This is the top three AoS lists for the Wartilyo GT that took place in the Philippines on the 13th and 14th of May. It involved 24 players vying to be crowned champion in a 5-game tournament.
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Wartilyo Top Table
If you get a few minutes, have a look at the making of the Wartilyo GT Top table. It’s a thing of beauty!
The Top Three AoS Lists
Kieron: And the crown for one of the first, if not the first Philippines GT goes to Tzeentch with another Krondspine/Guild of Summoners combo. There are a few interesting choices here compared to other similar lists, the first of which is the Shards of Valagharr. What all of the Guild of Summoners lists want more than anything is time to get the big birds on the board and an Endless Spell that halves the movement of models and prevents units from flying or being removed from the board and set back up again are always going to be good value. It’s also an easy spell for the Krondspine to eat after killing your own Magister and making the Krondspine go wild with a casting value of only 5. Staying with the theme of slowing your opponent down, nothing puts a unit off making a charge more than having one of its members turn into a gibbering chaos spawn via the Burning Sigil.
Unit wise, two units of pinks is a great start to the list as there’s only summoning of Lords of Change in Guild of Summoners and, alongside the Krondspine, and good use of terrain, it’s going to be difficult to get to the casters for several turns. The Magister is a mainstay of these lists – giving you two potential casts, with the Krondspine giving an additional +1 on top of the +1 from Kairos as well. The other caster is a Thaumaturge, with the Gryph Feather Charm adding a 5+ ward save to this model – really key as if there are no Arcanite heroes alive (i.e. the Magister and the Ogroid) then there’s no summoning in Guild of Summoners.
In terms of how Carlo probably planned each battle to go, it would be to either Cunning Manoeuvre or Tide of Anarchy (take an objective with 9+ models) while building up to 8 summoning points. T2, Call for Change by earning one more summoning point through your opponent’s hero phase or simply through one of your own and then dropping in your first bird. T3, potentially finish off a 9 model unit or 9 wound hero/monster for Ninefold Dismantlement. T4 could easily be whichever of Cunning Manoeuvre or Tide wasn’t done in T1 and then, assuming you have at least two big birds and Kairos on the board and in range of each other, getting Kairos to cast 3 spells with +3 to cast is very straightforward or, just use Destiny Dice to cast them. Make sure you’ve got 9 on Destiny Dice at the end and that’s the Grand Strat as well. You may not even have had to use Desecrate Land or Eye for an Eye, two of the easier tactics to score, with This One’s Mine with the Ogroid being very viable too. And this is how Tzeentch wins – 13 points on the battle tactics and Grand Strategy meaning that even if you only score 10 points on the primary, you still have a very healthy score of 23. If your opponent doesn’t quite finish off enough Horrors to take an objective on a turn they chose Gaining Momentum…a one or two point turn is probably game over against this kind of list.
Congrats Carlo on the result and congrats to the Filipino AoS community!
After a couple of seasons in the shadows, their hunger building, Soulblight are finally back for blood – Legion of Blood, to be precise. And it’s a list archetype you’re going to see a lot of for a while.
The core of the list revolves around a vampire lord on dragon (VloZD) with the Cloak of Mists and Shadows to make it ethereal, aka a 3+ save that can’t be modified either way. Combined with the Doomed Minion trait, allowing it to apply the following effect to d3 enemy units that aren’t heroes/monsters they into engagement with: ANY friendly unit hits that enemy unit on unmodified 2+s. With the new hunger ability – healing up to 6 wounds of damage done – this makes the VloZD a terrifying utility piece that is insanely hard to kill and can make killing key units trivially easy.
Neferata brings up the rear, bringing two key pieces of utility to bear – the ability for her and 3 units to redeploy before the first battle round begins and her spell to make something _unrendable_, i.e. it can still benefit from positive save modifiers. The 10 blood knights are obviously a great receiver for that spell, but it works well on herself too, or the giant blob of Deathrattle to make them an absolute nightmare to fully deal with, especially given the new timing on their ability – essentially a free 4+ rally at the start of the combat phase.
All told, it’s a list with huge utillity, super anvils and fantastic board control – which as you might expect was only dealt with successfully by DoT and their sheer MW output being able to bypass all that tankiness and access to horrors etc to compete with the chaff hordes on objectives. This is a great result for John Paul and certainly not the last we’ve seen of this list.
We’ve a new commentator who joins us this week, and boy, does he love his Chaos armies! Roland Santiago is a US player who’s big into his Khorne, Nurgle, and Slaves to Darkness. As well as that, he also plays Ironjawz, Ogors, and Stormcast. So we’ll probably be hearing a lot from him going forward!
Roland Santiago: Ah, Nurgle. The more things change, the more they stay the same. We’ve been seeing lists built around Pusgoyle Blightlords and the Drowned Men subfaction place well for over a year now, and this is the latest entry in that file. The pregame move Drowned Men provides is very powerful, as it can help you position the Blightlords to engage in midboard attrition scenarios (where they excel) ahead of schedule, or otherwise adjust to your opponent’s deployment and counter the disadvantage of being a 1-drop. Once in combat, Pusgoyle Blightlords can be very hard to deal with, because of their high wound count, solid saves, 5+ Ward, and multiple mortal wound generation abilities. The Blightlords are also paired with the customary Lord of Afflictions General with the Overpowering Stench command trait, which turns off the ability to issue and receive commands. This ability has only gotten stronger as the edition has progressed, as more and more powerful command abilities enter the game. The list also has Bloab as an efficiently costed Hero Monster with a powerful warscroll spell. A unit of Nurglings rounds things out by providing backfield pressure, which in Nurgle also translates to faster generation of Contagion Points you can then use for summoning more Daemons. An interesting bit of tech here is the inclusion of a Plague Priest. This Priest plays multiple roles in this list – he helps interact with Invocations (which Nurgle cannot do with its main roster), he is a Galletian Champion with Tunnel Master for sneaky objective capturing, and he can chant a high-upside prayer in Curse. The Pusgoyle Blightlords have lots of attacks but lack Rend, so Curse provides a nice source of extra damage. Do note that mortal wounds generated from Curse will not stack with disease points – you’ll have to pick one. Overall, this list is very good at what it does – it’s an attrition meatgrinder that can shove tough, elite units in its opponent’s face and pin them down.
Brett: Bullgors centre stage in a list that focuses on board control as much as power with Ungors and Raiders for days. With summoning going away there is more play in Ambush (starting unit, up to the whole army off the board). That pairs well with the Herdstone which increases Rend from Round 2. Combined here with Darkwalkers to let a unit within 9″ of a board edge to leave the board and teleport back on;
4 Ungor and Ungor Raider units to take advantage of that mobility. The raiders being in Galletian Sharpshooters is surprising – their shooting isn’t strong but it does give them more utility. With the Doombull and Bullgors to hold the centre and be buffed by the Sharman this is a durable list with some punch especially later. However both of the Bullgor units only have 5+ saves which might have hurt them (although they can have a ward save). The Ungors (all of them) are free to score points and just be annoying all over the place. Unfortunately, even with their new book, their output can be disappointing since they mostly hit on a 4+. Combined with initially low rend they don’t hit hard until the later part of the game. The Bullgors are loaded for maximum damage but are also vunerable to being roared. If they are removed then the rest of the list lacks punch.
Looks like the Sons of Behemet used that against them and inflicted enough damage early enough to force a loss. Very respectible effort beating Soulblight, Seraphon and Slaves (Nurgle Knights?).