Here are the AoS Meta Stats for all the Grand Tournaments that have taken place between Monday 20th June and Sunday 26th June 2022. These are all the GT’s that I can locate on Tabletop.to or BestCoastPairing, if you know of any others please send me a link and I’ll add them.
There were only 2 Grand Tournaments last week, a quiet week! But both have 32 players with a nice mix of factions.
64 players took part in 2 GT’s over the last week.
Grand Alliance
Win Rate
Armies
% Share of Armies
5-0 Wins
4+ Wins
Chaos
55.6%
9
14.1%
0
4
Order
53.7%
30
46.9%
2
6
Death
50.0%
10
15.6%
0
1
Death
39.3%
15
23.4%
0
1
Faction Stats
The below stat show the results for those factions represented by 5 armies or more only.
Faction
Win Rate
Armies
% Share of Armies
5-0 Wins
0-5 Losses
Seraphon
80.0%
5
7.9%
2
0
Lumineth Realm-Lords
60.0%
5
7.9%
0
0
Soulblight Gravelords
40.0%
5
7.9%
0
0
With very few tournaments this week there’s not enough data to draw reliable win rates from.
Advertisements
Subfaction Stats
Next week, I’ll have built up four weeks worth of data and at this point I will transition the stats over four weeks rather than a single week. This will helpfully give us more reliable data. At some point I’ll go backwards as well to the start of AoS 3.
After a few Horus Heresy: Siege of Terra reviews, I decided to take a break with Age of Sigmar, and what better way than to take a step into Nu-Lahmia.
From the book:
Neferata is besieged. To the east, the daemon prince Graunos gathers the legions of the Blood God, seeking to tear the Mortarch from her throne. To the south, Sigmar’s storm heralds the coming of the Anvils of the Heldenhammer, intent on pressing the God-King’s claim. All the while, an ancient enemy grows, hidden within Neferata’s lands. Never has her power seemed so fragile. But, within the dominion of bones, the Mortarch of Blood controls all, and even the champions of the Dark Gods will find themselves puppets in her schemes.
Black Library have more Warhammer 40k/Warhammer 30k releases than Age of Sigmar, but this is slowly improving this as the Age of Sigmar gets more and more background. However, this is almost back to the Old-World as Neferata (brought back by Nagash) is the main protagonist in the book. But caught between the Heldenhammer (Stormcast) and the Blood God how will she retain control?
Lahmian vampires may not be the best vampires on the table top but they are one of the most interesting narratively. Better suited to an RPG than rolling battlefields these creatures are great centre-pieces whilst they manipulate others. And Nu-Lahmia and Neferata have not changed at all – and it’s great to have the stability of knowing the characters.
David Annandale manages to bring this together with Stormcast and Khorne (with a little Nurgle thrown in for good measure), whilst still ensuring that this remained a book about Neferata. It’s a great read, runs at a good pace and has action throughout. Great fun, and perfect for people wanting to bring Lahmian’s into their Age of Sigmar RPGs.
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
I don’t think I’ve ever seen a Murknob with Belcha-banna ever used in a competitive list. That’s not to say you shouldn’t, as the cheapest unit the Kruleboyz have available at 95 points he does have the benefit of giving all units within 12″ a 5+ ward save against the effects of spells and endless spells. That’s nothing to be sniffed at. On average it will nullify the effects of one spell in three.
You could pop him next to your big beautiful beasties such as the Snatchaboss on Sludgeraker, who in turn will have a few other units around him to benefit from his Sludgeraker Venom. This means you’ll have a bubble of units benefitting from the Murknob’s ward. This ability only protects Kruleboyz Orruk units, so discounts him as an ally and really limits his use in Big Waaagh!
He’s okaaay in combat with 3 3+/3+ attacks on -1 rend and 2 damage a piece. Meaning on average he should force your opponent into making one save. You’ll find he also causes the occasional mortal wounds through Venom-encrusted Weapons (50% chance of doing 2 mortal wounds in combat), plus his Breath of the Mire-Drakes ability should see him cause another mortal wound on top of the all this.
Should you use him? I wouldn’t go out of my way to buy him personally, but he’s certainly an option that should protect a unit 1/3rd of the time and could frustrate magic heavy armies.
Edit: As someone has mentioned (apologies I can’t find your comment again to mention your name), you could turn this fella into a cheap wizard with Arcane Tome as well.
Combinations
Source
Ability
Description
Kruleboyz Allegiance Abilities
Grinin’ Blades
Friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait
Egomaniak
If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command Trait
Supa Sneaky
If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Battle Traits
Venom-encrusted Weapons
If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle Traits
Kruleboyz Waaagh!
