This is the top three lists for the Dice Tower GT that took place in Italy between the 22nd and 23rd of November 2025. It saw 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.
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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
Lumineth Realm-lords Scinari Council (10 Points) General’s Handbook 2025-26 Drops: 5 Spell Lore – Lore of Prismatic Resonance (10 Points) Manifestation Lore – Manifestations of Hysh Battle Tactics Cards: Intercept and Recover and Master The Paths
General’s Regiment Sevireth, Lord of the Seventh Wind (340) * General
Regiment 4 Scourge of Ghyran The Light of Eltharion (270)
Faction Terrain Shrine Luminor (20)
Stefano: First of all, thank you for the opportunity to speak on this platform. I’m truly happy and honored!
I knew this tournament would feature some of the best Italian players, with a metagame tending toward “monstrous,” and what better counterplay than an elvish -1 hit? Haha, jokes aside, I chose to bring this list for its incredible versatility. It’s a very solid Herohammer based on a castle build that’s extremely difficult to remove, solid melee damage, and DMG chips in the heroic and shooting phases.
While Eltharion played the dirty trick of disrupting enemy lines or threatening counter charges when I chose to keep him defensive, Sevireth was the army’s Swiss Army Knife: 18″ movement, the chance to spike shooting damage, his fantastic rampage, and tactical power throughs to steal objectives or retreat behind defensive lines to threaten cover fire again in the enemy’s phase—definitely my MVP for the tournament.
Honorable mention for the Ydrilans: after the points nerf in the last battlescroll, I started using them in place of the regiment of renown Callis & Toll, and I have to say they were a truly excellent replacement! They’re certainly less durable, but their constant teleport and the ability to perform a 2D6 movement in combat were definitely mind-blowing!
Fyreslayers Scales of Vulcatrix (10 Points) General’s Handbook 2025-26 Drops: 5 Prayer Lore – Vulkyn Gifts Manifestation Lore – Magmic Invocations Battle Tactic Cards: Master The Paths, Intercept and Recover
General’s Regiment Auric Runefather on Magmadroth (320) • General Vulkyn Flameseekers (160) Vulkyn Flameseekers (160) Vulkyn Flameseekers (160)
Regiment 1 Scourge of Ghyran Auric Runeson on Magmadroth (330) • Fiercely Competitive • Droth-helm – (10) Points
Regiment 2 Scourge of Ghyran Auric Runeson on Magmadroth (320) • Incandescent Blaze
Regiment 3 Scourge of Ghyran Auric Runeson on Magmadroth (320)
Regiment 4 Auric Runemaster (180)
Faction Terrain Magmic Battleforge
Ambrogio: Classic Magmadroth-based list. 1 runefather to boost 3 Ghyran sons. I preferred to take “Fiercely Competitive” instead of “Ash-Beard” to counter Durthu, Belakor rampage and Vhordrai’s Spell, all common monsters in italian meta. Incandescent Blaze is perfect to sniper heroes when they get close to boost enemy units. 3 Flamekeeper units are also good thanks to their 3+ to hit and 3 atk each, when they atk in combo with Runefather each unit can do 37 atk with up to rend 4 against monsters! lovely.
Nighthaunt Death Stalkers General’s Handbook 2025-26 Drops: 3 Spell Lore – Lore of the Underworlds Manifestation Lore – Infernal Sorceries Battle Tactic Cards: Attuned to Ghyran, Scouting Force
General’s Regiment Lady Olynder, Mortarch of Grief (300) • General Myrmourn Banshees (180) • Reinforced Pyregheists (150) Pyregheists (150)
Regiment 1 Knight of Shrouds (120) • Deathly Possessor • Lightshard of the Harvest Moon – (20) Points Myrmourn Banshees (180) • Reinforced Myrmourn Banshees (180) • Reinforced Pyregheists (150)
Regiment 2 Scourge of Ghyran Kurdoss Valentian, the Craven King (200) Chainghasts (90) Pyregheists (150) Pyregheists (150)
Faction Terrain Nexus of Grief
Enrico: The list was designed to address as many situations as possible. It ensures a strong presence on objectives thanks to the use of five Pyregheist units, but at the same time manages to find sources of damage in the three reinforced Banshee units and the Ghyran Kurdoss.
