There have been inquiries regarding the calculation of our win rates. The key difference between us and Honest Wargamer is that we take into account draws, whereas Honest Wargamer/TSN only considers wins. Our calculation method involves counting draws as a 0.5 win and 0.5 loss. This can lead to slight differences in our rates compared to those of HWG/TSN. For instance:
A player with 2 wins, 1 draw, and 2 losses would have a 40% win rate using the HWG/TSN method (2 divided by 5 = 40%). In our method, we would count 2 wins and half a win from the draw, which equals 2.5 wins. Divided by 5, the player would have a 50% win rate.
The Honest Wargamer/TSN also have access to many more tournament results than ourselves via their large fan base. This does mean that we may not have the same amount of tournament data as HWG/TSN. However, we will try and source the information if we’re aware a tournament exists.
We believe that having multiple perspectives on win rates is beneficial, and both methods have their own merits. If you want to view the great work by Ziggy and Rob’s team, visit the Honest Wargamer website.
Faction Win Rates
So I’m pretty sure this will be the last week of stats under the old GHB. We’v already had tournaments this week with the new one, so we should start to see their stats flowing in only a couple of weeks. Again, I will only publish factions that reach the point of having 20 players use them at GT’s.
In the end only two factions have not had 20 players:
Bonesplitterz (13 Players)
Big Waaagh! (16 Players)
Beasts of Chaos have improved again with their win rate. Going from 62.73% up to 64.67%. This means the margin between the top and bottom factions has increased to 28.57% (64.67% – 36.10%).
So when comparing this gap to the first half of the season:
A Death Korps of Krieg Astra Militarum Story by Steve Lyons
After the Christmas break, I find myself getting back to work, but it does have an advantage – time to listen to great audio books. And who doesn’t love a bit of Astra Militarum / Imperial Guard. These tend to be the books that are most commonly released by Black Library and it was Gaunt’s Ghosts that relaunched Black Library!
From the book:
Krieg is a dead world.
Fifteen hundred years ago, it declared its independence from the Imperium of Man, and paid the price. One loyal soul defied its treacherous rulers, and laid the world to waste. From these ashes emerged a unique fighting force, forged and tempered in nuclear fire…
Today, the Death Korps of Krieg lay siege to a captured hive city on the outskirts of the system-spanning Octarius War, in a desperate attempt to secure the cordon that stops untold masses of Orks and Tyranids from spilling out into the Imperium at large. The Korpsmen are relentless, ruthless, implacable, and unstoppable, even in the face of a war that seems unwinnable. How far will they go to achieve victory, and is history doomed to repeat itself?
Krieg is a two interwoven stories about the Death Korp of Krieg. The first is a current siege of a captured hive city, the second is the origin story of the regiments. And – for me at least – the origin story is the most interesting half of the book. Of course, the current day story has Orks, Tryanids, brave (or reckless) Imperial Guard, Cadians fighting alongside Death Korp troops… and an Inquisitor; but the origin story is new (to me at least) and is a great explanation of how Krieg is where it is now.
And where is it now; well it’s a dead world in the middle of nuclear winter but still able to produce regiments of renown to fight for the Emperor in all fields of the eternal war for survival. They have their rebreathers, lasguns, greatcoats, but most importantly their bravery – which could almost be called fanaticism… if that didn’t go against the Emperor.
In the past, Krieg is fighting a vicious civil war against traitors to the Emperor, and Colonel Jurten is fighting them despite being outnumbered and outgunned. The origin story included in Krieg is essential his story as well as the origin story of the regiment. And I loved it – it fits in very well with the Warhammer 40k background – it’s not good (Jurten himself talks about degrees of evil), but it does show the lengths the Imperium will go-to to keep itself alive and reminds the reader that there are no ‘good guys’ in the Warhammer 40k universe – just a lot of bad things happening and being forced on people.
And so it asks the question – ‘could you?’ or ‘could we?’; which was asked so much in 50s and 60s science fiction after the bombs were dropped on Japan in our own world. This is probably why I like Krieg so much.
The 2023 Las Vegas Open for Age of Sigmar had the most participants ever! It was a new experience for me, as it was my first Grand Tournament with over 50 participants and this one had over 300 competitors. This tournament used the 2022-2023 Season 1 GHB, with a standard 5 rounds, followed by a knockout tournament for the top 8 competitors.
The event was held at the convention hall connected to the Rio All-Suite Hotel & Casino in Las Vegas. If Vegas is a “sinful theme park,” then the Rio can be described as a dumpster of depression therein. However, the convention hall was nice; silver linings or something.
I’d be attending with a fantastic group of beautiful people: The Georgia Warband. A big shout out to my friend Josh Bennet for finishing 10th! My team all did great, and it was a lot of fun. I’m personally very happy with my 12th place finish and 4-0-1 record for my first LVO.
As a preface, the exact details of matches are sometimes fuzzy or forgotten, so the reports are to the best that I can do with my awful memory.
I had a few lists in mind for the event. I seldom take cookie-cutter lists and so indecision struck me hard; I like being a special snowflake. This was further compounded by being unable to practice while in COVID isolation. In the end I simply asked my wife, “what should I bring to LVO?” to which she responded, “lots of naked men.” Thus, Vostarg was selected with a list I had used variations of on a few occasions.
Allegiance: Fyreslayers – Lodge: Vostarg – Grand Strategy: Master of the Forge – Triumphs: Inspired
Leaders Auric Runemaster (130)* – General – Command Trait: Master Priest – Artefact: Volatile Brazier – Universal Prayer Scripture: Heal Auric Runefather on Magmadroth (360)* – Artefact: Axe of Grimnir – Magmadroth Trait: Coal-heart Ancient Auric Runesmiter (120)* – Runic Iron – Prayer: Ember Storm Battlesmith (150)** – Artefact: Nulsidian Icon Auric Flamekeeper (90)** Auric Flamekeeper (90)**
Battleline 10 x Vulkite Berzerkers with Bladed Slingshields (150)*** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)*** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)*** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)**** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)**** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)****
This list would hinge on how many Bounty Hunters I would face, but I was confident there would be few. This proved to be a correct assumption, as the tournament had very few Bounty Hunters overall. Part of me feared the mirror match against a 3-BH Runeson Lofnir list.
This Vostarg list operates by forcing opponents to make tough decisions where they often believe both are the bad choice. Killing the Vulkites – which must be done to capture points and slow damage – only counts up flamekeepers to make the remaining Vulkites more powerful. But focusing heroes, such as flamekeepers, means the Vulkites continue to hold objectives while still outputting high damage. Combine this with a Runic Fyrewall to block undesirable movement and a molten infernoth to pressure foot heroes/low wound units, and you have a list which forces opponents to be aggressive.
But aggression only leads to death between fight on death, first-strike, and flamekeepers. This is a high damage list and these Vulkites can table an army that is not playing carefully. For any higher save units, the Runefather can be juiced up to -4/-3 rend swings. When the Runefather goes full bane mode there’s few things he won’t kill.
In play the most important pieces seemed to be the Expert Conquerors which often held objectives against swarms or monsters while forcing opponents to fight them. The Molten Infernoth is the true MVP though: for 40 points it did more than it should in nearly every game.
Game 1 vs. Karl Rohr, Slaves to Darkness: Cabalists – Major Victory Game 2 vs. Alexander Gonzalez, Soulblight Gravelords: Vyrkos – Draw Game 3 vs. Cam Reid, Flesh-Eater Courts: Blisterskin – Major Victory Game 4 vs. Seth Monegue, Maggotkin of Nurgle: Blessed Sons – Major Victory Game 5 vs. Matthew Barker, Maggotkin of Nurgle: Blessed Sons – Major Victory
Day 1: I Feel Chill, My Heart Says Otherwise
(Yes, that’s my heart rate on day 1)
Game 1 vs. Karl Rohr, Slaves to Darkness: Cabalists on The Presence of Idols
Faction: Slaves to Darkness – Subfaction: Cabalists – Triumph: Inspired – Grand Strat: Take What’s Theirs
Leaders Chaos Sorcerer Lord on Manticore (265)* – General – Mark of Nurgle – Master of Magic – Binding Damnation – Daemonic Speed Chaos Sorcerer Lord (120)* – Mark of Nurgle – Chaotic Conduit – Binding Damnation Chaos Lord on Manticore (270) – Mark of Nurgle – Flame Weapon – Sword and Spear Chaos Lord (115)* – Mark of Nurgle – Spite-tongue Curse – Reaperblade and Daemonbound Steel
Battleline Chaos Warriors (440)* – Mark of Nurgle – Sword and Shield – Eroding Icon – Reinforced Once Chaos Marauders (85)* – Mark of Nurgle – Sword and Shield Chaos Marauders (85)* – Mark of Nurgle – Sword and Shield
Units Chaos Chosen (480)* – Mark of Khorne – Reinforced Once
Endless Spells Gnashing Jaws 70 Cogs 70
Core Battalions *Battle Regiment
Karl is a great guy and was running an awesomely kitbashed army. It was probably one of the coolest armies I’d seen at LVO. I sadly took no pictures during LVO, I don’t know why, but I assure you his army was dope.
Karl’s list is interesting: two manticores! Reinforced Nurgle Warriors are also going to be no easy task to chew through. Luckily I am playingFyreslayers so few things can’t be murderzoned.
I get the chance to put terrain on the board. I put it such that two large impassable pieces lock both players from the long-ways objective from their deployment. This allows me to make use of invocations to block lanes.
Karl outdrops me (as does everyone in the tourney) and takes the top of 1. This is what I meant by “tough decisions.” He, correctly, sees that I’m going to drop a Fyrewall to completely lock off the center of the map from him. He has no priest and no way to stop it if I take top of 1. So he has to do it. I proving grounds (PG) the bottom-right objective, as the left is blocked to him by impassable terrain.
The only unit he can take the PG with is Chaos Warriors, forcing them onto it, while his Chosen and Manticores move up the middle. But I’ve deployed back far enough they cannot reach me. He plays it cautious and toes the objective.
