Category Archives: Army Lists

Top Three AoS Lists for Norwegian Masters

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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?

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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.

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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.

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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

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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

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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.

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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.

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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).

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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

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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.

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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! 😉

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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.

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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.

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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.

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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

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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!

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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!

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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…

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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

Top Three AoS Lists for Blood in the Snow

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This is the Top Three AoS Lists for Blood in the Snow that took place in the UK on 14th and 15 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?

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

The Top Three AoS Lists

Army Faction: Daughters of Khaine
Subfaction: 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

EDIT: You would think that I – a DoK main – would not get Blood Stalkers and Sisters mixed up – but there’s an interesting case study in assumptions tricking your brain into reading things wrong! To be fair, it doesn’t really change much but either way, my bad – commentary amended accordingly (less Pin-Cushion and more Pins-Needles)

Baz Norman is one of those names you really don’t want to see on your pairings sheet – and he’s ending the old season on another high here with a list that, with the forthcoming points changes and GC rules, is likely dead from here on.

Essentially it’s a riff on the good old fashioned pin-and-cushion list, with two timed-unkillable giant bases in Morathi and Spinedog to back you up while 15 Stab charge in behind them with their huge MW output. I call it, the ‘Pins-and-Needles’ list!

That’s it really. It’s done the business before, it’s done it here again and in the new season this list will be nearly 100 pts dearer and have only the one useful Galley Champ – so hopefully we’ll see DoK lists getting a mix up at least!

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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

Peter Twigg here showing that Sylvaneth are starting to put some deep roots down – and that’s before their forthcoming points cuts.

It’s a nasty list – tripling down on Revenant Seekers, those bastards tricky flying cavalry who can feel nigh on indestructible by dint of healing up after they kill something and their ability to bring a model back by themselves – including one of their own. They’re backed up by Lancers – the less tanky but killier ones, all wrapped up in Harvestboon for the pre-game move (for EACH flying-cav unit) of 12″. The threat projection is obvious – you’re likely to start turn 1 swatting more bugs than you’d find at an al fresco jam tasting in August.

Then, just to make your life truly miserable, there’s a Celestant Prime.

The list has the speed to take down tanky targets like SCE and Slaves in the first two games, and also has the recursion and mobility to deal with DoK, losing only to Baz. Another list that may suffer in the new season due to lack of scoring GCs but honestly, when you can just pin and kill everything in the first battle-round, does it matter?

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

Leaders
Megaboss on Maw-Krusha (480)**
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Mighty Waaagh! Leader
– Artefact: Destroyer
– Mount Trait: Fast ‘Un
Orruk Warchanter (115)**
Warbeat: Get ‘Em Beat
Orruk Warchanter – Bonded (115)**
Orruk Warchanter
Artefact: Arcane Tome (Universal Artefact)
– Warbeat: Fixin’ Beat
– Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
5 x Orruk Ardboys (85)**
1x Gorkamorka Banner Bearers
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– Reinforced x 1

Behemoths
Krondspine Incarnate of Ghur (480)

Points: 1,955/2,000

Elite in that special Orc way, Mawcrusha with 3 Warchanters for lots of Violent Fury (+1 damage), 12 pigs and a token 5 Ardboyz. And the Krondspine. It produces a quadruple threat, all hammers list that can be all Alpha strike but has some potential to play for a double if you hold it back until Turn 2/3. The change to -2 Rend boosted Goregruntas a lot and blocks of 6 can remove most threats in a turn. Even better they will usually (being 30 wounds) tie up whatever they charged for a 2nd round where the unreinforced unit can be taken out in 1 turn. This is a multi drop army (2 artefacts) so it probably isn’t going to get first turn unless their opponent thinks they can delay outside of 25”+, the threat range of the Goregruntas with Mighty Destroyers and Get ‘em beat.

