Category Archives: Legion of the First Prince

Top Three AoS Lists for Quest of Champions – Heat 2

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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 Small Town Throwdown: Smoke on the Water

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Tournament that took place in the USA on 25th and 26th February. It involved 30 players vying to be crowned champion in a 5-game tournament.

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

If you like what we’re doing, why not join our Patreon and help keep it going?

Small Town Throwdown: Smoke on the Water (US) – 30 Players

Army Faction: Orruk Warclans
Army Type: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumph: Bloodthirsty

LEADERS
Orruk Warchanter (120)*
– General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Da Great Big Green Hand of Gork
– Warbeats: Fixin’ Beat
Orruk Warchanter (120)*
Warbeats: Get ’Em Beat
Skragrott, the Loonking (160)*
Orruk Megaboss (140)**
Wurrgog Prophet (170)**
Artefacts of Power: Glowin’ Tattooz
– Spells: Gorkamorka’s War Cry
Wurrgog Prophet (170)**
Artefacts of Power: Gryph-feather Charm
– Spells: Gorkamorka’s War Cry
– Aspects of the Champion: Abhorrant Ghoul King

BATTLELINE
Moonclan Stabbas (125)*
Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– Stabba
– 3 Barbed Nets
Orruk Ardboys (80)**
Orruk Ardboys (240)***
Ardboy Boss
– 3 x Gorkamorka Glyph Bearer
– 3 x Waaagh! Drummer
– 6 x Orruk-forged Shield
Orruk Brutes (450)***
Brute Boss
– Jagged Gore-hacka
Orruk Brutes (150)***
Brute Boss
– Jagged Gore-hacka

ENDLESS SPELLS & INVOCATIONS
1 x Ravenak’s Gnashing Jaws (70)

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

TOTAL POINTS: 1995/2000

Big Waaagh have been taking a bit of a back seat recently, with not many people playing it; but it’s great to see Gregory still repping it and grabbing the elusive 5-0 here. Big Waaagh is great, and often taken by people with Ironjawz armies who want to run a Wurgogg Prophet… and what has Gregory done? He’s taken 2! Great work here.

He’s also taken Skragrott which is interesting as he loses his access to the Gloomspite magic lore, and his Warmaster ability. However his spell (Fangs of Da Bad Moon) still has the potential to cause damage. I wouldn’t have considered it myself… but its an interesting shout.

The rest of the army is an Ironjawz core, with 15 Ardboyz and 15 Orruk Brutes as the reinforced units. They hit hard and the Brutes can cause great damage with the +1/+1 to hit/wound and extra damage from the Orruk Warchanter. Interestingly there’s no MawKrusha here, but that’s likely because of Galletian Champions – its good to see a GHB make some changes to army selection.

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Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumphs: Charge

Leaders
Bloodthirster of Insensate Rage (280)*
Artefact: Armour of Scorn
Bloodthirster of Unfettered Fury (300)***
General
– Command Trait: Mage Eater
– Artefact: Skullshard Mantle
Skarbrand (390)
Slaughterpriest (100)*
Prayer: Blood Sacrifice
Skarr Bloodwrath (110)*
Slaughterpriest (100)**
Prayer: +1 to hit
– Aspect of the Champion: Tunnel Master

Battleline
5 x Flesh Hounds (100)***
5 x Flesh Hounds (100)***
5 x Flesh Hounds (100)**

Units
9 x The Unmade (80)*

Behemoths
Cygor (210)***

Endless Spells & Invocations
Wrath-Axe (70)
Skulls (50)

Core Battalions
*Warlord
**Vanguard
***Battle Regiment

Additional Enhancements
Artefact

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

Peter: We’re lucky that for such a small site, we’re followed by some of the competitive players in the US and UK. As such, Gareth agree to share how his list worked for the event (though remember, this won’t apply for long with the release of the new book imminently).

Gareth: I’ve been running the same variation of this list for a few years now. I don’t play many tournaments and don’t have the brain power to change lists too much, so I just tinker around the edges. This latest iteration was a change from the list I was running last season. I removed a Khorne Daemon Prince and an Incarnate, and put in a Cygor, a second Slaughterpriest, Skarr, the Unmade, and the incantations.

The list is built primarily around the idea of giving your opponent headaches and making them doubt every move they make. Khorne has possibly more tricks than any other army right now, and this list is built to take advantage of all of them.

