Category Archives: Eduardo Rodriguez

Top Three AoS Lists for the 2026 Vienna Summer Tabletop Major AoS Singles

This is the top three AoS lists for the 2026 Vienna Summer Tabletop Major AoS Singles that took place in Austria between the 11th and 12th of 2026. It saw 41 players in an invitational format vying to be crowned champion in a 5-game tournament.

Before we jump into the Top Three AoS Lists, I want to invite 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

Kruleboyz
Kruleboyz Klaw
General’s Handbook 2026-27
Drops: 4
Spell Lore – Lore of the Swamp
Manifestation Lore – Manifestations of Gorkamorka
Battle Tactics Cards: Blazing Onslaught and Burning for Vengeance


General’s Regiment
Gobsprakk, the Mouth of Mork (240)

• General
Beast-skewer Killbow (130)
Beast-skewer Killbow (130)
Kruleboyz Monsta-killaz (120)
Murknob with Belcha-banna (80)


Regiment 1
Kragnos, the End of Empires (580)
Gutrippaz (300)

• Reinforced


Regiment 2
Killaboss on Great Gnashtoof (130)

• Slippery Skumbag
• Eye-biter Ash


Regiment 3
Swampboss Skumdrekk (150)
Hobgrot Slittaz (140)

• Reinforced


Faction Terrain
Skaregob Totem

Connor Irwin: Kruleboyz creep out of the muck and into the fire with a wide array of successful lists hitting the GT scene. Generals are eager to flex those updated battle traits, warscrolls and seasonal rules, and collectively power through the loss of ghyran’s Swamphorde Bullies formation. Let’s break down Marcel’s list.

Who says obscuring terrain is in the rearview? Marcel opted for the Klaw formation, giving his units wholly within 3″ or terrain obscuring against enemies >12″ away. In practical terms, this means he can enjoy some protection against longer range shooting from things like cogforts, hell batteries and longstrikes on his own artillery and whatever else he can squeeze within 3″. He took blazing and burning tactics, leaning into his ability to pick a monsters off at a safe distance and teleport units onto distant terrain if it’s left undefended.

Diving into the regiments, Gobsprakk is back from his post- Ghur sabbatical and is priced efficiently for how impactful he can be into enemy wizards. He now can roll 3d6 for an unbind once per turn and do d6 mortals to the caster he succeeds with a 10+. This ability forces foot wizards to think twice before touching their spell lores across a vast area of the table, made even more dangerous if Gobby makes it to a Place of Power for a casting bonus. The rest of the regiment sports two killbows for the aforementioned long range antimonster tech, an always efficient unit of monsta-killaz and the designated skaregob totem tennant, the murknob.

Regiment 1 sports kragnos and a reinforced unit of gutrippas, a good hammer/anvil combo.

Regiments 2 and 3 are where things get really spicy. Marcel brings the OG Gnashtoof with slippery skumbag and eye-biter ash enhancements. This tech piece can do something most destruction generals covet above all else, +1 to hit in combat. His 12″ aura turns on when he contests an objective he doesn’t control so the play here is to bounce him from enemy objective to objective keeping close to kraggy to allow big guy to safely use aod or power through and still have a very accurate attack profile, even when using Eruption of Fury. The enhancements on the Gnashtoof increase his longevity to do this trick as long as possible.

Lastly we get to Skumdrekk and his 20 hobgrots. This combo plays into fugitive hunting well getting +1 to wound into a single unit all game and presenting a low profile and cheap alternative to gutrippas. Hobgrots are cheap enough at 140 points for a reinforced unit that their possible impact vastly outpaces their price tag. They die to a stiff breeze, but with all the other threats on the table prioritizing them is probably not something your opponent will do until it’s too late. While wholly within 12″ of skumdrekk hobgrots get crit mortals, and can add venom encrusted weapons to make them land on a 5+. Admittedly, that’s similar to your gutrippas on damage and slightly worse on durability, but with better OC, a 3+ power through to escape prolonged combats, and a more efficient sludgeraker in skumdrekk. I’m curious how effective Marcel found them and if he’d run them again. Congratulations to Marcel on an excellent showing.