In my turn I auto-run EC vulkites to the upper-left objective and put two units of Vulkites on the center with a 5+ ward up from the battlesmith. My molten infernoth goes off and slaps some wounds on various things.
Round 2 proves decisive for me. I push hard forward, wiping out his chosen down to one guy and holding the center, denying him the central objective. He counter punches and wipes out some vulkites, but that only powers up my army. He’s already behind and needs some big moves in round 3 to stage a comeback.
Instead, I take priority and my molten infernoth rolls doubles: this immediately kills both his manticores, one from full health, which was a very nice roll for me. Further, I finish off the remaining Chaos Warriors with some flamekeeper buffed vulkites. The game is basically over here, though he can still steal a couple tactics, there’s no way he can come back with no Chaos Warriors, Manticores, and one living Chosen.
Fyreslayers nab a major victory, 28 – 14.
Game 2 vs. Alexander Gonzalez, Soulblight Gravelords on The Prize of Gallet
Leaders Vampire Lord (140)*** – General – Command Trait: Pack Alpha – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Levitate – Lore of the Vampires: Amethystine Pinions Radukar the Beast (310)*** Mannfred von Carstein, Mortarch of Night (400)*** – Lore of the Deathmages: Fading Vigour – Lore of the Deathmages: Decrepify Cado Ezechiar, The Hollow King (140)*** – Spirit Gale – Lore of the Vampires: Amethystine Pinions
Battleline 10 x Dire Wolves (130)** 10 x Dire Wolves (130)** 20 x Deathrattle Skeletons (160)** – Reinforced x 1
Units 1 x Corpse Cart with Balefire Brazier (80)*** 20 x Grave Guard (280)* – Great Wight Blades – Reinforced x 1 1 x Vargskyr (110)* 1 x Vargskyr (110)*
Alex is energetic and fun. He’s a good dude who offers me a Corsairs die at the start of the match. That dice proceeds to roll 6’s like no other! I’ve decided to stop using it, fearing it’s actually weighted. He is the first of two Corsair team members I play against.
Alex’s SBGL is exactly the type of list I fear: BH heavy and has a big, fast, disruptive control piece in Manny. Further, I have no way to shoot him off the board, the infernoth and axes will have to do the work.
I once again set up terrain, doing it in a way to block off lanes. He gives me the top of 1. I place the Fyrewall to block off his units, but don’t really pay attention and leave some spots open for wolves which come back to haunt me later. It pays to be precise with this thing! I spread out to lock out grave summoning from my lines and objectives while he activates the center objective.
He pushes forward in the bottom of two and we just trade the center objective doing little damage to each other. Mannfred does hit my left side and kills 5 or 6 Vulkites, but takes a couple wounds from their fight-on-death. His flying skeletons (via levitate) are the real MVPs here.
I’ll take the bottom of round two and activate my home objective. He moves to contain me fully within my starting zone with wolves on my right and basically everything that isn’t graveguard on my left and center. The vulkites, with fight on death, fight first, and a little tank manages to hold the lines.. Further, my nulsidian icon completely nullifies his offensive spellcasting and the center. This is a huge deal as it will enable my runefather to maintain high damage. I proceed to push onto the center objective and wipe out nearly everything on it, including Cado. The molten infernoth comes down and, in one of the best rolls of my life – rolled doubles into a lot of 6’s for d3 mortal wounds per 6, DUMPSTERS Mannfred. With him gone the game is now back in my favor, I’d say.
As round three kicks in, he takes the bottom and activates his own objective. The wolves are still flanking right and I clear them with the magmadroth as well as some Vulkites. His army has mostly begun being tabled except for some wolves and the grave guard still in the graves.
However, in round 3 he gets a very long charge on his graveguard to not only get into a unit of Vulkites, but spread out across three units of Vulkites. This proves to be disastrous positioning for myself and he proceeds to kill them all with BH Graveguard. Still, I hold both side objectives going into four. But we are basically out of time. Both of us are playing slooooow armies and we don’t have time for another fourth round.
It’s a close game, we talk it out. We both will get our GS for certain. It’s hard to say who would win with the grave guard coming in like they did. I’m confident I can kill them, but its possible I don’t. As we can’t really agree – and indeed, it’s hard to even say what would happen! – and don’t have time to play it out, we just score what we know we can do (tactics and certain objectives). The result is a true draw! What a fantastic game.
Alex is a super great guy, when my molten infernoth rolled that bonkers roll he kept whatever salt he may have had inside, which is better than I would have done! Great dude and lady luck paid off his sportsmanship with a dope charge later. He was also a fantastic general and I think he outplayed me for the most part. It was only by luck and vulkite power that I kept that game so tight.
Fyreslayers draw with SBGL.
Game 3 vs. Cam Reid, Flesh-Eater Courts on Silk-Steel Nests
Army Faction: Flesh-eater Courts – Army Subfaction: Blisterskin – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
LEADER 1 x Abhorrant Archregent (240)** – Spells: Spectral Host 1 x Crypt Infernal Courtier (130)** 1 x Abhorrant Ghoul King on Royal Terrorgheist (450)** – General – Command Traits: Hellish Orator – Artefacts: Eye of Hysh – Mount Traits: Gruesome Bite – Spells: Deranged Transformation
BATTLELINE 9 x Crypt Flayers (540)* 10 x Crypt Ghouls (80)** 10 x Crypt Ghouls (80)** 10 x Crypt Ghouls (80)**
TERRAIN 1 x Charnel Throne (0)
OTHER 5 x Blood Knights (200)* – Kastellan 5 x Blood Knights (200)*
Cam’s list is an interesting one. Cam seems like a fun guy so I know this will be a fun match, which proves to be true! His list has three BH which will prove to be trouble for me as even the horses do 2 wounds. It’s also a list type I’ve never seen out of FEC and I’m not quite certain how it works to my own detriment.
The Molten Infernoth did so much in the last game but would do nearly nothing in this one, often rolling no mortal wounds at all. I guess luck comes and goes.
Cam lets me set up the terrain and I do what I always do: block lanes that a large base wants to be in. I set up defensively knowing he has speed and hoping if he does take first to bait him into bad positions.
Instead, he takes the bottom and I set up the usual castle with the battlesmith ward. He moves forward in the bottom and we both just get two points plus tactic. He gives me the top of two, sadly, and I push further up on the right to begin threatening those objectives. I accomplish little. Meanwhile on his turn he hits my left side HARD and wipes out my shield vulkites which take a few Flayers with them. He’s now a point ahead on VP.
I take the top of three and punish him for his aggressiveness. My magmadroth kills his general terrorgheist. I also kill a few Flayers and push the center and right to threaten his home objectives. Sadly, his Flayers double activate (didn’t know they could) and kill my magmadroth as well as most of my vulkites on that side, though on death they do kill his courtier.
On his turn the blood knights wipe out the vulkites threatening his objectives, taking some wounds in return. The decisive moment comes here though. He charges my line of foot heroes on the lower left. This allows me to combat-charge my vulkites that are behind the heroes into the flayers and pump their damage as well as activate their fight first. They kill the flayers down to one remaining.
He takes the top of four and retreats the flayers as well as brings up blood knights to wipe out more vulkites. On my turn I’m pushing back on the left and center while the right side has stalemated. But by auto-running a flamekeeper with the movement rune I take a center objective though. Movement rune once again being clutch late game. Funny, I used it and almost forgot to add the movement (2” is important!).
I win the priority roll into five which allows me to take more objectives and gain more tactics. At this point there’s no way for him to outcap me on anything and he has to choose between objectives or tactics. My final vulkite unit which has been sitting holding the bottom right the entire game is Expert Conquerors ensuring his blood knights can’t auto-run to cap any objectives.
Another nail-biter against a death army. Cam played a great game. I feel like my ignorance of his army definitely hurt me here and I should have deployed more heavily to counter the flayers.
Fyreslayers nab a major victory, 27-26, a one point win.
Day 2: My Brain Has Finally Stopped Functioning
I head into day 2 after a night of drinking, eating, not-sleeping, and spending too much money.
Game 4 vs. Seth Monegue, Nurgle on Realmstone Cache
Army Faction: Maggotkin of Nurgle – Grand Strategy: Spread Rampant Disease – Triumph: Inspired
LEADERS Gutrot Spume (170)* Lord of Blights (150)* Lord of Blights (150)* – General – Command Traits: Overpowering Stench – Artefacts of Power: Arcane Tome – Spells: Plague Squall
I’m confident going into this game against Seth. Fyreslayers generally don’t have issues with damage and there’s only one center objective to kill things on for two rounds. Seth’s cordial and we both seem burnt out from the previous day. Math becomes arduous for us both.
This game proves to be a quick one. Seth takes the top of one in order to prevent me locking him off the objective with a Fyrewall. A wise move considering which army he is playing. He pushes onto the center objective with two units of 10 blightkings, the other two units of five being off board at the moment. I push forward and simply take the center objective and knock a few wounds off some Blight Kings. I keep my walls up so he can’t deep strike into anything important.
Both Nurgle players I had as opponents made the same mistake: counting their blight kings as two on objectives even when they are four wounds each (the bonus wound spell not being on them at that time or on a different unit). I didn’t know they only should count as one until after the tournament. This forced me to commit too many models in both games against them, but it’s not a huge deal.
I gave him the top of two and he pushed into my lines. Between a 5+ ward, fight on death, and a gigantic molten infernoth blocking a huge lane, he doesn’t get much done. He hangs some wounds on the magmadroth and kills some vulkites which fight on death to kill a couple blightkings and push wounds onto a hero.
On the bottom of two I pop my flamekeeper buff, my Runefather +1 attack buff, the rend rune, and basically anything and everything else I have ready. This juices my army so massively that I kill all the remaining blightkings, I believe there were 18 or so on the board, and his general. Four damage swing Vulkites (BH + flamekeeper buffs) with four swings each is potent.
The game is basically over here. I’ve lost a unit of vulkites and he’s lost his general and both of his main blight king units. We talk it out and go grab a drink!
