Category Archives: Pete Atkinson (Plastic Craic)

Top Three AoS Lists for Summer Lodge 2024

This is the top three AoS lists for Summer Lodge 2024 that took place in the UK on the 17th and 18th of August 2024. It saw 20 players vying to be crowned champion in a 5-game tournament.

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

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The Top Three AoS Lists

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


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

• General
Hurakan Spirit of the Wind (240)
Hurakan Spirit of the Wind (240)


Regiment 1
Scinari Calligrave (150)

• Masterful Tactician
• Silver Wand
Vanari Auralan Wardens (140)
Vanari Auralan Wardens (140)


Regiment 2
Ellania and Ellathor, Eclipsian Warsages (280)
Vanari Auralan Sentinels (300)

• Reinforced
Ydrilan Riverblades (140)


Faction Terrain
Shrine Luminor

Roland Rivera: This list does two things at a very high level: shoot and move around the board. These are very valuable things to be good at in 4th edition AoS, as most armies are not as good at either doing these things or addressing them as they used to be.

Sevireth and 2 Spirits of the Wind take up a large amount of this list’s points budget, and they are extremely useful pieces thanks to their versatility. Their extremely high movement speed allows them to pick off foot Heroes and perform surgical strikes, while the Hurakan Facet of War ability allows them to retreat to safety. This high mobility also makes them excellent at completing Battle Tactics such as Take the Flanks and Take their Land. This makes for a unit that many opponents cannot ignore, but will struggle to properly answer.

The rest of this list is dedicated to a reinforced block of Sentinels (a much more static shooting battery that offers great volume), a unit of Riverblades (skirmishing units par excellence), and 2 units of Wardens (to hold the line). Of course, no discussion of Lumineth is complete without talking about their magic, and the Scinari Calligrave is a potent piece here, as it guarantees you at least one manifestation per turn. Ellania and Ellathor rounds the list out as a potent caster that can offer some late-game melee punch in a pinch. This list has a consistent, effective gameplan, as demonstrated by its victory in this tournament.

Nighthaunt
Death Stalkers
2000 Points
Drops: 2
Spell Lore – Lore of the Underworlds
Manifestation Lore – Morbid Conjuration


Regiments
General’s Regiment
Reikenor the Grimhailer (210 Points)

• General
Dreadblade Harrows (160 Points)
Dreadblade Harrows (160 Points)
Hexwraiths (320 Points)

• Reinforced
Lord Executioner (150 Points)
• Ruler of the Spectral Hosts
• Lightshard of the Harvest Moon


Regiment 1
Awlrach the Drowner (160 Points)
Bladegheist Revenants (300 Points)

• Reinforced
Craventhrone Guard (200 Points)

• Reinforced
Hexwraiths (320 Points)
• Reinforced

Fittsy: Sam has taken a list with a good smattering of the best of the best options available at the moment. Death Stalkers, 2 drops, Morbid is generally what we’re seeing.

The make up of the 2 regiments is a bit different than I’d personally go for where I like to stack the hard to deal with Hexwraiths in the General’s regiment and get the Dreadblades out into the other. However, the way Sam has done this can make it very hard for the opponent to knock off General’s regiments since the Dreadblades can generally teleport away from most threats. Sam’s taken a loss against Lumineth Hurakan Temple in round 2 which is a very tricky army to deal with when piloted well but has then gone on to knock down a Gitz and SBGL army with 3 consecutive wins to finish 4-1 and take out 2nd place.

Awlrach is not an auto-include but pairs really well with the Bladegheists for bringing them in outside of 7” with his teleport ability. It’s also a nice little way to get the Craventhrone somewhere where the opponent hasn’t expected them to pop up. Congrats to Sam on his 2nd place here.

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


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

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

• Reinforced


Regiment 1
Ellania and Ellathor, Eclipsian Warsages (280)
Vanari Auralan Sentinels (150)
Vanari Auralan Wardens (280)

• Reinforced
Vanari Dawnriders (210)


Regiment 2
Scinari Calligrave (150)

• Masterful Tactician
• Silver Wand


Faction Terrain
Shrine Luminor

Roland Rivera: This list is very similar to the one that took 1st place above, but it eschews going all-in on shooting and mobility in favor of a bit more melee punch. Lumineth’s early success in 4th edition was driven by Vanari-heavy lists presenting a headache for most armies in melee, and this list has not forgotten that.

