This is the top three AoS lists for the Smite Club Open that took place in Scotland on the 9th and 10th of September. It involved 58 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: Soulblight Gravelords – Subfaction: Legion of Night – Grand Strategy: Empire of Corpses – Triumphs:
Leaders Mannfred von Carstein, Mortarch of Night (380)** – Lore of the Deathmages: Waste Away Necromancer (100)* – General – Command Trait: Unbending Will – Lore of Primal Frost: Hoarfrost Vampire Lord (140)* – Lore of the Vampires: Spirit Gale Vampire Lord (140)*** – Artefact: Morbheg’s Claw – Lore of Primal Frost: Merciless Blizzard
Battleline 40 x Deadwalker Zombies (240)*** – Reinforced x 1 40 x Deadwalker Zombies (240)*** – Reinforced x 1 20 x Deadwalker Zombies (120)*** 20 x Deadwalker Zombies (120)** 10 x Dire Wolves (140)** 3 x Fell Bats (80)** 3 x Fell Bats (80)**
Units 1 x Corpse Cart (80)*** 1 x Corpse Cart (80)***
This is the top three AoS lists for the Emerald City Open III that took place in the USA on the 19th and 20th of August. 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?
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: Blades of Khorne – Subfaction: Reapers of Vengeance – Grand Strategy: Slaughter of Sorcery
LEADERS Bloodmaster (110)* – Artefact: Halo of Blood – Prayers: Bloodbind, Curse Bloodsecrator (120)* Herald of Khorne on Blood Throne (160)* Realmgore Ritualist (110)** – Prayers: Blood Sacrifice, Killer Instinct Slaughterpriest (110)** – Bloodbathed Axe – Prayers: Blood Sacrifice, Witchbane Curse – Nullstone Adornments: Pouch of Nulldust Bloodthirster of Unfettered Fury (330)** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gath, the King of Blades – Prayers: Bloodbind, Heal
BATTLELINE Blood Warriors (190) – Goreaxe and Gorefist Claws of Karanak (100)* Flesh Hounds (100)* Bloodletters (360)**
OTHER Wrathmongers (140)**
ENDLESS SPELLS & INVOCATIONS 1 x Hexgorger Skulls (50) 1 x Wrath-Axe (70) 1 x Bleeding Icon (50)
TERRAIN 1 x Skull Altar (0)
CORE BATTALIONS *Warlord **Warlord
TOTAL POINTS: 2000/2000
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Army Faction: Blades of Khorne – Subfaction: Bloodlords – Grand Strategy: Overshadow – Triumph: Bloodthirsty
LEADERS Slaughterpriest (110)* – Bloodbathed Axe – Prayers: Killer Instinct Be’lakor (340)* Bloodsecrator (120)* Bloodmaster (110)** – Artefacts of Power: Halo of Blood – Prayers: Blood Sacrifice Bloodthirster of Unfettered Fury (330)*** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gath, the King of Blades – Prayers: Bloodbind
CORE BATTALIONS *Warlord **Wizard-finders of Andtor ***Battle Regiment
TOTAL POINTS: 1970/2000
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Army Faction: Ogor Mawtribes – Subfaction: Meatfist – Grand Strategy: Ready for Plunder – Triumph: Inspired
LEADERS Firebelly (120)* – Spells: Billowing Ash (12″ bubble of -1 to hit) Frostlord on Stonehorn (460)* – Artefacts of Power: Arcane Tome – Mount Traits: Rockmane Elder (-1 to wound) Slaughtermaster (140)* – General – Command Traits: Shaman of the Chilled Lands (Knows all lore of primal frost) – Spells: Blood Feast (+1 melee attack. Applicable to Gluttons and Ironguts)
BATTLELINE Ogor Gluttons (240)* – Crusher – Bellower – Tribal Banner Bearer with Lookout Gnoblar (-1 to wound against shooting only) – Paired Ogor Clubs or Bluntblades Ironguts (240)* – Gutlord – Bellower – Rune Maw Bearer (6+ spell shrug) Ironguts (240)* – Gutlord – Bellower – Rune Maw Bearer (6+ spell shrug) Ogor Gluttons (240)* – Crusher – Bellower – Tribal Banner Bearer with Lookout Gnoblar (-1 to wound against shooting only) – Paired Ogor Clubs or Bluntblades
ARTILLERY Ironblaster (200)*
OTHER Gnoblars (120)* (D3 Mortals on a 4+ for each more an enemy unit finishes within 6″ of this unit, including charges, pile in etc.) – Groinbiter
TERRAIN 1 x Great Mawpot (0)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
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Army Faction: Disciples of Tzeentch – Subfaction: Hosts Arcanum – Grand Strategy: Master of Destiny – Triumph: Inspired
LEADERS Curseling (200)* – General – Command Traits: Cult Demagogue – Spells: Merciless Blizzard Gaunt Summoner of Tzeentch (230)* – Artefacts of Power: The Eternal Shroud – Spells: Hoarfrost Kairos Fateweaver (440)*
BATTLELINE Horrors of Tzeentch (Pink) (260)* – Pink Horror Icon Bearer – Pink Horror Hornblower – Split and Split Again Kairic Acolytes (120)* – Kairic Adept – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – 3 x Cursed Glaive and Arcanite Shield Screamers of Tzeentch (220)*
OTHER Tzaangor Enlightened on Discs of Tzeentch (360)* – Aviarch Cockatrice (120)*
ENDLESS SPELLS & INVOCATIONS 1 x Geminids of Uhl-Gysh (50)
This is the top three AoS lists the Nashcon Age of Sigmar GT 2023 that took place in the US on the 19th and 20th of August. It involved 104 players vying to be crowned champion in a 5-game tournament. This is a two list tournament, players choose which one to run at the table.
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
List 1: Allegiance: Khorne – Slaughterhost: Reapers of Vengeance – Grand Strategy: Slaughter of Sorcery – Triumphs: Inspired
Leaders Bloodthirster of Unfettered Fury (330)* – General – Command Trait: Firebrand – Artefact: A’rgath the King of Blades – Prayer: Bloodbind Bloodmaster, Herald of Khorne (110)* – Prayer: Killer Instinct Skarr Bloodwrath (110)* Skarbrand (380)** Bloodmaster, Herald of Khorne (110)** – Artefact: Halo of Blood – Prayer: Blood Sacrifice Theddra Skull-Scryer (160)** – Allies
Battleline 20 x Bloodletters (360)** – Reinforced x 1 10 x Bloodreavers (80)** – Reaver Blades 8 x Claws of Karanak (100)**
Units 3 x Magore’s Fiends (140)** 5 x Godsworn Hunt (160)** – Allies
Roland Rivera: Despite this tournament being in a 2-list format, our winner seems to has thumbed his nose at that notion, as both of his lists are exactly the same! He has gone for the Hero-heavy Khorne approach which seems to be gaining momentum of late, as he has maxed out his Hero selections.
The list is anchored by Skarbrand and the Bloodthirster of Unfettered Fury, which are a vital source of mobility in the form of 3D6″ charges (Skarbrand for himself, the Unfettered Fury Thirster for anyone) and doing most of the damage. The list also packs several Priests (including the Unfettered Fury Thirster itself) to help power out whatever Prayer or Invocation is the most useful at the moment (and this list has a pretty deep selection). An interesting addition is Theddra Skull-Scryer as an Ally (likely for Andtorian Locus-centered Battle Tactics). Skarr Bloodwrath rounds out the Hero lineup as a cheap, recurring space blocker that can also double as a source of Blood Tithe.
These Heroes have some troop support in the form of a blob of Bloodletters and Magore’s Fiends, but they will mostly be asked to do the heavy lifting in combat, on both offense and defense. Overall, this style of Khorne list seems to be gaining momentum this season, so don’t be surprised if you see similar lists going forward.
Army Faction: Soulblight Gravelords – Army Type: Vyrkos – Grand Strategy: Empire of Corpses – Triumphs: Indomitable
LEADER 1 x Belladamma Volga (200)* – Spells: Spirit Gale 1 x Vampire Lord (140)* – Spells: Hoarfrost 1 x Gorslav the Gravekeeper (120)** – General – Command Traits: Spoor Trackers – Artefacts: Ulfenkarni Phylactery 1 x Torgillius the Chamberlain (150)** – Spells: Fading Vigour
BATTLELINE 10 x Dire Wolves (140)* – Doom Wolf 20 x Deadwalker Zombies (120)* 40 x Deadwalker Zombies (120)* 40 x Deadwalker Zombies (120)* 20 x Deadwalker Zombies (120)* 20 x Deadwalker Zombies (120)**
OTHER 1 x Corpse Cart (80)** – Corpse Goad – Unholy Lodestone 1 x Corpse Cart (80)** – Corpse Goad – Unholy Lodestone 6 x Fell Bats (80)** 3 x Vyrkos Blood-born (90)**
Army Faction: Soulblight Gravelords – Army Type: Vyrkos – Grand Strategy: Empire of Corpses – Triumphs: Indomitable
LEADER 1 x Torgillius the Chamberlain (150)* – Spells: Fading Vigour 1 x Belladamma Volga (200)* – Spells: Spirit Gale 1 x Gorslav the Gravekeeper (120)** – General – Command Traits: Spoor Trackers – Artefacts: Ulfenkarni Phylactery 1 x Vampire Lord (140)*** – Spells: Hoarfrost 1 x Necromancer (100)*** – Spells: Merciless Blizzard
BATTLELINE 20 x Deadwalker Zombies (120)* 40 x Deadwalker Zombies (120)* 20 x Deadwalker Zombies (120)* 40 x Deadwalker Zombies (120)** 40 x Deadwalker Zombies (120)** 10 x Dire Wolves (140)** – Doom Wolf
ENDLESS SPELL 1 x Malevolent Maelstrom (30)
OTHER 1 x Corpse Cart (80)* – Corpse Goad – Unholy Lodestone 1 x Corpse Cart (80)** – Corpse Goad – Unholy Lodestone
Allegiance: Maggotkin of Nurgle – Subfaction: Drowned Men – Grand Strategy: Blessed Desecration
LEADERS Lord of Afflictions (230)* – General – Command Trait: Overpowering Stench – Artefact: The Shield of Growths The Glottkin (600)* – Lore of Malignance: Rancid Visitations Poxbringer Herald of Nurgle (130)* – Lore of Primal Frost: Hoarfrost
UNITS 4 x Pusgoyle Blightlords (480)* – 2 x Dolorous Tocsin 10 x Plaguebearers (130)* 10 x Plaguebearers (130)* 2 x Beasts of Nurgle (200)* 3 x Nurglings (100)*
CORE BATTALIONS *Battle Regiment
2000/2000pts
Allegiance: Maggotkin of Nurgle – Subfaction: Drowned Men – Grand Strategy: Blessed Desecration
LEADERS Lord of Afflictions (230)* – General – Command Trait: Overpowering Stench – Artefact: The Shield of Growths The Glottkin (600)* – Lore of Malignance: Gift of Disease Poxbringer Herald of Nurgle (130)* – Lore of Primal Frost: Hoarfrost
UNITS 4 x Pusgoyle Blightlords (480)* – 2 x Dolorous Tocsin 10 x Plaguebearers (130)* 10 x Plaguebearers (130)* 2 x Beasts of Nurgle (200)* 3 x Nurglings (100)*
CORE BATTALIONS *Battle Regiment
2000/2000pts
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Army Faction: Flesh-eater Courts – Subfaction: Hollowmourne – Grand Strategy: Overshadow – Triumph: Inspired
LEADERS Abhorrant Ghoul King on Royal Terrorgheist (450)* – Artefacts of Power: Corpsefane Gauntlet – Mount Traits: Gruesome Bite – Spells: Flaming Weapon, Spectral Host Crypt Haunter Courtier (110)* Varghulf Courtier (160)* – General – Command Traits: Grave Robber Abhorrant Archregent (240)** – Spells: Hoarfrost, Merciless Blizzard Abhorrant Archregent (240)** – Spells: Deranged Transformation, Hoarfrost
This is the top three AoS lists for the Old Town Throwdown Summer Smash that took place in the United States on the 12th and 13th of August. It involved 90 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.