Fyreslayers win a major victory, 26-16.
Game 5 vs. Matthew Barker, Nurgle on Nidus Paths
Allegiance: Maggotkin of Nurgle – Subfaction: Blessed Sons – Mortal Realm: Ghyran – Grand Strategy: Tend the Garden – Triumphs: Bloodthirsty
Leaders The Glottkin (650)* – Lore of Malignance: Rancid Visitations Lord of Afflictions (230)* – General – Command Trait: Overpowering Stench – Artefact: The Splithorn Helm
Battleline 10 x Putrid Blightkings (500)* – Reinforced x 1 2 x Pusgoyle Blightlords (250)* 10 x Rotmire Creed (130)* 10 x Rotmire Creed (130)*
Matt’s probably my most enjoyable opponent of the tournament. He’s a great dude and the second member of Corsairs that I play against. We both are clearly running on very tired hamsters at this point and will make frequent mistakes throughout the game. A couple of funny ones are me forgetting to even put my forge down and him choosing a tactic that can’t be accomplished (I let him pick a different one in like the charge phase and he lets me put the forge down when I notice something like round 3). Mostly the game is just a fun one at this point.
That said, Matt is probably the most skilled of any of my opponents (no disrespect to any of the others). While I usually find Nurgle an easy match for Fyreslayers, this one will prove difficult. It turns into a real chess match and Matt knows his army well. He also does not commit any of the mistakes the previous Nurgle opponent makes. He is crafty and knowledgeable, and this makes the game truly fun.
I place terrain and set the middle up with two large pieces exactly 6” apart to help block movement in the entire center of the board.
He gives me the top of round 1. I drop a Fyrewall to block the entire center of these terrain pieces ensuring his Glottkin and blightkings have to go around. I push hard to the top left, leaving one vulkite in the rear to block the nurglings. I also bring over some shield vulkites on the right to hold the objective.
In the bottom of 1 he brings his flying units left along with his rotmire and Glottkin. His blightkings go right but won’t be able to affect too much yet. On the left the attack kills some vulkites but doesnt take objective due to the 5+ ward basically. Positioning here is weird for us both as the table has a gigantic dip in it making our models fall over.
At this point my brain is fried and I don’t recall the exact order of how things go down. But I can summarize by location.
On the upper-left: his Glottkin is a true thorn in my side and I can’t retreat and rally Vulkites because he’ll movement-phase charge. This means I have to sacrifice any units already in combat. Still, my magmadroth and the vulkites in the area, combined with flamekeeper kill everything but the Glottkin at first, and eventually do take down the Glottkin. His Rottmire hangs onto the objective a bit longer than I’d like but will fold.
On the bottom-right: His blightkings fail a charge and can’t take the objective from my EC shield vulkites. They then make a charge and wipe out the vulkites. But by this point a bounty hunter group of vulkites makes its way there and nearly wipes out the blightkings. The remaining shield vulkites give enough wounds to hold the objective.
On the bottom-left: He never gets a chance to threaten this objective and I teleport in round four a unit of vulkites from here across the board.
On the top-right: The vulkites I’ve teleported here will take this objective in round four or round 5. There’s not a lot he can do to stop this as the rotmire he ran back to stop this can’t hold out if they do get charged and can’t out-cap the vulkites.
We talk it out and just due to objective holding power I take the win. A fantastic match! Not my closest, but probably the most fun.
Fyreslayers win a major victory, 25-19.
Some great games, some great players, and overall a fantastic experience for my first LVO. While I missed the 5-0, I went into this event with no expectations and would be happy with a positive finish. So ending 12th place with a 4-0-1 record had me thrilled. I nearly brought Lofnir, feeling it may have performed better, but it’s hard to argue with results.
The list itself ran great and while it was difficult to pilot, showed the true power of Vulkite Berserkers. If there’s one major downside, it’s how it makes you and opponents feel. I explained the flamekeeper before every single game. But when you use a combat round charge or fight on death with them, the opponents always feel like you have gotcha’d them. In fact, a lot of once per game abilities in FS feel that way and it’s difficult to talk about them all as there are so many.
The molten infernoth proves once again to be worth its weight in ur-gold. Killing Mannfred on its own was probably one of my favorite Fyreslayer moments.
The shield Vulkites proved to be a perfect inclusion. They were able to tank and hold objectives where axes could not. While axes can throw damage out on death, sometimes you just need to hold an objective with models, not with damage.
Expert Conquerors was critical to the list’s success and is/was probably the most underrated part of this entire GHB. Its loss going into the new season means this list loses a ton of power, even without BH still around.
Will I go to LVO again? Probably, but I hope it’s not in the Rio.
This is the Top Eight AoS Lists for the Las Vegas Open that took place in Nevada, USA, on 27th, 28th, and 29th January. It involved a massive 324 players, all vying to be crowned champion in a 5-game tournament.
We’re particularly lucky this week as six of the top eight players agreed to give us comments on how their lists work. On top of this, we’ve also got comments from the Head Judge at LVO, Gareth Thomas.
So, thank you to; Jiwan Noah Singh, Kaleb Walters, Gavin Grigar, Cody Saults, Nate Trentanelli and Gareth Thomas for all agreeing to give us your thoughts.
Jiwan Noah Singh: The heroes all serve a function against different matchups, and with the Gavespawn ability, they can then serve a secondary function when they die.
The general has to be the Tzaangor Shaman to unlock Galletian Veterans for the big block, but also has the extremely helpful big cast once per game, and moves 16/19” if I need to go hold and up a huge threat. Mostly, I used the big cast for the bull spell, but in other matchups, I considered he would have used tendrils of atrophy to break armor stacking. His speed let’s him get there for that short ranged spell.
Grashrak gives out the +3 move, and because he can pass wounds, it is helpful against ranged threats who losing the move bonus would be difficult against. His spell is also a super combo with Gavespawn if I need to lift a gargant or something in one activation.
The shoggoth was there for his spell and having a starting monster, and the pre-phase move made anyone worried about that going off have to deploy really far back.
Beastlord was the newest addition but was a pretty fun vehicle for the gnarlblade. With run and charge, he moves 15” on an auto run, so throwing him across and 18” deployment means he can also make people worry about making me take top, for small only investment on my part. Additionally, if he got his attacks off and the bull was on something, it was a less likely but still redundant plus to wound, or hit and wound.
Gors are 10 potentially deepstriking bodies on a 4+ in combat for 70 points. They also have plus to run and pile in, which is so strange that it just confuses people when you tell them, but it is actually helpful.
Tzaangor are 60 wounds, have mortal banners, can zoom across the board and fight something with a billion attacks, but also rally on 4+. I generally deploy them in a cloud, all about 1” from each others bases, to maximize the board space, but also to be able to pull them out of 3” against things that shut down inspiring, and if I need to rally, recharge, ect. Let’s me save bodies if I pull them out of coherency too, which I did intentionally several times to be able to rally again.
The rest of the list is enlightened, in blocks of 6, in bounty hunters. These have tons of uses and can pump out massive damage. Turning off all our defense is like another rend in many cases. So with the fight last bull running around, some plus to hit (always try to end on damned if you can) from multiple sources, and the throwing an extra attack on them from a spawn, they are such a threat that an opponent must deal with them. When you stack a plus to hit, going second, and gavespawn attacks, I know of very few things with that output. And at 2/3 rend no cp, few things can eat it with saves.
The beasts summoning on top of all the threats to kill or hold things, and ability to run a hero into something, die, and lock them up, meant that in almost all my games I can lose tons of things and still keep taking points. I built in some tech to deal with specific matchups that concerned me, most of which didn’t happen, but in general it’s a 5 turn army with a ton of flexibility and lots of different things going on. Good proving ground usage was hugely helpful with the ability to summon Galletian Veterans, and the output meant the main armies I expected to see, Ogors, Gargants, Nurgle, Nighthaunt, all had something that was a big problem for them that I didn’t mind sacrificing.
That’s pretty much it.
That, and having distractingly beautiful hair, that helped too.
This list – piloted by Nicholas ‘Scooter’ Walters – is testament to the difference reps and familiarity with an army can make. Even if that army is considered underpowered.
Scooter nearly went all the way with what is a pretty common IJ list, with a sneaky ally in the shape of the Fungoid Shaman for the extra CP generation. I mean, it’s an ‘obvious’ list – but if you watch back the stream of Scooter playing Gavin Grigar’s Cities list for example, you can see the difference skill and knowing the intricacies – the limits, the averages – of your army can make. Keeping the Maw Krusha back until it’s absolutely needed – knowing when to smash that ‘Destroyer’ button on the foot boss – and making all the right calls with your pigs are all key to playing IJ well.
Even though the list will be hurt by losing bounty hunters, making the pigs half as effective, the inclusion of the Megaboss makes sense going into the new season – he’s a great, durable and fighty Galley champ. The speed and activation potential with smashing/bashing of the feral hogs will never go out of style.
Ironjaws might be suffering from a lack of units and power creep these days but Scooter is out here to prove that if you love your army, and you’re prepared to stick with it and get the reps in, ‘the meta’ be damned, you too can damn well near win LVO.
Allegiance: Disciples of Tzeentch – Change Coven: Guild of Summoners – Mortal Realm: Ghur – Grand Strategy: Master of Destiny – Triumphs: Inspired
Leaders Ogroid Thaumaturge (170)* – General – Command Trait: Arcane Sacrifice – Artefact: Arcane Tome (Universal Artefact) – Lore of Fate: Arcane Suggestion Kairos Fateweaver (440)* Magister (120)* – Lore of Fate: Shield of Fate – Incarnate is Bound to the Magister Changecaster, Herald of Tzeentch (150) – Lore of Change: Bolt of Tzeentch
Battleline 10 x Kairic Acolytes (120)* – 7x Cursed Blade & Arcanite Shield – 3x Cursed Glaives 10 x Kairic Acolytes (120)* – 7x Cursed Blade & Arcanite Shield – 3x Cursed Glaives 10 x Tzaangors (180)* – 10x Pair of Savage Blade
Behemoths Krondspine Incarnate of Ghur (480)* – Allies
Endless Spells & Invocations Tome of Eyes (40) Umbral Spellportal (80) Purple Sun of Shyish (90)
Kaleb Walters: My main goal was to create a Swiss Army Knife style list. Bring as many solutions to the answers in my faction as possible.
