Category Archives: Peter & Brett

Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT

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This is the Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT that took place in England, UK on 30th and 31st July. It involved 32 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: Beasts of Chaos
Greatfray: Allherd
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Artefact: Blade of the Desecrator
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Tendrils of Atrophy
Be’Lakor, the Dark Master (360)***
Allies

Battleline
6 x Dragon Ogors (250)*
6x Paired Ancient Weapons
– Reinforced x 1
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Mauls & Half-Shields

Units
1 x Cockatrice (95)*
1 x Cockatrice (95)*
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)***
1 x Cockatrice (95)***
1 x Cockatrice (95)***

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

Core Battalions
*Battle Regiment
**Battle Regiment
***Battle Regiment

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 360 / 400
Wounds: 159
Drops: 3

Brett: Beast of Chaos fresh (?) from their Tome Celestial update in the new infantry meta, at least according to GW, with a full monster list. Imagine being at the table, first round, and your opponent starts unpacking this. Finally a chance for Yndrasta to shine. If you are SCE anyway. It happened to Dan in the last round.

With the Tome Celestial changes the Herdstone now provides a board wide -1 rend in turns 1 and 2 and then -2 from turn 3. The Cockatrice plays into this ability, it’s main attack has no rend but on the charge increases from 4 to 8 attacks. With 12″ move and fly they are hard to screen or stop from charging. As monsters themselves they aren’t subject to monstrous rampages (other than Titanic struggle) and aren’t Galletian Veterans. They also get access to Primal Roar – an extra summoning point and possibly 3. Potentially they could summon a Chimera a turn. Nice. Rally can return models on a 4+ (not 6+) within 12″ of the stone as well.

That lets you game the Bravery characteristic as well, you can render them virtually immune to battleshock and pull from the front removing them from combat. Rally them at the start of your turn and you have a very short charge to get them back into combat. The Dragon Ogors re-roll hit rolls of 1 within 12″ of the General as well. They are a little short on spell casting, Belakor doubles the number of spells/cast himself. There are few buffs to casting here so Geminids (casting on a 6) is a good choice putting out MW and stopping commands. Sundering Blades on the Shaggoth suggests he was kept forward most of the time (an additional Rend within 18″). Tendrils of Atrophy is more situational, the Bray-Shaman doesn’t want to get too close.

Lots of monsters to push up the board and, without Hunters in the Heartland available anymore, able to switch off commands at will. That makes taking damage both more likely and more risky. On top of that12″ movement with -1 Rend board wide, which near the Shaggoth was -2 and then -3, makes this very hard to contain. Structuring the army to fit into Battle Regiment battalion. A good example of a skew list taking advantage of the rules, well done on getting Beasts all the way to No 1.

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Allegiance: Lumineth Realm-lords
Great Nation: Zaitrec
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Sevireth, Lord of the Seventh Wind (345)*
Hurakan Spirit of the Wind (265)*
Scinari Loreseeker (170)*
General
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Extra Spell: Total Eclipse
– Lore of Hysh: Lambent Light

Battleline
20 x Vanari Auralan Wardens (290)*
Lore of Hysh: Protection of Hysh
– Reinforced x 1
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
30 x Vanari Auralan Sentinels (510)*
Lore of Hysh: Speed of Hysh
– Reinforced x 2

Endless Spells & Invocations
Chronomantic Cogs (40)
Emerald Lifeswarm (60)

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Brett: Big block of Sentinels, Wardens everywhere, Sevireth, Loreseeker and a Hurakan Spirit of the Wind. All of the favourites with Chronomatic Cogs and a Lifeswarm. The Lifeswarm making it much harder to remove those Sentinels.

I think most people know how this list works; Cogs is unusual but overall variations of this list have been around for a while. Battle regiment to try and go first (giving up the double), make sure you get Cogs out (for rerolls), apply Power of Hysh on the Sentinels and then use Lofted shot to fire 30″ ignoring terrain and line of sight. The plan is to get 5+’s for mortal wounds (around 12 per volley). Power of Hysh can be cast multiple times, here both the Sentinels and 20 man Wardens will probably cast it most turns. The two smaller Warden teams are screens that can also push out a bit to apply Lambent Light. That gives the Sentinels +1 to hit against one unit.

The Loreseeker, 20 man Warden and Sentinals are all hammers in this set up and very dangerous. Given his mobility the Loreseeker is a great choice for Lambent Light as well. The Sentinals extra spell is Speed of Hysh to double their movement if they are threatened or about to be out of range. It’s an effective list and played well into most of the armies until he met Dan. Dan’s army, they are team mates, is a counter to shooting lists. The Cockatrice are individual units so the wounds don’t carry across but you need the full 30 Sentinels to be sure of killing one with MW.

Since they fly it’s very hard to stop them reaching the Sentinels and from round 3 onwards they instakill Sentinels (rend -2 into a 5+ save). The Grand Strategy is an interesting choice, Lumineth aren’t the most interactive army and yet his GS requires him to have 2 units in the enemies territory. That said both Loremaster and Sevireth can easily accomplish that. With infantry and hordes more common will we see a Lumineth return?

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Allegiance: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Lord of Afflictions (210)***
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Harbinger of Decay (140)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Gift of Disease
Festus the Leechlord (150)*
Lore of Malignance: Gift of Disease
Orghotts Daemonspew (300)*

Battleline
5 x Putrid Blightkings (250)****
5 x Putrid Blightkings (250)****
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

Units
1 x Beasts of Nurgle (110)***
1 x Beasts of Nurgle (110)***

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

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 123
Drops: 10

Brett: Interesting variation on the popular Blightking/Blightlord armies we’ve started to see a fair bit in Season 1. More heroes and a mix of castle and some mobility through the Blightlords and Lord of Affliction. Also interesting to see a return to the high number of drops as if they didn’t care about turn order.

Aaron has chosen to take limited spell casting but included Geminids for that MW and command prevention utility. The spells double down on the rolling castle by increasing how many disease points are handed out. The Lord of Afflictions will provide his normal redeploy/teleport like abilities to the Blightlord allowing them to fly with him. That maximises their usefulness in Bounty Hunters. Festus provides heals, mostly to the Blightkings. Orghotts and the Beasts are a threat in themselves able to control an area and deny it due to their attacks and disease production. The Harbinger is a very interesting inclusion, his two warscroll abilities farm CP and deny commands.

Interesting approach, this is still a list that is going to try to outlast you but includes a reasonable mobile punch. With all of the big boys on the table they are going to take some time to kill and apply disease points all of the time making them a tough opponent.

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Allegiance: Big Waaagh!
Grand Strategy: Tame the Land
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Mean ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Breaka-Boss on Mirebrute Troggoth (180)
Mount Trait: Fast ‘Un
Orruk Warchanter (115)
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Swampcalla Shaman with Pot-grot (105)
Lore of the Swamp: Nasty Hex
Wurrgog Prophet (150)
Artefact: Glowin’ Tattooz
Lore of the Savage Beast: Gorkamorka’s War Cry

Battleline
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)

Units
3 x Orruk Gore-gruntas (170)
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)
Jagged Gore-hackas
6 x Man-skewer Boltboyz (240)
Reinforced x 1

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

Additional Enhancements
Artefact
Mount Trait

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 127
Drops: 12

Brett: Alex has been talking about his Big Waagh lists for most of this year taking the best of Ironjawz and increasing their flexibility with Kruleboyz. Double warlord for mount traits. Does it work? Is it fun? I suggest you look up Alex in discord (AosCoach) to find out.

The Mawcrusha build is interesting, instead of the IJ approach of Destroyer and Fast ‘Un, Alex has built the Mawcrusha with Arcane Tome for the teleport. He’s then given his mount Mean ‘Un increase the damage done by stomp. The Break-Boss has Fast ‘Un to get it into the enemy quicker, in the end it’s only moving 10″ though without might destroys. Warchanters to hand out ++1 damage and increase the charge of the Gore-gruntas, the Shaman for poisons on the Boltboyz and finally the Wurrgog for his nasty stare. If you can pull it off it’s a very tough list to counter. Going with Tame the Land is a tough call to, you almost need to table your opponent to control all of the objectives outside your territory. It can also spread your army fairly wide.

Unfortunately I think people are beginning to have a good handle on Boltboyz. They need to move (it can be only 1″) to use Hasty Shot and even then with poison they only average 8MW or a dead Cockatrice. But if it was Stormdrakes or Fulminators then they would either not remove a model or only take one. And die the next turn. With only 24″(or 12″ on hasty) it’s hard to keep them out of trouble with out a lot of screens. I think that’s what the ‘ard boyz are doing, but that’s 345+ points tied up. Still it’s innovative army and has some solid punch. If the Wurggog goes off it will remove something important and provide space for the Breaka Boss/Mawcrusha to wreck face. Which is always fun.

Final Tournament Placings

The full tournament results can be found on tabletop.to

Top Three AoS Lists for the Salt City GT

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This is the Top Three AoS Lists for the Salt City GT that took place in New York, USA on 23rd and 24th July. It involved 31 players vying to be crowned champion in a 5 game tournament.

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

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Maggotkin of Nurgle
Subfaction: Filthbringers
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Morbidex Twiceborn (320)
Rot Coven Rotbringer Sorcerer (120)***
General
– Command Trait: Grandfather’s Blessing
– Lore of Malignance: Gift of Disease
Rot Coven Rotbringer Sorcerer (120)***
Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Magnificent Buboes
Rot Coven Rotbringer Sorcerer (120)***
Artefact: Rustfang
– Lore of Malignance: Cloying Quagmire

Battleline
10 x Putrid Blightkings (500)*
Reinforced x 1
10 x Plaguebearers (150)**
10 x Plaguebearers (150)**

Units
3 x Nurglings (105)***
3 x Plague Drones (200)**

Endless Spells & Invocations
Purple Sun of Shyish (70)
Ravenak’s Gnashing Jaws (60)
Quicksilver Swords (60)

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

Total: 1975 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 137
Drops: 9

Brett: The sorcerous arm of Nurgle comes out to play and dominates the field going five wins, with all five Battle Tactics and his Grand Strategy for a full 35 points in each round. Three wizards here to take full advantage of the Filthbringers ability. Standing in a group (3″ of each other) they have a +3 to casts, unbinds and dispelling rolls. No coincidence then that there are 3 Endless Spells in the army. Purple Sun is casting on a 5+ (67% chance). Gnashing Jaws and Swords deal direct Mortal Wounds (CV3 with the buff), but they are a bit spicier here because they have the Nurgle keyword if cast by a Rotbringer; applying disease points from their presence and if they do damage.

Morbidex is a little more unusual but gives solid combat punch to the army that might lack that (Rend -1, -2 and -3 on different weapons) while still naturally very tanky. 12 wounds, 3+ save and 5+ ward who heals half the wounds taken every round. That’s 54 damage at 0 rend to bring him down in a single round. And as the king of the Nurglings, he can return one unit of Nurglings per turn, the army has a swarm of them to keep him company.

The army plays into the Season 1 battalions but I don’t think the list correctly marks them, because Plague Drones are mounted (and not Galletian Veterans). Plaguebearers are in Eternal Conquerors so they count as 3 models each on objectives.

Blightkings in Bounty Hunters is a good move for such a big investment. The combination of Blightkings as the hammer with the Plague Drones and Endless Spells makes this a very mobile (for Nurgle) army. Alternatively park the Blightkings in the middle and dare your opponent to remove their 240 effective wounds. The Command Trait gives a little bit more control to the Cycle of Corruption and Arcane Tome gives an extra cast to a Rotbringer (4 total). There’s also the cheeky inclusion of Rustfang to scare off enemy heroes if they attack the Rotbringers.

Beyond the Endless Spells we also have Gift of Disease (spread disease points), Magnificent Buboes (debuff enemy hero) and Cloying Quagmire to slow an enemy and reduce the potential for charges.

A successful and innovative army that shows the depths of the Nurgle book. We haven’t even delved into the Cycle of Corruption and summoning (teleporting for fun) but the mixture of de-buffs, resilience, movement and multiple casts would make this both fun to play and difficult to play against.

