Category Archives: Flesh-Eater Courts

Flesh-eater Courts – Faction Review (Jul-Nov ’22)

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With the release of the Battlescroll: Galletian Reinforcements I’ve been able to go back through the data from the release of the General’s Handbook and tidy everything up. In doing so, I though it may be cool to give you a run-down of how each faction performed under the current General’s Handbook until the Battlescroll took effect.

The data used for analysing these results was taken from 110 Grand Tournaments between 3rd July 2022 and 6th November 2022.

Flesh-eater Courts

Region Comparison – Popularity

Flesh-eater Courts saw their highest popularity in Oceania with 3.7% of players choosing the faction for tournament play, while at the opposite end of the world the uptake was only 1.8% in Europe.

Region Comparison – Win Rates

The win rates across all the regions were fairly solid at around 50%. However, the only exception was Scandinavia where this dipped to 35.0%

North America was the location of the Flesh-eater Courts only 5-0 result.

Subfaction Analysis

SubfactionPlayersWin Rate
Hollowmourne754.29%
Gristlegore1350.77%
Feast Day3247.20%
Morgaunt1246.67%
Blisterskin2943.45%
None/Unknown952.27%
Faction Total10447.60%

Although Hollowmourne appears to have the most successful win rate, they were by far not the most popular faction, with the majority of players choosing between Feast Day and Blosterskin as their go to.

Top 10 Flesh-eater Courts Players

You may notice that some players have a better World/Nation ranking than players above them in this table. This is due to players playing with multiple factions. These players have been ranked on their top Flesh-eater Courts results only.

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Top Three AoS Lists for the Leicester City AoS GT

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This is the Top Three AoS Lists for the Leicester City AoS GT that took place in the UK on 3rd and 4th December. It involved 28 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.

Pre-Tournament Analysis

I thought I’d add a bit about the meta at the event before we jump into the meat of the article. If this is popular I’ll continue doing this on future top three articles.

Ranked Players

Below shows the players already ranked in our Woehammer rankings form events before the Leicester GT.

Of the 28 players, 21 Players had already taken part in at least 1 GT before this event, with the highest ranked player (Phil Marshall) being 1st in the UK and currently 2nd in the World. Remember these rankings are based on our own handicapped rankings system explained here.

Faction Breakdown

The Leicester GT had a fairly close representation of the current meta with a few notable exceptions. No Sylvaneth armies where present despite this currently being the 2nd favourite faction with players. Like wise there was also no representation of Ogor Mawtribes or Kharadron Overlords at this event.

The Top Three AoS Lists

Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

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

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

Units
1 x Mindstealer Sphiranx (95)*

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

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

Phil Marshall: Knights of the Empty Throne – How does it work? In Knights of the Empty Throne, you are able to take Varanguard as Heroes, the first unit which is your general has Inescapable Doom and Grasping plate, meaning it can pile 6 inches and you cant retreat from this unit, the other unit has Corrupted Nullstone which is an auto unbind.

The list is designed around two units of six Varanguard with the Mark of Tzeentch which allows the re-rolls of 1s to armour saves and gives units a 5+ spell ignore. Then you’ll look to really capitalise on these mechanics with other buff pieces in the army, which include two Sorcerer lords. Sorcerer lords have a built in mechanic called Orcular Visions which gives a unit +1 to save (this ability can stack), they are also wizards so offer the ability to cast mystic shield, demonic power (re-roll all hits and wounds) and mask of darkness (teleport).

The final buff piece is the Warshrine, the prayer for Tzeentch is +1 save and a 4+ spell ignore, the only other prayer that may be used is Undivided which allows a unit to re-roll all hits and wounds. On top of this the Warshrine has an aura of 6+ ward which degrades as it takes damage. With all of these buff pieces it allows you to essentially make an unkillable unit (or two) of Varanguard. You can get +6 to your save re-rolling 1s once per game (oracular visions twice, mystic shield, Tzeentch Prayer, all out defence and finest hour), on top of this you can have a 4+ 5+ 5+ spell ignore as the Varanguard have a warscroll ability for spell ignore, mark of tzeentch grants spell ignore and then an additional spell ignore from the warshrine.

As a result there are very few things that can deal with these units once they have the buffs on, you need to be able to do mass mortal wounds in the shooting and combat phase, otherwise there is a strong likelihood that you will never do any damage to this unit. I tend to evaluate the main threats of my opponents army and see how they have deployed, if I can capatalise on getting my general into the bulk of it and keeping them locked in combat for as long as possible. The rest of the list is designed to be very hard to kill with four units of iron golems who get +1 to their save if they havent made a normal move, meaning before rend they will be a 3+ re-rolling 1s.

