Category Archives: Colin Klären

Top Three AoS Lists for the Tales in the Wood XI GT

This is the top three AoS lists for the Tales in the Wood XI GT that took place in Germany on the 17th and 18th of August 2024. It saw 27 players vying to be crowned champion in a 5-game tournament.

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

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The Top Three AoS Lists

Nighthaunt
Death Stalkers
[Lore of the Underworlds]
[Morbid Conjuration]


Lady Olynder, Mortarch of Grief (300)
[General]
– 10 x Craventhrone Guard (200)

Reikenor the Grimhailer (210)
– 20 x Bladegheist Revenants (300)
– 2 x Dreadblade Harrows (160)


Knight of Shrouds on Ethereal Steed (180)
[Lightshard of the Harvest Moon]
[Ruler of the Spectral Hosts]
– 10 x Hexwraiths (320)
– 5 x Hexwraiths (160)
– 5 x Hexwraiths (160)

Colin Klären: Like every competitive Nighthaunt list right now, I played Death stalkers in conjunction with the Morbid Conjuration Manifestation Lore. Added to that was the usual Heroic trait and the usual artifact to restore half of a destroyed unit once per game and to give +1 attack once for all units in wholly 12″ around the KoS.

In my list I wanted to have as few units as possible in the Generals Battalion, so that the opponent can’t get 1+ to hit & wound buffs against my important units. The Craventhrone Guard was the perfect choice and is also the secret winner of the list. +1 to hit & wound against the enemy Generals Battailion meant 21 attacks on the 3+/2+/-1/1dmg and that every turn from turn 2 on thanks to counter fire and the ability that the guard does not get negative modifiers on hit rolls. Pretty good unit for 200pkt.

Besides the obviously best units at the moment (Bladegheist/Harridans/Hexwraith/Reikenor) I chose Lady Olynder because she offers the army a lot of utility with two additional casts and the resurrection. I also played a 3 drop because I wanted to play the Knight of Shrouds. Thanks to his speed, I always had the option to set up passively and still be right up front to activate the Lightshard if necessary. He also gives me the opportunity to activate the Hexwraiths with +1 to Hit in chain activation.

In both mirror matches I wasn’t allowed to choose which player had to start, which definitely didn’t make it easy. Nevertheless, both games were over very quickly, as the opponents gave me turn 1 and I was able to destroy more than 700 pts in both games with a very aggressive style of play in turn 1.

The game against Lumineth was against a very strong opponent who was previously unbeaten with his list. Windchargers that ignore wards and that you can never catch, Teclis that puts all endless spells on the board every turn and unbinds all the spells I have, as well as 20 wardens that can dish out a ton of mortal wounds, made the game very close. Also, the battleplan “Jawz of Gallet” was very difficult for me to play because the LRL player could be the underdog all the time and was allowed to burn targets at will.

The final against Tzeentch and arguably one of the best players in the world (Tobias Schwarz) was also very close and could have gone either way. I opted for a more passive approach and didn’t try to pin Tobi in the first round. I wanted to have the middle objectives in Battle for the pass 1-2 rounds just for myself so that I could win narrowly in the end. I knew that a close win would give me the tournament victory and the golden ticket! Nevertheless Tzeentch is definitely not bad against Nighthaunt with all the mortal wounds the can dish out.

Disciples of Tzeentch
Wyrdflame Host
[Lore of Change]
[Morbid Conjuration]


Kairos Fateweaver (440)
[General]
– 6 x Flamers of Tzeentch (240)
– 6 x Flamers of Tzeentch (240)
– 1 x Chaos Spawn of Tzeentch (60)
– 1 x Changecaster, Herald of Tzeentch (140)


Lord of Change (360)
[Nine-Eyed Tome]
[Illusionist]
[Rod of Sorcery]
– 20 x Blue Horrors and Brimstone Horrors (240)
– 10 x Pink Horrors (140)
– 10 x Pink Horrors (140)

Soulblight Gravelords
Deathmarch
2000 Points
Drops: 2
Spell Lore – Lore of Undeath
Manifestation Lore – Morbid Conjuration


Regiments
General’s Regiment
Mannfred von Carstein, Mortarch of Night (410 Points)

• General
Black Knights (320 Points)
• Reinforced
Black Knights (320 Points)
• Reinforced
Grave Guard (300 Points)
• Reinforced


Regiment 1
Necromancer (140 Points)

• Amulet of Screams
• Lash of the Sire
Deathrattle Skeletons (100 Points)
Fell Bats (90 Points)
Grave Guard (300 Points)

• Reinforced

Connor Irwin: Congratulations to Dario for an excellent showing at Tales of the Wood for his Soulblight Gravelords. Let’s take a look at what makes this list spin.

