Category Archives: Kevin Lathers

Tournament Report: Fyreslayers at LVO 2024.

The Tournament and Setting

Some of us GAW people

The 2023 2024 Las Vegas Open Age of Sigmar Championships had the most participants ever! Since the last LVO I have played in a few more GTs and they’ve become a bit more routine but still fun. 

This tournament uses the GHB 2023-2024 (aka Andtor aka “God I hate blizzard”) and a battlescroll that has passed its expiration date. Once again it was held at the Rio, an off-strip hotel in Las Vegas. The Rio is still kind of a dump, but it’s improving! We celebrate improvements here, folks. I personally stayed on the strip in the (cheap af) Flamingo.

I was attending with some of my Georgia Warband teammates (big congrats to teammate Jon Anderson on his stellar 5-0 with LRL). Sadly we had fewer of us going this year, but still enough to be called a crowd. I got in a few days early to do some hiking this time instead of Vegas shenanigans. The parks were cooler than the hotels anyway, so that was well worth it.

It’s da desert

I ended up going 4-1, placing 56th out of 345 (lower in the 4-1 bracket) in the main event, and 3-0 in the doubles, placing us 5th out of 65.

My List

Army Faction: Fyreslayers
- Subfaction: Greyfyrd
- Grand Strategy: Masters of the Forge
- Triumph: Inspired
LEADERS
Auric Runemaster (130)*
- General
- Command Traits: Master Priest
- Artefacts of Power: Volatile Brazier
- Prayers: Heal
Auric Runesmiter (130)*
- Forge Key
- Artefacts of Power: Ash-cloud Rune
- Prayers: Prayer Of Ash
Ionus Cryptborn (400)*
Battlesmith (150)**
- Artefacts of Power: Nulsidian Icon
Auric Flamekeeper (90)**
- Artefacts of Power: Arcane Tome
Auric Runeson on Magmadroth (320)**
- Ancestral War-axe
- Artefacts of Power: Master Rune of Unbreakable Resolve
- Mount Traits: Coal-heart Ancient
BATTLELINE
Auric Hearthguard (360)
Vulkite Berzerkers with Bladed Slingshields (150)*
Vulkite Berzerkers with Fyresteel Handaxes (160)**
ENDLESS SPELLS & INVOCATIONS
1 x Molten Infernoth (50)
1 x Runic Fyrewall (60)
CORE BATTALIONS
*Warlord (+1 artefact)
**Warlord (+1 artefact)
TOTAL POINTS: 2000/2000
Created with Warhammer Age of Sigmar: The App

Dragon

Fyreslayers are not in the best spot in the meta, but I still had a couple lists to choose from. While more match-up dependent, I decided on an Ionus ally list because he’s cool and I like dragons. This year I got a little more practice so I at least knew the gist of the list. An alternative list idea that seemed to work well was a Flameseeker spamming Greyfyrd or Lofnir, but I was uncertain about it with so little practice.

This list itself plays as a grinding control list. It’s attempting to shift the battlefield in such a way that Ionus, the droth, and the AHG are all frustrating opponents, hurting their damage or objective staying power, while you slowly grind them down. Further, Ionus’ ability to instantly put out invocations means that on turn 1 you can use your Runemaster for either invocation (depending on needed ranges and invocations)  and then not worry about failing the other.

Ionus’ breath attack + soul burn, his -1 attacks characteristic ability, and his halting of inspiring presence all add up to make him a potent ally in Fyreslayers. Not only does it add to the army’s ability to take a hit, but it ensures that any damage hangs on the opponents sticks. Killing 20 skeletons and watching the rest flee to battleshock is very nice. He also adds ranged mortal wound output on top of the infernoth’s and AHG’s (with searing heat) to burn down high save targets.

The list is tricky to play though: it has fewer wounds than most Fyreslayers lists and damage is concentrated in three key hammers. The single flamekeeper means that Vulkites can become somewhat of a hammer too, and that turned out to be  very important in a couple matchups. But with fewer bodies, getting them there is tricky when they might well be the unit that dies. The flamekeeper also means that even the AHG can hang some two damage attacks onto opponents. 31 attacks at a 2 damage isn’t anything to ignore even if they have no rend.

Games Summary:

Every one of my opponents were great and fun. I liked all my games. I do have awful memory so the exact details of these events are probably slightly different from reality, but this is as best as I can remember. Sometimes memories blur the rounds together.

Game 1: Win vs. Jules Nguyen on Kharadron Ovelords. 
Game 2: Win vs. Landon Jennings on Ossiarch Bonereaper.
Game 3: Win vs. Steaphen Isaac on Ogor Mawtribes. 
Game 4: Loss vs. Gavin Grigar on Cities of Sigmar. 
Game 5: Win vs. Josh Chournos on Soulblight Gravelords.

Day 1: Games 1-3

Tourney space: it’s big and full of nerds

Game 1 vs. Jules Nguyen’s KO on Power Flux

Army Faction: Kharadron Overlords
- Army Subfaction: Barak-Zon
- Grand Strategy: Rule the Skies
- Triumphs: Indomitable
- Stick To The Code (Amendments): Prosecute Wars With All Haste
- Stick To The Code (Artycles): Settle the Grudges
- Stick To The Code (Footnotes): There’s No Reward Without Risk
LEADER
1 x Aetheric Navigator (100)*
- Artefacts: Voidstone Orb
1 x Arkanaut Admiral (140)*
- General
- Command Traits: Stormcaller
- Nullstone Adornments: Hand-carved Nullstone Icon
1 x Endrinmaster with Dirigible Suit (170)**
BATTLELINE
6 x Endrinriggers (120)*
3 x Endrinriggers (120)*
10 x Arkanaut Company (90)**
- Skypike
6 x Endrinriggers (120)**
- Mizzenmaster
3 x Skywardens (130)**
- Custodian
BEHEMOTH
1 x Arkanaut Frigate (300)*
- Heavy Sky Cannon
- The Admiral's Flagship: The Admiral's Flagship
- Great Endrinworks: Prudency Chutes
1 x Arkanaut Frigate (300)**
- Heavy Sky Cannon
OTHER
1 x Grundstok Gunhauler (170)*
- Drill Cannon
CORE BATTALIONS:
*Battle Regiment
**Battle Regiment
TOTAL POINTS: (2000/2000)

Jules was a fantastic opponent who took the impending infernoth incineration like a champion. Her list was a mostly-melee KO list which can be quite potent and could potentially get around my screens to dismantle my key pieces. 

With that in mind I set up with a HEAVY screen surrounding my core, setting up my vulkites to ensure a top of 1 attack will do nothing but kill them at best while getting bled for some wounds with their fight on death. Her shooting could potentially clear some of them, but probably not enough to completely remove a screen. I measure to ensure my infernoth will easily be getting into range of at least one boat as well.

With that, she gives me top of turn 1 and I proceed to end the game through sheer luck. I plop the Molten Infernoth between her two boats, roll doubles, and proceed to kill half her army. I did somewhere in the neighborhood of 30 mortal wounds total, possibly more. I note her bravery and losses, then move Ionus up to ensure no inspiring presence, the rest run. I also manage to put soulburn on some stuff and lock him in a spot to tank her if she does want a reprisal. But that’s basically the game.

KO being KO she still completes multiple tactics as she instead opts to just score points and avoid combat at all costs. As your battle points are based on tactics achievement/denial, this does deny me some points and garner her some. Very clever on her part and just good play in the face of a bad situation in which she was diced. Hats off to her for not only staying cool but staying fun. 

I win a major victory, 25-10.

Game 2: Win vs. Landon Jennings’ OBR on Fountains of Frost

Fyrewalls are dickbags

Army Faction: Ossiarch Bonereapers
- Subfaction: Ivory Host
- Grand Strategy: Overshadow
LEADERS
Arkhan the Black (380)*
Liege-Kavalos (180)*
- Artefacts of Power: Marrowpact
Mortisan Soulmason (160)*
- General
- Command Traits: Aura of Sterility
- Spells: Hoarfrost
BATTLELINE
Kavalos Deathriders (190)*
- Necrophoros
- Mortek Hekatos
- Nadirite Blade
Morghast Archai (440)*
- Spirit Halberd
Immortis Guard (220)*
Kavalos Deathriders (190)*
- Necrophoros
- Mortek Hekatos
- Nadirite Blade
Kavalos Deathriders (190)*
- Necrophoros
- Mortek Hekatos
- Nadirite Blade
ENDLESS SPELLS & INVOCATIONS
1 x Malevolent Maelstrom (50)
TERRAIN
1 x Bone-tithe Nexus (0)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 2000/2000

A non-null myriad list! Actually one of my larger fears as this gives tanky/strong OBR access to more tools that could destroy me. Meanwhile, null myriad does nothing against me. Ivory Host is particularly potent and allows for the deathriders to absolutely SLAP. 

Landon decides to give me the top of 1 and I proceed to plop a fyrewall immediately in front of his Immortis. I move up and toe tap objectives while I keep my guys spread out and behind terrain. Sadly I make a massive misplay here and forget to account for the drop location of my AHG, causing them to be weirdly split by terrain. 

Still, I have screened my big boys well and his only option is to kill the AHG and shield vulkites while also getting hit back by my own monsters. He rams the deathriders down my throat and picks up a large amount of my Auric Hearthguard. Luckily my Shield Vulkites stay strong and hold him. He also runs the Morghast to get over the terrain and positions for a double. 

He gets the double, brings back a deathrider and heals his boys up. I deny him crucial spellcasting with Ash-Cloud Rune; this puts his plans in a bit of disarray as it catches even some of his own units disallowing mystic shield. I had specifically dropped my AHG earlier than I wanted just to have the ash-cloud in place for this. He sends the Morghast in along with the Liege-Kavalos and finishes off the AHG and most of the shield vulkites. However, importantly, Ionus, my droth, and my axe vulkites live. 

On the bottom of two I proceed to dumpster his deathriders with axe vulkites + flamekeeper, his morghast with the magmadroth, and Ionus seals Arkhan back in his tomb. His morghast don’t completely die, but they die enough. The Immortis are locked up doing the slow walk around the entire back end of the board while trying to keep their hero in range of the shrug.

Round 3 sees me finish tabling his army with his only remaining units being his general, and the Immortis. At this point he’s on his back foot and can’t get enough done in this round to do much to me. 

Round 4 and 5 are basically a talk out at this point and I win a major victory, 23-18, denying him his grand strategy.

Game 3: Win vs. Steaphen Isaac’s Ogors on Lines of Communication

Allegiance: Ogor Mawtribes
- Mawtribe: Boulderhead
- Grand Strategy: Ready for Plunder
- Triumphs: Bloodthirsty
Leaders
Butcher (140)*
- Cleaver
- Lore of Gutmagic: Blood Feast
Huskard on Thundertusk (330)
- Blood Vulture
- Mount Trait: Rimefrost Hide
- Prayer: Pulverising Hailstorm
Frostlord on Stonehorn (460)*
- General
- Command Trait: Touched by the Everwinter
- Artefact: The Seat of Alvagr
- Mount Trait: Rockmane Elder
- Universal Prayer Scripture: Heal
Battleline
4 x Mournfang Pack (340)*
- Culling Clubs and Hackers with Ironfists
- Reinforced x 1
4 x Mournfang Pack (340)*
- Culling Clubs and Hackers with Ironfists
- Reinforced x 1
4 x Mournfang Pack (340)*
- Culling Clubs and Hackers with Ironfists
- Reinforced x 1
Endless Spells & Invocations
Suffocating Gravetide (30)
Faction Terrain
The Great Mawpot
Core Battalions
*Battle Regiment
Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 108

Steaphan is probably my favorite opponent of the event. A cool guy and I appreciate how chill he was. This match is a grind and basically hinges on me being able to slowly, but surely, do wounds to his army before he can table me with charges. 