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Allegiance: Disciples of Tzeentch – Change Coven: Hosts Arcanum
– Grand Strategy: Master of Destiny
– Triumphs: Indomitable

Leaders
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Cult Demagogue
– Lore of Fate: Arcane Suggestion
Kairos Fateweaver (435)
Lord of Change (400)*
Artefact: The Eternal Shroud
– Universal Spell Lore: Flaming Weapon
Fluxmaster, Herald of Tzeentch on Disc (170)*
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist

Battleline
10 x Pink Horrors of Tzeentch (250)**
10 x Pink Horrors of Tzeentch (250)**
10 x Kairic Acolytes (120)**

Endless Spells & Invocations
Horrorghast (40)
Umbral Spellportal (80)
Burning Sigil of Tzeentch (50)

Core Battalions
*Command Entourage – Magnificent
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 69
Drops: 7

Kieron: Ryan is the captain of Team Malta and a combination of one of the finest Tzeentch players in the world and one of the nicest people you’re ever likely to meet. Speaking to him at the event about his list writing and tactics, he explained that he’s very confident in his approach and then plays the list repeatedly – around 350 reps with the current iteration, losing very few games along the way. The only downside – headaches after each match due to the mental load of channelling the will of The Changer of Ways. Malta has a relatively small AoS scene and there’s only so many times a person can take a beat down from Ryan, no matter how charming he while doing so, and games on TTS don’t really allow for the precision of measurements that cause aforementioned headaches. 

Onto the list itself and it has somewhat of a retro charm about it with two big birds: a combo that, while clearly effective in the right hands, is seen less frequently due to Kairos and the Lord of Change sharing the same warscroll spell now instead of Kairos having his own spell. The Lord of Change offers a good amount of shooting with the Rod of Sorcery and can do some work with a damage 3 Staff of Tzeentch thanks to the Flaming Weapon buff. Together, they give everything within range +1 to cast each, meaning that Ryan can afford to leave Cogs at home in favour of Horrorghast. 

The list can also expect to generate over the magic number of 10 fate points a turn, meaning that 10 blue horrors should be summoned every turn. When talking to Ryan about Screamers, I explained I was excited about how fast they could go and his response was that a Fluxmaster moving 22” and then summoning 9” away is even faster! 

The final little wrinkle for this list (valid for the next month or so at least) is the fact that all Ryan’s battleline are Expert Conquerors – annoying enough for the 10 Kairics to count as 30, but absolutely infuriating on the Pink Horrors that start off counting as 30, but peak at counting as 60 until the 31st wound is done to the unit, at which point it starts the slow decline back to counting as 3 and then counting as dead! 

It clearly worked, with Ryan achieving the maximum possible differential on Day One, with the only loss being into the event’s eventual winner, Phil Marshall, and a tonne of 2+ re-rerolling 1s saving throws and an equally hefty amount of spell ignores and wards. 

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Allegiance: Seraphon
– Constellation: Thunder Lizard
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired


LEADERS
The Triceracop
(285)
Engine of the Gods
– General
– Command Trait: Prime Warbeast
– Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse

Lord Kroak (450)***
Bert the Banner Waver (155)***
Saurus Astrolith Bearer
An Undercosted Priest (120)***
Skink Priest
– Universal Prayer Scripture: Heal
Skink Starseer (145)**
– Artefact: Fusil of Conflaguration
– Spell: Hand of Glory


UNITS
Skinkrunner Chariot
(85)**
1 x Scourgerunner Chariots
Saurustrike Chariot (165)**
1 x Stormstrike Chariot
10 x Skinks (75)*
– Boltspitters Celestite Daggers & Star Bucklers
Kroak’s Ablative Wounds (115)*
5 x Saurus Guard
10 x Skinks (75)*
– Boltspitters Celestite Daggers & Star Bucklers

BEHEMOTHS
Bastiladon with Solar Engine
(250)

ENDLESS SPELLS & INVOCATIONS
Chronomantic Cogs
(70)

CORE BATTALIONS
*Expert Conquerors
**Vanguard
***Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1990/2000
WOUNDS: 103
ALLIES: 0/400
REINFORCED UNITS: 0/4
DROPS: 11

Kieron: And so on to the third placed army, piloted by the very dry Toby Resnick, including the named units “An Undercosted Priest”, “Kroak’s Ablative Wounds” and the “Raveshaper Engine”, which is like a “Realmshaper Engine” but with flashy LEDs that are operated by remote control depending on who wins priority. I almost felt sorry for the Seraphon player on the table next to us at Leicester as they jealously eyed up the craziest terrain piece you’ll ever see! 