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

Leaders
Auric Runefather on Magmadroth (360)**
General
– Command Trait: Blood of the Berzerker
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (125)**
Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse
Battlesmith (150)**
Artefact: Nulsidian Icon
Auric Runesmiter (135)**
Forge Key
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Prayer: Prayer of Ash

Battleline
15 x Hearthguard Berzerkers (480)*
Broadaxes
– Reinforced x 2
15 x Hearthguard Berzerkers (480)*
Broadaxes
– Reinforced x 2
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*

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

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

Brett: A great result with Fyreslayers 4/1 with 4 rounds of maximum scoring (separated from 3rd by two points). This army is based around the hidden power of Hearthguard, with two big blocks being powered up by their small heroes and particularly the influence of the Battlesmith and his 4+ rally on them. The Battlesmith can grant a 4+ ward as well with his artefact which is very good for the Vulkite. The list has a lot of artefacts but that is a result of the lodge (Greyfyrd) which gives an additional 2 and grants +1 wound to foot heroes; it’s the obvious choice for this army. The Command Entourage provided another artefact. This makes a tooled up Auric Runefather with a pet who is fighting twice in one turn and has Axe of Grimnir making his main attack -2 Rend and 4 damage. A mobile and threatening monster killer.

Two Priests with an Arcane Tome to increase the casts/denies to 3. Fyreslayers don’t have a spell lore so a generic spell is listed. The Runemaster has the Volatile Brazier to reroll an invocation (prayer). Prayer of Ash is a defensive spell that reduces incoming wound rolls by 1. Very useful to keep those big blocks of Hearthguard around. The Hearthguard have the Broadaxe, in my opinion the more consistent and better weapon although they are hampered by their 5+ save. Near any Fyreslayers hero they also have a 4+ save though. To top off the list there is a Runic Firewall to block paths and maybe grant wards and a Molten Infernoth for some chip MW.

Solid performance with the army only dropping the round to Luke whose Maggotkin are more mobile. With the exception of one army they are all pretty tough armies, some with a lot of shooting, typically an area of weakness for Fyreslayers. They are a slow moving army and avoiding those Hearthguard would be the best option for trying to defeat them, but that’s easier said than done with those large blocks.

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Army Faction: Orruk Warclans
Army Type: Ironjawz
– Army Subfaction: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired

LEADER
1 x Megaboss on Maw-Krusha (480)*
General
– Command Trait: Touched by the Waaagh!
– Boss Choppa and Rip-tooth Fist
– Artefact: Arcane Tome
– Mount Trait: Fast ‘Un
– Spell: Bash ‘Em Ladz
1 x Orruk Warchanter (115)*
Get ‘Em Beat
1 x Orruk Warchanter (115)*
Get Fixin’ Beat

BATTLELINE
6 x Orruk Gore-gruntas (340)**
Jagged Gore-Hackas
6 x Orruk Gore-gruntas (340)**
Jagged Gore-Hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-Hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-Hackas

INVOCATIONS & ENDLESS SPELLS
Purple Sun of Hysh (70)

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1970/2000)

Brett: What is there to say, Ironjawz are awesome, but this is a Mawcrusha and 18 piggies. There is no subtlety here – these are coming across the board as fast as they can. Both of the big blocks are in Bounty Hunters to boost their damage against GV. The inclusion of an Arcane Tome on the Mawcrusher is interesting, presumably for the Purple Sun. The Purple Sun and Bash ‘Em Ladz have the same casting value (8). Get the Sun out as soon as possible and then try and get the +1 to wounds from Bash em ladz?

First turn (or any turn really, but only one) that Mawcrusha can move 36″ with Fast ‘un and Mighty Destroyer’s. While Tyler would like you to go first and move closer, he really doesn’t need it on most AoS boards. At least one of the big Gore-grunta units will also have a 3D6 from Get ’em ladz. However this is a 3 drop army, we are seeing a lot of larger drops at the moment which might give Tyler an edge.

This is a massive alpha strke army that you want to avoid until you can wear them down. It’s important to remember not only Mighty Destroyers but Touched by the Waagh. The Megaboss can call his Waagh any time and then everything is rerolling their charges, a wall of charging Gore Gruntas. His only loss was to the eventual winner, those Blightkings being just the thing to weather a massive charge.

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Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Big Yellers
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x One-eyed Grunnock (470)
1 x Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Supa Sneaky
– Artefacts: Vial of Manticore Venom
– Mount Traits: Weird ’Un
1 x Swampcalla Shaman and Pot-grot (105)*
Spells: Da Black Pit
1 x Swampcalla Shaman and Pot-grot (105)*
Spells: Levitate

BATTLELINE
6 x Man-skewer Boltboyz (240)*
Boltboy Boss
6 x Man-skewer Boltboyz (240)*
Boltboy Boss
10 x Gutrippaz (180)*
Gutrippa Banner Bearer
– Gutrippa Drummer
– Wicked Stikka
6 x Man-skewer Boltboyz (240)*
Boltboy Boss

OTHER
10 x Hobgrot Slittaz (80)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1975/2000)

Brett: For our extra list today we’ve chosen the 5th place, another Ork list, Kruleboyz going 4/1. Mass ork shooting with a Giant friend. And some Hobgrots. Again it’s a pretty straight forward list, you have the choice of either closing with the infantry and being shot. Or you can focus on the Giant (Sons of Behemat) so it can’t rampage, and be shot. It all fits in a Battle Regiment and is one drop.

Including Grunnock is interesting, a 35 wound stomping model will take a lot of focus for most armies. As a monster with a vicious stomp attack, the ability to ignore screens or engagement to an extent and mortal wounds (MW) on the charge it’s a lot to deal with. Keep it within 15″ of at least one Bolt Boyz unit and a Shaman and they’ll be able to pepper whatever is trying to deal with it with MW (on a 5+). The challenge is to use the bows without exposing them, Big Yellers helps by extending their range by 3″ (to 27″). This means Sentinels, Judicators or Raptors will still outrange them but a lot of armies only have 18″ on their archers. Even with the Hobgrots there don’t seem to be enough screens, and small units of Gutripperaz seem to melt quickly.

I’d be tempted to increase one of the Boltboyz to a 9 and drop one of the 6s. If you drop the grots you would have enough for another Gutrippaz unit. They won’t have poison unless they are within 12″ of the Sludgeraker but it feels more robust and still very damaging. That said this army as written went 4/1 so Jeff knows what he’s doing. The Sludgeraker is a great unit to anchor the lines against to make use of it’s Sludgeraker Venom and it’s attacks, you want to keep it healed up to maximise the number of 2 damage attacks. As included he allows a redeploy (Supa Sneaky), Manticore Venom is straight damage increase and Weird ‘un gives a 4+ ward against spells, with the buffed Endless Spells that’s a good idea.

Super solid performance and a good showing with Kruleboyz bringing their sneaky shenanigans – especially a big smelly mercenary (what do you pay a giant anyway?)

Final Tournament Placings

Top Three AoS Lists for BWG: Summer Slaughter GT

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This is the Top Three AoS Lists for the BWG: Summer Slaughter GT that took place in Pennsylvania, USA on 23rd and 24th July. It involved a massive 102 players vying to be crowned champion in a 5 game tournament. An interesting result, 2 of the lists feature White Dwarf rule adjustments and we have Seraphon. In fact the whole top 5 is made up of AoS 2 books with 6th being the highest placed. Of course 5 to 10 are all the newest of books (Skaven and Sylvaneth).

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: Slaanesh
Host: Lurid Haze Invaders Host (Host of Chaos)
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Sigvald, Prince of Slaanesh (205)*
Host Option: General
The Contorted Epitome (245)*
General
– Command Trait: Feverish Anticipation
– Artefact: Oil of Exultation
– Universal Spell Lore: Flaming Weapon
Krondspine Bladebringer, Herald on Seeker Chariot (185)*
– Lore of Slaanesh: Hysterical Frenzy

Battleline
22 x Blissbarb Archers (280)*
Reinforced x 1
22 x Blissbarb Archers (280)*
Reinforced x 1
11 x Blissbarb Archers (140)*

Units
5 x Centigors (85)*
10 x Gors (70)*
Gor-Blades & Beastshields

Behemoths
Krondspine Incarnate of Ghur (400)*

Endless Spells & Invocations
Geminids of Uhl-Gysh (40)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Brett: Tuned to excess (I know what I did there) with the most efficient Slaanesh Warscrolls combined alongside Krondspine and that Purple Sun. The result is a mobile army with brutal amounts of shooting backed by enough hitting power to remove your hammers (or anvils). This is a very interesting army which avoids any of the larger heroes (Glutos, Keeper of Secrets or Shalaxi) for Krondspine and maximum Blissbarb.

Anthony has taken advantage of the Invaders battle traits to gain a second hero for command purposes. Useful to increase the sweep of command abilities. 2 Wizards with 3 casts and denies but neither are true wizards so the list really has 3 combat heros with denies. Starting with Sigvald; he continues to be a machine, ignoring wards but has a 4+ ward, with his minimum 5 attacks hitting on 2s and wounding on 3s with Rend -2 and D3 damage. If he charges he can use his charge roll for his attacks. Invaders allow the placement of 3 units into ambush (deep strike) so there is an excellent chance of meeting him after he charges (3+ to his charge roll), of course he strikes first. Avoid hm by staying more than 15″ from the edge of the board. Any edge.

The Contorted Epitome is quite tanky in this build with +1 wound and it’s normal 2+ ward on MW. 14″ move and with Flaming Weapon (presumably on the Ravaging Claws) for 9 attacks with a rend -1 and 2 damage weapon. And ability to make other units fight after it if it charges. The Chariot and Epitome have warscroll spells to grant rerolls for 1s. The Chariot has an impressive melee profile but more importantly can retreat and charge, it inflicts mortal wounds on the charge. The Hysterical Frenzy spell inflicts more MW. These combat characters make sense when the rest of the list is mostly Blissbarb. 2 attacks but a 6+ save and 1 wound mean they will melt under pressure. With a 6″ move (but they can run and shoot) mobility is limited but they can take Sigvald up the board with them.

With the limited casting and no real wizards (who have buffed casting) getting Purple Sun out might be hard. Geminids have a CV of only 5 though and are no where near as powerful as the Purple Sun. Still they inflict MW on a unit with 1″ at the end of their movement on a 2+ and if they do they turn off commands. An army that is going to apply pressure from the start, it pretty much always wants to go second to see where the best places to drop in units. If they take Sigvald into ambush with 2 of the Blissbard Archers units their opponent is going to have real trouble. Anthony scored consistently through all rounds (26+), most of his opponents had either Eternal Conquerers or Bounty Hunters or both which this list largely negates (they are shooting you off objectives, your numbers won’t count).

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Allegiance: Kharadron Overlords
Sky Port: Barak Zilfin
– Mortal Realm: Chamon
– Grand Strategy: Masters of the High Airs
– Triumphs: Inspired

Leaders
Aether-Khemist (90)*
General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Aetheric Navigator (85)*
Arkanaut Admiral (125)*
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

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
1 x Grundstok Gunhauler (155)
Main Gun: Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Debtsettler’ Spar Torpedo

Behemoths
Arkanaut Ironclad (490)
Main Gun: Great Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Dealbreaker’ Battle Ram
Admiral’s Krondspine (400)
Krondspine Incarnate of Ghur

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
*Warlord
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1955 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 94
Drops: 10

Brett: It’s been a while since Kharadron Overlords have climbed to the top of the tree. Coming off a recent buff from both the mid year points (only 2 units) and White Dwarf revision Carl is one of 3 to go 5/0 in the event. He does have both the Purple Sun and Krondspine and 2 wizards to bind them thanks to the Arcane Tome. I wonder if we will see anything about the Purple Sun and Krondspine before the next Battlescroll is due in September.The general, the Aether-Khemist is an obvious choice, one of 3 Khemist only artefacts guarantees an endless spell can be cast once per game. The Purple Sun has a casting value of 8 so if there is anyway to make it a sure thing take it.

