Category Archives: Slaves to Darkness

Top Three AoS Lists for Border War 2023

This is the top three AoS lists for Border War 2023 that took place in the Albury, Australia on the 29th and 30th of April. It involved 43 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: Kharadron Overlords
Sky Port: Barak Zilfin
– Mortal Realm: Ghur
– Grand Strategy: Rule the Skies
– Triumphs: Inspired

Kharadron Code
Artycle: Settle The Grudges
– Amendment: Prosecute Wars With All Haste
– Footnote: There’s No Reward Without Risk

LEADERS
Arkanaut Admiral (125)*
General
– Command Trait: Stormcaller
– Aspect of the Champion: Leadership of the Alpha
Aetheric Navigator (85)*
Artefact: Voidstone Orb
Endrinmaster with Endrinharness (90)*

BATTLELINE
9 x Endrinriggers (360)*
1x Grapnel Launchers
– Reinforced x 2
10 x Arkanaut Company (100)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
Arkanaut Frigate (300)*
Main Gun: Heavy Sky Cannon
10 x Grundstok Thunderers (270)*
2x Aetheric Fumigators
– 2x Decksweepers
– 2x Aethercannons
– 2x Grundstok Mortars
– Reinforced x 1

UNITS
1 x Grundstok Gunhauler (170)*
Main Gun: Sky Cannon
– Gunhauler Modifications: Zonbarcorp ‘Debtsettler’ Spar Torpedo

BEHEMOTHS
Arkanaut Ironclad (500)*
Main Gun: Great Sky Cannon
– Major Installation: Zonbarcorp ‘Dealbreaker’ Battle Ram

CORE BATTALION
*Battle Regiment

Total: 2000 / 2000

Sometimes, it pays off to lean into the highlights of a new Battletome, and Luca Foerster’s Barak Zilfin Kharadron Overlords list does this perfectly. One of the biggest loses to Kharadron Overlords was the loss of Aethergold in the new book, which was often used for an on-demand +1 to wound, Luca offsets this by taking the new Settle The Grudges Artycle which gives all Kharadron Overlords units a static +1 to wound against a target chosen at the start of the game. Less versatile, for sure, but often more impactful when multiple units are needed to ensure that something is made dead.

Luca starts things off with a classic Admiral taking Stormcaller and Leadership of the Alpha. Stormcaller allows for the rerolling of dice from the Navigator’s Read the Winds ability, which I will talk about in a moment. He follows that up with an Endrinmaster with Endrinharness, which pays the tax of allowing Endrinriggers to be battleline. Lastly, for heroes, he has taken a Navigator who gets an unbind/dispel and is carrying a Voidstone Orb, which is a once per game Artefact that will auto-unbind a spell. A powerful deterrent against trying to snipe heroes with spells or setting up crippling -1 to hit/wound auras. However, the real power of the Navigator is its Read the Winds ability, which allows it to roll six dice and then choose an effect. It can choose to either pick an enemy unit for each “one” it rolls to deal d3 mortal wounds and half movement until its next hero phase or for each “six” pick a friendly Boat and immediately normal move it D3+3 inches. The extra movement is great, but the real value is crippling fast enemy units, and combined with the reroll from the Admiral’s Stormcaller ability it can flat out win games by crippling the opponent’s ability to advance up the board to contest objectives or complete battle tactics. Sometimes, the best way to win is to not allow your opponent to play, and I especially feel for the poor Sons of Behemat player who ran afoul of this.

Moving onto his troop selection, Luca has taken a sample of the Kharadron mainstays. He has a double reinforced unit of Endrinriggers, which brings a bucket of rend -2 to the game both at range and in melee. They can also heal the boats, but that is just a bonus. The native rend -2 is the real benefit here. Next up, we have a common theme within Kharadron in this edition, the extremely efficient reinforced Thunderers with Special Weapons. They bring a massive amount of firepower at shotgun range, but back that up with a native 3+ save, 20 wounds, debuffs, and even mortal wounds in melee. They are a classic, “Move Me” objective holder with just enough range that they can not be ignored. A unit of Arkanauts rounds out the troop selection.

To finish off the list, Luca brought one of each of the Kharadron boats. An Ironclad toting around the Battle Ram to combo with the once per game 3d6 charge from his Footnote, a battleline Frigate courtesy of Barak Zilfin, and a cheeky Gunhauler to give the larger boats a 6+ ward save and a fast mover to cap objectives later in the game. He packages all of this into a one-drop Battle Regiment at an even 2000 points.

This is a classic list that can do well at range and in melee. It presents a difficult challenge for opponents as the Battletome Battle Tactics allow it to avoid interaction but greatly punishes opponents who spread out to score their own. Combined with Luca’s outstanding play, I pity the poor souls who had to face it.

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Allegiance: Ogor Mawtribes
Mawtribe: Boulderhead
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADERS
Frostlord on Stonehorn (450)
Artefact: Vial of Manticore Venom (Universal Artefact)
– Mount Trait: Rockmane Elder
Frostlord on Thundertusk (400)
Mount Trait: Matriarch
Huskard on Thundertusk (330)*
Blood Vulture
– Mount Trait: Rimefrost Hide
– Prayer: Keening Gale
Icebrow Hunter (120)*
General
– Command Trait: Touched by the Everwinter
– Prayer: Pulverising Hailstorm
– Aspect of the Champion: Leadership of the Alpha

BATTLELINE
6 x Mournfang Pack (510)*
Gargant Hackers
– Reinforced x 2
2 x Frost Sabres (80)*
2 x Frost Sabres (80)*

CORE BATTALIONS
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 99
Drops: 3

We’ve an absolute legend joining our team for the top three comments this week.

Peter Atkinson (AKA Plastic Craic) has recently made a return with a revamped website and a crack team of top AoS gamers to help him!


Peter Atkinson: Thanks for having me on gents – long time listener, first time caller.

“It’s gotta be Little Lisa Simpson, Springfield’s answer to a question NOBODY ASKED!”

– Ned Flanders

Well he’s pulled one out of the bag here, hasn’t he? The Thundertusk answers the question nobody asked, namely “how can I do chip damage to a chaff unit in the shooting phase?”. The whole point of shooting is that you get to pick where the damage goes, but the limitations around where (and how much) the Thundertusk can apply its output are usually seen as crippling in the hands of most players.

Well, up steps The Mayor to show he’s not most players.

The Factory-standard Frostlord is of course present, with the Manticore Venom artefact being a slightly unorthodox pick, but all Stonehorns will take consistency of output where they can get it. I like it. In fact, I might just copy it.

Then Mat goes off script with the double Tusks: one as a Frostlord for the 3+ save and at least some kind of melee output, and the other packing the 5++ ward Trait. Coupled with the Boulderhead extra wounds and neg -1 to wound on the big lad, Mat has layered up the durability buffs in this army, but he’s done the same with his charge bonuses too. Both Frostlords add stacking +1s to charge in an aura, and the 3rd Mount Trait does the same (for Thundertusks only), so they’re all supporting each other to charge at +2” or +3”. It won’t boost the charge mortals, but it can blow the game wide open with some unexpected long bombs.

And how about those Mournfang? He has the prayer for extra movement on them, so with dual Frosties nearby and their native plus 1” to charge, they’re often gonna be zipping around at +3” to move and +3” to charge. This unit is a ride-on lawnmower, and your army is the mole poking its head out of the ground.

They give zero fucks about overwatch too, so with all their charge mortals added in, KO might not be as scary as you think; and speaking of KO, those Thunderers make a prime target for Thundertusk shooting. You don’t want the pricks rallying back, but bringing them into combat means they can’t use Rally anyway.

In fact, expensive combat units with good saves are where Thundertusks want to be generally, and there’s a lot of that in the meta right now; so if they will ever have a time to shine this is it. They won’t go too badly into Khorne’s Mighty Skullcrushers for example, with a double-tap putting enough mortals into them that a decent charge or two could clean them up without even worrying about that stupid 0+ save. OBR springs to mind too.

In practice though, I think I’d use the Thundertusks just as often to bludgeon through a support hero. 2 mortals, another 2 mortals, Blood Vulture, bam. That’s a 5-wound hero gone. The chances of spiking off a 6-wound hero are not trivial, and across two turns of shooting it’s very likely they’re toast. Efficient sniping? No, but sometime’s a Tyrant’s gotta do what a Tyrant’s gotta do. And something like a Krulghast or Death Frenzy can just switch off your win condition, so efficiency goes out the window at that point and you just do what you have to.

The kitty cats are an ace in the hole, popping up to secure Desecrate and then (because they can’t be shot in cover) usually forcing a far-more-expensive combat unit to hit reverse gear and clear them up. They’re not half bad at soaking up a mortal-wound overwatch too.

I know Mat has owned this army for aeons but it rarely sees the tabletop in competitive play. So I’ll be honest, I looked at this list and thought Mat was bringing a palette-cleanser pick for his hometown GT, so he could relax into his games with no pressure.

Well the more you look at it, the better it gets. It’s surprisingly strong into a couple of dominant new books and you write it off at your peril. Strutting onto the podium with such a unique list is a great achievement – well done mate.

If you found this write-up informative, check out our site over at Plastic Craic where we’re smashing out regular, high-quality Age of Sigmar coverage. See you there.

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Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADERS
Archaon the Everchosen (860)*
The Lore of the Damned: Daemonic Speed
Chaos Sorcerer Lord (120)*
General
– Command Trait: Master of Magic
– Artefact: Chaos Familiar
– Mark of Chaos: Tzeentch
– The Lore of the Damned: Daemonic Speed
– Aspect of the Champion: Fuelled by Ghurish Rage
Chaos Sorcerer Lord (120)*
Mark of Chaos: Nurgle
– The Lore of the Damned: Chaotic Conduit

BATTLELINE
6 x Varanguard (580)*
5x Fellspear
– 1x Daemonforged Blade
– Mark of Chaos: Khorne
– Reinforced x 1
9 x Corvus Cabal (80)*
Mark of Chaos: Undivided
5 x Chaos Knights (220)*
Mark of Chaos: Tzeentch
– Ensorcelled Banner: The Blasted Standard

CORE BATTALIONS
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 89
Drops: 1

Ok folks, we’ve reached the Slaves sass threshold. What that means is we’ve now seen enough good results, with similar-enough lists, in a short enough time period, that I get to be a little bitch about them.

So what we have here is lots of the two good units in the book (cavalry) in the sub-faction that makes cavalry able to run and charge, with Archaon slapped on top for good measure. Archaon does offer a lot of tactical flexibility thanks to his picking a mark before deployment and not in the list building stage, and even though he’s always been frustratingly easy to kill and frustratingly bad at killing when I’ve run him, when he inevitably gets the Nurgle mark he’s definitely an annoying man-mountain that can stomp an objective while the 6 Varanguard do their thing.

I’ve also spotted that the Chaos Knights have been marked Tzeentch so that they can be yoinked around a bit by the Tzeentch Sorceror Lord. I wonder if that ever actually went off? At least it’s new!

