Category Archives: Slaves to Darkness

Tournament Review: War in the Heartlands

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By Phil Marshall

My list

Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Knights of the Empty Throne Varanguard x 6 (560)*
General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)**
Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)**
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)**
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch

Units
1 x Mindstealer Sphiranx (95)*

Behemoths
Chaos Warshrine (215)*
Mark of Chaos: Tzeentch
– Prayer1: Universal Prayer Scripture: Heal

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

How it works

Knights of the Empty Throne – How does it work? In Knights of the Empty Throne, you are able to take Varanguard as Heroes, the first unit which is your general has Inescapable Doom and Grasping plate, meaning it can pile 6 inches and you cant retreat from this unit, the other unit has Corrupted Nullstone which is an auto unbind. The list is designed around two units of six Varanguard with the Mark of Tzeentch which allows the re-rolls of 1s to armour saves and gives units a 5+ spell ignore. Then you’ll look to really capitalise on these mechanics with other buff pieces in the army, which include two Sorcerer lords. Sorcerer lords have a built in mechanic called Orcular Visions which gives a unit +1 to save (this ability can stack), they are also wizards so offer the ability to cast mystic shield, demonic power (re-roll all hits and wounds) and mask of darkness (teleport). The final buff piece is the Warshrine, the prayer for Tzeentch is +1 save and a 4+ spell ignore, the only other prayer that may be used is Undivided which allows a unit to re-roll all hits and wounds. On top of this the Warshrine has an aura of 6+ ward which degrades as it takes damage. With all of these buff pieces it allows you to essentially make an unkillable unit (or two) of Varanguard. You can get +6 to your save re-rolling 1s once per game (oracular visions twice, mystic shield, Tzeentch Prayer, all out defence and finest hour), on top of this you can have a 4+ 5+ 5+ spell ignore as the Varanguard have a warscroll ability for spell ignore, mark of tzeentch grants spell ignore and then an additional spell ignore from the warshrine. As a result there are very few things that can deal with these units once they have the buffs on, you need to be able to do mass mortal wounds in the shooting and combat phase, otherwise there is a strong likelihood that you will never do any damage to this unit. I tend to evaluate the main threats of my opponents army and see how they have deployed, if I can capatalise on getting my general into the bulk of it and keeping them locked in combat for as long as possible. The rest of the list is designed to be very hard to kill with four units of iron golems who get +1 to their save if they havent made a normal move, meaning before rend they will be a 3+ re-rolling 1s.

Game 1 vs Ben Godbold – Slaves to Darkness – Silksteel Nests – Win 32-10

Ben’s List

Army Faction: Slaves to Darkness
Army Type: Despoilers
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Chaos Lord on Karkadrak (225)**
Mark of Chaos: Khorne
– Artefacts of Power: Helm of Many Eyes
Slaves to Darkness Daemon Prince (210)**
General
– Mark of Chaos: Khorne
– Command Traits: Paragon of Ruin
– Hellforged Sword and Malefic Talons
– Artefacts of Power: Doombringer Blade
Chaos Sorcerer Lord (135)**
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness
Bloodsecrator (125)***
Sigvald (205)***

BATTLELINE
Chaos Knights (340)*
Mark of Chaos: Khorne
– Cursed Lance and Chaos Runeshield
Chaos Marauders (180)*
Mark of Chaos: Khorne
– Barbarian Axe and Darkwood Shield
Untamed Beasts (70)***
Mark of Chaos: Khorne
Untamed Beasts (70)***
Mark of Chaos: Khorne

OTHER
Varanguard (280)*
Mark of Chaos: Khorne
– Fellspear and Warpsteel Shield
Iron Golems (75)***
Mark of Chaos: Tzeentch
Iron Golems (75)***
Mark of Chaos: Tzeentch

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent
***Battle Regiment

TOTAL POINTS: 1990/2000

This game was relatively straight forward, it was a honed Slaves to Darkness list against a variety of different slaves units in the Mark of Khorne. If you are familiar with slaves to darkness over the last two season you will know Tzeentch looks to keep your stuff alive. It was Ben’s first ever tournament and got unlucky pairing this round 1. Ben sent 3 Varanguard, Sigvald, Chaos lord on Karkadrak and khorne Deamon Prince into my general who had all their buffs up. At the end of combat, I had taken zero damage and everything that had gone against it had died, with the Varanguard using their once per game ability to pile in and fight twice. At the end of turn 3, Ben had lost all of units and I had lost 6 iron golems.

Game 2 vs Michael Lowis – Beasts of Chaos – Won’t Back Down – Win 28-17

His List

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Protect the Herdstone
– Triumphs: Bloodthirsty

Leaders
Tzaangor Shaman of Beasts of Chaos (135)*
General
– Command Trait: Unravelling Aura
– Lore of the Twisted Wilds: Tendrils of Atrophy
Beastlord (95)**
Artefact: Mutating Gnarlblade
Great Bray-Shaman (100)*
Artefact: The Knowing Eye
– Lore of the Twisted Wilds: Vicious Stranglethorns
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Wild Rampage

Battleline
10 x Tzaangors of Beasts of Chaos (175)****
10x Pair of Savage Blade
10 x Tzaangors of Beasts of Chaos (175)****
10x Pair of Savage Blade
10 x Tzaangors of Beasts of Chaos (175)****
10x Pair of Savage Blade
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)***
Reinforced x 1
3 x Tzaangor Enlightened on Disc of Beasts of Chaos (180)***
3 x Tzaangor Enlightened on Disc of Beasts of Chaos (180)***
10 x Ungor Raiders (80)**
1 x Cockatrice (110)**

Core Battalions
*Warlord
**Vanguard
***Bounty Hunters
****Expert Conquerors

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 167
Drops: 14

Beasts of Chaos is usually a very bad match up for my list due to the board control that they can obtain through summoning as well as the amount of rend that they get on turn 3. There is only one way to play this match up and that is aggressive, you need to do as much damage as you can by turn 3 and see how you can stay in the game. I decided that I would screen out all the board edge of my territory to ensure nothing could be summoned behind me and let my Varanguard focus on heading down the middle of the table. I managed to get the double one into turn which allowed me to clear screens turn 1 and then get both units of VG with even stacks – both +2 to their saves. My General managed to tag 12 enlightened and 30 tzaangor meaning I had them locked where I needed them. In the two subsequent combat phases, I managed to take all of this off at the expense of 3 Varanguard across both units. At this point, I had the board control and was up on points with easy battle tactics left to do.

Game 3 vs Max Barton – Maggotkin of Nurgle – Prize of Gallet – Win 22-15

His List

Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Lord of Blights (150)*
General
– Command Trait: Infernal Conduit
– Artefact: Arcane Tome (Universal Artefact)
Lore of Malignance: Rancid Visitations
Orghotts Daemonspew (320)*

Battleline
2 x Pusgoyle Blightlords (250)*
1x Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
1x Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
1x Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
1x Dolorous Tocsin
4 x Pusgoyle Blightlords (500)*
2x Dolorous Tocsin
– Reinforced x 1

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 117
Drops: 1

So we had a Team England face off to finish day one. This game was a chess match for the first 1.5 turns with staying out of threat ranges and not really engaging each other. I had won priority from 1 into 2 and gave it to Max to allow me the opportunity at the double turn 2 into 3, which I did. In my turn 2 my general burnt their once per game fight twice and managed to take off 4 flies. With the double I decided to risk it and mask of darkness my general down the board and risk the 9 inch charge, knowing if I make it the bulk of Max’s army is locked in combat the rest of the game. We made the charge and there went any chance of Max being able to do require damage. The all fly nurgle list is so reliant on the impact hits to damage to the Varanguard.

