This is the top three AoS lists for Wardolly Weekend that took place in Australia on the 18th and 19th of March. It involved 16 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Stormcast Eternals – Stormhost: Hallowed Knights (Scions of the Storm) – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Celestant-Prime, Hammer of Sigmar (330) Gardus Steel Soul (170)* Lord-Castellant (160)** – Artefact: Mirrorshield – Aspect of the Champion: Tunnel Master Lord-Relictor (150)* – General – Command Trait: High Priest – Prayer: Translocation – Aspect of the Champion: Stubborn as a Rhinox Yndrasta, The Celestial Spear (280)*
Battleline 5 x Liberators (120)** – Heavens-wrought Weapon and Shield 5 x Vindictors (130)* 10 x Sequitors (240)** – 5x Stormsmite Greatmaces – Reinforced x 1
Units 5 x Retributors (210)** 5 x Retributors (210)***
Leaders Vengorian Lord (280) – General – Command Trait: Rousing Commander – Artefact: Fragment of the Keep – Universal Spell Lore: Flaming Weapon Prince Vhordrai (460) – Lore of the Vampires: Amethystine Pinions Radukar the Beast (310) Vampire Lord (140) – Lore of the Vampires: Amethystine Pinions – Aspect of the Champion: Tunnel Master
Battleline 10 x Blood Knights (400) – Reinforced x 1 5 x Blood Knights (200) 5 x Blood Knights (200)
Allegiance: Ironjawz – Warclan: Ironsunz – Grand Strategy: The Day is Ours! – Triumphs:
Leaders Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth fist – Artefact: Destroyer – Mount Trait: Fast ‘Un Orruk Megaboss (140)* – Aspect of the Champion: Tunnel Master Orruk Warchanter (120)** Orruk Weirdnob Shaman (90)** – Lore of the Weird: Da Great Big Green Hand of Gork Megaboss on Maw-Krusha (480)** – Boss Choppa and Rip-tooth fist – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon
Battleline 5 x Orruk Ardboys (80)* – 1x Gorkamorka Glyph Bearers 5 x Orruk Ardboys (80)* – 1x Gorkamorka Glyph Bearers 5 x Orruk Brutes (150)* – Pair of Brute Choppas – 1x Gore Choppas
Units 6 x Orruk Gore-gruntas (340)* – Pig-iron Choppas – Reinforced x 1
This is the top three AoS lists for the Guts & Glory Club Tournament that took place in the USA on the 11th and 12th of March. It involved 48 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
You may be aware of our recent collaboration with Stormkeep and presenting out stats on YouTube. We’ll Mrigank of Stormkeep fame has managed an impressive 5-0, but not with Stormcast as you’d expect, but Bonereapers! I’ll let Mrigank explain the list.
Mrigank Jha: So pivoting away from the traditional Arkhan Magic + Infantry based lists , this list doesn’t focus on hordes of Mortek Guard. Roar makes them vulnerable and the meta has too many ranged horde killers (Ogors, Skaven, Stormcast, LRL). So, keeping the 2×6 stalkers for Blenders, this list goes towards Catapults. All out Defence and Armor may make it seem weak, but the special ammo is what is important. Ogors, LRL, and Gitz, the three big bad, are fairly low bravery, and Gitz in particular, has small wound heroes. Being able to wreck a giant Grot unit or Squigherd unit. Taking out Gnoblars entirely the same way is amazing. Sniping a Sentinel Captain to turn off empower, and in case of a Slaves to Darkness matchup, sniping an Ensorcelled Banner is amazing. Stalkers are amazing with Mystic shield and re roll saves on defence or additional rend and damage on offence (can increase rend even further with Bludgeon) So, for my matches, I mainly did that. Use catapults at key targets, and push Mortek guard out early as Stalker screens. Stalkers to counterattack. Necromantic Mastery (heroic action) with Bone Tithe Shrieker to add 1 to hit rolls and stop Inspiring Presence and Rally. In instances of where your opponent leaves a GC out in the open, the special ammo can help you snipe it on a lucky roll. You can also use this one to break coherency in entire units strung out as screens
I faced LRL, Ogors, Anvilgard Cites, Skaven and Gitz. The Catapult range and threat meant they often chose to target it instead of my other threats , the ones that take objectives and its fairly difficult to kill catapults with 12 W 4+ save and reducing a rend. I used the Kavalos as a fast threat, objective taker, Mortek guard as screens / first line of defense, and stalkers to get into the thick of it.
Leaders The Contorted Epitome (240)* – General – Command Trait: Feverish Anticipation – Artefact: Oil of Exultation – Host Option: General – Universal Spell Lore: Flaming Weapon – Aspect of the Champion: Fuelled by Ghurish Rage Sigvald, Prince of Slaanesh (210)* – Host Option: General Glutos Orscollion, Lord of Gluttony (440)* – Lore of Pain and Pleasure: Battle Rapture Infernal Enrapturess, Herald of Slaanesh (120)* – Artefact: Arcane Tome (Universal Artefact) – Lore of Slaanesh: Born of Damnation
Battleline 22 x Blissbarb Archers (280)** – Reinforced x 1 11 x Blissbarb Archers (140)** 11 x Blissbarb Archers (140)**
Other 1 x Cockatrice (105)* 1 x Cockatrice (105)*
Endless Spells and Invocations Mesmerising Mirror (60) Wheels of Excruciation (80) Dreadful Visage (70)
Old book HoS take the podium! With a new book around the corner east to forget, this is just a current, often nerfed, HoS list. It has all of the stars, Sigvald, Epitome, and Glutos, with a lot of Blissbarb. Blissbarb are as much the heart of the list as the heroes, ok archery and a fantastic source of Depravity Points (DP). The Epitome build is very tanky (for HoS) with an extra wound and one of the new Ghurish enhancements – Fuelled by Ghurish Rage (once per battle 3+ ward). Add in the Flaming Weapon, and it’s still a very dangerous unit.
Back to the DP – Hedonites are really a summoning army, everything is fragile (not Glutos), just now they can use Revel in Pain as well while they have the points. You’re forced into an unenviable choice of removing units (Generating DP) or heroes (and being shot) – very hedonistic. With the Cockatrice to act as blockers, objective getters and generally be pains it’s a very annoying army that can react to most situations. The list even has 2 ways to snipe out Galletian Champions – Galletian Sharpshooters for all of the Blissbarb and Mesmering Mirror, swingy but if it goes off…. Both of the other spells do mortal wounds as well based on 6 dice. Dreadful Visage is very effective against screens etc, if it does damage it reduces Bravery by 1. Orcs hate it.
That combination of threats was very effective. Laron’s opponents had limited or no shooting, that shooting was frequently shorter ranged. Combined with effective heroes and the mortal wound output it’s hard to counter unless played just right. That Epitome is a thing of nightmares….
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Allegiance: Kharadron Overlords – Sky Port: Barak Zilfin – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
Leaders Aether-Khemist (90)** – General – Command Trait: Collector – Artefact: Spell in a Bottle Endrinmaster with Dirigible Suit (160)** – Artefact: Staff of Ocular Optimisation – Aspect of the Champion: Tunnel Master Arkanaut Admiral (140)** – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon Gotrek Gurnisson (480)
Battleline 10 x Arkanaut Company (90)* – 1x Skypikes – 1x Light Skyhooks – 1x Aethermatic Volley Guns 10 x Arkanaut Company (90)* – 1x Skypikes – 1x Light Skyhooks – 1x Aethermatic Volley Guns 10 x Arkanaut Company (90)** – 1x Skypikes – 1x Light Skyhooks – 1x Aethermatic Volley Guns
Units 10 x Grundstok Thunderers (260)* – 2x Aetheric Fumigators – 2x Decksweepers – 2x Aethercannons – 1x Grundstok Mortars – Reinforced x 1
Behemoths Arkanaut Ironclad (490) – Main Gun: Great Volley Cannon – Great Endrinworks: The Last Word
One last hurrah for the old book, this time around we’re lucky enough to have Carl’s comments on hid list
Carl Stokes: This was the final ride of the Warp Lightning Vortex in KO and I was determined to send it off with a bang! I’ve always felt that KO struggle into high tempo combat heavy armies that can either shrug off the heaps of rend -1 shooting I can bring to bear and/or close the gap in one turn to crack open my boats.
Enter Gotrek.
He completely changes the way opponents have to think about KO. The things I used to be very concerned about (Kragnos, Varanguard, Mawkrushas) are now the armies I feel extremely favored into. Gotrek forces combat armies to forfeit the alpha strike into my boat bunker and allow me to seize the initiative and dictate the flow of the game.
With old KO rules, this also meant that forcing me to go first just allowed me to perfectly lob a WLV into my opponent’s backfield and then hide the Ironclad behind a layer of 10 Thunderers and a Khemist who would guarantee my opponent was at -1 to hit in close combat. And of course, should they fail to kill the Thunderers and Khemist, a very angry dwarf was right around the corner…
The best part is how easily this list transitions to the new book! Not only is this archetype alive and well, but because the warp lightning vortex becomes a free soulscream bridge and a few characters are easily swapped around, I can add 5 more new and improved Thunderers (that rally on a 4+) to the list and make it a one-drop. I’m always trying to spread the Gospel of Gotrek and I think the new KO tome will really demonstrate his utility in the faction.
