Product Review – Vallejo Thick Mud

Basing Materials for Miniatures

With Games Workshop making some changes to their range and removing some of the basing products, I wanted to try something new for my Horus Heresy Blood Angels.

So I spoke to some friends about what they use and Vallejo Thick Mud was recommended. So I went onto Element Games to have a look at the options and decided that Brown Mud was the one I would try. This is because I’ve used light basing before and it caused me issues when I came to drybrush. I hoped that the Brown Mud would be dark enough that a single highlight would be enough.

It retails at £12.50 which is the cost of 2 GW pots and you get a lot of bang for your buck. There’s no way this will run out soon – it’d be perfect for a display board.

It goes on easily – just make sure you use enough (don’t spread it too thin or it won’t work well). The more the better.

The finished product with XV-88 highlight

Overall I like it; it’s easy to use, looks great with a simple highlight and you get lots. Definitely recommended.

market as well.

— Declan & Eeyore

Harambe’s Heroes and Goldmine Games Rumble In The Jungle

This is the Top Three AoS Lists for the Harambe’s Heroes and Goldmine Games Rumble in the Jungle held in Richmond, Texas, USA on 6th and 7th of August. It involved 28 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Daughters of Khaine
– Temple: Zainthar Kai
– Mortal Realm: Ghur
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
The Shadow Queen (340)*
Morathi-Khaine (340)*
Bloodwrack Medusa (130)*
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
– Universal Spell Lore: Flaming Weapon

Battleline
15 x Blood Stalkers (540)*
Reinforced x 2
10 x Blood Sisters (280)*
Reinforced x 1
10 x Witch Aelves (115)*
Sacrificial Knives and Blade Bucklers

Units
5 x Khinerai Heartrenders (95)*
5 x Khinerai Heartrenders (95)*

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 94
Drops: 1

Brett: Another strong showing from Daughters of Khaine, with all the sisters in the one army. This is a hardcore shooting list with solid melee and fast movers for grabbing objectives/completing battle tactics.The Grand Strategy indicates all strategies and battle tactics were in play.

The Bloodwrack Medusa has girded herself for war with Crown of Woe and Flaming Weapon but I don’t think you want her in combat with 6 wounds and a 6+ save. She serves as a totem for the Sisters and Stalkers though advancing Blood Rites and potentially allowing Turn 1 charges. A double reinforced Blood Stalker unit and a reinforce Blood Sister unit are the damage dealers and will take some moving. The Witch Aelves are a screening unit early on and a combat threat in their own right although this list doesn’t offer a lot of buffs for them.

DoK isn’t thought of as a casting army but casting is really important to them, elite and squishy they need to either max their damage or minimist blowback. They achieve that through their spells, Chronomatic Cogs is a good choice for reliability to things like Zealous Orator (rally on a 4+) or Mindrazor. Rember that Morathi knows the entire spell lore. Not much more to say really, it’s an effective and efficient way to go into a tournament. So long as you can choose your combats it should go fairly well. During his run Gavin took down 2 very different Nighthaunt armies and Maggotkin (including 2nd and 3rd). Solid effort and demonstrating the depth in the new DoK book.

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Army Faction: Nighthaunt
Army Subfaction: The Quicksilver Dead
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

LEADER
1 x Krulghast Cruciator (150)***
Artefacts: Arcane Tome
– Spells: Seal of Shyish
1 x Spirit Torment (115)***
1 x Spirit Torment (115)***
1 x Guardian of Souls (150)***
General
– Command Traits: Master of Magic
– Chill Blade
– Artefacts: Midnight Tome
– Spells: Shademist

BATTLELINE
5 x Hexwraiths (160)*
20 x Dreadscythe Harridans (320)*
20 x Dreadscythe Harridans (320)*
3 x Spirit Hosts (125)**
10 x Dreadscythe Harridans (160)**
10 x Chainrasps (110)**

ENDLESS SPELL
1 x Purple Sun of Shyish (70)

OTHER
4 x Myrmourn Banshees (105)***
2 x Chainghasts (95)***

CORE BATTALIONS:
*Bounty Hunters
**Expert Conquerors
***Warlord

TOTAL POINTS: (1995/2000)

Brett: An interesting Nighthaunt list focusing on Harridans this time, I almost this army had taken the tournament. We’ve gotten used to Scarlet Doom as the most popular procession choice closely followed by Emerald Host (also the most popular in late AoS2.0) so Quicksilver is an unusual choice. Beyond making Harridan’s battleline it turns off ward save’s for anything hit by a Harridan. Harridan’s have no rend but do come with 4 attacks each. In Bounty Hunters for the larger units.

Taking that further, you always want to be attacking with the Hexwraiths or smaller Harridan unit first. When attacking a unit with wounds or slain models they drop from 4s to 3s to hit and wound. Otherwise the army is much the same as we are seeing from Nighthaunt players at the moment with 4 small heroes (Kruleghast, Spirit Host and Guardian of Souls), Hexwraith for oppurtunistic actions, a leavening of Spirit Hosts and Myrmourn for body guarding and dispells. The army does include Chainghasts, which aren’t a frequent inclusion. They provide Nighthaunt units with an additional attack within 12″ of them.

It would take careful positioning and awareness of where any ranged units are but it should be possible for both 20 model blocks of Harridans to be putting out 101 attacks. Even without rend that’s 60 damage on average into a Galletian Veteran unit (any battleline) with a 4+ save. That was a pretty effective combination on the weekend removing Thunder Lizard and Big Waagh armies but Gavin’s Blood Stalkers proved too much. They have the capacity to remove the 20 x Harridan block in a single turn and the Blood Sisters could do the same. Good to see some variation in Nighthaunt lists and for being different paying off. Kel’s more patient than me – I’ve only ever managed to build 4 Harridans. And I got all this way without mentioning the Purple Sun.

Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Mortal Realm: Ghyran
– Grand Strategy: Blessed Desecration
– Triumphs: Indomitable

Leaders
Bloab Rotspawned (300)
Lore of Malignance: Rancid Visitations
Lord of Afflictions (210)**
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Battleline
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
4 x Pusgoyle Blightlords (440)*
Reinforced x 1

Units
1 x Pusgoyle Blightlords – Single (110)**

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Bounty Hunters
**Vanguard

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 124
Drops: 6

Brett: Maggotkin are very popular at the moment, interesting mechanics in even a simple build that isn’t going to tax you too much in how to play it. Interesting army in taking that extra Blightlord and only leaving enough for Gnashing Jaws, except that’s a pretty awesome spell. Rolling with 3 blocks of 4 Blightlords is an interesting idea as well, giving you a very durable block of hard to shift and damaging both to be near and also via their 44 attacks.

Using the larger unit groups limits mobility, you need to tie a few of the big units down to hold objectives or score no primary points. That means you also probably lose their MW on charges as well. All of those big blocks are in Bounty Hunters just to up that damage a lot more. Playing the army should be pretty straight forward and vary with the number of objectives. The single Blightlord is probably going to camp on a home objective while one or 2 of the large units hold another one or 2 objectives. That’s pretty intimidating unless you have ranged units to deal with them. The spell selection includes Rancid Visitations (short range MW spells) which isn’t as common at the moment and might surprise someone.

This is a popular army because this works, 4/1 in a strong field is a good effort only losing to the eventual winner. Well done and good work doing it a little differently.

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Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x Vengorian Lord (280)
General
– Command Traits: Driven by Deathstench
– Artefacts: Cloak of the Night Prowler
– Spells: Amethystine Pinions, Invigorating Aura
1 x Belladamma Volga (200)***
Spells: Spirit Gale
1 x Radukar the Beast (315)***
1 x Necromancer (125)***
Artefacts: Arcane Tome
– Spells: Fading Vigour, Invigorating Aura

BATTLELINE
10 x Dire Wolves (135)**
Doom Wolf
40 x Deadwalker Zombies (240)**
10 x Dire Wolves (135)**
Doom Wolf

ENDLESS SPELL
1 x The Burning Head (20)

OTHER
3 x Vargheists (155)*
Vargoyle
5 x Blood Knights (195)*
Kastellan
– Standard Bearer
5 x Blood Knights (195)*
Standard Bearer
– Kastellan

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

TOTAL POINTS: (1995/2000)

Brett: In 6th we had an interesting Soulblight army, an army I’m seeing in top 10s a fair bit but not quite getting to the top. In this case he came back from losing his first 2 rounds and won the last three with good scores. All of the battleline are in Expert Conquerors and the mobile units in Bounty Hunters. Back to the battleline it’s an interesting set up, as Conquerors those Zombies count as 120 on objectives. Combining that with the Dire Wolves is a strong move, they can act as independent operatives and still give up to 30 on an objective. Great for stealing something important with their speed.

The Soulblight book is a little bloated at the moment and they have a lot of heroes, they rival Stormcast. For opponents it’s hard to keep track of all of the abilities. Since most (not the Necromancer) of the heroes in this army are vampires they have high mobility (Radukar only has 8″). They combine spells with reasonable combat meaning that there are a lot of threats to keep track of. And that’s without the Blood Knights and Vargheists. I know that both seem to underperform but really this army is quite aggressive. The Zombies can castle on something near the centre and out wait you. Attacking them may just strengthen them and unless you can do a lot of damage you aren’t going to shift them. That leave the wolves free to control other objectives and the Heroes to act as trading pieces.

Not an easy army to play and tracking all of the mobile elements is hard. Effective though and well done on bouncing back after losing to the Fyreslayers and Skaven. The Fyreslayers had 3 magmadroths which are hard to counter in this army and Skaven brought a Doomwheel and 2 Warp Cannons. If those roll well the Zombies are going to disapper and Thanquol or a Verminlord can deal with any of the heroes in this list. 3/2 is a good result with an off meta list and it’s good to see people pushing the edges of the meta.

Final Tournament Placings

Book Review – Astorath Angel of Mercy

A Novella by Guy Hayley

The Primaris Space Marines have well and truly arrived and are making their mark in the Warhammer 40k universe and timeline. But there have been doubts about the gene-seed and whether the changes designed by Belasarius Cawl may have removed Sanguinius’ curse.

Black Library

From the book:

Following the Devastation of Baal and the arrival of the Primarch Roboute Guilliman’s Indomitus Crusade, Commander Dante of the Blood Angels has been appointed Lord Regent of all Imperium Nihilus. Working with the successor chapters of the Blood Angels, Dante commands that the area around the Red Scar be scouted in preparation for reconquest. The Red Wings’ sweep has led them to the foetid world of Dulcis, dangerously near to the Cicatrix Maledictum itself. Decimated by the tyranids during the war for Baal and only lightly reinforced by Primaris Space Marines, the Red Wings Chapter are in no position to deal with the events that unfold there. Strange psychic phenomenon and a deadly xenos enemy threaten the great hope of all the Chapters of the Blood – that the flaw in Sanguinius’ geneseed has at last been tamed. Drawn by the Black Rage to Dulcis, Astorath the Grim, Lord High Chaplain and Redeemer of the Lost, comes to aid the Red Wings. But what he discovers there will shake the Chapters of the Blood to their very core.

Astorath has one role; to keep the secret of the Blood Angels and to tame the savage beast of the flaw of the Blood Angels. He comes to Dulcis and the Primaris Space Marines of the Red Wing chapter who are encountering changes in their fellows that they don’t understand.

