Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
This is the top three AoS lists for the Quest of Champions – Heat 3 that took place in the UK on the 2nd and 3rd of June. It involved 42 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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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: Blades of Khorne – Subfaction: The Flayed – Grand Strategy: Take What’s Theirs – Triumph: Indomitable
LEADERS Slaughterpriest (110)** – Bloodbathed Axe – Prayers: Bronzed Flesh, Curse Realmgore Ritualist (100)** – Prayers: Bronzed Flesh, Killer Instinct – Aspects of the Champion: Tunnel Master Bloodthirster of Unfettered Fury (330)** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gath, the King of Blades – Prayers: Blood Sacrifice, Unholy Flames Bloodsecrator (110)***
BATTLELINE Blood Warriors (380)* – Blood Champion – Goreaxe and Gorefist – 2 x Icon Bearer – 2 x Goreglaive – Reinforced: Once Blood Warriors (380)* – Blood Champion – Goreaxe and Gorefist – 2 x Icon Bearer – 2 x Goreglaive – Reinforced: Once Flesh Hounds (100)** – Gore Hound
OTHER Mighty Skullcrushers (200)*** – Skullhunter – Standard Bearer – Hornblower – Ensorcelled Axes Mighty Skullcrushers (200)*** – Skullhunter – Standard Bearer – Hornblower – Bloodglaives
Aqua Teen aside, we’re going to start by addressing the large, blood-covered elephant in the room:
There should not be this many tops spots in a tournament that are all held by the same army. Khorne is an army that has a relatively high skill ceiling. It takes a good player to keep track of all of the rules, the different interactions between mortal and daemon units, and the best way to position units to be sure that all the abilities align.
That being said, they are also a relatively forgiving army. You can easily retake your home objective in the last round through summoning. You have a ton of freedom on positioning and movement through murderlust, killer instinct, and bloodbind. You have decent protection from spells thorugh Hatred of Sorcery, and you won’t often find an opponent who can reliably dispell your prayers, since that would require facing an army that wants to bring a lot of priests.
So where does that leave us? With a top 3 article where all of the top three lists are Khorne. It also leaves us facing the difficult prospect of GW’s inevitable attempt at balance. I expect to see some changes to our movement rules as well as points increases on some of the big-hitter units (Skarbrand, Bloodthirster of Unfettered Fury, and Skullcrushers to name a few).
I’m going to skip a lot of the detail I normally would go into for each list. The army is going to play roughly the same, even with different unit compositions and subfactions.
This first list has a wider focus on mortal units, with a couple of Fleshhounds thrown in for a cheap screen with an added unbind. The general is a Fury-thirster with Firebrand and Ar’gath (get used to that combination, because it’s in every list). Double skullcrsuhers and reinforced Blood Warriors makes for a selection of extremely tanky units, and while this list won’t necessarily kill as fast as a daemon-centric list, it can outlast many armies. It will also see a ton of mortals dropped on the enemy as those tanks die.
The realmgore ritualist, bloodsecrator, and slaughterpriest are all straightforward units. Each of them has one job, and they perform that job admirably.
Overall a solid list that aims to control the board first, and kill second.
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Army Faction: Blades of Khorne – Army Subfaction: Bloodlords – Grand Strategy: Take What’s Theirs – Triumphs: Indomitable
LEADER 1 x Bloodthirster of Unfettered Fury (330)* – General – Command Traits: Firebrand – Artefacts: Ar’gath, the King of Blades – Prayers: Heal, Bloodbind 1 x Bloodmaster (110)* – Artefacts: Halo of Blood – Prayers: Unholy Flames, Killer Instinct 1 x Bloodsecrator (110)* – Aspects of the Champion: Tunnel Master 1 x Bloodmaster (110)** – Prayers: Bronzed Flesh, Killer Instinct 1 x Bloodmaster (110)** – Prayers: Bronzed Flesh, Killer Instinct 1 x Herald of Khorne on Blood Throne (160)** – Prayers: Killer Instinct, Blood Sacrifice
BATTLELINE 10 x Bloodreavers (80)* – Blood Chieftain – Icon Bearer – Hornblower – Reaver Blades 10 x Bloodreavers (80)** – Blood Chieftain – Icon Bearer – Hornblower – Reaver Blades 20 x Bloodletters (360)*** – Bloodreaper – 2 x Icon Bearer – 2 x Hornblower 10 x Bloodletters (180)*** – Bloodreaper – Icon Bearer – Hornblower 10 x Bloodletters (180)*** – Bloodreaper – Icon Bearer – Hornblower
Speaking of killy daemon-centric lists: here’s one. 4 priests, one of which can reliably resurrect the central damage dealers of the list, coupled witht he Fury-thirster and bloodsecrator already have the list immediately stacked to provide some tankiness to a killy list (much like the realmgore and bloodsecrator were providing killiness to a tanky list, above).
