Category Archives: Death

Top Three AoS Lists for Dazmaul Wargaming

This is the top three AoS lists for the Dazmaul Wargaming Tournament that took place in the UK on the 18th and 19th of March. It involved 29 players vying to be crowned champion in a 5-game tournament.

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

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

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Soulblight Gravelords
Lineage: Vyrkos Dynasty
– Mortal Realm: Shyish
– Grand Strategy: Vampiric Conquerors
– Triumphs: Inspired

Leaders
1 x Necromancer (130)*
General
– Command Trait: Pack Alpha
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deathmages: Decrepify
– Aspect of the Champion: Leadership of the Alpha
1 x Radukar the Beast (310)*
1 x Vampire Lord (140)*
– Lore of the Vampires: Amethystine Pinions

Battleline
40 x Deadwalker Zombies (240)*
Reinforced x 1
40 x Deadwalker Zombies (240)*
Reinforced x 1
40 x Deadwalker Zombies (240)*
Reinforced x 1

Units
1 x Corpse Cart with Balefire Brazier (80)*
20 x Grave Guard (280)*
Great Wight Blades
– Reinforced x 1

Behemoths
Zombie Dragon (270)*

Core Battalions
*Battle Regiment

I can’t in good faith make any more jokes about Soulblight rising back up, so I’ll just jump right into it.

What we’ve got here is a Vyrkos list that gleefully flips off the last season and screams ‘RIP BOUNTY HUNTERS’ while pushing 120 zombies up the board and, presumably, cackling gleefully. They’re all backed up by the usual buff pieces allowing them to get extra attack (Radukar, if he makes a charge) and fight twice (Necromancer, with danse macabre) – and remember they do MWs on 6s to hit and bring back models killed as zombies on a 2+. So it’s not like they can’t spike a few rolls and do a surprise bunch of mortals to whatever tries to chew through them or pull from the front and rally back up.

On top of that, they’re backed up by a Corpse Cart, which projects a -1 to wound aura, making those zombos even more infuriating to kill, and the pretty standard 20 Graveguard – who also make an excellent target for the hero buffs – who always have and still absolutely slap. A newly bargain-priced Zombie Dragon provides access to monstrous rampages and some nice targeted damage, while fitting neatly into the battle regiment!

5 wins for Soulblight at the moment is a great result, and it seems like loads and loads of meat is well and truly back on the menu, boys (and girls).

Advertisements

Army Faction: Flesh-eater Courts
Army Subfaction: Hollowmourne
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Abhorrant Ghoul King on Royal Terrorgheist (450)
Spells: Flaming Weapon
1 x Abhorrant Ghoul King on Royal Terrorgheist (450)*
General
– Command Traits: Grave Robber
– Artefacts: Corpsefane Gauntlet
– Mount Traits: Gruesome Bite
– Spells: Spectral Host
1 x Abhorrant Archregent (240)*
Artefacts: The Dermal Robe
– Spells: Deranged Transformation
– Aspects of the Champion: Tunnel Master
1 x Abhorrant Ghoul King (170)*
– Spells: Blood Feast
1 x Varghulf Courtier (160)*

BATTLELINE
10 x Crypt Ghouls (80)**
6 x Crypt Horrors (220)**
6 x Crypt Horrors (220)**

TERRAIN
1 x Charnel Throne (0)

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

TOTAL POINTS: (1990/2000)

Having just called a list with 9 x Flayers “the list” we’ve got one of the best variations. I say that because I played against a version of this a lot. 2 Dragons and 2 blocks of Crypt Horrors is a smart way to play the faction. It gives you more threats to push an opponent. You still have the ability to bring 9 x Crypt Flayers/Horrors (Flayers are probably better) on through summoning. You might have to do it earlier if the Terrorgheist are in combat though.

Still no Cogs, taking the risk that a spell will fail, and only one of the Crypt Horror units will have all of the buffs. The 6 strong units are a risk as well, against a Rend -2 attack even with a 5+ ward (and only one should have it), it’s only 36 effective wounds. A block of fulminators can overcome that on the charge easily. Still, they have fight twice near one of the Dragons on top of rerolls to hit. And additional attacks – they are very nasty threat.

Tunnel Master on the Archregent is surprisingly useful. He can grab an unattended objective easily and then summon friends. But just as easily, it lets him stay within range of either the dragons or Crypt Horrors. Lots of mobility and stacks of board control, it’s a very effective way to control your opponents’ scoring opportunities and really terrify them.

Advertisements

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

LEADERS
1 x Skragrott, the Loonking (160)**
Spells: The Hand of Gork
1 x Squigboss (80)**
– Artefacts of Power: Gryph-feather Charm
1 x Squigboss (80)**
1 x Grinkrak the Great (190)***
1 x Fungoid Cave-Shaman (90)***
General
– Command Traits: The Clammy Hand
– Artefacts of Power: Moonface Mommet
– Spells: The Hand of Gork
– Aspects of the Champion: Tunnel Master

BATTLELINE
20 x Moonclan Shootas (125)*
Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– 3 Barbed Nets
20 x Moonclan Shootas (125)*
Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– 3 Barbed Nets
36 x Squig Herd (360)***
36 x Squig Herd (360)***

OTHER
1 x Grinkrak’s Looncourt (190)*
1 x Marshcrawla Sloggoth (150)**
1 x Gobbapalooza (145)***
Spells: Itchy Nuisance
6 x Sneaky Snufflers (110)***

TERRAIN
1 x Bad Moon Loonshrine (0)

CORE BATTALIONS
*Galletian Sharpshooters
**Warlord
***Battle Regiment

TOTAL POINTS: 1975/2000

Our latest boogey man (for all of a month and then more demons arrived this week). Simon was keen to see a horde on the table and took over 100 models. Beyond that, though there is so much going on, it’s hard to know where to start. We’ve got a couple of sources of Hand of Gork (for teleports), and Grinkrak’s Looncourt can teleport themselves (if you don’t want the bodyguard). Fungoid Cave Shaman as General? Not sure I’ve seen that before, he’s a sneaky Tunnel Master as well, not sure you’d want to use that too early but he has a nasty Mortal Wound spell with a range of only 6″.

Squigboss’s for both Squigg units, of course, Skragrott (is he mandatory, certainly see him a lot) and a Sloggoth for monster action. The point, of course, is the heroes buff the Squiga (or Shootas), and you let loose the Squig’s. Individually, it’s not really an issue. The 30 Squiggs (and 6 herders) in each of the Squigg herds can hit, from the charge, 120 times. And if you kill some on the crack back, they do a mortal as they flee. With a 3 for bravery, there is a lot of fleeing. Their version of rally is once a game (2+ from each Squigherd) and kills the squiherd but unless you can clear the unit in a turn (difficult) you’ve probably got 2 turns of this from each unit.

That’s the name of the game for the squig build. Wear your opponent down in rounds 1 through 3 and then crack back. With the heroes handing out ‘shrooms granting wards or bonuses to the Shoota (only target) and the Sloggoth giving +1 to hit the Shootas start to be an issue. Sloggoth’s affect is an aura and will apply in any phase – charging the Shootas will be painful. Goes first, winds the squiggs up and unleashes them into your key units. Goes 2nd, hold the squiggs back at let’s the Shootas blunt your attack. If you try to hide, then the Shootas can even be teleported to punish you. If you injure them but don’t clear the unit, it can be rallied 3 times. If you do kill it, there is a 50% chance of them returning via the moon shrine.

I’ve only scratched the surface, but despite weak looking warscrolls, this is a very competitive army. 140+ wounds that can have multiple models or units returned is bad. Their overwhelming you with buckets of dice, which is worse. It’s probably a bit cheap with a lot of sources of mortal wounds. It’s an army that you have to try to outlast or watch them run away with things in the turn 4 and 5. Losing to Flesh Eater courts probably reflects the amount of damage even 3 Crypt Flayers (or 6 Crypt Horrors) can do with buffs and fight twice. They can kill anything in this list in a turn. Otherwise, more elite armies will struggle.