Starting at the bottom there is a necromancer with its double activation ability that is great for Grave Guard with their new and improved durability. It has an Amulet of Screams artefact and the Lash of the Sire command trait. A great package to squeeze every ounce of power possible into that wizard. The Amulet punishes enemy wizards within 18″ with d3 mortal damage and the lash enables a friendly unit within combat range to make a hero phase d6″ move, which is great for slow grave guard in particular. Sharing that regiment are two utility pieces, a unit of Deathrattle skeletons and Fellbats. Skeletons are excellent tactics and objectives grabbers that are hard to ignore but expensive to fully remove. Bats are superb at that early flanks tactic, taking covering fire to the face and just being obnoxiously everywhere.

Leading the generals regiment is Mannfred, a force multiplier wizard (2) and technical piece with a fun ability to make a redeploy work going into combat, access to a fight first rampage and an extra attack to nearby Deathrattle units when he kills models with that fight first. With the debuff heavy spell lore of Soulblight with things like Prison of Grief (fight last) and Waste Away (-1 DMG) make enemy units regret being within 12″ in the hero phase. The bloody hammers of this are the new and improved Black Knights. A reinforced unit of these things is a chunk of 30 health on a 4+ save with charge damage, crit mortals and extra rend from the formation ability. Add to this the Deathly Invocation healing and Endless Legions unit recursion and the power is clear. Dario took two of them and another reinforced grave guard unit on top. Brutal.

I think the standout feature of this list is the two drop package, something of a novelty in a faction that often brings a heavy hero load out with at least three regiments. If you’re playing with aggressive cavalry and can mess with activation order, that early double will end a lot of games.

Congrats to Dario for recovering after a round 1 loss and taking his skellibobs to an excellent 4-1 finish.

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Top Three AoS Lists for Grimnir’s Vengeance 2024

This is the top three AoS lists for Grimnir’s Vengeance 2024 that took place in the US on the 20th and 21st of July. It saw 32 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

Grand Alliance Death
Ossiarch Bonereapers
Kavalos Lance
2000 Points Limit
Drops: 3
Spell Lore – Lore of Ossian Sorcery
Manifestation Lore – Horrors of the Necropolis

Regiments
General’s Regiment
Katakros, Mortarch of the Necropolis (500)
General
Kavalos Deathriders (360)
Reinforced
Kavalos Deathriders (180)

Regiment 1
Arch-Kavalos Zandtos (230)
Kavalos Deathriders (180)
Kavalos Deathriders (180)
Kavalos Deathriders (180)

Regiment 2
Mortisan Soulmason (160)
Helm of Tyranny
• Diversionary Tactics

Faction Terrain
Bone-tithe Nexus

Michael Rausch: Deathriders are one of the most efficient units in the book the ability to retreat and charge allows them to apply themselves best getting their impacts vs infantry and extra damage and putting them in MSU squads keeps them from being over ran by large units while keeping their own efficiency. Katakros is a great buff unit and between him give buffs to save and control score while the Artefact reduces my opponents control score makes them contest well vs the opponents army one of the big winners of the books is the manifestation Lore mostly the shriker as it reduces wards and has some free shooting at 12 inches allows it to reliability use its ability upon set up and not need a 9in charge the turn it’s set up.

Lumineth Realm-lords
Alarith Temple
2000 Points
Drops: 3
Spell Lore – Lore of Hysh
Manifestation Lore – Primal Energy


Regiments
General’s Regiment
Avalenor, The Stoneheart King (410 Points)

• General
Alarith Spirit of the Mountain (330 Points)


Regiment 1
Vanari Lord Regent (230 Points)

• Masterful Tactician
• Silver Wand
Vanari Dawnriders (420 Points)
• Reinforced
Vanari Dawnriders (210 Points)


Regiment 2
Scinari Cathallar (120 Points)
Vanari Auralan Wardens (280 Points)

• Reinforced


Faction Terrain
Shrine Luminor

Roland Rivera: While Vanari units are getting most of the headlines for Lumineth (and rightfully so), there are some other interesting options in the index, among them the Alarith. The ability to reduce incoming Rend can blunt incoming attacks in a similar fashion to -1 to hit, and the Alarith unit lineup includes some hard-hitting Monsters that offer some additional tech when it comes to blunting incoming charges. This list brings both of the available monsters, as it opts for both Avalenor and a Spirit of the Mountain.