Slow moving he also hands out a re-roll wound rolls of 1 to a unit within 12″ and reduces to-hit rolls within 3″ (himself and another character typically) unless garrisoned, so he has to be on foot. His own attacks are much riskier, 3D6 with rend -2 sound great but only 9″ range make it a risky proposition. Of course he can garrison a vessel. The Navigator is here for his dispel and reroll run and charges for vessels if they are visible to him. Lastly the Admiral, who was the most changed by White Dwarf here. He lost 3 of his 4 unique command abilities, keeping the ability to allow a unit to fire even if it had run (Master of the Skies). Flaming Weapon is an interesting choice, he has reroll hits and wounds against monsters and heroes.

He is a small beatstick with only 3 attacks, -2 rend, 2 damage. He can divert wounds to the Arkanaut Companies (Skyfarers). Otherwise 3 battle line Arkanauts with minimal upgrades, Thunderers for some punch. With limited capacity in the flying units I would garrison the Thunderers and forgo the hero buffs to minimise their exposure. All of the KO shooting units have quite short ranges, typically 18″ or less except for the boats. The addition of the Purple Sun to increase saving throws for adjacent units with the number of shots from even the Arkanauts is a great combo. The Krondspine is pure distraction and menace, it takes a lot to deal with but can’t easily be ignored. In melee he can delete weaker units and at least bracket most bigger heroes in a single turn.

His highest ranked opponent was 11th, so it’s not clear how much we can take from his matchups. Most of the armies this went against were a bit short on shooting with the exception of his 2nd opponent. 5/0 is no small accomplishment and the list is quite different with so few boats and mostly footsloggers who aren’t riding.

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Army Faction: Seraphon
Army Type: Coalesced
– Subfaction: Thunder Lizard
– Grand Strategy: Show of Dominance
– Triumph: Inspired

LEADERS
Saurus Astrolith Bearer (140)**
Artefacts of Power: Fusil of Conflagration
Lord Kroak (430)**
Celestant-Prime (325)**
Engine of the Gods (265)***
General
– Command Traits: Prime Warbeast
– Artefacts of Power: Incandescent Rectrices
– Mount Traits: Beastmaster
– Prayers: Curse

BATTLELINE
Skinks (75)*
Skink Alpha
– Boltspitter and Moonstone Club
Skinks (75)*
Skink Alpha
– Boltspitter and Moonstone Club
Saurus Guard (115)**
Saurus Guard Alpha
– Stardrake Icon Bearer
– Wardrummer

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

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)

TERRAIN
1 x Realmshaper Engine (0)

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

TOTAL POINTS: 1960/2000

Brett: The last of the 5/0 armies coming in 3rd with an absolute hero hammer of a army. Over a 1000 points in heroes, some skinks and Saurus to fill those pesky battleine and 3 Bastiladons because why not. The inclusion of Horrorghast in interesting and the decision to play into the Triumph (Inspired). Those 40 points could have upgraded Skinks to Saurus or Chronomatic Cogs for casting rerolls. I wonder what Michael thinks after the event. Again this army wasn’t paired into any of the top 10 armies so not a lot can be drawn from the matchups.

Kroak is an amazing wizard, only Nagash and Teclis match him with 4 casts/unbinds and no range limitation on his unbinds. He adds +2 to casts, can make nearby units fly and give a +1 to save. He’s very hard to kill so those spells are there the whole game. The Astrolith is also a wizard and the Engine of the Gods has some decent combat prowess but is mostly here for the Cosmic Engine. Thunder Lizard means it rolls twice. Celestant-Prime is a SCE ally, their most expensive non dragon hero.

24″ shooting attack (D3 MW to units with 6″ of a point) and the mighty Ghaz Maral hammer. Starting at 3 attacks, -3 rend, 3 damage hitting on 3s and wounding on 2s he gains 2 attacks for each turn you leave him in reserve. Once a turn he can change a dice roll, including a charge roll. Arrive in Turn 3 with 7 attacks and a guaranteed turn or bring him in earlier if things are going badly. He is likely to delete any smaller hero when he arrives and is even a good chance (with help) to force an incarnate to lose a level.

The Bastiladons are rocking an extra 2 wounds, taking 4 wounds to bring them below a 1+ save. I know, stupid GW a 1+ roll always fails, except for Bastiladons and moral (40k). Anyway all of them are using the Ark of Sotek for maximum attacks (18 at top bracket) looking for MWs on 6s. Hunter Battalions are less common as well so there is a good chance of a monstrous action affecting opponents. A Thunder Lizard army with all of the big toys as we’ve come to know is pretty effective and has done extremely well here.

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Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Mortal Realm: Aqshy
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Skarbrand (380)*
Bloodsecrator (125)*
Slaves to Darkness Daemon Prince (210)*
Axe
– Artefact: The Crimson Crown
– Mark of Chaos: Khorne
Slaughterpriest (100)
Prayer: Blood Sacrifice
Bloodthirster of Unfettered Fury (295)
General
– Command Trait: Mage Eater
Bloodthirster of Insensate Rage (280)
Artefact: Skullshard Mantle

Battleline
10 x Blood Warriors (190)**
Goreaxe & Gorefist
– 1x Goreglaives
10 x Bloodreavers (80)**
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes

Units
5 x Centigors (85)***
5 x Centigors (85)***
5 x Centigors (85)***

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

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 131
Drops: 12

Brett: 4/1 only gets you to 15th place in this tournament, only getting his Grand Strategy 3 times with the dropped game seeing Sam slide. The new Season 1 Battle Traits and Grand Strategies are that much harder. I am not sure that Show of Dominance is a good pick, it’s quite risky trying to place a GV unit in each quarter. Blades of Khorne can summon additional veterans though through Blood Tithe points which you earn by killing units. And that’s what this army is built for.

With Skarbrand and 2 more Bloodthirsters as well as a Demon Prince this army moves fast and hits very very hard. Or whiffs (nothing personal Skarbrand). Getting to 4 points shouldn’t be hard unless your opponent is super elite. 4 points grants 10 Bloodletters. Back to the heroes – the Crimson Crown is a good choice on the Demon Prince allowing him to use Bloodslicked Ground for free. Mage eater for a deny in an almost castless army (the Slaughterpriest has a deny as well) and Skullshard Mantle, because Blades of Vengenace must take it, round out the enhancements. Blood Scarifice allows the generation of Blood Tithe, farming 5 a game, at the cost of something cheap (Centigors or Bloodreavers).

13 drops (not 8) and 131 points without summoning Sam had a tough road facing 3 new books in his first 3 rounds and only dropping one. His last game was Lumineth, and interesting problem for a melee army. Solid effort Sam.

Final Tournament Placings (Top 32)

Top Three AoS Lists for the Midwest Makeup

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This is the Top Three AoS Lists for the Midwest Makeup that took place in Indianapolis, USA on 16th and 17th July. It involved 27 players vying to be crowned champion in a 5 game tournament.

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

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The Top Three AoS Lists

Allegiance: Ossiarch Bonereapers
Legion: Petrifex Elite
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Liege-Kavalos (170)*
General
– Command Trait: Mighty Archaeossian
– Artefact: Godbone Armour
Arkhan the Black, Mortarch of Sacrament (340)*
Mortisan Soulmason (115)*
Artefact: Soul Reservoir
– Lore of Mortisans: Drain Vitality
Mortisan Boneshaper (115)
Lore of Mortisans: Empower Nadirite Weapons

Battleline
20 x Mortek Guard (280)***
Nadirite Blade and Shield
– Reinforced x 1
20 x Mortek Guard (280)***
Nadirite Blade and Shield
– Reinforced x 1
10 x Kavalos Deathriders (380)**
Nadirite Blade and Shield
– Reinforced x 1

Units
3 x Necropolis Stalkers (175)**

Endless Spells & Invocations
Bone-tithe Shrieker (50)
Chronomantic Cogs (40)
The Burning Head (20)

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

Additional Enhancements
Artefact

Total: 1965 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 111
Drops: 8

Brett: What’s happening in the US? We are only a couple of weekends in but we’ve seen a wide variety of armies winning since the new GHB. Even if they weren’t using the new GHB (Texas Masters). Another OBR (Ossicarch Bonereaper) army, Petrifax Elite, to challenge everyone. Michael’s army was the only 5/0, excellent work with a faction a lot of people have written off. In an infantry meta (according to GW) we should expect to see more of OBR who have some of the best heavy infantry in AoS.

6 casts from 3 Wizards, 3 Endless spells and 2 healing heroes with the ability to heal or return models, if there are no damaged models, to up to 5 units. Soul Drain, the Soulmason’s spell can be cast twice (and potentially up to 4 times) granting reroll 1s. Thematic but the second spell does depend on a dice roll and then a casting roll. Don’t rely on it. Liege-Kavalos has taken the fixed trait and artefact, again a hold over from AoS2.0, not bad on a combat hero though with an extra 2 wounds and negating the first damage he takes. You always want to hit Liege with low damage, insignificant attacks and hold back on the big stuff.

Drain Vitality forces your opponent to reroll good rolls (6s) to either hit or as saves, very annoying. And Empower Nadirite Weapons lets one unit have exploding hits on a 5 not a 6. Then there are 3 endless spells, Cogs for rerolls, the Burning Head for cheap mortal wounds/AOE and the Bone-tithe Shrieker stopping units from Inspiring Presence or Rally within 12″ and +1 to hit units within 12″. Most of all the spells combine to make the Guard tougher to kill and hit a bit (or lot harder). The army builds in a lot of flexibility with the choice of characters and the third battleline. Mortek Guard have a movement of 4″ and their support characters 6″. But the Deathriders, Liege and Arkhan all move at least 10″.

This army lets you construct a castle with the Guard Units backed by the Stalkers and Soulmason/Bonerepear that locks down a home objective and stretches to the centre depending on the map. They would have reroll ones and exploding 5s (on one unit). Not very inviting to charge into, they also count as 60 models on objectives and have very high moral. Exactly what you need in an objective unit. That leaves the Liege and Deathriders free, Liege can grant Endless Duty to the Deathriders giving them another attack (for a total of 4) which magnifies their exploding 6s. And they have an extra damage into Galletian Veterans. Lastly there is Arkhan with enough movement and threat to support either the castle or the roving unit. Any small unit trying to hold an objective is very exposed.

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Spirit Torment (115)
Guardian of Souls (150)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist
Krulghast Cruciator (150)
Artefact: Lightshard of the Harvest Moon
Reikenor the Grimhailer (190)
Lore of the Underworlds: Seal of Shyish

Battleline
20 x Bladegheist Revenants (350)*
Reinforced x 1
20 x Bladegheist Revenants (350)*
Reinforced x 1
10 x Bladegheist Revenants (175)*
3 x Spirit Hosts (125)*
20 x Chainrasps (220)*
Reinforced x 1

Units
4 x Myrmourn Banshees (105)

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
Bounty Hunters
Warlord
Expert Conquerors

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 106
Drops: 10

Brett: If I’m not mistaken Nicholas is from the Die is Cast podcast/battle report channel and you can watch his development of the list through a series of battles since the Battletome dropped. Well worth giving them a look. To the list; Quite a few Nighthaunt lists lately have had 1 Spirit Torment, 2 Guardians of Souls, or 2 Spirit Torments and 1 Guardian of Souls, focusing on returning models to the Battleline units.

Nicholas has instead gone with Reikenor, expensive but a great wizard and wizard slayer. He can snuff a corpse candle for +3 to cast. Used on Purple Sun that reduces it to a Casting Value (CV) of 5 or 75% chance to succeed. With Arcane Tome on the Guardian we have 3 casts/denies and the Guardian (as the strongest non named character) being the General. Shademist and Seal of Shyish are almost autotakes; they grant one unit -1 to wound rolls that target it or a 5+ Ward (normally a 6+).With Krulghast’s ability to reduce damage by 1 (terrified units only) and the Purple Sun -1 to save rolls within 6″ the army has a lot of buffs, mostly durability, for one or 2 units.