First let’s start with the anti-magic element, which, as with any Khorne army, is extremely strong. First off, the list has 8 unbinds; 1 from each Slaughterpriest, 1 from each unit of Flesh Hounds, 2 from the Cygor, and 1 from the Bloodthirster of Unfettered Fury wearing the Skullshard Mantle. Although none of these unbinds have any bonuses to unbind the Skullshard Mantle does have the neat little rule that an unmodified roll of an 8 automatically unbinds the spell, and the caster suffers D6 MW. If you save that unbind for a wizard who has one or two wounds left, it can throw doubt into your opponent over whether they want to chance it. Rolling an 8 is only a 14% chance, but in their mind, it is much higher.

Secondly, we have the Skull Altar, which causes any miscast to do D6 MW instead of D3 MW to the caster. Came in particularly handy this weekend in one of my games: a Master of Magic rerolled a miscast into a miscast, and then promptly died!

Thirdly, we have the use of 2 blood tithe points to auto stop a spell. Note that this is not an unbind, so even if the caster has a rule that says their cast can not be unbound, we can still use 2 blood tithe to say NO!

Fourthly, we have the Hexgorger Skulls. A handy incantation that has two nice rules – wizards within 12” get a -2 to cast debuff, plus if they’re within 8” and they roll an unmodified 8 to cast, the spell is unsuccessful, the caster, and any other wizards within 12” suffer D6 MW, and the wizard can no longer cast that spell for the rest of the game! Again, that 8 is only 14%, but in their mind, it is much larger.

Fifth, we have the ignore-magic on a 6. Any time any of your units are affected by a spell or endless spell, you can ignore its effects on a 6 (and you gain a blood tithe!). In one famous game against a Teclis-Sentinel list a few months back, Teclis managed to put Searing White Light through a portal to cause D3/D6 MW to my whole army during turn 1. I rolled well, and he caused a total of 4 MW across my whole army, and I gained 5 blood tithe. Thanks!

Finally, there is the Cygor’s ability. Any time a spell is successfully cast by a wizard within 30” of the Cygor, that wizard suffers 1 MW. Now that isn’t going to dent a huge monster-hero-wizard like, say Teclis, but I faced both Gitz and Skaven this weekend, and both had 5 wound wizards with two casts a turn. Quite a few times, I was willing to not even attempt an unbind, preferring to chip off 20% of their health for free. Again, it puts doubt into your opponent’s mind – “How much do I really need to cast this spell?”

The next trick we have is the use of blood tithe. Prior to this GHB, I almost exclusively used blood tithe for hero phase move and hero phase fight. That’s changed a little now that Galletian Champions are important – our ability to summon one for just 2 blood tithe is pretty great, so I’ve been doing that a lot.
Before going into detail on blood tithe, let’s talk about Skarr. He’s in the list for one reason and one reason only – to die. He has an amazing ability that once he is dead, at the end of any movement phase (including your opponents) you can roll two dice and, on an 8,+ he comes back alive, anywhere on the board, 9” away from enemy units. That’s an amazing tech piece. I try to kill him as early as possible, and then during each of my opponent’s movement phases just take out my 9” stick and start measuring things, just to put doubt into their mind about where they can or cannot move safely.

Of course, to make sure he dies early, you need ways to kill him. That’s where he ties into blood tithe. One of my Slaughterpriests has the Blood Sacrifice prayer, which allows you to target a friendly BoK unit and cause them D3 MW in return for a blood tithe point. I was lucky that in four of my five games over the weekend, I had mystical in my deployment zone.

I placed the Skull Altar (which allows priests to re-roll prayers) within 8” of the mystical terrain, placed Skarr inside the Altar, and the Priest on the mystical. Turn 1 sacrifice Skarr, gain a tithe, and give him D3 MW. Then, since he is in the Skull Altar he can chant to bring out the Wrath-Axe, I use the Axe to cause another D3 MW on Skarr, and possibly another D3 with its secondary damage ability. Generally, this killsthis kills him, meaning I get 2 blood tithe (1 from his death, 1 from the sacrifice) in my first hero phase.