The list itself has a couple of lovely converted chariots that are really good at zipping around the board early game while one of the Engine of the Gods or the Bastiladon is double activating with one of the 5+ CP Toby generally has to play with each turn. Cogs consolidates Kroak’s absolute magical supremacy with a double miscast pretty much being the only way that Kroak fails a spell and, usually, the unbind required when a spell does go off is double figures or flat out impossible. “Big Frog Goes Ribbit Ribbit” indeed. 

All the other buffs that Seraphon players can dish out are also present here, with re-rolling 1s, run and shoot, +1 to hit in addition to the normal All out Attack etc. buffs that can be added. Skinks running about the place, doing all the dirty jobs that score the points while the bigger immediate threats (particularly the resurrecting Engine of the Gods – 50% of the time, it comes back with full wounds every time) draw the enemy’s attention away.  

I’m sure once Ryan had finished with the paracetamol, Toby was ready for some with the number of rules he has to keep in his head, even with more tokens than models to help him keep track. While one of the Order Battletomes from the latest Roadmap is probably another Lumineth book (maybe two!), it would be great to have a Seraphon book to combine some of these into the Warscrolls themselves and make it so players like Toby can fly their Dino Flag and not feel a bit guilty about it. 

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

Leaders
Abhorrant Archregent (245)**
Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Archregent (245)**
Lore of Madness: Deranged Transformation
Abhorrant Ghoul King on Royal Zombie Dragon (430)*
General
– Command Trait: Savage Chivalry
– Artefact: Decrepit Coronet
– Mount Trait: Razor-clawed
– Lore of Madness: Miasmal Shroud
Varghulf Courtier (160)**

Battleline
20 x Crypt Ghouls (170)*
Reinforced x 1
20 x Crypt Ghouls (170)*
Reinforced x 1
20 x Crypt Ghouls (170)*
Reinforced x 1

Units
6 x Crypt Flayers (360)*
Reinforced x 1

Endless Spells & Invocations
Chalice of Ushoran (50)

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

Brett: Flesh eater courts is still centred around their heros and lean on their summoning and buffs to make their other units dangerous. They reward a patient player who is happy to screen the heroes and summon more models early game before striking out. 3 Abhorrants (one mounted and 2 foot) and the Varghulf at the heart of the list and maybe a little unusually 3 x 20 Crypt Ghouls. Bounty Hunters can tear through these quickly and a lot of lists have minimised them. 3 Wizards granting fly to 1 to 3 units (Spectral Host) however if they can fly (like the dragon) then granting run and charge, additional movement (Deranged Transformation) and lastly a small MW spell with the chance of affecting opposing hit and wound rolls (Miasmal Shroud).

Spectral Host on the Zombie Dragon gives up to 20″ of movement + a charge at the top of first turn if they go first. Try not to leave room for it to land near something important early game. Then there is the summoning, a Serf unit is Crypt Ghouls, Knight is 3 Crypt Flayers/Horrors and a Courtier is a Varghulf Courtier. Each Archreagent can summon 20 Serfs or 3 Knights or a Courtier every turn. The Ghoul King can only summon Courtiers. This is a command ability so forcing them to use CP can help but it is done at the end of the movement phase. The Courtiers are both mobile threat and healers rolling 6 dice and healing Serfs on a 2+ and Knights on a 5+ within 10″ (as well as themselves if they kill a model).

As a Morguant host the Serfs can return once destroyed at full strength (4+). It’s a 50% chance that you can kill a screen and achieve very little. All of this is just to build the scene, the army can afford to wait but with the ability to snipe something with either the Flayers or the Zombie Dragon. If they get their buffs off it’s possible for most of the army to reroll 1s to hit if they are close to the Serfs. And those serfs, while they don’t hit hard, can easily get to 3 attacks each making them a reasonable threat to anything with a 4+ save. They’re cheap and trade really well. Castling though means they can struggle to score well in early rounds if you don’t feed them units and tactics. Shooting obviously is a weakness as are ranged Mortal Wounds from spells (they have a lot of denies though). Stretching them out and making them react to you is a good tactic as well.