This works great as he has low mortal wound protection outside his two mounted heroes. 

I also opt to counter-deploy far from his Stonehorn and Huskard, I know this will eat up one whole turn for him to run them over. This gives me the screening potential to eat up a double and be completely fine.

As expected the game devolves into us both smushing our armies together in the center. Through the power of a 3+ ward and an enhanced rend rune (fyreslayer heroic action) I am able to kill his Stonehorn and then his Huskard. The attack reduction from Ionus is CLUTCH and is an immense help in letting me tank his army. Premeasuring to always ensure any hits onto my vulkites/AHG receive a -1 attack is great. Proper screening goes a long way here. 

Once his stonehorn and huskard die the mournfangs aren’t long for this world and I proceed to table him. While it comes at great cost to me, I still am able to clear him from the table. The slow soul burn, shooting damage, fight on death, and magamdroth swings really help the list grind. I win a major victory, 24-19.

Day 2: Games 4-5

Game 4: Loss vs. Gavin Grigar’s Cities of Sigmar on Limited Resources

Allegiance: Cities of Sigmar
- City: Hallowheart
- Mortal Realm: Ghur
- Grand Strategy: Reclaim for Sigmar!
- Triumphs: Inspired
Leaders
Battlemage on Celestial Hurricanum (260)*
- Universal Spell Lore: Levitate
Battlemage (100)**
- Arcane Trinkey: Realmstone Orb
- Lore of the Collegiate Arcane: Wildform
Alchemite Warforger (110)*
- Lore of Primal Frost: Merciless Blizzard
Steam Tank Commander (270)**
- General
- Command Trait: Divine Champion
- Artefact: Mastro Vivetti's Magnificent Macroscope
- Universal Prayer Scripture: Heal
Battleline
Steam Tank (230)*
Steam Tank (230)*
Steam Tank (230)**
Steam Tank (230)**
Units
6 x Freeguild Command Corps (170)*
6 x Freeguild Command Corps (170)**
Core Battalions
*Battle Regiment
**Battle Regiment
Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 118
Drops: 2

A night of drinking and eating sees me entering day two a bit hungover but having a good time. I find that I get my worst possible match-up: CoS tanks. I know full well they can not only shoot me off the board but also fully heal any and all mortal wound damage I can apply while tanking on a 1+ save.

Round 1 I set up the fyrewall to block and bank on it not going away. However, I have a choice: put Ionus up far enough to hang his prayer on the opponent if he doesn’t die or keep him back and get a few more points next round but he can’t accomplish anything effectively.

I choose poorly. His tanks easily do 16 wounds to Ionus, taking only 3 tanks to kill him despite +2 to save. Almost all wounds are from the mortal wound output of the alchemite warforger, so there isn’t a lot to be done.

Ionus goes down and he gives me the top of 2. I can’t accomplish anything except a tactic and point capture as I have no way to do damage to his tanks. I hang some more wounds on the tanks, which he heals. He kills the droth.

At the top of 3 I accomplish another tactic then scoop. He was easily going to table me in his turn. My army has no way to deal with shooting damage of that magnitude, especially against a great player with good target selection. Major Loss, 27-17.

Game 5: Win vs. Josh Chournos’ SBGL on Geomantic Pulse

Army Faction: Soulblight Gravelords
- Army Type: Legion of Night
- Grand Strategy: Empire of Corpses
LEADER
1 x Vampire Lord (150)*
- General
- Command Traits: Master of Magic
- Artefacts: Morbheg’s Claw
- Spells: Hoarfrost
- Aspects of the Champion
1 x Vampire Lord (150)*
- Spells: Merciless Blizzard
1 x Mannfred Von Carstein (400)**
- Spells: Fading Vigour
BATTLELINE
30 x Deathrattle Skeletons (110)**
10 x Deathrattle Skeletons (110)**
3 x Fell Bats (90)**
20 x Deadwalker Zombies (150)**
OTHER
10 x Grave Guard (160)
5 x Black Knights (130)
20 x Grave Guard (160)**
CORE BATTALIONS:
*Andtorian Acolytes
**Battle Regiment
TOTAL POINTS: (1990/2000)

The benefit of losing is that you are free to drink to your heart’s desire. My heart has a great desire! Josh is chill and really nice. So it’ll be a good match. 

His list relies on swamping down opponents with his deathrattle then hammering the enemy with grave guard. Theoretically this should be potent, but I have enough damage and tank that I think I can deal with it.

As always, I punish my opponent for giving me turn 1 by walling them off. But the wall has to be 1” from terrain so his skeletons can still swarm around it. My infernoth goes off and does a lot of mortal wounds to various units on his side of the board. Most will come back but it’s a good start. I shoot the black knights, killing a few and slowing them.

His turn sees him just running forward and banking on a double by dropping his units from the graves and smashing into my screens. He then proceeds to nail a 9+ charge on some guard.

He gets the double and it’s looking grim after those charges. But he fails to kill my smith by 1 wound and can’t touch Ionus or the droth. This is his doom as I turn it around, killing basically everything in his army with Ionus, the droth, and my vulkites which had swung wide to deal with the zombies. The infernoth plus Ionus prayer and shooting finish off all of his heroes.

I get the turnaround double here and he calls it. Even bringing back units he wouldn’t be able to do anything and I notch the win. We talk out some objective play and tactics then go to eat and drink more! I win a major victory, 28-14.

Day 3: Doubles Event

Big naked guys and little naked guys burn down a forest and beat up some murderous women.

I am roped into the doubles event on day 3. I initially did not sign up, but my teammate Fred convinced me as he was injured and could not play in the main tournament. He has one arm, so between us both we have three. I name the team “Team Eric” in honor of my good friend, and usual doubles partner, Eric Urbas.

He plays King Brodd’s warstomp and I play a cobbled together slapfather 1k list. It’s a good time and I maintain a “slow drip” of beer buckets. By round 3 I am quite drunk against our final opponents. 

Round 1 sees us play “The Everchosen.” An Ironjawz and S2D combo that could be a potent round 1. However, with proper screening and the ability to tank anything for at least one combat, Fred and I clear them. Oh, not to mention an early infernoth double that clears a lot of models off the field. Major Victory, 24-20.

Round 2 sees us play “Bigs and Littles” which is a match of King Brodd’s in a mirror plus Squiggy Gitz. Both Gargant armies do basically nothing. Between two King Brodds almost no damage is applied. I particularly enjoy both just not hitting anything with terrain ever. Luckily a magmadroth fighting twice can down a gargant. Once that happens their army falls apart and we get a win. Awesome dudes, though. Zachary’s ward saves will haunt my nightmares forever.  Fred is amped and I’m happy it’s a good time.

Round 3 has me slurring my words and entering a match versus “Season of War’s” Sylvaneth plus DoK combo. Oliver and Jordan are cool guys and very chill. In stark contrast to Fred who has gone off the deep end and destruction is in his veins now. Fred hits full ahead on the gargants, losing their ward as they spread. Luckily my magmadroth easily clears the Swords and through the power of lava blood kills the Cauldron. King Brodd dies, but he tanks long enough. We end up clearing all of DoK and leaving Belthanos to try to do it on his own. But he can’t and we end up winning it. Major Victory, 27-24.

Oh, and in all three rounds we had King Brodd throw the forge at the opponent’s. It was free ammunition!

We manage a 3-0 somehow and finish 5th out of 65 teams. A good showing. 

Conclusion:

Good times with good people. I did worse this year than last, but the only way to do better was a 5-0. I think one was in the cards, but sadly I fell short. 

The list itself turned out to be quite potent. I feared it was actually an 0-5 list, but it performed admirably. Still, it has a huge hole against mortal wound shooting armies, so it just wants to dodge those matchups. Sadly, one of them happens to be meta at this moment.

Like last LVO, the molten infernoth is a monster that can’t be stopped or reasoned with. It simply must destroy all.

The real takeaway for this list was that deployment is THE most important game time for this list and how you move on turn 1 can make or break things. Properly spacing and screening won me most of my games more than anything.

My highlight might be the hiking before LVO. The desert’s beauty is in stark contrast to the usual tree-filled east coast. Such an alien landscape was a treat to explore in The Valley of Fire.

ROCK AND STONE!

It seems that no one can escape travel frustrations during LVO. Our flight was delayed, but luckily it was with friends and we played narrative Age of Sigmar in the airport. Azyr is now without power after the Big Waagh! orruks stuck a fork in it. Otherwise we got home safe and everyone started getting LVO-Covid, as is tradition.

Airport Narrative Event: Plugs are the objectives

Will I go to LVO again? We’ll see. I may skip next year and instead go to Japan or something.

Tournament Report: The Georgia Masters Team Tournament

By: Kevin Lathers

TL;DR

It was a great team tournament! My team finished in third place with a 3-1 record. I personally went 3-1 with Fyreslayers (Vostarg). The venue was good and the people were good-er.

(My team got a little third place trophy)

The Setting

The Georgia Masters is a team tournament that the Georgia Warband (Atlanta/Northern GA AoS club) is attempting to make a yearly spectacle. This is the first year of it so we were hoping to have solid attendance and a good time. I’d say we achieved both of those. 

It’s in the Northern suburbs of Atlanta at a relatively new hotel: The Holiday Inn. The event space was a bit cramped, but not uncomfortable. 

Day 1 included a dinner buffet with the ticket price, and I gotta say that was well worth it. I ate so much salmon and shrimp. Lunch could be purchased at the venue, it was good, though perhaps overpriced; it’s a hotel so it do be like that. 

(Food were had)

There was a Wendy’s a 2-minute drive away, so that fulfilled some needs otherwise (fuck yea Frosty).

Having a bar immediately outside the event room was helpful, though we still ended up drinking SoCo out of the back of a car in the parking garage as a supplement. C’est la vie.

It’s early October in Atlanta, so the weather is perfect. That means we all got to enjoy the cozy patio on the Hotel’s roof to its fullest after our games. It’s a good place to just hang out and chillax. 

(Note: All these people are cool)

The People & My Team

I was on team “5 o’ Clock Somewhere.” This a very subtle and clever play on the fact that we have alcohol issues. This also meant that a large portion of my time was spent drinking and being drunk.

The team consisted of myself on Vostarg Fyreslayers, Daniel on Null Myriad OBR, Mike on Thunder Lizard Seraphon, and Jacob on drums… er Jaws of Mork Gitz.

I would describe us as – to use my friend, and local dad, Andrew’s terminology – a “goofus” team. Here’s our team chat’s very careful planning:

While none of us are the most competitive people, we are all veterans of the game and familiar with our own armies. Despite our complete lack of planning or  team organization, we figured we could take some games just off having a pretty wide gamut of armies all being piloted at least semi-decently. 

Many, though far from all, of the attendees were the Georgia Warband guys. They are a lovable batch of people who generally are there for a good time. It seems oddly surprising to people that you can be both competitive and affable. Everyone else was also super cool, it was only to their great benefit and my own great detriment that I couldn’t speak with many of them more.

The event was being run by Calvin Rarie and his Co-TO Andrew Simmons. Calvin’s a great guy and good friend. The tournament went smoothly and his choice in location was perfect for both the size and the location. Andrew is always a treat, I last saw him at the Cherokee GT, so it’s good to see him again. The TOs got to play good cop bad cop, though there didn’t seem to be a ton of TO rulings. I think we’ve all mostly figured out 3.0 by now. 

