Category Archives: Jon Anderson

Top Three AoS Lists for the Hereford Invitational ’24

This is the top three AoS lists for the Hereford Invitational ’24 that took place in the UK on the 3rd and 4th of August 2024. It saw 14 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

Ossiarch Bonereapers
Kavalos Lance
2000 Points
Drops: 1
Spell Lore – Lore of Ossian Sorcery
Manifestation Lore – Horrors of the Necropolis

Regiments
General’s Regiment
Nagash, Supreme Lord of the Undead (880 Points)
• General
Immortis Guard (200 Points)
Kavalos Deathriders (180 Points)
Kavalos Deathriders (180 Points)
Morghast Harbingers (540 Points)
• Reinforced

Faction Terrain
Bone-tithe Nexus

Walter Brock: Natty has chosen to use Nagash in all his supreme undead overlord glory.  While not using many units.  Each unit taken is a very efficient tool to bring pain to the foes of Nagash.  We will go over the list from bottom to the top, saving best for last.

Firstly, it is a unit of reinforced Morghasts.  With a 3D6 charge and the ability to benefit from relentless discipline from anywhere on the board.  Morghasts work very well as a solo operating unit to remove any major threat to Nagash from far away.  Then, once the opponent has removed the Morghasts, Nagash can bring the unit back at full strength to repeat the cycle all over again.

Two units of Deathriders to make effective screens and to complete tactics where the more expensive units wouldn’t want to go.  With access to retreat in charge from relentless disciplines.  Deathriders can gain their +1 damage on the charge very easily.  A effective tool to have in any OBR arsenal.

Immortis guards are here for a few reasons.  The main one is simply to bodyguard Nagash.  Giving Nagash +1 to his ward will bring him to a 4+ ward.  A player can also choose to give the Immortis guard the Bodyguard option to further protect Nagash from melee threats. The other reason Immortis Guard exists is a durable roadblock.  Everything on the list is valuable. The Guard can stand in the way to protect important units.

Finally, we have the big guy himself.  Nagash is what makes the list tick. With Wizard level 9 He is casting every manifestation and spells in the OBR lore plus a few casts of his war scroll spells. We have already touched upon the ability to bring a unit back once per game at full strength.  Which will most likely be used on the Harbingers.  While being very durable.  He is the king of his castle.  If Nagash goes down too early, things can go very wrong very fast. 

All this fits inside on a single drop, causing the player to often choose who will have the choice of who goes first.  While not many things are in the list.  It’s a very potent force that can bring pain to anyone, anywhere.  Well done to this player.

Soulblight Gravelords
Deathmarch
2000 Points
Drops: 2
Spell Lore – Lore of Undeath
Manifestation Lore – Krondspine Incarnate

Regiments
General’s Regiment
Mannfred von Carstein, Mortarch of Night (410 Points)
• General
Black Knights (320 Points)
• Reinforced
Black Knights (320 Points)
• Reinforced
Fell Bats (90 Points)
Grave Guard (300 Points)
• Reinforced

Regiment 1
Necromancer (140 Points)
• Lash of the Sire
• Orb of Enchantment
Black Knights (320 Points)
• Reinforced
Fell Bats (90 Points)

Craig Smith: Greg’s list is a welcome reminder that Deathrattle lists aren’t all about the infantry, and it’s great to see him go 4-1, only falling finally at the last hurdle.  Let’s look at why this list can have such success, starting up top with the characters.  Mannfred is a powerhouse on his own, especially with ‘strike-first’ when charging on a 3+, but also with high movement, he can easily stick with the highly mobile Black Knights, but in this list, his ability to give +1 attacks to melee weapon attacks of Deathrattle units within 12″ is phenomenal, as we’ll discuss in a minute.  The Necromancer in himself is pretty weak, but his ability to make a unit of Deathrattle fight twice on a 3+ (albeit with ‘strike-last’ on the second fight), synergises really well with Mannfred in this list.

Consider – 20 GG with +1 attacks from Mannfred and fighting twice, that’s 61 attacks on a 3/3/1/1 profile with Crit (Mortal).  Thats a load of damage most people wouldn’t want to face!  Combined with a well-placed ‘Prison of Grief’ giving ‘strike-last’ to the unit they’re attacking, and you can wipe out pretty much anything.

Now, what about Black Knights?  Get them in with Mannfred for +1 attack gives you a highly mobile unit of cavalry (move 10″) with 31 attacks on a 4/3/1/1 profile but with 2 damage and Crit (Mortal) on the charge – that’s a shed load of damage and there’s 3 of these units in Greg’s cleverly built list.  That’s enough to cause a lot of problems for most armies.

Add in to the mix a couple of units of bats to grab your objectives while your Knights, Grave Guard and Mannfred are taking it to the opponent, and the Necro/ Mannfred are simultaneously bringing some back each turn.  Your opponent has a lot of hammers, with high mobility, and great recursion to deal with, while also watching out for bats sneaking in to grab objectives while they’re tied up dealing with the big threats.  That’s a lot to manage and it’s down to the craftiness of Greg in putting this list together.  Hopefully it’s clear now how he took this awesome list to a well-earned 2nd place.