Simon lost to a Soulblight army with a lot of mobility (Blood Knights, Dire Wolves) and Grave Guard. They were able to hold Simon scoreless. The other loss was to a Seraphon Thunder Lizard with Kroak. Kroak can deny pretty much all of their magic while the Solar Engine Bastiladon tears big holes. Seraphon are a hard counter to the army and very difficult to deal with.

Final Tournament Placings

Top Three Lists for Almost Loremaster

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This is the Top Three AoS Lists for Almost Loremaster that took place in Montreal, Canada on December 3rd. It involved 30 players vying to be crowned champion in a 3-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?

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Allegiance: Sylvaneth
Glade: Heartwood
– Grand Strategy: Show of Dominance
– Triumphs: Inspired
– Season of war: Dwindling

Leaders
Arch-Revenant (120)
Branchwych (130)
Artefact: The Vesperal Gem
– Lore of the Deepwood: Verdurous Harmony
Warsong Revenant (305)
General
– Command Trait: Spellsinger
– Artefact: Acorn of the Ages
– Lore of the Deepwood: Treesong

Battleline
5 x Tree-Revenants (110)**
6 x Kurnoth Hunters with Kurnoth Scythes (500)***
Reinforced x 1
5 x Tree-Revenants (110)**

Units
3 x Revenant Seekers (235)***
10 x Gossamid Archers (440)*
Reinforced x 1

Endless Spells & Invocations
Spiteswarm Hive (40)

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 103
Drops: 8

No stranger to podiums across Quebec and Ontario, Olivier Gandouet takes first in a scrappy field with his take on the familiar Sylvaneth Heartwood skeleton. Eschewing common pieces like Drycha, a reinforced Seeker unit, or the Celestant-Prime, Olivier instead gets the most out of a reinforced unit of Gossamid Archers – a unit often maligned by Sylvaneth players. 

You’ll find many of the usual suspects in this list –  teleporting Tree-Revenants easily score battle tactics and potentially Show of Dominance, the Warsong provides reliable access to the strong Sylvaneth spell lore and bursts of AOE mortal wounds, and the Kurnoths are an unholy anvil/hammer combo that can be launched through the Wyldwoods crunked out on Spiteswarm sap to send something to the shadow realm and then fade away. A reinforced unit of Gossamids is really the elephant in the room here. While their durability and expected damage is low relative to their cost, they are capable of truly gruesome spikes and can be difficult to interact with for armies lacking in ranged reach. They will always be a risky include just because their strengths and weaknesses are so polarized, but the risk paid off for Olivier in this case.

We’ve seen Sylvaneth lists slowly edge toward lower drops over time, but Olivier reverses course and instead opts for a high drop list with all the bells and whistles. It’s a strategy that paid off in this event – Sylvaneth can still have a productive and relatively risk-free turn 1 if given first thanks to the Warsong + Spellsinger combo and Strike and Fade, but are also naturally resistant to alpha strikes if given second due to how far back they can set up. A unit of Seekers and a Branchwraith auto-casting Verdurous Harmony provides a layer of insurance for any mistakes, effectively negating any incidental chip damage and enabling rapid recovery from failed kill shots. 

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Allegiance: Flesh-eater Courts
Grand Court: Blisterskin
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADERS
Abhorrant Ghoul King on Royal Terrorgheist (445)*
General
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Lore of Madness: Spectral Host
Abhorrant Archregent (245)*
Lore of Madness: Deranged Transformation

UNITS
9 x Crypt Flayers (540)*
10 x Crypt Ghouls (85)*
10 x Crypt Ghouls (85)*

BEHEMOTHS
Krondspine Incarnate of Ghur (480)*
Allies

ENDLESS SPELLS & INVOCATIONS
Chronomantic Cogs (70)
Horrorghast (40)

CORE BATTALIONS
*Battle Regiment

TOTAL: 1990/2000
WOUNDS: 77
ALLIES: 480/400
REINFORCED UNITS: 2/4
DROPS: 1

Season of War’s own Carl Ong really put Flesh Eater Courts on the map of the Canadian tournament scene when he went on a run with his own FEC-Krondspine list. Perhaps seeing no reason to teach an old spine-dog new tricks, Frederic proves the nerfed Krondspine is still very much a thing in deftly piloting his ghoulies to a 3-0 finish.