Advertisements

Allegiance: Big Waaagh!
Grand Strategy: Waaagh!
– Triumphs:

Leaders
1 x Gordrakk the Fist of Gork (500)*
1 x Orruk Warchanter (120)*
Warbeat: Get ‘Em Beat
1 x Orruk Warchanter (120)*
Artefact: Arcane Tome (Universal Artefact)
– Warbeat: Fixin’ Beat
– Lore of the Weird: Da Great Big Green Hand of Gork
1 x Gobsprakk, The Mouth of Mork (260)**
1 x Orruk Megaboss (140)**
– General
– Command Trait: Skilled Leader
– Artefact: Gryph-feather Charm (Galletian Champion)
– Aspect of the Champion: Tunnel Master
1 x Wurrgog Prophet (170)**
Artefact: Glowin’ Tattooz
– Universal Spell Lore: Ghost-mist

Battleline
10 x Orruk Brutes (300)***
– Jagged Gore-hackas
– Reinforced x 1
5 x Orruk Brutes (150)***
Pair of Brute Choppas
5 x Orruk Ardboys (80)***
5 x Orruk Ardboys (80)*
5 x Orruk Ardboys (80)**

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

Additional Enhancements
Artefact
Artefact

Total: 2000 / 2000

Tom & I spent much of late 2021 and 2022 battling each other for top Ironjawz and top Big Waaagh in the UK… and whilst he always beat me, my fun run last year got me the Big Waaagh title…! Woot. Since then Big Waaagh has suffered with the new General’s Handbooks and it’s great to see Tom bucking the trend with a 4-1 result (and top table game 5 match.

Tom’s taken a mostly traditional Big Waagh list with Ironjawz as the base, but he’s gone with Gordrakk and Gobsprakk. Two big flying models in the era of Gallatian Champions is a brave decision but it does allow Tom to stop spells with Gobsprakk and kill characters with Gordrakk.

It’s a great call to bring a model that can cause mortal wounds to Galatian Champions and has the reach to get them. Being able to avoid shooting doesn’t help when a Maw Krusha gets within 1″.

The rest of the army is standard Big Waaagh… but I like all the pieces and it’s made me consider actually painting my Gobsprakk – so a great double result. Well done Tom!

Final Tournament Placings

Top Three AoS Lists for Wardolly Weekend

This is the top three AoS lists for Wardolly Weekend that took place in Australia on the 18th and 19th of March. It involved 16 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: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Celestant-Prime, Hammer of Sigmar (330)
Gardus Steel Soul (170)*
Lord-Castellant (160)**
– Artefact: Mirrorshield
– Aspect of the Champion: Tunnel Master
Lord-Relictor (150)*
– General
– Command Trait: High Priest
– Prayer: Translocation
– Aspect of the Champion: Stubborn as a Rhinox
Yndrasta, The Celestial Spear (280)*

Battleline
5 x Liberators (120)**
Heavens-wrought Weapon and Shield
5 x Vindictors (130)*
10 x Sequitors (240)**
– 5x Stormsmite Greatmaces
– Reinforced x 1

Units
5 x Retributors (210)**
5 x Retributors (210)***

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

Additional Enhancements
Aspect of the Champion

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 106
Drops: 10

Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Grand Strategy:
– Triumphs: Indomitable

Leaders
Vengorian Lord (280)
General
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
– Universal Spell Lore: Flaming Weapon
Prince Vhordrai (460)
Lore of the Vampires: Amethystine Pinions
Radukar the Beast (310)
Vampire Lord (140)
Lore of the Vampires: Amethystine Pinions
Aspect of the Champion: Tunnel Master

Battleline
10 x Blood Knights (400)
Reinforced x 1
5 x Blood Knights (200)
5 x Blood Knights (200)

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 101
Drops: 7

Allegiance: Ironjawz
Warclan: Ironsunz
– Grand Strategy: The Day is Ours!
– Triumphs:

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Artefact: Destroyer
– Mount Trait: Fast ‘Un
Orruk Megaboss (140)*
Aspect of the Champion: Tunnel Master
Orruk Warchanter (120)**
Orruk Weirdnob Shaman (90)**
Lore of the Weird: Da Great Big Green Hand of Gork
Megaboss on Maw-Krusha (480)**
– Boss Choppa and Rip-tooth fist
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Battleline
5 x Orruk Ardboys (80)*
– 1x Gorkamorka Glyph Bearers
5 x Orruk Ardboys (80)*
– 1x Gorkamorka Glyph Bearers
5 x Orruk Brutes (150)*
Pair of Brute Choppas
– 1x Gore Choppas

Units
6 x Orruk Gore-gruntas (340)*
Pig-iron Choppas
– Reinforced x 1

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Total: 1960 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 120
Drops: 4

Allegiance: Sons of Behemat
Tribe: Stomper Tribe
– Mortal Realm: Ghur
– Grand Strategy: Make the Land Tremble
– Triumphs: Inspired

LEADERS
King Brodd (550)*
Warstomper Mega-Gargant (450)*
General
– Command Trait: Monstrously Tough
– Artefact: Arcane Tome
– Universal Spell Lore: Flaming Weapon

UNITS
3 x Mancrusher Mob (450)
1 x Mancrusher Gargants (150)**
1 x Mancrusher Gargants (150)**
1 x Mancrusher Gargants (150)**

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

CORE BATTALIONS
*Bosses of the Stomp – Unified
**Footsloggas – Unified

TOTAL: 1970/2000

Final Tournament Placings

Top Three AoS Lists for Guts & Glory Club Tournament

This is the top three AoS lists for the Guts & Glory Club Tournament that took place in the USA on the 11th and 12th of March. It involved 48 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
– Mortal Realm: Ghyran
– Grand Strategy: Unrelenting Efficiency
– Triumphs: Inspired

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

Battleline
10 x Mortek Guard (140)*
Nadirite Blade and Shield
– 1x Soulcleaver Greatblades
10 x Mortek Guard (140)*
Nadirite Blade and Shield
– 1x Soulcleaver Greatblades
5 x Kavalos Deathriders (180)*
Nadirite Blade and Shield

Units
6 x Necropolis Stalkers (340)**
2x Dread Falchions
– Reinforced x 1
6 x Necropolis Stalkers (340)**
2x Dread Falchions
– Reinforced x 1

Artillery
Mortek Crawler (200)*
Mortek Crawler (200)

Endless Spells & Invocations
Bone-tithe Shrieker (50)

Core Battalions
*Battle Regiment
**Galletian Veterans

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 125
Drops: 4

You may be aware of our recent collaboration with Stormkeep and presenting out stats on YouTube. We’ll Mrigank of Stormkeep fame has managed an impressive 5-0, but not with Stormcast as you’d expect, but Bonereapers! I’ll let Mrigank explain the list.

Mrigank Jha: So pivoting away from the traditional Arkhan Magic + Infantry based lists , this list doesn’t focus on hordes of Mortek Guard. Roar makes them vulnerable and the meta has too many ranged horde killers (Ogors, Skaven, Stormcast, LRL). So, keeping the 2×6 stalkers for Blenders, this list goes towards Catapults. All out Defence and Armor may make it seem weak, but the special ammo is what is important. Ogors, LRL, and Gitz, the three big bad, are fairly low bravery, and Gitz in particular, has small wound heroes. Being able to wreck a giant Grot unit or Squigherd unit. Taking out Gnoblars entirely the same way is amazing. Sniping a Sentinel Captain to turn off empower, and in case of a Slaves to Darkness matchup, sniping an Ensorcelled Banner is amazing.
Stalkers are amazing with Mystic shield and re roll saves on defence or additional rend and damage on offence (can increase rend even further with Bludgeon)
So, for my matches, I mainly did that. Use catapults at key targets, and push Mortek guard out early as Stalker screens. Stalkers to counterattack. Necromantic Mastery (heroic action) with Bone Tithe Shrieker to add 1 to hit rolls and stop Inspiring Presence and Rally. In instances of where your opponent leaves a GC out in the open, the special ammo can help you snipe it on a lucky roll. You can also use this one to break coherency in entire units strung out as screens

I faced LRL, Ogors, Anvilgard Cites, Skaven and Gitz. The Catapult range and threat meant they often chose to target it instead of my other threats , the ones that take objectives and its fairly difficult to kill catapults with 12 W 4+ save and reducing a rend.
I used the Kavalos as a fast threat, objective taker, Mortek guard as screens / first line of defense, and stalkers to get into the thick of it.