(beautiful)

At some point the spirit of Gorkamorka began flowing into the room and things got too intense.

(you may not like it, but this is what peak AoS looks like… I think)

My List

(I am buying these even if their rules are awful)

- Army Faction: Fyreslayers
- Subfaction: Vostarg
- Grand Strategy: Masters of the Forge
- Triumph: Inspired

LEADERS
Auric Runefather on Magmadroth (360)*
- Artefacts of Power: Master Rune of Unbreakable Resolve
- Mount Traits: Coal-heart Ancient
Auric Flamekeeper (90)*
Auric Flamekeeper (90)*
- Nullstone Adornments: Hand-carved Nullstone Icon
Auric Runemaster (130)**
- General
- Command Traits: Master Priest
- Artefacts of Power: Volatile Brazier
- Prayers: Curse
Auric Runesmiter (130)**
- Runic Iron
- Prayers: Ember Storm
Battlesmith (150)**
- Artefacts of Power: Nulsidian Icon

BATTLELINE
Vulkite Berzerkers with Fyresteel Handaxes (160)
Vulkite Berzerkers with Fyresteel Handaxes (160)
Vulkite Berzerkers with Fyresteel Handaxes (160)
Vulkite Berzerkers with Bladed Slingshields (150)*
- Fyresteel War-pick and Bladed Slingshield
Vulkite Berzerkers with Fyresteel Handaxes (160)**
- Karl

OTHER
Skywardens (130)

ENDLESS SPELLS & INVOCATIONS
1 x Molten Infernoth (50)
1 x Runic Fyrewall (60)

CORE BATTALIONS
*Warlord
**Warlord
TOTAL POINTS: 1980/2000

I wouldn’t say Fyreslayers are in a great spot right now, though not an awful one. The issues, and this is somewhat borne out by their win-rate (45%) as of writing, are: the GHB’s tactics are somewhat difficult, Fyreslayers tactics are situational (barring one), and their point costs are just a bit too high. This turns a somewhat difficult to play army into a real uphill battle; you generally feel on your back foot for most of the game every game and only pull wins out of the jaws of defeat by capitalizing heavily on your opponent’s own mistakes or abusing hard trades.

With that said, I find Vostarg leans into that the best. Vostarg is generally the “trading” list as all the Vulkites can fight on death (once) and the flamekeepers can jack their damage WAY up. Meanwhile the Runefather on Magmadroth can act as a mobile hammer to hopefully rend through things the Vulkites cannot. This style of play means that win or lose, the matches will generally be close unless your opponent truly messes up. Thus, the army is not a bad “anchor” because you can generally keep any match to within a few points.

To add to this, after accidentally discovering them in a joke list, I’ve added Skywardens. These help a lot with scoring a couple tactics and can generally act as cheap cavalry, something Fyreslayers greatly could use. 

This actually means Fyreslayers are a great team army. While you may lose games, you’ll never get trounced. In a singles tournament that… ain’t great. But in a team tournament? That can be fine if your team can do the dunking while you eat up the “bad” matchups (e.g. OBR or SBGL).

The Rounds

Day 1: Round 1 Against Ogors on Geomantic Pulse (Team Win)

At this point the pairing process is a true mystery to my team. Who do we put forward? No one knows. We know I don’t want to play Khorne due to their ability to stop my Grand Strat and we can’t have Mike play Grinnin Blades. So I’m put forward first and we hope for the best. It seemed to work out.

Starting things off strong against Travis Rogers’ Ogors. Travis is a great guy and we both decided we really liked rolling poorly. So throughout this game we both rolled just a ton of bad stuff, which ended up making for a fun and funny game. 

He’s playing BCR Ogors, while not a bad matchup they are not a good one. It can be tricky for Fyreslayers to deal with their incredible speed compared to Fryeslayers own 4” moves. 

His list is a Huskard on Thundertusk, FLoSH, Butcher, and 3x SH Beastriders. The list itself can put out serious mortal wounds and its combat damage, especially if the units charged, is also not to be trifled with. His spellportal is an odd choice, but then I realized he was attempting to cast the Butcher’s spells through it.

Turns out the spell portal wasn’t too much of a worry, the couple times Travis managed to roll high enough to cast anything I would just unbind it. 

The map was Geomantic Pulse and I knew one of Ogor’s bane is their being so few models. Yes, they count for a lot on objectives, but they can’t contest more than one each and they still have to deal with my point sitters. Thus I placed units way on the edges of both A and B while holding my units way back in the middle, spreading his units way out because he couldn’t know whether A or B would be active. 

Once either of them was active I locked his Ogors behind both a fyrewall and infernoth (he can’t banish both at once and might fail), and tried to deal with them separately.

This strategy generally worked, though it almost collapsed at one point. He pushed hard on my right side with the huskard and a beastrider, took two beast riders in the center, and his FLoSH on the left. I locked up the right side and hammered the middle with a single unit on the left for him to have to fight. 

A fully buffed Runefather on Magmadroth can bring down a Stonehorn Beastrider, so that wasn’t an issue. But even with coal-heart ancient he will take a pummeling from a FLoSH. Luckily, this all costs Travis time and wounds. The poor trades had to happen and he couldn’t kill both the Droth and the vulkites. 

By the time his Huskard +  Beastrider were freed from the right side I had already held the middle too long and killed the others. He was lifting my units, but it was too late. 

I managed to pull out the win 27-20.  Mike’s Thunder Lizards are sacrificed to Fred’s Sylvaneth. We know his Coalesced will neuter Fred’s damage and even if Mike loses, it will be a relatively close match, though the map is very against him. My team pulls it out.

(Caught him off guard with this selfie for bingo)

Round 2 Against SBGL on Nexus Collapse (Team Loss)

(I don’t have pictures of this game, here’s Troggs, look GW: it’s hobbying!)

I am VERY drunk at this point in time. I honestly do not remember the pairings process whatsoever. I also don’t really remember most of the first half of the round. I have vague images of wolves and vulkites. 

My opponent is apparently chosen to be Cory on SBGL. I like Cory, he works at a nearby store and is a positive dude to be around. He’s running a Vyrkos list with Wolves, Skeletons, Grave Guard, oh my. Cory, god bless the man, has to deal with me during this trying time. 

Going off my memories of later in the round. I’m confident I only win this game by nailing a 13” charge with my Vulkites and basically flying them across the map to lift up the Grave Guard he thought were safe. Fyresalyers, oddly enough, are also a somewhat natural counter to SBGL. Their great power is lots of bodies and the one thing Fyreslayers do well is lots of damage.

Also, Ivy Volga is fucking crazy at dunking on monsters. I was starting to run away with things until she basically turned my Runefather into a big useless model worth 5 points on objectives. 

Cory also fails some of his “bring back dudes” rolls and I think that’s likely why I win this matchup. It’s a close game, far closer than the score lets on, and I think if not for me dicing my opponent a bit things could have gone the other way. This game existed on a knife’s edge.

I won the game 26-19. I am the only one who wins. We had a bit of pairings snafu (apparently) and probably paired into some of the worst matchups we could (Squigs into their OBR and our OBR into BoC).

Day 2: Round 3 OBR on Spring the Trap (Team Win)

I am the sacrificial lamb here. During the pairings I take OBR. We know Squiggs can deal with SBGL well enough so I’m set to try to play a close match with OBR. And a close one it is.

My opponent is Walter Brock, a true gentleman and a scholar, running OBR: Null Myriad. You likely know the list already just by those words: Katakros, Arkhan, Ossifector, Immortis Guard, and Deathriders. 

I am in a rough state. I’m also attempting to cure a hangover with more alcohol. Walter, to his great credit and my deep thanks, lets me get away with a lot of mistakes. I make quite a few both for and against myself throughout the game, most notably forgetting who even has the unbinds in my list (I should not have had one of those unbinds happen), not realizing that my battlesmith was alive (therefore forgetting wards/spell ignore for a round), and then not even knowing what round we were in so I was like “hehe, I’ll be tricky, take the round, tie this baby up and call it a day” only to find out its round 4 not 5 and I’m about to get dunked on because I left myself hanging.

Outside of this, the game itself was mostly lost at deployment. I had the chance to set up terrain and did it poorly. That, on its own, would have been fine: you should never bank on terrain being in your favor. But then I put my units on the wrong side of the board and strung them out a bit too much. To make matters worse, Walter is a skilled player who sets up well taking full advantage of my mistakes.

The idea, and a good deployment would have done this, is to funnel him into my Vulkites in a way that they constantly punish him back and he’s slowly left with nothing. My poor deployment means he can swing around them where need be and split my army instead of the other way around.

The game still becomes a bit back and forth due to the runefather managing to lift one of the units of Immortis. The Skywardens are also a godsend and not only keep an objective in play for me, but get me two tactics this game. But my inability to capitalize on my vulkites + flamekeeper combo due to my poor positioning means Walter quickly takes advantage and crushes my lines. 

I lost the game 26-24. To be honest, I should have lost by more. The only reason I didn’t was Walter being a gracious opponent. He purely outplayed me and I deserved every bit of that loss. 

My team does far better and OBR cleans up skaven, Squigs dunk on Zombie spam SBGL (one of the hardest counters to zombie SBGL tbh), and Seraphon bulldoze S2D with their damage reduction. Shoutout to Seth’s S2D, he’s new to the tournament scene as well as GAW, and watching him gain skills through this tournament was heartening.

Round 4 OBR (… Again) on Power Flux (Team Win)

Through the power of anime, alcohol, food, and hatred of Death, I am starting to wake up. A Wendy’s frosty was truly the nectar of the gods.

The pairings process here involves one main thing: do not let Kragnos pair into Thunder Lizards where he will kill them all, rip and tear, leave no survivors. Thus Mike is put forward first. This results in me getting OBR… again (with basically the same list). Though it’s always a treat to play Luna. 

Luna is relatively newer to the scene than my previous opponents and she’s been improving rapidly. I just got done playing OBR and am ready to learn from my mistakes. 

To that end, I set up terrain to favor me a bit more and my ability to wall things up with invocations. I also deploy a bit more heavily on one side of Vulkites and separate out the Magmadroth, this means I can have my droth hammer on one side and Vulkite blob on the other. This is important for forcing the OBR opponent to spread wider than they’d like or threaten to flank them with one or the other. This works well. 

Luna, to her great credit, sees my machinations and takes the top of 1, denying me fully locking her up behind the terrain. Oh well, I still can get disruptive with things. 

Luna taking first means I get to choose the flux and choose wide. This means if she wants max points she has to at least send some Deathriders over which she does. These are easy enough to clean up with a magmadroth while my vulkites dont engage, just hold the point.

I win priority and give it away so I can keep the flux wide. I know she can’t accomplish a ton due to the positioning of my shield vulkites blocking my droth from some immortis and two units of vulkites clogging up the right side for two more units behind them. 

She hits the shields and the vulkites as she has to to take the point, which she will. But it also dooms her because it means I will have the next turn with fully engorged flamekeepers and a juiced magmadroth. 

I get my turn, finish off the immortis and some death riders. Still, Arkhan and Katakros are enough on their own to be threats. So the game isn’t over yet. 

Luna wins the round 3 priority. Oof. No double for me here. Katakros slaps the shit out of my magmadroth, but thanks to a 3+ ward it lives and hits back some. Arkhan cleans up some more vulkites, but due to her rolls being too good she finishes off the Skywardens leaving no easy target for her Harvester to accomplish the tactic of killing something. 