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Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADERS
Karazai, The Scarred (550)*
Lord-Castellant (160)*
Artefact: Gryph-feather Charm (Galletian Champion)
Lord-Relictor (150)*
General
– Command Trait: High Priest
– Prayer: Translocation
– Aspect of the Champion: Tunnel Master

BATTLELINE
4 x Dracothian Guard Fulminators (480)*
Reinforced x 1
5 x Liberators (120)*
Heavens-wrought Weapon and Shield
10 x Vanquishers (220)*
Reinforced x 1

UNITS
6 x Praetors (280)*
Reinforced x 1

CORE BATTALIONS
*Battle Regiment

ADDITIONAL ENHANCEMENTS
Holy Command: Call for Aid

Total: 1960 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 104
Drops: 1

Joel’s a really knowledgeable Stormcast Player and has been running a version of this list for most of the edition. You can check out the development of the list and how it plays on his channel Measured Gaming. Some of the most entertaining Battle Reps you’ll watch, but I warn you, it’s very definitely NSFW.

The concept is simple, go first and jam Karazai into something. He is either going to be a wrecking ball or serve as a fantastic distraction (you can’t let him run around). There are still 2 Galetian Champions for battle tactics, the Lord Castellant is one of the strongest here, with a 5+ ward to make him harder to shift. Scions of the Storm lets you get him where you want him if you keep him off the board. There is the choice of either the Vanquishers or the Fulminators to accompany him. 7 Units, only half are allowed in the storm chamber, giving a few options. The Praetors are along to provide their bodyguard to Karazai. Staying close to Karazai is the trick though.

The Praetors are probably a surprise for anyone who hasn’t played against them. With 3 attacks and 2 damage, they have solid output, especially into 4+ and 5+ saves. If your army relies on a big block of something or a couple of models, Karazai is your worst nightmare. Most of the lists Joel faced suffered from that issue or would struggle to affect Karazai as MSU (Bladegheists). If you have a lot of threats and enough units though, you can overwhelm this list and score where they aren’t. I’ll let Kieron cover how the Skaven list worked against Karazai. I’m predicting disposable clan rats helped clog up the works.

If you have the chance it’s worth watching how Joel plays this list, it’s fun if nothing else. He’s also one of the few people that seem to be perfectly fine with the standard Liberator.

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Final Tournament Placings

Top Three AoS Lists for The Icebreaker GT 2023

This is the top three AoS lists for the The Icebreaker GT by Renegade Gaming that took place in the USA on the 15th and 16th of April. It involved 39 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: Skaven
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Verminlord Deceiver (420)*
– General
– Command Traits: Devious Adversary
– Artefacts: Shadow Magnet Trinket
– Spells: Flaming Weapon
1 x Slynk Skittershank (220)*
1 x Deathmaster (140)*
– Aspects of the Champion: Tunnel Master
1 x Deathmaster (140)**
1 x Deathmaster (140)**
1 x Deathmaster (140)**

BATTLELINE
5 x Gutter Runners (100)**
5 x Gutter Runners (100)**
5 x Gutter Runners (100)**
5 x Gutter Runners (100)**

OTHER
5 x Gutter Runners (100)*
5 x Gutter Runners (100)*
4 x Skittershank’s Clawpack (220)*
5 x Gutter Runners (100)*
5 x Gutter Runners (100)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (2000/2000)

Kieren Coates:This is the skaven list you get to point to when someone tries to tell you that clan eshin isn’t viable, the deathmaster is the worst warscroll in the book and mono-clan skavens is no longer viable

You now finally get to show them that you can indeed go 5-0 with your favourite ninja rats, but you might just need to be positioning like a madman to do so

With triple clan eshin the army gets board wide +1 to hit and wound in melle against heroes, and everything but your deceiver and 4 assasins can start off the board – sadly assasins can’t hide in gutter runners for whatever reason, GW fix this now!

Gutter runners have surprising mortal output at 3 shots per model with 6’s doing mortals, leading to a higher output per point than sentinels – and with 40 of them you’re looking at 120 shots with an average of 20 mortals per turn – before accounting for the extra 9 average mortals from assasins or slynk shooting in addition

Combine that with deepstrike and MSU positioning to clog the board and you’ve got a mean alpha to block the opponent in while slynk and the deceiver can surgically remove key pieces with a 6 inch deepstrike or teleport respectively

It takes a madman to pilot most skaven lists, and it takes one especially insane to run full eshin – well done on the 5-0 and for showing the naysayers everywhere just how viable off meta skaven builds can be.

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Allegiance: Gloomspite Gitz
– Gittish Horde: Glogg’s Megamob
– Mortal Realm: Ghur
– Grand Strategy: Chasing the Moon
– Triumphs: Indomitable

LEADERS
Dankhold Troggboss (200)*
– General
– Command Trait: Loonskin
– Artefact: Glowy Howzit
Skragrott, The Loonking (210)*
– Lore of the Moonclans: The Hand of Gork
Fungoid Cave-Shaman (90)*
– Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
– Aspect of the Champion: Tunnel Master

BATTLELINE
60 x Moonclan Shootas (375)**
– Reinforced x 2
20 x Moonclan Stabbas (125)***
3 x Fellwater Troggoths (160)**
3 x Fellwater Troggoths (160)**
6 x Rockgut Troggoths (320)***
– Reinforced x 1

UNITS
10 x Loonsmasha Fanatics (220)*
– Reinforced x 1
6 x Sneaky Snufflers (130)***

ENDLESS SPELLS & INVOCATIONS
Loonskin Malevolent Moon (0)

CORE BATTALIONS
*Warlord
**Galletian Sharpshooters
***Galletian Veterans

Total: 1990 / 2000

I’m going to start by saying I’m happy I wasn’t facing this from across the table. The core is the Troggoths, of course, regenerating as soon as they’ve fought (Glogg’s Megamob). You need to carefully manage your activations, but each turn 2 units will regenerate each turn before you can hit them. After the Troggoths, your eye is drawn to the Shootas – 120 attacks, only half will hit, but even with low quality attacks, you are probably rolling against 20 wounds. Into a 3+ save that’s still an average of 7 wounds. They threaten any GC, and you can’t hide your GCs ( Galletian Sharpshooters).

The smart play is to remove them of course, from Turn 3, they are a serious threat to damaged units. With a 4+ l that’s a tall ask, 50% of everything you kill is going to return (on average) up to a maximum of 10. That means without very serious effort, they will be a problem for 2 or 3 turns at a minimum. Their probably hiding some Loonsmashas as well making charging and combat no sure thing. The Stabbas can control an objective from 9″ away unless you weaken them. And both Skragrott and the Fungoid have teleport to drop them somewhere annoying.

An annoying, sticky list with the ability to be everywhere you aren’t as well as out stay and out score you. No surprise it’s gone 5/0/0, it’s a little more of a surprise that the Skaven outscored him but both lists are just good at the game. They play the missions really well without needing to destroy the opponent.

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Allegiance: Kharadron Overlords
– Sky Port: Barak Nar
– Grand Strategy: Rule the Skies
– Triumphs: Inspired

KHARADRON CODE
– Artycle: Settle The Grudges
– Amendment: Prosecute Wars With All Haste
– Footnote: There’s No Reward Without Risk

LEADERS
Runelord (100)*
– Allies
Arkanaut Admiral (125)**
– General
– Command Trait: Stormcaller
– Artefact: Celestium Burst-grenade
– Aspect of the Champion: Leadership of the Alpha
Endrinmaster with Endrinharness (90)
Brokk Grungsson Lord-Magnate of Barak-Nar (220)*
Aetheric Navigator (85)*
– Artefact: Voidstone Orb

BATTLELINE
6 x Endrinriggers (240)***
– Reinforced x 1
10 x Grundstok Thunderers (270)***
– 2x Aetheric Fumigators
– 2x Decksweepers
– 2x Aethercannons
– Reinforced x 1
10 x Arkanaut Company (100)***
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (100)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns

BEHEMOTHS
Flagship (300)**
– Arkanaut Frigate
– Main Gun: Heavy Sky Cannon
– Frigate Regittings: Magnificent Omniscope
Arkanaut Frigate (300)**
– Main Gun: Heavy Sky Cannon

CORE BATTALIONS
*Warlord
**Linebreaker
***Galletian Sharpshooters

Total: 1930 / 2000

We’re lucky in that we have developed a number of relationships with top players around the globe. Some names that comment on here fairly regularly, such as Kieren Coates, Joshua Bennett, Kel Pigg, and Kevin Lathers, to name but a few. Jeremy Veysseire can now be added to this select crowd, and for those who are unaware, Jeremy has his own YouTube channel where he breaks down tactics in Age of Sigmar. Go subscribe!


Jeremy Veysseire: Hello everyone, thanks for Woehammer for letting me break down this KO army for you all. Let’s jump right into it. This Barak-Nar packs a mixture of punch and shooting, some core highlights:


• 4 Rolls of a 4+ for extra CP during their turn. (KO can be CP hungry)
• +1 to Wound (Melee and Shooting) against 1 enemy unit for the entire game
• 2D6 Run on 1 Unit a turn.
• Once per game 3D6 Charge.
• +1 Attack to all Barak-Nar units in combat within 12” of Brokk if he charges. (Massive buff to the Endrinriggers)
• Runelord is granting you an additional unbind at +2 and Blessing a unit for 6+ ward.
• Rerolling Navigator Reading the Winds (Stormcaller, Huge Value!)
• Once per game, Autounbind (Voidstone)
• Oncer per game on a 2+ remove Wards from an enemy unit during that shooting phase (Celestium Burst-Grenades)
• 70-point deficit for a near guarantee of +1 to Wound Triumph and prevent Indomitable Gitz builds.

Now, with those core concepts explained, let’s go over some overall packages. You have 1 Melee Frigate and 1 Shootey Frigate; the melee frigate is built around the 14” movement frigate (Magnificent Omniscope) with the Endrinriggers (no special weapons for more melee), Brokk, the Endrinmaster and the Admiral since the Boat is the Flagship thus the Admiral can give that boat a free CA per turn. The Shooty Frigate is built around the 10 Sharpshooting Thunderers and the Navigator as a great support platform to the melee one as it can effectively assist in clearing screens or pressuring heroes that provide some form of force multiplier. With the Celestium Burst-Grenade in the pack pocket, you can really have an effective take down turn of a specific target, especially with the +1 to Wound Artycle. One of the biggest highlights in this list is that while there are only 2 frigates, Brokk’s shooting profile is basically another frigate worth, so that melee frigate is very multiphase functional. There is a lot of magic defence between the Runelord, the Navigator, and the Voidstone, helping that KO power shut down key powers. The Runelord provides another low risk GC for some of the GHB battle tactics and provides a potential 6+ ward on a frigate early in the game. The Arkanaut make great screens and deckchair backfield units while able to move forward as the Frigate clear pressure upfront.