Scouting Force and Attuned to Ghyran are two tactics cards that work very well with the chosen subfaction and army. The frequently used “Master the Paths” and “Intercept and Recover” tactic combo is easily circumvented by hiding the heroes behind the mass of Ghosts.
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We love a good tournament at Woehammer. We occasionally post about them here. We’ve even run a few over the last few years. But, it never hits the spot for me personally.
I love narrative play, and I always dreamed of trying to combine the two together. So I started planning.
Before I go into the ins and outs of the event, let me tell you the basics. It’s a TTS event that will be hosted through Ecksen and the Woehammer Discord. It’ll be 5 games of 2,000 points using the General’s Handbook and the latest points update. If you wish, you can ignore the narrative element, play five games and just see how you do, or….
You could do some fun stuff.
Players will be split into four rough alliances. Order, Chaos, Destruction and Death. Players will still have battles against others from their own Grand Alliance but your overall court Influence (see further down), will be divided amongst the players to give an overall score for your Alliance. This will determine which Grand Alliance will have sway over Danetre at the campaign close.
The player with the most individual influence at the campaigns end will be the one who holds the ear of the Countess and will decide the future of Danetre, they will have the title Lord of Danetre
The Tournament Champion will as always, be the player who has the most wins followed by the most BPs in their games – but who cares about that.
Danetre
Danetre is located in the Realm of Ghyran on the island of Halbion and stands between two prominent rivers, the Neen and the Leem. For centuries Danetre has controlled the flow of goods up and down both rivers and is controlled by Countess Judith of Lens. Although Danetre has been held by the family for centuries, the family has gradually died out leaving only the Countess, and herself without any heirs.
Danetre is a strong settlement built with formidable fortifications that cannot be easily breached. It’s forever been a source of envy to others who wish to possess the settlement and control the resources flowing via the rivers. And they will stop at nothing to do so.
Feeling the burden of the past and wanting to keep the family name going the Countess has taken adopted an orphan boy (though it’s questioned by others how precisely he became orphaned).
The Countesses court is filled with members of almost every race, and even those races who would not be welcome have representatives who act on their bidding. The Countess in her later years and fearing the loneliness of being the remaining member of her family has filled her court with those who would entertain her. But many inside this court have their own plans and either seek to take the settlement themselves of else be the voice that controls the ear of the now young boy soon to be heir.
Your Role
You are one such faction that would see the control of Danetre fall to you. You lead an army to the region and even now plan to control the provinces around Danetre while manipulating the court of Danetre into your bidding. You have a representative in the court who whispers in the ear of the Countess of your many qualities, and that you should be appointed as the protector to the heir.
Court Influence
Each General aims to control the court of Danetre and bring it under their control. To do so, you must both rule the battlefields and be savvy in court.
After each game, players may be able to roll for their influence over the court; If you win roll a D6, if you draw roll a D3, but if you lose you get 0. This roll will determine the amount of influence you hold over the Countess through your courtly representative (who could be open and honest about who they represent, or be perhaps a wolf in sheeps clothing). This influence roll must be performed in front of the other player and communicated to the TO on Discord so they may record it.
The TO will be keeping a record of both, the overall Grand Alliance influence at the court as well as each player’s individual influence. Both these totals will be available for all to see.
Political Agents
Each player will have one political agent at their disposal. A political agent is your representatives lackey in the court and can only be used once during the tournament.
Following one of your victories in battle over the course of the tournament (or as a final gambit at the event’s conclusion), you may perform one of the following actions:
Bribery & Blackmail: Use your political agent to have a guaranteed 6 from your influence roll following victory in battle.
Sabotage: Use your political agent to reduce a chosen player’s influence by D6 – yes, this can be applied to another player in the same Grand Alliance as yourself.
Spy in the Court: Instead of rolling D6 for your influence following a battle win, you may instead steal D3 influence points from another player’s influence in the court which is then added to your own total. Yes, again, this may also be another player from the same Grand Alliance.
Final Gambit: After all the games are complete, you may use your political agent on a final gambit, roll a D6 – On a 3+ you gain D6 influence points. On a 1-2 you lose D3 influence points.
Remember, Political Agents may only be used once over the course of the tournament, so use them wisely.
If you want to join up, come and say hi on our Discord.
