell (325)**
General
– Command Traits: Master of Magic
– Artefacts of Power: Skavenbrew
– Spells: Death Frenzy
Grey Seer (125)**
Spells: Skitterleap
Deathmaster (165)****
Artefacts of Power: Gnawbomb
Warlock Bombardier (115)****
Artefacts of Power: The Brass Orb
– Spells: Warp Lightning Shield
Plague Priest (100)****
Prayers: Rabid-rabid!

BATTLELINE
Clanrats (100)***
Rusty Blade
Clanrats (100)***
Rusty Blade
Skryre Acolytes (150)****

OTHER
Warpfire Thrower (70)
Ratling Gun (65)
Ratling Gun (65)
Plague Monks (180)*
Pair of Foetid Blades
Plague Monks (180)*
Pair of Foetid Blades

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)
1 x Vermintide (60)

TERRAIN
1 x Gnawhole (0)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent
***Expert Conquerors
****Warlord
TOTAL POINTS: 1995/2000

Brett: A good spell/plague monk heavy list which we haven’t seen as much of recently with the majority of successful lists running Thanquol and/or Deceivers or Stormfiends. Solid reminder of the depth of this book because and the number of options. With 4 wizards and a priest this list has 7 casts and 8 denies (and a prayer). The Screaming Bell has an entire table of command abilities that buff the unit or adjacent units, do mortal wounds or just try to kill the unit. More importantly it adds at least 1 to cast until it hits bottom bracket (+2 at top bracket) and if damaged to half health (8) can summon a Verminlord. This is the unit that is most likely to cast Purple Sun and is pretty durable, with a 4+ save and 5+ ward it has an effective health of 27 against Rend -2.

Master of Magic for rerolls, Death Frenzy is it’s known spell (fight on death) and Skitterbrew (does D3 MW but grants 1 attack). Feasibly you could have Plague Monks with 4 attacks and fighting on death (with 4 attacks). 136 attacks (assuming 3 died to Skitterbrew), 22 of which on average will be -2 Rend. Other spells include Levitate (fly for a unit), Skittleap (teleport) and Warp Lightning Shield (negate the first 3 wounds in a phase, if a 4 wound is caused, take 3 MW). This is mostly so the Bombardier doesn’t blow himself up with the Doomrocket or empowered Warp Lighting. In the course of a game he definitely will blow up, that’s what he’s here for.

Rabid- Rabid adds another attack to a unit within 13″ (5 attacks for the Plague Monks? – with fight on death and the unit wiped after a charge that’s a potential 200 attacks)And that’s the heart of this list, 80 rats, some of which will have ratling guns or warpfire throwers hiding in them to surprise you. Even more fun the Deathmaster is probably hiding in one of the clanrats units as well. Run and charge, D3 mortals on 6s he’s a nasty little assassin. This list is all about the small attacks adding up, with some nasty mortal wounds and spells in there as well. It’s a lot for the general to keep up with but even more so for opponents.

Most of his opponents had things that were very good at removing threats, built around the common 2 or 3 hammer style of list. What is the hammer in this list? If you remove only one block of rats a turn they’ll outscore and overwhelm you pretty quickly.

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Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADERS
Morathi-Khaine (340)*
The Shadow Queen (340)*
Melusai Ironscale (115)*
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe

BATTLELINE
10 x Blood Sisters (280)**
Reinforced x 1
10 x Blood Sisters (280)**
Reinforced x 1
15 x Blood Stalkers (540)*
Reinforced x 2
5 x Khinerai Heartrenders (95)*

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 99
Drops: 3

Brett: A familiar take on Daughters of Khaine so far, remembering that they only have slightly more than 20 warscrolls to choose from. Morathi and Shadow Queen taking 1/3 the list and the remainder devoted to Blood Sisters/Stalkers. Khinerai Heartrenders for opportunistic objective/battle tactic sniping. Melusai Ironscale mostly for her run and charge command with no range restrictions, +1 attack for Melusai (Blood Sisters/Stalkers) if she kills a model, 5+ ward against spell damage, and Turns to crystal for MW if she is in combat range. Crown of Woe turns off Rally or Inspiring Presence within 9″ (15″ after she kills something). A General that wants to be close to the action. Cruelly Zelous Orator lets her return a model on a 4+ when using Rally.

Morathi is the only caster (3 spells, 2 denys) and knows the complete spell lore of course. Of course she can issue a command allowing a unit to shoot (or fight) in the hero phase. Effectively allowing a unit to Shoot or Fight twice, in this list that is going to be the Blood Stalkers most of the time. Shadow Queen is a blender of course and the 3 wounds a turn is always fun. The sub faction is Zainthar Kai for fight on death and the Blood girls are battleline (the General does the same thing). And that is the heart of the list, Blood Sisters to apply pressure and take objectives as well as screening and Blood Stalkers to remove most threats. Your best option is to outrange them otherwise you need to survive a withering Unleash Hell.

It’s a popular list because it works quite well if you can manage the fragility of the sisters in combat (you only want to enter combat/be shot on your terms). Daytond can do that well, demonstrated by beating the mirror match. He lost to first place which exposes a weakness with most elite lists (this is 33 models) – hordes.

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Army Faction: Sylvaneth
Army Subfaction: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Arch-Revenant (120)***
1 x Spirit of Durthu (370)***
Artefacts: Greenwood Gladius
1 x Warsong Revenant (305)***
General
– Command Traits: Spellsinger
– Artefacts: Arcane Tome
– Spells: Verdurous Harmony, Verdant Blessing

BATTLELINE
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
5 x Tree-Revenants (110)**
5 x Tree-Revenants (110)**

ENDLESS SPELL
1 x Spiteswarm Hive (40)

OTHER
6 x Spiterider Lancers (420)*

CORE BATTALIONS:
*Bounty Hunters
**Expert Conquerors
***Command Entourage – Magnificent

TOTAL POINTS: (1935/2000)

Brett: A riff on another favourite, including the new Spiterider Lancers with a cast of more familiar players. Starting out in Heartwood as their grove allowing the general to pick 3 enemy units for a +1 to hit against them. Everything except the endless spell has Heartwood as a keywood and benefits from that. It’s really good on the Kurnoth Hunters getting them to a 3+ to hit (and 2+ with all out attack). With only 13 shots and rend 1 maximising hits is crucial to making them effective. Near the Arch Revenant they are wounding on 2+ to. Durthu is benefitting to and so are the Spiteriders. That includes Durthu’s additional attacks (Greenwood Gladius). The Warsong has all of the magic, 2 casts/denies naturally and a 3rd with Arcane Tome.

The Warsong is able to cast Verdurous Harmony to heal a Tree Revenant unit, Verdant Blessing to Summon a Wyldwood and Unleash Swarm of Sprites through the Wyldwood (like Spell Portal). The last pumps out a lot of mortal wounds. Spiteswarm Lancers for pinning and mobile damage, they strike first and heal making it a little bit tougher. Tree Revenants for opportunist attacks, teleporting and fire and fade. The last are among the most effective scoring units at the moment. Solid, durable and mobile it’s a great list to take to a tournament and rewards a good general. Going 4/1 this time and loosing to 2nd place is still a strong showing (and shows how good Blood Stalkers can be).

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Allegiance: Gloomspite Gitz
Option: Gloomspite Gitz
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Loonboss on Giant Cave Squig (110)*
General
– Moonclan Stabba
– Command Trait: The Clammy Hand
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Moonclans: Squig Lure
Fungoid Cave-Shaman (95)*
Lore of the Moonclans: Itchy Nuisance
Skragrott, The Loonking (230)*
Lore of the Moonclans: The Hand of Gork

Battleline
20 x Stabbas (150)*
Pokin Spears & Moon Shields
– 3x Barbed Nets
– 1x Badmoon Icon Bearers
24 x Squig Herd (320)**
Reinforced x 1
24 x Squig Herd (320)**
Reinforced x 1

Units
6 x Sneaky Snufflers (75)*
6 x Rockgut Troggoths (290)*
Reinforced x 1
10 x Boingrot Bounderz (210)**
Reinforced x 1

Endless Spells & Invocations
Mork’s Mighty Mushroom (40)
Scuttletide (70)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 188
Drops: 4

Brett: For our extra list this week keeping with the small folk we have Gitz. A mixed force of Squigs for mobile threats and Troggoths to ensure you are disappointed when they whiff against very possible odds. You go Gitz because they have the best warscrolls in the game. Efficient, no, but who else is empowered by eating mushrooms, gets extra movement because they bounce or has a small foot wizard that must be surrounded by enemies to do any real damage with his spell (Spore Maws). 180 points of Endless Spells to make them that more vicious, Purple Sun, Mork’s Might Mushroom (MW on a 5+ within 8″) and Scuttletide (more mortals).

With Arcane Tome 4 casts/unbinds, Squig Lure (run and charge for 3 units on a 5), Itchy Nuisance (fights last) and Hand of Gork (teleport a unit that is within 24″ – very generous). Skragrott and the Cave Shaman can generate extra command points every turn. This is a very slow list apart from the Boingrots and Loonboss (but he’s your general so probably not up front). It isn’t very durable but it does have the ability to put out a few mortal wounds and has, in some units like Squig Herds, a surprising number of rend 1 attacks. To shut it down you need to get to Skragrott and to get to him you need to get through a lot of bodies, including the Troggoths who can hit very hard. Gitz suffer from very poor saves and low moral so 3/2 is really fantastic.

That included Thunder Lizard (Seraphon) and Kharadron Overlord armies that are both doing really well right now. The Kruleboyz are with Gitz at the bottom of the tier list, it would have been a really interesting match up between Kruleboyz shooting and Gitz tricks.

Final Tournament Placings

Top Three AoS Lists for Autumn Assault 22 GT

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This is the Top Three AoS Lists for the Renegade Wargaming Autumn Assault that took place in Roseville, Minnesota, USA on 10th and 11th of September. It involved 20 players vying to be crowned champion in a 5 game tournament. Another tournament that introduces the 2 armies list making twist. For Autumn Assault the TOs required players to have 2 armies from the same battletome but using different sub-factions. The changes other than that were up to you in how large or small you’d like them to be.

As an example (provided by the TOs in the player pack), Stormcast would use different Stormhosts or Soulblight would use different Dynasty. There is lot more to it, particularly for say Orcs (sorry Orruks). Each list had to have the same Grand Strategy and had to be played at least once in the event. I think it is an interesting idea particularly in an area with players who’ve played a fair while. But making it about the same army but different subfactions means newer players aren’t excluded. Either way, twice as many lists for us to look at.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Army Faction: Skaven
– Grand Strategy: No Place for the Weak
– Triumph: Indomitable
Leaders
Thanquol (415)*
– 2 x Warpfire Projectors
– 2 x Warpfire Braziers
– Spells: Death Frenzy
Warlock Engineer (105)*
– Spells: More-more-more Warp Power!
Grey Seer (125)*
– General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Skitterleap
Battleline
Clanrats (100)*
– Clawleader
– Rusty Blade
– 2 x Clanrat Bell-ringer
– 2 x Clanrat Standard Bearer
Stormfiends (640)*
– 2 x Windlaunchers and Clubbing Blows
– 2 x Ratling Cannons and Clubbing Blows
– 2 x Doomflayer Gauntlets and Warpstone-laced Armour
Clanrats (100)*
– Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Clanrats (100)*
– Clawleader
– Rusty Blade
– 2 x Clanrat Bell-ringer
– 2 x Clanrat Standard Bearer
ARTILLERY
Warplock Jezzails (120)*
Other
Ratling Gun (65)
Ratling Gun (65)
Warp-Grinder (65)*

Endless Spells and Invocations
1 x Purple Sun of Shyish (70)
1 x Lauchon the Soulseeker (30)

Terrain
1 x Gnawhole (0)

Core Battalions *Battle Regiment
TOTAL POINTS: 2000/2000

Army Faction: Skaven
– Grand Strategy: No Place for the Weak
– Triumph: Indomitable
Leaders
Grey Seer (125)**
– Artefacts of Power: Skavenbrew
– Spells: Skitterleap
Grey Seer (125)**
Verminlord Deceiver (405)**

– General
– Command Traits: Devious Adversary
– Artefacts of Power: Shadow Magnet Trinket
– Spells: Flaming Weapon
Thanquol (415)***
– 4 x Warpfire Projectors
– Spells: Death Frenzy
Battleline
Clanrats (100)*
– Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Clanrats (100)*
– Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Gutter Runners (105)**
Clanrats (100)***

– Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Behemoth
Hell Pit Abomination (245)***
Other
Plague Censer Bearers (180)***
Endless Spells & Invocations
1 x Lauchon the Soulseeker (30)
1 x Purple Sun of Shyish (70)

Core Battalions
*Expert Conquerors
**Warlord
***Battle Regiment

TOTAL POINTS: 2000/2000

Brett: First of the double lists, we have 2 subtly different Skaven lists. Skaven has had a big boost since the new Battletome, placing but not a lot of wins yet. In this case Sean has shown 2 of the more popular styles of build, the very common Stormfiend block “shooting” list and and more of a melee spell/melee focused option with a monster and Plague Censers. The second list switches out the Warlock Engineer for a Grey Seer (2 Grey Seers), Verminlord Deceiver (extra HQ), Hell Pit Abomination and Plague Censer Bearers. Of our chosen lists this is the most significant change. You’ll have to guess which clans they are in.