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle Traits
Dirty Tricks
After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
Killaboss
All Part of Da Plan
If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-banna
Power of Kragnos
When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grot
Poisons and Elixirs
At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork
Summon Boggy Mist
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of Mork
Mouth of Mork
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk
Sludgeraker Venom
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of Empires
The End of Empires
If a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue Idol
Livin’ Idol
Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz Wizard
Sneaky Miasma
Sneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
Let’s face it, he’s not going to be doing too much damage, but he could get a couple of damage on a unit here and there.
Attack
Av Threat Range
Av # of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Murknob Cleaver
15″
3
2.0
1.3
2.6
Based on average dice rolls
Looking at the damage after saves:
Save
Murknob Cleaver
–
2.6
6+
2.6
5+
2.2
4+
1.7
3+
1.3
Amount of damage after saves based on average dice rolls
The chance of this units charge connecting:
Distance
Chance
8″
97%
9″
92%
10″
83%
11″
72%
12″
58%
13″
42%
14″
28%
15″
17%
16″
8%
17″
3%
Chance of making a charge (including movement)
Resilience
With 6 wounds and a 4+ save, he’ll need on average 12 damage from zero rend weapons allocated to it BEFORE any saves in order to have a chance of destroying this in a single turn.
Where Malifaux sits more in the Historical/Fantasy setting, Infinity is more of a futuristic/Sci-Fi game with the tagline of “it’s always your turn! Set a few hundred years into the future, humanity has spread to the stars, met new life and new civilisations and then proceeded to shoot them.
What is Infinity?
Infinity is a skirmish game with between 7-10 models (although dependant on faction you can have between 4-20 models). Each player activates their models with order tokens, and uses all these tokens before the opponents turn. A model may activate more than once as long as you have orders available.
Are there any Unique Mechanics?
Infinity has “Private” and “Public” information. Some models have abilities such as camouflage, which is represented by a token, or just a note stating where it is. Some figures can pretend to be other models. Both of these examples demonstrate information termed private. Revealed models are public and your opponent can see their stats if they request it. Therefore you may not know everything about an opponents force until they have fully revealed it. While this is powerful, you can also do the same.
Infinity also has Automatic Reaction Order (ARO), where your models can react in your opponents turn. As everything happens simultaneously, you can choose the most opportune moment to strike. Do you risk running out to the objective and in doing so, risk take fire from your opponents force?
How easy is it to get into?
Veteran players can sign up to be a “Warcos”, these players will demo games and help new players into the game. Infinity also has two versions currently, Code One and 4th Edition. 4th Edition is the full ruleset, whereas Code One is a slimmed down ruleset which can be used to get into the game.
Rules can be downloaded directly from the Infinity Website. Like a lot of current games, there is also an app for army building, which also links rules to the wiki.
Individual figures retail at around £11 each, with six figure starter sets at around £45. Yearly starter sets containing two forces plus some scenery cost around £100, and there are more complete army sets being released at around the £70 mark. These are usually 300 points of models which makes up a typical force.
Pro’s and Con’s
Pro’s
Amazing Miniatures
Both players always playing and can act in each others turns
Objective based play encourages balanced lists
Con’s
Rules can take time to learn
Slightly higher initial cost than other similar games.
Summary
Infinity is a fun game which will keep you thinking. Can you see your opponent? should I shoot or dodge? and why didn’t I take a Doctor!?
There is a healthy tournament scene, and Corvus Belli make effort to keep older models relevant with refreshed rules. Regular model updates and a wide range of different styled factions and sub-factions means there is something for everyone.
This if the Top Three AoS Lists for the Battle of the God Kings took place in Bedfordshire, UK on 25th June. It involved 20 players vying to be crowned champion in a 3 game tournament.
This event was organised by our friends over at Savage Hammer Gaming, and I just want to thank them again for having me on the day, I had an absolute blast. Savage Hammer have a number of events coming up for both AoS and 40k, of you live near Bedfordshire and fancy going to a chilled tournament for a day I’d highly recommend visit their Eventbrite page and booking a ticket!