TOURNAMENT RULES
Players must submit a valid 2,000 point Age of Sigmar list by 11th October 2025 onto the tournament page at Ecksen.com
Please register on Ecksen using your Discord name so players can easily find you.
Each game round is 3 hours and all turns must be completed.
Each round will last 2 weeks.
Battleplans are included in the event details on Ecksen
Any rules released prior to the submission deadline will be valid for the event. No changes will be allowed once the event has started.
Players must arrange and organise their games in the two week period and advise the TO of any difficulties.
If a player forfeits a game the opposing player will be awarded the win and an amount of BPs equal to the average of the winners that round.
If neither player contacts the TO and the time for the round expires without a result then both players will be awarded a loss.
Influence rolls must be communicate to the TO at the end of the match and must be performed in front of a witness.
There’d been a few rumours going round that this battlescroll would focus on top performers… this was partly true, plenty of changes there but points wise we’ve seen changes across the board with plenty for players to look at for how it impacts their lists!
Seen some touches to NH and BoK too which are appreciated but a little unexpected so shortly after the book.
We got a little bit of bonus news for us Helsmiths tragics:
Ooh, it looks like we wont have to wait long for the rest of the Helsmiths
Bit of an issue is that the pdf has gotten to the point where it loads really badly… that made this review harder to check for changes but I hope I’ve caught some of the interesting stuff in my read through! For sure, I will have missed some stuff too, please do let me know!
Looking back at the latest big stats update, we’ve got some armies that definitely need some tuning (I’m looking at you KO) and some others who really need some help to get back to a competitive level (poor little Ironjawz).
Battle Tactics
GW have taken the chance to update Scouting Force with no more scoring it off faction terrain (boo… literally as this impacts a nice easy option for Nighthaunt) but it has opened it up for units with deployment phase moves to be scouts as the wording has changed there slightly.
How hard were the big bads hit?
Kharadron Overlords
-1 to hit the infantry is now just with the big boats and not when they’ve charged taking out a bit of the tech of using the boats to lock opponents in combat. The Frigate also only gives Strike first to one unit. This combination will make things a bit riskier on those big charges and KO players will have to play a little more cautiously.
Celestium Burst Grenade got “corrected” to once per battle again. Fair really. It was too strong as it was.
One boatefact (great endrinwork) less which makes sense but it was fun to get to choose 3 every battle.
Points up fairly high for a couple of the key units… in the end though for most lists, it really just reduced them by one unit which feels about fair. Will this push the lists in a different direction? Unlikely but it’s definitely dropped the attractiveness of spamming the new balloon fellas. This is quite a slew of nerfs for KO and I think this will bring them back down to a pretty sensible place. It could be a little heavy handed but time will tell on that front.
Cities of Sigmar
The Command Corp rightfully went up a lot and Soggy Zenestra got a wopping 10 pt increase but with the modifications to her abilities, it’s toned her down especially the no more pulling the cannons out of combat. I really expected to see cannons go up in points too but we can’t have everything. Cities should stay good but feel a bit less oppressive now.
Daughters of Khaine
Points have gone up for the dangerous lists… 10 points doesn’t sound like much on a lot of the units but when you’ve got 3 reinforced units, that’s an impact of 60 points. Plus, the other tech pieces have gone up in general too. It might push some DoK players back towards teh snake ladies but in general DoK looks like they’ll stay good but this should help pull them back down a little.
Kruleboyz
Pretty much as expected for points increases here. A lot of the formation/trait/artefacts went up so overall it will have a fair bit of a points impact on Kruleboyz lists. Due to the relatively shallow unit pool they have, there aren’t other options to shift into for the bulk of the army so not many ways to play around this for list building.
Flesh Eater Courts
The book has come out from the gates pretty strong and reigning them in a little already will be healthy for the meta. 20 points up on the Cryptguard feels fair but this looks like it’ll just push lists towards some of the other options. This looks like fair changes across the board but I reckon this will leave FEC looking pretty good in the overall meta. They’ve been borderline top tier since the book and I think with the impacts to the others, we’ll see them stay up there at the top for now.
Those who needed help…
My general impression is that there wasn’t enough focus on them and some more rules changes or higher points drops would have been in order. If you’re playing one of these armies though, don’t be disheartened… get out there and prove me wrong!