Sevireth and a Spirit of the Wind are here to provided highly mobile surgical strikes and easy battle tactics by using their high movement and the Hurakan Facet of War ability to dart in and out of danger, but they are joined by a reinforced unit of Windchargers and a unit of Sentinels, which provide increased shooting volume at the expense of movement. On the melee front, a reinforced unit of Wardens and a unit of Dawnriders give this list some frontal board presence.

On the magic front, the Calligrave is a Lumineth mainstay for its ability to spit out manifestations, and Ellania and Ellathor open up access to the entire roster while also providing a potent double caster that can fight in the midgame if needed.

Overall, the list feels like it’s spread a bit more thin than its 1st-place counterpart (which may have cost it the match against the Nighthaunt player that took 2nd), but the quality of the units being used is so high that it was still a strong contender, and achieved a strong result.

Sons of Behemat
Breaker Tribe

Kragnos, the End of Empires (680)
[General]
– 1 x Gatebreaker Mega-Gargant (500)
[Monstrously Tough]

Gatebreaker Mega-Gargant (500)
[Glowy Lantern]
– 1 x Mancrusher Gargant (160)
– 1 x Mancrusher Gargant (160)

Peter: I’m always grateful when our good friends from Plastic Craic join us for some commentary. Plus, Pete gets to talk about one of his favourite factions.


Pete Atkinson: They’re not exactly setting the world alight, are they?  Early AOS4 is an absolute bloodbath, and Giants are just sitting ducks to a lot of the powerhouse armies prowling top tables.  Nighthaunt and Slaves can pop a couple of Megas a turn and when I faced them at a GT last weekend with my Ogors, we were in the comical position where my opponent had two Megas on an objective and still got outcapped.  Competitively speaking, Sons are barely fit for purpose currently and it’s sad to see.

So what are we gonna do about it?  There’s a few options: personally I chucked in the towel and started playing Ogors and Kruleboyz instead; others have seen some success by taking their chances with SOB as a balls-to-the-wall combat army (especially in Brodd’s Stomp Army of Renown); and then we have Thomas Waller, who’s spent a third of his points on Not Gargants and done pretty well with it. 

It’s a rare Gargants list that doesn’t feature King Brodd these days, but the way the points land here means Thomas has 3x big threats and two skirmishing units.  Those Aleguzzlers will fill a role comparable to cavalry in the army, running around scoring battle tactics, bullying soft targets and taking isolated objectives.  They still die laughably easily, but structurally it works for the list.

Breakers Tribe gives a 6+ ward when two Megas are nearby, and in this case it’s telegraphing that the two Gatebreakers will be running a buddy system in most cases.  I’m not sure why their rend was nerfed down to Rend 2 base: after you’ve thrown a tiny handful of dice hitting on 4s, it’s somewhat disappointing whenever an opponent jags a couple of 5+ saves and leaves you with nothing to show for it at all.  It’s not that rare for Gatebreakers to do zero damage in a combat phase which is honestly pretty sad for a 500-point combat unit, but at least you can just Nope out of the whole sequence and throw your fate behind a 4+ Pulverising Strike roll.  I still get a little tingle in my balls every time I roll that dice, and it’s one of the main reasons to persevere with Sons currently.  Two Gatebreakers in every list.

In terms of Tech, Glowy Lantern gives you access to Manifestations (chosen at the table), and the Heroic Trait puts one of those Gatebreakers on 40 wounds with that 6+ ward.  So Kraggy has you charging on 3D6, you’ve got Wards on all your good units and they can all bang out a whole bunch of pain on a good day.  Meanwhile Thing 1 and Thing 2 run around and score a few VPs, or get absolutely massacred before they have the opportunity, depending on how easily distracted your opponent is.  With this army you’re reliant on both good matchups and good dice, but it looks absolutely baller on the table and will give you a lot exciting moments in every game.  If you want to run your Megas right now and you’re a Kragnos guy, you could certainly do a lot worse than replicating Thomas’s list.  Well done mate.

Final Tournament Placings

Kruleboyz List Building with PlasticCraic

Netlisting: the age-old tradition of searching the Internet for competitive lists and using them at your next tournament. As a site that produces top 3 lists of events from around the world, we’ve helped make this easier.

But what you don’t get from picking an Internet list is the nuanced play that may come with that list. The top players all  put many, many reps in with their list, so they’re comfortable with how it plays before they take it to an event.

Pete from PlasticCraic, and I wanted to go through this with you. From the initial list, development to getting our first few games in and then tweaking the list.


Plastic Pete: Pete!  How the devil are you, my man?  Strong AOS blogger, strong first name.