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Allegiance: Flesh-eater Courts – Check Header – Grand Court: Blisterskin – Mortal Realm: Ghur – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
Leaders Abhorrant Archregent (240) – Universal Spell Lore: Levitate Abhorrant Archregent (240) – General – Command Trait: Hellish Orator – Artefact: The Dermal Robe – Lore of Madness: Spectral Host Abhorrant Ghoul King (170)* – Lore of Madness: Deranged Transformation Abhorrant Ghoul King on Royal Terrorgheist (450)* – Artefact: Eye of Hysh – Mount Trait: Gruesome Bite – Universal Spell Lore: Flaming Weapon Varghulf Courtier (160)* – Aspect of the Champion: Tunnel Master
Battleline 9 x Crypt Flayers (540)** – Reinforced x 2 10 x Crypt Ghouls (80)** 10 x Crypt Ghouls (80)*
FEC is a statistical anamoly – both Metawatch and TSN have them as a 50%+ faction, we have them at about 43% win rate. Who’s right? Well we don’t write about them that often so there aren’t that many podiums in the events we cover. But that could just be the low player representation.
Anyway the list, this is the “list” or the most common way we see FEC. A double reinforced Crypt Flayer unit with 2 x Crypt Ghoul screens, Terrorgheist, Archregents and Ghoul Kings. This gives the widest range of spells and summoning. It can summon, during the battle, up to another 9 Crypt Flayers and 20 serfs – this is really a 2660 point list. That’s key to beating them – don’t commit too early, force your opponent to bring most of their units onto the table so you don’t face an overwhelming force in Turn 2 or 3. Not taking Chronomatic Cogs is an interesting choice.
FEC really needs to get their buffs off (adding up to 4 attacks and a 5+ ward) so Cogs is almost mandatory. Only losing to Fyreslayers though is a testament to what the faction is capable of. Roll well and the Flayers are terrifying, very hard to kill and rally really well. In the matchups here they’ve taken down almost everything including Varanguard. With the new book announced it’s likely we’ll see more interest in the faction and enjoy those damn Flayers.
This is the top three AoS lists for the Sheffield Slaughter that took place in the UK on the 21st and 22nd of February. It involved 98 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Gloomspite Gitz – Subfaction: Jaws of Mork – Grand Strategy: Defend What’s Ours – Triumph: Indomitable x2
LEADERS Skragrott, the Loonking (160)* Squigboss (80)* – General – Command Traits: The Clammy Hand Madcap Shaman (70)* – Artefacts of Power: Moonface Mommet – Spells: The Hand of Gork – Aspects of the Champion: Tunnel Master
BATTLELINE Boingrot Bounderz (420) – Bounder Boss Squig Hoppers (540) – Squig Hopper Boss Squig Hoppers (180) Moonclan Stabbas (125)** – Bad Moon Icon Bearer – Gong Basher – Moonclan Boss – 3 Barbed Nets – Stabba Moonclan Shootas (125)** – Bad Moon Icon Bearer – Gong Basher – Moonclan Boss – 3 Barbed Nets
OTHER Marshcrawla Sloggoth (150) Sneaky Snufflers (110)**
It’s amazing what a new book can do, and Dan Bradshaw has pivoted from Beasts of Chaos to Gloomspite Gitz following their (near-) simultaneous release. Guess we know which one he thinks is better in the current meta. A lot of the army will be familiar with those who played Gitz through the dark times of the last 3 years, and indeed much of the ‘tech’ that is used has been hardened on the crucible of defeat throughout that time.
Dan has no doubt benefitted from his knowledge of the game and the other armies, but it’s still good to see Gitz doing well with an immediate 5-0 out of the gate. Some of this is going to be ‘what does that do’ as people get used to the new army. Other Gitz players did not perform so well, with long term Trogg player – Stuart – going 1-1-3 (but close in all 5!)
So how does it work, and how do you beat it? Well I may leave the 2nd question for a few weeks yet (got to have some time under the light of the moon), but Dan has gone for a toolkit of toys. Skragrott is much improved, and much cheaper – gaining the Warmaster trait and so being able to play with the moon. The Squigboss gives out helpful bonuses and makes Boingrot Bounders battleline (allowing Dan to take 15 of them). The final character is the Madcap with the two stalwarts of Hand of Gork and Moonface Mommet. Both of which are back and both of which are still as good as ever (dare I say essential).
There’s some support in the Marshcrawler and Snufflers both of which buff the other units. The stabbas and shootas are for objective control (within 9″!) and the hitting power comes from Hoppers and Boingrots. Now they have consistent movement (10″+D6 and 7″+D6″) respectively, can run and charge under the moon and cause mortal wounds… plus the squigs can do some real damage. In the previous book I was very happy if my hoppers moved 10″ as (with run) this was normally enough for a maximum attempt at mortal wounds. Now there’s limited risk and the 10″+D6 is much more generous than I expected.
It’s a great start, but we’ll see if this is a ‘flash in the pan’ or a genuine 5-0 consistent battletome. Only time will tell, but well done to Dan for a really good start.
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Allegiance: Fyreslayers – Lodge: Vostarg – Grand Strategy: Master of the Forge – Triumphs: Indomitable
Battleline 30 x Vulkite Berzerkers with Fyresteel Handaxes (480)* – Reinforced x 2 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)* 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)* 15 x Hearthguard Berzerkers (450)** – Poleaxes – Reinforced x 2
Kevin: With Bounty Hunters out and foot heroes in, there’s a resurgence in non-Magmadroth Fyreslayers. This list abandons the ‘droths entirely for an all-foot list. Its plethora of GCs means it has a solid footing in this season’s tactics.
Andrew’s running Vostarg, the sub-faction for buffing Vulkites, and his six heroes rounding out the leaders are the usual suspects for any Vostarg list, excepting the foot-father. No Fyreslayer can leave home without a Nulsidian Icon Battlesmith for the 4+ spell ignore, and double flamekeeper is basically a must-have for any Vostarg list. Flamekeepers allowing out of phase charging – the combat phase in this case – is absurdly powerful, as is adding damage to the high amount of attacks Vulkites enjoy. The runefather can further pump up those attacks once per game.
In a bit of an oddity for Vostarg, Andrew has added 15x Hearthguard to support his Runefather. This not only gives him some bodyguards, but also some objective holding power that can hit back hard. Those poleaxes’ mortal wounds can rack up fast. Further, with ember storm (prayer to run and charge) and Tunnel Master, the Hearthguard can speed ahead and have the runefather simply teleport to them without fear of them losing their ward or him losing his bodyguard. Tunnel Master can also allow the runefather to position perfectly to share his once-per-game buff with the vulkites. The hearthguard can also be pumped up or charged by the flamekeepers if need be.
The Vulkites do what Vulkites do in any Vostarg list: die while doing damage, pump the flamekeepers, then punch back absurdly hard – either by running and charging or combat-phase-charging. The 30x Vulkite unit will receive buffs excellently as well as Rally’s from the Battlesmith. 30 charging Vulkites with the runefathers and flamekeepers can output, theoretically, 121 attacks of 3 damage (especially with GV battalion allowing them to fight through each other). Those high attack numbers certainly spell trouble for his Nighthaunt opponent. There’s nothing quite as sweet as charging that into an opponent in their combat phase and then activating strike first to wipe out a unit before it gets off its activation. The two units of ten Vulkites can either be deepstriked by the Runesmiter or stay on the field to act as screens, food for the flamekeepers, or objective holders.
The infernoth accomplishes the beautiful Grand Strategy of keeping an invocation on the field while also chasing around Galletian Champions. It can also be used as a poor-man’s fyrewall in some cases, particularly against large bases like Archaon or Mawkrushas.
This list results in the classic Fyreslayer playstyle: a wave of naked dudes with axes that just can’t be removed from objectives. They trade incredibly well with anyone willing to try to remove them in the combat phase, making that route a daunting task. At the same time, shooting is hampered by a 4+ rally under a 6+ ward (5+ ward, occasionally) from the Battlesmith who can not be shot.