Sylvaneth
A slew of points drops… should help them to get an extra unit into the army. Is that enough? It doesn’t quite feel like it.
Seraphon
Lots of points drops here too, should open up new opportunities for them in list building. I know the local Seraphon player is pretty positive about the changes for them.
Gloomspite Gitz
Plenty of points drops across the army … some of which look like they’ll help Gitz players get another unit into the army which is good.
Sunsteela Wheelas got a cool movement shenanigan with the change to their ability allowing them to go off and steal objectives in the opponents turns. I reckon we’ll see these as a staple in Gitz lists now. This is what we could have seen more for these lower performing armies!
Ironjawz
Poor Ironjawz, I think they needed more than they got here. Megaboss on Maw-Krusha went down 20 which could help and Brutes down 20 as well open them up as an interesting option again. In my opinion, Ironjawz really needed more help than this.
How Ironjawz players might be feeling right now… at least it can only get better from here!
Other interesting changes
Gargants
Got the bad touch (not the good kind…) with Kragnos up 10 to mess up the Kraggy, Brodd, Warstomper, Pigs RoR. You can just blame this one on Sabetti who has been terrorising the Canadian scene.
Here’s some Bloodhound Gang to cheer you up Sabetti
This list got a one way ticket outta here…
Nighthaunt
Glaivewraiths got their rend dropped and points up. GW, why do you hate Glaivewraiths so much?
The apparently undercosts Pyregheists also got tuned up which looks fair in comparison to the other units NH has available. Myrmourns came down though by 10 so we might see them start to get spammed again as the army struggles for damage otherwise.
Skaven
An expected points change to that damn Soggy Screaming Bell 😉 but also a 20 pt increase on the Deathmaster which will really hurt Deathmaster spam lists… I guess we’ll see them go away with that change.
RoRs
Callis and Toll up 20. Good!
KO RoR up 30. Also good!
I think both stay good at these points but they’re now a harder choice to fit into army lists.
Stumblefoot Gargant RoR
No more damage to yourself from the vomit ability and only in your shooting phase…. Booooooooo! This one was fun!
GW, why can’t you just let me vomit on myself!
Impacts and Conclusions
General changes to artefacts/traits/formations, seems to have hit the commonly picked ones even for armies that are struggling a bit at the moment. It’d be better if we had more interesting/competitive choices which seems to have been the case for the more recent books. I wouldn’t mind seeing GW adding some more in for the lower performing armies (especially those with a book already… sorry Ironjawz you got a rough deal there), this would be a different and interesting way to help them out.
Overall these changes look good for the armies who were already doing well but not too well like IDK, LRL, SCE, and Soulblight who all mostly saw points drops (although whether these are really consequential is another question). It doesn’t feel like they’ve helped out the bottom tiers enough to bring them up enough so we might be waiting a bit to see things settle (and then it’ll almost be time for the new GHB).
Get out there, play your games, and generate more stats!
It’s been a bit quiet recently on Woehammer, hasn’t it?
I’m working away in the background on a couple of projects to make the website experience better for visitors. These are almost complete.
Top 3 Lists
We’ve replaced the old and very out of date Top 3 Lists archive with a new one. This one will automatically update with the latest top 3 articles for Age of Sigmar.
Faction Menus
We’ve updated all the faction menus in the same way. Want to find articles on Woehammer that feature your faction, select them from the menu at the top and you’ll find them all in one place.
Hopefully, that should mean you’ll always be able to find everything you need.
Any articles we do over them, such as Faction Reviews, etc, will be pinned to the top of each faction page so you can always find them.
Got a favourite writer? Want to find Fittsy’s Foughts? Writer specific articles will eventually be listed in the same way under a meet the crew section, where they’ll also post a little about themselves.
Other Stuff Going On
As well as this, im currently working on a few other projects.
Spearhead AI Opponent
This is a project for players like me who can’t regularly get to a gaming club but have miniatures and perhaps an hour to play at home.
I’m in the process of creating an AI opponent and interface for players who want the challenge of a game but dont want to play against themselves. No Tabletop Simulator required.
Orders & Omens
I recently announced my first mass battle fantasy wargame. This is another project I’ve wanted to do and have attempted to do off and on over the years.
It has now reached the stage of playtesting. If you want to find out more, drop into its dedicated Discord server.