Leaders Arkhan the Black, Mortarch of Sacrament (380) Katakros, Mortarch of the Necropolis (460)* Mortisan Ossifector (120)* – General – Command Trait: Diversionary Tactics – Artefact: Gothizzard Cartouche – Lore of Primal Frost: Hoarfrost Corpse Cart with Balefire Brazier – Veremord’s Shamblers (190)** – Allies
Battleline 6 x Immortis Guard (440)* – Reinforced x 1 5 x Kavalos Deathriders (180)* – Nadirite Blade and Shield 5 x Kavalos Deathriders (180)* – Nadirite Blade and Shield
Units 20 x Deadwalker Zombies – Veremord’s Shamblers (0)** – Allies
Walter Brock: What happens when Bonereapers and Soulblight work together in the same list? You get some spooky synergies. Gavin’s list has an unusual twist in the fact it doesn’t run 7 Bonereapers units to max out their command points, but more on that later. Onto the list.
Starting off we have Null Myriad. We’ve seen this do well quite a bit over the past few months. Being able to stop powerful spells on a 2+. When things like merciless blizzard exists is incredibly powerful. Very important to note. Katakros and the Regiment of renown do not benefit from Null Myriad.
Spellcasting savant has become the go-to choice for Bonereapers at this point. Killing the ossifector next to six Immortis guard is a very tall order.
First we have the powerful Combo of Katakros and Arkhan. Katakros makes everything tougher with his 1+ to save and +1 to hit Aura in a massive 24 in Aura. While also applying crippling affects to the opponent by giving a enemy unit -1 to hit and also potentially making the opposing player lose a command point each turn. Arkhan being a magical powerhouse in death, second only to Nagash himself. With three casts and unbinds at +2 he can compete with the best casters in the game. He basically has the hunger like vampires from soulblight. So he gets healing from doing some damage in combat. They also each come with an incredible healing ability. Leading to a potential total of 18 wounds of healing each Bonereapers hero phase at minimum.
The ossifector is an interesting choice. While it won’t be able to use the main ability on its warscroll due to the unit in the army. The Artifact applys a 9 inch Aura of +1 to wound in melee. Meaning Immortis guard can now be hitting and wounding on 2s. This artifact alongside Katakros makes the list incredibly efficient. Hoarfrost adds more good support of making numbers even better. Diversion tactics creates a powerful -3 charge bubble for enemy units. Potentially denying battle tactics or key enemy charges.
Death riders are seen everywhere these days for OBR. Easy battle tactic. Good screen. Good for almost any job. And with all the buffs the list can provide. Any unit of deathriders could be a deadly threat.
Immortis guard are incredibly tanky being 5 wounds and a 2+ save under Katakros. Arkhan throwing up mystical shield and All out defense will making Immortis almost impossible to take down.
Lastly is the Soulblight Regiment of renown. These act as a normal corpse cart and zombies unit with a few differences. The corpse cart is now a hero. This lets it benefit from the -1 to hit from look out sir, and adds another model that can issue commands (No OBR commands since it isn’t a Bonereapers model). And the big thing is the corpse cart gives off a 12 inch bubble of -1 to ward saves for enemy units within range. The zombies provide a cheapish screen. Something bonereapers don’t normaly have access to.
All of this ends up as a three drop list. Well done to this player.
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Allegiance: Soulblight Gravelords – Subfaction: Vyrkos – Grand Strategy: Empire of Corpses – Triumphs:
Leaders Belladamma Volga (200)* – Lore of the Vampires: Spirit Gale Gorslav the Gravekeeper (120)** – General -Spore Tracker – Artifact : Ulfenkarni Phylactery Necromancer (100)*** – Lore of Primal Frost: Hoarfrost Torgillius the Chamberlain (150)* – Lore of the Deathmages: Fading Vigour Vampire Lord (140)*** – Lore of Primal Frost: Merciless Blizzard
Battleline 40 x Deadwalker Zombies (240)* – Reinforced x 1 40 x Deadwalker Zombies (240)** – Reinforced x 1 20 x Deadwalker Zombies (120)* 20 x Deadwalker Zombies (120)** 40 x Deadwalker Zombies (240)* – Reinforced x 1 10 x Dire Wolves (140)* Doom wolf
Units 1 x Corpse Cart (80)* – Unholy Loadstone 1 x Corpse Cart (80)** – Unholy Loadstone
OTHER Cockatrice (120) Bloodcrushers (180) Khagra’s Ravagers (190)
ENDLESS SPELLS & INVOCATIONS 1 x Wrath-Axe (70) 1 x Hexgorger Skulls (50) 1 x Bleeding Icon (50)
CORE BATTALIONS *Warlord **Warlord
TOTAL POINTS: 2000/2000
Roland Rivera: Taran Birk has brought us a spicy morsel of a Khorne list. Most lists of the Blood God’s forces rely on their troops – not this one. Instead, this list has gone for the full 6 Heroes (including the double Warlord battalion), the full 3 Invocations, and mostly kept the troops to the “cheap objective holders” role. Think of it as Khorne’s best Tzeentch impression.
The stars of the show are Skarbrand and the Bloodthirster of Unfettered Fury, which will be giving you 3D6″ charges (Skarbrand for himself, the Unfettered Fury Thirster for anyone) and doing the heavy lifting in the damage department. The list also has several Priests (including the Unfettered Fury Thirster itself) to help power out whatever Prayer or Invocation is the most useful at the moment. Skarr Bloodwrath rounds out the Hero lineup as a cheap, recurring space blocker that can also double as a source of Blood Tithe.
Some interesting additions are Khagra’s Ravagers as an Ally (likely for the teleporting objective grabbing threat of Mask of Darkness, and Andtorian Locus-centered Battle Tactics) and a Cockatrice as a deterrent for charging into one of the big guys. Overall, this style of Khorne list seems to be gaining momentum, so don’t be surprised if you see similar lists going forward.
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Army Faction: Fyreslayers – Army Subfaction: Greyfyrd – Grand Strategy: Masters of the Forge
LEADER 1 x Auric Flamekeeper (90)* 1 x Auric Flamekeeper (90)* 1 x Auric Runefather (120)* – Artefacts: Axe of Grimnir 1 x Auric Runemaster (130)** – General – Command Traits: Avatar of Vulcatrix – Prayers: Curse 1 x Battlesmith (150)** – Artefacts: Nulsidian Icon 1 x Grimhold Exile (140)** – Nullstone Adornments: Pouch of Nulldust
BATTLELINE 10 x Vulkite Berzerkers with Bladed Slingshields (150)* – Karl – 2 x Hornblower of Grimnir – Fyresteel War-pick and Bladed Slingshield 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)* – Karl – 2 x Hornblower of Grimnir 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)* – Karl – 2 x Hornblower of Grimnir
INVOCATION 1 x Runic Fyrewall (60)
TERRAIN 1 x Magmic Battleforge (0)
OTHER 10 x Hearthguard Berzerkers (160)** – Karl – Berzerker Broadaxe 10 x Hearthguard Berzerkers (160)** – Karl – Flamestrike Poleaxe 1 x Grimwrath Berzerker (110)** – Artefacts: Draught of Magmalt Ale
Kevin Lathers: Noe has run a very similar list to good effect previously. With some slight tweaks in that list he seems to have improved his standing. Always good to see effective adjustments.
With only a single priest with Wrath of Vulcatrix (to secure the Grand Strat), this list foregoes the usual inclusion of a Runesmiter as well as any Magmadroths. Instead it relies on the Runemaster’s Ember Storm prayer and the new hero’s once per game 6″ bubble of Run + Charge to add any speed it needs. Further, the Grimwrath Berserker can be given Run + Charge as an oath or stick near the Grimhold to soak up the buff and take a different Oath. This makes the list surprisingly quick, albeit only one time.
With all these vulkites and Hearthguard Berserkers, the list can certainly sit on objectives and hold them, relying on the Flamekeeper buffs, Counterstrike, and Fight on Death to hold any charging waves of opponents to very poor trades. And then, if opponents do charge into the lines, the flamekeepers will often maintain their buffs for a counter charge/fight on the next turn with +2 damage on a units weapons; this can be devastating on the Broadaxe berserkers, sending them to 4 damage swings or making a Vulkite Axe unit have 3 damage swings with a ton of attacks.
His matchups were mostly favorable for Fyreslayers — SoB are notoriously a DPS check and that’s an area Fyreslayers seldom struggle with; further the new hero can be quite potent if he can get his once per game nuke on a gargant, rolling 35 to 40 dice for an average of 17 to 20 mortal wounds on a single attack. But managing a draw against Khorne is impressive with a Fyreslayers’ list which relies on auras, which Khorne can mess up with their controls, and shows not only the tankiness of the list but the skill of the pilot. Khorne can control the battlefield in such an exreme way while being tankier, hitting as hard as FS for less cost, and being able to deny the grand strat; so pulling out a draw is quite good.
Overall it’s a solid list piloted by a good player. Falling just shy of a the golden 5-0 but still claiming undefeated is no easy feat with Fyreslayers in the current meta.
This is the top three AoS lists for the Leeds AoS GT that took place in the UK on the 5th and 6th of August. It involved 34 players vying to be crowned champion in a 5-game tournament.