It’s not flashy, but it doesn’t have to be: the trifecta of the Ghoul King on Terrorgheist, a block of 9 Flayers, and the Krondspine provide the savvy general with the tools to be competitive in most matchups. The Terrorgheist is an infamously explosive rocket-powered scalpel, threatening to tear even the hardest targets down by fishing for mortals with his Gaping Maw. The Krondspine gives the FEC army the durable mid-board unit it desperately wants and a temporary answer for units the Terrorgheist may not want to engage. In tandem, the Gheist and the Krondspine can either remove or tie up the opposing pieces that have the damage (see: Bounty Hunters) to threaten the Flayers, letting them safely leverage their recursion capability and project their force across the table with Run and Charge from Spectral Host. 

This list is here for a good time, not a long time. It will launch a new Archregent-buffed unit across the board each turn until someone runs out of threats. Blisterskin is required here to turn the Flayers into GVs, but is also a strong blanket option with +2 move and access to a teleport for shifty objective play. The Horrorghast is a smart take here, helping to ensure that the list gets the kills it needs on the turn the pilot pulls the trigger and commits. Kudos to Frederic for an excellent finish here. 

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Army Faction: Ossiarch Bonereapers
Subfaction: Petrifex Elite
– Grand Strategy: No Place for the Weak
– Triumph: Inspired

LEADERS
Arkhan the Black (340)
Katakros (450)
Mortisan Soulmason (115)
General
– Command Traits: Mighty Archaeossian
– Artefacts of Power: Godbone Armour
– Spells: Drain Vitality

BATTLELINE
Necropolis Stalkers (330)*
Necropolis Stalkers (330)*
Kavalos Deathriders (190)*
Nadirite Blade and Shield

BEHEMOTH
Mortek Crawler (200)

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)

CORE BATTALIONS
*Bounty Hunters

TOTAL POINTS: 1995/2000

Legends say that on one fateful night a secret cabal of OBR players got together, prayed to effigies of Nagash, Bill Souza, and Owen Jackson, and received the revelation that big bricks of Necropolis Stalkers in Bounty Hunters can do very bad things to almost anything in the game. Dan Fortin was obviously in attendance at this clandestine ritual and has successfully spread the Stalker gospel in Montreal with convincing wins over Sylvaneth, KragGitz, and the OBR mirror.

What DON’T stalkers do, besides disappoint? They’re relatively fast by OBR standards (mimicking the FLY keyword and re-rolling charges), have access to a vintage 2.0 mechanic in re-rollable saves, and scale hard with powerful buffs from Katakros and the Soulmason to drown juicy targets in a sea of hyper-accurate damage 2 and 3 attacks. Arkhan provides damage diversity with his own personal orbit of arcane bolts, while Katakros acts as a buff vector and a constant threat to the opponent’s precious CP. The Mortek Crawler is a good utility add-on, allowing this otherwise melee-range army to reach out and threaten opposing wizards, monsters, and buff characters with a frightening 5 flat damage projectile. It’s worth noting that the Crawler’s normal profile can benefit from Katakros’ attack buff as well, making the payload extremely deadly in concert with a synergistic Horrorghast to lock in the casualties. 

No silly frills like “screens” here: just twelve very large and VERY angry skeletons ready to receive positive affirmations from Katakros and punch a few one-way tickets to the bone zone. Congrats to Dan and looking forward to seeing the Ossiarchs again!

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Allegiance: Gloomspite Gitz
Option: Jaws of Mork
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Kragnos, The End of Empires (720)*
Loonboss on Mangler Squigs (270)*
General
– Command Trait: Envoy of the Overbounder
– Artefact: Syari Screamersquig
Loonboss on Giant Cave Squig (110)*
Moon-cutta

Battleline
20 x Shootas (120)*
20 x Shootas (120)*
20 x Shootas (120)*

Units
10 x Boingrot Bounderz (210)*
Reinforced x 1
6 x Sneaky Snufflers (75)*

Behemoths
Mangler Squigs (250)*

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 140
Drops: 1

How cool is it that two Gloomspite Gitz lists finished back-to-back in 7th and 8th? In a true homage to the random nature of the Bad Moon, I rolled a dice to decide which I would cover. It seems Raphael Boyon continues to enjoy the moon’s fickle favour, though there was nothing lucky about his performance – he only dropped a game to Olivier’s winning Sylvaneth list!