Game 4 vs Marc Brookes – Maggotkin of Nurgle – Nidus Paths – Loss 24-25

His List

Allegiance: Maggotkin of Nurgle
Subfaction: Blessed Sons
-Grand Strategy: Show of Dominance
-Triumphs:

Leaders
Bloab Rotspawned (320)
Lore of Malignance: Gift of Disease
Great Unclean One (495)
General
-Plague Fall & Massive Bilesword
-Command Trait Nurgling infestation
-Artefact The Witherstave
-Universal Spell Lore Flaming Weapon
Orghotts Daemonspew (320)
Gutrot Spume (170)
Morbidex Twiceborn (320)

Battleline
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*

Core Battalions
*Expert Conquerors

Total: 2000/2000
Reinforced Units: 0/4
Allies: 0/400
Wounds: 95
Drops: 8

Again this was a very cagey game for the first 1.5 turns. I was looking for an opportunity to pin bloab, great unclean one, Orghotts and Morbidex. This came in my turn 2 and despite having all my save stacks, the mortal wound out put was obnoxious, the great unclean ones version of the stomp 4 MWs, stomp D3 MWs, disease with the witherstave being on a 3+ and ward saves of a 6 doing a MW back to me. Kept them locked for long enough but the game was very close and slowly away from me. I had to play for the double 4 into 5 to have a chance at winning the game but at the same time risk losing if I don’t get priority. So what was required, if I complete my grand strat I win, 3 Varanguard go into 10 rotmire creed, fighting twice, failed to kill them, grand strat failed. Nurgle final turn had to kill my warshrine with Gutrot Spume with 7 wounds left, couldn’t make a save and lost by 1VP.

Game 5 vs Sam Barker – Stormcast Eternals – Close the Chest – Win 32-22

Allegiance: Stormcast Eternals
– Stormhost: Hammers of Sigmar (Scions of the Storm)
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty


LEADERS
Knight-Draconis
(300)
Lord-Celestant on Stardrake (500)
– General
– Command Trait: Master of Magic – Celestine Hammer
– Artefact: Arcane Tome
– Mount Trait: Scintillating Trail
– Spell: Celestial Blades


UNITS
4 x Dracothian Guard Fulminators
(460)*
2 x Stormdrake Guard (340)*
– Drakerider’s Lance
2 x Stormdrake Guard (340)*
– Drakerider’s Lance

CORE BATTALIONS
*Bounty Hunters

ADDITIONAL ENHANCEMENTS
Holy Command: Steadfast March

TOTAL: 1940/2000
WOUNDS: 89
ALLIES: 0/400
REINFORCED UNITS: 1/4
DROPS: 5

This match up again is usually pretty dicey for the Slaves to Darkness as all it takes is the dragons to spike on their breath, unfortunately for Sam he rolled terribly for these. I knew it was bad but I thought I would take every opportunity granted to me. Sam made a bit of a misplay by bringing down his fulminators turn 1 to try and take of my screens for the dragons to captalise on later in the game. I decided to put +2 save onto my non general unit with all re-roll hits and wounds, masked them down the board to try and take off the storm drake and then auto ran my general to be with 6” of his fulminators and opted to not re-deploy. I made the charge with my non general unit of Varanguard killing the stormdrake and then piled in 6” into fulminators taking them all off as well. I won prior and gave it away looking for a better double later on. My turn 2 I managed to take off the remaining four dragons and he was left with Knight Draconis. I failed to win another priority which meant I was chasing Draconis around the board for 3 turns till he finally succumbed in turn 5.

Top Three AoS Lists for War in the Heartlands

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This is the Top Three AoS Lists for War in the Heartlands that took place in UK on 12th and 13th November. It involved 102 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: Maggotkin of Nurgle
Subfaction Blessed Sons
– Grand Strategy Show of Dominance
– Triumphs

Leaders
Bloab Rotspawned (320)
Lore of Malignance Gift of Disease
Great Unclean One (495)
General
– Command Trait: Nurging infestation
– Plague Flail & Massive Bilesword
– Artefact: The Witherstave
– Universal Spell Lore Flaming Weapon
Orghotts Daemonspew (320)
Gutrot Spume (170)
Morbidex Twiceborn (320)

Battleline
10x Rotmire Creed (125)*
10x Rotmire Creed (125)*
10x Rotmire Creed (125)*

Core Battalions
*Expert Conquerors

Total: 2000/2000
Reinforced Units: 0/4
Allies: 0/400
Wounds: 95
Drops: 8

Danny: Now this is what we like to see – a crazy looking but clearly still brutal list with no flies and lots of big stinkers!

The core tech to this list is Gutrot Spume’s ability to deepstrike and take up to 3 Nurgle mortals along for the ride – yep, that means if Marc wanted to, and had the space, he could put each Maggoth lord into reserve and being them all out of reserve at once. Hilarious. Is that the way he probably played it? Almost certainly not. But could he have? Absolutely yes. Nevertheless, the ability to do it with one is a powerful mind-fuck for the opponent given how much utility and killing power each Maggoth lord brings.

Anchor that around the GUO – with his mixed phase goodness, and msu Rotmire, a cheap battleline option with native deepstrike with the ability to ‘splash’ disease points around, acting as a really effective catalyst for Nurgle’s attrition game, and you have a really quite amusingly mobile, or should we say positional Nurgle list with some fantastic meta-deployment options.

Great list, love to see it, big up to Marc!

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Army Faction: Lumineth Realm-lords
Subfaction: Helon
– Trumph: Inspired.
– Grand Strategy: No place for the weak

LEADERS
Archmage Teclis (700)*
General
Scinari Cathallar (110)*
Artefacts of Power: Silver Wand
– Spells: Total Eclipse

BATTLELINE
Hurakan Windchargers (150)*
Vanari Auralan Wardens (150)*
High Warden
– Spells: Levitate
Hurakan Windchargers (150)*

OTHER
Vanari Auralan Sentinels (300)*
High Sentinel
– Spells: Overwhelming Heat
Vanari Auralan Sentinels (300)*
High Sentinel
– Spells: Speed of Hysh

ENDLESS SPELLS & INVOCATIONS
1 x Umbral Spellportal (80)
1 x Rune of Petrification (40)

TERRAIN
1 x Shrine Luminor (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1980/2000

Ethan: In a WWE-esque blindside from the top rope Helon seems to be coming out of absolutely nowhere to be the LRL tournament faction of choice. Many LRL lists still follow the Teclis + everything else structure and I won’t keep everyone waiting to hear about Teclis: He’s quite good. Assuming most TOs are using the common sense god gave a dog about his spells known: the versatility of casting 4 spells from the various spell lores, the el classico Tecnado (d3 mortal wounds in an area that makes a Slaan blush), a 5+ ward aura and any number of other strong effects (teleportation, d3 mortal wounds and half movement, d3 mortal wounds in a line, d3 mortal wounds on a skateboard, d3 mortal wounds to a target of choice, you get the picture); in combination, make Teclis an absolutely beastly inclusion in any list. This list focuses on projecting power at distance using umbral spellportal and the rune of petrification (you guessed it, d3 mortal wounds, twice!) alongside Teclis’s spell package and other units to essentially prevent opponents’ ability to interfere with this process.

The two blocks of Sentinels, double reinforced, allow each other to shoot at 30″ under the new warscroll and output great damage and mortal wounds to force enemies to approach this castle setup. Late in games, I’d foresee this pairing splitting somewhat if enemies are out of range and need to be chased down but otherwise this is the core damage output of the list, sitting at the back and making enemy units wonder which nerfs exactly LRL players were complaining about. The other units essentially act as speedbumps, the wardens are a fun little block of 10 to sit on objectives and fighty enough that opponents can’t send their chaffiest chaff to deal with them while the windchargers take on the role of the old spirit of the wind, plinking, unleashing hell and piling out of combat as the opponent chases them up the board Benny Hill style while Teclis’s casting does it’s best impression of a Home Alone movie, ensuring that by the time enemies arrive to objectives they’re so battered as to be easy pickings for the Sentinels.

Last but not least, the Cathallar, she sits in the shrine and makes the opponent pay 2 cp for each CP they spend and sucks up any bad feelings from Elves having meth Aetherquartz withdrawals. We all love the Cathallar here at WoeHammer. What an absolute team player. Great work to Dan in piloting this relatively spicy archetype to a 5-0 and having seen some massive complaints in various discords about the difficulties of using a similar build I’d love to hear from the man himself if he has any tips for aspiring practitioners of the ancient martial art of D3 Mortal Wounds.

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Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)*
Knight-Draconis (300)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Scintillating Trail
– Spell: Thundershock

Battleline
4 x Stormdrake Guard (680)*
Drakerider’s Lance
– Reinforced x 1
2 x Stormdrake Guard (340)*
Drakerider’s Lance
2 x Stormdrake Guard (340)*
Drakerider’s Lance

Units
5 x Tree-Revenants (110)*
Allies

Endless Spells & Invocations
Horrorghast (40)

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Steadfast March

Total: 1960 / 2000
Reinforced Units: 1 / 4
Allies: 110 / 400
Wounds: 99
Drops: 1

Brett: The last of the 5 and 0 lists for the event and we see the return of the Dragon List. Not as extreme as some with 9 drakes altogether but it’s still a hard list to play into. There is an ongoing debate surrounding Lances vs Warblades but Lances make a lot of sense in a Hallowed Knights list with Gardus. There is a really nice synergy between Gardus’s warscroll abilities and Lances with both an extra reroll (so the Drakes can save theirs) and an additional attack. On the charge the lances are -2 Rend, 2 Damage for maximum impact. Statistically best on the unit of 4, all units within 12″ benefit. It would be hard (but possible) to get more than 6 drakes wholly within 12″.