Soulblight Gravelords
Bacchanal of Blood
1980 Points
Drops: 3
Spell Lore – Lore of Undeath
Manifestation Lore – Morbid Conjuration

Regiments
General’s Regiment
Prince Vhordrai (480 Points)
• General
Blood Knights (460 Points)
• Reinforced

Regiment 1
Belladamma Volga, First of the Vyrkos (230 Points)
Dire Wolves (140 Points)

Regiment 2
Radukar the Beast (350 Points)
Black Knights (320 Points)
• Reinforced

Craig Smith: Damian Rees has certainly come up with something different in this list. Giving up the weight of numbers usually associated with a Soulblight Graveyards army, as well as a Heroic Trait, and an Artefact of Power, in favour of 3 named heroes with some really interesting synergies so lets take a look. Bacchanal of Blood is a great start here with 4 casts on a +1 to cast giving Damian a great chance of getting some of his manifestations out each turn to start, helping balance out the low numbers in his list.

Once we get into it, we’ve got Vhordrai and his Blood Knights as a solid unit who are very mobile and work well together – in this formation they’ve got +1 to wound through the formation, plus the Knights have +1 damage on the charge and +1 rend vs infantry so 16 attacks on 3/2/2/2 when charging infantry is looking pretty awesome.  Get ‘Quickblood’ off on Vhordrai for ‘strike-first’ and a ‘Prison of Grief’ off on the charge target for ‘strike-last’ and between them they can pretty much wipe most hard targets.  Add in Vhordrai’s ‘Saint of Slaughter’ and every time the Blood Knights destroy a unit and end up back within 12″ of Vhordrai at the end of the turn, and he can either add +1 damage, +1 attacks or 2″ movement.  With these two, Damian can really smack things about.

The biggest disadvantage of low numbers is likely to be lacking the ability to sit on objectives in this list.  Bella and the Dire Wolves give a couple of great options.  Firstly, get Bella’s ‘Under a Killing Moon’ off and your wolves not only get +1 rend, but also get to ignore the ‘Beast’ ability, meaning they’ll count as control 10 instead of 1.  Even if Damian couldn’t get that off, he can cover the objective with the wolves so there’s no space to step on it, or simply add Bella into the mix for her +5 control.  Get Radukar on an objective within 18″ of her and he’ll be +3 control as well giving him control 8 and if teamed with the Black Knights that’s 18 for that group.  So actually weight of numbers isn’t hurting him too much – he can stand on three objectives with these three groupings and score max each turn.  The wolves will also give Bella a 4+ ward if she sticks with them so they’ll be hard to lift as a group.

Lastly let’s look at Radukar and teh Black Knights, for me another powerhouse combat grouping as well has having base size to cover objectives and control score enough to hold them if that’s not viable.  In this formation you’d have Radukar on 6 attacks on 3/2/2/3, with Crit (Mortal), which slaps on it’s own but if he charges, he also gives the Black Knights +1 to wound if they’re within 12″ so that’s a further 21 attacks on a 4/2/1/2 when they charge plus Crit (Mortal) – another awesome fighting unit together.  Radukar’s ability to move D6″ at the end of the turn is ideal as well for ensuring he’s well positioned to support the Knights and give that +1 to wound every turn, assuming the dice are kind!

Anyway, hopefully that’s a helpful insight in to how Damian may have succeded with a very much non-horde Soulblight list through clever use of unit synergies.  Great result to take it to 3rd!

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Final Tournament Placings

Top Three AoS Lists for the Boise Cup 2024!

This is the top three AoS lists for the Boise Cup 2024! that took place in the US on the 27th and 28th of July. It saw 34 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

Lumineth Realm-lords
Hurakan Temple
2000 Points
Drops: 3
Spell Lore – Lore of Hysh
Manifestation Lore – Morbid Conjuration


Regiments
General’s Regiment
Sevireth, Lord of the Seventh Wind (350 Points)

• General
Hurakan Spirit of the Wind (240 Points)
Hurakan Windchargers (340 Points)

• Reinforced


Regiment 1
Vanari Lord Regent (230 Points)

• Masterful Tactician
Vanari Auralan Wardens (140 Points)
Vanari Dawnriders (420 Points)

• Reinforced
Vanari Starshard Ballista (130 Points)


Regiment 2
Scinari Calligrave (150 Points)

• Silver Wand


Faction Terrain
Shrine Luminor

Jon Anderson: Good friend of mine Jarod Brown demonstrated why even if I never pick up the shiny elves again, they’re in good hands.  His list is designed around the Hurakan Temple and demonstrates a healthy balance between ranged threat projection and melee anvil play. Coming in qtat 2000 points and 3 drops, it offers a well-rounded approach to the Boise Cup.

In the General’s Regiment we have Sevireth serving as the warmaster and right out the gate of fourth edition we see how Sev provides significant mobility and offensive capability. Despite the fact his movement was nerfed, he returns his powerful attacks and it makes him an effective isolated threat on the battlefield. But what’s better than one fox? Why not two? The Hurakan Spirit of the Wind complements Sevireth by adding more high throughput, in a small package and enhances the overall fluidity of your army allowing for dynamic repositioning and flanking opportunities. The Windchargers were reinforced which obviously boosts their total health pool and effectiveness, but I quite like having a single stack of 10 roos to act as a mobile missile platform to snipe out units reinforced with wards or bodyguards.