Thomas had an interesting path to 3rd place with a loss starting against Corey Anderson’s STD Host of the Everchosen with Be’Lakor, Eternus and Chosens. My guess is that perhaps Be’Lakor’s once per game shutdown mechanic was able to shut down the Thunderers long enough while the Cockatrice were able to debuff the Endrinriggers hitting on 6’s. He even perhaps suffered a double turn from his opponent since he had the choice of turn order. His second round opponent was a classic Hallowed knights list with a mixture of Dragons and some shooting piloted by Colin Jarrell, it honestly looked like an ideal list for Thomas to face as the majority of the SCE army has a hard time to set tempo against his superior shooting and melee. His third round opponent was a Kruelboyz list with Kragnos piloted by Isaac Kangas, and I can only imagine that this game was like shooting fish in a barrel (no offiense to Isaac). His round 4 opponent was a Hedonites army packed with Heroes, Slickblade Seekers and some Blissbard Archer piloted by Hugh Cunningham, I am curious to know how the game went personally but looking at the unit selection and not knowing the mission, either Hugh ran out of pressure early in the game or couldn’t catch the boats as they were raining death from above since it would appear very hard for that specific hedonite build to generate depravity in that match up to counter some of the teeth of that KO list. His final round opponent was an Ogor Boulderhead build piloted by Logan Wendt with 4 Stonehorns (1 Frostlord, 1 Huskard, 2 Normal) and 3 packs of Mournfang. I can only imagine that the removal of the Stornehorn and halving movement speed to various units made it easy for Thomas to control the tempo of the game early on. It would take a serious gungho approach by Logan to oversaturate his shooting targets and bank for a double to catch the boats.Ov

erall Thomas had a 4-1 record with a very good all comers KO list that plays multiple phases of the game. Congrats to him, and I wish the best of luck for the next event!

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Army Faction: Slaves to Darkness
– Subfaction: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Chaos Lord on Karkadrak (200)*
– General
– Mark of Chaos: Nurgle
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Warp Reality
Chaos Sorcerer Lord (120)*
– Mark of Chaos: Undivided
– Spells: Daemonic Speed, Warp Reality
– Aspects of the Champion: Tunnel Master

BATTLELINE
Chaos Knights (440)*
– Mark of Chaos: Nurgle
– Doom Knight
– Standard Bearer
– Hornblower
– Cursed Flail
– Ensorcelled Banner: The Eroding Icon
Varanguard (580)*
– Mark of Chaos: Nurgle
– 6 x Ensorcelled Weapon
Varanguard (580)*
– Mark of Chaos: Khorne
– 6 x Fellspear

ENDLESS SPELLS & INVOCATIONS
1 x Geminids of Uhl-Gysh (50)

CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 1970/2000

Loyal readers of this column may be starting to notice certain trends with successful Slaves lists. At this point to be frank, we should probably rename them ‘Slaves to Varanguard’. But what’s a competitive player to do when faced with a super efficient cavalry unit that can fight twice and be battleline in a sub-faction that allows them to run and charge?

I mean, literally the only unusual pick here is the Geminids, a cute little ploy to turn off commands to stop those pesky redeploys and whatnot while the Varanguard bear down on them.

Solutions to list variety? I don’t think Varanguard need or deserve a nerf – they’re already expensive and fairly vulnerable to any decent amount of attacks with any kind of rend – soon as they lose a few models, and their own low volume of attacks starts to tell. I think the rest of the book just needs a better reason to be taken to be honest, but with the warscrolls and lack of synergies the way they are, I’m not sure pure points adjustments will do the job…

Either way, well done to Daniel here for wins over some super strong factions!

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Final Tournament Placings

Top Three AoS Lists for Quest of Champions – Heat 2

This is the top three AoS lists for the Quest of Champions that took place in the UK on the 1st and 2nd of April. 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.

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: Kharadron Overlords
Sky Port: Barak Zilfin
– Mortal Realm: Chamon
– Grand Strategy: Rule the Skies
– Triumphs: Inspired

Kharadron Code
– Artycle: Settle The Grudges
– Amendment: Prosecute Wars With All Haste
– Footnote: There’s No Reward Without Risk

Leaders
Aether-Khemist (80)*
Arkanaut Admiral (125)*
General
– Command Trait: Ex-Grundstok
– Artefact: Celestium Burst-grenade
– Aspect of the Champion: Leadership of the Alpha
Brokk Grungsson Lord-Magnate of Barak-Nar (220)*

Battleline
10 x Arkanaut Company (100)*
x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
15 x Grundstok Thunderers (405)*
– 3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
Arkanaut Frigate (300)*
– Main Gun: Heavy Sky Cannon
– Frigate Regittings: Magnificent Omniscope

Units
3 x Endrinriggers (120)*
3 x Endrinriggers (120)*

Behemoths
Arkanaut Ironclad (500)*
– Main Gun: Great Sky Cannon
– Major Installation: The Last Word

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 106
Drops: 1

Fabian Quinn: List theory and design – The list was actually played the weekend before by Tom Mawdsley at the Justice Series GT at Just Play Games. When I saw some of Toms games on Twitter and saw how much fun he was having I immediately wanted to play the list. I have played KO before in a few tournaments so had a general grasp on the army but not with the new book.

The list and interactions – This type of list really wants to be one drop to decide who is going first due to how fragile the list can be and how close some of the deployments are. Zilfin allows the Frigate to become battleline helping to have two behemoths in a one drop list.

Heroes
Arkanaut Admiral – An absolute all star giving out +1 rend to a non Skyvessel, a free command ability to his flagship and the Thunderers every turn.
Aether Khemist – Handing out +1 to rend to a Skyfarer unit every turn helps getting through armour, especially if used injunction with the Admirals Grudgebreaker rounds (+1 rend) units in the army can get up to 4 rend!
Brokk Grungsson – He’s sooooooo much fun and adds a little combat punch to the list to help finish off units that may have been left after some bad rolls.

Units
Frigate + Endrinriggers -15 wounds on a 3+ save with the healing of the riggers is amazing, especially with the +2” to move (from the second free Endrinwork, thanks Zilfin!) meaning placing Brokk in here adds a close combat threat that has not been seen in KO before. When your opponent hears the words I’m declaring a charge they often have to do a double take!

Thunderers – These guys are amazing to kick out of a boat and point at your opponents biggest baddest unit especially with +2 rend!

Ironclad – Still good to help protect and transport the Thunderers plus heroes. The Ironclad in this list is also a great defensive piece to disrupt your opponents charges with the great Endrinwork ”The Last Word” and Supremacy mine!

Overall the list was very fun to use and it really does reward great deployment and positional play. I would definitely say its a double edged sword where poor rolls, deployment and placement can lead to losing very easily.

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Allegiance: Stormcast Eternals
– Stormhost: Astral Templars (Stormkeep)
– Mortal Realm: Ghyran
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

LEADERS
Karazai, The Scarred (550)*
General
Knight-Vexillor (120)*
Meteoric Standard
– Aspect of the Champion: Tunnel Master
Knight-Vexillor (120)**
Meteoric Standard
– Artefact: Arcane Tome
Spell: Celestial Blades
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard
Celestant-Prime, Hammer of Sigmar (330)**

UNITS
5 x Vindictors (130)**
5 x Vanguard-Hunters (110)**
Boltstorm Pistols and Shock Handaxes
5 x Vanguard-Hunters (110)**
Boltstorm Pistols and Shock Handaxes
6 x Praetors (280)*

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL: 1990/2000

Brett: Hero hammer combined with some Vexillor madness for ranged Mortal Wounds. That doesn’t show how carefully this list has been crafted – Astral Templars has become the choice of Stormhost with the new books bringing monsters back on to the table. Vindictors for home plate and Vanguard Hunters to get out there and take exposed objectives. This is a Stormkeep so there is not air assault element, that inbuilt teleport is especially useful. You can back up the Tunnel Master easily. With ranged and melee attacks their output isn’t great but they have access to Unleash Hell and can prevent a Vexillor being sniped. The 4 Vexillors are all handy 6 wound Galletion Champions opening the new battle tactics to this list.

Hammers though, this list has them – Karazai is effective but needs protection and has it with the Praetors. 6 is unusual but will take a lot of punishment and can dish it out as well (19 attacks hitting on 3s). The biggest issue is keeping up with Karazai. And from Turn 2 or 3 the Prime is going to enter, auto charge and delete something. Stormcast are normally pretty worn down by Turn 3 normally so this is a really powerful way to preserve some offensive force. A very strong showing with a faction that isn’t seen as that competitive, drawing with Gitz is a very solid result. It says a lot that such a small army could hold Gitz back in their current state and with the pre data slate rally. Karazai is great anti-horde.

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Army Faction: Hedonites of Slaanesh
Army Type: Pretenders
– Grand Strategy: Glutton for Depravity
– Triumph: Indomitable

LEADERS
Contorted Epitome (190)*
Spells: Born of Damnation
– Aspects of the Champion: Tunnel Master
Sigvald (205)*
The Masque (140)
Keeper of Secrets (400)*
General
– Command Traits: Strength of Godhood
– Shining Aegis
– Artefacts of Power: The Crown of Dark Secrets
– Spells: Flaming Weapon

BATTLELINE
Blissbarb Archers (150)*
– High Tempter
Blissbarb Archers (150)*
– High Tempter
Blissbarb Archers (150)*
High Tempter

OTHER
Blissbarb Seekers (200)*
High Tempter
Slickblade Seekers (400)*
Hunter-Seeker

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1985/2000

Phil Marshall: Slaanesh Pretenders – How did it work?

I decided to run a fairly balanced list that could perform a role in each phase of the game. Pretenders sub faction jumped out to me off the bat as a faction that was very strong due to the command point mechanics that I took advantage of. In Pretenders you receive 3 command points instead of 1 if your general is alive. This combined with the strength of godhood command trait is a super strong combo as one part of this allows you to issue the same command 3 times in a phase for the use of 1 command point which is a super strong mechanic which is what the list was built around. The other aspect of the command trait is that it gives the general plus 1 rend and plus 1 damage when it issues a command till end of the turn, which can make my general slightly obnoxious at potentially rend 4 and 7 damage. The artefact that I feel will be the most common is the crown of dark secrets due to the ability to potentially shut down the best hammer in your opponenets army. You pick a unit at the start of the game and if they are within 6” of your general they count as only having 1 attack. Helps when your general is a keeper of secrets, so maximising the rang of this.