Horrorghast is an unusual choice but makes sense, Drakes don’t do huge damage and might not clear a unit completely through shooting and combat. Bottom of a round this might make a difference. Everblaze is a good option with the build on the Knight Draconis and the points. Tree Revenants are another good choice, their ability to walk the spirit paths (teleport) is better than the similarly costed Vanguard-Hunters because they don’t need to arrive close to the board edge. Choosing Tree Revenants means no need for a priest (Translocation) and a redeemer. In this list that’s worth an extra 2 dragons.

Mobility with endurance and reasonable hitting power is usually effective. Everything fits in a single battle regiment and at 1960 pts, the triumph should be in play most games. Daniel’s scores were competitive but his opponents were ranked lower through the tournament so his Swiss SoS placed him 3rd. A really good way to play SCE if you have the patience to build and paint that many dragons. It still needs good generalship, you don’t have a lot of bodies to control objectives or the board.

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Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Knights of the Empty Throne Varanguard x 6 (560)*
General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)**
Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)**
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)**
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch

Units
1 x Mindstealer Sphiranx (95)*

Behemoths
Chaos Warshrine (215)*
Mark of Chaos: Tzeentch
– Prayer1: Universal Prayer Scripture: Heal

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

Peter: I reached out to fill to see if he would be kind enough to comment on his list. He not only agreed but also gave us a tournament run down, which I’ll be publishing later today in its own article.

Phil Marshall: Knights of the Empty Throne – How does it work? In Knights of the Empty Throne, you are able to take Varanguard as Heroes, the first unit which is your general has Inescapable Doom and Grasping plate, meaning it can pile 6 inches and you cant retreat from this unit, the other unit has Corrupted Nullstone which is an auto unbind. The list is designed around two units of six Varanguard with the Mark of Tzeentch which allows the re-rolls of 1s to armour saves and gives units a 5+ spell ignore. Then you’ll look to really capitalise on these mechanics with other buff pieces in the army, which include two Sorcerer lords. Sorcerer lords have a built in mechanic called Orcular Visions which gives a unit +1 to save (this ability can stack), they are also wizards so offer the ability to cast mystic shield, demonic power (re-roll all hits and wounds) and mask of darkness (teleport). The final buff piece is the Warshrine, the prayer for Tzeentch is +1 save and a 4+ spell ignore, the only other prayer that may be used is Undivided which allows a unit to re-roll all hits and wounds. On top of this the Warshrine has an aura of 6+ ward which degrades as it takes damage. With all of these buff pieces it allows you to essentially make an unkillable unit (or two) of Varanguard. You can get +6 to your save re-rolling 1s once per game (oracular visions twice, mystic shield, Tzeentch Prayer, all out defence and finest hour), on top of this you can have a 4+ 5+ 5+ spell ignore as the Varanguard have a warscroll ability for spell ignore, mark of tzeentch grants spell ignore and then an additional spell ignore from the warshrine. As a result there are very few things that can deal with these units once they have the buffs on, you need to be able to do mass mortal wounds in the shooting and combat phase, otherwise there is a strong likelihood that you will never do any damage to this unit. I tend to evaluate the main threats of my opponents army and see how they have deployed, if I can capatalise on getting my general into the bulk of it and keeping them locked in combat for as long as possible. The rest of the list is designed to be very hard to kill with four units of iron golems who get +1 to their save if they havent made a normal move, meaning before rend they will be a 3+ re-rolling 1s.

Final Tournament Placings

Top Three AoS Lists for the Quest of Champions – Final

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This is the Top Three AoS Lists for the Quest of Champions Final that took place in the UK on 22md and 23rd October. It involved 30 players vying to be crowned champion in a 5 game tournament.

We have covered all of the previous four heats on Woehammer where players competed for a place in the finals. The system was devised by Dan from the Warrior Lodge in the UK and it makes for great competition each year. If you want to catch up on the games, the event was covered by Dice and Ducks on their YouTube channel.

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: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Beastlord (95)*
Artefact: Mutating Gnarlblade
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Unravelling Aura
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)****
Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)****
Lore of the Twisted Wilds: Savage Dominion

Battleline
6 x Dragon Ogors (250)***
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)***
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields

Units
5 x Centigors (85)*
5 x Centigors (85)****
20 x Bestigors (250)***
Reinforced x 1
1 x Mindstealer Sphiranx (95)*

Behemoths
Jabberslythe (150)*
Cygor (125)****

Core Battalions
*Battle Regiment
**Expert Conquerors
***Bounty Hunters
****Battle Regiment

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 194
Drops: 8

Danny: Freddie Leggett has a point to prove – and that point is ‘nerf Beasts’. The man even admitted himself after this event – his 3rd 5-0 with BoC in the self-proclaimed ‘Cygor meta’ – and far as we know, his wish is about to be granted… but in the meantime, you gotta take your hat off to the guy for running quite so rampant.

Beasts have a few things going for them. Not least of which is sheer numbers and efficiency. Dragon Ogors are just a brutally good hammer for their points – and in true 2nd edition fashion the Shaggoth allows them to re-roll 1s to hit, making their high volume of attacks uber reliable.

Ungors are fairly bad, but at 65 pts they’re one of the cheapest screens/battleline taxes going – they also make excellent Herdstone fodder, meaning a cheap way to rack up plenty of summoning points. Whereas Bestigors and Centigors fill out the niches of speed and slow good quality of attacks on a 4+ respectively.

The techy-cherry on top of this swarm is the two monsters, who each gain a unique monstrous action. The Cygor can try for an endless spell dispel – and if successful heal itself equal to the roll, making itself particularly tanky in this spell heavy meta. Whereas the Jabber can worsen the save of an enemy hero by 1 on a 2-5 or 2 on a 6 until the following combat phase – meaning even rend 1 weapons can utterly melt a priority target. Meanwhile the Mindstealer Sphiranx has a good chance of making something fight last.

It’s all tied together by the just all round great enhancements of Gavespawn. No one thing is particularly frightening on its own but the combined offensive weight and significant numbers of summoned models just tend to utterly overwhelm and establish massive board presence.

Good point, well made Freddie – time to put BoC out to pasture!

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Allegiance: Slaves to Darkness
Damned Legion: Host of the Everchosen (Sixth Circle)
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Archaon the Everchosen (860)*
Aura of Chaos: Tzeentch
– Spell: Call to Glory
Chaos Lord (120)*
Reaperblade & Daemonbound Steel
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch

Units
1 x Mindstealer Sphiranx (95)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 96
Drops: 2

Danny: With leaks of the new tome flooding the interwebs and the current Tome languishing at the bottom of the win-rate pile, Toby Meadows drops this bombshell on us – a 2nd place Archaon list! To be fair, it’s not a huge deviation from pretty much the only viable Slaves build at the moment.

Archaon is a big, tanky-ass utility provider, who is himself supported by the two lords for more buffs than you can shake a stick at. His role is usually as a super hard to shift distraction carnifex who can roll smaller units, making him a tricky tactical proposition. Meanwhile, 2 squads of Tzeentch marked Varanguard – meaning they’re re-rolling 1s to save on a nat 3+, and doing +1 damage in the 6th circle – act as twin hammers. 3 squads of super-bargain Iron Golems work on the board and objective control game – they hit more like pillow golems, but they’re a super cheap source of wounds on a 4+ with a natural +1 if they didn’t move.

And that cheeky kitty shows up again for the fight last shenanigans!

Big kudos to Toby as this list, while strong, is definitely suffering from being behind the times overall and takes a great degree of tactical acumen to pilot well. Losing only to the insane volume of attacks and bodies of 1st place Freddie is a great achievement.

