Category Archives: Army Lists

Top Eight AoS Lists for the Las Vegas Open 2023

This is the Top Eight AoS Lists for the Las Vegas Open that took place in Nevada, USA, on 27th, 28th, and 29th January. It involved a massive 324 players, all vying to be crowned champion in a 5-game tournament.

We’re particularly lucky this week as six of the top eight players agreed to give us comments on how their lists work. On top of this, we’ve also got comments from the Head Judge at LVO, Gareth Thomas.

So, thank you to; Jiwan Noah Singh, Kaleb Walters, Gavin Grigar, Cody Saults, Nate Trentanelli and Gareth Thomas for all agreeing to give us your thoughts.

Quick Jump Menu

1st – Jiwan Noah Singh (Beasts of Chaos)
2nd – Nicholas Walters (Ironjawz)
3rd – Kaleb Walters (Disciples of Tzeentch)
4th – Gavin Grigar (Cities of Sigmar)
5th – Cody Saults (Ironjawz)
6th – Rigolet Thibault (Beasts of Chaos)
7th – Nate Trentanelli (Nighthaunt)
8th – Camaron A Hallford (Ogor Mawtribes)
Head Judge – Gareth Thomas

The Top Three AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Beastlord (95)
Artefact: Mutating Gnarlblade
Dragon Ogor Shaggoth (155)***
Artefact: Tanglehorn Familiars
– Lore of Dark Storms: Hailstorm
Tzaangor Shaman of Beasts of Chaos (135)***
General
– Command Trait: Unravelling Aura
– Lore of the Twisted Wilds: Tendrils of Atrophy
Grashrak Fellhoof (150)***
– Lore of the Twisted Wilds: Wild Rampage

Battleline
30 x Tzaangors of Beasts of Chaos (525)**
30x Pair of Savage Blade
– Reinforced x 2
10 x Gors (70)**
Gor-Blades & Beastshields
10 x Gors (70)**
Gor-Blades & Beastshields

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
5 x Grashrak’s Despoilers (0)***

Endless Spells & Invocations
Wildfire Taurus (70)

Terrain
1 x Herdstone

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 159
Drops: 10

Jiwan Noah Singh: The heroes all serve a function against different matchups, and with the Gavespawn ability, they can then serve a secondary function when they die.

The general has to be the Tzaangor Shaman to unlock Galletian Veterans for the big block, but also has the extremely helpful big cast once per game, and moves 16/19” if I need to go hold and up a huge threat. Mostly, I used the big cast for the bull spell, but in other matchups, I considered he would have used tendrils of atrophy to break armor stacking. His speed let’s him get there for that short ranged spell.

Grashrak gives out the +3 move, and because he can pass wounds, it is helpful against ranged threats who losing the move bonus would be difficult against. His spell is also a super combo with Gavespawn if I need to lift a gargant or something in one activation.

The shoggoth was there for his spell and having a starting monster, and the pre-phase move made anyone worried about that going off have to deploy really far back.

Beastlord was the newest addition but was a pretty fun vehicle for the gnarlblade. With run and charge, he moves 15” on an auto run, so throwing him across and 18” deployment means he can also make people worry about making me take top, for small only investment on my part. Additionally, if he got his attacks off and the bull was on something, it was a less likely but still redundant plus to wound, or hit and wound.

Gors are 10 potentially deepstriking bodies on a 4+ in combat for 70 points. They also have plus to run and pile in, which is so strange that it just confuses people when you tell them, but it is actually helpful.

Tzaangor are 60 wounds, have mortal banners, can zoom across the board and fight something with a billion attacks, but also rally on 4+. I generally deploy them in a cloud, all about 1” from each others bases, to maximize the board space, but also to be able to pull them out of 3” against things that shut down inspiring, and if I need to rally, recharge, ect. Let’s me save bodies if I pull them out of coherency too, which I did intentionally several times to be able to rally again.

The rest of the list is enlightened, in blocks of 6, in bounty hunters. These have tons of uses and can pump out massive damage. Turning off all our defense is like another rend in many cases. So with the fight last bull running around, some plus to hit (always try to end on damned if you can) from multiple sources, and the throwing an extra attack on them from a spawn, they are such a threat that an opponent must deal with them. When you stack a plus to hit, going second, and gavespawn attacks, I know of very few things with that output. And at 2/3 rend no cp, few things can eat it with saves.

The beasts summoning on top of all the threats to kill or hold things, and ability to run a hero into something, die, and lock them up, meant that in almost all my games I can lose tons of things and still keep taking points. I built in some tech to deal with specific matchups that concerned me, most of which didn’t happen, but in general it’s a 5 turn army with a ton of flexibility and lots of different things going on. Good proving ground usage was hugely helpful with the ability to summon Galletian Veterans, and the output meant the main armies I expected to see, Ogors, Gargants, Nurgle, Nighthaunt, all had something that was a big problem for them that I didn’t mind sacrificing.

That’s pretty much it.

That, and having distractingly beautiful hair, that helped too.

Advertisements

Allegiance: Ironjawz
Warclan: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired

Leaders
Orruk Megaboss (140)
Artefact: Destroyer
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Armour of Gork
– Mount Trait: Fast ‘Un
Orruk Warchanter (120)*
Orruk Warchanter (120)*
Fungoid Cave-Shaman (95)
Allies

Battleline
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)**
Jagged Gore-hackas
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1

Core Battalions
*Warlord
**Bounty Hunters

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 13
Drops: 9

This list – piloted by Nicholas ‘Scooter’ Walters – is testament to the difference reps and familiarity with an army can make. Even if that army is considered underpowered.

Scooter nearly went all the way with what is a pretty common IJ list, with a sneaky ally in the shape of the Fungoid Shaman for the extra CP generation. I mean, it’s an ‘obvious’ list – but if you watch back the stream of Scooter playing Gavin Grigar’s Cities list for example, you can see the difference skill and knowing the intricacies – the limits, the averages – of your army can make. Keeping the Maw Krusha back until it’s absolutely needed – knowing when to smash that ‘Destroyer’ button on the foot boss – and making all the right calls with your pigs are all key to playing IJ well.

Even though the list will be hurt by losing bounty hunters, making the pigs half as effective, the inclusion of the Megaboss makes sense going into the new season – he’s a great, durable and fighty Galley champ. The speed and activation potential with smashing/bashing of the feral hogs will never go out of style.

Ironjaws might be suffering from a lack of units and power creep these days but Scooter is out here to prove that if you love your army, and you’re prepared to stick with it and get the reps in, ‘the meta’ be damned, you too can damn well near win LVO.

Advertisements

Allegiance: Disciples of Tzeentch
Change Coven: Guild of Summoners
– Mortal Realm: Ghur
– Grand Strategy: Master of Destiny
– Triumphs: Inspired

Leaders
Ogroid Thaumaturge (170)*
General
– Command Trait: Arcane Sacrifice
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Arcane Suggestion
Kairos Fateweaver (440)*
Magister (120)*
Lore of Fate: Shield of Fate
– Incarnate is Bound to the Magister
Changecaster, Herald of Tzeentch (150)
– Lore of Change: Bolt of Tzeentch

Battleline
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Tzaangors (180)*
10x Pair of Savage Blade

Behemoths
Krondspine Incarnate of Ghur (480)*
Allies

Endless Spells & Invocations
Tome of Eyes (40)
Umbral Spellportal (80)
Purple Sun of Shyish (90)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 480 / 400
Wounds: 72
Drops: 2

Kaleb Walters: My main goal was to create a Swiss Army Knife style list. Bring as many solutions to the answers in my faction as possible.

Reason For Family: Guild of Summoners: 1 FREE Battle Tactic: Summon Lord of Change. LOC have 14 wounds, -1 Rend shots, 18 inch range, movement 12, +1 To casting for all Tzeentch casters, -1 to hit naturally and monstrous rampage abilities. While other families have more flexibility, the norm is to summon Blue Horrors that have 20 wounds, Movement 5, shoot 12 inches at 0 rend but have good board presence.

List Design: Min Max: Minimum Battleline Maximum Hero’s/Monster Damage. My list is designed to castle up and react to the deployment of my opponent. By staying low drop I normally have the option to decide how I want to engage. I either sacrifice my Acolytes (120pt a unit) to an alpha strike list, or I position aggressively with a front and center incarnate primed to go wild and level up. Either formation still allows me to throw powerful spells that can turn off Command abilities and unleash a possible 15 mortal wounds at 27 inches or more. In addition, as the game goes on, I become more magically dominant with the additional LOC while reducing the overall strength of my opponent.

The next part of my list design is increasing/ reducing my opponents armor. I have 2 spells & 1 Endless spell that can reduce my opponents armor and with the rend stacking of the Acolytes or the LOC natural -1 Rend shots and of course the already powerful incarnate -2/-3 rend I am able to turn normal attacks into Mortal Wound equivalent attacks.

I also know the future with my lame sauce guaranteed Grand Strategy & Destiny Dice…….

Opportunities of The Design: I have a difficult time dealing with Hordes and / or armies that can summon cheap disposable models on a mission with more than 4 objectives. I also find it difficult to face armies like KO that can stay outside my threat range and then engage on their terms.

Advertisements

Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Mortal Realm: Ghur
– Grand Strategy: Mighty Beachhead
– Triumphs: Inspired

Leaders
Celestial Hurricanum with Celestial Battlemage (290)*
General
– Command Trait: Hawk-eyed
– Lore of Eagles: Strike of Eagles
Arkanaut Admiral (140)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of Eagles: Aura of Glory
Battleline
20 x Freeguild Crossbowmen (200)*
Reinforced x 1
10 x Freeguild Crossbowmen (100)*
10 x Freeguild Crossbowmen (100)*

Units
20 x Arkanaut Company (180)
– 2x Light Skyhooks
– 2x Aethermatic Volley Guns
– Reinforced x 1
4 x Dracothian Guard Tempestors (440)*
Reinforced x 1
4 x Dracothian Guard Tempestors (440)*
Reinforced x 1

Endless Spells & Invocations
Horrorghast (70)

Core Battalions
*Battle Regiment

Total: 1960 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 125
Drops: 2

Gavin Grigar

Core Concept
Bring guns… lots of guns. We recently had 2 books introduced into the meta (Ogors and Slaves to Darkness), and the resurgence of some old foes (Dragons, Ironjaws and Nurgle), that generate a ton of kill pressure and melee engagement on Turn 1. Tempest’s Eye combats this with great Turn 1 buffs (+1 Save/+3 Move) and efficient shooting (+1 Hit/+1 Wound) supplemented by a healthy number of mortal wounds (Hurricanum, Dracoth Breath). All these elements together are hopefully enough to keep even the scariest melee threats at bay.

Strengths
Shooting Volume from Crossbowmen, Tempestors and Arkanauts combined with force multipliers centering around the Hurricanum (+1 Hit/+1 Wound). Adaptable Tech from the Admiral (+1 Rend/Ward Removal/Charge Debuff). Drop Control (2 Drops) typically allows the list to immediately threaten a double turn and forces your opponent to make hard decisions on Turn 1.
Horrorghast allows the list to hit crucial damage break points against large units such as Tzaangors, Chosen, or Blood Sisters or spread damage across multiple units for greater efficiency.

Weaknesses
1 Drop armies or specifically being disconnected from the double turn, which forces the list to overextend and expose its firebase. Melee armies whose movement outranges the threat ranges of the list’s shooting units. Middling mobility limits the army’s ability to play proactively and aggressively.

Takeaways and Closing Thoughts
As fun as it was to throw buckets of dice, the list has some glaring weaknesses that I was able to mostly avoid due to some fortunate pairings over the course of the weekend, but it does have undeniable strengths and when the list wins it really wins. Enjoy responsibly!

Advertisements

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

LEADERS
Megaboss on Maw-krusha (480)
General
– Command Traits: Mighty Waaagh! Leader
– Boss Choppa and Rip-toof Fist
– Artefacts of Power: Destroyer
– Mount Traits: Fast ’Un
Orruk Warchanter (120)*
Warbeats: Fixin’ Beat
Orruk Warchanter (120)*
Warbeats: Get ’Em Beat
Megaboss on Maw-krusha (480)*
Boss Choppa and Rip-toof Fist

BATTLELINE
Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)*
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)*
– Gore-grunta Boss
– Jagged Gore-hacka
Shootas (120)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Cody Saults: Ironjawz, for me, was the only choice for LVO this year. My standard approach to tournaments is to not play the same game everyone else is expecting to play. With GV being a thing, and folks running bounty hunters, 2 drops kept me tied or out dropping every opponent, and with the list’s raw damage potential, it has the potential to cripple opponents before they get a chance to interact with your units. Second consideration, with a tournament with as many rounds as LVO potentially has for those who do well, avoiding burnout is key. The list only has 4 unit profiles, which helps with keeping rules front of mind and always knowing your options.

The Maw Crusher is an absolute engine for this list, as Skull-Shaking Bellow allows you to spread Mighty Destroyers out to multiple targets, which helps with board control and damage potential. Its melee profiles allow it to put out a punishing amount of wounds, while its solid armor save prevents it from being an easy removal target. Moreover, it has several ways to help clear screens to make sure you get to your target. Its shooting attack is only 4 potential wounds at rend 1, and very short range, but combine that with the impact hits from the pigs, and enhanced stomp monstrous action, the crusher stands a very good chance of clearing screens and getting to the target it truly wants. A quick Finest Hour passing to your opponent’s turn, with an All Out Defense means that even after they deal their damage, they will continue to gum up the works for your opponent, while taking a monstrous amount of extra attention to move. Having 2 allows for redundancy, protect the one in the most vulnerable position, and then respond with the second. The mighty destroyers move means they are never out of position, as if they clear targets and need to pivot to another flank, they almost always have the movement to get there.

Gore Gruntas also represent a solid damage investment, as buffed by the Warchanta, and under the Iron Jaws WAAGH, there is very little in the game they can’t chew through. I went with two units of three, and one of six. The 2 three-man units can take buffs and present good screen clearance in matchups where the opponent has good screening, and for matchups you don’t need the initial sacrificial salvo, they can be used for fast objective grabbing, or counter skirmishing. The post-combat movement abilities from Bloodtoofs also allow for re-establishing screens or locking up units safely.

Warchantas are a must in any IJ list, as they can pass out solid damage bonuses to units about to be in combat, give out charge bonuses, and even heal a key couple of wounds. They have a surprising amount of beef for small characters, and receiving their own buffs can dish it right back.

The last inclusion in the list was shootas, an easy inclusion to give me some cheap screens. Shootas in 20 man squads can be strung out to prevent enemy outflank or deep strike, and the nets, positioned well, can punish an opponent for under-committing resources to remove them or what they are near.

