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Tome Talks: Seraphon

Welcome to the latest in our ‘Tome Talks’ series, in which we review a battletome via a balanced discussion – and with the benefit of a little hindsight and some hands-on testing.

Danny Wadeson: So – we’ve had the book for a while, but now seems a good time to judge it properly now that the new Season is underway and recent changes to things like coherence have allowed a lot of Seraphon units to really shine.

As we’ll be keeping this relatively high level, let’s start with the overall standouts. What, to you, are the things that make Seraphon, Seraphon – and where does this book really sing? Sell it to me!

Patrick German: I think to really look at Seraphon you can either dig into a few units, or look at the book as a whole. Seraphon have always been a flexible force, jumping between elite infantry and cavalry, huge monsters, and powerful wizards. I can say for sure that all of these still exist, but I’ve seen a lot more “magic castles” than anything else.

Lord Kroak still exists, and is a lynchpin unit for the book. Backing him up with another frogman, some skink wizards, and an Astrolith bearer can turn him from being a sniper and artillery piece into a factory that produces more skinks as it kills units.

I’ve always been a more flavor-over-competitive player, and I love the idea of putting a load of big monsters on the table. Stegadon is still a thing, and while it isn’t the most competitive choice, it’s good fun to throw seven or eight stegadons on the field and have them waddle around killing your opponent’s models is great.

Peter Holland: I think the appeal of Seraphon cannot be ignored. The model range is gorgeous, and really appeals to that 6 year old inside. After all, what 6 year old wouldn’t want an army of Dinosaurs?!

Coupled with that, in this particular GHB, they’re proving they have some tricks up their sleeves to compete at the top tables.

Patrick: I will say: the model range is gorgeous now. I was really happy for Seraphon players when they got so many new sculpts, because the old ones were looking very dated.

Danny: Yeah. They look GOOD. But how do they play? Obviously there are two very different flavours – the ‘magic (bouncy?) castle that Poots mentioned and the more bitey-fighty Coalesced. The former is high on movement and summoning shenanigans and can bring overwhelming amounts of magic to bear while the other has good old fashioned durability and toe to toe offence.

Peter – I think i know the answer but for the benefit of our readers – what do the stats say about which is getting more play and what’s tickling the podium?

Peter: It’s an interesting one. Fangs of Sotek are by far the most popular subfaction with 56% (45 players) of tournament players choosing them. They’re also overly successful with a win rate of 60%. However Dracothion’s Tail currently has the most success with 68% win rate.

While Starborne is seeing success, players who have taken coalesced are struggling.

Koatl’s Claw has had good representation (2nd most popular subfaction), but their win rate is in the doldrums at 38% currently.

I will add that Dracothion’s Tail and Thunder Lizard are very small sample sizes.

Patrick: I’m not surprised that Fangs of Sotek is doing so well. Out-of-phase movement is a very strong tool to have (just ask your friendly local Khorne player). The ability to redeploy three times in response to your opponents movement can set you up for excellent counter-punches or provide cheap screens as a roadblock, preventing a charge onto an objective. The fact that the first two instances of redeploy are free makes it even better.

Danny: They’re fun. Movement shenanigans are fun. It just gives you lots to do in the opponent’s turn too.

I can see why competitively Starborne are the go-tos – hero phase teleport, loads of summoning so that you can react to the board state and the above very strong sub-faction ability, combined with an excellent spell lore are hard to resist.

Let’s not forget the excellent Star Power abilities too, which give you just a wild suite of options. However – even for an experienced player like myself it can be quite draining to keep track of everything – spells, a parallel economy, and LOTS of separate aura ranges etc. And it can all fall apart quickly if a couple of key spells go wrong or the opponent has enough threat projection to get into you before the summoning ramps up.

Having just started trying out Coalesced recently, I’m glad to say that it offers a more chill, but still strong, playstyle. 20 Warriors are a helluva drug, and the added durability makes for a more ‘traditional’ and forgiving game.

On that note, let’s talk about Thunder Lizard – it’s been a wild ride for anyone with big dinos since the end of the last book and the new one – namely it’s much harder to buff them now and their sub-faction rule is totally different, with double monstrous actions which are of dubious utility.

Also, the Engine of the Gods had been…I don’t know how else to say it other than ‘fucked up’. Stegadons still feel ok – the ‘counts as ten’ is great for objective stealing but they feel expensive on the board. The less said about the Stegadon Chief, the better – which is a shame as vanilla Stegs feel like they need a force multiplier. Why? What did they do to my horny boys?

Patrick: Conspiracy says that GW likes to downplay the units that were doing well last edition. Skink Chiefs and EotGs were great, and now they are less great. Personally, I think that in an effort to find better internal balance in battletomes GW tends to try to move the good/bad/ugly more towards the middle. Sometimes they overshoot, though, like I feel they did with Kroak, who I feel is an absolutely steal at 410pts.

Danny: Kroak is probably still a bit too good – but the main thing is, he’s fun now. Varied abilities and less book-keeping, and FINALLY two excellent lores to know all of.

The spells were one of the huge weak points of the 2e book, but now they’re full of fun effects, leaving aside for a moment the whole ‘is it fun casting the same MW Spell 4 times in a row’ – the lores are banging – what are your highlights?

Patrick: Tepok’s Beneficence is a fun dark horse for me. Boosting a cheap screen to make the screen last a little longer can be great. Mystical unforging can have a similar effect as a debuff instead of a buff.

On the skink side, Cosmic Crush can be surprisingly good against durable units, hitting SCE unit, especially. Speed if Huanchi allows for more out-of-phase movement, and we’ve already touched on how good that can be.

Peter: Having done the breakdowns on lists that achieve 4+ wins the most common spells in those lists are:

– Merciless Blizzard (10)
– Hoarfrost (9)
– Speed of Huanchi (8)
– Comet’s Call (8)
– Cosmic Crush (6)
– Drain Magic (4)
– Rupture (4)
– Stellar Tempest (2)
– Tepok’s Beneficence (1)

Because hoarfrost on skinks is the bomb. Hoarfrost on units of skinks that can redeploy is the double bomb.

Tie that in with Lord of Celestial Resonance (which nearly every list takes) and the ability to generate Cosmic Power increases so that the Seraphon play can summon in yet more Skink units nearly every other turn.

Danny: So yeah, the Lores are great and plenty of good candidates for Hoarfrost. The question is, does the book support you getting these spells off? And the answer is, sure, in Starborne – where the combo is, cast Equilibrium with the Slann to give your other casters (probably a Skink Starpriest and Starseer, and possibly Kroak) +1, have everyone in the +1 to cast bubble from the Astrolith bearer, and then enjoy your native +1 on the Slann and +2 on Kroak, for something like 6 casts at +2, and 4 (from Kroak) at +4.

So what about the actual units? Seraphon have access to a pretty deep model selection although more than ever they’re very much split between Starborne/Coalesced. To some extent this is cool as it provides a distinct feel but it can also mean that, if you want to experience everything the book has to offer AND lean into the syneries, it feels like collecting two armies.

For example, my Starborne list is lizard wizards, Astrolith, 2x Chargers, skinks of various varieties, an Ark of Sotek, and a few flex points that I usually fill with a Salam…sorry, Chotec. My Coalesced lists are kroxigor and saurus warrior heavy, with only 1-2 wizards, and a Carnosaur – sometimes a Laser-don. Some of that stuff makes sense as a Summons in Starborne which does somewhat ease the pain of buying and painting them…

But either way, there are definitely some interesting warscrolls in the book. Before I do a screed – are there any stand outs you guys want to highlight, either from a competitive, design or other perspective?

Patrick: I mentioned earlier that the army had a well-deserved makeover when the new book came out. The new kits are absolutely gorgeous, and I think they capture the aggression and intimidation that an army of dinosaurs would have.

Specifically, I’ll call out the Kroxigors and Aggradon riders. Two units that had good rules, but the models themselves looked like they had just been pulled out of bed and weren’t fully awake. The new models are incredible, and I would give GW’s design team a huge amount of credit for finally making these monsters feel like monsters.

Danny: Agreed but I have issues with the warscrolls of each of those examples! Not from a strength standpoint – I’ve tried both and they have the right numbers in the right places – but I find their abilities frustratingly designed – and this is the start of a specific thread of bad design that you can trace through the book. It’s like they tried something new, and doubled down on it before testing and then couldn’t be bothered to change them.

For example – the Warspawned have an ability that gives them an extra attack if a skink model nearby dies. It’s a nice nod to the lore and older editions, and it’s not particularly hard to achieve – use skinks as a screen, have Krox just within 3″ behind them – job done.

But the issue in reality is that, on the actual board, this usually results in only a couple of extra attacks. And in Coalesced, there’s just no real other reason to take skinks, so soon as they’re dead, the ability can no longer be procced. The other rule that nods back to their WHFB formation is that Kroxigor can’t issue themselves commands (big dumb dinos!) but Skink unit champions can. Meaning there’s actually CONFLICT between the two rules – do you use skinks as a screen, given Krox aren’t particularly tanky, or keep them behind as a mobile command-giver? And In Starborne, it’s really hard to include Kroxigor and there’s no other synergy with them. So even though I love Kroxigor as a unit in their own right (in Coalesced), it’s just a frustratingly designed scroll.

Aggradons have a similar problem. They gain bonus attacks if they remain engaged at the end of a turn, but lose them whenever they end a turn out of engagement. In reality, I’ve found this has precisely one use – when you charge them in, they don’t kill something, they survive the hit back, and you win and take the double.

So, sure, it’s a neat little bonus to make up for lost models in a protracted engagement in a very specific circumstance but it’s very annoying that you could easily go multiple games without their signature ability ever coming into play.

And the book tries to carry this conceptual blood frenzy into the battle tactics – which are fine, overall – but the one that baffles me is ‘Pack Hunters’, which wants you to pick an enemy unit within 3″ of an Aggradon unit and for it to be within 3″ of 2 Aggradon units at the end of the turn.

When you think this through, that’s such a niche scenario as to be practically nonsensical. ‘Stampede of Scales’ – ‘have 3 monsters run and each to end within 6″ of one of those monsters, AND be wholly within enemy territory’.