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Allegiance: Disciples of Tzeentch – Change Coven: Guild of Summoners – Grand Strategy: Master of Destiny – Triumphs: Indomitable
Leaders Curseling, Eye of Tzeentch (180)* – General – Command Trait: Cult Demagogue – Lore of Fate: Treacherous Bond – Lore of Fate: Arcane Suggestion Fluxmaster, Herald of Tzeentch on Disc (170)* – Universal Spell Lore: Ghost-mist – Lore of Change: Bolt of Tzeentch Magister (120)** – Lore of Fate: Shield of Fate – Universal Spell Lore: Ghost-mist – Aspect of the Champion: Tunnel Master The Blue Scribes (160)** Fatemaster (140)** – Artefact: Arcane Tome (Universal Artefact) – Lore of Fate: Shield of Fate – Lore of Fate: Arcane Suggestion
Battleline 10 x Pink Horrors of Tzeentch (250)* 10 x Pink Horrors of Tzeentch (250)* 10 x Tzaangors (180)* – 10x Pair of Savage Blade 10 x Tzaangors (180)* – 10x Pair of Savage Blade 10 x Kairic Acolytes (120)* – 10x Cursed Blade & Arcanite Shield
Endless Spells & Invocations Chronomantic Cogs (70) Purple Sun of Shyish (90) Umbral Spellportal (80)
With more chickens than a KFC basket, we have another Guild of Summoners list doing extremely well this weekend. While Kaleb called in the support of a Krondspine to give him time to get those Lords of Change on the board, Stephen goes the more traditional (and pink) tarpit of Horrors to slow his enemy down. Another big change to several other Guild of Summoners lists is that it doesn’t start with a LoC/Kairos on the board at the beginning, allowing more Arcanite casters to be taken instead. This is key, as one way of shutting down a Guild of Summoners list is to kill the mortal characters who the Lords of Change must be summoned through. With three such characters, it’s going to be hard to do that to Stephen’s list.
Once the summoning does get going, the shooty Lord of Change is great here as it’s up to 12 shots, hitting on 3s, wounding on 3s (or 2s if the Fatemaster is nearby), rend -1 BUT if you’re shooting at something in Purple Sun range (helpfully auto-cast by The Blue Scribes) now you’re at rend -2. Have the Curseling use a pair of Destiny Dice to make Arcane Suggestion’s armour debuff be unable to be unbound, suddenly those shots are up to rend -3.
Tzaangors being surrounded by wizards is also a great pick as they’re be doing mortal wounds on 4+ at range, rolling a number of equal to the number of wizards within range, so probably at least 5 dice T1, increasing as the game goes on. Twice. The last troops choice is Kairics, probably there for cheap screening, but get their warscroll spell off and shoot them at the Purple Sunned/Arcane Suggested unit and that’s another 10 rend -3 shots going down range.
All in all, a great take on Guild of Summoners, throwing in a couple of Galletian Champions for battle tactics and being able to quite easily access 4/5 of the Tzeentch specific ones.
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Allegiance: Flesh-eater Courts – Grand Court: Blisterskin – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Abhorrant Archregent (240)* – Lore of Madness: Deranged Transformation – Aspect of the Champion: Fuelled by Ghurish Rage Abhorrant Ghoul King (170)* – Lore of Madness: Spectral Host Abhorrant Ghoul King on Royal Terrorgheist (450)* – General – Command Trait: Hellish Orator – Artefact: Eye of Hysh – Mount Trait: Gruesome Bite – Lore of Madness: Bonestorm Abhorrant Ghoul King on Royal Zombie Dragon (430) – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon
Battleline 9 x Crypt Flayers (540)** – Reinforced x 2 10 x Crypt Ghouls (80)** 10 x Crypt Ghouls (80)*
Discord user: gualtikhan: This list utilizes the full summoning power from the fec Heroes to maximize the number of summons it brings to the table. This adds some mass with which to take the board and pin the opponent off of the objectives. This helps counter the faction’s natural lack of durability as well.
There are some really good spells, mainly a couple of really strong unit buffs (+d3 attacks, +1 attack, 5+ ward, reroll to wound, +1dmg) but fec typically lacks the reliability to cast those often enough. In particular, this list relies on spectral host, combined by the +2 movement of the subfaction, to give the two dragons and the flayers an huge threat range.
Crypt flayers’ ranged attack has big variance but against the right unit can definitely pack a punch. I’m a bit surprised to see arcane tome for an extra unreliable cast instead of the more often taken garland, for -2 bravery, increasing both the efficiency of the scream attacks and the bravery damage.
The aforementioned buffs to damage output synergize really well with the fec command ability to fight twice, allowing one buffed unit to pack some serious damage, and also helping to burst open some bunkers against imperfectly deployed armies.
The teleport is great as it helps with scoring battle tactics and objectives greatly in this edition, and it can be used also to let the flayers scream the right unit at the right time.
All in all this is the best attempt l’ve seen at running Fec, which is a subfaction that is having an hard time right now, having several key units with poor durability and a weakness to alpha strikes, since killing the heroes would prevent their summoning.
This is the top three AoS lists for the Battle at the Book that took place in Australia on the 18th and 19th of February. It involved 55 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Maggotkin of Nurgle – Subfaction: Blessed Sons – Grand Strategy: Blessed Desecration – Triumphs:
Leaders Orghotts Daemonspew (320)**** Bloab Rotspawned (320)*** – Lore of Malignance: Blades of Putrefaction Lord of Blights (150)*** – General – Command Trait: Grandfather’s Blessing – Artefact: Nightflyer Cloak (Galletian Champion) – Aspect of the Champion: Tunnel Master Plague Priest (100)*** – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon – Universal Prayer Scripture: Heal
Battleline 10 x Rotmire Creed (130)* 10 x Rotmire Creed (130)* 10 x Rotmire Creed (130)* 10 x Plague Monks (90)** – Foetid Blades – 1x Standard Bearers – 1x Plague Harbingers 15 x Plague Censer Bearers (270)** – Reinforced x 2
Units 10 x Ungor Raiders (80)**** 3 x Nurglings (100)*** 10 x Ungor Raiders (80)**** 1 x Chaos Chariot (100)**** – Mark of Chaos: Nurgle
Patrick… Patrick – wow… what an off-the-wall selection. There’s stuff in here I didn’t even know could join Nurgle, let alone seen before. The Ungor Raiders with Sharpshooters is a great shout to give a little reach and allow the sniping of characters to continue unabated. Their 6″ move before the game allows them to effortlessly pivot to the role of ‘screens’ if facing a lower drop alpha strike army – and that is likely as Patrick has 10 drops.
Then there’s all the Rotmire Creed units which do…. I don’t know!
Games Workshop via Wahapedia
Well, who knew… more shooting units in a Nurgle army in a game system where they (GW) can’t balance shooting correctly. These guys also give out disease tokens and then give them within 3″ as well (albeit with a recent Errata which is included above). The Warcry warbands have made some chaos builds different with spamming lots of them, and – whilst I would prefer GW kept them out of the Age of Sigmar game – they never will and if you’ve got access to it, and it’s good, use it!
Well done to Patrick – a great, different army and not one that I’ve seen before.
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Allegiance: Slaves to Darkness – Damned Legion: Legion of the First Prince – Grand Strategy: Follow the Path to Glory – Triumphs: Bloodthirsty
Leaders Theddra Skull-Scryer (160)** – The Lore of the Damned: Daemonic Speed Chaos Sorcerer Lord (120)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Mark of Chaos: Slaanesh – The Lore of the Damned: Chaotic Conduit – Aspect of the Champion: Fuelled by Ghurish Rage Exalted Hero of Chaos (100)* – Artefact: The Conqueror’s Crown – Mark of Chaos: Undivided Exalted Hero of Chaos (100)* – Mark of Chaos: Undivided
Battleline 20 x Splintered Fang (200)** – Mark of Chaos: Undivided – Reinforced x 1 9 x Corvus Cabal (80) – Mark of Chaos: Undivided 9 x Corvus Cabal (80) – Mark of Chaos: Undivided
Units 10 x Chaos Chosen (480)** – Mark of Chaos: Undivided – Ensorcelled Banner: The Dread Banner – Reinforced x 1 6 x Varanguard (580)** – 2x Ensorcelled Weapon – 4x Fellspear – Mark of Chaos: Undivided – Reinforced x 1 5 x Godsworn Hunt (0)** 10 x Chaos Warhounds (80)* – Allies
This list has some interesting tech – typical of the topsy-turvy (in relation to the American/European meta at least) – but it does still rely on the current standard core: a blob of Chosen, a blob of Varanguard, and a Sorc lord to cast Daemonic power/Conduit for that sweet first turn battle tactic.
Where things deviate is, first and foremost, the list being in Legion – an oft-discussed and rarely seen sub-faction allowing for granular moving around of Marks to fit the board-state. It means giving up the extra casts of Cabalists or the runs/charges of KOTET, but the flexibility it offers is immense.
Continuing the techy picks is the Underworld band of Theddra, who brings a nice (if short range) -1 to wound spell and 10 ablative bodyguard wounds in her Godsworn hunt. Two cheapo Exalted offer GC flexibility and cheap chances at Apotheosis – i.e. rolling on the Eye of the Gods table to become a Daemon Prince, which represents a ‘free’ 80 points if it goes off – or otherwise just ideally stacking decent buffs on a cheap chassis.
A reinforced blob of Splintered Fang brings a large, reliable MW output option and a cheeky 10 chaos warhounds act as a fast, very cheap screen – potentially to keep up with the Varanaguard and act as a buffer.