Blades of Khorne
Khornate Legion
Drops: 2
Wounds: 194
Battle Tactic Cards: Siege of Ashes, Burning for Vengeance


General’s Regiment
Wrath of Khorne Bloodthirster (400)

FRENZIED TASKMASTER
AR’GATH, THE KING OF BLADES
* General
Bloodletters (300)

BRASS FLESH (20)
* Reinforced
Bloodletters (300)

* Reinforced
Bloodletters (300)

* Reinforced


Regiment 1
Bloodstoker (100)
Skullreapers (340)

* Reinforced
Wrathmongers (130)
Claws of Karanak (100)


Faction Terrain
Skull Altar

Luis Mendoza (Warhammex): Congratulations to Kamil on an outstanding 4–1 finish! This list showcases the strength of Khornate Legion, combining Daemon and Bloodbound units into a highly synergistic combat engine where layered buffs translate into exceptional melee output backed by an impressive 194 Health Points.

The list is led by the Wrath of Khorne Bloodthirster, whose ability to grant +1 Attack to a friendly Daemon unit makes the reinforced Bloodletters even more dangerous. Equipped with Frenzied Taskmaster and Ar’gath, the King of Blades, he also extends the threat range of nearby infantry while becoming an excellent hero hunter by preventing enemy Heroes from making ward rolls in combat.

Supporting him, the Bloodstoker increases the mobility of the army’s Bloodbound units, pairing perfectly with the reinforced Skullreapers, the list’s primary hammer. Nearby Wrathmongers further amplify their offensive output, creating a devastating melee package capable of overwhelming even the toughest targets.

The backbone of the army is formed by three reinforced units of Bloodletters, providing tremendous board presence while taking full advantage of the Bloodthirster’s attack buff. One unit also benefits from Brass Flesh, significantly improving its durability under the Scourge of Aqshy season rules by turning unmodified save rolls of 5+ into automatic successes. Claws of Karanak round out the list by applying pressure on the flanks and contesting objectives, forcing opponents to divide their resources.

The selected Battle Tactics fit the army naturally. Siege of Ashes rewards sustained board control, while Burning for Vengeance complements the list’s ability to push aggressively into enemy territory and eliminate key targets through overwhelming melee pressure.

Overall, this is a focused and highly efficient list that combines layered combat buffs, outstanding board presence and relentless offensive pressure into a cohesive game plan. Congratulations again to Kamil on an excellent performance.

Lumineth Realm-lords
Warhost of Duality (20 Points)
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of the Awakened Realms
Manifestation Lore – Forbidden Power (20 Points)
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes


General’s Regiment
Ellania and Ellathor, Eclipsian Warsages (310)

• General
The Light of Eltharion (300)
Vanari Auralan Sentinels (300)

• Reinforced
Vanari Auralan Wardens (120)
Vanari Dawnriders (400)

• Reinforced


Regiment 1
Scinari Enlightener (180)

• Silver Wand
• Acolyte of the Runes


Regiment 2
Sevireth, Lord of the Seventh Wind (350)


Faction Terrain
Shrine Luminor

Eduardo Rodriguez: This LRL list plays a very strong castle style, with very few screens and excellent ranged power from the Sentinels and Sevireth. The Twins continue to prove they are highly effective at casting and dealing damage in later turns. Additionally, the Scinari Enlightener can make infantry units ignore crits which, combined with runes that reduce hit or wound rolls, makes them incredibly tough to chew through.

Eltharion with Warhost of Duality seems to be highly effective, even with the additional CP cost and the new requirement to set up within 1″ of the opponent—a change that certainly requires him to be played more carefully during the opponent’s turn. The manifestation selection here is excellent, particularly alongside the large block of Sentinels. They can use the Soulscream Bridge to retreat from combat and shoot again, or use it aggressively to teleport forward and reach a juicy target. This, combined with the high mobility of Sevireth and the ability to slingshot Eltharion into the enemy’s backlines, remains an incredibly strong strategy proven by this list.

This list also plays very well on the Siege of Ashes battle tactic card. Sevireth can easily move outside of friendly territory, and you can leverage either the Bridge or the unit of Wardens to accomplish this first phase of the tactic. Once enemy units are locked in combat, the Dawnriders have the perfect mobility to charge straight into the objective. A similar strategy works for Burning for Vengeance. The list has individual elements capable of capturing quadrants. From there, the precision shooting, the Dawnriders’ extended threat range (boosted by an extra 5″ of movement from the Elemental Push spell), and once again throwing Eltharion into combat with the enemy hero makes securing this tactic much easier.