This is a much needed novella length story for the Blood Angels to confirm if we need to paint Death Company Primaris and whether the flaw still exists within the Primaris Space Marines who have recently joined the chapter following the Devastation of Baal. It’s brilliantly written, flows well and is a nice quick read. It also has a Xenos peril thrown in and a local threat from the planet of Dulcis that we have not seen before in the Warhammer universe. I really like seeing these possibilities that you may see in a role-playing game but not on the battlefield.

Definitely a key novella if you are a Blood Angel fan and recommended for anyone else who likes a good roaring Warhammer 40k but fancies a novella length.

Rating: 5 out of 5.

— Declan

Check out the full list of Book Reviews we’ve done on Woehammer here

Top Three AoS Lists for the G&T GT 2

This is the Top Three AoS Lists for the G&T GT2 that took place in England, UK on 6th and 7th August It involved 14 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Nighthaunt
Procession: Scarlet Doom
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Guardian of Souls (150)*
General
– Command Trait: Master of Magic
– Lore of the Underworlds: Shademist
Krulghast Cruciator (150)*
Krulghast Cruciator (150)**
Spirit Torment (115)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Seal of Shyish

Battleline
30 x Bladegheist Revenants (525)***
Reinforced x 2
20 x Bladegheist Revenants (350)***
Reinforced x 1
3 x Spirit Hosts (125)*
3 x Spirit Hosts (125)*

Units
8 x Myrmourn Banshees (210)**
Reinforced x 1
2 x Chainghasts (95)**

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

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 102
Drops: 4

Brett: Are things beginning to settle following the GHB Season 1 introduction? At least in the smaller events the same sorts of armies seem to be placing consistently and a few key elements standout. Of course this is anecdotal and I haven’t done the statisical analysis. What I do know is that if you start with Krulghast, Spirit Torment, Bladegheist and Scarlet Doom and you have the core of a good army with decent potential. Dennis dialled that up a bit giving himself 2 mini castles or tactical groupings to pursue points with.

Most Scarlet Doom lists have a sincle Krulghast backed by a collection of Spirit Torments and Guardian of Souls for the heals, to return models and debuff spells. That tends to mean you need to play with a castle around a fully buffed hammer unit. Dennis dialled back the Spirit Torments to take 2 Krulghast for that sweet damage reduction. WIth 2 units of Spirit Hosts to provide bodyguard or wound offset you can run the 30 model and 20 model Bladegheist as independant action units. You’d have to choose which healing character went with each or try to keep them close together to maintain ranges/auras. My preference is propoably the Spirit Torment with the Chaingasts on the 20 model unit and Guardian with the 30. That way the Chaingasts additional attack for units within 12″ offsets the fewer models.

It’s also easier to keep the smaller unit wholly within 12″ for the buff. This way the 20 model unit has 80 attacks on the Charge to the larger units 90. I would probably have split the Myrmourn as well given the 2 Battle Regiments on top of Bounty Hunters (this is a 4 drop list). They need to be wholly within 12″ to eat a spell so maybe only one unit will have their “favours”. Shademist and Seal of Shyish are the usual choices (for now) and including the Chainghasts (or extra Banshees) precludes the Purple Sun. I wonder if Dennis is like me and hasn’t secured a model yet? Top result with a flexible army that deserved to win. He’s beaten a selection, including 2nd and 3rd, of the top factions at the moment on his way to the win.

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Allegiance: Sylvaneth
Glade: Heartwood
– Season: The Reaping
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Warsong Revenant (305)*
General
– Command Trait: Master of Magic
– Lore of the Deepwood: Treesong
Arch-Revenant (120)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Verdurous Harmony
Battlemage (100)*
Mortal Realm: Ghur
– Allies

Battleline
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
Reinforced x 1
6 x Kurnoth Hunters with Kurnoth Scythes (500)*
Reinforced x 1
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*

Units
3 x Revenant Seekers (235)*

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 100 / 400
Wounds: 113
Drops: 1

Brett: Sylvaneth are an interesting army, they have an awesome God model that is a bit prone to dying and their best offensive unit is best used defensively (Kurnoth). But this army is a bit more aggressive than that by adding +2 to charges, handy if a unit is going to teleport away (or walk the rootbourne paths or something). Choosing big blocks of Kurnoth limits some of your options because they are so expensive but they are a very effective unit. You know your opponent is going to try to remove those Greatbows because their range and hardiness can control the board.

Bounty Hunters don’t receive ++1 damage into the Kurnoth either (5 wounds) but they are able to be healed/have a model returned by the Seekers. Tree Revenants do what they always do, provide mobile threat with their ability to quickly grab an untended objective and they are ok in combat, certainly against other battleline units. Seekers are an interesting unit that despite being life given heals if it kills something – normally that is left to the death or chaos “healers”. The Battlemage, Arcane Tome and Warsong add up to 4 casts/unbinds. Listed with only the single spell the Warsong can take 2 and has Master of Magic for a reroll once per turn. The Arch-Revenents spell creates an interesting circle with the Tree-Revenants and Seekers (particularly the Seekers).

Verdurous Harmony is particularly good for healing revenants (returns D3 models instead of 1). So the Seekers maintain say the Kurnoth Greatbows and the Arch Revenant keeps the Seekers topped up so the Seekers can attack and hopefully heal themselves. The Arch Revenant isn’t finished there simultaneously buffing itself and giving Kurnoth Hunters +1 to wound, wounding on 2s in other words. The Warsong Revenant is another strong caster but also a fighter if need be. She has a 4+ ward and +1 to cast near activated terrain or Wyldwoods. Heartwood allows you to designate 3 enemy units at the start of the match and receive +1 to hit rolls against them. The army performed very well overall losing only to Dennis. Did the 2 units of Bladegheist spread the forces of the woods?