Reason For Family: Guild of Summoners: 1 FREE Battle Tactic: Summon Lord of Change. LOC have 14 wounds, -1 Rend shots, 18 inch range, movement 12, +1 To casting for all Tzeentch casters, -1 to hit naturally and monstrous rampage abilities. While other families have more flexibility, the norm is to summon Blue Horrors that have 20 wounds, Movement 5, shoot 12 inches at 0 rend but have good board presence.
List Design: Min Max: Minimum Battleline Maximum Hero’s/Monster Damage. My list is designed to castle up and react to the deployment of my opponent. By staying low drop I normally have the option to decide how I want to engage. I either sacrifice my Acolytes (120pt a unit) to an alpha strike list, or I position aggressively with a front and center incarnate primed to go wild and level up. Either formation still allows me to throw powerful spells that can turn off Command abilities and unleash a possible 15 mortal wounds at 27 inches or more. In addition, as the game goes on, I become more magically dominant with the additional LOC while reducing the overall strength of my opponent.
The next part of my list design is increasing/ reducing my opponents armor. I have 2 spells & 1 Endless spell that can reduce my opponents armor and with the rend stacking of the Acolytes or the LOC natural -1 Rend shots and of course the already powerful incarnate -2/-3 rend I am able to turn normal attacks into Mortal Wound equivalent attacks.
I also know the future with my lame sauce guaranteed Grand Strategy & Destiny Dice…….
Opportunities of The Design: I have a difficult time dealing with Hordes and / or armies that can summon cheap disposable models on a mission with more than 4 objectives. I also find it difficult to face armies like KO that can stay outside my threat range and then engage on their terms.
Allegiance: Cities of Sigmar – City: Tempest’s Eye – Mortal Realm: Ghur – Grand Strategy: Mighty Beachhead – Triumphs: Inspired
Leaders Celestial Hurricanum with Celestial Battlemage (290)* – General – Command Trait: Hawk-eyed – Lore of Eagles: Strike of Eagles Arkanaut Admiral (140)* – Artefact: Arcane Tome (Universal Artefact) – Lore of Eagles: Aura of Glory Battleline 20 x Freeguild Crossbowmen (200)* – Reinforced x 1 10 x Freeguild Crossbowmen (100)* 10 x Freeguild Crossbowmen (100)*
Units 20 x Arkanaut Company (180) – 2x Light Skyhooks – 2x Aethermatic Volley Guns – Reinforced x 1 4 x Dracothian Guard Tempestors (440)* – Reinforced x 1 4 x Dracothian Guard Tempestors (440)* – Reinforced x 1
Core Concept Bring guns… lots of guns. We recently had 2 books introduced into the meta (Ogors and Slaves to Darkness), and the resurgence of some old foes (Dragons, Ironjaws and Nurgle), that generate a ton of kill pressure and melee engagement on Turn 1. Tempest’s Eye combats this with great Turn 1 buffs (+1 Save/+3 Move) and efficient shooting (+1 Hit/+1 Wound) supplemented by a healthy number of mortal wounds (Hurricanum, Dracoth Breath). All these elements together are hopefully enough to keep even the scariest melee threats at bay.
Strengths Shooting Volume from Crossbowmen, Tempestors and Arkanauts combined with force multipliers centering around the Hurricanum (+1 Hit/+1 Wound). Adaptable Tech from the Admiral (+1 Rend/Ward Removal/Charge Debuff). Drop Control (2 Drops) typically allows the list to immediately threaten a double turn and forces your opponent to make hard decisions on Turn 1. Horrorghast allows the list to hit crucial damage break points against large units such as Tzaangors, Chosen, or Blood Sisters or spread damage across multiple units for greater efficiency.
Weaknesses 1 Drop armies or specifically being disconnected from the double turn, which forces the list to overextend and expose its firebase. Melee armies whose movement outranges the threat ranges of the list’s shooting units. Middling mobility limits the army’s ability to play proactively and aggressively.
Takeaways and Closing Thoughts As fun as it was to throw buckets of dice, the list has some glaring weaknesses that I was able to mostly avoid due to some fortunate pairings over the course of the weekend, but it does have undeniable strengths and when the list wins it really wins. Enjoy responsibly!
Army Faction: Orruk Warclans – Army Type: Ironjawz – Subfaction: Bloodtoofs – Grand Strategy: No Place for the Weak – Triumph: Indomitable
LEADERS Megaboss on Maw-krusha (480) – General – Command Traits: Mighty Waaagh! Leader – Boss Choppa and Rip-toof Fist – Artefacts of Power: Destroyer – Mount Traits: Fast ’Un Orruk Warchanter (120)* – Warbeats: Fixin’ Beat Orruk Warchanter (120)* – Warbeats: Get ’Em Beat Megaboss on Maw-krusha (480)* – Boss Choppa and Rip-toof Fist
BATTLELINE Orruk Gore-gruntas (340)* – Gore-grunta Boss – Jagged Gore-hacka Orruk Gore-gruntas (170)* – Gore-grunta Boss – Jagged Gore-hacka Orruk Gore-gruntas (170)* – Gore-grunta Boss – Jagged Gore-hacka Shootas (120)*
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
Cody Saults: Ironjawz, for me, was the only choice for LVO this year. My standard approach to tournaments is to not play the same game everyone else is expecting to play. With GV being a thing, and folks running bounty hunters, 2 drops kept me tied or out dropping every opponent, and with the list’s raw damage potential, it has the potential to cripple opponents before they get a chance to interact with your units. Second consideration, with a tournament with as many rounds as LVO potentially has for those who do well, avoiding burnout is key. The list only has 4 unit profiles, which helps with keeping rules front of mind and always knowing your options.
The Maw Crusher is an absolute engine for this list, as Skull-Shaking Bellow allows you to spread Mighty Destroyers out to multiple targets, which helps with board control and damage potential. Its melee profiles allow it to put out a punishing amount of wounds, while its solid armor save prevents it from being an easy removal target. Moreover, it has several ways to help clear screens to make sure you get to your target. Its shooting attack is only 4 potential wounds at rend 1, and very short range, but combine that with the impact hits from the pigs, and enhanced stomp monstrous action, the crusher stands a very good chance of clearing screens and getting to the target it truly wants. A quick Finest Hour passing to your opponent’s turn, with an All Out Defense means that even after they deal their damage, they will continue to gum up the works for your opponent, while taking a monstrous amount of extra attention to move. Having 2 allows for redundancy, protect the one in the most vulnerable position, and then respond with the second. The mighty destroyers move means they are never out of position, as if they clear targets and need to pivot to another flank, they almost always have the movement to get there.
Gore Gruntas also represent a solid damage investment, as buffed by the Warchanta, and under the Iron Jaws WAAGH, there is very little in the game they can’t chew through. I went with two units of three, and one of six. The 2 three-man units can take buffs and present good screen clearance in matchups where the opponent has good screening, and for matchups you don’t need the initial sacrificial salvo, they can be used for fast objective grabbing, or counter skirmishing. The post-combat movement abilities from Bloodtoofs also allow for re-establishing screens or locking up units safely.
Warchantas are a must in any IJ list, as they can pass out solid damage bonuses to units about to be in combat, give out charge bonuses, and even heal a key couple of wounds. They have a surprising amount of beef for small characters, and receiving their own buffs can dish it right back.
The last inclusion in the list was shootas, an easy inclusion to give me some cheap screens. Shootas in 20 man squads can be strung out to prevent enemy outflank or deep strike, and the nets, positioned well, can punish an opponent for under-committing resources to remove them or what they are near.
All in all, the list was tailored with so much mobility and relatively low drops to force an opponent to play defensively. This works out either way for us, as the number of hard to remove wounds makes sure they stay in their deployment zone while we grind down their units. Every unit in the army punches up, able to drag down more costly targets, with the post combat mobility to shift our positions, removing the need to choose between damage and objectives.
All in all, the list performed well. The meta we had until the GHB transition had a lot of lists with hard DPS checks, and this list put out enough damage to meet that need and then some.
Allegiance: Beasts of Chaos – Greatfray: Gavespawn – Mortal Realm: Ghur – Grand Strategy: Take What’s Theirs – Triumphs: Inspired,Indomitable
Leaders Beastlord (95)* – Artefact: Mutating Gnarlblade Great Bray-Shaman (100)* – Lore of the Twisted Wilds: Wild Rampage Dragon Ogor Shaggoth (155)* – General – Command Trait: Unravelling Aura – Lore of Dark Storms: Hailstorm
Battleline 10 x Ungors (65)** – Mauls & Half-Shields 10 x Ungors (65)** – Mauls & Half-Shields 6 x Dragon Ogors (290)*** – 2x Paired Ancient Weapons – 4x Draconic War glaives – Reinforced x 1 3 x Dragon Ogors (145)*** – 1x Paired Ancient Weapons – 2x Draconic War glaives
Units 10 x Ungor Raiders (80)** 10 x Ungor Raiders (80)* 6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*** – Reinforced x 1
Behemoths Krondspine Incarnate of Ghur (480) – Allies
It’s the ‘other’ BoC list from LVO! As you can see, it damn near went as far as Noah’s, losing only to Scooter’s incredibly well piloted IJ list.
It’s a relatively normal archetype – with the usual 3 HQs for their wide variety of utility – the Dragon Ogor Shaggoth especially proving critical due to his incredible warscroll spell (heal d3 to a Dragon Ogor and give them re-roll wounds) and the Dragon Ogor scroll allowing re-rolls of 1s while near him.