Overall, this is a fantastic list that doesn’t rely on staying stationary and is incredibly hard for an opponent to pin down.

[ppp_patron_only level=1]

Disciples of Tzeentch
Mutants and Mad Things
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of Change
Manifestation Lore – Manifestations of Tzeentch
Battle Tactic Cards: Siege of Ashes, Smokescreen


General’s Regiment
Lord of Change (400)

• General
• Kairic Tome – (20) Points
Chaos Spawn of Tzeentch (60)
Chaos Spawn of Tzeentch (60)
Pink Horrors (170)
Tzaangor Enlightened (410)

• Reinforced
• Vision of Defiant Supremacy – (10) Points


Regiment 1
Curseling, Eye of Tzeentch (170)

• Devolving Aura


Regiment 2
Changecaster, Herald of Tzeentch (140)
Blue Horrors and Brimstone Horrors (240)

• Reinforced
Blue Horrors and Brimstone Horrors (240)

• Reinforced
Scourge of Aqshy: Screamers of Tzeentch (110)


Faction Terrain
Argent Shard

[/ppp_patron_only]

Final Tournament Placings

Top Three AoS Lists for the Mighty Founding

This is the top three AoS lists for the Mighty Founding that took place in the UK between the 28th and 29th of March 2026. It saw 54 players vying to be crowned champion in a 5-game tournament.

Before we jump into the Top Three AoS Lists, I want to invite 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

Blades of Khorne
Murderhost
General’s Handbook 2025-26
Drops: 4
Wounds: 188
Manifestation Lore – Forbidden Power (20)

Battle Tactic Cards: Wrathful Cycles, Master the Paths

General’s Regiment
Wrath of Khorne Bloodthirster (400)
• General
• Ar’gath, the King of Blades
• Frenzied Taskmaster

Bloodletters (320)
• Reinforced
Bloodletters (320)
• Reinforced
Bloodletters (320)
• Reinforced

Regiment 1
Skulltaker (120)

Regiment 2
Deathbringer (130)
Bloodreavers (80)
Bloodreavers (80)


Regiments of Renown
Brand’s Oathbound (200)
Gunnar Brand
Singri Brand
The Oathsworn Kin


Faction Terrain
Skull Altar

Luis Mendoza: Congrats to Krzysztof! In times when the Baleful Lords list seems to be the most viable option—or sometimes the only one—for facing a GT with the worshippers of Khorne, lists like this appear, giving us a glimmer of hope in building an infantry-based list. This roster, with 4 drops, is designed for high mobility and damage.

In the heroic section, the Bloodthirster Wrath of Khorne supports movement and the ability to increase damage through its Commander of Tyrants ability and the Frenzied Taskmaster Heroic Trait. Skulltaker is the surgical weapon that helps eliminate support heroes, and the Deathbringer helps hinder the opponent’s use of commands and manifestations.

As for non-heroic units, we have 3 reinforced Bloodletters, one of them with an additional D6″ due to Frenzied Taskmaster plus 6″ in the combat phase, and if that weren’t enough, an extra D6″ at the end of your turn—that’s right, statistically 12″. In terms of damage, WoK gives them +1 to their attack stat, allowing them to unleash 61 critical hits (Mortal Wounds) – not bad at all. Two Bloodreavers as a screen and to collect BTPs.

Finally, the Regiment of Renown provides some versatility against heroes and helps absorb shots, especially in Covering Fire.

Congratulations again on this 5-0.

Disciples of Tzeentch
Masters of Fate
Points: 2000/2000 points
Drops: 3 drops
Spell Lore: Lore of Fate
Manifestation Lore: Manifestations of Tzeentch
Battle Tactics: Restless Energy / Scouting Force

General’s Regiment
Kairos Fateweaver (400)
• General
Chaos Spawn of Tzeentch (60)
Chaos Spawn of Tzeentch (60)
Exalted Flamer of Tzeentch (110)
20x Tzaangors (340)
• Reinforced

Regiment 1
Fatemaster (150)
• Silver Summoner
20x Kairic Acolytes (180)
• Reinforced
10x Kairic Acolytes (90)
10x Jade Obelisk (100)
– Options: 4x Antithete Bow and Jade Dagger