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not donate to the site and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Maggotkin of Nurgle – Subfaction: Drowned Men – Grand Strategy: Beast Master – Triumphs:
Leaders Bloab Rotspawned (300) – Lore of Malignance: Gift of Disease Morbidex Twiceborn (320) Orghotts Daemonspew (300)* Lord of Afflictions (210)* – General – Command Trait: Overpowering Stench – Artefact: The Splithorn Helm Lord of Afflictions (210)* – Artefact: Rustfang
Battleline 2 x Pusgoyle Blightlords (220)** 2 x Pusgoyle Blightlords (220)** 2 x Pusgoyle Blightlords (220)**
Core Battalions *Command Entourage – Magnificent **Hunters of the Heartlands
Danny: Big Bois and Blightlords! Surely by now we’ve all seen (even if it’s just via this column) the menace that is fly spam, but this list – to its credit – at least tries to dial down the flying filth by filling its boots instead with the unholy trinity of giant demon riders. They all share a similar profile – variations on short range chip damage from range followed by 5, rend 2, damage 3 attacks from their pox maggoth and a variation on a good few rend 1, damage 2 attacks from the rider.
But each brings something more dramatic to the table. Bloab can debuff enemy units within 7″ on a 4+ with -1 to hit, greatly extending him and his hulking mates’ already legendary survivability. Morbidex takes that a step further by healing half his wounds in the battleshock phase – and Orghott gets to spend a free CP. So split them up or run them as a trident of stinking synergy – either way, it will look great on the table, moves away from fly spam – and is still, clearly, murderously effective.
Advertisements
Allegiance: Fyreslayers – Lodge: Greyfyrd – Grand Strategy: Hold the Line – Triumphs: Bloodthirsty
Leaders Auric Runefather on Magmadroth (360)** – General – Command Trait: Spirit of Grimnir – Artefact: Master Rune of Unbreakable Resolve – Magmadroth Trait: Coal-heart Ancient Auric Runefather on Magmadroth (360)*** – Artefact: Axe of Grimnir Battlesmith (150)** – Artefact: Nulsidian Icon Auric Runeson (80)*** – Ancestral War-axe Grimwrath Berzerker (105)*** – Artefact: Draught of Magmalt Ale Auric Runemaster (125)** – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Levitate – Universal Prayer Scripture: Heal
Battleline 15 x Hearthguard Berzerkers (480)* – Poleaxes – Reinforced x 2 10 x Vulkite Berzerkers with Bladed Slingshields (160)* 10 x Vulkite Berzerkers with Bladed Slingshields (160)*
Core Battalions *Hunters of the Heartlands **Command Entourage – Magnificent ***Command Entourage – Magnificent
Danny: Great to see Fyreslayers – who GW admitted in the latest FAQ were still underperforming by their standards – win against two of the best armies in the meta right now, proving with a good general, and perhaps a few lucky priority rolls, they can still punch above their…height.
They don’t have a huge amount of options to choose from, but this list has clearly strived for balance with not a token Magmadroth, and not spamming three – but two! That frees up points for one giant blob of poleaxe beserkers, which on average are better against tanky units because of their MW potential, which I imagine helped them in their Nurgle game. Fyreslayers have some truly excellent artifacts that offer loads of utility so the sub-faction that allows them to take extra makes a lot of sense – kudos to Jon for a great result!
Advertisements
Allegiance: Legion of the First Prince – Grand Strategy: Beast Master – Triumphs: Inspired
LEADERS Be’Lakor, the Dark Master (360) – Lore of Ruinous Sorcery: The Master’s Command Bloodthirster of Insensate Rage (280) – General – Command Trait: Ruinous Aura – Artefact: Armour of the Pact Kairos Fateweaver (435) – Lore of Ruinous Sorcery: The Master’s Command Slaves to Darkness Daemon Prince (210) – Sword – Mark of Chaos: Khorne
UNITS 10 x Pink Horrors of Tzeentch (250)* 10 x Pink Horrors of Tzeentch (250)* 5 x Flesh Hounds (105)*
Danny: Legion just took a heavy hit with the new Battle Scroll so I wonder how many more times in the near future I’ll have to write them up. In the meantime, this list has gone balanced, opting for a greater demon from each flavour apart from Nurgle, who traditionally don’t play offer as much outside of their army rules as the others. And then… lots of pinks! They gum up the board something special and live rent free in the head of almost anyone who has had to try and clear them off an objective. Well done to Ash for also taking Ws against the top two meta armies right now – and interesting it was New-haunt that kept him to a draw, presumably because of their ability to swarm onto objectives the pink usually locked down.