How did the list play then? I myself am quite an aggressive player and I chose to play this list as an aggressive castle, pushing down the board. The Masque works really well for this with the mechanic to set up in your opponents territory 3” away from units to pressure people who out drop you taking the turn to mitigate them taking the early double against you before you have enough depravity to make your units more survivable. The other way of using it is to capitalise on deployment errors and taking off key pieces of having a good target to start the depravity train as you are wanting to get to the 36 depravity as quickly as possible to give the army the 5+ ward. In all my games the masque was my turn 1 depravity generator, popping finest hour, avoiding monsters means that it was consistently 9 attacks 2s&2s rend 1 (or 2) damage 2. Then the rest of the army was making the most of impassable terrain and setting up a tight screen of the blissbarbs and utilising the generals ability to auto 6 run all 3 units to get the maximum range out of the, all out attacking all three in the shooting phase to be 2s & 3s and in some instance triple unleash hell! The Blissbarb seekers really compliment the Blissbarb archers and are looking to do some chip damage to the main shooting targets and the unit that you are looking to gain depravity from the Euphoric Killers trait in the combat phase. Blissbarbs split firing is also great at handing out temptation dice to also try and gain more depravity or do additional damage if they decline. Its looking to pressure the table turn 1 and assert an aggressive position on the board. The Blissbarbs with the 63 shots have most likely cleared the screens in the 1st turn and the army is well positioned to unpack with a double going into turn 2. With the Speed of the Keeper and the Slickblades you are in a great position to get where you need to be and take off key pieces in the corresponding turns. The list has two great targets for the Keeper with the once per game double fight in either the Slickblades or Sigvald (depending how big his charge is). With the Epitome’s warscroll spell giving plus 1 to wound against D3 units and the ability to shut off command abilities within 3 its looking to follow those combat pieces as it essentially makes the Slickblades potentially rend 4 with the Blissbarb Seekers and the ability to shut off of all out defence. The Slickblades then become 31 (or 41) attacks 2s 2s either rend 2/3/4 depending on what you have been able to accomplish in the turn so far. With the 2” reach and potential fight twice you could have already generated the 24+ depravity so that on the second swing you are doing MWs on 6s to hit as well. There is some serious damage that can come out of this unit. Sigvald is a great hunter of units as well, due to the strike first mechanic, with getting attacks equal to the charges it is great when you role high, a lot of the time I was, this meant that I could have a great option again in the double fight as he strikes first and then the strike last is countered out and normal sequencing resumes so he would activate twice before my opponent and allowing no ward saves. Highlight was charging an unwounded Thanqoul, lifting him, piling in to an unwounded Verminlord and lifting him as well. Siggy did me proud on my way to a 4-1. The list was great at striking in waves and generating the depravity needed to summon a keeper in 4 of my 5 games.

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Allegiance: Slaves to Darkness
Damned Legion: Legion of the First Prince
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Be’Lakor, the Dark Master (355)*
– The Lore of the Damned: Daemonic Speed
Chaos Sorcerer Lord (120)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Slaanesh
– The Lore of the Damned: Chaotic Conduit
Chaos Sorcerer Lord (120)*
Mark of Chaos: Undivided
– The Lore of the Damned: Levitate
– Aspect of the Champion: Tunnel Master

Battleline
9 x Corvus Cabal (80)*
5 x Chaos Marauder Horsemen (105)*
Flails
– Mark of Chaos: Khorne
10 x Chaos Knights (460)*
Mark of Chaos: Nurgle
Reinforced x 1

Units
10 x Chaos Chosen (480)*
Mark of Chaos: Undivided
– Ensorcelled Banner: The Dread Banner
– Reinforced x 1

Behemoths
Chaos Warshrine (185)*
Mark of Chaos: Slaanesh
– Universal Prayer Scripture: Heal

Endless Spells & Invocations
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 115
Drops: 1

Brett: Slaves to Darkness is currently the most played faction in AoS, Legion of the First Prince, though, isn’t being taken as often as some others. So it’s refreshing to see a very different list with a mix of units seen often and some less common ones (including BeLakor himself). Chaos Maruader Horseman and the Warshrine make a return with the more common Chaos Knights (and the OP Mark of Nurgle – how do you kill these things), Corvus Cabal and Chosen. Everything fits into a Battle Regiment to try and control priority. With 2 Chaos Sorceror Lords and Belakor, the Soulscream Bridge is a good investment to overcome the slow movement of the Chosen.

Mobile and tanky are a hard list to play against, particularly if it goes first and those chosen get to fight twice. But equally, avoid the knights and hit those Chosen hard, and this army will struggle (it’s relatively easy to take down an unbuffed Chosen unit). That’s why the Battle Regiment is such an important choice. With so few units and so few Galletian Champions, there is play to denying them battle tactics if you don’t think you can grind them down. The knights can move extremely long distances, making it harder to avoid them, though. Losing only to a Hedonites list that could both tie them up and doesn’t mind losing models (depravity baby) as well as archers (see Phil’s write up above for how he dealt with this list and the low drops). Taking both Kharadron and Gitz is fantastic. The shorter range on Kharadron and Deamonic Speed probably played into that result.

The steamroller that is Gitz doesn’t dominate the Nurgle Knights as well as they do other mounted units. And buffed Chosen on the charge with fight twice can clear a lot of chaff. 6th is a very commendable result, particularly with a unique list.

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Final Tournament Placings

Top Three AoS Lists for Clash of the Titans ’23

This is the top three AoS lists for the Clash of the Titans 23 that took place in Sydney, Australia, on the 15th and 16th of April. It involved 18 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: Sylvaneth
– Subfaction: Oakenbrow
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired
– Seasons of War: The Burgeoning

LEADERS
Treelord Ancient (330)
– Spells: Regrowth, Verdant Blessing
Spirit of Durthu (350)*
– Artefacts of Power: Greenwood Gladius
Drycha Hamadreth (320)**
– Spells: The Dwellers Below, Verdant Blessing
Battlemage (100)**
– Magic of the Realms: Wildform (Ghur)
Warsong Revenant (300)**
– General
– Command Traits: Spellsinger
– Artefacts of Power: The Vesperal Gem
– Spells: Treesong, Verdant Blessing
– Aspects of the Champion: Fuelled by Ghurish Rage

BATTLELINE
Treelord (230)*
Treelord (230)*
Dryads (100)*
– Branch Nymph

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)

TERRAIN
1 x Awakened Wyldwood (0)

CORE BATTALIONS
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: 2000/2000

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Army Faction: Slaves to Darkness
 – Army Subfaction: Cabalists
– Grand Strategy: Follow The Path To Glory

LEADER
Chaos Sorcerer Lord (120)*
– General
– Command Traits: Master of Magic
– Artefacts: Daemonic Familiar
– Spells: Chaotic Conduit, Daemonic Speed
– Mark of Chaos: Undivided
– Aspect of the Champion: Fuelled By Ghurish Rage
Chaos Sorcerer Lord (120)*
– Spells: Chaotic Conduit, Daemonic Speed
– Mark of Chaos: Undivided

BATTLELINE
10 x Chaos Knights (440)*
– Doom Knight
– 2 x Standard Bearer
– 2 x Hornblower
– Cursed Lance
– Mark of Chaos: Nurgle
– The Eroding Icon
9 x Corvus Cabal (80)*
9 x Corvus Cabal (80)*

ENDLESS SPELL
1 x Soulscream Bridge (80)

OTHER
10 x Chaos Chosen (480)*
– Exalted Champion
– 2 x Icon Bearer
– 2 x Skull Drummer
– Mark of Chaos: Nurgle
6 x Varanguard (580)*
– 6 x Fellspear
– Mark of Chaos: Nurgle

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1980/2000)

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Army Faction: Gloomspite Gitz
– Army Subfaction: Jaws of Mork
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable X2

LEADER
Seedy – The LoonBoss (85)*
Grimgutz – The Bad Apple Baron (aka Skragrott, the Loonking) (210)*
Cider- The Madcap Shaman (70)*
– Artefact of Power: Moonface Momment
– Aspect of the Champion: Tunnel Master
Grinkrak the Great (190)**
Malus – The Squigboss (80)**
– General
– Command Trait: The Clammy Hand

BATTLELINE
20 x Moonclan Shootas (125)*
20 x Squig Hoppers (360)**
36 x Squig Herd (390)**
10 x Boingrot Bounderz (280)**

TERRAIN
1 x Bad Moon Loonshrine (0)

OTHER
6 x Sneaky Snufflers (110)**
6 x Grinkrak’s Looncourt (190)**

CORE BATTALIONS:
*Warlord (Bonus Triumph)
**Battle Regiment

TOTAL POINTS: (1940/2000)

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Allegiance: Ironjawz
– Warclan: Bloodtoofs
– Mortal Realm: Ghur
– Grand Strategy: Waaagh!
– Triumphs: Inspired

LEADERS
Megaboss on Maw-Krusha (480)**
– General
– Command Trait: Hulking Brute
– Boss Choppa and Rip-tooth fist
– Artefact: Armour of Gork
– Mount Trait: Fast ‘Un
Orruk Megaboss (140)*
– Artefact: Destroyer
– Aspect of the Champion: Tunnel Master
Orruk Warchanter (120)**
Orruk Warchanter (120)*
Orruk Weirdnob Shaman (90)*
– Lore of the Weird: Da Great Big Green Hand of Gork

UNITS
6 x Orruk Gore-gruntas (340)**
– Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)**
– Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)**
– Pig-iron Choppas
5 x Orruk Brutes (150)**
– Jagged Gore-hackas
– 1 x Gore Choppas
5 x Orruk Brutes (150)**
– Jagged Gore-hackas
– 1 x Gore Choppas

ENDLESS SPELLS & INVOCATIONS
The Burning Head (30)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment

TOTAL: 1960/2000

We said no comments, but this is my list. Happy with 3/5 with Ironjawz. Shout out to the Burning Head, for armies with no casting buffs and little range, it can be a very useful little source of easy to cast AoE Mortal Wounds.

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Final Tournament Placings

Top Three AoS Lists for Gallant Games AOS Store Championship

This is the top three lists for the Gallant Games AoS Store Championship, a 14 player event held in Singapore on the 7th and 8th of April. I think this may be the first time we’ve had the chance to cover an event from Singapore.

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: Host of the Everchosen
– Grand Strategy: Take What Is Theirs

LEADERS
Chaos Sorcerer Lord (120)*
General
– Mark of Chaos: Nurgle
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Daemonic Speed, Binding Damnation
– Aspects of the Champion: Tunnel Master
Chaos Lord on Karkadrak (220)*
Mark of Chaos: Nurgle

BATTLELINE
Chaos Knights (460)*
Mark of Chaos: Khorne
– Cursed Lance
– 2 x Standard Bearer
– 2 x Hornblower
– Ensorcelled Banner: The Banner of Rage
Chaos Knights (460)*
Mark of Chaos: Nurgle
– Doom Knight
– Cursed Lance
– 2 x Standard Bearer
– 2 x Hornblower
– Ensorcelled Banner: The Eroding Icon
Varanguard (580)*
Mark of Chaos: Nurgle
– 6 x Ensorcelled Weapon
Spire Tyrants (80)*
Spire Tyrants (80)*

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
Loonboss on Giant Cave Squig (140)*
General
– Command Traits: The Clammy Hand
– Moonclan Stabba
– Artefacts of Power: The Clammy Cowl
Squigboss (80)*
Fungoid Cave-Shaman (90)*
Spells: Itchy Nuisance
– Aspects of the Champion: Tunnel Master
Squigboss (80)**
Skragrott, the Loonking (160)**
– Spells: The Hand of Gork

BATTLELINE
Boingrot Bounderz (280)*
Bounder Boss
Squig Herd (120)*
Squig Herd (120)*
Boingrot Bounderz (280)**
– Bounder Boss
Squig Herd (240)**
Squig Herd (240)**

OTHER
Gobbapalooza (145)*
Spells: Squig Lure

TERRAIN
1 x Bad Moon Loonshrine (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1975/2000