Just looking at the first, there are 3 Wizards with 6 casts (thanks to Arcane Tome). Death Frenzy (fight on last), Skitterleap (Hero Teleport) and More more Warp Power for laughs (and a +1 to hit and wound rolls). Purple Sun because why not and Lauchon (or Thanquol’s skateboard). It’s an interesting list when you think about the spells, with Death Frenzy Thanquol wants to be near either the Stormfieds or Clan rats. Clan rats you say? Imagine a death frenzy clan rat huddle hiding a Ratling Gunner (each can hide up to 2 ratling gunners) when you charge it with say Bladegheists or Witchaelves. Each Clanrat unit is going to hide either the Ratling guns or Warp-grinder making removing them that much more tricky. More of a castle list with the threat of Thanquol moving in if he needs it.

Lots of units to score points with and 2 big threats that you need to deal with because neither Thanquol or the Stormfiends can’t be safely ignored for long. Clanrats with +1 rend (Purple Sun) are going to hit a lot hard than you might imagine.

The second list switches to a very melee focused list with the Deceiver, Abomination and Plague Censor Bearers replacing the Stormvermin and various guns. Possibly slightly more familiar in the current meta with the clan rats as screens and objective holders and the other units taking over almost all of the lifting. The Deciever has his 6″ charge (Dreaded Skitterleap) coupled with Flaming Weapon but probably hold him back a little since he is the General. But his also a great candidate for This one’s mine at the mid point of the game. Keep in mind that the Plague Censors won’t go near the Purple Sun (they have no save).

This list has enough to pin you in place before sending in a hammer to remove specific threats. He scored really well even in his losses enabling the win. His closest matches were his 3rd round loss (to 3rd) and 5th round (2nd overall)

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Allegiance: Sons of Behemat
– Tribe: Breaker Tribe (Fierce Loathing: Bossy Pants and Clever Clog)
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired
Gatebreaker Mega-Gargant (525) “lil chopper”
– General
– Command Trait: Monstrously Tough
Gatebreaker Mega-Gargant (525)* “lil murder”
– Artefact: Amulet of Destiny (Universal Artefact)
Gatebreaker Mega-Gargant (525)* “lil half cut”
– Artefact: Enchanted Portcullis
Krondspine Incarnate of Ghur (400) “SpaceGhosrPurrp”
– Allies
*Bosses of the Stomp – Magnificent
Artefact
Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 105
Drops: 4

Allegiance: Sons of Behemat
– Tribe: Breaker Tribe (Fierce Loathing: Shiny ‘Uns)
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired
Gatebreaker Mega-Gargant (525) “lil chopper”
– General
– Command Trait: Monstrously Tough
Gatebreaker Mega-Gargant (525)* “lil murder”
– Artefact: Amulet of Destiny (Universal Artefact)
Gatebreaker Mega-Gargant (525)* “lil half cut”
– Artefact: Enchanted Portcullis
Krondspine Incarnate of Ghur (400) “SpaceGhosrPurrp”
– Allies
*Bosses of the Stomp – Magnificent
Artefact
Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 105
Drops: 4

Brett: Possibly the closest 2 lists of the event with only the Fierce Loathing changing between the lists. They hate a lot of things. 3 Mega Gargants and Krondspine as the basis. The General is Monstrously Tough (40 vs 35 wounds) and Amulet of Density and Enchanted Portcullis to give the other 2 a 6+ ward. A great play, it grants the equivalent to 5 or 6 wounds to each through the course of the game on average. For Sons he scored consistently, no real high or low spots. Even his last round loss (to 1st) was a 17/20 match. Season 1 has brought the big boys back in numbers.

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Army Faction: Stormcast Eternals
– Army Type: Scions of the Storm
– Army Subfaction: Hallowed Knights
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired
Leader 1 x Gardus Steel Soul (150)* 1 x Knight-Draconis (300)*
– General
– Command Traits: Envoy of the Heavens
– Artefacts: Mirrorshield
– Mount Traits: Thunderous Presence
Battleline 5 x Judicators with Skybolt Bows (200)* 5 x Judicators with Skybolt Bows (200)* 4 x Stormdrake Guard (680)**
– Stormdrake-Prime
– Drakerider’s Warblade
Other 4 x Dracothian Guard Fulminators (460)** Core Battalion *Battle Regiment **Bounty Hunters TOTAL POINTS: (1990/2000)

Army Faction: Stormcast Eternals
– Army Type: Scions of the Storm
– Army Subfaction: Hallowed Knights
– Grand Strategy: Tame the Land
– Triumphs: Inspired
Leader 1 x Gardus Steel Soul (150)* 1 x Knight-Draconis (300)*
– General
– Command Traits: Envoy of the Heavens
– Artefacts: Arcane Tome
– Mount Traits: Thunderous Presence
– Spells: Azyrite Halo
Battleline 5 x Judicators with Skybolt Bows (200)* 5 x Judicators with Skybolt Bows (200)* 4 x Stormdrake Guard (680)**
– Stormdrake-Prime
– Drakerider’s Warblade
Other 4 x Dracothian Guard Fulminators (460)** Core Battalions *Battle Regiment **Bounty Hunters TOTAL POINTS: (1990/2000)

Brett: This list has me a little confused, the changes are limited to an artefact (ok) and Grand Strategy (maybe not valid). The Artefact varies between making the Knight Draconis untargetable more than 9″ away (Mirrorshield) to reflecting a mortal wound on a unmodified 6 to savc (Azyrite Right Halo). The Knight Draconis (makes drakes battle line) is teamed with Gardus for his 5+ ward (within 12″) and his once per game reroll charges and grant +1 attack. Gardus only works with Hallowed Heart, which also gives a fights on death to units. In an elite list like this (there are 20 models) that’s quite handy particularly with Blazing Glory (roll dice equivalent to the wounds characteristic and do a Mortal Wounds on a 6). Stormdrakes have 10 attacks and 10 dice, you really don’t want to fight them in combat.

No Holy Command shown but with unreinforced Judicators, Thunderbolt Volley seems likely. Gardus can combo well with the Fulminators to make sure they get into something and then have 6, 3 damage attacks – probably overkill with a group of 4. Essentially 2 big hammers supported by shooting. Objective control and scoring can be an issue, you either clear the table or score fairly poorly; the scores reflect that with Josef only scoring 20 of the 25 Battle Tactics. However had very high scores. This swingy nature is part of both Drakes and Draconith. Stormdrakes shooting has a 33% of doing nothing and a 17% chance of doing 4 or more wounds. Hero to zero stuff. The same with Fulminators, they are only really strong if they charge and middling if caught flat foot. Solid performance, and good to see with the most popular faction in the game.

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Army Faction: Nighthaunt
– Army Subfaction: The Scarlet Doom
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
Leader 1 x Reikenor the Grimhailer (190)*
– Spells: Shademist 1 x Guardian of Souls (150)*
– General
– Command Traits: Master of Magic
– Chill Blade

– Artefacts: Midnight Tome
– Spells: Seal of Shyish 1 x Awlrach the Drowner (175)** 1 x Krulghast Cruciator (150)** 1 x Krulghast Cruciator (150)** Battleline 5 x Hexwraiths (160)* 10 x Bladegheist Revenants (175)** 10 x Bladegheist Revenants (175)** 20 x Bladegheist Revenants (350)** 3 x Spirit Hosts (125)** Endless Spell 1 x Purple Sun of Shyish (70) Other 4 x Myrmourn Banshees (105)* Core Battalions *Battle Regiment **Battle Regiment TOTAL POINTS: (1975/2000)

Army Faction: Nighthaunt
– Army Subfaction: The Scarlet Doom
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
Leader 1 x Guardian of Souls (150)*
– General
– Command Traits: Master of Magic
– Chill Blade
– Artefacts: Midnight Tome
– Spells: Seal of Shyish 1 x Krulghast Cruciator (150)*
– Artefacts: Lightshard of the Harvest Moon 1 x Awlrach the Drowner (175)* 1 x Reikenor the Grimhailer (190)*
– Spells: Shademist
1 x Krulghast Cruciator (150)* Battleline 3 x Spirit Hosts (125)* 5 x Hexwraiths (160)*
– Hellwraith 10 x Bladegheist Revenants (175)** 10 x Bladegheist Revenants (175)** 20 x Bladegheist Revenants (350)** Endless Spell 1 x Purple Sun of Shyish (70) Other 4 x Myrmourn Banshees (105) Core Battalions *Warlord **Bounty Hunters TOTAL POINTS: (1975/2000)

Brett: Scarlet Doom Nightlist with all of the usual suspects and an extra (Awlrach). 8″ movement on Bladgheist wasn’t scary enough, lets have a teleport option as well. A very hero heavy lists with 2 x Cruciators (-1 damage), Reikenor and Guardian of Souls. This is at a cost with a reduction in the number of models (Bladegheist). With 2 x Cruciators I’d have expected the Bladegheists either as 2 x 20 or 1 x 30 and 1x 10 to really take advantage of the Cruciators. 10 Units are tempting targets unfortunately and might not have a chance to respawn. We haven’t seen a lot of Awlrach and while he seems good with impact hits granting more attacks his teleport isn’t that useful to Nighthaunt and he is expensive (175). Nighthaunt want to castle more to take advantage of layered buffs and/or debuffs.

Myrmourn Banshees to eat spells, Hexwraiths for mobile threat and Spirit Hosts to body guard. Hexwraiths and Awlrach have some potential to cause disruption with their extreme movement and his combat abilities. Reiknor brings Corpse Candles to ensure he can get Purple Sun back out if needed, Midnight Tome autocasts Purple Sun once per battle. This is a solid list that might have placed higher, Hugh got 21 of his battle tactics and dropped 2 games. His second round (against our 2nd place) and his 3rd round against lists that could easily thin out the Bladegheists.

Final Tournament Placings

Top Three AoS Lists for Smite Club Open 2022

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This is the Top Three AoS Lists for the Smite Club Open AoS 2022 that took place in Mesa, Arizona on the 10th and 11th of September. It involved 47 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Army Faction: Cities of Sigmar
Army Type: Hallowheart
– Grand Strategy: Mighty Beachhead                                                                       

LEADER                                                                                                                                              1 x Battlemage on Griffon (255)*
Mount Traits: Soaring Guardian
– Spells: Crystal Aegis, Elemental Cyclone, Warding Brand
– Bonding: Krondspine Incarnate of Ghur                                                                                 1 x Freeguild General (100)*
General
– Artefacts: Arcane Tome
– Spells: Ignite Weapons, Sear Wounds, Warding Brand                                                      
1 x Battlemage (100)*
General’s Adjutant
– Spells: Ignite Weapons, Sear Wounds, Warding Brand                       

BATTLELINE                                                                                                                                    20 x Freeguild Crossbowmen (200)*
Marksman
– 2 x Standard Bearer
– 2 x Piper                                                                                                                                               10 x Freeguild Guard (85)*
General’s Retinue
– Sergeant
– Standard Bearer
– Drummer
– Freeguild Sword and Shield                                                                                                   20 x Freeguild Crossbowmen (200)*
Marksman
– 2 x Standard Bearer
– 2 x Piper                                                                                                                           

BEHEMOTH                                                                                                                                    1 x Krondspine Incarnate of Ghur (400)*                                                                

ENDLESS SPELL                                                                                                                                     1 x Soulscream Bridge (80)                                                                                                         1 x Purple Sun of Shyish (70)                                                                                                         1 x Ravenak’s Gnashing Jaws (60)                                                                                     

OTHER                                                                                                                                                                    10 x Protectors (450)*
Protector-Prime                                                                                                                       

CORE BATTALIONS:                                                                                                                  *Battle Regiment                                                                                              

TOTAL POINTS: (2000/2000)

Brett: Demonstrating how open things are we have a Cities list taking a big event that doesn’t lean on Stormdrakes. And answers the question “Where are all of the SCE paladins and why are they always on backorder”. Hallowheart, the mystical city, giving a 5+ magical ward, +1 to cast, and an extra spell to wizards. The list has 3 mage HQs, Krondspine and 210 pts of endless spells to take advantage.. Purple Sun for +1 rend (that’s the effect of -1 to saves) and a 16% per turn to eat something, Ravenak’s for it’s mortal wounds and Soulscream Bridge for teleports. The BM on Griffon is a Ghur mage, I assume the other Battlemage is as well. This means the the Griffon can cast Mystic Shield and Wildform before moving 15″ with +2 to the charge.

Or the other mage could do the same on the protectors before they stepped on the Bridge to move 24″ for a 7+ charge roll. The learned spells include improved magical ward (4+, Crystal Aegis), MW (Elemental  Cyclone), Warding Brand (MW following a hit on a 4+), Ignite Weapons (+1 to wound, includes ranged weapons), and D3 heal with Searing Wounds. The protectors, Krondspine and the Griffon can act as hammers supported by the Crossbows. The Crossbows get an extra attack (2 total) so long as they are more than 3″ from opponents and more than 10 models. That gives 2 units with 20+ attacks potentially wounding on 2s. Challenging.

5/0 against pretty strong lists including Ironjawz, Sylvaneth and Beasts of Chaos. The list has a lot of options centred around a castle with 2 heroes and a lot of archers. Charging into that is hard work but Thomas (who was playing Bonesplitterz last time we saw him) also took down a 30 Sentinel Lumineth list as well.

