With the release of the Battlescroll: Galletian Reinforcements I’ve been able to go back through the data from the release of the General’s Handbook and tidy everything up. In doing so, I though it may be cool to give you a run-down of how each faction performed under the current General’s Handbook until the Battlescroll took effect.
The data used for analysing these results was taken from 110 Grand Tournaments between 3rd July 2022 and 6th November 2022.
Disciples of Tzeentch
Region Comparison – Popularity
Disciples of Tzeentch saw their highest popularity in North America with 1.3% of players choosing the faction for tournament play, while in Scandinavia the faction wasn’t even chosen.
Region Comparison – Win Rates
Oceania saw a massive win rate of 80.0% for the Disciples of Tzeentch, while UK & Ireland could only manage 46.0%.
North America and Europe were the only locations where 5-0 were achieved. under the 2nd edition tome. While Oceania id the only region so far where the 5-0 has been achieved with the 3rd edition tome.
Guild of Summoners
Results under the 2nd Edition Battletome
Cult of the Transient Form
Guild of Summoners
Results under the 3rd Edition Battletome
With the Tzeentch book coming out part way through the first half of the season, the effect was interesting. Under 2nd Edition their win rate was at a slightly unhealthy 57.2%, this then dropped to 52.4% under the 3rd edition book.
Top 10 Disciples of Tzeentch Players
You may notice that some players have a better World/Nation ranking than players above them in this table. This is due to players playing with multiple factions. These players have been ranked on their top 4 Disciples of Tzeentch results only.
This is the Top Three AoS Lists for the Notorious GT II that took place in New Zealand on 8th and 9th October. It involved 38 players vying to be crowned champion in a 5 game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
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The Top Three AoS Lists
Army Faction: Disciples of Tzeentch – Subfaction: Pyrofane Cult – Grand Strategy: No Place for the Weak
LEADERS Lord of Change (400)* – General – Shrouded in Unnatural Flame – Chainfire Amulet – Lore of Change: Tzeentch’s Firestorm Changecaster, Herald of Tzeentch (140)* – Lore of Change: Bolt of Tzeentch Fatemaster (145)* – Artefact: Arcane Tome – Lore of Fate: Arcane Suggestion
Comments: Lord of Change (LoC) along with a Krondspine makes a lot of sense in the current meta. The Krondspine provides melee threat to anchor the centre of the board, while the Lord of Change (and Skyfires) provide mortals wounds at range. Host Arcanum is becoming more common than Pyrofane Cult but Pyro buffs Kairic Acolytes, in particular their ranged attacks (+1 hit and one unit re-rolling their wound rolls). Split between Bounty Hunters and Expert Conquerors these mortals are putting in a lot of work. Umbral Spell Portal and Chronomatic Cogs are the usual endless spells, the portal is very effective at extending the Lord of Change’s reach. The Ungors can be used as the screening unit, and the Skyfires the third hammer. They probably benefit most from the Ungors as a screen in the early turns.
The LoC has the mandatory Trait and Artefact (soon to change with the new book), while Arcane Tome is on the Fatemaster to create the 3rd wizard. James was lucky (?) and faced off against most of the scarier factions, including Seraphon, Daughters and Bonnesplitterz, winning all of them. His last round was against 3rd and is a repeat of a match recently streamed from Nashcon with the same outcome.