A mix of Ungors for super cheap and speedy (+3″ thanks to the Bray Shama) trading pieces (once the rend starts stacking) and the more out-of-the-box Dragon Ogors make up the battleline – offering speed, punch, and plenty of board control.
Beyond that, it’s basically ‘the spindog’ syndrome. 6 Enlightened on Discs also provide an absolute missile – if you read any of these, you know by now they’re an absolute staple of BoC lists.
The body count, speed, and Spinedog allow Rigolet to care less about dictating first, and so he packs in bounty hunters plus a warlord for additional utility. A savage list that will operate very differently (and be like, double the cost) with the new book – but there you have it!
Allegiance: Nighthaunt – Procession: Emerald Host – Grand Strategy: Fright or Flight – Triumphs: Inspired
Leaders Reikenor the Grimhailer (190)* – Lore of the Underworlds: Shademist Krulghast Cruciator (150)* Knight of Shrouds on Ethereal Steed (150)* – General – Command Trait: Spiteful Spirit – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon
Battleline 5 x Hexwraiths (170)** 5 x Hexwraiths (170)** 5 x Hexwraiths (170)** 5 x Hexwraiths (170)* 10 x Chainrasps (110)* 10 x Chainrasps (110)*
Units 10 x Craventhrone Guard (180)* – Reinforced x 1
Nate Trentanelli: The list began as a bit of a joke to include two famously “bad” units in the Black Coach and the Craventhrone Guard- or “Crossboos” as they’ve come to be known by. I decided that I couldn’t possibly take Top Nighthaunt in the ITC this season without ever having actually played these units. Not wanting to have no chance during games, I peppered in some more useful units in the Hexwraiths and the Krulghast- staples of Nighthaunt armies.
I’ve gone for an Arcane Tome Knight of Shrouds here for one reason. With his Command Trait “Spiteful Spirit”, when he takes damage in the Combat phase he will roll a number of dice equal to his wounds characteristic and do a mortal wound to all enemy units within 6” for each 4+ he rolls. Quite the useful little bomb. To make things even better, Arcane Tome makes him a wizard, allowing him to be moved by Lauchon. Almost guaranteeing a turn 1 charge wherever I want to maximize his chances of doing mortal wounds. Reikenor with his +3 to cast will almost guarantee Lauchon goes off.
Hexwraiths do what hexwraiths do – nearly unmatched speed to pin opponents in their deployment zones. With 4 units of them, I can either overload my opponent turn 1 with all 20, or simply move block them turn after turn. It may lose me all my hexwraiths, but I’ve functionally disallowed my opponent from actually scoring any objective points.
2 units of Chainrasp exist solely for 2 battle tactics. Start them in the underworld and bring them down on a turn. You don’t have a good battle tactic option. Put both in your opponents deployment zone for an easy Barge Through Their Lines with a bonus for 2 GVs. The next turn take Desecrate Their Lands for another Battle Tactic. 2 complete for no effort.
The unit of Craventhrone Guard I also put in the underworld. Though their damage output is poor, it is something Nighthaunt don’t really have access to anywhere else – shooting. Even that small amount of extra damage is noticeable and useful. They are also a great distraction piece, and the Spectral Bolts ability to shoot through terrain is better than it seems. I know, I know. It’s Crossboos. Trust me. They will work.
Last is the Black Coach. It really is the AoS equivalent to a tank. It’s base size makes it terrific at blocking key areas. With the Craventhrone Guard shooting it’s actually quite easy to power it up as well. Allowing you to shoot with the Craventhrone Guard first, slay 5 models from a screen, and fire the Black Coach into the thing you really wanted to shoot for 3D3 mortal wounds. Alternatively, keeping it on its 4+ ward makes it truly crazy at tanking. Keeping it in the Krulghast bubble also gives it -1 damage for even more craziness. It’s shocking how survivable it is.
The Mortalis Terminexus gives you the flexibility to heal your heroes and Black Coach or use it more as I did, which is an aggressive mortal wound bomb. 26” total threat range from casting is great, and it can pump out quite a bit of chip damage.
All together, the armies Battle Traits of Ethereal and Wave of Terror combine to make even the weakest looking unit truly scary. Roll enough 8s on the charge, and even Kragnos will fall to simple chainrasp. The army has 5 different units that do D3 mortals on a 2+ on the charge. Don’t underestimate how much that is. Simple averages tell you that’s about 8 mortal wounds. Which, by the way, you can retreat and do all over again every turn.
Because of the movement of this army- Hexwraiths, Lauchon heroes, Black Coach teleports, and Underworld Reserves – you can be anywhere and everywhere. Movement wins games, and it’s no surprise to me that most of my opponents had issues with catching me. Even if it they were close, you can simply use one unit to block for the rest to move to safety. Keep your units alive until the exact moment your opponent is out of position. And then pounce all at once. Be careful not to allow your opponent to single out units and be careful. You don’t pull your units away from each others support. Aggressive movement with supporting units will win you games.
Army Faction: Ogor Mawtribes – Subfaction: Boulderhead – Grand Strategy: Take What’s Theirs – Triumph: Inspired
LEADERS Frostlord on Stonehorn (450) – General – Command Traits: Touched by the Everwinter – Artefacts of Power: Arcane Tome – Mount Traits: Metalcruncher – Spells: Flaming Weapon – Prayers: Pulverising Hailstorm Butcher (140)* – Cleaver – Spells: Molten Entrails Huskard on Stonehorn (400)* – Blood Vulture – Mount Traits: Rockmane Elder – Prayers: Keening Gale
Camaron has my thanks (but not quite my sword) for not taking any Ironblasters! What he’s taken instead is loads of big, angry cows! It’s almost a completely pure Beastclaw Raider army – love to see it.
This list essentially asks ‘can you handle 5 cows swamping you’, and the answer was ‘no’ for everyone other than Kaleb’s Tzeentch, who were able to puncture those super tough hides with his sneaky magic MW output.
Enhancement wise – which is where the tactics are in a list like this – you’ve got Metalcruncher on the Frostlord for dealing with tanky 3+ saves, along with Touched by Everwinter to make him into a priest and able to cast the excellent MW AoE ‘Pulverising Hailstorm’. The Huskard gets the Rockmane Elder (-1 to wound in melee).
A pack of Gnoblars act as a cheap add-on screen that still fits into the battle reg – crucial for a pressure list like this – in order to dictate first and almost certainly give it away every time to make an absolutely devastating round of turn 2 charges and a hopeful end-it-there double.
Big gratz to Camaron for losing only in the shadow round to a legendary player and a bad match-up.
Head Judge – Thomas
Acting as Head Judge at LVO 2023 was a thrilling experience. I should begin by thanking both Front Line Gaming, and Scott Reed, the Head TO, for organizing such an amazing event.
LVO 2023 was the largest Age of Sigmar tournament in the world, by far, and 50% larger than previous LVOs. Whilst being involved in such a large event was a great experience, the logistics of organizing 325 players did throw up some challenges. To start, the release of the Battlescroll with new points one week before the list deadline (and after our rules cut-off) was a bit disruptive. We had to ensure that every player knew that we would be using the new points, and yet we still had quite a few lists submitted with the old points. Equally, we had to ensure that every player knew that we would not be using the new GHB, which was released the day after lists were due (and one week after rules cutoff). Of course, there were still a few players who submitted lists assuming the new GHB (comically enough, there was one player who we could not contact until round 1 to let them know that their Aspect of the Champion and Sharpshooter battalion had to go!).
The rest of the pre-event organization was handled by FLG and Scott, so my preparations beforehand were minimal. But I have been involved with the running of 36 events in the past 18 months and know that quite of bit of prep work is involved.
Due to the large number of players, LVO did not use the standard AoS GT format of 5 rounds. Instead, we used 5 rounds followed by a 3rd day of single elimination rounds for top 8 players. This year, 9 players went 5-0 which required us to run a Shadow Round 6th game for the players in 8th and 9th place to determine which of them would advance to Day 3.
The first five rounds were pretty straight forward from a rules judging point of view. The pack used at LVO, produced by Scott Reed, borrowed from the OTTD Generic Pack, which is something I was heavily involved in creating. Many of the players at LVO already have experience attending events that use the OTTD system, which helped keep rules and scoring questions to a minimum. When tricky questions did arise, I was able to fall back to the aosfaq.com website and team to provide answers.
The pressure as Head Judge only really started during the Shadow Round, which was the first round where we introduced active judging (where a judge watches the entire game and points out rules mistakes before and whilst they are made). Unfortunately, the game was a bit of a one-sided blowout – the choice to use Mighty and Cunning proved problematic when one player had essentially all GV and the other essentially none. Lesson learned! The only rules issue that cropped up was when one of the players declared Desecrate their Lands on a Defensible terrain piece. I had to remind him that you can only control Defensible terrain pieces by garrisoning them – the standard 3” rule does not apply. He was able to declare another terrain piece instead.
Day 3 was where the real excitement as Head Judge began, which entailed three rounds of active judging among the best players in the world. I was fortunate enough that James O’Brien who was a contender, had not made it to day 3, but as an experienced TO and judge was willing to jump in and judge half of the games.
When judging the final 8 of a 325-player event, there is really very little stress. These are fantastic players with a huge amount of experience and, more importantly, great sportsmanship. There was no confrontation to deal with, and all players played with intent at all times, meaning there were no disagreements to intervene with. If anything, I had to prevent players from giving too much benefit to their opponents!
Instead, the rule of table judging was just handling the occasional line-of-sight judging, pointing out often forgotten rules such as you need to jump into a garrison to control it (even the top players didn’t know that rule!) and mostly sitting back and watching some fantastic Warhammer being played. The biggest drama, up until the end of the final game, that is, was during the first round, when one of the games ended in a complete tie. With single elimination, a tie is not an option. It was also not something we had prepared for. Fortunately, the two players were able to agree that under any tie-break rules, there would be a clear winner. Of course, I couldn’t end without talking about that final game. What a game! I could watch both Noah and Scooter play Warhammer all day. Scooter is one of the great personalities to watch, and Noah is a fantastic human being. And their game was so close.