Now, given there’s no way to make Seraphon monsters run and charge, this is basically asking you to run your three precious monsters into enemy territory and… do nothing else. I can see this working well when you’ve tabled the enemy already but otherwise… how does this interestingly play into your strategy?

The book enhancements have a slightly different design issue, and it’s one that has unfortunately reared its ugly head in a fair few other books. Simply put, they’re divided into ‘fluffy but a huge gamble’ (and these are usually once-per-game effects) and ‘overwhelmingly obvious competitive choice’. I’m all for supporting fluffier options but I stand by my claim that it’s more fun for everyone involved if there’s an actual meaningful choice between varied effects – that would also lead to more varied (and therefore fun) list building.

Rant over..!

Patrick: Which is where conversations about internal balance come into play as a whole. I’ve said for a long time that the Idoneth Deepkin tome is one of the better examples of internal balance. Everything has a place and a use, and we see that in GT articles where no two Idoneth lists look the same.

Peter can provide specific detail(and let me know if I’m wrong) but Seraphon were mono-build for a long time. Take Lord Kroak, take Thunder Lizard, take three Bastiladons, take Cogs, push the “win” button. I’m afraid that the book hinges so thoroughly on Kroak and spellcasting that it’s still competitively mono-build.

Proper internal balance is hard to achieve, and GW frequently misses the mark.

Peter: Yeah, I agree. Looking at the competitive lists that go 4+ wins, Lord Kroak, the Astrolith Bearer and a Slann Starmaster appear in every list. Along with usually, two units of Skinks and a unit of Warriors. On top of that, they all take Malevolent Maelstrom as well. This brings the points of your core competitive units to 1215. Leaving possibly only 785points worth of true choice.

LEADERS
Lord Kroak (410)
Saurus Astrolith Bearer (140)
Slann Starmaster (275)

BATTLELINE
Skinks (90)
Skinks (90)
Saurus Warriors (180)

ENDLESS SPELLS & INVOCATIONS
1 x Malevolent Maelstrom (30)

TOTAL POINTS: 1215

Patrick: Every. List.

That goes beyond a balance problem. We’re fully in over-tooled and under-costed territory.

Peter: Every Competitive List that goes 4 wins or more.

Patrick: Fair point.

Danny: And it doesn’t necessarily mean Kroak is OP – it’s rather that the other options, especially Coalesced – don’t have a good viable alternative.

But either way, in summary – a real mixed bag in terms of enhancements, with most of them being consigned to the ‘maybe one day for fluff bin’, and the usual spread of pointless Grand Strats with one competitively decent if not terribly inspired one (have a Seraphon unit in each quarter). Mostly good warscrolls with some glaring lowlights, design if not efficiency wise.

And one last time I’d like to say – what were they thinking with the Engine of the Gods? You get #feelsbad just looking at the ability table on the scroll.

But overall, I do think Starborne feel like cosmic wizard lizards and by and large, Coalesced now look and feel like big stompy chompers, so in terms of overall player fantasy, it’s probably largely a success. Both internal and external balance issues can be address to some extent with future points changes, but can never account for the design failings.

Any last words from you gents before we make like a skink and re-roll our redeploy out of here?

Patrick: I’m not a fan of competitive mono-build, but overall I’m pleased with the book. The model range and magic are great, and hopefully we see some changes in the future to boost the less-used units.

Peter: I think the book is OK and the models are great. This particular handbook may be favouring them slightly more than past ones, but that’s the way of things sometimes.

Danny: My final final_finalV2 thought is that, yes we know double frog is good with Krondspine but I don’t want to even get into it. Overall I think there are 3/4 strong sub-factions. I still think further points tweaks are needed, and even though I’m disappointed in some of the design space – fangtastic new models, a variety of play-styles and a good core internal balance (with just a few outliers on either end) make for a fun book with depth and character. Now someone go forth and find a Thunder Lizards build!

Lore Introduction – The Path to Glory (Slaves to Darkness)

Whispers in the dark

Pinpointing precisely when the first Slave to Darkness was born is difficult to achieve. Since the dawn of time within the mortal realms the Chaos Gods’ tendrils would reach through and warp reality, whispering dark thoughts to anyone who would listen. Khorne would urge Generals to strive for evermore glory, Tzeentch would encourage further study into the arcane, Slaanesh would speak of pleasure to aristocrats and artists alike, and father Nurgle would call out to those who lived off the land. It is when the first of these individuals gave in to the dark voices which lurked within and pledged themselves to these mysterious forces that the first Slave to Darkness came into the Mortal Realms.

A crippling defeat

Sigmar and his Pantheon were the all-powerful Gods who sought to shepherd all the races within the mortal realms. Aware of the existence of Chaos, they prepared for the eventual day that the Ruinous Powers would invade the mortal realms. As the age of Chaos began, the daemons poured in, slaughtering all who did not join them. At the battle of the Burning Skies Sigmar was betrayed by Nagash, and in turn was decisively defeated, retreating into Azyr. Those few who remained would either be forced to concede and accept the Chaos gods as their own or be slaughtered in the wake of their victory.

The Great Game

Tzeentch, Nurgle, Khorne, Slaanesh, and the Great Horned Rat though allied against Sigmar and the forces of order, are only allies of convenience when it suits them best. Otherwise, they forever compete within The Great Game, in which each god seeks to dominate the others within the realm of Chaos. This Game of course extends well within the mortal realms, where they constantly vie for control of land, resources, and followers.

Archaon the Everchosen

Perhaps the greatest encapsulation of the Great Game is no other than Archaon. The mortal champion of Chaos, accepting gifts from all gods, but pledging himself to none. Archaon is a mortal, who is speculated to have lived for eons, having ushered in the end of the world that was, and potentially having destroyed other realities since then. His ultimate goal is to pierce into the realm of Azyr, and destroy the last bastion of Order and Sigmar along with it.

The Dark Master

Belakor, the first Daemon Prince to have ever existed, as Archaeon, has existed since the formation of the world that was. Indeed prior to the existence of any Everchosen having been crowned, the ruinous powers would compete over his soul as they now do for Archaon. Belakor would go on to betray the Gods, in an attempt to serve his own purposes, and would in turn fall right into their trap. Cursed to forever crown the Everchosen, but never become him, Belakor lives in a state of pure envy. Envy of the great Archaon, to whom so many swear their loyalty. Belakor, seeks to usurp Archaon’s place within the eyes of the Chaos Gods, and return himself to the glory of his past.

Lore Introduction – Raiders from the Deep (Idoneth Deepkin)

Welcome to the first in a new series of articles where we run through the lore of the Age of Sigmar factions.

These are intended to give you a little flavour into the faction, and hopefully give you an understanding on what drives them.

The World That Was

The story of the Idoneth begins way back in the world that was, right after the forces of chaos forced their way in, and right before they ultimately conquered it. During this time there was a sect of Aelves who worshipped the god known as Mathlann. God of both sea and storm and known as the lord of the Deep, Mathlann was primarily worshipped by sea fairing Aelves, and explorers. When the Chaos gods began to consume the souls of all living creatures, Mathlann sought to protect the few he could from them, and so he took a contingent of his followers and hid them at the deepest depths of the oceans. Despite this, Slaanesh could sense more souls still, and would root out each remote enclave one by one until every single aelvan soul was devoured.

The Age of Myth

During the age of Myth, what remained of the Aelvan pantheon awoke, and sadly Mathlann was not amongst those who survived. Teclis, Tyrion, and Malerion awoke in a world which lacked any Aelves to rule over, and as such devised a plan to capture Slaanesh and pry the souls from his gullet. Each of the three main gods would receive a share of the souls, and Teclis would be the first to receive them. Those souls which were first pulled from Slaanesh, turned out to be those of the idoneth. Those original souls would come to be known as the Cythai.

No Rest for the Wicked

After escaping both from Teclis and Slaanesh, the Cythai found themselves within the throes of a new horror. The combination of Corruption from Slaanesh, Purification ritual from Teclis, and the lack of a God to draw from led the majority of Idoneth to be born with Waning souls. Many of their offspring fail to live past infancy, and those that do (the Namarti) , have drastically shortened life spans. Some would be born with proper souls (Akhelians) and this disparity between the two would go on to form the basic structure of Idoneth society. To ensure their survival something would need to be done. Adapting the magic that Teclis had taught them they would form a new school of magic revolving around the removal of and transmutation of souls. Unfortunately, the souls of Sea life would not be enough to sustain that of an Idoneth body for any more than a couple of days, the only alternative was to seek out greater prey. The Idoneth would form raiding parties that would ascend from the depths raid coastal settlements taking with them the souls of the fallen back to their enclaves. To ensure secrecy, the Idoneth would weave spells to erase the memories of survivors.

Lumineth Realm-Lords Battletome Review


Poots
OK, I have returned from the dentist and all of my teeth are back in my head. Hopefully that remains the case for a while. Let’s talk Lumineth Realm-lords. Overall I’m pretty happy with what I’ve seen. The core rules of the army are flavorful, and encourage a very unique play-style. The Realm-lords are built to be the essential “Take All Comers” faction, and I think they will fit into that role well. The artifacts and command traits encourage players to build their heroes in such a way that emphasizes their strengths, and Teclis looks just as powerful as a god should be. I’m not completely happy with the internal balance of the book, which we can get into later, but there are plenty of viable builds presented. What are your thoughts on the core rules of the army?

Danny
I more or less echo that sentiment! High level – combined with what I’m hearing from my shiny, pointy-eared Clubmates, is that the feel of the army has changed significantly. On the overall plus side, the Great Nations are much better balanced now, offering a variety of contrasting play-styles. The main army rules are unchanged – and remain as useful and thematic as before. In true LRL fashion they have a lot of bling – i mean, enhancements – to choose from. But I think in many ways, discussing them will make more sense after considering the units. What were your gripes with the internal balance on the unit side?

Poots
Specifically with the durability of the Alarith units and rules. Taking the Ymetrica great nation allows your Alarith units to ignore Rend -1 and Rend -2, giving the Stoneguard units easy access to a 3+ that is potentially unrendable against many armies. They gain a 4+ ward when contesting an objective that is controlled by the LRL player, which means when those attacks do penetrate the armor, there is a 50% chance of the wound being shrugged. Overall I feel the combination makes those units so powerful that they overshadow many other elements of the book, and may encourage a mono-build faction.