All in all, the list was tailored with so much mobility and relatively low drops to force an opponent to play defensively. This works out either way for us, as the number of hard to remove wounds makes sure they stay in their deployment zone while we grind down their units. Every unit in the army punches up, able to drag down more costly targets, with the post combat mobility to shift our positions, removing the need to choose between damage and objectives.

All in all, the list performed well. The meta we had until the GHB transition had a lot of lists with hard DPS checks, and this list put out enough damage to meet that need and then some.

Advertisements

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired,Indomitable

Leaders
Beastlord (95)*
Artefact: Mutating Gnarlblade
Great Bray-Shaman (100)*
– Lore of the Twisted Wilds: Wild Rampage
Dragon Ogor Shaggoth (155)*
– General
– Command Trait: Unravelling Aura
– Lore of Dark Storms: Hailstorm

Battleline
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields
6 x Dragon Ogors (290)***
2x Paired Ancient Weapons
– 4x Draconic War glaives
– Reinforced x 1
3 x Dragon Ogors (145)***
– 1x Paired Ancient Weapons
– 2x Draconic War glaives

Units
10 x Ungor Raiders (80)**
10 x Ungor Raiders (80)*
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)***
Reinforced x 1

Behemoths
Krondspine Incarnate of Ghur (480)
Allies

Endless Spells & Invocations
Ravening Direflock (30)

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

Additional Enhancements
Triumph

Total: 1945 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 129
Drops: 11

It’s the ‘other’ BoC list from LVO! As you can see, it damn near went as far as Noah’s, losing only to Scooter’s incredibly well piloted IJ list.

It’s a relatively normal archetype – with the usual 3 HQs for their wide variety of utility – the Dragon Ogor Shaggoth especially proving critical due to his incredible warscroll spell (heal d3 to a Dragon Ogor and give them re-roll wounds) and the Dragon Ogor scroll allowing re-rolls of 1s while near him.

A mix of Ungors for super cheap and speedy (+3″ thanks to the Bray Shama) trading pieces (once the rend starts stacking) and the more out-of-the-box Dragon Ogors make up the battleline – offering speed, punch, and plenty of board control.

Beyond that, it’s basically ‘the spindog’ syndrome. 6 Enlightened on Discs also provide an absolute missile – if you read any of these, you know by now they’re an absolute staple of BoC lists.

The body count, speed, and Spinedog allow Rigolet to care less about dictating first, and so he packs in bounty hunters plus a warlord for additional utility. A savage list that will operate very differently (and be like, double the cost) with the new book – but there you have it!

Advertisements

Allegiance: Nighthaunt
Procession: Emerald Host
– Grand Strategy: Fright or Flight
– Triumphs: Inspired

Leaders
Reikenor the Grimhailer (190)*
Lore of the Underworlds: Shademist
Krulghast Cruciator (150)*
Knight of Shrouds on Ethereal Steed (150)*
General
– Command Trait: Spiteful Spirit
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Battleline
5 x Hexwraiths (170)**
5 x Hexwraiths (170)**
5 x Hexwraiths (170)**
5 x Hexwraiths (170)*
10 x Chainrasps (110)*
10 x Chainrasps (110)*

Units
10 x Craventhrone Guard (180)*
Reinforced x 1

Behemoths
Black Coach (290)*

Endless Spells & Invocations
Lauchon the Soulseeker (50)
Mortalis Terminexus (80)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 101
Drops: 4

Nate Trentanelli: The list began as a bit of a joke to include two famously “bad” units in the Black Coach and the Craventhrone Guard- or “Crossboos” as they’ve come to be known by. I decided that I couldn’t possibly take Top Nighthaunt in the ITC this season without ever having actually played these units. Not wanting to have no chance during games, I peppered in some more useful units in the Hexwraiths and the Krulghast- staples of Nighthaunt armies.

I’ve gone for an Arcane Tome Knight of Shrouds here for one reason. With his Command Trait “Spiteful Spirit”, when he takes damage in the Combat phase he will roll a number of dice equal to his wounds characteristic and do a mortal wound to all enemy units within 6” for each 4+ he rolls. Quite the useful little bomb. To make things even better, Arcane Tome makes him a wizard, allowing him to be moved by Lauchon. Almost guaranteeing a turn 1 charge wherever I want to maximize his chances of doing mortal wounds. Reikenor with his +3 to cast will almost guarantee Lauchon goes off.

Hexwraiths do what hexwraiths do – nearly unmatched speed to pin opponents in their deployment zones. With 4 units of them, I can either overload my opponent turn 1 with all 20, or simply move block them turn after turn. It may lose me all my hexwraiths, but I’ve functionally disallowed my opponent from actually scoring any objective points.

2 units of Chainrasp exist solely for 2 battle tactics. Start them in the underworld and bring them down on a turn. You don’t have a good battle tactic option. Put both in your opponents deployment zone for an easy Barge Through Their Lines with a bonus for 2 GVs. The next turn take Desecrate Their Lands for another Battle Tactic. 2 complete for no effort.

The unit of Craventhrone Guard I also put in the underworld. Though their damage output is poor, it is something Nighthaunt don’t really have access to anywhere else – shooting. Even that small amount of extra damage is noticeable and useful. They are also a great distraction piece, and the Spectral Bolts ability to shoot through terrain is better than it seems. I know, I know. It’s Crossboos. Trust me. They will work.

Last is the Black Coach. It really is the AoS equivalent to a tank. It’s base size makes it terrific at blocking key areas. With the Craventhrone Guard shooting it’s actually quite easy to power it up as well. Allowing you to shoot with the Craventhrone Guard first, slay 5 models from a screen, and fire the Black Coach into the thing you really wanted to shoot for 3D3 mortal wounds. Alternatively, keeping it on its 4+ ward makes it truly crazy at tanking. Keeping it in the Krulghast bubble also gives it -1 damage for even more craziness. It’s shocking how survivable it is.

The Mortalis Terminexus gives you the flexibility to heal your heroes and Black Coach or use it more as I did, which is an aggressive mortal wound bomb. 26” total threat range from casting is great, and it can pump out quite a bit of chip damage.

All together, the armies Battle Traits of Ethereal and Wave of Terror combine to make even the weakest looking unit truly scary. Roll enough 8s on the charge, and even Kragnos will fall to simple chainrasp. The army has 5 different units that do D3 mortals on a 2+ on the charge. Don’t underestimate how much that is. Simple averages tell you that’s about 8 mortal wounds. Which, by the way, you can retreat and do all over again every turn.

Because of the movement of this army- Hexwraiths, Lauchon heroes, Black Coach teleports, and Underworld Reserves – you can be anywhere and everywhere. Movement wins games, and it’s no surprise to me that most of my opponents had issues with catching me. Even if it they were close, you can simply use one unit to block for the rest to move to safety. Keep your units alive until the exact moment your opponent is out of position. And then pounce all at once. Be careful not to allow your opponent to single out units and be careful. You don’t pull your units away from each others support. Aggressive movement with supporting units will win you games.

Happy haunting!

Advertisements

Army Faction: Ogor Mawtribes
Subfaction: Boulderhead
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Frostlord on Stonehorn (450)
General
– Command Traits: Touched by the Everwinter
– Artefacts of Power: Arcane Tome
– Mount Traits: Metalcruncher
– Spells: Flaming Weapon
– Prayers: Pulverising Hailstorm
Butcher (140)*
Cleaver
– Spells: Molten Entrails
Huskard on Stonehorn (400)*
Blood Vulture
– Mount Traits: Rockmane Elder
– Prayers: Keening Gale

BATTLELINE
Stonehorn Beastriders (310)*
Blood Vulture
Stonehorn Beastriders (310)*
Blood Vulture
Thundertusk Beastriders (270)*
Blood Vulture

OTHER
Gnoblars (120)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Camaron has my thanks (but not quite my sword) for not taking any Ironblasters! What he’s taken instead is loads of big, angry cows! It’s almost a completely pure Beastclaw Raider army – love to see it.

This list essentially asks ‘can you handle 5 cows swamping you’, and the answer was ‘no’ for everyone other than Kaleb’s Tzeentch, who were able to puncture those super tough hides with his sneaky magic MW output.

Enhancement wise – which is where the tactics are in a list like this – you’ve got Metalcruncher on the Frostlord for dealing with tanky 3+ saves, along with Touched by Everwinter to make him into a priest and able to cast the excellent MW AoE ‘Pulverising Hailstorm’. The Huskard gets the Rockmane Elder (-1 to wound in melee).

A pack of Gnoblars act as a cheap add-on screen that still fits into the battle reg – crucial for a pressure list like this – in order to dictate first and almost certainly give it away every time to make an absolutely devastating round of turn 2 charges and a hopeful end-it-there double.

Big gratz to Camaron for losing only in the shadow round to a legendary player and a bad match-up.

Advertisements

Head Judge – Thomas

Acting as Head Judge at LVO 2023 was a thrilling experience. I should begin by thanking both Front Line Gaming, and Scott Reed, the Head TO, for organizing such an amazing event.

LVO 2023 was the largest Age of Sigmar tournament in the world, by far, and 50% larger than previous LVOs. Whilst being involved in such a large event was a great experience, the logistics of organizing 325 players did throw up some challenges.
To start, the release of the Battlescroll with new points one week before the list deadline (and after our rules cut-off) was a bit disruptive. We had to ensure that every player knew that we would be using the new points, and yet we still had quite a few lists submitted with the old points. Equally, we had to ensure that every player knew that we would not be using the new GHB, which was released the day after lists were due (and one week after rules cutoff). Of course, there were still a few players who submitted lists assuming the new GHB (comically enough, there was one player who we could not contact until round 1 to let them know that their Aspect of the Champion and Sharpshooter battalion had to go!).

The rest of the pre-event organization was handled by FLG and Scott, so my preparations beforehand were minimal. But I have been involved with the running of 36 events in the past 18 months and know that quite of bit of prep work is involved.

Due to the large number of players, LVO did not use the standard AoS GT format of 5 rounds. Instead, we used 5 rounds followed by a 3rd day of single elimination rounds for top 8 players. This year, 9 players went 5-0 which required us to run a Shadow Round 6th game for the players in 8th and 9th place to determine which of them would advance to Day 3.

The first five rounds were pretty straight forward from a rules judging point of view. The pack used at LVO, produced by Scott Reed, borrowed from the OTTD Generic Pack, which is something I was heavily involved in creating. Many of the players at LVO already have experience attending events that use the OTTD system, which helped keep rules and scoring questions to a minimum. When tricky questions did arise, I was able to fall back to the aosfaq.com website and team to provide answers.

The pressure as Head Judge only really started during the Shadow Round, which was the first round where we introduced active judging (where a judge watches the entire game and points out rules mistakes before and whilst they are made). Unfortunately, the game was a bit of a one-sided blowout – the choice to use Mighty and Cunning proved problematic when one player had essentially all GV and the other essentially none. Lesson learned! The only rules issue that cropped up was when one of the players declared Desecrate their Lands on a Defensible terrain piece. I had to remind him that you can only control Defensible terrain pieces by garrisoning them – the standard 3” rule does not apply. He was able to declare another terrain piece instead.

Day 3 was where the real excitement as Head Judge began, which entailed three rounds of active judging among the best players in the world. I was fortunate enough that James O’Brien who was a contender, had not made it to day 3, but as an experienced TO and judge was willing to jump in and judge half of the games.

When judging the final 8 of a 325-player event, there is really very little stress. These are fantastic players with a huge amount of experience and, more importantly, great sportsmanship. There was no confrontation to deal with, and all players played with intent at all times, meaning there were no disagreements to intervene with. If anything, I had to prevent players from giving too much benefit to their opponents!

Instead, the rule of table judging was just handling the occasional line-of-sight judging, pointing out often forgotten rules such as you need to jump into a garrison to control it (even the top players didn’t know that rule!) and mostly sitting back and watching some fantastic Warhammer being played.
The biggest drama, up until the end of the final game, that is, was during the first round, when one of the games ended in a complete tie. With single elimination, a tie is not an option. It was also not something we had prepared for. Fortunately, the two players were able to agree that under any tie-break rules, there would be a clear winner.
Of course, I couldn’t end without talking about that final game. What a game! I could watch both Noah and Scooter play Warhammer all day. Scooter is one of the great personalities to watch, and Noah is a fantastic human being. And their game was so close.

I suppose I should talk about the ending… By the end of the final game, the players had been through 3 days of extensive Warhammer. All with the backdrop of Las Vegas. I think it is fair to say that both players (and Judge) were drained. The game came down to control of an objective. Noah had a chaos spawn on it, Scooter had a goblin shaman. They fought in combat, but neither could kill the other (Scooter made the 4+ ward save to keep his Shaman alive on one wound – much to the crowd’s delight!). It was a great moment!

Of course, the spawn has 5 wounds, and so is worth 2 points on an objective, and the Shaman only has 4 wounds, so it is worth 1. But we were all too exhausted to notice. Noah assumed the Shaman was worth 2. Scooter assumed the spawn was worth 1 and I failed to notice the mistake (oh so easy to assume all heroes in the game are going to be 5 wounds or more!). That meant that they were tied on points, and Scooter won the match on battle tactics scored. It wasn’t until a few minutes later that we caught the mistake – where we had not considered that the Shaman was only 4 wounds (a friend texted me – thank you!).
The way both players handled the turnaround in decision is a credit to them both. The level of joy each felt at the other being declared the winner was heartwarming.

The final, and LVO in general, left no doubt that Age of Sigmar has a fantastic community. And I am proud to be part of it.

Final Tournament Placings

For the full tournament placings visit BCP.

Top Three AoS Lists for GT Wargame Garrison Madrid

This is the top three AoS lists for the GT Wargame Garrison Madrid that took place in Spain on the 27th and 28th of January. It involved 20 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

LEADER
1 x Engine of the Gods (300)
Artefacts: Arcane Tome
– Prayers: Curse
1 x Lord Kroak (450)*
Spells: Stellar Tempest
1 x Saurus Astrolith Bearer (160)*
Aspects of the champion: Tunel master
1 x Skink Priest (120)*
– Prayers: Heal
1 x Saurus Scar-Veteran on Carnosaur (200)**
General
– Command Traits: Prime Warbeast
– Celestite Greatblade
– Artefacts: Fusil of Conflagration
– Mount Traits: Beastmaster
1 x Knight-Zephyros (100)**

BATTLELINE
10 x Saurus Warriors (100)*
Saurus Warrior Alpha
– Stardrake Icon Bearer
– Wardrummer
– Celestite Spear and Powerful Jaws
5 x Saurus Guard (120)**
Saurus Guard Alpha
– Stardrake Icon Bearer
– Wardrummer
10 x Saurus Warriors (100)**
Saurus Warrior Alpha
– Stardrake Icon Bearer
– Wardrummer
– Celestite Spear and Powerful Jaws

BEHEMOTH
1 x Bastiladon with Solar Engine (260)**

ENDLESS SPELL
1 x Purple Sun of Shyish (90)

TERRAIN
1 x Realmshaper Engine (0)

CORE BATTALIONS:
*Warlord
**Battle Regiment

TOTAL POINTS: (2000/2000)

Do comets rain on the plain in Spain? They do when Kroak is around! He’s fallen a little out of fashion recently in favour of the no-name, whipper-snapper Slann, but he still does the job, as evidenced here – supported by the ubiquitous Engine, Priest, Astrolith (even more important for Special K given his spammable but short range spell) and…

checks notes

A Scar-Vet on Carnosaur!? Fair play to the lad, with their recent points drops they just might cut the mustard as a fast, whiffy but potentially killy monster. Of course, now we’re into the new season, we see the inevitable allied Knight-Zephyros, who is just a stone-cold scoring piece due to her constant teleporting.