Woehammer Pete: I’m all good fella. Thanks for having me! At least with two of us they’ll be no chance of re-pete-ing ourselves.

Plastic Pete: Ha!  So how are you feeling about Kruleboyz overall?

Woehammer Pete: I’m really excited to break them out of their box again. I think the changes they’ve made are for the better, and I can’t think of any units that don’t have a use. Even my beloved Killbow! No longer will it just sit at the back of the table as an ornament failing to do anything… I hope.

Kruleboyz now play how they appear in the lore. Kunnin’. It all works thematically, the dirty tricks are awesome. It’s going to keep opponents guessing as they plan their battle tactics each round. But as the round goes on and you use more tricks, they drop off and become more difficult to do. Which I assume is the intention to show the enemy adjusting to these guerilla tactics.

Plastic Pete: Could not agree more.  It’s powerful, thematic and a constantly-evolving challenge – they’ve nailed it.  Now, did you have a preferred subfaction in mind?  I think it’s fair to say Skulbugz will not be missed.  Is the shooty one the new Skulbugz?

Woehammer Pete: Oh Skulbugz, in all the events I’ve covered with Woehammer, I saw that Subfaction once, though the once it did pop up it went 4-1…. Piloted by none other than Eddie Eccles at Warhammer World…

I think there is a place for the shooty one (Middul Finga), after all Boltboyz would shoot 15” instead of 12”, which as Noel said in our recent Kruleboyz review can make a huge difference. Shooting an enemy from an additional 3” away can mean they’re left with a 10” charge against you instead of 7”.

But this edition I can’t look past Light Finga. Being able to use Sneaky Stealin’ twice a turn is huge. It opens up loads of opportunities tactically, repositioning your Boltboyz away from danger, ambushing vulnerable units.

How about yourself, Kruleboyz Klaw?

Killaboss on Great Gnashtoof by Woehammer Peter

Plastic Pete: Nah, I’m actually pretty filthy on that one. Wholly 3” is just a bit too miserly for some of our base sizes – I’m gonna say that if it’s not helping to keep your Croc alive, it’s not fit for purpose.

I’m right with you mate, very keen on Light Finga too. I do like Trophy Finga – any list is going to have multiple Companion weapons just by default – so I feel like it’ll always be good. But those are my top two and if you’re keen on zip zip zipping around the board, I’m with ya!

I know some people see it as a trap, because you’ll quickly need to hit harder rolls the more you use it. And that’s fine. You don’t need to fling multiple units around every turn – it can earn its place just by turning a game with one big moment. Lock it in! 🔒

So in terms of units: How does this sound for a core to build out from?

Sludgeraker 320
Swampcalla Shaman 120
20 Gutrippaz 340
7 Monsta Killaz 120
7 Monsta Killaz 120
6 Boltboyz 220

That puts us on 1240, so 760 points to play with, plus Enhancements and Manifestations. Anything there you see as being a “Nice to have” rather than essential? Or anything you think needs to be an automatic inclusion in every list?

Woehammer Pete: That’s a great start I think. I do think that the Killbow is now almost an auto-include to deal with the many monsters you see on the tabletop. It’s a serious thorn in their side. If it doesn’t move, it has 2 attacks hitting on 3’s Wounding on 2’s, 2 rend and D6 damage. But, if the target is a Monster, you up the rend to 3 and the damage is 6 flat. I’d almost include two, but that’s probably more my own personal taste than an actual recommendation.

Beast-skewer Killbow by Woehammer Peter

I’d love a Murknob to babysit the Croc, but he’s a little pricey maybe at 120pts?

A Killaboss with Stab-grot would be pretty sweet to go with those Gutrippaz as well. Giving them an all-out-attack would mean they’d also benefit from Keep ‘Em in Line for +1 to wound.

I’ve always been a massive fan of Gobsprakk for Magic Denials but it can be a struggle sometimes to both keep him alive and get your investment back from him.

In short, I’d add at least a Killaboss on foot and a Killbow.

What’s your thoughts on double croc this edition?

Plastic Pete: Yeah, the Killbow is dominant.  A little bit of nuance here is that the flat damage 6 is a “Per Army” ability, so there’s diminishing returns to running two of them – I reckon a few Killabosses out there might be accidentally making a mistake with that one in these early days.  Redundancy is always good but if we start with one to maximise that ability, maybe we can see where we land?