We’ve taken the decision not to comment on the lists below as these or slight variations of these lists have already been commented upon in previous top 3’s.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Seraphon – Army Type: Starborne – Army Subfaction: Fangs of Sotek – Grand Strategy: Spellcasting Savant – Triumphs: Indomitable
LEADER 1 x Slann Starmaster (275)* – General – Command Traits: Lord of Celestial Resonance – Spells: Rupture, Comet’s Call – Bonding: Krondspine Incarnate of Ghur 1 x Lord Kroak (410)** 1 x Skink Starseer (150)** – Spells: Merciless Blizzard, Hoarfrost 1 x Skink Starseer (150)** – Spells: Cosmic Crush, Merciless Blizzard 1 x Saurus Astrolith Bearer (140)* – Artefacts: Arcane Tome
BATTLELINE 10 x Skinks (90) – Skink Alpha – Boltspitter – Celestite Dagger and Star-buckler 10 x Skinks (90) – Skink Alpha – Boltspitter – Celestite Dagger and Star-buckler 5 x Saurus Guard (140)** – Saurus Guard Alpha – Icon Bearer – War-drummer
BEHEMOTH 1 x Krondspine Incarnate of Ghur (480)
ENDLESS SPELL 1 x Malevolent Maelstrom (30) 1 x Suffocating Gravetide (30)
CORE BATTALIONS: *Andtorian Acolytes **Warlord – Extra Spell Enhancement
TOTAL POINTS: (1985/2000)
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Khorne, Drops:6|Wizards:0 and proud|Points 1970/2000 Subfaction: Reapers of Vengeance (+1 to hit heroes and extra BTP on Hero Kill) Grand Strategy: Slaughter of Sorcery (No wizards at end) Triumph: Inspired
LEADERS Skarbrand (380)* Bloodmaster (110)* Prayers: Curse (Target within 9″ takes MWs on 6s to hit), Bronzed Flesh (+1 save) Bloodmaster (110)* Prayers: Blood Sacrifice(D3 mortals and BTP), Killer Instinct (Hero Phase move) Nullstone Adornment: Pouch of Nulldust
<General>Bloodthirster of Unfettered Fury (330) Command Traits: Firebrand (Becomes a priest) Artefacts of Power: Ar’gath, the King of Blades (3″ no wards) Prayers: Killer Instinct (Hero Phase Move), Unholy Flames(+1 rend)
Allegiance: Big Waaagh! – Grand Strategy: Waaagh! – Triumphs: Indomitable
Leaders Breaka-Boss on Mirebrute Troggoth (180)** – Mount Trait: Fast ‘Un Gobsprakk, The Mouth of Mork (240)*** Orruk Warchanter (120)*** – Warbeat: Fixin’ Beat Orruk Warchanter (120)*** – Warbeat: Get ‘Em Beat Orruk Weirdnob Shaman (90)* – General – Command Trait: Shaman of the Chilled Lands – Lore of the Weird: Da Great Big Green Hand of Gork – Lore of the Weird: Foot of Gork Wurrgog Prophet (170)* – Artefact: Glowin’ Tattooz – Lore of Primal Frost: Hoarfrost – Lore of Primal Frost: Merciless Blizzard
Battleline 5 x Orruk Ardboys (80)** 5 x Orruk Ardboys (80)** 15 x Orruk Ardboys (240)** – Reinforced x 2 10 x Orruk Brutes (280)** – Jagged Gore-hackas – Reinforced x 1
Units 6 x Orruk Gore-gruntas (340)** – Jagged Gore-hackas – Reinforced x 1
This is the top three AoS lists for Slaughter in the Sun that took place in the UK on the 22nd and 23rd of July. It involved 12 players vying to be crowned champion in a 5-game tournament.
As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.
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: Ossiarch Bonereapers – Subfaction: Null Myriad – Grand Strategy: Spellcasting Savant – Triumph: Bloodthirsty
LEADERS Mortisan Boneshaper (140)* – Spells: Hoarfrost Mortisan Ossifector (120)* – General – Command Traits: Aura of Sterility – Artefacts of Power: Gothizzar Cartouche – Spells: Empower Nadirite Weapons Arkhan the Black (380)*
ENDLESS SPELLS & INVOCATIONS 1 x Nightmare Predator (40)
TERRAIN 1 x Bone-tithe Nexus (0)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
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Army Faction: Gloomspite Gitz – Subfaction: Jaws of Mork – Grand Strategy: Chasing the Moon – Triumph: Indomitable
LEADERS Grinkrak the Great (220)* Squigboss (110)* – General – Command Traits: The Clammy Hand Skragrott, the Loonking (230)* Madcap Shaman (70)** – Artefacts of Power: Moonface Mommet – Spells: Hoarfrost
BATTLELINE Boingrot Bounderz (300)* – Bounder Boss Squig Herd (420)* Moonclan Stabbas (240)* – Moonclan Boss – Stabba – 2 x Bad Moon Icon Bearer – 2 x Gong Basher – 2 x 3 Barbed Nets
This is the top three AoS lists for Renegades of the Realm that took place in the UK at the TSN Arena on the 8th and 9th of July. It involved 24 players vying to be crowned champion in a 5-game tournament.
I invited Trogg of the Dankold (Stuart Hodges) to comment on Dom’s list this week, and boy, he didn’t disappoint. Trogg even gave us a quick synopsis of the new GHB, which is gold.
For those unaware, the Dankhold is a site which lists all the upcoming Age of Sigmar tournaments in the UK that Trogg knows about. Its a fantastic resource and one I know gets used by a lot of the top players in the UK.
Without any further rambling from me, here’s what Trogg says about the GHB.
Ello ummies,
Trogg been asked by Trogg friend Woehammer, to review recent Gloomspite list that come second at UK event, Renegades in the Realms.
So go tell local Brewgit to make some yummy mushroom juice and come join Trogg for Trogg Talks Lists.
Now Trogg been kept awake recently by stupid local moonclan grot, bashing swamp symbals shouting about new Generals Handbook coming with new points. Now despite lack of sleep, (if you see this stupid grot, let me know), Trogg been doing bestest to keep Troggs under gaze of GW by going 1-4 and 1-1-3, so Trogg know Trogg points coming down. Clever Trogg.
Mugshot 1 – Local Swamp Symbal Culprit – If seen report to Trogg
So Trogg look at Gloomspite Gitz list and see list by fellow Troggboss, Dominic Stonebridge. Dom been running Trogg heavy lists for while, and currently number 17 (checks fingers, toes and fingers again) in UK rankings.
Trogg tell Dom is silly Troggboss, as Dom obviously read recent Trogg memo sent by Madcap Mail wrong way round. Rather than follow Trogg lead and get 1-1-3 or 1-4 results, so GW drop Trogg points, Dom been doing opposite and ‘Troggsmashing’ events with number of 5-0 or 4-1 results. Silly Dom! Rumours in da dankholds say Dom now responsible for GW upping Trogg points. Sad face.
Talking about 4-1 results, Trogg look over Doms list for Renegades of the Realm. Now Trogg understand, Renegades of the Realms event was first event all over da realms to run new Generals Handbook rules and points. So lets look at Doms List and interaction with da new GHB.
Da new GHB
Now before Trogg look at Doms list, Trogg think good idea to have quick look at new features in new GHB in relation to Gloomspite Gitz. Trogg notice that first pages of GHB see focus on Realm of Andtor. Andtor is northern region of Ghur, with a focus on Magic. Realm of Andtor brings number of new Realm spells and command traits for your Andtorian Locus Wizard Heroes and for ummies that have no wizards, you get to choose new shiny enhancements that give additional help to prevent magic being used against you.
New Battleplans, Battle tactics, Command Traits, Grand Strategies and Battalions are available for ummies that not have updated battletomes or apparently struggled with tactics last season (Looking at you silly gargants)
Whats an Andtorian Locus Wizard Trogg? Well as Trogg mention, Andtor is realm with focus on magic, and new GHB, in particular looks to buff Wizard Heroes or armies with access to magic. New GHB provides Lore of Primal Frost, 3 new realm spells rather than just 1 as was in older GHBs. However only Andtorian Locus Wizards gain access to this lore.
An Andtorian Locus Wizard is wizard with wounds characteristic of 9 or less and are not Unique. (so no new spells for your Teclis or Nagash). These models get keyword of Andtorian Locus. Troggs not have any wizard heroes anymore (long live Dankdame, forever in Troggs heart) and whilst Trogg continue to petition GW to make cousin Mollog a wizard, he unfortunately is unique and Trogg wishes continue to fall on deaf ears. Silly Mollog.
Trogg off to ‘petiton’ GW to make Mollog wizard
Now as mentioned, Dom running Gloomspite Gitz who rely on Moonclan and Spiderfang Wizards to bring magic to army. Trogg think we will see gloomspite armies include lots of Andtorian Locuses.
Trogg identify Madcap Shaman (4 wounds), Fungoid Cave Shaman (5 Wounds) and Webspinner Shaman on foot (4 Wounds) that all fall into Andtorian Locus category
Now Trogg point out that new GHB also change Look out Sir Rule. First, shooting units must subtract 1 from hit roll for attacks made by missile weapons if target of weapon Is enemy hero within 3” of enemy unit with 3 or more models.
But rule also state that Hero that not have mount cannot be targeted by attacks made by missile weapons, if attacking unit is more than 12” away. This Rule not work for hero if have 10 wounds or more though.
So Trogg say be careful not to get to close to silly Aelf with bows or flying dwarfs with guns. Stupid Shooting.
Another new GHB rule is that at start of round, if taking second turn you can choose either one Andtorian Locus hero cast 1 additional spell and attempt 1 additonal dispel or non Andtorian Hero receive 1 extra command point that must be used by that hero.
This mean If taking second turn this help Andtorian Locus Hero to cast extra spell that sometime need or mean can now cast mystic shield AND an endless spell, some of which have gotten nice improvements. Trogg notice that this rule have impact in Doms list which Trogg explain later.
Finally Primal Magic. so Trogg think this will be biggerist impact of new GHB. Every hero phase each player roll a dice and on 4+ both players get 1 Primal Magic Dice. Whenever cast, unbind or dispel, player can use Primal magic dice by rolling them and adding primal magic dice to roll. Players can add as many primal dice to roll as player want until satisfied with roll or run out of Primal dice. Now Trogg see that Wizards get to roll casting, unbinding or dispelling roll first before adding Primal dice.
However if use Primal Magic Dice and roll two 1’s in roll, instead of normal miscast, this causes Primal Miscast where wizard take d3+3 mortals and deal d3 mortal wounds to each unit within 3”. So Trogg advise don’t stand too close to wizards!
At end of each battleround any Primal Magic dice not used are lost.
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: Blades of Khorne – Subfaction: Reapers of Vengeance – Grand Strategy: Slaughter of Sorcery – Triumph: Inspired
LEADERS Skarbrand (380)* Skarr Bloodwrath (110)** Bloodmaster (110)* – Prayers: Blood Sacrifice, Bronzed Flesh Bloodmaster (110)* – Prayers: Blood Sacrifice, Killer Instinct Bloodthirster of Unfettered Fury (330)** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gath, the King of Blades – Nullstone Adornment: Pouch of Nulldust – Prayers: Killer Instinct, Unholy Flames
Here we gooo – new season, new meta – new Khorne lists! Pre-season guesswork pegged Khorne as a probable winner due to the clustered nature of a bunch of the battleplans (which a combat army like Khorne enjoy for obvious reasons) and their ability to resist magic/focus on using Primal Dice (PDs) purely for unbinds. And it looks like the predictions were bang on.
Immediately, we can see way more Flesh Hounds than a ‘normal’ Khorne list, whose stonks are suddenly up this season due to each unit having an in-built unbind. Since the new book they’ve always been solid all-rounders in general, offering speed, reliable charges given their +2 to rolls – more for tying stuff up than killing it, but still – for a good price point.
They’re backed by Skarbrand, Skarr (for blood tithe farming and cheeky backfield harassment, given he comes back to life on an 8+), and two Bloodmasters for access to the wonderful prayer lore. The final HQ slot is filled by the common all-round utility piece of an Unfettered Fury Thirster – with Firebrand to make him a priest, Ar’Gath for turning off wards, and now also the Pouch of Nulldust for really playing mindgames with Casters.
Finally, Peter squeezes in a unit of Skullcrushers – still a great, fast, durable grabber or screen despite their slight price hike – and a unit of Bloodcrushers as a small missile unit.
So all in all, it’s a strong mix of bodies, objective play, blood tithe generation and one massive, angry hammer – a lovely balanced combo which overcame both flavours of Seraphon, Gitz and OBR – proving it has the tools to deal with the other top-meta threats. A great result for Peter to kick off the season with!
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Army Faction: Gloomspite Gitz – Army Subfaction: Badsnatchers
LEADER 1 x Madcap Shaman (70)* – Artefacts: Moonface Mommet – Spells: Itchy Nuisance 1 x Madcap Shaman (70)* – Spells: Merciless Blizzard 1 x Dankhold Troggboss (210)** – General – Command Traits: Alpha Trogg – Artefacts: Speaky-skull Fetish
BATTLELINE 20 x Moonclan Stabbas (120) 6 x Rockgut Troggoths (340) 6 x Rockgut Troggoths (340) 3 x Fellwater Troggoths (170)
OTHER 5 x Boingrot Bounderz (150) 5 x Boingrot Bounderz (150) 5 x Gobbapalooza (170) – Spells: The Hand of Gork 1 x Dankhold Troggoths (190)**
Trogg: Trogg notice that whilst Doms list lean into Troggoth side of Gloomspite gitz, Dom opt for Badsnatchers subfaction.