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Army Faction: Flesh-eater Courts
Grand Court Delusion: Feast Day
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Abhorrant Archregent (245)*
Artefacts of Power: The Dermal Robe
– Spells: Spectral Host
– Bonding: Krondspine Incarnate of Ghur
Abhorrant Ghoul King on Royal Terrorgheist (445)*
Mount Traits: Gruesome Bite
– Spells: Blood Feast
Crypt Haunter Courtier (110)*
General
– Command Traits: Dark Acolyte

BATTLELINE
Crypt Ghouls (85)*
Crypt Ghouls (85)*
Crypt Horrors (330)**
Crypt Horrors (220)**

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Charnel Throne (0)

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1990/2000

Brett: In second we have another uncommon faction who received a bit of a boost recently. Fairly horrific combination of two large blocks of Crypt Horrors combined with Krondspine and the Purple Sun. FEC don’t ignore rend like Nighthaunt so the Purple Sun affects them but with their heals, wound count and regeneration it’s just not that bad. Keep the Abhorrents away, particularly if it goes wild. Potentially you are looking at a very nasty castle, at least early game. The Archregent applies D3 attacks to the larger unit of Horrors (from the Carnal Throne, the Terrorgheist grants them a 5+ ward (they have 6+), on the Throne he can summon for free as well. They reroll all hits within 18″ of an Abhorrent. Dark Acolyte grants the Haunter Courtier the wizard ability and they know the Abhorrent Ghoul Kings Black Hunger giving another attack (or buffing a second unit).

Crypt Horrors with up to 6 attacks (Ferocious Hunger) with 2 wounds normally and 3 wounds on sixes (or 4 and 3 against Galletian Veterans). No rend but weight of dice counts even into 2+ saves. The block of 9 with 4 wounds, 5+ save and 5 or 6+ ward takes serious effort to shift. And they can be returned. The Terrorgheist has rerolls to Fanged Maw, it can receive additional attacks and of course Fanged Maw does 6 MW on 6s. The Terrorgheist can also receive run and charge (on top of 14″ move) from Spectral Host (up to 3 units can receive fly or if they have fly, run and charge). That’s before summoning. Both the Abhorrents can summon a unit of Galletian Veterans anywhere on the board.

Very hard to screen against and almost automatic Against the Odds, Desecrate their Lands and Barge through their lands. This is a list that can surprise people and is difficult to counter, unless you have good shooting. That said he lost his first round and recovered well to go 4/1 to the Sylvaneth list with little shooting sitting just below in 3rd.

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Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Warsong Revenant (305)**
General
– Command Traits: Spellsinger
– Artefacts of Power: Arcane Tome
– Spells: Treesong, Verdant Blessing
Treelord Ancient (360)**
Spells: Verdant Blessing, Verdurous Harmony

BATTLELINE
Tree-Revenants (110)**
Waypipes
– Glade Banner Bearer
– Scion
– Protector Glaive
Tree-Revenants (110)**
Glade Banner Bearer
– Waypipes
– Scion
– Protector Glaive
Dryads (100)**

OTHER
Spiterider Lancers (420)*
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower
Revenant Seekers (235)*
Gossamid Archers (220)**

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Awakened Wyldwood (0)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 1970/2000

Brett: interesting Sylvaneth list with all of the new stuff (or a lot of it anyway). 4 spells Verdurous Harmony (returns models to Tree Revenants) and Treesong (+1 Rend within 9” of a wyldwood). The Warsong has Spellsinger to extend casting range (a Wyldwood becomes a spell portal). Works really well for Unleash Swarm of Spities. This is really dangerous, you want to avoid grouping up and stay away from trees. List tech wise we have 2 endless spells, because the Purple Sun is mandatory.

Otherwise Spiteswarm Lancers for mobile damage, they strike first and can heal making it a little bit tougher. Gossamer Archers to do your opponent’s head (fade when charged), Revenant Seekers to return models (including Lancers). And finally Tree Revenants for opportunist attacks, teleporting and fire and fade. The last are among the most effective scoring units at the moment. No really big threats (the Treelord hits hard though) this list is about control and scoring. Hard to come to grips with and able to wear you down in attritional warfare (flavourful or frustrating). Differential type scoring was its only weakness, because it does rely on a longer game.

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Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Show of Dominance
– Triumph: Inspired

LEADERS
Breaka-boss on Mirebrute Troggoth (180)*
Killaboss on Corpse-rippa Vulcha (240)**
General
– Command Traits: Supa Sneaky
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Nasty Hex
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Man-skewer Boltboyz (360)**
Boltboy Boss
Man-skewer Boltboyz (360)**
Boltboy Boss
Man-skewer Boltboyz (120)**

BEHEMOTH
Krondspine Incarnate of Ghur (400)**

OTHER
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1980/2000

Brett: Kruleboyz 4th, that’s an awesome effort with one of the weakest if not weakest faction right now. Since they appeared as the poster boys of the new edition they’ve struggled to make a serious impression on their own (they are crucial to the success of Big Waagh). How did he do it? You look at it and think it’s a skew list but it really isn’t, this is a balanced list with hard hitting HQs bearing the brunt of combat,  ranged battleline and some of the cheapest screens around. The Hobgrots are not even GVs, his opponents are going to have to kill them the old fashioned way (and they will). Killaboss on Gorpse-rippa Vulcha loaded with Fast’Un, Arcane Tome so there is one wizard and Supa Sneaky for a redeploy. Nasty Hex to turn off wards.

The list is looking to work at range and try to stop someone charging (or using endless spells) with Krondspine, he makes it really hard to get to particularly the bigger Boltboyz units. With their extra range they outrange almost all archers (Sentinels, Raptors and Kurnoth excepted). If you do charge one Unleash hell is going to be fun. With Covered in Mud they may also be invisible so hard to shoot. Gambling that the opponent can’t charge in multiple places (so only one unit uses Unleash hell). The Breaka Boss can pick off things or stop pressure on a flank and the Killaboss offers a lot of mobility particularly mid late game (I think you want to avoid a wild Krondspine too early so your opponent doesn’t send it into your archers).

It’s a different take and great to see hobgrots have a use (bullet shields, awesome), have you painted yours?

Another tournament, and week, throwing up unusual winners. The diversity in winners is amazing and puts AoS in a really great place for interesting games and tournaments. It’s genuinely exciting to see what’s going to win next week, other than Nurgle, there will always be Nurgle.

Final Tournament Placings

Top Three AoS Lists for Bathurst GT

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This is the Top Three AoS Lists for the Bathurst Grand Tournament that took place in Bathurst, NSW, Australia on 10th and 11th September. It involved 33 players vying to be crowned champion in a 5 game tournament in the Mountains west of Sydney. The tournament didn’t allow book Battle Tactics or Grand Strategies, instead following the GHB Season 1 alternatives only.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Allegiance: Bonesplitterz
Warclan: Icebone
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Wurrgog Prophet (150)**
General
– Command Trait: Master of Magic
– Artefact: Mork’s Boney Bitz
– Universal Spell Lore: Levitate
– Krondspine Bond
Wurrgog Prophet (150)**
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Glowy Green Tusks
Wardokk (80)**
Lore of the Savage Beast: Gorkamorka’s War Cry
Wardokk (80)***
Lore of the Savage Beast: Gorkamorka’s War Cry

Battleline
5 x Savage Boarboys (140)**
Chompas
5 x Savage Boarboys (140)
Chompas
5 x Savage Boarboys (140)
Chompas

Units
2 x Savage Big Stabbas (80)***
2 x Savage Big Stabbas (80)***
2 x Savage Big Stabbas (80)***
2 x Savage Big Stabbas (80)***
2 x Savage Big Stabbas (80)***
5 x Savage Boarboy Maniaks (145)*
5 x Savage Boarboy Maniaks (145)*

Behemoths
Krondspine Incarnate of Ghur (400)***

Core Battalions
*Bounty Hunters
**Warlord
***Battle Regiment

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 139
Drops: 9

Brett: Another Bonesplitterz win, this time in the mountain country which seems like it would a natural home for the smaller orcs. And pretty cold at this time of year, especially nice for Icebone. Similar to some other recent Bonesplitterz lists but with extra Wurrgog and some Wardokks. Only one of the Wurrgog’s has the tattoos for the 4+ and the other is the general so you don’t want him to die. That means late game you’ve very likely got a screened Wurrgog that if you’re pushed you can still do the stare. Bottom of 3 or in turns 4/5 that’s a real game changer. Similarly the Krondspine is here as well, I can see that working really well by giving you a durable option, something the Bones are missing.

You can anchor one end of the line with him forcing your opponent to really commit then counter assault with either the Big Stabbas or the Boars. Lots of mobility from the pregame move and the 5 units of Boars. 4 casters giving 6 casts and unbinds, both the Wurrgog and Wardokk have unique abilities, the Wardokk healing, wounding or improving spell casts. A Wardokk near the Wurrgog General combined with the 6+ natural ward and the 4+ ward during the Waaagh makes him as dangerous as the Wurrgog with Glowing Tattoo’s combo. The Glowing Green Tusks improves a Boars rend by 2 (-2) and War Cry applies a fight last.

A lot of tricks even in a straight forward list with some nasty stings that would take a lot of thought to work around. Definitely a worthy winner, and no Purple Sun either.

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Allegiance: Sons of Behemat
– Tribe: Breaker Tribe (Fierce Loathing: Shiny ‘Uns)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Kragnos, The End of Empires (720)
Gatebreaker Mega-Gargant (525)*
General
– Command Trait: Extremely Bitter – Bossy Pants and Clever Clogs
– Artefact: Vial of Manticore Venom (Universal Artefact)
Gatebreaker Mega-Gargant (525)*
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Battleline
1 x Mancrusher Gargants (170)

Core Battalions
*Bosses of the Stomp – Magnificent

Total: 1940 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 100
Drops: 4

Brett: Kragnos for mortals and 3D6 charges with a pair of Gatebreakers both with weapon enhancements (+1 to wound rolls for the Venom and +1 damage for Flaming Weapon) for extra deadliness. It does make you wonder why Kragnos has less wounds than a Gargant though. Otherwise there isn’t a heap to say, Extremely bitter for additional loathings – HQs and Wizards attract an extra +1 to hit rolls. Anything with a save of 1+ through to 4+ also attracts a +1 to hit. Terence only lost his last round match (to Dalton) and honestly that’s a pretty hard counter to this list. Wurrgogs can be hard on Gargants and are really dangerous for Kragnos, potentially killing him before he gets to Bellow. If I have the right army Terence also did really well in the painting on top of being a great general.

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Allegiance: Lumineth Realm-lords
Great Nation: Alumnia
– Grand Strategy: Show of Dominance
– Triumphs: Indomitable

Leaders
Scinari Cathallar (110)*
– General
– Command Trait: Burning Gaze
– Artefact: Waystone
– Lore of Hysh: Total Eclipse
Vanari Lord Regent (155)*
– Lore of Hysh: Lambent Light

Battleline
10 x Vanari Auralan Wardens (145)***
– Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)***
– Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)***
– Lore of Hysh: Speed of Hysh
30 x Vanari Auralan Sentinels (510)*
– Lore of Hysh: Protection of Hysh
– Reinforced x 2
20 x Vanari Auralan Sentinels (340)*
– Lore of Hysh: Lambent Light
– Reinforced x 1
5 x Vanari Bladelords (130)**
5 x Vanari Dawnriders (140)**
– Lore of Hysh: Speed of Hysh

Units
5 x Vanari Dawnriders (140)**
– Spell1: Lore of Hysh: Lambent Light

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment
**Bounty Hunters
***Expert Conquerors

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 121
Drops: 7

Brett: Described by his own team members as a filthy list, we have the 50 x Sentinel shoot for the sun list. But there is a lot more than Sentinels happening here. By lightening his HQ slot Sam has left room for 3 multi purpose Warden units (MSU) and still had room for a decent mobile Bounty Hunter units (Bladelords and Dawnriders). The Wardens are useful as screens, very good on objectives (they are Expert Conquerors) and a decent threat with Power of Hysh giving them mortals on 5s and 6s. They are also boasting Lambent Light to serve as marker lights for the Sentinels making at least 2 units very dangerous to bully off objectives.

The Bladelords are probably going to stay near the Cathallar for their bodyguard but the 2 Dawnriders are useful not only as battleline to harry GV units but are a good way to pick up a Battle Tactic or 2 with their speed. Then there are the 50 Sentinels with their superior range, mortal wounds and indirect fire. Sam recovered from a first round loss to finish on 4/1. The first round was into a Fangs of Sotek list with Lord Kroak turning of most Lumineth magic making them much less effective. A difficult match up. Despite the description at the start this is a fairly risky list, maximising troops over some efficient HQs and a very good result as pay off.