Overall, a really interesting spin on the current Slaves meta that was able to take down some tough matchups – but interestingly lost to the more standard Cabalists mirror! Either way, big up to Michael for trying (and succeeding!) with something outside the box.
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Allegiance: Nighthaunt – Procession: Emerald Host – Grand Strategy: Dismantle the Brave – Triumphs: Indomitable
Leaders Kevin (100)* Cairn Wraith Guardian of Souls (150)* – General – Command Trait: Master of Magic – Artefact: Midnight Tome – Lore of the Underworlds: Seal of Shyish – Aspect of the Champion: Fuelled by Ghurish Rage Krulghast Cruciator (150)* – Artefact: Pendant of the Fell Wind Lady Olynder, Mortarch of Grief (340)** – Lore of the Underworlds: Shademist Lord Executioner (130)** – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon Spirit Torment (120)**
Battleline 20 x Chainrasps (220) – Reinforced x 1 3 x Spirit Hosts (130)*** 3 x Spirit Hosts (130)***
Units 20 x Dreadscythe Harridans (320)*** – Reinforced x 1 4 x Myrmourn Banshees (100)***
Solid change up to the lists we see for the faction. It almost looks like a pre 3rd Ed battletome. Two units of Spirit Hosts and solid blocks of both Chainrasps and Dreadscythe Harridans to cause problems, but the real meat of the list is the Heroes. That’s not something we’ve been saying about Nighthaunt a lot lately. We have the normal Guardian of Souls, Spirit Torment, and Krulghast to return models to larger units and reduce incoming damage. The Guardian of Souls has been buffed with Fuelled with Ghurish Rage to grant D3 heal and a once per game 3+ ward. I think we will see this a fair bit for the Guardian. They are easily picked up and are crucial. It goes further with auto cast (once per game) for an endless spell and Seal of Shyish (5+ ward).
We aren’t seeing the Cairn Wrath (Kevin) at all, and Lady Olynder is pretty uncommon. Kevin is a bit of a sleeper. His attacks are based on the number of enemy models within 3″. When you are facing Nighthaunt, Soulblight, and Beasts of Chaos, that can be a very nasty surprise. There is nothing wrong with the unit, but Lady Olynder is almost the same cost as 20 Bladegheist (and more than 20 Dreadscythe or Grimghast). What she does do is heal in the hero phase, debuffs, and turns off commands and mortal wounds. There are issues with the reliability of some of these, but if the heroes are clustered around the Chainrasps and Dreadscythes, it can be crucial.
The ranged mortals are a disincentive to getting close (with only 7 wounds she isn’t robust but can hurt in melee). Forcing your opponent to be circumspect can be useful, particularly when your Host talent is to cause D3 mortal wounds to 2 to 4 units every round. Doesn’t sound like much, but it’s an average of 10 wounds over 5 rounds. Emerald Host probably isn’t receiving the attention it deserves, but when most armies are 100 to 130 wounds, causing an average of 20 to 40 wounds without risk is pretty important. Even if you assume most games end round 4, that is still an average of 16 wounds. Enough to kill most MSU battleline and a lot of heroes and monsters. And it triggers Murderous Bloodlust (+1 to hit and wound for Dreadscythes).
If you look closely, the whole list has a number of sources of mortal wounds and is really built around making a Murderous Bloodlust trigger, including the Motalis Terminatus. The list looks to outlast and outscore you, and it worked except against Pat’s Maggotkin, another list built to outlast.
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Allegiance: Khorne – Slaughterhost: Reapers of Vengeance – Grand Strategy: Take What’s Theirs – Triumphs: Indomitable
Battleline 10 x Bloodreavers (80)* – Meatripper Axes 10 x Bloodreavers (80)** – Meatripper Axes 5 x Flesh Hounds (100)**
Units 10 x Wrathmongers (280)** – Reinforced x 1 9 x Corvus Cabal (80)* – Allies 9 x The Unmade (80)** – Allies 6 x Mighty Skullcrushers (320)** – Ensorcelled Axes – Reinforced x 1
The polar opposite in terms of lists to the Nighthaunt are the recently popular mortal Blades of Khorne. Blood Tithe points are the key to Blades of Khorne – they gain one for every unit that is destroyed. Keeping a steady flow of points is vital, allowing summoning and the granting of boons. It doesn’t matter whose units die, just that something does. Then you should understand that half of this list is just here to die. The Bloodreavers, Unmade and Corvus Cabal, can do damage in the attack, but they’ll explode when struck back. The Bloodstoker can get them there faster, and the Bloodsecrators grant extra attacks. But they are better with the Wrathmongers (who will give other units more attacks) or the Skullcrushers.
The Skullcrushers are a solid anvil. They hit reasonably hard if supported, but they are a 5 wound, 3+ save unit. On the charge, a block of six causes D3 mortals on impact instead of 1 per model. It’s really important to drop one from as far away as possible. The Slaughter Priest is a source of dispels, blessings, and mortal wounds. He can summon the Wrath-Axe for more ranged mortals. That leaves Skarbrand and Skarr. Skarbrand needs no introduction: reroll charges and appalling amounts of damage to anything, not Nighthaunt. Still, for 390 points, he can die fairly easily. Skarr is a lot of fun. He has 5 attacks minimum but can increase it to the number of enemy models within 3″. He grants fight on death to Wrathmongers (who give him an extra attack), and if he dies, he returns to the battlefield on an 8+ (on 2D6).
And that’s the list, a whole lot of things that want to get to you fast, either to kill you or be killed. Unfortunately, they don’t really play the mission well, relying on beating an opponent to death.
This is the top three AoS lists for the War of the Spider God that took place in the UK on the 11th and 12th of February. It involved 14 players vying to be crowned champion in a 5-game tournament.
As this tournament has less than 20 players, there will be no commentary on the lists.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Sylvaneth – Glade: Heartwood – Grand Strategy: Survivor’s Instinct – Triumphs: Bloodthirsty – The Burgeoning
Leaders Alarielle the Everqueen (820)* Arch-Revenant (120)* – General – Command Trait: Warsinger – Aspect of the Champion: Fuelled by Ghurish Rage Branchwych (130)* – Artefact: The Vesperal Gem – Lore of the Deepwood: Treesong
Battleline 3 x Kurnoth Hunters with Kurnoth Greatbows (230)* 3 x Kurnoth Hunters with Kurnoth Greatbows (230)* 5 x Tree-Revenants (110)*
Allegiance: Slaves to Darkness – Damned Legion: Host of the Everchosen – Grand Strategy: Defend What’s Ours – Triumphs: Inspired
Leaders Archaon the Everchosen (860) – General – The Lore of the Damned: Daemonic Speed Be’Lakor, the Dark Master (355)** – The Lore of the Damned: Binding Damnation Exalted Hero of Chaos (100)* – Artefact: Nightflyer Cloak (Galletian Champion) – Aspect of the Champion: Tunnel Master Bloodmaster, Herald of Khorne (70)** – Allies
Battleline 3 x Varanguard (290)** – 3x Ensorcelled Weapon – Mark of Chaos: Khorne 5 x Chaos Chosen (240)* – Mark of Chaos: Slaanesh – Ensorcelled Banner: The Banner of Screaming Flesh 9 x Corvus Cabal (80)**
Allegiance: Beasts of Chaos – Greatfray: Quakefray – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Khozrul Doomrender (160)* Doombull – General – Command Trait: Bestial Cunning – Artefact: Slitherwrack Helm Zhorthas Baletongue (95)* Great Bray-Shaman – Artefact: The Knowing Eye – Lore of the Twisted Wilds: Vicious Stranglethorns – Aspect of the Champion: Tunnel Master Ghorgrar Gnarlcurse (95)* Great Bray-Shaman – Lore of the Twisted Wilds: Tendrils of Atrophy
Battleline Horns of the Gorefather (390)** 6 x Bullgors – Pairs of Axes – Reinforced x 1 Kaarosh Warplash (210)* Quakefray Cygor – Universal Prayer Scripture: Heal Zyclor Fluxbane (210)* Quakefray Cygor – Universal Prayer Scripture: Heal Khrol Bladefur (240) Ghorgon Galarash the Gorger (240) Ghorgon Uzghal Bloodripper (240) Ghorgon
Units The Stalking Turnskins (115)** 10 x Ungor Raiders
Army Faction: Maggotkin of Nurgle – Subfaction: Befouling Host – Grand Strategy: Take What’s Theirs – Triumph: Bloodthirsty
LEADERS Horticulous Slimux (220)* Sloppity Bilepiper (130)* Poxbringer (130)* – Spells: Stream of Corruption – Aspects of the Champion: Tunnel Master Great Unclean One (480)** – General – Command Traits: Master of Magic – Doomsday Bell and Bileblade – Artefacts of Power: The Witherstave – Spells: Fleshy Abundance
This is the Top Three AoS Lists for Realm of Geddon 2023 that took place on the 4th and 5th February. It involved 14 players vying to be crowned champion in a 5-game tournament.