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Allegiance: Seraphon
Constellation: Thunder Lizard
– Grand Strategy: Continuous Expansion
– Triumphs: Inspired

Leaders
Slann Starmaster (265)**
General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Engine of the Gods (265)****
Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Skink Starpriest (130)**
Artefact: Fusil of Conflaguration
– Spell: Hand of Glory
Skink Priest (90)**
Universal Prayer Scripture: Heal

Battleline
10 x Saurus Knights (220)*
Lances
– Reinforced x 1
10 x Skinks (75)***
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)***
Boltspitters Celestite Daggers & Star Bucklers

Units
2 x Salamander Hunting Pack (280)*
Reinforced x 1

Behemoths
Bastiladon with Solar Engine (250)****
Bastiladon with Solar Engine (250)****

Endless Spells & Invocations
Purple Sun of Shyish (90)

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Expert Conquerors
****Linebreaker

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 100
Drops: 10

Danny: It’s Mike Stewart. It’s Seraphon. It’s double Bastiladons with a Purple Sun. And even that couldn’t beat Freddie. Ok i’ll throw you a bone if you’re not familiar with Seraphon lists – Slann provides magical domination, the Bastiladons can be buffed to re-roll 1s, have +1 to hit and do additional mortals on 6s. If the Engine manages to get Curse off on something (6s to hit do mws) and the Sun is nearby to make each shot rend 2 – and in Thunder Lizards, one of them can use a command ability to firre twice…it’s gonna burn. And Beasts still beat it.

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Allegiance: Flesh-eater Courts
Grand Court: Morgaunt
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Abhorrant Archregent (245)***
Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Ghoul King (165)***
Lore of Madness: Miasmal Shroud
Abhorrant Ghoul King on Royal Terrorgheist (445)**
Mount Trait: Gruesome Bite
– Lore of Madness: Blood Feast
Abhorrant Ghoul King on Royal Zombie Dragon (430)***
General
– Command Trait: Savage Chivalry
– Artefact: Decrepit Coronet
– Mount Trait: Razor-clawed
– Universal Spell Lore: Flaming Weapon
Crypt Ghast Courtier (70)**
Crypt Ghast Courtier (70)**

Battleline
30 x Crypt Ghouls (255)*
Reinforced x 2
20 x Crypt Ghouls (170)*
Reinforced x 1
10 x Crypt Ghouls (85)***

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Warlord

Additional Enhancements
Artefact
Mount Trait

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 109
Drops: 9

Danny: So, FEC aren’t eating good these days – so 6th place is a big achievement and sure to score highly on our Woehammer scoring system. This is really a ‘ghouls for days’ list – each of those ghoul squads can come back on a 4+ … as many times as you like! They’re underwhelming in general but with bounty hunters can still bring the weight of dice pain, and if you roll well can represent a fairly overwhelming amount of board control over the game. Backed up by the King on ‘Gheist and his well known spike damage potential, plus a slightly less royal zombie dragon, it’s a classic ‘swamp and chomp’ (yes I just coined that term) list that must have scored fantastically to end 6th with 3-1-1.

Well done to Tom, and please, James Workshop, for the love of all that’s unholy give this faction some new models and rules.

Final Tournament Placings

Top Three AoS Lists for Northern Invasion 2022

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This is the Top Three AoS Lists for the Northern Invasion Grand Tournament that took place in Scotland on 1st and 2nd October. It involved 45 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: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Lord Kroak (430)*
Saurus Astrolith Bearer (140)
Artefact: Serpent God Dagger
Skink Starpriest (130)*
Spell: Hand of Glory
Slann Starmaster (265)*
General
– Command Trait: Arcane Might
– Artefact: Itxi Grubs
– Spell: Stellar Tempest

Battleline
30 x Skinks (225)**
Meteoric Javelins Celestite Daggers & Star Bucklers
Reinforced x 2
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
5 x Saurus Guard (115)*

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Endless Spells & Invocations
Horrorghast (40)
Ravenak’s Gnashing Jaws (60)
The Burning Head (20)

Core Battalions
*Warlord
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 96
Drops: 9

Comments: Fangs of Sotek with both Kroak and Krondspine headlining a lot of Skinks. No Bastilidons or Engine of the Gods, the only Behemoth is the Krondspine. No Purple Sun either but a pair of Mortal Wound endless spells with Ravenak’s and Burning Head combined with Horrorghast. The intention is pretty clear, send in the Horrorghast then follow up with Ravenak’s and maybe the Burning Head before Kroak rains MWs on you. This list is able to bring decent damage, especially from Kroak, Krondspine and the big unit of Skinks, which on top of the MWs and Horrorghast will cause battleshock issues. Countering that play is difficult, particularly with the summoning, but trying to stay back early may be the play. Kroak’s spells aren’t range limited and you need to avoid Unleash Hell from the 30 Skink block.

His opponents for the most part are reasonably slow and very exposed to Ravenak’s as a result. Combined with the Skink double shoot and Kroak turning off magic these were hard games for his opponents. It will be interesting to see what, if any, impact the new Tzeentch, Behemat and Lumineth tomes have on this type of list.

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs: Bloodthirsty

Leaders
Spirit Torment (115)***
Guardian of Souls (150)***
Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)***
Krulghast Cruciator (150)***
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Battleline
20 x Bladegheist Revenants (350)*
Reinforced x 1
20 x Bladegheist Revenants (350)*
Reinforced x 1
3 x Spirit Hosts (125)**
5 x Hexwraiths (160)*
10 x Bladegheist Revenants (175)**
10 x Chainrasps (110)**

Units
4 x Myrmourn Banshees (105)***

Endless Spells & Invocations Purple Sun of Shyish (70)

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Warlord

Total: 1975/2000
Reinforced Units: 2/4
Allies: 0/400
Wounds: 104
Drops: 11

Comments: Scarlet Doom continues to be the top choice in Nighthaunt and this list doesn’t deviate too much from the normal inclusions. 2 x Spirit Torments, Guardian and Krulghast with Spirit Hosts as bodyguards. Otherwise Bladegheist (the soul of a Scarlet Doom army), Hexwraiths for mobile pressure and scoring with some Chainrasps as either screens of for screens/objectives. Banshees to provide counter spell (endless spell anyway) and the Purple Sun. Stand outs are probably Master of Magic (great choice) and the use of both of the new battalions. Turn priority isn’t critical for Nighthaunt with their speed, ignore rend and ward saves, the potential double on 2/3 is very strong for them, they often lose models slowly and regrow them. Most lists would run a 20 and a 30 Bladegheist unit with this number (50) available).

2 large units of Bladegheist are going to delete a lot of threats, they can each be backed Spirit Torments for some returned models. The list isn’t tied to 1 big death ball, it can effectively operate on 2 fronts. Expert Conquerors is a great choice, the units are relatively cheap so they can be traded and MSU batteline may not destroy them in one turn. Spectral Lure (Guardian of Souls) has a 24″ range, it’s possible to return models from a decent distance. The only match up he lost to is Kharadon, their boats can escape combat and with their shooting it’s a very tough fight for Nighthaunt.

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

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Heroic Stature
– Artefact: Armour of Gork
– Mount Trait: Smelly ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
– 1x Gorkamorka Glyph Bearers

Behemoths
Rogue Idol (430)

Core Battalions
*Warlord
**Bounty Hunters

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 122
Drops: 8

Comments: A variation on the double Mawcrusha style with a Rogue Idol in place of the 2nd Mawcrusha. Warlord has been used to give the Shaman and extra spell and the MegaBoss on Mawcrusha is super tanky (Armour of Gork, Heroic Stature and Smelly ‘Un). Smelly ‘Un only applies if you haven’t charged, and that suggests how this list plays. The 2 x 6 Gore Grunta units and the Rogue idol are the aggressive elements, the Mawcrusha is going to be held back until it has to be committed. On the other hand the Rogue is going to charge as much as possible for that +1 to hit. If the Warchanter gives it the Get ’em beat it’s threat range is massive.

The list is the first of the 4/1s only struggling with Soulblight Gravelords. That’s expected because they operate in different ways, with SBGL getting stronger as time goes on and they can summon/return units while the Orruks lose strength particularly from Turn 3 onwards as units succumb. The secret to beating them is to out last them. Is it time for a new model for Ironjawz? If there was what should it be?