On top of the 3 denies the Banshees are here to shut down spell casting. With 4 models they have +1 to their 2D6 spell ignore and they only roll against the casting value not your cast. Otherwise the list uses Bladegheists on the charge to remove things (60 attacks after applying mortal wounds from Scarlet Doom. All Nighthaunt can fall back and charge so you can charge every round. ., I can’t tell but I would expect them to be in Bounty Hunters for +1 damage to Galletian Veterans. The Spirit Hosts can protect one character, it’s only a 66% chance of the wound passing over but it’s after saves so still pretty strong. Chainrasps to hold a backfield objective, in Expert Conquerors so counting as 60 models on an objective.

A solid army with plenty of mobility (ie 8″ move) and hitting power but with the no rend, 6+ ward and all of the debuffs, as hard to hit as ghosts should be. Good results through the weekend with maximum scoring in pretty much every round except of course the first one. We’ll talk about that list a little later but it’s as close to an anti meta nightmare as you’ll find. If they roll well the Bloodthirsters will remove entire units quickly and Khorne hates magic. Not a good combination for Nighthaunt.

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Army Faction: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Lord of Afflictions (210)*
General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts of Power: The Splithorn Helm
Be’lakor (360)*

BATTLELINE
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (440)*
2 x Dolorous Tocsin
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*

OTHER
Pusgoyle Blightlords (Single) (110)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Brett: And we’re back with Maggotkin of Nurgle. They play the new Battle Tactics well, able to score a few along the way and denying their opponents their Battle Tactics through their resilience. Sam’s army is a good example, with each of the troop units having 16 wounds (apart from the single). Even worse for a lot of opponents they aren’t Galletian Veterans; Bounty Hunters don’t do extra damage. If that’s not enough, with no Galletian Veterans in the list 3 of the 8 Battle Tactics aren’t even available to your opponent. That feels like a bit of an oversight from GW .

Powerful army full of almost impossible to kill things, 118 wounds with a 5+ ward and it’s 2 drop. The army is very mobile for a Nurgle one, with 8″ move for everything. The Lord of Afflictions is loaded for bear with the Tocsin, a 4+ ward (Splithorn Helm) and interferes with commands. Belakor adds a mobile battering ram but needs to operate independantly not to suffer from the Lord’s Incubatch ability MW because he doesn’t have the Nurgle keyword. Drowned men lets the entire army except Belakor redeploy before first turn.

Blightlords pregame move over they have an 8″ movement letting them apply pressure assuming they aren’t taken into the sky by the Lord (effectively a teleport). Charging, the Blightlords (and Lord) inflict D3 MW on a 4+, 2+ with Dolorous Tocasin which the Lord and the large unit of Blightlords have. This is per model making that large unit very damaging. Blightlords apply 1 MW just for being near them (3″) if they roll above the opposing units wounds before disease points. Blightlords are very good at applying them with 22 attacks per unit (44 for the larger unit) averaging just under 4 disease points per combat phase. That’s not to mention the 1 for being near them or 1 that carries over. It would be very easy to have 6 points on a unit being near them. 6 disease points gives an average of 3 MW (4+).

To break that down, a 2 model Blightlord unit that would need 36 Rend -1, damage 1 attacks to clear can apply an average of 7.5 MW (charge, presence and disease points) into 1 wound models. Against 2 wounds it’s more like 7MW on average. That’s without counting their attacks. How to deal with it? Shooting comes to mind and maybe staying mobile, loosing Outmuscle, Head to Head and Against the Odds as Battle Tactics hurts a lot. What’s interesting is the only loss was to a foot Fyreslayers army (no Magmadroths) so mobility wasn’t important. But it does have Gotrek and Demon Slayer which turns off Ward save’s and a 4+ Ward for the troops near a hero. That would mitigate a lot of the incoming MW including the disease points.

A very hard to deal with army.

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Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leader
Bloodthirster of Unfettered Fury (295)**
General
– Command Trait: Mage Eater
Bloodthirster of Insensate Rage (280)**
Artefact: Skullshard Mantle
Bloodthirster of Insensate Rage (280)
Artefact: Khartoth the Bloodhunger
Skarbrand (380)
Bloodsecrator (125)**
Slaves to Darkness Daemon Prince (210)**
Sword
– Mark of Chaos: Khorne

Battleline
10 x Bloodletters (110)*
10 x Bloodletters (110)*
5 x Flesh Hounds (105)**
10 x Gors (70)*
Gor-Blades & Beastshields

Core Battalions
*Expert Conquerors
**Warlord
Artefact

Total: 1965 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 109
Drops: 10

Brett: Do you hate magic users? Does your local meta have a lot of Death armies with 1 wound models and magic? Or are you just a very angry angry being? Here is an army for you, 3 Bloodthirsters and Skarbrand to let all of the hate flow. And it looks like a Khorne army with some Bloodletters.

In a meta where 20 Namarti, 10 tree revenants or 20 bladegheist are dominating a lot of battlelines the big daemon heroes can shine. But they are very swingy so high risk, high reward. If they go off they can remove entire units in a turn. With Skarbrand you want to hold him back a turn so that when he gets in on the 2nd turn he is fighting from his bottom bracket (Slaughter has 9 attacks and Carnage hits on a 1+). With the Demon Prince halving charge rolls Nighthaunt, particularly Scarlet Doom will suffer. Even falling back just over 3″ to charge is going to leave them with a 7″ or 8″ charge which is no sure thing. With mulitple sources of reroll 1s and the anti magic of Wizard eater this is a fast and hard hitting army that will chew up armies with weaker troops.

Which is amusing given how squishy Bloodletters and Gors are. The Fleshhounds are a good inclusion for extra wide mobility and Gors are really good for screening home base. An imaginative army from one of the factions normally seen as a bit weaker, is Gallet Khorne’s territory?

Final Tournament Placings

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Top Three AoS Lists for the Texas Masters – Grand Tournament

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This is the Top Three AoS Lists for the Texas Masters Grand Tournament that took place in Texas, USA on 16th and 17th July. It involved 32 players vying to be crowned champion in a 5 game tournament. The other thing to note is that this tournament used the 21-22 GHB.

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: Orruk Warclans
Army Type: Bonesplitterz
– Army Subfaction: Drakkfoot
– Grand Strategy: Get Dem Bones!
– Triumphs: Inspired

LEADER
Wurrgog Prophet (150)*
Artefacts: Glowin’ Tattooz
– Spells: Gorkamorka’s War Cry
Wurrgog Prophet (150)*
Artefacts: Mork’s Boney Bitz
– Spells: Gorkamorka’s War Cry
Savage Big Boss (65)*
General
– Command Traits: Great Hunter

BATTLELINE
Savage Orruk Morboys (155) **
Savage Orruk Morboys (155) **
Savage Orruks (165) **

ENDLESS SPELL
The Burning Head (20)

OTHER
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)
Savage Big Stabbas (80)*

CORE BATTALIONS:
*Warlord
**Hunters of heartland

TOTAL POINTS: (1980/2000)

Brett: At the start of AoS3 there was talk about how the Bonesplitterz had been left behind with the new Orruk battletome. Well no more, a major GT win going undefeated with one draw against really solid armies is a fantastic performance. And to do it with a list that should bring a smile to anyone’s face (Bonesplitterz are old style orks). Lets take a moment to acknowledge the dedication needed to have 16 big stabbas through any means. GW originals are just 2 per box of Savage Orruks.

It’s pretty clear how this will work, the Savage Big Boss gives the Big Stabbas a pregame 8″ move increasing their first round movement to 13″ before run. That gets them within range of any centre objectives in the first round and charge range of anything forward deployed on most maps. If they go second that might make them exposed but there are a lot of them and each is a separate unit. As well, Bonesplitterzs have a 6+ ward normally and a 4+ if the Waagh is called. So unless you split fire you mightn’t get too many in a turn. For armies like Seraphon that often have a few high quality shots this is a nightmare, with a 6+ save you don’t need Rend to kill Big Stabbas.

But wait there’s more. All of the battleline units are in Hunters of the Heartland, preventing monster Shenanigans. If you are going to attack them then make sure you get in, they like charging (either an extra attack or +1 to wound rolls if they succeed). The Prophet’s can force a unit to fight last but their Mask is the biggest boon. If they stare then on a 3+ it’s D3 Mortal Wounds. That’s enough to drop a Bastilidon out of their top bracket. Of course they can continue to stare and risk blowing themselves up. I’ve heard of up to 20 wounds delivered that way. Their warscroll spell is pretty good, best again big units but still a good alternative to Arcane Bolt. Prophets are a really good reason to look at Bigwaagh lists if you like Ironjawz or Kruleboyz.

Even the artefacts are really well chosen, Glowing Tattoos giving an improved ward save and Boney Bits granting a +1 to casting/dispell for each monster within 24″. In a monster meta that could be interesting. This looks like a skew list but it’s really a balanced army in the crazy Bonesplitterz way. The army may be a result of the Masters format and knowledge of the opponents but this is an incredible effort into very good armies with strong players. Congratulations.

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Allegiance: Maggotkin of Nurgle
Subfaction: Blessed Sons
– Grand Strategy: Hold the Line – Triumphs: Indomitable

Leaders
The Glottkin (700)
Lore of Malignance: Rancid Visitations
Bloab Rotspawned (300)
General
– Lore of Malignance: Plague Squall

Battleline
10 x Putrid Blightkings (500)*
Reinforced x 1
5 x Putrid Blightkings (250)*
5 x Putrid Blightkings (250)*

Core Battalions
*Hunters of the Heartlands

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 113
Drops: 5

Brett: Even someone that isn’t a fan has to admire the beautiful simplicity of this army. Playing into the resilience Nurgle is known for with only 22 models but 113 wounds. Starting from the top – Blessed Sons hands out extra mortal wounds, a nice change from the more common Drowned Men. Glottkin is almost half the army but is an enormous threat in his own right as well as being able to hand out mortal wounds if you are close, additional healing to all Nurgle units within 14″, heals himself and is incredibly hard to kill. To effectively kill him you need to generate 60 damage, hard to do in one turn, and he can heal D3 without heroic actions. Packed here with a mortal wound on a 2+ spell.

Bloab is here to hand out MW like candy through his presence as well as his high quality attacks. For extra spice he can hand out additional Disease points. To be clear everyone of these units can put out MW just if you are in engagement range. On top of that if you are in engagement range you are getting disease points and rolling for additional MW at the end of combat. In a meta where the best way to win is get in close fast. Then we come to the Blightkings. Part these on an objective and laugh as your opponent kills him/herself.

They can actively give you disease points, every 6 provides another disease point. The 5 man units will average 4 and the 10 man 8 in a turn at full strength. Their resilence is legendary, bravery 8 and they can increase that to 9 so they aren’t loosing models to Battleshock. The block of 10 is nigh on unkillable, they will soak up nearly 100 D1 R-1 attacks. And they can get healed. Locus of Fecundity is within 14″ not wholly within you can stretch this unit to ensure it’s tagged. It should be easy to cover at least 2 objectives for most of the game. We haven’t even mentioned the summoning or teleporting via the Feculant Gnarlmaw.

I think we will continue to see a lot of Nurgle armies, they play well against the meta and their speed isn’t as punishing. Slow building damage is effective and lets players generate a lot of points in competitions. Great list building and clever play, it’s only a surprise that this didn’t go 5/0 and win. The Bonesplitterz played for keeps.

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Army Faction: Idoneth Deepkin
Subfaction: Nautilar
– Grand Strategy: Hold the Line
– Triumph: Inspired

LEADERS
Akhelian King (250)*
General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Mount Traits: Voidchill Darkness
Akhelian Thrallmaster (110)*
Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon
Lotann (115)*

BATTLELINE
Namarti Reavers (170)*
Namarti Thralls (130)*
Namarti Thralls (130)*
Namarti Thralls (260)**
Akhelian Leviadon (500)**
Mount Traits: Reverberating Carapace

OTHER
Akhelian Allopexes (330)*
Razorshell Harpoon Launcher, Barbed Hooks and Blades

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Battle Regiment
**Hunters of the Heartlands

TOTAL POINTS: 1995/2000

Brett: The first of the 4/1 armies, and with a loss in the first turn a great turn around. An interesting mix of characters including the new Thrallmaster who really works well to buff Namarti Thralls. His way ability lets you change, by choice, between higher quality attacks (into better saves) or exploding hits or better defence. Being able to choose and not have it as a random ability is fantastic. He’s a pretty effective combat character, easily capable of ganking a small hero and Flaming weapon takes that even further. The Akehelian King is carrying the polearm (D3 on the charge) and buffing different parts of the army, Unstoppable Fury to increase attacks under High Tide and a mount trait that improves saves. His Lord of Tides ability is why you bring him potentially giving fight first after running and charging in round 2.