The blood tithe are then used later in the game as either a threat – using 3 to move the Bloodthirster of Insensate Rage or Skarbrand in my hero phase, giving them a much larger threat range, or, more commonly, to deny battle tactics. In your opponent’s hero phase they declare a battle tactic that involves killing something , and so you counter that by moving the thing they need to kill, out of range or behind a screen. Or, if you’re in combat in their hero phase, you spend 4 blood tithe to fight and generally cause carnage to their carefully laid out plans.
Finally, there’s the summoning aspect. Many of the new GHB battleplans or battle tactics require GCs to be on an objective for extra points or to score the tactic. Rarely are they “starting army” GCs. The ability to just summon one onto an objective for just 2 blood tithe (a Blood Master) is fantastic. Particularly if you pair it with Skarr’s revival. End of your movement phase, you revive him on to one objective, and then use him to summon a GC on to either the same objective or sometimes a second one!

Now let’s talk about the actual units that do stuff during the game. The Bloodthirster of Unfettered Fury is there for one reason and one reason only – his command ability. At the start of the combat phase he can issue his command and all friendly BoK daemon units can pile-in 6”, and it’s the good 6” pile-in, meaning they can do it even if they’re outside of 3”. Note that this is an aura, but since the book is so old, none of the affected daemon units count as receiving a command ability, so are able to use other abilities at the same time. This is huge. Having, essentially, your whole army able to pile-in 6” is bonkers good. I very rarely charge any of my daemons during a game. Just move them to 3.1” away from their target unit, and then pile-in 6”.
This has multiple benefits. First if you’re going against a monster, they cannot roar you (although the reverse is also true – you cannot perform a monstrous rampage). Second, you avoid any unleash hell. Third you can play activation games – although you’re going to fight with every single one of your units, your opponent is only able to activate their units which are within 3”, which is very often none (you activate first, put in a Bloodthirster, it kills the unit, it’s your opponent’s activation, they have nothing within 3”, so then you activate with your next 6” pile-in, and so on).

The 6” pile-in also interacts with the other tech piece in a Reapers of Vengeance list – all daemons have the start-of-combat-phase command ability to fight twice, and it’s an immediate fight twice. Note this command ability can only be used if you are within 3” of an enemy. The general idea is that you pile-in 6” with a Rage thirster or Skarbrand into two units, kill a bunch of stuff in one unit on the first fight, and then activate a second time, again going 6” to kill another unit. That second 6” pile-in often allows you to jump over a screen to target something more juicy.
The Fury thirster is not that great in combat itself, typically doing only 5 or so wounds. But it does have a neat shooting attack – 4 attacks 3s/3s/-1/D3dmg that can kill a solo support hero or chip off some wounds from a screen etc.

Skarbrand is there to kill big monsters/heroes. It is relatively easy to keep Skarbrand at maximum rage for rounds 2-5. When at maximum rage, he does a guaranteed 8 MW per activation with his Carnage axe, and then has 9 attacks with Slaughter that are 4s/3s/-2/3dmg. That 4s to hit is horrible, even with the Locus of Fury ability that allows re-rolls of 1s to hit. We can mitigate that somewhat with either an All-Out-Attack (with the 6” pile-in he won’t have been roared), or earlier in the turn by using the Killing Frenzy prayer on him to give him +1 to hit. Skarbrand generally kills most heroes or does enough damage to seriously wound. If you’re going against multiple units, or a tough monster, you can use the double activate ability on him to cause a guaranteed 16 MW (with the potential of 24 or 32), and have 18 attacks.

Most seasoned Khorne players are surprised to see I don’t have a Bloodsecrator or Wrathmongers in my list. Either of these units give Skarbrand an extra attack, which works on Carnage, causing him to do a guaranteed 16 MW per activation instead of 8. That’s obviously a very nice buff, but I find Skarbrand generally kills everything he touches anyway, or is scary enough that people avoid him. Plus I hate the aesthetic of Khorne Mortals, so try to have as few mortals in my list as possible. Even my priests and Skarr are converted to look more daemon-like!

The Bloodthirster of Insensate Rage is the real scary piece in the army. His job is to clear hordes and support heroes. Particularly useful in this season where both are common. His basic attack profile is 5 attacks, 4s/2s/-2/D6dmg. That D6 damage is painful, as is the 4s to hit. But, he has this one little rule that changes everything. Any 6s to wound cause 4 MW (at top bracket) to all enemy units within 8” of him. That’s bonkers. If you roll two 6s, you’re doing 8 MW. That’s enough to kill most support heroes. And 8” with a largeish base is a big area. Couple it with the 6” pile-in and a double activation, and you can wreak havoc. I tend to use Killing Frenzy (+1 to hit prayer) and the double activation on him more than on Skarbrand. 3s to hit RR1s is actually fairly consistent to get enough hits through to then get one or two 6s to wound per activation.
In my first game this weekend I faced the dreaded squig heavy Gitz list. Gitz have lots of over-lapping buffs, so tend to want to castle. They also have lots of support heroes. My Rage thirster killed 60 models in one combat phase.