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Allegiance: Tzeentch
Change Coven: Hosts Arcanum
– Grand Strategy: None Chosen
– Triumphs:

Leaders
Kairos Fateweaver (435)*
Lore of Change: Tzeentch’s Firestorm
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Spell Hunters
– Artefact: The Fanged Circlet
– Lore of Fate: Arcane Suggestion
Changecaster, Herald of Tzeentch (140)*
– Lore of Change: Treason of Tzeentch

Battleline
3 x Screamers of Tzeentch (100)*
3 x Screamers of Tzeentch (100)*
3 x Screamers of Tzeentch (100)*

Units
3 x Tzaangor Skyfires (190)*
3 x Tzaangor Skyfires (190)

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Purple Sun of Shyish (70)
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment

Total: 1945 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 75
Drops: 2

Brett: Since the release of their battletome in AoS 2.0 Tzeetch has risen and fallen in both popularity and power but mostly floated near the top. This is an interesting army because it is a pure Tzeetch list without horrors. The ubiquitous Purple Sun and almost as popular Chronomatic Cogs which makes sense in a casting army. As a pure Tzeetch army, it’s a very elite army with only 19 models. One reason there are no horrors is Krondspine, helping an army that otherwise has limited combat.

The army is in Hosts Arcanum granting a auto unbind/dispell in the 1st, 3rd and 5th rounds. As a 2nd Ed book there are mandatory traits and artefacts. Since these give you a redeploy for up to 3 units and 6 Screamers once per battle there isn’t a lot to complain about. Otherwise we have Fateweaver with his 3 spells, ability to change dice rolls for casts, auto dispel an endless spell every round. Oracle of Eternity isn’t as powerful as it is when he is paired with Archeon and can guarantee a death for something important. The Changecaster and Curseling bring more spells and unbind shenanigans including stealing a spell off their opponents warscroll. You only get Faith Points (the summoning currency for Tzeetch) if you successfully cast a spell and it isn’t unbound. So expect 6 casts per round from them.

Screamers and Skyfires are ok but they don’t have a lot of attacks, this is an army that is mostly going to wait for you to come to it, use spells to weaken you (and bows) before engaging. The Skyfires do D3 damage on a hit with their bows, but it’s only 3 shots each time. Both do mortal wounds for 6s. Having Krondspine to either attract fire or just block something in conjunction with a casting castle. So long as they can stay back and have a chance for a few Tzeetch’s Firestorms or more summoning they are going to be difficult to handle.

Looking at the path through the event it was the alpha striking armies (Nighthaunt and Ironjawz) that caused issues. Nighthaunt in particular were in a good place to counter Tzeetch, their large blocks can easily absorb the hits from spells and heal back the lost units.

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Allegiance: Ironjawz
Warclan: Ironsunz
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Kragnos, The End of Empires (720)
Big Drogg Fort-Kicka (525)
Allies
Chad Longjohnson (480)
Megaboss on Maw-Krusha
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Destroyer
– Mount Trait: Mean ‘Un

Battleline
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers

Core Battalions
*Expert Conquerors

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 525 / 400
Wounds: 101
Drops: 6

Brett: An Ironjawz list with a view to the future? Lower drops by choosing bigger models maybe? Either way this is an interesting idea which probably didn’t quite work out but worth a go, Kragnos, 2 Mega Gargants and a Mawcrusha. 3 MSU Ardboy units at the rear. The Mega don’t benefit from Mighty Destroyers but they do receive Kragnos’s buff to charge range,

Hold the back line and slap anything that looks tasty, strong or important. The Mega Boss has all of the important things to give him a 36″ move and still hit unreasonably hard. I’d tend to use the Gargants/Kragnos to clear screens exposing the underbelly to the Mawcrusher. It looks like the army struggled into summoning armies mostly. That makes sense because as Ironjawz you lose steam after Turn 2 maybe 3 just when Tzeetch and Beasts start bring extra friends. Still a good performance and really awesome to see people testing the meta.

Final Tournament Placings

Combat Patrol: Aeldari – Beginners 1,000 Point Starter Army

Today we’re looking at the Aeldari Combat Patrol box, continuing our series of 1,000 point start armies using the Combat Patrol boxes as our base.

Combat Patrol Beginners Armies
Adeptus Sororitas
Blood Angels
Orks

Combat Patrol Aeldari

Like the other boxes the Combat Patrol box is filled with goodies and makes for fantastic savings when you’re starting out in collecting an army for 40k.

Inside the box you get:

Farseer (£18)
Wraithlord (£35)
10x Guardians (£32.50)
6x Windridets (£65.00)

That’s a total of £147.50 if you were buying these kits separately, meaning you get a saving of £57.50.

To add to this boxed set, we’re going to add a few extra units that’ll give the army a bit more play (especially onto Space Marines).

  • Guardians (£32.50)
  • Howling Banshees (£35.00)
  • Shining Spears (£37.50)
  • Falcon (£35.00)

Meaning that the total army including Codex: Aeldari comes to a total of £262.50.

However, remember that if you email Sarah at scnhobbyworld@outlook.com and ask to go on her mailing list, you can get 25% off Games Workshop products. Meaning the whole lot including the books will cost you just £197!

Here’s our final 1,000 point list.