A lot of the (justified) criticism of the Gloomspite tome boils down to it feeling like playing a losing game of keyword bingo: the juicy synergies seem to be there, but inevitably end up being just out of reach. Raphael’s Jaws of Mork list may represent the best combo this old 2.0 tome is capable of, solving the unreliable reach of Squig units with access to re-rollable movement, +3 movement, and 3d6 charging. On the offensive side of things, these Squigs can hit surprisingly hard: the Loonboss on Mangler provides a generous +1 to wound buff, while the Sneaky Snufflers are perhaps the cheapest source of the very powerful +1 Attack buff in the game. Kragnos ties the package together, serving as a cataclysmic melee threat and anchor that also allows the buffed Squig units to travel potentially shocking distances.

Interesting that Raphael opted for a 2-drop here, but it certainly makes sense for this configuration of the list. If the opponent makes a deployment mistake or fails to respect his movement, Raphael could potentially pull off an Ironjawz-esque alpha strike that pins the opponent at worst and cripples them at best. Going second, Raphael can sit behind the generous screening provided by the Shootas and then pierce the opponent on their weakest flank, threatening a deadly double with Kragnos. Props to Raphael for squeezing every drop of competitive juice out of a beleaguered battletome.

Tournament Placings

Top Three AoS Lists for Gourds of War GT

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This is the Top Three AoS Lists for the Gourds of War FT that took place in Texas, USA on 12th and 13th November. It involved 18 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Lumineth Realm-lords
Subfaction: Zaitrec
– Grand Strategy: Defend What’s Ours

LEADERS
Sevireth (320)
Scinari Cathallar (110)**
General
– Command Traits: Loremaster
– Artefacts of Power: Silver Wand
– Spells: Protection of Hysh, Solar Flare, Total Eclipse
The Light of Eltharion (240)**
Vanari Lord Regent (170)**
Spells: Protection of Hysh

BATTLELINE
Vanari Auralan Wardens (150)**
High Warden
– Spells: Overwhelming Heat
Vanari Auralan Wardens (150)**
High Warden
– Spells: Solar Flare
Vanari Auralan Sentinels (450)**
High Sentinel
– Spells: Total Eclipse

OTHER
Vanari Bladelords (130)*
Bladelord Seneschal
Vanari Dawnriders (140)*
Steedmaster
– Standard Bearer
– Spells: Speed of Hysh
Vanari Dawnriders (140)*
Steedmaster
– Standard Bearer
– Spells: Speed of Hysh

TERRAIN
1 x Shrine Luminor (0)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

Ed: Dustin’s List seems simple at first glance, but it is a deceptively hard list to run. All his units have the potential to be stars depending on match ups and battle plans, but they are fragile. You need to be thinking at least a turn ahead to ensure your key pieces are in the right place ahead of time. It is a common mantra that “Games are won in the movement phase”, and I feel like Dustin’s list takes this to heart with his highly manoeuvrable choice of units. Don’t leave an objective open around Dustin!

The Zaitrec subfaction gives all wizards a +1 to casting, unbinding and dispelling rolls. That added reliability is key for getting off important spells, particularly Power of Hysh which represents a huge increase in damage and Protection of Hysh which keeps your army alive.

After so long on the bench, it’s nice to see Eltharion included in a list that’s performing well. As a mid-level threat with a small presence on the table he is often able to fly under the radar until he connects with something important. He is much more reliable since the new battletome, and has been referred to as a Diet-Gotrek – although mortal wounds will bring him down very quickly.

To have achieved 5 wins with this list, Dustin must have played wonderfully. It is an army with a high skill ceiling and an extremely techy set of core mechanics. It’s not your typical netlist army that can be copied by a novice and still do fairly well. But if you’re looking to improve your skills, playing a list like this is a good challenge to test your mastery of strategic buff placement, unit positioning and long term thinking.

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Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Mortal Realm: Shyish
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Nagash, Supreme Lord of the Undead (955)**
Wight King on Skeletal Steed (110)**
General
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep

Battleline
5 x Blood Knights (195)*
5 x Blood Knights (195)*
5 x Blood Knights (195)*
10 x Deathrattle Skeletons (80)**
10 x Deathrattle Skeletons (80)**

Endless Spells & Invocations
Umbral Spellportal (80)
Purple Sun of Shyish (90)

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 88
Drops: 4

Edited: Sorry I somehow forgot (it’s wishful thinking…) that Blood Knights aren’t summonable! That’s what you get for re-reading Nagash’s scroll after a 1-dayer when your brain is mush. Post is now accurate!

Danny: It’s Nagash! Again! What is happening??