The balancing point would be their relatively limited damage output, but if you can consistently hold primary objectives, you don’t necessarily need to destroy your opponent’s units. Ignoring that, however, the rest of the book is great. Most units seemed to come out of the new book without any major nerfs, and the Stoneguard and Windchargers are the only units that received major buffs (notably the Windchargers’ ability to ignore ward saves). Teclis took a minor blow, limiting his spellcasting slightly as he suffers wounds, but he received a points drop to counter that, which I think leaves him in a great position. Are there any warscroll winners in your opinion?

Danny
Yeah it does seem like Alarith and Stoneguard rules are very pushed in this book. Bear in mind the objective ward is only against MWs – but it’s still very strong and with Speed of Hysh it’s easy enough for them to zoom onto an objective to proc the ward. Pair that with generic or named Big Cow – who can target an enemy unit within 18″ for a -1 to hit (ranged AND melee) and Alarith can actually be insanely tanky on paper. You’re right they don’t slap the hardest but with a decent number of attacks – and the Stonemage giving them MWs on 5s to hit – they can still bring the pain! Agreed that Windchargers got a big glow up – ignoring wards and their extra shot being extended to 6″ is huge, both for zooming up to something and making it a pin-cushion or UH behind a screen.

The other biggest glow ups for me are Avalenor, Eltharion and the Ballistas. Eltharion now absolutely slaps, dealing extra damage to monsters and being on an unrendable 3+ by default kinda makes him a mini-Gotrek in some ways – certainly has rules befitting his beautiful model now. The Ballistas also got pretty reliable for their points, and adding one more source of targeted -1 to hit (once per battle in their case) is icing on the cake. Have GW finally figured out how to balance artillery!? How do you feel the Enhancements and streamlined spell lores fit in with the newly improved heroes?

Poots
The artefacts are all pretty viable, with some really standout choices for each type of hero. The Waystone would allow you to build a versatile Vannari hero, since it provides a free 13″ teleport with the ability to deploy at least 3″ from an enemy. This could either get your beatstick in range of an unprotected hero, or allow them to jump through terrain to grab an unoccupied objectve. The Silver Wand is a straightforward, but great artefact providing an extra spell cast for a Scinari hero, and while the Arcane Tome would do a similar job, I expect the balance scroll may make the Arcane Tome less appealing. The other artefacts are all decent, but I think that those two are the standouts for me.

The Command Traits set the book up to make list building interesting. All of them are good, and all of them buff the heroes to do the job they are designed for. This will make picking the general for your Realm-lords list a slightly difficult prospect, since you will wish for ways to take more than one. Almighty Blow and Swift are both simple, but deceptively good. The first allows for some pretty reliable mortal wound output, and the second makes it much easier to place your Wizard more efficiently.

There may be too many to dig into in this article, but what are your thoughts on the spells?

Danny
Agreed, the Artifacts/Command traits seem nicely balanced and should give a fair bit of flex and depth to your hero makeup. Spell lore wise, things have been streamlined a little – which was necessary, both from a book keeping standpoint and general external balance. Lambent Light has gone (re-rolling failed hits) which makes sense as that was the primary vector for abusing Sentinels. Solar Eclipse, another spell on the ‘watch list’ remains but had it’s CV increased to 9.

The new lores are mainly balance tweaks like this – but the higher CVs are mitigated by most casters now having a built in once per battle auto-cast on their warscroll. Either way, LRL still have an incredible magical toolkit – with Howling Gale for turning off CAs at 12″, the new Unbreakable Stoicism spell for allowing Stoneguard to do MWs on 5s instead of 6s, and the good old teleport spell ‘Transporting Vortex’, which when combined with Stoneguard and their mw ward of 4+ on objectives they control, will allow you to plonk them down T1 and ask your opponent some rock-hard questions.

How do you feel the tweaks to the Great Nations have ended up?

Poots
I think the Great Nations are all pretty great (see what I did there?). Ymetrica has already been mentioned, and is the go-to for building extremely tanky Alarith units, but I won’t say that it’s a standout winner. All of the Great Nations strike me as useful, it’s just a matter of how you want to build your army. If you want to focus on spellcasting, Zaitrec provides your wizards with a +1 bonus to casting, dispelling, and unbinding rolls, which will help offset the high casting value of the Realm-lord spell lore. Meanwhile, if you want to have extremely powerful Vanari Sentinels, Helon increases the Attacks characteristic of your ranged weapons if your target is within 6″. Syar and Illiatha boost Aetherquartz reserves, and Alumnia rewards you for playing tight formations. Most tomes that have been released so far leave me thinking there are either one or two subfactions that are better than the rest, and here I can honestly say that I can see relatively equal value in all of what’s presented. I think that leaves us with the Matched Play rules. How do you feel about the Grand Strategies and Battle Tactics?

Danny
Interesting, I didn’t think of Sentinels as benefiting much from Helon – I think it’s Windchargers that become a real menace there though. A reinforced unit of 10 is able to fly forward 12″, ignoring terrain – say it can get within 6″ of an enemy unit, and then put out 31 attacks – with AoD on 2/3/-1/1, ignoring ward saves – before charging for 10 more attacks 3/3/-1/1 and 20 3/4/-/1 from the mounts OR proccing ‘Move Like The Wind’ to pile in 6″ in ANY direction – i.e. sling-shotting themselves out of engagement range. That’s a powerful drive..well, ride-by.

The Matched Play rules are seeming really quite pushed in the most recent books. We discussed how DoT’s bump them up a tier instantly – LRL fare pretty darn well too. In terms of Grand Strats, it’s a mixed bag, but ‘Alarith Aftershock: 2+ friendly Alarith units contesting 2+ objectives’ is very doable unless you’ve been tabled in which case, who cares. Battle Tacs are much easier. Now ballistas are good, ‘kill a monster with one’ is going to be an obvious pick, especially if you’ve taken 2, once you leave a monster on around 3-4 wounds. ‘Kill an enemy unit with a unit with an aetherquartz reserve, without spending that reserve’ is also going to be fairly trivial when the time is right. ‘Cast 4 spells’ is extra points for exactly what you want to do, and will be easily able to do against all but the most magic dominant armies, especially factoring in the auto-casts. ‘Have 2+ endless spells at the end of the turn’ will be super easy first turn most of the time. By and large, I think they’re just about within acceptable parameters. The main issue I have with them is, when the LRL picks then, 9/10 times they will just be utterly non-interactive and impossible to deny.

Mind you, given how techy the rest of the army is, maybe anything more complicated would have been the mental straw that broke the camel’s mind.

So to cap off – let’s pin our hats to the wall again – competitive rating guess?

Poots
I think this will be a top tier army, competitively, but I’m not sure if we’ll see spam lists the same way we do with other high performing armies. I suspect that players will lean heavily on windchargers and stoneguard, and a fair few of their battle tactics can be instantly scored by Teclis. Given what we’ve shown above, though, I’m not sure that the army composition is what will win games, so much as the battle tactics. I think the ability to easily score points will drive the win rate above 50%, but I honestly think there are other factions that will be good counters for them. DoT and ThunderKroak will counter their magic, and hard-hitting armies like DoK may be able to remove the problem units before they become an issue. Overall, I think their win rate will be above 50%, but I don’t know that they will break 55%.

Closing Comments
As we’ve been a little slow in posting this review, there’s been a chance for some new lists to meet the (searing) light of day – with some success, it seems!

Disciples of Tzeentch: Battletome Review

The Changers of Ways return! And fittingly, we’ve decided to try and change our review format a little. Mainly because, to support the new release, we’ve decided to break things up and create a conversational, high-level review, a more detailed guide to playing the faction, and the next in our ‘Getting Started’ style series.

So read on to discover what two of the finest (and by finest, we mean, ‘most attracted to bright colours’) minds of Woehammer had to say about the new Tzeentch Tome.

What’s CHANGED in this Tome? Eh? *cough*

Danny:  So, Patrick – let’s start with what we were hoping for from this book. Put simply, I was hoping for balance. I feel like 3e books (apart from the opening brace of SCE and Orruks, who suffered from time honoured first-book syndrome) have been wonderfully balanced, internally and externally. Such a control and magic heavy army as Tzeentch risked being problematic to balance, so I thought if they could make a few of the lesser seen units more viable without breaking the game, we could all be happy.   How about you?

Patrick: I like variety and flavor, and with a few exceptions (looking at you, Gore-gruntas) AoS 3e has been good about making enough units viable in each tome to prevent mono-build and spam lists. Like you said, heavy magic armies make that balance and viability a little more difficult, but I was mostly hoping to see some varied lists start to show up in the top 10 spots at tournaments.

As someone who plays against Tzeentch rather than as Tzeencth, a selfish part of me was also hoping that the army would be bad. I don’t think I got my wish.

Danny : Good segue to your ‘favourite’ 3 things about this book, and a one line summary of where you think it will land competitively?

Patrick: My favorite part of the book is the spell lores. There are two spell lores with 11 spells between them. All of those spells are great, with maybe one or two exceptions. Tzeentch players are going to be able to customize their Wizards to perform whatever specific task they want. Past there, I think the summoning mechanic is interesting, and generating summoning points with every spell successfully cast means that even high level units like Lords of Change will see summons. I also like that the mechanic gives some counterplay, since your opponent can technically block your summons by killing your heroes, or swarming them with units.

The Change Covens are also great, and you will easily see two different Tzeentch armies have very different playstyles based on the chosen Coven. While some are going to be chosen more often than others for competitive games, I think there is play for each. Guild of Summoners will probably see the most play, but there’s something to be said for Pyrofane Cult and Cult of the Transient Form, both of which improve the utility of your battleline units. Competitively I think we’re going to see this army float to the top for a while.

The options that are presented are strong. I will say that I think the army is going to suffer against some current top contenders, though. Thunder Kroak lists are going to create problems for spellcasting and may be effective enough to delay summoning, and some top-tier Stormcast and Ironjawz lists will present problems for Tzeentch’s relative squishiness. That all being said, Tzeentch was in a good position before this book came out. We’ll see if the win rate breaks the 55% barrier that they were already flirting with.

