Category Archives: Peter & Brett

Top Three AoS Lists for Devon Destruction II

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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.

Trying to find the results for other events? Check out our top three lists archive.

The Top Three AoS Lists

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)

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 151
Drops: 9

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)**

BATTLELINE
Mancrusher Gargant (150)**
Mancrusher Gargant (150)**

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

Battleline
4 x Mournfang Pack (350)*
Gargant Hackers
– Reinforced x 1
Stonehorn Beastriders (310)*
Weapon: Blood Vulture
Thundertusk Beastriders (270)*
Weapon: Blood Vulture

Artillery
Ironblaster (170)*

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 91
Drops: 2

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

BATTLELINE
Flesh Hounds (105)**
Flesh Hounds (105)**
Plaguebearers (150)**

ENDLESS SPELLS & INVOCATIONS
1 x Soulscream Bridge (80)
1 x Chronomantic Cogs (70)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment

TOTAL POINTS: 1995/2000

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

Final Tournament Placings

Top Three AoS Lists for the GAF Jamboree

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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)*

BATTLELINE
Khainite Shadowstalkers (150)*
Shroud Queen
Blood Sisters (280)*
Gorgai
Blood Stalkers (540)*
Krone

OTHER
Khinerai Heartrenders (95)*
Shryke
Khinerai Heartrenders (95)*
Shryke

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1995/2000

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.

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Allegiance: Ironjawz
Warclan: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired

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

Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Artefact

Total: 1955 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 100
Drops: 7

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

LEADERS
Archmage Teclis (700)
Spells: Total Eclipse, Transporting Vortex
Avalenor (420)**
Alarith Stonemage (120)**
General
– Command Traits: Unyielding Toughness
– Artefacts of Power: Heartstone Amulet
– Spells: Crippling Vertigo, Unbreakable Stoicism
Scinari Cathallar (110)**
Spells: Etheral Blessings, Speed of Hysh

BATTLELINE
Alarith Stoneguard (240)*
Truestone Seneschal
– Paired Stratum Hammers
– Diamondpick Hammer
Alarith Stoneguard (240)*
Truestone Seneschal
– Standard Bearer
– Paired Stratum Hammers
– Stone Mallet
Vanari Bladelords (130)*

ENDLESS SPELLS & INVOCATIONS
1 x Rune of Petrification (40)

TERRAIN
1 x Shrine Luminor (0)

CORE BATTALIONS
*Expert Conquerors
**Command Entourage – Magnificent

TOTAL POINTS: 2000/2000

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)**

BATTLELINE
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Reaver Blades
10 x Bloodreavers (80)*
Chieftain
– Reaver Blades

OTHER
5 x Wrathmongers (145)*
5 x Wrathmongers (145)*

CORE BATTALIONS:
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: (2000/2000)

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.

Final Tournament Placings

Top Three AoS Lists for 5 Alarm GT

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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.

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: 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)*

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 99
Drops: 3

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)

CORE BATTALIONS
*Command Entourage – Magnificent
**Expert Conquerors
***Warlord

TOTAL POINTS: 2000/2000

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.

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Allegiance: Kharadron Overlords
Sky Port: Barak Zilfin
– Mortal Realm: Chamon
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Aether-Khemist (90)*
General
– Command Trait: Collector
– Artefact: Staff of Ocular Optimisation
Aether-Khemist (90)**
Artefact: Spell in a Bottle
Arkanaut Admiral (125)*
Aetheric Navigator (85)*
Artefact: Svaregg-Stein Illuminator Flarepistol
Gotrek Gurnisson (485)**

Battleline
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns

Units
10 x Grundstok Thunderers (270)**
Reinforced x 1

Behemoths
Arkanaut Ironclad (490)**
Main Gun: Great Sky Cannon
– Great Endrinworks: Ebullient Buoyancy Aid

Endless Spells & Invocations
Purple Sun of Shyish (90)

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 97
Drops: 4

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.

Final Tournament Placings

Top Three AoS Lists for the Proving Grounds

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This is the Top Three AoS Lists for the Proving Grounds that took place in Canada on 22nd and 23rd October. It involved 15 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: Hammers of Sigmar (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADERS
Lord-Imperatant (175)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome
– Spell: Celestial Blades
Lord-Commander Bastian Carthalos (300)*
Lord-Relictor (145)*
Prayer: Translocation
Knight-Judicator with Gryph-Hounds (205)*

UNITS
3 x Annihilators (200)***
3 x Annihilators with Meteoric Grandhammers (240)***
2 x Dracothian Guard Fulminators (230)***
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
5 x Vindictors (130)**
5 x Vindictors (130)**

CORE BATTALIONS
*Warlord (Magnificent Bonus: Additional Holy Command)
**Expert Conquerors
***Bounty Hunters

ADDITIONAL ENHANCEMENTS
Holy Command: Call for Aid
Holy Command: Thunderbolt Volley

TOTAL: 1995/2000
WOUNDS: 83
DROPS:10

Brett: Now we’re talking, 1 of almost everything really good in the SCE book, drops be damned. The result is some really powerful mortal wound projection and good mobility with Translocation, Annihilators and Fulminators. That combined with Bastian and 30″ shooting is punishing. He’s only lost to a list that could get close enough in the early rounds. With the Annihilators only coming in from reserve the Idoneth could really get an advantage in early rounds. We never see 2x Holy Commands, but I think they are underrated. Here they are giving an extra round of shooting and an extra 10 wounds.

This is just a fun list to play with and has some of the best or most interesting units SCE can bring.

Declan: Small tournaments are great in that you can win with a good 4-1 result, and it means the number of 0-5s is hopefully limited — in this case zero! But Matthew has come out on top with a SCE list that has teleporting, armour saves, and good shooting. It’s also a list we’ve seen before but Translocation has gone out of favour recently – so it’s good to see it still being good enough to get success.

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Army Faction: Idoneth Deepkin
Army Subfaction: Nautilar
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
1 x Eidolon of Mathlann Aspect of the Storm (355)**
Artefacts: Arcane Tome
– Spells: Arcane Corrasion
1 x Akhelian King (250)**
General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts: Armour of the Cythai
– Mount Traits: Voidchill Darkness
1 x Lotann (115)**

BATTLELINE
1 x Akhelian Leviadon (500)*
Mount Traits: Ancient
10 x Namarti Reavers (170)**
10 x Namarti Thralls (130)***
10 x Namarti Thralls (130)***

TERRAIN
1 x Gloomtide Shipwreck (0)

OTHER
2 x Akhelian Allopexes (330)*
Alpha Allopex
– Razorshell Harpoon Launcher
– Barbed Hooks and Blades

CORE BATTALIONS:
*Bounty Hunters
**Warlord
***Expert Conquerors

TOTAL POINTS: (1980/2000)

Brett: This is a very interesting top 3, this list beat the one in first and was beaten by the list below in third. I haven’t seen that before. Idoneth is still throwing up a lot of variety, they haven’t taken a lot of tournaments so there is no “net list”. Here there is a return to the Allopexes/Leviadon with a supporting cast of infantry. Of course Eidolon and the Ahkelian King are here as hammers. Turn priority is important for Idoneth and would have worked in Pendelton’s favour against first place. The heavy hitters here and Reavers could do devastating damage to the small SCE units in the first turn and then deal with Annihilators. Pretty much every other list would have suffered exactly the same way, unless they had Gotrek or a Big Dragon.