I take my turn, play “stand on 6” circles.” And do nothing.

Then I get the double and the game is basically over now as I kill Katakros with a Runefather on Magmadroth.

I win it 23-11. My team wins some real nail biters, matches I have no idea how they did it. Jacob gets absolutely beat down by Troggs though which makes the point differential a pure tie, thus we end up winning by the tie breaker: wins, our three to their 1. 

Conclusion

(I don’t know if this good advertisement or bad advertisement)

So our team managed to claw its way back from 1-1 to a respectable 3-1 finish taking the third place trophy… despite my best efforts. Overall, good games, good food, good friends: the quintessential tournament experience! I went 3-1 personally so it’s hard to complain but sometimes I still do. I’ll give all my win credit to my team captain, Daniel Chabucos, for the pairings and to my opponents for being cool people. 

The list itself has become a bit routine for me. Magmadroths have fallen off in the current meta. Power creep has meant they just can’t hold up and GW is loath to decrease FS points or improve their rules. This leaves FS with the hard choices of infantry types and personally I enjoy my hordes of Vulkites. 

Team tournaments are definitely a much different experience than individual ones. For example, in my game vs. Walter: I could have gone for a big play and maybe won it but I went for the safe play for a tactic and a couple points. The safe play is better because even if I lose I keep it close and let my teammates do the heavy lifting.

It also means you can list build a bit more safely knowing you can dodge match-ups. Normally Thunder Lizards might suffer if they get matched into Kragnos, but in this setting we could have them dodge it and it’s no problem. 

This isn’t my first team tournament, but I think it was my more competitive one. Overall I had fun and we took third place.

Shout out to the winners: Team Mega Best Friends. They deserve all the glory. Not only did they beat some astoundingly good players in Team Degenerates, but they did it with a replacement. Our great friend Eric Urbas, a loveable man who deserves the best, is sadly in the hospital, so Ryan filled in for him at the last minute with Skaven: based.

Will I go to next year’s GA Masters? Absolutely and I’d love to see you there.

(The Glorious Victors)

Playing Fyreslayers

By Kevin Lathers

EDIT (07/25/2023): Please note that this was written during GHB ’22-’23 and as such the meta has shifted (and the points). Some of this article remains relevant while other bits have not kept up with the times. Keep that in mind when considering the lists and specific unit discussions.

I’m Kevin Lathers, known Duardin enthusiast. I play Fyreslayers nearly exclusively, with a little bit of SCE and KO on the side. I found the new book to be a significant improvement, even if it upended the “old ways.” I’ll be discussing the faction and how I believe it can notch wins. Keep in mind that every player has their own playstyle, so some of this may sound off to people with radically different styles to my own.

This guide will involve a quick overview of each part of their rule set – though honestly you can find most of that elsewhere – and then a look at tactics I’ve seen and used to good effect. This is being written with regards to GHB2022-23.

My Vaporwave Magmadroth

Table of Contents

Theme and Playstyle Overview

Theme

Thematically, Fyreslayers are an army about three things: Grimnir, nearly-naked dwarfs with axes, and big fire lizards. If you like any, or all, of these things then this faction will be for you.

Fyreslayers are mercenaries for ur-gold. Ur-gold is alleged to be the pieces of their dead god, Grimnir – and possibly Vulcatrix, whom he died fighting. They believe ur-gold’s use will bring their ancestral god back to the mortal realms. To use ur-gold they pound it into their flesh which imbues them with godly might – but also greed and visions of Grimnir’s battle with vulcatrix. So, they take merc. jobs to acquire more ur-gold. They exist as a faction of religious zealots who live to fight for their god’s resurrection.

Playstyle

Fyreslayers are generally a combat army that can lean into: blocks of slow moving, but hard-hitting, infantry; or multiple faster mean monsters. They can make use of invocations (not endless spells!) to affect battlefield control and punish less-godly armies.

While Fyreslayers have these two main archetypes, within those archetypes exist a variances, so there’s no hard rule to list-building. I personally lean harder into a control playstyle where I want to frustrate my opponent’s gameplans. So this guide is written with that in mind.

What Are Their Rules?

Battle Traits

Fierce Counter-Attack: This is a command ability that can be used at the start of the opponent’s combat phase. The combat phase part is important. It can only be used on infantry (i.e. hearthguard and vulkites) when an enemy has finished a charge move within 3” of the unit and no other enemy units which have not made charge moves that turn are within 3” of the unit. Each unit can only be issued the command once.

This ability is VERY useful and will often make your opponents seriously consider a charge into lines of berserkers.

Grimwrath Oaths: This is basically the old warscroll ability for Grimwrath Berserkers which was upgraded a little and put as a battle trait. Very useful if you take Grimwrath Berserkers, but useless otherwise. Still, if you are taking them, then it’s great for its flexibility. Two oaths are quite strong: Run + Charge (best one, really) and the 6++/5++ ward oath. But don’t sleep on the allied unit oath if you’re bringing one.

Ur-Gold Runes: This is the main battle trait. The one that makes the army. This is what your army will succeed or fail on. These runes give army-wide buffs which are further enhanced on a roll of 6. Rune selection is extremely important. Selecting the right rune for the right time is a skill that takes practice as it must consider what runes you will use in later rounds as well as what runes will bring the most effect in the current turn and the opponent’s turn, possibly two turns.

Picking runes to play into a possible double turn can be extremely important. Sometimes a rune might not make a huge difference on your own turn, but if your opponent is going to get two turns, then it could be critical to your choice. Good examples are the Rune of Fury to improve a Fierce Counter-Attack or Fiery Determination to make the army survive.

There’s no set order for rune selection, nor should there be as it would take away from the flexibility of the ability. The three most important runes are: Rune of Awakened Steel; Rune of Searing Heat; and Rune of Relentless Zeal.

Blaze of Fury: Once per game in your hero phase each hero can use a special heroic action which gives them the benefit of the enhanced effect of the activated rune this phase. Sometimes having another additional rend or an additional attack can make or break a hero’s combat phase, this ability is for that.

Lodges (Sub-Factions)

There are three effective lodges: Vostarg, Greyfyrd, and Lofnir have all seen some good tournament representation. Hermdar, the fourth lodge, has failed to see a lot of play and, to my knowledge, doesn’t have any strong lists.

Greyfyrd: The “foot hero” lodge. All your unmounted heroes gain an additional wound and can take two additional artefacts. Considering the faction’s artefacts are quite good, this is a strong effect.

Vostarg: The Vulkite Berserker lodge. Vulkites gain +1 to hit and wound rolls until the end of turn on a charge. This is extremely powerful when paired with Axe Vulkites and Auric Flamekeepers. On paper, Axe Vulkites don’t seem impressive, but with synergizing buffs they can kill anything in the game.

Lofnir: The magmadroth lodge: Two additional wounds on magmadroth, two additional mount traits (i.e. all 3), and runesons on magmadroths become battleline. The two additional wounds are nice, but DrothSons being battleline is extremely powerful; being able to forgo the usual battleline tax is fantastic. Plus, all three mount traits are great.

Hermdar: By far the worst lodge. If someone has figured out how to make it work then I have not seen it. Hermdar’s ability is that it halves the number of models running from battleshock (rounding up) and Auric Hearthguard become battleline units.

The conditional battleline is only useful if you want to have both Hearthguard types as battleline. But both are low model count elite units with high bravery, the exact opposite of what benefits from the subfaction ability.

Further, no units actually get combat buffs or extra enhancements unlike the other 3 subfactions which get something buffing a unit or hero type.

Hermdar is astoundingly bad in an otherwise well-internally balanced book. For a remedy it would need to include something else, such as buffs to Hearthguard (both Auric and Berserkers). Hearthguard are the only units with no subfaction doing anything for them, so this would be appropriate. I don’t have a list to show for this lodge because there is no list I have seen use it to good effect.

Command Traits

I will be rating these command traits (and artefacts), but it’s not a hard rating. Most things (except the ring) have a use in the army. There’s a place for most things if you want there to be or your local meta calls for it.

  • Runefather and Runeson can take:
    • Fury of the Fyreslayers (B): +1 charge is always good in an army that wants into combat. The aura range is large as well. This could be good in basically any subfaction where you have a father as your general. On vulkites this gives them a base +2 charge!
    • Spirit of Grimnir (B): The normal chance of an enhanced rune is 1 in 6. Making it 1 in 3 is literally doubling your chance. On average this gets you an enhanced rune 1 to 2 times a game instead of 0 to 1. Considering certain enhanced runes – particularly Awakened Steel’s extra rend or Fury’s +1 attack characteristic – can swing games in your favor, this is very nice. Still, it is up to chance, so it’s not an auto-take.
    • Blood of the Berzerker (A): This lets you build a “death star” magmadroth. Combined with the artefacts discussed later, this can make a Runefather or Runeson on Magmadroth turn into a wrecking ball that can alter the flow of the game by killing nearly anything. Add in the right rune at the right time and this is an important CT to consider.
    • Leader of the Duardrazhal (D): The Duardin allies Fyreslayers need to fill their holes, such as Irondrakes or Runelords, who really don’t benefit from the runes. Gotrek doesn’t need any but the movement rune. If this gave allies the Fyreslayers keyword it would be a bit better, but it doesn’t.
  • Priest generals can take:
    • Ash-Beard (F): Two prayers? Wow, that’s cool, I guess. Honestly, this should allow a priest to chant two prayers. Now that would be useful, even if not top tier. Being able to summon two invocations would be great! But sadly it’s just two prayers, which you could just do with a battalion giving additional enhancements, except that would be to all your priests.
    • Master Priest (A): You can activate a single rune twice in a game. Amazingly good. This makes the army significantly more flexible. Do you need more rend? Do you need more mortal wounds (against nighthaunt)? Do you need to use that movement rune one more time? The world is your oyster. This is nearly always an instant take if a priest is your general and can be the reason to make a priest your general if they weren’t before.
    • Avatar of Vulcatrix (D): It’s fun and flavorful. It could have some interesting play as it disincentivizes killing your general. Personally, I used it on a Runesmiter Magmadroth a couple times and it was good fun to just throw them into the fray. But it wasn’t super effective to trade a magmadroth for molten infernoth. Also could be useful on a deepstriking Runesmiter where you could now dump an infernoth in their backlines if they kill him. But losing your general means losing CP and that hurts.