I’m happy with that Killaboss with Stab-Grot too.  Fits into Regiments nicely as a sub-hero, and since you can’t use the VEW Dirty Trick (Crits on 5s) on your opponent’s turn, that +1 to hit and wound is a good way of putting a little extra oomph behind your Strikes Last and really making it count.

I can’t be having Gobby at 380, though, sorry, mate.  That’s just an insane price point for one good Unbind per battle – and it makes me sad because I spent bloody ages painting mine. 

But in answer to your other question – yes, I’m very keen on Double Croc – you really don’t want to see that functionality shot out of your army turn 1.  His +1 damage buff really makes the army sing: it multiplies up with the VEW Dirty Trick (resulting in 2 mortal damage on every 5+) and also adds significantly to your conventional output – Monsta Killaz with the Killaboss buff bashing out attacks at rend 1 damage 2 are certainly no longer just praying for mortals and nothing else.

Swampboss Skumdrekk by Woehammer Peter

For all those reasons, I’d love to see a second Croc in there if we can make it work – and if not, we can always load ours up with defensive Enhancements.

So with the Killbow and the Killaboss in there, we’re now on 1530 points, which means 470 to play with.  I reckon our shopping list would be:

Mirebrute Troggoth (220): An efficient and self-sufficient bruiser.  Taking D3 damage for extra attacks, then Trogg-healing it straight back up, is some Aelf-Tier bullshit.

Mirebrute Troggoth painted by SpaceAndy

Second Croc (320):  He can’t buff himself, but even a small unit of Monsta Killaz takes this buff really well, so two won’t be wasted.  And equally valuable for redundancy, because they’re so bloody important to the army. 

Second Swampcalla (120): We’ve got a great spell lore, these guys are cheap access to +1 casting, and it will keep access to Manifestations online, too.  I’d love two if we can make it work.

Corpse-Rippa Vulcha (290): Stonehorn charge mortals are always fun, and the enhanced Redeploy is not to be sniffed at.  Plus, he gives us some straight-line speed.  Bit spenny at his points, though?

Murknob (120): Useful.  I’d call him a “Nice to have” and if we don’t take him, maybe we could look closely at the Mork’s Eye Pebble artefact?

Moar Gutrippaz (170 or 340): Cos Moar Boyz is Moar Better. 

Gutrippaz painted by Woehammer Peter

Moar Monsta Killaz (120): If we want more boots on the ground but can’t quite stretch to the 20 wounds of Gutrippaz.

Moar Dakka (110 or 220): A unit or two of MSU Boltboyz brings a bit more output and a couple of scrappy little units, who can chip away and contribute while they score BTs

Sloggoth (190): Run and charge, ya know?

Did I miss anything?  I reckon I’ve spent our 470 points about 4 or 5 times over there!  What would be your priorities from that shopping list?  I think we’re in “Kid in a lolly shop” territory with this book right now.

I’ll have one of those…and one of those…and ten of those…

Woehammer Pete: I’d definitely lock in the second Croc in that case. Which leaves 150 points. My choice now would probably be more troops over characters at this point just to have a bit more presence on the table and a bit more protection for the croc twins.

Dave over on Woehammer would give me absolute grief if I didn’t mention Hobgrots… But I don’t see a place for them here. Good as screens, but for out list I don’t think 1 unit of hobgrots is enough with their 6+ save.

But troops for 150 points doesn’t leave to many options:

Boltboyz (110)
Monsta-Killaz (120)
Hobgrots (100)

Though thinking about it as I write this, a second Shaman could be more useful. Or possibly the Boltboyz just to give a little more ranged threat.

But, like you said, having a second Shaman for the backup with manifestations….

You know what? I’m gonna be a coward and let you choose between those 😉

Plastic Pete: Ha! Motherfucker. Well, I would struggle to take Hobgrots ahead of the others here. It’s almost a coin flip between the two but having ran the numbers on a minimum unit of Monsta Killaz, they can do quite a bit of work…so that’s why I reckon we don’t take them. Between the 20 Gutrippaz, two Crocs, and two MKs, we’ve got 5 hammer units of varying power, so I think we can afford the luxury of a second small shooting unit? One we can Sneaky Sneak up the board and into harm’s way without overcommitting.

I’d love to have as many 20x Gutrippaz blocks as I do Crocs, but I think that “Boots on the ground” list is one for another day.