Regiment 2
SoG Ogroid Thaumaturge (140)
• Fate Slicer (10 pts)
20x Kairic Acolytes (180)
• Reinforced
20x Kairic Acolytes (180)
• Reinforced

Faction Terrain
Argent Shards

Disciples of Tzeentch
Fated Blades
General’s Handbook 2025-26
Drops: 2
Spell Lore – Lore of Change
Manifestation Lore – Manifestations of Tzeentch
Battle Tactic Cards: Restless Energy, Master The Paths

General’s Regiment
Lord of Change (380)
• General
• Kairic Tome
Chaos Spawn of Tzeentch (60)
Curseling, Eye of Tzeentch (150)
• Devolving Aura
Exalted Flamer of Tzeentch (110)
Tzaangor Enlightened (400)
• Reinforced

Regiment 1
Changecaster, Herald of Tzeentch (130)
Blue Horrors and Brimstone Horrors (240)
• Reinforced
Pink Horrors (170)
Pink Horrors (340)
• Reinforced

Faction Terrain
Argent Shard

[ppp_patron_only level=1]

Lumineth Realm-lords
Warhost of Duality
General’s Handbook 2025-26
Drops: 3
Spell Lore: Lore of the Awakened Realms
Manifestation Lore: Manifestations of Hysh


Battle Tactics: Master the Paths and Restless Energy


General’s Regiment
Lyrior Uthralle, Warden of Ymetrica (250)
• General
20x Vanari Auralan Sentinels (280)
• Reinforced
10x Vanari Dawnriders (360)
• Reinforced
10x Vanari Dawnriders (360)
• Reinforced
20x Vanari Auralan Sentinels (280)
• Reinforced

Regiment 1
Scinari Enlightener (180)
• Acolyte of the Runes
• Silver Wand


Faction Terrain
Shrine Luminor

Eduardo Rodríguez: This LRL list leaves tries to get as much damage as possible, as all the units are there to give a very big hit to the opponent in one turn, the dawnriders on the charge can deal very accurate damage with the combination of crit mortals and extra rend on the charge, while the sentinels support the list from afar with a lot of volume shooting.

The dawnriders synergise greatly with Lyrior as he can get a spell for strike first which, in combination with warhost of duality battle formation, can pull another unit in combat, and then you can activate another two units one after the other if it is your turn. This gets even more powerful considering that you can bring Elltharion into any combat that you want, so this way on the LRL turn you can hit with 20 danwnriders, Lyrior and Eltharion before the opponent has the chance to respond (considering there are no other strike first units on the board). This can also be used defensively in the opponent’s turn as you can easily countercast Lyrior’s strike first spell which will let you get to hit with him and another unit before the opponent has the chance to activate.

The threat range of the list is very large, as the sentinels have a range of 18¨ that can be extended to 24¨ with a -1 to hit. Also, there are ways to increase the movement characteristic of the army, there’s a spell to move 5¨ and some of the runes can give you extra 4¨ move.

The new LRL battle traits allow also to become defensive when needed and Lyrior is great for this role, as you can select the extra effect of the strength rune for the units wholly within 12¨ of him. Usually, you would select the river rune in turn 1 to reduce charge rolls of the enemies by 2, and then in round 2 you can select mountain for a defensive style giving the units 5+ ward save, -1 to wound in combat and anti charge +1 rend. On the other hand, if you want to play offensive, you can select either the strength or wind runes, which can give you +1 to wound rolls, and bonuses to run and charge, or +4¨ to their move characteristic and -1 to hit, respectively.

Overal, I think that this is a very interesting list that allows the user to adapt to the current situation that they are facing and, I believe that only a very good player would be able to pilot it with the required mastery to get this result at a GT.