Advertisements
Allegiance: Skaventide – Grand Strategy: Hold the Line – Triumphs: Bloodthirsty
Leaders Grizzlick (95) * * Master Moulder – Artefact: Rabid Crown Reshnak The Grey (140) * * Grey Seer – General – Command Trait: Cunning – Lore of Ruin: Death Frenzy Krick the Fleshmoulder (95) * * Master Moulder – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Levitate
Battleline Stabby Ogors (190) * * * 4 x Rat Ogors – Mutation: Insanely Rabid – Reinforced x 1 Gnawhide Ogors (190) * * * 4 x Rat Ogors – Mutation: Toughened Sinews – Reinforced x 1 6 x Giant Rats (40) * * * 6 x Giant Rats (40) 6 x Giant Rats (40) 6 x Giant Rats (40) * * 6 x Giant Rats (40) * * 6 x Giant Rats (40)
Danny: This list is wild. I’m guessing it’s using the old rules but either way – leaning into off-piste hero hammer, and then just trying to squeeze as many rats of both giant and really giant varieties onto the board is a hilarious and galaxy brain move. Bonus points for naming everything and their being a clear theme running through the list of mad mutant loving rat-lords and their poor old abominations. Sure, it might not be finely tuned and super competitive, but the spirit of both the Horned Rat and Warhammer in general is strong in this one.
Here are the AoS Meta Stats for all the Grand Tournaments that have taken place between Monday 13th June and Sunday 19th June 2022. These are all the GT’s that I can locate on Tabletop.to or BestCoastPairing, if you know of any others please send me a link and I’ll add them.
There was a total of 3 Grand Tournaments last week, a quiet week! That being said, one of them was the awesome UK tSports Champions, which our very own Declan was invited to take part in. You can read up on his prep here.
286 players took part in 10 GT’s over the last week.
Grand Alliance
Win Rate
Armies
% Share of Armies
5-0 Wins
4+ Wins
Chaos
64.7%
19
21.59%
3
7
Order
49.2%
49
55.68%
0
5
Destruction
43.8%
8
9.09%
0
1
Death
34.2%
12
13.64%
0
0
Faction Stats
The below stat show the results for those factions represented by 5 armies or more only.
Faction
Win Rate
Armies
% Share of Armies
5-0 Wins
0-5 Losses
Maggotkin of Nurgle
66.0%
10
11.36%
1
4
Cities of Sigmar
58.6%
7
7.95%
0
0
Stormcast Eternals
54.0%
10
11.36%
0
3
Idoneth Deepkin
46.0%
5
5.68%
0
0
Seraphon
43.0%
10
11.36%
0
0
Fyrselayers
40.0%
7
7.95%
0
1
Soulblight Gravelords
33.3%
6
6.82%
0
0
Maggotkin of Nurgle top the charts this week in a very small data set. With a win rate of 66.0% Followed closely by Cities of Sigmar with a win rate of 58.6%. Seraphon, Fyreslayers and Soulblight Gravelords all struggling to make that magical 45% mark with Soulblight Gravelords being the only faction below 40%.
Advertisements
Subfaction Stats
Only Seraphon/Thunder Lizard and Maggotkin of Nurgle/Drowned Men made the requirement for this table (min 5 armies represented). Thunder Lizard managed a win rate of 43% while Drowned Men achieved 72.5%……
Pyrhammer 2022 took place in Poland on 18th and 19th June. It involved 40 players vying to be crowned champion in a 5 game tournament.
Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
Allegiance: Sons of Behemat – Tribe: Breaker Tribe (Fierce Loathing: Bossy Pants and Clever Clog) – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Kragnos, The End of Empires (720) Gatebreaker Mega-Gargant – kaptur (525)* – General – Command Trait: Old and Gnarly – Artefact: Enchanted Portcullis Gatebreaker Mega-Gargant – Broda (525)* – Artefact: Amulet of Destiny (Universal Artefact)
Battleline 1 x Mancrusher Gargants (170)
Core Battalions *Bosses of the Stomp – Magnificent
Additional Enhancements Artefact
Total: 1940 / 2000 Wounds: 100 Drops: 4
Danny: Sons walk again! With Kragnos leading the charge – the 3d6 charge 12″ aura to be precise. Gatebreakers, if you haven’t been keeping up, are the really hitty ones. A ‘little’ Mancrusher fills out the points. If you’ve not played Sons before, they can be surprisingly whiffy – something Kragnos is most definitely not. And now, with the new GHB, they don’t even give up monster points – so I can see them doing even better than usual for quite some time…
Advertisements
Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Scions of the Storm) – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Knight-Draconis (300)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Scintillating Trail – Universal Spell Lore: Flaming Weapon Lord-Castellant (155)*
Battleline 4 x Stormdrake Guard (680)* – Drakerider’s Lance – Reinforced x 1 2 x Stormdrake Guard (340)* – Drakerider’s Lance 2 x Stormdrake Guard (340)* – Drakerider’s Lance
Units 20 x Skinks (150)* – Meteoric Javelins Celestite Daggers & Star Bucklers – Allies – Reinforced x 1
Core Battalions *Battle Regiment
Additional Enhancements Holy Command: Steadfast March
Danny: Many of you will be aware that Dragons just lost their hero-phase move, and many of you will not be happy with it. But it was necessary to slow the roll of lists like this that could pretty much end the game inside of one battle round after their hero-phase move, double shoot from the Knight Draconis, almost guaranteed turn 1 charge and then murder from there. Hilariously, this one also allies in 20 skinks for a fast, cheap objective grabber. So there’s that!