Overall, a pretty interesting twist on the Lizards with their new points, and a good result for Alfonso. Get ready to see a lot more of the little Azyros…

Advertisements

Army Faction: Disciples of Tzeentch
Army Subfaction: Hosts Duplicitous
– Grand Strategy: Master of Destiny
– Triumphs: Inspired

LEADER
1 x Curseling (180)*
General
– Command Traits: Cult Demagogue
– Spells: Shield of Fate, Arcane Suggestion
– Aspects of the Champion: Tunnel Master
1 x Magister on Disc of Tzeentch (140)*
Spells: Shield of Fate, Arcane Suggestion
1 x Kairos Fateweaver (440)**
1 x Magister (120)**
Spells: Shield of Fate, Glimpse the Future
1 x Changecaster (150)**
Artefacts: The Eternal Shroud
– Spells: Levitate, Bolt of Tzeentch

BATTLELINE
10 x Horrors of Tzeentch (Pink) (250)*
Iridescent Horror
– Pink Horror Icon Bearer
– Pink Horror Hornblower
– Split and Split Again
10 x Horrors of Tzeentch (Pink) (250)*
Pink Horror Hornblower
– Iridescent Horror
– Pink Horror Icon Bearer
– Split and Split Again
10 x Horrors of Tzeentch (Pink) (250)*
Pink Horror Hornblower
– Iridescent Horror
– Pink Horror Icon Bearer
– Split and Split Again

ENDLESS SPELL
1 x Chronomantic Cogs (70)
1 x Umbral Spellportal (80)
1 x Daemonic Simulacrum (70)

CORE BATTALIONS:
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: (2000/2000)

The future is here with the new GHB, and the future is pink…at least as far as Disciples of Tzeentch are concerned. With Bounty Hunters gone away, Pink Horrors are very much back on the menu as one of the top tarpits in the game, and Juanma has taken 3 x 10 Pinks to really maximise their board control. In addition, by choosing the sub-faction Host Duplicitous, an enemy can be prevented from retreating if the Tzeentch unit has 10 or more models, keeping them in place for some incoming spells. Host Duplicitous can also bring back 5 Pink Horrors once per game on a 4+, but it’s only once per battle regardless of how many units are destroyed and there’s no re-roll: this is Tzeentch, not Gitz!

Pink Horrors are also an excellent screen for the Galletian Champions that want to be slinging spells from the back lines while scoring battle tactics for not being dead and there is one unit for each of the Champions: Curseling, Magister and Changecaster, with the option to summon in additional Changecasters if necessary. The importance of keeping those Pinks around for as long as possible is clear from the Shield of Fate spell cropping up three times on the list to try and get that 5+ ward save. Arcane Suggestion can also be helpful here, with one of the options that Tzeentch players can pick being to reduce hit and wound rolls by 1. Park the Changecaster or Kairos wholly within 12” of a unit of Pinks, then there is an additional -1 to hit on the unit, meaning that All Out Attack would be wasted. Though still only with a 5+ save, a 5+ save followed by a 5+ ward with -1 to hit and wound makes those little daemons hang around a lot longer than they should. A really hammer unit like 10 chosen can still get through them with double fight, but then they’ll be well within spell range and with no 5+ ward against mortals on their warscroll, that’s a trade that favours the Tzeentch player significantly.

In terms of the tech on each Champion, the Curseling general has Cult Demagogue as their command ability, meaning that a double on the dice makes the first casting roll unbindable (and worth a bonus fate point). While lesser (more honest?) armies would roll the dice, Tzeentch can just pick two Destiny Dice and, even if it’s a pair of twos, the casting value 8 Arcane Sacrifice would still go off. The Curseling also has what seems to be the Aspect of the Champion of choice (at least so far): Tunnel Master. This Aspect allows a model to redeploy anywhere on the battlefield outside of 9” of the enemy during the movement phase instead of moving normally. With some armies, this could leave a hero isolated, but Tzeentch can just summon up some Horrors to be the bodyguard for this unit. On some of the new battle plans, that could mean an extra point here or there to turn a loss into a win or at least a draw in close games.

On the subject of close games, Juanma did really well going 3.5/5 with their only loss being against Teclis and Lumineth Realm Lords and even that was only with an 11-9 differential score (that is, a 1-2 point scoring difference at the end of the game). Three more points across two games could have been enough for the 5-0 at the event, underlining what a great weekend Juanma and the Disciples had.

Advertisements

Army Faction: Nighthaunt
Army Subfaction: The Quicksilver Dead
– Grand Strategy: Fright or Flight
– Triumphs: Bloodthirsty

LEADER
1 x Krulghast Cruciator (150)*
General
– Command Traits: Cloaked in Shadow
– Artefacts: Arcane Tome
– Spells: Seal of Shyish
– Aspects of the Champion: Fuelled by Ghurish Rage
1 x Guardian of Souls (150)*
Chill Blade
– Artefacts: Pendant of the Fell Wind
– Spells: Shademist
1 x Spirit Torment (120)*
1 x Lady Olynder (340)*
Spells: Shademist

BATTLELINE
5 x Hexwraiths (170)*
– Hellwraith
20 x Dreadscythe Harridans (320)**
Slasher Crone
10 x Dreadscythe Harridans (160)**
Slasher Crone
6 x Spirit Hosts (260)**

BEHEMOTH
1 x Black Coach (290)
– Reaper Scythe

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1960/2000)

Nice little twist on Nighthaunt, with the less seen Quicksilver Dead. The list also saw the return of the Black Coach and Lady Olynder, both of whom haven’t had a lot of airing with the Scarlet Doom lists. The Nighthaunt face off against Scarlet Doom in round 4, saw a stalemate so we can’t say which is better yet.

Still, other than Olynder, we have all of the usual suspects to increase the Harridan’s resistance. They’re still a great warscroll, so 30 is no hardship, especially with the points increase on Bladegheist. Harridan’s are a bit harder to use, but ideally, you want to get them close and charge. Preferably after inflicting some wounds through either mortals or ranges (another reason for the Black Coach). Charge or shoot a unit with the Black Coach and then hit it with the Harridans, they will now be hitting and wounding on 3s, and cause -1 on to wound rolls, adding protection for themselves, and the Black Coach.

A well thought out list, and fun to play. Bringing some different models to the table, Andres is to be commended.

Advertisements

Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Lust for Domination
– Triumphs: Indomitable

LEADER
1 x Vampire Lord (140)
General
– Command Traits: Pack Alpha
– Spells: Soulpike
1 x Belladamma Volga (200)*
Spells: Spirit Gale
1 x Necromancer (130)*
Artefacts: Arcane Tome
– Spells: Overwhelming Dread
– Bonding: Krondspine Incarnate of Ghur
1 x Vampire Lord (140)*
Spells: Amethystine Pinions
– Aspects of the Champion: Tunnel Master

BATTLELINE
40 x Deadwalker Zombies (240)*
10 x Dire Wolves (130)*
20 x Deadwalker Zombies (120)*
10 x Dire Wolves (130)*

BEHEMOTH
1 x Krondspine Incarnate of Ghur (480)*

OTHER
20 x Grave Guard (280)*
Seneschal
– 2 x Standard Bearer
– 2 x Hornblower
– Great Wight Blade

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

2-2-1 is an odd scoreline, and those must have been some nail-biting games! Guillermo has opted for a slightly heavier GC presence than Soulblight would normally bother with, packing double vamp lords, which makes sense as their Tome Celestial battle tactics are definitely not going to help them with scoring this season.

Now that bounty hunters have gone the way of the dodo, blobs of zombies are back on the menu! Dire Wolves continue to be fantastic either way – and here backed up by Belladamma for the fluffy (pun intended) bodyguard rule they provide.

Sadly, there’s a Spinedog – but to be fair to the ‘Blight, they’re in a tough spot in the new season due to their fragile and slow GCs – until the new book comes out, we may see them struggle, so kudos to Guillermo for a strong finish out of the gate.

Final Tournament Placings

Top Three AoS Lists for March to War

This is the top three AoS lists for the March to War that took place in the UK on the 21st and 22nd of January. It involved 30 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?

The Top Three AoS Lists

Allegiance: Ogor Mawtribes
Mawtribe: Underguts
-Mortal Realm: Ghur
-Grand Strategy: Ready for Plunder -Triumphs: Bloodthirsty

LEADERS
Butcher (135)**
General
-Command Trait Reluctant Rabble-rouser
-Cleaver
-Artefact: Gruesome Trophy Rack
-Lore of Gutmagic: Blubbergrub Stench
Frostlord on Stonehorn (445)*
Mount Trait: Rockmane Elder

UNITS
4 x Leadbelchers (170)*
4 x Leadbelchers (170)*
4 x Leadbelchers (170)*
20 x Gnoblars (100)*
20 x Gnoblars (100)*

ARTILLERY
Ironblaster (170)*
Ironblaster (170)**
Ironblaster (170)**
Ironblaster (170)**

CORE BATTALIONS
*Battle Regiment
**Grand Battery

Total Points: 1970/2000

There once was a man from Wales,
Who brought four cannons with tails,
Some gnoblars as screens,
Absolute scenes,
He danced to his opponent’s wails.

This list was using old points – with updated points, it’ll run about 150 ish over. Wonder if three Ironblasters will get the job done instead of four!

All credit to Luke, however, who’s a great player from the illustrious Team LIT – Sylvaneth, Disciples, and LRL – would all have been tricky match ups too. Be curious to see what he can do with the big bois in the new season!

Advertisements

Allegiance: Sylvaneth
Glade: Harvestboon
– Grand Strategy: Take What’s Theirs
– Season: The Reaping
– Triumphs: Inspired

Leaders
Warsong Revenant (305)**
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Treesong

Battleline
9 x Revenant Seekers (705)*
Reinforced x 2
5 x Tree-Revenants (110)**
5 x Tree-Revenants (110)**

Units
5 x Gossamid Archers (220)**
Gotrek Gurnisson (485)*
Allies

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 90
Drops: 3

Mathmallow is back with the tree attack! His list is considerably different to the one he went 5-0 with recently – variety is the spice of life after all.

He’s dropped big momma and her chad-stag for the absolute bare minimum of an HQ – taking just a Warsong rev, tricked out with magic boosting enhancements to provide a MW cannon.

He invests the points savings into a mahoosive Revenant Seeker blob – reasoning (no doubt correctly) that this will just be an unkillable swarm of half anvil-half-hammer models.

The usual 2x tree revs for scoring. and his trademark 5 Gossamids make up most of the rest of the list, leaving just enough room for a little addition…Gotrek! He doesn’t show up much these days but having played against him in another Sylvaneth list, I can tell you that a psychotic, murderous and nigh on unkillable dwarf marching up the mid-board while stuff teleports and flies around you is rather a tricky proposition.

Losing only to Churchus’ cannonade, it’s a nasty, eggs-in-two-baskets Sylvaneth list that I can see being hugely oppressive to play against. Sylvaneth players would do well to take a leaf out of this book!

Advertisements

Allegiance: Beasts of Chaos
Grand Strategy: Take What’s Theirs
– Triumphs:

LEADERS
Dragon Ogor Shaggoth (155)
General
– Command Trait. Master of Magic
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)**
Artefact Seed of Rebirth
– Lore of Dark Storms: Sundering Blades

UNITS
10x Ungors (65)**
Mauls & Half-Shields
10x Ungors (65)**
Mauls & Half-Shields
6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
6x Dragon Ogors (290)*
– 6x Draconic War glaives
6x Dragon Ogors (290)**
6x Draconic Crushers
1x Cockatrice (110)**
1x Cockatrice (110)

ENDLESS SPELLS & INVOCATIONS
Geminids of Uhl-Gysh (40)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

Total Points: 2000/2000

‘Ere we go, ‘ere we go, ‘ere we go again. All of the Dragon Ogres all of the time. Doubling down with our favourite Tzaangors on Discs (ToDs) to zoom about the place and lay some extra hurt down with the last flourish of Bounty Hunters. A couple of Ungor screens to hold off the eager. The list is built around the Dragon Ogre Shaggoths, moving up and buffing the Dragon Ogres while the ToDs and Cockatrice zip around scoring (or for the ToDs removing tasty snacks). Lots of threats, not a lot of fat. The list isn’t relying on summoning (no large units of sacrifices) but will still earn primordial points fast enough to summon a few times in an average match, particularly with the Cockatrices ability to pick up extra. Geminids backed by Master of Magic is a clever inclusion. It’s a great spell used for it’s ability to block areas as much as what it does.

A surprise 3rd round loss to the Beastclaw Raiders, surprise, mostly because you never see 5 of the big fellas together. With buffs, though, the Stonehorn are very tacky, have lots of wounds, and hit hard enough to remove most or all of Nick’s units in single turn. The screens are ripe to be torn apart before the charge as well, with the limited attack high damage range of the Beastclaws. Otherwise, he saw off most of the meta challenges (IJ ironsunz may not be meta… yet).