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Allegiance: Blades of Khorne
Slaughterhost: The Goretide
– Grand Strategy: Show of Dominance
– Triumphs: Indomitable

Leaders
Bloodsecrator (125)****
– Banner of Khorne (Artefact): Banner of Rage
Bloodsecrator (125)****
– Artefact: Thronebreaker’s Torc
Bloodstoker (80)****
– Artefact: Talisman of Burning Blood
Bloodstoker (80)***
Slaughterpriest (100)***
– Prayer: Bronzed Flesh
Skarr Bloodwrath (105)***
– General

Battleline
6 x Mighty Skullcrushers (330)*
– Bloodglaives
– Reinforced x 1
30 x Bloodreavers (240)*
– Meatripper Axes
– Reinforced x 2
10 x Bloodreavers (80)**
– Meatripper Axes
10 x Bloodreavers (80)**
– Meatripper Axes
10 x Bloodreavers (80)**
– Meatripper Axes

Units
10 x Ungor Raiders (80)***
10 x Wrathmongers (290)*
– Reinforced x 1
5 x Wrathmongers (145)****

Endless Spells & Invocations
Hexgorger Skulls (50)

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Warlord
****Warlord

Additional Enhancements
Artefact
Artefact

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 176
Drops: 14

Brett: Patrick is a member of Measured Gaming and you can find him running lists similar to this one on the Measured Gaming youtube channel. Great battle reports but they aren’t kid or work friendly. Pat went 3/2 and finished 10th with Khorne, but hasn’t taken any of the big Daemon models, instead sticking with mortals to make it much harder. Double warlord battalion for 2 extra relics so lets start with those. Thronebreaker’s Torc is mandatory for Goretide, Banner of Rage is 12″ aura of reroll 1s, and Talisman of Burning Blood adds 1 to charge rolls within 12″ of the bearer. Goretide includes a run and charge (with an auto 6″ run) command ability for mortal units, and more dangerously grants reroll 1s to wound within 12″ of an objective.

This list is going to fight near objectives, 4 of the 6 small heroes are buffing pieces – the Bloodstokers grants 3″ to run and charge where the Bloodsecrator adds an attack. Bloodsecrators also force rerolls of successful casts. The Slaughterpriest is the source of magic (since Khorne hates magic) including dispels and Skarr is a bomb looking for your large horde like blob to explode in. With luck he can return and fight again. Large blocks of Mighty Skullcrushers, Wrathmongers and Bloodreavers in Bounty Hunters for the potential extra damage and to take advantage of the increased attacks (or hand them out for Wrathmongers) Khorne loves to provide. The multiple smaller units are useful as screens but they are really here to die and give up Bloodtithe points. Khorne doesn’t care where the skulls come from.

Pat’s doubled up on their usefulness by putting them in Eternal Conquers for additional impact on objectives. Which they want to fight near due to Goretide. Very easy for a lot of factions to lose an objective to stray Bloodreavers. Great to see a variant list which I’m sure caused some issues for opponents.

Final Tournament Placings

Top Three AoS Lists for Nova Open 2022

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And we’re back! Sorry about the long hiatus. I’ve been on holiday for the last two weeks which has meant a lull in the posts. We’ll be trying to catch up on what we missed over the next couple of weeks, so on many days you can probably expect two top three articles per day!

This is the Top Three AoS Lists for the Nova Open 2022 that took place in the USA on 2nd, 3rd and 4th September. It involved 135 players vying to be crowned champion in a 5/8 game tournament. After the first 5 rounds the top 8 contested an additional 3 rounds in a seeded event to determine overall winner. There was a separate “renaissance winner” for the winner, including modelling scores, from the first 5 rounds. Separately those outside the Top 8 had the option of playing a 3 round RTT on the last day. Nova attracts a lot of the top ranked players in the US (and overall) and it’s an important place to get a feel for what is working at least for the best players.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Allegiance: Tzeentch
Change Coven: Hosts Duplicitous
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Lord of Change (400)*
General
– Bound To The Incarnate
– Command Trait: Will of the Phantom Lord
– Artefact: Brand of the Spirit Daemon
– Lore of Change: Treason of Tzeentch
Kairos Fateweaver (435)
Lore of Change: Bolt of Tzeentch
Changecaster, Herald of Tzeentch (140)*
Lore of Change: Tzeentch’s Firestorm

Battleline
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Tzaangors (175)*
4x Savage Greatblade
– 6x Savage Blade & Arcanite Shield

Behemoths
(Spinedog) Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)
Umbral Spellportal (70)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 73
Drops: 2

Brett: I caught up with his last of Kaleb’s games on a Season of War stream, he handled it masterfully and defeated his brother handily. The Incarnate provides some real impact in the early rounds allowing this list to avoid committing the Lords of Change too early (which he did against his brother) and maintain his screens for a while longer. No Horrors here to take advantage of the 5+ return 10 models once they are defeated. However the Will of the Phantom Lord command trait granting reroll casting and unbind’s within 9″. Backed up on the Lord of Change by a +1 to save (Brand of the Spirit Demon). That takes up the mandatory choices as well.

Between them there are 8 casts in the list, Kairos knows the spells of the other casters as well as his own and has 3 of them. That’s on top of his fate (dice) changing and automatic dispel (Purple Sun isn’t really an issue for Tzeetch). The Mortals are bringing their own, at least until some one hits them and drops a model or 2. The Lord of Change has a command ability to grant +1 to casting to a model within 18″ (often Kairos). The endless spells are 20% of the list but critical as well. The Purple Sun is included as much for the chance to eat something – Kairos can guarantee that will happen at least once per game. Umbral Spell Portal for that extra range and Gnashing Jaws – great into slow moving units (particularly punishing for infantry with a move < 6″).

The battleline aren’t combat power houses, although they can sting if you let them. Between the Tzaangors mortal wound on a 4+ for every wizard within 9″ (5 in the list alone), to the ability to add rend to their ranged attack both Tzaangors and Acolytes are very good at chip damage. The Greatblades on the Tzaangors can do more than chip. This list is mostly going to screen using the battleline and Incarnate to discourage charges while hitting you with mortal wounds from spells. Bolt of Tzeetch (D6 MW), Treason of Tzeetch (roll a die/model in a unit and 6s do MW) to Tzeentch’s Firestorm (9 dice, 6s do D3 MW). Ideally you want to deploy and let the screens take the damage, chipping away until it’s time for the coup de grace with the big chickens cleaning up.

Destiny Dice and summoning using Fate Points go a long way in helping Tzeentch (new screens from Turn 2?). They introduce an interesting game, you gain Fate Points if you don’t unbind your opponents spells. do you wan them to have the spell or do you what to deny it? All of this is at 18″ though so you can see how important Spell Portal is into longer ranged opponents. Once within that range there are spells and ranged attacks galore. The list is crafted to fit within a Battle Regiment to control the initial turn order with a general preference to go second. The list has all of the tools but is fragile as well in the right circumstances, it takes a lot of skill to take it to 8/0.

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Army Faction: Orruk Warclans
Army Type: Ironjawz
– Army Subfaction: Bloodtoofs
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leader
1 x Orruk Warchanter (115)
1 x Fungoid Cave-Shaman (95)
1 x Megaboss on Maw-krusha (480)**
General
– Command Traits: Mega Bossy
– Boss Choppa and Rip-toof Fist
– Artefacts: Armour of Gork
– Mount Traits: Fast ’Un
1 x Orruk Megaboss (140)**
– Artefacts: Destroyer
1 x Orruk Warchanter (115)**

Battleline
6 x Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
6 x Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)**
Jagged Gore-hacka

Core Battalions
*Bounty Hunters
**Warlord

TOTAL POINTS: (1965/2000)

Brett: A list showing there’s still life in Ironjawz yet, it’s not all Big Waagh. Kaleb’s brother, as I mentioned you can see the pair of them play. Single Mawcrusha with as many pigs (Gore Gruntas) as possible. Nick has swapped the Weirdnob Shaman for a Fungoid Cave-Shaman, costs 5 points for a chance to get an extra command point (on a 4+) and an extra spell in one round. The extra command points make it a great 5 point upgrade. Megaboss on Mawcrusha is the General, with Armour of Gork and bearing the Boss Choppa and Rip Tooth fist, for a 6+ ward and 3+ save. The Mawcrusha is still using Fast ‘un to maintain mobility. 2 Warchanters and a foot Megaboss complete HQs.

The foot Megaboss has Destroyer, he’s more than capable of being teleported to deal with an MSU on an objective or holding the rear and can issue Mighty Destroyers. Most of the Gore-Grunta’s are in Bounty Hunters, the advantage is blunted a bit by how many people don’t have Galletian Veteran’s in their lists at the moment. 2 big and 2 small units of pigs (possible when you don’t go double Mawcrusha) is a really good choice. You have the option of throwing the big units down range (with or without the Mawcrusha) or holding them and screening them with the smaller units. The Mawcrusha has a defensive build while maintaining speed (36″ move is possible with Fast ‘un). Nick only dropped the last game all weekend (7/1) , a fantastic result for Ironjawz.

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Allegiance: Seraphon
Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Lord Kroak (430)*
Saurus Astrolith Bearer (140)*
– Artefact: Fusil of Conflaguration
Skink Priest (90)*
– Universal Prayer Scripture: Heal
Engine of the Gods (265)***
– General
– Command Trait: Prime Warbeast
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Beastmaster
– Spell: Hand of Glory
– Universal Prayer Scripture: Curse

Battleline
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
20 x Skinks (150)**
– Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 1
5 x Saurus Guard (115)*

Behemoths
Bastiladon with Solar Engine (250)***
Bastiladon with Ark of Sotek (165)***
Bastiladon with Ark of Sotek (165)***

Endless Spells & Invocations
Chronomantic Cogs (40)
Horrorghast (40)

Core Battalions
*Warlord
**Expert Conquerors
***Linebreaker

Additional Enhancements
Artefact

Total: 2000 / 2000

Brett: Gavin is currently the top ITC ranked player in the world so definitely a list worth paying attention to. Skinks as battleline with Bastiladons as the workhorses and Lord Kroak at the centre. Thunder Lizard for the 2 wounds on the big boys. Still a magic based list (with just 2 wizards and 2 priests) but Kroak with 4 casts, and a +2 dominates. He can shutdown endless spells anywhere on the board and use a Skink Wizard to cast through and extend the range of his mortal wound spell. He also knows the full Lore of Celestial Dominance and can very reliably provides Command Points throughout the battle. The Astrolith Bearer provides a 6+ ward wholly within 12″ and a +1 to cast (useful for the Engine of the Gods).

The Skink Priest is bringing a potential run and charge, +1 to save and + 1 to hit rolls and a Heal. Engine of the Gods for summoning, battleshock play and melee combat supporting the Skinks and backing the Bastilidons. Opting for the larger Skink unit gives them a lot more play, they have an extra attack and absorb buffs well. They don’t become as threatening as Fangs of Sotek but they are likely to do at least chip damage to even a 3+ save. With Horrorghast available that’s potentially very damaging. Skinks can also be summoned or teleported and as GVs they excel in grabbing uncovered objectives. All of the Skinks are Eternal Conquerors, making them much harder to clear away from objectives (you need to kill them all). The Skinks can achieve 2 or 3 battle tactics almost independently of the rest of the army or enemy.

The list has a lot of flexibility, strong melee punch of the Bastildons and Stegadon (Curse + free all out attack on a Ark of Sotek?) backed by artillery (Solar Engine) and magic. The bigger unit tends to need to castle to ensure short range buffs provide coverage. This isn’t an alpha strike army, it’s going to build up damage in the first few turns and hopefully force some moral issues. Once units are weakened the Bastildons, that are very hard to bracket initially, can go in. Some weakness to MW shooting (who doesn’t) but the teleport, Solar Engine with buffs with run and charge for Skinks makes it possible to play around the shooting. Really great tournament result for a favourite army, just pipped at the post.

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Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Runelord (95)***
General
– Command Trait: Hawk-eyed
– Artefact: Arcane Tome
– Lore of Eagles: Strike of Eagles
– Universal Prayer Scripture: Heal
– Bound to Incarnate
Doralia ven Denst (115)
City Role: General’s Adjutant

Units
10 x Longbeards (105)**
Ancestral Weapons & Shields
– City Role: Honoured Retinue (Must be 5-20 models)
10 x Darkshards (115)**
20 x Irondrakes (340)** – Grudgehammer Torpedo
1 x Grundstok Gunhauler (155)***
Main Gun: Sky Cannon
6 x Skywardens (210)*
2 x Aethermatic Volley Guns
– 1 x Skyhooks
– 1 x Grapnel Launchers
2 x Dracothian Guard Fulminators (230)*
3 x Vanguard-Palladors (215)*
Boltstorm Pistols and Starstrike Javelins

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Vanguard

Total Points: 1980/2000

Brett: First of the armies from the regular rounds, Nick only dropped his second round match, otherwise scoring well throughout the tournament. Doing so with a less favoured battletome (Cities) that doesn’t even use the Storm Drake/SCE coalition is a fantastic effort. Instead he’s chosen to make it a KO heavy army (Tempest Eye’s coalition partner), light on HQs with a small SCE contingent. Slimming the HQ slot frees up space for units and in this case Krondspine without compromising too much. Also unusual with the lack of spells from the HQs, instead this is an anti magic cohort. The Runelord can dispell an endless and normal spell with a +2, Doralia can take aim at an endless spell. Doralia is a witch hunters with bonuses to hit and number of attacks if she doesn’t move, doing double damage to wizards (and Daemons).