What is Badsnatchers Trogg hear you ask. Well Badsnatchers is new gittish horde in Gloomspite battletome encompassed by the Harbingers of the Everdank.
Now Trogg look at the Harbingers of the Everdank and Doms list. Trogg sees that first units in Doms list are two Madcap Shamans. This mean that Dom have more reliability in casting spells with madcap shamans, as Harbingers of the Everdank ability allow Dom to re-roll 1 casting dice should Dom need to, as long as Madcap shamans wholly within 9” of each other.
As Trogg mention earlier, Madcap Shamans also Andtorian Locus! This mean if Dom take second turn, and if Dom choose Madcap Shaman, this Madcap Shaman can cast 1 additional spell and attempt unbind 1 extra enemy spell that battleround. This mean that Madcap shaman can cast 2 spells that round! But this not stop here. Trogg bring to your attention the ability on Madcap Shaman warscroll, Madcap Mushroom.
Crazy Caverns! This ability mean that once per battle, if Dom decide go second, Madcap Shaman can attempt to cast 3 spells in battle round! And Dom pick two Madcap shamans, meaning Dom could use this ability twice per game and Madcap Shaman only cost 70 points each! Add Primal dice to this, mean Dom can really dominate magic phase. Clever Dom!
Trogg notice 1 Madcap shaman have Moonclan spell, Itchy Nuisance, this has casting value 6 with 18” range, if successfully cast on unit, that unit have strike last affect till end of turn. This great spell and allow Dom to pick combats for some true Troggsmashing. This madcap shaman also have artefact Moonface Mommet.
Moonface Mommet is little doll that only wizards can wave at enemy. At start of combat phase, wizard wave moonface mommet at enemy within 12”. Subtract 1 from save rolls that target enemy till end of phase. This mean that enemy targets must subtract 1 from saves when in combat, which if against rockgut units means rockgut units have effective rend 3 attacks!
Second spell come from new Lore of Primal Magic and called Merciless Blizzard. This have casting value of 12 and range of 12”. If successful pick one enemy unit in range and deal 4d6 mortal wounds, however for each roll of 1 on damage, caster takes d3 mortals that cannot be negated. Also the range of this spell cannot be modified (silly portals). Sensational Spiteshrooms, that’s a high casting value! However Trogg remind you that Badsnatchers get to reroll 1 dice of casting roll, which could help in maintaining trove of primal dice, or push casting value high enough for primal dice to be used to get casting value.
Now from Trogg experience, while Troggs have big muscles and bash lots of skulls for high damage, Troggs lack ability to deal lots of mortal wounds. So this spell help to bash skulls of most armoured of enemies. But where reward also come risk. Who doesn’t like to see silly shaman head blow up if roll lots of 1’s on damage – note to Trogg, put through order for new dankhold dice.
Finally last leader is Dankhold Troggboss, or in Dom case Troggboss Trev. Now Troggboss must be general to unlock smelly fellwater troggs and tough Rockgut Troggs as battleline, and Dom done just this. Troggboss is good option for general as not named so can take command abilities and artefacts. Trogg see Dom chosen Alpha Trogg as command Ability with Speaky Skull Fetish as Artefact. Alpha Trogg mean Troggboss gain 2+ wounds, taking Troggboss to 14 wounds but also gains Monster Keyword. This give Dom access to Monstrous Rampages such as Roar, Stomp but also Smash to Rubble for Mirror Match or Smashing other enemy terrain features, (Trogg see you stupid Realmshaper Engines) Trogg note Dom pick Speaky Skull Fetish. Now confuse bamboozle Trogg brain at first, as popular Troggboss artefact is Glowy Howzit, which give Troggboss 4+ ward save against wounds and mortal wounds and togetherer with Greater Regeneration Troggboss ability, makes Troggboss hard to kill. Clever Troggbosses.
However Trogg note new Battletactic – Reprisal, which completed if enemy unit that destroyed friendly general earlier in battle is destroyed that turn. Now Dom have lots of ways to deal damage using units mentioned later, but as Trogg mention above Glowy Howzit helps survivability of Troggboss meaning that this battletactic may be hard to achieve if glowy howzit taken. so this also may be reason Dom take Speaky Skull Fetish Speaky Skull Fetish, is described below
Trogg think hard but see benefits of Speaky Skull Fetish. Trogg armies not have unit champions for shouting out commands. Sad face. Therefore Speaky Skull Fetish give Dom chance to get 3 extra command points at start of hero phase.
Most time gitz armies rely on low wound heroes to give commands, but small heroes usually have 6+ save, meaning small heroes die fast, if hero silly and wander to far into battlefield.
But Speaky Skull Fetish allow Troggboss to shout loud above noise of battlefield and give same command to two different units. These commands possibly aimed at both Rockgut units or both Boingrot Bounder units who stomp/bounce across battlefield ready to bash some skulls.
For instance, Rockgut units have big feet but only move 6, so command ‘At the Double’ used with Speaky Skull Fetish mean both Rockgut units can run 6 on top of move, meaning Rockgut units get to fights quicker. Atern Alturni Also most of Dom list have bravery 5 or less. This mean that losing models via battleshock big worry. With Speaky Skull Fetish, Dom able to Inspire Prescence two units at once, meaning units remain on battlefield longer or command can be crucial if battling for control of objectives.
Speaky Skull Fetish also work with Troggboss ability Shepherd of Destruction. This mean that when Troggboss shout and give All out attack (+1 to hit), ability also give +1 attack. This only work on friendly Troggoth Units, but allow Dom to give both Rockgut units +1 to hit and +1 Attacks, meaning Rockguts now have 3 attacks each, now hitting on 2s, wounding on 3s, at -2 rend for 3 dmg each! That’s potential of 18 attacks from each full rockgut unit, which if all go through would be 54 damage! Trogg told you that big muscles equal big damage!
Final thing Trogg point out is now GHB focus on magic and high damage magic spells, Troggboss have ability called Magical Resistance. This mean that when Troggboss affected by spell or ability of endless spell, Troggboss ignore effects of spell or endless spell on 4+. Clever Troggboss.
Da Battleline
Onto battleline units and first unit Trogg see is unit of 20 Moonclan stabbas. Moonclan grots are much smallerer than big troggs so have only 1 wound, but da moonclan grots can be effective screen against first turn alpha armies. They have save of 5+ but when bad moon icon bearer joins unit, this becomes 4+ save against missile weapons.
But what about combat armies Trogg? That icon bearer doesn’t help against them! Well that where moonclan netter comes in. Holding a torn piece of rag pinched from a local ummie settlement, this grot netter means that combat units with 1” of any units including him are -1 to hit. Now if Dom lose some stabbas via shooting or combat, Dom can use command point to rally back on 6+ as long as more than 3” away from enemy units, but if stabbas affected by light of bad moon they rally back on 4+ due to Moonclan Keyword! This hopefully allow Dom to get full unit of 20 back, as stabbas can then use Anarchic Hordes ability. Anarchic hordes allow stabba unit of 20 or more models to contest objective 9” away rather than 6”. This mean that despite little legs and movement 5, moonclan stabbas have threat range of 20” for objectives, this allow Dom to push out and contest objectives early in battle.
Trogg already talk about Rockgut Troggs a bit. Along with smelly Fellwaters, these units are battleline when Troggboss is general. Both Rockguts and fellwaters have 4 wounds each on 4+ save, but both units can increase save to 3+ when affected by Light of da Badmoon. Within Gloomspite Gitz book many things give out aura of Light of da Badmoon, like Badmoon itself, da Loonshrine, Skragrott da Loonking and endless spell, Malevonent Moon. However with increase in points, some of these missing from Doms list, so only loonshrine and gloomspite ability Da Bad Moon are included
To achieve +3 save on troggoth units, Dom may have to ‘castle’ around loonshrine, making sure troggoth units wholly within 12” on badmoon loonshrine, or make sure all troggoth units in same quadrant of battlefield as Da Badmoon.
Rockgut Troggoths also have Stony Skin, this give Rockgut troggoth units +5 ward against all damage. Clever Rockguts. This make rockgut units hard to kill, as coupled with 4+ save or even improved 3+ save under moon and 4 wounds, mean rockguts have good chance of avoiding lots of damage. Rockgut Troggoths also have shooting ability called ‘Thrownin Boulders’. As Rockguts have big muscles they each throw 1 boulder 9”. If roll 4+ , enemy unit suffers 1 mortal wound. This ability can be increased by +1 if enemy unit have 5 or more models so then enemy unit suffer mortal wound on 3+.
This good ability for command ‘Unleash hell’ as allow rockgut unit to sit behind Monnclan Stabba unit for example and then when enemy charge stabbas, rockgut unit can unleash hell as long as with 6” to deal damage to charging unit.
Trogg look at Fellwaters (but not too close as fellwaters very stinky!). Fellwaters not have stony skin, so not have ward against damage however Fellwaters have Terrible Stench ability.
Terrible Stench mean that enemy unit must subtract 1 from hit roll for attacks with melee weapons when within 3” of fellwater unit. Trogg see patten here, Clever Trogg.
Again if castle up against alpha strike armies, Dom can screen army with Stabba unit with moonclan netter and have stinky fellwater troggs behind, so charging unit be at -2 to hit in combat! Now Trogg before ummies start messaging Trogg, Trogg know cannot modify hit roll more than -1, however this mean if enemy use all out attack, enemy still be -1 to hit.
Like Rockgut brothers, stinky fellwaters also have shooting attack called Noxious Vomit. This attack has 6” range and if cause any wounds mean that enemy unit subtract -1 to saves. However Trogg also notice that Noxious Vomit cause enemy unit to ignore positive modifiers to saves! This mean that Noxious vomit remove mystic shields and other spells or artefacts that increase saves. Now Trogg remember earlier Moonface Mommet artefact used by Madcap shaman. So if Fellwater troggs vomit on unit and Madcap Shaman within 12” of same unit and wave mommet doll, this mean enemy unit at -2 to saves. This mean that even stabba unit with no rend on weapons can cause lots of damage so trogg imagine what rockgut or troggboss unit do with rend -2 weapons!
Da Other Units
Now as Trogg mention before, despite troggs having big feet, troggs only move 6”. This mean that Troggs can be slow to get across battlefield or slow to react to moving objectives. Because of this Dom include two units of Boingrot Bounders.
Boingrot Bounders have movement of d6+7 and give Dom potential fast unit to move out grab objectives, tag enemy units or claim objectives. Bounders have 2 wounds each with 4+ save and Trogg see bounders have Moonclan keyword as mention earlier. This mean if Bounders lose some models and affected by Light of Da Badmoon in hero phase, Bounders rally on 4+.
Now not only Bounders rally on 4+ in Light of da Badmoon but Bounders also charge under light of badmoon even if ran. This mean Bounder unit have threat range of 31” if roll lots of 6’s.
Bounders also good target for all out attack command, which as Trogg mention earlier can be given to both units from Troggboss with Speaky Skull Fetish. Bounders have ability Boing, Smash that when charge into enemy, Bounders roll number of dice equal to models in Bounders unit and for each 4+ cause 1 Mortal Wound. Then Bounders ability Lances of Bounderz mean that bounders get +1 to damage and rend of Pokin Lance weapons when charging. This means 11 attacks (1 extra for boss bounder), 2s to hit, 3s to wound, rend 2, 2 damage each! Add mortal wounds from charge and both bounder units cause lots of damage even before bounder fang filled gob attacks!
