Category Archives: Erich

Top Three AoS Lists for the Warhammer Open Newport

This is the top three AoS lists for the Warhammer Open Newport that took place in the UK between the 14th and 16th of August 2026. It saw 58 players vying to be crowned champion in a 8-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

Fyreslayers
Warrior Kinband
Points: 2000/2000 points
Drops: 4 drops
Battle Tactics: Siege of Ashes / Burning for Vengeance
Prayer Lore: Vulkyn Gifts (SoA)
Manifestation Lore: Magmic Invocations
Faction Terrain: Magmic Battleforge


General’s Regiment
Auric Runefather on Magmadroth (320)

• General
• Thickened Scales (20 pts)
9x SoA Vulkyn Flameseekers (160)


Regiment 1
Auric Runesmiter (90)

• Ash-cloud Rune
10x Auric Hearthguard (200)

• Reinforced
10x Hearthguard Berzerkers with Flamestrike Poleaxes (220)

• Reinforced
9x SoA Vulkyn Flameseekers (160)


Regiment 2
Auric Runesmiter (90)
10x Auric Hearthguard (200)

• Reinforced
10x Hearthguard Berzerkers with Flamestrike Poleaxes (220)

• Reinforced
9x SoA Vulkyn Flameseekers (160)


Regiment 3
Auric Runemaster (160)

• Ash-Beard

Kevin Lathers: Known Runefather and cool dude, Philip Springall, has managed notch quite an impressive 8-0 at this GW Open while playing against 8 different armies! Congratulations!

His list doesn’t use the usual SoA Runeson on Magmadroths and instead leans hard into infantry, including the newer SoA Flameseekers. This is supported by the subfaction ability encouraging charging infantry for the +1 to wound rolls.

The Runesmiter’s now-changed ability to take the entire regiment into deepstrike shines here because at the start of the game Philip can have the vast majority of his points in the tunnels leaving his opponent both little counter-deployment options and himself many possibilities on where to place these large regiments after the game has already begun.

The Runefather on Magmadroth exists as a support piece here, his thickened scales letting him tank more while he uses his rampage for save reduction on enemies and his once per game attack boost to buff nearby infantry units.

A Runemaster does its normal role of being a double-prayer priest and a battle trait buff piece: enhancing the runes can often alter the course of a battle, particularly for infantry where an additional boardwide +1 save (on the 5++ ward rune) or 1 rend (on the Crit(Mortal) rune) can make or break a fight.

The story here is the two large regiments in deepstrike though. Auric Hearthguard remain and incredibly swingy shooting hammer that often does 2 damage or 20 damage and you don’t know what you’ll get; their low range (12″) mitigated by being in deepstrike.

The Hearthguard Berserkers do their normal schtick of beating the hell out of anything they touch while the SoA Flameseekers have the ability to increase their movement by their fury level going a whopping 11″ of base movement, acting as a speedy threat in place of a magmadroth — plus they aren’t too bad on the attack and with the enhanced Crit(mortal) rune can reach 3 rend against monsters.

An important piece of this list is the ash-cloud rune on one of the Runesmiters. This allows for the entire regiment to be plopped down right in front of a murderers row of shooting units and be completely invulnerable to them. That sort of threat is ruinous to armies that rely on shooting for damage or support of their melee.

Thus the list is highly flexible through mobility and deepstrikes, hits very hard in both shooting and melee, tanks decently well with higher wound counts and potential 5+ wards, and gives the opponent no real ways to hide from it or get into it.

A big downside is that the list relies on synergy between pieces, including runes and priests, and knowing the perfect place to deepstrike the regiments. A single mistake on the deepstrike can leave the entire list falling apart without surrounding support and threats. Clearly Philip didn’t make any major errors for his part.