The Runelord isn’t finished yet, he takes Arcane Tome to be bound to the incarnate, and cast Strike of Eagles (a very long range mortal wound spell). His artefact provides +1 to hit for ranged attacks (within 12″) and his warscroll provides with 6+ or an extra point of rend. All for 95 points. The coalition units are the Gunhauler and Skywardens, that’s a really cheap way to provide one of your ranged units with dedicated teleport. Skywardens can hitch a lift on any Skyvessel before it flies high to move themselves to a location 9″ from the enemy. The advantage with this method is you can drop the Gun hauler further back and land the within 6″ which may keep them safe or let them deploy more aggressively. Say put the Gunhauler in Shrapnel range (18″) and the Skywardens further back (24″ range).

The list goes on to have 2 more hammers, the Fulminators and Irondrakes. The Fulminators are well known, slightly fragile as a pair but it’s still 12 wounds at 3+ and they are still bringing 16 rend -2, 2 and 3 damage attacks on the charge (potentially 42 damage). With the Longbeards and Darkshards to screen the Irondrakes should have an extra attack and the Darkshards will be shooting earlier anyway making approaching them and charging either Longbeards or Darkshards costly. Palladors haven’t seen a lot of work lately, they are costly but they are extremely mobile and can potentially pick up exposed objectives or snipe out a character with their inbuilt teleport (Ride the Winds Aetheric). A more expensive prosecutor. All and all an innovative list with a high degree of complexity but plenty of tools.

Final Tournament Placings (Limited here to Top 32)

Top Three AoS Lists for Mancunian Carnage: Summer 2022

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This is the Top Three AoS Lists for the Mancunian Carnage: Summer 2022 that took place in the UK on 20th and 21st August. It involved 73 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Allegiance: Ironjawz
Grand Strategy:
– Triumphs: Indomitable

Leaders
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Master of the Weird
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Smelly ‘Un
– Lore of the Weird: Bash ‘Em Ladz
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)
Lore of the Weird: Da Great Big Green Hand of Gork
Megaboss on Maw-Krusha (480)
Boss Choppa and Rip-tooth fist

Battleline
5 x Orruk Ardboys (85)*
5 x Orruk Ardboys (85)*
5 x Orruk Ardboys (85)*

Behemoths
Rogue Idol (430)*

Endless Spells & Invocations
The Burning Head (20)

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 100
Drops: 3

Brett: Two variants of this list have had some discussion recently, 2 x Mawcrusha and either the Rogue Idol or Krondspine. Great to see a pure Ironjawz list at number one. That takes both skill and luck Both Mawcrushas have the durable build with 3+ saves. The general has the Arcane Tome, becoming a wizard and able to take Master of the Weird for an extra spell and only 2 spells are shown, Bash ‘em Ladz (+1 to wound within 16”) and Green Hand (teleport). His mount trait grants -1 to hit rolls targeting the general.

The Ardboyz are a useful screen but preserving at least one for a mid/late game teleport is equally useful. As a single drop this list is going to decide whether to go first or not, allowing Byron to play for the double on 1. With the Ardboyz as screens and the resilience of the Mawcrushas the list should handle the output in Turn 1 from your opponent. After that go hard and play for the double, assuming you can kill enough in Turn 1 you are in good position even without the double. The game is effectively decided by Turn 2. Shooting and redeploy can mess with you but if the dice are rolling hot there is little to stop this list.

With relatively few units this list might be better scoring early and trying to clear the opponent. In later turns it might be more of an issue to find Battle Tactics. A really well thought out tight list that shows melee is still alive; fantastic result against some pretty strong opponents.

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Allegiance: Slaves to Darkness
– Damned Legion: Knights of the Empty Throne
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Knights of the Empty Throne Varanguard x 6 (560)**
General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)**
Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)**
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch

Units
1 x Mindstealer Sphiranx (95)*

Behemoths
Chaos Warshrine (215)*
Mark of Chaos: Tzeentch
– Prayer1: Universal Prayer Scripture: Heal

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 124
Drops: 4

Brett: A Tzeentch devoted Slaves to Darkness army (+1 to save and 5+ against spell damage) with 4 battlelines but still fitting tight in deployment with only 4 drops. Knights of the Empty Throne with 2 x 6 Varanguard headline this act, terrorising their enemies with a 2+ save. Their damage is swingy with exploding 6s but D3 damage for each wound with the sword. There can sometimes be issues getting all of those weapons in but if they do, on average, that’s 15 x D3 hits before the mounts strike and before saves. Inescapable Doom, units within 3″ can’t retreat, Grasping Plate, 6″ fight envelope and extra 3″ pile in, and an extra unbind (Nullstone).

The Chaos Sorcerers are relatively cheap sources of denies but more importantly both have a teleport and provide rerolls to hits and wounds rolls for a selected unit with their warscroll spell. That increases the mobility of the Iron Golems, although they are mostly a screen, objective campers. A unit of 8 with only a single wound each (except for the Ogor) it’s possible for them to enjoy a 2+ save (+1 from Tzeentch, and one from staying still). That makes them one of the best screens/campers in the game. That’s without considering the Warshrine (which can grant another +1 to save as well as rerolls). The Sphiranx is a cheap source of Monstrous Rampages, mobile and won’t die to stry damage (with it’s 10 wounds). It can also provide some Bravery play and cause a fight last although they are probably are more situational.

Another 5/0 list (both 1st and 2nd finished 5/0 but didn’t meet of course) that creates a lot of dilemmas. This isn’t a faction that is seeing a lot of play so people might not know what it can do and mobile blocks of 30 wounds that can put out solid damage are always a menace.

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Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak

LEADERS
Lord of Afflictions (210)**
General
– Command Trait: Overpowering Stench – Artefact: The Splithorn Helm
– Incubatch
Orghotts Daemonspew (300)
Morbidex Twiceborn (320)
Bloab Rotspawned (300)**
Lore of Malignance: Gift of Disease
Lord of Afflictions (210)**
Artefact: Arcane Tome
– Lore of Malignance: Rancid Visitations
– Incubatch

UNITS
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin

TERRAIN
Feculent Gnarlmaw (0)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 2000/2000
WOUNDS: 103
ALLIES: 0/400
REINFORCED UNITS: 0/4
DROPS: 8

Brett: No real surprises here with what’s become a very popular list in the last couple of months. Sometimes referred to as the Flies list it combines reasonable mobility the resilience Maggotkin are known for. WIth their consistent Mortal Wounds (MW) output and that resilience they can outlast and wear down most opponents. Except, as happened here, extremely durable armies with massive punch (the 2nd place list above). Drowned Men for the pregame move, Lord of Affliction as the General, both with incubatch for additional mortals, to make Blightlords battleline.

Very little magic (Bloab has a cast and Arcane Tome) the army is really looking to get close and stay there to share their charms. Damage output is concentrated in the Greater Daemons, unfortunately even with a 4+ save and 5+ ward they degrade pretty quickly. With so few Blightlords it’s hard to screen them from anything that charges (fights first), this is a potential weakness. On the plus side they hit very hard, each at least 5 (degrading) attacks -2 rend 3 damage attacks and between 3 and 7, -1 rend, 2 damage attacks. That power lets them deal with a lot of hammer units if they survive the first engagement. 6 x Varanguard with 30 wounds will generally survive though.

Flies is a very solid list, this is another great performance where Max has dealt with some of the more common threats pretty well just falling to won of the toughest lists in the game right now (not winningest, just hard to deal with).

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Army Faction: Flesh-eater Courts
Subfaction: Morgaunt
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Abhorrant Archregent (245)*
Artefacts of Power: The Dermal Robe
– Spells: Spectral Host
Abhorrant Ghoul King (165)*
Spells: Miasmal Shroud
Abhorrant Ghoul King on Royal Zombie Dragon (430)*
General
– Command Traits: Savage Chivalry
– Artefacts of Power: Decrepit Coronet
– Mount Traits: Razor-clawed
– Spells: Flaming Weapon
Abhorrant Ghoul King on Royal Terrorgheist (445)***
Mount Traits: Gruesome Bite
– Spells: Spectral Host
Crypt Ghast Courtier (70)***
Crypt Ghast Courtier (70)***

BATTLELINE
Crypt Ghouls (85)*
Crypt Ghouls (255)**
Crypt Ghouls (170)**

ENDLESS SPELLS & INVOCATIONS
1 x Chalice of Ushoran (50)

TERRAIN
1 x Charnel Throne (0)

CORE BATTALIONS
*Warlord
**Bounty Hunters
***Command Entourage – Magnificent

TOTAL POINTS: 1985/2000

Brett: A return to the more common Flesh Eater Courts list with the Dragon’s as the main damage dealers and the handfuls of cheap Crypt Ghouls for board control and objectives. But underestimating the Ghouls would be a mistake, both the 20 and 30 unit will have an additional attack due to their size. They get a 4th attack if a Courtier kills a model within 16″ and reroll their hit rolls of 1 within 18″ of an Abhorrant (4 in this list). The unmounted Ghoul King can grant another attack as well, there might be no rend but 150 attacks are going to do something. The Courtiers returns a model (serf) on a 2+ in the hero phase. 2 damage into any Galetian Veterans. Take that Nighthaunt.

Morguant is a core choice here, allowing any serf unit (Crypt Ghoul) to be returned on a 4+. You are going to fight one of those Crypt Ghoul units twice.The recent update also lets you return either a Serf or Knight model as an heroic action. Each of the Abhorrants is a wizard granting 5 casts/dispels. However the warscroll spells on the Archregent and the Ghoul King on Zombie are taking 2 of those casts, one to provide up to D3 attacks to a unit (Ferocious Hunger) and the other reroll wounds (Malefic Hunger). Each of the Abhorrants can summon an additional unit depending on their rank once per battle (and only one each round). This includes 1 x Courtier, 3 x Knights (includes Flayers) and 10 x Serfs. Extremely mobile and guaranteed to take 2 battle tactics each game (Against the odds and Desecrate the land)

I’m only scratching the surface here, as a faction it’s heavily dependant on their casting and buffs. If you can deny enough spells they are more vulnerable. Ideally you want to remove some of the bigger units before they summon, difficult to do with the depth of the screens in this list. 4/1 is a great result with a lesser seen faction.

Final Tournament Placings

Full tournament placings can be found on tabletop.to.

Top Three AoS Lists for Emerald City Open 2

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This is the Top Three AoS Lists for the Emerald City Open 2 (Electric Boogaloo) that took place in Puyallup (Tacoma), USA on 27th and 28th August. It involved 41 players vying to be crowned champion in a 5 game/2 day tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Allegiance: Daughters of Khaine
– Temple: Hagg Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Indomitable
Leaders
Melusai Ironscale (115)**
– General
– Command Trait: Zealous Orator
Hag Queen (110)**
– Prayer: Martyr’s Sacrifice
– Universal Prayer Scripture: Curse
Hag Queen on Cauldron of Blood (270)**
– Prayer: Blessing of Khaine
– Universal Prayer Scripture: Curse
High Gladiatrix (90)*
– Artefact: Crown of Woe
Battleline
30 x Witch Aelves (345)*
– Pairs of Sacrificial Knives
– Reinforced x 2
10 x Sisters of Slaughter (135)*
– Barbed Whips and Sacrificial Knives
10 x Sisters of Slaughter (135)*
– Barbed Whips and Sacrificial Knives
10 x Blood Sisters (280)***
– Reinforced x 1
10 x Blood Sisters (280)***
– Reinforced x 1
Units
5 x Khinerai Heartrenders (95)*
5 x Khinerai Heartrenders (95)*
Endless Spells & Invocations
Heart of Fury (45) Core Battalions
*Battle Regiment
**Command Entourage – Magnificent
***Expert Conquerors
Additional Enhancements
Prayer Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 130
Drops: 6

Brett: Daughters of Khaine (DoK) small heroes list this time, a solid alternative to Morathi focused on the big block of Witch Aelves. (Going to go with the Honest Wargammer here and call this a Death Ball not the more common, 40k derived Death Star). In a spell heavy meta this army doesn’t have any Wizards but there are 2 priests (they can unbind endless spells of course). Both have Curse (1MW on a hit roll of 6, Answer Value (AV) 4), and otherwise provide reroll on the ward roll (Blessing of Khaine) or inflicts MW on a 5+ after a model dies (Martyrs Sacrifice). They can also summon the Heart of Fury which usually reduces multi damage weapons by 1 damage but on a 6 does that and adds an attack to units within 12″.

The combination of 3 Battleline units does open a battle tactic not often seen right now (Clash of Arms) Situationally they can use Witchbrew on a unit to advance the Blood Rites Table (Hagg Nar already advances them one, giving +1 to charge in the first round). The Hag Queen on Cauldron buffs the prayer rolls of the other Hag Queen and improves the saves by 1 for units within range on a degrading profile. The High Gladiatrix can grants + 1 to wound and -1 rend to both types of battleline unit and is a solid combat unit, as is the Melusai although her best ability is to grant run and charge to a unit.

Each game will be different but the key play her is to get the Witch Aelves into combat as quickly as possible through a combination of additional movement and run and charge with the High Gladiatrix and The Hag Queen on Blood Cauldron close. 90 attacks, hitting on 3s and wounding on 2s, -1 rend averaging 50 hits before saves, with Curse they’d average 15 MWs on top. Nice.

The list has a lot of flexibility through commiting the heroes (other than the Melusai) to combat. Sisters of Slaughter to hold objectives and for board control and Blood Sisters for even more of both (they are Expert Conquerors and count as 3 on objectives). Death Ball with wings?.The Heartrenders are on hand for deep strike, battle tactics and objective games. They will use their fire and fade ability at least once. Not much to say about his opponents, 2 x Nighthaunt, mostly MSU, 2 x Gitz lists (Shootas and a Troggoth list) and Seraphon skinks list. Everything is dying too fast to heal, and while the priests can be blocked by the Seraphon priests it’s not as certain as their magic counters.