Next is the Cygor. Although I’ve already spoken about his great anti-magic potential, he’s also a pretty handy monster. I tend to like monster-mash lists, so when I knew I had to include more GC in my list this season, I was looking for a non-leader monster to throw in. Cygor is the perfect match. 16 wounds means he’s tanky (even with the 5+ save). His flat 5dmg shooting attack is pretty good at finishing off a unit or solo support hero. He’s also decent in combat. For magic heavy armies he’s a good distraction. He usually is the first thing to die in my army (other than Skarr), but that means that my ‘Thirsters are not being targeted, which is fine by me!
The Unmade are included for their debuff aura. Any enemy units within 12” (which is a crazy range for a unit of 9 models) can not redeploy or rally. Redeploy is the bane of the 6” pile-in. If you run your Bloodthirsters up the table, counting on the 6” pile-in to get into combat, a 4” redeploy kills you. Unmade for 80 points is a bargain to stop that. Also, with so many 4+ rallies in the game now, stopping that is handy, too!

The only remaining piece to describe is the Wrath-Axe. As well as being there to potentially first turn kill Skarr, it is handy to just have around all game doing chip damage and move blocking. Although incantations can be moved through as if they aren’t there, you still can not end a move on top of them. The Wrath-Axe has a large base, and being able to put it on one side of your army to prevent anyone charging from that side is pretty handy.

My choice of 2nd artefact is probably worth some discussion. Many Khorne players swear by Ar’gath, the King of Blades, as the artefact of choice on a Rage Thirster. This weapon gives changes the to-hit profile on the Rage Thirster from 4s to hit to 2s to hit. But only when targeting heroes. Since I generally use Skarbrand to hit big heroes and use Rage to target hordes (hoping to kill support heroes with the booms), I don’t like this choice.
Harvester of Skulls is another choice – increase the number of attacks from 5 to 6 per activation. That’s a decent choice. An extra attack means more chances to get that 6 to wound. There’s also The Crimson Crown. This army is very command point dependent, so being able to use a command for free once per round is very useful. I can definitely see the attraction of that on the Fury Thirster. But I go for Armour of Scorn on my Rage. This gives him a 6+ ward, but 4+ wards against magic MW. I want my Rage thirster to live, and that 6+ ward is the nice little extra toughness to keep him alive a little longer. I’m very sympathetic to those who prefer Crimson Crown or Harvester of Skulls though.I’m pretty happy with this list at the moment, although with a new book on the horizon I think last weekend was probably my last competitive outing with it. Across two RTTs and the GT, I’m 10-1 with the list, which is pretty decent!

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Allegiance: Idoneth Deepkin
Enclave: Nautilar
– Mortal Realm: Ghur
– Grand Strategy: The Creeping Gloomtide
– Triumphs: Inspired

Leaders
Akhelian King (250)*
General
– Bladed Polearm
– Command Trait: Unstoppable Fury
– Artefact: Potion of Hateful Frenzy
– Mount Trait: Voidchill Darkness
Lotann, Warden of the Soul Ledgers (110)*
Battlemage (100)*
Mortal Realm: Ghur
– Universal Spell Lore: Ghost-mist
– Aspect of the Champion: Stubborn as a Rhinox
– Allies

Battleline
6 x Akhelian Morrsarr Guard (360)*
Reinforced x 1
20 x Namarti Reavers (340)**
Reinforced x 1
10 x Namarti Reavers (170)**
10 x Namarti Reavers (170)**
Akhelian Leviadon (460)*
Mount Trait: Ancient

Core Battalions
*Battle Regiment
**Galletian Sharpshooters

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 100 / 400
Wounds: 97
Drops: 4

Lotann + Leviadon + Big Namarti Parties are the soup of the day for Idoneth. The combination is a great way to improve the Namarti (Reavers or Thralls) in both offense and defense. The Leviadon provides an aura giving Namarti +1 to hit so long as the target is within 12″ of the Leviadon. With the Leviadon’s large base size, that 12″ is generous. He also provides a +1 to save aura in the same zone, meaning that the Namarti may be able to hold back and reap the benefits of the save and hit bonuses from the turtle while enjoying a bonus to wound from Lotann. Ultimately, a squad of 20 will be firing 40 arrows hitting on 2s, wounding on 2s, with rend -1 and 1 damage.