Disciples of Tzeentch
Mutants and Mad Things
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of Fate
Manifestation Lore – Manifestations of Tzeentch
Battle Tactics Cards: Burning for Vengeance and Flanking Firestorm


General’s Regiment
Lord of Change (390)

• General
• Fate Slicer
Blue Horrors and Brimstone Horrors (240)

• Reinforced
Chaos Spawn of Tzeentch (60)
Chaos Spawn of Tzeentch (60)
Fatemaster (150)

• Silver Summoner


Regiment 1
Fateskimmer, Herald of Tzeentch on Burning Chariot (140)
Burning Chariot of Tzeentch (140)

• Vision of Arcane Sacrifice
Scourge of Aqshy: Screamers of Tzeentch (110)
Scourge of Aqshy: Screamers of Tzeentch (110)


Regiment 2
Curseling, Eye of Tzeentch (170)
Kairic Acolytes (90)
Tzaangors (340)

• Reinforced


Faction Terrain
Argent Shard

Erich: Simon brought out the Mutants and Mad Things with this Tzeentch Daemon list. Central to the army is the Lord of Change that can recur Horrors, Screamers, and the odd Burning Chariot while providing -1 hit to protect those daemons. A Silver Summoner brings back heroes and the Kairics, with the latter able to use their Driven By Destiny to move surprisingly fast by mid game.

The pair of Spawn provide an opportunity to score Flanking Firestorm with relative ease while also holding up movement or swapping in to protect a key pieces. The real hammer in this list are Tzaangors, who can be buffed up via the Burning Sigil, Shield of Fate, and Screamers to become deadly attackers that disappear for one of the aforementioned spawn in between turns.

All these pieces taken together provide a resilient list that debuffs attacks, disappears from the board, and delivers damage at decisive points. Its speed and recursion also provide reliable scoring with mobile and disposable pieces for Flanking Firestorm and the ability to spread into Burning for Vengeance before converging with magic or a precision strike to remove an offending hero. Congratulations to Simon, the mental fortitude to take Tzeentch 5 rounds is impeessive and even more so with a complex movement and recursion based build.

Flesh-eater Courts
Royal Menagerie
General’s Handbook 2026-27
Drops: 2
Spell Lore – Lore of Madness
Prayer Lore – Rites of Delusion
Manifestation Lore – Manifested Insanity
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes


General’s Regiment
Ushoran, Mortarch of Delusion (450)

* General
Royal Terrorgheist (240)
Royal Terrorgheist (240)
Royal Terrorgheist (240)
Royal Zombie Dragon (260)


Regiment 1
Abhorrant Ghoul King on Royal Terrorgheist (430)

* Stronger in Madness
* Charnel Vestments
Royal Beastflayers (110)

* Defenders of Chivalry

Woehammer Peter: Phil has taken Royal Menagerie very literally. Ushoran is accompanied by three Terrorgheists, a Zombie Dragon and a Ghoul King riding yet another Terrorgheist, leaving the Royal Beastflayers as the only unit in the army that couldn’t resonably be described as a very large problem.

The key is that these monsters are more than a collection of individual hammers. Royal Menagerie rewards the non-Hero beasts for remaining close to the court’s heroes, each can use the Rampage on its own warscroll even if another friendly Monster has already used that same Rampage that turn. An unmodified charge of 9+ also gives those monsters Strike-First. With three Royal Terrorgheists and a Zombie Dragon, Phil create several disruptive combats at once rather than relying on one monster to do all the work.

The Terrorgheists are particularly unpleasant once they get into combat. Shriek of Terror rolls against every model in an enemy Infantry unit and can also leave that unit at -1 to hit if enough damage gets through, while Wicked Predator increases their Skeletal Talon attacks against units containing champions, mussicians and standard bearers. The Zombie Dragon gives a different kind of pressure. On Rotten Wings can redeploy it more than 9″ from the enemy, while its Soaring Terror Rampage lets it surge through enemy combat ranges after charging and carry mortal damage into another engagement.

The Ghoul King is where several of the list’s support layers meet. Stronger in Madness ignores the first damage allocated to him in each phase and switches off most weapon abilities used against him, making an already substantial mounted Hero awkward to remove. Charnel Vestments then makes him a Priest alongside being a Wizard, giving Phil access to Rites of Delusion when prayer support is more valuable than another spell. Charnel Conviction can supply a 5+ ward, while The Summerking’s Favour can increase a Hero’s melee damage or, with a strong enough chant, offer a second Fight.

There’s also a potentially brutal “go turn” hidden in the faction rules. The Ghoul King’s A Majestic Menagerie Delusion adds an attack to nearby Companion melee weapons, while Feeding Frenzy can once per battle add another attack to melee weapons, including Companions, around a Flesh-eater Courts Hero. Meanwhile Ushoran’s Shroudcage Fragment can inflict Strike-last on up to three enemy units if the rolls beat their Control. Put that together with Royal Menagerie’s potential Strike-first charges and Phil can exert serious control over who gets to swing, and when.