Faction: Aeldari Craftworlds
Craftworld Selection: Far-Flung Craftworld
– Attributes: Hail of Doom

HQ
Farseer (100pts)*
Psychic Power: Guide
– Warlord Trait: Fate’s Messenger
– Singing Spear
– Warlord
– Treasures of the Aeldari: Kurnous’ Bow

TROOPS
Guardian Defenders (120pts)*
10x Guardian Defender w/Shuriken Catapult and Plasma Grenades
– Guardian Heavy Weapons Platform: Bright Lance
Guardian Defenders (120pts)*
10x Guardian Defender w/Shuriken Catapult and Plasma Grenades
– Guardian Heavy Weapons Platform: Bright Lance

ELITES
Howling Banshees (95pts)*
1x Howling Banshee Exarch w/ Shuriken Pistol & Banshee Blade
– 4x Howling Banshee w/ Shruriken Pistol & Banshee Blade
Wraithlord (155pts)*
2x Shuriken Catapult
– 2x Bright Lance
– Ghostglaive

FAST ATTACK
Shining Spears (105pts)*
1x Shining Spear Exarch w/Laser Lance & Twin Shuriken Catapult
– 2x Shining Spear w/Laser Lance & Twin Shuriken Catapult
Windriders (120pts)*
6x Windrider w/Twin Shuriken Catapults

HEAVY SUPPORT
Falcon (185pts)*
Bright Lance
– Twin Shuriken Catapult
– Crystal Targeting Matrix
– Spirit Stones

DETACHMENTS
*Patrol Detachment

Total: 1,000pts

FARSEER

Aeldari Farseer

This fellow is our only HQ choice and your Warlord, so you’ll want to keep him out of harms way.

With that in mind we’ve given him Fate’s Messenger as his Warlord Trait. Once per turn this will allow him to change the damage characteristic of an unsaved attack against him to 0. Remember he also has a 4+ invulnerable save as well making him reasonably tanky.

As our only HQ we’ve kitted him out a bit. He has the Kournous’ Bow relic which replaces his standard Shuriken Pistol. It gives him 6″ of extra range to 18″ as well as an additional 2 shots on the Shuriken Pistol’s 1. With a pip more strength means it’ll hit on 2’s and wound Space Marines on 3’s, but with added benefit that any successful wounds are mortal wounds (MW).

On top of this we’ve given him a Singing Spear, which in melee hits and wounds on 2’s no matter the target doing a flat 3 damage. It also counts as an assault weapon and should be used instead of Kournous’ Bow when charging into combat with a character as it’ll do more damage to a single unit than the three attacks from the bow. In fact with a shooting phase followed by a combat phase this can down most single model HQ’s should they stray to close.

For his power we’ve selected Guide. If cast, this will allow a Craftworld Core or Craftworld Character within 18″ to re-roll their hit rolls for their attacks until your next Psychic Phase. If you cast this on a 10+ then that range increases to 24″. This applies to all the other units in our army list apart from the Falcon. Great for those Banshees in the combat phase.

You also have access to the powerful Eldritch Storm stratagem. Really great for grouped enemy units within 24″ of your Farseer. But, you want to cast Eldritch Storm and Guide? No problem!

With Unparalleled Mastery you can do just that! Admittedly you’ll be eating through your CP, but it’ll be fun right?

GUARDIAN DEFENDERS

Guardian Defenders

These boys and girls are perfectly suited to holding objectives. When they’re within range of an objective they can re-roll hit rolls of 1 with their Shuriken Catapults. Ok these weapons aren’t much to write home about being Assault 2, Strength 4, -1 Armour Pen and 1 damage apiece. BUT, we’ve taken the Craftworld Attribute Hail of Doom, which means each unmodified hit roll of 6 automatically wounds the target. This will mean when they all open fire there should be on average 3-4 hits that go straight to the enemies save roll step. On top of this you could also use the stratagems Martial Citizenry and Bladestorm.

Bladestorm means that all those 6’s to hit you roll generate an additional hit – before you ask, you still have to make wound rolls for these hits they don’t auto wound under the Hail of Doom attribute.

While Martial Citizenry will allow you to re-roll 1’s to hit for attacks even when not near an objective.

We’ve also taken a Bright Lance weapons platform with both units of Guardians as these will add some nice anti-vehicle attacks to the army.

HOWLING BANSHEES

Howling Banshees

These are a great melee unit and great for throwing at infantry units you’d like to… what’s the term?… Blend?

When they charge, units are unable to fire overwatch or set themselves to defend due to their Banshee Masks.

With three attacks each (four for the Exarch) hitting on 3’s and wounding Marines on 4’s you should see 5 damage assigned to those marines before armour saves. Wait, did I say armour saves?! Silly me, they’re virtually non existent as they’ll be saving on 6’s, and that’s only thanks to their Armour of Contempt rule.

The Banshees can run and charge as well but be aware you’ll be hitting on 4’s in combat instead of 3’s, reducing that earlier damage output to 4 damage instead of 5.

With a save of 4+ and 5+ invulnerable you’ll want keep this unit safely out of harms way until you’re ready to use them. Perhaps consider placing them in the Falcon we’ll be looking at shortly? Alternatively for CP you could deploy them in reserve using Webway Strike.

This’ll keep them out of harms way until you need them and give them a chance at getting into the fray straightaway.

WRAITHLORD

I personally think this is one of the best models in the Aeldari range. We’ve equipped ours with two Bright Lances. This combined with its Ghostglaive (Crushing Strike) means it’s very good as a vehicle hunter should you need it.

In melee against infantry it can choose to use the Ghostglaive as standard, in which case the Wraithlord essentially doubles it’s attacks to 8 (Ghostglaive grants two hit rolls per attack). Those will be hitting on 2’s and wounding standard marine infantry on 3’s. That puts out around 8 damage on average before saves are made.

You can use the Tears of Isha stratagem to keep the Wraithlord as healthy and fighting fit as possible. Healing D3 wounds in the command phase for 1cp.

WINDRIDERS

Windriders

These are great at taking our horde infantry like Orks or Astra Militarum. We’ve six bikes here which armed with Twin Shuriken Catapults amounts to 24 shots at S4 -1 AP. Hitting on 3’s and wounding Space Marines on 4’s. However, these guys and girls will also be re-rolling 1’s to hit thanks to their Swift Demise ability, and automatically causing additional wounds on 6’s thanks to Hail of Doom.

Use them to attack lightly armoured foes, capture objectives and harass the enemy lines.