Declan: Good to see IdK still doing well – even if they are Aelves. This is a relatively ‘normal’ list since the new book with Leviadon (big turtle), some sharks, a king and a Eidolon. It’s an interesting list which seems to rely on the characters, sharks and turtle… although don’t underestimate the Thralls. I prefer them in bigger units, but they can still contribute to the game.

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Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

LEADERS
Gardus Steel Soul (150)**
Lord-Relictor (145)**
Prayer: Translocation
Lord-Celestant on Stardrake (500)**
General
– Celestine Hammer
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Celestial Instincts
– Spell: Thundershock
Gotrek Gurnisson (485)**
Allies

UNITS
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
3 x Vanguard-Raptors with Longstrike Crossbows (240)
Everblaze Comet (100)

CORE BATTALIONS
*Expert Conquerors
**Battle Regiment
Holy Command: Thunderbolt Volley

Total: 1965 / 2000
Reinforced Units: 0 / 4
Allies: 485 / 400
Wounds: 74
Drops: 5

Brett: And so here is an army you don’t want to get close to, Gotrek , 5+ wards and fight on death for all of those enticing Liberators. Long range shooting and a dragon are always pretty effective. This list is really banking on Everblaze, Stardrake and the Longstrikes to weaken you at range (30″ to 36″). If there is a weakness it’s the crippling lack of mobility in this force. You can teleport (or translocate them) but their scoring opportunities are going to be fewer with only 4″ to 6″ on everything other than the dragon. You really want the enemy to be coming to you which looks like what happened. His only loss was to another fight on death army. Zainthar Kai is brutal with so many attacks and they get to you fast so it makes sense.

Declan: 2 big characters! We’ve not seen Gotrek in a while and the little dwarf is here to provide a big bubble that the enemy doesn’t want to go into. He’s still a monster in combat and can safely kill most things in the game if he can roll normally.

It’s also great to see a Stardrake doing well – it’s seen as overcoasted by most players but the model is great – even I own one. It’s also a great centre piece for drawing attention to the army – something Gotrek just can’t do.

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Army Faction: Cities of Sigmar
Army Type: Living City
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Doralia ven Denst (115)**
Freeguild General (100)**
Artefacts of Power: Arcane Tome
– Spells: Lifesurge
Freeguild General on Griffon (290)***
General
– Command Traits: Ironoak Artisan
– Sigmarite Runesword
– Artefacts of Power: Spear of the Hunt
– Mount Traits: Soaring Guardian
Galen Ven Denst (115)***
Haskel Hexbane (180)***

BATTLELINE
Demigryph Knights (175)*
Preceptor
– Standard Bearer
– Hornblower
– Demigryph Knight’s Lance
Freeguild Greatswords (150)*
Standard Bearer
– Hornblower
– Guild Champion
Freeguild Greatswords (300)*
Standard Bearer
– Hornblower
– Guild Champion
Freeguild Crossbowmen (200)**
Standard Bearer
– Piper
– Marksman
Freeguild Crossbowmen (200)**
Standard Bearer
– Piper
– Marksman
Freeguild Guard (170)**
Standard Bearer
– Drummer
– Sergeant
– Freeguild Sword and Shield

OTHER
Hexbane’s Hunters (180)**

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment
***Command Entourage – Magnificent

TOTAL POINTS: 1995/2000

Brett: Is this someone that also plays Warhammer Fantasy battles? This looks a lot like a Fantasy army (also if you are checking on Best Coast Pairings this is listed as Beastclaw Raiders but as you can see, it isn’t). Good to see the Underworlds here with Hexbane, now go see if you can find his warscroll. Huge number of rank and file combat and shooting hampered only by it’s short range. And that’s what’s happened by the looks of it, every army that needed to charge died to a hail of fire. Even the Lumineth list which was Stoneguard following their glow up in the new book. Lists with long range shooting to hit those crossbow men did a lot better. This is the first of the 3/2 lists and scored really well in all rounds (that he won) other than the last. Stoneguard are really good now.

Hard to disassemble a castle like this without shooting or spells, your best option is to play the mission and try to get tactics where you can avoid engaging. Either way try to get rid of the Demigryph Knights as soon as possible to limit his movement and remove them as a threat to your smaller units.

Declan: I’ve not reviewed a Cities of Sigmar list in a while and this one’s interesting. With both the Ven Denst’s making an appearance and with Freeguild Crossbowmen there is a ranged threat here that is not to be ignored. I’m interested in the Greatswords though.

3+/3+ is the stat-line Games Workshop are using for models and units they want to be good in combat. So the Freeguild are going to hit, and the 4+ armour save is not to be ignored. They are not cheap at 150 points for 10, but with a unit of 10 and 20, they will be able to push out some damage. It’s not seen often, as they’re probably not good enough for a 5-0, but they are great if you want to have fun and have a good paint scheme.

Final Tournament Placings

Top Three AoS Lists for the SoCal Open Age of Sigmar Champions Event

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This is the Top Three AoS Lists for the SoCal Open that took place in USA on 22nd and 23rd October. It involved 45 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: Stormcast Eternals
Army Type: Scions of the Storm
– Subfaction: Hammers of Sigmar
– holy command: thunderbolt volley
– Grand strat- no place for the weak

LEADERS
Celestant-Prime (325)
Knight-Draconis (300)
General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Mount Traits: Thunderous Presence
– Spells: Flaming weapon
Slann Starmaster (265)

BATTLELINE
Stormdrake Guard (340)
Liberators (115)
Dracothian Guard Tempestors (220)

OTHER
Vanguard-Raptors with Longstrike Crossbows (240)
Aetherwings (65)

Battle Regiment

ENDLESS SPELLS & INVOCATIONS
1 x Everblaze Comet (90)
1 x Chronomantic Cogs (40)

TOTAL POINTS: 2000/2000

Declan: Partying like it’s early 2022! Dragons and Longstrikes are back, but Ramon’s brought a Slaan as well. An interesting choice which shows the strength in depth within Order. Particularly with Stormcast Eternals.

The Celestant Prime is kept in reserve until needed so Ramon’s early turns are about the Dragons and Endless Spells and then when you’re reeling… bang goes the Prime. Its Prime Time!

Brett: Something to look out for, Thunderbolt Volley with the Longstrikes (edited). Real opportunity to remove a screen just about anywhere and then introduce the Prime.

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Army Faction: Beasts of Chaos
Army Subfaction: Allherd
– Grand Strategy: Protect the Herdstone
– Triumphs: Inspired

LEADER
1 x Dragon Ogor Shaggoth (155)**
Artefacts: Arcane Tome
– Spells: Sundering Blades
1 x Tzaangor Shaman (135)**
General
– Command Traits: Dominator
– Artefacts: Blade of the Desecrator
– Spells: Wild Rampage
– Bonding: Krondspine Incarnate of Ghur
1 x Grashrak Fellhoof (150)**
Spells: Wild Rampage

BATTLELINE
30 x Tzaangors (525)*
3 x Icon Bearer
– 3 x Brayhorn Blower
– 6 x Tzaangor Mutant
– Pair of Savage Blades
10 x Ungors (65)*
Brayhorn
– Banner Bearer
– Ungor Blade and Half-shield
10 x Ungors (65)*
Brayhorn
– Banner Bearer
– Ungor Blade and Half-shield

BEHEMOTH
1 x Krondspine Incarnate of Ghur (400)

ENDLESS SPELL
1 x Chronomantic Cogs (40)
1 x Ravening Direflock (30)
1 x Wildfire Taurus (70)

OTHER
6 x Tzaangor Enlightened on Discs of Tzeentch (360)***
5 x Grashrak’s Despoilers (150)***

CORE BATTALIONS:
*Expert Conquerors
**Command Entourage – Magnificent
***Bounty Hunters

TOTAL POINTS: (1995/2000)

Declan: A list from before the Battlescroll, it’s still great although now more expensive. A great swansong for this version by Matt, but don’t expect Beasts to stop getting 5-0s. I still think they are very good.