[/ppp_patron_only level=1]

Final Tournament Placings

Top Three AoS Lists for Mercia Madness IV

This is the top three AoS lists for Mercia Madness IV that took place in the UK between the 3rd and 4th of January 2026. It saw 28 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Kharadron Overlords
Pioneers and Scavengers (10 Points)
General’s Handbook 2025-26
Drops: 2

Battle Tactic Cards: Restless Energy, Wrathful Cycles

General’s Regiment
Endrinmaster with Endrinharness (150)
• General
• Karst-Bana Aether-Powered Combat Rig
• Bold As Brass
Arkanaut Ironclad (460)
Vongrim Harpoon Crew (240)
• Reinforced
Vongrim Salvagers (240)
• Reinforced

Regiment 1
Scourge of Ghyran Codewright (100)
Arkanaut Frigate (300)
• Zonbarcorp ‘Dealbreaker’ Battle Ram
Endrinriggers (220)
• Reinforced
Skywardens (260)
• Reinforced

Faction Terrain
Zontari Endrin Dock (20 Points)

Fittsy: Potentially I’d say Endrineers Guild is the subfaction everyone should be taking and yet here we go with Pioneers and Scavengers giving Vongrim a ward of 6+ when contesting objectives. Not bad on 40 wounds flying around the table if you think about it. To fill out the first regiment we’ve got a classic Endrinmaster Ironclad combo which greatly increases the value of the Ironclad but outs a huge target on the Endrinmaster’s head. To counteract this, I really like the Combat Rig for the ward of 5+, it’s also got a +1 attack. Bold as Brass you don’t see too much but it ups his Control to 7 making it together with the ironclad a good Combo for stealing objectives.

The second regiment has some more focussed melee and a frigate to deliver them with the mortals on a charge boatefact which is good on the Frigate if you don’t need the +2 move. Then we’ve got a Soggy Codewright which sees a bit of play due to it’s funky ability to slow the enemy or reduce combat proficiency in either hero phase (it’s a bit slot machiney though so not for the faint of heart). This is an interesting list we’ve got here with a really diverse selection of units. I think we’ll see more lists like this with all the changes to once per army on the abilities.
A two drop really helps keep pressure on from the KO side and may give a good chance at a double.

A really great effort with KO at the moment who have drifted back down to the middle of the pack after a couple of nerfs. Great work on the 5:0 to take the tournament Steven!


Fittsy: Hold the press, (Not literally…) I’m coming around on this list. The combination of Pioneers, a big boat, and Soggy Codewright means that your opponent may have -1 to hit and wound, 1 less rend into a 3+ save  (with AoD) and a 6+ ward. On top of that the Vongrim Harpoons with their start of Combat move can reduce the number of enemy models in combat. This makes for one tanky 20 wound unit that can take a serious charge and then let the rest of the army clap back. I think I’m going to be trying out something like this as soon as I can!

Grand Alliance Order | Stormcast Eternals | Sentinels of the Bleak Citadels
General’s Handbook 2025-26
Drops: 3
Spell Lore – Lore of the Storm
Prayer Lore – Prayers of the Stormhosts
Manifestation Lore – Aetherwrought Machineries
Battle Tactics Cards: Intercept and Recover and Restless Energy
—–
General’s Regiment
Scourge of Ghyran Iridan the Witness (320)
• General
Lord-Terminos (140)
• Quicksilver Draught
• Legendary Tenacity
Questor Soulsworn (200)
Reclusians (280)
• Reinforced
Vanguard-Raptors with Longstrike Crossbows (400)
• Reinforced

Regiment 1
Knight-Azyros (120)
Liberators (90)
Prosecutors (300)
• Reinforced

Regiment 2
Knight-Arcanum (120)
—–
Faction Terrain
Stormreach Portal (20)
—–

Eduardo Rodriguez: This stormcast list combines the durability of the Reclusians and the Questors with the powerful threat of the Raptors and the Prosecutors. The idea of this list is to advance the Reclusians while surrounding the Lord Terminos so there is no way that a charging opponent will not engage both units. If they charge, the Terminos will use the Quicksilver Draught to activate both units with strike first. This is the anvil of the list as they can get a 5+ ward from the subfaction. This strategy helps controlling the center of the board

On a different place the Soggy Iridan will bank points to try to give +1 attack or +1 rend to the Prosecutors with her prayers and it can slingshot them through the portal. In combination with the Longstrikes dropping from the sky, this list manages to threaten the opponents key units from anywhere on the board.

The other support units of the list are the Questor Soulsworn, the Knight Arcanum, and the Knight Azyros. The manifestations from the Arcanum can help reroll charges or to supply more damage when needed, while the Questor Soulsworn can play as either anvils, hammers or board control pieces when needed. Finally, the Azyros can help as a defensive piece giving -1 to hit, or help the Prosecutors retreat from an unfavourable position at the end of the turn.