The King and Morsarr Guard are here to do King and Morsarr Guard things. Both like to move fast to get in their opponents’ faces. Both like to hit insanely hard for their cost. Both like to die if you sneeze near them while unsupported. a 6-strong unit of Morsarr can blend large blobs of chaff units using their once-per-game mortal wound bomb, and the king is one of the best duellists in the game. Careful positioning can lead to a blistering number of attacks, and on-demand strike first is nothing to sniff at.

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Army Faction: Slaves to Darkness
Army Subfaction: Legion of the First Prince
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Centaurion Marshal (145)*
– Artefacts: The Conqueror’s Crown
1 x Chaos Sorcerer Lord (120)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Chaotic Conduit
– Aspects of the Champion: Fuelled by Ghurish Rage
– Mark of Chaos: Slaanesh
1 x Eternus, Blade of the First Prince (235)*
1 x Be’lakor (355)***
Spells: Daemonic Speed

BATTLELINE
24 x Chaos Legionnaires (330)**
6 x Furies (90)**
6 x Furies (90)***

BEHEMOTH
1 x Chaos Warshrine (185)***
– Prayers: Curse
– Mark of Chaos: Slaanesh

OTHER
1 x Cockatrice (105)*
3 x Gorebeast Chariots (345)***
Exalted Charioteer
– 3 x Chaos Greatblade and Lashing Whip
– Mark of Chaos: Undivided

CORE BATTALIONS:
*Warlord
**Galletian Veterans
***Battle Regiment

TOTAL POINTS: (2000/2000)

Legion of the First prince is starting to establish itself as ‘the third way’, after Cabalists and KOTET, and for good reason – it’s a much harder and more subtle sub-faction to get your head around. It does some offer some baked in synergy – and Kyle here (for the first time in this column that I’ve seen) has leant all the way into the fluffy, synergistic version.

The core fluff of a Legion list is the overlapping benefits to taking Be’Lakor, the Centaurion, Eternus, Legionnaires (double reinforced in this instance) and plenty of furies. The synergies are thus: Legionnaires gain +1 to wound while near Be’Lakor (making them a pretty respectable sub-hammer while relatively durable for their points); Eternus gets +1 to his ‘comes back from the dead’ roll while Be’lakor is still alive – and he gains a free CP while near either Legionnaires or Furies – the latter being more likely to keep up with him while Legionnaires guard Be’lakor; lastly, the Marshal allows the big blob of Legionnaires to rally on a 5+.

The rest of the list is worth commenting on to – it’s an early example of allying in the Cockatrice from the new Beasts book, for ability on a 4+ after one of its shots connects to make the enemy unit hit on 6s – which as you can imagine, could wildly swing the outcome of a key engagement – and at only 105 pts, it’s not a hugely risky gamble.

Ths list lost only to a no-doubt more traditional Slaves list, and again to Khorne – who love lists like this without ranged threats – with the most notable win being the on-form Sylvaneth for a 3-2, which is a good result with both a highly thematic and off-meta list. Gratz Kyle!

Top 3 Lists BCP Megapost 26th February 2023

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I thought as Woehammer often struggles to get all the event results out for any given week, it may be a good idea to do one post with all of the lists we intended to cover.

Below, you’ll find all the top three lists this week (that we’re aware of), along with my wildcard choices. We will post individual event results as well, and I will link them to the results below where possible.

Events

  • Warhammer World: Matched Play Event Top 3 Article: Here
    • 1st – Fyreslayers (Greyfyrd)
    • 2nd – Gloomspite Gitz (Jaws of Mork)
    • 3rd – Maggotkin of Nurgle (Blessed Sons)
    • Wildcard – Ossiarch Bonereapers (Petrifex Elite)
  • Cherokee Open Top 3 Article: Here
    • 1st – Gloomspite Gitz (Jaws of Mork)
    • 2nd – Stormcast Eternals (Hammers of Sigmar)
    • 3rd – Lumineth Realm-Lords (Helon)
    • Wildcard – Skaven
  • Small Town Throwdown: Smoke on the Water Top 3 Article: Here
    • 1st – Big Waaagh!
    • 2nd – Blades of Khorne (Reapers of Vengeance)
    • 3rd – Idoneth Deepkin (Nautilar)
    • Wildcard – Slaves to Darkness (Legion of the First Prince)
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Warhammer World: Matched Play Event (UK) – 74 Players

Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Mortal Realm: Aqshy
– Grand Strategy: Master of the Forge
– Triumphs: Indomitable

Leaders
Auric Runefather (120)*
– General
– Command Trait: Spirit of Grimnir
– Artefact: Axe of Grimnir
– Aspect of the Champion: Tunnel Master
Auric Flamekeeper (90)***
Auric Flamekeeper (90)***
Battlesmith (150)***
Artefact: Nulsidian Icon
– Aspect of the Champion: Fuelled by Ghurish Rage
Auric Runemaster (130)***
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Universal Prayer Scripture: Curse
Auric Runesmiter (120)***
– Runic Iron
– Prayer: Ember Storm

Battleline
15 x Hearthguard Berzerkers (450)*
Poleaxes
– Reinforced x 2
30 x Vulkite Berzerkers with Fyresteel Handaxes (480)**
Reinforced x 2
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)**
10 x Vulkite Berzerkers with Bladed Slingshields (150)***

Endless Spells & Invocations
Runic Fyrewall (40)

Core Battalions
*Galletian Command
**Galletian Veterans
***Warlord

Additional Enhancements
Aspect of the Champion

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 162
Drops: 10

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Allegiance: Gloomspite Gitz
– Gittish Horde: Jaws of Mork
– Grand Strategy: Chasing the Moon
– Triumphs: Indomitable

Leaders
Fungoid Cave-Shaman (90)*
General
– Command Trait: The Clammy Hand
– Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
– Aspect of the Champion: Tunnel Master
Grinkrak The Great (190)*
Skragrott, The Loonking (160)*
Lore of the Moonclans: Nikkit!Nikkit!
Squigboss with Gnasha-squig (80)**
Squigboss with Gnasha-squig (80)**

Battleline
20 x Moonclan Shootas (125)*
20 x Moonclan Shootas (125)*
36 x Squig Herd (360)**
Reinforced x 2
36 x Squig Herd (360)**
Reinforced x 2

Units
1 x Marshcrawla Sloggoth (150)*
6 x Grinkrak’s Looncourt (0)*
5 x Gobbapalooza (145)**
Spell1: Lore of the Moonclans: Itchy Nuisance
6 x Sneaky Snufflers (110)**

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 250
Drops: 2

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Army Faction: Maggotkin of Nurgle
Army Subfaction: Blessed Sons
– Grand Strategy: Blessed Desecration
– Triumphs: Inspired

LEADER
1 x Be’lakor (355)
1 x Lord of Plagues (140)*
Artefacts: Arcane Tome
– Spells: Gift of Disease
– Aspects of the Champion: Tunnel Master
1 x Bloab Rotspawned (320)*
Spells: Blades of Putrefaction
1 x Lord of Afflictions (230)*
General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts: The Splithorn Helm
1 x Orghotts Daemonspew (320)**

BATTLELINE
5 x Putrid Blightkings (250)**
Blightlord
– Icon Bearer
– Sonorous Tocsin Bearer
5 x Putrid Blightkings (250)**
Blightlord
– Icon Bearer
– Sonorous Tocsin Bearer
10 x Rotmire Creed (130)**

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS:
*Command Entourage – Magnificent
**Battle Regiment

TOTAL POINTS: (1995/2000)

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Allegiance: Ossiarch Bonereapers
– Legion: Petrifex Elite
– Grand Strategy: The Day is Ours!
– Triumphs: Bloodthirsty

LEADERS
Liege-Kavalos (160)*
General
– Command Trait: Mighty Archaeossian
– Artefact: Helm of the Ordained
Mortisan Soulmason (120)*
Lore of Mortisans: Arcane Command
Mortisan Boneshaper (110)*
Artefact: Godbone Armour
– Lore of Mortisans: Drain Vitality
– Aspect of the Champion: Tunnel Master

UNITS
6 x Necropolis Stalkers (340)**
– 2 x Dread Falchions
6 x Necropolis Stalkers (340)**
– 2 x Dread Falchions
10 x Mortek Guard (140)
Nadirite Blade and Shield
10 x Mortek Guard (140)*
Nadirite Blade and Shield
5 x Kavalos Deathriders (180)
– Nadirite Blade and Shield

ARTILLERY
Mortek Crawler (200)
Mortek Crawler (200)