Big Bird Make More Stuff Cast Good Now

What about you? I expect that you have more experience to see some exciting changes.

Danny: Yep, the new Guild of Summoners capping the 2nd LoC summon at 18 is potentially huge, especially given there are now plenty of ways to generate fate points, including one off guarantee chunks of them. The spells, predictably, do kick ass too – the strongest for me is easily Arcane Suggestion due to the tactical flexibility of it. Choosing whether to turn off commands, -1 to hit and wound, or put an extra -1 rend on a unit is absolutely game-changing in many circumstances

Danny: I’m not sure I agree on the Change Covens though. I like that they offer plenty of conditional battleline now, but they’re definitely not all created equal. Eternal Conflagration giving extra rend to flamers is potentially very strong – combo with the above spell for -2 rend flamers for example, screened by horrors etc.   But I think Hosts Arcanum (one free unbind and nothing else), Transient Form  (very unhelpful fight on death on Acolytes with a 6 generating a Tzangor) (and Pyrofane Cult super niche extra damage from Acolytes shooting) are all hot garbage, basically, and I see no reason to take any of them outside of fluff or really loving your Acolytes and wanting to juice them to the max.

Patrick: Interjection: I do love fluff and Acolytes.

Danny:   Interjection noted!

As a counterpoint, I’m going to list my 3 least favourite things about the book.

1. A whole bunch of the artifacts are geared towards melee (e.g. Daemonheart being a once per battle, number of MWs equal to battleround within 1″ of the bearer) with no good melee heroes to utilise them.

2. The aforementioned Change Coven internal balance – I think there are basically 2.5 competitive ones and 3 assuredly garbage ones. It’s a shame, given they could really have been a way to elevate Tzangors or similar that doesn’t really exist anywhere else in the book.

3. Warscroll wise, there are quite a few heroes who just don’t really seem to have a well defined niche and are variations on a theme. There’s some missing identity and fun factor there for me.

Patrick: I 100% agree on the relics. There are some strong choices, but there’s never a good reason to put a melee-focused option on a Tzeentch Hero. You’re always better off with something that’s going to improve your spellcasting like the Nine-Eyed Tome, or your Destiny Dice mechanic like The Eternal Shroud. I don’t see a lot of good uses for the Arcanite Artefacts at all, though. Especially the “deal mortals equal to the battle round” appearing twice. That is either going to do nothing, or only deal a solid chunk of mortals too late in the game to do anything. I also don’t like the number of “feels bad” mechanics in the book.

The ability for a Lord of Change to simply turn your endless spells back on you is going to feel rotten every time it happens. The presence of a non-interactive Grand Strategy that only requires you to have Destiny Dice equal to or greater than 9 at the end of the battle is bad. It guarantees that you succeed without giving your opponent the opportunity to play around it.

Danny: Moving on – we’re not going to talk about every damn allegiance ability and army enhancement. Some stuff got taken away, some stuff has been streamlined – but let’s quickly talk about Arcane Armies, which is an excellent new rule allowing for a Tzeentch endless spell to be auto-cast before the start of the first turn, which can’t be unbound in the first battle round – how do you see that playing out?

This is huge!

Patrick: I really like Arcane Armies. I think we’ll mostly see the Tome of Eyes to get rerolls on casting. That will guarantee an effective first hero phase, especially for a unit like a Lord of Change, and push some summoning points early on. If the ability was not restricted to faction endless spells I think it would be broken. A guaranteed turn 1 purple sun, or deploying in a way for all of your wizards to get the benefit of the Chronomatic Cogs would be devastating. As it is, it’s a nice ability that won’t be game changing.

Danny: Tome of Eyes is great but it’s hard to overlook Sigil – the ability to do multiple instances of d3 mortals and turn stuff into spawn in both turns of the first battle round – maybe pinning units in place and killing more in melee is potentially huge. I think it is a game changer!

Now, we both agree the artifacts are, overall, a missed opportunity. Do we feel the same way about the command abilities? Any stand outs for you?

Patrick: The Command Abilities either stink or they’re amazing, and there isn’t a lot of in-between. Cult Demagogue providing a 1/6 chance of automatic casting without the ability to be unbound is incredible, and Arcane Sacrifice can seriously improve the function of your wizards early-game, since your opponent will generally want to deploy outside of the 18” danger zone. I personally don’t love the Daemon traits, they don’t seem to synergize well with what the units want to do outside of Arch-Sorcerer providing two extra known spells. (edited)

Outside of those, we are once again seeing a few abilities to improve the melee capabilities of your Arcanite units, which you will never take, and they wasted ink by putting them in the book. (edited)

Patrick: I’m interested in your thoughts on the matched play rules, particularly the grand strategies. I have some strong opinions, but maybe you can provide some counterpoints to my rage. (edited)

Danny : They’re undoubtedly strong. Maybe close or equal to the strongest of any book in 3e so far. Master of Destiny – ‘add the total value of your unused Destiny Dice – score the GS if they’re above 9’ is effectively guaranteed. The others are good, but why would you ever not take this one?

The battle tactics… Call for Change wants you to summon a LoC. In Summoners, with an obvious combo of Enhancements/units, you’ll be able to guarantee this on the appropriate turn at near zero risk. Mass Conjuration needs a wizard casts 3 spells that go off and aren’t unbound in a turn. You’re Tzeentch so this isn’t hard. Ninefold Dismantlemant asks you to kill a unit with 9 or more models, or a monster with 9+ wounds. This will be almost any unit, in reality, on the board. Reckless Abandon wants a moral more than 18″ from an enemy to complete a charge – bit naff but ways to get it done. And Tides of Anarchy wants you to take control of an objective from your opponent and have 9+ models within 6″ of it.

Now, as a DoK player I’ve heard plenty of salt about trivially easy to score battle tactics. They’re obviously one of the main vectors a book can become unbalanced along. And it’s pretty clear to see DoT are going to have an incredibly easy time of scoring 3-4 of their book tactics every game. Given I think the army plays the mission very well anyway, yeah I’m going to agree with your implication Patrick, these are over-tuned and almost impossible for your opponent to deny in most match ups.

Should we move onto the warscrolls? Who do you think are the biggest winners?

These guys hit hard now.

Patrick: The changes to Arcane Tome for the Fateskimmer and Fluxmaster are great. The security provided by a reroll alone is excellent, but adding 3 to the value of the second attempt makes most spells a guaranteed cast. The Blue ascribe is also an insanely flexible caster, and I expect we will see him used in most lists. The gaunt summoners created some rumblings over their new Lords of the Silver Towers ability, potentially one-shotting an enemy hero. The summoner has to survive the initial attacks to use the ability, however, and if an opponent can’t kill a Gaunt Summoner in one round then they deserve what’s coming.

I think Tzaangors Skyfires are going to show up a good bit, too. Their speed and flying makes them an excellent harassing unit, and the ability to ignore hit/wound penalties with their bows means they might pose a threat to more targets. Special shout out to Kairos Acolytes. I wouldn’t describe them as good, but Arcane Cataclysm made them pretty bad. The Battletome corrects all the changes, and leaves them pretty much identical to their 2e profile.

Danny: Agreed, Skyfires doing d3 mws on 6s combos nicely with Fate Dice, and I think a unit of 6 will be common given how reliably they can snipe off support heroes at range – their movement and relative durability make them excellent objective grabbers too. I think it’s fair to say everything that was already good, stayed good – including Screamers, even if they lost their extra damage to wizards, at 100 points and with their newly reliable combat profile, they’re fantastic value. In general, things got more consistent – especially flamers.

For me, the losers are Tzangors, on foot and Enlightened. I just don’t really get what they do now, aside from look pretty. I also nominate a fair few heroes – Curseling, the Ogroids, Tzaangor Shaman especially – as being highly uninteresting now. But overall, there are some serious buff bots here with plenty of fun and powerful rules. Be prepared to have many of your models turn into spawn…

Ok let’s wrap this up. I wanted to hold back my reaction to your competitive rating until now – and I think I agree. Some folks are bemoaning what the book has lost, but overall I think it contains board control (horrors, Sigil, fast cheap grabbers), extremely powerful magic, and A+/S tier matched play rules.

Weaknesses will be fast, aggressive armies and powerful shooting that can shut down their casting momentum. I predict it’ll take some time to bed in, but then we’ll absolutely see it taking down podiums but not reaching the heights of Nurgle, Seraphon or SCE – certainly not this season anyway.

Patrick: I completely agree. I expect that they will break the 55% win rate barrier. There are a handful of rules that they lost, but I think what they gained more than makes up for it. The only real complaint I have comes from me being an opponent rather than a player, but I don’t want to restate what I’ve already said. Overall, this is a great tome, and I think Tzeentch players have a lot to love.

And there you have it! Bird fans – agree, disagree, just want to talk about how good big birds are? Let us know in the comments, twitter or discord! We’d also love to know what you think of this review format. Don’t be shy now.



Age of Sigmar – Nighthaunt Battletome Review – Part 1

Nighthaunt Tome

Nighthaunt, what makes them great?

Ghosts? More ghosts? And criminals dying, coming back, dying again, coming back again and bloodthirsty ghosts. Nighthaunt is a bunch of spectral killers in search of those who dare to draw breath in their sovereign lands. When these ethereal hosts fall upon their prey, an eternity of cruelty and horror is bound to follow.

Nighthaunt is a very hard army to master, they are all about tactics and playing the board. Before this new Battletome, we always had to stay within 12″ of heroes to gain benefits, but no more! If you like to play an army that can become very tanky and move around with great speed, dish out nasty damage and look amazing, then the new Nighthaunt is for you!

So let’s get into it.

What’s in the book and what will we be covering?

  • Beautiful artwork
  • Lore
  • Painting Guides
  • Army Processions
  • Allegiance Abilities
  • Army Enhancements
  • Artifacts of Power
  • Spell Lores
  • Path of glory
  • Warscrolls

All spells and enhancements will be ranked according to my own personal preference and opinion, but let me know what you think in the comments below!