Advertisements

Allegiance: Slaanesh
Host: Lurid Haze Invaders Host (Host of Chaos)
– Mortal Realm: Ulgu
– Grand Strategy: Defend What’s Ours
– Triumphs: Bloodthirsty

Leaders
The Contorted Epitome (240)*
General
– Command Trait: Feverish Anticipation
– Artefact: Oil of Exultation
– Host Option: General
– Universal Spell Lore: Flaming Weapon
– Aspect of the Champion: Fuelled by Ghurish Rage
Sigvald, Prince of Slaanesh (210)*
Host Option: General
Glutos Orscollion, Lord of Gluttony (440)*
Lore of Pain and Pleasure: Battle Rapture
Infernal Enrapturess, Herald of Slaanesh (120)*
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Slaanesh: Born of Damnation

Battleline
22 x Blissbarb Archers (280)**
Reinforced x 1
11 x Blissbarb Archers (140)**
11 x Blissbarb Archers (140)**

Other
1 x Cockatrice (105)*
1 x Cockatrice (105)*

Endless Spells and Invocations
Mesmerising Mirror (60)
Wheels of Excruciation (80)
Dreadful Visage (70)

Core Battalions
*Warlord
**Galletian Sharpshooters

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 96
Drops: 9

Old book HoS take the podium! With a new book around the corner east to forget, this is just a current, often nerfed, HoS list. It has all of the stars, Sigvald, Epitome, and Glutos, with a lot of Blissbarb. Blissbarb are as much the heart of the list as the heroes, ok archery and a fantastic source of Depravity Points (DP). The Epitome build is very tanky (for HoS) with an extra wound and one of the new Ghurish enhancements – Fuelled by Ghurish Rage (once per battle 3+ ward). Add in the Flaming Weapon, and it’s still a very dangerous unit.

Back to the DP – Hedonites are really a summoning army, everything is fragile (not Glutos), just now they can use Revel in Pain as well while they have the points. You’re forced into an unenviable choice of removing units (Generating DP) or heroes (and being shot) – very hedonistic. With the Cockatrice to act as blockers, objective getters and generally be pains it’s a very annoying army that can react to most situations. The list even has 2 ways to snipe out Galletian Champions – Galletian Sharpshooters for all of the Blissbarb and Mesmering Mirror, swingy but if it goes off…. Both of the other spells do mortal wounds as well based on 6 dice. Dreadful Visage is very effective against screens etc, if it does damage it reduces Bravery by 1. Orcs hate it.

That combination of threats was very effective. Laron’s opponents had limited or no shooting, that shooting was frequently shorter ranged. Combined with effective heroes and the mortal wound output it’s hard to counter unless played just right. That Epitome is a thing of nightmares….

Advertisements

Allegiance: Kharadron Overlords
Sky Port: Barak Zilfin
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Aether-Khemist (90)**
General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Endrinmaster with Dirigible Suit (160)**
– Artefact: Staff of Ocular Optimisation
– Aspect of the Champion: Tunnel Master
Arkanaut Admiral (140)**
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
Gotrek Gurnisson (480)

Battleline
10 x Arkanaut Company (90)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns

Units
10 x Grundstok Thunderers (260)*
2x Aetheric Fumigators
– 2x Decksweepers
– 2x Aethercannons
– 1x Grundstok Mortars
– Reinforced x 1

Behemoths
Arkanaut Ironclad (490)
– Main Gun: Great Volley Cannon
– Great Endrinworks: The Last Word

Endless Spells & Invocations
Warp Lightning Vortex (80)

Core Battalions
*Galletian Sharpshooters
**Warlord

Additional Enhancements
Artefact
Artefact

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 95
Drops: 9

One last hurrah for the old book, this time around we’re lucky enough to have Carl’s comments on hid list

Carl Stokes: This was the final ride of the Warp Lightning Vortex in KO and I was determined to send it off with a bang!
I’ve always felt that KO struggle into high tempo combat heavy armies that can either shrug off the heaps of rend -1 shooting I can bring to bear and/or close the gap in one turn to crack open my boats.

Enter Gotrek.

He completely changes the way opponents have to think about KO. The things I used to be very concerned about (Kragnos, Varanguard, Mawkrushas) are now the armies I feel extremely favored into. Gotrek forces combat armies to forfeit the alpha strike into my boat bunker and allow me to seize the initiative and dictate the flow of the game.

With old KO rules, this also meant that forcing me to go first just allowed me to perfectly lob a WLV into my opponent’s backfield and then hide the Ironclad behind a layer of 10 Thunderers and a Khemist who would guarantee my opponent was at -1 to hit in close combat. And of course, should they fail to kill the Thunderers and Khemist, a very angry dwarf was right around the corner…

The best part is how easily this list transitions to the new book! Not only is this archetype alive and well, but because the warp lightning vortex becomes a free soulscream bridge and a few characters are easily swapped around, I can add 5 more new and improved Thunderers (that rally on a 4+) to the list and make it a one-drop. I’m always trying to spread the Gospel of Gotrek and I think the new KO tome will really demonstrate his utility in the faction.

Advertisements

Allegiance: Flesh-eater Courts – Check Header
Grand Court: Blisterskin
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Abhorrant Archregent (240)
Universal Spell Lore: Levitate
Abhorrant Archregent (240)
General
– Command Trait: Hellish Orator
– Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Ghoul King (170)*
– Lore of Madness: Deranged Transformation
Abhorrant Ghoul King on Royal Terrorgheist (450)*
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Universal Spell Lore: Flaming Weapon
Varghulf Courtier (160)*
Aspect of the Champion: Tunnel Master

Battleline
9 x Crypt Flayers (540)**
Reinforced x 2
10 x Crypt Ghouls (80)**
10 x Crypt Ghouls (80)*

Core Battalions
*Warlord
**Galletian Veterans

Additional Enhancements
Artefact

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 98
Drops: 8

FEC is a statistical anamoly – both Metawatch and TSN have them as a 50%+ faction, we have them at about 43% win rate. Who’s right? Well we don’t write about them that often so there aren’t that many podiums in the events we cover. But that could just be the low player representation.

Anyway the list, this is the “list” or the most common way we see FEC. A double reinforced Crypt Flayer unit with 2 x Crypt Ghoul screens, Terrorgheist, Archregents and Ghoul Kings. This gives the widest range of spells and summoning. It can summon, during the battle, up to another 9 Crypt Flayers and 20 serfs – this is really a 2660 point list. That’s key to beating them – don’t commit too early, force your opponent to bring most of their units onto the table so you don’t face an overwhelming force in Turn 2 or 3. Not taking Chronomatic Cogs is an interesting choice.

FEC really needs to get their buffs off (adding up to 4 attacks and a 5+ ward) so Cogs is almost mandatory. Only losing to Fyreslayers though is a testament to what the faction is capable of. Roll well and the Flayers are terrifying, very hard to kill and rally really well. In the matchups here they’ve taken down almost everything including Varanguard. With the new book announced it’s likely we’ll see more interest in the faction and enjoy those damn Flayers.

Final Tournament Placings

Top Three AoS Lists for Sparkle Party Deathmatch VIII

This is the top three AoS lists for Sparkle Party Deathmatch VIII that took place in the USA on the 11th and 12th of March. It involved 52 players vying to be crowned champion in a 5-game tournament.

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

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

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Soulblight Gravelords
Lineage: Legion of Blood
– Grand Strategy: Vampiric Conquerors
– Triumphs: Bloodthirsty

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

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

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

Endless Spells & Invocations
Horrorghast (70)

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

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

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

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

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

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

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

Advertisements

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Advertisements

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

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

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

ENDLESS SPELL
1 x Umbral Spellportal (80)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (2000/2000)

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

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

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

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

Advertisements

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

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

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

ENDLESS SPELL
1 x Quicksilver Swords (60)

OTHER
2 x Dracothian Guard Fulminators (240)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1990/2000)

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

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

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

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

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

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

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

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

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

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

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

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

Final Tournament Placings

Top Three AoS Lists for Straight Edge Wargaming GT

This is the top three AoS lists for the Straigyt Edge Wargaming GT that took place in Sweden on the 11th and 12th of March. It involved 14 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: Kruleboyz
Warclan: Grinnin’ Blades
– Grand Strategy: Waaagh!
– Triumphs: Indomitable

Leaders
Swampboss Skumdrekk (290)*
Swampcalla Shaman with Pot-grot (100)**
Lore of the Swamp: Choking Mist
Swampcalla Shaman with Pot-grot (100)**
Lore of the Swamp: Choking Mist
Murknob with Belcha-banna (80)*
Aspect of the Champion: Tunnel Master
Killaboss on Corpse-Rippa Vulcha (220)**
General
– Command Trait: Supa Sneaky
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Fast ‘Un
– Lore of the Swamp: Nasty Hex
Skragrott, The Loonking (160)*
Allies

Battleline
10 x Gutrippaz (150)*
10 x Gutrippaz (150)*
10 x Hobgrot Slittaz (80)*
10 x Hobgrot Slittaz (80)*

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

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (70)
The Burning Head (30)

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 160 / 400
Wounds: 137
Drops: 2