SHINING SPEARS

The Shining Spears benefit from Twin Shuriken Catapults, but they also have additional shooting and combat capabilities thanks to their laser Lance.

The Laser Lance has a single strength 6 shot as range which may be ok for plucking a couple of wounds of a light vehicle or murdering a couple of Space Marines. Where it excels however is in the combat phase.

Make sure you charge with this unit, as doing so will give them +3 strength on the charge meaning you’re wounding Marines on 3’s instead of 5’s. With 3 attacks each (4 for the Exarch) you’ll find you’re causing 8 wounds worth of damage before saves. Saves? Yeah with -4 AP there isn’t much armour that can stand up to their charges. Including Space Marines. Getting your Farseer to cast Guide on them as well would really help.

FALCON

In the mid 2000’s I used to face my nephew’s army of Eldar two or three times a month. I came to hate his grav tanks, they just had all these tricks that meant they were so difficult to kill!

This unit is perfect for transporting your Howling Banshees around, getting them into combat quicker. With its Cloudstrike ability it can arrive from reserve an deliver it’s deadly cargo 9″ away from the enemy.

It comes armed with a Bright Lance for a little extra punch and it’s standard twin Shuriken Catapults.

WHAT NEXT?

I’d consider having some fun and getting some more of the specialist units like Fire Dragons, Swooping Hawks or Dire Avengers. But really, you need to probably lean into the speed of this list. Perhaps drop the Wraithlord and think about more bikes or things like Swooping Hawks etc.

I hope you enjoyed this, how would you build a 1,000 point list from the Combat Patrol Box? There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.

Peter

Top Three AoS Lists for Summer of Sigmar – Gamers Guild Grand Tournament

This is the Top Three AoS Lists for the Summer of Sigmar Grand Tournament that took place in Tempe, Arizona, USA on the 6th and 7th of August. It involved 16 players vying to be crowned champion in a 5 game tournament. This was their inagural event and they have a venue that can handle quite a few more. Lets hope we see it grow in coming years.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Daughters of Khaine
Subfaction: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Morathi-Khaine (680)*
The Shadow Queen (680)*
Bloodwrack Medusa (130)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Shadow Stone
– Spells: Mindrazor

BATTLELINE
Blood Sisters (420)**
Gorgai
Blood Sisters (140)**
– Gorgai
Blood Sisters (140)**
Gorgai
Blood Sisters (140)***
Gorgai
Blood Sisters (140)***
Gorgai

OTHER
Khinerai Heartrenders (95)*
Shryke
Khinerai Heartrenders (95)*
Shryke

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters
***Expert Conquerors

TOTAL POINTS: 1980/2000

Brett: Another army eschewing the archers for the stabby queens reflecting the new battletome. 5 Blood Sister units including a double reinforced group of bounty hunter murder elves, fun. Rounding out the list the Bloodwrack Medusa is the General and Khinerai Heartrender for mobile threat. Ultimately this is a 6 drop list, a reasonable chance that they won’t decide first turn.

The high drops is a facet of having the Blood Sisters split between Bounty Hunters and Expert Conquerors. It’s not clear if the event allowed book traits (which the Khinerai play into really well) or just GHB however the list provides coverage for any outcome. Zainthar Kar is required to make the Blood Sisters battle line and the opportunity for 35 Blood Sisters. Mind Razor and Shadow Stone (+1 to casting) to try to get an additional -1 rend. Ignoring effects from Blood Rites (like +1 to wound) those 15 Blood sisters can expect 38 hits (exploding 6s) and 24 wounds – 48 into Galletian Veterans. With 2 wounds, 5+ save and 6+ (can be 5+) ward you have to devote real resources to shifting blood sisters. Zainthar Kar gives them fight on death, removing the large unit without shooting would be dicey.

Shadow Queen/Morathi are another hard nut, 3 spells across the 6 known to DoK. Those spells read like some of the best across multiple books including increased rend, rebuffs and a teleport. The Melisa only has one cast but 2 dispels. Enough to cause issues for a magic army. And it looks like that’s what’s happened with the army taking all flavours of elf and some star crossed lizards to take the event 5/0

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Army Faction: Slaves to Darkness
Army Type: Ravagers
– Grand Strategy: Take Whats Theirs – Triumph: Indomitable

LEADERS
Chaos Lord (120)***
General
– Mark of Chaos: Tzeentch
– Command Traits: Eternal Vendetta
– Reaperblade and Daemonbound Steel
– Artefacts of Power: Arcane Tome
– Spells: Whispers of Chaos
Chaos Sorcerer Lord (135)***
Mark of Chaos: Tzeentch
– Command Traits: Bolstered by Hate
– Spells: Mask of Darkness
Chaos Sorcerer Lord (135)***
Mark of Chaos: Tzeentch
– Command Traits: Master of Magic
– Artefacts of Power: Blasphemous Cuirass
– Spells: Mask of Darkness
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Untamed Beasts (70)
Mark of Chaos: Tzeentch
Chaos Knights (170)*
Mark of Chaos: Tzeentch
– Standard Bearer
– Hornblower
– Doom Knight
– Cursed Lance and Chaos Runeshield
Chaos Knights (170)*
Mark of Chaos: Tzeentch
– Standard Bearer
– Hornblower
– Doom Knight
– Cursed Lance and Chaos Runeshield
Chaos Warriors (400)**
Mark of Chaos: Tzeentch
– Aspiring Champion
– Chaos Hand Weapon and Chaos Runeshield
– 2 x Standard Bearer
– 2 x Hornblower
Chaos Warriors (400)**
Mark of Chaos: Tzeentch
– Aspiring Champion
– Chaos Hand Weapon and Chaos Runeshield
– 2 x Standard Bearer
– 2 x Hornblower

BEHEMOTH
Krondspine Incarnate of Ghur (400)

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

TOTAL POINTS: 2000/2000

Brett: Good to see a Slaves to Darkness army make the podium in a 2 day event particularly as Ravagers. No Archeon, Be’Lakor or even a manticore just Lords, Sorcerors and even a Chaos Warriors. Effective here with a 4/0/1 result, the only loss being to the winner.