In his first regiment we have the Vanari Lord Regent with the Masterful Tactician trait. The VLR provides essential flexibility and enhances the Dawnriders to fully engage the nuclear option when the need arises. Jarod has an ever stalwart pack of Vanari Wardens which serve as a defensive lynchpin, and all around home plate defender.

Whoever it was at GW that goty email about trading one of my horcruxes for sparing my Vanari Dawnriders going into fourth edition, I’ll be sure to let you pick your item next time we meet. It’s rare that a scroll is debuted and universally praised as “one of the best cavalry options of all time”. I mean, these guys are up there with Living City Fulms, 2nd Ed eels, Primetime varanguard- it’s just the kind of rock you build your church on. High on the Dawnriders. Very high. I also can appreciate the inclusion of the Ballista. It’s nice of Alan to help move product that’s probably accumulated dust in GW warehouses.

Last but not least is our resident Manifestation machine, the calligrave. Rock solid choice, just a shame you have to be off in your own regiment.

Soulblight Gravelords
Deathmarch
2000 Points
Drops: 3
Spell Lore – Lore of Undeath
Manifestation Lore – Morbid Conjuration


Regiments
General’s Regiment
Belladamma Volga, First of the Vyrkos (230 Points)

• General
Grave Guard (300 Points)
• Reinforced
Torgillius the Chamberlain (180 Points)


Regiment 1
Necromancer (140 Points)

• Amulet of Screams
• Lash of the Sire
Dire Wolves (140 Points)
Dire Wolves (140 Points)
Dire Wolves (140 Points)


Regiments of Renown
The Summerking’s Entourage 700
Cryptguard
Morbheg Knights
Ushoran, Mortarch of Delusion

Connor Irwin: Thomas Guan is at it again with a new iteration of his winning Soulblight Gravelords list from Tacoma. Let’s break it down.

Starting at the bottom we see the Summerking’s Entourage. This is an interesting pick and adds a monster with serious punch, Wizard (2) and very powerful buffing synergies with Morbheg Knights and Cryptguard. Ushoran has his Epicenter of Delusion ability from his warscroll, which helps add to their effectiveness depending on the needs of the moment. He gets a 12″ aura of extra +1 attacks by default thanks to the RoR and comes equipped with a pair of powerful spells, Deranged Transformation and Glimpse of Delusion. The former is an excellent buff for either of his entourage and the latter is an awesome spell if an enemy beatstick is unlucky enough to be in combat range of something that the opponent would like to keep on the table. The cherry on top is the Shroudcage Fragment rampage, which lets Ushoran pick up to three enemies in combat and give them fight-last if he rolls over their control characteristic. While not great into monsters and control piece heroes, this ability is fantastic and is a force multiplier that plays nicely with the rest of the list. Add this to the command shenanigans from the Cryptguard and the punching power of the Knights and the value is clear.

Next we have the meat of the list and a familiar set of units: Belladama, Torgillius, a necromancer, 30 Direwolves and reinforce Grave Guard. The necromancer carries the Amulet of Screams Artefact and the Lash of the Sire Command Trait, which helps counter magic and pushes those slower units around. There are four casts between them, a couple excellent spells for control, damage and debuffing and a cheeky double activation. All this is designed to bog down the opponent in wounds, deny board position and primary control, and throw a zillion dice at problems until they’re not problems anymore. Almost forgot to mention the formation! Deathmarch adds rend to the Grave Guard when they charge, which plays nicely with whatever Honour Guard rule he decides to give them.

In a meta that is rapidly evolving into an arms race of reinforced cavalry this list takes a unique and technical approach that can find success in the hands of a skilled general. Congrats again to Thomas for an excellent showing. I look forward to seeing what he digs up for the next trip to the podium.

Grand Alliance Destruction
Gloomspite Gitz
Troggherd
2000 Points Limit
Drops: 2
Spell Lore – Lore of the Clammy Dank
Manifestation Lore – Dank Manifestations


Regiments

General’s Regiment
Skragrott, the Loonking (220)

• General
Dankhold Troggoth (180)
Fellwater Troggoths (180)
Gobbapalooza (150)
Rockgut Troggoths (340)

• Reinforced


Regiment 1
Trugg, the Troggoth King (360)
Dankhold Troggboss (220)

• Loontouched
• The Clammy Cowl
Rockgut Troggoths (170)
Rockgut Troggoths (170)


Faction Terrain
Bad Moon Loonshrine

Lodivicus: Lodi here, back with another Gitz commentary, this time with Russ Tanner’s 3rd place (4-1) finish.  Congratulations Russ.  The growing trend in Gitz right now is featuring Rockguts heavily and using the trio of Skragrott, Trugg, and a Dankhold Troggboss as your heroes. Russ’ build veers a little off of the path as it only features 12 Rockguts instead of the 18 (or more) we’re starting to see become more prevalent. Rather than rehash the part of the list we all know, let’s focus on what he did differently and how he spent the points.