Advertisements

Allegiance: Seraphon
– Constellation: Thunder Lizard
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Skink Priest (120)*
Universal Prayer Scripture: Heal
Skink Starpriest (140)*
– Artefact: Fusil of Conflaguration
– Spell: Hand of Glory
Slann Starmaster (290)*
– General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
– Aspect of the Champion: Leadership of the Alpha
Engine of the Gods (300)**
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Beastmaster
– Spell: Bind Endless Spell
– Universal Prayer Scripture: Curse

Battleline
10 x Skinks (80)**
Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (80)**
Meteoric Javelins Celestite Daggers & Star Bucklers
30 x Skinks (240)**
Boltspitters & Moonstone Clubs
– Reinforced x 2

Behemoths
Bastiladon with Solar Engine (260)**
Bastiladon with Solar Engine (260)

Endless Spells and Invocations
Horrorghast (70)
Ravenak’s Gnashing Jaws (70)
Purple Sun of Shyish (90)

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 98
Drops: 5

Advertisements

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

Leaders
Chaos Sorcerer Lord (120)*
Mark of Chaos: Slaanesh
– The Lore of the Damned: Daemonic Speed
– Aspect of the Champion: Fuelled by Ghurish Rage
Be’Lakor, the Dark Master (355)*
The Lore of the Damned: Binding Damnation
6 x Varanguard (580)*
General
– 6x Fellspear
– Mark of Chaos: Khorne
– Reinforced x 1

Battleline
10 x Chaos Knights (460)*
Mark of Chaos: Nurgle
– Ensorcelled Banner: The Eroding Icon
– Reinforced x 1
5 x Chaos Knights (230)*
Mark of Chaos: Khorne
9 x The Unmade (80)*
Mark of Chaos: Undivided

Units
1 x Cockatrice (105)*

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (70)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 111
Drops: 1

Advertisements

Allegiance: Ossiarch Bonereapers
Legion: Petrifex Elite
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Arkhan the Black, Mortarch of Sacrament (340)*
Mortisan Soulmason (120)*
Lore of Mortisans: Empower Nadirite Weapons
Mortisan Boneshaper (110)*
– General
– Command Trait: Mighty Archaeossian
– Artefact: Godbone Armour
– Lore of Mortisans: Reinforce Battle-shields
– Aspect of the Champion: Fuelled by Ghurish Rage

Battleline
30 x Mortek Guard (420)*
Nadirite Blade and Shield
– Reinforced x 2
30 x Mortek Guard (420)*
Nadirite Blade and Shield
– Reinforced x 2
3 x Necropolis Stalkers (170)*
3 x Necropolis Stalkers (170)*

Behemoths
Gothizzar Harvester (200)*
Weapon: Soulcrusher Bludgeons

Endless Spells & Invocations
Bone-tithe Shrieker (50)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 116
Drops: 1

Final Tournament Placings

Top Three Aos Lists for the Warhammer World: Matched Play Event

Tournament that took place in the UK on the 25th and 26th February. It involved 74 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?

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

Peter: We previously mentioned that the flamekeeper charge was in the hero phase. This has been corrected to the combat phase.

Mike Stewart (of Team England fame) is on a personal mission to establish Fyreslayers as a meta-threat, and by Grimnir’s beard, he’s doing it.

There’s a surprising amount of tech and overlapping buffs in effect with this Fyreslayers list. The lynchpin to it all is the double Flamekeepers, who gain the ability to unleash a range of buffs depending on how many units have died nearby. Perhaps the most devastating of these options are a +1 damage effect to a unit, and the ability to make a unit charge in the combat phase – meaning a scary unit of 15 Hearthguard can suddenly threaten you in your OWN turn, which can make positioning/trading well for the opponent a complete nightmare.

To keep up on board control, given FS limited movement options, Mike has opted for a metric tonne of Vulkites. They’re not impressive on their own, but they provide excellent fodder for the Flamekeepers, and with their volume of attacks can still make for a great target for the +1 damage buff – or to just charge something and yoink the objective they thought they’d just taken, with relative impunity. Additionally, with Curse on the Runemaster, if it goes off, then the 30 Vulkites can pretty reliably just nuke something into oblivion with mortals.

Knowing a player of Mike’s calibre, I’m sure there’s all manner of extra sneaky plays baked into his list, but I think that covers the top line – a deceptively fast (with the out of phase charges) list full of ‘surprise hammers’ that creates plenty of ‘damned if you do/don’t’ scenarios for the opponent. Great work!

Advertisements

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

Declan: Well it seems like Squigs are the go-to option from the new Gloomspite Gitz book at the moment and another 5-0 registered. It great that there are so many squig armies already painted or getting painted – good to see the ladz getting their time at the top. Simon has taken a lot of units that recent readers will have seen, but he’s got some new ones as well. The Gobbapalozza makes an appearance, and it is great to see it. The models were always georgous, but apart from some hardcore Gitz Players (looking at Nathan of Honest Wargamer fame), they were rarely used. They are now more streamlined and able to hand out additional rend to shooting units – hence the 2 units of Moonclan Shootas here.

Simon has also taken the new underworld warband which – Grinkrak the Great – who can give models the chance to fight on death. Great for the large units of Cave Squigs in Simon’s army. You’ll need shooting to deal with this, and even so, D3 Cave Squigs will come back for each herder in the unit. But they do run away with no command abilities possible.

It continues to be a great list, but I do worry about the Cave Squig’s chances long-term against shooting armies. Only time will tell as people get more experience playing with and against the new book.

Advertisements

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)

Ed: What an interesting and extremely top-heavy list! With only 630pts spent on battleline and a mere 25 models on the board, this list favours an intelligent approach where every piece needs to be played correctly. While 2 Maggoth Lords and 10 blightkings can both take and put out a decent amount of wounds they lack the footprint to reliably hold objectives on their own which means that Marco would be leaning heavily on the techy elements of his list and superior positioning to control the board. With a list like this, it doesn’t do to play cagey and reactively. You need to be aggressive and take decisive, perhaps risky, actions to get the best results.

This list has a lot of ways to inflict extra disease points to help supplement his damage output. If he chooses his battles carefully, Marco has the tools to remove important units from his opponent’s army with surgical precision. But he’d need to be cautious never to leave himself open to reprisal because with only 25 models in your whole army, even minor losses can cause big problems. Be’Lakor can neuter a particularly troublesome threat once per game if the dice are on your side. The Lord of Plagues with Tunnel Master is a troublesome Galletian Champion too – harder to put down than the average foot hero and thus requiring extra investment on the part of an opponent to deny your opportunity for battle tactics.

Surprisingly this list leans kind of heavily on magic. Bloab, Be’lakor and a Lord of Plagues with an Arcane Tome. They all have access to some great spells that really maximize this list’s potential but Nurgle is not a strong competitor in the magic game. Marco may have been lucky that his path to glory didn’t pit him against some of the wizardly boogiemen that are common right now like Tzeentch or Teclis.

Advertisements

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

Alice: This season, Ossiarch Bonereapers really have to work with what they have. With only 2 Galetian Champions in the army, neither exactly standouts, they often have to compensate in other ways. The lone boneshaper exists to pick up a few battle tactics, and has a pretty nice horde clearing spell.

The primary lineholders are the mortek guard, with the Deathriders acting as outriders to grab some objectives and score the faction’s unique battletactic. The units really holding the list up are the Necropolis Stalkers, which benefit heavily from the Galetian Vets battalion so both ranks can attack. In precision stance they can hit with 20 Rend -2 Damage 2 attacks from the primary weapon, and 6 Rend -3 Damage 3 attacks from the special Dread Falchions. While fully buffed from the Soulmason they can reroll 1s and get a bonus attack per model from the Liege. Few things can face a fully buffed unit of these alive and live to tell the tale.

The Crawlers round off the list with the only shooting attacks in the army. While the Rend 0 shots can miss often, that 5 damage will absolutely chunk anything it successfully does hit.