Advertisements
Allegiance: Beasts of Chaos – Grand Strategy: Predator’s Domain – Triumphs: brak
Leaders Dragon Ogor Shaggoth (155)* – General – Command Trait: Master of Magic – Lore of Dark Storms: Sundering Blades Dragon Ogor Shaggoth (155)** – Artefact: Horn of the Tempest – Lore of Dark Storms: Hailstorm Great Bray-Shaman (100)** – Lore of the Twisted Wilds: Tendrils of Atrophy
Battleline 9 x Dragon Ogors (375)* – 3x Paired Ancient Weapons – 6x Draconic War glaives – Reinforced x 2 6 x Dragon Ogors (250)* – 3x Paired Ancient Weapons – 3x Draconic War glaives – Reinforced x 1 6 x Dragon Ogors (250)** – 3x Paired Ancient Weapons – 3x Draconic War glaives – Reinforced x 1
Other 1 x Mindstealer Sphiranx (95)** – Allies Ghorgon (155)* Ghorgon (155)** Ghorgon (155) Ghorgon (155)
Danny: Beasts of Chaos are just on a complete rampage after their Tome Celestial, and it’s not even just the one list they have! Dragon Ogors are definitely up there though, with a choice of three weapon loadouts for flexibility – this list has doubled down on the 2″, rend 1 flavour – re-rolling 1s to hit thanks to the Shaggoth heroes. Four Ghorgons that, from now on no longer give up points provide even more punch – for 155 they’re 14 wounds (albeit on a 5+) of fast ‘fishing for 6s to wound for d3 mws’ pain. Scary.
Advertisements
Allegiance: Blades of Khorne – Slaughterhost: Reapers of Vengeance – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Slaves to Darkness Daemon Prince (210)* – Axe – Mark of Chaos: Khorne Bloodthirster of Unfettered Fury (295)* – General – Command Trait: Mage Eater – Artefact: Skullshard Mantle Skarbrand (380) Bloodthirster of Insensate Rage (280) – Artefact: Harvester of Skulls Bloodthirster of Insensate Rage (280)** Bloodsecrator (125)*
Battleline 10 x Bloodreavers (80)** – Meatripper Axes 10 x Bloodreavers (80)** – Meatripper Axes 10 x Bloodreavers (80)** – Meatripper Axes
Danny: Khorne are now officially the worst Chaos faction, so 3-2 is definitely an achievement. That said, ‘worst’ is relative – three Boomthirsters and Skarbrand will still absolutely ruin your day unless you can either screen them out, trade very efficiently up against them or just snipe them from range. Did you know that Bloodthirsters of Insensate Rage do 4 mortals to EVERYTHING IN AN 8″ RADIUS if they roll a 6 to wound? It’s swingy given they only have 5 attacks but…you can see why the blood flows freely when they roll hot.
Final Tournament Placings
For the full tournament details visit: Tabletop.to
The UK tSports Champions 2022 was an inaugural event organised by the wonderful people at Honest Wargamer and TSportsNetwork. It took place in Nottingham, UK on 18th and 19th June. It involved 16 players from around the UK, vying to be crowned the champion of champions in a 5 game tournament.
Tournament Format
The format is a little different to your usual GT, in that players are seeded into groups on day 1, and then play each other person in their group once. Depending on where they finished in their group would determine which ‘final’ route they would be on the next day. (I.e. group winners could finished 1st-4th), runners up in the group would be playing for 5th-8th, and so on).
Our very own Declan is ranked high enough in the UK rankings, and as a result was invited to the event. He chose to play with his Big Waaagh! Which you can read about here.
As a result, I’ve invited Declan to discuss the armies in this article as who better but the man who took part! (Declan – cheers Peter; it was a great event!)
Before I jump into the Top Three, I just wanted to remind everyone of our friendly Discord server, where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists from the UK tSports Champions 2022
Declan – I’ve managed to avoid Dan this tournament season, mostly by virtue of not being good enough to compete with him. He has played a lot of different armies to qualify (see above on the left), but following the White Dwarf Article on Beasts of Chaos he has returned to an army he likes playing… and who can blame him with rend improving throughout the game.