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Knights Excelsior
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADER
1 x Knight-Vexillor (120)*
Meteoric Standard
1 x Knight-Vexillor (120)*
Meteoric Standard
– Aspects of the Champion: Tunnel Master
1 x Lord-Imperatant (170)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Celestial Blades
1 x Celestant-Prime (330)**
1 x Knight-Vexillor (120)**
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard

BATTLELINE
6 x Annihilators with Meteoric Grandhammers (480)*
10 x Freeguild Guard (80)*
Sergeant
– Standard Bearer
– Drummer
– Freeguild Sword and Shield
3 x Annihilators with Meteoric Grandhammers (240)**
5 x Vindictors (130)**

ENDLESS SPELL
1 x Everblaze Comet (90)

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (2000/2000)

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Allegiance: Seraphon
Constellation: Dracothion’s Tail
– Mortal Realm: Ghur
– Grand Strategy: The Astromatrix
– Triumphs:

LEADERS
Saurus Astrolith Bearer (160)*
Slann Starmaster (290)*
General
– Command Trait: Ancient Knowledge
– Artefact: Godbeast Pendant
– Ancient Knowledge 2nd Spell: Stellar Tempest
– Spell: Celestial Apotheosis
– Aspect of the Champion: Fuelled by Ghurish Rage

UNITS
5 x Saurus Guard (120)*
10 x Skinks (80)*
Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (80)*
Meteoric Javelins Celestite Daggers & Star Bucklers
1 x Salamander Hunting Pack (150)*
1 x Salamander Hunting Pack (150)*
1 x Salamander Hunting Pack (150)
1 x Salamander Hunting Pack (150)
1 x Salamander Hunting Pack (150)

BEHEMOTHS Krondspine Incarnate of Ghur (480)*
Allies

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1,960/2,000

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Final Tournament Placings

Top Three AoS Lists for A Gathering of Might

This is the top three AoS lists for A Gathering of Might that took place in the UK on the 18th and 19th of March. It involved 27 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: Lumineth Realm-lords
Subfaction: Helon
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable

LEADERS
Archmage Teclis (700)*
Scinari Cathallar (110)*
General
– Command Traits: Master of Magic
– Artefacts of Power: Silver Wand
– Spells: Speed of Hysh
– Aspects of the Champion: Stubborn as a Rhinox
Scinari Loreseeker (160)*
– Spells: Overwhelming Heat

BATTLELINE
Vanari Auralan Wardens (150)*
– High Warden
– Spells: Etheral Blessings
Hurakan Windchargers (130)*
Windspeaker Seneschal
– Standard Bearer
Vanari Auralan Sentinels (300)*
High Sentinel
– Spells: Speed of Hysh

OTHER
Vanari Auralan Sentinels (300)*
High Sentinel
– Spells: Etheral Blessings

ENDLESS SPELLS & INVOCATIONS
1 x Umbral Spellportal (80)
1 x Rune of Petrification (60)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Jon Anderson: Sticking to the old ways of the Sith is David Jack piloting the Helon Castle to an undefeated finish. With a pinch of his own spice we have a Scinari Loreseeker making its presence known allowing David to play scenarios with spread objectives to a more effective manner.

The Rune of Petrification has really grown on me over the past month or so. What a great Endless Spell for its cost. Personally, I have found that more Windchargers equals more control but this nets you an extra wizard so the defense for the pick is there. Well done David.

Army Faction: Gloomspite Gitz
Grand Strategy: Chasing the Moon
– Triumph: Indomitable

LEADERS
Skragrott, the Loonking (160)*
Dankhold Troggboss (200)**
General
– Command Traits: Loonskin
– Artefacts of Power: Glowy Howzit

BATTLELINE
Rockgut Troggoths (320)*
Rockgut Troggoths (320)*
Rockgut Troggoths (320)*

OTHER
Sporesplatta Fanatics (90)*
Gobbapalooza (145)*
– Spells: The Hand of Gork
Dankhold Troggoths (360)**

ENDLESS SPELLS & INVOCATIONS
1 x Malevolent Moon (80)

TERRAIN
1 x Bad Moon Loonshrine (0)

CORE BATTALIONS
*Battle Regiment
**Troggherd Heavies

TOTAL POINTS: 1915/2000

Staring at this list and thinking it looks really familiar and didn’t I just write about it? Only to realise it was this list and I lost my work. Anyway, I’m ignoring my cognitive decline and focusing on the list – back to the future in many ways. Before the new book, the most successful Gitz lists were Troggoths (Trolls). Great to see they are still viable and show this is a good book, with decent internal balance allowing a lot of builds. Anyway, this time, trolls with ‘shrooms.

As usual, this is about layering buffs on the Trolls and letting them punch on. Starting with the Sporesplatter, +1 attack for friendly units within 9″. Their Spore Cloud is tricky to use but makes them one of the best screening units in the game, letting them screen both charges and shooting (with careful positioning). Gobbapalooza brings all the buffs to the yard. Every round, you get to choose from +1 run/charge, +1 to hit and wound, -1 rend. They also have 2 unique spells to either turn off commands for an enemy unit or make a unit -1. And they have a teleport spell (Hand of Gork). They can give a unit +1 run/charge and then gate them to outside 9 for an 8″ charge. They are an almost auto, including their ability to react and only 145 pts. They have a worsening ward (starting a 4+ and gone by round 4) to make you commit them early.

Skragrot is another almost auto include – 2 spells with an innate +1 to cast/dispell and knows all of the Moonclan spells. Then there is the Dankhold Troggboss, everything a Dankhold brings (4+ ward against spells, MW on within 3″, Crushing Grip and when he gives other Trolls all out attack they get an extra attack. Good on the Dankholds (2 attacks with potential for 6 damage from each), better on the Rock Trolls (6 extra attacks on a 6 Troll unit). With heals and damage, you have 4 hammers, but of course, on a 4+ save. Even with reduced spell effects (4+ and 5+ wards to magic) , it hurts them they can wilt. With only an average unbuffed potential damage of 15 per 6 Rock Troggoths are going to take more than a turn to guarantee a kill on anything too big.

A solid counter to most of the armies around now where 10 wounds are going to drop an MSU unit. The Trolls will struggle with either the Krondspine or something that can either fight on death or fight twice, preventing their heal between phases. And that happened with DoK here. The Blood Sisters will easily lift a Troggoth unit a round. Without some luck, it’s a tough match-up.

Army Faction: Slaves to Darkness
Subfaction: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Chaos Sorcerer Lord (120)*
General
– Mark of Chaos: Tzeentch
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Daemonic Speed, Warp Reality
Chaos Sorcerer Lord (120)*
Mark of Chaos: Tzeentch
– Spells: Levitate, Warp Reality
– Aspects of the Champion: Tunnel Master
Chaos Sorcerer Lord (120)*
Mark of Chaos: Slaanesh
– Spells: Chaotic Conduit, Warp Reality

BATTLELINE
Chaos Knights (460)*
Mark of Chaos: Nurgle
– Standard Bearer
– Hornblower
– Doom Knight
– Ensorcelled Banner: The Eroding Icon
Varanguard (870)*
Mark of Chaos: Khorne
– 4 x Ensorcelled Weapon
– 5 x Fellspear
Varanguard (290)*
– Mark of Chaos: Nurgle
– 3 x Ensorcelled Weapon

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1980/2000

James Workshop likes to talk about internal balance in their recent – and welcome! – Meta Watch dis – and Slaves to Darkness are a prime example of what happens when it’s out of whack. The list pioneered by Big Phil has seen plenty of copycats, and a few tweaks here and there recently – and now this Phil (Little Phil?) has gone 4-1, losing only to the current boogeyman of Helon Lumineth, with what can only be described as a twist aimed at having even less warscrolls to remember.

We start off with an additional Sorc Lord compared to Big Phil’s archetype for a grand total of three of the buggers. And don’t ask me why one of them is marked as Slaanesh. Little Phil then replaces the Chosen – because two legs bad, four legs good in Knights of the Empty Throne, allowing for mounted units to run and charge and Varanguard to be battleline – with loads more Varanguard! Including a rather hilarious double-reinforced block marked as Khorne. So yeah, that’ll hurt. We also see a min unit of Nurgle Varanguard for a smaller, tankier missile to give options, while the usual 10 blob of Nurgle Knights lead the way as a pinning device and screen for the V-guard.

And that’s it, really. How does it play? Charge. Double fight. Profit. I can only imagine the Helon list was able to adequately screen the initial knight charge and hit back with enough mortals (which Helon has a habit of doing…) to buy them time – especially if they won the double – to then whittle down the Varanguard at range – despite their 4++, they’re still vulnerable to weight of dice or simply being hit first. I mean, you’d think a large blob of fast wounds with a 4++ vs. mortals would be one of the few things capable of tangling with Helon, but there you go! A great effort nonetheless, and further fuel on the ‘Slaves book = 3 warscrolls’ fire.

Army Faction: Daughters of Khaine
Subfaction: Khailebron
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Melusai Ironscale (120)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Arcane Tome
– Spells: Mindrazor
– Aspects of the Champion: Tunnel Master
Morathi-Khaine (700)*
The Shadow Queen (700)*

BATTLELINE
Khainite Shadowstalkers (160)*
Shroud Queen
Blood Sisters (300)*
Gorgai
Blood Stalkers (540)*
Krone

OTHER
Khinerai Lifetakers (80)*
Harridynn
Khinerai Lifetakers (80)*
Harridynn

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1980/2000

Unfortunately, there are no comments for this one because I’m silly and used Baz’s comments from an older list!

That being said, it’s Morathi and the Sneks, which I’m sure you’re all familiar with by now.