Lotaan is here for his +1 to wound and his Ishraan ability. Most commonly the can’t be shot if over 12″ is chosen but the +1 to run, advance and charge in Flood Tide is pretty common. With the Thralls’ 6″ movement buffing their charges can be important. 2 units in this army are capable of garrisoning a large shipwreck if both pieces are used together giving them a +5 ward. The large 20 man unit is trying to delete everything, they don’t need to lose many models before battleshock is an issue. The Reavers are useful archers, they can of course shoot but they also create an Unleash Hell risk. They can also wound a unit on an objective or important point boosting the effectiveness of the Allopexes. While their range is short they move pretty fast (8″) giving them 26″ effective range and in Flood Tide can run and still shoot (or potential 32″).

Lastly the 2 bigger offensive units. 2 Allopexes bring some solid shooting and good melee potential if you lock them up. The additional attack for Ferocious Bite is worth triggering whenever possible and it’s good play to reduce the melee threat because with a 4+ save they are a little fragile. Keeping them close to the Leviadon helps this (+1 to save) but isn’t always practical. The Leviadon is, as always, terrifying with a combination of mortal wounds, shooting and devestating melee. I find Idoneth a bit confusing because their best ranged units (Allopex and Levidon) are also their best melee but you don’t want them tied up. Either is great for Eye for an Eye though.

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Allegiance: Ossiarch Bonereapers
Legion: Petrifex Elite
– Grand Strategy: Hold the line
– Triumphs: Inspired

Leaders
Mortisan Boneshaper (115)**
General
– Command Trait: Mighty Archaeossian
– Artefact: Godbone Armour
– Lore of Mortisans: Drain Vitality
Mortisan Soulmason (115)**
Artefact: Soul Reservoir
– Lore of Mortisans: Arcane Command
Arkhan the Black, Mortarch of Sacrament (340)**

Battleline
20 x Mortek Guard (280)*
Nadirite Blade and Shield
– Reinforced x 1
20 x Mortek Guard (280)*
Nadirite Blade and Shield
– Reinforced x 1
20 x Mortek Guard (280)*
Nadirite Blade and Shield
– Reinforced x 1

Artillery
Mortek Crawler (215)
Mortek Crawler (215)

Endless Spells & Invocations
Chronomantic Cogs (40)
Bone-tithe Shrieker (50)
Purple Sun of Shyish (70)

Core Battalions
*Hunters of the heartlands
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 106
Drops: 8

Brett: We aren’t seeing a lot of Ossiarch Bonereapers

The attacks on the Mortek Guard and even Arkhan are just a bit behind a lot of other units. Poor wound rolls combined with low number of attacks or rend negate a lot of their impact. The Crawler’s can lay down a D5 attack, but it’s only 3 attacks, on average you are going to see two wounding blows only slightly more than you see one before saves. Or you can expect 2 rounds of no damage at all per game. That said this is a 4/1 list and he’s played it very well.

With the big blocks of Mortek to screen letting the casters and crawlers work over their targets before charging this is an army that will have a strong final 3 turns. He scored well in most rounds apart from the last although his lowest 2 wins were both against Lumineth. Different armies but both had a lot of wardens and the ability to make the Bonereapers have to try to reach them. Mighty job getting this far.

Final Tournament Placings

Top Three AoS Lists for the Southern Fried Open

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This is the Top Three AoS Lists for the Southern Fried Open that took place in Georgia, USA on 16th and 17th July. It involved 18 players vying to be crowned champion in a 5 game tournament. A small tournament often means interesting results and that’s true this time with a pair of Cities of Sigmar lists and Fyreslayers. Peter sensibly included an Orc list, there haven’t been enough of those recently.

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: Tempest’s Eye
– Mortal Realm: Aqshy
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Battlemage (100)***
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mortal Realm: Ghur
– Lore of Eagles: Aura of Glory
Sorceress (90)***
Lore of Eagles: Aura of Glory
Runelord (95)***
City Role: General’s Adjutant
– Universal Prayer Scripture: Curse
Celestial Hurricanum with Celestial Battlemage (290)
Lore of Eagles: Aura of Glory
Warden King (95)
Artefact: Seerstone Amulet

Battleline
10 x Longbeards (105)*
Ancestral Weapons & Shields
10 x Dreadspears (85)*
City Role: Honoured Retinue (Must be 5-20 models)
5 x Freeguild Pistoliers (105)***

Units
20 x Irondrakes (340)**
Reinforced x 1
20 x Hammerers (290)**
Reinforced x 1
20 x Black Guard (270)**
Reinforced x 1

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)
Purple Sun of Shyish (70)

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 121
Drops: 11

Brett: There is so much happening in this army, it’s hard to keep this short. Really demonstrates how much is smashed into the Cities of Sigmar book. Thematically it’s exciting as well with Dwarves allied with Humans and Aelves. Tempest Eye brings additional movement and +1 save in the first turn as well as allowing a ranged unit to shoot even if it ran. Irondrakes are slow and have a shorter range (16″) than most ranged units but with this combination you can easily get within range on most maps. If they are more than 3″ from enemy units that’s 40 R-1 D1 shots.

The Hammerers are the hammer in this army though, the shooting of the Irondrakes and the mobility of the Pistoliers play a supporting role. The Hammerers with Aura of Glory are easily capable of putting out 62 R-1 D2 attacks a turn. This isn’t the only synergy, the Sorceress can boost either the Dreadspears or Black Spears but equally can use either to fuel her spells reducing the Purple Sun to a CV6. Even though this is a Tempest Eye not Hallowheart army it’s still built around spells and prayers. Curse is there to increase the lethality of the Black Guard and in a pinch the Irondrakes. Hammerers already have MW on a 6.

We have 3 wizards with Aura of Glory, only one is going to be used but that allows a lot of flexibility in positioning. With the 2 Endless spells to get out there are still 2 casts available, most likely on the Battlemage and Hurricanum. The Sorceress and Battlemage are both casting at +2 fairly easily so are the best for casting the Endless Spells. Ghurian Battlemage so Wildform is his spell, a great boost to a melee unit leaving the Hurricanum to cast Aura of Glory. In the perfect round. Not least is the Seerstone Amulet giving a CP per turn for nothing, a very powerful ability.

This is still an army full of one wound, low save units that can die easily so a 4/1 is a great result. A high risk, high reward army that delves deep into the Cities book and capable of some amazing action unless the dice turn.

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

Leaders
Auric Runemaster (125)*
General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayer: Prayer of Ash
Battlesmith (150)
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (340)
Runic Iron
– Magmadroth Trait: Lava-tongue Adult
– Universal Prayer Scripture: Curse
Auric Runeson on Magmadroth (320)**
Ancestral War-axe
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)**
Wyrmslayer Javelins
– Magmadroth Trait: Flame-scale Youngblood
Runelord (95)*
Allies

Battleline
15 x Auric Hearthguard (375)**
Reinforced x 2

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

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters

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

Brett: Really great to have a Fyreslayers list on the podium. It’s been a bit of a surprise that the new book didn’t lead to more podiums but for a range of reasons they seem to have been held back. Kevin has chosen the Magmadroth lodge (Lofnir) that makes Runeson on Magmadroth battleline. It also gives them an extra 2 wounds and up to 3 may have mount traits. No accident that this army has 3 Magmadroths all with mount traits. Magmadroths are the books strongest unit with 18W and 12″ movement giving Fyreslayers much needed mobility. I should mention that Kevin has been restrained, there are Fyreslayers armies with 5 Magmadroths.

That isn’t all though, the prayers, traits and artefacts all combine to make this a very hard to kill army. It’s a great army for frustrating high damage but fragile opponents (DoK). They want to lure you in and then hit back hard. Even the Runelord is a good inclusion bringing a ward aura and increasing rend.

Looking at his journey through the competition it’s difficult to see a good counter to the magma lizards. The Incarnate would on the surface seem to be a solid choice but if you don’t feed it endless spells then it will struggle to level. Morathi would have been an obstacle but again she would struggle to clear the Hearthguard with Battlesmith support and the Magmadroths will clear the Blood Sisters quickly. We have 3 Priests and the Battlesmith to provide buffs (wards) and heals as well as denies. In Fyreslayers endless spells are actually invocations and summoned by the priests. The army has all 3 pumping out mortal wounds or making nearby units very tanky. All of the top armies went 4/1 and this army scored very well throughout.

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Allegiance: Cities of Sigmar
City: Excelsis
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Freeguild General on Griffon (290)***
General
– Greathammer
– Command Trait: Cunning Foe
– Artefact: Gryph-feather Charm
Anointed on Flamespyre Phoenix (290)***
Celestial Hurricanum with Celestial Battlemage (290)**
Lore of the Ghurish Heartlands: Cower
Runelord (95)
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Ghurish Heartlands: The Amber Spear
– Universal Prayer Scripture: Heal
Runelord (95)
Universal Prayer Scripture: Guidance

Battleline
6 x Demigryph Knights (350)*
Lance and Sword
– Reinforced x 1
6 x Demigryph Knights (350)*
Lance and Sword
– Reinforced x 1
3 x Demigryph Knights (175)*
Lance and Sword

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Monstrous Kill-Pack

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 106
Drops: 8

Brett: I just like this list, honestly anyone that brings a battalion of knights to a competition deserves to win. They are paired with some very killy leaders on Behemoths for the most part and protected by Runelords with their wards. Two wizards and two priests (one of the priests doubling down with the Arcane Tome). This is an army that wants to move fast and charge in most cases. However there are some interesting choices still, Cunning Foe, allows the General to retreat and charge. But he is equipped with the Greathammer that doesn’t receive a buff from charging.

Unfortunately the Knights aren’t benefiting from the Phoenix as much as some units. This is a conscious choice to allow access to the Lore of the Ghurish Hearthlands and the 2 potent spells included in the army. The Phoenix is 50% chance of returning with full wounds the first time it is killed. In a tournament that is huge, you are potentially using a 2290 point list.

The battalions are interesting with the rarely seen Monstrous Kill-Pack and overall choosing Excelsis is innovative. This is the city within Ghur introduced in Broken Realms. It has interesting mechanics that can grant +1 to hit rolls per phase for a unit (it doesn’t have to be the same unit in different phases) and there is a chance that a saving throw will cause a mortal wound to the attacker. Everything in the army moves at least 10″ except the Runelords giving them extraordinary threat range. A most impressive run including beating Thunder Lizards (twice) and only losing to the ultimate winner. A good looking list that would be a hoot to play (but maybe not against).

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Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Grinnin’ Blades
– Grand Strategy: Defend What’s Ours
– Triumphs: Indomitable

LEADER
Snatchaboss on Sludgeraker Beast (315)
General
– Command Traits: Supa Sneaky
– Artefacts: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Sneaky Miasma
Killaboss with Stab-Grot (110)**
Boss‑hacka and Skareshield
Artefacts: Mork’s Eye Pebble
Swampcalla Shaman and Pot-grot (105)**
Spells: Choking Mist
Swampcalla Shaman and Pot-grot (105)**
Spells: Nasty Hex

BATTLELINE
1 x Gutrippaz (360)*
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
Wicked Stikka
1 x Gutrippaz (360)*
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka
Hobgrot Slittaz (80)***
Hobgrot Slittaz (80)***

OTHER
1 x Man-skewer Boltboyz (240)
1 x Man-skewer Boltboyz (240)

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

TOTAL POINTS: (1995/2000)

Brett: An unusual take on Kruleboyz for your entertainment, I think that like Nighthaunt for most of AoS 2nd edition Kruleboyz haven’t really met our expectations. But for those who like something different the faction offers a lot of choices and a different style of play. This army defeated Thunder Lizard and Soulblight both considered stronger factions (one of them amoung the best) and includes the almost never seen Hobgrots. Really importantly, I think, this whole 2000 point list is made of 2 Dominion Launch Sets with the addition of a Snatchaboss. What a great way to quickly and cheaply build an army that has some competitive chops.