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Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Grand Strategy: No Place for the Weak
– Triumphs:

Leaders
Knights of the Empty Throne Varanguard x 6 (560)**
General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)*
Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
Mark of Chaos: Tzeentch

Units
6 x Furies (95)**

Behemoths
Chaos Warshrine (215)**
Mark of Chaos: Tzeentch
– Prayer1: Universal Prayer Scripture: Heal

Core Battalions
*Command Entourage – Magnificent
**Chaos Warband – Unified

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 126
Drops: 4

Comments: In 4th and another 4/1 result it’s Knights of the Empty Throne with max Varanguard and Iron Golems. Everything has Mark of Tzeentch because it’s probably the best in the current spell meta. Combat heroes (6 Varanguard) and 2 casting heroes with a team of mortal screens (Iron Golems) and the warshrine. Mask of Darkness for teleporting madness. The Varanguard are going to be applying pressure and stamping out threats, they don’t do as much damage as Fulminators (average damage is 18 before saves + 3 MWs). Iron Golems are a very annoying screen/objective unit. With the 7 x 1 wound and a 3 wound model, there is a very good chance you want clear it 1 turn unless you commit. And the Warshrine can then heal it forcing you to fight a them in 2 turns.

Again the only loss was to a faction that directly counters this list, long range shooting with mortals being a great counter. The unit of Varanguard with the grasping plate is able to pile in 6″, remember that if you have ranged attacks because they don’t need to trigger Unleash Hell. That’s probably the biggest trick, otherwise this a straightforward list.

Final Tournament Placings

For the full tournament results see tabletop.to

Top Three AoS Lists for Justice Series GT

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This is the Top Three AoS Lists for the Justice Series GT that took place in Liverpool, UK on 15th and 16th October. It involved 80 players vying to be crowned champion in a 5 game tournament.

The Justice Series has been going on for some time now and this is not the first iteration, and – whilst I haven’t been to the venue yet – it is getting good reviews. Ritchie is the manager of the store and gaming venue and he is very visible on Twitter, as well as being a very good player on the UK scene.

They have also just announced their new mascot / character – Justice – who is a female mage knight. You can find out more about her here.

(Pictures copyright Games Workshop)

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: Beasts of Chaos
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)**
– General
– Command Trait: Adamantine Scales
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Dark Storms: Sundering Blades

Battleline
6 x Dragon Ogors (250)*
– 4x Paired Ancient Weapons
– 2x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)*
– 4x Paired Ancient Weapons
– 2x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)
– 4x Paired Ancient Weapons
– 2x Draconic War glaives
– Reinforced x 1
10 x Ungors (65)***
– Mauls & Half-Shields
10 x Ingots (65)***
– Mauls & Half-Shields

Endless Spells & Invocations
Ravening Direflock (30)

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
– Reinforced x 1
3 x Tzaangor Skyfires (190)**
3 x Tzaangor Skyfires (190)**
3 x Tzaangor Skyfires (190)**

Core Battalions
*Bounty Hunters
**Battle Regiment
***Expert Conquerors

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 180
Drops: 7

Comments: Well, if ever there was a White Dwarf article that had a bigger impact on any gaming system I’ve not seen it. Dan & Freddie (see below) won their last two games with the Beasts, with very similar armies. The only reason you don’t see this as often is because the Dragon Ogre sculpts are big and expensive.

Games Workshop – tearing up a meta near you

Expect some changes in the new Battlescroll due to be released in October, but based on the previous Battlescrolls I wouldn’t expect them to suddenly become rubbish.

Well done to Dan for 1st, and a 5-0!

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Allegiance: Beasts of Chaos
– Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Beastlord (95)*
– Artefact: Mutating Gnarlblade
Dragon Ogor Shaggoth (155)*
– General
– Command Trait: Unravelling Aura
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)****
– Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)****
– Lore of the Twisted Wilds: Savage Dominion

Battleline
6 x Dragon Ogors (250)***
– 3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)***
– 3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
10 x Ungors (65)**
– Mauls & Half-Shields
10 x Ungors (65)**
– Mauls & Half-Shields
10 x Ungors (65)**
– Mauls & Half-Shields

Units
5 x Centigors (85)*
5 x Centigors (85)****
20 x Bestigors (250)***
– Reinforced x 1
1 x Mindstealer Sphiranx (95)*

Behemoths
Jabberslythe (150)*
Cygor (125)****

Core Battalions
*Battle Regiment
**Expert Conquerors
***Bounty Hunters
****Battle Regiment

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 194
Drops: 8

Comments: To say that I’m running out of things to say about Beasts is an understatement (see above). We’re seeing loads of them in the top threes at the moment and they seem to be a great counter to Maggotkin of Nurgle who Freddie beat twice on the way to his 5-0. Well done again!

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Allegiance: Slaves to Darkness
– Damned Legion: Knights of the Empty Throne
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

Leaders
Knights of the Empty Throne Varanguard x 6 (560)*
– General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)**
– Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)*
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)*
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
8 x Iron Golems (75)**
– Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
– Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
– Mark of Chaos: Tzeentch
8 x Iron Golems (75)**
– Mark of Chaos: Tzeentch

Units
1 x Mindstealer Sphiranx (95)**

Behemoths
Chaos Warshrine (215)**
– Mark of Chaos: Tzeentch
– Prayer1: Universal Prayer Scripture: Heal

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Artefact

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

Comments: It’s an Archaon list, without Archaon… just lots of Varanguard changing the definition of hero and letting Slaves to Darkness take loads of them.

Games Workshop / Wahapedia

And they come back – albeit in smaller numbers…! Wow. They are fast, hit like a ton of bricks and can use hero abilities. You don’t want to be on the receiving end.

This might be one of the last times we see them from this current book so it’s great to see Phil get them to 3rd in a tough tournament. Also a special shout out to Piotr who drew with Phil in the last game, but lost on points scored in the first four games — such small differences.

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Army Faction: Skaven
Grand Strategy: Take What’s Theirs
– Triumph: Indomitable

LEADERS
Verminlord Deceiver (405)*
General
– Command Traits: Devious Adversary
– Artefacts of Power: Shadow Magnet Trinket
– Spells: Flaming Weapon
Slynk Skittershank (225)*
Thanquol (415)**
2 x Warpfire Braziers
– 2 x Warpfire Projectors
– Spells: Skitterleap

BATTLELINE
Gutter Runners (210)*
Gutter Runners (210)*
Night Runners (90)**
Nightleader
Night Runners (90)**
Nightleader

OTHER
Gutter Runners (210)*
Skittershank’s Clawpack (225)*

ENDLESS SPELLS & INVOCATIONS
1 x Quicksilver Swords (60)
1 x Warp Lightning Vortex (80)

TERRAIN
1 x Gnawhole (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1995/2000

Comment: I love Skaven, and had an army of them in Warhammer 8th Edition (and have even rebased some of them), and so I keep an eye out on their successes. Gabe hasn’t gone with Stormfiends, but has taken Night Runners and Gutter Runners. The only thing it’s missing to make it fully Eshin, is the Assassins, but he’s got Thanquol and a Verminlord instead so it’s definitely a Skaven list.

This is another list where I say I don’t understand what it does, or how it does it.

Games Workshop & Wahapedia

At 225 points I’ve not seen Slynk or his Clawpack before… it’s more Eshin so Gabe’s keeping on theme, but they can deploy outside 6″ and near terrain at the end of turn 1, so Gabe can pin in the enemy a little. The blighter can fight as well… as you’d hope for 225!

It’d be really interesting to know how this works, so I’m not suggesting go out and replicate this list, but it is an example that there are still new lists out there that can compete.

Top Three AoS Lists for Michigan GT

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This is the Top Three AoS Lists for the Michigan GT that took place in USA on 1st and 2nd October. It involved 72 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: Ossiarch Bonereapers
Legion: Petrifex Elite
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Arkhan the Black, Mortarch of Sacrament (340)**
Mortisan Soulmason (115)**
General
– Command Trait: Mighty Archaeossian
– Spell: Arcane Command
– Artefact: Godbone Armour

Battleline
5 x Kavalos Deathriders (190)**
Nadirite Spear and Shield
5 x Kavalos Deathriders (190)**
Nadirite Spear and Shield
9 x Necropolis Stalkers (525)*
Reinforced x 2
9 x Necropolis Stalkers (525)*
Reinforced x 2

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)
Bone-tithe Shrieker (50)

Core Battalions
*Expert Conquerors
**Battle Regiment

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 95
Drops: 3

Brett: One of the top ranked players takes a maxi tournament with Ossiarch Bonereapers (OBR), an underrepresented faction. That it’s an unusual list, is a bonus. No Mortek guard but still plenty of casting with Arkhan and the Soulmason. The Arkhan’s casting bonuses will help with the Endless spells, everyone knows Ravenaks by now but the Bone-tithe Shrieker is a bit different. It prevents rally or inspiring presence with 12″ and grants +1 to hit to OBR within 12″. There is a lot on the warscrolls even for the troops, but the short version is that Arkhan can heal D3 wounds or return a model with less than 3 wounds to the Deathriders who, have bonus damage on the charge and can do mortal wounds on a 5+ from a command point.