Lots of units and hard to keep track of but that means lots of tools and a very difficult list to counter, unless you can stand back and shoot. Scores weren’t amazing through the weekend (until the last round) but very solid.

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Army Faction: Sons of Behemat
– Army Type: Breaker Tribe
– Grand Strategy: Make the land tremble!
– Triumph: Inspired

Leaders
Gatebreaker (525)*
General
– Command Traits: Louder than Word
– Artefacts of Power: Enchanted Portcullis

Gatebreaker (525)*
– Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon

Gatebreaker (525)*
Battleline
Mancrusher Gargant (170)**
Mancrusher Gargant (170)**

Endless Spells & Invocations
1 x Horrorghast (40)
Core Battalions
*Bosses of the Stomp
– Magnificent
**Bounty Hunters
Total Points: 1955/2000

Brett: Rerolling 1s own Bear with his current Sons list, he covered this in more detail with in a session with AoS Coach recently, check the video out if you want to know more. 3 Gatebreakers with Arcane Tome for a little magic and 2 Mancrushers rather than 3 to fit an endless spell. No Fierce Loathing shown in the list (Idiots with Flags is popular to counter elite units that issue their own commands). The general has Louder than Word for an additional 2 flail attacks (because 10 is never enough – it’s a good counter to the degrading profile) and Enchanted Portcullis for a 6+ ward.

Flaming Weapon is a nice touch (4 damage on the Flail) but Horrorghast is more interesting. Gate Breakers have a natural -1 to bravery for units nearby and their prodigious output almost always guarantees a battleshock roll. Focing and extra D3 to flee particulary against Multiple Small Unit (MSU) or elite armies (Stormcast/Ironjawz) is really strong. Another nice touch is Mancrushers in Bounty Hunters, doubling the damage of their main weapon. It’s a list with some ranged but basically mostly strong melee attacks and abilities that wants to get close early for impact hits, lots of damage and hopefully some battleshock fails. 5/0 with a decent differential through out, really good result for Sons who are often a bit harder to score Battle Tactics with (no GV and very few units).

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Army Faction: Disciples of Tzeentch
– Army Subfaction: Hosts Arcanum
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
Leader 1 x Kairos Fateweaver (435)*
– Spells: Unchecked Mutation 1 x Magister on Disc of Tzeentch (145)*
– Spells: Bolt of Tzeentch
– Bonding: Krondspine Incarnate of Ghur 1 x Tzaangor Shaman (135)*
– General
– Artefacts: The Fanged Circlet
– Spells: Arcane Suggestion
Battleline 10 x Kairic Acolytes (120)*
– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of Dark Arts
– Vulcharc
– 3 x Cursed Glaive 10 x Kairic Acolytes (120)*
– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of Dark Arts
– Vulcharc
– 3 x Cursed Glaive 3 x Screamers of Tzeentch (100)*
Behemoth 1 x Krondspine Incarnate of Ghur (400)* Endless Spell 1 x Umbral Spell portal (70) 1 x Purple Sun of Shyish (70) 1 x Chronomantic Cogs (40) Other 6 x Tzaangor Enlightened on Discs of Tzeentch (360)* Core Battalions *Battle Regiment TOTAL POINTS: (1995/2000)

Brett: Old book Tzeetch with a last podium before the new book hits? Probably not, there will be a couple of weeks before the new book hits the shelves and a little while longer until the FAQ, Tzeetch remains pretty strong. Appropriately for a Tzeetch list this leans heavily on spell casting, not just their own but endless spells and aggro endless spells (Incarnate) as well. Interesting take with so many mortals given the composition of the new battlebox. All of the heroes are wizards, 5 casts in total. Kairos has some interesting warscroll abilities. Beyond replacing a D6 once a battle and a nasty spell that can do 6 MW (top bracket) he can set the lowest D6 to match the highest every time he casts.

The chosen spells are damage spells except Arcane Suggestion, either D3 + D3 if any models are slain (Unchecked Mutation), D6 MW (Bolt of Tzeetch). Arcane Suggestion is more fun with 3 possible outcomes (D3 MW, -1 to hit and wound rolls or -1 to save rolls, you pick). While the wizards are within 18″ of Kairos he knows there spells as well. With the Spell Portal that means he can drop a Bolt of Tzeetch into your back field. Kairos is also the likely choice to cast Purple Sun and with Cogs dropped before hand they probably won’t miss many (any) of their spells. With Bolt of Tzeetch, Kairos can guarantee 6 MW if it’s important – that’s enough to take out most foot heroes. And eat an endless spell per turn (bye Purple Sun)

There is a lot to keep track of with Tzeetch armies including Destiny Dice (affect rolls with dice that are rolled at the start of a game), Faith points (summoning currency) and Agenda’s. What’s important to remember is that they can change their dice and summon additional forces pretty easily. Even the troops are complicated. Kairic Acolytes are all casters, they only know one spell but it grants -1 rend to their ranged attack. They cause mortal wounds to Wizards near them regardless of the outcome of the spell and have a 6+ ward. Screamers move 16″ and can travel over opponents trailing MW (on a 5+) in their wake. The Tzaangor Enlightened are very fast (16″ move) with a lot of attacks they are capable of dealing reasonable damage.

They are also quite likely to achieve an agenda or two on the way and improve their stats. The incarnate is a worthwhile inclusion, giving a substantial boost to combat capability. However it costs as much as a 2nd Lord of Change or a block of Pink and a block of Blue horrors. Which is better depends on your play style. Matt faced some very tough lists and did well not to drop more games. He lost to a Seraphon list with 2 reinforced salamander packs, that’s a lot of damage that this list doesn’t have an easy answer to. It will be interesting to see where Tzeetch goes with the new book.

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Army Faction: Skaven – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
Leader
1 x Master Moulder (90)* – General – Command Traits: Cunning Mutator – Warpstone-tipped Lash – Artefacts: Foulhide
1 x Warlock Engineer (105)* – Spells: More-more-more Warp Power!
1 x Warlock Engineer (105)* – Artefacts: Esoteric Warp Resonator – Spells: More-more-more Warp Power!

Battleline
6 x Stormfiends (640)** – 2 x Windlaunchers and Clubbing Blows – 2 x Ratling Cannons and Clubbing Blows – 2 x Doomflayer Gauntlets and Warpstone-laced Armour
5 x Skryre Acolytes (75)* 6 x Giant Rats (60)*

Artillery
1 x Warp Lightning Cannon (150)
1 x Warp Lightning Cannon (150)
1 x Warp Lightning Cannon (150)

Other
2 x Rat Swarms (55)
2 x Rat Swarms (55)
2 x Rat Swarms (55)
2 x Rat Swarms (55)
1 x Warp-Grinder (65)
2 x Rat Swarms (55)*
2 x Rat Swarms (55)**
2 x Rat Swarms (55)**

Core Battalions
*Warlord
**Bounty Hunters
***Expert Conquerors
TOTAL POINTS: (1975/2000)

Brett: A very different take on Skaven that performed pretty well throughout the event. There are no Deceiver’s or Thanquol or even clanrats just a lot of cannons and rats. One of the lower scores in the top 10 despite only dropping one battle tactic in the competition and taking all 5 Grand Strategies. Only defeated in the 2nd round, fittingly by 2nd in the event, the list struggles to control objectives or stop their opponent from scoring. In this tournament that was the difference between 4th and 6th.

With a Master Moulder (with a 3+ ward thanks to Cunning Mutator) to return Giant Rat and Rat Swarms (on a 3+) and the Warlock Engineers to buff the cannons. The Warlocks have More More More Warp Power to give +1 to hit and wound rolls. Mostly useful on the Stormfiends (they can take the D3 damage that occurs next turn). There’s not much more to it, rat swarms for screening the cannon, cannon’s to spew MW whenever necessary. One benefit of a the list is there is nothing for Death Ball to go into other than Stormfiends. Doing that will leave you open to the Cannon’s MWs though.

Good run through the event taking down Archaeon in one round bout as noted above not the highest scoring army.

Final Tournament Placings

Top Three AoS Lists for the Gateway Open 2022

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This is the Top Three AoS Lists for the Gateway Open that took place in USA on 20th and 21st August. It involved 43 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Allegiance: Stormcast Eternals
Stormhost: Knights Excelsior (Scions of the Storm)
– Mortal Realm: Ghyran
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Lord-Imperatant (175)*
Lord-Relictor (145)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation
Knight-Incantor (125)*
Spell: Lightning Blast

Battleline
3 x Annihilators with Meteoric Grandhammers (240)***
3 x Annihilators with Meteoric Grandhammers (240)**
5 x Vanquishers (125)**

Units
2 x Stormdrake Guard (340)**
Drakerider’s Warblade
3 x Vanguard-Raptors with Longstrike Crossbows (240)***
3 x Vanguard-Raptors with Longstrike Crossbows (240)***
3 x Aetherwings (65)*

Endless Spells & Invocations
Horrorghast (40)

Core Battalions
*Warlord
**Bounty Hunters
***Redemption Brotherhood

Additional Enhancements
Holy Command: Thunderbolt Volley
Holy Command: Call for Aid

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 82
Drops: 8

Brett: A rare venture into top spot by Stormcast with an army composition that is showing a lot of promise in the current meta. A few subtleties in the construction of the list though. Firstly the Grand Strategy – that will force you to hunt down the opponents battleline. It’s a fair chance that you’d be doing that to win anyway, and an equally fair chance that the drakes (Bounty Hunters) will be doing that if any try to hide. The Magnificent Bonus from Warlord is important, Warlord is rarely used by Stormcast, but they probably benefit the most from it with their Holy Commands. The chosen 2 are amoung the best, in one turn one of the raptors are shooting in both the Hero and Shooting phase.

That gives you an effective 9 Raptors worth of shooting (one turn, 18 shots for 36 potential damage). Call for aid returns the Vanquishers the first time they are killed (recycling if you will). The heroes are the standard combination – Lord Imperatant for 7″ charges, Lord Relictor for Translocate (here with the Tome to increase utility) and the Knight Incantor for casting an a clutch dispel (one guaranteed/battle). The 7″ charge applies to any Thunderstrike unit (includes the Lord, Storm Drake and Vanquishers as well as the Annihilators) put only one unit per turn. This list is sometimes called a gambler’s list – you are banking on the 7″ charge (82% chance with reroll) otherwise you have 10 wounds with a 4+ save waiting to die.

This list is a bit low in durability with 85 wounds, mostly on a 4+ vs the normal SCE 3+. And 3 Galletian Veteran units make 28 of those wounds. The Aetherwings and Vanquishers are valuable as screens to begin with to keep the raptors safe. Later turns their mobility (Aetherwings) and damage is useful for board control and grabbing objectives. The drakes provide mobile, swingy damage – their breath weapons can hit hard or whiff horribly. Even the number of drops plays into the strategy – does your opponent make you go first? Or do they try to blunt your shooting (unlikely)? His matches were basically melee armies and the DoK armed (10 Blood Sisters) are overmatched by the Raptors.

Quite a few good players are using variants of this list, with Prime Hunters gone it should see man improvement in SCE win rates. It’s not instant win by any measure but gives you the tools to get the job done. The high drops is a nice touch, as is Horrorghast to maximise the impact on low bravery units of that long range shooting.

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Allegiance: Cities of Sigmar
City: Living City
– Mortal Realm: Ghur
– Grand Strategy: Bastions of Hope
– Triumphs: Inspired

Leaders
Anointed on Frostheart Phoenix (315)*
General
– Command Trait: Ironoak Artisan
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Leaves: Lifesurge
Battlemage (100)*
Mortal Realm: Ghur
– Lore of Leaves: Ironoak Skin
Sorceress (90)*
Lore of Leaves: Lifesurge
Gotrek Gurnisson (485)**
Allies

Battleline
10 x Dreadspears (85)*
City Role: Honoured Retinue (Must be 5-20 models)
10 x Dreadspears (85)*
10 x Dreadspears (85)*

Units
4 x Stormdrake Guard (680)**
Drakerider’s Warblade
– Reinforced x 1

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 485 / 400
Wounds: 96
Drops: 3

Brett: Living cities with SCE based hammers was popular before Prime Hunters so no surprise they are back with the new season. Gotrek is arguably a Cities character since he hangs there between adventures. The book Grand Strategy is interesting, you need to control more terrain features than your opponent at the end of the battle. Interesting since that implies keeping the Dreadspears alive, 1 W and a 4+ save makes that “fun”. Doubly so since the Sorceress is likely taking wounds from them to empower her spells (kills a model for +2 to cast). Overall with the Tome there are 3 casters and 3 casts. Lifesurge can heal D6 wounds and Ironoak Skin makes incoming attacks -1 to wound.