There will be some spoilers below

Vanguard: Idoneth Deepkin – Beginner’s 1,000 Point Army

Everybody Do The Wave

Have you heard the call of the Ethersea? Do you steal the souls of sentient creatures to prolong your own life? Do you like to move fast and hit hard while looking fishy and fabulous? Then Idoneth Deepkin is the faction for you!

The obvious place to start collecting an army of watery aelves is the Vanguard: Idoneth Deepkin box, available from Games Workshop or your favorite local game store.

The box is great value. Here’s what you get:

  • 10 Namarti Thralls. The backbone of virtually any Idoneth Deepkin army, these Battleline units hit like a truck but are relatively fragile. The kit has only one weapon option with a few different visual choices.
  • 3 Akhelian Guard. These ultra-fast flying cavalry can be built as either Morsarr Guard (spears) or Ishlaen Guard (swords). I highly recommend building them as Morsarr Guard, as the offense-oriented eels are more widely usable in a variety of different lists.
  • 1 Akhelian Allopex. Think of it as a flying gun platform that can also bite people. Very fast and decent at both shooting and melee. Comes with a choice of harpoon launcher or net launcher. Build your first shark with the harpoon, as the net is more situational.
  • 1 Isharran Soulscryer. The Deepkin’s only Priest character. While he’s nobody’s first choice of hero, “Mister Pointy” still has his uses, especially in the 2022 Matched Play season.
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Alternative Starting Points

If you can find it, the old Start Collecting: Idoneth Deepkin box is a little cheaper but still provides good value. You’ll get the same 10 Thralls and 3 Akhelian Guard, but you’ll miss out on the Allopex. In place of the Soulscryer you get the Isharran Soulrender, arguably a much better hero. If you’re starting out with the Soulrender, consider choosing the Mor’phann sub-faction to get the most out of him.

If you can find the 2022 dual-faction box Fury of the Deep, the Idoneth Deepkin half comes with 10 Thralls, 10 Namarti Reavers (mobile ranged battleline) and one Akhelian Thrallmaster (a buffing hero that improves Thralls). This might be a good option if you’re splitting the box with a Fyreslayers player, or if you plan to focus on Namarti and avoid the eels and sharks.

Fyreslayers face the fury of Idoneth Deepkin
Fire, meet water

Your First 1000 Point List

Here’s how to build your first 1000 point Idoneth Deepkin list:

Allegiance: Idoneth Deepkin
– Enclave: Dhom-Hain
– Grand Strategy: The Creeping Gloomtide
– Triumphs: Inspired

Leaders
Isharann Soulscryer (150)*
 Artefact: Dritchleech
 Universal Prayer Scripture: Curse
Isharann Tidecaster (150)*
 General
 Command Trait: Teachings of the Turscoll
 Lore of the Deeps: Counter-current

Battleline
10 x Namarti Thralls (130)*
10 x Namarti Reavers (170)*

Units
1 x Akhelian Allopexes (165)*
 Razorshell Harpoon
3 x Akhelian Morrsarr Guard (195)*

Core Battalions
*Battle Regiment

Total: 960 / 1000
Reinforced Units: 0 / 2
Allies: 0 / 200
Wounds: 50
Drops: 1

This list can do something in every phase of the game. While fragile, it has access to two Isharran rituals (Creeping Mist during Low Tide and Deepsight during High Tide) that can keep you safe from shooting and protect your Namarti, respectively.

We’ve chosen Dhom-Hain for our enclave as it will allow us to get a bit more out of our two Namarti units, and maybe even pull off a cheeky double attack with the Namarti Thralls.

A typical deployment would be to set up defensively behind your Gloomtide Shipwreck and keep the Soulscryer off the board, accompanied by the Reavers, the Allopex or even both. With your one-drop battalion, you’ll usually want to give away first turn to force your opponent to come closer (allowing you to hopefully grab the double turn). Based on your opponent’s army and deployment, decide whether to use Teachings of the Turscoll to reverse the order of the tides to your benefit.

The game plan is to whittle down your opponent with shooting before charging in with your eels, shark and Thralls. Deep-strike the Soulscryer and friends in at an opportune time to grab an objective or harass the opponent’s backline. Use his Curse prayer along with Namarti shooting and melee to hopefully break even the largest enemy unit.

If you want to embody an Idoneth general, start practicing your satisfied smirk

Want more infantry? For an alternative list, lose the Tidecaster and add 10 more Thralls, bringing that block up to 20. You’ll have more bodies and more presence on the board, but you’ll be missing any form of magic.

Looking for something that’s high risk/high reward? Lose the Soulscryer and Tidecaster and add an Akhelian King. You’ll have no magic (unless you give him Arcane Tome and Flaming Weapon, which you absolutely should), no rituals, and you’ll be spending a quarter of your points on one very fragile hero. On the other hand, he’s extremely deadly and he buffs your Akhelian units. While amazing in a larger game, he may not be the best choice when you’re just starting out.

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Pricing It Out

So how much will this list cost you?

BoxUSDGBPEURAUD
Vanguard: Idoneth Deepkin$130£80€105$190
Namarti Reavers$55£32.50€42.50$84
Isharran Tidecaster$32£18€23$40
Gloomtide Shipwreck$60£35€45$84
Battletome: Idoneth Deepkin$55£32.50€42.50$84
Total$332£198€258$482
Purchasing from eBay or your local game store can drop these price by 15-20%

Let’s talk about the ur-kraken in the room: The Gloomtide Shipwreck. It’s currently out of stock on Games Workshop’s website and very expensive on eBay. Your best bet is to scour local game stores in search of one.

This is an important model for your army, but you can make do without one if you’ll be playing casually at first. My advice is to use a template or proxy model until you find one or they come back in stock online.

Next Steps

So you’ve played a few games at 1000 points and you want to expand your army. What’s next?

First things first: grab yourself an Akhelian King. The Slap-King, as he’s known, is a fantastic finesse piece which can reliably delete the enemy’s biggest threats and almost guarantee you the This One’s Mine! battle tactic. Just be careful with your positioning and watch out for Unleash Hell and Stomp.

I strongly recommend at least another 10 Namarti Thralls. They may be eye-less but they’re not harmless, as their 2″ reach and surprising damage output can chew through most enemy units.

To support your Thralls and Reavers, you could consider investing in heroes such as the Isharran Soulrender, Lotann or the Akhelian Thrallmaster. The Soulrender is a particularly good choice, as he unlocks the popular Mor’phann enclave.

Waving to his fans

Now we’re getting into the big centerpiece models. The Eidolon of Mathlann is a huge support hero that comes in either Sea (spellcasting) or Storm (combat) flavors. The Eidolon of the Sea is currently your best bet for a reliable spellcaster in the entire faction, and it also brings along a massive bravery buff and an excellent warscroll spell. Definitely a worthwhile investment.

Finally, the Akhelian Leviadon is a hefty model with a hefty points cost (and price tag), but as the faction’s only monster he doesn’t disappoint. The titanic turtle is a shooting, fighting, tanky monster that protects and buffs your Namarti. If you happen to choose the Nautilar enclave, the Leviadon’s attacks become truly terrifying against heavily armored targets.

Good luck harvesting the souls of your enemies! If you have any questions or want to share your ideas for starting an Idoneth army, dive into the comments section below.

Written 40k Battle Report: Harlequins vs Deathwing (Warzone Nachmund: Mission 33)

It’s been a long while since I have managed to pen down one of these, life and laziness are insurmountable stumbling blocks on occasion it seems. Today I am running my Harlequins against the might of the Dark Angels 1st Company. Harlequins is an army I am still very much learning but having a ton of fun doing so. Turns out speed is quite fun to play with, who knew? Beware of horrendous decision making inside, not advised for sensitive viewers or children.

  • Harlequin List (Light Saedath Battalion):
  • 2x Troupe Masters (1 with Cegorach’s Rose, Favoured of Cegorach, Player of the Light, 1 with Foot in the Future, Veiled King and the Storied Sword)
  • Death Jester with Rift Ghoul and Eye of the Laughing God
  • Solitaire, Prince of Sins
  • 6×5 Troupes with 1 kiss, 2 fusions, 2 neuros
  • 6x Starweavers
  • 1×3 Voidweavers
  • 1×2 bikes with Glaive and Shuriken Cannon
  • Dark Angel list (Deathwing Vanguard):
  • Interrogator Chaplain
  • Ravenwing Apothecary
  • 3×10 Terminators (mixed stormshield/thunderhammer, stormbolter/powerfist, 2 missile racks apiece, sergeant double Lightning Claws)
  • 1×6 Bladeguard Veterans
  • 1×5 Bladeguard Veterans

Mission 33 Secure Missing Artifacts

  • Harlequins Secondaries:
  • Stranglehold
  • A Deadly Performance
  • Retrieve Nachmund Data
  • Deathwing Secondaries:
  • Stubborn Defiance
  • Grind them Down
  • Raise the Banners High

Deployment and Pre-Game:

My opponent is the Defender. I start by moving his bottom right objective down and away from his home. Above all I need him to not sit in his deployment and score hundreds of points on Stubborn Defiance, Banners and the Primary by not interacting. (note we played it here as selecting secondaries before moving objectives, since the timing seems to coincide in the book.) He then moves his home objective back and behind obscuring, and my home objective to be more exposed. I finish off by moving top left back to make it harder for his durable but slow obsec bricks to get there. My priority objective is my bottom left objective, his is the bottom right.

My opponent, showing exactly 0 respect for my army, deploys it all on the line, determined to push those blocks of brutal bodies forward as quickly as 5″ movement and advance rolls allow. He combat squads the maximum Bladeguard Veterans squad and one 10 man Terminator squad. On my side, each boat has a troupe squad inside, with my 3 characters starting embarked. (Sad Solitaire noises. No one ever wants to allow him in a boat). I deploy everything that cannot be obscured 5″ back from the line, to ensure that I am not taking any unnecessary stormbolter fire.

We roll off and my opponent goes first. I elect not to phantasm, as I am hidden from 90% of his shooting not worried about whole 5 missiles he’ll fire off this turn.