The Stalkers have a range of bonuses that they they can use, including re-rolling their hits or saves or, +1 to rend/ damage. They have a command to gain re-rolls to runs and charges as well as fly. This list is attempting to deal with the lack of mobility that hampers OBR (Mortek move 4″), and brings a lot of focussed combat power. Stalkers are a really flexible unit, being able to decide whether to be tanky or aggresive each turn. It’s possible to use Arkhan’s command to increase the Soulmason’s spell range to 30″, granting them re-rolls on 1s as well as extra rend and damage in a turn. With 45 attacks at -2 rend, 2 damage, hitting and wounding on 3s. They’re in Expert Conquerors for maximum objective control.

He faced down several Incarnates, a block of 4 Stormdrakes and a Leviadon on his way to number 1, attesting to the effectiveness of the approach in the right hands. Bill scored exceptionally well, the only player with about 200 points and more than 30 in front of 2nd (who he didn’t face).

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Allegiance: Soulblight Gravelords
Lineage: Legion of Blood
– Mortal Realm: Ghur
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Mannfred von Carstein, Mortarch of Night (380)
Lore of the Deathmages: Fading Vigour
Neferata, Mortarch of Blood (365)**
Lore of the Deathmages: Decrepify
Vampire Lord (140)**
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Expertise: Arcane
– Universal Spell Lore: Levitate

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

Units
20 x Grave Guard (280)*
Great Wight Blades
– Reinforced x 1
10 x Blood Knights (390)*
Reinforced x 1

Endless Spells & Invocations
Chronomantic Cogs (40)
Horrorghast (40)
Purple Sun of Shyish (70)

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 109
Drops: 4

Brett: Both Mortarchs, the expected 3 Endless Spells, death ward, heals and units that return on death to make a surprisingly hard to kill list. Legion of Blood with Arcane Expertise and a foot Vampire Lord to use the +2 to casting/dispels/unbinds for the first cast. Having one of the Mortarchs cast Cogs to make this a very high probability of Purple Sun on demand. The Mortarchs and Blood Knights make up most of the power in the list, while the Black Knights provide mobile threat, containment and objective grabbers. The Skeletons, Grave Guard and Black Knights could be set up off the board (1 in reserve for every deployed unit) and summoned in any phase via a gravesite. Mostly useful against elite armies that can’t cover all four objectives.

The Blood Knights and Grave Guard are both included in Bounty Hunters, and with 2 Mortarchs this is a 4 drop list. This can place it at the mercy of their opponents in some cases. A lot of control and resilience is possible, but SBGL is a little low in outright damage. Michael won all 5 games but his scoring was average dropping him to 2nd despite his 5/0.

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Army Faction: Beasts of Chaos
Army Subfaction: Gavespawn
– Grand Strategy: Defend What’s Ours

LEADER
1 x Slaves to Darkness Daemon Prince (210)
Hellforged Sword and Malefic Talons
– Mark of Chaos: Khorne
1 x Tzaangor Shaman (135)***
General
– Command Traits: Unravelling Aura
– Artefacts: The Knowing Eye
– Spells: Wild Rampage
1 x Great Bray-Shaman (100)***
Spells: Tendrils of Atrophy
1 x Dragon Ogor Shaggoth (155)***
Artefacts: Mutating Gnarlblade
– Spells: Hailstorm

BATTLELINE
30 x Tzaangors (525)**
Pair of Savage Blades and a Vicious Beak
– 3 x Icon Bearer
– 3 x Brayhorn
– 6 x Tzaangor Mutant
– Savage Blade and Arcanite Shield
– 6 x Savage Greatblade
10 x Gors (70)**
Banner Bearer
– Brayhorn
– Gor Blade and Beastshield
10 x Gors (70)***
Banner Bearer
– Brayhorn
– Gor Blade and Beastshield

TERRAIN
1 x Herdstone (0)

OTHER
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*

CORE BATTALIONS:
*Bounty Hunters
**Expert Conquerors
***Warlord

TOTAL POINTS: (1985/2000)

Brett: Another good result for Beasts since their Tome Celestial. The increase in rend is particularly useful when you don’t face Nighthaunt. Roger paid for that by facing SBGL in his first 3 rounds. As for the list itself, a Khorne marked Daemon Prince for anti-charge and because he is a combat monster with always fights first. A Tzaangor Shaman that gives +1 to hit for the Tzaangor within 12″ and a Great Bray Shaman giving +3″ movement to all Gor units within 12″. Although the Tzaangor Enlightened are very mobile (great for Barge Through or even Against the Odds) this list is built around making you come to them (Defend What’s Ours, Grand Strategy). With the Gors to provide screens that leaves the Daemon Prince and Tzaangor to pick their targets.

Roger had a great run, 4/0 until the final round where he met Bill and was defeated. He finished just 3 points behind 2nd. The Tzaangor Enlightened wouldn’t be a great match into the Necropolis Stalkers leaving Roger a little short on dealing with Bill’s list.

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Allegiance: Slaves to Darkness
– Damned Legion: Despoilers
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Be’Lakor, the Dark Master (360)
General
– Spell: Call to Glory
Chaos Lord on Manticore (255)***
Blade & Lance
– Artefact: Helm of Many Eyes
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)***
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Slaves to Darkness Daemon Prince (210)***
Sword
– Artefact: Armour of Tortured Souls
– Mark of Chaos: Khorne

Battleline
8 x Chaos Legionnaires (110)*
Mark of Chaos: Undivided
8 x Chaos Legionnaires (110)*
Mark of Chaos: Undivided
10 x Chaos Marauders (90)**
– Axes & Shields
– Mark of Chaos: Undivided

Units
8 x Iron Golems (75)*
Mark of Chaos: Undivided
3 x Varanguard (280)**
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
1 x Mindstealer Sphiranx (95)***

Behemoths
Chaos Warshrine (215)***
Mark of Chaos: Tzeentch
– Prayer1: Universal Prayer Scripture: Heal

Endless Spells & Invocations
Horrorghast (40)

Core Battalions
*Expert Conquerors
**Bounty Hunters
***Warlord

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 110
Drops: 11

Brett: Be’Lakor (the other prince) led Slaves to Darkness list with an almost standard list of heroes. Two of the newest warbands (Chaos Legionaries) as battleline, suggesting a heroic painting effort. These guys were released very recently and, when close to Be’Lakor gain a +1 to their wound rolls. They aren’t really damage powerhouses though, just like the Marauders. But this is where the Chaos Lord on Manticore and Khorne marked Daemon Prince come in with their damage and mobility. The Chaos Sorcerer and Lord, as well as the Warshrine and Varanguard are Tzeentch marked (re-rolling save rolls of 1 within 12″ and a 5+ spell ward) with the remainder of the list as Chaos Undivided for Be’Lakor to work with.

Finally the Mindsteale is on a really cheap mobile monster to be best friends with Horroghast (Mindstealer applies a -2 to bravery). Most of the power is concentrated in the heroes particularly Be’Lakor. At this stage of the edition everyone knows Be’Lakor and he’s always a target for mortal wounds and shooting. Unfortunately most of the list is pretty fragile, they will screen briefly but it wouldn’t be hard to remove most of them in a single turn. After which the combat threats are exposed. Alternatively those heroes are the most mobile elements and can have themselves isolated without screens. Michael played around those issues and took down Seraphon and Fyreslayer lists losing to a clever Cities list with 30 Irondrakes and 10 Protectors. The Protectors would wade through most of this list while shrugging the incoming damage.