Advertisements

Allegiance: Kharadron Overlords
– Sky Port: Barak Thryng
– Grand Strategy: Masters of the High Airs
– Triumphs: Inspired

LEADERS
Endrinmaster with Dirigible Suit (180)**
General
– Command Trait: Supremely Stubborn
– Artefact: Grudgehammer
Aether-Khemist (90)***
Aetheric Navigator (85)***
Arkanaut Admiral (125)***
Artefact Arcane Tome
– Spell Lore: Flaming Weapon

UNITS
10x Arkanaut Company (90)**
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10x Arkanaut Company (90)*
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10x Grundstok Thunderers (270)***
1x Aetheric Fumigators
1x Grundstok Gunhauler (155)**
Main Gun: Drill Cannon
1x Grundstok Gunhauler (155)**
Main Gun: Drill Cannon
3x Skywardens (105)*
1x Aethermatic Volley Guns
– 1x Skyhooks
1x Grundstok Gunhauler (155)**
Main Gun: Drill Cannon

BEHEMOTHS
Arkanaut Ironclad (490)**
Main Gun: Great Skyhook
– Great Endrinworks: Zonbarcorp Dealbreaker Battle Ram

CORE BATTALIONS
*Expert Conquerors
**Battle Regiment
***Warlord

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: 1990/2000

Missing the Incarnate and Purple Sun of previous Kharadron lists, James has chosen to give his Dwarves fight on death (on a 4+). This Kharadron list wants to mix it up. And shoot. Doubling down on that approach is the Admiral with Flaming Weapon giving him a Rend -2, 4 damage weapon. With one company of Arkanauts in Eternal Conquerors to act as bodyguards for the Admiral and probably some bait. It gets around an issue for Kharadron in holding objectives, particularly early, when they want to be in the air if possible. Otherwise, the remainder of the list is around their considerable shooting, giving a superior “overwatch” for the ground units. Mostly, that seems to have worked especially into the slower armies, but fire and fade appears to have been an issue.

His last round was a real life shoot out at the ok coral, with the Underguts bringing only Leadbelchers and Ironblasters versus the gunships. Scoring was low across the board, and neither would have much left by the end.

Final Tournament Placings

Top Six AoS Lists for CanCon 2023

This is the top six AoS lists for the CanCon 2023 that took place in Australia on 21st and 22nd of January. It involved 202 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Six 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 Six AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Mortal Realm: Ghur
– Grand Strategy: Protect the herdstone
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)**
General
– Command Trait: Unravelling Aura
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Wild Rampage
Beastlord (95)**
– Artefact: Mutating Gnarlblade

Units
6 x Dragon Ogors (290)*
6x Draconic War glaives
– Reinforced x 1
10 x Gors (70)***
Gor-Blades & Beastshields
10 x Gors (70)***
Gor-Blades & Beastshields
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
10 x Tzaangors of Beasts of Chaos (175)
10x Pair of Savage Blade
10 x Tzaangors of Beasts of Chaos (175)
10x Pair of Savage Blade
10 x Ungor Raiders (80)**

Endless Spells
Chronomantic Cogs (70)

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 168
Drops: 11

Bests of Chaos (sic) run roughshod over another big tournament. And why shouldn’t they? Unthinking beasts – they’re just following their nature, going with the flow – what fault is it of theirs if no puny tree-man, hungry-man, rat-man, green-man or hungry-man-but-further-away can stand up to them?

Composition wise, we have the core HQ, the usual dragon ogors, but only to the tune of 6 to make space for twelve Enlightened on Discs and 2x 10 Tzaangors. Plus, of course, some of the annoyingly good little chaps who don’t cost enough.

Anyway, the previews have started for their new book, so speculation is rife as to whether they’ll receive the necessary re-writes to corral the herd. I hope they do, because there’s only so many times I can think of new ways to sneak my ‘NERF BoC FOR THE LOVE OF GORS’ agenda into these top 3s.

Nevertheless, taking down any tournament this big deserves praise so well done to Geordie. And to be fair, you don’t see Tzaangors that often, and they’re cool.

Advertisements

Allegiance: Seraphon
Constellation: Thunder Lizard
– Grand Strategy: Continuous Expansion
– Triumphs: Inspired

Leaders
Slann Starmaster (285)****
General
– Command Trait: Arcane Might
– Artefact: Fusil of Conflaguration
– Spell: Stellar Tempest
Engine of the Gods (285)***
Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Skink Starpriest (130)****
Spell: Hand of Glory
Skink Priest (120)****
Universal Prayer Scripture: Curse
Skink Priest (120)****
Universal Prayer Scripture: Heal

Units
30 x Skinks (225)**
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)**
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Knights (110)*
Lances
5 x Saurus Knights (110)*
Lances
Bastiladon with Solar Engine (250)***
Bastiladon with Solar Engine (250)***

Endless Spells
Horrorghast (40)

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Linebreaker
****Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 112
Drops: 11

So Seraphon just got a lot more expensive, and Corey’s list here will be one of the last to enjoy their old ‘bargain’ prices.

In the meantime, it works as we’ve come to expect. Slann as magic powerhouse, Engine of the Gods as a mixed phase utility, well, engine, and a mixture of skink support priests, one of the starry variety.

(Slightly) interestingly, Corey brings so many skinks you’d expect them to be in Fangs of Sotek – but no! We’re in Thunder Lizard still, so one of those two bastiladons can still double fire, stacked with Skink priest buffs. The big skink blob I imagine is meant to capitalise on the durable prayer platform that is the Engine, getting Curse off on a juicy target (on a 3+ while near terrain within their own territory due to their Primeval Domain rule) for the 60 skink shots to fish for some 6s.

We also have 2x 5 knights here, who made a surprise comeback this season as cost-efficient bounty hunters with weight of attacks – but obviously, that’s a tactic going more extinct than the dinosaurs dodo.

Big gratz on the 5-0 with a balanced Seraphon list – shame it’s now about 75 pts more expensive, lacking its most useful battalions, and doesn’t play nicely into the new realm rules. Seraphon could be about to experience a serious lull going into their new book – but that’s fine, they’re cold-blooded, they will have their time in the sun again.

Advertisements

Allegiance: Maggotkin of Nurgle
Subfaction: Blessed Sons
– Grand Strategy: Blessed Desecration
– Triumphs: Bloodthirsty

Leaders
Bloab Rotspawned (320)**
Lore of Malignance: Plague Squall
Morbidex Twiceborn (320)***
Orghotts Daemonspew (320)
Lord of Afflictions (230)**
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Plague Priest (100)**
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Levitate
– Universal Prayer Scripture: Heal

Units
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*
9 x Corvus Cabal (80)***
5 x Chaos Chosen (240)***
Mark of Chaos: Nurgle

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent
***Battle Regiment

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 101

I hope everyone enjoyed those Expert Conquerors while they lasted. While not as egregious as Bounty Hunters, I can’t say that I’m sad to see it go. Joel made use of them with a triple Rotmire in the same way that many Nurgle players do. It’s interesting to watch Nurgle over the course of this edition since they evolved from pure fly spam to bringing hero hammer + Rotmire creed.

And what a hero hammer this list is. 5 heroes are in play, with all of them being the classic nurgle combination of decent damage output and great resilience (you could even say they are disgustingly resilient). Joel has also brought along a couple of Slaves to Darkness allies to fill in the gaps that Nurgle armies tend to have. The Corvus Cabal brings some much-needed mobility to grab early objectives and the Chaos Chosen are an excellent vehicle for damage output.

Looking forward, I’m not sure that this list will need much adjustment for the new season. Joel already has a pair of solid Galletian Champions, some excellent potential Bodyguards, and the ability to reliably score three or four battle tactics without sweating too much. Overall, I’m excited to see what changes are made for the next GT.

Congratulations to Joel. He brought a well-crafted list, and played it effectively to achieve a 5-0.

Advertisements

Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Slann Starmaster (285)*
General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Skink Starpriest (130)*
Spell: Hand of Glory
Saurus Astrolith Bearer (155)*
Artefact: Serpent God Dagger

Units
30 x Skinks (225)*
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
2 x Salamander Hunting Pack (280)*
Reinforced x 1
2 x Salamander Hunting Pack (280)*
Reinforced x 1
Krondspine Incarnate of Ghur (480)*
Allies

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 480 / 400
Wounds: 92
Drops: 1

Another 5-0 Seraphon list, this time with added Spinedog! Boy, am I glad that’s become a rare occurrence. Of course, it’s still a powerful piece, and on paper, it does make sense for Seraphon, given they lack an otherwise durable bully piece.

Henry has also brought some Salamanders in this particular iteration of the standard Fangs list (buff pieces, loads of skinks), which play really well into the Starborne teleport and provide an excellent dual-phase threat.

All in all it’s clear how this list hurts you – it’s a kind of techy twist on the ‘pin-cushion’ archetype, with excellent objective play in a handy one drop for, most likely, forcing opponents to move up into a much easier charge range of the Spinedog.

Gratz to Henry, and here’s hoping the new Seraphon book makes it less appealing than ever to take the ‘dog!

Advertisements

Allegiance: Sylvaneth
Glade: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Arch-Revenant (120)*
Branchwych (130)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Verdurous Harmony
Drycha Hamadreth (335)*
Lore of the Deepwood: Regrowth

Units
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)*
3 x Revenant Seekers (235)*
3 x Aetherwings (65)*

Endless Spells
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Season
Season of Blugeoning

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 112
Drops: 1

Drycha! You love to see it. The evil tree spirit in a mech suit is still a relatively rare sight given her competition in Durthu and Alarielle, but her ability to choose between 10 extra melee or shooting attacks makes her a fast, durable and flexible piece that I don’t think gets enough love.

Gary here has gone heavy with Kurnoh – a reinforced blob of both the shooty and scythy variety (both of which, as always, are backed up by the +1 to wound aura of the Arch-Revanant). Then, just the one unit of teleporty tree revs and a fantastic support unit of Seekers. It’s a nice balanced list with huge reach, two big blobs that will keep regrowing (via Seekers and Verduous Harmony) if you don’t have the ability to take them down fast enough, and the tactical Drycha option.

The fact it could handle such a diverse set of opponents – the magic dominance of Tzeentch, through the ranged punch of Underguts Ogors and even a semi-mirror – en route to the rare Sylvaneth 5-0 is testament to the general and how adaptable the list is. It’s really cool.

Advertisements

Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Lord-Relictor (145)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation

Units
2 x Dracothian Guard Tempestors (220)*
2 x Dracothian Guard Tempestors (220)*
2 x Dracothian Guard Tempestors (220)**
2 x Dracothian Guard Tempestors (220)**
5 x Judicators with Skybolt Bows (200)*
5 x Judicators with Skybolt Bows (200)**

Everblaze Comet (90)
*Battle Regiment
**Battle Regiment

Holy Command
Holy Command: Thunderbolt Volley

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 98
Drops: 2

If you follow Stormcast chat on Australian servers, this list might not be a surprise. Why such a skew list and why does it work – first credit to the General, but this is a durable shooting list which doubles down on Mortal Wounds. Each Vexillor can grant a re-roll charge to a unit within 12″. And each Vexillor can be deployed from Azyr (Scions of the Storm). So one play is to use the Vexillors to buff important charges after moving just outside 9″ (no redeploy). Or drop both just beyond 9″, allowing the Tempestors to shoot, then charge. Enormous flexibility and mobility. Backed by Judicators with a double shoot potential. The strength of this list is the extreme difficulty opponents have in stopping or limiting scorring. The Tempestor units with 12 wounds need serious attention to remove. They will tie up big threats turn after turn, unlike the larger units that some of the biggest hitters can remove in a turn.

Then there is the Mortal Wound output, another nice trick, Everblaze Comet to drop a bomb on any castles, with a CV of 6, Master of Magic makes it almost certain to go off when you want it. That with Thundershock to short those charges (leaving a CP for Unleash). And each of the Vexillors has a mini Everblaze. The list is a 2 drop (all of the best SCE lists try for minimum drops) for that small advantage. Scoring wise, this list wasn’t just good at scoring it’s own Battle Tactics but preventing some of the opponents (sometimes a lot of theirs). This list was rated as one of the strongest at Cancon and scored extremely well in the first 3 rounds before falling away in the last 2. Still major victories but not as many “other” points as some of the higher ranked lists. To be expected with the final pairings being into stronger opponents. It’s innovative and effective, and it is fantastic to see SCE from a different angle.

Tournament Placings

For a full run down of all the tournament positions, why not visit Stats and Ladders. It’s a brand new site that allows tournament organisers to… well… organise their tournaments. I have to say, it’s incredibly easy to use, and the best bit, it’s free!

Top Three AoS Lists for Norwegian Masters

This is the top three AoS lists for the Norwegian Masters that took place in Norway on the 21st and 22nd of January. It involved 24 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: Beasts of Chaos
Greatfray: Allherd
– Grand Strategy: Protect the Herdstone
– Triumphs: Indomitable

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)*
Artefact: Blade of the Desecrator
– Universal Spell Lore: Ghost-mist
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Wild Rampage

Battleline
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Shortspears & Half-Shields

Units
6 x Tzaangor Enlightened on Disc of Tzeetch (360)**
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Tzeetch (360)**
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Tzeetch (360)**
Reinforced x 1
20 x Tzaangors (350)*
20x Pair of Savage Blade
– Reinforced x 1

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 162
Drops: 4

Is Beasts the most metal faction? I always feel like it is (might be the horns), which might explain our first 2 lists, or maybe it’s just how strong they are at the moment. With solid summoning, quality attacks, and the number of bodies, it’s a challenging faction for anyone right now. And then there is the buffed Herdstone, granting -1 Rend board wide and -2 from round 3. Danny has gone all in for the Tzaangor Enlightened on Disc (dubbed TED from now), making their main attack a Rend 2, Damage 2 at (and 19 from the unit). That moves 16″ getting them just about anywhere. They have a quirk that improves their to wound to 2+ if they go second.

And really, that’s the list, 3 small heroes to max points for the TED units, 3 x 10 man(?) Ungor units, screens and scoring, and a big unit of Tzaangors. Those Tzaangors are a threat in their own right, but their most likely use if for generation of primordial points for summoning. It’s not hard to generate 3 points or another 10-man Ungor unit every turn with a little luck. Great approach with the leaders. They are all casters and equipped more for control than buffing damage. Ghost mist to hopefully restrict shooting and Hailstorm to protect a TED from being charged. With bounty hunters, Herdstone rend, and reroll wounds (Wild Rampage), those TEDs can be terrifying. The Dragon Ogre is a solid brick and can move up to support the TEDs.

This list starts with 162 and can bring more on throughout the game. With high-quality attacks and extreme mobility, it is very hard to stop it scoring and equally from denying you your scoring opportunities. With a relatively easy book Grand Strategy, it’s no surprise Danny was able to max his score in 2 rounds. He had the most trouble with Maggotkin, whose Mortal Wound output and durability hurt, and Lumineth. Rend reduction is great when that’s your opponent’s thing. It’s always fun. How will they go in the new book?