Taking Tzeentch as the chaos mark increases resilience with reroll 1s on saves and a 5+ ward against spells. On a 20 strong block of Chaos Warriors (in Eternal Conquerers) that’s a real problem to shift. While in a unit > 10 they have a 3+ save and a 5+ ward (half ward – it’s only against Mortal Wounds) with the shields. That’s 120 effective wounds (Rend 0). Their weaknesses is movement at 5” unless Mask of Darkness is available on a Chaos Sorcerer and both do. They are helped on the run and charge by the Hornblower. The Knights are hammers, they want to charge using their 10″ mobility. They to have +1 to run and charge from the Hornblowers.

The Chaos Lord is a combat hero with reroll wound rolls (and reroll hits against Order) and has a MW spell in leui of a ranged weapon. Lastly there is Krondspine. He’s fast moving and capable of deleting things quickly. Bold move, he costs enough to limit your choices in either troops or heros, Tyler choose to take weaker heroes. Ravagers was a good choice allowing additional traits. After that this list is all about getting those blocks of Warriors onto objectives and keeping them there by using the Knights. Krondspine is about taking down a deathstar or important hero.

Looking his path through the event, the StD list would struggle to deal enough damage to the Warriors, as would most of the other lists. The mobility of the DoK army we just looked at combined with DoK book Battle Tactics (which you can’t interact with well) obviously caused the army to struggle but otherwise this is a really well thought out approach and well deserved result.

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

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

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

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

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

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 1970/2000

Brett: An interesting variation of Sylvaneth and a brave move to take all of the new units. With, it has to be said, the Purple Sun. The mobility of Tree-Revenants with the 3 overgrown terrain pieces from the start of the battle, makes them one of if not the best unit in the army at the moment. They are amazing at securing Battle Tactics.

This army has all of the new Sylvaneth units from the Revenant Seekers to Spiterider Lancers and Gossamid Archers. I haven’t seen an army with all of them before and like most of us don’t have a lot of experience with them. The Seekers and Lancers provide a lot of mobility outside of teleports which is something Sylvaneth struggle with a bit. They offer some quality attacks, without buffs I worry about the amount of damage they do but it’s reasonable. The ability to return a model of the Seekers is great in this army – the Lancers and everything else have 5 wounds or less and can be returned. Return 2 Spiteriders in a game and you’ve almost recovered the cost.

The Gossamids are a frustrating unit, they are vunerable to shooting with only a 12″ range. They need to be hidden which doesn’t make sense given their anti combat role (retreat when charged). But they have a role where you teleport them to an objective (or near one) that has a thin force on it. You can even open an objective to a Tree Revenant by pulling a combat unit away. That’s not to forget the Treelord Ancient and Wargsong. With the Arcane Tome they have 4 spells, both are deicated to Awakended Wyldwoods (expect at least another per turn) and then buffing the impact of the woods. As Gnarlwood they also get improved casting near Wyldwoods. Another interesting army from this event.

One of the interesting impacts of this approach is its hard for an army like Ironjawz to identify an alpha strike target. Even if they get the Warsong it’s not going to put you on the back foot too much. Other than the winner’s evil Blood Sister’s list he was unbeaten through the event taking both combat and shooting armies.

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Army Faction: Legion of the First Prince
Grand Strategy: Show of Dominance
– Triumph: Bloodthirsty

LEADERS
Kairos Fateweaver (435)
Spells: The Master’s Command
Be’lakor (360)*
Spells: The Master’s Command
The Contorted Epitome (245)*
General
– Command Traits: Ruinous Aura
– Artefacts of Power: Fourfold Blade
– Spells: Flaming Weapon, The Master’s Command
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Bloodletters (110)*
Plaguebearers (150)*
Plaguebearers (150)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

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

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Brett: I grabbed this one just because we aren’t seeing a lot of Legion of the First Prince armies right now. This is a very interesting take including some heavy hitters (Belakor and Fateweaver) with Krondspine rather than another Deamon Prince/Greater Deamon. I’m a fan of the Contorted Epitome, love to see it in the army. Mobile, lots of casting and so dangerous in combat.

Fateweaver brings a lot, 3 casts, auto dispell of 1 endless spell and the ability to change dice for casting, unbinding or dispell rolls. That’s before gift of change. Plaguebearers are a good choice for objectives, Bloodletters are cheap but fragile. If they charge or are teleported though they can mess up some archers. Belakor and the Krondspine don’t need an introduction nor does the Purple Sun. The Umbral Spellportal is an autotake in a Tzeetch army or if Fateweaver is in the army.

This, to me, is a really fun army. A few small troop units and 4 big, fun models with lots of abilities to toy with your opponent. He lost his last 3 rounds but I bet they were still fun. Hitting a Bastilidon with Belakor and Fateweaver sounds like fun to me, the same about putting an Epitome into small heroes from any factions.

Final Tournament Placings

Hobby Update – Horus Heresy August

Blood Angel Batch Painting from Horus Heresy Age of Darkness Box.

Following on from my last update, I’ve made a little progress on my Blood Angels for Horus Heresy despite work being busy and the hot temperatures in the UK.

However, I did get some paint on the non-special models such that they are now complete.

Blood Angels – non-special troops

Following on from my previous update, I’ve added more black and picked out the details on the weapons with Leadbelcher and a highlight of Ironbreaker.

Missile Launchers

The missile launcher’s above show the colours used on the weapons. I have gone for a simple scheme and black and red so very well together.