Tournament Placing

For the full placings, visit Best Coast Pairings

Top Three AoS Lists for the Brewdog AoS GT

This is the top three AoS lists for the Brewdog AoS GT that took place in the UK on the 4th and 5th of March. It involved 40 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: Slaves to Darkness
Damned Legion: Ravagers
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Be’Lakor, the Dark Master (355)*
The Lore of the Damned: Daemonic Speed
Chaos Sorcerer Lord (120)*
General
– Command Trait: Idolator Lord
– Prayer: Heal
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Slaanesh
– The Lore of the Damned: Daemonic Speed
– Aspect of the Champion: Fuelled by Ghurish Rage
Chaos Sorcerer Lord (120)*
Mark of Chaos: Slaanesh
– Universal Spell Lore: Levitate

Battleline
30 x Splintered Fang (300)*
Mark of Chaos: Slaanesh
– Reinforced x 2
20 x Splintered Fang (200)*
Mark of Chaos: Slaanesh
– Reinforced x 1
9 x The Unmade (80)*
Mark of Chaos: Slaanesh

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

Behemoths
Chaos Gargant (145)*
Allies

Endless Spells & Invocations
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 145 / 400
Wounds: 125
Drops: 1

I’ve known of Geir for a while now. Some of you may remember that he attended the Honest Wargamers World Championship event last year. Geir is a high performing player in Scandinavia and so it’s nice to see him come to the UK to compete. I was personally very keen to get Geir’s comments on his list after following his performances for a while, I jumped at the chance to reach out to him.

Geir Vedeld: This is a very well-balanced list. It works well offensively and defensively. It is relatively fast with good damage output, with both mortal wounds, high volume of attacks and potentially high rend on the charge from Varanguard. It has a large footprint with high body count and wounds. Plenty of screening possibilities and supports different playing options into different matchups.

Ravagers
When you play Splintered Fang and Cultists, Ravagers for the “Rally the Tribes” ability is very strong. I chose Idolator Lord instead of Master of Magic because I want to give a mark to the Splintered Fang. Slaanesh being a natural choice with the +1 to run/charge and the Run & Charge from the Command Ability. With only Move 6”, the list would not be fast enough imo.

Heroes
It is a 5-cast 5-unbind list, ideally getting 4 spells off: Demonic Power, Demonic Speed, Mystic shield and bridge. Arcane Bolt on Be’lakor for the last cast. Fair to say: The bridge is there for 3 reasons: the threat early game, the possibility to heavy flank early game, and also mobility late game. I would never send my Varanguard crashing blindly into the enemy T1 unless I know I the benefits are high. But the Bridge is very difficult for the opponent to deal with, particularly lists without many screens.

The warscroll spell of the Chaos Sorcerer Lord is one of the strongest in the game. No-brainer really. The Heroic Action with the 3d6 cast gives reliability for the most important spells. Taking 2 CSLs to ensure “Rally the Tribes”.

Be’lakor is there for the following reasons: 1) Stop God-like characters and high-point units, 2) Defensively to protect my Varanguard when they charge in early, 3) Monster and Roar for the no-rend Splintered Fang, 4) Taking objectives alone, being stronger than most MSU, and 5) 2-cast mage.

Battleline
50 Splintered Fangs (30+20) has a very high output for 500 points. It gives the list board presence, mortal wounds, volume attacks, screens, recursion stagger strategy in gameplay, etc. Feels almost like playing Soulblight 😊. Lots of options come from those two units if you play them correctly.

9 Unmade are in my head a no-brainer in most S2D lists atm. The option to shut down redeploy when you rely on charging as your main output is truly strong. They are easily killed – but similarly easily rallied.

Units
The Varanguard is probably the most important unit in the list. It needs the spell support, and it needs the support of Be’lakor. I either keep them behind the lines for countercharge, I bridge them with 3d6 charge to lock down the enemy or heavy flank with them. With the protection of Be’lakor on the heaviest countercharge piece in the other army, I feel I can use their utility quite well. Also, with mystic shield and demonic power they get the 1+ save from All Out Defence and are still 2+/2+ when they are charged themselves.

The Chaos Gargant is selected for these purposes: 1) Roar together with the Fangs, 2) -1 save with the no-rend Fangs, and 3) it keeps the list one-drop as it fills a spot in the Battle Regiment reserved for none. Against deep striking / teleporting armies, it can screen my backline. Pretty neat and useful!

The list has a lot more utility than described here. Happy to discuss over a beer. Enjoy trying it out for yourself. It is not necessarily an obvious 5-0 list into all tournaments, but it is difficult to play against when the general knows to utilize it.

Advertisements

Allegiance: Gloomspite Gitz
– Gittish Horde: Jaws of Mork
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Loonboss (85)**
– General
– Command Trait: The Clammy Hand
– Artefact: Nightflyer Cloak (Galletian Champion)
Madcap Shaman (70)**
Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
– Aspect of the Champion: Tunnel Master
Squigboss with Gnasha-squig (80)****
Skragrott, The Loonking (160)**
Grinkrak The Great (190)***

Battleline
30 x Squig Hoppers (540)***
Reinforced x 2
60 x Moonclan Shootas (375)*
Reinforced x 2
20 x Moonclan Shootas (125)*

Units
6 x Grinkrak’s Looncourt (0)*
5 x Loonsmasha Fanatics (110)****
5 x Loonsmasha Fanatics (110)****
6 x Sneaky Snufflers (110)**

Core Battalions
*Galletian Sharpshooters
**Warlord
***Vanguard
****Battle Regiment

Additional Enhancements
Artefact

Total: 1955 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 199
Drops: 10

Nathan is the vice captain of AoS Team Scotland, and his lists have appeared before in a number of our articles. This event had some true top-class players taking part. Nathan was also kind enough to share the design thoughts behind his list.

Nathan: Squig hoppers can threaten a huge distance and only ever need around half the unit to go in an kill something with 5-6 attacks a hopper, 6s to hit do a mortal in addition from squig boss and loonboss all out attack is 6s to wound is a mortal in addition too. Rest of the unit trails back to Grinkrak for fight on death and to allow me to remove casualties to break coherency and rally back at will.

60 shootas can actually do a lot of damage at 3s to hit and 5s to wound with all out attack. If I get hand of gork off I can get them denying massive swathes of the table to deny space and buy more time for hoppers. Also rally back tricks on them.

2 x 60 wound bricks that occupy large amount of the table and don’t really die.

Advertisements

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

LEADER
1 x Skragrott, the Loonking (160)*
1 x Dankhold Troggboss (200)**
– General
– Command Traits: Loonskin
– Artefacts: Glowy Howzit

BATTLELINE
6 x Rockgut Troggoths (320)*
6 x Rockgut Troggoths (320)*
6 x Rockgut Troggoths (320)*

ENDLESS SPELL
1 x Malevolent Moon (80)

TERRAIN
1 x Bad Moon Loonshrine (0)

OTHER
5 x Sporesplatta Fanatics (90)*
5 x Gobbapalooza (145)*
2 x Dankhold Troggoths (360)**

CORE BATTALIONS:
*Battle Regiment
**Troggherd Heavies (Magnificent-Additional Triumph- Indomitable)

TOTAL POINTS: (1915/2000)

As you can see, we’ve been extremely lucky in getting comments from not one, not two, but all four players featured in today’s article. Sean is a long time Gitz player, and has actually tabled Sons of Behemat with the old book!

Sean: The idea was to use Skraggrot, the Molevelant Moon and the shrine to accomplish the grand strategy keeping the Troggboss at the back under the light of the moon but within range to use the all out attack for the extra attacks for the dankholds. The Gobbapoloza and the sporesplatta fanatics are there to buff up the rockguts, giving out extra rend or charge bonus combined with the -1 to hit bubble. Skraggrot is used mostly to ensure that by turn 3, I have the moon covering the board, so I get the save bonus across all my troggoth units. The realm command was really useful at times for units that had ended up stuck in combat for even more additional attacks. The main aim was to move up and survive the initial charge from my opponent and use all the additional attacks to clear the unit before moving forward to tag the objectives.

Advertisements

Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Lust for Domination
– Triumph: Indomitable

LEADERS
Necromancer (130)*
General
– Command Traits: Pack Alpha
– Artefacts of Power: Arcane Tome
– Spells: Invigorating Aura, Prison of Grief, Spectral Grasp
– Aspects of the Champion: Tunnel Master
Belladamma Volga (200)****
Spells: Amaranthine Orb, Invigorating Aura, Soulpike
Radukar the Wolf (140)***
Spells: Amethystine Pinions, Invigorating Aura, Spirit Gale
Torgillius the Chamberlain (90)***
Spells: Decrepify, Fading Vigour, Invigorating Aura
Gorslav the Gravekeeper (80)***

BATTLELINE
Dire Wolves (260)**
Dire Wolves (260)**
Dire Wolves (130)**
Dire Wolves (130)**
Dire Wolves (130)***
Dire Wolves (130)****

OTHER
Kosargi Nightguard (180)*

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (70)

CORE BATTALIONS
*Galletian Command
**Galletian Veterans
***Warlord
****Vanguard

TOTAL POINTS: 1930/2000
Drops 12

Finally, but by no means least, we have the fantastic Cara Newby. When I saw this list, I had to include it as the Wildcard. A shed tonne of Wolves, Kosargi Nightguard and almost all of the Cursed City characters. What’s not to love!