Alexander has chosen Grinnin’ Blades instead of the more common Big Yellerz (Boltboyz as battleline). This negates shooting very well; Grinnin’ Blades units aren’t visible if they are more than 12″ away. Additionally the Kruleboyz have a lot of “tricks” at the start of a battle giving surprise mortal wounds, mortal wounds on 6s, forcing redeployment and debuffing wound rolls as well as making themselves invisible in cover. Unfortunately most of these based on chance so you might not get everything you need from Battle Traits.

The Snatchaboss is a great inclusion providing a lot of punch in an army that is more of a witherer. His trait allows a redeploy before first turn so you can place something really aggressively and move it if you don’t go first. His mount trait and spell (thanks Arcane Tome) allow him to move twice in the hero phase and once in the movement phase – 24″ move without charges. A very aggressive play but a nightmare to screen against, it can also get him isolated and focused if the rest of your army is hiding. A lot of strong attacks, mortal wounds due to his belly slime and the once a game ability to one shot a small hero.

The Shaman highlight one of the issues you have in Kruleboyz, they have great spells which reduce the number of attacks of a unit (Choking Mist) or strip ward rolls (Nasty Hex) but they also hand out Poison/Elixirs if they don’t cast or dispel. They offer either MW on a 5+ or +1 to saves. In the current meta you can’t really have no dispels available so it is hard to decide how to use the Shaman in a given situation. The 2 Shaman let you choose to have one cast and the other use Poisons/Elixirs based on the situation. On the offence you want poison and Nasty Hex for one of the Gutripper units. Defensively you can switch.

Otherwise the units aren’t exceptional, Gutripper’s are fishing for 6s or 5s to make up for their poor weapon skills. Hobgrots are a screening speed bump and the Boltboyz are fun but limited by range, in Grinning Blades the profile you want (Hasty Shot) is only a 12″ range and they can’t last in combat. Kruleboyz have poor moral and poor saves so they struggle against sustained pressure. The army struggled with armies that got close and pushed in to melee and performed better against shooting based armies with the exception of the Soulblight.

2/3 isn’t really indicative of how strong this army can be but it is a very well conceived army with a lot of play if a bit too dependent on terrain and some lucky dice rolls.

Final Tournament Placings

Top Three AoS Lists for the Midwest Bash Grand Tournament

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This is the Top Three AoS Lists for the Midwest Bash Grand Tournament event that took place in Missouri, USA on 16th and 17th July. It involved 32 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)
– Grand Strategy: Take What’s Theirs

Leaders
Celestant-Prime, Hammer of Sigmar (325)*
Lord-Commander Bastian Carthalos (300)*
Knight-Relictor (140)*
General
– Command Trait: High Priest
– Prayer: Translocation
Lord-Castellant (155)*
Artefact: Arcane Tome
– Spell: Celestial Blades

Battleline
10 x Judicators with Skybolt Bows (400)**
Reinforced x 1
5 x Liberators (115)**
Heavens-wrought Weapon and Shield
– 1x Grandweapons
5 x Liberators (115)***
Heavens-wrought Weapon and Shield
– 1x Grandweapons

Units
10 x Protectors (450)***
– 4x Starsoul Maces
– Reinforced x 1

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

Additional Enhancements
Holy Command: Call for Aid
Holy Command: Unleash Thy Hatred

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 100
Drops: 8

Brett: A strong return to hero hammer, and after a year of experimenting it’s probably the best way to play Stormcast Eternals (SCE), with a very hero heavy list taking first. The list isn’t without it’s tricks however. Using a Knight Relictor vs a Lord Relictor, an uncommon choice, but when you are staying close to a particular unit – the judicators – the 6″ prayer range isn’t important. The model is more available and importantly saved the 5 points needed to make the list work. Bastian hits very hard (D4) and once per turn can inflict mortal wounds on a unit by rolling D6 against their wound characteristic, on a 6 inflicting a mortal wound. Into a Mega Gargant that’s an average of 6MW per turn. Anyone that plays 40k will recognise the Terminator block at the heart of the list, 10 Protectors. With half the models having Glaives they have +1 to save and can easily receive +1 to hit. As bounty hunters they receive a +1 to damage (D2 against Galletian Veterans). They are also inflicting 4D3 mortal wounds 80% of the time.

The Lord Castellan either stays with the Protectors (+1 to hit and +1 to Save) or the Liberators making the Liberators save on 2s with a 6+ ward near objectives. And Call for Aid means that there are 15 Liberators not 10 in this list. Even placing the judicators into Eternal Conquerors plays a roll, they will count as 30 models on objectives and attacking them exposes you to Unleash Hell. Usually they have the Relictor to translocate them to the rear, a real late game objective threat. The Celestant-Prime is a hero deleter, the trickiest part is whether to use him Turn 2 or 3. Usually in that turn Orrery will guarantee a successful charge. Without his shooting and arriving turn 3 that’s an average of 12wounds into the hero of his choice. Like Bastian he has a 4+ ward.

A very balanced list that deserves to go 5/0 it’s only real weakness is mobility. The combination of Scions and Steadfast March help a lot there as well. It was a very low scoring victory (65) indicating that board control and forcing the opponent off their game was a major part of the victory. In other words a very good general won using this list.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
Krondys (600)*
Spells: Thundershock
Lord-Relictor (145)*
General
– Command Traits: High Priest
– Artefacts: Mirrorshield
– Prayers: Translocation

BATTLELINE
1 x Dracothian Guard Tempestors (440)*
Judicators with Boltstorm Crossbows (190)*
Thunderbolt Crossbow
Dracothian Guard Desolators (220)**

ENDLESS SPELL
Purple Sun of Shyish (70)

OTHER
Stormstrike Chariot (165)*
Stormstrike Axe and Tempestuous Spear
Stormstrike Chariot (165)**
Stormstrike Axe and Tempestuous Spear

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1995/2000)

Brett: Another SCE list doing well, it’s only loss was to the eventual winner. In contrast to our first list this has brought some needed mobility. Interesting choices of Dracothian’s here; Tempestor’s (ranged) and Desolators (axe murderers). Tempestor’s will have an average of 4 hits from their 3 ranged attacks on top of their Dracothian’s breath attack. On top of that by using a unit of 2 for the Desolators they will almost always have an extra 2 attacks. Stormstrike Chariots are very mobile, hard to kill and their impact mortals make them dangerous to most opponents. Along with the Dracothian’s we have the Purple Sun and Krondys. The Purple sun is difficult to cast but Krondys gets a +3 to cast at his top profile making the Sun a CV of 5 and probably on the board from Turn 1. Importantly this list has 4 denies which is a big part of the current meta.

No Holy Command is included on the list but Thunderbolt Volley is likely, given the unreinforced unit of Judicators. All up a very different list to the winner with a lot of mobility but few units so a focus on killing your opponents. The lists he faced in this run up were interesting but ultimately until the last round very exposed to this combination of mobility and Mortal Wounds. Wound output into that Protector brisk wouldn’t have been enough. Well done on the 4/1 result.

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Allegiance: Sons of Behemat
Tribe: Taker Tribe
– Grand Strategy: Tame the Land
– Triumphs: Inspired

Leaders
Kraken-eater Mega-Gargant (490)*
General
– Command Trait: Monstrously Tough
– Artefact: Krakenskin Sandals
Gatebreaker Mega-Gargant (525)**
Artefact: Vial of Manticore Venom (Universal Artefact)
Warstomper Mega-Gargant (470)**
Kraken-eater Mega-Gargant (490)*
Artefact: Glowy Lantern
– Universal Spell Lore: Flaming Weapon

Core Battalions
*Bosses of the Stomp – Magnificent
**Bosses of the Stomp – Magnificent

Additional Enhancements
Artefact
Artefact

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 140
Drops: 4

Brett: Stompy boys are back, well they never really went away, they aren’t as common or as dominate as they were late last year but they are still dangerous. 4 big boys that count as 20 models on objectives means the list can win the objective game without moving very far. The combination of Trait and Artefact on the General make him a hard target (20) with a very nasty stomp attack. All of the artefacts in Taker Tribe increase or do damage and this is one of the better ones. The match ups are very interesting but a combination of limited wound output (Nighthaunt and Idoneth) and durability (Nighthaunt, DoK and Idoneth) would have made it hard to compete.

Bladegheist could do a lot of wounds on the charge but are very vunerable to the low number of high damage attacks including the ranged attacks the Gargants put out. You can’t heal back 10/12 models a turn easily. The same is true for all one wound troop choices which affects the impact of Namarti or Blood Sisters/Aelves. Allopexes won’t do a lot into a Gargant either with their relatively low attack count and wounds, they will tend to bounce and get smashed. Match ups into Morathi would have been interesting given her damage per turn limit and defeating a SCE army with 9 Vanguard Raptors is solid. It shows the impact of the changes from the new season that limits the use of Thuderbolt Volley. 9 x D2 shots per turn isn’t terrifying a Sons army.

A solid performance with a previous favourite showing they are still a good meta choice in the new season.

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Allegiance: Tzeentch
Change Coven: Hosts Arcanum
– Mortal Realm: Chamon
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Gaunt Summoner of Tzeentch (235)*
Lore of Fate: Arcane Suggestion
Kairos Fateweaver (435)*
Lore of Change: Bolt of Tzeentch
Magister on Disc of Tzeentch (145)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Glimpse the Future
The Blue Scribes (160)*
Lore of Change: Treason of Tzeentch
Tzaangor Shaman (135)*
General
– Command Trait: Spell Hunters
– Artefact: The Fanged Circlet
– Lore of Fate: Shield of Fate

Battleline
10 x Kairic Acolytes (120)**
1x Pair of Cursed Blades
– 6x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
3 x Screamers of Tzeentch (100)**
20 x Tzaangors (350)**
4x Pair of Savage Blade
– 8x Savage Greatblade
– 8x Savage Blade & Arcanite Shield
– Reinforced x 1

Units
3 x Tzaangor Skyfires (190)*

Endless Spells & Invocations
Burning Sigil of Tzeentch (50)
Umbral Spellportal (70)

Core Battalions
*Warlord
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 107
Drops: 9

Brett: Fair play to Cody, his army went 4/1 with a book that is on the wane at the moment and did so with an interesting mix of units. No horrors and a lot of heroes all of whom are casters. That’s 7 casts and 7 denies a turn. That also gives a lot of Wizards to accompany the Tzaangors (Ornate Totems) giving mortal wounds on a 4. Running the Tzaangors as a 20 block in Expert Conquerors gives you a lot of bodies for objective control and maintains Savagery Unleashed. Save stacking, hit buffing and leadership shenanigans are what Tzeentch is all about and this army takes that to the limit. Very hard to play but very hard to play against because you have to know the army to understand what to deal with first.

The low scores suggest that Cody had issues scoring early with only one unit to really contest objectives, otherwise you are trying to out-kill the opponent. Depending on initiative (including deciding proving grounds) it can be hard to score consistently in the early turns, or before your opponent runs out of models. His only loss was to an army well outside the top 10 but almost perfectly able to counter Tzeentch. They could limit the range of any spells in the first 2 rounds and Allopexes/Namarti could make short work of the troops.

Tricky to make this list work and it demonstrates the difficulties in scoring well in the new season without a lot of mobility and flexibility. At the same time the sort of MSU lists that flexibility encourages won’t succeed against a list like this.

A few things at play in this tournament that are unusual. The podium is dominated by a few factions that have faded in more recent times. A full 1/4 of the lists in this tournament were Stormcast. Stormcast play well into Stormcast. Stormcast is relatively low in damage output something Bastian and Krondys can take advantage of. There was also a team tournament the day before which might have reflected in the players present. Overall though the lists and placings continue to show that there is good balance, even if at times it doesn’t feel like it, in AoS 3. The game currently lets good generals shine (and Maggotkin float, they aren’t shiny).