Bounders also have fly keyword. This means bounderz can bounce over screens to get to juicy targets like enemy Andtorian Wizards or support heroes.
Da Gobbapalooza next on Dom list. Trogg see Gobbapalooza unit have Wizard Keyword. Now Remember what Trogg speak about first about Faction? Yes, Gobbapalooza affecteded by Harbingers of Everdank ability from Badsnatchers faction. Trogg see that Gobbapalooza given Hand of Gork spell. This spell is teleport spell with casting value of 7, where wizard pick one unit within 24” and outside of 3” from enemy unit and teleport friendly unit anywhere on battlefield outside of 9” from enemy unit. With ability to re-roll one casting dice, this spell good for challenging back field objectives or achieving new battle tactics like Intimidate Invaders or Surround and Destroy.
Not only Gobbapalooza have Hand of Gork spell but also have warscroll spells Mesmarise and Fungoid Cloud. Both spells cast on 6 with 12” range. Mesmarise mean enemy unit in range not able able to issue or receive command. This good for turning off all out defense or inspiring presence which coupled with Noxious vomit from fellwaters and Moonface mommet from madcap shaman can cause big damage and battleshock losses.
Gobbapalooza also support unit for Doms army. In Dom hero phase gobbapalooza able use one Know-Wots. These know-wots include Glareface Dance – add 1 to run and charge rolls. This good to put onto Boingrot bounders, Peddled Potion – add 1 to hit and wound rolls to Heros melee attacks. Aimed at the Dankhold Troggboss meaning Troggboss hitting and wounding on 2s with troggboss 4 attacks at rend 2 for d6 damage each! and
Finally Nasty Poisons improve rend of friendly unit by 1 within 12”. For units already with high rend such as rockgut troggoths or charging boingrot bounders, this again mean Dom dish out proper Troggsmashing to any opponent Dom face.
Final Unit on Dom list is Dankhold Troggoth. This unit big troggoth with biggerer muscles than rockguts troggs. Dankhold Troggoth is big bully unit, that like Troggboss have Magical Resistance ability. Dankhold Troggoth also have 4 attacks but wound on 2s rather than 3s like Troggboss and also have more reliable damage with D3+3 Damage.
Da Battalions
Trogg finally look at battalions that Dom choose. Dom choose two battalions, first battalion called Andtorian Acolytes which battalion from new GHB. Trogg see that battalion need 2 or more Andtorian Locus to fill requirements which Dom has with both Madcap Shamans. Battalion say that as long as 2 or more friendly Andtorian Locus in battalion on battlefield, at start of hero phase Dom roll a dice and on 3+ get 1 primal magic dice. This mean that Dom can edge out opponent with more primal magic dice to help with casting or unbinding magic spells.
Final Battalion called Dankhold Heavies. For this battalion Dom need 1 Troggboss and 1 Dankhold Troggoth, and this battalion allow Dom to choose 1 extra enhancement for army. Dom use this to add extra artefact, giving Dom both Speaky Skull Fetish and Moonface Mommet in army.
Dom army cost 1980 points in new GHB but 1870 points in old GHB meaning Dom could of included endless spells or even an additional andtorian locus if points stay samed, but that Dom fault for doing well in old GHB. Silly Dom!
Da Conclusion.
After looking over Dom list and speaking to Dom throughout last GHB, clear to Trogg that Dom like overlapping buff units with multiple tech pieces to help achieve new battletactics. Dom also have ways of benefitting from new GHB focus of magic using Badsnatchers faction and multicast wizards like Madcap Shamans.
With points increases to gloomspite gitz across board, and some nerfs to units such as squig herd that been doing well in events, Trogg think will see uptake in Badsnatchers faction for Gloomspite Gitz so as to benefit from new magical energies running through Andtor. Trogg excited to see new gloomspite gitz lists written for new GHB and see how fair in new season of Age of Sigmar.
Trogg hope you enjoy Trogg thoughts on Dom list and look forward to seeing you on the tabletop in future events.
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Army Faction: Seraphon – Army Type: Starborne – Subfaction: Fangs of Sotek – Grand Strategy: Continuous Expansion – Triumph: Indomitable
LEADERS Lord Kroak (410)* Saurus Astrolith Bearer (140)* Slann Starmaster (275)* – General – Command Traits: Lord of Celestial Resonance – Artefacts of Power: Spacefolder’s Stave – Spells: Comet’s Call Skink Starseer (150)** – Spells: Speed of Huanchi
We all knew it wasn’t long for this world – but the question was always whether the new lizard book had scaly legs without it. Luckily the latest battlescroll suddenly put Coalesced back on the menu, but Paul here has stuck with the space-skinks in a successful attempt to prove that double-frog (or dooble-forg, as I like to call it) is going nowhere fast.
So, the core remains unchanged – Kroak, Slann with Lord of Resonance for double star points, and a Starseer for mucho star point generation and many, many casts of good spells.
With that many wizards, you obviously need Saurus Guard – 2x 5 in this case – to help keep them alive. The battleline is rounded out by a unit of Chargers, who’re really excellent value and offer surprising output – and 2×10 skinks as screens and grabbers. Notably, in Fangs of Sotek, you get 3 redeploys for the price of 1, and this can really screw up opponent scoring and plans given the on-foot skinks can also re-roll their redeploy. Tricksy!
With the points saved by dropping the Trog, Paul has also squeezed in an Ark of Sotek – who I imagine is getting heroic action teleported onto an objective early doors – and some Huanchis with dartpipes – an excellent tech/scoring piece who can repeatedly go into reserves and are invisible when in cover. Personally, I’ve never thought the MW chip damage from the blowpipes is worth the 50 pts over the Bola variant, but I suppose it does allow them to participate more than just ‘being there’.
Finally, we see Geminids and Maelstrom as endless spell picks, both of which have had a glow up. Maelstrom can easily be powered up by the many Seraphon casts – even though it risks blowing up in their face – and Geminids is an excellent control piece in an army that really wants to dictate the pace and shut down their opponents plans.
With wins over some tough opponents, it’s clear Seraphon are still in the game! Dooble forg is back, baby.
We’ve a new commentator join us this week in the shape of Walter Brock! Walter has managed to climb all the way to #1 Ossiarch Bonereaper player in the ITC rankings. You may have seen Walters name crop up in the past as well on a few of our Top Three Articles.
Walter Brock: The first thing that jumps out to me is no Katakros. The main reason Katakros is brought is for his +1 to save and +1 to hit command ability. Instead, this player has opted to go all in on spell casting and maximizing heroes that can spread the Null Myriad affect. Giving the army the ability to ignore a lot of spells.
Arkhan is a spell casting powerhouse with 3 casts and 3 denies with +2 to both those rolls. Being a lore master means Arkhan can pick the right tool for any situation. He also increases the range of spells so he can go on some solo missions while still being in range.
Arkhan and the Boneshaper provide a lot of healing. Aura of Sterility provides protection against shooting. The grand strategy is tied in with the Boneshaper. If the Boneshaper lives until the end of the game. The grand strategy will be scored. With the Cartouche on the Ossifector, you have three very solid support heroes that crank the army up to 11. The Immortis and Stalkers can take a hit, hit hard, and get work done. Stalkers will move fast with hunt and kill to get into places the Immortis Guard cannot. The Immortis Guard likes to stand on key objectives and protect the heroes because they can take hits for the heroes. This combos very nicely with the grand strategy to keep the Boneshaper alive. With the healing abilities from Arkhan and Boneshaper, you can revive several of these key models over the course of the game.
The Archai are a very powerful unit. They stop enemy units within 3 inches from using commands. This effect is very powerful and can stop the gameplan of lists that need to use commands such as Unleash Hell or Inspiring Presence.
Tie this all in with an endless spell that does a massive amount of damage. Remember, Arkhan increases the ranges of spells. So, this endless spell is going out even further up the board to get into tasty targets in the back. The list has a lot of tools and very scary threats while also having the ability to shrug off several threats. Well done to this player.
This is the top three AoS lists for the Quest of Champions – Heat 3 that took place in the UK on the 2nd and 3rd of June. It involved 42 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: Blades of Khorne – Subfaction: The Flayed – Grand Strategy: Take What’s Theirs – Triumph: Indomitable
LEADERS Slaughterpriest (110)** – Bloodbathed Axe – Prayers: Bronzed Flesh, Curse Realmgore Ritualist (100)** – Prayers: Bronzed Flesh, Killer Instinct – Aspects of the Champion: Tunnel Master Bloodthirster of Unfettered Fury (330)** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gath, the King of Blades – Prayers: Blood Sacrifice, Unholy Flames Bloodsecrator (110)***
BATTLELINE Blood Warriors (380)* – Blood Champion – Goreaxe and Gorefist – 2 x Icon Bearer – 2 x Goreglaive – Reinforced: Once Blood Warriors (380)* – Blood Champion – Goreaxe and Gorefist – 2 x Icon Bearer – 2 x Goreglaive – Reinforced: Once Flesh Hounds (100)** – Gore Hound
OTHER Mighty Skullcrushers (200)*** – Skullhunter – Standard Bearer – Hornblower – Ensorcelled Axes Mighty Skullcrushers (200)*** – Skullhunter – Standard Bearer – Hornblower – Bloodglaives
Aqua Teen aside, we’re going to start by addressing the large, blood-covered elephant in the room:
There should not be this many tops spots in a tournament that are all held by the same army. Khorne is an army that has a relatively high skill ceiling. It takes a good player to keep track of all of the rules, the different interactions between mortal and daemon units, and the best way to position units to be sure that all the abilities align.
That being said, they are also a relatively forgiving army. You can easily retake your home objective in the last round through summoning. You have a ton of freedom on positioning and movement through murderlust, killer instinct, and bloodbind. You have decent protection from spells thorugh Hatred of Sorcery, and you won’t often find an opponent who can reliably dispell your prayers, since that would require facing an army that wants to bring a lot of priests.
So where does that leave us? With a top 3 article where all of the top three lists are Khorne. It also leaves us facing the difficult prospect of GW’s inevitable attempt at balance. I expect to see some changes to our movement rules as well as points increases on some of the big-hitter units (Skarbrand, Bloodthirster of Unfettered Fury, and Skullcrushers to name a few).
I’m going to skip a lot of the detail I normally would go into for each list. The army is going to play roughly the same, even with different unit compositions and subfactions.
This first list has a wider focus on mortal units, with a couple of Fleshhounds thrown in for a cheap screen with an added unbind. The general is a Fury-thirster with Firebrand and Ar’gath (get used to that combination, because it’s in every list). Double skullcrsuhers and reinforced Blood Warriors makes for a selection of extremely tanky units, and while this list won’t necessarily kill as fast as a daemon-centric list, it can outlast many armies. It will also see a ton of mortals dropped on the enemy as those tanks die.
The realmgore ritualist, bloodsecrator, and slaughterpriest are all straightforward units. Each of them has one job, and they perform that job admirably.
Overall a solid list that aims to control the board first, and kill second.