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Army Faction: Sylvaneth
Army Subfaction: Winterleaf
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Arch-Revenant (120)*
1 x Branchwych (130)*
Artefacts: Acorn of the Ages
– Spells: Verdant Blessing, Regrowth
1 x Warsong Revenant (305)*
General
– Command Traits: Spellsinger
– Artefacts: The Vesperal Gem
– Spells: Verdurous Harmony, Verdant Blessing
1 x Celestant-Prime (325)*

BATTLELINE
10 x Dryads (100)**
Branch Nymph
5 x Tree-Revenants (110)***
Scion
– Glade Banner Bearer
– Waypipes
– Protector Glaive
5 x Tree-Revenants (110)***
Glade Banner Bearer
– Waypipes
– Scion
– Protector Glaive

ENDLESS SPELL
1 x Spiteswarm Hive (40)

OTHER
5 x Gossamid Archers (220)*
Flitwing Scion
6 x Kurnoth Hunters with Kurnoth Scythes (500)**
Huntmaster

CORE BATTALIONS:
*Warlord
**Bounty Hunters
***Expert Conquerors

TOTAL POINTS: (1960/2000)

Declan: it’s great to see a proper submarine effort and Roberto has done well here. It’s easy to get disheartened but he didn’t. Sylvaneth are difficult to get to 5-0 so a 4-1 is a great result.

Again showing the versatility of Order with Allies from Stormcast and it Prime Time again. Perhaps I shouldn’t have gone full Destruction!!

Brett: Combining the Prime and Gossamid is a brave change, that’s equivalent to 6 more Kurnoth or Durthu. Always good to see something new and Roberto almost pulled it off. If you are planning on using the Prime it’s always worth remembering that you have 300+ points off the table for 2 or 3 rounds. It’s hard to make his cost up, the Prime works well with Stormcast because they are often short of units after round 3.

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Army Faction: Orruk Warclans
Army Type: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumph: bloodthirsty

LEADERS
Wurrgog Prophet (150)*
Artefacts of Power: Glowin’ Tattooz
– Spells: Gorkamorka’s War Cry
Orruk Weirdnob Shaman (90)*
Spells: Da Great Big Green Hand of Gork
Breaka-boss on Mirebrute Troggoth (180)*
Artefacts of Power: Arcane Tome
Spells: Flaming Weapon
Orruk Warchanter (115)**
Killaboss on Corpse-rippa Vulcha (240)**
General
– Command Traits: Supa Sneaky
– Mount Traits: Fast ’Un
Orruk Megaboss (140)**
Artefacts of Power: Destroyer

BATTLELINE
Orruk Ardboys (255)***
Ardboy Boss
– 3 x Waaagh! Drummer
– 3 x Gorkamorka Glyph Bearer
– 6 x Orruk-forged Shield
Orruk Ardboys (85)***
Ardboy Boss
– Gorkamorka Glyph Bearer
– Waaagh! Drummer
– 2 x Orruk-forged Shield
Orruk Ardboys (85)***
Gorkamorka Glyph Bearer
– Waaagh! Drummer
– Ardboy Boss
– 2 x Orruk-forged Shield

OTHER
Orruk Gore-gruntas (170)
Gore-grunta Boss
– Jagged Gore-hacka
Man-skewer Boltboyz (240)*
Boltboy Boss
Man-skewer Boltboyz (240)**
Boltboy Boss

CORE BATTALIONS
*Warlord
**Warlord
***Expert Conquerors

TOTAL POINTS: 1990/2000

Declan: Talking of Destruction, Aaron came in 6th with a 4-1. His Big Waaagh list takes the Kruleboyz and the points increases and decreases nett out in the new Battlescroll.

Aaron’s Big Waaagh works in most phases so there’s no hiding with the Boltboyz giving much needed range support and the Wurgogg staring down the world. Another great result.

Brett: The weakness of both Boltboyz and the Wurgogg is combat, they need to be screened. Screens don’t come much heavier than 15 Ardboys, that’s tough to deal with.

Final Tournament Placings

Top Three AoS Lists for Invasion AOS 2022

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This is the Top Three AoS Lists for the Invasion AOS 22 Tournament that took place in Kristiansand, Norway, on the 17th and 18th September. 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.

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Starborne
– Army Subfaction: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x Saurus Astrolith Bearer (140)**
Artefacts: Serpent God Dagger
1 x Slann Starmaster (265)**
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Stellar Tempest
1 x Skink Priest (90)**
Prayers: Heal
1 x Skink Starpriest (130)***
Spells: Hand of Glory

BATTLELINE
30 x Skinks (225)*
Skink Alpha
– Boltspitter and Moonstone Club
5 x Saurus Guard (115)***
Saurus Guard Alpha
– Wardrummer
– Stardrake Icon Bearer
10 x Skinks (75)***
Skink Alpha
– Boltspitter
– Celestite Dagger and Star-buckler
10 x Skinks (75)***
Skink Alpha
– Boltspitter
– Celestite Dagger and Star-buckler

BEHEMOTH
1 x Bastiladon with Ark of Sotek (165)***

ENDLESS SPELL
1 x Purple Sun of Shyish (70)
1 x Horrorghast (40)

OTHER
8 x Salamander Hunting Pack (280)*
8 x Salamander Hunting Pack (280)*

CORE BATTALIONS:
*Bounty Hunters
**Command Entourage – Magnificent
***Battle Regiment

TOTAL POINTS: (1950/2000)

Comments: Fangs of Sotek continues it’s long run as a great list taking another 5/0 and 1st. This time there is no Kroak and only one Bastilidon but there are two terrifyingly large Salamander Hunting Packs. Otherwise it’s a fairly conventional list with one large (30) Skink unit and 2 x 10 skinks, 5 Saurus Guard (bodyguards), Astrolith, Starmaster, Starpriest and priest. 2 Endless Spells to take advantage of the strong spell casting – Horrorghast and Purple Sun. Noted elsewhere this works well as a combination with Fangs but increasing rend (for the Ark and Skinks) and making battleshock tests terrifying. Back to the Salamanders, each has 2 Salamanders with their 7 attacks, 4 ranged, all hitting/wounding on 3s with -2 rend and D3 damage, 6s do D3 mortal wounds. For each pack that’s an average of 8 damage + 3 MWs. But that could spike as high 21 MWs (extremely unlikely).

Again another list that really wants to make you come to them, the salamanders will stay behind Skinks where feasible to limit charges. Mostly avoid the 30 Skink block. For the most part Tom’s opponents had either limited shooting or limited range leaving them exposed to the Skinks/Salamanders. KO might have had the best of it but Skinks can be teleported or summoned aiding scoring and blocking ships. Good result.

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Allegiance: Skaven
Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Grey Seer (125)**
Universal Spell Lore: Levitate
Verminlord Deceiver (405)**
Artefact: Shadow Magnet Trinket
– Universal Spell Lore: Flaming Weapon
Verminlord Warbringer (395)*
General
– Command Trait: Devious Adversary
– Artefact: Warpstone Charm
– Universal Spell Lore: Flaming Weapon
Warlock Bombardier (115)**
Lore of Warpvolt Galvanism: More-more-more Warp Power!