ENDLESS SPELLS & INVOCATIONS
Bone-tithe Shrieker (50)

CORE BATTALIONS
*Warlord
**Galletian Veterans

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1980/2000

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Cherokee Open (US) – 79 Players

Army Faction: Gloomspite Gitz
Army Subfaction: Jaws of Mork
– Grand Strategy: Chasing the Moon
– Triumphs: Indomitable

LEADER
1 x Squigboss (80)*
Aspects of the Champion: Fuelled by Ghurish Rage
1 x Skragrott, the Loonking (160)*
Spells: Itchy Nuisance
1 x Fungoid Cave-Shaman (90)*
– General
– Command Traits: The Clammy Hand
– Artefacts: Staff of Sneaky Stealin’
– Spells: The Hand of Gork

BATTLELINE
10 x Boingrot Bounderz (280)
Bounder Boss
10 x Boingrot Bounderz (280)*
– Bounder Boss
36 x Squig Herd (360)**
12 x Squig Herd (120)**

BEHEMOTH
1 x Mangler Squigs (260)

ENDLESS SPELL
1 x Scrapskuttle’s Arachnacauldron (50)

TERRAIN
1 x Bad Moon Loonshrine (0)

OTHER
1 x Marshcrawla Sloggoth (150)
6 x Sneaky Snufflers (110)

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1940/2000)

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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 Commands: Thunderbolt Volley
– Holy Commands: Call for Aid
– Triumphs: Inspired

LEADER
1 x Bastian Carthalos (300)**
1 x Lord-Relictor (150)**
Prayers: Translocation
1 x Lord-Castellant (160)**
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Thundershock
– Aspects of the Champion: Tunnel Master

BATTLELINE
4 x Dracothian Guard Fulminators (480)**
5 x Liberators (120)***
Liberator-Prime
– Heavens-wrought Weapon and Sigmarite Shield
– Grandweapon
5 x Liberators (120)***
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
5 x Liberators (120)***
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield

OTHER
3 x Aetherwings (70)*
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
Raptor-Prime
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
Raptor-Prime

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

TOTAL POINTS: (2000/2000)

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Army Faction: Lumineth Realm-lords
Army Subfaction: Helon
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Archmage Teclis (700)*
1 x Scinari Calligrave (110)*
Spells: Overwhelming Heat
– Aspects of the Champion: Stubborn as a Rhinox
1 x Scinari Cathallar (110)*
General
– Command Traits: Master of Magic
– Artefacts: Silver Wand
– Spells: Total Eclipse

BATTLELINE
5 x Hurakan Windchargers (130)*
Windspeaker Seneschal
– Standard Bearer
5 x Hurakan Windchargers (130)*
– Windspeaker Seneschal
– Standard Bearer
20 x Vanari Auralan Sentinels (300)*
– High Sentinel
– Spells: Protection of Hysh
10 x Vanari Auralan Wardens (150)*
High Warden
– Spells: Etheral Blessings
10 x Vanari Auralan Wardens (150)*
High Warden
– Spells: Solar Flare

ENDLESS SPELL
1 x Umbral Spellportal (80)
1 x Ravenak’s Gnashing Jaws (70)
1 x Rune of Petrification (60)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

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Army Faction: Skaven
Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Verminlord Deceiver (420)
Artefacts: Shadow Magnet Trinket
– Spells: Flaming Weapon
1 x Verminlord Warbringer (400)*
General
– Command Traits: Devious Adversary
– Artefacts: Warpstone Charm
– Spells: Flaming Weapon
1 x Grey Seer (120)**
Spells: Skitterleap
1 x Grey Seer (120)**
Spells: Skitterleap
Aspects of the Champion: Tunnel Master
1 x Thanquol (430)**
– 4 x Warpfire Projectors
– Spells: Skitterleap

BATTLELINE
10 x Night Runners (90)*
Nightleader
20 x Clanrats (100)*
Clawleader
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
– Rusty Blade
20 x Clanrats (100)*
Clawleader
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
– Rusty Blade

ENDLESS SPELL
1 x Warp Lightning Vortex (80)
1 x Ravenak’s Gnashing Jaws (70)
1 x Lauchon the Soulseeker (50)

TERRAIN
1 x Gnawhole (0)

CORE BATTALIONS:
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: (1980/2000)

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Small Town Throwdown: Smoke on the Water (US) – 30 Players