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Army Faction: Blades of Khorne – Army Subfaction: Bloodlords – Grand Strategy: Take What’s Theirs – Triumphs: Indomitable
LEADER 1 x Bloodthirster of Unfettered Fury (330)* – General – Command Traits: Firebrand – Artefacts: Ar’gath, the King of Blades – Prayers: Heal, Bloodbind 1 x Bloodmaster (110)* – Artefacts: Halo of Blood – Prayers: Unholy Flames, Killer Instinct 1 x Bloodsecrator (110)* – Aspects of the Champion: Tunnel Master 1 x Bloodmaster (110)** – Prayers: Bronzed Flesh, Killer Instinct 1 x Bloodmaster (110)** – Prayers: Bronzed Flesh, Killer Instinct 1 x Herald of Khorne on Blood Throne (160)** – Prayers: Killer Instinct, Blood Sacrifice
BATTLELINE 10 x Bloodreavers (80)* – Blood Chieftain – Icon Bearer – Hornblower – Reaver Blades 10 x Bloodreavers (80)** – Blood Chieftain – Icon Bearer – Hornblower – Reaver Blades 20 x Bloodletters (360)*** – Bloodreaper – 2 x Icon Bearer – 2 x Hornblower 10 x Bloodletters (180)*** – Bloodreaper – Icon Bearer – Hornblower 10 x Bloodletters (180)*** – Bloodreaper – Icon Bearer – Hornblower
Speaking of killy daemon-centric lists: here’s one. 4 priests, one of which can reliably resurrect the central damage dealers of the list, coupled witht he Fury-thirster and bloodsecrator already have the list immediately stacked to provide some tankiness to a killy list (much like the realmgore and bloodsecrator were providing killiness to a tanky list, above).
Reavers are cheap screen, Bloodletters deal damage. The bloodsecrators helps them deal more damage, and the wrathmongers help them deal even more damage. By the time all of the buffs are in place it isn’t out of the question to see one of those larger bloodletter units swinging with 4 attacks per base, hitting and wounding on 2+’s, dealing mortals on 5+’s. Ossiarch Bonereapers woudl have a hard time withstanding an assult like that, and few other armies would outlast that combat phase.
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Army Faction: Blades of Khorne – Subfaction: Reapers of Vengeance – Grand Strategy: The Day is Ours!
LEADERS Skarbrand (380) Wrath of Khan Bloodthirster (330)** – Artefacts of Power: Halo of Blood Bloodthirster of Unfettered Fury (330)** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gary, the King of Blades – Prayers: Killer Instinct Bloodmaster (110)** – Prayers: Blood Sacrifice Realmgore Ritualist (100)** – Prayers: Bloodbind – Aspects of the Champion: Tunnel Master Slaughterpriest (110)** – Hackblade and Wrath-hammer – Prayers: Curse
ENDLESS SPELLS & INVOCATIONS 1 x Bleeding Icon (40) 1 x Hexgorger Skulls (50)
TERRAIN 1 x Skull Altar (0)
CORE BATTALIONS *Galletian Veterans **Warlord
TOTAL POINTS: 2000/2000
Thought I wouldn’t post it again? You were wrong.
There’s nothing here that we haven’t really touched on in the last two lists. Garrek’s Reavers are here because they are the cheapest 10 wounds that points can buy, and they make excellent fodder for blood sacrifice. Skarbrand also makes an appearance, working as one of the best independent units in the army, where he is perfectly happy to ignore all of your buffs and go wander into the mid field to punch everything he sees.
Overall, excellent work to all of our top 3. This can be a difficult army to run, and it’s good to see some variety in the lists.
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Allegiance: Fyreslayers – Lodge: Vostarg – Mortal Realm: Ghur – Grand Strategy: Master of the Forge – Triumphs: Indomitable
Leaders Auric Flamekeeper (90)*** – Artefact: Arcane Tome (Universal Artefact) – Aspect of the Champion: Tunnel Master Auric Flamekeeper (90)*** Auric Flamekeeper (90)*** Auric Runemaster (130)** – General – Command Trait: Master Priest – Universal Prayer Scripture: Curse Auric Runesmiter (120)** – Runic Iron – Prayer: Ember Storm Battlesmith (150)** – Artefact: Nulsidian Icon – Aspect of the Champion: Fuelled by Ghurish Rage
Battleline 10 x Vulkite Berzerkers with Bladed Slingshields (150)** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)*** 20 x Vulkite Berzerkers with Fyresteel Handaxes (320)* – Reinforced x 1 20 x Vulkite Berzerkers with Fyresteel Handaxes (320)* – Reinforced x 1 20 x Vulkite Berzerkers with Fyresteel Handaxes (320)* – Reinforced x 1
This is the top three AoS lists for Realmgate Rampage II that took place in the USA on the 4th and 5th of March. 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
Army Faction: Slaves to Darkness – Subfaction: Cabalists – Grand Strategy: Follow the Path to Glory – Triumph: Inspired
LEADERS Chaos Sorcerer Lord (120)* – General – Mark of Chaos: Undivided – Command Traits: Master of Magic – Artefacts of Power: Arcane Tome – Spells: Chaotic Conduit, Daemonic Speed – Aspects of the Champion: Tunnel Master Chaos Sorcerer Lord (120)* – Mark of Chaos: Undivided – Spells: Chaotic Conduit, Daemonic Speed
BATTLELINE Chaos Knights (460)* – Mark of Chaos: Nurgle – Doom Knight – 2 x Standard Bearer – 2 x Hornblower – Ensorcelled Banner: The Eroding Icon The Unmade (80)* Corvus Cabal (80)*
OTHER Chaos Chosen (480)* – Mark of Chaos: Khorne – Exalted Champion – 2 x Icon Bearer – 2 x Skull Drummer Varanguard (580)* – Mark of Chaos: Khorne – 6 x Fellspear
ENDLESS SPELLS & INVOCATIONS 1 x Soulscream Bridge (80)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
Peter: I reached out to Anthony to see if he would be able to give us some info on how this list works. The legend kindly responded:
Anthony: So I mostly just lifted the list from Big Phil Marshall, with a few tweaks to marks. The army has 3 key pieces, with a bit of utility to support them. First, the block of 10 Nurgle-marked Knights with the Eroding Icon is incredibly tough to shift, while also able to do a fair bit of damage on the charge. Next are two hammer units: 10 Khorne Chosen, and 6 Khorne Varanguard with spears. I chose to go with Khorne on both units because, for the most part, these units perform threat removal duty, and I want those threats gone immediately. Plus, it means you get even more value if you use the ability to activate a second time in the combat phase on the turn that they charged. All three units are 30 wounds on a 3+ save, but have drastically different roles, and you can further enhance with the 2 Sorcerer Lords. There are quite a few spells that you want to get off, hence the choice of adding Arcane Tome, Master of Magic, and being in Cabalists. Lastly, Corvus Cabal is a nice piece to be able to save and snag an objective after the battlelines shift, the Unmade help ensure that the units you want to charge cannot redeploy away and make the charge harder, and the bridge increases your threat range immensely.
Being one drop means you decide first turn in most cases. A typical game sees you giving away the turn, although you do have the speed to rush across the board to hit your opponent before they can set up any of their buffs if they misdeploy in an egregious way. The other advantage of going second is that it allows your Sorcerer Lord to use both the heroic action for 3d6 cast and 3d6 for rolling on the Eye of the Gods table. You want to be rolling for that early and often. Getting an 11-12 on 3d6, rerolling one die isn’t too unlikely, but it’s still something that relies on rolling, and all it takes is your sorcerer lords getting killed off to remove your ability to achieve your Grand Strategy. I typically use the Knights to block areas of the board off from my opponent and initiate trades. It will cost most armies more value to remove this unit than the 460 points that the knights cost, and the Chosen and Varanguard hit hard enough that most things will struggle to survive contact with them. You’re looking to value trade more efficiently than your opponent, which is what the Slaves to Darkness do incredibly well.
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Allegiance: Stormcast Eternals – Stormhost: Knights Excelsior (Scions of the Storm) – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
Leaders Karazai, The Scarred (550)* Celestant-Prime, Hammer of Sigmar (330)* Lord-Imperatant (170)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Spell: Celestial Blades – Aspect of the Champion: Tunnel Master
Battleline 3 x Annihilators (180)* 3 x Annihilators (180)* 3 x Annihilators (180)*
Units 3 x Vanguard-Raptors with Longstrike Crossbows (240)* 3 x Praetors (140)*
Peter: We reached out to Joseph, who kindly offered a quick synopsis on how his list works.
Joseph: Use the longstrikes the aoe mortals and the charge mortals from the annilators to punch large holes in their army’s screens and key buff pieces. Then go for the kill with the prime and Karazai.
Brett: Joseph undersells his list a bit, there is a bit of tech in how he has set up the list to do exactly what he says it will. There is a Lord Imperatant to make sure those Annihilators only have a 7″ charge. Best case that’s 3 turns of skyfalling. The list is Knights Excelsior to give a Paladin unit +1 to hit and wound on top of being battline. The Annihilators don’t have Grandhammers so cheaper (by 60pts) and more durable. Rerollable 7″ charge that does D3 mortals on arrival, more mortals on the charge (on a 4+) and then hits on 2+, wounds on 2+, saves on 2+. Even if they don’t wipe a screen some will probably survive the counter attack. It also makes dropping 2 units in a turn more palatable, even if the second fails it’s 9″ charge it may survive to try again.
The Longstrikes have Thunderbolt Volley (and aren’t reinforced) to give a turn of double shooting. Praetors to bodyguard Karazi in the early game (he out paces them) wraps up the troops. After that the Lord Imperatant has Tunnel Master for a sneaky teleport and celestial blades just in case something needs help with wounding (melee weapons only). And lastly the Celestant Prime for another hammer mid to late game (when Karazai is normally running out of steam).
Not without it’s risks, in the end there are only 75 wounds in the list and it needs to dictate the engagement. Karazai is more rarely chosen because he is vulnerable to mortal wounds generally. Being a one drop army helps, Joseph will dictate the first round activation in most games. Competing well against combat armies, Joseph faced down a Tzeetch army which is a tall order for an army with almost no denies.
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Army Faction: Blades of Khorne – Army Subfaction: Reapers of Vengeance – Grand Strategy: The Day is Ours! – Triumphs: Inspired
LEADER 1 x Skarbrand (390) 1 x Archaon (860)* 1 x Bloodsecrator (130)* – General – Command Traits: Mage Eater – Artefacts: Skullshard Mantle – Aspects of the Champion: Fuelled by Ghurish Rage 1 x Slaughterpriest (100)* – Bloodbathed Axe – Prayers: Blood Sacrifice
A lot of armies in Age of Sigmar can be broken down into units of hammers and anvils. This is a useful distinction, since it gives a quick idea of what role a unit needs to play, why you would include them in your list, and what to expect from your opponent’s force. Blades of Khorne do not work this way.
Blades can be better broken into three categories: independent operators, tech pieces, and drones. In Samuel’s case, he has brought a balance of the three, with a skew towards independent operators.
In this list, the idependents are Archaeon and Skarbrand. Both are meant to be beatstick intimidation pieces with minor buffs to other units. Archaeon is the only wizard in Samuel’s list, and he will see some benefit from Mystic Shield, but the known spell are limited since Khorne does not have a spell lore (for obvious reasons). Skarbrand is an excellent intimidating force, and only opponents that have never faced him before will risk damaging him without being positive that he will die. At his lowest bracket (his best) he can guarantee 8 mortal wounds with his axe, Carnage. While he can’t score VP from killing a Galletian Champion, he can certainly deny his opponent a few battle tactics through the use of the rare rule: “you can just pick that one up.”
The Bloodsecrator, Slaughterpriest, and Cockatrice are Samuel’s tech pieces. The first provides two useful auras (forcing Wizards to re-roll successful casting attempts and providing Blades of Khorne units +1 attack). The second gives access to prayers (Blood Sacrifice in this case, allowing early blood tithe gains) and invocations (which Samuel has elected to leave at home). The Cockatrice brings a particularly interesting ability that is one of the few in this list that will benefit Archaeon. If the Cockatrice manages to ping some mortal wounds on an opponent, that unit can only hit on 6s in that combat phase. This can be used to either protect Archaeon and Skarbrand from the beatings Samuel’s opponents are surely going to throw at them, or can be used to add some additional protection for his drones.