But wait there’s more – Get ‘em beat on a Goregrunta unit with the Green Hand of Gork is a very good sniping tactic. You drop outside of 9” (no redeploy) with a 3D6 charge or better than 50% chance of making the charge. Then there’s the Krondspine, a handy addition to Ironjawz who are lagging a little in the win rate. Quadrulple threats with the potential to remove units quickly and restrict your scoring. But at the same time if the opponent is too mobile or spreads then other army lacks the units to pursue. If they Orks get to dictate play you are in trouble but they are vulnerable to mortal wounds (or spells really) and archers. And with so few units it’s hard to score Battle Tactics. High risk high reward list for a High risk high reward army – very orkish.

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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

Peter published these meta stats earlier this week, and according to it the Hedonites are…. *searches through list*… sleeping in. Apparently they are sick in bed with a terrible case of old book-itis, and would prefer not to have to have their names added to anything, thankyouverymuch.

In reality, Slaanesh is in a tough spot right now. They are stuck with Hero-hammer being the best way to field their most effective units while dealing with a GHB that rewards armies with good troops. They want to kill their opponents, but if they do it too well they break their own summoning mechanic. They want to get their heroes stuck in, but on a good day Sigvald is still going to fold under the weight of a decent opponent (there is only so much a 3+ save and 4+ ward can do when you’re starting out with 6 wounds).

All that said, what this list seems to want is to place as many threats on the board in as many places as possible. Blissbarb archers aren’t going to stand up to dedicated fire, but are fast enough to place bodies where you need them, potentially stealing an objective right out from under their opponent. The Seekers, Hellstriders, and Centigors are also present to make use of those relatively fast movement speeds to tie up and harass their opponents. The heroes waver between support (Glutos) and damage (Sigvald), both of which can very effectively support the other.

I expect once the new GHB is released and adopted by more tournaments we will see drastically different list-building styles from Hedonites. Whether those modified lists will see top 3s remains to be seen.

Final Tournament Placings

Top Three AoS Lists for Shanghai Slaughter

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This is the Top Three AoS Lists for Shanghai Slaughter that took place in the China on 14th and 15 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
– Subfaction: Thunder Lizard
– Grand Strategy: No Place for the Weak

LEADERS
Engine of the Gods (285)*
General
– Command Traits: Prime Warbeast
– Artefacts of Power: Fusil of Conflagration
– Mount Traits: Beastmaster
– Prayers: Curse
Celestant-Prime (325)*
Lord Kroak (450)*
Skink Starpriest (130)*
– Spells: Hand of Glory

BATTLELINE
Saurus Guard (115)*
Saurus Knights (220)*
– Celestite Warspear and Powerful Jaws
Skinks (75)*
Saurus Knights (110)*
Celestite Warspear and Powerful Jaws

OTHER
Razordon Hunting Pack (210)*

ENDLESS SPELLS & INVOCATIONS
1 x Umbral Spellportal (80)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Saurus units riding the crest of Seraphon power? Seraphon claiming number one with an Engine of the Gods and Kroak isn’t new. But Saurus Knights and Razordons in Thunder Lizard? It looks like Thunder Lizard was taken for double cosmic engine rolls and the Fusil of Conflagration. Thunder Lizard really boosts the power of an Engine and with Kroak can push out a lot of mortals. This is mostly a short range/melee army though, with the Engine’s 8” range working really well with the 9” range of curse. The Razordon’s bring 18” range (12D6 shots), but are most useful if the enemy gets close where they can both unleash hell and shoot at the end of the charge phase. Essentially, Seraphon Leadbelchers, you can’t leave them, but you can’t charge them.