Battle Round 1:

My opponent moves out aggressively, raising a sole banner on his home objective, and settling in with a 5 man terminator squad to score stubborn defiance. Anything with a missile launcher does not advance. Between light saedath (cannot be hit on an unmodified 1-3 outside of 12″) and some lackluster rolling he only manages a single wound on my bottom starweaver from his whole army. Turns out I was right about not worrying about some desultory missile fire. Narrator: He was not right. That single wounds goes unsaved and rolls a 6 for damage to blow up my boat. Oof. Classic Aeldari arrogance gets some beautifully poetic comeuppance

On my turn I move the dismounted troupe squad to my home objective. They perform RND (they pass the roll, but this was unnecessarily risky). I *move the two northern transports up to the top-left objective, my Veiled King and Death Jester transports to within fusion range of the terminator squad, and I line up my voidweaver on the same. One boat with just troupes touches into the center objective, and I stage my bikes behind the ruin to get into his deployment next turn.

After the 14x shuriken cannons, 5 fusion pistols, 4 neuro disruptors, 2 shuriken pistols, 3x prismatic cannon and one Death Jester shrieker cannon opens up on the 5 man terminator squad in the open, the thrice damned sergeant still stands. I fire and fade my voidweavers back behind obscuring. My opponent scores 3 points on grind, while I get my 3 on stranglehold. We both score the mission 3 points.

End of Battle Round 1:

Harlequins 6 : 6 Deathwing

Battle Round 2:

He scores 1 point on banners, 2 on stubborn defiance and 8 on primary. His bottom right Bladeguard raise a banner. The Deathwing move aggressively into the middle. He lines up charges into my starweaver on the middle objective with his jump chaplain and the terminators. His bottom 10 man terminator squad move towards my home objective as fast as their stumpy legs allow. In the north, his hero-sergeant and the 3 man Bladeguard goes into the starweavers. His rapid advance leaves a very convenient 25mm hole next to his Ravenwing Apothecary… My Solitaire starts salivating from his hidden position on my home ruin.

Between shooting and charges he fails to blows up any more of my boats in the north. His jumppack chaplain charges my central starweaver. I use the light saedath strat to move it just far enough to still edge onto the far border the objective, but far enough to make the charge for his terminators unfeasible. After some consideration between my bikes and boat, the chaplain ends up going after the boat. I elect to take armor saves to kill the boat, disembarking the troupes inside onto the point to give me a 12 on primary in my coming turn. He gets his 3 on the mission.

My turn 2 I move aggressively in the North. One squad of troupes disembark and performs RND. The downside of my 12 on primary is I cannot flip the middle objective for Deadly Performance, so reckon I need to make a play for his home objective. (In hindsight, I made a massive mistake here. I had 2 easy kills in shooting, and I could have fire and faded the bikes into his deployment to get my deadly performance. I did not need to FnF the voids, just get a narrow angle on the terminator sergeant and the bladeguard. I already had stranglehold locked down, and I did not have enough to take down the terminator squad far enough to out obsec him on his home if all the charges did not hit).

I kill the chaplain with shooting from the troupe squad, the bladeguard and terminator sergeant (finally the damnable nerd eats it) evaporate from the weight of most of my armies shooting. 1 terminator dies on his home objective to the troupes and the Death Jester in the boat. I disembarked the rose queen to guarantee the bladeguard dies, but she ends up not being needed. I fail the 5″ charge into his home objective with my troupes in the centre even with a reroll, but I left 2 toed into the middle to keep my stranglehold intact in case of this exact situation. My horrifically misplayed skyweavers get brutalised by the terminators. RIP skyweavers. You deserved better. My blitzing solitaire thoroughly and effortlessly rips through the exposed apothecary, but gets killed straight through his -1 to hit, no rerolls, 3++ invuln with a luck reroll due to his singular inability to pass even a single save whenever he happens to fight bladeguard.

End of the round I score my 3 on stranglehold and 4 on RND. I miss deadly performance due to incredible stupidity (its definitely not real stupidity, just part of the carefully crafted clown performance. Definitely. Maybe.) but thankfully he also misses grind. We both got our 3 on the mission

End of Battle Round 2:

Harlequins 28 : 20 Deathwing

Battle Round 3:

My opponent still has so much BEEF on the board its honestly scary. He scores 3 on stubborn defiance, 2 on banners and 8 on primary. He finally takes the centre with the one 10 man brick, while his 5 man bladeguard saunter back over to his home to help stem the tide coming next turn. His southern 10 man brick continue their trudge to my home objective.

They knock out a voidweaver, while the centre squad kill the boat next to them and utterly annihilates the 4 troupes on the centre objective. The 4 man on his home kills 2 disembarking troupes (I’ve been very lucky on my disembarking models not dying). He scores his 3 on the mission.

My turn 3 I get 8 on primary. I embark the troupes on my top left and the rose queen back into boats. In the top middle I have a boat very precisely placed to get the 5 man troupes just over 6 inches from the centerline after a disembark and move to get my 3rd quarter for RND. I collapse everything else in range on his home objective. Between the fusion and neuro pistols, the DJ lending his cannon and rift ghoul mortals, and finally the veiled king and the 2 troupe squads swinging into them, the terminators are knocked out. I take down his bannner and cap his stubborn defiance scoring. The Veiled King gets back into the starweaver with the Curtain Falls. Fighting someone just to hop back into a boat is totally fair and balanced and I love every minute of it. With his apothecary dead I can start working on whittling down his bricks too, with the voids taking down 2 marines.

End of the round he scores his grind, I get my 3 on the mission, 4 on RND and 3 apiece on stranglehold and deadly performance.

End of Battle Round 3:

Harlequins 49 : 39 Deathwing

Battle Round 4:

I’ve got a decent lead here, but I am fast running out of material and ways to deal with the terminator bricks that don’t involve a tape measure. He scores 1 banner and 8 on primary, but 0 on stubborn defiance. He spreads the center brick between the middle and his home objective, while the southern brick finally gets close to my home objective (a mere 1″short, but he decides he wants the shooting and will just charge me to get on the point. If I run away with the light strat at least he costs me primary).

He kills 2 troupes with bolter fire in the north. In the south he bounces off the voidweavers, and the troupes on the point runs away so his terminators are stuck outside my objective. The bladeguard mince my Death Jester, boat and the troupes on his home objective. The Veiled King does not roll a one to die on disembark and I cry from happiness.

My turn 4 I score only 4 on primary. I run the troupes back onto my home objective to flip it for Deadly Performance. In the North I commit the remaining 3 man, the rose queen onto the terminators. I advance the Veiled King to try and knock his bottom right Bladeguard off their points factory as a bit of a hail Mary.

On my home objective I get a bit lucky with the void weavers and the troupes, and bring the terminators down to 4 models. The Veiled King manages to kill only one Bladeguard (he feels real bad into transhuman), while the remaining 2 knock him down to a single wound. In the North I kill 4 out of 5 bladeguard after fusions and melee, and the rose queen gets back into the boat. We both get our 3 on the mission. He gets 3 on grind, while I get my 3 apiece on stranglehold and deadly performance.

End of Battle Round 4:

Harlequins 62 : 54 Deathwing

Battle Round 5:

He scores a 1 on banners and an 8 on primary. He does not get his Stubborn Defiance thanks to the “consecutive command phases”requirement. Keeping it to a 5 has been massive for me.

His southern terminators obliterate my troupes on my home objective, and park themselves in light cover. In the north he gets as many terminators as possible onto his home objective. The lone bladeguard kills 2 troupes. My Veiled King on the bottom right kills another bladeguard before dying. He scores 3 on the mission

My final turn I yet again display my staggering stupidity by going for an entirely unnecessary play. I score my primary on the bottom of the turn, so the smart thing to do have been to disembark the troupes on my top left, advance the transport onto the centre and just take my 8. Instead I try to go for the 12 AND try to deny my opponents grind. In order to accomplish either of these I need to get very lucky, accomplishing both is a pipe dream.

My voidweavers jet forward onto the objective. My lone transport gives himself options into the sole surviving bladeguard on my opponents home objective and the terminators on mine. The boat on the top left toes into the centre objective while giving the troupes inside range to the terminators on my home. The rose queen disembarks and advances to try for a 7″ charge into the bladeguard on the bottom right. I’m trying to do way too many things here with low odds of success instead of consolidating my efforts. Going for a 12 on primary but dropping to a 4 if I fail, trying to deny grind but guaranteeing it if I bounce, trying for my 3 points priority objective AND trying knock down my opponents last banner.

In the north the lone fusion troupe kills the BGV, while in the south two transports, 2 voidweavers and the 5 man troupe squad inside the centre objective boat kills 3 terminators. The rose queen predictably fails her charge with a reroll. The voidweavers charge, fails to do any damage and gets a boat blown up for their effort.

I score 4 on primary, 3 on deadly performance, but I miss my stranglehold. My opponent scores grind them down and 1 more on his banner.

End of Battle Round 5:

Harlequins 69: 68 Deathwing

Post game

Whoooof that was close. I played my Deadly performance very badly, and similary there was no reason for me not to put a de-meched troupe squad back into deepstrike to get my 12 on RND, especially once it was clear that squad is about to get punked (looking at you home objective boys). I am happy with the secondaries I picked, but there is definitely some improvements to be made in my execution of them. This was my first game fielding a 2 man bike squad as utility. I really liked having them as an option, but I threw them away for no gain, and I missed getting a free 3 points with them early game with a Fire and Fade play. Having them survive later to help the Veiled King clear the bladeguard would have cemented a very comfortable victory.

I also really like the 3 man void weavers still, even after the substantial nerf, but they suck a lot of CP. In this match I think I could’ve afforded to be a lot more cavalier with them. My opponent never really did a whole lot of damage even when he could line up the missile launchers. Especially in the early rounds I think I could have just played angles with them and forgoed the FnF to keep the CP to keep my troupes dealing mortals at full clip.

All in all this game was a lot of fun and a good learning experience. This Deathwing list is a bit of a gatekeeper in my opinion, but if you just let it be it can and will score high just for existing. Disrupting my opponents scoring is a playstyle I very much enjoy, but I think it highlights my own “playing the mission” with this list needs some more reps.

Thank you kindly for reading, I would love to hear your thoughts on the clash!