The Battlemage has Wildform which you could put on Gotrek (+2 to run and charge) to make him more mobile. Otherwise the Stormdrakes or Anointed could benefit. The Stormdrakes and Gotrek are in bounty hunters (so Gotrek is rocking a 4 damage axe). Using the Anointed early might be risky but he is quite tanking particularly with Ironoak Artisan that also grants +1 to wound rolls with melee weapons, it shouldn’t apply to the mount unfortunately. A big block of Dragons to threaten any open flanks or open objectives, they can also be covered by the Anointed (and cover the Anointed). Lifesurge is very useful healing the 9 wound dragons for D6 every turn. A very mobile hard hitting block. And of course the Purple Sun for both it’s debuff and it’s board control abilities. Your opponent will normally try to avoid it as much as possible.

A dependable list, Gotrek is an interesting addition even though he suffers from a lack of mobility. It’s possible to play around him but with the Dragons and Purple Sun there isn’t that much board to play with. In this case Ryan’s opponents for the most part needed to come to him to play making it much easier to get Gotrek into combat.

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Army Faction: Blades of Khorne
Subfaction: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Bloodthirster of Unfettered Fury (295)
General
– Command Traits: Mage Eater
– Artefacts of Power: The Crimson Crown
Skarr Bloodwrath (105)**
Slaughterpriest (100)**
Hackblade and Wrath-hammer
– Prayers: Blood Sacrifice
Skarbrand (380)**
Bloodthirster of Insensate Rage (280)***
Artefacts of Power: Skullshard Mantle
Bloodsecrator (125)***

BATTLELINE
Bloodletters (220)*
Bloodletters (220)*
Bloodreavers (80)***
Reaver Blades

OTHER
Untamed Beasts (70)***
Untamed Beasts (70)***

ENDLESS SPELLS & INVOCATIONS
1 x Hexgorger Skulls (50)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent
***Battle Regiment

TOTAL POINTS: 1995/2000

Brett: Ahead of a possible new book (40k is getting new Daemons codex and Tzeentch is due soon, does that mean a new Khorne tome?). Khorne is another faction that really benefited with the end of Prime Hunters, it gives them more freedom with their Greater Daemons. Reapers of Vengence subfaction granting a Horrorghast effect (D3 extra fail battleshock) and a 3″ pile in and fight again command. Mage-Eater and Skullshatter are the mandatory trait/artefact but grant a spell deny and a 2+ spell ignore. The Crimson Crown effectively grants a free CP every round (5) that can only be used on the bearer’s warscroll ability (if they have one). In this case a 6″ pile in within 16″.

The key to Khorne in AoS are the big Daemons,, the Bloodthirsters and Skarbrand. Unusually there is no (Slaves to Darkness) Daemon Prince to affect movement/charges. Each of the Greater Daemons can do appalling levels of damage but each has an element of chance so they can also whiff horribly. The Unfettered Rage is probably the least damaging with a 12″ ranged attack and 6 melee attacks all doing D3 damage. The Insensate Range. His number of ranged attacks and to wound chance in melee degrade with wounds. Insensate Rage does D6 damage with his axe, and the number of attacks plus the Mortal Wounds (MW) caused on 6s degrade. The MW are to all units within 8″. Your best tactic against these is to get some damage in early to degrade them. Skarbrand needs to be treated differently though.

Skarbrand’s attacks increase as he degrades, and if he isn’t engaged in combat he fights next round as if he was in his lowest bracket. His main weapon is a flat 3 damage, his 8″ ranged attack is a 50% chance to inflict 1 MW for each successful attack and his Carnage 8MW. At lowest bracket it does that on a 1. Skarbrand either needs to be engaged all the time or removed early. Haven’t even mentioned the smaller heroes – Skarr can return to the field after death on a 8 (2D6) and is an anti horde fighter (either 5 attacks or the number of models within 3″), the Bloodsectator forces wizards to reroll successful casts within 16″. He also grants an additional attack to Khorne units within 16″. The Slaughter Priest is here to farm Blood Tithe points for summoning.

Finally we finish with the troops and summoning. Reinforced Bloodletters get +1 to hit (for 20 models in the unit), 6s do MWs, they can force rerolls on successful bravery rolls for the enemy and on a battleshock roll of 1 return D6 models to this unit. They only have 1 wound and a 5+ save so die easily. Bloodreavers are even more fragile but double up on the bonus attacks from the presence of a Bloodsectrator. Unnamed Beasts are very fragile but bring a lot of mobility and potentially grab outlying points or Battle Tactics. The Hexgorger is a nice touch, it is a prayer that is an endless spell. It inflicts a -2 to casting within 12″ and if a wizard within 8″ casts an 8, the spell fails, they forget the spell and take D6 MW. Nice.

That’s a lot to take in for a simple army that wants to get close,bash, stab, slash and generally maim you. You are best to shoot them from afar and hope for the best. When you look at his opponents though almost all of them had decent shooting (not the Skaven, those poor rats) but only one was able to use it effectively. That’s the difference between 24″ and 30″ range I suspect.

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Allegiance: Legion of the First Prince
Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Be’Lakor, the Dark Master (360)*
Lore of Ruinous Sorcery: The Master’s Command
Bloodthirster of Insensate Rage (280)
General
– Command Trait: Ruinous Aura
Kairos Fateweaver (435)
Lore of Ruinous Sorcery: The Master’s Command
The Blue Scribes (160)*
Lore of Ruinous Sorcery: The Master’s Command
The Contorted Epitome (245)*
Artefact: Fourfold Blade
– Universal Spell Lore: Ghost-mist

Battleline
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)*

Endless Spells & Invocations
Emerald Lifeswarm (60)
Purple Sun of Shyish (70)
Umbral Spellportal (70)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 84
Drops: 3

Brett: Another hero based list with 3 combat and 2 caster heroes, all with 10″+ movement. 3 Greater Demons is fairly common, we’ve already covered The Unfettered Rage above. Otherwise, and even with the Khorne elements, this is a casting army with 7 casts. The “Masters Command” on most of the leaders lets model, if slain, fight on Death. Otherwise Be’Lakor’s warscroll spell is enfeeblement giving an opposing unit -1 to wound. That’s on top of his once a game ability to stop pretty much all actions from a unit on a 3+ in each phase. Kairos is the epitome of a caster, his key ability is everytime he casts, dispels or unbinds he can set the lowest D6 (of the 2D6 roll) to match the highest D6. To summon the Purple Sun or his warscroll spell he only needs one 4 on 2 dice.

His Oracle of Eternity is also clutch, allowing him to set the number on a dice once per battle. It doesn’t have to be his roll, there is no range and no limit on what type of roll it’s used on. That’s on top of his 3 spells. You may be wondering why there is no Cogs in this list, the Blue Scribes are why. They have a warscroll spell with a casting value (CV) of 4 that allows other wizards to reroll. They can also copy spells and ensure successful casting once per hero phase on a 2+. Kairos then summons whatever Endless Spells are needed that turn. Umbral Spellportal to extend spells range, Purple Sun for threat and Lifeswarm for healing. The Contorted Epitome is mostly a combat unit but Ghost mist is a good choice to hide it’s approach.

The Flesh Hounds are here because outside of Gargants you need battle line. They are somewhat durable (2 wounds on a 5+), fast (8″) and annoying in combat. They are expendable and of course more units can be summoned. For LoFP it’s a battleline unit based on the Chaos god they represent (Bloodletters, Horrors, Demonettes etc). Belakor can summon any of these or 6 Furies. Chose which hero based on what you need and where it on the board (the reinforcements are arriving within 12″). A very broad range of abilities that it would be hard to track and apply but that means the list plays well into almost anything. The only loss was to 2nd place, Gotrek is great into daemons and the Stormdrake block is capable of clearing anything in this list in a turn. Once the Greater Daemons start dying this list is pretty fragile.

Final Tournament Placings

Top Three AoS Lists for Age of Sigmar, Match Play Event (Warhammer World)

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This is the Top Three AoS Lists for the Age of Sigmar, Matched Play Event that took place in Nottingham, England on 13 and 14 August. It involved 74 players vying to be crowned champion in a 5 game tournament at Warhammer World.

Before I jump into the Top Three AoS Lists, I wanted to remind 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

Allegiance: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak

Leaders
Lord of Afflictions (210)**
– General
– Command Trait: Overpowering Stench – Artefact: The Splithorn Helm
– Incubatch
Orghotts Daemonspew (300)
Morbidex Twiceborn (320)
Bloab Rotspawned (300)**
– Lore of Malignance: Gift of Disease
Lord of Afflictions (210)**
– Artefact: Arcane Tome
– Lore of Malignance: Rancid Visitations
– Incubatch

Units
2 x Pusgoyle Blightlords (220)*
– 1 x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
– 1 x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
– 1 x Dolorous Tocsin

Terrain
Feculent Gnarlmaw (0)
Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
Additional Enhancements Artefact

Brett: A different approach to a lot of recent Maggotkin armies with a lot of heroes and minimum battleline. It forces you to use your heroes to complete battle tactics because this army but who cares with double Lord’s of Affliction. Morbidex, Orghotts and Bloab are all Monsters, with the Arcane Tome there are only 2 casts/dispells. There isn’t some amazing synergy here except that everything is as mobile as Nighthaunt but has 8 wounds. Nothing is dying easily and they are producing mortal wounds (MW) and disease points (for more MW). All of the Blightlords are in bounty hunters doubling their potential damage and making them hard to manage with GV.

All of that might not convey how horrific this army is. Bloab, Orghutts and Morbix have a top bracket of 5 or 6 wounds and a 5+ ward giving them 18 effective wounds. Until you get them out of that bracket they have 5 attacks at rend -2 with 3 damage and 3 to 7 damage 2 attacks. They are devastating in combat as well as their MW production forcing you to try to avoid them. With 3 monsters and 5 Leaders over all as well as the Blightlords themselves there isn’t a lot of room to score without engaging them.

That makes this a great army, you are forced to make a least bad choice and hope you can get in and out before they concentrate forces. None of his opponents could really afford to trade, Idoneth shooting probably had the best chance but it’s hard to stay out of charge range there to. Beast’s high rend would be useful but they wouldn’t stay alive long enough, Orks and Ogres are devastating on the change but when hit back by these monsters they would lose too many models. Solid work in assembling such an army and the all or nothing approach which paid off here.

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Allegiance: Daughters of Khaine
– Temple: Hagg Nar
– Mortal Realm: Ulgu
– Grand Strategy: Bloodthirsty Zealots
– Triumphs:
Leaders
Melusai Ironscale (115)*
– General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
Morathi-Khaine (340)*
The Shadow Queen (340)*
Battleline
10 x Blood Stalkers (360)*
– Reinforced x 1
10 x Blood Sisters (280)*
– Reinforced x 1
10 x Witch Aelves (115)*
– Pairs of Sacrificial Knives
Units
5 x Doomfire Warlocks (145)*
– Spell1: Universal Spell Lore: Levitate
9 x Khainite Shadowstalkers (150)*
Avatar of Khaine (155)
* Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 102
Drops: 1

Brett: Solid implementation of one of the stronger books at the moment. 1 drop army in Hagg Nar – they will determine priority most of the time and have +1 to charge in the first round. Avatar of Khaine to providing +1 to wound for the Witch Aelves, Melusai is rallying the fallen on a 4+ and denying her opponents rally within 9″. Blood Stalkers for their ranged support and Sisters to do the stabbing (as well as Morathi). That’s a solid core to control a couple of objectives and destroy units that attempt to reclaim giving you 2 or 3 battle tactics. Unusually James chose against Heartrenders going with Doomfire Locks and Shadowstalkers. Doomfire Warlocks are expensive but their speed lets them threaten anywhere that isn’t well defending as well as their spell casting.

Shadowstalkers seem undervalued in the current meta, they can teleport, for free, anywhere 9″ from the enemy. This is similar to Heartrenders deep striking except they can repeat it, the 2 units are similar in cost and the Shadowstalkers are slightly harder to kill. I think it could be a better solution although they lack the ranged attacks of the Heartrenders. Not surprisingly Seraphon and Maggotkin were harder to score against but the Legion of the First Prince list caused the most issues. Be’Lakor and an Incarnate is a lot to deal with for anybody and reliably clearing 10 Plaguebringers is tough. Good work taking second.

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Allegiance: Idoneth Deepkin
– Enclave: Ionrach
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Isharann Soulscryer (150)
– Universal Prayer Scripture: Curse
Akhelian King (250)
– General
– Bladed Polearm
– Command Trait: Unstoppable Fury
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Voidchill Darkness
– Universal Spell Lore: Flaming Weapon

Battleline
6 x Akhelian Morrsarr Guard (390)**
– Reinforced x 1
20 x Namarti Reavers (340)
– Reinforced x 1
10 x Namarti Reavers (170)

Units
2 x Akhelian Allopexes (330)**
– Razorshell Harpoon
– Reinforced x 1
2 x Akhelian Allopexes (330)
– Razorshell Harpoon
– Reinforced x 1

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1960 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 98
Drops: 3

Brett: 3rd and 4th tied in round 3 and overall had very similar scores so I’ve included both. Only 2 heroes, Soulscryer (priest) and the Akhelian King without a lot of casting (Arcane Tome/Flaming Weapon is a nice touch though). The King is built for output but also a little tanky, useful when you only have 7 wounds. Polearm for -3 rend and 3 damage on the charge, buffed with Flaming Weapon and an additional 2 attacks per enemy unit within 3″. He’s begging to be charged into the middle of something he probably won’t survive.