In fact this is where this army excels – The incarnate can’t be killed easily, so can take turns 1-3 and the army takes over turn 3-5. And the army is Tzaangors… lots of them. They are the ‘close combat’ ones, and can dish out huge damage especially with their ability Guided by the Past which allows the whole unit to reroll hits and wounds if an enemy unit has already attacked in combat. So if Dan is in combat with weaker units he can let the enemy fight first, or if he’s charged! Then retreat & rally!
Advertisements
Declan: An army that regular readers of Woehammer will have seen come to the fore from Toby. He qualified with another variety of armies and represented Team England at AoS (as did Dan & Ritchie).
As Dan did he has also brought an Incarnate to survive, add punch, kill monsters and eat Endless Spells. Toby only lost to Dan in the final, and he’s been smashing the tournament scene all season. I was fortunate enough to play him at the start of the season and he (like all the 16 in the final) is a great player and great fun to play against.
The Nurgle are great because they can’t really be debuffed – large number of damage one attacks with minimal rend, but backed up by mortal wounds via disease markers. This is a great army, can do battle tactics in its sleep, and is a great counter to Seraphon Thunder Lizards (because of damage 1) who are at the top of the rankings with Nurgle.
Great result for Toby in his first full season at AoS.
Advertisements
Declan: I was fortunate to play Ritchie in a very tight game (only 3 VPs in it), when I grabbed the win. But he qualified top of the group by beating the 2 Seraphon lists in Group 1. This was no easy feat though, and with the pressure on game 2, Ritchie beat Mike Stewart – the number one ranked player in the World! It really does show the importance of not letting an early defeat put you off your game.
Like his fellow top three players, Ritchie is in Team England and qualified for the Top 16 by playing a large variety of armies. He has the same core as Toby with Blightlords, at least one Lord of Affliction and an Incarnate. His optional choices include another monster (Bloab) allowing him to grap additional battle tactic points from making a 3rd unit into a monster, or a second for Savage Spearhead. Making full use of GHB21 and the season of the monsters.
Advertisements
Declan – Peter has chosen the last of the top qualifiers and Alex did very well with a Magmadroth inspired army, only falling at the Nurgle wall of flesh that was Toby & Ritchie. Fyreslayers are good, survivable and the Magmadroths can dish out damage, take damage and use their runes to do exactly what they need to do, when the need to do it.
Being able to put 3 Magmadroths in Hunters of the Heartland is a great touch in GHB21 and obviously this is not repeatable in GHB22, but the army will definitely have play in the new edition. Fyreslayers are here to stay and I’m sure Alex will have a great season for GHB22 as well.
Declan – A huge thank you to Ziggy for running the event, and Rob for hosting. It was amazing and a great end to an incredible season for me! Top marks, and all games were played at a top level, with all players having fun as well.
Full Tournament Results
Thanks to T-Sports Network for the great graphics. Why not visit them on their Twitch channel and watch some of the games back. There is a small charge to join, but for that you get to see the top players playing competitive Age of Sigmar. It is the end of the season, but there’s lots here to learn that’ll help any player in GHB22.
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
This fella is your Snatchaboss on Sludgeraker who costs an additional 5 points. As a named character you’ll lose the ability to give him command traits or his mount Mount Traits, but gain an added extras of being able to get you an additional triumph during the game. An expert Snatch and Grab ability, 1 extra wound and his Noisome Bite does D3+4 instead of D3+3.
To take Skummdrekk, you’re kind of forced to take a unit of HobgrotSlittaz (I say forced, but we all know the Hobgrots are the mightiest unit in Age of Sigmar). These Hobgrot units get assigned as the ‘Kountin’ Krew‘. Another friendly unit will be assigned as the ‘Bet‘.
If the ‘Bet‘ is the first unit to be destroyed from your army in the battle you gain an additional Triumph, but this Triumph can only be use on Swampboss Skumdrekk or the Hobgrot Slittaz unit designated as the ‘Kountin’Krew‘.
As you can tell it’s an ok ability, but you’re limited in the reward which is a bit…. nah in my eyes. For the five points expense and at the cost of losing those Command Trait abilities I’d rather take the standard Snatchaboss on Sludgeraker Beast.
Swampboss Skumdrekk has an Expert Snatch and Grab ability which allows him to remove a model with 7 or less wounds if he rolls equal to or more than their wound value on 2D6. This is great as you have a higher chance that with the standard Snatchaboss to remove a hero character on foot, or even wiping a chunk of a unit out through coherency.
Other than that he does everything your Snatchaboss will do, so for that I would look at my Warscroll review on him here.
Combinations
Source
Ability
Description
Kruleboyz Allegiance Abilities
Grinin’ Blades
During the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait
Egomaniak
If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command Trait
Supa Sneaky
If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Command Trait
Slippery Skumbag
This general can retreat and charge in the same turn.