A note for the above units: Skarbrand, the Bloodsecrator, and the Slaughterpriest can all be used at summoning points for daemon units. Khorne is in a great spot right now, partially because the summoning mechanic allows them to pull a GC out of thin air onto an objective for the measly cost of 2 blood tithe points. This allows for some seriously flexible scoring, ecen into the late game, assuming you have a hero or skull alter and some blood tithe points burning a hole in your pocket.
Back on the subject of drones, Samuel has chosen to take the mortal flavor of drone: 10 blood warriors and 30 blood reavers. The blood warriors’ 2 wounds and 4+ somehow make them one of the most durable units in the book (about equal with Mighty Skullcrushers), which is saying something. The blood reavers are fast and will die as soon as they connect with something, providing some early blood tithe points.
All around a deceptively technical list, and one that was piloted to a great 4-1.
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Allegiance: Flesh-eater Courts – Grand Court: Blisterskin – Grand Strategy: Take What’s Theirs – Triumphs:
LEADERS Abhorrant Archregent (240)* – Artefact: The Dermal Robe – Lore of Madness: Deranged Transformation – Aspect of the Champion: Tunnel Master Abhorrant Ghoul King on Royal Terrorgheist (450)* – General – Command Trait: Hellish Orator – Artefact: Eye of Hysh – Mount Trait: Gruesome Bite – Lore of Madness: Spectral Host Crypt Infernal Courtier (130)*
UNITS 9 x Crypt Flayers (540)** 10 x Crypt Ghouls (80)** 10 x Crypt Ghouls (80)*
BEHEMOTHS Krondspine Incarnate of Ghur (480) – Allies
CORE BATTALIONS *Warlord **Galletian Veterans
TOTAL: 2000/2000 WOUNDS: 83 DROPS: 7
Declan: Well I’m the first to admit that I’m not an expert in Flesh Eater Courts, but I have fought them a few times and this one has a Incarnate of Ghur – so there’s that. Frederic has gone for the 4-1 that’s difficult to pull off known as the submarine (LWWWW); and it’s a great result with a difficult army to use. This one is all about close assault, the Krondspine, Terrorgheist and Crypt Flayers.
Despite the increase in cost (480 points from 400 points in the latest balance update), the Krondspine is still good, and as he doesn’t die until the end of the turn so when it’s in combat you can guarantee it will dish out damage.
Games Workshop via Wahapedia
This allows teleporting Ghouls and gives the Terrorghiest a useful -1 to be hit with the Eye of Hysh, not to mention his warscroll ability to summon more Crypt Flayers. The Archregent can do the same, but also comes with a great utility spell:
Games Workshop via Wahapedia
It’s easy to cast and – crucially – lasts to the next hero phase. This means Frederic can make one awesome unit a turn with additional D3 attacks in combat. Sure, he may roll a 1, but you’ll never forget it if you’re on the other end of a 3 on a Terrorgheist or Crypt Flayers.
The army certainly has potential, but Frederic must have commanded it well to get a 4-1; they’re still not common with FEC.
Tournament that took place in the USA on 25th and 26th February. 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?
Small Town Throwdown: Smoke on the Water (US) – 30 Players
Army Faction: Orruk Warclans – Army Type: Big Waaagh! – Grand Strategy: Waaagh! – Triumph: Bloodthirsty
LEADERS Orruk Warchanter (120)* – General – Command Traits: Master of Magic – Artefacts of Power: Arcane Tome – Spells: Da Great Big Green Hand of Gork – Warbeats: Fixin’ Beat Orruk Warchanter (120)* – Warbeats: Get ’Em Beat Skragrott, the Loonking (160)* Orruk Megaboss (140)** Wurrgog Prophet (170)** – Artefacts of Power: Glowin’ Tattooz – Spells: Gorkamorka’s War Cry Wurrgog Prophet (170)** – Artefacts of Power: Gryph-feather Charm – Spells: Gorkamorka’s War Cry – Aspects of the Champion: Abhorrant Ghoul King
BATTLELINE Moonclan Stabbas (125)* – Moonclan Boss – Bad Moon Icon Bearer – Gong Basher – Stabba – 3 Barbed Nets Orruk Ardboys (80)** Orruk Ardboys (240)*** – Ardboy Boss – 3 x Gorkamorka Glyph Bearer – 3 x Waaagh! Drummer – 6 x Orruk-forged Shield Orruk Brutes (450)*** – Brute Boss – Jagged Gore-hacka Orruk Brutes (150)*** – Brute Boss – Jagged Gore-hacka
ENDLESS SPELLS & INVOCATIONS 1 x Ravenak’s Gnashing Jaws (70)
Big Waaagh have been taking a bit of a back seat recently, with not many people playing it; but it’s great to see Gregory still repping it and grabbing the elusive 5-0 here. Big Waaagh is great, and often taken by people with Ironjawz armies who want to run a Wurgogg Prophet… and what has Gregory done? He’s taken 2! Great work here.
He’s also taken Skragrott which is interesting as he loses his access to the Gloomspite magic lore, and his Warmaster ability. However his spell (Fangs of Da Bad Moon) still has the potential to cause damage. I wouldn’t have considered it myself… but its an interesting shout.
The rest of the army is an Ironjawz core, with 15 Ardboyz and 15 Orruk Brutes as the reinforced units. They hit hard and the Brutes can cause great damage with the +1/+1 to hit/wound and extra damage from the Orruk Warchanter. Interestingly there’s no MawKrusha here, but that’s likely because of Galletian Champions – its good to see a GHB make some changes to army selection.
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Allegiance: Khorne – Slaughterhost: Reapers of Vengeance – Grand Strategy: Take What’s Theirs – Triumphs: Charge
Leaders Bloodthirster of Insensate Rage (280)* – Artefact: Armour of Scorn Bloodthirster of Unfettered Fury (300)*** – General – Command Trait: Mage Eater – Artefact: Skullshard Mantle Skarbrand (390) Slaughterpriest (100)* – Prayer: Blood Sacrifice Skarr Bloodwrath (110)* Slaughterpriest (100)** – Prayer: +1 to hit – Aspect of the Champion: Tunnel Master
Battleline 5 x Flesh Hounds (100)*** 5 x Flesh Hounds (100)*** 5 x Flesh Hounds (100)**
Peter: We’re lucky that for such a small site, we’re followed by some of the competitive players in the US and UK. As such, Gareth agree to share how his list worked for the event (though remember, this won’t apply for long with the release of the new book imminently).
Gareth: I’ve been running the same variation of this list for a few years now. I don’t play many tournaments and don’t have the brain power to change lists too much, so I just tinker around the edges. This latest iteration was a change from the list I was running last season. I removed a Khorne Daemon Prince and an Incarnate, and put in a Cygor, a second Slaughterpriest, Skarr, the Unmade, and the incantations.
The list is built primarily around the idea of giving your opponent headaches and making them doubt every move they make. Khorne has possibly more tricks than any other army right now, and this list is built to take advantage of all of them.
First let’s start with the anti-magic element, which, as with any Khorne army, is extremely strong. First off, the list has 8 unbinds; 1 from each Slaughterpriest, 1 from each unit of Flesh Hounds, 2 from the Cygor, and 1 from the Bloodthirster of Unfettered Fury wearing the Skullshard Mantle. Although none of these unbinds have any bonuses to unbind the Skullshard Mantle does have the neat little rule that an unmodified roll of an 8 automatically unbinds the spell, and the caster suffers D6 MW. If you save that unbind for a wizard who has one or two wounds left, it can throw doubt into your opponent over whether they want to chance it. Rolling an 8 is only a 14% chance, but in their mind, it is much higher.
Secondly, we have the Skull Altar, which causes any miscast to do D6 MW instead of D3 MW to the caster. Came in particularly handy this weekend in one of my games: a Master of Magic rerolled a miscast into a miscast, and then promptly died!
Thirdly, we have the use of 2 blood tithe points to auto stop a spell. Note that this is not an unbind, so even if the caster has a rule that says their cast can not be unbound, we can still use 2 blood tithe to say NO!
Fourthly, we have the Hexgorger Skulls. A handy incantation that has two nice rules – wizards within 12” get a -2 to cast debuff, plus if they’re within 8” and they roll an unmodified 8 to cast, the spell is unsuccessful, the caster, and any other wizards within 12” suffer D6 MW, and the wizard can no longer cast that spell for the rest of the game! Again, that 8 is only 14%, but in their mind, it is much larger.
Fifth, we have the ignore-magic on a 6. Any time any of your units are affected by a spell or endless spell, you can ignore its effects on a 6 (and you gain a blood tithe!). In one famous game against a Teclis-Sentinel list a few months back, Teclis managed to put Searing White Light through a portal to cause D3/D6 MW to my whole army during turn 1. I rolled well, and he caused a total of 4 MW across my whole army, and I gained 5 blood tithe. Thanks!
Finally, there is the Cygor’s ability. Any time a spell is successfully cast by a wizard within 30” of the Cygor, that wizard suffers 1 MW. Now that isn’t going to dent a huge monster-hero-wizard like, say Teclis, but I faced both Gitz and Skaven this weekend, and both had 5 wound wizards with two casts a turn. Quite a few times, I was willing to not even attempt an unbind, preferring to chip off 20% of their health for free. Again, it puts doubt into your opponent’s mind – “How much do I really need to cast this spell?”
The next trick we have is the use of blood tithe. Prior to this GHB, I almost exclusively used blood tithe for hero phase move and hero phase fight. That’s changed a little now that Galletian Champions are important – our ability to summon one for just 2 blood tithe is pretty great, so I’ve been doing that a lot. Before going into detail on blood tithe, let’s talk about Skarr. He’s in the list for one reason and one reason only – to die. He has an amazing ability that once he is dead, at the end of any movement phase (including your opponents) you can roll two dice and, on an 8,+ he comes back alive, anywhere on the board, 9” away from enemy units. That’s an amazing tech piece. I try to kill him as early as possible, and then during each of my opponent’s movement phases just take out my 9” stick and start measuring things, just to put doubt into their mind about where they can or cannot move safely.
Of course, to make sure he dies early, you need ways to kill him. That’s where he ties into blood tithe. One of my Slaughterpriests has the Blood Sacrifice prayer, which allows you to target a friendly BoK unit and cause them D3 MW in return for a blood tithe point. I was lucky that in four of my five games over the weekend, I had mystical in my deployment zone.
I placed the Skull Altar (which allows priests to re-roll prayers) within 8” of the mystical terrain, placed Skarr inside the Altar, and the Priest on the mystical. Turn 1 sacrifice Skarr, gain a tithe, and give him D3 MW. Then, since he is in the Skull Altar he can chant to bring out the Wrath-Axe, I use the Axe to cause another D3 MW on Skarr, and possibly another D3 with its secondary damage ability. Generally, this killsthis kills him, meaning I get 2 blood tithe (1 from his death, 1 from the sacrifice) in my first hero phase.