As a reminder, as this tournament has less than 20 players, there won’t be any comments from the Woehammer guys here. This frees up their time for the bugger tournament write ups.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Disciples of Tzeentch – Change Coven: Hosts Arcanum – Grand Strategy: Master of Destiny – Triumphs:
Leaders Kairos Fateweaver (440)** Curseling, Eye of Tzeentch (180)** – General – Command Trait: Cult Demagogue – Lore of Fate: Arcane Suggestion – Aspect of the Champion: Fuelled by Ghurish Rage Fatemaster (140)* – Artefact: Arcane Tome (Universal Artefact) – Lore of Fate: Shield of Fate Fluxmaster, Herald of Tzeentch on Disc (170)** – Lore of Change: Fold Reality Great Bray-Shaman (100)* – Universal Spell Lore: Ghost-mist
Battleline 10 x Tzaangors (180)** 10 x Tzaangors (180)** 3 x Screamers of Tzeentch (110)** 10 x Kairic Acolytes (120)*
Allegiance: Slaves to Darkness – Damned Legion: Despoilers – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Chaos Lord on Karkadrak (220)* – General – Command Trait: Idolator Lord – Mark of Chaos: Khorne – Prayer: Heal Chaos Sorcerer Lord (120)* – Artefact: Arcane Tome (Universal Artefact) – Mark of Chaos: Nurgle – The Lore of the Damned: Chaotic Conduit Exalted Hero of Chaos (100)*** – Mark of Chaos: Slaanesh – Aspect of the Champion: Tunnel Master Slaves to Darkness Daemon Prince (195)* – Axe – Wings – Command Trait: Bolstered by Chaos – Artefact: Helm of Many Eyes – Mark of Chaos: Nurgle
Battleline 5 x Chaos Knights (230)* – Mark of Chaos: Nurgle 5 x Chaos Knights (230)* – Mark of Chaos: Nurgle 9 x Corvus Cabal (80)** – Mark of Chaos: Khorne 10 x Splintered Fang (100)** – Mark of Chaos: Khorne 10 x Splintered Fang (100)** – Mark of Chaos: Khorne 10 x Ungors (65)** – Mauls & Half-Shields
Units 10 x Chaos Chosen (480)*** – Mark of Chaos: Slaanesh – Ensorcelled Banner: The Banner of Screaming Flesh – Reinforced x 1
Allegiance: Daughters of Khaine – Temple: Khailebron – Mortal Realm: Ulgu – Grand Strategy: Bloodthirsty Zealots – Triumphs: Inspired
Leaders Melusai Ironscale (120)* – General – Command Trait: Zealous Orator – Artefact: Crown of Woe – Aspect of the Champion: Fuelled by Ghurish Rage Morathi-Khaine (350)* The Shadow Queen (350)*
Battleline 15 x Blood Stalkers (540)** – Reinforced x 2 10 x Blood Sisters (300)* – Reinforced x 1 10 x Witch Aelves (120)* – Sacrificial Knives and Blade Bucklers
Units 5 x Khinerai Heartrenders (100)** 5 x Khinerai Heartrenders (100)**
This is the top three AoS lists for the March to War that took place in the UK on the 21st and 22nd of January. It involved 30 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
There once was a man from Wales, Who brought four cannons with tails, Some gnoblars as screens, Absolute scenes, He danced to his opponent’s wails.
This list was using old points – with updated points, it’ll run about 150 ish over. Wonder if three Ironblasters will get the job done instead of four!
All credit to Luke, however, who’s a great player from the illustrious Team LIT – Sylvaneth, Disciples, and LRL – would all have been tricky match ups too. Be curious to see what he can do with the big bois in the new season!
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Allegiance: Sylvaneth – Glade: Harvestboon – Grand Strategy: Take What’s Theirs – Season: The Reaping – Triumphs: Inspired
Leaders Warsong Revenant (305)** – General – Command Trait: Spellsinger – Artefact: Arcane Tome (Universal Artefact) – Lore of the Deepwood: Treesong
Battleline 9 x Revenant Seekers (705)* – Reinforced x 2 5 x Tree-Revenants (110)** 5 x Tree-Revenants (110)**
Units 5 x Gossamid Archers (220)** Gotrek Gurnisson (485)* – Allies
Mathmallow is back with the tree attack! His list is considerably different to the one he went 5-0 with recently – variety is the spice of life after all.
He’s dropped big momma and her chad-stag for the absolute bare minimum of an HQ – taking just a Warsong rev, tricked out with magic boosting enhancements to provide a MW cannon.
He invests the points savings into a mahoosive Revenant Seeker blob – reasoning (no doubt correctly) that this will just be an unkillable swarm of half anvil-half-hammer models.
The usual 2x tree revs for scoring. and his trademark 5 Gossamids make up most of the rest of the list, leaving just enough room for a little addition…Gotrek! He doesn’t show up much these days but having played against him in another Sylvaneth list, I can tell you that a psychotic, murderous and nigh on unkillable dwarf marching up the mid-board while stuff teleports and flies around you is rather a tricky proposition.
Losing only to Churchus’ cannonade, it’s a nasty, eggs-in-two-baskets Sylvaneth list that I can see being hugely oppressive to play against. Sylvaneth players would do well to take a leaf out of this book!
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Allegiance: Beasts of Chaos – Grand Strategy: Take What’s Theirs – Triumphs:
LEADERS Dragon Ogor Shaggoth (155) – General – Command Trait. Master of Magic – Lore of Dark Storms: Sundering Blades Dragon Ogor Shaggoth (155)** – Artefact Seed of Rebirth – Lore of Dark Storms: Sundering Blades
UNITS 10x Ungors (65)** – Mauls & Half-Shields 10x Ungors (65)** – Mauls & Half-Shields 6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* 6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* 6x Dragon Ogors (290)* – 6x Draconic War glaives 6x Dragon Ogors (290)** – 6x Draconic Crushers 1x Cockatrice (110)** 1x Cockatrice (110)
ENDLESS SPELLS & INVOCATIONS Geminids of Uhl-Gysh (40)
CORE BATTALIONS *Bounty Hunters **Battle Regiment
Total Points: 2000/2000
‘Ere we go, ‘ere we go, ‘ere we go again. All of the Dragon Ogres all of the time. Doubling down with our favourite Tzaangors on Discs (ToDs) to zoom about the place and lay some extra hurt down with the last flourish of Bounty Hunters. A couple of Ungor screens to hold off the eager. The list is built around the Dragon Ogre Shaggoths, moving up and buffing the Dragon Ogres while the ToDs and Cockatrice zip around scoring (or for the ToDs removing tasty snacks). Lots of threats, not a lot of fat. The list isn’t relying on summoning (no large units of sacrifices) but will still earn primordial points fast enough to summon a few times in an average match, particularly with the Cockatrices ability to pick up extra. Geminids backed by Master of Magic is a clever inclusion. It’s a great spell used for it’s ability to block areas as much as what it does.
A surprise 3rd round loss to the Beastclaw Raiders, surprise, mostly because you never see 5 of the big fellas together. With buffs, though, the Stonehorn are very tacky, have lots of wounds, and hit hard enough to remove most or all of Nick’s units in single turn. The screens are ripe to be torn apart before the charge as well, with the limited attack high damage range of the Beastclaws. Otherwise, he saw off most of the meta challenges (IJ ironsunz may not be meta… yet).
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Allegiance: Kharadron Overlords – Sky Port: Barak Thryng – Grand Strategy: Masters of the High Airs – Triumphs: Inspired
Missing the Incarnate and Purple Sun of previous Kharadron lists, James has chosen to give his Dwarves fight on death (on a 4+). This Kharadron list wants to mix it up. And shoot. Doubling down on that approach is the Admiral with Flaming Weapon giving him a Rend -2, 4 damage weapon. With one company of Arkanauts in Eternal Conquerors to act as bodyguards for the Admiral and probably some bait. It gets around an issue for Kharadron in holding objectives, particularly early, when they want to be in the air if possible. Otherwise, the remainder of the list is around their considerable shooting, giving a superior “overwatch” for the ground units. Mostly, that seems to have worked especially into the slower armies, but fire and fade appears to have been an issue.
His last round was a real life shoot out at the ok coral, with the Underguts bringing only Leadbelchers and Ironblasters versus the gunships. Scoring was low across the board, and neither would have much left by the end.