Cara: So the list is very much themed around the Vyrkos bloodline of vampire and wolves, it was designed for attending the Brewhammer event in the Brewdog Brewery. Which was the concept for it all, really. But let’s be honest when looking at the new Dynasty that came out with the latest soulblight book and the Cursed City game, who hasn’t considered leaning into it and doing a full wolf list! That image of eighty wolves charging through snow,howling in the night, is just great, and I feel this list brings it to life quite well.

The main points of the army are speed, board space control and wounds, and endless amounts of wounds. While they only have a 5+ save and 6+ ward save you wouldn’t think wolves can last but with the 2 wounds each a basic unit for their points is 20 wounds and comes back with 10 wounds through gravesite or Gorslav after they died. The whole list is 210 wounds total and with 160 of being wolves, so another potential 80 wounds extra.. Coming to a grand total of 290 wounds, potentially. (maybe a few extra wolves too from Belladama’s lycan curse spell)

With two blocks of twenty wolves for holding the line and larger fighting blocks, then four units of tens for screens, mobility around flanks, it forms a solid core to the army. Now you might say, but what about damage? While each wolf only has two attacks base 4’s and 4’s it doesn’t seem much. But on the charge, they auto get +1,+1.. And the doomwolf getting an extra attack helps a lot, especially as most of the units are in Gally Veterans so they can fight through each other. In fact, you can have a Doomwolf per ten models, so in the larger units, there are two making a unit of twenty wolves on the charge, an impressive 42 attacks hitting on 3’s and wounding on 3’s. But that’s just the start of the damage because of the buffs the hero’s can give out to their puppies, all combined with the majority of the army being a move of 10 inches , so getting a bulk of the force of those units into combat isn’t too hard. But combat doesn’t win games, it can lead to it but its points that do that and this is where the wolves really shine a unit of ten can occupy a lot of space on an objective and stop an opponent getting on it, a unit of twenty can easily fill an objective and have some spare over the edge.

So what does the rest of the list do and help these simple goals you could say.

Belladama is a key piece being naturally a +1 wizard with two spell casts herself, both her warscroll spells are great , with under the killing moon being an almost auto want cast as it gives off a 12” aura of 6’s on hits explode into two hits for soulblight models. LycanCurse is a great spell for tying up units you want to charge so they can’t redeploy or suffer an unleash hell from (not to mention you get to place the replacement wolves before models are removed, so there is even a chance of bringing supporting heroes or other units into combat behind the original target.) She can pass off wounds to wolves nearby combined with her 4+ save and 9 wounds, she can be very hard to kill. Her command ability ‘pack alpha’ can give a unit of wolves that ability to pile/fight in 6 inches, just like a zombie unit so with a solid run a unit of wolves can get across that table first turn and into combat and again not suffer an unleash hell, but I will caution it isn’t a charge so you don’t get the on charge bonuses for the wolves, so best done with a ten wolf unit, to delay the opponent. Oh, did I mention she counts as a general too?

Radukar the Wolf again is mostly a buff piece with his command ability used at the start of the combat phase, giving off a +1 attack to all soulblight units wholly within 18”. He again is tough to kill as he can pass off wounds to his nightguard on a 2+, who are permanently next to him in this list. While he can fight and cause damage, his main focus is being that buff piece hence the Pinions spell to get him where he needs to be, and when he is there launching off spirit gale at the enemy for some range damage. (especially into low brav armies, like gitz). Again he counts as a general as well!

Torgillius is a cheap little necromancer and generally lives right next to Radukar , giving the army that 4+ chance of an extra command point (this army can be a very command point hungry one to get all the buffs you want up, so anything that helps is good!) as well as an extra spell. Throwing out his debuff spells at nearby enemies (which you cast depends on what you’re facing and would be best at the time) as he is generally in the thick of packs of wolves who are doing the fighting. He can last longer than expected with his 4+ ward save, but combat is not really where you want him to be.

Gorslav The Gravekeeper doesn’t really need much explanation, he is there for another hero and one who can make sure you bring back a unit a turn and with a bit more flexibility in there you bring them back as it isn’t fixed to gravesites. He can survive pretty long if still nearby the wolves as they are deadwalkers, but again, combat isn’t where you want him to be.

The actual picked general is just a lowly necromancer, but again provides that vital buffing role of being able to make a summonable unit fight twice.Command trait wise pack alpha gives him a way of giving out a free command per turn again helping with the command point usage for the army a great deal. Having the arcane tome he can cast that and also get an extra spell off , I went with movement debuffing spells for him mostly as they are good range and anything slowing down your opponent while your fast army moves around is good. He has tunnel master for those quick grabs of objectives and getting out of trouble, but generally lives near the rest of the heroes in the thick of things, passing off wounds again to nearby troops. He also has his sworn bodyguard nearby in case anyone tries to hunt him down, making him even more survivable.
The last of the units I have is a reinforced unit of night guard who are not only a great looking model but with four wounds each and a 5+ save and 5+ ward, they can tank not bad.. But their main ability is to cause pain, nearby Radukar they get one extra attack, bringing them to three, 3’s and 3’s , -1 rend and 2 damage a swing 2” reach.. And when Radukar uses his command ability, which you pretty much do most turns, they go up to 4 each.. So that’s 32 damage for the unit potentially, which really adds a punch. For such a small unit.

Finally the horrorghast is there to try and take advantage of chip damage from the force as there are no major hitters, but with the auto ability of reducing bravery from being nearby deadwalkers/deathrattle which soulblight have.. Even high bravery things can lose larger numbers to battleshock and with SB having 10 across the board, it affects the list little. Especially as keeping the points low (1930) to get that indomitable triumph, while that itself is good.. The main purpose of low points is to stop your opponent having that triumph instead or even two triumphs if they have leaned into it.

So to sum up with all the buffs working.. A unit of twenty wolves can have 3 attacks each (+1 for doomwolf) hitting on 3’s with exploding 6’s.. Wounding on 3’s then fighting twice. So a potential of 124 attacks, all while flooding the board and objectives with a presence and space occupying, restricting your opponent’s movements. As a General rule , two or three units of wolves are in the grave to start with, simply because it can be hard to fit them in the deployment zones and also provide that threat of coming up behind enemy lines. With that threat, people are forced to either ignore it or keep units back to stop it, either way it is a good thing.

The list does pretty well but it isn’t fast to move around the army and takes dedication and practice to keep things moving at a pace and make sure you can maximize buff’s. Hard opponents are ones where chip damage really doesn’t do much to their force or they have really high armour saves/ wards. Or indeed if they just hit so hard it doesn’t matter what you had that unit is dead.. Such as a big block of varanguard (but thats where screening with smaller units is key)

Thanks for reading if you have made it this far!

Miss Cara Newby,

Proud member of the Farmhammer Podcast team and part of the Scottish AoS scene.

Final Tournament Placings

Top Three AoS Lists for Realmgate Rampage II

This is the top three AoS lists for Realmgate Rampage II that took place in the USA on the 4th and 5th of March. It involved 37 players vying to be crowned champion in a 5-game tournament.

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

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

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Slaves to Darkness
Subfaction: Cabalists
– Grand Strategy: Follow the Path to Glory
– Triumph: Inspired

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

BATTLELINE
Chaos Knights (460)*
Mark of Chaos: Nurgle
– Doom Knight
– 2 x Standard Bearer
– 2 x Hornblower
– Ensorcelled Banner: The Eroding Icon
The Unmade (80)*
Corvus Cabal (80)*

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

ENDLESS SPELLS & INVOCATIONS
1 x Soulscream Bridge (80)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Peter: I reached out to Anthony to see if he would be able to give us some info on how this list works. The legend kindly responded:

Anthony: So I mostly just lifted the list from Big Phil Marshall, with a few tweaks to marks. The army has 3 key pieces, with a bit of utility to support them. First, the block of 10 Nurgle-marked Knights with the Eroding Icon is incredibly tough to shift, while also able to do a fair bit of damage on the charge. Next are two hammer units: 10 Khorne Chosen, and 6 Khorne Varanguard with spears. I chose to go with Khorne on both units because, for the most part, these units perform threat removal duty, and I want those threats gone immediately. Plus, it means you get even more value if you use the ability to activate a second time in the combat phase on the turn that they charged. All three units are 30 wounds on a 3+ save, but have drastically different roles, and you can further enhance with the 2 Sorcerer Lords. There are quite a few spells that you want to get off, hence the choice of adding Arcane Tome, Master of Magic, and being in Cabalists. Lastly, Corvus Cabal is a nice piece to be able to save and snag an objective after the battlelines shift, the Unmade help ensure that the units you want to charge cannot redeploy away and make the charge harder, and the bridge increases your threat range immensely.