Army Faction: Seraphon – Subfaction: Fangs of Sotek – Grand Strategy: The Astromatrix – Triumphs: Inspired
LEADERS Slann Starmaster (265)* – General – Command Trait: Arcane Might – Spell: Stellar Tempest Saurus Astrolith Bearer (140)* – Artefact: Serpent God Dagger Engine of the Gods (265)* – Artefact: Arcane Tome – Mount Trait: Starborne – Spell: Bind Endless Spell – Universal Prayer Scripture: Curse Skunk Starpriest (130)** – Spell: Hand of Glory
Brett: Not a lot to say at this point with Fangs of Sotek and it’s continued success two General’s Handbook’s. This list drops Kroak for the more tame Starmaster and adds in both Krondspine and even more skinks. Do Seraphon really need a Krondspine? Maybe not, but he is a tremendous threat that needs to be dealt with and might get your opponent to leave the double reinforced Skink unit alone. With mulitiple screening 10 strong skink units, that can be teleported and summons guaranteeing a few Battle Tactics. Ravenaks would work well into most of his opponents with a maximum movement of 8″. It appears that he’s taken Warlord to get an extra artefact to take Arcane Tome on the Engine of the Gods and bind that to Krondspine. A good way to avoid it going wild.
Army Faction: Ironjawz – Subfaction: Bloodtoofs – Grand Strategy: Waaagh – Triumphs: Inspired
LEADERS Megaboss on Maw-Krusha (480)* – General – Command Trait: Hulking Brute – Boss Choppa & Rip-tooth Fist – Artefact: Destroyer – Mount Trait: Fast ‘Un Orruk Warchanter (115)* – Warchant: Get ‘Em Beat Orruk Warchanter (115)* – Warchant: Fixin’ Beat – Artefact: Arcane Tome – Spell: Da Great Big Green Hand of Gork Madcap Shaman (80)* – Allies
Brett: Another familiar list, taking advantage of the 3rd edition Battletome to take as many Gore Gruntas as possible. Mobile and hard hitting, why not? Unusual features here include the weapons on the Pigs (or their riders? – Peter), all have the Pig Iron Choppas. This was common in 2nd edition for the extra attacks,t but in 3rd a combination of coherency and saves made the Gore Hacka’s extra rend the preferred choice. The Mad Cap Shaman has been included (I assume) for his warscroll spell (making one unit -1 to hit from range). On top of this we have a spell casting Warchanter. The last isn’t an uncommon solution (I mean I run it) but I wonder if the Mad Cap would have been better as a Fungoid Cave-Shaman for the CP. A solid list with lots of options, only defeated by the overall winner. 3 big threats moving a minimum of 9″ is a lot to deal with.
Army Faction: Ogor Mawtribes – Subfaction: Bloodgullet – Grand Strategy: Tame the Land – Triumphs: Bloodthirsty
LEADERS Frostlord on Stonehorn (420) – General – Command Trait: Nice Drop of the Red Stuff – Artefact: Splatter-Cleaver – Mount Trait: Metalcruncher Huskard on Stonehorn (340) – Blood Vulture Kragnos, The End of Empires (720)
BATTLELINE 2x Mournfang Pack (160)* – Culling Clubs or Prey Hackers with Iron Fists 2x Mournfang Pack (160)* – Culling Clubs or Prey Hackers with Iron Fists 2x Mournfang Pack (160)* – Culling Clubs or Prey Hackers with Iron Fists
Brett: The other big boys (Ogors) who’ve seen a resurgence in recent times. This is an extremely mobile list with real potential to make the most of Kragnos’s The End of Empires qbiliry (it’s easy for these units to be wholly within 12″) and the 3D6 charge. An advantage of that longer charge is you can set up charges beyond redeploy range with a good chance of success. The Huskard synergises well with the Mournfang granting additional movement and as Ogors they naturally enjoy some of the benefits of Eternal Conquerors. Ogors have an extra 2″ movement if they are outside 3″ of an enemy when they begin their move and, if they are inside, they do mortal wounds (D3). That’s on top of impact hits.
The key is to stay away, well away, and kill Kragnos from range since they can charge from outside of 12″. Unfortunately the Frostlord and Huskard are only slightly kinder than Kragnos. The only army to do that well against them were Bonesplitterz. They are monster hunters and everything in this list is a monster. The Wurgog is always an issue for a combat army (needs to get within 12″) and the Big Stikka unit is a monster killer. Still ahead of the new book this is a strong performance.