There’s three main differences that jump out:

Dankhold Troggoth – The Dankhold Troggoth is a relatively hard-hitting monster with magical resistance, but his biggest boon is his Wade and Smash rampage ability. In any combat phase, if he’s in combat, he can move 6” as long as he stays in combat. Then he rolls a d3 and on a 2+, does that amount of mortals to an enemy within 1”. The important part here is the movement and positioning advantages, often allowing him the flexibility to pick and choose the combats he would like to be in.

Fellwater Troggoths – The Fellwater Troggoths are known for their Noxious Vomit ranged attack (and passive ability). The ranged attack itself is quite short-range and somewhat variable in its reliability, but if you allocate any damage points to an enemy unit, then the passive ability kicks in.  This is what you take them for! -1 to the enemy’s save rolls and ignoring positive modifiers to that unit. This can allow your Rockguts to crack some serious saves!

Gobbapalooza – The Gobbapalooza have so much going for them. They are a pretty easy inclusion in any Gitz list.  Wizard (1) with 15 health and a ward (which varies from 4+ to 6+ depending on battle round) is excellent for 150 points in AoS Fourth Edition.  They aren’t unique, don’t take a hero slot in your regiments, can cover a massive area with the Sneaky Distraction spell, and can count up to 13 points on an objective (when under the Moon). It’s just a really amazing toolbox unit. But if that wasn’t enough, the gravy is their Know-Wotz abilities, which are all great support abilities. On a 3+, you can choose between +1 to run/charge to a friendly unit, +1 to your rend characteristic of a friendly unit, or making a visible enemy unit within 12” unable to use commands.  All excellent in the right circumstances, with the biggest downside being needing to roll that 3+.

The list is a bit less tanky/grindy than the more prevalent ‘moar Rockguts’ style lists but makes up for it in flexibility/versatility. This is the type of list that both newer and experienced Trogg players can enjoy as it offers a little bit of everything!

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Final Tournament Placings

Top Three Old World Lists for Buckeye Battles GT (2,500)

This is the top three Old World lists for Buckeye Battles GT that took place in the USA on the 29th and 30th of June. It saw 36 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three Old World 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 Old World Lists

===
Luna Valentine [2496 pts]
Warhammer: The Old World, Kingdom of Bretonnia
===

++ Characters [1237 pts] ++

Duke [401 pts]
Hand weapon
– Lance (if appropriately mounted)
– Heavy armour
– Shield
– Royal Pegasus
– Falcon-horn of Fredemund
– Bedazzling Helm
– Virtue of Heroism

Paladin [241 pts]
Hand weapon
– Lance (if appropriately mounted)
– Heavy armour
– Shield
– The Grail Vow
– Battle Standard Bearer [War Banner]
– Royal Pegasus
– Gauntlet of the Duel
– Gromril Great Helm
– Virtue of Duty

Prophetess [320 pts]
– Hand weapon
– Level 4 Wizard
– Royal Pegasus
– Lore Familiar
– Ogre Blade
– Illusion

The Green Knight [275 pts]
– The Dolorous Blade
– Heavy armour
– Shield
– Barding

++ Core Units [626 pts] ++

10 Peasant Bowmen [50 pts]
Hand weapons
– Longbows
– Unarmoured
– Skirmishers

10 Peasant Bowmen [50 pts]
Hand weapons
– Longbows
– Unarmoured
– Skirmishers

10 Peasant Bowmen [55 pts]
– Hand weapons
– Longbows
– Unarmoured
– Skirmishers
– Standard bearer

6 Mounted Knights of the Realm [165 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician

6 Mounted Knights of the Realm [165 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician

5 Mounted Knights of the Realm [141 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician

++ Special Units [633 pts] ++

5 Pegasus Knights [289 pts]
Hand weapon
– Lances
– Shields
– Heavy armour
– Standard bearer
– Musician

6 Pegasus Knights [344 pts]
Hand weapon
– Lances
– Shields
– Heavy armour
– Standard bearer
– Musician

Luna Valentine: Howdy friends, some notes on the top lists for Buckeye. Note that Buckeye had no comp rules.

Duke on Pegasus– I tried out a pegasus duke again, mainly for the option to get two characters with 2+ armor through Dazzling Helm. Overall I didn’t care for it, he isnt tough enough to face thunder stomping monsters (as he is only monstrous cavalry), he is highly vulnerable to Killing Blow, and his damage potential isn’t enough to solo infantry blocks.

I definitely plan to swap over to a Hippogryph Duke for my next tournaments, to match up against enemy dragons/monsters and also fight against pesky Killing Blow units. One of the main reasons I still run a Duke at all, is to hold the Falcon Horn. Its definitely viable to skip this guy and spend 450 pts on something else, as long as you always bring the horn.