I suppose I should talk about the ending… By the end of the final game, the players had been through 3 days of extensive Warhammer. All with the backdrop of Las Vegas. I think it is fair to say that both players (and Judge) were drained. The game came down to control of an objective. Noah had a chaos spawn on it, Scooter had a goblin shaman. They fought in combat, but neither could kill the other (Scooter made the 4+ ward save to keep his Shaman alive on one wound – much to the crowd’s delight!). It was a great moment!
Of course, the spawn has 5 wounds, and so is worth 2 points on an objective, and the Shaman only has 4 wounds, so it is worth 1. But we were all too exhausted to notice. Noah assumed the Shaman was worth 2. Scooter assumed the spawn was worth 1 and I failed to notice the mistake (oh so easy to assume all heroes in the game are going to be 5 wounds or more!). That meant that they were tied on points, and Scooter won the match on battle tactics scored. It wasn’t until a few minutes later that we caught the mistake – where we had not considered that the Shaman was only 4 wounds (a friend texted me – thank you!). The way both players handled the turnaround in decision is a credit to them both. The level of joy each felt at the other being declared the winner was heartwarming.
The final, and LVO in general, left no doubt that Age of Sigmar has a fantastic community. And I am proud to be part of it.
This one has taken a while! But I’m pleased to say that all of the warscrolls for Slaves to Darkness have now been translated into Datacards.
Reading the Datacards
Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.
This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.
This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.
This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.
Average Damage Output
This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.
This is the top three AoS lists for the GT Wargame Garrison Madrid that took place in Spain on the 27th and 28th of January. It involved 20 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
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The Top Three AoS Lists
Army Faction: Seraphon – Army Type: Coalesced – Army Subfaction: Thunder Lizard – Grand Strategy: Defend What’s Ours – Triumphs: Inspired
LEADER 1 x Engine of the Gods (300) – Artefacts: Arcane Tome – Prayers: Curse 1 x Lord Kroak (450)* – Spells: Stellar Tempest 1 x Saurus Astrolith Bearer (160)* – Aspects of the champion: Tunel master 1 x Skink Priest (120)* – Prayers: Heal 1 x Saurus Scar-Veteran on Carnosaur (200)** – General – Command Traits: Prime Warbeast – Celestite Greatblade – Artefacts: Fusil of Conflagration – Mount Traits: Beastmaster 1 x Knight-Zephyros (100)**
Do comets rain on the plain in Spain? They do when Kroak is around! He’s fallen a little out of fashion recently in favour of the no-name, whipper-snapper Slann, but he still does the job, as evidenced here – supported by the ubiquitous Engine, Priest, Astrolith (even more important for Special K given his spammable but short range spell) and…
A Scar-Vet on Carnosaur!? Fair play to the lad, with their recent points drops they just might cut the mustard as a fast, whiffy but potentially killy monster. Of course, now we’re into the new season, we see the inevitable allied Knight-Zephyros, who is just a stone-cold scoring piece due to her constant teleporting.
Overall, a pretty interesting twist on the Lizards with their new points, and a good result for Alfonso. Get ready to see a lot more of the little Azyros…
Army Faction: Disciples of Tzeentch – Army Subfaction: Hosts Duplicitous – Grand Strategy: Master of Destiny – Triumphs: Inspired
LEADER 1 x Curseling (180)* – General – Command Traits: Cult Demagogue – Spells: Shield of Fate, Arcane Suggestion – Aspects of the Champion: Tunnel Master 1 x Magister on Disc of Tzeentch (140)* – Spells: Shield of Fate, Arcane Suggestion 1 x Kairos Fateweaver (440)** 1 x Magister (120)** – Spells: Shield of Fate, Glimpse the Future 1 x Changecaster (150)** – Artefacts: The Eternal Shroud – Spells: Levitate, Bolt of Tzeentch
BATTLELINE 10 x Horrors of Tzeentch (Pink) (250)* – Iridescent Horror – Pink Horror Icon Bearer – Pink Horror Hornblower – Split and Split Again 10 x Horrors of Tzeentch (Pink) (250)* – Pink Horror Hornblower – Iridescent Horror – Pink Horror Icon Bearer – Split and Split Again 10 x Horrors of Tzeentch (Pink) (250)* – Pink Horror Hornblower – Iridescent Horror – Pink Horror Icon Bearer – Split and Split Again
ENDLESS SPELL 1 x Chronomantic Cogs (70) 1 x Umbral Spellportal (80) 1 x Daemonic Simulacrum (70)
The future is here with the new GHB, and the future is pink…at least as far as Disciples of Tzeentch are concerned. With Bounty Hunters gone away, Pink Horrors are very much back on the menu as one of the top tarpits in the game, and Juanma has taken 3 x 10 Pinks to really maximise their board control. In addition, by choosing the sub-faction Host Duplicitous, an enemy can be prevented from retreating if the Tzeentch unit has 10 or more models, keeping them in place for some incoming spells. Host Duplicitous can also bring back 5 Pink Horrors once per game on a 4+, but it’s only once per battle regardless of how many units are destroyed and there’s no re-roll: this is Tzeentch, not Gitz!
Pink Horrors are also an excellent screen for the Galletian Champions that want to be slinging spells from the back lines while scoring battle tactics for not being dead and there is one unit for each of the Champions: Curseling, Magister and Changecaster, with the option to summon in additional Changecasters if necessary. The importance of keeping those Pinks around for as long as possible is clear from the Shield of Fate spell cropping up three times on the list to try and get that 5+ ward save. Arcane Suggestion can also be helpful here, with one of the options that Tzeentch players can pick being to reduce hit and wound rolls by 1. Park the Changecaster or Kairos wholly within 12” of a unit of Pinks, then there is an additional -1 to hit on the unit, meaning that All Out Attack would be wasted. Though still only with a 5+ save, a 5+ save followed by a 5+ ward with -1 to hit and wound makes those little daemons hang around a lot longer than they should. A really hammer unit like 10 chosen can still get through them with double fight, but then they’ll be well within spell range and with no 5+ ward against mortals on their warscroll, that’s a trade that favours the Tzeentch player significantly.
In terms of the tech on each Champion, the Curseling general has Cult Demagogue as their command ability, meaning that a double on the dice makes the first casting roll unbindable (and worth a bonus fate point). While lesser (more honest?) armies would roll the dice, Tzeentch can just pick two Destiny Dice and, even if it’s a pair of twos, the casting value 8 Arcane Sacrifice would still go off. The Curseling also has what seems to be the Aspect of the Champion of choice (at least so far): Tunnel Master. This Aspect allows a model to redeploy anywhere on the battlefield outside of 9” of the enemy during the movement phase instead of moving normally. With some armies, this could leave a hero isolated, but Tzeentch can just summon up some Horrors to be the bodyguard for this unit. On some of the new battle plans, that could mean an extra point here or there to turn a loss into a win or at least a draw in close games.
On the subject of close games, Juanma did really well going 3.5/5 with their only loss being against Teclis and Lumineth Realm Lords and even that was only with an 11-9 differential score (that is, a 1-2 point scoring difference at the end of the game). Three more points across two games could have been enough for the 5-0 at the event, underlining what a great weekend Juanma and the Disciples had.
Army Faction: Nighthaunt – Army Subfaction: The Quicksilver Dead – Grand Strategy: Fright or Flight – Triumphs: Bloodthirsty
LEADER 1 x Krulghast Cruciator (150)* – General – Command Traits: Cloaked in Shadow – Artefacts: Arcane Tome – Spells: Seal of Shyish – Aspects of the Champion: Fuelled by Ghurish Rage 1 x Guardian of Souls (150)* – Chill Blade – Artefacts: Pendant of the Fell Wind – Spells: Shademist 1 x Spirit Torment (120)* 1 x Lady Olynder (340)* – Spells: Shademist
BATTLELINE 5 x Hexwraiths (170)* – Hellwraith 20 x Dreadscythe Harridans (320)** – Slasher Crone 10 x Dreadscythe Harridans (160)** – Slasher Crone 6 x Spirit Hosts (260)**
BEHEMOTH 1 x Black Coach (290) – Reaper Scythe
CORE BATTALIONS: *Warlord **Galletian Veterans
TOTAL POINTS: (1960/2000)
Nice little twist on Nighthaunt, with the less seen Quicksilver Dead. The list also saw the return of the Black Coach and Lady Olynder, both of whom haven’t had a lot of airing with the Scarlet Doom lists. The Nighthaunt face off against Scarlet Doom in round 4, saw a stalemate so we can’t say which is better yet.
Still, other than Olynder, we have all of the usual suspects to increase the Harridan’s resistance. They’re still a great warscroll, so 30 is no hardship, especially with the points increase on Bladegheist. Harridan’s are a bit harder to use, but ideally, you want to get them close and charge. Preferably after inflicting some wounds through either mortals or ranges (another reason for the Black Coach). Charge or shoot a unit with the Black Coach and then hit it with the Harridans, they will now be hitting and wounding on 3s, and cause -1 on to wound rolls, adding protection for themselves, and the Black Coach.
A well thought out list, and fun to play. Bringing some different models to the table, Andres is to be commended.
Army Faction: Soulblight Gravelords – Army Type: Vyrkos Dynasty – Grand Strategy: Lust for Domination – Triumphs: Indomitable
LEADER 1 x Vampire Lord (140) – General – Command Traits: Pack Alpha – Spells: Soulpike 1 x Belladamma Volga (200)* – Spells: Spirit Gale 1 x Necromancer (130)* – Artefacts: Arcane Tome – Spells: Overwhelming Dread – Bonding: Krondspine Incarnate of Ghur 1 x Vampire Lord (140)* – Spells: Amethystine Pinions – Aspects of the Champion: Tunnel Master
BATTLELINE 40 x Deadwalker Zombies (240)* 10 x Dire Wolves (130)* 20 x Deadwalker Zombies (120)* 10 x Dire Wolves (130)*
BEHEMOTH 1 x Krondspine Incarnate of Ghur (480)*
OTHER 20 x Grave Guard (280)* – Seneschal – 2 x Standard Bearer – 2 x Hornblower – Great Wight Blade
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (1990/2000)
2-2-1 is an odd scoreline, and those must have been some nail-biting games! Guillermo has opted for a slightly heavier GC presence than Soulblight would normally bother with, packing double vamp lords, which makes sense as their Tome Celestial battle tactics are definitely not going to help them with scoring this season.