This is the Top Three AoS Lists for Devon Destruction II that took place in the UK on 26th and 27th November. It involved 44 players vying to be crowned champion in a 5 game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
Allegiance: Skaven – Grand Strategy: Arch-corruptors of the Mortal Realms – Triumphs:
Leaders Grey Seer on Screaming Bell (325)* – General – Command Trait: Diabolical Schemer – Lore of Ruin: Death Frenzy Plague Priest on Plague Furnace (335) – Artefact: Blistrevous the Living Cyst – Noxious Prayers: Rabid-rabid! Plague Priest (100)* – Noxious Prayers: Rabid-rabid! Plague Priest (100)* – Noxious Prayers: Filth-filth! Verminlord Corruptor (350) – Artefact: Blade of Corruption – Universal Spell Lore: Flaming Weapon
Units 20 x Clanrats (100)** – Rusty Blade – 2x Standard Bearers – 2x Standard Bell Ringers 20 x Clanrats (100)** – Rusty Blade – 2x Standard Bearers – 2x Standard Bell Ringers 30 x Plague Monks (270)*** – Foetid Blades – 3x Standard Bearers – 3x Plague Harbingers – Reinforced x 2 30 x Plague Monks (270)*** – Foetid Blades – 3x Standard Bearers – 3x Plague Harbingers – Reinforced x 2 Vermintide (40)
Declan: There’s still a few armies in Age of Sigmar that can genuinely run hordes… and thankfully Skaven remains one of them although it is rarely seen with Stormfiends being a more common choice.
Brandon has done very well to navigate this to a 5-0 helped by the 100 rats (40 Clanrats and 60 Plague Monks), but led by a complement of no less than 5 characters. As a horde player myself – I love this!
The Corrupter can hit like a ton of bricks:
From Games Workshop / Wahapedia
Sure it’s as swingy as a Mangler Squig but with 3+/3+ he’s definitely doing damage on the charge… and will be a good trading piece – especially if opponents forget the Gnawholes (allow teleporting between them – stand near them to stop this!)
Meanwhile the priests are trying to get the Pestilens +1 to wound… which conveniently includes the Corrupter. 2+/2+ with this and all out attack – that’ll make a mess. And in case you think the big characters are all he has, beware of the glass cannons of the Plague Monks. It’s not what it was back in AoS2 but it’ll still catch some people out.
Games Workshop & Wahapedia
With Filth-filth they are 3+/3+ – a good combat profile – and with +1 attack on the charge they are getting through 1.5 wounds each before saves – and whilst the rend ‘-‘ looks weak they get -2 rend on any 6s to hit.
So, to beat this you need to attack it first… simultaneously whilst hoping Brandon doesn’t know how to use his Clanrats as screens or objective holders – not much chance of that against someone who’s gone 5-0!
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Army Faction: Sons of Behemat – Army Type: Breaker Tribe – Grand Strategy: Show ’Em Who’s Boss! – Triumph: Inspired
LEADERS Gatebreaker (520)* – General – Command Traits: Monstrously Tough – Artefacts of Power: Glowy Shield of Protectiness Warstomper (450)* – Artefacts of Power: Amberbone Totem Kragnos (720)**
CORE BATTALIONS *Bosses of the Stomp – Magnificent **Battle Regiment
TOTAL POINTS: 1990/2000
Danny: Devon was a tournament close to home (literally – a whole bunch of my club were there) – and despite its small size there were some heavy hitting lists. New SoB definitely count as ‘heavy hitting’ too – even though their damage output with the new book got swingier overall, they gained some extra utility and tactical flexibility.
Now, Kragos isn’t exactly ‘new’ but why fix what ain’t broken? What’s cool is that the ‘little’ guys are viable now, and Jon makes good use of their new points cost as objective/battle tactic grabbers. Meanwhile, Kragnos gets escorted by a Warstomper with the Amberbone Totem for a run AND a 3d6 charge (thanks to Krag-daddy) – while the Gatebreaker packs monstrously tough (for +5 wounds) and the Glowy Shield for minus 1 rend to incoming attacks, making the heavy-hitter also extra survivable.
All in all, it’s a simple, but well thought out and clearly effective package, losing only to the shenanigans of LotP and taking down 3 very good armies in the meta right now. Gargants run by my club-mate Cam also finished 4th – proving the big boys are very much back (well, settling) in town! Kudos to Jon!
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Allegiance: Ogor Mawtribes – Mawtribe: Boulderhead – Grand Strategy: Enough Grub for All – Triumphs: Bloodthirsty
Leaders Frostlord on Stonehorn (445)* – General – Command Trait: Touched by the Everwinter – Prayer: Keening Gale – Mount Trait: Rockmane Elder Frostlord on Stonehorn (445) – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Metalcruncher – Universal Spell Lore: Levitate
Alice: A classic style Beastclaw Raiders list, consisting of (mostly) mounted cavalry instead of foot troops. boulderhead is a natural choice as it adds 2 wounds to each model and hands out an extra mount trait to the leaders.
Leading the charge are two Frostlords on Stonehorns, which have an extremely nasty attack repertoire. Most notably the 4 attacks from the Frost Spear for Rend -1 Damage 3 and 6 Rock Hard Horns Rend -2 Damage 3 (With an extra point of damage on the charge). These guys also add +1 to charge rolls for any Beastclaw Raiders, which is most of this list, and they do stack if you’re within the bubble for both of them. Beastclaw Raiders live and die by the charge phase, either they all get in on turn 1 or they’re left out in the open to be picked off. If they get that charge, it’s usually going to be over real quick.
Each one is kitted out differently to aid the group as a whole. The General’s mount trait makes it much more hardy, granting it -1 to be wounded against all attacks, potentially saving it against alpha shooting or charging. Touched by the Everwinter lets him function as a priest, with Keening Gale adding 3″ of movement to the Mournfangs so they can keep up with their Masters. The other Frostlord is a Scalpel to take out high defense units. Metalcruncher does D6 mortals to units with a 3+ or better save, and Levitate allows it to bypass any would be screens trying to stop them from getting to the juicy targets in the back row. With the General using the Unstoppable Charge to make a 3D6″ move after charging, it becames damn near impossible to screen them out.
Rounding things off are a Reinforced unit of Mournfangs, Stonehorn and Thundertusk riders. Stonehorn are strong against tougher units, Thundertusk for hordes and Mournfangs for general purpose slaughter. The list struggle in battle tactics and missions requiring Galetian Veterans but solid at cracking through even strong foes. Of course, the meta darling Ironblaster also appears to rain down fire before the charge.
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Army Faction: Legion of the First Prince – Grand Strategy: Take What’s Theirs – Triumph: Inspired
LEADERS Bloodthirster of Insensate Rage (280) – Artefacts of Power: Armour of the Pact Great Unclean One (495)* – General – Command Traits: Ruinous Aura – Bilesword and Plague Flail – Artefacts of Power: Fourfold Blade – Spells: Flaming Weapon, The Master’s Command Slaves to Darkness Daemon Prince (210)* – Mark of Chaos: Khorne – Hellforged Sword and Malefic Talons Changecaster (140)* – Spells: The Master’s Command Be’lakor (360)** – Spells: The Master’s Command
Alice: Quick disclaimer going forward, the new Slaves to Darkness book was not used in this tournament so any commentary will be referencing the old book.
The general design for Legion of the First Prince focuses on a strong core of Leaders and going lean on troops. Without their faction buffs, most rank and flank daemons struggle to do more than tarpit, but the faction’s strongest ability is to continuously to summon more so its ok to run a bit lean here. The Take What’s Theirs grand strategy starts making a lot more sense with that in mind.
So what do these heroes contribute? Be’lakor the man himself is an obvious staple, even without his bodyguard rule he’s still an excellent beat stick and The Dark Master is unmatched at locking your opponent’s most dangerous unit down for a unit. The Daemon Prince of Khorne serves one goal (remember we still have the old one here): to use its command ability to halve run and charge rolls. There’s no question why it was changed and I can’t blame someone for wanting to take it for one last run. The Changecaster is an extremely budget priced caster compared to the other daemon leaders and packs a spell that reduces Saves on a unit by 1, which is nice.
Both the Bloodthirster and Great Unclean One are meant to be beat sticks that are also difficult to take down. The Bloodthirster’s Armour of the Pact lets it reroll saves while the Great Unclean One has a 5+ Ward thanks to its command trait (Remember, you don’t get Disgustingly Resilient outside Maggotkin). The Great Unclean one can enflame its sword and use its artefact to do D3 mortals with its flail to do a surprising amount of damage with a hero most armies will struggle to kill. If you get stuck in fighting either of these Greater Daemons you likely will lose after a long, grinding fight
This is the Top Three AoS Lists for GAF Jamboree that took place in the UK on 19th and 20th November. It involved 23 players vying to be crowned champion in a 5 game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Daughters of Khaine – Subfaction: Khailebron – Grand Strategy: Take What’s Theirs – Triumph: Inspired
LEADERS Melusai Ironscale (115)* – General – Command Traits: Zealous Orator – Artefacts of Power: Arcane Tome – Spells: Mindrazor Morathi-Khaine (680)* The Shadow Queen (680)*
Joshua: Baz gives us a different look into Daughters, with a very interesting Khailebron list.
First, let’s talk about Khailebron since this isn’t a top pick of the temples. This temple allows you to spend a command point and target a friendly unit. Remove them from the battlefield, and set them up anywhere on the battlefield 9” away from enemy units. This is very valuable in the sense that it opens up easy access to battle tactics and getting key units out of combat. This also allows the shadow stalkers to become battleline. After becoming a battleline you also get a very mobile unit for objective grabbing and back line threats.