Paladin BSB – Absolute rockstar, he has astounding durability with T5, 2+ reroll 1s/5++, and he brings +3 combat resolution with BSB, War Banner, Vow of Duty. Grail Vow also means he never panics and Stubborn for bad combat rolls. I often run him solo in center field, next to some knights for Lone Character rule, and aim to use ‘Gauntlet of the Duel‘ to force a challenge, denying them any attacks from the front. Combined with the natural combat res, he can be a brutal front threat.

I also like to use him to supplement my Duke against enemy dragon duels, and aim for a combat res flee (especially with a knight or pegasus unit to force Outnumbered 2:1 break tests)

Prophetess: A recent addition, she buffs up the Pegasus unit with The Lady’s Wrath, and brings a terrifying Assailment with the Illusion spell+Ogre blade. Pegasus units often have trouble cracking monsters or armor targets especially if they get stuck in. She tends to solve these problems. She has the ability to voluntarily retire to keep her safe, but she is a very expensive investment. I’m not entirely convinced she is worth an entire pegasus knight unit. She does help a lot with shutting down bound spell spam against certain armies (casket, sisters of the thorn, fireball ring).

Green Knight: A powerful strategic piece, GK is great at assassinating wizards and locking down big monsters. He helps a lot with creating uncertainty in my opponents game plan, and getting into the backlines of shooting heavy armies. He is very expensive and not always reliable (I had two games where he did not appear until turn 4+), but strong enough to warrant taking.

CORE UNITS

Peasant Archers, Skirmishing: These guys are amazing. They exist mostly to protect against enemy shooting (especially the very common elf shooting), but also help to score many scenario points in tournaments. If you layer them up against one another, they can provide soft cover to each other, and are a powerful anti-shooting barrier. Against combat heavy armies, you’re better off leaving these guys in the back.

If I had realized Buckeye had no comp rules, I probably would have brought 4-5 of these.

Knights of the Realm:
They’re very okay, expect very little from them. Best used to combo charge with other units for a little extra combat res, or to help a character crush a weak infantry unit. One of their best uses is pushing up in the middle (about 10-15″ away), and then fleeing incoming charges to split up an opponents line. Just remember to mark that you lose the Lady’s Blessing when you do this!

SPECIAL UNITS:

Pegasus Knights: Ah, what a wonderful unit. 360 charge direction and 20″ fly march is very hard to most armies to deal with. Far more fragile than you might imagine, and even a full flank charge with 5+ pegasus is probably not enough to crack monsters. Where they shine is constantly marching to right outside enemy charge arcs on the flank, and putting pressure on every unit around them. From there, aim for sandiwching charges or picking off weaker units first.

If you charge these in the front against most elites, you will lose. If you leave them out to be shot 2+ turns by elf shooting, you will lose. Avoid those traps and you will win. Be patient and setup winning charges (something where you should have a +3 combat res advantage on average, and no chance for the enemy to counter charge with another unit on their turn)

Counter charge also makes it possible to aggressively bully out small units, as long as you stay out of their minimum move range.

===
Shannon Powell [2500 pts]
Warhammer: The Old World, Ogre Kingdoms
===

++ Characters [735 pts] ++

Slaughtermaster [345 pts]
Hand weapon
– Level 4 Wizard
– General
– Halfling Cookbook
– Ruby Ring of Ruin
– Biting Blade
– Beastkiller
– Battle Magic

Bruiser [390 pts]
Great weapon
– Light armour
– Battle Standard Bearer [Cannibal Totem]
– Thundertusk
– Armour of Meteoric Iron
– Talisman of Protection
– Deathcheater

++ Core Units [630 pts] ++

7 Iron Guts [333 pts]
Hand Weapons
– Great Weapons
– Heavy Armour
– Look-out Gnoblar (Standard bearer)
– Veteran
– Gutlord [Daemon-Slayer Scars]
– Standard bearer
– Bellower (musician)

3 Ogre Bulls [99 pts]
Hand weapon
– Light armour
– Crusher (champion)

3 Ogre Bulls [99 pts]
Hand weapon
– Light armour
– Crusher (champion)

3 Ogre Bulls [99 pts]
Hand weapon
– Light armour
– Crusher (champion)

++ Special Units [735 pts] ++

Ironblaster [185 pts]
Cannon of the Sky-titans
– Hand weapons

Ironblaster [185 pts]
Cannon of the Sky-titans
– Hand weapons

4 Mournfang Cavalry [365 pts]
Ironfist
– Heavy armour
– Crusher (champion) [Daemon-Slayer Scars]
– Standard bearer [Razor Standard]
– Bellower (musician)

++ Rare Units [400 pts] ++

Giant [200 pts]
Giant’s club
– Light armour (Calloused hide)

Giant [200 pts]
Giant’s club
– Light armour (Calloused hide)

Luna Valentine: Pretty standard ogres. The terror scars adds some extra leadership threat when he charges. The Bull units were all deployed 1×3 in marching formation for redirecting. The lack of a traditional General means a lot of units are relying on leadership 7 to get them through terror/restraint tests, or rerolling 7’s for panic. The giants are a nice anchor early/mid game, though they tend to run out of wounds by late game.