Final Tournament Placings

Top Three AoS Lists for Ragnarok the World Goes Dark

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This is the Top Three AoS Lists Ragnarok the World Goes Dark event that took place in England, UK on 16th and 17th July. It involved 18 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: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

LEADER
1 x Lord Kroak (430)*
1 x Skink Starpriest (130)*
Artefacts: Fusil of Conflagration
– Spells: Bind Endless Spell
1 x Engine of the Gods (265)**
General
– Command Traits: Prime Warbeast
– Artefacts: Incandescent Rectrices
– Mount Traits: Beastmaster
– Prayers: Curse
1 x Saurus Astrolith Bearer (140)**
1 x Skink Priest (90)**
Prayers: Heal

BATTLELINE
5 x Saurus Guard (115)*
5 x Saurus Knights (110)*
Saurus Knight Alpha
– Stardrake Icon Bearer
– Wardrummer
– Celestite Warspear and Powerful Jaws
5 x Saurus Knights (110)*
Saurus Knight Alpha
– Stardrake Icon Bearer
– Wardrummer
– Celestite Warspear and Powerful Jaws

BEHEMOTH
1 x Bastiladon with Solar Engine (250)
1 x Bastiladon with Solar Engine (250)*

ENDLESS SPELL
1 x Umbral Spellportal (70)
1 x Chronomantic Cogs (40)

TERRAIN
1 x Realmshaper Engine (0)

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

TOTAL POINTS: (2000/2000)
Drops: 5

Brett: Thunder Lizards with Lord Kroak, Engine of the Gods and Bastiladons has been a very reliable since AoS2.0 so no surprise here. This list ignores AoS3 and even the new season completely to still produce a very strong performance. One change with the new season though is the return of endless spells to the list. For the cost of a Saurus unit you can both increase the reliability of your spells (decrease the flow of time with the Chronomantic Cogs) and increase range with Spellportal. Use the Starpriest to cast Cogs and then Lord Kroak can bring out the Portal if he needs to and cast another 3 spells. He also brings 4 unbinds, there are a total of 7 in this list, even with Teclis you are going to struggle in the hero phase. The list just meshes and has a lot of synergies down to the Astrolith providing +1 to cast and a 6+ ward which works on mortal wounds. The plan is to use the Saurus to take objectives, carry out actions and use the Bastilidon’s and Engine of the Gods to carry out ranged attacks. The Engine might even summon a few Saurus Warriors just to make things a bit harder. The Bastilidon’s 1+ save is a nightmare unless you have consistent Mortal Wound output, Stormstrike Chariots and Goregruntas with the impact hits are amoung the better options. For most armies their mortal wounds are from spells, we already covered how hard this list makes that.

Looking at the match ups this wasn’t an easy road with 2 DoK lists, Idoneth and Beasts. The first 3 lists all feature a lot of shooting (Reavers, Blood Sisters and Judicators) but none of it high quality or pushing out Mortals. The Idoneth “fog” wouldn’t have helped them because Seraphon shooting is short range and they will force you to come to them anyway. Even hordes aren’t effective into this sort of list. The Solar Engines and the Engine of the Gods are delivering upwards of 20 damage into high save units with Kroak having access to a lot of damaging spells. 5/0 is a great result and just goes to show how good this list really is.

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Allegiance: Skaven
Mortal Realm: Ulgu
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADERS
Thanquol on Boneripper (415)
4 Warpfire Projectors
– Lore of Ruin: Scorch
Verminlord Deceiver (405)*
General
– Command Trait: Devious Adversary
– Artefact: Shadow Magnet Trinket
– Universal Spell Lore: Flaming Weapon
Warlock Bombardier (115)*
Lore of Warpvolt Galvanism: More-more-more Warp Power!

UNITS
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
5 x Gutter Runners (105)*
6 x Stormfiends (640)*
2x Windlaunchers
– 2x Ratling Cannons
– 2x Shock Gauntlets
– Reinforced x 1

ENDLESS SPELLS
Lauchon the Soulseeker (30)
Purple Sun of Shyish (70)

CORE BATTALIONS
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 113
Drops: 2Comments

Brett: New book and new rules sees the rats clamber back up onto the top table. I think it’s great, they are a crazy army with some great, if old, models. This list really needs some more Rat Swarms though for the ambience. Skaven, as is fitting for suriviors from the end times, have an amazing number of warscrolls although only the highlights are here. Undoubtedly for good reason this is really a hero hammer list disquised in a horde army. Thanquol and the Deceiver are almost half of the cost of the list. There is a very neat combo in this list, the Deceiver, can cast 2 spells including a teleport within 6″ for a model with 13 wounds or less. And flaming weapon. So he can teleport himself very close, then cast flaming weapon and now has 6 attacks, hitting on 3+ and wounding on 2+ with R-3, D3 if he can make a 6″ charge. Usually he will have 5 shooting attacks as well. Very nasty. Lauchon the Soulseeker can do the same thing with Thanquol with the major advantage that they can still carry out a normal or run move afterwards. The combination of traits/artefacts the Verminlord is carrying give him 8 attacks if he is near a unit that hasn’t activated. With Flaming Weapon this creates a very flexible nightmare for your opponent that is very difficult to screen Both of the big heros can be almost anywhere on the battlefield. The Purple Sun is here for threat, -1 to save rolls and that risk of it eating something important. Can’t overstate the usefulness of the Purple Sun at the moment. Especially in a list with large units with low rend like the clan rats. The Purple Sun can give their 21 attacks R-1. Clanrats are mostly for screening and objectives, Gutter Runners for forward deploy and Stormfiends. Stormfiends continue to be a very nasty unit with loads of rend in both their ranged and melee attacks. Not forgetting the Bombadier for the crazy Doom Rocket and Warp Lightning.

I would have liked to see how this list against the eventual winner. The only loss was to the eventual third. This list would struggle to produce enough wounds to deal with a Krondspine while it could easily absorb a lot of this list and make itself stronger. All in all a great list with plenty of rat craziness to go around.

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Army Faction: Beasts of Chaos
Subfaction: Gavespawn
– Grand Strategy: No Place for the Weak
– Triumph: Inspired

LEADERS
Dragon Ogor Shaggoth (155)*
General
– Command Traits: Unravelling Aura
– Spells: Hailstorm
Great Bray-Shaman (100)*
Spells: Vicious Stranglethorns
– Bonding: Krondspine Incarnate of Ghur
Tzaangor Shaman (135)*
– Spells: Vicious Stranglethorns

BATTLELINE
Gors (70)*
Banner Bearer
– Brayhorn
– Gor Blade and Beastshield
Dragon Ogors (250)*
Draconic War-glaive
Gors (70)*
Banner Bearer
– Brayhorn
– Gor Blade and Beastshield

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

OTHER
Ungor Raiders (80)*
Brayhorn
– Banner Bearer
Tzaangor Enlightened on Discs of Tzeentch (360)**
Tzaangor Enlightened on Discs of Tzeentch (360)**

TERRAIN
1 x Herdstone (0)

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1980/2000C

Brett: Another list with a recent glowup, White Dwarf this time, adding to the year of Chaos. A great 4/0 run here placing third but also beating second place in his run up. Joseph’s only loss was to our winner, the Seraphon. The Herdstone gives everything (except the Incarnate) R-1 for turns 1 and 2 and then R-2 for the rest of the game. Almost half of the list is the 2 bounty hunter lists but their mobility, number of attacks and the increasing rend with the +1 Damage would have made it very hard to hold objectives. And that’s before they make an extra model run. Given the design of the list I think the intention was to funnel units towards the Kronspine using Vicious Stranglethorns on terrain and making the opponent to play around it. The list provides a lot of screening and control with most of the killing being between the Krondpine and the Tzaangors. The gors also serve as a great target for Primordial Call.

The match up into the Seraphone is interesting because for once the Krondspine would struggle. The Bastildons aren’t vulnerable unless they are off their top bracket because there is no mortal wound output. And Kroak could afford to keep feeding endless spells towards it to reduce it’s level. Thunderlizard is probably the worst night mare for Incarnates in the game.

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Allegiance: Legion of Azgorh
Grand Strategy: No
Place for the Weak
– Triumphs: Inspired

Leaders Bull Centaur Taur’ruk (175)***
General
– Command Trait: Grotesque
– Artefact: Armour of Bazherak the Cruel Daemonsmith (110)***
Darkforged Weapon
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Levitate Daemonsmith (110)***
Darkforged Weapon

Battleline 20 x Infernal Guard Fireglaives (220)**
Reinforced x 1
10 x Infernal Guard Fireglaives (110)**
10 x Infernal Guard Fireglaives (110)**

Units
6 x K’Daai Fireborn (300)*
Reinforced x 1
3 x K’Daai Fireborn (150)*
3 x K’Daai Fireborn (150)*
3 x Bull Centaur Renders (195)
1 x Skullcracker War Engine (215)

Artillery Magma Cannon (150)

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

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 125
Drops: 12

Brett: Not a lot I can say about this list, there is so little recent performance information on Dwarves. I think any of the fantasy factions would struggle in the modern meta given the shift to Save stacking and high rend weapons. You would have an advantage because most people won’t know your abilities. Limited shooting (apart from the big guns), poor saves, no rend (K’Daai in particular) and slow; the poor Dwarves and their Daemon allies were outgunned.

It’s great that someone is so committed to their faction that they are willing to take the risk and bring something so different to a large tournament. AoS3 is in a great place at the moment because, while there are some factions that do a little better than others (Thunder Lizard and DoK) there is a broad church of factions and ways within each of the factions that can take wins. It’s a really consistent broad meta. Even the approach with each of the lists on the podium is so different, 2 with endless spells but covering 4 different spells and one with an incarnate. They would all play very differently and take different tactics to counter.

Final Tournament Placings

Top Three AoS Lists for Summer on the Coast AoS GT

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This is the Top Three AoS Lists for the Summer on the Coast AoS GT that took place in Washington, USA on 9th and 10th July. It involved 37 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: Kharadron Overlords
Grand Strategy: Take What’s Theirs (Literally!)
– Triumphs: Inspired

Kharadron Code
– Artycle: Master The Skies
– Amendment: Always Take What You Are Owed
– Footnote: There’s No Trading With Some People

Leaders
Aether-Khemist (90)*
General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Aetheric Navigator (85)*
Arkanaut Admiral (125)*
Artefact: Arcane Tome (Universal Artefact)

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

Units
1 x Grundstok Gunhauler (155)*
Main Gun: Drill Cannon
1 x Grundstok Gunhauler (155)*
Main Gun: Drill Cannon

Behemoths
Arkanaut Frigate (250)
Main Gun: Heavy Sky Cannon
Arkanaut Frigate (250)
Main Gun: Heavy Sky Cannon
Arkanaut Ironclad (490)*
Main Gun: Great Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Dealbreaker’ Battle Ram

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

Core Battalions
*Battle Regiment

Total: 1960 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 112
Drops: 3

Brett: Great to see a top 3 with 2 of our weaker factions here and a larger event taken out by Kharadron Overlords (KO), a great counter meta move. 3 small heroes, 3 mandatory battleline (KO only has the one available) and 5 fast moving gunships hailing from Barak-Zilfin, this could be a 2nd edition list. Except it is very new list that is playing hard into the new season and the improved Endless Spells. One drop, can choose who is going first, and Spell in a Bottle guarantees that Purple sun is coming out when you want it to. That reduces saves by -1 one in the face of an army with a lot of ranged attacks most of which are Rend -1 or -2. That’s if it doesn’t eat something important. That immediately makes saves of 4 or 5 (or worse) likely on key units. For key armies like DoK that leaves them with no saves on almost all of their non hero units. The Burning Head and second wizard is pretty clever as well, casting value of 6 makes it easy to bring out dealing consistent mortal wounds. It also makes it hard to concentrate force or close with the KO boats, one of their biggest weaknesses. Does KO offer a way to mitigate DoK Blood Sister lists as happened here in Round 4? Either way a really amazing effort going 5/0 with KO.