The solitary Beastflayers provide something the monsters don’t want to spend their time doing: screening, trading and completing positional jobs, with Defenders of Chivalry giving their melee weapons additional Rend when fury reaches 7.

The pressure is keeping this enormous royal procession coordinated. Royal Menagerie wants the non-Hero monsters wholly within 12″ of a Flesh-eater Courts Hero, so opponents who can stretch the army apart, screen the large bases or force awkward engagements can reduce the value of those overlapping abilities.

That’s easier written than done, though. Phil deserves the praise for taking his mobile petting zoo 3rd place from 58 players at the Newport Open.

Stuart Angleton: It’s time to party! Namarti party specifically. I miss the old Mor’phann builds…and when it was called Mor’phann, but I digress. You don’t see many Namarti lists do particularly well. Between their t-shirt saves, generally lack luster damage, and the need to be babysat by buff pieces, there’s just so many more efficient options in the book. The advantage Namarti have is that they can receive a majority of the buffs the army offers as their main damage does not come from companion weapons. So you have a conundrum; Namarti are cool (the models have held up very well over the editions), but you need a ton of points tied up in buff pieces to make them viable. Well apparently the answer to this problem was just make sure most of your buff pieces damage dealers.
Double Eidolon gives you a two-caster with a native +1 to casting rolls and a -1 to save spell, and a 100mm base with an aura of +1 to wound and strike-last debuff against an enemy hero. Eidolon of the Storm is a great target for Eruption of Fury.

The Akhelian King, lost to the whirlways since the passing of the Age of Smash King, can put up some respectable scalpel damage when supported by the Storm’s aura. In return, he can give the storm extra rend on the charge. Between the King and the Sea-delon, that’s potentially an effective rend 4.

The turtle’s damage suffers a bit as this list does not run Akhelian Beastmasters (there’s actually three whole other formations in the book!!!), but he can still provide a ward save to the King.

Speaking of formations, Ishrann council is a smart pick here. As long as the Soulrender and Tidecaster stay near each other, the Soulrender always returns Namarti to all three blocks (range permitting), and the Tidecaster’s rituals go from a 3+ to a 2+. With the reduction of obscuring terrain, the meta is shifting toward more shooting in many areas. Being able to turn that off outside of twelve inches is a game changer.

Lastly, two big bricks of Thralls and one brick of Reavers. Unfortunately, the reinforced units have a hard time getting into the turtle ward bubble, but they are hardly the most tantalizing target at first glance. Into a large enough target, Thralls are dishing out 41 attacks on 3s to hit (base), 3s to wound (+1 from Storm), potentially rend 4 (1 base + Sea’s spell + King + anti-infantry/monster) 1 damage. That’s just one reinforced unit.

Reavers have a good, albeit short ranged, shooting profile. Range isn’t so much of an issue when the rest of your army wants to be up close.
All-in-all, great list, great performance, and super fun to dive into (as a Deepkin fan I am bound by law to make at least one water/fish related pun. There is no escaping the puns).

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 Lost Legion GT

This is the top three AoS lists for the Lost Legion GT that took place in Australia between the 6th and 7th of 2025. 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

Gloomspite Gitz
Sunbiter Pack
General’s Handbook 2025-26
Drops: 3
Spell Lore – Lore of Frazzlegit
Manifestation Lore – Aetherwrought Machineries
Battle Tactic Cards: Master The Paths, Restless Energy

General’s Regiment
Droggz Da Sunchompa (170)
• General
Doom Diver Catapult (160)
Scourge of Ghyran Sporesplatta Fanatics (70)
Snarlfang Riders (120)
Snarlpack Cavalry (200)
• Reinforced

Regiment 1
Fungoid Cave-Shaman (100)
Boingrot Bounderz (220)
• Reinforced
Moonclan Shootas (120)
Scourge of Ghyran Loonsmasha Fanatics (110)

Regiment 2
Snarlboss on War-Wheela (170)
• Loontouched – (20) Points
• Backstabber’s Blade
Snarlpack Cavalry (200)
• Reinforced
Sunsteala Wheelas (240)
• Reinforced
Sunsteala Wheelas (120)