The Bruiser BSB uses a clever combination of items+banners to get a reliable triple 5+ save, which made it quite durable to cannons/high quality attacks. The two cannons and wizard run solo, can be a substantial threat over 6 turns. Mournfangs absolutely slap, and are definitely the highlight of the list (along with the obligatory double iron blasters).

===
Vampire Counts [2588 pts]
Warhammer: The Old World, Vampire Counts
===

++ Characters [1249 pts] ++

Master Necromancer [425 pts]
Hand weapon
– Level 4 Wizard
– General
– Mortis Engine
– Sceptre Of De Noirot
– Crown Of The Damned
– Necromancy

Necromantic Acolyte [120 pts]
Hand weapon
– Level 2 Wizard
– On foot
– Ruby Ring of Ruin
– Necromancy

Vampire Thrall [170 pts]
Lance (when mounted)
– No armour
– Battle Standard Bearer
– Nightmare
– Biting Blade
– Charmed Shield
– The Accursed Armour
– Dark Magic

Wight Lord [44 pts]
Great Weapon
– Heavy armour
– On foot

Vampire Count [490 pts]
Hand weapon
– No armour
– Zombie Dragon
– Sword Of Kings
– Talisman of Protection
– Dark Acolyte
– Dark Magic

++ Core Units [719 pts] ++

6 Dire Wolves [48 pts]
Claws and Fangs (Hand weapons)

6 Dire Wolves [48 pts]
Claws and Fangs (Hand weapons)

27 Grave Guard [457 pts]
Great weapons (replace shields)
– Heavy armour
– Shield
– Drilled (0-1 per 1000pts)
– Implacable Defence (0-1 per 1000pts)
– Seneschal
– Standard bearer [Standard Of Hellish Vigour]

26 Zombies [83 pts]
Hand weapon
– Standard bearer

26 Zombies [83 pts]
Hand weapon
– Standard bearer

++ Rare Units [620 pts] ++

7 Blood Knights [415 pts]
Hand weapons
– Lances
– Iron-Shod Hooves
– Full plate armour
– Shield
– Barding
– Drilled
– Kastellan [Lord Of The Night]
– Standard bearer [Drakenhof Banner]
– Musician

Terrorgheist [205 pts]
Filth-encrusted talons
– Rancid Maw
– Calloused hide (light armour)

Peter Holland: Although this is list is showing as over the points limit, we can’t be certain that there wasn’t some error when copying this list onto New Recruit, or whether if this is the list submitted, whether it was caught by the TO and changed before the tournament began.


Luna Valentine:  Unfortunately, I haven’t had the pleasure to play with Ryan yet, so these are guesses. He was able to leapfrog Phil after Phil and I had our draw game 5.

Mortis Necro- Screams, 18″ bubble of +1 move is nutty. Double invocation scepter and the 4++ crown makes it insanely durable, though the stupidity checks mean it will probably hang close to the BSB (or sit behind zombies and not worry about stupidity moves)

Vamp on Zombie Dragon- Sword of kings for extra kb potential and 5++ for durability. Personally, I think the sword is overrated and would prefer a lance/ogre blade. Dark Acolyte for extra regen potential.

Vamp BSB– this dude assumedly hangs with the blood knights. +1 toughness armor is good, but it seems wasted on a t4 thrall, especially hanging in an already strong unit.

Wight Lord– barebones, obviously there to unlock grave guard core

I don’t love the grave guard infantry, but with Banner of Hellish Vigour (reserve move) they can at least push up on their own. I would guess he has them away from the Mortis, being an anchor for the other side?

The rest of the list is pretty standard, a mega block of blood knights and a Terrorgheist. The blood knights are very hard to shift with traditional attacks, and with four invocations of Nehek in the list & 5+++ from Drakenhof, they can tank through most lists. Folks who aren’t ready for the counter charge potential and insane durability will lose very badly.

This seems like a list that might struggle against some monster mash TK or Brett flying circus, but it definitely earned a top 3 spot, and was very nicely painted!

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Top Three AoS Lists for Age of Sigmar 4 Bootcamp 1

This is the top three AoS lists for Age of Sigmar 4 Bootcamp 1 that took place in the UK on the 13th and 14th of July. It saw 20 players vying to be crowned champion in a 5-game tournament.

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The Top Three AoS Lists

Idoneth Deepkin
Akhelian Beastmasters
1950/2000 Points Limit
Drops: 2

Manifestation Lore – Morbid Conjuration

GENERALS REGIMENT
Eidolon of Mathlann, Aspect of the Sea (350)
General
– Ancient Pride
– Delicious Morsels
Akhelian Allopex (190)
1x Razorshell Harpoon
Akhelian Allopex (190)
1x Razorshell Harpoon
Akhelian Leviadon (500)
Akhelian Morrsarr Guard (340)

REGIMENT 1
Isharann Soulscryer (120)
Namarti Reavers (130)
Namarti Reavers (130)

Jon Anderson: At the dawn of a new edition, fresh out of the gate we have Hazel Moon and her Idoneth Deepkin army. Taking them to a 4-1 finish, she brought a strategic balance of units tailored to capitalize on the index prowess and its tendency to use hit-and-run tactics to great effect. Leading her army in the General role is the Eidolon of Mathlann Aspect of the Sea and she paired it with the Ancient Pride Heroic Trait with some Delicious Morsels so that she can feed the goodest of boys and keep them healthy.