Artefacts

  • Runefathers and Sons can take:
    • Master Rune of Unbreakable Resolve (C): A 3+ ward for one phase? Built for magmadroths and it’s pretty amazing against certain armies and units, such as Kragnos or Maw-Krushas. But due to it being just one phase there is too much play around it to make it amazing. There no longer being a “Slay the Warlord” battle tactic also makes it less desirable.
    • Magnetised Runes (C): +2 to charge. Some interesting play here on both magmadroths and foot heroes. A retinued hero getting left behind by their unit could be deadly, but this can ensure they also make the charge. It also means deepstriking a runeson on magmadroth becomes a real idea. It’s good, but situational.
    • The Fiery Ring (F): No. Don’t you dare take this piece of trash. Even without a roll it would be bad. But the fact it’s only 6” and requires a roll makes it truly awful. Almost any artefact is better in any situation.
    • The Axe of Grimnir (A): +1 rend and damage. Uh, yes.
  • Priests can take:
    • Ash-Cloud Rune (C): This is an odd one. Once per game it produces a 12” aura where units wholly within are not visible to spells. Note that this is not friendly units, but any units. This means you could block the opponent’s buffing spells, too. Its range makes it situationally good, but the effect is strong. It also isn’t useful against certain armies, but with intelligent use could definitely hurt others: think about blocking a mind razor, ogor butcher cast, or night haunt model revive.
    • Volatile Brazier (A): Invocations are good. Re-rolling their chanting roll and throwing them double range makes them amazing. This can ensure your fyrewall is going to ruin someone’s day or the molten infernoth is going to kill some support heroes.
    • Droth-Helm (D): In magmadroth heavy lists it could be nice. But it’s only to the claws’ attack and nothing else. That really limits its utility and damage boost. The damage boost it gives is usually not worth it unless you are getting multiple magmadroths in range of it in combat. Its aura range is low so you have to keep your magmadroths grouped together, limiting flexibility.
  • Battlesmiths can take:
    • Nulsidian Icon (A): Ignoring offensive spells/endless spells on a 4+ is so obviously good there isn’t a lot to say. The biggest downside is that if the battlesmith dies, it does as well. In a world of purple suns this is going to be a near auto-take.
  • Anyone can take:
    • Draught of Magmalt Ale (A): Did you like blood of the berserker? Well this makes it incredible. Giving a Runefather 8 swings, potentially 9, with his axe is fantastic. Giving him 16-18 is downright crazy. This also can turn a Grimwrath Berserker into a grim reaper that picks one unit to die.
    • The Daemon Slayer (B): This allows attacks to ignore ward saves. Most armies don’t have great wards, but the ones that do rely heavily on them (e.g. Nurgle) really rely on them. Ignoring wards can break certain units and that can’t be underestimated. Still, it doesn’t actually buff attacks and so sometimes it will just fall flat or see limited usefulness.

Mount Traits

  • Flame-Scale Youngblood (B): Stomps do an additional 3 mortal wounds. Now that Hunters of the Heartland is gone this is fantastic. Nothing better than stomping a warboss to death or stomping a charging blood knight into the dirt.
  • Lava-Tongue Adult (C): This caps your breath attack lower limit at 5 instead of 1. Not amazing, but it does make it useful against heroes. Getting a few extra wounds on a hero is nice, even if it’s not game changing. If this was always 10 shots instead of 5, it would be top tier.
  • Coal-Heart Ancient (A): Lower damage dealt by melee attacks by 1. Yep, this is the one you take if not Lofnir. Making your droth live longer is always worth it.

Prayers

All the prayers are good in their own way. All should be considered depending on time and list.

  • Prayer of Ash: -1 to wound rolls against a unit. The range is wholly within 18” which isn’t bad, either. This is an amazing prayer.
  • Prayer of Grimnir’s Fury: An unmounted hero can fight in the hero phase. While not something you use often, it can be devastating. This ability combos well with Runic Empowerment. It is very situational and list dependent, but when it goes off it can be game changing. Limiting it to unmounted heroes is a real kick in the ur-gold by GW, though.
  • Ember Storm: This lets infantry units run and charge. This prayer often makes or breaks Vostarg lists. Its use with Hearthguard units is limited, but still there. With Hearthguard you can often run both the hero and Hearthguard to keep their ward up, and while the hero can’t charge, the unit can. It also can allow them to keep up with a Magmadroth if that is the “escort” for them. Its use with Vulkite Berserkers is key, where having your threat range increase from 4” + charge to 10” + charge is incredible.
  • Wrath of Vulcatrix: Another very situational prayer: you need both a magmadroth and the need to keep it at top bracket at the expense of other prayers. Its use in the hero phase does mean your Mamgadroth gets to return to the top bracket on movement and shooting as well, so that’s pretty dang nice.
  • Runic Empowerment – Runesmiter Warscroll: +1 to wound rolls for a unit. That’s shooting and melee attacks. Hard not to like or find useful. Can make AHG shoot harder and unleash hell harder. It makes your heroes wound on 2s. Makes your Broadaxes more potent. Putting this on a hero frees up their heroic action from finest hour to Blaze of Fury and that’s a very strong combo. For example: with this you can make a Grimwrath Berserker wound on 2s, and the blaze of fury for -4 rend instead of -2. Eight attacks (or 16 or 18) at -4 rend sounds a lot more worrisome to opponents than at -3.
  • Volcano’s Call – Runemaster Warscroll: It turns a piece of terrain into wyldwood and does mortal wounds to each model within 1” of it. Rarely useful for its damage unless it was used on a garrison. This prayer is situationally useful for blocking line of sight. When you do need it you’ll be glad you have it. It would be much more useful if the damage or range was much higher. Further, the terrain feature has to be wholly within range for the prayer, which is a bit weak for the type of effect it is causing. This reads to me like Games Workshop didn’t want it to be used often and that holds true. Luckily, the Runemaster knows all the prayers, so you’ll rarely rely on this and often find even Bless or Smite are preferable.

Invocations

All of these are useful and have their own uses. These can be incredibly clutch in the army. The lack of priests in most factions means that it’s rare a fyrewall or flame-spitter will be dispelled. The infernoth being dispelled isn’t really an issue normally as you can just chant for it in your next phase. They are all worth their cost.

  • Runic Fyrewall: A low chanting roll (3) and it blocks movement, plus can give a ward to nearby units.You can use this to block units like Kragnos and Mega-Gargants (yes, it even blocks their movement). But its size is useful even for blocking large-based flying units like Morathi and Maw-Krushas. The ward is more limited in usefulness. A 6++ is just a nicety to have, but the 4++ is amazing. The better ward just comes at the cost of the wall disappearing and sometimes that means it’s better not to roll at all.
  • Molten Infernoth: You roll two dice and move it the sum. After its move, roll 12 dice for each unit within 3” and for each 6 it does a mortal wound. If you roll doubles on the move it does d3 mortal wounds on 6’s and then is removed. That can be a ton of damage (2 or 4 mortal wounds on average to each unit). The chanting cost of this prayer is higher (4), but with a Volatile Brazier and the forge that’s a rerollable 3 at double the range (24” from 12”). It can also be used like a poor-man’s Fyrewall to block movement of models by placing it where they want to go. Overall, that’s quite useful and I highly recommend it.
  • Zarrghrom Flame-Spitter: If there’s a [Fyreslayers] priest within 6” of it (not wholly within), then you can activate this. Select a unit within 24” of it (note: this does not specify it needs line of sight) and roll 12 dice. It does a mortal wound for each 6. If there’s 10 models in the unit then it’s for each 5+, and 20 models make it on 4+. Useful ranged damage that can ping down support heroes, finish off big things, or just thin infantry. Its damage isn’t high but it’s consistent and can spike. Like other invocations, units cannot end a move on it. This means you can position priests such that fast units or deepstrikes may fail charges if they can’t get their base in the right spot.

Battle Tactics

  • Settle a Grudge: A book of grudges. Destroy an opposing unit that has killed one of your units. This is similar to Eye for an Eye from the GHB, but not quite the same. It’s a good tactic, though situational, and one where your opponent can often attempt to mitigate the response through things like redeploy, unleash hell, and heroic actions. It’s nice to have.
  • An Honorable Death: Pick a friendly hero, it must be slain this turn and also slay at least one model. This is difficult to complete because it requires you to kill an opponent’s model, but not enough of them that they can’t kill you. It’s quite good on something like a Grimwrath which fights on death, but even that is a big gamble. The opponent can also do things like choosing not to pile-in in combat to not kill the hero, thus causing you to fail the tactic. This is not an easy tactic in most cases.
  • Beastslayer: Pick an enemy monster and a friendly hero, that monster must be slain by that hero this turn. Pretty good, though another situational one. Best in Greyfyrd or Lofnir lists which make use of hard-hitting heroes and your opponent has to have a monster to kill.
  • Seize by Force: If you control fewer objectives than your opponent, you can choose this and complete if you control more at the end of the turn. The easiest tactic by a huge margin. Most games have times where your opponent will get hold one, hold two, hold more, and then on your turn you can flip an objective to your side. When you know this will happen you can complete this one. This is the only “gimme” tactic, I would say. Almost all games will see a time when you can complete this.
  • Grimnir Knows No Mercy: Have all your vulkites on the battlefield within 3” of an enemy at the end of the turn. Easiest if you have only a couple vulkites, and if they are shields. The difficulty here is the units they are in combat with dying or killing off your last vulkite unit. Generally good in Vostarg lists or other lists running some shield vulkites, but definitely not a guaranteed tactic.
  • An Ignominious Death: Pick an enemy hero, complete this if it dies to throwing axes. Exceptionally hard to complete, like ridiculously so. Best used in lists with high amounts of throwing axes (Vostarg/Greyfyrd) and on enemy heroes that are already down to 1 or 2 wounds. The fact this doesn’t give an extra point, even if the killing blow is from a hero, is criminal.

Grand Strategies

  • Guarded Lineage: Keep one Runefather (and it means ONE, not one or more) and one or more runesons alive. Sure, it’s not super great, but it could happen in some lists.
  • Oath-Takers and Skull-Breakers: You have to complete 4 battle tactics and all tactics chosen have to be from the faction tactics list here. If you manage to do this then you’ve won Age of Sigmar! Congratulations!
  • Defend The Lodge: No enemy units wholly within your territory. Battlemap dependent and rather difficult against multiple armies. Not recommended at all, but sure, you can try. It’s a worse version of the GHB2022 tactic, though.
  • Masters of the Forge: End the game with at least one invocation under your control. Extremely good. Ridiculously so. Few armies have priests and fewer still take multiple priests willing to throw a prayer away to attempt a banish they might fail. This is nearly always an auto-complete in any list with more than one invocation. I’ve been completely tabled but my flamespitter or fyrewall still nabbed me three points.