Being one drop means you decide first turn in most cases. A typical game sees you giving away the turn, although you do have the speed to rush across the board to hit your opponent before they can set up any of their buffs if they misdeploy in an egregious way. The other advantage of going second is that it allows your Sorcerer Lord to use both the heroic action for 3d6 cast and 3d6 for rolling on the Eye of the Gods table. You want to be rolling for that early and often. Getting an 11-12 on 3d6, rerolling one die isn’t too unlikely, but it’s still something that relies on rolling, and all it takes is your sorcerer lords getting killed off to remove your ability to achieve your Grand Strategy. I typically use the Knights to block areas of the board off from my opponent and initiate trades. It will cost most armies more value to remove this unit than the 460 points that the knights cost, and the Chosen and Varanguard hit hard enough that most things will struggle to survive contact with them. You’re looking to value trade more efficiently than your opponent, which is what the Slaves to Darkness do incredibly well.

Advertisements

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

Leaders
Karazai, The Scarred (550)*
Celestant-Prime, Hammer of Sigmar (330)*
Lord-Imperatant (170)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades
– Aspect of the Champion: Tunnel Master

Battleline
3 x Annihilators (180)*
3 x Annihilators (180)*
3 x Annihilators (180)*

Units
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
3 x Praetors (140)*

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Thunderbolt Volley

Total: 1970 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 75
Drops: 1

Peter: We reached out to Joseph, who kindly offered a quick synopsis on how his list works.

Joseph: Use the longstrikes the aoe mortals and the charge mortals from the annilators to punch large holes in their army’s screens and key buff pieces. Then go for the kill with the prime and Karazai.

Brett: Joseph undersells his list a bit, there is a bit of tech in how he has set up the list to do exactly what he says it will. There is a Lord Imperatant to make sure those Annihilators only have a 7″ charge. Best case that’s 3 turns of skyfalling. The list is Knights Excelsior to give a Paladin unit +1 to hit and wound on top of being battline. The Annihilators don’t have Grandhammers so cheaper (by 60pts) and more durable. Rerollable 7″ charge that does D3 mortals on arrival, more mortals on the charge (on a 4+) and then hits on 2+, wounds on 2+, saves on 2+. Even if they don’t wipe a screen some will probably survive the counter attack. It also makes dropping 2 units in a turn more palatable, even if the second fails it’s 9″ charge it may survive to try again.

The Longstrikes have Thunderbolt Volley (and aren’t reinforced) to give a turn of double shooting. Praetors to bodyguard Karazi in the early game (he out paces them) wraps up the troops. After that the Lord Imperatant has Tunnel Master for a sneaky teleport and celestial blades just in case something needs help with wounding (melee weapons only). And lastly the Celestant Prime for another hammer mid to late game (when Karazai is normally running out of steam).

Not without it’s risks, in the end there are only 75 wounds in the list and it needs to dictate the engagement. Karazai is more rarely chosen because he is vulnerable to mortal wounds generally. Being a one drop army helps, Joseph will dictate the first round activation in most games. Competing well against combat armies, Joseph faced down a Tzeetch army which is a tall order for an army with almost no denies.

Advertisements

Army Faction: Blades of Khorne
Army Subfaction: Reapers of Vengeance
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

LEADER
1 x Skarbrand (390)
1 x Archaon (860)*
1 x Bloodsecrator (130)*
General
– Command Traits: Mage Eater
– Artefacts: Skullshard Mantle
– Aspects of the Champion: Fuelled by Ghurish Rage
1 x Slaughterpriest (100)*
Bloodbathed Axe
– Prayers: Blood Sacrifice

BATTLELINE
10 x Blood Warriors (160)*
– Icon Bearer
– Chaos Champion
– Goreglaive
– Goreaxe and Gorefist
10 x Bloodreavers (80)*
Icon Bearer
– Hornblower
– Chieftain
– Reaver Blades
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe

TERRAIN
1 x Skull Altar (0)

OTHER
1 x Cockatrice (105)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1985/2000)

A lot of armies in Age of Sigmar can be broken down into units of hammers and anvils. This is a useful distinction, since it gives a quick idea of what role a unit needs to play, why you would include them in your list, and what to expect from your opponent’s force. Blades of Khorne do not work this way.

Blades can be better broken into three categories: independent operators, tech pieces, and drones. In Samuel’s case, he has brought a balance of the three, with a skew towards independent operators.

In this list, the idependents are Archaeon and Skarbrand. Both are meant to be beatstick intimidation pieces with minor buffs to other units. Archaeon is the only wizard in Samuel’s list, and he will see some benefit from Mystic Shield, but the known spell are limited since Khorne does not have a spell lore (for obvious reasons). Skarbrand is an excellent intimidating force, and only opponents that have never faced him before will risk damaging him without being positive that he will die. At his lowest bracket (his best) he can guarantee 8 mortal wounds with his axe, Carnage. While he can’t score VP from killing a Galletian Champion, he can certainly deny his opponent a few battle tactics through the use of the rare rule: “you can just pick that one up.”

The Bloodsecrator, Slaughterpriest, and Cockatrice are Samuel’s tech pieces. The first provides two useful auras (forcing Wizards to re-roll successful casting attempts and providing Blades of Khorne units +1 attack). The second gives access to prayers (Blood Sacrifice in this case, allowing early blood tithe gains) and invocations (which Samuel has elected to leave at home). The Cockatrice brings a particularly interesting ability that is one of the few in this list that will benefit Archaeon. If the Cockatrice manages to ping some mortal wounds on an opponent, that unit can only hit on 6s in that combat phase. This can be used to either protect Archaeon and Skarbrand from the beatings Samuel’s opponents are surely going to throw at them, or can be used to add some additional protection for his drones.

A note for the above units: Skarbrand, the Bloodsecrator, and the Slaughterpriest can all be used at summoning points for daemon units. Khorne is in a great spot right now, partially because the summoning mechanic allows them to pull a GC out of thin air onto an objective for the measly cost of 2 blood tithe points. This allows for some seriously flexible scoring, ecen into the late game, assuming you have a hero or skull alter and some blood tithe points burning a hole in your pocket.

Back on the subject of drones, Samuel has chosen to take the mortal flavor of drone: 10 blood warriors and 30 blood reavers. The blood warriors’ 2 wounds and 4+ somehow make them one of the most durable units in the book (about equal with Mighty Skullcrushers), which is saying something. The blood reavers are fast and will die as soon as they connect with something, providing some early blood tithe points.

All around a deceptively technical list, and one that was piloted to a great 4-1.

Advertisements

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

LEADERS
Abhorrant Archregent (240)*
Artefact: The Dermal Robe
– Lore of Madness: Deranged Transformation
– Aspect of the Champion: Tunnel Master
Abhorrant Ghoul King on Royal Terrorgheist (450)*
– General
– Command Trait: Hellish Orator
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Lore of Madness: Spectral Host
Crypt Infernal Courtier (130)*

UNITS
9 x Crypt Flayers (540)**
10 x Crypt Ghouls (80)**
10 x Crypt Ghouls (80)*

BEHEMOTHS
Krondspine Incarnate of Ghur (480)
Allies

CORE BATTALIONS
*Warlord
**Galletian Veterans

TOTAL: 2000/2000
WOUNDS: 83
DROPS: 7

Declan: Well I’m the first to admit that I’m not an expert in Flesh Eater Courts, but I have fought them a few times and this one has a Incarnate of Ghur – so there’s that. Frederic has gone for the 4-1 that’s difficult to pull off known as the submarine (LWWWW); and it’s a great result with a difficult army to use. This one is all about close assault, the Krondspine, Terrorgheist and Crypt Flayers.

Despite the increase in cost (480 points from 400 points in the latest balance update), the Krondspine is still good, and as he doesn’t die until the end of the turn so when it’s in combat you can guarantee it will dish out damage.

Games Workshop via Wahapedia

This allows teleporting Ghouls and gives the Terrorghiest a useful -1 to be hit with the Eye of Hysh, not to mention his warscroll ability to summon more Crypt Flayers. The Archregent can do the same, but also comes with a great utility spell:

Games Workshop via Wahapedia

It’s easy to cast and – crucially – lasts to the next hero phase. This means Frederic can make one awesome unit a turn with additional D3 attacks in combat. Sure, he may roll a 1, but you’ll never forget it if you’re on the other end of a 3 on a Terrorgheist or Crypt Flayers.