Flanking the Eidolon on both sides are two Akhelian Allopexes armed with Razorshell Harpoons, providing valuable ranged support and harassment capabilities. These units are crucial for applying pressure from a distance and disrupting enemy positioning downfield. Alongside them stands the aquatic battle barge himself, the Akhelian Leviadon. A centerpiece of the army known for its resilience and ability to control the battlefield with its massive presence and devastating attacks, it’s newly equipped ward save clearly paid dividends.
In complement to these heavy hitters, the Isharann Soulscryer and her regiment played a pivotal role in enhancing the army’s mobility and strategic flexibility. Despite having their range nerfed a bit, the Namarti Reavers pair perfectly with the new battle traits for the Deepkin and the Soulscryer ensures precise deployment and movement across the battlefield. Allowing the Reavers to deploy deeper into the board enables ideal setup for battle tactic completion as well as potential backcap scenarios where you can sneak away an opponent’s home objective.

In terms of opponents, Hazel played against a diverse array including Khorne, Slaanesh, Nighthaunt, Cities of Sigmar, and Seraphon. She showcased the index’s adaptability and resilience masterfully. Despite encountering challenges, particularly against Cities of Sigmar faction, her Deepkin’s synergy and tactical finesse enabled them to emerge victorious in most encounters. This list showcases that while the Deepkin range may be limited on warscrolls, an adept pilot can both compete and succeed using its newfound strength and diverse tactical approach to the GHB and its mission layout.

Gloomspite Gitz
Troggherd
1990/2000 Points Limit
Drops: 2

Spell Lore – Lore of the Clammy Dank
Manifestation Lore – Primal Energy

GENERALS REGIMENT
Kragnos, the End of Empires (680)
General
Rockgut Troggoths (170)
Spider Riders (110)
Spider Riders (110)

REGIMENT 1
Trugg, the Troggoth King (360)
Dankhold Troggboss (220)
Loontouched
– The Clammy Cowl
Rockgut Troggoths (170)
Rockgut Troggoths (170)

Gabriel Fisher: A crushing stampede of Troggs coming directly up the board to smash you in the face with a big centaur god friend (and throw in some gribbly ladz for da scorin’).

In all seriousness, this is a dangerous charge list that has the capability to interact with every phase of the game and get up the board and into you fast.

The battle formation: Troggherd
If you are bringing a list of Troggs, it’s gonna be the Troggherd! A simple formation with a straightforward but massive buff, if a Trogg unit fights It heals d3. Effectively doubling the amount of healing you get per turn on every unit, to include Troggoth heroes.

Breaking down the heroes:

1) Kragnos (the GOAT…also a goat): Reasonably priced for his insane damage output and superlative buffing abilities. He has the capability to roll up the board like a missile and kill anything you put in front of him, particularly monsters. In an edition that looks to be shaping up to have many centerpieces this alone would make him an interesting take ; however he also provides an incredible amount of mobility to an otherwise lumbering army moving largely on a 6″ by granting a 3d6 charge to three units wholly within 12”. Whatever you want dead, he will kill. Wherever you wanna be, he’ll get some troggs there.

2) Trugg: Big lad, bigger buffs. A fantastic hammer, anvil, and buff piece for a Trogg army. He hits hard, natively hitting one of his weapon profiles on a 3+ (very good for a monster) and a mighty 4 dmg at 4 attacks. Not to mention the antlers. Relentlessly durable at a 4+ save ( 3+ save under da wonderful light da greatest bad moon), and healing a guaranteed d6+d3 health every turn (the d3 being if he fought) as long as he doesn’t die in a single activation he will be around all game. With the staying power to be there all game you can focus his abilities on buffing the gaggle of rocky gitz following him, able to gift them with bonus attacks,rend and saves vs shooting if you roll well. A massive (both literally and figuratively) force multiplier.

3) Dankhold Troggboss: Smarta’ den you fink (given both loontouched and clammy cowl). Another decent fighter and tank similar to Trugg with some key benefits the way Matthew built him. This guy is largely made off of the artefacts and enhancements Matthew outfitted him with. Loontouched allows you to participate in the magic game without having to add another drop to get a wizard that might die or do nothing else for your list’s main goal. Troggs. The clammy cowl adds a nice -1 to be hit, making a tanky model that is likely to heal d6+d3 every turn be even harder to lay lasting damage on. As a final cherry on top, he adds an attack to every troggoth on a 3 up. That includes Trugg.

Units:
Troggs: IT’S ALL OF THE LIST. Well, most of it anyway.

It’s probably one of the single best warscrolls to come out of the index. They are durable with 5 health a piece on a 4+ save naturally with a nice 5++ ward. Under the light of the bad moon they get a bonus of 1 to their save, however this list doesn’t have good old skraggy or the bad moon manifestation so it’s not something you’ll be able to rely upon. They hit hard with 2 attacks a piece 4+/2+ 2 and dmg 3. This is further modified by trugg or the dankhold, giving them plus 1 attack each, or a bonus attack from the dankhold and an additional rend from trugg. So what’s the downside? They are not particularly fast at a 6″ and no run and charge. How do you fix it? 3d6 Kragnos charge baby. Threatening big blocks of durable damage at 18″ in both your and THE OPPONENT’S turn with the counter charge command.