Overall, this list has a lot of tools and is very versatile even when Stormcast is played as an elite army. Only great players can manage to get the full potential from it.

Seraphon | Shadowstrike Starhost
Points: 1990/2000 points
Drops: 2 drops
Battle Tactics: Master the Paths / Scouting Force
Spell Lore: Lore of Celestial Manipulation (20 pts)
Manifestation Lore: Aetherwrought Machineries
Faction Terrain: Realmshaper Engine
—–
General’s Regiment
Slann Starmaster (260)
• General
• Incandescent Rectrices
10x Raptadon Chargers (280)
• Reinforced
10x Raptadon Chargers (280)
• Reinforced
6x Aggradon Lancers (420)
• Reinforced
5x Saurus Guard (120)

Regiment 1
Skink Starpriest (90)
• Beastmaster
10x Raptadon Chargers (280)
• Reinforced
10x Raptadon Hunters (240)
Reinforced

Shawn Freed: This Seraphon list is skink maxing for sure. 30 Raptadon Chargers that put out 17 damage per 10 are capable of surprisingly overwhelming medium level threats. Then a unit of Raptadon Hunters to keep up range pressure and hand out some +1 to hit. All of this in an extremely speedy package, capable of moving 16+D6″ in the presence of Beastmaster, Sotek Asterism, and the Shadows trike star host. Then 6 Aggradon Lancers to really put the hurt on. Everything I’ve mentioned so far can also be recurred with the Slann, making for a very hard to deal with army.

I like the decision of Scouting Force, as theres little one can do to stop them from scoring these at will. Master of the Paths is a bit more challenging, but using disposable, fast Raptadons should be able to dig out a hero and start scoring those tactics too.

This list is very efficient damage per point. Very fast. And Alex was able to leverage these into effective tactic choice and piloted to a respectable 4 -1!

[ppp_patron_only level=1]

Helsmiths of Hashut
Daemonsmith Cabal
General’s Handbook 2025-26
Drops: 2
Spell Lore – Lore of Infernal Power
Prayer Lore – Prayers of the Scorched Sect
Manifestation Lore – Aetherwrought Machineries

Battle Tactic Cards: Intercept and Recover, Master The Paths

General’s Regiment
Urak Taar, the First Daemonsmith (350)
• General
Bull Centaurs (380)
• Reinforced
Bull Centaurs (380)
• Reinforced
Hobgrotz Vandalz (140)
• Reinforced
Infernal Razers with Blunderbusses (220)
• Reinforced

Regiment 1
Ashen Elder (120)
• An Eye for Weakness
• Scroll of Petrification
Deathshrieker Rocket Battery (140)
Deathshrieker Rocket Battery (140)
Tormentor Bombard (130)

Erich: Charlie fielded Helsmiths of Hashut (HoH) to a respectable 3-2 finish as the army continues to emerge into the meta. Helsmith’s are challenging to play, with their primary mechanic requiring careful forethought to distribute Daemonic Power points appropriately and with a dwarf’s 4-inch movement speed. This means mistakes can be punishing and the army can find itself out of position with its mainline units. The selection of tactics recognizes this fact, with both being oriented towards engaging/destroying the enemy and requiring limited movement. Master also rewards movement into neutral territory, which artillery pieces and other slower units can help achieve as they push up the board. Positioning for this army is key, with 5 units on 4” movement and 3 units that can easily outpace their fire support.

This army is really designed around ranged damage and power projection into targeted portions of the board. The Deathshriekers are damage dealers that put every monster at risk and help pile damage onto castle formations if they have Daemonic Power points while the Tormentor can disable All Out Defense or covering fire. Combined with the Infernal Razors, anything standing within ~20” of the board center can be at risk. Obscuring Terrain can mitigate this damage but also controls movement and restricts options.

Units dug into terrain have to deal with Bull Centaurs, one of the most efficient damage dealers in the army. They start with mortal wounds on the charge, have crit mortals for 3 damage on the turn they charge, and have a 10 inch move to get them where they need to be. For slower armies, this present a problem of being shot while staying back to avoid the charge or pushing forward and taking it full send. Theres some flexibility to ‘overextend’ and preserve a unit with the Rune of Petrification granting a 2+ Ward for a turn. This ward is critical, because Bull Centaurs only defenses are a 4+ save with 4 wounds, and they go down quickly.