Final Tournament Placings

Top Three AoS Lists for Epic Level Showdown

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This is the Top Three AoS Lists for the Epic Level Showdown that took place in Georgia, USA on 24th and 25th September. It involved 35 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: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Be’Lakor, the Dark Master (360)*
Allies
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Rancid Visitations

Battleline
10 x Plaguebearers (150)*
2 x Pusgoyle Blightlords (220)*
1x Dolorous Tocsin
4 x Pusgoyle Blightlords (440)*
2x Dolorous Tocsin
– Reinforced x 1
4 x Pusgoyle Blightlords (440)*
2x Dolorous Tocsin
– Reinforced x 1

Units
3 x Nurglings (105)*

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 360 / 400
Wounds: 134
Drops: 1

Brett: We’ve seen the Nurgle Blightlord’s a lot in Season 1, they deny the missions well more than play them well, but to look at this list and think it’s like that would be a mistake. To start with Be’lakor is heading the list (even if he isn’t the general) and it has Plaguebearers and Nurglings even. That’s right there are Galletian Veteran’s in this list. On top of that we have Ravenak’s Gnashing Jaws, the mechanics of this spell are brilliant (roll 3D6 and subtract the target unit’s movement, take the difference as mortal wounds). 3 casts/dispels with Arcane Tome and Rancid Visitations, an anti horde mortal wound spell. Be’lakor is a skill pick, 20% of your army and he can hit really hard but he only has 14 wounds on a 4+ and degrades quickly.

You need to pick your time to commit him and I feel like the durable Blightlords compliment him well. Commit them to the early scoring/battle tactics and bluntening your opponents thrust before swooping in. It might even open up a This One’s Mine which can help a lot with your scoring. The Blightlords are just an effective unit, 8 wounds and 11 attacks each and mortal wounds on the charge and at the end of combat. With disease points they grind units down through a combination of resilience (5+ ward and heal a wound every round) and steady damage. The Nurglings are a natural for either taking an unprotected objective or completing Desecrate the Lands with their Hidden Infestations (they don’t deploy until the end of your first movement phase and must be outside of your deployment).

They arrive 3″ away from Terrain so it will be the next turn before they can do Desecrate. It’s a unique take on a pretty common solution and able to access pretty much all battle tactics (particularly from the GHB). Great work going 5/0 and proving the there is depth to Nurgle.

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Army Faction: Idoneth Deepkin
Subfaction: Mor’phann
– Grand Strategy: The Creeping Gloomtide
– Triumph: Indomitable

LEADERS
Akhelian King (250)*
General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts of Power: Arcane Tome
– Mount Traits: Voidchill Darkness
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur
Isharann Soulscryer (150)*
Prayers: Curse
Isharann Soulrender (120)*

BATTLELINE
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Thralls (390)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Brett: Another different take on the popular infantry heavy Idoneth list. Instead of a 20 or 30 model units Jon is running his Reavers in 10 model trading units. The Thralls are still in a double reinforced unit. The Soulscryer is one reason for the smaller units, they are much easier to Deep Strike. One can garrison the shipwreck as well. The Soulscryer can take 2 units with him and redeploy at the end of the movement phase within 6″ of the edge of the battlefield and outside of 9″ from an enemy unit. Great for battletactics and sniping important things. The Soulrender is returning units with Lurelight. The King has all of the upgrades which include Unstoppable Fury (+2 attacks for each unit within 3″ in High Tide), Arcane Tome/Flaming Weapon (+1 damage) and Voidchill Darkness (-1 hit to enemy attackers).

Rounding out the list are Krondspine and the Shipwreck.Krondspine is interesting choice but helps before High Tide (turn 3) when Idoneth has fight first available before dropping into Ebb Tide where they can retreat and charge (or shoot). Krondspine gives you an offensive threat that needs to be dealt with. Supported by Reavers and even the King from turn 2 it’s a serious threat, even better if it’s still around in turn 3. The small units of Reavers can make effective use of the Tides of Death, there is less on the line if you run and shoot with a small unit that will most likely be taken out next turn. An interesting take on Idoneth that ran very well and scored well throughout, in the end losing to our winner in the final round. No surprises really, Jon is one of the top ranked players in the world.

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

LEADERS
Varanguard (560)
General
– Mark of Chaos: Tzeentch
– Command Traits: Inescapable Doom
– Daemonforged Blade and Warpsteel Shield
– Artefacts of Power: Grasping Plate
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness
Slaves to Darkness Daemon Prince (210)*
Mark of Chaos: Khorne
– Hellforged Sword and Malefic Talons
Chaos Sorcerer Lord on Manticore (270)*
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch

BEHEMOTH
Krondspine Incarnate of Ghur (400)
Chaos Warshrine (215)*
Mark of Chaos: Tzeentch
– Prayers: Heal

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Brett: Knights of the Empty Throne (without Archaon) being run here by one of the top 10 players in the world (tough crowd in Georgia). Although there is no Archeon it’s still a hero based list and possibly a prelude to what the end of the year may look like with the new book. Only 2 casts/dispels but with both the Krondspine (Endless Spell protection and massive melee threat) and the Warshrine (Behemoth priest). Both Sorcerers know Mask of Darkness (teleport for Mortal units). Everything except the Daemon Prince is Tzeetch marked (reroll save rolls of 1 for everything except the Incarnate and Untamed Beasts) and a 5+ ward against the effects of magic. Varanguard as general with Inescapable Doom (no retreat within 3″) and Grasping Plate (6″ engagement range and 6″ pile in). We’ll assume they are 6th Circle for the extra damage on the charge.

Playing this well takes some considered action, there are 4 solid hammers but they work best with overlapping buffs. Khorne Marked Daemon Prince has the 18″ halve charge and run rolls, he is best close to something important that you don’t want charged. The Krondspine doesn’t benefit from the armies buffs so can act independently but it’s also strong anti endless spell protection. Varanguard are a mobile threat as is the Sorcerer on Manticore but committing them too early could be a mistake. The Untamed Beasts and Sorcerers are mortals and can be teleported with Mask of Darkness. Great for those Battle Tactics. The Sorceror’s can use Eye of the Gods at the end of the turn if they kill a unit. Probably not something to play into, the Sorcerer’s can be removed relatively easily – even the 12 wounds on a 4+, but something to take advantage of

The ideal set up is probably to have the Sorcerer cast Demonic Power (reroll hits and wounds) on the Varanguard before launching them. Keep the Daemon Prince near to the Varanguard to prevent the counter charge. In earlier turns screen with the Untamed Beasts (both the Prince and Manticore fly so can go over the screen if necessary). Initially everything is likely to stay close to the Warshrine for the 6+ ward, particularly if there is much shooting in the enemy’s list. The loss to Lumineth just highlights the issues Slaves have as a melee army that is relatively slow moving with long range mortal wound shooting. Lumineth in particular aren’t likely to push into to you to score giving little room to react to their shooting, 2 turns across open ground is uncomfortable.

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Army Faction: Ogor Mawtribes
Army Type: Boulderhead
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADERS
Frostlord on Stonehorn (430)*
General
– Metalcruncher
– Lord of Beasts
– Brand of the Svard
Kragnos, The End of Empires (720)*

BATTLELINE
Mournfang Pack (320)*
Reinforced: Once
Ogor Gluttons (250)*
Ogor Gluttons (250)*

CORE BATTALIONS
*Bounty Hunters

TOTAL POINTS: 1970/2000

Brett: Do you like a quick movement phase without the distraction of a lot of units (and models)? But Gargants don’t float your boat then get on Ogors, mini, hungrier Gargants looking for their next meal. They also look pretty angry rather than slow witted so that’s something (I always wanted Ogres as a playable race in Warcraft). With a new book coming there is some light at the end of the tunnel, at the moment Ogors are languishing with a 42% winrate with fairly low representation. I’m going with this must have been a Battle Regiment not Bounty Hunters because Bounty Hunters is only 3 units max. Anyone 2 Generals since Kragnos is no one’s servant (he counts as a General).

The Frostlord has Metalcruncher (D6 MW to a unit within 3″ at start of combat) and as a Boulderhead, Lord of Beasts (1″ extra movement) and Brand of Svard (+1 to hit with melee weapons). Kragnos is handing out his 18″ charge with 3D6 rolls. The Gluttons get an extra 2″ move if they are more than 3″ from all enemy units (they’re hungry) and everything does mortal wounds on the charge. Kragnos is unique there where he makes a charge with different profiles if it is against units or a single monster. His Bellowing Roar as he gets wounded is always funny, in a bad way. If you see Ogors you know they are going to concentrate on stomping you, if they are with Kragnos they will be fairly compact.

Michael recovered really well from his early round losses, eventually finishing higher than both of his opponents. As expected scoring was an issue with 6 dropped tactics and 2 dropped Grand Strategies through the weekend. Congratulations on bringing a pretty unique list.