Faction Terrain
Bad Moon Loonshrine

Disciples of Tzeentch
Masters of Fate
General’s Handbook 2025-26
Drops: 4
Spell Lore – Lore of Change (30 Points)
Manifestation Lore – Manifestations of Tzeentch
Battle Tactic Cards: Wrathful Cycles, Master The Paths

General’s Regiment
Kairos Fateweaver (420)
• General
Chaos Spawn of Tzeentch (60)
Scourge of Ghyran Kairic Acolytes (100)
Scourge of Ghyran Kairic Acolytes (100)
Scourge of Ghyran Kairic Acolytes (100)

Regiment 1
Scourge of Ghyran Ogroid Thaumaturge (150)
• Wyrdflame Blade
• Illusionist – (20) Points
Jade Obelisk (100)
Jade Obelisk (100)
Jade Obelisk (100)

Regiment 2
Magister on Disc of Tzeentch (110)
Scourge of Ghyran Kairic Acolytes (100)
Tzaangor Enlightened on Discs of Tzeentch (280)
• Reinforced

Regiment 3
Fateskimmer, Herald of Tzeentch on Burning Chariot (130)
Changecaster, Herald of Tzeentch (110)

Erich: Jamie brings a truly unique Disciples of Tzeentch list for an impressive 4-1 finish, dropping a single game to Gloomspite Gitz. At a high level, this list wins by generating efficiencies with inexpensive mortal components, layering buffs that can hand out+1 Hit / +1 Wound / Crit 2 hits / +1 Damage to otherwise underwhelming infantry blocks while piling on mortal wound damage from casters/burning.

Starting with the standard components, the army goes for the Lore of Change. Mortal heavy armies will often skew towards the Lore of Fate to get access to Shield of Fate (5++ and -1 hit if you have 4 Destiny Dice). However, with this build eschewing large blocks of wound dense Tzaangor and including 5 casters, Lore of Change’s Bolt of Change provides strong MW output. The Manifestation Lore is key to this army, with the Sigil of Tzeentch amping units to D2 (more later on this) and more importantly handing out Hit/Wound/Attack bonuses to nearby friendly units. The other manifestations have good utility, but Sigil is THE REASON to take this lore.

Fateweaver is the core around which this list runs and makes everything sing together. His reliable casting brings the Sigil out buffing combat units, his war scroll spell turns off commands or reduces save while his shooting starts enemies Burning to activate the Changecaster. Fateweaver’s presence in the Masters of Fate SoG sub faction activates Crit 2 hits for mortals. He can also reliably pull off Fold Reality for a key teleport and/or Transformed into Spawn to turn off shooting, restrict movement, and generally cause havoc.

The other two Daemons who join him focus on the burning mechanic with the Changecaster providing +1 hit when a Burning target is within 12” (Key for mortal units hitting on 4’s). The Changecaster also brings along a sneaky extra 3 rally dice for Daemons, keeping Fateweaver alive with a Fold Reality into Rally range and then 9 Healing dice. The Fateskimmer lighting enemies on fire, throwing out extra chip damage and keeping pace with Enlightened on Disc to activate Crit 2 hits.

The other mortal heroes are high mobility with the Magister on Disc turning on Run and Charge for the Tzaangor Enlightened and the SoG Ogroid able to teleport to any Arcanite in combat to add his combat heft. With the standard loadout of -1 hit, cause burning, and organic 4++ when near an Arcanite he is surprisingly difficult to kill.

The recipients for all of these buffs are two flavors of mortal cultist, Jade Obelisk and SoG Kairic Acolytes, and Tzaangor on Discs. The Obelisk are Surprisingly difficult to kill with an Ethereal save; they screen well and are inexpensive enough to throw forward with Fold Reality. The SoG Kairic Acolytes are able to get to 3/2/-1/2 with Crit 2 Hits and 20 Attacks with a surprising regularity (this is close to DoK Witches w/ Mindrazor territory).

The Enlightened can travel 32” (14” move + 6” run + 12” Charge) in a turn (a 12” charge is much easier when Fate Dice can power it) which means nothing is quite safe. This warps adversary deployments and lets them fly from one side of the board to another – avoiding threats and picking their targets. If they need some help, the SoG Ogroid can hop in with them to join the fight.