The offensive complement to those big Alarith cow monsters is the Lord-Regent with 15 Dawnriders, who can come down with a ton of speed and hitting power. A big blob of Wardens, a Cathallar for more magic, and Primal Energy to help heal up the big boys round things out.

The gameplan for this list is likely for the Sentinels to form your solid center, with the Alarith monsters acting as a 2nd wave and cavalry owning the flanks. However, the combination of units that are good at charging and good at receiving charges means that this list is a bit of a chameleon, able to adapt to its opponent’s strengths and counter them. A fun one indeed.

Daughters of Khaine
Cauldron Guard
2000 Points Limit
Drops: 2
Spell Lore – Lore of Shadows
Prayer Lore – Prayers of the Khainite Cult
Manifestation Lore – Manifestations of Khaine

Regiments
General’s Regiment
Krethusa the Croneseer (190)
• General
Doomfire Warlocks (300)
• Reinforced
Doomfire Warlocks (150)
High Gladiatrix (130)
Witch Aelves with Bladed Bucklers (220)
• Reinforced

Regiment 1
Slaughter Queen on Cauldron of Blood (350)
• Zealous Orator
• Khainite Pendant
Sisters of Slaughter with Bladed Bucklers (220)
• Reinforced
Sisters of Slaughter with Bladed Bucklers (220)
• Reinforced
Sisters of Slaughter with Bladed Bucklers (220)
• Reinforced

Griffin Day: This looks like a fun list, and it’s great to see something with no snake units do well after 3rd’s snekk meta. I’m a fan of sisters of slaughter. I think this edition the -1 to be hit is a nice tool to have in such a squishy army should something survive your hit. The changes in 4th to combat range and no morale really make these big units of witch aelves and SoS punch above their weight.

It looks like Roger went and tried to make the “tankiest” DoK list he could, with the big unit sizes, SoS with their -1 to be hit, everyone has bucklers so 5+ saves and Krethusa has her warscroll prayer to give some mortal wounds and make an enemy unit -1 to hit should they tangle with something that’s not the SoS. Pray up a heart of fury for -1 to wound, and I can see that really messing with someone’s day, especially Sons of Behemat or Ogors hitting on 4s natively. It may not sound like much, especially on the glass jaw of aelves, but those -1 to hit and/or wound make a unit surprisingly tanky in 4th, especially a reinforced unit.

Krethusa combined with the cauldron also gives some good tech to mess with your opponent. It’s on a 2+ so it can fail, but debugging control scores or stopping commands can hurt, I imagine the lowered control helped shut down the Skaven typical horde tactic, though that’s just my guess at what the Skaven player ran. The biggest news is the extra movement for scoring battle tactics. One of these aelf units getting 12” in a turn, or the doom fires helps set up where you’d like to score. It counts as a run, but if you can get steed of shadows off on a unit from a nearby doom fire unit, it’s charging time.

Speaking of doomfires, they got a glow up this edition being able to take the DoK spells, unlike in 3rd, and they’re one of the few wizard units in the army too. Bloodwrack now locks you into a regiment with snakes or khinerai, and Morathi lets you take anything, but she’s a huge points cost. So doomfires get a new lease on life on top of being good screeners and objective holders

I think the Khainite Pendant is the clear winner out of the DoK artefacts if you include a priest (and you should try to). Getting the max ritual on Sacrament of blood turn 1 or 2 is too good to ever pass up.  With a cauldron my gut for traits to go with bathed in blood for the heals, but the extra dice on rally from zealous orator here really makes this list stick around longer if they are able to not stay pinned down.  I also think the slaughter queen looks better (in my opinion) now than the previous auto take of a hag queen for a priest(ess). Hag Queen losing the ability for her witch brew to advance the blood rites turn on a unit in 4th, makes giving a horde of witches or SoS like Roger went with an extra attack a lot more mileage than the 5+ ward on mostly one wound models. Add in the +1 to save near the cauldron, and you’ve got a stew cooking with all the defensive buffs already on the SoS

Also, the cauldron guard is probably the clear winner here for the formation with this list, though slaughter troupe would be good for guaranteed charges. The pile in and D3 mortals at the end of every turn with 3 units if your infantry or cauldron is still stuck in with is great to try and get rid of some pesky objective holders.

The following list and commentary are available to the patreons of Woehammer. If you’re interested in supporting the site, please visit patreon.

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