Spider Riders: the glue (or webbing) that holds the list together. Spiders overall took some crippling changes from 3.0 to 4.0 with the loss of abilities, subfaction support, and an entire hero. So why are you seeing them in a list? Battle tactics. These guys are here to score and score big. With a 10″ move and the ability to move over terrain as if flying, they can get up over and through the board fast. Putting a big meaty 10 control on an objective with five bodies. They also let you score flanks or board edges securing terrain. These guys are a needed tech unit in an army that is largely unwieldy outside of charges. At 110 points, they are a solid investment a lot of non squig players will consider.

Spell lore: clammy dank
Some useful utility in a minus -1 hit for units within twelve around the Troggboss or possibly some mortals if you have nothing better to cast.

Manifestation: Primal
What’s better than healing 2d3 on every Trogg unit a turn? Healing another flat three every movement phase on a unit. The head and jaws can provide some extra damage, but this list has plenty of that. I’m guessing life swarm was the spell that stayed on the board and made life annoying for other players.

How does it play?
I’ll keep this section short because I didn’t pilot it, nor would I as well as Matthew.
Move up the board and make sure you connect with as large a portion of your opponents army as possible. Hit hard and then weather the return. You have a great save tons of health and some ward saves. Heal when you fight back, when you start the turn, and at the end of your movement phase. You might as well be a doctor with the healing that’s happening at the table. Then, use your cheap fast Spiders to score while the opponent focuses on not being ground to paste under your hooves/feet.

What it’ll struggle against:
As seen above in the 4-1 game results, the army is going to struggle into things that don’t care about rend, can move fast, and avoid being locked up. As well as things that can get out fast, kill your scoring units and dump a bunch of damage out in a single turn. It’s no real surprise that a death stalkers nighthaunt army pulled out the win, as the mobility and damage is very good.

Soulblight Gravelords
Bacchanal of Blood
2000 Points Limit
Drops: 2

GENERALS REGIMENT
Prince Vhordrai (480)
General
Blood Knights (460)
Reinforced
Vargheists (160)

REGIMENT 1
Belladamma Volga, First of the Vyrkos (230)
Dire Wolves (280)
Reinforced
Dire Wolves (280)
Reinforced
Kritza, the Rat Prince (110)

Daniel Bean: Soulblight Gravelords: too many dogs.

At first glance, the new soulblight gravelords are solid, perhaps a little better than the last edition, where I felt they were very much the benchmark army.

Recursion is strong in Aos4, and SBGL are no exception, allowing you to return models to units and return units at half strength (but now for an increasingly rare command point)

Objectives are now much smaller, meaning hordes of bases with good wounds can really block your opponents from even getting on the objectives – who needs high OC scores when you’re the only one there? This is where the I feel the Dire Wolves came into their own, they are on nice big bases with 2 Health (previously wounds) each, meaning a block of 20 is hard to shift, I only lost 2 units in the entire event and then of course returned them at half strength!
They can now run and charge, meaning you can auto-run 6 for a huge threat range and block your opponents from even getting across the board, bogged down in 40 health on a 5+ save, 6+ ward!

Belladama is essential, allowing the downside of the Dire Wolves being that they are Beasts – this means for the unit their maximum score of OC is 1 total (ever) – until of course Belladama casts a spell, adding a rend to up to 3 dire wolf units and making them ‘not beasts’ for an OC of 20.

Kritzka is a bit of a meme – his ability to fall back on a 2+ before combat is quite good tech, and Belladama makes him +3 OC wholey within 18″, but im not sure he makes the cut for next time.

Prince Vhordai and the Blood Knights are great fun, huge damage on the charge and certainly the hammer the anvil of wolves needs – however Vhordai’s ability to perminantly buff a unit of  non-monster <Vampires> wholey within 12″ is more situational than it would seem, I didn’t manage to achieve this for the entire event due to where units needed to be, and also the bloodknights hitting what needed to die rather than the small MSU unit that would be an easy kill – the ability is amazingly thematic and I love the idea of them all floating down from the Crimson Keep – but rules wise it almost feels like a trap, at least for now

Vargheists are amazing, good damage, and on a 3+ can teleport before movement (so if they fail, they still move 12″!) – certainly a glass hammer on 5+ 6+ward, but I feel the damage they do, and the teleport makes one unit almost guaranteed in my future lists

Overall I’m loving 4th edition, my favorite standout part has to be the streamlining of rules that triggered on a dice role, now an ability to do, say, D6 mortal wounds (such as Vhordai’s bite on the charge) now is one dice role, and on a 4+ does ‘that many’ mortal wounds.

Going forward I think Manfred is a big cornerstone of soulblight lists and so he will be gracing my painting table coming up, as will some regular deadwalker zombies as they will do a simular job to the wolves but with a less risky OC value

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Player Elo Changes

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