Battleline
6 x Stormfiends (640)*
2x Windlaunchers
– 2x Ratling Cannons
– 2x Doomflayer Gauntlets
– Reinforced x 1
20 x Clanrats (100)*
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
20 x Clanrats (100)*
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers

Units
1 x Warp-Grinder (65)**

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment
**Warlord

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 115
Drops: 5

Comments: Skaven in 2nd place with a rational list, still has a Warlock for humor but staying safe with solid heroes and clanrat/stormfiend battle line. The only endless spell is Cogs, that leaves point to run 2 x Verminlords and a Grey Seer with the now standard battleline. No Gnawholes listed but I assume some were taken. The Warpgrinder works as a Gnawhole for a single unit that can be placed in reserve with the Warpgrinder and placed at the end of a movement phase. You place the extra unit within 13″ of the Warpgrinder and 9″ from the enemy. Stormfiends to the rear? Like most Skaven lists there is a lot going on, the Grey Seer brings a mini Purple Sun (MWs and -1 to hit rolls for 1 unit).

The Deceiver has his dreaded skitterleap for a teleport that leaves him 6″ from enemies and Warbringer can grant fight on death for 3 units. This is a great combo, you can be aggressive with both the Stormfiends and Deceiver while holding the centre with the Warbringer and granting the Clannrats fight on death. The Warpgrinder teleport, with clanrats also gives some exciting options for scoring. He’s won qgainst very stiff competition with the 3 hammers and his options. That includes beating both flavours of DoK and an Annihilator SCE list.

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Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Prince Vhordrai (455)
Lore of the Vampires: Amethystine Pinions
Vampire Lord on Zombie Dragon (435)
General
– Deathlance
– Command Trait: A Craving for Massacre
– Artefact: Fragment of the Keep
– Mount Trait: Foetid Miasma
– Lore of the Vampires: Amethystine Pinions
Mannfred von Carstein, Mortarch of Night (380)**
Lore of the Deathmages: Decrepify

Battleline
5 x Blood Knights (195)*
5 x Blood Knights (195)*
10 x Deathrattle Skeletons (80)**
10 x Deathrattle Skeletons (80)**

Units
10 x Grave Guard (140)**
Great Wight Blades

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1960 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 100
Drops: 5

Comments: Really solid SBGGL effort, running 3rd after a 3rd round loss to Benjamin (2nd) and his evil Skaven. Who has the moral high ground between Chaos and Death? A selection of the best units in the codex with Blood Knights, Grave Guard, 3 really nasty Vampire Lords and a zombie dragon. 3 Behemoths, all dragons, are the primary hammers. The list doesn’t need to castle though – Mannfred works well with the Blood Knights with Vigour of Undeath (12″ aura of +1 to hit and wound). Prince Vhordrai works with the Vampire Lord giving the Vampire Lord the ability to fight in the hero phase. They massive movement (starts at 14″) so it’s hard to screen them out. All of the units gain a ward near a gravesite, try to fight them further than 12″ from gravesites if possible.

As always with SBGL controlling the gravesites becomes increasingly important. They can summon units back through them or use them to summon reserves. The 2 units of Skeletons and the Grave Guard can all be returned at half strength making it a bit like whack a mole trying to keep them down. I feel the 6″ charge from the Deceiver and the Warbringer’s fight on death for adjacent units would have been the keys to bluntening the impact of the dragons. It’s a remarkable list and 4/1 is a good result, in line with similar SBGL performances we’ve seen recently.

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Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired,Inspired

Leaders
Great Bray-Shaman (100)**
General
– Command Trait: Unravelling Aura
– Lore of the Twisted Wilds: Vicious Stranglethorns
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Wild Rampage
Tzaangor Shaman of Beasts of Chaos (135)**
Lore of the Twisted Wilds: Tendrils of Atrophy
Dragon Ogor Shaggoth (155)***
Artefact: Mutating Gnarlblade
– Lore of Dark Storms: Sundering Blades

Battleline
20 x Bestigors (250)*
Reinforced x 1
20 x Bestigors (250)*
Reinforced x 1
10 x Ungors (65)
Mauls & Half-Shields

Units
10 x Ungor Raiders (80)***
10 x Ungor Raiders (80)***
10 x Ungor Raiders (80)***
1 x Chaos Spawn (55)**

Behemoths
Krondspine Incarnate of Ghur (400)
Allies
– Bonded to Tzaangor Shaman
Cygor (125)

Endless Spells & Invocations
Chronomantic Cogs (40)
Ravening Direflock (30)

Core Battalions
*Bounty Hunters
**Warlord
***Vanguard

Additional Enhancements
Triumph

Total: 1945 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 125
Drops: 13

Comments: A genuine horde list, makes me wonder why Expert Conquerors wasn’t one of the battalions. 87 models altogether with 4 small heros and a Krondspine. The spells are a mix of MWs and buffing spells (special mention to Wild Rampage – reroll melee wound rolls but -1 to your saves). Cogs and Ravening Direflock are the chosen endless spells, Cogs is interesting, most of the chosen spells have casts around 5 and 6 but this list is short on buffs for casting. Ravening Direflock prevents non BoC units within 12″ from using Rally or Inspiring Presence. That’s not bad for 50 points. I’m assuming that there is a Herdstone in the list but not shown.

This is a list that seeks to outlast it’s opponent,then clap back from Turn 3 onwards. Board wide they are -1 rend until Turn 3 when it becomes -2 rend. Bestigors from Turn 3 are -3 rend total. The play here then is to screen using the Ungors (both kinds) while the Bestigors stay close to the Herdstone for Rally on 4+ (starts at 12″ and increases 6″ per turn). The leaders can pray on the Ungor for additional Primordial Points that allowing summoning more units. Krondspine plays really well into this strategy – your opponent can’t ignore it and sometimes will concentrate early damage on Krondspine. That increases the number of other units that make it to Turn 3.

It worked really well here against armies that had smaller units with good saves. Against -3 rend even a 3+ save looks weak. Then there is the Skaven. Their hammer units would be removing 3 units from this list in a turn. The fight on death is really punishing as well, BoC have few wounds and poor saves so their increased rend most likely leads to their quicker death. Clever build and a deserving 4/1.

Final Tournament Placings

Top Three AoS Lists for Northern Invasion 2022

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This is the Top Three AoS Lists for the Northern Invasion Grand Tournament that took place in Scotland on 1st and 2nd October. It involved 45 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: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Lord Kroak (430)*
Saurus Astrolith Bearer (140)
Artefact: Serpent God Dagger
Skink Starpriest (130)*
Spell: Hand of Glory
Slann Starmaster (265)*
General
– Command Trait: Arcane Might
– Artefact: Itxi Grubs
– Spell: Stellar Tempest

Battleline
30 x Skinks (225)**
Meteoric Javelins Celestite Daggers & Star Bucklers
Reinforced x 2
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
5 x Saurus Guard (115)*

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Endless Spells & Invocations
Horrorghast (40)
Ravenak’s Gnashing Jaws (60)
The Burning Head (20)

Core Battalions
*Warlord
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 96
Drops: 9

Comments: Fangs of Sotek with both Kroak and Krondspine headlining a lot of Skinks. No Bastilidons or Engine of the Gods, the only Behemoth is the Krondspine. No Purple Sun either but a pair of Mortal Wound endless spells with Ravenak’s and Burning Head combined with Horrorghast. The intention is pretty clear, send in the Horrorghast then follow up with Ravenak’s and maybe the Burning Head before Kroak rains MWs on you. This list is able to bring decent damage, especially from Kroak, Krondspine and the big unit of Skinks, which on top of the MWs and Horrorghast will cause battleshock issues. Countering that play is difficult, particularly with the summoning, but trying to stay back early may be the play. Kroak’s spells aren’t range limited and you need to avoid Unleash Hell from the 30 Skink block.