Wrapping up the list analysis are the heroes. Urak Taar has become an auto-include with his ability to manipulate Daemonic Power points. In the sub faction he can get to +3 to his casts and use the Aetherwrought lore to restrict movement with the Aethervoid Pendulum or leverage Cogs to ensure the Bull Centaurs get stuck in. The Ashen Elder provides access to a decent prayer lore and against some armies, its ability to ignore the first point of damage a phase (based on having Daemonic Power) can significantly reduce the overall damage coming in. In an army that generally lacks wards, this can add up over the course of a game.

Considering Charlie’s matchups, one loss was to the Ironjawz who probably charged in to pin down the HoH early and prevent scoring. Some HoH have dealt with this problem with the Forbidden Power Lore, allowing the Soulscream Bridge to relocate or block while

The second loss was to Sentinels of the Bleak Citadel who bring a lot of non-linear movement with Translocation and their Portal. I expect Charlie faced a similar struggle with Prosecutors dropping in to demolish key pieces and the relatively low model counts of Stormcast enabling them to exploit Obscuring terrain.
Congratulations for a good finish with HoH. The two losses were into difficult matchups that likely had structural advantages over the HoH. I think Charlie could have pushed to 4-1 with a ‘less bad’ pairing in Round 5. Maybe another Sylvaneth army to feed into the woodchipper of Deathshrieker rockets.

[/ppp_patron_only]

Final Tournament Placings

At the time of writing, the final positions hadn’t yet been published and the above top 3 are based on their number of wins and table rankings at the end of the tournament.

For the full list of players, please see the event on BCP.

Top Three AoS Lists for the Doom Fire 2-Dayer!

This is the top three lists for the Doom Fire 2-Dayer! that took place in the UK between the 15th and 16th of November 2025. It saw 38 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.

To help with some of the analysis and to give you a little more information, the battlerounds played this event were:

Round 1 – Cyclic Shifts
Round 2 – Surge of Slaughter
Round 3 – Noxious Nexus
Round 4 – Grasp of Thorns
Round 5 – Roiling Roots

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1`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

Lumineth Realm-lords
Alarith Temple
General’s Handbook 2025-26
Drops: 3
Spell Lore – Lore of Hysh
Manifestation Lore – Manifestations of Hysh
Battle Tactic Cards: Master The Paths, Scouting Force


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

• General
Alarith Stoneguard (240)

• Reinforced
Alarith Stoneguard (240)

• Reinforced
Scourge of Ghyran The Light of Eltharion (270)


Regiment 1
Sevireth, Lord of the Seventh Wind (340)
Hurakan Windchargers (170)
Hurakan Windchargers (170)


Regiment 2

Alarith Stonemage (140)

• Silver Wand – (20) Points
• Flawless Commander


Faction Terrain
Shrine Luminor (20 Points)

Eduardo Rodriguez: This lumineth list is very interesting as it is very different to the popular scinari/bladelords lists that we have been seeing lately.

The subfaction ability will reduce the rend on all the weapons that target the big cow and the stoneguards, and the cow can reduce the rend on one other unit as well in the combat phase. Also, there are two ways for these units to get a 5+ ward save, by casting protection of hysh from inside the shrine, or when the stoneguard are on a controlled objective. This makes this block of models very hard to deal with, as the stoneguard can also get an extra attack from the  cow, and the stonemage can increase their rend on a 3+. Charging into this block is very dangerous and the opponent should expect to get slapped back very hard, also a countercasting the rune of petrification can really mess your plan if you get your hammers to strike last.

To help with the lack of mobility of this list the 3 hurakan units surely were running around, shooting flanking units, and stealing away the objectives.

Also, as in all the other lists we can see that the Soggy Light of Eltharion is threatening to engage heroes or monsters, it is interesting that this list doesn’t have a Scinari Enlightener which can make him etheral, but with all the dangerous and durable alarith block, opponents surely had a hard time killing this sneaky deadly hero, which can go from obscuring into obscuring until it reaches its target.

An interesting choice is the battle tactic scouting force, as the stoneguard haven’t got high mobility, but with flawless commander (+2 to the move characteristic of infantry units) and speed of hysh (+4 to the movement characteristic) the scouting stoneguard could go for the tactics. We also have the two units of windchargers that help with this purpose, as they can retreat and shoot/charge without getting mortal wounds, and even move 2d6 after this.