Advertisements

Allegiance: Beasts of Chaos
Greatfray: Allherd
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Artefact: Horn of the Tempest
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Vicious Stranglethorns
Tzaangor Shaman of Beasts of Chaos (135)*
– Artefact: Blade of the Desecrator
– Lore of the Twisted Wilds: Tendrils of Atrophy

Battleline
9 x Dragon Ogors (435)***
9x Draconic War glaives
– Reinforced x 2
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields

Units
10 x Ungor Raiders (80)**
10 x Ungor Raiders (80)*
10 x Ungor Raiders (80)
6 x Tzaangor Enlightened on Disc of Tzeetch (360)***
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Tzeetch (360)***
Reinforced x 1

Endless Spells & Invocations
Ravening Direflock (30)

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

Total: 1945 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 164
Drops: 11

It is very similar to the previous list with TEDs bringing the hurt, but this time, a big unit (double reinforced) of Dragon Ogres to synergise with the Ogre Shaggoth. The Shaggoth is built for damage this time with Sundering Blades to boost the Ogres. At the same time, there isn’t a big unit of Tzaangors for sacrificing, mostly likely Ungor Raiders were feeling the blade. Ungor Raiders aren’t a bad screen either, bringing the chance of chip damage via an unleash hell, except they only hit on 5+. In comparison to Danny’s list, this has a little less summoning (maybe), less mobility but a much bigger punch.

Although Kristoffer only maxed his score once, he was scoring better overall than Danny until the Lumineth struck. If I had to guess, I’d say the Dragon Ogors died to shooting fairly early, leaving the army without the ability to control scoring as effectively. That and the reduction of Rend -1 or -2 to 0 means most of this army hits Ymetrica Lumineth like wet noodles. Ungor Raiders and Ungors would be lucky to inflict more than chip damage all game. Solid performance overall and the punishment dealt to others, at least mean Kris won the war if not the Battle.

Advertisements

Allegiance: Lumineth Realm-lords
Great Nation: Ymetrica
– Mortal Realm: Chamon
– Grand Strategy: No place for the weak
– Triumphs: Indomitable

Leaders
Alarith Stonemage (120)**
Artefact: Molten Talisman
– Lore of the High Peaks: Unbreakable Stoicism
Scinari Enlightener (170)**
General
– Command Trait: Loremaster
– Artefact: Silver Wand
– Lore of Hysh: Speed of Hysh, Protection of Hysh, Total Eclipse
Avalenor, the Stoneheart King (420)**

Battleline
15 x Alarith Stoneguard (360)*
Stone Mallets
– Reinforced x 2
10 x Alarith Stoneguard (240)*
Stone Mallets
– Reinforced x 1
5 x Alarith Stoneguard (120)**
Stone Mallets

Units
5 x Vanari Dawnriders (140)*
Spell1: Lore of Hysh: Protection of Hysh
20 x Vanari Auralan Sentinels (300)
Spell1: Lore of Hysh: Overwhelming Heat
– Reinforced x 1

Artillery
Vanari Starshard Ballistas (130)
Shrine Luminor(0)
Core Battalions
*Bounty Hunters
Warlord**

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 121
Drops: 9

And here is the nemesis list for the 1st and 2nd place Beasts lists. With the new book (what’s with another book for the Lumineth already and not Seraphon or Kharadon?), we’ve seen the switch to Stoneguard from Wardens. This list has a bit of everything to support the 30 Stoneguard with Dawnriders, Sentinels, and even a Ballista (much more useful in Lumineth than Stormcast). The list works by overlapping buffs. The Stoneguard are best within 12″ of the Stoneking. He can grant each of the Stoneguard units with +1 attack. The Stoneking wants to remain within 12″ of the Stonemage, so he always fights on the top of his table. The Enlightener is freer with 18″ range on key spells to reach the Stoneguard with Speed or Protection of Hysh (double movement or 5+ ward). The Enlightener doubles up on his freedom with the Twinned Tether ability, which reflects wounds. He can only cast it (CV 6) if he has cast a Lore of Hysh spell. Once a turn, he can guarantee a cast of 9, situational but a possible defensive tactic. Of course, you can put him in the shrine and make sure he has rerolls.

Hate high elves yet? Those Stoneguard have rend reduction (better than a 3+ save since it turns of both Rend -1 and -2), a 4+ mortal wound save and can have a 5+ ward. The Stoneking grants them another attack, and the Stonemage can give one unit mortals in addition on a 5+ instead of the normal 6+. For the big unit, that is an extra 7.5 MW. And then there is the indirect mortal wound shooting of the Sentinals (still 30″ range due to the Ballista) and the swingy but potentially vicious 30/36″ range of the Ballista. It’s a great army that is active in all phases and very dangerous. It has a weakness, though, in that it is slow and it needs the buffs. Individually, the units can be brought down. We see that in the scoring, his first round was a max 20 against a relatively slow Stormcast List, but afterwards, solid but low scoring games. He was still only 2 points behind 2nd because his one loss was very close.

Advertisements

Allegiance: Kruleboyz
Warclan: Grinnin’ Blades
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

Leaders
Snatchaboss on Sludgeraker Beast (290)*
General
– Command Trait: Supa Sneaky
– Artefact: Mork’s Eye Pebble
– Mount Trait: Smelly ‘Un
Gobsprakk, The Mouth of Mork (260)**
Swampcalla Shaman with Pot-grot (105)**
Lore of the Swamp: Choking Mist
Swampcalla Shaman with Pot-grot (105)**
Lore of the Swamp: Sneaky Miasma
Swampcalla Shaman with Pot-grot (105)*
Lore of the Swamp: Nasty Hex

Battleline
10 x Gutrippaz (160)*
10 x Gutrippaz (160)*
10 x Hobgrot Slittaz (80)**

Units
6 x Man-skewer Boltboyz (240)**
Reinforced x 1
6 x Man-skewer Boltboyz (240)**
Reinforced x 1
6 x Man-skewer Boltboyz (240)**
Reinforced x 1

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1985 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 132
Drops: 2

This list is almost identical to the one I run. To be fair, there isn’t much variation in Kruleboyz lists. Usually, 3 units of Boltboyz inflict mortal wounds from afar. A snatchaboss who buffs nearby units with poison, allowing the Kruleboyz Orruk units to cause add an additional mortal wound on those 6+ rolls. A sprinkling of Shamans who can also buff Kruleboyz Orruk units, allowing them to cause mortals on 5+ as well as 6+ to hit. Then Hobgrots and Gutrippaz to act as screens and objective cappers.

The elephant in the room (or should that be vulcha) is Gobsprakk. This guy is great, I’ve had lots of success with him purely from his mortal wounds on dispels (D3 standard D6 with an unbinding roll of 10+). I almost took down a GUO with his dispels alone when playing against Ed. His ability is so good, you’ll often find that your opponent won’t even cast unless absolutely necessary. Especially after suffering those D6 mortals for the first time.

Gobsprakk may be a good choice in the new handbook. He’ll allow you to cause the mortal wounds on casters in the enemy army even if they’re Galletian Champions…. if they choose not to cast, they’ve wasted points on their casters. He’s not great in combat. He’ll do 4 damage on average to units with a 6+ save.

The whole lot is wrapped up into two big posionous Battle Regiment packages. Wirh a nice Grinnin’ Blades bow on top, preventing the opponent from seeing you from more than 12″ away.

As a Kruleboyz player, you’ll always want the choice of priority on the first turn, with most Krulebros choosing to go 2nd to try and neuter any opponent early doors with two rounds of poisonous bolts. Of course Alpha-Strike armies love Kruleboyz and eat them for breakfast.

I’m just hoping that the revitalised Gitz book will give the Kruleboyz some punch through their Allies.

Well done Christian on managing to put in such a great performance with Kruleboyz.

Final Tournament Placings

Top Three AoS Lists for Scottish Lasters

This is the Top Three AoS Lists for the Scottish Lasters that took place in Scotland on the 21st and 22nd of January. It involved 26 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Knight-Vexillor (120)*
General
– Meteoric Standard
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades
Knight-Incantor (120)*
Spell: Azyrite Halo
Lord-Commander Bastian Carthalos (300)*

Battleline
2 x Dracothian Guard Fulminators (240)*
2 x Dracothian Guard Fulminators (240)*
4 x Dracothian Guard Tempestors (440)*
Reinforced x 1
5 x Judicators with Skybolt Bows (200)*

Units
2 x Stormdrake Guard (340)*
Drakerider’s Lance

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Thunderbolt Volley

Total: 2000/ 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Another Stormcast with unusual choices, it’s good to see more diversity and a few different heroes. Knight Vexillor is being discussed in Discord a lot lately, but mostly for his teleport potential (Pendant of the Stormbringer). Here he’s been equipped with the Metoric Standard and also provides Celestial Blade support. The Standard gives a once a game Comets Call. Azurite Halo isn’t commonly seen, but on a 6 to save it inflicts a Mortal Wound (MW). Then there is Bastian, a great model with amazing abilities but slow movement. Otherwise, the list is very mobile with Drakes and Draconiths (12” and 10” movement, respectively). Tempestors are seeing a revival just now, short range, but they offer a lot of shots and are pretty tough to boot. Their mounts still have -2 rend 2 damage attacks. And the pairs of Fulminators and Storm Drakes for Mobil threat generation and scoring.

And there you have it, a lot of mobile small threats able to apply pressure centred on Bastian with a large hammer unit that can also perform as an anvil. Ranged MW for chip damage and multiple small units to charge, blunting the effectiveness of Unleash Hell. The icing on the cake is the Judicators, only 10 shots, but the ability to double shoot makes a sizeable difference. JJ scored well throughout and weathered everything thrown at home, proving again that mobility and flexibility are a winning combination.

Advertisements

Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Inspired

LEADERS
Bloodwrack Medusa (140)*
General
– Command Trait: Zealous Orator
– Artefact: Shadow Stone
– Lore of Shadows: Mindrazor
Morathi-Khaine (350)*
The Shadow Queen (350)*

UNITS
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers
15 x Blood Sisters (450)*
15 x Blood Sisters (450)*

CORE BATTALIONS
*Battle Regiment

TOTAL: 1980/2000

It’s Morathi and the Stab Sneks in a Zainthar Kai ‘pins and needles’ configuration – guaranteed to stab you even on death! Double the stabs, double the fun.

In all seriousness, it’s at least interesting in the sense that it’s using new points, so we can see a slight squeeze on bonus units such as Khinerai. This list is still going to rip, and tear – 30 Blood Sisters just asks the rather rude question to each opponent of ‘do you prefer an unkillable giant snake or 13 ish MWs per activation’. The question is whether sheer glass-cannon power (the whole army is on a 5+ bar the Morathis) can make up for lesser board control in the meantime?

Losing to the movement and strike/fade shenanigans of Sylvaneth suggests no, to some extent. Beating down on Seraphon, OBR, and Soulblight makes sense – although it’s interesting that Alastair was able to get the win against KO, who are typically able to just utterly neuter the stab-threat with early shooting. My guess based on my own games is that he was able to use Shadow Queen – and potentially Morathi with Steed of Shadows to make her super fast and more importantly fly – to tag the big boats and shut down their game. Certain KO builds are less vulnerable to this but in general, when tagged by a flying unit they lose a lot of their abilities – being one drop, I’d love to have seen whether Alastair dared the KO to come close and used the Witch Aelves to screen best they can, or whether he took first to capitalise on the KO player not deploying quite far away enough.

Either way, gratz on the new points win against some touch matchups.

Advertisements

Allegiance: Disciples of Tzeentch
– Change Coven: Eternal Conflaguration
– Grand Strategy: Master of Destiny
– Triumphs: Bloodthirsty

Leaders
Kairos Fateweaver (440)*
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Cult Demagogue
– Lore of Fate: Arcane Suggestion
– Lore of Fate: Shield of Fate
Fatemaster (140)*
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Glimpse of Future
– Universal Spell Lore: Levitate

Battleline
20 x Pink Horrors of Tzeentch (500)**
Reinforced x 1
10 x Pink Horrors of Tzeentch (250)**
10 x Kairic Acolytes (120)**
6 x Tzaangor Enlightened (180)*
Reinforced x 1

Endless Spells
Burning Sigil of Tzeentch (60)
Tome of Eyes (40)
Soulscream Bridge (80)

Core Battalions
*Warlord – Spell
**Expert Conquerors

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 83
Drops: 7

Craig’s list of 30 Pink Horrors and support is something I think we’re more likely to see in the new GHB without Bounty Hunters around to split those daemons fast enough to stay on top, but Craig gave them a final run-out with Expert Conquerors and was able to dodge Bounty Hunters in all but one of his matchups (that he still won!). What makes Pinks with Expert Conquerors such a challenge is that the situation on objectives just gets worse the first 20 wounds you do, with the unit going from counting as 60 on an objective to a maximum of 120! It is only at the point of the 81st wound, after killing the 21st Brimstone Horror, that the unit holds an objective less securely than when it started. So, do you bother early game? If you don’t, you might never get through it, but if you do, then you might not be scoring. This is exactly the dilemma that seems to have outfoxed all opponents until the ultimate winner, JJ, essentially passed the DPS check with Fulminators and Dragons at his disposal.

The support casters help buff that big unit up, with the Curseling knowing an extra spell via the Warlord battalion so it can cast Arcane Suggestion for -1 to hit and -1 to wound on the unit most likely to hit the Horrors and then Shield of Fate for a 5+ ward save on them too. The command trait Cult Demagogue is also there, making any cast on a double not only successful and worth two fate points instead of one, but also unable to be unbound. Low Destiny Dice are perfect for this roll, with double 2s or 3s getting the casting value 8 spell Arcane Suggestion off. Kairos will then give you a Destiny Dice back each hero phase and the Fatemaster, who also gives +1 to wound to all Disciples of Tzeentch units wholly within 9”, can cast Glimpse the Future to gain an additional Destiny Dice. Throw in Tome of Eyes for re-rolls, probably on the Curseling, and the key buffs the Pinks need to hang around are very likely to be in place.

Another cool little bit of tech that Craig has included is 6 Tzaangor Enlightened on foot. These hit as hard as their cavalry mounted beast-kin, but are half the price. Included in the list as well is the Soulscream Bridge, probably cast by Kairos, which can get these elites where they need to be, able to make a 9” charge with the Destiny Dice. While some sacrifices have to be made to get this combo off (no Cogs or Portal in the list), the Enlightened can be almost as mobile as the ones on disc for 100pts less – 100pts this army needs elsewhere.

All in all a fantastic result for Craig, spending 4/5 games on the top two tables and just slightly being edged out in the end.