Units

  • Fjul-Grimnir & The Chosen Axes: Great proxy models. That’s it.
  • Auric Runefather: A lynchpin of any foot-hero heavy Greyfyrd list. He hits hard, harder with a draught of magmalt ale or axe of grimnir. His retinue ability means Hearthguard Berserkers or Auric Hearthguard make him go from a squishy target to an absolute tank; the retinue also allows the unit to fight immediately after him making any charge he gets off with his retinue very potent, though it does have some anti-synergy with Fierce Counter-Attack. His once per game ability gives all units wholly within 12” a +1 to attack characteristic in your combat phase. If used at the right time his ability aids in crushing any opponent. Don’t sleep on his 3” reach either. He can hit over multiple lines of infantry or tag a pesky lumineth wind spirit that wants to lock you down completely.
  • Auric Runeson: The budget runefather. He still includes the retinue. His damage is roughly the same with the war axe option, but he loses the aura and ability to make Hearthguard Berserkers battleline. However, he does mortal wounds to monsters on hit rolls of 6. The javelin has less damage but gets a throw, an additional rend, and a 2” reach. Not a bad tradeoff. After using both I’ve found both weapons to be good. The additional rend of the javelin is hard to discount and while the throw isn’t amazing, it’s nice to fish for 6s on monsters.The increased reach is useful quite often, at least it has been for me. Still, the war axe does more damage so should be taken the majority of the time. If the javelin hit on 3’s it would probably see more use.
  • Magmadroths in general: The magmadroth mount is the same across all the riders. A relatively fast monster with a mediocre tank, they can be a potent leader or even main battleline. Their breath attacks and tail swip can ping down higher model count units (though, don’t discount tail attacks on heroes), and with buffs can hit far outside their price. For each melee damage dealt to a droth you roll a dice and deal a mortal wound on a 4+. This is absolutely amazing. On average a single magmadroth will bleed back 8-9 mortal wounds. That means if a Maw-krusha kills a magmadroth it will half-health itself before anything else fights back against it. The Heal prayer means you can often get much more out of this ability. The 4+ save however does leave them very susceptible to shooting.
  • Auric Runefather on Magmadroth: The runefather himself is identical sans retinue. Now he has a magmadroth! Okay, that’s pretty awesome. This increases the range of his auras (Fury of the Fyreslayers and his warscroll ability) due to the increased base size. With blood of the berserker this unit can be a real wrecking ball.
  • Auric Runeson on Magmadroth: The runeson is the same minus retinue. Sadly, his Vying for Glory ability does not affect magmadroths. In Lofnir he becomes a battleline which really makes the subfaction shine.
  • Auric Runesmiter: This priest only gets one prayer and its warscroll prayer. He’s very squishy with low wounds. But his warscroll prayer is amazing (outlined above) and he can deep-strike a unit with him. You take him for his ability to deep strike which adds a very useful tool the Fyreslayer toolbox. Deepstriking shield vulkites onto an objective, a runeson on magmadroth with magentised runes, or auric hearthguard are all fantastic choices. But just having him in your list will make opponents consider the deepstrike which is important for deployment mind games.
  • Auric Runesmiter on Magmadroth: The runesmiter without deepstriking, but with a magmadroth. A great option if you want Master Priest on a tanky priest to add support to other magmadroths or even blocks of units. He can be a tanky curse platform in Vostarg or Runic Empowerment platform for your other magmadroths and auric hearthguard. Don’t discount the mount’s ability to pump out damage, too, it’s still a magmadroth.
  • Auric Flamekeeeper: A totem that has a dice which counts up to 6 from 1 for each fyreslayer model that dies within 12” of it. Upon it reaching 6 you can give to a unit wholly within 12: a 6+ ward; models fight on death if they have not fought yet in that turn (this can allow a vulkite model that hasn’t fought to fight twice on death); +1 damage to melee attacks; or charge at the start of the combat phase (your opponents as well). This is a must have in any Vostarg list. Oftentimes you will be intentionally getting vulkites thrown into combat to die to feed other vulkites a damage buff. This also means that if vulkites die to impact charges or shooting you can then buff them in combat. The combat charge is actually amazing and can ruin an opponent’s plans. At 90 points he is cheap and quite useful. As an aside, his melee profile isn’t awful and you can often catch an opponent off guard with his 4/3+/3+/-1/2 profile (1 rend off the Grimwrath). Nothing feels better than killing some harpies which thought they would get free reign on your priests.
  • Auric Runemaster: If he is near (or is selected to be) the general you get an extra CP on your turn, this instantly makes him near auto-take. CP is good, more CP is better. He knows all prayers allowing him to freely take Heal or Curse. He is the ultimate in support-hero technology. He can take a hit occasionally with a 4+ save and 6 wounds (7 in Greyfyrd). He won’t stand up to any focus, but a stray shot or hit won’t always take him down.
  • Battlesmith: A bit pricey at 150 points (as of writing). But, all units within 12” get a 6+ ward aura that, once per game until your next hero phase, can be a 5+ ward. This makes him extremely important to standing up to a double turn. The smith can also issue the rally command on a 4+ rather than a 6+, which is strong in Vostarg and Greyfyrd lists. But even on Lofnir supporting infantry it can be clutch. The ward is extremely important for weathering alpha-strike armies or a double turn. He’s also the only one who can take the nulsidian icon, which is maybe one of the best artefacts in the army. This hero is extremely useful and should be considered in most lists.
  • Grimwrath Berserker: A hero, but not a leader, which is something to consider. This means he can go in the Bounty Hunter battalion. As the target of an allegiance ability (battle trait) you would think he would be more important than he is, but he’s mostly relegated to Greyfyrd lists. Still, with a draught of magmalt ale or a daemon slayer he can hit extremely hard. His profile is 4/3+/3+/-2/2, which seems lackluster until you realize he fights a second time on a 2+ or on death. A fully buffed Grimwrath with an oath allowing him to run and charge while carrying a magmalt ale can auto-run 10” with a rerollable charge. He then swings 16 times in combat – with all-out attack and a prayer or finest hour, hitting on 2+ and wounding on 2+, a rend rune adding more rend – makes a missile of a unit. This 105 point unit can put a dent in the tankiest units in the game once you put all the pieces together.
  • Doomseeker: Did you like the Grimwrath berserker? Well, we made him worse. There’s almost always a better use of points than a doomseeker. At 85 points he is too redundant of a unit. If you need hard hitting speed in a single model, the Grimwrath does it. If you want hard hitting in a cheaper chassis then the runeson can do it while getting a retinue. This model falls between both and ends up being as good as neither. It’s nearly always better to take two invocations instead.
  • Hearthguard Berzerkers: In AoS 2.0 this was THE unit of the army. However, after substantial price increases and a slight nerf they have fallen quite far. There are two variants: the broadaxe and poleaxe. I won’t get into which is the best beyond: they are both good. They have a 4+ ward if wholly within 9” of a friendly fyreslayers hero. They also can be the target of a retinue ability from the runeson or runefather. This unit can be extremely strong, but with a 5+ save, a 4” move, and being tied to a hero they are quite pricey at 160 points for 5. Still, any opponent will think twice before charging into a line of these with their ward up and counterattack ready. They make extremely good supporting units in a Lofnir army.
  • Auric Hearthguard: The cheapest batteline option (with priest general) at 125 points for five. These are the shooting units of the army. The shooting seems lackluster on the surface, (2 attacks, 4+/3+/-1/1), but when combined with buffs like Rune of Searing Heat, these can pump out fairly decent damage at range. More importantly, on a 6 to hit they slow an enemy unit by 1” per 6 to a minimum of half their move characteristic. This is incredibly powerful against units like Incarnates or Kragnos who need to get into your lines. These can function as a “control” option in the army to dictate engagements and punish support heroes. They also can function as the much needed scalpel for the army killing opponents’ supporting heroes or ranged options. In either case, their use can be very important to disrupt your opponents.
  • Vulkite Berzerkers with Fyresteel Handaxes: The hammer vulkites. When they charge they get an extra attack per model. Three attacks each means the Rune of Searing Heat is likely to get some mortal wounds in. This also pairs well with Vostarg and Auric Flamekeepers to turn a single unit of Handaxes into a terror. With two flamekeeper buffs (3 damage per swing), they can basically kill anything in the game.
  • Vulkite Berzerkers with Bladed Slingshields: The anvil vulkites. They do mortal wounds on charge (roll dice equal to models in the vulkite unit, 6s do a MW), which is nice, but nothing to write home about. Their main use is screening or holding objectives. The 4+ instead of 5+ save is a lot more extra tank. Their damage isn’t great, but it also shouldn’t be underestimated. With the same buffs as the axes the shields can still tie on some wounds.
  • Magmic Battleforge: It’s the faction terrain. You’ll very rarely activate its 6+ ward. But hey, +1 to chanting rolls to all priests in 18” is great!
  • Invocations: See above.

Allies

Some allies are more useful than others. I will go over a few of the more useful ones.

Kharadron Overlords

  • Aetheric Navigator is a strong choice. He brings an important unbind to the army. But more importantly he can halve the movement of flying units. For his cost this is very useful. Many of the most important units an opponent will have are flying units.
  • Gunboat: This can add some great movement the army lacks. This frees you up to accomplish tactics like Desecrate Their Lands as well as put shots on support heroes. Back-capping objectives is always a strong ability on a teleporting unit.
  • Balloon Boys: They go with the Gunboat. This includes any of ‘em, heroes or infantry. The can tag along with the gunboat to add even more speed to the army.
  • Arkonauts: Super cheap GV unit. Give them expert conquerors and they can hold some points down for you while maybe occasionally doing a wound here or there. Great screening unit.

Stormcast Eternals

  • Lord Relictor: He has a built in +1 to chanting meaning he can cast Fyreslayer invocations as well as they can. He also is significantly tankier than Fyreslayer priests and has a warscroll prayer that does mortal wounds on top of debuffing an opponent. He’s a great pick, even if he’s a bit pricey.
  • Knight Incantor: Auto-unbind is nice. He’s got an unbind and can debuff opponents.
  • Stormdrakes: They are fast, they are monsters, they hit like a ton of bricks. These are a strong pick in any army and bring a lot to Fyreslayers who lack mobility and flying.
  • Stormstrike Chariot: You can use it to clear screens very nicely with its high impact potential. It’s also relatively quick to keep up with magmadroths at a budget price-point.
  • Celestant-Prime: A very strong warscroll that can deepstrike himself to wreak havoc. Very useful in any army.

Cities of Sigmar

  • Irondrakes: Very strong shooting in an army that has mediocre shooting. Add in the Command Trait Leader of the Duardrazhal to make them punch harder.
  • Runelord: Maybe the best ally for the army. He can still chant for the fyreslayer invocations, but he can also get a +2 to unbind, all in a 95 point package. With Heroic Willpower you can get two unbinds with +2. This will pay for itself the first time you dispel a purple sun or unbind mind razor.
  • Freeguild Guard: Super cheap GV which can hold a point down when you need it to. They also make a fantastic screen.
  • Freeguild Crossbowmen: A good screen or a solid inclusion for some long range shooting (24”).

How Does This All Come Together?

Example Lists from others:

I won’t put words in other players’ mouths. So I won’t comment on how these lists play, but they are a good starting point for people looking to build a competitive army. You can find one of each of the three main sub-factions here.

Garth Scannell took this list to a 4-1 and 2nd place finish at the Salt City GT. This list has a Runefather Droth leading two blocks of Hearthguard Berserkers around.

Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Grand Strategy: Master of the Forge
– Triumphs: Inspired


Leaders
Auric Runefather on Magmadroth (360)**
General
– Command Trait: Blood of the Berzerker
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient

Auric Runemaster (125)**
Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse

Battlesmith (150)**
Artefact: Nulsidian Icon
Auric Runesmiter (135)**
Forge Key
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Prayer: Prayer of Ash


Battleline
15 x Hearthguard Berzerkers
(480)*
Broadaxes
– Reinforced x 2

15 x Hearthguard Berzerkers (480)*
Broadaxes
– Reinforced x 2

10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*

Endless Spells & Invocations
Molten Infernoth (40)
Runic Fyrewall (40)

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 112
Drops: 7

“Kozokus” took this next list to 5-0 in a tournament in Bordeaux. His commentary on it can be found here. It’s vulkites with flamekeepers so it’s hard to go wrong here.

Allegiance: Fyreslayers
– Lodge: Vostarg
– Mortal Realm: Aqshy
– Grand Strategy: Master of the Forge
– Triumphs:


Leaders
Auric Runefather on Magmadroth
(360)**
General
– Command Trait: Blood of the Berzerker
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Coal-heart Ancient

Auric Flamekeeper (90)**
Auric Flamekeeper (90)**
Battlesmith (150)***
Artefact: Nulsidian Icon
Auric Runesmiter (135)***
Forge Key
– Prayer: Ember Storm

Auric Runemaster (125)***
Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse


Battleline
10 x Vulkite Berzerkers with Bladed Slingshields
(160)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*

Invocations
Molten Infernoth (40)

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Command Entourage – Magnificent
****Expert Conquerors

Artefact
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 162
Drops: 12

Bill Souza took this list to an amazing 5-0 at the Steel City GT. He took first place!