Automatic Stats Scraper
To make things easier for me im in the process of creating an automatic scraper to collect the stats for our meta articles.
This will also go hand in hand with a live database where players can pull stats and their own gaming history of the database to view.
Possible New Direction for theSite
On top of all this, we’re exploring changing the name of the site to something that isn’t so Warhammer specific. This will mean we can branch out into other gaming companies and review other products. For example, I know Patrick is keen to explore more of Warcrow and Infinity. While I’m also looking at Silver Bayonet, Bolt Action, and Marvel Crisis Protocol.
That’s it. Some sorry, it’s been a bit quiet on the site, but by no means have I not been busy.
Let’s dive into all the leaked info on Helsmiths today! At first reveal, I convinced myself I didn’t need to get them. Chaos Dwarves were my 2nd army back when I was a wee lad… and despite needing to proxy almost the entire army, I have fond memories of sitting on the floor moving my infantry around whilst bombarding the enemies with rockets and cannons. I’ve still even got some of my old models packed away in a box somewhere!
So today… I’m going to go through what looks to be the rules as according to leaks. Now these are a bit of a collection of some different leaks I’ve managed to lay my eyes on and now that most of the book has leaked out onto the internet I figured I’d pull all these notes together and set them free!
Warning:
This is all based on a couple of different leak sources (reliability unclear) so things may not match up 100% to the released book.
(c) Games Workshop – needs more bull centaurs… see below
Desolation and Daemonic Power Points
We have to talk about DPP to start with since it’s core to the army but on the other hand… this seems to be the least consistent… we’ve got Warcomms explanation which doesn’t fit with the other couple of leaks. So I’ll try and lay out how it seems to be right now.
So planning around collecting and how to use these best is going to make a serious difference in tight games (if this info is correct because under this system it won’t be many that we’re getting each turn).
Start of any turn, opt army (opt means once per turn)
Pick a terrain feature or objective that does not have a friendly desolation token and is contested by a friendly HoH unit that is not in combat to be the target (as noted above, if this can be more than one desolation marker a turn, then there will be a lot more to go around).
Give that target a desolation token
So to get our economy rolling, we need to be next to different terrain at the start of each turn… easy to begin with but if we want to get lots of DPP, then we will need to push forward
Next step is to remove all the DPP from the units who have them and distribute them up to a max of 3 per unit
Command ability is: 3 or fewer DPP, give 2 DPP to a unit, otherwise just 1. That’ll play at effectively 1 CP down but some of the abilities are worth a CP
Early game, effect will be beneficial but not game deciding… in games of attrition, this will make a bigger effect towards the end of the game when you can stack full 3 DPP on multiple units
Can conditionally gain more DPP via an artefact and one of the units too
The DPP then have different benefits for each unit (abilities are on their warscrolls) with some definite winners and losers for these. Like Hobgrots! Big losers, no DPP for Hobgrots!
Massive side thought: I hope we get a few more Hobgrot units and can run a hobgrot army at some points. But Fittsy, why not just play GSG and run wolves… fair point but I still want rebel hobgrots!
Second side thought: This is going to be a bit of a pain to manage each turn… personally I’m definitely going to have in mind conditions under which I’ll want to have it on certain units or not so that I don’t have to think too much during the turn.
(c) Games Workshop – Gotta collect ’em all
Battle Formations
All need 3 DPP on the units to activate. In summary they are:
+3 rally dice for infantry -> meh
+2” move for cavalry -> spicy as with 3DPP Bull Centaurs get +3” to charge too
+1 to cast, unbind, banish and chant -> good if running Uruk Wizards/Priests
+1 attacks for war machines -> slightly more interesting as the Tauruses are War Machines too
BUT! You need 3DPP to get at these benefits so it’ll be 1 unit maybe 2 from 3 onwards
Heroic Traits
We’ve got 3 to choose from here and they’re some interesting options:
Pick a visible enemy unit in your hero phase within 18” add +1 to wound rolls for combat attacks
This looks solid, no roll to get it off. Wish it was both hero phases but I like this one.