The first thing that we take away from this list is that Morathi is still involved and we all know she is a force to be reckoned with. Now to add to her threat level you can’t lock her into combat and bog her down. She just uses the Khailebron command ability to teleport out of combat and sets herself up for another charge. Which keeps the scary mindrazor spell giving the plus 1 to damage on the charge. Or getting away to safety, stopping the clock of three wounds on the queen for turn. And for lists that already have trouble getting those three wounds a turn, now struggle even more.
Ironscale being the general allows the Blood Sisters and Blood Stalkers to become battleline. Which is a key piece to this list allowing the stalkers to get up to a 15 man unit. Throwing 30 shots 24” across the table. With morathi on the table allowing the hero phase shooting a total of 60 shots, doing mortals on sixes to hit. Ironscale also lets the Bloodsisters run and charge which increases their threat range to a staggering 24”. Add in the Horrorghast which prevents inspiring presence, units are not staying on the table for long.
To add to all the mobility this list already has, it has two units of Khinerai Heartrenders. Having these two units allow to complete a DOK book tactic, Cruel Delight. Having these two units set in reserve there is nothing your opponent can do to prevent you from completing this tactic. Which gives you an edge in a generals handbook that tactics are not easy to come by.
This list gives you the mobility to threaten the entire board, making no objective safe from your taking. Also it gives you, as the pilot the ability to control your targets a little easier. With the Rites Table giving you a Plus 1 to charge it makes those 9” charges a little easier to come by. Looking at this list it’s clear that it has many, many threats and can easily see it going 5-0 in the upcoming events.
Leaders Megaboss on Maw-Krusha (480)** – General – Boss Choppa and Rip-tooth fist – Command Trait: Mighty Waaagh! Leader – Artefact: Destroyer – Mount Trait: Fast ‘Un Orruk Warchanter (115)** – Warbeat: Get ‘Em Beat Orruk Warchanter – Bonded (115)** Orruk Warchanter – Artefact: Arcane Tome (Universal Artefact) – Warbeat: Fixin’ Beat – Lore of the Weird: Da Great Big Green Hand of Gork
Battleline 5 x Orruk Ardboys (85)** – 1x Gorkamorka Banner Bearers 6 x Orruk Gore-gruntas (340)* – Jagged Gore-hackas – Reinforced x 1 6 x Orruk Gore-gruntas (340)* – Jagged Gore-hackas – Reinforced x 1
Behemoths Krondspine Incarnate of Ghur (480) – Allies
Declan: With the points increase from 400 to 480 points there was clearly a hope in the AoS design studio that it would reduce it’s appearance. We can’t tell yet, but Tom doesn’t seem to mind. He’s added in a Maw Krusha and 3 Warchanters! No doubt this is so he can power up the Maw Krusha and both 6 Gore Gruntas units. This is an alpha strike army of the highest order.
Add in the Ironjawz ability – Smashing and Bashing – you’re going to need big screens to stop this one steamrollering over you. It’s very, very quick; gets to you in turn 1, and hits like a freight train.
To stop it, you need to take out the bonded Warchanter or hit the Maw Krusha when it doesn’t have finest hour or Mystic Shield on. Shooting armies will definitely have a chance here, but I’m not surprised that Tom got a 4-1.
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Army Faction: Lumineth Realm-lords – Subfaction: Ymetrica – Grand Strategy: Alarith Aftershock – Triumph: Inspired
Declan: Well this is different. Starts off with Teclis but then has none of the rest of the usual LRL army. Indeed in Ed’s absence I needed to look some of these units up… and that’s a great sign of an off-meta list.
Joe has done well to get to 4-1 with it built around Avalenor and Stoneguard although with Teclis doing his usual heavy lifting of course.
From Games Workshop / Wahapedia
Avalenor is designed to not die – not quite in the same way as Morathi, or a Bastiladon but he can still take some damage and the 3+/3+ combat profit shows he is expected to do some work in combat. At 420 points he’s not cheap but he’s not very slow and counts as 5 on objectives as well.
Meanwhile the Stoneguard and (arguably) more defensive with a 4+ ward if contesting an objective you control with Fortitude of Faith.
Games Workshop / Wahapedia
This will give even Orruks a run for their money and makes them very survivable as anyone who has fought Pheonix Guard will attest to. If they are on an objective, not much is shifting them. Well done to Joe and thanks for getting me to look at 2 different warscrolls!
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Army Faction: Blades of Khorne – Army Subfaction: Reapers of Vengeance – Grand Strategy: No Place for the Weak – Triumphs: Inspired
LEADER 1 x Exalted Greater Daemon of Khorne (580) – General – Command Traits: Mage Eater – Artefacts: Deathdealer 1 x Bloodthirster of Unfettered Fury (295)* 1 x Skarbrand (380)** 1 x Bloodsecrator (125)** – Artefacts: Skullshard Mantle 1 x Skullgrinder (90)**
Alice: Most Khorne lists rely on 3, sometimes 4 bloodthirsters. It’s one of the actually really good heroes in a faction that is struggling really hard. So Skarbrand and Bloodthirster of Unfettered Fury are not surprising here.
What is surprising is the Exalted Greater Daemon, the Resin terror from Forgeworld. At 580 points this thing is not cheap, but it has power when your opponent is facing off against something they’ve probably never seen, let alone played against before. 20 wounds is hard to cut through, and the axe is incredible at 8 attacks at Rend -2 (rend -3 in this case, due to the command entourage’s extra artefact), Damage 3. The fun doesn’t stop there, either. It can nominate a unit in combat to be unable to retreat, able to function as an excellent tarpit. With 20 wounds it’ll be able to hang around a bit. The final perk is in the form of its command ability which lets any daemon unit pile in 6″, anywhere on the field. If your opponent thought he was being clever staying outside of 3″, it’s going to be a bad time.
Most of the roster rounding things off is pretty predictable. Bloodsecrators can help neuter enemy Wizards, and grant an extra attack to every unit within 16″.
The Skullgrinder helps support the foot troops, able to deal some mortal wounds to Enemy Heroes and Monsters on a 2+. Bloodreavers are a workhorse battleline, suitable for capturing objectives and sacrificing to opponents, while Wrathmongers can actually put in some work with their Flurry of attacks and mortal wounds on death.
This is the Top Three AoS Lists for the 5 Alarm Grand Tournament that took place in Canada on 12th and 13th November. It involved 22 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
Allegiance: Daughters of Khaine – Temple: Zainthar Kai – Grand Strategy: Take What’s Theirs – Triumphs: Indomitable
Leaders Morathi-Khaine (340)* The Shadow Queen (340)* Melusai Ironscale (115)* – General – Command Trait: Zealous Orator – Artefact: Crown of Woe
Units 10 x Blood Sisters (280)** – Reinforced x 1 10 x Blood Sisters (280)** – Reinforced x 1 15 x Blood Stalkers (540)* – Reinforced x 2 5 x Khinerai Heartrenders (95)*
Peter: Joshua Bennett (who you may recognise from many a top three article featuring his own lists), has kindly joined the Woehammer team to comment on Daughters Lists.
Joshua: While this list sticks to the norm of the current meta for DOK, it does have its own tweaks that make it very interesting.
At first glance, we see what looks like the basic Zainthar Kai list. At the head of the snake army is the high queen herself, Morathi. Morathi, by herself, is a menace to most opponents. She has a cap of only three wounds a turn, which becomes a great deterrent for the alpha strikes becoming a perfect screen, where the alpha strikes are running into an unkillable duo of models. As anyone knows that has ever faced off against the shadow queen, she is not to be taken lightly in combat. Shadow queen has the potential to pick up most units. She lives up to her title as a “God Model” with the ability to tank everything with the absolute barrage of attacks with high damage and rend.
Bring on the snakes! 15 blood stalkers have always and still remain to be a powerful force to deal with in the DOK list. At 30 shots, hitting on three’s, wounding on three’s, doing mortals on sixes to hit, makes stalkers a threat against any list. Add the fact that they are also shooting in the hero phase, bringing the total number of shots to 60 at a range of 24”. With all of these attacks, this unit should be feared by all. To add to the terror of the Stalkers, their melee loving counter parts, the blood sisters, are also added to this list. Two 10 man units bring each of these death ball units to 30 attacks, hitting and wounding on threes, followed by an extremely powerful turned to crystal ability. This ability allows the unit to roll a dice for each model in their unit and each 2+ inflicting a mortal wound to the selected unit an inch away from it. In this list, the blood sisters are placed in the bounty hunters battalion, which brings the damage of each attack against Galletian Veterans units, a minimum of 2 damage. But it doesn’t stop there, when the ever daunting Shadow queen is in combat within 18” of these blood soaked sisters, the sisters attacks increase to four attacks each, which gives the sisters even more power to pick their opponents units up.