The blood tithe are then used later in the game as either a threat – using 3 to move the Bloodthirster of Insensate Rage or Skarbrand in my hero phase, giving them a much larger threat range, or, more commonly, to deny battle tactics. In your opponent’s hero phase they declare a battle tactic that involves killing something , and so you counter that by moving the thing they need to kill, out of range or behind a screen. Or, if you’re in combat in their hero phase, you spend 4 blood tithe to fight and generally cause carnage to their carefully laid out plans. Finally, there’s the summoning aspect. Many of the new GHB battleplans or battle tactics require GCs to be on an objective for extra points or to score the tactic. Rarely are they “starting army” GCs. The ability to just summon one onto an objective for just 2 blood tithe (a Blood Master) is fantastic. Particularly if you pair it with Skarr’s revival. End of your movement phase, you revive him on to one objective, and then use him to summon a GC on to either the same objective or sometimes a second one!
Now let’s talk about the actual units that do stuff during the game. The Bloodthirster of Unfettered Fury is there for one reason and one reason only – his command ability. At the start of the combat phase he can issue his command and all friendly BoK daemon units can pile-in 6”, and it’s the good 6” pile-in, meaning they can do it even if they’re outside of 3”. Note that this is an aura, but since the book is so old, none of the affected daemon units count as receiving a command ability, so are able to use other abilities at the same time. This is huge. Having, essentially, your whole army able to pile-in 6” is bonkers good. I very rarely charge any of my daemons during a game. Just move them to 3.1” away from their target unit, and then pile-in 6”. This has multiple benefits. First if you’re going against a monster, they cannot roar you (although the reverse is also true – you cannot perform a monstrous rampage). Second, you avoid any unleash hell. Third you can play activation games – although you’re going to fight with every single one of your units, your opponent is only able to activate their units which are within 3”, which is very often none (you activate first, put in a Bloodthirster, it kills the unit, it’s your opponent’s activation, they have nothing within 3”, so then you activate with your next 6” pile-in, and so on).
The 6” pile-in also interacts with the other tech piece in a Reapers of Vengeance list – all daemons have the start-of-combat-phase command ability to fight twice, and it’s an immediate fight twice. Note this command ability can only be used if you are within 3” of an enemy. The general idea is that you pile-in 6” with a Rage thirster or Skarbrand into two units, kill a bunch of stuff in one unit on the first fight, and then activate a second time, again going 6” to kill another unit. That second 6” pile-in often allows you to jump over a screen to target something more juicy. The Fury thirster is not that great in combat itself, typically doing only 5 or so wounds. But it does have a neat shooting attack – 4 attacks 3s/3s/-1/D3dmg that can kill a solo support hero or chip off some wounds from a screen etc.
Skarbrand is there to kill big monsters/heroes. It is relatively easy to keep Skarbrand at maximum rage for rounds 2-5. When at maximum rage, he does a guaranteed 8 MW per activation with his Carnage axe, and then has 9 attacks with Slaughter that are 4s/3s/-2/3dmg. That 4s to hit is horrible, even with the Locus of Fury ability that allows re-rolls of 1s to hit. We can mitigate that somewhat with either an All-Out-Attack (with the 6” pile-in he won’t have been roared), or earlier in the turn by using the Killing Frenzy prayer on him to give him +1 to hit. Skarbrand generally kills most heroes or does enough damage to seriously wound. If you’re going against multiple units, or a tough monster, you can use the double activate ability on him to cause a guaranteed 16 MW (with the potential of 24 or 32), and have 18 attacks.
Most seasoned Khorne players are surprised to see I don’t have a Bloodsecrator or Wrathmongers in my list. Either of these units give Skarbrand an extra attack, which works on Carnage, causing him to do a guaranteed 16 MW per activation instead of 8. That’s obviously a very nice buff, but I find Skarbrand generally kills everything he touches anyway, or is scary enough that people avoid him. Plus I hate the aesthetic of Khorne Mortals, so try to have as few mortals in my list as possible. Even my priests and Skarr are converted to look more daemon-like!
The Bloodthirster of Insensate Rage is the real scary piece in the army. His job is to clear hordes and support heroes. Particularly useful in this season where both are common. His basic attack profile is 5 attacks, 4s/2s/-2/D6dmg. That D6 damage is painful, as is the 4s to hit. But, he has this one little rule that changes everything. Any 6s to wound cause 4 MW (at top bracket) to all enemy units within 8” of him. That’s bonkers. If you roll two 6s, you’re doing 8 MW. That’s enough to kill most support heroes. And 8” with a largeish base is a big area. Couple it with the 6” pile-in and a double activation, and you can wreak havoc. I tend to use Killing Frenzy (+1 to hit prayer) and the double activation on him more than on Skarbrand. 3s to hit RR1s is actually fairly consistent to get enough hits through to then get one or two 6s to wound per activation. In my first game this weekend I faced the dreaded squig heavy Gitz list. Gitz have lots of over-lapping buffs, so tend to want to castle. They also have lots of support heroes. My Rage thirster killed 60 models in one combat phase.
Next is the Cygor. Although I’ve already spoken about his great anti-magic potential, he’s also a pretty handy monster. I tend to like monster-mash lists, so when I knew I had to include more GC in my list this season, I was looking for a non-leader monster to throw in. Cygor is the perfect match. 16 wounds means he’s tanky (even with the 5+ save). His flat 5dmg shooting attack is pretty good at finishing off a unit or solo support hero. He’s also decent in combat. For magic heavy armies he’s a good distraction. He usually is the first thing to die in my army (other than Skarr), but that means that my ‘Thirsters are not being targeted, which is fine by me! The Unmade are included for their debuff aura. Any enemy units within 12” (which is a crazy range for a unit of 9 models) can not redeploy or rally. Redeploy is the bane of the 6” pile-in. If you run your Bloodthirsters up the table, counting on the 6” pile-in to get into combat, a 4” redeploy kills you. Unmade for 80 points is a bargain to stop that. Also, with so many 4+ rallies in the game now, stopping that is handy, too!
The only remaining piece to describe is the Wrath-Axe. As well as being there to potentially first turn kill Skarr, it is handy to just have around all game doing chip damage and move blocking. Although incantations can be moved through as if they aren’t there, you still can not end a move on top of them. The Wrath-Axe has a large base, and being able to put it on one side of your army to prevent anyone charging from that side is pretty handy.
My choice of 2nd artefact is probably worth some discussion. Many Khorne players swear by Ar’gath, the King of Blades, as the artefact of choice on a Rage Thirster. This weapon gives changes the to-hit profile on the Rage Thirster from 4s to hit to 2s to hit. But only when targeting heroes. Since I generally use Skarbrand to hit big heroes and use Rage to target hordes (hoping to kill support heroes with the booms), I don’t like this choice. Harvester of Skulls is another choice – increase the number of attacks from 5 to 6 per activation. That’s a decent choice. An extra attack means more chances to get that 6 to wound. There’s also The Crimson Crown. This army is very command point dependent, so being able to use a command for free once per round is very useful. I can definitely see the attraction of that on the Fury Thirster. But I go for Armour of Scorn on my Rage. This gives him a 6+ ward, but 4+ wards against magic MW. I want my Rage thirster to live, and that 6+ ward is the nice little extra toughness to keep him alive a little longer. I’m very sympathetic to those who prefer Crimson Crown or Harvester of Skulls though.I’m pretty happy with this list at the moment, although with a new book on the horizon I think last weekend was probably my last competitive outing with it. Across two RTTs and the GT, I’m 10-1 with the list, which is pretty decent!
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Allegiance: Idoneth Deepkin – Enclave: Nautilar – Mortal Realm: Ghur – Grand Strategy: The Creeping Gloomtide – Triumphs: Inspired
Leaders Akhelian King (250)* – General – Bladed Polearm – Command Trait: Unstoppable Fury – Artefact: Potion of Hateful Frenzy – Mount Trait: Voidchill Darkness Lotann, Warden of the Soul Ledgers (110)* Battlemage (100)* – Mortal Realm: Ghur – Universal Spell Lore: Ghost-mist – Aspect of the Champion: Stubborn as a Rhinox – Allies
Battleline 6 x Akhelian Morrsarr Guard (360)* – Reinforced x 1 20 x Namarti Reavers (340)** – Reinforced x 1 10 x Namarti Reavers (170)** 10 x Namarti Reavers (170)** Akhelian Leviadon (460)* – Mount Trait: Ancient
Lotann + Leviadon + Big Namarti Parties are the soup of the day for Idoneth. The combination is a great way to improve the Namarti (Reavers or Thralls) in both offense and defense. The Leviadon provides an aura giving Namarti +1 to hit so long as the target is within 12″ of the Leviadon. With the Leviadon’s large base size, that 12″ is generous. He also provides a +1 to save aura in the same zone, meaning that the Namarti may be able to hold back and reap the benefits of the save and hit bonuses from the turtle while enjoying a bonus to wound from Lotann. Ultimately, a squad of 20 will be firing 40 arrows hitting on 2s, wounding on 2s, with rend -1 and 1 damage.
The King and Morsarr Guard are here to do King and Morsarr Guard things. Both like to move fast to get in their opponents’ faces. Both like to hit insanely hard for their cost. Both like to die if you sneeze near them while unsupported. a 6-strong unit of Morsarr can blend large blobs of chaff units using their once-per-game mortal wound bomb, and the king is one of the best duellists in the game. Careful positioning can lead to a blistering number of attacks, and on-demand strike first is nothing to sniff at.
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Army Faction: Slaves to Darkness – Army Subfaction: Legion of the First Prince – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
LEADER 1 x Centaurion Marshal (145)* – Artefacts: The Conqueror’s Crown 1 x Chaos Sorcerer Lord (120)* – General – Command Traits: Master of Magic – Artefacts: Arcane Tome – Spells: Chaotic Conduit – Aspects of the Champion: Fuelled by Ghurish Rage – Mark of Chaos: Slaanesh 1 x Eternus, Blade of the First Prince (235)* 1 x Be’lakor (355)*** – Spells: Daemonic Speed
BATTLELINE 24 x Chaos Legionnaires (330)** 6 x Furies (90)** 6 x Furies (90)***
BEHEMOTH 1 x Chaos Warshrine (185)*** – Prayers: Curse – Mark of Chaos: Slaanesh
OTHER 1 x Cockatrice (105)* 3 x Gorebeast Chariots (345)*** – Exalted Charioteer – 3 x Chaos Greatblade and Lashing Whip – Mark of Chaos: Undivided
Legion of the First prince is starting to establish itself as ‘the third way’, after Cabalists and KOTET, and for good reason – it’s a much harder and more subtle sub-faction to get your head around. It does some offer some baked in synergy – and Kyle here (for the first time in this column that I’ve seen) has leant all the way into the fluffy, synergistic version.
The core fluff of a Legion list is the overlapping benefits to taking Be’Lakor, the Centaurion, Eternus, Legionnaires (double reinforced in this instance) and plenty of furies. The synergies are thus: Legionnaires gain +1 to wound while near Be’Lakor (making them a pretty respectable sub-hammer while relatively durable for their points); Eternus gets +1 to his ‘comes back from the dead’ roll while Be’lakor is still alive – and he gains a free CP while near either Legionnaires or Furies – the latter being more likely to keep up with him while Legionnaires guard Be’lakor; lastly, the Marshal allows the big blob of Legionnaires to rally on a 5+.
The rest of the list is worth commenting on to – it’s an early example of allying in the Cockatrice from the new Beasts book, for ability on a 4+ after one of its shots connects to make the enemy unit hit on 6s – which as you can imagine, could wildly swing the outcome of a key engagement – and at only 105 pts, it’s not a hugely risky gamble.
Ths list lost only to a no-doubt more traditional Slaves list, and again to Khorne – who love lists like this without ranged threats – with the most notable win being the on-form Sylvaneth for a 3-2, which is a good result with both a highly thematic and off-meta list. Gratz Kyle!