So this is how we’re shaping up:

Snatchaboss on Sludgeraker Beast (320)
– 1 x Killaboss with Stab-grot (130)
– 6 x Man-skewer Boltboyz (220)
– 3 x Man-skewer Boltboyz (110)

Snatchaboss on Sludgeraker Beast (320)
– 20 x Gutrippaz (340)
– 1 x Beast-skewer Killbow (160)

Swampcalla Shaman with Pot-grot (120)
– 7 x Kruleboyz Monsta-killaz (120)
– 7 x Kruleboyz Monsta-killaz (120)

1960/2000pts
3 drops

And now it’s my turn to put you on the spot! I have one last question on the army composition before we move onto the bells and whistles: Stick with the Killaboss, or bump him out for a second Shammy? Other than the tech both parties bring, if we go with the extra wizard, we’ll gain a CP (1950 points) but blow out to 4 drops.

Tough question I reckon, and whatever you decide, remember that I’m enough of an asshole to blame you either way if it all goes to shit.

Woehammer Pete: Git! hahaha. Well battle tactics wise, the boss could increase the damage output of the Gutrippaz through buffs to help them delete a unit to complete the Kunnin’ Approach tactic. Whereas the Swampcalla doesn’t have any tactics they could have a direct affect on? We then keep the drops small(er) as well, though the extra CP would have been nice…

Screw it, you’ll blame me anyway 😉, let’s keep the Killaboss. Ideally we can play keep away with the Shaman.

So bells and whistles… I can’t see past Mork’s Eye Pebble on a Sludgeraker for the artefact. Being able to grant a 5+ Ward to the units within 12” for a turn is tasty.

For a Heroic trait I think if Sludgey the Sludgeraker is being accompanied by a load of Gutrippaz or Monsta-killaz then Egomaniak is a nice one. Though ideally you’d want to pass this off onto Hobgrots.

Otherwise, Backstabba is a good one for D3 mortals? Just Not sure you’d ever have more than 2 units in combat with a target at once to get the benefit with this list.

Plastic Pete: Funnily enough, Hobgrots are no longer the most efficient way of dumping off wounds. They cost 10 points per wound, whereas Gutrippaz and Monsta Killaz are both around 8.5 ppw currently. So you can tell your mate Dave I said Hobgrots are so shit now, they’re even crap at dying.

I don’t mind Slippery Skumbag so you can just Nope out of combat, and there’s an argument for Swamp Staff on our only Shaman to make him a crazy cheap Level 2 wizard (at +1 to cast).

But ultimately I’m not going to argue against double defence on the Enhancements. Trait on one Croc, artefact on the other?

Now: Manifestations. Morbid Conjuration is the blue chip investment. You can just put your money in Morbid and watch it continously tick upwards. So my question is, are we going blue chip with our Manis today, or are we going crypto?

Woehammer Pete: Manifestations. I mean, rather than blue chip, part of me wants to go with bonds and try to summon a Krondspine….. but yeah, Morbid probably should be the way to go. Better returns on your investment. Krondspine would rarely get cast on an 8+ anyway.

I actually don’t own those spells yet.

Spinedog by Geedub

Plastic Pete: Yeah you’re not alone there – I know loads of people trying to find them right now.  To keep the finance banter going, being the proud owner of the core Endless Spells all painted up and ready to go feels like having a shed full of toilet paper back in the early Covid days.  The tricky part is that the unorthoodox base sizes make them hard to print or proxy – good luck kitbashing yourself an accurately-sized Gravetide.

Well we do cast at +1 so it’s about a 60:40 chance that we nail Krondspine first time… enemy Manifestations jamming up the board and zoning out our teleports would be a huge pest, so I actually don’t hate the idea of taking something dedicated to whacking them, especially zooming around with that 3D6 charge.  There’s also the fact that we’ve only got 1 cast outside of activating a Place of Power, so it’s not like we’ll be cracking all four Morbids onto the board with any regularity.  I quite like the idea of using your first cast or two to get this one out, and then once it’s on the board (and hard to get rid of) you switch to debuff spells or Mystic Shield.  What do you reckon – do you own a Krondspine? 

I’ve got Morbid and the Krondspine both ready to go, so I’m happy to be led by what you’ve got access to here.  Both are good options.

Woehammer Pete: I do own Spinedog. I’ve not built or paint him yet, so it’ll be a good excuse to get him finished (Looking at the sprue gives me cold sweats). I think it’s more in keeping with the Kruleboyz as well. So we’re there I think for our list?

Tactics wise for the first game I’ll probably have one Croc with the Gutrippaz and Killaboss on foot, while the other is with the two sets of Monsta-killaz.