Mount Trait
Tough ’Un
MONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.
Mount Trait
Fast ’Un
Once per battle, in your hero phase, this model can make a normal move.
Mount Trait
Mean ‘Un
MONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.
Mount Trait
Loud ‘Un
MONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1.
Mount Trait
Weird ‘Un
This model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.
Mount Trait
Smelly ‘Un
Subtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.
Kruleboyz Battle Traits
Venom-encrusted Weapons
If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle Traits
Kruleboyz Waaagh!
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle Traits
Dirty Tricks
After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
Killaboss
All Part of Da Plan
If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-banna
Power of Kragnos
When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grot
Poisons and Elixirs
At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork
Summon Boggy Mist
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of Mork
Mouth of Mork
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk
Sludgeraker Venom
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of Empires
The End of Empires
If a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue Idol
Livin’ Idol
Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz Wizard
Sneaky Miasma
Sneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
This model has weapon profiles for the boss and for his mount, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Sludgerakers Noisome Bite and Grasping Talons as well.
Attack
Av Threat Range
Av # of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Chain-linked Grappling Hook
15″
3
2.0
1.3
3.9
Grasping Talons
15″
5
1.7 +2mw
1.1 +2mw
2.2 +2mw
Noisome Bite
15″
1
0.6
0.5
2.5
Thrashing Tail
15″
2
1.3
1.1
2.2
Based on average dice rolls
Looking at the damage after saves:
Save
Chain-linked Grappling Hook
Grasping Talons
Noisome Bite
Thrashing Tail
–
3.9
2.2 +2mw
2.5
2.2
6+
3.9
2.2 +2mw
2.5
2.2
5+
3.2
1.8 +2mw
2.1
2.2
4+
2.6
1.5 +2mw
1.7
1.8
3+
2.0
1.1 +2mw
1.3
1.5
Amount of damage after saves based on average dice rolls
The chance of this units charge connecting:
Distance
Chance
11″
97%
12″
92%
13″
83%
14″
72%
15″
58%
16″
42%
17″
28%
18″
17%
19″
8%
20″
3%
Chance of making a charge (including movement)
Resilience
With 15 wounds and a 4+ save this model is surprisingly tough. It’ll need on average 30 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.
Have you heard the call of the Ethersea? Do you steal the souls of sentient creatures to prolong your own life? Do you like to move fast and hit hard while looking fishy and fabulous? Then Idoneth Deepkin is the faction for you!
The obvious place to start collecting an army of watery aelves is the Vanguard: Idoneth Deepkin box, available from Games Workshop or your favorite local game store.
The box is great value. Here’s what you get:
10 Namarti Thralls. The backbone of virtually any Idoneth Deepkin army, these Battleline units hit like a truck but are relatively fragile. The kit has only one weapon option with a few different visual choices.
3 Akhelian Guard. These ultra-fast flying cavalry can be built as either Morsarr Guard (spears) or Ishlaen Guard (swords). I highly recommend building them as Morsarr Guard, as the offense-oriented eels are more widely usable in a variety of different lists.
1 Akhelian Allopex. Think of it as a flying gun platform that can also bite people. Very fast and decent at both shooting and melee. Comes with a choice of harpoon launcher or net launcher. Build your first shark with the harpoon, as the net is more situational.
1 Isharran Soulscryer. The Deepkin’s only Priest character. While he’s nobody’s first choice of hero, “Mister Pointy” still has his uses, especially in the 2022 Matched Play season.
Advertisements
Alternative Starting Points
If you can find it, the old Start Collecting: Idoneth Deepkin box is a little cheaper but still provides good value. You’ll get the same 10 Thralls and 3 Akhelian Guard, but you’ll miss out on the Allopex. In place of the Soulscryer you get the Isharran Soulrender, arguably a much better hero. If you’re starting out with the Soulrender, consider choosing the Mor’phann sub-faction to get the most out of him.
If you can find the 2022 dual-faction box Fury of the Deep, the Idoneth Deepkin half comes with 10 Thralls, 10 Namarti Reavers (mobile ranged battleline) and one Akhelian Thrallmaster (a buffing hero that improves Thralls). This might be a good option if you’re splitting the box with a Fyreslayers player, or if you plan to focus on Namarti and avoid the eels and sharks.