Well, there’s a fairly standard core at play here, with 3x msu Blood Knights in Kastelai providing a roaming set of both tanky AND killy – especially in bounty hunters – fast movers. Aaron will have had the option of layering them up or splitting them off for board control, and either way the Wight King on Steed is a relatively budget general acting as a ‘Rousing Commander’ caddy – which allows the best of the Kastelai ‘kill a unit and gain a buff based on its type’ effects to pop off once per battle ‘for free’, as it were. And the battleline is rounded out by the 2x msu Deathrattle are cost-efficient grave-site lurkers.

So in this context, Nagash seems to really be offering the magical dominance. He can’t buff Blood Knights in the same way Mannfred/Coven Throne etc can, but with Spellportal (and no Cogs – living dangerously!) he can stay at a safe range and shut down a lot of the usual magic threats that would ordinarily threaten the Blood Knights. Soulblight have some excellent debuffs too.

So overall, your opponent has a tough choice. Try and take down Nagash – not easy unless you have excellent ranged firepower – or focus down the Blood Knights and leave the magic powerhouse at liberty. Clearly making his opponent make tough choices paid off, with a brutal anti-aelf campaign, losing only to Zaitrec LRL who could probably stand up to the magic and shut down most of Nagash’s utility. Big congrats to Aaron for the 4-1 with Nagash!

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Army Faction: Blades of Khorne
Subfaction: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Bloodthirster of Insensate Rage (280)
Artefacts of Power: Skullshard Mantle
Bloodthirster of Unfettered Fury (295)
Skarbrand (380)*
Bloodthirster of Insensate Rage (280)**
Artefacts of Power: Ar’gath, the King of Blades
Bloodsecrator (125)**
General
– Command Traits: Mage Eater
Slaughterpriest (100)**
Bloodbathed Axe
– Prayers: Resanguination

BATTLELINE
Bloodletters (110)*
Bloodreaper
– Gore-drenched Icon Bearer
– Hornblower
Flesh Hounds (105)*
Gore Hound
– Burning Roar
Bloodletters (110)*
Bloodreaper
– Hornblower
– Bloodsoaked Banner Bearer

OTHER
Karanak (150)*

ENDLESS SPELLS & INVOCATIONS
1 x Hexgorger Skulls (50)

TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: 1985/2000

Peter: Our new colleague, Alice, needs no introduction! You may know her as Ragnarok Angel, the lead AoS writer for Goonhammer. Alice has kindly offered her skills and expertise to help us with top three commentary.

Alice: Blades of Khorne is a real underdog that is often underestimated when faced (Source: Me being the receiving end of it not too long ago). “It’s a bad book, the changes to priest nerfed them!” you say and you aren’t wrong, but piloted by a skilled player and a far too eager opponent, Khorne can put out a lot of damage.

Reapers of Vengeance is still considered the best subfaction, Devour the Craven causes D3 extra models to run on a failed battleshock which is fine but the real meat is the Leave None Alive command ability, allowing a Daemon model to fight a second time. When you look at the quadruple Bloodthirsters, you start to see the profit here.

On top of this, the change to Blood Tithes so they no longer burn all their points at once has had a bigger impact on the faction than is generally understood. For 4 Blood Tithe points, a unit can fight at the beginning of the Hero phase, including your opponent’s, before your opponent has had a chance to set up their buffs. That means a Bloodthirster fighting potentially three times in a single turn of gameplay, assuming something even survives that many hits.

The Bloodthirsters are the showstoppers, but rounding off the list is some decent anti-magic. The forced artefact is a 2+ shrug for spells, which while not ideal is still really good at forcing an enemy wizard to choose different targets. The mandatory Mage Eater is much better, allowing the General, Karnak and Flesh Hounds to unbind spells and even do Mortal Wounds with the General and Karnak. Hexgorger Skulls force -2 to casts, and can potentially cause more mortal wounds. It won’t stop an overwhelming number of spells, which explains the one loss against Lumineth, but it’ll shut down armies with only a handful of crucial spells.

When brought together it creates a list that is just incredibly difficult to engage in close combat. If you fight a Bloodthirster you better go first and you better win because if it hits you on the kick back it’ll kill most things. A blunt instrument, but a reliable one, as Khorne would wish.