The army certainly has potential, but Frederic must have commanded it well to get a 4-1; they’re still not common with FEC.

Final Tournament Placings

Top 3 Lists BCP Megapost 26th February 2023

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)
Advertisements

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

Advertisements

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

Advertisements

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)

Advertisements

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

Advertisements

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)

Advertisements

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)

Advertisements

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)

Advertisements

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)

Advertisements

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

Advertisements

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

Advertisements

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

Advertisements

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)

Top Three AoS Lists for Colonial Carnage

This is the top three AoS lists for Colonial Carnagethat took place in the USA on the 18th and 19th of February. 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

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)

Three years of an old book with Gloomspite Gitz mostly being seen as a wild-card entry in the top threes… mainly because Peter wanted to give me something to write about… and then a second 5-0 in as many weeks. So, it’s definitely an improvement so far.

Dale has gone with Squigs for his main force with Bounders providing some great Spears of damage and the Squig Herd doing mortals when they run away, and the herders can get them back. The lack of command abilities on them worries me, however, a little as people get used to the army… especially with shooting.

The buff pieces all have a place as well, with Squigs getting free moves, the moon doing as required, and 5+ward on one unit. It definitely requires some memory to keep all the moving parts in your head.

A 5-0 is impressive regardless of army and so we’ll done to Dale.

Advertisements

Army Faction: Beasts of Chaos
Army Subfaction: Gavespawn
– Grand Strategy: Desecrating Brayherd
– Triumphs: Inspired

LEADER
1 x Beastlord (145)*
General
– Command Traits: Bestial Cunning
– Artefacts: Slitherwrack Helm
– Aspects of the Champion: Fuelled by Ghurish Rage
1 x Great Bray-Shaman (95)***
Spells: Wild Rampage
1 x Great Bray-Shaman (95)***
Spells: Tendrils of Atrophy
1 x Beasts of Chaos Tzaangor Shaman (115)***
Artefacts: Brayblast Trumpet
– Spells: Tendrils of Atrophy

BATTLELINE
3 x Morghurite Chaos Spawn (Gibbering Congregation) (230)
20 x Bestigors (440)**
10 x Gors (110)**
Paired Hacking Blades
10 x Gors (110)**
Paired Hacking Blades
10 x Gors (110)**
Paired Hacking Blades
10 x Ungors (80)***
Pitted Blade

OTHER
1 x Cockatrice (105)
1 x Cockatrice (105)
6 x Beasts of Chaos Slaangor Fiendbloods (260)*

CORE BATTALIONS:
*Galletian Command
**Galletian Veterans
***Warlord

TOTAL POINTS: (2000/2000)

Peter: We have updated this comment since initial publication. Ungors were initially referred to as ‘Hammers’, and this has been changed to Bestigors. A predicted text typo of ‘Tendrils of Apathy’ has been corrected to ‘Tendrils of Atrophy’. Finally, the reference to +2 to casting per game has been corrected to +3.

We all make the occasional mistake. Please remember our writers comment on a lot of factions and may not know each inside-out!

The Gor stampede emerges! This list takes a very interesting tact with the enemy in order to try and shut down and isolate enemy units to substantially blunt their output. With the Beastial Cunning trait, you can bring in a key unit within 7″ instead of 9, guaranteeing the charge. First, the Chaos Spawn charge in to reduce enemy unit attacks by 1, and since they can move separately, you can either spread them out or focus them on one unit as needed.

Bestigors, Cockatrice and Slaangors all function as hammers, with Bray-Shaman boosting them with Wild Rampage for exploding 6s to hit, and the other Bray-Shaman and Tzaangor Shaman casting Tendrils of Atrophy (with +3 once per game if you really need to get it off) to increase the damage. Even if the opponent survives this onslaught, they will still have to deal with the -1 to attacks from the Chaos Spawn, and are likely fighting last due to the Gors Gor Stampede ability and the General’s Slitherwrack Helm meaning any counter attack will likely bounce right off of you.

A clever and precise use of debuffs before charging in with the hammer makes this list very difficult to deal with in melee by all but the most hardy of targets.

Advertisements

Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Knights Excelsior
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty
Holy Commands Enhancement: Steadfast March

LEADER
1 x Lord-Castellant (160)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Celestial Blades
– Aspects of the Champion: Tunnel Master
1 x Lord-Relictor (150)*
Prayers: Translocation
1 x Lord-Arcanum on Gryph-Charger (170)*
Mount Traits: Scintillating Trail
– Spells: Azyrite Halo

BATTLELINE
5 x Retributors (210)*
Retributor-Prime
5 x Retributors (210)*
Retributor-Prime
5 x Retributors (210)*
Retributor-Prime

OTHER
4 x Stormdrake Guard (680)*
Stormdrake-Prime
– Drakerider’s Warblade

3 x Vanguard-Palladors (200)*
Pallador-Prime
– Boltstorm Pistol and Shock Handaxe

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

After the craziness that was Salt Smash, normal(ish) service returns. Still with Palladors as an action unit (everyone has some), with the points drop and ranged weapons on top of their movement, they are a great alternative to Draconiths. And dragons. A nice big block of 4. Beyond the Palladors JB threw in a Lord Arcanum on Gryphcharger (a personal favourite). He has his own built-in teleport and is both a decent caster and an ok combat character. He can keep up with and be covered by the Palladors and, in turn, cover for them with both his Cycle of the Storm (once per turn ignore a fatal wound) and Healing light. An effective way to deal with the 4+ save on the Palladors is a very efficient way to pick up remote objectives.

Conventional Lord Castellant (with celestial blades) and Lord Relictor. Celestial Blades can either be placed on the Dragons or a handy Retributor unit. Hitting on a 2+ is always welcome. Running 3 MSU Retributors as battleline reflects the points drops (they were 235) and some of their tricks. They lack the 2 up save of Protectors but with a Lord-Castellant that can be dealt with. They are slow, Steadfast March will help push them onto the middle or an objective out of deployment. They can be held in reserve and dropped via Scions. Most importantly, they are a solid 15 wounds with -2 rend and 16 attacks. That makes them harder to kill than an MSU Annihilator with Grandhammer while having more attacks, making them more reliable. Your opponent will have to make a serious effort to remove them, and if even one is left alive, the strike back is likely to have serious consequences.

A very well crafted SCE list taking advantage of the recent points drops to make it more competitive. Losing to the new Gitz is probably not unexpected. They can build strength as they go, which is a weakness of SCE, as key pieces go down their scoring options shrink fast.

Advertisements

Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Radukar the Beast (310)
Vampire Lord (140)*
Spells: Amethystine Pinions, Invigorating Aura
– Aspects of the Champion: Butcher
Belladamma Volga (200)*
Spells: Invigorating Aura, Soulpike
Vampire Lord on Zombie Dragon (420)*
General
– Command Traits: Kin of the Wolf
– Deathlance
– Artefacts of Power: Sangsyron
– Mount Traits: Foetid Miasma
– Spells: Flaming Weapon, Invigorating Aura

BATTLELINE
Dire Wolves (130)*
Deathrattle Skeletons (80)*
Dire Wolves (130)*

OTHER
Grave Guard (280)*
Seneschal
Great Wight Blade
– 2 x Standard Bearer
– 2 x Hornblower
Grave Guard (280)*
Standard Bearer
– Hornblower
– Seneschal
– Great Wight Blade

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1970/2000

Soulblight two seasons ago was a different vibe. That was when zombie blobs shambled care free and nigh on unkillable Blood Knights trampled dreams. Soulblight now, post points hike and during a season that rewards having good GCs – exactly the thing Soulblight don’t have – are a different matter, so it’s cause for celebration when a list cracks the top 10.

William has opted for a Vyrkos hero-hammer here, with Radukar and Balladamma following on the bone-tails of a VLoZD. It’s a techy combo – Belladamma can be bodyguarded by the Dire Wolves and set up an exploding 6s aura, while Radukar can summon additional wolves and, so long as he makes a charge, put out a +1 attacks aura, making for a pretty potent set of overlapping buffs. It can be tricky to set up but I imagine the plan was to run a kind of hero-castle, setting up the Zombie Dragon – or one of the two big blobs of Grave Guard, who are still a super value unit – as super-buffed up hammers at the centre of the auras.

It’s hard to pin point exactly why Soulblight just don’t quite have the tools to reach the top tables atm, but I suspect this is about as good a list as they can field at the moment! Kudos to William for the 3-2.

Final Tournament Placings