A complicated conditional shooting attack (trigger an infantry unit wholly within 12” not in combat), then they can shoot an enemy unit who charged but only hit on 6s
Hard pass for me… this is too tricky for me to pull off
Pick an Automaton unit during deployment, becomes the “bodyguard” it gets first strike when within combat range of the hero, if hero is infantry, it gets a 5+ ward
Really cool. This is the sort of thing I’ll take for PtG and could have play in certain lists. This first strike is really good on the fight twice against heroes Big Fella as the strike first cancels the strike last on the second attack from them
Artefacts
Another 3 to choose from here and they’re pretty flavorful but a bit funny in general:
OPB 3DPP to the unit but no more DPP can be assigned for the rest of the game
Sounds bad but with Uruk, he can shift those DPP around so it could be used to power up turn 1 or 2
D3 on a 2+ mortals in each of your shooting phases
This sounds pretty nice to me and will probably be my default choice (points depending)
OPB give a unit a 2+ ward for the turn but they then can’t use any active abilities
This sounds really interesting… they become immobile blockers, great for holding down an objective BUT! Watch out for ward removals in the game, we’ve got a fair bit of that nowadays. Great for flavour but I wont be taking this one often
(c) Games Workshop – Some hot duardin on duardin action
Spells and Prayers
I think GW has already covered all of these… so here’s just a quick overview.
First up for spells, we’ve got one on a 6+ which halves moves, one which does serious mortals against high armour targets (it’s an 8+ to cast though but when it goes off, that’s 7ish mortals against a 2+ save, and one on a 7+ which makes terrain obscuring and does mortals against nearby enemies (D3 on a 2+). I like the three spells here for their flavour and each of them feels very chaos dwarfy.
Yay priests…
Horde clearer on a 4+, roll per model on 5+ do a mortal, buffed to on a 4+ for 8+
Give a unit more rend on a 4+, crit mortals on a 8+
D3 mortals and -3 control score on an enemy unit on a 4+, 2 units on an 8+
Now… the one priest we’ve got here has an ability to generate extra ritual points so hitting these 8+s are going to be easier than it looks!
No terrain and manifestations (yet) so we can move onto the units next!
(c) Games Workshop – I look forward to casting mortals on these golden fellas!
Units
Now… I know I’m meant to pick out a few to cover but it’s only 16 so I’m giving you my thoughts on each of these!
Uruk Tarr
Feels like a good warscroll will depend on points, really good wizard and with DPP plus the subfaction get get to +3 to cast. He’s got the move 2D6 after a charge ability we’ve seen in other battletomes so he’ll get around pretty well. He’s pretty fighty too! We need to talk about his ability to move DPP around in the Enemy Hero Phase… This gives you a lot more value out of the DPP. On the other hand, he looks like he needs the DPP for survivability (gives ward and bonus to cast), so he’s going to be a drain on the economy. Is he a must take? I don’t think so… but he’ll help when starting out with the army to be able to react before the enemies turn, especially if you get double turned.
Other wizard on a Taurus
Do I wish it was a Lammasu? Yes. Do I like this warscroll? Also yes. Real good for bulls enabling the retreat and charge (one of my favourite abilities in AoS). Also has a roll higher than the health of a model and just smash it (end of turn rampage though). Giving it a pip of ward per DPP also good for a 15 health 3+ save model.
Daemonsmith
Cool healing ability that with DPP can be extended up to 24” which is a bit funny
Ashen Elder – a Priest
Is a priest, gets an extra ritual point in X hero phase when next to desolated terrain/objective so probably going to hang back with your war machines. Can also give out an aura of ignore first damage per phase which I’m a big fan of (see the ever-present Kruciator in my Nighthaunt lists) but it starts at wholly within 6” and gets bigger with DPP. Still even if it just effects him, it’s a cool one to have.
War Despot
The disappointing hero… is always control 5 and gives an extra attack to infantry but as we’ll get to, the infantry hit like a wet rag
(c) Games Workshop – Ok fine, I’ll paint up 20 of these but I’m still a bit disappointed 😉
Infernal Cohort Spears
Best thing on the warscroll is can generate a DPP on a 3+ when contesting an objective you control… so maybe a good screen in front of your war machines
Infernal Cohort Swords
Somehow worse than the spears and run 4 if you roll 1-3. Enough said. Build spears.
Hobgrots
Units of 20, pregame move (for a 5” move) in the deployment phase, could be good for screening your war machines or giving some breathing space and going out and desolating terrain
Infernal Razors with flamers
These don’t look crash hot with a short range and a 3 shots 2+, 4+,-,1 shooting profile. One rend per DPP makes them look better but it’s not where I want to spend my DPP. 5 model base units make this even harder to look good on paper.