Allegiance: Fyreslayers
Lodge: Lofnir
– Grand Strategy: Master of the Forge
– Triumphs: Bloodthirsty


Leaders
Auric Runefather
(125)**
General
– Command Trait: Spirit of Grimnir

Auric Runesmiter (135)**
Runic Iron
– Prayer: Prayer of Ash

Runelord (95)**
Allies

Battleline
10 x Hearthguard Berzerkers
(320)***
Broadaxes
– Reinforced x 1

10 x Hearthguard Berzerkers (320)***
Broadaxes
– Reinforced x 1

Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Flame-scale Youngblood

Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient

Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Magmadroth Trait: Lava-tongue Adult


Endless Spells & Invocations
Runic Fyrewall (40)

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Expert Conquerors

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 104
Drops: 8

My Lists and Tactics:

I will cover two of my lists as examples: A Lofnir list I went 4-1 with at Southern Fried Gaming Expo; and a modification of a Vostarg list I went 4-1 at a local team tournament (our team also went 4-1).

Then I will go into some tactics that Fyreslayers should consider using in general, regardless of the list. It’s impossible to give tactics for every situation, army, and position, but hopefully the ideas presented will give a strong foundation.

Lofnir

Allegiance: Fyreslayers
Lodge: Lofnir
– Grand Strategy: Masters of the Forge
– Triumphs: Inspired

Leaders
Auric Runemaster (125)*
General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayer: Prayer of Ash
Battlesmith (150)
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (340)
Runic Iron
– Magmadroth Trait: Lava-tongue Adult
– Universal Prayer Scripture: Curse
Runelord (95)*
Allies

Battleline
15 x Auric Hearthguard (375)**
Reinforced x 2
Auric Runeson on Magmadroth (320)**
Ancestral War-axe
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)**
Wyrmslayer Javelins
– Magmadroth Trait: Flame-scale Youngblood

Endless Spells & Invocations
Molten Infernoth (40)
Runic Fyrewall (40)
Zharrgron Flame-spitter (50)

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 105
Drops: 8

This list plays as a control-style lofnir list. Knowing your matchup is important as you will be attempting to pick apart their army while stopping them from accomplishing their goals. You must slow and/or stop your opponent’s key units with the Auric Hearthguard and Invocations while pushing forward with your three Magmadroths.

I don’t take many pictures of games, but here are two examples of this denial:

Tournament Game: Win against DoK, top of turn 2 shown

This game shows the use of invocations against flying units and the importance of target selection and drop location for the Auric Hearthguard.

I was given the top turn. It was his choice, so I deployed far back so that he would gain not benefit from going first other than positioning. This means taking first accomplishes little for him and gives the fear of me getting a double turn. Combined with choosing a proving ground and objective activation means he ended up giving me the first turn.

The Shadow Queen can move exceptionally far, but her base is massive. By placing the Runic Fyrewall in the center you can cut her movement significantly back, forcing her to the sides if she wants maximum movement. You can also see the forge was placed in the center with priests behind it, making any attempts at slaying support heroes likely to fail. I then split the Runesons to each side forcing her to choose which she would chase, leaving the Smiterdroth far back to wait. I dropped the Auric Hearthguard to the side and shot the spear snakes to slow them and kill some. Even if I am double turned, his Spear Snakes and Morathi wouldn’t get into combat until his second turn.

Fortuitously, I won priority, which he needed to get any of his units into combat. Instead my magmadroth looped around The Shadow Queen on the right while the others pushed the middle and left, wiping his entire army from the board. It was basically over here. By abusing the AHG slow and the Fyrewall blocking ability, I ensured my safety at the bottom of 1 so that I could punish him hard in my second turn whether I went first or second. The rune of searing heat allows high damage from my Auric Hearthguard and magmadroth breath, and was a very useful rune in this game on turn 1 and 2 (due to Master Priest CT).

Casual Game: Win against Ironjawz

This game shows the use of invocations against armies with things such as Maw-krusha or Kragnos. It is also effective against any army with an Incarnate.

I deployed such that only his Maw-Krusha could get into combat if he takes the top of 1. The opponent knows I have lavablood and guesses correctly that his maw-krusha will die if he brings it in alone between blood and having to fight two magmadroths – the droths positioned such that barring extremely careful placement and a very far charge he has to bring two into combat. I put my army off to one side so that his boars can push but they can’t get into combat. He instead gives me the top of 1.

I measure out the distance such that I can drop my AHG directly behind the wall and shoot the Maw-Krusha. Between bracketing it and the slow, it can now only move 6”. I then bookend the AHG with droths and terrain so that any charges require fighting magmadroths after an unleash hell. He has to choose which units he wants to get into combat.

He double moves his Maw-Krusha just to go 12” but fails the charge: the large base requires 10” just to get past the fyrewall (I redeployed after this photo 2” and moved the AHG back a bit). The pigs charge on the right putting some damage into the Magmadroth on the right, and while they do heavy damage to the Magmadroth they die to it.

He gets the double turn, but his Maw-krusha remains controlled and can only charge the left or right, unable to get around the army. His pigs on the far right can and do charge the back, but that’s okay since they have to deal with a Smiterdroth in their quest to maybe kill a battlesmith. The important thing here is that he has to choose either of the Maw-krusha or the pigs on one side, he can’t have both due to the fyrewall and slow from AHG. This is when the power of controlling movement shines: the opponent can’t do what they like because of the AHG and Fyrewall.

The key in both examples, and as a whole, is to punish opponents by forcing them to accomplish nothing until their turn 2. This makes it extremely effective against lists that rely on one big unit getting into combat like Kragnos or Infernoths.

This also highlights the big weakness of this list: extremely hard ranged alpha armies like Skaven Stormfiends and Lumineth Realm Lords. They don’t care about any of the things you do and will pick you apart. Still, the AHG, flamespitter and infernoth do a lot of work to help mitigate this by punishing support heroes and/or ranged units. But you still will find these matchups to be an uphill battle.

Vostarg

This is a slight modification on a list I took 4-1 in the previous GHB2021-22 but have had good success with outside of tournaments in the GHB2022-23.

Allegiance: Fyreslayers
Lodge: Vostarg
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Runesmiter on Magmadroth (340)*
General
– Runic Iron
– Command Trait: Master Priest
– Magmadroth Trait: Coal-heart Ancient
– Prayer: Prayer of Ash
Auric Runemaster (125)*
Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayer: Ember Storm
Auric Flamekeeper (90)**
Auric Flamekeeper (90)**
Battlesmith (150)**
Artefact: Nulsidian Icon

Battleline
20 x Vulkite Berzerkers with Fyresteel Handaxes (340)****
Reinforced x 1
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)***
10 x Vulkite Berzerkers with Bladed Slingshields (160)***

Endless Spells & Invocations
Molten Infernoth (40)

Core Battalions
*Command Entourage – Magnificent
**Command Entourage – Magnificent
***Expert Conquerors
****Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 162
Drops: 11

I could not find any pictures of this exact list in play.This list relies on a very important combo: Auric Flamekeepers pumping the 20x Vulkite Axes into a feeding frenzy of death. The Vulkites will do some damage with no buffs, so opponents still always have to worry about them a little, especially with the awakened steel or searing heat runes. Everything else is facilitating this combination in order to A) hold objectives and B) table the opponent.

Generally, you run it reactively: screen your large block of vulkites with your smaller block. Deepstriking a group of shields or axes to either punish an opponent who didn’t deploy correctly to protect support heroes (axes) or hold an objective (shields) is important here. Ember Storm being on 2 different priests means you likely will have the option to chant for it when you need it.

The auric flamekeeper combo will keep opponents who know of it wary and focused on the flamekeepers. For opponents who are not worrying about it, you may wipe them out. The flamekeepers soaking up an opponent’s focus will often leave your vulkites open for free reign on the field. The lists I found this struggling into were ones that could kill all my support heroes in a single turn if I either mess up deployment or the battlemap favors it. Certain Seraphon, Lumineth, and KO lists come to mind.

A key thing with this Vostarg list is positioning of your own units in relation to each other. It’s extremely important that the flamekeepers are receiving the benefit of deaths and able to pass that to the vulkites, even if those vulkites charge. It will be tedious, but ensure you are measuring out ranges ahead of time before making moves or charges. Similarly, maintaining all vulkites within the 12” bubble of a battlesmith for his ward and the 18” bubble for his rally command is incredibly important. The 6+ ward adds up, with the 5+ ward being incredibly handy early on, and the rally command can often win games.

Don’t be afraid to back out of combat with your vulkites and set up for a hero phase rally on the next turn, no matter whose turn it is. Keeping 2 or 3 vulkites in combat isn’t worth it over potentially rallying them back to 6 or 7. On the large vulkite blocks I have had rallies bring it back from 4 remaining to 16. That’s the equivalent of getting back over 170 points in models.

Tactics

The basic tactics of the Fyreslayers rely heavily on positioning. The army is overall slow, and often not very beefy. Understanding your opponents threat ranges and your own is the most important skill you can learn as a Fyreslayers player. The games will often unfold like a game of chess where you are vying with your opponent for the right position to make your charges. To this end I will say that the movement phase is one of the most important phases for any Fyreslayers army; positioning will make or break your games.

Consider the abilities at your disposal: first strike and fight on death (vulkites, flamekeeper). On the surface these seem great for baiting opponents into charging your lines, but a good opponent will not charge you if they don’t have to. They will not take the bait, and even if they do, they’ll often still wipe the units out.

No, instead these abilities are useful as tactical pieces to force bad decisions after you have already charged an opponent and killed their units or when you can lure them into a trap. With that in mind, we can boil down all the games’ decision making process into positioning with regards to threat ranges. That makes deployment and turn 1 incredibly important.

Deployment and Turn 1

In most of my lists the opponent can choose who takes the top of round 1. Most opponents – excepting Ironjawz and LRL – will choose to let you go first. Seraphon will only usually take the top of 1 if they see they can alpha strike your key pieces immediately, for example. When facing such armies, give them as little as possible to alpha on the top of 1; deployment is the key here. If you can deploy correctly and get the top of two, the win can often be yours, if you don’t you’ll still be in a good spot. The two examples below are armies I see frequently. It’s difficult to give examples based on every single army and every single list, so two will have to suffice.

Example 1: Nighthaunt on Prize of Gallet

Consider playing an opponent on a 22” battleplan, such as Prize of Gallet. You know that your effective range of Magmadroths is 12” + charge. Your vulkites have an effective range of 4” + charge or 10” + charge (with ember storm). The movement rune adds 2” to all threat ranges. You also likely have at least one deepstriking unit.

For exemplary purposes, your opponent is playing nighthaunt in a Scarlet Doom list heavy on Bladegheists. Mostly they have a 8” + charge threat range plus up to three deepstriking units.
If you take the top of 1 and move forward it’s very unlikely you will make charges (8” to 10” charges if they are on the line). You will take the objective, certainly, and then you will be charged on the bottom of two. This will likely see your opponent gaining a significant advantage.

Instead it is best to move or deepstrike one unit as far back as possible to tag an objective or run a unit to barely tag one. Put up a combat rune of some type, usually searing heat or fury are good, pop your Battlesmith’s once per game ward, and position such that the only units that can be charged is the one barely touching an objective and any from deepstrikes – which becomes a gamble for the opponent. Fyrewall and Molten Infernoth can block movements to further disrupt any plans they originally had here and can often ensure no one can charge except deepstriking units..