Final Tournament Placings

AoS Meta Stats (w/e 28th August 2022)

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Unfortunately they’ll be no meta stats next weekend as I am on holiday. Normal service will resume for the week ending of 11th September.

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Grand Tournaments

Emerald City Open 2 – USA
32 Players

PositionFactionSubfactionResult
1stDaughters of KhaineHagg Nar5-0-0
2ndSons of BehematBreaker Tribe5-0-0
3rdDisciples of TzeentchHosts Arcanum4-0-1
4thSeraphonThunder Lizard4-0-1
5thMaggotkin of NurgleDrowned Men4-0-1
Emerald City Open 2

Sacremento Slam – USA
12 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard5-0-0
2ndDaughters of KhaineHagg Nar4-0-1
3rdOssiarch BonereapersPetrifex Elite3-0-2
4thSkaven3-0-2
5thHedonites of SlaaneshLurid Haze3-0-2
Sacremento Slam

Dice and Ducks: Decimation – UK
16 Players

PositionFactionSubfactionResult
1stSons of BehematTaker Tribe4-0-1
2ndSeraphonFangs of Sotek3-0-1
3rdDaughters of KhaineKhailebron4-0-1
4thSoulblight GravelordsLegion of Night4-0-1
5thBlades of KhorneReapers of Vengeance2-0-2
Dice and Ducks: Decimation

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This Weeks Stats

The following stats are for the week ending 28th August only, essentially GT’s that took place on the 27th and 28th August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 30th/31st July to the 20th/21st August. This covers a total of 983 players (+152 players) across 24 Grand Tournaments (+3 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one, although the stats are starting to shift away from the 50% mark slightly again. With Destruction once again falling.

Its not been a good week for the Kruleboyz and this is also reflected in the four weeks stats with them falling to 35.0%. Come on GW, show them some love.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

A great week for Seraphon sees them extend a lead over the Daughters of Khaine with 9 clean sweeps to their 6.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Currently it would appear that Seraphon players have the highest chance of going 5-0 at an even.

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AoS Meta Stats (w/e 21st August 2022)

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A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

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Grand Tournaments

Northern Ireland GT – UK
32 Players

PositionFactionSubfactionResult
1stDaughters of KhaineKhailebron5-0-0
2ndStormcast EternalsHammers of Sigmar4-0-1
3rdNighthauntEmerald Host4-0-1
4thFyreslayersLofnir4-0-1
5thStormcast EternalsHAmmers of Sigmar4-0-1
Northern Ireland GT

Capital City Bloodbath – Canada
43 Players

PositionFactionSubfactionResult
1stFlesh-eater CourtsFeast Day5-0-1
2ndBonesplitterzIcebone5-0-1
3rdCities of SigmarHallowheart5-0-1
4thIdoneth DeepkinMor’Phann5-0-1
5thSeraphonFangs of Sotek5-0-1
Capital City Bloodbath

Gateway Open 2022 – USA
43 Players

PositionFactionSubfactionResult
1stStormcast EternalsKnights Excelsior5-0-0
2ndCities of SigmarLiving City5-0-0
3rdBlades of KhorneReapers of Vengeance4-0-1
4thDaughters of KhaineZainthar Kai4-0-1
5thSons of BehematBreaker Tribe4-0-1
Gateway Open 2022

Salt Lake Open 2022 – USA
33 Players

PositionFactionSubfactionResult
1stFyreslayersGreyfyrd5-0-0
2ndStormcast EternalsCelestial Warbringers4-0-1
3rdOgor MawtribesBoulderhead4-0-1
4thSons of BehematBreaker Tribe4-0-1
5thFlesh-eater CourtsBlisterskin4-0-1
Salt Lake Open 2022

Nashcon GT 2022 – USA
81 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndMaggotkin of NurgleBlessed Sons5-0-0
3rdNighthauntScarlet Doom4-0-1
4thBeasts of ChaosDarkwalkers4-0-1
5thLumineth Realm-LordsZaitrec4-0-1
Nashcon GT 2022

Snake Eyes – Australia
81 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndKharadron OverlordsBarak-Zilfin5-0-0
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSylvanethGnarlroot4-0-1
5thSkaven4-0-1
Snake Eyes

Mancunian Carnage: Summer 2022 – Australia
81 Players

PositionFactionSubfactionResult
1stIronjawz5-0-0
2ndSlaves to DarknessKnights of the Empty Throne5-0-0
3rdMaggotkin of NurgleDrowned Men4-0-1
4thNighthauntScarlet Doom4-0-1
5thNighthauntEmerald Host4-0-1
Mancunian Carnage: Summer 2022
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This Weeks Stats

The following stats are for the week ending 21st August only, essentially GT’s that took place on the 20th and 21st August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 30th/31st July to the 20th/21st August. This covers a total of 983 players (+152 players) across 24 Grand Tournaments (+3 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one, although the stats are starting to shift away from the 50% mark slightly again. With Destruction once again falling.

Its not been a good week for the Kruleboyz and this is also reflected in the four weeks stats with them falling to 36.5%. Come on GW, show them some love.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

A great week for Seraphon sees them extend a lead over the Daughters of Khaine and Maggotkin of Nurgle with 7 clean sweeps to their 5.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Beasts of Chaos cling to their top spot but the Maggotkin of Nurgle seem to be having a resurgence and are not too far off their heels. Seraphon and Bonesplitterz are falling closely behind.

Kruleboyz fall back down the table and join Flesh-eater Courts, Ogors, Bonereapers and Gloomspite in the sub 45% win rate.

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Chance of going 5-0

Currently it would appear that Seraphon players have the highest chance of going 5-0 at an even.

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AoS Meta Stats (w/e 14th August 2022)

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A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

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Grand Tournaments

Ranked from largest to smallest.

Age of Sigmar Matched Play Event – UK
74 Players

PositionFactionSubfactionResult
1stMaggotkin of NurgleDrowned Men5-0-0
2ndDaughters of KhaineHagg Nar5-0-0
3rdIdoneth DeepkinIonrach4-1-0
4thStormcast EternalsHammers of Sigmar4-1-0
5thOgor MawtribesBoulderhead4-0-1
Age of Sigmar Matched Play Event

Old Town Throwdown Summer Smash – USA
72 Players

PositionFactionSubfactionResult
1stBig Waaagh!5-0-0
2ndMaggotkin of NurgleDrowned Men5-0-0
3rdSeraphonThunder Lizard5-0-0
4thNighthauntScarlet Doom4-0-1
5thBonesplitterzDrakkfoot4-0-1
Old Town Throwdown Summer Smash

Storm of Magic GT – UK
23 Players

PositionFactionSubfactionResult
1stStormcast EternalsCelestial Vindicators4-0-1
2ndSons of BehematBreaker Tribe4-0-1
3rdSons of BehematBreaker Tribe4-0-1
4thCities of SigmarHammerhal4-0-1
5thFyreslayersLofnir4-0-1
Storm of Magic GT

Turnaj O Nacelnika Opicich Hor – Czech Republic
24 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard4-1-0
2ndDaughters of KhaineZainthar Kai4-0-1
3rdKharadron Overlords4-0-1
4thSylvanethHeatwood4-0-1
5thMaggotkin of NurgleDrowned Men4-0-1
Turnaj O Nacelnika Opicich Hor

King in the North! 22 – Norway
31 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom4-1-0
2ndMaggotkin of NurgleDrowned Men4-0-1
3rdBeasts of ChaosAllherd4-0-1
4thSylvanethHarvestboon4-0-1
5thDaughters of KhaineZainthar Kai4-0-1
King in the North! 22
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This Weeks Stats

The following stats are for the week ending 14th August only, essentially GT’s that took place on the 13th and 14th August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 23rd/24th July to the 13th/14th August. This covers a total of 831 players (-13 players) across 21 Grand Tournaments (+2 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

This is the first time in a rolling four week period where only two factions have fallen below the 45% win rate. Are things getting even better for AoS?

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Daughters of Khaine, Seraphon and Maggotkin of Nurgle now have both achieved 4 5-0 wins a piece.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Bonesplitterz relinquish their top spot to Beasts of Chaos, however they both have win rates of over 57%, as do Maggotkin of Nurgle and Big Waaagh!

At the other end of the table Gloomspite Gitz are the only sub 40% faction, their new book can’t come soon enough.

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Currently it would appear that Big Waaagh! players have the highest chance of going 5-0 at an event, however this is from a small player base so will fall as more players register under the Big Waaagh! banner.

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