Top Three AoS Lists from the Slambo GT

Slambo GT took place in Texas, USA on 21st and 22nd May. It involved 91 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, 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.

1st Place – Anthony Trentanelli

Anthony followed up his Motor City GT GrandSlam with yet another, winning all five games over the weekend with his Skaven list for the second time. Along the way he beat Beasts of Chaos/Gavespawn in round 1, Seraphon/Thunder Lizard in round 2, Idoneth Deepkin/Dhom-Hain in round 3, Nighthaunt/Emerald Host in round 4 and LVO winner Gavin Grigar and his Daughters of Khaine/Hagg Nar list in Round 5.

Allegiance: Skaventide
Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Thanquol on Boneripper (405)*
General
– 4 Warpfire Projectors
– Lore of Ruin: Skitterleap
Arch-Warlock (175)*
Artefact: Vigordust Injector
– Lore of Warpvolt Galvanism: More-more-more Warp Power!
Arch-Warlock (175)*
Lore of Warpvolt Galvanism: More-more-more Warp Power!

Battleline
9 x Stormfiends (945)*
3x Windlaunchers
– 3x Ratling Cannons
– 3x Doomflayer Gauntlets
– Reinforced x 2
5 x Skryre Acolytes (65)*
5 x Skryre Acolytes (65)*

Endless Spells & Invocations
Soulscream Bridge (70)
Warp Lightning Vortex (90)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 89
Drops: 1

Peter: Anthony is a big name on the American tournament circuit. He loves to call out big opponent’s before events in a Boxing bout style.

He comes off the back of another 5-0 with Skaven at the Motor City GT as well. To do it once could be viewed as lucky, but twice really shows his skill!

Danny: Two in a row with a list as swingy as double reinforced stormfiends is a helluva flex, Thanquol is the scourge of any kind of large unit. With so few bodies he must just systematically table opponents because the objective play is virtually non existent.

Honestly i can’t see the full rerolls surviving the new book, it’s probably the most oppressive shooting in the entire game.

Peter: I’d just like to add that Anthony beat Las Vegas Open winner Gavin Grigar in the final round. Who himself is a bit of a tourny legend for getting to the podium with Gloomspite Gitz.

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2nd Place – Zach Kennedy

Zach also managed five wins over the two days with possibly the worst book of 3rd edition. Along the way they beat Maggotkin of Nurgle/Befouling Host in round 1, Idoneth Deepkin/Nautilar in round 2, Ironjawz/Bloodtoofs in round 3 and Seraphon/Thunder Lizard in round 4 and Maggotkin of Nurgle/Drowned Men in round 5.

Allegiance: Fyreslayers
Lodge: Greyfyrd
– Mortal Realm: Aqshy
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Auric Runefather on Magmadroth (360)
General
– Command Trait: Blood of the Berzerker
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Coal-heart Ancient
Auric Runesmiter (135)*
Runic Iron
– Universal Prayer Scripture: Curse
– Prayer: Ember Storm
Battlesmith (150)*
Artefact: Nulsidian Icon
Auric Runemaster (125)*
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Levitate
– Universal Prayer Scripture: Curse
– Universal Prayer Scripture: Heal

Battleline
15 x Hearthguard Berzerkers (480)**
Poleaxes
– Reinforced x 2
30 x Vulkite Berzerkers with Bladed Slingshields (480)**
Reinforced x 2
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)**

Endless Spells & Invocations
Runic Fyrewall (55)

Core Battalions
*Command Entourage – Magnificent
**Hunters of the Heartlands

Additional Enhancements
Prayer

Total: 1955 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 145
Drops: 7

Peter: And it’s Fyreslayers! I think their new book is really starting to find it’s groove now, especially with players who have stuck with it. Admittedly it probably requires a high skill level, but this just goes to show that you’re still able to do well with them. This is regarded as possibly the worst of the new books as well.

Dave: What they really need to compete is trousers.

Peter: Ha! And sensible hair. Where do you stand on the Snake ladies then?

Dave: Tail probably, stop them wrapping you up so easily.

Peter: Brilliant

Danny: ahahahah. So they went with two magmadroths and lots of vulkites, very interesting. I found vulkites surprisingly tanky when I fought them and Hearthguard surprisingly non-lethal, so going wider for board control and relying on the Magmadroths for overlapping charges up rend shots is really clever.

Peter: This Fyreslayer list also beat two Maggotkin lists including a Dreaded Drowned Men fly list.

Danny: Very nice. It’s maybe because they’re tanky – and iirc they have a way to turn off wards?

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3rd Place – Randal Brasher

Randal finished the weekend with one draw and four wins. His path saw him beat Lumineth Realm-Lords/Zaitrec in round 1, Sylvaneth/Gnarlroot in round 2. In round 3 he drew against Soulblight Gravelords/Kastelai Dynasty, then beat Soulblight Gravelords/Kastelai Dynasty in round 4 and Seraphon/ Thunder Lizard in round 5.

Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Mortal Realm: Aqshy
– Grand Strategy: Dominating Presence
– Triumphs: Inspired

Leaders
Celestial Hurricanum with Celestial Battlemage (280)*
General
– Command Trait: Hawk-eyed
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Eagles: Strike of Eagles
Aetheric Navigator (95)*

Battleline
5 x Freeguild Pistoliers (105)*
5 x Freeguild Pistoliers (105)*
5 x Freeguild Pistoliers (105)*
10 x Ironbreakers (115)**

Units
4 x Stormdrake Guard (680)** Priority Target
– Drakerider’s Lance
– Reinforced x 1

Behemoths
Arkanaut Ironclad (490)*
Main Gun: Great Volley Cannon

Core Battalions
*Battle Regiment
**Hunters of the Heartlands

Total: 1975 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 110
Drops: 3

Peter: So Randall went the weekend with four wins and one loss with a list that’s made up of 30% Kharadron and 34% SCE. A very fast moving army aimed at board control early on.

Dave: Poor Cities units, there are some good or even great ones but most never see play in favour of stuff from other books. Especially SCE.

Peter: True, it’s not as bad as some like Living City where we can see Dragon spam amounting to over 1.2k of points in a list.

Dave: Imagine what they’d have been like without the pre-nerf.

Danny: so…much…shooting…

Peter: Each Pistolier unit having 10 shots at 4/3/-1/1

Danny: The 4 dragons bog you down while everything else takes pot shots. Well, Ironclad is more tactical missiles rather than pot shots. Hurricanum can ruin your day too, really oppressive list.

Dave: Lots of pew pew noises!

Danny: Ha! What did it lose to?

Peter: It didn’t lose, it drew in the third round against SBGL/Kastelai list with Blood Knights and a Vamp Lord on Zombie Dragon.

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Wildcard – Jacob Mathias

Jacob won four games and lost one, ending his weekend in a very respectful 8th. Along the way he lost to Maggotkin of Nurgle/Drowned Men in the first round. He then beat Beasts of Chaos/Gavespawn in round 2, Soulblight Gravelords/Legion of Night in round 3, Stormcast Eternals/Astral Templars in round 4 and Blades of Khorne/Reapers of Vengeance in the last round.

Allegiance: Ogor Mawtribes
Mawtribe: Bloodgullet
– Grand Strategy: Beast Master
– Triumphs:

Leaders
Frostlord on Stonehorn (430)*
General
– Command Trait: Nice Drop of the Red Stuff!
– Artefact: Splatter-cleaver
– Mount Trait: Metalcruncher
Butcher (135)*
Tenderiser
– Bloodgullet 2nd Spell: Molten Entrails
– Universal Spell Lore: Levitate
Butcher (135)*
Tenderiser
– Bloodgullet 2nd Spell: Ribcracker
– Lore of Gutmagic: Greasy Deluge
Kragnos, The End of Empires (720)

Battleline
2 x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists
2 x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists
2 x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists

Units
20 x Gnoblars (100)*

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 101
Drops: 2

Peter: I mean, Gnoblars…..

Danny: Gnoblars!

Peter: Four wins and a loss with that list is pretty insane.

Danny: Yuup!

Peter: It beat a Maggotkin/Drowned Men list in the first round with All the flies plus Bel’akor. I’m assuming the Gnoblars gum things up and the mournfang/stonehorn pounce on them?

Danny: Mournfangs are objective grabbers and chaff clearers really. The man is a hero for taking gnoblars, but at 5 points per wound they’re actually good value chaff and Mournfangs, at 10 points a wound and their damage potential – shooting chip damage, damage 2 tusks on the charge, 2 damage weapons_ are really solid picks, even if the bigger buffalos are more eye-catching.

Butchers are seeing repeated play as good utility pieces (like Warchanters, can buff damage AND cast a spell) and Kragnos ties it all together. Smart list and shows there’s life in the old frost-bitten tusk-dog

Final Tournament Placings (Top 10)

My First Grand Tournament

On May 14, I attended my first ever Warhammer grand tournament. This is the story of how I won two games, almost won a third, and had a damn good time meeting a lot of really cool people.

The place? Detroit, Michigan. The field? 34 players. The event? Motor City Mayhem. The battleground? A faded Best Western hotel just off the highway, where the lobby floor was always wet but the staff were always accommodating.

I arrived a day early in order to take in the sights of Detroit. While I won’t go into too much detail, if you ever find yourself in that part of the world make sure to check out Belle Isle Aquarium (America’s oldest aquarium!) and John K. King Books (America’s second-largest bookstore!). And for the love of god, try the local rectangular pizza.

🔥🔥🔥

Then Saturday rolled around and it was time for the games to begin.

The List

Now here’s where I admit something embarrassing: I had only played two games with my army list prior to this. Why would I do something so stupid? Well, I have a small toddler who dictates what I do with my free time. Also, I thought I was playing a different list until a week before the tournament.

Long story short: I submitted a list that centered around a Krondspine Incarnate. Then the tournament organizers updated the event packet to disallow a certain unit. I’ll give you one guess what that unit was.

So the Incarnate was out. But as the Girl Scouts say: improvise, adapt, overcome. I peered inside my Ikea Detolfs to see what other models were painted and ready to go. Here’s what I came up with:

Quite the mixed bag. You’ve got two flavors of eels, two styles of Namarti, a couple of sharks, two support heroes, an Eidolon of the Sea and a fully tricked-out Akhelian King (a.k.a. the Slap-King).