Reavers are cheap screen, Bloodletters deal damage. The bloodsecrators helps them deal more damage, and the wrathmongers help them deal even more damage. By the time all of the buffs are in place it isn’t out of the question to see one of those larger bloodletter units swinging with 4 attacks per base, hitting and wounding on 2+’s, dealing mortals on 5+’s. Ossiarch Bonereapers woudl have a hard time withstanding an assult like that, and few other armies would outlast that combat phase.
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Army Faction: Blades of Khorne – Subfaction: Reapers of Vengeance – Grand Strategy: The Day is Ours!
LEADERS Skarbrand (380) Wrath of Khan Bloodthirster (330)** – Artefacts of Power: Halo of Blood Bloodthirster of Unfettered Fury (330)** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gary, the King of Blades – Prayers: Killer Instinct Bloodmaster (110)** – Prayers: Blood Sacrifice Realmgore Ritualist (100)** – Prayers: Bloodbind – Aspects of the Champion: Tunnel Master Slaughterpriest (110)** – Hackblade and Wrath-hammer – Prayers: Curse
ENDLESS SPELLS & INVOCATIONS 1 x Bleeding Icon (40) 1 x Hexgorger Skulls (50)
TERRAIN 1 x Skull Altar (0)
CORE BATTALIONS *Galletian Veterans **Warlord
TOTAL POINTS: 2000/2000
Thought I wouldn’t post it again? You were wrong.
There’s nothing here that we haven’t really touched on in the last two lists. Garrek’s Reavers are here because they are the cheapest 10 wounds that points can buy, and they make excellent fodder for blood sacrifice. Skarbrand also makes an appearance, working as one of the best independent units in the army, where he is perfectly happy to ignore all of your buffs and go wander into the mid field to punch everything he sees.
Overall, excellent work to all of our top 3. This can be a difficult army to run, and it’s good to see some variety in the lists.
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Allegiance: Fyreslayers – Lodge: Vostarg – Mortal Realm: Ghur – Grand Strategy: Master of the Forge – Triumphs: Indomitable
Leaders Auric Flamekeeper (90)*** – Artefact: Arcane Tome (Universal Artefact) – Aspect of the Champion: Tunnel Master Auric Flamekeeper (90)*** Auric Flamekeeper (90)*** Auric Runemaster (130)** – General – Command Trait: Master Priest – Universal Prayer Scripture: Curse Auric Runesmiter (120)** – Runic Iron – Prayer: Ember Storm Battlesmith (150)** – Artefact: Nulsidian Icon – Aspect of the Champion: Fuelled by Ghurish Rage
Battleline 10 x Vulkite Berzerkers with Bladed Slingshields (150)** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)*** 20 x Vulkite Berzerkers with Fyresteel Handaxes (320)* – Reinforced x 1 20 x Vulkite Berzerkers with Fyresteel Handaxes (320)* – Reinforced x 1 20 x Vulkite Berzerkers with Fyresteel Handaxes (320)* – Reinforced x 1
Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
This one has taken a while! But I’m pleased to say that all of the warscrolls for Slaves to Darkness have now been translated into Datacards.
Reading the Datacards
Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
Charge Chance
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
Resilience
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
Change Log
16th February 2023 – Chaos Spawn resilience corrected. Thanks to Max in the comments for pointing it out.
29th December 2022 – Update to correct name on Chainrasps
29th December 2022 – Correction to the damage output of Bladegheist Revenants
It’s taken a while, but thanks to the help of Patrick our first faction data cards are now ready!
We’ve started with Nighthaunt but have a lot of others in the pipeline and close to completion.
Each card shows the following information:
Resilience – Specifies how much damage is requited at the various rend values to destroy the unit or to destroy the unit via battleshick (if this is possible).
Threat Range – This will tell you how far the unit can move and then charge. If the unit had any missile weapons, then the card will also show how far the unit can move and then shoot.
Average Damage Output – The main focus of each card, this shows how much damage a unit should cause (as an average) to each of the save values. I.e. how much damage is unsaved.
Leaders
Awlrach the Drowner Cairn WraithDreadblade HarrowGuardian of SoulsKnight of ShroudsKnight of Shrouds on Ethereal SteedKrulghast CruciatorKurdoss ValentianLady OlynderLord ExecutionerNagashReikenor the GrimhailerScriptor MortisSpirit TormentThe Briar QueenTomb Banshee
Battleline
ChainraspsGrimghast ReapersHexwraithsSpirit Hosts
Behemoth
Black Coach
Other
Bladegheist RevenantsChainghastsCraventhrone GuardDreadscythe HarridansGlaivewraith StalkersMyrmourn BansheesThorns of the Briar Queen
Who’s Next?
Next up will be the Slaves to Darkness. Keep an eye out!