There are also transfers on all the models, with Blood Angel wings on the shoulder pads, legion number on the left knee and unit marking on the right.

Basing

The basing is a simple affair with Vallejo Thick Mud (Brown) and a highlight of XV-88 to pick out the ridges. I was generous with the mud when applying it and it looks great – not least because it is different to the AoS Destruction base I normally paint.

There’s also loads in a pot, so I’ve hardly used any to base the models so far – it’ll definitely cover a lot of an army.

Finally I finished off the bases with a black rim to keep them neat the tidy.

The standard troopers from a tactical unit

What’s Next

There’s still the Terminators, Sergeants, and 2 special troopers to finish off. And I need to start the Praetors at some point…! In order to give myself something different to paint I’ve also assembled the Contemptor Dreadnought and given it a quick undercoat to be ready as the next model on the table.

I’m still aiming to complete by October when I’m meeting up with friends at Warhammer World and I think I’m still on target.

— Declan & Eeyore

International TTS AoS GT

In preparation for the Woehammer GT taking place next year in 13th & 14th May, we thought it may be fun to give players from around the world the chance to test their metal against one another.

It also gives me chance to test the BestCoastPairing System before we use it next year.

Entry to the tournament is free! If you want to sign up and take part (and face the likes of Josh Bennett – Daughters of Khaine World #1, Randal Brasher or even Tavendale from no-rolls) then drop me an email to thewoehammer@gmail.com with your name and email address.

  • As entry is free their are no prizes at present.
  • Army lists must be submitted by Friday 19th August
  • Players will have a week to play each round
  • Games should take no longer than 3.5 hours
  • Once matching takes place, players will need to organise with their opponent a suitable time to play.

AoS Meta Stats (w/e 7th August 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

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Grand Tournaments

Ranked from largest to smallest.

GT Lodz 2 – Poland
70 Players

PositionFactionSubfactionResult
1stBeasts of ChaosGavespawn5-0-0
2ndMaggotkin of NurgleDrowned Men3-2-0
3rdSylvanethGnarlroot4-0-1
4thBonesplitterzDrakkfoot3-1-1
5thStormcast EternalsHammers of Sigmar3-1-1
GT Lodz 2

Quest of Champions – Heat 4 – England/UK
38 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom4-1-0
2ndSlaves to DarknessKnights of the Empty Throne4-0-1
3rdSeraphonThunder Lizard4-0-1
4thMaggotkin of NurgleFilthbringers4-0-1
5thIdoneth DeepkinMor’Phann4-0-1
Quest of Champions – Heat 4

G&T GT 2 – England/UK
14 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom5-0-0
2ndSylvanethHeartwood4-0-1
3rdDisciples of TzeentchHosts Arcanum3-1-1
4thMaggotkin of NurgleDrowned Men3-0-2
5thSeraphonThunder Lizard3-0-2
G&T GT2

Season of War Grand Tournament – Ontario/Canada
66 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndSons of BehematTaker Tribe5-0-0
3rdNighthauntScarlet Doom4-0-1
4thHedonites of SlaaneshLurid Haze4-0-1
5thIdoneth DeepkinNautilar4-0-1
Season of War Grand Tournament

Age of Sigmar Steel City GT – Pennsylvania/USA
24 Players

PositionFactionSubfactionResult
1stFyreslayersLofnir5-0-0
2ndBlades of KhorneReapers of Vengeance4-0-1
3rdBonesplitterzIcebone4-0-1
4thStormcast EternalsHammers of Sigmar4-0-1
5thBi g Waaagh!4-0-1
Age of Sigmar Steel City GT

Harambe’s Heroes and Goldmine Games Rumble in the Jungle – USA
28 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndNighthauntQuicksilver Dead4-0-1
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSons of BehematStomper Tribe4-0-1
5thSeraphonThunder Lizard4-0-1
Harambe’s Heroes and Goldmine Games Rumble in the Jungle

Summer of Sigmar – Gamers Guild Grand Tournament – USA
15 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndSylvanethGnarlroot4-0-1
3rdSlaves to DarknessRavagers4-0-1
4thKharadron Overlords3-0-2
5thIdoneth DeepkinDhom-Hain3-0-2
Summer 0f Sigmar – Gamers Guild Grand Tournament
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This Weeks Stats

The following stats are for the week ending 31st July only, essentially GT’s that took place on the 30th and 31st July.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 16th/17th July to the 6th/7th August. This covers a total of 844 players (+177 players) across 19 Grand Tournaments (+4 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Daughters of Khaine and Seraphon now have both achieved 3 5-0 wins a piece.

After the last weekend, all the factions have now achieved at least one weekend where they’ve had an army go to 4 wins.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Bonesplitterz increase their win rate to over 60%, while at the other end of the table Gloomspite Gitz fall to 35.8%

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Ironjawz.

Currently it would appear that Kharadron Overlords players have the highest chance of going 5-0 at an event closely followed by Beasts of Chaos and Hedonites of Slaanesh

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Declan & Eeyore Get a New Look

I’ve been jealously looking at Trogg (Stuart Hodges) with his great avatar / image on Twitter and his blog and been meaning to do something about it for a while; but I didn’t really know what.

I’ve been following Scrivo for a while now as he did Trogg’s picture and so when he put out a call for some help with a new I-Pad I decided now was the time for an update – especially given the change of my twitter handle from Skeekrit (a Skaven name from Warhammer 8th) to DeclanandEeyore (a more generic one!).

So I got in touch and asked what Jon (Scrivo) could do and he kindly produced a ‘pen’ work; which he then coloured… so I know you’re dying to see the new look and here is the exclusive first look!

Declan (as a Goblin) with a very upset Eeyore!

Well I love it, and I’ll release it on Twitter later – cheers Jon!

If you want to support Jon’s great work then check out his Ko-Fi account

— Declan & Eeyore