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Army Faction: Daughters of Khaine
Army Subfaction: Hag Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

LEADER
1 x Hag Queen on Cauldron of Blood (270)*
Artefacts: Crown of Woe
– Prayers: Blessing of Khaine
1 x Melusai Ironscale (115)*
General
– Command Traits: Zealous Orator
1 x Bloodwrack Shrine (200)**
Spells: Miniature

BATTLELINE
10 x Blood Stalkers (360)**
15 x Blood Sisters (420)**
10 x Blood Sisters (280)**

INVOCATION
1 x Heart of Fury (45)

OTHER
5 x Khinerai Heartrenders (95)*
5 x Khinerai Heartrenders (95)*
5 x Khinerai Heartrenders (95)*

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1975/2000)

Brett: Another solid showing for Daughters of Khaine (DoK) here with one of the alternate builds eschewing Morathi to put more units on the board. Only losing in the 4th round to the eventual winner we see some of the depth of the new book. However not having the Shadow Queen may have let the KO dominate a bit too much as they can stand off and shoot anything in this list. Lots of mobility with the Khinerai and a lot of board control, at least at the mid board, with the Blood Stalkers to screen the Blood Sisters. A good all round list that, with only a little bit of luck could be expected to go 4/1 or even 5/0 consistently as we are accustomed to.

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Army Faction: Blades of Khorne
Army Subfaction: Goretide
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
Bloodsecrator (125)*
Artefacts: Banner of Rage
Bloodstoker (80)*
Lord of Khorne on Juggernaut (140)*
General
– Command Traits: Hew the Foe
– Artefacts: Thronebreaker’s Torc
Slaughterpriest (100)**
Bloodbathed Axe
– Artefacts: Arcane Tome
– Prayers: Killing Frenzy
Slaughterpriest (100)**
Bloodbathed Axe
– Prayers: Bronzed Flesh
Slaughterpriest (100)**
Bloodbathed Axe
– Prayers: Blood Sacrifice

BATTLELINE
2 x Mighty Skullcrushers (495)***
Skullhunter
– 3 x Standard Bearer
– 3 x Hornblower
– Bloodglaive
1 x Mighty Skullcrushers (330)***
Skullhunter
– 2 x Standard Bearer
– 2 x Hornblower
– Bloodglaive
Mighty Skullcrushers (165)***
Skullhunter
– Standard Bearer
– Hornblower
– Bloodglaive
Bloodreavers (80)*
Chieftain
– Hornblower
– Icon Bearer
– Meatripper Axe
Bloodreavers (80)**
Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe

ENDLESS SPELL
Prismatic Palisade (40)

TERRAIN
Skull Altar (0)

OTHER
Wrathmongers (145)*

CORE BATTALIONS:
*Warlord
**Warlord
*** Bounty hunters

TOTAL POINTS: (1980/2000)

Brett: The second major surprise with another 2nd edition book on the podium, here we see the return of Blades of Khorne. Not a common sight but possibly a sign of the impact of the new season as well with all of the Skullkrushers being in Bounty Hunters (+1 damage to Galletian Veteran units). This mobile list, it reads more like an Ironjawz list really, that avoids the issues with Greater Demons entirely (Blood thirsters are built to disappoint). 3 priests give a lot of spell denial attempts and Khorne has natural resistance helping a lot in the current Meta. However on top of that look at the buffs that all of these small heroes are handing out. Depending on placement the Skullkrushers have access to additional attack, rerolls, mortal wound output, +1 to save, +1 to hit rolls and reroll wound rolls of 1. The trick is staying near the Slaughterpriests with their very slow 4″ of movement. The Arcane Tome is interesting, Khorne have no access to spells but including the Arcane Tome gives access to Universal Spell Lore. It could also give an additional deny (I need to check the FAQ). At least it’s pretty clear what this list is going to try to do, the only question is whether it’s in round 1, 2 or 3 that they charge. I have to take points off for no Bloodletters though.

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Army Faction: Hedonites of Slaanesh
Army Type: Invaders
– Army Subfaction: The Lurid Haze
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
Sigvald (205)*
General
Bladebringer, Herald on Seeker Chariot (185)*
General
– Spells: Hysterical Frenzy
The Contorted Epitome (245)*
General
– Command Traits: Feverish Anticipation
– Artefacts: Oil of Exultation
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
1 x Blissbarb Archers (280)*
High Tempter
1 x Blissbarb Archers (280)*
High Tempter
Blissbarb Archers (140)*
High Tempter

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

ENDLESS SPELL
The Burning Head (20)
Purple Sun of Shyish (70)

TERRAIN
Fane of Slaanesh (0)

OTHER
Centigors (85)
Centigors (85)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1995/2000)

Brett: Yet another 2nd edition book (albeit with recent improvements) and another list that only lost to the eventual winner. A very strong performance that focuses on the heroes doing the work. And the Purple Sun. And the Incarnate. The Blissbarb are a great unit but both expensive and short ranged making them a bit vulnerable here. The Centigors provide cheap screening and objective grabbers which you’d be happy to trade. Flaming weapon on the Contorted Epitome gives the option to apply 9 D2 attacks on a cast of 4. That’s on top of offering reroll run rolls with 12″ to improve mobility. Sigvald and the Herald aren’t slouches in combat either. Another tight list making maximum use of the recent White Dwarf glow up for the faction. A well deserved result for a clever list.

Final Tournament Placings

Top Three AoS Lists for the South Coast Series July

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This is the Top Three AoS Lists for the South Coast Series July that took place in Bournemouth, UK on 9th and 10th July. It involved 40 players from the world over, 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: Slaves to Darkness
Damned Legion: Host of the Everchosen (Sixth Circle)
– Mortal Realm: Aqshy
– Grand Strategy: No Place for the Weak
– Triumphs:

Leaders
Archaon the Everchosen (860)**
Aura of Chaos: Tzeentch
– Spell: Binding Damnation
Chaos Lord (120)**
General
– Reaperblade & Daemonbound Steel
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)**
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch

Units
9 x Untamed Beasts (70)**
Mark of Chaos: Tzeentch
9 x Untamed Beasts (70)**
Mark of Chaos: Tzeentch

Endless Spells & Invocations
Chronomantic Cogs (40)
Purple Sun of Shyish (70)

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 88
Drops: 3

Brett: A return of a list that became common in AoS 2.0 with Archaon and Varanguard taking the tournament 5/0. Really demonstrates just how Archaon can dominate a lot of the board but don’t discount the Endless Spells either. With 3 wizards in the list (thanks to Arcane Tome) they are always going to be an option. Cogs offering rerolls for casters making Purple Sun, with it’s debuffs and wound potential more reliable, much more reliable.. Marking Archaon with Aura of Chaos – Tzeentch is a great way to increase his and the armies durability. So this list is all about durability and being hard to shift. Making the Varanguard Bounty Hunters improves one of their weaknesses (damage output) and is a solid move for removing MSU Galletian Veteran units. With both the Iron Golems (keep them stationary on a home objective in cover) and Untamed Beasts there are plenty of Galletian Veteran units in the army and 2 teleports (Mask of Darkness) to get them where they need to be. 6″ pregame move and the ability to run and charge make the Untamed Beasts unpredictable with a very long threat range. It would be great to see how the list plays into Nighthaunt. A very solid performance against some of the newer books we can only assume that Archaon wrecked face. 5/0 is an amazing performance with one of the older books and a range of characters that everyone knows well.

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Krulghast Cruciator (150)**
General
– Command Trait: Ruler of the Spirit Hosts
Awlrach the Drowner (175)**
Guardian of Souls (150)**
Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)***
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist
Spirit Torment (115)***

Battleline
30 x Bladegheist Revenants (525)*
Reinforced x 2
20 x Bladegheist Revenants (350)*
Reinforced x 1
10 x Bladegheist Revenants (175)***
3 x Spirit Hosts (125)**

Units
4 x Myrmourn Banshees (105)***

Core Battalions
*Expert Conquerors
**Battle Regiment
***Battle Regiment

Total: 1985 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 105
Drops: 4

Brett: What a horrifying list to face. Multiple small heroes including 3 that return models every turn and some of the best data sheets in the book (Bladegheist and Banshees). On top of that Krulghast is there to reduce the damage of incoming attacks. The big block of Bladegheist is nightmarish, on the charge they are putting out 90 attacks. This list is a strong 5/0 contender but I wonder about the battalions.

We more often see larger units of Bladegheist in Bounty Hunters but there are good reason to use Expert Conquerors. It would be very hard to take an objective off 30 Bladegheist backed by a Spirit Torment or Guardian and Banshees to steal spells. It would be interesting to see Awlach in action with this force offering a solid teleport ability throughout the game. The bigger blocks of Bladegheist would be a nasty threat even without their support heroes or after missing a charge. Taking down DoK confirms the horde meta is here. Notable that the list only lost to Sylvaneth.

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Allegiance: Sylvaneth
Glade: Heartwood
– Season of War: The Reaping
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Alarielle the Everqueen (840)*
Arch-Revenant (120)*
General
– Command Trait: Warsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Treesong

Battleline
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
Reinforced x 1
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*

Units
3 x Revenant Seekers (235)*

Endless Spells & Invocations
Chronomantic Cogs (40)
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 1955 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 87
Drops: 1

Brett: Pregame move, teleports and movement buffs, all kinds of shenanigans are possible with this list including the endless spells. Crucially you need to get the best from (buffed) Alarielle and the Kurnoth (1300 pts – you have to) but with the ability to deploy aggressively, then redeploy, and the change away from one drop lists there are some real benefits to being Sylvaneth. The only loss (to Slaves to Darkness) would have been a very interesting with Archaon facing Alarielle in a titanic struggle. Varanguard are well matched to Kurnoth as well. Long range shooting is still a problem for a lot of lists notably Nighthaunt, Daughters of Kaine and Beasts. The Kurnoth bring some serious hurt, particularly with an Arch-Revenant giving +1 to wound rolls, and Alarielle only adds to the pain. The tree-revenants provide some screening and the ability later in the game to teleport away as well. Great performance with the new book and some familiar faces, it’s great to see a podium finish so soon after release.

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Army Faction: Fyreslayers
Subfaction: Greyfyrd
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Battlesmith (150)**
Artefacts of Power: Nulsidian Icon
Auric Runefather (125)**
General
– Command Traits: Blood of the Berzerker
– Artefacts of Power: Axe of Grimnir
Auric Runeson on Magmadroth (320)**
Wyrmslayer Javelins
– Artefacts of Power: Master Rune of Unbreakable Resolve
– Mount Traits: Coal-heart Ancient

BATTLELINE
Hearthguard Berzerkers (480)*
Karl
– Berzerker Broadaxe
Vulkite Berzerkers with Bladed Slingshields (160)*
Hornblower of Grimnir
– Karl
– Fyresteel War-pick and Bladed Slingshield
Vulkite Berzerkers with Bladed Slingshields (160)*
Hornblower of Grimnir
– Fyresteel War-pick and Bladed Slingshield

OTHER
Gotrek Gurnisson (485)**
Grimwrath Berzerker (105)**
Artefacts of Power: Draught of Magmalt Ale

CORE BATTALIONS
*Expert Conquerors
**Warlord

TOTAL POINTS: 1985/2000

Brett: Eschewing the more popular Magmadroth builds comes at cost but what a thematic list this is. A tide of marking norse dwarves with your favourite hero from the before times (Gotrek) ready to wreck pretty much everybody. And particularly rats, which for the most part don’t move too quickly so were vulnerable to what this list brings. 3/5 is great with an off meta list like this one. Fyreslayers are let down by their 4″ move and they still seem a little expensive per unit. The battle against Maggotkin would have been a stand out since both are slow moving but against a Great Unclean One or Glottkin I think this list is a little short of firepower.

The overall results show that points matter still with both 1 and 2 being the highest point scorers, next highest is 8th though. At least within this tournaments catchment there is a very healthy meta with 8 different factions in the top 10. Seraphon and Daughters of Khaine are unusually low with 2 Sylvaneth, with different subfactions, in the top 5. Interesting to watch the rest of the performances across the weekend to see if this is a prelude to the Wood Elves rising. Don’t picnic too close to the trees just in case?

Final Tournament Placings

Top 10 Tournament Players Based on Elo Ratings