The rest sits back and shoots what it can using Sneaky Sneakin’ to keep them away from the enemy, meanwhile praying you get the Spinedog roll off? Generally, piss off your opponent…

I’m looking forward to giving it a whirl. I’ve no doubt we’ll be comparing notes and making a few changes after a some test games?

Plastic Pete: Well I was thinking it’s time to place the online recruitment ad for a Trophy Polisher (Full Time Position), with all the silverware we’ll be picking up. 

In terms of how I’ll be using the army, I see it similarly to yourself but with the asterisk that if the enemy has significant Monster action, I’ll probably give each Croc its own little escort of Monsta Killaz to tilt the table our way.

There is one more thing to tidy up in the list, and that’s aligning our Regiments with the GHB Season Rules.  Am I the only one who’s finding this part feels like a chore in 4th ed by the way?

We do like making enemies denying Battle Tactics with this army, and we can make Slay the Entourage a bigger ask by putting only tough units in with our Bossman. 

Is it as simple as making the Sludgeraker with Egomaniak our General, putting the 20 Gutrippaz in that Regimant and keeping them nearby to one another?

Also – do you have a strong preference over which Honour Guard ability we’ll be using ourselves?  Those 6 Boltboyz will love Priority Target (the +1 to hit and wound applies to shooting too), and the 20 Gutrippaz give us a great option for that or the extra rend. 

It’s also true that the Boltboyz are a soft target for Slay the Entourage but we can often teleport them away from combat threats, so I’m thinking we can play to our own strengths a little here with Egomaniak + 20 Rippaz + 6 Boltboyz in the General’s regiment?

How does that sound – any other thoughts you had on Regiments?

Monsta-killaz by Woehammer Peter

Woehammer Pete: I forgot all about Honour Guard. Think my head (like many others) is still stuck in 3rd edition!

I do like the idea of using Priority Target on the 6 Boltboyz, +1 to hit and wound rolls against enemy units in the General’s regiment is too tasty to pass up! While it would be good on the ‘Rippaz they can benefit from essentially the same through all-out-attack and the Killaboss buff for one turn.

I hard agree on the General’s Regiment. Sludgeraker with Egomaniak, the ‘Rippaz along with the Boltboyz would be a good shout. Like you said, using Sneaky Sneakin’ to play keep away is a good way of keeping them alive.

As for the other regiments, just to make it more smooth-brained for little old me, I’d probably put the Killaz with the Shaman and the rest with the Croc. Annoyingly the Killbow won’t go with the Shaman.

On a side note, I’m loving the battle tactics this season, there’s no auto-completes there and a lot can be denied by your opponent if they plan ahead. Well done James Workshop.

Plastic Pete: Yeah that’s fair. Well I reckon this is where we’ve finished up:

Kruleboyz
Light Finga

Snatchaboss on Sludgeraker Beast (320)
[General]
[Egomaniak]
20 x Gutrippaz (340)
6 x Man-skewer Boltboyz (220)

Snatchaboss on Sludgeraker Beast (320)
3 x Man-skewer Boltboyz (110)
1 x Beast-skewer Killbow (160)
1 x Killaboss with Stab-grot (130)

Swampcalla Shaman with Pot-grot (120)
7 x Kruleboyz Monsta-killaz (120)
7 x Kruleboyz Monsta-killaz (120)

[Lore of the Swamp]
[Krondspine Incarnate]

1960/2000pts
3 drops

Generated by Listbot 4.0

We’re missing screens, but that comes with the turf when you’ve got two Crocs really. And unlike a lot of other armies (who’re also light on screens), we’ve at least got some workarounds: we have wards, we have debuffs like -1 to hit and -1 attacks, and we can always just get the hell out of Dodge.

I’m sure there’s room for refinement, but I’m looking forward to getting it on the table and reporting back 💪

Woehammer Pete: Aye, kill tally for the killbow next time….

4th Edition Faction Review: Sons of Behemat

Pete Atkinson of Plastic Craic fame. Have you got Fee-Fi-Phobia? Let Pete ease those fears so you can finally look up to the gargants. We’ve beanstalking Plastic Craic for a while, and we loved their Sons review!

This link will take you to the Plastic Craic website, where you can enjoy the article in full.

by Peter Atkinson It’s been a hell of a ride, hasn’t it? Sons of Behemat have a hard-earned rep from the early days of 3rd Ed when any clown could walk onto objectives and stand there for a while, and score a 4-1 with minimal effort. The game and the army has moved on a […]

Massive Flex: Sons of Behemat AOS4 Faction Review