Final Tournament Placings

Top Three AoS Lists for War Under the Mountain

This is the top three AoS lists for War Under the Mountain that took place in Australia on the 25th and 26th of March. It involved 19 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

Allegiance: Kharadron Overlords
Sky Port: Barak Zon
– Grand Strategy: Rule the Skies
– Triumphs: Inspired

Kharadron Code
Artycle: Honour Is Everything
– Amendment: Prosecute Wars With All Haste
– Footnote: There’s No Reward Without Risk

Leaders
Arkanaut Admiral (125)*
General
– Command Trait: Stormcaller
– Aspect of the Champion: Leadership of the Alpha
Aetheric Navigator (85)**
– Artefact: Voidstone Orb

Battleline
6 x Skywardens (260)**
Reinforced x 1
6 x Skywardens (260)**
Reinforced x 1
6 x Skywardens (260)*
Reinforced x 1

Other Units
1 x Grundstok Gunhauler (170)**
– Main Gun: Sky Cannon
– Gunhauler Modifications: Coalbeard’s Collapsible Compartments
3 x Endrinriggers (120)**
3 x Endrinriggers (120)*

Behemoths
Arkanaut Frigate (300)*
Main Gun: Heavy Sky Cannon
Arkanaut Frigate (300)**
– Main Gun: Heavy Sky Cannon

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 99
Drops: 2

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Allegiance: Slaves to Darkness
– Damned Legion: Knights of the Empty Throne
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Chaos Sorcerer Lord (120)*
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Undivided
– The Lore of the Damned: Chaotic Conduit
– Aspect of the Champion: Leadership of the Alpha

Battleline
6 x Varanguard (580)*
6x Fellspear
– Mark of Chaos: Khorne
– Reinforced x 1
6 x Varanguard (580)*
6x Fellspear
– Mark of Chaos: Khorne
– Reinforced x 1
6 x Varanguard (580)*
6x Fellspear
– Mark of Chaos: Khorne
– Reinforced x 1

Units
1 x Mindstealer Sphiranx (95)*

Core Battalions
*Battle Regiment

Total: 1955 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 105
Drops: 1

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Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
Hag Queen (120)*
Aspect of the Champion: Tunnel Master
– Prayers of Khainite Cult: Crimson Rejuvenation
Anointed on Frostheart Phoenix (320)
Allies
Slaughter Queen on Cauldron of Blood (300)*
– General
– Command Trait: Zealous Orator
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Shadows: Mindrazor
– Prayers of Khainite Cult: Sacrament of Blood

Battleline
15 x Blood Sisters (450)*
Reinforced x 2
10 x Blood Stalkers (360)*
Reinforced x 1
5 x Blood Sisters (150)*

Units
5 x Khinerai Heartrenders (100)*
5 x Khinerai Heartrenders (100)*

Endless Spells & Invocations
Heart of Fury (50)

Core Battalions
*Battle Regiment

Total: 1950 / 2000
Reinforced Units: 3/4
Allies: 320 / 400
Wounds: 100
Drops: 2

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Allegiance: Kruleboyz
Warclan: Grinnin’ Blades
– Mortal Realm: Hysh
– Grand Strategy: Waaagh!
– Triumphs: Indomitable

Leaders
Gobsprakk, The Mouth of Mork (260)*
Snatchaboss on Sludgeraker Beast (290)
Artefact: Mork’s Eye Pebble
– Mount Trait: Mean ‘Un
Killaboss on Great Gnashtoof (130)*
General
– Command Trait: Supa Sneaky
– Artefact: Eye-biter Ash
Swampcalla Shaman with Pot-grot (100)*
Lore of the Swamp: Nasty Hex
Swampcalla Shaman with Pot-grot (100)*
– Lore of the Swamp: Choking Mist
Murknob with Belcha-banna (80)***
Aspect of the Champion: Tunnel Master

Battleline
20 x Gutrippaz (300)***
Reinforced x 1
10 x Gutrippaz (150)*
20 x Hobgrot Slittaz (160)**
Reinforced x 1
10 x Hobgrot Slittaz (80)**

Units
6 x Man-skewer Boltboyz (240)**
Reinforced x 1

Artillery
Beast-skewer Killbow (100)

Core Battalions
*Warlord
**Galletian Sharpshooters
***Galletian Command

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 163
Drops: 12

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Final Tournament Placings

Top Three AoS Lists for Stockholm Slaughter 9

This is the top three AoS lists for Stockholm Slaughter 9 took place in Sweden on the 18th and 19th of March. It involved 18 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: Fyreslayers
Lodge: Vostarg
– Grand Strategy: Master of the Forge
– Triumphs: Bloodthirsty

LEADERS
Auric Runefather (120)*
General
– Command Trait: Fury of the Fyreslayers
Auric Runemaster (130)***
Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Flamekeeper (90)***
Auric Flamekeeper (90)***
Battlesmith (150)
– Artefact: Nulsidian Icon
– Aspect of the Champion: Fuelled by Ghurish Rage
Auric Runesmiter (120)
Forge Key
– Prayer: Ember Storm

UNITS
15 x Hearthguard Berzerkers (450)*
Poleaxes
30 x Vulkite Berzerkers with Fyresteel Handaxes (480)**
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)**
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)**

ENDLESS SPELLS & INVOCATIONS
Molten Infernoth (40)

CORE BATTALIONS
*Galletian Command
**Galletian Veterans
***Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1990/2000

Army Faction: Slaves to Darkness
Subfaction: Cabalists
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Chaos Sorcerer Lord (120)**
Mark of Chaos: Slaanesh
– Spells: Chaotic Conduit, Daemonic Speed
Exalted Hero of Chaos (100)**
Mark of Chaos: Slaanesh
– Rune-etched Blade and Chaos Runeshield
– Spells: Binding Damnation
– Aspects of the Champion: Tunnel Master
Slaves to Darkness Daemon Prince (195)**
General
– Mark of Chaos: Nurgle
– Command Traits: Not to be Denied
– Daemonic Axe
– Wings
– Artefacts of Power: Helm of the Oppressor
– Spells: Daemonic Speed

BATTLELINE
Corvus Cabal (80)*
Corvus Cabal (80)*
Chaos Knights (460)**
Mark of Chaos: Nurgle
– Doom Knight
– Standard Bearer
– Hornblower
– Cursed Flail
– Ensorcelled banner: The Eroding Icon

OTHER
Chaos Chosen (480)*
Mark of Chaos: Slaanesh
– Exalted Champion
– 2 x Icon Bearer
– 2 x Skull Drummer
– Ensorcelled banner: The Banner of Screaming Flesh
Ogroid Theridons (380)**
Mark of Chaos: Nurgle
– Thorakon
– Goroan Great Axe
– 2 x Banner Bearer
– 2 x Charge-caller

ENDLESS SPELLS & INVOCATIONS
1 x Soulscream Bridge (80)

CORE BATTALIONS
*Galletian Veterans
**Warlord (Extra Ensorcelled Banner)

TOTAL POINTS: 1975/2000

Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
Slaughter Queen on Cauldron of Blood (300)
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
– Universal Prayer Scripture: Curse
Morathi-Khaine (350)*
The Shadow Queen (350)*

Battleline
15 x Blood Stalkers (540)*
Reinforced x 2
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers
10 x Witch Aelves (120)*
– Sacrificial Knives and Blade Bucklers

Units
5 x Khinerai Heartrenders (100)*
5 x Khinerai Heartrenders (100)*

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 91
Drops: 2

Allegiance: Ironjawz
Warclan: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired

Leaders
Orruk Megaboss (140)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (120)*
– Artefact: Gryph-feather Charm (Galletian Champion)
– Warbeat: Get ‘Em Beat
– Aspect of the Champion: Tunnel Master
Orruk Warchanter (120)*
Warbeat: Killa Beat

Battleline
5 x Orruk Ardboys (80)*
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)***
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)***
Jagged Gore-hackas
– Reinforced x 1
3 x Orruk Gore-gruntas (170)**
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)***
Jagged Gore-hackas
5 x Spider Riders (90)*
5 x Spider Riders (90)

Core Battalions
*Warlord
**Ironjawz Fist
***Ironjawz Fist

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 169

Final Tournament Placings

Top Three AoS Lists for Sparkle Party Deathmatch VIII

This is the top three AoS lists for Sparkle Party Deathmatch VIII that took place in the USA on the 11th and 12th of March. It involved 52 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
Lineage: Legion of Blood
– Grand Strategy: Vampiric Conquerors
– Triumphs: Bloodthirsty

Leaders
Neferata, Mortarch of Blood (350)*
– Lore of the Deathmages: Fading Vigour
Vampire Lord (140)**
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Expertise: Arcane
– Universal Spell Lore: Levitate
– Aspect of the Champion: Tunnel Master
Lauka Vai, Mother of Nightmares (280)***
– Lore of the Vampires: Spirit Gale

Battleline
5 x Black Knights (100)***
5 x Black Knights (100)***
10 x Deathrattle Skeletons (80)*
10 x Deathrattle Skeletons (80)*

Units
10 x Blood Knights (400)***
Reinforced x 1
20 x Grave Guard (280)**
Great Wight Blades
– Reinforced x 1
1 x Corpse Cart with Unholy Lodestone (80)*

Endless Spells & Invocations
Horrorghast (70)

Core Battalions
*Battle Regiment
**Galletian Command
***Battle Regiment

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 124
Drops: 4

Some of our readers may remember that we interviewed Jeremy Veysseire some time ago on General Speaking. We reached out once more, and ever the gentleman, Jeremy agreed to give us a rundown of his list.

Jeremy Veysseire: The important thing about the Legion of Blood army I played at Sparkle Death party is that it was designed originally roughly 1 year ago to counter the hyper aggressive meta that was around Maggotkin Flies, Dragons and Ironjawz through the following important mechanics of Neferata’s spell allowing a unit of mine to ignore negative modifiers to saves (aka REND) for either Neferata and the Blood Knights on a 3+ save platform making them easily 2+ save during the crucial fights and the minus 1 to hit Aura from Neferata’s Command Ability, the reduction in attacks to 1 unit with the book spell. The additional mechanics that were more of a bonus such as the Bravery Reduction, the additional models fleeing and the Horrorghast combo really punished in some cases Dragons and the flies themselves since my army does not do straight raw damage per say but more of this “I will kill you by a thousand slow cuts while you scream for the hills.”

So we fast forward to Spark Death Party, why bring this army since the meta has evolved so much since then? Well, I wanted to see if the combo was a good counter to Gitz, Slaves and Mawtribes, which all fit those hyper aggressive archetypes. The difference being that all of those armies have abilities to deal out a lot more MW consistently than the previous meta (yes, even more than dragons) and still punch very hard. I made some tweaks by incorporating Lauka Vai and the Corpse Cart for the +1 to cast aura, hoping that in some games I could get Lauka Vai’s spell off allowing me to really control how my opponent could choose the engagement and the additional thought process was if the Gitz armies went deep in Squig Herd since they can’t reroll charges, it could potentially stop them when they want to charge.

Now lets cover some of the additional combos in the list that are less obvious, Levitating Blood Knights to always be able to move any enemy units when they retreat and plant themselves easily where they want while removing terrain to clunk them up. Making the Grave Guards Sworn protectors allows me the ability to do another Battle Tactic “A Matter of Honor” with them and just in the off chance I can get them to activate in the Hero Phase with the Vampire Lord. Lauka Vai’s MW on the Charge really allows me to sometimes get Neferata out of combat or lets me remove a GC consistently with her as she can be kind of a surgical strike unit and she provides the Blood Knights coverage if Neferata fails to cast her spell.