His opponents for the most part are reasonably slow and very exposed to Ravenak’s as a result. Combined with the Skink double shoot and Kroak turning off magic these were hard games for his opponents. It will be interesting to see what, if any, impact the new Tzeentch, Behemat and Lumineth tomes have on this type of list.

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs: Bloodthirsty

Leaders
Spirit Torment (115)***
Guardian of Souls (150)***
Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)***
Krulghast Cruciator (150)***
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Battleline
20 x Bladegheist Revenants (350)*
Reinforced x 1
20 x Bladegheist Revenants (350)*
Reinforced x 1
3 x Spirit Hosts (125)**
5 x Hexwraiths (160)*
10 x Bladegheist Revenants (175)**
10 x Chainrasps (110)**

Units
4 x Myrmourn Banshees (105)***

Endless Spells & Invocations Purple Sun of Shyish (70)

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Warlord

Total: 1975/2000
Reinforced Units: 2/4
Allies: 0/400
Wounds: 104
Drops: 11

Comments: Scarlet Doom continues to be the top choice in Nighthaunt and this list doesn’t deviate too much from the normal inclusions. 2 x Spirit Torments, Guardian and Krulghast with Spirit Hosts as bodyguards. Otherwise Bladegheist (the soul of a Scarlet Doom army), Hexwraiths for mobile pressure and scoring with some Chainrasps as either screens of for screens/objectives. Banshees to provide counter spell (endless spell anyway) and the Purple Sun. Stand outs are probably Master of Magic (great choice) and the use of both of the new battalions. Turn priority isn’t critical for Nighthaunt with their speed, ignore rend and ward saves, the potential double on 2/3 is very strong for them, they often lose models slowly and regrow them. Most lists would run a 20 and a 30 Bladegheist unit with this number (50) available).

2 large units of Bladegheist are going to delete a lot of threats, they can each be backed Spirit Torments for some returned models. The list isn’t tied to 1 big death ball, it can effectively operate on 2 fronts. Expert Conquerors is a great choice, the units are relatively cheap so they can be traded and MSU batteline may not destroy them in one turn. Spectral Lure (Guardian of Souls) has a 24″ range, it’s possible to return models from a decent distance. The only match up he lost to is Kharadon, their boats can escape combat and with their shooting it’s a very tough fight for Nighthaunt.

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Allegiance: Ironjawz
Warclan: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Indomitable

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Heroic Stature
– Artefact: Armour of Gork
– Mount Trait: Smelly ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
– 1x Gorkamorka Glyph Bearers

Behemoths
Rogue Idol (430)

Core Battalions
*Warlord
**Bounty Hunters

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 122
Drops: 8

Comments: A variation on the double Mawcrusha style with a Rogue Idol in place of the 2nd Mawcrusha. Warlord has been used to give the Shaman and extra spell and the MegaBoss on Mawcrusha is super tanky (Armour of Gork, Heroic Stature and Smelly ‘Un). Smelly ‘Un only applies if you haven’t charged, and that suggests how this list plays. The 2 x 6 Gore Grunta units and the Rogue idol are the aggressive elements, the Mawcrusha is going to be held back until it has to be committed. On the other hand the Rogue is going to charge as much as possible for that +1 to hit. If the Warchanter gives it the Get ’em beat it’s threat range is massive.

The list is the first of the 4/1s only struggling with Soulblight Gravelords. That’s expected because they operate in different ways, with SBGL getting stronger as time goes on and they can summon/return units while the Orruks lose strength particularly from Turn 3 onwards as units succumb. The secret to beating them is to out last them. Is it time for a new model for Ironjawz? If there was what should it be?

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Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Grand Strategy: No Place for the Weak
– Triumphs:

Leaders
Knights of the Empty Throne Varanguard x 6 (560)**
General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)*
Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch

Units
6 x Furies (95)**

Behemoths
Chaos Warshrine (215)**
Mark of Chaos: Tzeentch
– Prayer1: Universal Prayer Scripture: Heal

Core Battalions
*Command Entourage – Magnificent
**Chaos Warband – Unified

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 126
Drops: 4

Comments: In 4th and another 4/1 result it’s Knights of the Empty Throne with max Varanguard and Iron Golems. Everything has Mark of Tzeentch because it’s probably the best in the current spell meta. Combat heroes (6 Varanguard) and 2 casting heroes with a team of mortal screens (Iron Golems) and the warshrine. Mask of Darkness for teleporting madness. The Varanguard are going to be applying pressure and stamping out threats, they don’t do as much damage as Fulminators (average damage is 18 before saves + 3 MWs). Iron Golems are a very annoying screen/objective unit. With the 7 x 1 wound and a 3 wound model, there is a very good chance you want clear it 1 turn unless you commit. And the Warshrine can then heal it forcing you to fight a them in 2 turns.

Again the only loss was to a faction that directly counters this list, long range shooting with mortals being a great counter. The unit of Varanguard with the grasping plate is able to pile in 6″, remember that if you have ranged attacks because they don’t need to trigger Unleash Hell. That’s probably the biggest trick, otherwise this a straightforward list.

Final Tournament Placings

For the full tournament results see tabletop.to

Top Three AoS Lists for Flying Monkey Con 2022

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This is the Top Three AoS Lists for the Flying Monkey Con Grand Tournament that took place in Wichita, Kansas , USA on 24 and 25 September. It involved 51 players vying to be crowned champion in a 5 game tournament. The top 10 has 10 different factions represented, that is certainly representative of the wide open meta we have right now.

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: Cities of Sigmar
City: Phoenicium
– Mortal Realm: Ghur
– Grand Strategy: Mighty Beachhead
– Triumphs: Inspired

Leaders
Anointed on Frostheart Phoenix (315)
General
– Command Trait: Seeker of Vengeance
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
Anointed on Frostheart Phoenix (315)
Artefact: Phoenix Pyre Ashes
Assassin (80)**
Assassin (80)**
Celestial Hurricanum with Celestial Battlemage (290)**
Lore of the Phoenix: Golden Mist
Haskel Hexbane (180)

Battleline
10 x Phoenix Guard (175)***
10 x Phoenix Guard (175)***
10 x Phoenix Guard (175)***

Units
10 x Flagellants (80)*
10 x Shadow Warriors (120)*
5 x Hexbane’s Hunters (180)*

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

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 110
Drops: 12

Brett: A Cities list without allies on the Podium? This is something exceptional even in our current meta, and Phonecium has the lowest representation of all of the Cities at just 2%. So Jeremy is doing it the hard way(?) but with a good reason. The Phoenix heros gain a wound and the Phoenix Guard gain +1 to hit and wound rolls (and a 4+ ward) within 12″ of Phoenix Temple hero (the Phoenixes). The result is the Guard become a capablable pining unit with some punch. The Guard are all in Expert Conquerors for objective control. Flagellants are very cheap screens, Shadow Warriors for mobile threat (strike from reserve) and Hexbane’s Hunters. All of these have mostly damage 1 weapons but are Bounty Hunters. Nice play, you’d normally use GVs to clear the screening units. Extra bonus, Flagellants get extra attacks if you don’t wipe the unit.