The Saurus Knights are usually left at home, they don’t accept buffs as well as Skinks but this army is playing heavily into their Predatory-Fighter (+1 attack for Jaws attacks) and Scaly Skin (-1 damage). And they aren’t GVs. Combined with additional damage on the charge and the potential mortals on 6s, the double unit is pretty scary. A big part of the list, though, is the Celestant Prime – arguable if he is worth the cost in Seraphon, but it worked here. His guaranteed charge and damage profile is effective at removing key pieces like MawCrushas, Durthu, or Warsong Revenant. With Kroak shutting down spells it’s not hard to see why Sylvaneth struggled, the same for Skaven. Neither do well with Mortals. Damage reduction limits some of the impact of Ironjawz and the limited rend, but large number of attacks counters Nighthaunt. The army still has Seraphon’s ability to score while countering a lot of the unique abilities of his opponents army. It’s a really well thought out counter list.

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Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Season: The Dwindling
– Grand Strategy: Defend What’s Ours
– Triumph: Bloodthirsty

LEADERS
Arch-Revenant (120)*
– Artefacts of Power: Arcane Tome
– Spells: Regrowth, Verdant Blessing
Treelord Ancient (360)*
– Spells: Treesong, Verdant Blessing
Warsong Revenant (305)*
– General
– Command Traits: Spellsinger
– Spells: Verdant Blessing, Verdurous Harmony

BATTLELINE
Dryads (100)*
Tree-Revenants (110)*
Tree-Revenants (110)*

OTHER
Kurnoth Hunters with Kurnoth Greatswords (500)*
Kurnoth Hunters with Kurnoth Greatbows (230)*

ENDLESS SPELLS & INVOCATIONS
1 x Vengeful Skullroot (60)
1 x Spiteswarm Hive (40)
1 x Gladewyrm (50)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1985/2000

Nikola here has brought a fairly standard Gnarlroot magic build here, with the Treelord Ancient and Warsong Rev combo for putting down a set of trees early doors with the Ancient for Warsong to use Spellsinger to cast his nasty AoE through.

It’s backed up by a compliment of reinforced Sword ‘Noth – a less popular choice than scythes because of their lesser rend – but a more balanced one overall, I think, due to their potential for MW output against targets who scoff at even 3 rend (such as Nighthaunt for example).

Happily for me, an endless spell enjoyer, the list packs all three Sylvaneth specific ones, and why not? They allo have fantastic utility and get be got off nicely in Gnarlroot with the ‘3d6 pick best 2’ to cast and re-roll from The Dwindling. Not only are they some of the best looking faction specific spells but they really do give the army a lot of options – horrorghast effects, healing, charge bonuses and more – love to see it!

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Army Faction: Slaves to Darkness
– Army Type: Knights of the Empty Throne
Grand Strategy – Take what’s theirs

LEADERS
Chaos Sorcerer Lord (135)*
– Mark of Chaos: Nurgle
– Artefacts of Power: Arcane Tome
– Spells: Demonic speed

Varanguard (290)**
General
– Mark of Chaos: Khorne
– Fellspear

BATTLELINE
Varanguard (290)**
Mark of Chaos: Khorne
– Ensorcelled Weapon
Varanguard (290)**
– Mark of Chaos: Khorne
– Ensorcelled Weapon
Splintered Fang (100)*
The Unmade (80)*
Corvus Cabal (80)*
Corvus Cabal (80)*

BEHEMOTH
Krondspine Incarnate of Ghur (480)*

OTHER
Ogroid Theridons (190)*
Mark of Chaos: Khorne
– Great Axes

BATTALIONS
Battle Regiment*
Overlords of Chaos**

TOTAL POINTS: 2000/2000

Great to see a good run out with the new Slaves book! Although, less happy to see Spinedog – and do bear in mind that the new focus on foot heroes in the forthcoming season will likely mean a list such as this has to change in some big ways.

In the meantime though, it leans into the the obvious highlights of the new book – triple Varanguard in Khorne with lances for that sweet rend 3 charge in one unit, and two units of Ensorcelled Weapons for fast chaff/lower armour targets. With each unit able to fight twice, that’s potentially a lot of pressure coming at you early.