Advertisements

Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Mortal Realm: Ulgu
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Flamekeeper (90)*
Auric Runefather on Magmadroth (360)*
General
– Command Trait: Blood of the Berzerker
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (130)*
Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Battlesmith (150)**
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (330)**
Runic Iron
– Magmadroth Trait: Flame-scale Youngblood
– Prayer: Wrath of Vulcatrix

Battleline
10 x Hearthguard Berzerkers (300)**
Poleaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (300)**
Broadaxes
– Reinforced x 1
10 x Vulkite Berzerkers with Bladed Slingshields (150)**
10 x Vulkite Berzerkers with Bladed Slingshields (150)**

Endless Spells & Invocations
Zharrgron Flame-spitter (40)

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Mount Trait

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 128
Drops: 4

Many heroes make light work, at least with Fyreslayers. It is possibly one of the factions that will really take to Galletian Champions and the added mobility from Tunnel Master. Mobility is, of course, their biggest weakness, with most moving only 4″. Magmadroths help (16″), but Fyreslayers units remain pretty close for all of that overlapping buff goodness. Greyfyrd gives 2 extra artefacts, and each hero an extra wound. Sean’s answer to the mobility issue is to make the foot heroes hard as nails and let them buff +heal the infantry (Prayer: heal and 4+ Rally from the Battlesmith) and mitigate incoming spell damage resulting in a solid anvil that hits back. Then he has the Magmadroths tooled for war, the Runefather fights twice (once per battle), and has a 3+ ward (again once per battle). Funny if you trigger both on the same combat phase, normally Turn 2 or 3, to remove a big threat – hits once, weathers the incoming damage on the ward, and then destroys his target. The Magmadroth reduces incoming damage by 1. This is a tanky build.

The Runesmiter is more of a glass cannon, designed to charge, use Stomp as its monstorous rampage for extra damage, and can fight on its top row with a prayer (Wrath) The Berzerkers are nasty in combination with the Flamekeeper, especially the Poleaxe equipped unit. 2 Mortal Wounds on every 6, and they can be made to fight on death or give an extra attack. It’s a nasty combination to watch for. Really, you want to stay away and make them come to you to try to split up the heroes and the units. You really don’t want them to get into and hold the centre or a key objective because they’ll be very hard to move. With the Magmadroths to pin your screens and that hard centre, it can take serious work or magic/shooting to deal with a list like this. And your archers are likely to have to deal with MW from Zhaggron.

The second round draw is interesting, 2 very slow armies, one with range and the other with Cavalry – in the end, a high scoring draw, it makes me wonder how much fighting there was. The loss was to the winner, and we’ve covered that. That list has multiple units that would take down the elements in this list (Fulminators, Drakes).

Final Tournament Placings

Top Three AoS Lists for Northern Masters

This is the top three AoS lists for the Northern Masters that took place in Scotland on 21st and 22nd January. It involved 16 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: Ogor Mawtribes
Mawtribe: Underguts
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Bloodpelt Hunter (140)**
Butcher (140)**
General
– Cleaver
– Command Trait: Reluctant Rabble-rouser
– Artefact: Gruesome Trophy Rack
– Lore of Gutmagic: Blubbergrub Stench
Huskard on Stonehorn (400)**
Blood Vulture
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Rockmane Elder
– Universal Spell Lore: Levitate

Battleline
4 x Leadbelchers (170)*
4 x Leadbelchers (170)*
6 x Ogor Gluttons (260)*
Paired Ogor Clubs or Bluntblades

Units
20 x Gnoblars (120)**

Artillery
Ironblaster (200)
Ironblaster (200)
Ironblaster (200)

Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 132
Drops: 10

Regular readers of this column (and if you’re not – why??) may remember some previous 1st place Ogor lists – and they may also recall that my response to them is, at kindest, best called ‘sassy’.

Well, dear reader, I hope you like your sass piled high. Because even after the recent minor points hikes, we’re still looking down the meaty barrel of three giant shooting platforms with a 30″ 2x 4/2/-2 for D3+3 dmg (and +1 rend for 3 total in Underguts) profile and an arguably even scarier ‘short range’ (i.e. 12″ with a 9″ move factoring in the new Hungry rule) profile for 10 attacks at 3/3/-2/2 (that’s inc. Underguts bonus). Sass is my coping mechanism.

They’re supported by the typical 20 Gnoblar blob that do mortals (even post-FAQ…) each time you end any kind of move near them, 2 units of rend 2 Leadbelchers and a blob of Gluttons so greedy they’re prepared to literally eat lead – at least that’s my head-canon for why missile attacks are -1 to wound into them.

Rounding things off are a sneaky Bloodpelt Hunter, a support Butcher and the typical enhancement stacked Stonehorn – in this instance a lesser known Huskard, who enjoys a -1 to hit in melee ability, a healing prayer a +1 to wound prayer and the perennial Rockmane Elder mount trait for -1 to wound – good luck killing him, you’re going to need it.

Andrew’s route to 5-0 included the famously weak in melee Idoneth, that Kruleboyz faction with the rubbish rule that you can’t see them beyond 12″, a newly-extremely-expensive Thunder Lizard list, some Stormcast (who I imagine the Ogors opening like tin-cans) and the notoriously easy to kill Nurgle.

In all seriousness, gratz to Andrew as those were likely some tough opponents to beat out with such an elite army, but Ogors definitely still have the tools to continue their ravenous rampage it seems.

Advertisements

Allegiance: Beasts of Chaos
– Grand Strategy: Show of Dominance
– Triumphs: Indominatable

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Father of the Storm
– Artefact: Horn of the Tempest
– Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Wild Rampage
Slaves to Darkness Daemon Prince (210)*
Axe
– Mark of Chaos: Khorne
– Allies

Battleline
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields
9 x Dragon Ogors (435)***
6x Paired Ancient Weapons
– Reinforced x 2
6 x Dragon Ogors (290)***
6x Paired Ancient Weapons
– Reinforced x 1

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)***
Reinforced x 1
3 x Tzaangor Enlightened on Disc of Beasts of Chaos (180)*
1 x Mindstealer Sphiranx (95)*
Allies

Endless Spells & Invocations
Ravening Direflock (30)

Core Battalions
*Battle Regiment
**Expert Conquerors
***Bounty Hunters
Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 305 / 400
Wounds: 164
Drops: 6

It’s Beasts of Chaos with 9 Enlightened on Disks. What do you want me to say? Their new book is about a month away, which will hopefully give me something new to write about.

It’s just all so old and janky. They get their own stuff, possibly the old Chaos stuff (depending on whether the event was allowing the technically illegal until yesterday Slaves tome) and the best of the new Tzeentch stuff, all propped up by a wildly over-tuned Tome Celestial.

GW are looking down from their ivory tower at these lists and holding their noses while the new book slowly hoofs its way into public existence to shake its wiry mane and proclaim, ‘Beasts are dead! Long live Beasts!’ Only they decided not to update the model range because fugly models are the price you pay for putting lipstick on a pig-monster. Pearls before swine? This metaphor is as broken and mixed up as the Beasts book itself.

Advertisements

Allegiance: Nighthaunt
– Procession: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs: Bloodthirsty

Leaders
Spirit Torment (120)***
Guardian of Souls (150)***
General
– Command Trait: Ruler of the Spirit Hosts
– Artefact: Lightshard of the Harvest Moon
– Lore of the Underworlds: Seal of Shyish
Spirit Torment (120)***
Krulghast Cruciator (150)***
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Battleline
20 x Bladegheist Revenants (360)*
Reinforced x 1
20 x Bladegheist Revenants (360)*
Reinforced x 1
3 x Spirit Hosts (130)**
5 x Hexwraiths (170)*
10 x Grimghast Reapers (160)**
10 x Bladegheist Revenants (180)**

Units
4 x Myrmourn Banshees (100)***

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

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 104
Drops: 11

The Scarlet Doom terror strikes again, ticking all of the boxes, 50 Bladegheists, Myrmourn Banshees for spell shenanigans Spirit Hosts for Bodyguards, and Hexwraiths for mobility and a cast of minor, interesting heroes. The Grimghast are rarer, and there are no Chainrasps to the disappointment of true Nighthaunt fans. For anyone who doesn’t know this list, it will flow across the board, ignoring your high quality, high rend attacks, and striking fear into your units. With Hexwraiths to take any exposed objectives. The Guardian of Souls and Spirit Torments will return models (mostly to the Bladegheist) each turn, and Krulghast is an auto include for his damage reduction.

It controls the centre well, holding a back objective as well and ticks off Battle Tactics (or did, Season 2 might be different). However, if an opponent can lift one of Bladegheist units in a turn, then this army will struggle. To do that reliably, you need a lot of relatively low quality attacks (1 damage). Unfortunately, the 2nd (Tempestors and Drakes) and 5th (Dragon Ogres) round opponents had the means to shut down our heroes. Great performance and another army it will be interesting to see how they go in Season 2 after being a clear leader in the last 6 months.

Advertisements

Army Faction: Stormcast Eternals
Army Type: Stormkeep
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable
– Holy Command: Pray for Aid

LEADER
1 x Celestant-Prime (330)*
1 x Drakesworn Templar (400)*
General
– Command Traits: Master of Magic
– Tempest Axe
– Artefacts: Arcane Tome
– Mount Traits: Celestial Instincts
– Spells: Celestial Blades
1 x Slann Starmaster (290)*

BATTLELINE
4 x Dracothian Guard Fulminators (480)*
5 x Liberators (120)*
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
5 x Liberators (120)*
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield

ENDLESS SPELL
1 x Everblaze Comet (90)
1 x The Burning Head (30)

OTHER
3 x The Farstriders (90)*

BATTLE REGIMENT *

TOTAL POINTS: (1950/2000)

Some real surprises here, a magic heavy (for Stormcast) list with 3 big heroes backed by a single big hammer unit and solid screens. There are not a lot of units, but extreme mobility/flexibility, and it does away with the need for a teleport in the list. The Drakesworn Templar works either as a hammer or an anvil for the Fulminators. With his ranged attacks (Unleash Hell) and the Tempest Axe reducing pile-ins, he is a dangerous anvil that takes serious force to move with a 4+ save. With the points drop in the latest GHB, we might see more of him. And if castled near the Slann (18”) he is granting +1 to cast on top of the Slann’s +1. With plenty of ranged Mortal wounds on offer (Comet’s Call, Burning Head and Everblaze Comet), this is a surprisingly deadly ranged army. Celestial Blades to give the Fulminators a well-deserved 2+ to wound.

The tricks don’t end there, Stormkeep making the Liberators effectively Galletian Veterans (count as 3 on objectives) while still in a Battle Regiment – Scions isn’t really useful in this list. Hammers of Sigmar for the blue and gold and a handy 6+ ward on objectives. Along with Call to Aid to return a unit of Liberators if necessary. And finally, there is the Celestant-Prime to remove something important and the equally mobile Farstriders. A very cheap unit with an inbuilt teleport. They aren’t likely to do a lot of damage, but they have a 12” range attack as well as melee, potentially creating a lot of issues for a lightly defended point. All of this is just to say this is a very flexible army that is difficult to counter. Reflecting that approach, Stu had 4 very close games, only losing or winning by a handful of points, tense close fought battles. This list would do well in a teams format, and with a little luck, it could have gone 5 and 0 (the 2 loses were by 1 and 3 pts). With the new GHB here now, it would be interesting to see where this list goes,

Final Tournament Placings

Top Three AoS Lists for ‘Ere We Go Again Ladz

This is the Top Three AoS lists for the ‘Ere We Go Again Ladz’ that took place in the USA on the 14th and 15th of January. It involved 24 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hallowed Knights
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
1 x Gardus Steel Soul (150)*
1 x Knight-Draconis (300)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Mount Traits: Scintillating Trail
– Spells: Celestial Blades

BATTLELINE
5 x Vanquishers (110)*
4 x Stormdrake Guard (680)**
Stormdrake-Prime
– Drakerider’s Lance
2 x Stormdrake Guard (340)**
– Stormdrake-Prime
– Drakerider’s Lance

OTHER
1 x Stormstrike Chariot (165)*
Stormstrike Axe and Tempestuous Spear
3 x Vanguard-Raptors with Longstrike Crossbows (240)*

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1985/2000)

Daniel is known as an exceptional Stormcast player, and we’re lucky enough to have him as a member of our Discord community. You may know Daniel from his awesome YouTube channel; The Stormkeep. They focus on Stormcast tactics and lists and give great reviews of GW releases such as the new General’s Handbook. Daniel kindly agreed to give us a rundown on how his list works.

Daniel Gomez: The list clearly revolves around Stormdrake Guard. More specifically, it takes advantage of their high amount of attacks and the unique mix of characteristics the unit has. The attacks and mortal wound output are easy to see, but the important thing about Dragons is the monster keyword, fly, 3” coherency/attack range (fangs and talons), and that reinforced it is a 4 model 9 wound unit. Monster is more important than ever. You can block everything from important command abilities such as Fyreslayers fighting first against you after charging them, down to the mundane AoD effective counting as rend or removing the option of AoA as a psuedo -1 to hit buff.

Fly combined with the 3” coherency and 12” move is so important for them to take up the offensive/defensive control space they need, as well as hopping over large terrain. They’re really unwieldy models, and the unit wouldn’t work at all without all of these. The oblong base also allows you to do some pile in tricks and “slide” beside an enemy unit to reach a juicier target in the back. 3” reach is another awesome and under-appreciated trait that even makes it so charging a dragon from the side as long as those bases are touching they can reach across and help hit a problematic unit. Directly across each base is just under 3”. This can bait opponents into charging, thinking they’ll only take a bit of damage back by flanking them. Only to realize the rend 2 attacks can still assist and deal some damage.

Stormdrakes are also 9 wounds, which doesn’t seem too important until you see the limit to qualify for cover and wyldwoods from terrain is 9 wounds. Combined with AoD and a mystic shield, you can hit a 0+ effective save easily. Being a 4 model unit also opens up a very good chance of rallying and during the tournament I rallied a dragon twice, one of those times giving me huge momentum to finish the tough job of shoving Alarith LRL off the middle objective in a 3-objective plan. I pretty much highlight the Stormdrakes here because they are the make or break of the list. It’s really a Death Star list, and even including the points inefficient Knight Draconis was acceptable as it allowed for hero phase breath once per game to free me up to move to the next target.

The raptors were there for a similar purpose just to be that extra bit of very consistent damage to help the dragons continue conquering. Add in a complimentarily fast support all-rounder support piece like the Stormstrike Chariot (and I will say this has been my favorite SCE list so far). Gone are the mindless push across the board and win turn 1 dragons. This list takes a more methodical approach, and I hope to keep bringing a similar list into the next season.

Advertisements

Army Faction: Seraphon
Army Type: Starborne
– Army Subfaction: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x Saurus Astrolith Bearer (155)***
Artefacts: Serpent God Dagger
1 x Skink Starpriest (130)***
Spells: Hand of Glory
1 x Slann Starmaster (285)***
General
– Command Traits: Arcane Might
– Artefacts: Arcane Tome
– Spells: Stellar Tempest
1 x Skink Priest (120)***
Prayers: Curse

BATTLELINE
30 x Skinks (225)*
Boltspitter and Moonstone Club
10 x Skinks (75)*
Boltspitter
– Celestite Dagger and Star-buckler
10 x Skinks (75)*
Boltspitter
– Celestite Dagger and Star-buckler

ENDLESS SPELL
1 x Ravenak’s Gnashing Jaws (60)

OTHER
8 x Salamander Hunting Pack (280)**
3 x Kroxigor (150)**
3 x Kroxigor (150)**
8 x Salamander Hunting Pack (280)***

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

TOTAL POINTS: (1985/2000)

Seraphon will always struggle to lose the ‘OP’ label, but honestly we’ve not seen them pop up so much in recent months, and here we see darn near as unusual a variant as possible while still being competitive.