Hexbane’s Hunters were only announced recently so they are a bit a surprise. Slow moving they are a pair of assassin units with a preference for wizard heroes (they do additional damage to Hexbane’s chosen target). If you use an Underworld squad your opponent might not know what they do. In this case it’s 2 units with a combined 15 wounds and a 5+ ward that can do some annoying damage, including MW at the end of combat. In fact good luck getting Hexbane’s warscroll (it was taken off the Warhammer site). Special mention for the pair of Assassins. They appear with any unit of 5 or more at the start of the combat phase. No need to note which unit at the start off the game.

Shadow warriors striking from reserve could charge and if successful have an Assassin added. Or they can be dropped onto a unit you’ve charged at the start of your combat phase. The Phoenixes and Hurricanum are clearly the hammer units here but are falling behind a little (the Hurricanum through spell damage and buffing adjacent units). Despite the detail this isn’t an army that wins through list tech. There are a lot of old data sheets here with lowish rend and random damage, making the most of that to go 5/0 is pretty remarkable. His first 4 opponents had units that are hard to take down (Gargants, Mawcrushas, Be’Lakor and a Stardrake). At the same time this list is hard to concentrate your forces against and very hard to prevent it scoring. Throughout the competition Jeremy scored consistently taking the even from the other 5/0.

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Allegiance: Tzeentch
Change Coven: Hosts Arcanum
– Grand Strategy: Show of Dominance
– Triumphs:

Leaders
Changecaster, Herald of Tzeentch (140)*
General
– Command Trait: Spell Hunters
– Artefact: The Fanged Circlet
– Lore of Change: Unchecked Mutation
– Bonding: Krondspine Incarnate of Ghur
Kairos Fateweaver (435)
Lore of Change: Bolt of Tzeentch
Lord of Change (400)*
Lore of Change: Tzeentch’s Firestorm

Battleline
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Pink Horrors of Tzeentch (250)*
Split and Split Again
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Chronomantic Cogs (40)
Purple Sun of Shyish (70)
The Burning Head (20)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 63
Drops: 2

Brett: More familiar territory now with a Kairos/Lord of Change double act. All squeezed into a Battle Regiment with some crowd favourites – Purple Sun and Krondspine. Changecaster as General, freeing up the Lord of Change to be aggressive. Mortal Acolytes, MSU Pink Horrors and 3 Endless Spells round out the list. The endless spells are fairly normal choices – Cogs, Purple Sun and the Burning Head, the Burning Head is very cheap MW on demand. Be ready for Kairos to use Gift of Change with both Cogs and the LoC making it much more likely to succeed, the Spawn are a useful boost to melee. Otherwise we’ve seen similar lists a few times, the Krondspine and Horrors will slow your advance while Kairos and the LoC pepper you with spells. This list is easily generating 5+ fate points a turn, units can be summoned from Turn 2.

Dwarves seem to have been decent counters to the list otherwise scoring was strong across the board. KO shooting and mobility can be difficult to counter for an army with essentially 18″ range (but Dalton still won). Fyreslayers on demand ward can be an issue for spell based MW (you aren’t spamming attacks to generate damage). As a known quantity going 5/0 takes skill, the lack of units hampers scoring which probably Dalton the event.

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Allegiance: Lumineth Realm-lords
Great Nation: Syar
– Grand Strategy: Tame the Land
– Triumphs: Indomitable

Leaders
Hurakan Spirit of the Wind (265)
Hurakan Spirit of the Wind (265)
Hurakan Windmage (120)*
General
– Command Trait: Goading Arrogance
– Artefact: The Perfect Blade
– Lore of the Winds: Howling Gale
Hurakan Windmage (120)*
Lore of the Winds: Transporting Vortex
Sevireth, Lord of the Seventh Wind (345)*

Battleline
30 x Vanari Auralan Sentinels (495)*
Lore of Hysh: Lambent Light
– Reinforced x 2
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Total Eclipse
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Protection of Hysh

Endless Spells & Invocations
Geminids of Uhl-Gysh (40)
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 90
Drops: 3

Brett: Lumineth (and Sentinels) back in the winner’s circle with a 4/1, 3rd. The dual Spirit of the Wind/Windmage combos is a diversion, the Spirits can move 24″, shoot and move another 12″ and still charge. The Windmage heal them if they are within 12″. Severith shares the Spirits mobility with a MW ability if he crosses over an enemy unit. The core of the army is the Sentinels with their long range shooting. But instead of windriders the army is using extremely mobile heroes to apply pressure and complete Battle Tactics. Typically using terrain is the best way to avoid the Sentinels even with their indirect shooting. Sevireth and his band can still reach you.

We don’t see Geminids enough, turning off commands is underrated and very powerful as are the incidental MWs. It offers board control in the same was as Purple Sun at half the price. Cogs is potentially significant with so many units self buffing via spells. It worked with consistent scoring throughout with the exception of the Idoneth who have the ability to drop the combat range to 12″.

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Allegiance: Gloomspite Gitz
Option: Gloomspite Gitz
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Fungoid Cave-Shaman (95)**
Lore of the Moonclans: The Hand of Gork
Dankhold Troggboss (240)*
General
– Command Trait: Alpha Trogg
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Levitate

Battleline
6 x Fellwater Troggoths (310)*
Reinforced x 1
6 x Rockgut Troggoths (290)*
Reinforced x 1
6 x Rockgut Troggoths (290)*
Reinforced x 1
3 x Rockgut Troggoths (145)**
3 x Rockgut Troggoths (145)**
3 x Rockgut Troggoths (145)**
3 x Rockgut Troggoths (145)**

Units
1 x Marshcrawla Sloggoth (150)*
Allies

Endless Spells & Invocations
Mork’s Mighty Mushroom (40)

Terrain
Bad Moon Loonshrine

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 150 / 400
Wounds: 148
Drops: 2

Brett: Picking our last list was a bit more controversial, at least in our virtual office. Double battle regiment Gitz army (yes a 2 drop army). This Gitz/Troll army has minimum HQs or other distractions and is relying on the unreliable Rockgut Troggoth for everything. There’s 24 in this army with 6 Fellwaters, led by a Dankhold and partnered with a Sloggoth (he broke free from the Kruleboyz somehow). The Cave-Shaman gives extra CP on a 4+ and might do some MW. Ranged attacks at very close range (6″ and 9″) this is a slow moving combat army. They can hit very hard but there are a lot of D3s and D6s for number of attacks or damage, fitting for an older book but guaranteed to make things “interesting”. The Sloggoth giving +1 to hit (or free all out attack) within 18″ makes things a bit more spicey.

Beau went all the way to the final round without dropping a game, that’s a stellar piece of work. In the last round he ran into the overall winner and his regeneration (most units get D3 wounds in the hero phase) just wasn’t enough.

Final Tournament Placings (BCP)

Top Three AoS Lists for AoS @MOAB 2022

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This is the Top Three AoS Lists for AoS @MoAB 2022 that took place in New South Wales, Australia on 1st and 2nd October. 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.