Andy also leans into a bevvy of tech cultists, which is a fantastic section of the new book. Splintered Fang for reliable MW output, The Unmade for running up and turning off Redeploy to help those Varanguard make their charges and not end up in no-man’s land, and double Corvus Cabal for deepstriking and scoring battle tactics. Note – in the new season we lose Barge – so one unit of Corvus for Desecrate is probably going to be the new jam.

It’s interesting that he’s packed in some Theridons – to be fair, they’re a cost effective if not at all durable counter-punch, so why not?

An interesting list that took down what I would imagine are some fairly green match ups, losing only to Nikola’s Sylvaneth, who are quickly proving to be a red matchup for the new chaos bois! Andy – be a hero and take 2nd place next time, without Spinedog! My commenting fingers are ready.

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

LEADERS
Thanquol (415)*
– Warpfire Projectors
– 3 x Warpfire Braziers
– Spells: Skitterleap
Warlock Bombardier (115)*
Spells: More-more-more Warp Power!
Arch-Warlock (155)*
General
– Command Traits: Deranged Inventor
– Artefacts of Power: Esoteric Warp Resonator
– Spells: More-more-more Warp Power!

BATTLELINE
Skryre Acolytes (75)*
Skryre Acolytes (75)*
Stormfiends (960)*
3 x Windlaunchers and Clubbing Blows
– 3 x Ratling Cannons and Clubbing Blows
– 3 x Shock Gauntlets and Warpstone-laced Armour

OTHER
Warp-Grinder (65)*

ENDLESS SPELLS & INVOCATIONS
1 x Lauchon the Soulseeker (50)
1 x Soulscream Bridge (80)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Skaven is one of those armies that I love to see pop up in these lists. Much like Forrest Gump’s box of chocolates, you never know what you’re going to get.

In this case, we get nearly half of the points of the list dumped into one 9-rat unit of Stormfiends with a weapon load-out that punishes at 24″, ruins days at 12″, and ruins lives within 3″. Combining their damage output with the additional wounds of Warpstone-laced Armor allows them to absorb the mortal wounds they will ultimately take when one of the two nearby Warlocks casts More-more-more Warp Power! Stormfiends absolutely love the ability to land those 9 Windlauncher shots at 3+/2+/-3/D3, 9D6 Ratling Cannons at 2+/2+/-1/1, and 12 Shock Gauntlets at 2+/2+/-1/2.

We also get to see two endless spells that will be standards for the new battletome. The bonuses to mobility brought into play by Lauchon and the Soulscream Bridge makes scoring first and second turn battle tactics easier, since it allows those foot heroes (who might normally have a hard time moving more than 9″ in a turn) to jump across the board to claim objectives. Thanquol’s casting bonus allows him to be a very expensive, but reliable taxi driver, with the ability to cast Skitterleap and one of the two endless spells in the same turn, throwing both of the Galletian champions wherever the they need to be.

Final Tournament Placings

Vanguard: Slaves to Darkness – Beginners 1,000 Point Army

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Following on from Danny and Phil’s excellent chat about the new Slaves to Darkness Battletome, we thought it would be great to give you an option for a beginners army based on the new Vanguard: Slaves to Darkness.

Vanguard: Slaves to Darkness

This new boxed set priced at £85 through Games Workshop comes with 17 models in total to give you an (almost) complete beginners army. I say almost, the total points in this set amounts to 680 points.

Included in the box you have:

  • 1x Chaos Lord (115 points)
  • 10x Chaos Warriors (220 points)
  • 5x Chaos Knights (230 points)
  • 1x Gorebeast Chariot (115 points)

But we want a full 1,000 point army that we can start playing with, so to add to the above I’d possibly look at buying a Chaos Sorcerer Lord, a Darkoath Warqueen and a set of Darkoath Savagers.

What will it all cost?

  • Battletome: Slaves to Darkness £32.50
  • Vanguard: Slaves to Darkness £85
  • Darkoath Warqueen £21
  • Darkoath Savagers £35

That’s total of £173.50 at Games Workshop prices for everything you need to play at 1,000 points with Slaves to Darkness.