Now, you know that in their first turn they will be accomplishing little except for playing for a double turn. But if they do that and fail to get it they will be in a truly awful position. It becomes very risky for them to play for the double. Further, with a likely 5+ ward aura (battlesmith) and a combat rune up, it’s now even riskier for them to just charge your lines. You should be set up such that only some small number of their units – that are not deepstriking – can even get in to fight. If they get the double and charge your lines, your screens and once per game abilities allow you to weather it and play into a potential double on them. If you get the turn they will be in an awful spot for you to immediately charge their key units with a combat rune up and all of your abilities you can muster. Because of this the opponent now has to make an awful decision: play for the double or hold back and get what they can.

Nighthaunt players can deepstrike units, but often their units work best under the auras of heroes and with getting multiple charged into a single unit. They want to stack their debuffs to wipe you out. If you make them lean into the deepstriked units for this they are likely to fail some or all of their charges leaving them caught out. Still, remember they can do this and position accordingly. Do not leave units like battlesmiths standing alone or unshielded. Remember to always check the 9” bubble around your units.

If they take the top of 1 they will not be able to get any units onto your army effectively which leaves your turn to mop them up. If they play very cautiously then treat your bottom of 1 like it’s a top of 1 unless you really want to bank on the double turn. Even if you do, be sure to screen against their charges as best you can or play with ranges to cause most of their charges to block each other. Your opponent will likely try to abuse threat ranges in a similar manner, but with Auric Hearthguard and Molten Infernoth you can ALWAYS put in some work and position with the assumption they will get the top of 2. If they don’t you have a strong chance of winning with your double.

This is an example of how important measuring ranges and positioning is. By positioning correctly in turn 1 you have set out an entire game path that puts your opponent on their back foot.

Example 2: Seraphon on Head-On Collision

This map begins with an 18” separation. The objectives cannot be controlled in round 1. Your opponent is Seraphon. They are running a “meta” list of Thunderlizards with Bastiladons and Engines. This is an exceptionally difficult matchup for basically everyone judging by Seraphon win rates.

Right away we know Bastiladons have an effective range of 29” (5” +24” range). The stegadon with skink chief has an effective range of 32”. Salamanders have an effective range of 20”. With that in mind, it’s unlikely any one of these can kill a magmadroth or kill an entire unit of Vulkites on a single round of shooting without ample help from spellcasting (e.g. comets call).
Thus, we can choose our deployment here to minimize damage from their turn 1. Deploy such that if they take the top of one, at maximum a single bastiladon can only shoot a single unit. The skink chief may get shots in, but that’s generally fine as it means they are pushing within 24” of your front line at minimum.

Seraphon players not being able to capitalize on a top of 1 turn and wanting the double turn more than anything to abuse their over-tuned shooting will give you the top of one. You will need to make the best with what you have here. Firstly, may god have mercy on your soul if you do not have a nulsidian icon. Secondly, you need to spread out, perhaps lightly tagging the objective with a GV, but ensuring shots cannot be focused on any one unit without the Seraphon player leaving the other side open. The only reason to even tag with a GV is in case you are given the bottom of round two you can proving grounds the middle objective if they had not already. This means measuring their ranges carefully and moving just outside them for turn 1. Make them have to move in different directions or split fire. Consider their GV situation and proving grounds usage carefully.

Here, your turn 1 runes should be either the ward rune if you have no openings for combat, or a combat rune if they’ve left something open to be deepstriked by Auric Hearthguard or Vulkites. Your battlesmith is hopefully well hidden out of LoS while still keeping units within a 5+ ward aura. But even if he’s not, he needs to be in a place where he hopefully will be able to be shot by as few units as possible. Abuse that 12” range as much as you can. We will assume the Seraphon player did not place all their important pieces right on the 18” line with no screens right in front of your magmadroths so it’s unlikely a movement rune is useful here.

In these instances invocations and auric hearthguard are absolutely key to disabling opponents. A runic fyrewall can block bastiladon movement, keeping their threat range low. A molten infernoth can accomplish this as well while it puts wounds on opponents; woe unto a Seraphon player letting the infernoth tear into its pyramid garrison. Flamespitter can thin key things on the opponents line: even bracketing a basti only takes 3 wounds, forcing them to use heals or roll on an engine.

Auric Hearthguard can be absolutely clutch here. If your opponent has left openings then you can likely use a Searing Heat rune to kill un-bodyguarded Slann or skink priests; killing a priest can greatly kneecap certain abilities (Seraphon want Run + Shoot). But a key use is reducing movement of things like Skink Chiefs and Bastiladons. A 5” reduction means even a 6” running bastiladon is going 7.5”. With this in mind, Auric Hearthguard and Invocations are not always about pure damage, but about making your opponent fail to accomplish their goals. Killing a skink priest or forcing it to use a prayer to attempt a banish only makes this better.

If your opponent does take the top of 1 then you should be sufficiently spaced that they will inflict minimal damage on your units setting you up for the counterstrike into a possible double turn. They will have to move up to tag objectives and land shots on your front lines. The need to tag objectives will likely bring them within your magmadroth or emberstorm threat ranges, this is when it’s best to punish them either with a combat rune or a movement rune, depending on where they moved. Auric Hearthguard and Invocations can hit key units, softening them for combat. Don’t be afraid to bracket a bastiladon or soften a skink chief for a charge from a droth or vulkite block. If you’re lucky they will have powered up Auric Flamekeepers by shooting vulkites which you can run forward to super power a unit, be sure to measure the ranges carefully here. It does take two flamekeeper buffs to get extra damage on Seraphon monsters, but you can also use Auric Flamekeepers to charge vulkites in the combat phase which allows you to avoid unleash hell or to get an extra fight on death with a unit.

Now when your opponent takes their first turn they should accomplish little, and with good placement of invocations, may even fail to cap the middle objective if they take the bottom of two. If they get the double they will still punish you, they are Seraphon after all, but hopefully it is mitigated significantly. If you get the top of two you should be in a fantastic position to capitalize with more infernoth punishment, more flamespitter rounds, and push up with ember storm or magmadroths to punch them in the face whether you went first or second in round 1. The key was the turn 1 positioning for this setup.

Basic Tactics Round 2+

Things become more difficult to sum up post round 1. The board state has infinite variation and how your opponent reacts to what you’re doing is going to completely change between people, armies, and lists.

But here’s a few tricks to use:

The movement rune can surprise opponents. They will bank on your 4” or 12” moves and not consider the additional range most times. While it can be used in round one occasionally, often these later round uses will allow you to capture objectives opponents considered safe or attack units they had unintentionally left open. Occasionally it allows you to retreat out of a combat you may not have been able to previously.

Retreating is an important tactical decision with Fyreslayers under the 18” bubble of a Battlesmith. While this won’t aid Magmadroths, it can often completely alter the flow of games with infantry. The rally command is issued at the start of the hero phase, any hero phase. This means you can retreat from combat and then rally in the next hero phase, whether that is yours or not. Many times this will allow you to lock down objectives or tie up units much longer than the opponent intended. If you do get the double this can lead to a much more combat-ready unit now charging into an opponent who did not expect this.

Auric Flamekeepers have multiple abilities, not just +1 damage. You can make the most of them in various ways.

  • Fighting on death with the Auric Flamekeeper allows a unit that does not get to fight to fight twice on death. With two flamekeepers this with +1 damage will often do more than +2 damage and a single fight on death.
  • Combat charges are extremely potent to enemies which want to retreat out of combat or on opponents who are attempting to hold an objective but not be in combat. It also means you can often bring in a second unit when your opponent only wants to fight one. A rarer use is for it to give you a third chance at a charge roll if you failed the first two (reroll). It sucks to use the dice up this way, but it’s sometimes needed. Also, don’t forget that combat turn charges avoid unleash hell which is very important against things like sentinels or bow snakes.
  • Their buff range is 12” but charges may take units outside of this. However, you can often finish a charge within a ½” of the opponent, within buff range, receive the benefit, then pile-in outside the 12”. Further, the 12” range on dice count is only within for a model, not wholly within, so pulling from the back is likely to allow the dice to count up. This means you can often have him in a cycle of constant counting up.

Magmadroth breath is strong. Aside from the mount trait allowing it to do more damage to single targets, it can also be used to unleash hell quite effectively to pick off some models on things like Witch Aelves and Nighthaunt. Most Fyreslayers players seldom use unleash hell, but especially under the Rune of Searing Heat it can be quite potent. Keep in mind if you have not shot with the breath then its unleash hell gains the -3 rend.

Throwing Axes do more damage than you think. Keep in mind Auric Hearthguard can throw axes, too, even during unleash hell. While on average the damage from an entire 10-man vulkite unit will be low it’s still important. Make sure you remember to use them at every opportunity and select good targets with them. You never know when the dice will spike (or their rolls will tank) and you’ll slip through more damage than you think.

Invocations block models from landing on them. This means Flamespitter can often be used to block deepstrike charges into your back line units. Combined with a forge and you can often lock off any type of charge your opponent might want from behind, or at the very least, minimize models they can get in. The molten infernoth can also be used to split up an opponent’s lines and movements, destroying some of their plans or aura ranges.

Deepstriking Runesmiters do not need to be adjacent to the unit. The unit just has to be wholly within 12” of the smiter. This means you can often position them to tag multiple things or keep the smiter well outside threat ranges. Deepstriking in general makes opponents deploy differently and move differently. Even if you think there’s no point for it in that game, sometimes that alone will justify putting the smiter in the tunnels.

The Heroic Action, Blaze of Fury, can be used for more than the rend rune, though that is often a great use. Aside from the ward rune, it also can see very good use with the movement rune. Gaining +2 to on the charge, especially if you have fury of the fyreslayers making it +3 and/or magnetised rune making it +4 or +5, can make your magmadroth cover considerable distance. A 14” move into a +2 to +5 charge is very strong and you can often get places your opponent would not have expected.

First Strike requires the use of a command being issued and received. This means you cannot issue All-out Attack to that unit. The Rune of Fury is the perfect remedy to this. This is a key rune to use if you believe your opponent will be charging into you in any phase, giving you the +1 to hit without the need for a command.

Auric Hearthguard are a useful tool in controlling opponents. Their damage with all out attack, +1 to wound (triumph or prayer), and the rune of searing heat is quite nice, but that’s not all they are. Their movement reduction can completely kneecap an opponent’s gameplan; a group of 15 AHG slows a unit by an average 5”. To this end it’s often a good idea to shoot a unit that you may not kill but that is instead important to the opponent’s gameplan. As examples, an opponent’s Kragnos is moving 5” or their zombies are only running 5” maximum rather than 10”. Also, do not underestimate the damage of unleashing hell into first strike with them. If charged, especially if they are buffed, they can often put in a good bit of damage on an opponent before they can even fight. Remember, don’t target units based on what you can kill or based on points every time, focus units that are important to your opponents gameplans. Sometimes this means shooting Gardus to keep his aura in place rather than the big scary dragon.

Terrain is extremely important to Fyreslayers. Aside from cover bonuses for most heroes and units that are not Magmadroths, Wyldwood terrain can hide your heroes. Also, due to their small size, oftentimes heroes can be completely obstructed from LoS against armies like Kruleboyz and Seraphon who otherwise would kill them quickly. If given the chance to set up terrain, ensure you set up “lanes” where you can hide heroes, but also where the Runic Fyrewall can completely shut out opponents. If done right there can be choke points with impassable terrain and the Fyrewall where things like Megagargants cannot stop or where units like Kragnos and Stonehorns have to go the extremely long way around. Consider your terrain placement VERY carefully.

Conclusion

Fyreslayers may get some hate, but they have a strong theme and some strong play. I hope some of these tactics and notes help you in your future list builds and games.