The Top Three AoS Lists

Allegiance: Idoneth Deepkin
Enclave: Ionrachet
– Grand Strategy: The Creeping Gloomtide
– Triumphs: Inspired

LEADERS
Akhelian King (250)*
General
– Bladed Polearm
– Command Trait: Unstoppable Fury
– Mount Trait: Voidchill Darkness
Eidolon of Mathlann, Aspect of the Sea (325)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deeps: Steed of Tides
– Incarnate bonded
Lotann, Warden of the Soul Ledgers (115)*

UNITS
6 x Akhelian Morrsarr Guard (390)*
Reinforced x 1
10 x Namarti Reavers (170)*
10 x Namarti Reavers (170)*
1 x Akhelian Allopexes (165)*
Retarius Net Launcher

BEHEMOTH
Krondspine Incarnate of Ghur (400)*
Allies

CORE BATTALIONS
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 400 / 400
Wounds: 76
Drops: 1

Brett: Sitting right in the middle with a win rate of 50%, Idoneth are performing well and feature frequently on the podium, but not normally number 1. 5 wins in a bigger event is certainly a credit to the general. Joel’s doing things a bit differently as well, including Morrsarr (Eels) as a key part. With Legacy of Glory from Ionrach the Eels gain either run and charge or fallback and charge in addition to whatever the Tides are providing. 4 clear hammers (Akehlian King, Eidolon, Morrsarr and Krondspine) means there is a lot to deal with. The Reavers add solid shooting, flexibility to garrison the Shipwreck (not clear if it was here). While Lotaan has a really solid aura for a list that tends to castle, +1 to wound rolls for melee within 12″ making even Reaver melee something to consider.

The core though are those 6 eels having the ability to run and charge or fallback on the charge. It is easier to set up a fall back and charge to avoid a redeploy so having it is really strong. On the charge their Voidspear goes to -2 rend and 2 damage. Use the Krondspine backed by Reavers to pin one side of you attack and hit them with the Eels. If something needs dealing with both the King and Eidolon can act independently. Joel’s scored well throughout including all battle tactics and grand strategies with 27 as his lowest score. The last 2 rounds were against top 10 opponents with Big Waagh (Ironjawz heavy backed by BoltBoyz) and Khorne (both Bloodthirsters and Skarbrand.)

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Allegiance: Sons of Behemat
Tribe: Breaker Tribe (Fierce Loathing: Bossy Pants and Clever Clog)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Gatebreaker Mega-Gargant (525)*
General
– Command Trait: Louder than Words
– Artefact: Vial of Manticore Venom (Universal Artefact) (fortcrusha flail)
Gatebreaker Mega-Gargant (525)*
Gatebreaker Mega-Gargant (525)*
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
– Bonded to incarnate

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bosses of the Stomp – Magnificent

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 105
Drops: 4

Brett: Sons have really started to tower in the last couple of months, this is a very popular list in Season 1. 3 Gatebreakers (ranged attack) with a Krondspine in Breaker Tribe being especially peeved by heroes and wizards. Bosses of stomp with an extra artefact, in this case Manticore Venom and Tome with the Flaming Weapon. Very aggressive option as opposed to the tanky builds that we frequently see. The Incarnate is almost as difficult to remove as a gargant and gives good protection against Endless Spells. Dares your opponent to risk levelling the Incarnate? Terrenance’ scores were more volatile than Joel’s and he dropped 2 battle tactics which was enough to make him 2nd even with his 5/0.

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Army Faction: Maggotkin of Nurgle
Army Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration

LEADER
1 x Be’lakor (360)
1 x Lord of Afflictions (210)*
General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts: The Splithorn Helm
1 x Orghotts Daemonspew (300)*

BATTLELINE
2 x Pusgoyle Blightlords (220)*
Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
Dolorous Tocsin
5 x Putrid Blightkings (250)*
Blightlord
– Icon Bearer
– Sonorous Tocsin Bearer

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (2000/2000)

Brett: Variation on the very popular (especially in the UK) Nurgle Blightlord/Blightking list. Be’Lakor is now a common inclusion as a great combat wizard in his own right, combined here with Orghotts and Lord of Afflications. Tom has gone with a block of Blightkings instead of a group of 4 Blightlords to free up points for Be’Lakor/Orghotts. The heroes are 870pts or 44% of the list value. The Blightkings are slow but can give a lot of board control (base stats give 60 effective wounds – 20 wounds, 4+ save and 5+ ward). Otherwise everything is moving 8″ and spewing disease points/mortal wounds everywhere. It’s a flexible list that is hard to concentrate force against. While a shooting army might drop 2 x Blightlords that would mean you aren’t shooting the deamon princes.

Overall Tom and Terrance (2nd) were very close on score scoring 23 tactics and all grand strategies on the day but Tom lost to Terrance in the 3rd round. That’s a possible weakness of the smaller Blightlord units, a Gargant can deal with those pretty easily but the reverse isn’t true.

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Army Faction: Blades of Khorne
Subfaction: Reapers of Vengeance
– Grand Strategy: Show of Dominance

LEADERS:
Khaen, Harvester of Skulls.”
Bloodthirster of Unfettered Fury (295)
Artefacts of Power: Skullshard Mantle
Oryx, Bane of Aqshy.”
Bloodthirster of Insensate Rage (280)
Artefacts of Power: Deathdealer
Skarbrand, the Exiled One.”
Skarbrand (380)**
Rakhan, The Red.”
Slaughterpriest (100)**
Hackblade and Wrath-hammer
– Prayers: Bronzed Flesh
Khargos, the Destroyer.”
Bloodsecrator (125)**
General
– Command Traits: Mage Eater
– Artefacts of Power: Skullshard Mantle
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE:
Bloodreavers (80)*
Icon Bearer
– Hornblower
– Chieftain
– Meatripper Axe
Bloodreavers (80)*
– Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
Flesh Hounds (105)*

BEHEMOTH:
Krondspine Incarnate of Ghur (400)

OTHER:
Wrathmongers (145)**

TERRAIN:
Skull Altar (0)

CORE BATTALIONS
*Expert Conquerors
**Warlord

TOTAL POINTS: 1990/2000
DROPS: 10

Brett: The extra list is an example of what Khorne is capable of now. It’s a hero list from the outset concentrating on the awesome power of Skarbrand with both Bloodthirsters. Doubling down with a Krondspine and only relatively small weak screening/action units (maybe not the Wrathmongers). The Flesh hounds have decent mobility to grab objectives in early rounds otherwise these units are mostly protecting the big boys and giving blood tithe points when they die. Khorne has some of the cheapest daemon summoning available (the can to it with 2 points). That cheap unit dies easily and refunds the cost, or you can unlock some very strong abilities if you don’t summon.

Krondspine is mostly a distraction in this list forcing you to split your attention, if you can focus fire it’s not that hard to drop either Bloodthirster or Skarbrand. His only loss was to Joel (1st) whose shooting/melee combination was too much to handle. Otherwise the lack of bodies appears to have reduced his scores across the board and saw Blake take 20 battle tactics. Still a really strong performance from a faction that even 4 months ago no one was really running.

Final Tournament Placings

Top Three AoS Lists for the Facehammer GT

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This is the Top Three AoS Lists for the Facehammer Grand Tournament that took place in the UK on 8th and 9th October. It involved 50 players vying to be crowned champion in a 5 game tournament.