In general I believe that this list will be very good at controlling the center with the alarith units while flanking opponents with the windchargers, Eltharion and Sevireth which will also try to snipe out other threats.

Maggotkin of Nurgle
Tallyband of Nurgle
General’s Handbook 2025-26
Drops: 3
Spell Lore – Lore of Malignance
Manifestation Lore – Aetherwrought Machineries
Battle Tactics Cards: Intercept and Recover and Restless Energy

General’s Regiment
Bloab Rotspawned (300)
• General
Putrid Blightkings (380)
• Reinforced

Regiment 1
Lord of Afflictions (170)
Pusgoyle Blightlords (420)
• Reinforced
Pusgoyle Blightlords (210)
Pusgoyle Blightlords (210)

Regiments of Renown
Godmarked Ascendant (260)
Daemon Prince
• Wings
• Corpulent Avalanche
• Rustfang

Faction Terrain
Feculent Gnarlmaw

Raymond Lane: This list is very interesting, getting away from the classic Scourge Rotigus in favor of more mobility, and with this map pack i can’t blame them. Most of these maps are spread out a bit and being more mobile can be beneficial.

8 flies with the points drop and lord of affliction works nicely together with the daemon prince as more of a scalpel (sp?) to deal with hero threats or killing small heroes with Avalanche is something that has been popular with Nurgle for awhile, but adding in the extra flies means instead of a mobile solo op, its more of a mobile fotress while Bloab and the reinforced kings hold down a point in the middle of the map or at home.

Aetherwrought it nice for the reroll charge and the pendulem to attempt some area denial. Not a bad list by any means, refreshing to see something that isnt 30 blight kings.

Sons of Behemat
Breaker Tribe
General’s Handbook 2025-26
Drops: 2
Battle Tactic Cards: Intercept and Recover, Restless Energy


General’s Regiment
King Brodd (540)

• General
Gatebreaker Mega-Gargant (500)


Regiment 1
Warstomper Mega-Gargant (470)

• Monstrously Tough
• Extra-calloused Feet – (10) Points
Beast-smasher Mega-Gargant (470)

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Slaves to Darkness
Godswrath Warband
General’s Handbook 2025-26
Drops: 2
Manifestation Lore – Primal Energy (20 Points)
Battle Tactic Cards: Intercept and Recover, Restless Energy


General’s Regiment
Archaon, the Everchosen (810)

• General
Centaurion Marshal (140)

• Radiance of Dark Glory – (20) Points
• The Varanite Shackle
Chaos Knights (250)

• The Dread Banner
Mutalith Vortex Beast (170)
Slaughterbrute (200)


Regiments of Renown
One-eyed Grunnock (410)

Warstomper Mega-Gargant


Faction Terrain
Nexus Chaotica

Roland Rivera: Now this is a list you don’t see every day. With some of the more conventional Slaves to Darkness units struggling in the current metagame (looking at you, Chaos Warriors), the player base is getting more creative in how it approaches listbuilding, and “creative” is definitely the right adjective for this list. While it has some of the tried-and-true pieces (such as Archaon and Chaos Knights with The Dread Banner), it also has an interesting mix of less-played units.

Let’s start with the Slaughterbrute. After languishing in the “competitively unplayable” bin for what seems like all of Age of Sigmar thus far, some recent points drops for him and his tag-team partner the Centaurion Marshal have genuinely made him worth a look. With the Marshal providing him +1 to hit and chipping in some solid damage of his own, the Slaughterbrute can really pull its weight, especially against infantry. Another fun tech piece is the Mutalith Vortex Beast, which can give you somewhat unreliable but useful benefits at decent range, while not being trivial to kill.

We round things off with a very interesting piece indeed in One-eyed Grunnock, which helps give the army more capture power and toughness. All in all, this mix of units is unorthodox, but we can clearly see the plan here – Archaon and Grunnock provide solid anchors that anchor your board, and the remaining units run around trying to surgically remove threats. If you get matchups where the quality of your damage (i.e. delivering it into key targets) matters more than the sheer amount of it you can do, this list can (and did) succeed.

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Final Tournament Placings