You can of course get these cheaper through your local retailers. Element Games in the UK offer between 15-25% off on these prices. Why not use our affiliate link below to start your army today?

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The List

Army Faction: Slaves to Darkness
Subfaction: Host of the Everchosen

LEADERS
Chaos Lord (115)
General
– Mark of Nurgle
– Reaperblade and Daemonbound Steel
– Command Trait: Death Dealer
– Artefact: Hellfire Sword (Reaperblade)
Chaos Sorcerer Lord (120)
– Mark of Nurgle
– Lore of the Damned: Daemonic Speed
Darkoath Warqueen (100)

BATTLELINE
10x Chaos Warriors (220)
– Mark of Nurgle
– Murderous Weapons
– Retinue
5x Chaos Knights (230)
– Mark of Nurgle
– Cursed Flail
– Ensorcelled Banner: The Eroding Icon
10x Darkoath Savagers (100)

OTHER
1x Gorebeast Chariot (115)
– Mark of Khorne
– Lashing Whip & Chaos War-Flail

TOTAL POINTS: 1000/1000

This army is tough! and it has fast elements which can also pin units in place while you bring your Chaos Warriors and Darkoath Savagers to bear. We’ve gone for Host of the Everchosen as our subfaction, this will allow us to bring back slain models on 5+ instead of 6+ with our rally ability. This only applies to the Chaos Warriors and Chaos Knights, but these two units with the Mark of Nurgle are already going to be blighters to shift anyway, this will just make it even harder for our oppposition!

How it could play

Chaos Lord

Our general for this particular list. He’s tough and hits like a hammer. Giving him the Mark of Nurgle means the enemy have to subtract 1 from their wound rolls that target him when using melee weapons. It also gives him the ability to use the Command Ability: Bestow Contagion. This will allow our other Nurgle Marked units (Chaos Warriors and Knights) a chance to cause D3 mortal wounds to enemy units within 3″ on a 3+.

We’ve got Death Dealer as our Command Trait, and this will allow our General to fight for a second time in the fight phase once per battle. Admittedly it’s with the Strike-last effect, but even so, well worth having.

With Chaos Lords you’re also allowed to choose a retinue which you can pass wounds off to on a 3+ (the reasons for this shown in the Chaos Warriors section), for this I’ve chosen the Chaos Warriors, as really he should be sticking to them like glue throughout the game. The other benefit from being retinue is they can fight immediately after our Chaos Lord if they haven’t fought yet. Essentially giving you two fight activations for the price of one!

As an artefact, I’ve gone for Hellfire Sword, which will allow our Reaperblade to cause two mortal wounds for each hit roll of 6.

Giving him the Reaperblade and Daemonbound Steel does mean that the damage output is slightly better than that of the Daemonbound Flail when you also take into account the mortal wounds caused by Hellfire Sword:

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Reaperblade222222
Daemonbound Steel111110
TOTAL333332
Daemonbound War-Flail222222
Average Damage after Saves
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Chaos Sorcerer Lord

This lovely fellow is a good buff to your forces. He’s a single cast and single unbind wizard which isn’t anything to write home about, but what he does provide is his spell Daemonic Power. With a casting value of 6 and a range of 18″ it should be fairly easy to cast each turn, and when you do you’ll be able to give ANY of your other units in this list +1 to hit and +1 to wound for their melee attacks. That’s nothing to be sniffed at!

As well as this he can give a 6+ ward to one of your other units in this list until the next hero phase. Hopefully you’re starting to see the tankiness of those Chaos Warriors now with their Mark of Nurgle (-1 to wound them) and a 5+ Ward Save against mortals and 6+ Ward against everything else.

Darkoath Warqueen

I absolutely love this model, which is mainly why I’ve chosen it (never discount rule of cool!). Like the Chaos Lord, this unit can allow the Darkoath Savagers to fight immediately after herself (as long as they haven’t already fought), another twofer!