Now that bounty hunters have gone the way of the dodo, blobs of zombies are back on the menu! Dire Wolves continue to be fantastic either way – and here backed up by Belladamma for the fluffy (pun intended) bodyguard rule they provide.
Sadly, there’s a Spinedog – but to be fair to the ‘Blight, they’re in a tough spot in the new season due to their fragile and slow GCs – until the new book comes out, we may see them struggle, so kudos to Guillermo for a strong finish out of the gate.
This is the top three AoS lists for the March to War that took place in the UK on the 21st and 22nd of January. It involved 30 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
There once was a man from Wales, Who brought four cannons with tails, Some gnoblars as screens, Absolute scenes, He danced to his opponent’s wails.
This list was using old points – with updated points, it’ll run about 150 ish over. Wonder if three Ironblasters will get the job done instead of four!
All credit to Luke, however, who’s a great player from the illustrious Team LIT – Sylvaneth, Disciples, and LRL – would all have been tricky match ups too. Be curious to see what he can do with the big bois in the new season!
Allegiance: Sylvaneth – Glade: Harvestboon – Grand Strategy: Take What’s Theirs – Season: The Reaping – Triumphs: Inspired
Leaders Warsong Revenant (305)** – General – Command Trait: Spellsinger – Artefact: Arcane Tome (Universal Artefact) – Lore of the Deepwood: Treesong
Battleline 9 x Revenant Seekers (705)* – Reinforced x 2 5 x Tree-Revenants (110)** 5 x Tree-Revenants (110)**
Units 5 x Gossamid Archers (220)** Gotrek Gurnisson (485)* – Allies
Mathmallow is back with the tree attack! His list is considerably different to the one he went 5-0 with recently – variety is the spice of life after all.
He’s dropped big momma and her chad-stag for the absolute bare minimum of an HQ – taking just a Warsong rev, tricked out with magic boosting enhancements to provide a MW cannon.
He invests the points savings into a mahoosive Revenant Seeker blob – reasoning (no doubt correctly) that this will just be an unkillable swarm of half anvil-half-hammer models.
The usual 2x tree revs for scoring. and his trademark 5 Gossamids make up most of the rest of the list, leaving just enough room for a little addition…Gotrek! He doesn’t show up much these days but having played against him in another Sylvaneth list, I can tell you that a psychotic, murderous and nigh on unkillable dwarf marching up the mid-board while stuff teleports and flies around you is rather a tricky proposition.
Losing only to Churchus’ cannonade, it’s a nasty, eggs-in-two-baskets Sylvaneth list that I can see being hugely oppressive to play against. Sylvaneth players would do well to take a leaf out of this book!
Allegiance: Beasts of Chaos – Grand Strategy: Take What’s Theirs – Triumphs:
LEADERS Dragon Ogor Shaggoth (155) – General – Command Trait. Master of Magic – Lore of Dark Storms: Sundering Blades Dragon Ogor Shaggoth (155)** – Artefact Seed of Rebirth – Lore of Dark Storms: Sundering Blades
UNITS 10x Ungors (65)** – Mauls & Half-Shields 10x Ungors (65)** – Mauls & Half-Shields 6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* 6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* 6x Dragon Ogors (290)* – 6x Draconic War glaives 6x Dragon Ogors (290)** – 6x Draconic Crushers 1x Cockatrice (110)** 1x Cockatrice (110)
ENDLESS SPELLS & INVOCATIONS Geminids of Uhl-Gysh (40)
CORE BATTALIONS *Bounty Hunters **Battle Regiment
Total Points: 2000/2000
‘Ere we go, ‘ere we go, ‘ere we go again. All of the Dragon Ogres all of the time. Doubling down with our favourite Tzaangors on Discs (ToDs) to zoom about the place and lay some extra hurt down with the last flourish of Bounty Hunters. A couple of Ungor screens to hold off the eager. The list is built around the Dragon Ogre Shaggoths, moving up and buffing the Dragon Ogres while the ToDs and Cockatrice zip around scoring (or for the ToDs removing tasty snacks). Lots of threats, not a lot of fat. The list isn’t relying on summoning (no large units of sacrifices) but will still earn primordial points fast enough to summon a few times in an average match, particularly with the Cockatrices ability to pick up extra. Geminids backed by Master of Magic is a clever inclusion. It’s a great spell used for it’s ability to block areas as much as what it does.
A surprise 3rd round loss to the Beastclaw Raiders, surprise, mostly because you never see 5 of the big fellas together. With buffs, though, the Stonehorn are very tacky, have lots of wounds, and hit hard enough to remove most or all of Nick’s units in single turn. The screens are ripe to be torn apart before the charge as well, with the limited attack high damage range of the Beastclaws. Otherwise, he saw off most of the meta challenges (IJ ironsunz may not be meta… yet).
Allegiance: Kharadron Overlords – Sky Port: Barak Thryng – Grand Strategy: Masters of the High Airs – Triumphs: Inspired
Missing the Incarnate and Purple Sun of previous Kharadron lists, James has chosen to give his Dwarves fight on death (on a 4+). This Kharadron list wants to mix it up. And shoot. Doubling down on that approach is the Admiral with Flaming Weapon giving him a Rend -2, 4 damage weapon. With one company of Arkanauts in Eternal Conquerors to act as bodyguards for the Admiral and probably some bait. It gets around an issue for Kharadron in holding objectives, particularly early, when they want to be in the air if possible. Otherwise, the remainder of the list is around their considerable shooting, giving a superior “overwatch” for the ground units. Mostly, that seems to have worked especially into the slower armies, but fire and fade appears to have been an issue.
His last round was a real life shoot out at the ok coral, with the Underguts bringing only Leadbelchers and Ironblasters versus the gunships. Scoring was low across the board, and neither would have much left by the end.
We’ve probably only got a couple more weeks of stats to do for this Handbook before the next one gets released and the tournament scene starts in earnest once more.
The second part of this season has been sorter than the first, with a few of the factions still not meeting our requisite 20 players to have their stats published. Although like I said earlier, there’s still a couple more weeks….
Those factions that have not yet had 20 players:
Legion of the First Prince (5 Players)
Bonesplitterz (9 Players)
Big Waaagh! (12 Players)
Hedonites of Slaanesh (16 Players)
Beasts of Chaos have improved again with their win rate. Going from 60.94% down to 62.73%. This means the margin between the top and bottom factions has decreased to 27.29% (62.73% – 35.44%).
So when comparing this gap to the first half of the season:
This is the top six AoS lists for the CanCon 2023 that took place in Australia on 21st and 22nd of January. It involved 202 players vying to be crowned champion in a 5 game tournament.
Before I jump into the Top Six 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 Six AoS Lists
Allegiance: Beasts of Chaos – Greatfray: Gavespawn – Mortal Realm: Ghur – Grand Strategy: Protect the herdstone – Triumphs: Inspired
Leaders Dragon Ogor Shaggoth (155)** – General – Command Trait: Unravelling Aura – Artefact: Arcane Tome (Universal Artefact) – Lore of Dark Storms: Sundering Blades Great Bray-Shaman (100)** – Lore of the Twisted Wilds: Wild Rampage Beastlord (95)** – Artefact: Mutating Gnarlblade
Units 6 x Dragon Ogors (290)* – 6x Draconic War glaives – Reinforced x 1 10 x Gors (70)*** – Gor-Blades & Beastshields 10 x Gors (70)*** – Gor-Blades & Beastshields 6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* – Reinforced x 1 6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* – Reinforced x 1 10 x Tzaangors of Beasts of Chaos (175) – 10x Pair of Savage Blade 10 x Tzaangors of Beasts of Chaos (175) – 10x Pair of Savage Blade 10 x Ungor Raiders (80)**
Bests of Chaos (sic) run roughshod over another big tournament. And why shouldn’t they? Unthinking beasts – they’re just following their nature, going with the flow – what fault is it of theirs if no puny tree-man, hungry-man, rat-man, green-man or hungry-man-but-further-away can stand up to them?
Composition wise, we have the core HQ, the usual dragon ogors, but only to the tune of 6 to make space for twelve Enlightened on Discs and 2x 10 Tzaangors. Plus, of course, some of the annoyingly good little chaps who don’t cost enough.
Anyway, the previews have started for their new book, so speculation is rife as to whether they’ll receive the necessary re-writes to corral the herd. I hope they do, because there’s only so many times I can think of new ways to sneak my ‘NERF BoC FOR THE LOVE OF GORS’ agenda into these top 3s.
Nevertheless, taking down any tournament this big deserves praise so well done to Geordie. And to be fair, you don’t see Tzaangors that often, and they’re cool.
Leaders Slann Starmaster (285)**** – General – Command Trait: Arcane Might – Artefact: Fusil of Conflaguration – Spell: Stellar Tempest Engine of the Gods (285)*** – Artefact: Incandescent Rectrices – Mount Trait: Beastmaster – Universal Prayer Scripture: Curse Skink Starpriest (130)**** – Spell: Hand of Glory Skink Priest (120)**** – Universal Prayer Scripture: Curse Skink Priest (120)**** – Universal Prayer Scripture: Heal
Units 30 x Skinks (225)** – Boltspitters & Moonstone Clubs – Reinforced x 2 10 x Skinks (75)** – Boltspitters Celestite Daggers & Star Bucklers 5 x Saurus Knights (110)* – Lances 5 x Saurus Knights (110)* – Lances Bastiladon with Solar Engine (250)*** Bastiladon with Solar Engine (250)***
So Seraphon just got a lot more expensive, and Corey’s list here will be one of the last to enjoy their old ‘bargain’ prices.