So I know what you’re thinking! I am just going to stay away from this army of blood driven blood elves. This may be harder to do than you think. This is because the Shadow queen is moving 14” and the melee snakes are moving 8”. Also you must keep in mind that the Melusai is in the list as well and serves more than just a pretty face. She allows the Sisters to be able to run and charge, increasing the threat of the slithering blood crazed sisters to the potential of a 14” move bringing them into a more manageable charge range.
Wait, look in the sky! That’s right, a unit of heartrenders are circling above the battlefield waiting for the right moment to strike. This unit can deploy off the board and be placed on the table 9” away from an enemy model. In the shooting phase they each shoot an enemy within 12” of them and then move 6”. Normally we see two of these units in a list because that allows DOK players to use the Battletomb tactic Cruel Delight. This single unit still has its uses. It keeps a constant threat to the backfield objectives. Also this unit can make a great screen for the remaining army. With this units very speedy movement of 14” it can bounce back and forth between objectives causing their opponents a massive headache of leaving models on all objectives. Also with the Grand strategy of take what’s theirs the late game deepstrike can give you edge needed to gain that three extra points.
The other obstacle opponents face while playing this list, is that you must pick up entire units. Because thanks to the Command trait Zealous Order bringing models back from the dead is much easier than normal. This command trait allows the general to bring back friendly models back on a four plus rally compared to the normal six.
Overall this list hasthe range, and the face-to-face killing power to take on most lists, and I can see why it did so well at this tournament.
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Army Faction: Disciples of Tzeentch – Subfaction: Guild of Summoners – Grand Strategy: Defend What’s Ours – Triumph: Indomitable
LEADERS Curseling (180)* – Spells: Shield of Fate Fluxmaster (170)* – Artefacts of Power: Pyrofyre Stave – Spells: Unchecked Mutation Lord of Change (400)* – Staff of Tzeentch and Rod of Sorcery – Artefacts of Power: The Eternal Shroud – Spells: Ghost-mist Kairos Fateweaver (435)*** – Spells: Tzeentch’s Firestorm Tzaangor Shaman (135)*** – Spells: Glimpse the Future Magister (120)*** – General – Command Traits: Arcane Sacrifice – Artefacts of Power: Arcane Tome – Spells: Arcane Suggestion
BATTLELINE Kairic Acolytes (120)** – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – 3 x Cursed Glaive and Arcanite Shield Kairic Acolytes (120)** – Cursed Blade and Arcanite Shield Kairic Acolytes (120)*** – Cursed Blade and Arcanite Shield
ENDLESS SPELLS & INVOCATIONS 1 x Burning Sigil Of Tzeentch (50) 1 x Chronomantic Cogs (70) 1 x Umbral Spellportal (80)
Kieron: A super interesting list for my first time reviewing a Disciples of Tzeentch top three list. Conventional wisdom would suggest that Guild of Summoners is relatively low down in the sub-faction hierarchy but Nic has clearly made this work well for him. Conventional wisdom would also suggest that Master of Destiny is a no-brainer Grand Strategy (have Destiny Dice equal to 9 or more at the end of the battle) but Nic has again bucked the trend with Defend What’s Ours. Where the power comes from in this list can be broken down into Destiny Dice, Fate Points and Battle Tactics.
Let’s start with Destiny Dice, or cheaty dice as some less charitable (and non-Tzeentch players might call them). Nic would roll 9 at the start of the game and the Eternal Shroud would allow new dice to be rolled on a 5+ whenever they are used. The Tzaangor Shaman can lurk at the back of the board (see battle tactics below) generating a new one with Glimpse the Future which will be supporting Kairos who is generating one per turn if you have less than 9. This means that over the course of the game, there should be in the region of 20 dice that the Tzeentch player will know ahead of time, allowing them to be super aggressive or defensive as the game demands.
Next up is fate points and if you thought 20 was a lot of a resource to generate then you haven’t seen anything yet! If Tzeentch go first and all the possible spells go off they will have: 1 from Burning Sigil; 2 from The Curseling; at least 1 and probably 3 from Fluxmaster (theoretically 10, but if you roll 9/9 5+s against me I’m probably conceding or calling a TO!); 2 from the Lord of Change; 3 from Kairos; 1 from Shaman; 3 from Magister; 1 from each Kairic unit making around 15-18 in Turn 1. And what do we do with those points I hear you ask? You summon another Lord of Change for only 9 points and bank the other points for the next turn. Next turn you will have another two casts meaning that you will have more than enough to summon another Lord of Change 18 fate points! At this point you would be facing over 1600pts of prime Tzeentch Turkey that are giving each other (and nearby heroes) +4 to cast. Diminishing returns from this point in as there won’t be enough spells for them all to cast, so probably just bring in 20 pinks a turn instead! If the Tzeentch player is not locked down quickly, they could summon 1500pts by turn 5 (EDIT: Thanks to Tasteless for getting me to go back and not blah, blah , blah the sub-faction ability: Guild of Summoners can ONLY summon Magic Chickens, meaning that a 5 turn game could actually see 2000pts of summoning and Nic possibly in need of kidney to donate to fund the 7 Lords of Change that could be on the board at this point…).
This is all well and good, but if you don’t score points then you don’t win and this is also a list that really wants to use book battle tactics! Call for Change is extremely straightforward as you just need to summon a Lord of Change; the Tzaangor Shaman is an excellent choice for Reckless Abandon, where you need to complete a charge move with a mortal unit more than 18″ away from all enemy units; Ninefold Dismantlement needs you to kill a unit with 9 models or a hero/monster with a wounds characteristic of 9 or more and Tide of Anarchy needs you to take an objective off your enemy with 9 or more models. To truly flex on your opponent, Kairos could even go for Mass Conjuration by casting 3 or more spells for a full 5/5 Tzeentch tactics.
Congrats to Nic for doing fantastically well with some more off-meta choices, demonstrating the internal balance of the Disciples of Tzeentch book.
Peter: Another new member of the team today. Randal Brasher, who some may remember from General Speaking, has agreed to join us to comment on KO, Cities and Stormcast lists.
Randal: Oh boy, here we go! Karl is no stranger to Kharadron Overlords this season and has found 5-0 and 4-1 success with both Double Ironclads and Whole Fleet lists, but the one constant has been his inclusion of Purple Sun. This list leans in on the power of the Endless Spell even more than his previous winning lists by overloading an Ironclad with heroes, Arkanauts, and some spicy Grundstock Thunderers then using the Zilfin Hero Phase move alongside Ebullient Bouyancy Aid. After moving the murder boat across the board it wants to unleash the Purple Sun then leverage the once per game effects of the Flare Pistol (full rerolls in the shooting phase) and the Admiral’s Special Ammunition for either additional rend or eliminating a ward save. It is a very high volume of shots at very high rend, more than enough to cripple most elite armies or clear the flank of a horde army. If the opponent somehow manages to survive the barrage in any condition to fight, they get a facefull of Gotrek.
A bit of tech in this list is to use the Great Sky Cannon over the more synergistic and higher damage Volley Cannon. It lets the boat play the objective game and still contribute some shooting after it unleashes its payload due to the superior range. This list is going to play very well into elite armies or high save armies but it has a serious issue with ranged mortal wounds as its loss to Disciples of Tzeentch shows. Armies with a lot of summoning, such as Beasts of Chaos or Nurgle, might also give it some problems. However, into a metagame of Giants, Daughters of Khaine, Sylvaneth, and Seraphon it is a monster of a metabreaker.
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Army Faction: Hedonites of Slaanesh – Army Type: Invaders – Army Subfaction: The Lurid Haze – Grand Strategy: No Place for the Weak – Triumphs: Inspired
LEADER 1 x Synessa (260)* – General 1 x Sigvald (205)* – General 1 x Be’lakor (360)*
BATTLELINE 11 x Blissbarb Archers (140)* 11 x Blissbarb Archers (140)* 5 x Hellstriders with Hellscourges (135)*
BEHEMOTH 1 x Chimera (200)*
ENDLESS SPELL 1 x Geminids of Uhl-Gysh (40)
OTHER 10 x Symbaresh Twinsouls (260)* 10 x Symbaresh Twinsouls (260)*
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (2000/2000)
Alice: Slaanesh is struggling badly at the moment, but it’s not entirely without merit. There’s a few units that manage to succeed despite their own faction dragging them down, and Invaders manages to pull itself up to something quite usable, if a bit fiddly.
Invaders allows you to have 3 Generals who need to remain 12″ apart from each other. This is largely fine with this composition, because Be’lakor operates well as the main general leading the force to shut down the major threats while Synessa hangs back and casts spells and Sigvald attempts to do character assassinations. If any do die, its a free CP.
Blissbarb Archers are one of the few stand out units in Slaanesh. While they may not get mortal wounds on 6s like some armies, they get a decent number of Rend -1 shots and can run and shoot. Twinsouls make a solid hammer and anvil, depending on what you need in any given situation. Rounding it out, the Chimera is an interesting ally, giving them the mortal wound support they really need while being a solid beat stick to boot.