Your First 1000 Point List
Here’s how to build your first 1000 point Idoneth Deepkin list:
Allegiance: Idoneth Deepkin – Enclave: Dhom-Hain – Grand Strategy: The Creeping Gloomtide – Triumphs: Inspired
Leaders Isharann Soulscryer (150)* – Artefact: Dritchleech – Universal Prayer Scripture: Curse Isharann Tidecaster (150)* – General – Command Trait: Teachings of the Turscoll – Lore of the Deeps: Counter-current
Battleline 10 x Namarti Thralls (130)* 10 x Namarti Reavers (170)*
Units 1 x Akhelian Allopexes (165)* – Razorshell Harpoon 3 x Akhelian Morrsarr Guard (195)*
This list can do something in every phase of the game. While fragile, it has access to two Isharran rituals (Creeping Mist during Low Tide and Deepsight during High Tide) that can keep you safe from shooting and protect your Namarti, respectively.
We’ve chosen Dhom-Hain for our enclave as it will allow us to get a bit more out of our two Namarti units, and maybe even pull off a cheeky double attack with the Namarti Thralls.
A typical deployment would be to set up defensively behind your Gloomtide Shipwreck and keep the Soulscryer off the board, accompanied by the Reavers, the Allopex or even both. With your one-drop battalion, you’ll usually want to give away first turn to force your opponent to come closer (allowing you to hopefully grab the double turn). Based on your opponent’s army and deployment, decide whether to use Teachings of the Turscoll to reverse the order of the tides to your benefit.
The game plan is to whittle down your opponent with shooting before charging in with your eels, shark and Thralls. Deep-strike the Soulscryer and friends in at an opportune time to grab an objective or harass the opponent’s backline. Use his Curse prayer along with Namarti shooting and melee to hopefully break even the largest enemy unit.
Want more infantry? For an alternative list, lose the Tidecaster and add 10 more Thralls, bringing that block up to 20. You’ll have more bodies and more presence on the board, but you’ll be missing any form of magic.
Looking for something that’s high risk/high reward? Lose the Soulscryer and Tidecaster and add an Akhelian King. You’ll have no magic (unless you give him Arcane Tome and Flaming Weapon, which you absolutely should), no rituals, and you’ll be spending a quarter of your points on one very fragile hero. On the other hand, he’s extremely deadly and he buffs your Akhelian units. While amazing in a larger game, he may not be the best choice when you’re just starting out.
Advertisements
Pricing It Out
So how much will this list cost you?
Box
USD
GBP
EUR
AUD
Vanguard: Idoneth Deepkin
$130
£80
€105
$190
Namarti Reavers
$55
£32.50
€42.50
$84
Isharran Tidecaster
$32
£18
€23
$40
Gloomtide Shipwreck
$60
£35
€45
$84
Battletome: Idoneth Deepkin
$55
£32.50
€42.50
$84
Total
$332
£198
€258
$482
Purchasing from eBay or your local game store can drop these price by 15-20%
Let’s talk about the ur-kraken in the room: The Gloomtide Shipwreck. It’s currently out of stock on Games Workshop’s website and very expensive on eBay. Your best bet is to scour local game stores in search of one.
This is an important model for your army, but you can make do without one if you’ll be playing casually at first. My advice is to use a template or proxy model until you find one or they come back in stock online.
Next Steps
So you’ve played a few games at 1000 points and you want to expand your army. What’s next?
First things first: grab yourself an Akhelian King. The Slap-King, as he’s known, is a fantastic finesse piece which can reliably delete the enemy’s biggest threats and almost guarantee you the This One’s Mine! battle tactic. Just be careful with your positioning and watch out for Unleash Hell and Stomp.
I strongly recommend at least another 10 Namarti Thralls. They may be eye-less but they’re not harmless, as their 2″ reach and surprising damage output can chew through most enemy units.
To support your Thralls and Reavers, you could consider investing in heroes such as the Isharran Soulrender, Lotann or the Akhelian Thrallmaster. The Soulrender is a particularly good choice, as he unlocks the popular Mor’phann enclave.
Now we’re getting into the big centerpiece models. The Eidolon of Mathlann is a huge support hero that comes in either Sea (spellcasting) or Storm (combat) flavors. The Eidolon of the Sea is currently your best bet for a reliable spellcaster in the entire faction, and it also brings along a massive bravery buff and an excellent warscroll spell. Definitely a worthwhile investment.
Finally, the Akhelian Leviadon is a hefty model with a hefty points cost (and price tag), but as the faction’s only monster he doesn’t disappoint. The titanic turtle is a shooting, fighting, tanky monster that protects and buffs your Namarti. If you happen to choose the Nautilar enclave, the Leviadon’s attacks become truly terrifying against heavily armored targets.
Good luck harvesting the souls of your enemies! If you have any questions or want to share your ideas for starting an Idoneth army, dive into the comments section below.