She has an ability where if issuing the inspiring presence command while inside the enemy territory she can give it up to 2 Darkoath or Cultist units. We only have one for this list, but perhaps consider buying one of those awesome Warcry warbands when you look to expand to 2k?

Chaos Warriors

The first of our three battleline units. Keep these near your Chaos Lord so that they can benefit from the Retinue rule and fight immediately after the Chaos Lord in the fight phase.

With a 3+ save, a 5+ ward against mortals and a 6+ ward against everything else using the Chaos Sorcerer Lords Oracular Visions, AND the ability to have slain models return from the rally command on 5+, this unit is going to take A LOT of punishment before it goes away! In fact they would need an average of 72 damage from zero rend weapons to be allocated to them before saves, for the enemy to have a chance of destroying them.

By getting the Chaos Sorcerer Lord to cast Daemonic Power on them as well you’ll soon see their average damage output after saves is not to be ignored:

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Murderous Weapons1414121075
Murderous Weapons (Enemy Territory)*21211814117
*Chaos Warriors gain +1 attack while wholly within enemy territory
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Darkoath Savagers

Another unit I absolutely love. These guys have an added benefit of causing mortal wounds on hit rolls of 6 when in combat. This is the perfect unit to try and take objectives with, because if you manage to claim one previously held by the enemy then this unit will get a 5+ ward save until the end of the game. They won’t stand up to much punishment though, so if you’re going to commit them make sure you can win!

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Darkoath Weapons874411
Average Damage Output after Saves

Chaos Knights

Another tanky unit. They also benefit from the 5+ ward save against mortal wounds. We’re also giving them Mark of Nurgle (who is Mark anyway?) so the enemy is at -1 on their to wound rolls.

These guys are quick as well, we’ve given our Chaos Sorcerer Lord the spell Daemonic Speed. This will allow to roll 3D6 for their charge rolls when within 18″.

We’ve also chosen to give these chaps The Eroding Icon Ensorcelled Banner, this will worsen the rend of melee weapons used against them by 1, making them even harder to kill!

You’ll want these guys quickly claiming objectives and tying up units you want to hold in place ready for your Chaos Warriors to pummel.

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Cursed Land (Charging)888664
Cursed Lane*443321
Cursed Flail*322110
Trampling Hooves*322110
TOTAL*1087541
Average Damage Output
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Gorebeast Chariot

Another flanker unit for our army. We’ve given this the Mark of Khorne which allows us to add 1 to the attacks of its melee weapons when it charges.

Don’t forget that at the end of the combat phase it can make a normal move even if still within 3″ of the enemy. If it does so, it can cross across models with wound characteristics of 4 or less as though it can fly. If you do so, pick a unit that this model passed over and roll a dice, on 3+ that enemy suffers D6 mortal wounds! You’ll probably do an average of 3 or 4 mortal wounds… And it only costs 115 points! Bargain!

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Lashing Whip100000
Chaos War-Flail322110
Crushing Fists222200
TOTAL644310
Average Damage Output

Where to go next?

Everything in this book looks cool and you certainly couldn’t go wrong by possibly buying a second Vanguard box! If not, have a look at the Varanguard and Chosen, both heavy hitting units if that’s what you like. There’s also a certain bloke named Archaon…

Top Three AoS Lists for SoCal Masters

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This is the Top Three AoS Lists for the SoCal Masters Grand Tournament that took place in Texas, USA on 7th and 8th January. It involved 10 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: Beasts of Chaos
– Army Subfaction: Allherd
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADER
1 x Dragon Ogor Shaggoth (155)**
– Spells: Hailstorm, Sundering Blades
1 x Tzaangor Shaman (135)**
– General
– Command Traits: Dominator
– Artefacts: Blade of the Desecrator
– Spells: Vicious Stranglethorns, Wild Rampage
1 x Grashrak Fellhoof (150)**
– Spells: Savage Dominion, Wild Rampage