The high value core remains as ever the Astrolith Bearer (for boosting the Slann’s spell range and offering a ward bubble), the Starpriest for his re roll 1s to hit spell and ability to give something mortals on 6s to wound – most likely the big skink blob in this case – and the Priest with Curse to make that skink blob able to annihilate anything through weight of attacks and fishing for mortals.

And yes, lots of skinks, because this is Fangs of Sotek. But where this list goes wonderfully skewiff is the 2×3 units of Kroxigor! The monsters that time forgot! Their warscroll is thoroughly unimpressive and honestly I’d love to see the way in which Sean used them – my best guess is as Skink screens/counter punchers, given they’re fast enough to keep up, relatively tanky (4 wounds on a 4+) and get +1 to hit while near the skinkeroos.

2 units of reinforced Salamanders round things off, projecting serious threats in both the shooting and melee phases.

This list gets hit pretty hard with the new points, but as it stands it’s a pleasingly balanced Fangs list – and while I’m not sure Kroxigor are some overlooked, stealth-value meta pick, I still love seeing them get use. Here’s hoping the new book gives them some love and allows for even more variation in Seraphon list-building.

Advertisements

Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Celestant-Prime (325)*
1 x Lord-Relictor (145)*
General
– Command Traits: Shock and Awe
– Artefacts: Arcane Tome
– Spells: Celestial Blades
– Prayers: Translocation
1 x Battlemage (100)*
1 x Lord-Imperatant (175)****

BATTLELINE
5 x Vanquishers (110)**
Vanquisher-Prime
5 x Liberators (115)**
Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
2 x Dracothian Guard Fulminators (230)***
2 x Dracothian Guard Fulminators (230)***

ENDLESS SPELL
1 x Everblaze Comet (90)

OTHER
3 x Annihilators with Meteoric Grandhammers (240)***
Annihilator-Prime
3 x Annihilators with Meteoric Grandhammers (240)****

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

TOTAL POINTS: (2000/2000)

A different take on Stomrcast to Danniel’s bringing mobility through magic. This army counts on throwing multiple threats down and forcing you to either screen and spread or castle and remove threats as they arrive. The added wrinkle here is the Fulminator/Relictor/Battlemage combo that can easily see Fulminators hit anything that is isolated. The weakness is it’s hard to concentrate your force, and the MSU Fulminators/Annihilators at 12/9 wounds are one shots. Your opponent is likely to pick them up the turn after they are down. And 7” charges are still only a 58% chance without a reroll (Fulminators). You really want to try to shut down the 2nd turn when you are likely to get Fulminators, Annihilators, and the Celestant Prime all arriving.

With so many drops Tim is giving the first round activation away to most opponents, most opponents are probably going to give him first turn any way to avoid the 1/2 double that could be very nasty. That would make for an interesting battle against the Seraphon army. Letting the Seraphon go first and letting them buff those skinks is a bad idea. As it happened, the Seraphon was Tim’s only loss. There is nothing critical in that list for any of his big hitters to challenge, and small units of Skinks are great screens. They are very similar lists in their equivalent factions (multiple mobile small unit).

Advertisements

Army Faction: Gloomspite Gitz
Grand Strategy: Show of Dominance
– Triumph: Inspired

LEADERS
Fungoid Cave-Shaman (95)***
Spells: The Hand of Gork
Fungoid Cave-Shaman (95)****
Spells: Call da Moon
Madcap Shamans (80)****
Artefacts of Power: Moonface Mommet
– Spells: Itchy Nuisance
Dankhold Troggboss (220)****
General
– Command Traits: Mighty Blow
– Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon

BATTLELINE
Fellwater Troggoths (155)
Shootas (120)**
Shootas (120)**
Stabbas (140)**
Bad Moon Icon Bearer
– Gong Basher
– Stabba and Moon Shield
– 3 x Barbed Net
Rockgut Troggoths (145)***
Rockgut Troggoths (145)***
Rockgut Troggoths (145)***

OTHER
Boingrot Bounderz (105)*
Boingrot Bounderz (105)*
Boingrot Bounderz (105)*
Marshcrawla Sloggoth (150)****

ENDLESS SPELLS & INVOCATIONS
1 x Scuttletide (70)

TERRAIN
1 x Bad Moon Loonshrine (0)

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

TOTAL POINTS: 1995/2000

I was so impressed to see a Gitz army go 4-1 at an event and be in a tournament winning position after Round 4 that I contacted Chris directly to ask him about the tactics he used. In my eyes, with such an out of date Battletome, this was such an exceptional performance it deserved the top spot! (No offense, Daniel!)

Chris Kennedy: My overall goal is to flood the board and give people bad choices and trades. I run my army in layers depending on the opponents. The 2 units of shootas are for sitting back and holding objectives. I normally set them in a corner on an objective each and forget about. Most people ignore them until they need to take the objective. The -1 to hit within 2 inches goes a long way in keeping them alive.

The rockguts work as hammer and anvils. Normally, having one unit out front to take a charge, then itchy Nuisance (fight last spell) and Moonface Mommet (-1 armor save) the unit on my turn to wipe big treats. I also keep the Rockguts in a Vanguard, so if I get off Hand of Gork (teleport spell), I can reroll the charge. Rockguts aren’t elite and have no leader.

My boingrots are used to flank and are in Bounty Hunters. They can effectively clear screens or shooters with doing mortals on the charge. Left alone behind enemy lines, they wreak havoc. The 4 plus save is as tanky as gitz gets, so they take time for the opponent to clear.

The Shamans sit back safely behind the shrine with long range Spells. A teleport, a line of sight table wide 3d damn to one target and scuttletide. I use those to either pick off heroes or shooters. Scuttletide can also be used to charge block because it does 1 mortal for every 5 up on 6 dice when you end a move or charge within 6 of it.

Last I have the Dankhold Troggboss and Marshcrawla that tow the back line. The marchcrawla tries to keep as many units under its 18-inch bubble as possible, giving everyone +1 to hit in melee, and the Dankhold gives out reroll 1s to hit for Troggoth units within 18. He also can hit pretty hard in melee if needed but pretty squishy.

Final Tournament Placings

Tournament Review: Blood in the Snow

I recently asked Baz Norman Jr if he’d care to comment on his list from Blood in the Snow on 14th and 15th of January. I also asked him if he’d like to give a run-down of his games as part of that.

As always Baz’s response blew me away, and I thought it deserved an article in it’s own right. So thank you once again Baz!

Peter! Thank you once again for having me on the site. I attended Mark Ward’s Blood in the Snow at Hull’s Angels Gaming Club on the 14th and 15th January 2023. This was my second two day event already of 2023.

Army Faction: Daughters of Khaine
Subfaction: Khailebron
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Inspired


LEADERS
Melusai Ironscale
(115)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Arcane Tome
– Spells: Mindrazor
– Bonding: Krondspine Incarnate of Ghur

Morathi-Khaine (680)*
The Shadow Queen (680)*

BATTLELINE
Witch Aelves
(115)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá

Witch Aelves (115)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá

Blood Sisters (420)*
Gorgai

BEHEMOTH
Krondspine Incarnate of Ghur
(480)*

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast
(40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1965/2000

I have hit the competitive scene a lot, running Daughters of Khaine (DoK) over the last year so running them again at this event was no surprise to anyone, but what might be a surprise was that it isn’t my usual list.

The list above is a slight variation to the DoK list I ran last weekend on the 7th and 8th January, where I had the absolute pleasure of playing alongside the legends that are Team England at Brotherhood III at Firestorm Games in Cardiff, on Team England’s South team.

So let’s delve into it…

SUB-FACTION – I love my manoeuvrability. I’ve said on previous posts that movement is king, and I wholeheartedly stand by this. Being able to get into positions to threaten enemy units, objectives and push for future turns is huge, so Khailebron was a staple.

GRAND STRATEGY – This list revolves around being in combat, so Bloodthirsty Zealots matched perfectly.

TRIUMPH – At 1,965pts, +1 to wound when I wanted to hit hard just worked.

LEADERS
Melusai Ironscale – Having Khailebron as the sub faction doesn’t make Blood Sisters battleline, and knowing I wanted to run 15 of them meant that it would have to be the Melusai Ironscale as general. The Command Trait was a given at Zealous Orator. Who doesn’t love a 4+ rally? My Artefact of power being Arcane Tome and knowing the spell, Mind Razor. The bonding to the Krondspine provides a +1 to cast within domination range.

Morathi – because its Morathi.

BATTLELINE
Witch Aelves – Two units of 10. These give a decent screen, but also with the run and charge, reroll failed battleshock test, and buckets of attacks, they can still threaten wounded units or chip wounds off when needed. Not to mention being objective grabbers whilst the rest of the army is doing the heavy lifting.

Blood Sisters – One unit of 15. Yes they’ve only got a 5+ save and the DoK 6+ ward save, but that’s where the negatives stop in my opinion. Three attacks base (+1 for the Gorgai), 3’s to hit, 3’s to wound, -1 rend, damage 1, and then the turned to crystal effect after the unit has fought for the first time in a phase. This attack profile alone is spicy, 46 attacks base from this unit. Now we add in and start tuning this unit to another level. Factor in the blood rites table, run and charge from the Ironscale, all out slaughter, mind razor and Fury of the Shadow Queen ability, this unit can suddenly end up having 61 attacks, 2’s to hit with exploding 6’s, 2’s to wound, -2 rend, and 2 damage a piece, then the crystal touch on top… not much can come away from this to be honest.

BEHEMOTH
Krondspine Incarnate of Ghur
– You’ve probably all heard about it, 480 pts that can’t be auto killed, doesn’t allow retreats, is good, but not broken as there are some easy ways around it, but is still strong, especially coupled with the units above.

ENDLESS SPELLS & INVOCATIONS
Horrorghast – I had points left over, easy to cast, can certainly help finish off units if you’ve fluffed a couple dice rolls and left a few models alive.

CORE BATTALION
Battle Regiment – Works for this list, as I normally govern who takes 1st turn.

Advertisements

Game 1 vs Kruleboyz / Mike Chadderton and Head-on Collision.

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Grinnin’ Blades
– Grand Strategy: Waaagh!
– Triumphs: Inspired

LEADER
1 x Killaboss on Great Gnashtoof
(150)
1 x Killaboss on Great Gnashtoof (150)
1 x Killaboss on Corpse-rippa Vulcha (220)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Nasty Hex

1 x Snatchaboss on Sludgeraker Beast (290)**
1 x Swampcalla Shaman and Pot-grot (105)**
– Spells: Choking Mist
1 x Swampcalla Shaman and Pot-grot (105)**
– Spells: Sneaky Miasma

BATTLELINE
10 x Hobgrot Slittaz
(80)*
10 x Hobgrot Slittaz (80)*
10 x Gutrippaz (160)**
Wicked Hacka
10 x Gutrippaz (160)**
Wicked Hacka

OTHER
6 x Man-skewer Boltboyz
(240)**
3 x Man-skewer Boltboyz (120)**
3 x Man-skewer Boltboyz (120)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1980/2000)

Mike (of Goonhammer fame – Peter) is a great player, we regularly converse over Twitter and I’ve had the pleasure of playing Mike before at Sheffield Slaughter 2022; one of my first bigger events. The result ended in his favour before, so he had that psychological benefit.

I deployed just over 24” away, and being a gentleman, I gave Mike turn 1.

Mike made a few little movement wiggles, buffed up his units with elixirs from the Swampcalla Shamans ready to receive the DoK threat.

My turn 1, and I moved my whole army up to threaten his position and to give him too many threats to deal with all at once if Mike got the priority for turn 2.

Turn 2 dice off. I won priority.

Taking the turn, I knew this was the opportunity I needed to hit his army hard, so I prepped for it. Mind Razored the Shadow Queen, withered key units, Black horrored a Killaboss on Great Gnashtoof, cast the Horrorghast and then at the end of the movement phase, teleported the 15 Blood Sisters 9” away from his Killaboss on Corpse-rippa Vulcha and a unit of Gutrippaz.

The shooting phase came and went, with a couple more wounds going onto the already wounded Gnashtoof. Big charge phase inbound. Started with Morathi who was 4” away; into the 2 Gnashtoofs. Krondspine going into a unit of Gutrippaz. 9” long bomb charge required for the Blood Sisters, needed 8 on the dice, due to the Blood Rites table, rolled a 9. Big charge phase ticked off.

The combat phase followed, having Morathi curb stomp the already wounded Gnashtoof, killing it, and making room for her to pile round into some tasty Boltboyz. I started the combat phase with the Blood Sisters to ensure maximum damage. The unit was split between the Vulcha and a unit of Gutrippaz, a couple of Blood Sisters went into the Vulcha, chipping 5 wounds off it, whilst the rest went into the Gutrippaz. Turned to Crystal, which is what I was wanting, all went into the Vulcha, killing it. I did take some damage from other units piling in, and with the misplay of the Horrorghast, 12” is huge! I lost 5 Blood Sisters to battleshock…. lesson here for sure lol

The dust settled from that turn and Mike calculated just over 1000pts lifted in one turn. Solid turn for me.

Being pinned in by Morathi, Krondspine and the Blood Sisters and losing all those units made it really hard for Mike to come back so he played for points and got what could. With me winning turn 3 priority again, the nail in the coffin. We ended the game 32-5 to DoK. So that’s 1 game a piece now Mike….until next time! 😉

Advertisements

Game 2 vs Sons of Behemat / Rob Anderson and Battlelines Drawn.

Army Faction: Sons of Behemat
Army Type: Breaker Tribe
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired


LEADER
1 x Gatebreaker
(520)*
– Artefacts: Amberbone Totem
1 x Gatebreaker (520)*
– General
– Command Traits: Monstrously Tough
– Artefacts: Vial of Manticore Venom

1 x Warstomper (450)**
1 x Warstomper (450)**
– Artefacts: Glowy Shield of Protectiness

CORE BATTALIONS:
*Bosses of the Stomp – Magnificent
**Bosses of the Stomp – Magnificent

TOTAL POINTS: (1940/2000)

So no “remove from battlefield and set up again”, but I was playing into the Sons of Behemat; an army that just wants to get in your face and ‘Triple H Pedigree’ slam enemies, which, I am weirdly okay with. I screened out with Morathi-Khaine, the Shadow Queen and the Krondspine. And with the Witch Aelves on the flanks, I gave turn 1 away as before.