At the event itself, I played in order into FEC, Fyreslayers, Mawtribes, Gitz, Cities of Sigmar. My first 4 matchups were exactly the type of army I wanted to face, aggressive melee armies and man oh man did the combo work. Some highlights, keep Gotrek debuffed with less attacks and half charges while the army picked up everything else around him, into Mawtribes watching Stonehorn hit on 5’s with Neferata’s minus 1 to hit, into Gitz watching BK just absolutely lock units up and the Black Knights blocking avenues up the board. Neferata slayed a Terrorgheist, a Phoenix, a Grimwrath, and terrified the Heroes on Stonehorn with her dagger. The army obviously got to play the type of armies it was designed to fight into and it did incredibly well due mostly to its ability to keep my opponent’s army locked away and debuffed as I cut him ever so slightly to drain him of his life essence like perhaps…a Vampire. But honestly, all it took was probably a non Static shooting army like KO or Seraphon to just ruin my day. What a great last ride for this army before the new battletome.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Holy Command: Thunderbolt Volley
– Triumphs: Inspired

LEADER
1 x Lord-Castellant (160)*
Artefacts: Quicksilver Draught
– Aspects of the Champion: Tunnel Master
1 x Lord-Relictor (150)***
General
– Command Traits: High Priest
– Prayers: Translocation
1 x Battlemage (100)****
Ally
– Realm: Ghur

BATTLELINE
5 x Judicators with Boltstorm Crossbows (190)**
Judicator-Prime
– Thunderbolt Crossbow
5 x Judicators with Boltstorm Crossbows (190)**
– Judicator-Prime
– Thunderbolt Crossbow
2 x Dracothian Guard Fulminators (240)****
5 x Drakespawn Knights (110)****
Dread Knight
– Standard Bearer
– Hornblower

OTHER
10 x Protectors (440)*
Protector-Prime
– 4 x Starsoul Mace
3 x Vanguard-Raptors with Longstrike Crossbows (240)**
Raptor-Prime
1 x Stormstrike Chariot (170)***
Stormstrike Axe and Tempestuous Spear

CORE BATTALIONS:
*Galletian Command
**Galletian Sharpshooters
***Vanguard
****Vanguard

Total Points: 1990/2000
Total Drops: 10
Total Units: 10
Total Wounds: 109

Through our friends at Stormkeep, we were able to reach out to Stark and ask if he’d give us a rundown of his list. Thanks again, Stark, for the comments, I’m sure we’ll be hearing from you again in the future!

Stark Pister: This list is a natural evolution of my HaXbows list from last season, with which I topped out at 4-1. Last season I played 15 Judicators + 3 Longstrikes in a 3 drop with double chariot bounty hunters and so this list pulls back on the shooting and chariots for a more durable anvil/hammer in the block of 10 protectors to fit the more midboard grind battleplans of this season.

In my opinion the strongest Stormcast lists tend to be mixed arms builds with durable screens protecting efficient shooting and high damage melee hammers to riposte threats that try to get through the screens to threaten the shooting, all supported by minimal characters since our faction synergies tend to be minimal. I tend to build my tournament lists with this a general philosophy as the balanced nature allows the flexibility to deal with most types of opponents. In a similar vein, I try to have units with diverse types of damage to have the tools to minimize polarized matches. I find Stormcast’s incredibly deep roster tends to provide the options to really customize what you want available in any given meta.

This new season presents a lot of opportunities and a lot of challenges for Stormcast lists. Fortunately, our main minimal support characters are all GCs (except Gardus). One of our big strengths is the ability to snipe out small enemy buff heros and now that is even better with enemy GC’s being critical for half the non-book tactics and several battle plans, incentizing use of the Sharpshooter battalion. However, they balanced sharpshooters well by forcing it to be 3 required units so you can’t be very low drop. High drops can be problematic for shooting armies because an early double can allow melee to close the gap and for opposing shooting to gain the upper hand in output, so this needs to be compensated for somehow. Longstrikes make the perfect GC hunters, and with scions, translocate, and Thunderbolt volley, they provide very flexible turn one threat that helps offset those high drops. The added threat of the Judicators forces conservative screening of heros while they efficiently clear those screens from a safe distance.

The Gallatian Command battalion provides the opportunity for a very strong combo in Stormcast when used alongside a Galatian Champion with the Quicksilver Draught and the new Tunnel Master makes it easy to set up even with a hero like the Castellant who wants to be on the board in the hero phase for his ability. More importantly, it allows the combo to be down at the start of the game as part of your initial deployment castle, and with the help of the Relictor, it can be anywhere it needs to be on turn one. This allows you to defend from alpha strike armies that choose to go first against you (or the rare person you outdrop), while being able to get them buffed and into the optimal position when given top of one. Lord Castellant is the perfect hero for this job not just because of his ability to buff them to a 1+ save but critically because he has a 40mm Gryph Hound that enables the whole 10 block to fit within the 2.5″ bubble to allow them to strike first with him when someone charges them. This provides a HUGE deterrent to hitting your midbaord castle from the front and specifically acts as protection of your main melee hammer against the double turn.

The Ghur Battlemage helps make up for the paladin speed issues in the mid game and pairs well with the Relictor for melee units in general throughout. I often lead with Mystic shield on one of the screens to help with weathering the potential double as well, before flipping to wildform to go on the offensive. He also provides the bare minimum magic defense, which coupled with heroic willpower and the relictor Dispel at least let you disrupt the low hanging fruit.

The efficient battleline slots provide the opportunity to pick up an all-star screen in the Drakespawn Knights, who pair well with the Chariot to safely claim objectives and pin large threats until their buffs are down. The Chariot even has vanguard battalion to reroll its first charge outside of hero range. Because the battleline are the riposte and ranged units, they can easily stay back to protect heros from shooting for a while.

Another critical consideration this season has been the battle tactics. The teleporting GC lineup and Sworn Bodyguard paladins make most of the new ones achievable with some planning, though This One’s Mine is rarely an option. Hammerstrike Assault and Draconith Desctruction can be good backup options, albeit riskier that come in handy against armies where killing the one thing needs to be your focus anyway. The spicy Drakespawn pick can even sneak a late game Pioneers of the Realms.

Shoutouts to my mentor Matt Beasley for helping refine the list and forcing me to get reps in (and for lending the Drakespawn), to my painting mentor Ricky Fischer whose squigs I beat in round 5 to finish the tournament, and to the whole of Dimensional Cascade. Special thanks to my partner Larc for the unending support of my unbelievably-high-time-commitment hobbies.

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Army Faction: Slaves to Darkness
Army Subfaction: Knights of the Empty Throne
– Grand Strategy: Follow the Path to Glory
– Triumphs: Bloodthirsty

LEADER
1 x Be’lakor (355)
Spells: Binding Damnation
1 x Chaos Sorcerer Lord on Manticore (265)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Daemonic Speed
– Mark of Chaos: Undivided
1 x Chaos Sorcerer Lord (120)*
Spells: Chaotic Conduit
– Mark of Chaos: Undivided
– Leadership of the alpha
1 x Exalted Hero of Chaos (100)*
Rune-etched Blade and Chaos Runeshield
– Mark of Chaos: Undivided

BATTLELINE
3 x Varanguard (290)*
3 x Daemonforged Blade
– Mark of Chaos: Khorne
10 x Chaos Knights (460)*
– Doom Knight
– Standard Bearer
– Hornblower
– Cursed Lance
– Ensorcelled Banner: The Eroding Icon
– Mark of Chaos: Nurgle
5 x Chaos Knights (230)*
– Doom Knight
– Standard Bearer
– Hornblower
– Cursed Lance
– Mark of Chaos: Khorne
10 x Splintered Fang (100)*

ENDLESS SPELL
1 x Umbral Spellportal (80)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (2000/2000)

Another notch on Be’lakor’s bedpost! If you’ve not met him on the table before, Be’lakor’s man schtick is being able to stop a key unit from doing stuff (on a 3+ each phase) until your next hero phase. He’s been hotly debated in (all 9) S2D player circles because, while he offers a great amount of short-term control, which potentially allows you varanguard/10 knights (as in this list) to do their work, it’s also entirely possible that you roll a few crucial 2s, and then you’ve basically paid 355 pts for a not very durable, not very killy and kinda fast hero.

He has been cropping up recently though, suggesting that, overall, he’s worth it for the time he buys the hammers to do their work. Ricky here has actually gone for KOTET, which will allow the two units of knights, the Varanguard, and the Sorcerer on Manticore to all make up plenty of ground by running and charging. Obviously, that’s going to allow a fair bit of early pressure, especially with daemonic power being cast on 3d6 with a re-roll by the Manticore Sorc, allowing one unit to charge with 3d6 as well. I imagine the spell-portal is also there to allow the Manticore’s warscroll spell – one of the few good offensive spells S2D has access to – to reach out across the board to soften stuff up.

Finally, we have an Exalted Hero, who is utterly garbage, but only 100 points, and I imagine it is mainly there for GC based scoring.

Taking down one of the two mirrors and also managing to chew through NH and a monster heavy Ogor list means this is a great result with a techy list from Ricky!

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Army Faction: Cities of Sigmar
Army Type: Hallowheart
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

LEADER
1 x Battlemage (100)*
General’s Adjutant
– Spells: Roaming Wildfire, Ignite Weapons
– Aspects of the Champion: Tunnel Master
1 x Freeguild General (100)*
General
– Command Traits: Veteran of the Blazing Crusade
1 x Celestial Hurricanum with Celestial Battlemage (290)*
Spells: Ignite Weapons, Sear Wounds
1 x Anointed on Frostheart Phoenix (320)**
– Artefacts: Arcane Tome
– Spells: Sear Wounds, Flaming Weapon
1 x Lord-Arcanum (140)**
Spells: Warding Brand, Roaming Wildfire

BATTLELINE
20 x Freeguild Handgunners (200)*
Marksman
– 2 x Standard Bearer
– 2 x Piper
– Long Rifle
20 x Freeguild Crossbowmen (200)*
General’s Retinue
– Marksman
– 2 x Standard Bearer
– 2 x Piper
10 x Freeguild Crossbowmen (100)*
– Standard Bearer
– Marksman
– Piper
10 x Flagellants (80)**
Prophet
10 x Freeguild Guard (80)**
Sergeant
– Standard Bearer
– Drummer
– Freeguild Halberd
10 x Freeguild Guard (80)**
Sergeant
– Drummer
– Standard Bearer
– Freeguild Halberd

ENDLESS SPELL
1 x Quicksilver Swords (60)

OTHER
2 x Dracothian Guard Fulminators (240)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1990/2000)

Once you get one player comment, you can often get two or three from the connections those players have. That was the case here as well when Stark said he could reach out to Louis-Philippe for his comments.

Louis-Philippe: The Anointed on Frostheart Phoenix should only have Flaming Weapon (The mistake has been spot before start of the tourney and opponents were dully advise).

Game plan: First of all, AoS is a dice game. Luck is part of the game, but careful planning can sway the odds in your favour. …sometime 😛

Flagellants are there for the easy ‘’Sanctify’’ battle tactic T1 (White dwarf). Since I always let my opponent go first (I was lucky not to face a 1 drop), he usually doesn’t kill anything. So that was a free one turn 1. (Aside from game 4, where the battleplan didn’t favour that BT (Position Over Power). Fun fact, that was the only game my opponent concentrated on his resource to kill my flagellant on his T1.

This list has 4 (double, cause Hallowheart) casters, meaning an 8 cast hero phase T1. The Hallowheart command ability lets you take D6 mortals for the same amount in casting bonus. Meaning this list is usually casting at +1, if not +2 or +3, but could reach a whopping +9! and since all your spells are cast on 6s (aside Flaming weapon) unless your opponent is able to unbind, everything goes flying out. Fun fact (not so fun for my opponent): In my 4th round T1 hero phase, I was casting with a +5 from that command ability since my phoenix failed all his ward saves. Got to heal 3 wounds back with Sear Wounds though.