BATTLELINE
10 x Ungors (65)***
– Brayhorn
– Banner Bearer
– Ungor Blade and Half-shield
10 x Ungors (65)***
– Banner Bearer
– Brayhorn
– Ungor Blade and Half-shield
30 x Tzaangors (525)***
– Twistbray
– 2 x Icon Bearer
– 2 x Brayhorn Blower
– 4 x Tzaangor Mutant

ENDLESS SPELL
1 x Wildfire Taurus (70)
1 x Ravening Direflock (30)

OTHER
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*
1 x Tuskgor Chariots (65)*
5 x Grashrak’s Despoilers (150)**

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

TOTAL POINTS: (1980/2000)

Danny: Beasts of Chaos are finally running scared….of their new book. Because it contains at least the possibility of them being balanced.

In the meantime, you have something like this. In case you’re unfamiliar with how BoC work, let’s just say they do everything, with loads of bodies that punch above their weight (thanks to the Herdstone which gives rend that stacks by battle round and a 4+ rally emanating in an increasingly large aura by battle round) coming in from board edges when you least want them to.

For those who are experienced in such matters, let’s look to the innovations in this list. Well, it takes Grashrak Fellhoof and his merry band of Despoilers for a spin, on loan from Underworlds – who allows Brayherd units (i.e. most of the stuff in the list) to get…+3 to their movement…and a tasty spell for d3 mortals and +1 to hit for all units into that target. In true BoC fashion, that would probably be good value enough on its own but the 5 Despoilers in tow act as a bodyguard/ablative wounds too.

Beyond the usual ‘borrowing’ of the best stuff from the new Tzeentch book, the list also includes a token Tuskgor chariot. You don’t see those every day! But for 65 pts it’s a 10″ move, 6 wound on a 4+ piece with minor chip damage – but it’s 65 pts and moves 10″, who cares what else it does. The things BoC have access to for under 75 pts never ceases to amaze me.

Wishlist from the new book: change everything. Yes the models are old and ugly but their rules don’t need to match.

Of course – kudos to the general, as no army can win without skill. And there’s a lot to remember with BoC.

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Gregory Brewer 3/0/2

Army Faction: Orruk Warclans
Army Type: Ironjawz
– Subfaction: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumph: Inspired

LEADERS
Orruk Weirdnob Shaman (90)
Spells: Da Great Big Green Hand of Gork
Megaboss on Maw-krusha (480)*
General
– Boss Choppa and Rip-toof Fist
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Bash ’Em Ladz
– Bonding: Krondspine Incarnate of Ghur
Orruk Warchanter (115)*
Orruk Warchanter (115)*

BATTLELINE
Orruk Ardboys (85)*
Orruk Ardboys (85)*
Orruk Gore-gruntas (340)**
Jagged Gore-hacka
Orruk Gore-gruntas (170)**
Jagged Gore-hacka

BEHEMOTH
Krondspine Incarnate of Ghur (480)*

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1960/2000

Brett: Two things Ironjawz don’t love; huge screens (that they don’t clear on the first attempt) and lots of rend. Beasts bring both. Greg bounced back from a first round loss to the eventual winner before losing again in the 4th round to Kruleboyz (KB). Mortal wounds can be an issue for Ironjawz and 21 Boltboyz in 2 x 9 and a 3 man create some problems. Greg’s tried to increase damage output by taking Bash ’em ladz (+1 to wound rolls) but it’s not reliable with the high casting value. This list trys uses the Mawcrusha and 6 Goregruntas as the dynamic damage combination with the Krondspine as a 3rd threat/pining piece. Unfortunately, screens and MW shooting is a tough ask for a melee army. With poisons and MW those Boltboyz are removing a pig or two with Unleash Hell.