Why Dhom-Hain for my enclave?

I thought their ability for Namarti Thralls to charge and fight again after killing an enemy unity sounded extremely cool… if I could pull it off. (Spoiler alert: I did not pull it off once during the entire weekend.)

Why these battleline troops?

I was curious to see how the eels performed. The Thralls and Reavers, however, were a calculated decision. The new Idoneth Deepkin battletome relies on a strong core of Namarti, and I had identified the block of 20 Thralls as one of my biggest sources of reliable damage.

Why these heroes?

Well, it’s hard to say no to the Slap-King. While a little tricky to use, he’s more than capable of earning double his points back with a well-timed charge. How does 7 attacks, hitting on 2s, wounding on 2s, rend -3 and damage 4 sound to you? And that’s just his first weapon (he has four).

The Eidolon of the Sea (hereafter to be known as the “Seadolon”) is a major winner from the new battletome. While useless at melee and shooting, he’s a wildly efficient spellcaster and unbinder of enemy spells. One of his warscroll spells, Tsunami of Terror, can strip the armor from your opponent’s toughest units, and with his surprising durability (12 wounds, a 5+ ward and reliable self-healing) he can even be used as a sacrificial lamb to tie up an enemy unit or absorb an Unleash Hell.

The Idoneth prepare for battle

Day 1

Match 1 versus Maggotkin of Nurgle – Drowned Men

Opponent’s list: Great Unclean One, Horticulus Slimux, Orghotts Daemonspew, Beasts of Nurgle, Plaguebearers

They say battles are won or lost in the mind before a single shot is ever fired. They might be onto something there.

My first opponent of the tournament, Jeremy, was playing a Maggotkin list. I’d never played against Maggotkin but I’d heard rumors about the new battletome – specifically about all the tournaments they’ve been winning. I was keen to see how my fishy aelves would fare against them.

That’s a lot of 5+ ward saves

I out-dropped my opponent and gave him the first turn, hoping he’d move into a position where I could charge with my King and eels – and even, fingers crossed, take a double turn.

He simply moved everything onto the mid-board and ended his turn, daring me to come closer. I took the bait, charging with my eels, King, sharks and Thralls. Unfortunately, it wasn’t a very clean or well-positioned charge, as I could only get my King onto his Great Unclean One and not the eels.

Meanwhile, I had misplaced my Thralls so the only thing they were able to charge was the Plaguebearers. Turns out, Plaguebearers are tanky. I thought my Thralls could chew through them but it didn’t work out that way.

On the other side of the board, my Slap-King did a mighty 20 damage to the GUO. However, he rolled an improbable amount of ward saves and stayed standing. My eels and sharks managed to kill a few Beasts of Nurgle, but his center held.

My opponent then took a double turn and used it to go on a rampage with Orghotts and the GUO. After that, what was left of my army was worn down by the weight of Disease points.

In the end, I think I may have been a little intimidated by facing Nurgle for the first time, causing me to under-think my deployment. If I’d placed a few units differently, my first turn would have been much more effective and the game might have been a lot closer.

RESULT: Loss, 12-39

Match 2 versus Sylvaneth – Gnarlroot

Opponent’s list: Warsong Revenant, Treelord Ancient, Spirit of Durthu, Arch-revenant, Branchwraith, Tree-revenants, Kurnoth Hunters with bows, Dryads

Ah, the classic Warsong Bomb list. Soon to be replaced by the new Sylvaneth battletome, the Warsong Bomb – in which a Warsong Revenant powers up their spellcasting while unleashing magic blasts through an Umbral Spellportal – was one of the only competitive lists available to Sylvaneth in third edition.

Unfortunately, it only works if you cast your spells. This would prove to be a major problem for my opponent, Matt, as my Seadolon just would not stop unbinding his spells. Matt, however, was very nice about this. His enthusiasm and positive attitude made for a really fun match.

The Slap-King about to do his thing

I gave Matt turn one. He split his forces and moved up to the mid-board. In my counter-attack, I was able to completely take out one flank of Dryads and a Treelord Ancient with my King, while pinning the other flank (Durthu and the Kurnoth Hunters) in place with the Ishlaen Guard.

Although Durthu hits hard (he wiped out all 20 Thralls in a single round!), my King was able to cut him down. With the Warsong Revenant having failed to set up his spell-bomb, I went on to clean up the board.

The result wasn’t close, but this game was a blast thanks to Matt being a really fun opponent.

RESULT: Victory, 31-13

Match 3 versus Soulblight Gravelords – Kastelai Dynasty

Opponent’s list: 20 Blood Knights, Vampire Lord on Zombie Dragon, Necromancer, Coven Throne, Dire Wolves

My opponent in this game, Austin, seemed a bit unsure of his army going into this match. And there was a good reason for that: The battleplan was Tooth and Nail, a weird scenario which you don’t often see at tournaments.

In Tooth and Nail, you can’t set up any units in reserve. Which sucked for Austin, because setting up Blood Knights in reserve and then bringing them on from the board edge is the entire gimmick of Kastelai Dynasty. His summoned units also couldn’t charge after summoning, which is another blow for a Soulblight army.

To make matters worse, the board for our game was covered in large pieces of blocking terrain. Most of my units could simply fly over it, but his knights would have to go around. This would allow me to pick my battles and take out his units of five knights one at a time.

Those are some chonky terrain pieces

After setting up, he gave me first turn and waited for my army to come to him. I moved up but stayed just out of engagement range. Once it was my turn again, the Slap-King was able to assassinate the Vampire Lord on zombie dragon before it could really do anything.

Realizing he was out of position, Austin actually gave away a double turn on Turn 3 (never seen anyone do that before!) so that he could pull back his army and remove one of my objectives.

But it wasn’t enough, and the Slap-King continued on to remove the Coven Throne and Necromancer, handing me the game.

RESULT: Victory, 24-9

Day 2

Match 4 versus Daughters of Khaine – Khailebron

Opponent’s list: Morathi-Khaine, Bloodwrack Medusa, 15 Bow-snakes, 10 Spear-snakes, Witch Aelves, Shadowstalkers

My opponent for this match, Paul, was a younger guy who was at the tournament with his dad. Which is adorable, and total Parenting Goals. Paul was also an awesome opponent who basically apologized for taking the classic “Morathi and the Bow Snakes” meme list. He told me he was looking forward to the new Daughters of Khaine battletome so he could run literally anything else.

After winning priority, Paul gave me first turn. From here on out, we would trade double turns back and forth for almost the entire match!

My Reavers shot apart a unit of Witch Aelves, killing all but one (that lone aelf would come back to haunt me later). He then got the double turn and pushed up the left flank with the Shadow Queen. My plan was to pull back and try to ignore her while pushing the other flank where his bow-snakes and support characters were hanging out.

That plan did not go so well. The Shadow Queen ate every single one of my Reavers and Thralls, while the bow-snakes rained down fire on my other flank, almost killing both my sharks. Things looked bad. But I wasn’t down and out just yet.

Taking a double turn, I rolled my Slap-King and eels through a screen of Witch Aelves and right into his bow-snakes, wiping them out. My King went on to kill his General, the Medusa, and get stuck into Morathi herself.

On Turn 4, he wheeled the Shadow Queen around and aimed her at my remaining units. She killed my eels, but my King was able to finally slay the rampaging god.

Pretty metal 🤘

At the end of all five rounds, we were completely even on points. We had both taken Hold the Line as our Grand Strategy, and all my battleline units were dead. So were his… except for that one pesky Witch Aelf that was hiding in the corner of the battlefield! This gave him an extra three points and the victory.

In the end, this game was an absolute blast, full of twists and turns and high drama. It was probably the highlight of the entire weekend. My opponent played a great game and fully deserved the win, even though I can’t help but wishing I’d rolled one more hit on that unit of Witch Aelves!

RESULT: Loss, 21-24

Match 5 versus Soulblight Gravelords – Vyrkos Dynasty 

Opponent’s list: 60 Zombies, Prince Vhordrai, Lauka Vai, Necromancer, Vampire Lord, Dire Wolves, Skeletons, Corpse Carts

I’ll be completely honest: This wasn’t a fun game. After two straight days of Warhammer, I was getting tired and losing focus. And after the thrills and spills of the previous game against Daughters of Khaine, facing 60 zombies felt like a brutal slog.

Zombies, man. They have so much going on. Double piling in, returning slain units, buffing auras, piling in different directions until they’re stretched across the board like a weird misshapen Katamari of bodies. Zombies are a lot.

It didn’t help that my opponent, Rob, played a slow game, with his double turns feeling like an eternity. I don’t blame him for this. He was micro-managing his tiny dead dudes and explaining his army mechanics as he did so, as any good opponent should. It just took soooo loooong.

You know, maybe this says more about me and my own impatience. I may have to do some soul-searching here.

The Gruesome Twosome

Anyway, I flubbed this match. I deployed my Gloomtide Shipwreck and Namarti units completely wrong. Then I decided to send my King and eels after his support characters in the back, when I should have tried to end the double threat of Vhordrai and Lauka early in the game. The final result was an ignominous defeat, but at least now I know how zombies work (and I know to ask for a chess clock next time).

RESULT: Loss, 12-32

Final Thoughts

If you’re just starting your Warhammer journey and thinking of taking the plunge into events, I am here to tell you: competitive Age of Sigmar is incredibly fun. It was a pleasure to play against passionate, experienced opponents at a well-organized event. Everyone should try going to a GT at least once, if only for the wealth of knowledge you can glean from your fellow players.

Plus, I got to meet Tyler Mengel and he complimented my painting. That was almost worth the entry fee alone.

What’s next? I’m working on an article about list-building using the new Idoneth Deepkin battletome, to help you get the most out of your own Slap-King and friends. And I can’t wait to attend my next GT, probably with a different list this time. Although the Incarnate is tempting, chatting with fellow Deepkin players at the event has convinced me I need to paint up an Akhelian Leviadon…

Have you recently attended your first GT? Planning to go to one? Drop us a comment below and let us know what you think.