This a very mobile Idoneth army with the 6 Morrsarr Eels and 4 Allopexes (in pairs). Morrsarr and Ishlaen were much more common with the previous book (where Thralls were really terrible) but aren’t commonly seen now. They are still a tanky mobile unit that can keep up with the King and receive his hit buff as can the Allopexes. That lets you make a mobile death castle particularly from round 2. Idoneth are really deadly if they get the 2/3 double, 3 drops probably means first turn to his opponent. Forcing your opponent to go first and Creeping Mist (can’t be targetted outside 12″ on low tide) is a popular tactic for Idoneth. Even vampires struggle in the mists apparently.

Outside of his 3rd opponent the remaining armies were melee focused, they will play poorly into Idoneth where they can get close enough to fire without fear of return fire. With the Morsarr and even Allopex to screen the Reavers it’s an uphill battle. More so if they can garrison terrain (including the boat). Really well played taking 3rd in this field and an even this big.

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Army Faction: Stormcast Eternals
– Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired
– Holy Command: Call For Aid

Leaders

Knight-Draconis (300)
– General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Mount Traits: Thunderous Presence
– Spells: Celestial Blades
Lord-Castellant (155)**

Battleline
1 x Stormdrake Guard (680)*
– Stormdrake-Prime
– Drakerider’s Lance
Stormdrake Guard (340)*
– Stormdrake-Prime
– Drakerider’s Warblade
Stormdrake Guard (340)*
– Stormdrake-Prime
– Drakerider’s Warblade
Liberators (115)**
– Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield

Endless Spell
Purple Sun of Shyish (70)
Core Battalions
*Bounty Hunters
**Vanguard

TOTAL POINTS: (2000/2000)

Brett: I mentioned elsewhere that Dragon spam is slowly returning with the end of prime hunters. This army is a good example with 8 dragons including the dreaded reinforced block. With the Lord Castellant for a +1 to saving throws (Saving on 2s for free) and a Purple Sun for good measure. With only the one cast and no buffs to spell casting it’s sometimes questionable if Stormcast (SCE) should take it. But, as Martin has done, taking Master of Magic is reasonable for SCE because their own traits aren’t super strong, this still only gives a 59% chance of success. However Celestial Blades (+1 to wound) is significant and if it was on the Lance equipped block of 4 on the charge (-2 rend, 2 damage).

It’s quite a clever army with a small block of Galletian Veterans to provide look out sir and hold an objective in the rear and varied weapon choices on the Drakes. Drakes aren’t great damage dealers but if their breath weapon works that can be amazing. They are durable in combat with 9 wounds saving on a 3 making it hard to clear them. The Knight Draconis gives one unit, once per battle, a chance to shoot in the hero phase meaning double shooting. I imagine the Reavers may have had a rough time on the wrong end of a double shooting dragon 4 pack. With their speed and durabilty it’s hard to stop the Dragon’s scoring a number of Battle Tactics and the Knight Draconis has a fair chance of succeding with This One’s Mine.

Horde lists might present a problem but one unit can spread to cover almost half the board. SBGL didn’t stop Martin. One issue with this approach is scoring and Martin’s scores were at the lower end. Lets hope we don’t see a return to only Dragon lists but they still look amazing, 4 and a draw is still an amazing result.

Final Tournament Placings

Top Three AoS Lists for the Capital City Bloodbath – Age of Sigmar Champs

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This is the Top Three AoS Lists for the Capital City Bloodbat that took place in Ontario, Canada on 20th and 21st August. It involved 43 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind 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.

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The Top Three AoS Lists

Allegiance: Flesh-eater Courts
Grand Court: Court of Delusion – The Feast Day
– Mortal Realm: Shyish
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Crypt Infernal Courtier (130)*
General
– Command Trait: Dark Acolyte – Deranged Transformation
King of the Krondspine (245)*
Abhorrant Archregent
Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Ghoul King on Royal Terrorgheist (445)*
Mount Trait: Gruesome Bite
– Lore of Madness: Blood Feast

Battleline
10 x Crypt Ghouls (85)*
10 x Crypt Ghouls (85)**
9 x Crypt Flayers (540)**
Reinforced x 2

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 83
Drops: 3

Brett: Carl (Season of War) is back and with a different army as well. Jordan took 4th with his slippery eels as well. This time Carl’s running Flesh Eater Courts reminding everyone there is more to death than Nighthaunt (or maybe Soulblight). No Grand Court listed, that avoids the mandatory trait and artefact common to 2nd edition book subfaction but they can still take a delusion – Feeding Frenzy. This command grants a second pile in and fight to a unit, very useful on the Flayers or Terrorgheist. The Archregent and Ghoul King are wizards with 3 casts/dispel but as senior officers of the court they can also muster (summon) units. Both the Archregent and the Infernal can muster or return Flayers or Horrors as can the Ghoul King. The Archregent can also bring in cryptghouls (Galletian Veterans) and Courtiers.

All of this adds up to the listed army being on the start. The Flayers will be hard to remove, 9 with 4 wounds is enough to survive most attacks and they can grow back. Chronomatic Cogs to ensure rerolls, the spells that they use tend to increase the number of attacks, grant fly or mortal wounds. The warscroll spells are good enough that you want access to them most of the time. Apart from the Infernal Courtier/Flayer connection important aura’s are large (18″ reroll 1s for Grypt Ghouls). They can spread a little to cover an objective with certain death. But their ability so summon Galletian Veterans anywhere on the map that isn’t occupied they play into this season really well. The army has 3 full hammers between the Ghoul King, Incarnate and Flayers.

And they are very mobile, particularly when everything can be made to fly so terrain is irrelevant. One loss to a very strong Witch Aelve army – 50 stabby ladies and the High Gladitrix is hard to punch through and they hit very hard. Otherwise they’ve taken down strong combat and magic armies as well as Gargants. Amazing effort with what is currently seen as one of the weakest factions in the game. More than anything I think this shows the level of balance in Age of Sigmar (and what a good general can do). Shout out to Karl Turbide for the very interesting Ironjawz list Carl played in Round 2.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Grand Strategy: Get Dem Bones!
– Triumphs:

Leaders
Savage Big Boss (65)*
General
– Command Trait: Great Hunter
Maniak Weirdnob (100)*
Artefact: Mork’s Boney Bitz
– Mount Trait: Fast ‘Un
– Lore of the Savage Beast: Gorkamorka’s War Cry
– Lore of the Savage Beast: Power of the Were-boar
Wurrgog Prophet (150)*
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Gorkamorka’s War Cry
– Lore of the Savage Beast: Power of the Were-boar
Savage Big Boss (65)**
Savage Big Boss (65)**
Savage Big Boss (65)**

Battleline
5 x Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)**
Stikkas
5 x Savage Boarboys (140)**
Stikkas

Units
5 x Savage Boarboy Maniaks (145)***
5 x Savage Boarboy Maniaks (145)***
4 x Savage Big Stabbas (160)***
Reinforced x 1
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)

Core Battalions
*Warlord
**Warlord
***Bounty Hunters

Additional Enhancements
Artefact
Spell

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 191
Drops: 19

Brett: Ah the cunning orcs. No one in their right mind would just run at you and throw their bodies at you to kill you. So they’ll never suspect that’s our cunning plan. 19 drops, count ’em, 19. They get a turn whenever you want them to. Do you want them to go first with a pregame move? Icebone does Mortal Wounds on 6s based on the damage characteristic across the army. Big Stabbas are strong (and there are a lot), 6 high quality attacks hit and wounding on 3s per pair is great. Running the fairly cheap Maniacs backed by the standard Boarboy is another great idea, making it easier to hunt down Galletian Veterans where ever they are.

Not strong on objectives so their preference is always to charge into an enemy for the +1. With the double Warlord the army has an extra spell and artefact. Glowing Tatooz to improve his Ward to 4 (+2 to ward casts) making lifting his stare much less of a risk.

His warscroll has a useful spell into hordes as well. 3 casts but both casters have the same spells, one to force fight last (very bad against Bonesplitterz) and the other to grant +1 to run and charge. The Savage Big Bosses bring 6 attacks and allows another unit within 12″. With 4 Savage Big Bosses they can either spread out or concentrate and maximise their chance to remove something. His only loss was to Oliver (3rd) who brought a lot of shooting and casting which would quickly wear down teh Bonesplitterz. I think we will continue to see versions of this army for most of this season. They are a fun army, who doesn’t want semi naked greenskins running across the field at you.

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Allegiance: Cities of Sigmar
City: Hallowheart
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Knight-Incantor general adjudant(125)*
Hallowheart 2nd Spell: Ignite Weapons
– Universal Spell Lore: Ghost-mist
Battlemage on Griffon (255)*
Hallowheart 2nd Spell: Sear Wounds
– Lore of Whitefire: Elemental Cyclone
Celestial Hurricanum with Celestial Battlemage (290)
Hallowheart 2nd Spell: Crystal Aegis
– Lore of Whitefire: Roaming Wildfire
Freeguild General (100)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Hallowheart 2nd Spell: Sear Wounds
– Lore of Whitefire: Warding Brand

Battleline
10 x Dreadspears (85)*
City Role: Honoured Retinue (Must be 5-20 models)
30 x Freeguild Crossbowmen (300)*
Reinforced x 2
30 x Freeguild Crossbowmen (300)*
Reinforced x 2

Units
2 x Dracothian Guard Fulminators (230)*
5 x Drakespawn Knights (120)*

Endless Spells & Invocations
Horrorghast (40)
Purple Sun of Shyish (70)
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 126
Drops: 2

Brett: Very spell heavy army (from Hallowheart so that’s to be expected) back with a lot of shooting and some thin screens. 4 Heroes that in Hallowheart all (even the SCE and the non caster with Arcane Tome) have 2 spells. Hallowheart grants the ablity for a cast to give themselves D3 mortal wounds and add that to their casting roll, most of their spells are CV5 or 6 to begin with so this is mostly useful in getting the Purple Sun out but useful for any clutch spells and in early turns no reason not to do it. The Knight Incantor still has a once per game dispell/deny and ignite weapons grants +1 to wound, most likely on the Crossbow men (wounding on 2s). Between the Wildfire Lore and their warscrolls the wizards have access to 5 damaging spells, 3 that are AoE.

The General can increase ward saves against magic and heal wounds (also useful if you take wounds on say the Hurricanum to boost casting). The crossbows need to be more than 3″ from enemy units and not have moved to receive an extra attack if there are more than 10 models – so 61 attacks. No rend but if they are wounding on 2s weight of dice is an issue. Horrorghast helps because even if you only kill enough to force a battleshock, they are losing an extra D3 models if they fail. Against MSU units that can be devestating. Both Fulminators and Drakespawn Knights are nasty, particularly on the charge, in this army they can be given Wildform (Mage on Griffon) for +2 to run and charge. They could use the Soulscream and then only have a effective 7″ charge into something important.

Most of this army is going to be a big castle with a lot of buffs and reach. There aren’t a lot of screens so there is a chance something can reach the casters/crossbowmen. If you are close then the Crossbowmen really drop in effiency. Against FEC (a really close game – only 2 points) I wonder about the impact of FEC summoning, particuarly of units outside of the shooting range. In the end this is a spell casting army with limited mobility (4 really mobile units but 2 of them will struggle solo) so it’s dependant on the dice. A gambler’s army, really fun to play with and against.

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Allegiance: Gloomspite Gitz
Option: Jaws of Mork
– Mortal Realm: Ghur
– Grand Strategy: Defend What’s Ours
– Triumphs:

Leaders
Loonboss on Giant Cave Squig (110)*
General
– Moonclan Stabba
– Command Trait: Envoy of the Overbounder
– Artefact: Syari Screamersquig
Madcap Shaman (80)**
Lore of the Moonclans: Squig Lure
Madcap Shaman (80)**
Lore of the Moonclans: The Hand of Gork

Battleline
20 x Shootas (140)***
2x Badmoon Icon Bearers
20 x Shootas (140)***
2x Badmoon Icon Bearers
20 x Shootas (140)***
2x Badmoon Icon Bearers

Units
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
1 x Marshcrawla Sloggoth (150)
Allies

Endless Spells & Invocations
Mork’s Mighty Mushroom (40)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment
**Battle Regiment
***Expert Conquerors

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 150 / 400
Wounds: 186
Drops: 6

Brett: 186 wounds of Madness. Watch your army be swarmed and overwhelmed by funny little creatures with Slittas. This is the Jaws of Mork White Dwarf army right down to the option use of a General with a Squig. This isn’t a Tome Celestial but an older 2nd Edition buff. Lots of cheap Shootas in units just big enough to qualify for the +1 to hit. Jaws of Mork has a command ability to return (on a 4+) a slain squig unit at half strength near the Loonshrine. On top of that we have the Marshcrawla to buff nearby units of Bounder’s melee attacks to make sure they do something and attract attention.

2 casters to castle with the Shootas (expert conquerors to really control objectives), they are bringing a teleport and an ability to run and charge for 3 units. The plan is to buff up 3 bounders and run then charge them into your face. Returning squigs and a genuine horde are hard to deal with unless you have horde killing abilities. FEC does and also plays into low bravery units really well (you will have many running squigs) and Fangs of Sotek Seraphon have better heavy hitting units with big screens of cheap tradeable Skinks. Their spell casting would have limited the effectiveness of things like the Purple Sun. I really like that this is a 6 drop list (madness) – those are long drops. A crazy off meta list that performed really well, horde Gitz are meant to make a come back.

Final Tournament Placings