I mostly face Melee lists (Fireslayer, Skaven (night/gutterrunners), Nighthaunt, nurgles (beast), Soulbright Grave lord)

So, the plan was to deploy away from their charge range. For the skaven, I deployed my shooting units 3’’ aways from the front of my shaft unit, so his deepstriking rats only had my shaft to shoot at (and my Fulminators which they killed with mortals). He also charged my shaft with his deceiver (one of them failed the charge). His deceiver didn’t like mortals from magic bottom of 1 (and the other rats didn’t like my shooting).

As for the Soulbright, well Jeremy is impressive, tactics wise and had a bit of luck, he stole initiative T2, forcing me to move forward by burning my ‘’back’’ objective, and had Neferata do 1 wound (yes only 1 unsaved wound to my Phoenix, mind you it was the dagger that got through, Phoenix was at 11 health, he rolled a 5… pouf no more Phoenix).

Units :
The goal was to use the Freeguild Guards and Flagellants as chaff around the Handgunners and Crossbowmen. My general and the battle mage from Ghur had to be close to each other for the adjutant rule and my general was in the middle of the range unit, providing +1+1 with his CP and a 18’’ wholly whiting immune to bravery. The Phoenix was there to act as tarpit and increase survivability (if there’s any) of the chaff unit since his -1 wound bubble affects any enemy unit within range.
Fulminators are there to act as a menace, which they did great since most of my opponents were scared of them and diverted resource to deal with them.
Finally, th Lord-Arcanum was there to :

  • Be an extra GV
  • Give 1 more (possibility of 2) HP to the fulminators
  • But mostly give 6’’ more movement range on the Quicksilver Swords, which make them a 20’’ threat range on cast (remember the casting bonuses I talked about earlier)

Battleplans :
R1-Prize of Gallet
R2-Ours for the taking
R3-Only the Worthy
R4-Position over power
R5-Jaws of gallet.

Possible upgrade : Swap ‘’Tunnel Master’’ from the battlemage to the Lord-Arcanum.

Final Tournament Placings

Top Three AoS Lists for Midtcon GT

This is the top three AoS lists for the Midtcon GT that took place in Denmark on the 4th and 5th of March. It involved 20 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

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The Top Three AoS Lists

Allegiance: Sylvaneth
Glade: Oakenbrow
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired
– Burgeoning

Leaders
Warsong Revenant (300)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Treesong
– Aspect of the Champion: Fuelled by Ghurish Rage
Treelord Ancient (330)*
Lore of the Deepwood: Regrowth
Spirit of Durthu (350)**
Artefact: Greenwood Gladius
Knight-Zephyros (100)**
Allies
Battlemage (100)**
– Mortal Realm: Ghur
– Allies

Battleline
Treelord (230)*
Treelord (230)*
Treelord (230)*

Endless Spells & Invocations
Spiteswarm Hive (40)
Chronomantic Cogs (70)

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 200 / 400
Wounds: 87
Drops: 4

Sylvaneth are really putting their roots down recently – and the nice thing is it’s still with a variety of lists – it seems like a great season for them, which is allowing people to flex their list building muscles with them and still do well.

Sune here has gone big tree heavy – with two hero trees and a full complement of treelord battleline. Durthi with the Gladius just absolutely slaps, and when such a threat is backed up by an Ancient (for a source of auto-forest at the start of the game) and a Warsong Rev for nasty casting through said forest (usually) – it’s a hell of a pincer movement.

Making full use of some allied tech, not only has Sune employed the now fairly standard Ghurish battlemage for the additional charge bonus, but he’s also rocking a Zephyros, who is just an absolute bargain basement GC who can also teleport.

Overall, I can see the root to victory for this list just being so many hyper-mobile scoring threats backed up by a killer Durthu that it’s overwhelming trying to keep up. Gratz to Sune on the evil tree 5-0.

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Allegiance: Slaves to Darkness
Damned Legion: Host of the Everchosen
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Chaos Sorcerer Lord (120)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Slaanesh
– The Lore of the Damned: Daemonic Speed
– Aspect of the Champion: Tunnel Master
Be’Lakor, the Dark Master (355)*
– The Lore of the Damned: Daemonic Speed

Battleline
5 x Chaos Knights (230)*
Mark of Chaos: Khorne
10 x Chaos Knights (460)*
Mark of Chaos: Nurgle
– Ensorcelled Banner: The Eroding Icon
– Reinforced x 1
15 x Chaos Chosen (720)*
Mark of Chaos: Slaanesh
– Ensorcelled Banner: The Banner of Screaming Flesh
– Reinforced x 2

Endless Spells & Invocations
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 1965 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 109
Drops: 1

A rare HOTE list! Often overlooked in favour of Cabalists casting shenanigans or the battleline and run/charge of KOTET, a HOTE list really wants something to take advantage of that 5+ rally – aaaand 15 Chosen might just be the unit to do it!

Interestingly, Jon has Marked the Chosen as Slaanesh – *outside* of Legion, meaning he’s committing to their native -1 rend being enough, combined with their weight of attacks, to act as the list’s main hammer. HOTE offers a free second banner – so as well as the ubiquitous Eroding Icon on the pinning unit of Knights, he’s taken the Slaanesh banner on the Chosen for an additional attack on the charge – quite possibly relying on the mortal fishing to deal with more heavily armoured targets.

I suppose Be’lakor – whiffy and unreliable as he’s likely to be – does offer the option of locking down the Chosen’s natural predator for a turn or two, allowing them to clean everything else up – although I do struggle to see the logic of not even being able to roll on the EotG table with such a heavy investment of a unit – still, it worked out, and congrats to Jon for a great result!

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Allegiance: Fyreslayers
– Lodge: Vostarg
– Grand Strategy: Master of the Forge
– Triumphs: Bloodthirsty

Leaders
Battlesmith (150)**
– Artefact: Nulsidian Icon
– Aspect of the Champion: Tunnel Master
Battlesmith (150)**
Aspect of the Champion: Leadership of the Alpha
Auric Runesmiter (120)***
General
– Runic Iron
– Command Trait: Master Priest
– Universal Prayer Scripture: Curse
Auric Runesmiter (120)***
Runic Iron
– Artefact: Volatile Brazier
– Prayer: Ember Storm
Auric Runesmiter (120)***
Runic Iron
– Universal Prayer Scripture: Curse
Celestant-Prime, Hammer of Sigmar (330)**
Allies

Battleline
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

Endless Spells & Invocations
Molten Infernoth (40)

Core Battalions
*Galletian Veterans
**Command Entourage – Magnificent
***Command Entourage – Magnificent

Additional Enhancements
Artefact
Aspect of the Champion

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 330 / 400
Wounds: 153
Drops: 9

Kevin Lathers: Now we see how far someone can skew a Fyreslayer list. Gustav has decided to deal with Fyreslayer’s innate slowness by just being able to deepstrike nearly the entire army. This list also lacks the usual Flamekeepers which accompany Vulkite Berserkers in nearly all Vostarg lists.

Between the Celestant-Prime, who can not only deepstrike but guarantee a charge, and three Runesmiters, Gustav can deepstrike all but two units in the list. Vulkites further benefit from this with their built-in +1 to charge rolls, thus making it an 8 on the roll to make a charge out of deepstrike. Twenty of them in GV is quite potent as well, even without the usual Flamekeepers.

I’m not certain how Gustav played things, but it seems the typical action would be to deepstrike two units of Vulkites and a battlesmith, along with the Celestant, leaving another brick with a battlesmith on the field; or deepstrike all three Vulkites and use Tunnel Master to bring a smith closer. In both cases this ends up performing almost like a pseudo-Beasts of Chaos list, only with a lot more wounds on the field and the ability to fight on death.

Once your opponent is boxed-in by warded up blocks of Vulkites and their big-daddy Celestant, holding objectives should be easy enough for the remaining group. It also retains the option of just sitting on an objective with the battlesmiths and making the opponent have to move the vulkites off in order to score anything, which can be daunting with 40 wounds under a 5+/6+ ward and the ability to rally on 4+’s.

Anything that can punch its way out of this is going to prove formidable and without Flamekeepers the Vulkites lose their incredibly hard punch-back ability, fighting on death more than once, and their combat phase charging. Further, having two battlesmiths eats up a lot of points that could move toward other heroes or more Vulkites. This list is sacrificing a lot for its strategy. This may have resulted in the two losses to both Ogors and Big Waagh who, depending on their build, should have no trouble weathering the storm and fighting their way out.

Still, it’s an interesting list with a great performance. Definitely an interesting way to take Fyreslayers.

Allegiance: Cities of Sigmar
City: Hallowheart
– Grand Strategy: Mighty Beachhead
– Triumphs: N/A

Leaders
Battlemage of Ghur (100)*
General
– Command Trait: Master of Magic
– 1st Hallowheart Lore Spell: Ignite Weapons
– 2nd Hallowheart Lore Spell: Sear Wounds
Battlemage of Hysh (100)*
– City Role: General’s Adjutant
– 1st Hallowheart Lore Spell: Crystal Aegis
– 2nd Hallowheart Lore Spell: Warding Brand
Runelord (100)*
Aspect of the Champion: Tunnel master
– Artefact: Arcane Tome (Universal Artefact)
– Universal Prayer Scripture: Curse
– 1st Hallowheart Lore Spell: Ignite Weapons
– 2nd Hallowheart Lore Spell: Warding Brand

Battleline
30 x Freeguild Crossbowmen (300)*
– 1 x Marksman
– 3 x Standard Bearer
– 3 x Piper
– Reinforced x 2
10 x Freeguild Guard (80)*
Swords and Shields
– 1 x Sergeant
– 1 x Standard Bearer
– 1 x Drummer
10 x Flagellants (80)*
– City Role: Honoured Retinue
– 1 x Prophet

Units
4 x Stormdrake Guard (680)*
1 x Drakerider’s Lance (Stormdrake-Prime)
– 3 x Drakerider’s Warblade
Reinforced x 1
Gotrek Gurnisson (480)*
Allies

Endless Spells & Invocations
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 480 / 400
Wounds: 109
Drops: 1

With a new book almost here, Adam has proven there is still life in one of the oldest, and probably never the strongest battletomes. In the end, it’s a pretty conventional approach, drawing on really mobile Stormcast allies (Dragons, of course). 3 very magical and small heroes leave a lot of room for a real hero, and Gotrek, at his current 480 points, fits well. Hallowheart really helps the wizards. Each gets an extra spell. That means 2 instances of +1 to wound (Ignite), a heal (Sear Wounds), 4+ ward (Warding Brand), and a mortal wound ward. Soulscream gives a useful teleport if required, and everything is in a Battle Regiment to give options for the initial priority.

The army is really planning to castle. The heroes are effectively buff machines, mostly for the Crossbowman. The Flagellants and Guard are there to screen, and Gotrek can prowl around, ready to pounce on anything that trys to deal with them. They can stand and deliver (with 2 shots each) at 24″ with a fantastic unleash hell. There is still the option to Wildform Gotrek and send him through the Soulscream bridge to harrass something important. And all the while, the Drakes are there to cap and harrass your enemy. With Breathe and Lance, they are very dangerous and hard to manage. Adam lost to fire and fade (Sylvaneth), who really make you go to them, a weakness. And a faction that out castles castles, Fyreslayers. 6th is a very respectable result for cities.

Final Tournament Placings