It was organised (as you can tell by the name) by the fantastic Facehammer crew. Check out their awesome YouTube channel here

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: Fyreslayers
Lodge: Lofnir

LEADERS
Auric Runefather on Magmadroth (360)
General
– Command Trait: Blood of the Berzerker
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient
Battlesmith (150)
Auric Runemaster (125)

BATTLELINE
Auric Runeson on Magmadroth (320)
Ancestral War-axe
– Magmadroth Trait: Flame-scale Youngblood
Auric Runeson on Magmadroth (320)
Ancestral War-axe
– Magmadroth Trait: Lava-tongue Adult
Auric Runeson on Magmadroth (320)
Ancestral War-axe
10 x Vulkite Berzerkers with Bladed Slingshields (160)
10 x Vulkite Berzerkers with Bladed Slingshields (160)
10 x Freeguild Guard (85)
Swords and Shields
– Allies

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 85 / 400
Wounds: 125
Drops: 9

Danny: Fyreslayers have been in an interesting place since their 3e tome – hovering around sub-par stats and, despite their limited roster, flitting between ‘meta’ builds. So it’s great to see them take down an event without resorting to a spam list.

Theres’ not too much we haven’t seen before here – the usual must-have HQs, followed by three more Magmadroths with Runesons. These guys are just *good* for their points, and offer durability, decent ranged attacks and ‘speed’. Two units of basic vulkites, who are surprisingly tanky by default and perfectly capable of screening effectively or picking up chaff. Finally, a unit of freeguild guard get allied in – presumably as a cheap-as-chips screen.

Taking down the mortal output and speed of Nighthaunt, a mirror-match and the shooting/flexibility of Skaven, plus the general ‘all the good stuff’ of Tempest’s Eye Cities is no mean feat, so big up Ritchie for a large contribution towards Fyreslayers being taken very seriously at the competitive level.

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Allegiance: Kharadron Overlords
Sky Port: Barak Zilfin
– Grand Strategy:
– Triumphs: Inspired

Kharadron Code
– Artycle: Master The Skies
– Amendment: Don’t Argue With the Wind
– Footnote: There’s Always a Breeze If You Look For It

Leaders
Arkanaut Admiral (125)
Artefact: Staff of Ocular Optimisation
Arkanaut Admiral (125)
Aether-Khemist (90)
General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Aetheric Navigator (85)
Artefact: Svaregg-Stein Illuminator Flarepistol
Aetheric Navigator (85)

Battleline
20 x Arkanaut Company (180)
2x Light Skyhooks
– 2x Aethermatic Volley Guns
– Reinforced x 1
10 x Arkanaut Company (90)
1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)
1x Light Skyhooks
– 1x Aethermatic Volley Guns

Behemoths
Arkanaut Ironclad (490)
Main Gun: Great Volley Cannon
– Great Endrinworks: The Last Word
Arkanaut Ironclad (490)
Main Gun: Great Volley Cannon
– Great Endrinworks: Ebullient Buoyancy Aid

Endless Spells & Invocations
Purple Sun of Shyish (90)

Additional Enhancements
Artefact Magnificent (50)

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 103
Drops: 10

Danny: GUNS. Two especially big, floating ones dominate this undefeated list, as is the trend these days. Fabian’s list here is packed with HQs, but they all offer plenty of utility – with the double admiral also being a hot new trend – understandably, given they offer run and shoot to a skyvessel, and a choice of three powerful effects to pick from at the start of the battle. This kind of tactical flexibility is always valuable, and at 125 points – especially given they’re actually pretty darn nasty in melee – you’d be mad not to take two.

Double navigator can also utterly shut down the main threats to a KO list, namely flying units, because of their ability to tag skyvessels and turn off their fly high. Given ‘Aetherstorm’ stacks, taking 2 makes halving the movement of one nasty flying thing almost a given, and makes either doing it to two things, or quartering the movement of one a likely event too – completely shutting down threats like Morathi, a Maw Krusha, dragons et al.

A bunch of objective grabbing cannon fodder (in both senses!) rounds out the list along with the Purp Sun, who KO still love because of the rend. KO are back on the scene in a big way these days…probably to the chagrin of anyone who doesn’t have an answer to teleporting giant cannons or relies on anything with the fly keyword…

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Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Mortal Realm: Ghur
– Triumphs: Bloodthirsty

Leaders
Lord of Afflictions (210)
General
– Command Trait: Overpowering Stench
– Artefact: Muttergrub- 1x Dolorous Tocsin
Festus the Leechlord (150)
Lore of Malignance: Blades of Putrefaction
Orghotts Daemonspew (300)

Battleline
5 x Putrid Blightkings (250)
2 x Pusgoyle Blightlords (220)
1x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)
1x Dolorous Tocsin

Units
10 x Rotmire Creed (125)
1 x Beasts of Nurgle (110)
1 x Beasts of Nurgle (110)
3 x Plague Drones (200)
3 x Nurglings (105)

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 133
Drops: 11

Danny: Another undefeated list, who only tied with 2nd place KO – this event looks to have been a photo finish!

And pleasingly for a Nurgle list, there’s something to write about. But let’s get the same ol’ outta the way first – Aaron has here brought the new, disease point catalysing hotness of the Rotmire Creed (basically, when a disease point is put on an enemy by them, every other unit within 3! also gets one – splash damage!) He also opts for the best of the Maggoths – Orghotts – a unit of blightkings and 5 flies as usual buzz along for the ride, side-eyeing the imminent Battlescroll all the while.

The fun part is, those big ol’ bluebottles bring along their slightly less chonky cousins the plague drones too. They’re nowhere near as good but they are an additional model and slightly cheaper – a nice screening option perhaps with a good horde clearing 7″ ranged attack for utility. 2 Beasts of nurgle – beautiful, beautiful beasts of nurgle – slither along to generally annoy folks with their ability to run/retreat and charge, disease you with their slime on the way out, and do impact mortals on said charge. Aaron has also snuck in a Festus (what a dude!) who offers reliable healing and a great warscroll spell to subtract 1 from save rolls to a unit.

Nurglings for a cheeky early objective grab finish up a nice, relatively varied Nurgle-goodstuff list which clearly sets out the stall for them not needing to worry too much about the incoming fly nerf.

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Allegiance: Gloomspite Gitz
Option: Glogg’s Megamob
– Grand Strategy:
– Triumphs: inspired

Leaders
Dankhold Troggboss (240)
General
– Command Trait: Sheperd of Idiotic Destruction
– Artefact: Aetherquartz-studded Hide
Madcap Shaman (80)
Lore of the Moonclans: Call da Moon
Madcap Shaman (80)
Lore of the Moonclans: Itchy Nuisance
Madcap Shaman (80)
Lore of the Moonclans: The Hand of Gork
Breaka-Boss on Mirebrute Troggoth (180)
Allies

Battleline
3 x Rockgut Troggoths (145)
3 x Rockgut Troggoths (145)
9 x Rockgut Troggoths (435)
Reinforced x 2
6 x Rockgut Troggoths (290)
Reinforced x 1

Units
1 x Marshcrawla Sloggoth (150)
Allies

Endless Spells & Invocations
Purple Sun of Shyish (90)
Ravenak’s Gnashing Jaws (60)

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 330 / 400
Wounds: 132
Drops: 10

Danny: I mean, even at 15th place you have to choose the Gitz as a wildcard. Especially if they bring triple madcap shamans (for CP generation and wizardry), an allied in but perfectly thematic Sloggoth and Mirebrute Troggoth, and then _21_ Rockgut troggoths. Troggoths for days! #TroggothLyfe

Underestimate this combo at your own expense – with the Sloggoth aura and Dankhold Troggboss, Rockgut’s can put out 2 attacks each, 2s re-rolling 1s, 3s to wound at -2 rend for 3 damage each. Honestly, they slap – and big congrats to Ben for 3-2 and a really decent finish with the undergitz!

Final Tournament Placings

For the full tournament placings visit tabletop.to