Props again to Jamie for a take of DoT that is much different from what we have seen in the mainstream. This list has a lot of tools mounted onto some fragile delivery mechanisms. It takes nuance and skill – not to mention the cognitive load to balance all the interactions and synergies. Running 5 games with success is a showcase in both skill and endurance. It also makes me wonder if I need to pick up another box of Kairics . . .

Kharadron Overlords
Pioneer Outpost
Army of Renown
General’s Handbook 2025-26
Drops: 2
Wounds: 141
Battle Tactic Cards: Restless Energy, Intercept and Recover

General’s Regiment
Endrinmaster with Endrinharness (150)
• General
• Thorgsson’s Universal Automaton Actuator
• Copper Fingers
Vongrim Harpoon Crew (220)
• Reinforced
Vongrim Harpoon Crew (220)
• Reinforced
Grundstok Gunhauler (Scourge of Ghyran) (340)
• Reinforced
Grundstok Gunhauler (Scourge of Ghyran) (340)
• Reinforced

Regiment 1
Aetheric Navigator (130)
Arkanaut Company (180)
• Reinforced
• 2x Skypike
• 4x Privateer Heavy Weapon
Grundstok Thunderers (130)
• 2x Grundstok Mortar or Aethercannon
• Aetheric Fumigator or Decksweeper
Vongrim Salvagers (240)
• Reinforced

Faction Terrain
Zontari Endrin Dock (20)

Fittsy: So we’ve been seeing a bit of the Magnate’s Crew since the nerfs to KO. Now we’ve got the relatively oddball choice to go for the Pioneer Outpost Army of Renown. This means no big ships, no flying heroes, and pretty wild army rules.

Pioneer Outpost is entirely focussed on the KO faction terrain, the Zontari Endrin Dock. It is effectively a series of mini-battle tactics where if you fulfil them you get a bonus for the rest of them game. Now… There are two key ones which give massive bonuses and three others. Secure Investments required you to kill an enemy within 3″ of the Dock but let’s you ignore rend on Gunhaulers and the terrain which is awesome! Aggressive Acquisitions is the game changer here and if you have a unit deep in each quarter, the enemy can’t set-up within your territory or 9″ of an objective you control. For some armies this rule alone is worth taking.

Why take this AoR over Vanilla KO though? If you’re looking for a different play style, this will certainly give you that! It allows you to go pretty wound dense with good saves whilst maintaining good mobility.

Nathan has really leaned into this with cost effective units. As the points are on the Vongrim currently, they’re looking really good. On top of that, this army still has a lot of movement potential with them and the Gunhaulers. The Harpoon Crew in particular with their combat phase move can also be really hard for opponents to deal with.

This list absolutely peppers opponents from shooting across the army and hasn’t taken even a single unit of Skywardens. Not a list for the faint of heart and although I can see how it does well, I’ve got a lot of respect for a 4:1 with this. Great work out there Nathan!

Skaven
Gathering of the Clans
General’s Handbook 2025-26
Drops: 2
Spell Lore – Lore of Ruin
Prayer Lore – Noxious Prayers
Manifestation Lore – Aetherwrought Machineries
Battle Tactics Cards: Restless Energy and Scouting Force

General’s Regiment
Scourge of Ghyran Grey Seer on Screaming Bell (330)
• General
• Fleshmeddler
Clanrats (150)
Doom-Flayers (220)
• Reinforced
Rat Ogors (280)
• Reinforced
Rat Ogors (280)
• Reinforced

Regiment 1
Plague Priest on Plague Furnace (320)
• Warpstone Charm
Plague Monks (140)
Plague Monks (140)
Plague Monks (140)

Kieren Coates: The list was built with the idea of KO having a strong presence in the local scene – as it has no monsters the entire army can be obscured making it a very strong anti shooting list

Further with 80 bodies of chaff it’s happy to play the points game, with the idea of running two seperate squads

One squad is 4 doom flayers and 20 clanrats which occupy one side of the board, and the rest of the army bubbles up and walks up the other far side of the board

If you can turn the map into a side by side battle across the board, it becomes far easier to get scouting and restless which plays into its strengths

The list is somewhat slow, without run and charge or 3D6 charges so it can’t threaten at a distance, but it’s a strong castle with incredible counterpunch ready to kill anything that comes close, while scoring objectives and tactics and remaining hidden from long range shooting threats

Final Tournament Placings