Rob moved his 4 big boys up to capture objectives (table quarters in this mission), capped the centre terrain piece with Desecrate and charged one of his Warstompers into a unit of Witch Aelves I had on the flank. He rightfully killed them and chipped 3 wounds off Morathi-Khaine.

My turn 1, I chose Gaining Momentum and committed to lifting the giant that had just slapped Morathi-Khaine and the Witch Aelves. Turn 1 finished, and I had lifted 2 giants.

Turn 2 priority was won by Rob, where he continued with the points increase and reducing Morathi to 6 wounds, and did enough damage to reduce the Krondspine to level 1. Another 5 points for Rob. Seeing the work that happened from the DoK turn 1, turn 2 was no different.

Game 2 finished 26-10 to DoK.

Advertisements

Game 3 vs Skaven / Duncan Woods and Turf War.

Army Faction: Skaven
– Grand Strategy: No Place for the Weak
– Triumph: Inspired


LEADERS
Arch-Warlock
(155)
– General
– Command Traits: Deranged Inventor
– Artefacts of Power: Esoteric Warp Resonator
– Spells: More-more-more Warp Power!

Warlock Bombardier (115)*
– Spells: More-more-more Warp Power!
Warlock Engineer (105)**
– Spells: More-more-more Warp Power!

BATTLELINE
Skryre Acolytes
(75)***
Skryre Acolytes (75)***
Stormfiends (640)****
– 2 x Windlaunchers and Clubbing Blows
– 2 x Ratling Cannons and Clubbing Blows
– 2 x Shock Gauntlets and Warpstone-laced Armour


BEHEMOTH
Doomwheel
(165)

ARTILLERY
Warp Lightning Cannon
(150)*
Warplock Jezzails (120)*
Warp Lightning Cannon (150)**
Warplock Jezzails (120)**

OTHER
Doom-Flayer
(65)****
Doom-Flayer (65)****

TERRAIN
1 x Gnawhol
e (0)
1 x Gnawhole (0)
1 x Gnawhole (0)

CORE BATTALIONS
*Grand Battery
**Grand Battery
***Expert Conquerors
****Bounty Hunters

TOTAL POINTS: 2000/2000

Duncan is a loyal member of the GAF gaming group and has been to several of our events run by the Warrior Lodge, and every interaction with Duncs is….how can I describe it….erm….lets just say that he is a character and a gentleman to boot, so I knew this game would be laugh regardless.

Skaven is an army that I’ve not played a lot of to be honest, and with him rocking up with two Warp Lightning Cannons and 6 Stormfiends, I knew I had to be on him asap.

No surprises here when I gave Duncs turn 1 and with me deploying out side of his shooting range, he moved some units up to cap objectives. I was surprised that he didn’t go through the Gnawholes with his 6 Stormfiends and try to shoot off the Blood Sisters turn one….maybe he knew something I didn’t…? My turn 1 was simple, move up, and prep for later turns.

Turn 2 priority went in my favour, meaning that Morathi and the Krondspine could get into position for a charge. I also teleported the Blood Sisters for a supportive charge. Dice rolls went back and forth. Duncs killing his own general and bombardier through Skaven antics finished the game 28-9 to DoK.

Advertisements

Game 4 vs Hedonites of Slaanesh / James Mackenzie and The Silksteel Nests.

Allegiance: Slaanesh
Host: Lurid Haze Invaders Host (Host of Chaos)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired


Leaders
The Contorted Epitome
(245)*
General
– Command Trait: Feverish Anticipation
– Artefact: Oil of Exultation
– Lore of Slaanesh: Hysterical Frenzy

Sigvald, Prince of Slaanesh (205)*
Glutos Orscollion, Lord of Gluttony (440)*
Lore of Pain and Pleasure: Battle Rapture

Battleline
22 x Blissbarb Archers
(280)**
– Reinforced x 1
22 x Blissbarb Archers (280)**
– Reinforced x 1
5 x Hellstriders with Hellscourges (135)*

Units
5 x Blissbarb Seekers
(220)*
5 x Centigors (85)*
5 x Centigors (85)*

Endless Spells & Invocations
The Burning Head
(20)

Core Battalions
*Battle Regiment
**Expert Conquerors

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 125
Drops: 3

Having not played Hedonites of Slaanesh before, meant I had had to do some homework the previous evening. High manoeuvrability, lots of units, a lot of shots, buffs from Glutos, the hindrance that Sigvald can bring meant this would be new to me, not to mention the 8 available objectives.

I set up so that each of my 4 objectives, had models touching it and gave James turn 1. He was on me straight away, his Blissbarb Archers being screened by the Centigors lifted both units of Witch Aelves that were on either flank. I had to play super aggressive and hit his key units right from the get go, as I was behind on points. Morathi moved up to just behind a building, being 9” from Glutos and the Krondspine moved up ready to ‘eat’ from Centigors. Charges were made and the Warrior Lodge dice rolled well, meaning that my turn 1, Glutos was dead, the Krondspine was in combat doing its thing.

Turn 2 priority was won by James and he played big for points scoring 7 points his turn 2. Bottom of turn 2 the score was 9 to me, 12 to James…

Turn 3 priority was again won by James and he kept on racking up the points, although he was behind with model count, if he could keep scoring points though, that could see him win overall. Turn 3 finished 15 to me and 18 to James.

Turn 4 priority was won by….James again…I must have used up all my priority rolls on day 1! Again more points racking up in James’s favour finishing turn 4 on 20 to me, 24 to James.

Turn 5 priority came and went….finally in my favour. I managed to get into positions in the previous turns to eventually pin him in and lift the pesky Hedonites which were so quick. Game 4 finished 29-24 to DoK. Phew.

Advertisements

Game 5 vs Sylvaneth / Peter Twigg on Won’t Back Down.

Army Faction: Sylvaneth
Subfaction: Harvestboon
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable


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

Celestant-Prime (325)*

BATTLELINE
Tree-Revenants
(110)*
Tree-Revenants (110)*
Revenant Seekers (705)**
Revenant Soulwarden
– 3 x Seeker Banner Bearer
– 3 x Seeker Hornblower

Spiterider Lancers (420)**
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower


CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1975/2000

A little birdy had mentioned to me that Pete wanted revenge from our last meeting from across the table where we were both on table 1, game 5. That last game was also played over Won’t Back Down so things felt similar, even if our lists were different.

Sylvaneth have historically been a challenging match up for me as they’re really nimble and I struggle to pin them down, so knew this match up would be tough, not to mention the fact that Pete had 9 Revenant Seekers and 6 Spiterider Lancers…oh and the Prime!

I did my thing with deployment ensuring that the Witch Aelves were snaked (pun intended!) round the Blood Sisters at 3” just in case the Prime was to come down turn 1, and gave Pete turn 1.

Against the Odds was chosen and he moved units up to threaten, but also to take objectives for a solid 5 VP round.

My turn 1, I did some hero phase shenanigans as usual and ran the buffed Blood Sisters up so they were 5” away from the 9 Revenant Seekers and their pool of 45 wounds. There was no redeploy which I was expecting, even though I had explained the abilities at the start. Charge phase started and the Blood Sisters failed their 5” charge. CP reroll… then I rolled a 8. Here we go! Spending a CP for all out attack and burning my triumph for +1 to wound saw them lift the Revenant Seekers to the wound, nothing more nothing less…. a big dent made.

Turn 2 I got the double turn, which allowed me to move up into position again ready for another charge. The Shadow Queen failed her charge, but the Blood Sisters got another charge off, this time into the 6 Spiterider Lancers but without the Mind Razor buff. Lifting 4 of them meant that Pete could retaliate and then in his turn nip through the woods far away…. Far, far away to the other end of the board…. i.e., my deployment zone lol.

I slowly managed to take the lead with a couple of points difference but at the cost of Morathi dying and we shook hands finishing the game 26-21 to DoK.

Peter: What a result. Thanks again to Baz for sharing his tournament review. Hopefully we can get him on again in the future.

Top Three AoS Lists for Nottingham GT

This is the Top Three AoS Lists for the Nottingham GT that took place in the UK on 14th and 15th January. It involved 41 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: Sylvaneth
Glade: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty
– Season: The Reaping

Leaders
Alarielle the Everqueen (840)*
Arch-Revenant (120)*
General
– Command Trait: Radiant Spirit
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Treesong

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

Units
5 x Gossamid Archers (220)*
3 x Aetherwings (65)*

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 1965 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 88
Drops: 1

Mathew Davies – aka Mathmallow – is a rather good player. You don’t have to look at too many tournies to find his name in the podium, and he’s legendary for doing it with Sylvaneth – old and new!

The list is easy to parse due to the inclusion of Alarielle and her cost. The Arch-Rev is a crucial buff piece for the 6 bows due to his +1 to wound aura – and though BowNoth continue to be divisive, they do offer a TANKY source of long range chip damage. Which is handy when you’re trying to throw a base as big as Alarielle’s around and into priority targets that a small screen could otherwise stymie.

Nice to see Gossamids being used too – despite their potential to flunk and do nothing, their ability to block a charge then fly safely away after doing some MW chip damage can absolutely hard counter combat armies.

A well-deserved win to probably the best Sylvaneth player out there in a sharkpit of a GT!

Advertisements

Allegiance: Lumineth Realm-lords
Great Nation: Helon
– Grand Strategy: No Place for the Weak
– Triumphs:

Leaders
Vanari Lord Regent (170)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Hysh: Total Eclipse
Archmage Teclis and Celennar, Spirit of Hysh (700)*
Scinari Cathallar (110)*
– Lore of Hysh: Overwhelming Heat

Battleline
30 x Vanari Auralan Sentinels (450)*
Lore of Hysh: Speed of Hysh
– Reinforced x 2
10 x Vanari Auralan Sentinels (150)*
– Lore of Hysh: Speed of Hysh
10 x Vanari Auralan Wardens (150)*
Lore of Hysh: Overwhelming Heat
5 x Hurakan Windchargers (150)*

Endless Spells & Invocations
Umbral Spellportal (80)
Rune of Petrification (40)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 87
Drops: 1

Adam Mumford – another Team LIT player here and the best of the LRL players in the top 10… all 5 of them, from 2nd to 7th place, no less! Is that an LRL meta resurgence I hear…

What we’ve got here is Teclis and 40 sentinels in Helon – allowing extra shooting at close range. It’s a blast from the past but with new rules – and now Sentinel’s sunmetal weapons also work in melee. Oh, and the Rune of Petrification is difficult to dispel (with a CV of 8) MW pump that you Teclis can auto-cast in a prime spot on the board.

Adam is another fantastic player, and there’s no denying there’s a lot to keep track of in terms of buff sequencing and aura ranges. Can’t say saying this list doesn’t give me the heebie-jeebies though!

Advertisements

Allegiance: Lumineth Realm-lords
Great Nation: Helon
– Grand Strategy: No Place for the Weak
– Triumphs:

Leaders
Archmage Teclis and Celennar, Spirit of Hysh (700)*
Scinari Cathallar (110)*
Artefact: Silver Wand
– Lore of Hysh: Overwhelming Heat
Vanari Lord Regent (170)*
General
– Command Trait: Master of Magic
– Lore of Hysh: Speed of Hysh

Battleline
10 x Vanari Auralan Wardens (150)*
Lore of Hysh: Speed of Hysh
10 x Vanari Auralan Wardens (150)*
Lore of Hysh: Overwhelming Heat
20 x Vanari Auralan Sentinels (300)*
Lore of Hysh: Total Eclipse
– Reinforced x 1

Units
20 x Vanari Auralan Sentinels (300)*
Lore of Hysh: Speed of Hysh
– Reinforced x 1

Endless Spells & Invocations
Umbral Spellportal (80)
Rune of Petrification (40)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 87
Drops: 1

Another incredibly well-known player and a long-time LRL fan, Matthew brings…. Teclis, 40 sentinels and the Rune of Petrrification in Helon.

He brought more Wardens than Adam though! So you can’t say he copied his homework.

Just to reassure you, I can tell you that 2 of the remaining 3 LRL lists went Alarith with Teclis, loads of Stoneguard and Avalenor. So, it wasn’t all Sentinels…

Advertisements

Allegiance: Gloomspite Gitz
Option: Grimscuttle Tribes
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Dankhold Troggboss (220)**** – Trev the Troggboss
– General
– Command Trait: Alpha Trogg
– Artefact: Glowy Howitz
Fungoid Cave-Shaman (95)**** – Freddie the Fungoid
Lore of the Moonclans: The Hand of Gork
Madcap Shaman (80)**** – Madcap Max
– Artefact: Moonface Mommet
– Lore of the Moonclans: Itchy Nuisance
Breaka-Boss on Mirebrute Troggoth (180)* – The Celestant Slime
Allies

Battleline
6 x Rockgut Troggoths (290)***
Reinforced x 1
6 x Rockgut Troggoths (290)***
Reinforced x 1
3 x Fellwater Troggoths (155)**
3 x Fellwater Troggoths (155)**

Units
5 x Spider Riders (90)*
3 x Rippa’s Snarlfangs (70)*
1 x Marshcrawla Sloggoth (150)**** – Drummer Dave

Behemoths
Skitterstrand Arachnarok (160)* – Big Bert & Nipper

Endless Spells & Invocations
The Burning Head (20) – Steve the Swamp Trogg
Mork’s Mighty Mushroom (40) – Marv the Misunderstood

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 330 / 400
Wounds: 146
Drops: 9

Gitz Top 10 should be the headline for Nottingham. Not only running a credible 9th but taking down giants on the way, even running win, loss, and draw against LRL is a very credible effort. Troggoths (Trolls) are the answer, boosting the Gitz with a solid, regenerative punch. Backed by both a Breakaboss and a Sloggoth, both of which are also Troggoths. The Dankboss can give either reroll 1s to hit as well as the other Troggoths. The Marshcrawler gives +1 to hit to friendly units wholly within 18”. All of those Rockguts hit on 2s with -2 rend and 3 damage, that’s how giants die. Just as important, Dominic left some room for some very fast units that can be scoring (old GHB) around the outside and even a couple of casters. While not reliable if Ithcy nuisance goes off it’s potentially a game changer making a key piece fight last. And if they get bored (after getting the extra command point), they can always throw in the Burning Head or Mork’s lunch (mighty mushroom) for some mortals.

Lots of threats in the list with some great mobility, nothing is too resilient if focused but what do you focus on? And as the results show if you can’t lift key units quickly they can focus solid killing power including enough to drop Gargants in a turn. The loss to an LRL shooting list (see 3rd place above) is expected for such a melee focused army but still a very credible showing. It will be interesting to see where their new book places them and whether it boosts the Troggoths or the little Gitz.

Final Tournament Placings