In the meantime, it works as we’ve come to expect. Slann as magic powerhouse, Engine of the Gods as a mixed phase utility, well, engine, and a mixture of skink support priests, one of the starry variety.
(Slightly) interestingly, Corey brings so many skinks you’d expect them to be in Fangs of Sotek – but no! We’re in Thunder Lizard still, so one of those two bastiladons can still double fire, stacked with Skink priest buffs. The big skink blob I imagine is meant to capitalise on the durable prayer platform that is the Engine, getting Curse off on a juicy target (on a 3+ while near terrain within their own territory due to their Primeval Domain rule) for the 60 skink shots to fish for some 6s.
We also have 2x 5 knights here, who made a surprise comeback this season as cost-efficient bounty hunters with weight of attacks – but obviously, that’s a tactic going more extinct than the dinosaurs dodo.
Big gratz on the 5-0 with a balanced Seraphon list – shame it’s now about 75 pts more expensive, lacking its most useful battalions, and doesn’t play nicely into the new realm rules. Seraphon could be about to experience a serious lull going into their new book – but that’s fine, they’re cold-blooded, they will have their time in the sun again.
Allegiance: Maggotkin of Nurgle – Subfaction: Blessed Sons – Grand Strategy: Blessed Desecration – Triumphs: Bloodthirsty
Leaders Bloab Rotspawned (320)** – Lore of Malignance: Plague Squall Morbidex Twiceborn (320)*** Orghotts Daemonspew (320) Lord of Afflictions (230)** – General – Command Trait: Overpowering Stench – Artefact: The Splithorn Helm Plague Priest (100)** – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Levitate – Universal Prayer Scripture: Heal
Units 10 x Rotmire Creed (125)* 10 x Rotmire Creed (125)* 10 x Rotmire Creed (125)* 9 x Corvus Cabal (80)*** 5 x Chaos Chosen (240)*** – Mark of Chaos: Nurgle
I hope everyone enjoyed those Expert Conquerors while they lasted. While not as egregious as Bounty Hunters, I can’t say that I’m sad to see it go. Joel made use of them with a triple Rotmire in the same way that many Nurgle players do. It’s interesting to watch Nurgle over the course of this edition since they evolved from pure fly spam to bringing hero hammer + Rotmire creed.
And what a hero hammer this list is. 5 heroes are in play, with all of them being the classic nurgle combination of decent damage output and great resilience (you could even say they are disgustingly resilient). Joel has also brought along a couple of Slaves to Darkness allies to fill in the gaps that Nurgle armies tend to have. The Corvus Cabal brings some much-needed mobility to grab early objectives and the Chaos Chosen are an excellent vehicle for damage output.
Looking forward, I’m not sure that this list will need much adjustment for the new season. Joel already has a pair of solid Galletian Champions, some excellent potential Bodyguards, and the ability to reliably score three or four battle tactics without sweating too much. Overall, I’m excited to see what changes are made for the next GT.
Congratulations to Joel. He brought a well-crafted list, and played it effectively to achieve a 5-0.
Allegiance: Seraphon – Constellation: Fangs of Sotek – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
Leaders Slann Starmaster (285)* – General – Command Trait: Arcane Might – Spell: Stellar Tempest Skink Starpriest (130)* – Spell: Hand of Glory Saurus Astrolith Bearer (155)* – Artefact: Serpent God Dagger
Units 30 x Skinks (225)* – Boltspitters & Moonstone Clubs – Reinforced x 2 10 x Skinks (75)* – Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (75)* – Boltspitters Celestite Daggers & Star Bucklers 2 x Salamander Hunting Pack (280)* – Reinforced x 1 2 x Salamander Hunting Pack (280)* – Reinforced x 1 Krondspine Incarnate of Ghur (480)* – Allies
Another 5-0 Seraphon list, this time with added Spinedog! Boy, am I glad that’s become a rare occurrence. Of course, it’s still a powerful piece, and on paper, it does make sense for Seraphon, given they lack an otherwise durable bully piece.
Henry has also brought some Salamanders in this particular iteration of the standard Fangs list (buff pieces, loads of skinks), which play really well into the Starborne teleport and provide an excellent dual-phase threat.
All in all it’s clear how this list hurts you – it’s a kind of techy twist on the ‘pin-cushion’ archetype, with excellent objective play in a handy one drop for, most likely, forcing opponents to move up into a much easier charge range of the Spinedog.
Gratz to Henry, and here’s hoping the new Seraphon book makes it less appealing than ever to take the ‘dog!
Allegiance: Sylvaneth – Glade: Heartwood – Grand Strategy: Take What’s Theirs – Triumphs: Indomitable
Leaders Arch-Revenant (120)* Branchwych (130)* – General – Command Trait: Spellsinger – Artefact: Arcane Tome (Universal Artefact) – Lore of the Deepwood: Verdurous Harmony Drycha Hamadreth (335)* – Lore of the Deepwood: Regrowth
Units 6 x Kurnoth Hunters with Kurnoth Greatbows (460)* – Reinforced x 1 6 x Kurnoth Hunters with Kurnoth Scythes (500)* – Reinforced x 1 5 x Tree-Revenants (110)* 3 x Revenant Seekers (235)* 3 x Aetherwings (65)*
Drycha! You love to see it. The evil tree spirit in a mech suit is still a relatively rare sight given her competition in Durthu and Alarielle, but her ability to choose between 10 extra melee or shooting attacks makes her a fast, durable and flexible piece that I don’t think gets enough love.
Gary here has gone heavy with Kurnoh – a reinforced blob of both the shooty and scythy variety (both of which, as always, are backed up by the +1 to wound aura of the Arch-Revanant). Then, just the one unit of teleporty tree revs and a fantastic support unit of Seekers. It’s a nice balanced list with huge reach, two big blobs that will keep regrowing (via Seekers and Verduous Harmony) if you don’t have the ability to take them down fast enough, and the tactical Drycha option.
The fact it could handle such a diverse set of opponents – the magic dominance of Tzeentch, through the ranged punch of Underguts Ogors and even a semi-mirror – en route to the rare Sylvaneth 5-0 is testament to the general and how adaptable the list is. It’s really cool.
Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Scions of the Storm) – Mortal Realm: Ghur – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Knight-Vexillor (120)** – Meteoric Standard Knight-Vexillor (120)** – Meteoric Standard Knight-Vexillor (120)* – Meteoric Standard Knight-Vexillor (120)* – Meteoric Standard Lord-Relictor (145)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Spell: Thundershock – Prayer: Translocation
Units 2 x Dracothian Guard Tempestors (220)* 2 x Dracothian Guard Tempestors (220)* 2 x Dracothian Guard Tempestors (220)** 2 x Dracothian Guard Tempestors (220)** 5 x Judicators with Skybolt Bows (200)* 5 x Judicators with Skybolt Bows (200)**
If you follow Stormcast chat on Australian servers, this list might not be a surprise. Why such a skew list and why does it work – first credit to the General, but this is a durable shooting list which doubles down on Mortal Wounds. Each Vexillor can grant a re-roll charge to a unit within 12″. And each Vexillor can be deployed from Azyr (Scions of the Storm). So one play is to use the Vexillors to buff important charges after moving just outside 9″ (no redeploy). Or drop both just beyond 9″, allowing the Tempestors to shoot, then charge. Enormous flexibility and mobility. Backed by Judicators with a double shoot potential. The strength of this list is the extreme difficulty opponents have in stopping or limiting scorring. The Tempestor units with 12 wounds need serious attention to remove. They will tie up big threats turn after turn, unlike the larger units that some of the biggest hitters can remove in a turn.
Then there is the Mortal Wound output, another nice trick, Everblaze Comet to drop a bomb on any castles, with a CV of 6, Master of Magic makes it almost certain to go off when you want it. That with Thundershock to short those charges (leaving a CP for Unleash). And each of the Vexillors has a mini Everblaze. The list is a 2 drop (all of the best SCE lists try for minimum drops) for that small advantage. Scoring wise, this list wasn’t just good at scoring it’s own Battle Tactics but preventing some of the opponents (sometimes a lot of theirs). This list was rated as one of the strongest at Cancon and scored extremely well in the first 3 rounds before falling away in the last 2. Still major victories but not as many “other” points as some of the higher ranked lists. To be expected with the final pairings being into stronger opponents. It’s innovative and effective, and it is fantastic to see SCE from a different angle.
For a full run down of all the tournament positions, why not visit Stats and Ladders. It’s a brand new site that allows tournament organisers to… well… organise their tournaments. I have to say, it’s incredibly easy to use, and the best bit, it’s free!
These are the player rankings calculated by us at Woehammer using the method described previously. We think this method levels the playing field between those playing factions with a high win-rate and those playing with a low win-rate. Almost like a handicap system in Golf or similar sports.
Points are awarded to each player for a win or a draw. Points are calculated for each faction. To calculate a factions win score is a fairly simple process:
Take their current win rate as shown in our weekly AoS Meta article and times this by 5:
e.g. Lumineth Realm-Lords: 51.02% x 5 = 2.6
This is the expected number of wins that faction should achieve in a 5 game GT. Next divide 100 by this value to give a score for each win.
e.g. Lumineth Realm-Lords 100/2.6 = 39.2 per win.
When a player has finished their tournament multiply their result (draws are counted as 0.5) by the score.
e.g. a Lumineth player achieves 2 wins and a draw; 2.5 x 39.2 = 98 points
Current Scoring by Factions
The below shows the current score able to be achieved fro each player for a win with each faction. This is showen for each period of time since the release of the General’s Handbook 2022-23: Season 1
General’s Handbook 2022-23: Season 1
3rd July 2022
1st October 2022
Battletome Releases: Ogors, Lumineth, Disciples and Sons
1st October 2022
27th October 2022
Battlescroll: Galletian Reinforcements
21st January 2023
Battletome: Slaves to Darkness
There have been no tournaments using the new GHB as yet, however when this occurs it will create a new points session.
The best four results as a total make up a player’s score.