Blunderbusses
And now we get a profile that looks a lot more interesting! For a reinforced unit, it’ll be 18” 11 attacks at 3+, 2+,-,2 but no shoot in combat. With an all out attack and some DPP they’ll definitely sting when they hit. They can also give out strike last on a 6+ (add one to the roll for each model you kill). So I might buy two boxes of these for running a shooting focussed castle.
Bombard
30” range does a bit of damage… with DPP on it, it can give units nearby no commands on a 3+. I like this one for the range and the ability which both have value against different types of lists and with a 2+ to hit (for units 5 or more over 12″ away) on 4 shots, it’s going to be relatively reliable for plinking those annoying teleporting units and other crap which score objectives and tactics.
Deathshrieker Rockets
OHHHHH YES! 24” 3 shots 4+,2+,-2,D3+2 damage anti-warmachine and anti-monster plus (opt army), you can make it flat 5 damage against monsters and war machines. I will have one of these in my lists! Also just because of good memories of the old one in the Old World. It also has a cool splash damage effect with DPP.
(c) Games Workshop – This is one of my favourite bits of art… and not just because it’s Cities getting smashed!
Anointed Centaurs
You’ve probably already read about their strike first on the counter charge… now having tried to make that work for me with KO and the frigate, this is good, primarily from a psychology perspective for your opponent. Otherwise, they’re not bad and hit slightly less well than the Bull Centaurs. Both Centaurs get +1 to charge per DPP so you can definitely throw a unit up into the enemy’s face turn 1 if you want. Health 4 control 1… that part didn’t excite me much.
Bull Centaurs
Yum yum yum… 4 attacks each, 3+,3+,-1,2 +1 damage on the charge and crit mortals. They’re also doing mortals on the charge. To get value out of them… there’s going to be a very Daemonsmith on Bale Taurus shaped tax to get them the retreat and charge. But hey, that warscroll looks pretty good too.
Dominators with flamers
This warscroll has a really interesting ability, they get +2 ranged attacks per enemy unit targets when they split their attacks… which could be a shitload of attacks. But then they’ve only got range 8” so they probably aren’t hitting many units. Still not a bad warscroll if you build into the war machine side of things. They appear to have +1 to ranged and melee on their warscroll per DPP so that could be a nice place to use the DPP. Guess the writers did these early and got tired by the time they got to the infernal cohort.
Dominators with maces
10 wounds on a 2+, fight twice when in combat range of enemy heroes, could be a bodyguard unit. I like them.
(c) Games Workshop – I just love the art they’ve released this time!
Have we got Combos?
Definitely yes, Daemonsmith on Bale Taurus and Bull Centaurs for Retreat and Charge.
Priests can nicely buff some of our units with the crits etc.
Bodyguard and fight twice Dominator… nice for a bit of fun
Uruk and the trait to get 3 DPP in a turn
I don’t see a need to lean hard into one side or the other in general which has a benefit for list building. As soon as we see points, I’ll be back with some list options for you… I wonder how many Bull Centaurs I can fit in a list 😉
General Impressions
Don’t forget everyone, points make armies… the KO book looked pretty good but then we’ve had really generous points on them which gives them an edge over a lot of other armies.
Not an elite army. Where are my 2 health for duardin GW? How do the Bull Centaurs come in at 4 health? Have you seen bulls? I’ve seen bulls and even without half a duardin on top, I’d rate them at 5 times the health of a Cities human. At least they can lay the smack down!
Am I still hyped? Yes. It definitely isn’t what I thought it would be after their descriptions. I sort of like the range of units available here and it does feel like a new army. Will the bookkeeping be a shit to keep track of? Very much yes, this feels like some strange combo of old Lumineth and Ossiarch Bonereapers. There are some nice looking warscrolls in here (and a couple of really shit ones, sorry Infernal Cohort) and I’m looking forward to getting my grubby little hands on these fellas and painting them up! After these leaks, I think I’ll be leaning a bit more towards Dominators and Bull Centaurs supported by some artillery and I’m excited to see how they play on the table in the end!
Don’t worry Infernal Cohort… I’m tired too after a long day of desolating