Army Faction: Orruk Warclans
Army Type: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumph: Bloodthirsty

LEADERS
Orruk Warchanter (120)*
– General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Da Great Big Green Hand of Gork
– Warbeats: Fixin’ Beat
Orruk Warchanter (120)*
Warbeats: Get ’Em Beat
Skragrott, the Loonking (160)*
Orruk Megaboss (140)**
Wurrgog Prophet (170)**
Artefacts of Power: Glowin’ Tattooz
– Spells: Gorkamorka’s War Cry
Wurrgog Prophet (170)**
Artefacts of Power: Gryph-feather Charm
– Spells: Gorkamorka’s War Cry
– Aspects of the Champion: Abhorrant Ghoul King

BATTLELINE
Moonclan Stabbas (125)*
Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– Stabba
– 3 Barbed Nets
Orruk Ardboys (80)**
Orruk Ardboys (240)***
Ardboy Boss
– 3 x Gorkamorka Glyph Bearer
– 3 x Waaagh! Drummer
– 6 x Orruk-forged Shield
Orruk Brutes (450)***
Brute Boss
– Jagged Gore-hacka
Orruk Brutes (150)***
Brute Boss
– Jagged Gore-hacka

ENDLESS SPELLS & INVOCATIONS
1 x Ravenak’s Gnashing Jaws (70)

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

TOTAL POINTS: 1995/2000

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Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumphs: Charge

Leaders
Bloodthirster of Insensate Rage (280)*
Artefact: Armour of Scorn
Bloodthirster of Unfettered Fury (300)***
General
– Command Trait: Mage Eater
– Artefact: Skullshard Mantle
Skarbrand (390)
Slaughterpriest (100)*
Prayer: Blood Sacrifice
Skarr Bloodwrath (110)*
Slaughterpriest (100)**
Prayer: +1 to hit
– Aspect of the Champion: Tunnel Master

Battleline
5 x Flesh Hounds (100)***
5 x Flesh Hounds (100)***
5 x Flesh Hounds (100)**

Units
9 x The Unmade (80)*

Behemoths
Cygor (210)***

Endless Spells & Invocations
Wrath-Axe (70)
Skulls (50)

Core Battalions
*Warlord
**Vanguard
***Battle Regiment

Additional Enhancements
Artefact

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

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Allegiance: Idoneth Deepkin
Enclave: Nautilar
– Mortal Realm: Ghur
– Grand Strategy: The Creeping Gloomtide
– Triumphs: Inspired

Leaders
Akhelian King (250)*
General
– Bladed Polearm
– Command Trait: Unstoppable Fury
– Artefact: Potion of Hateful Frenzy
– Mount Trait: Voidchill Darkness
Lotann, Warden of the Soul Ledgers (110)*
Battlemage (100)*
Mortal Realm: Ghur
– Universal Spell Lore: Ghost-mist
– Aspect of the Champion: Stubborn as a Rhinox
– Allies

Battleline
6 x Akhelian Morrsarr Guard (360)*
Reinforced x 1
20 x Namarti Reavers (340)**
Reinforced x 1
10 x Namarti Reavers (170)**
10 x Namarti Reavers (170)**
Akhelian Leviadon (460)*
Mount Trait: Ancient

Core Battalions
*Battle Regiment
**Galletian Sharpshooters

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 100 / 400
Wounds: 97
Drops: 4

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Army Faction: Slaves to Darkness
Army Subfaction: Legion of the First Prince
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Centaurion Marshal (145)*
– Artefacts: The Conqueror’s Crown
1 x Chaos Sorcerer Lord (120)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Chaotic Conduit
– Aspects of the Champion: Fuelled by Ghurish Rage
– Mark of Chaos: Slaanesh
1 x Eternus, Blade of the First Prince (235)*
1 x Be’lakor (355)***
Spells: Daemonic Speed

BATTLELINE
24 x Chaos Legionnaires (330)**
6 x Furies (90)**
6 x Furies (90)***

BEHEMOTH
1 x Chaos Warshrine (185)***
– Prayers: Curse
– Mark of Chaos: Slaanesh

OTHER
1 x Cockatrice (105)*
3 x Gorebeast Chariots (345)***
Exalted Charioteer
– 3 x Chaos Greatblade and Lashing Whip
– Mark of Chaos: Undivided

CORE BATTALIONS:
*Warlord
**Galletian Veterans
***Battle Regiment

TOTAL POINTS: (2000/2000)