Other than his 2 losses though Ironjawz punished his opponents. Krondspine works great in the list either pining something important or distracting attacks from the Mawcrusha. 6 Gore gruntas have likewise proven to be a good foil to the Mawcrusha either supporting a push on one flank or allowing board wide pressure. Teleporting ardboyz is another effective distraction opportunity. Everyone knows the alpha strike but the inclusion of Krondspine and the larger Goregrunta unit give more subtlety and give options. It’s a matter of choice whether you take the Shaman for the teleport or not, it’s a very effective distraction/scoring mechanism.

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Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)*
Lord-Castellant (155)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades

Battleline
5 x Vanquishers (110)*
5 x Vanquishers (110)*
5 x Vanquishers (110)*

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

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 116
Drops: 3

Brett: If there is one thing Stormcast have in spades, other than dragons, it’s Battleline units. Vanquishers are seeing some more use but usually a single unit, taking 3 is a bit of a risk but worth it if there are horde armies around. Drop one onto an unprotected objective and even if your opponent removes them they will attack on death, they have the Thunderstrike keyword as well give their Blaze of Glory an extra dice. Easier to shift with only a 4+ but damaging to deal with. No holy command is shown but if it was Call to Aid (likely) then that dead unit is going to return (only once per battle). Otherwise we have Gardus for a 5+ ward within 12″ and the Lord Castellant (who we’ll probably be seeing even more often as a Galletian Champion). Generally he’d put both buffs (+1 to save and +1 to wound) on a unit before it was sent into harms way.

Still there are issues, the Drakes have a lot of wounds but are hard to give cover from shooting, they can easily get out of buff range, redeploy can ruin charges and with high rend they will wilt. Evan recovered from 2 losses in the opening rounds, losing to a SCE list with a lot of shooting and Krondys (with Thudershock to wreck those charges and leave you exposed to the shooting). The second loss was to Maggotkin, damage output is a continuing issue for SCE and you don’t really want to be near them very long or the mortals pile up. Solid mobile list very reflective of where SCE is right now.

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Army Faction: Fyreslayers
Subfaction: Lofnir
– Grand Strategy: Masters of the Forge
– Triumph: Inspired

LEADERS
Auric Runemaster (125)*
General
– Command Traits: Avatar of Vulcatrix
– Artefacts of Power: Volatile Brazier
– Prayers: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayers: Prayer Of Ash
Celestial Hurricanum with Celestial Battlemage (290)*

BATTLELINE
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Coal-heart Ancient
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Flame-scale Youngblood
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Lava-tongue Adult
Vulkite Berzerkers with Fyresteel Handaxes (170)*
Karl
– Hornblower of Grimnir
Vulkite Berzerkers with Fyresteel Handaxes (170)*
– Karl
– Hornblower of Grimnir

ENDLESS SPELLS & INVOCATIONS
1 x Runic Fyrewall (40)
1 x Horrorghast (40)
1 x Molten Infernoth (40)

TERRAIN
1 x Magmic Battleforge (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1970/2000

Alice: There’s really only two ways to build Fyreslayers: Berzerker spam and Magmadroth Spam, but it comes with the territory of having a limited number of models.

That said…this one is interesting. Lofnir lets you bring Magmadroths as battleline, and juices them up to boot with extra wounds and mount traits. They’re a solid work horse monster that can do some solid damage output and horde clearing, a task Fyreslayers frequently struggle with. The Runesmiter and Runemaster support the army with powerful prayers, including the important Infernoth for Mortal Wound output and the Fyrewall to protect important units and objectives. Also key, the Runesmiter can tunnel a Magmadroth in 9″ away from the enemy, with bonuses to charge thanks to a supercharged rune granted through the army’s Heroic Action.

The Celestial Hurricanum is an interesting ally, it helps cover two of the Fyreslayer’s biggest weaknesses: Lack of Wizards and Ranged Mortal Wounds. A solid choice for artillery support. Rounding it off it can cast the Horrorghast, a powerful way to clear out a few extra models from large hordes by blocking Inspiring Presence.

Final Tournament Placings