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

Leaders
Abhorrant Archregent (245)**
Artefact: The Dermal Robe
– Lore of Madness: Blood Feast
Abhorrant Ghoul King (165)**
Lore of Madness: Miasmal Shroud
Abhorrant Ghoul King on Royal Terrorgheist (445)*
General
– Command Trait: Hellish Orator
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Lore of Madness: Spectral Host
Abhorrant Ghoul King on Royal Zombie Dragon (430)**
Lore of Madness: Monstrous Vigour

Battleline
9 x Crypt Flayers (540)*
Reinforced x 2
10 x Crypt Ghouls (85)*
10 x Crypt Ghouls (85)*

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 97
Drops: 4

Peter: Another new writer, and perhaps a familiar name to those on the Canadian tournament circuit. Jake Seguin is currently ranked 20th in Canada.

Jake: Don’t call it a renaissance, but things have been looking up of late for our favourite Bretonnian roleplayers. Harnessing both the power of the Incarnate and the frightening damage and recursion of max-size Knight units, a few ghoulish generals have successfully piloted an off-meta army to notable tournament success. Eddy Andrews ascends to abhorrent greatness with his take on a Blisterskin list that foregoes the Incarnate in favour of expanding his royal family with the oft-overlooked King on Zombie Dragon.

You’ll find much of the familiar FEC architecture here: an Archregent, the King on Terrorgheist, and MSU ghouls to fill the battleline slots. What the Zombie Dragon lacks in the spiky mortal wound output of his batty brother, he makes up for in force multiplication. His signature spell (at only a CV of 6) provides a 16” wound reroll bubble for friendly FEC units, juicing the double-fighting Flayers to incredible heights of carnage and closing his own average damage gap significantly with the Terrorgheist.

With 36 wounds, a natural 6+ ward, and conditional access to a 5+ ward from the Terrogheist, the Flayers are sporting some real beef to complement their reach and offence. As FEC can now get an additional Muster from any hero courtesy of White Dwarf, any failed attempt to remove this unit can become a game-losing swing. It may fall short of turning water into wine, but a single hero phase can certainly turn one remaining Flayer into nine. Presenting a tough force allocation dilemma and providing the frail FEC army with an actual anvil, 9 Flayers can threaten to take over any matchup where there isn’t a strong Bounty Hunters threat opposite them.

The four Kings will cast their respective buff spells, supercharge something with up to +4 attacks and run+charge, and slam into the enemy until someone is tabled. Leveraging the ability to summon up to four units from any board edge, the list is also deceptively wide and can play a more cagey objective game if the situation calls for it. While flesh-eating enthusiasts will continue to debate the merits of Blisterskin over Feast Day/Crusading Army until the next End Times, Eddy decided that the army-wide +2 movement and teleport utility was worth giving up his first artefact slot. Instead, he took a Command Entourage for the dermal robe, giving his Archregent that extremely important casting buff in a list where he couldn’t fit Cogs.

Excellent work by Eddy, who only dropped his last two games to the eventual 1st and 3rd-place finishers.

Final Tournament Placings

Top Three AoS Lists for Smite Club Open 2022

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This is the Top Three AoS Lists for the Smite Club Open AoS 2022 that took place in Mesa, Arizona on the 10th and 11th of September. It involved 47 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: Cities of Sigmar
Army Type: Hallowheart
– Grand Strategy: Mighty Beachhead                                                                       

LEADER                                                                                                                                              1 x Battlemage on Griffon (255)*
Mount Traits: Soaring Guardian
– Spells: Crystal Aegis, Elemental Cyclone, Warding Brand
– Bonding: Krondspine Incarnate of Ghur                                                                                 1 x Freeguild General (100)*
General
– Artefacts: Arcane Tome
– Spells: Ignite Weapons, Sear Wounds, Warding Brand                                                      
1 x Battlemage (100)*
General’s Adjutant
– Spells: Ignite Weapons, Sear Wounds, Warding Brand                       

BATTLELINE                                                                                                                                    20 x Freeguild Crossbowmen (200)*
Marksman
– 2 x Standard Bearer
– 2 x Piper                                                                                                                                               10 x Freeguild Guard (85)*
General’s Retinue
– Sergeant
– Standard Bearer
– Drummer
– Freeguild Sword and Shield                                                                                                   20 x Freeguild Crossbowmen (200)*
Marksman
– 2 x Standard Bearer
– 2 x Piper                                                                                                                           

BEHEMOTH                                                                                                                                    1 x Krondspine Incarnate of Ghur (400)*                                                                

ENDLESS SPELL                                                                                                                                     1 x Soulscream Bridge (80)                                                                                                         1 x Purple Sun of Shyish (70)                                                                                                         1 x Ravenak’s Gnashing Jaws (60)                                                                                     

OTHER                                                                                                                                                                    10 x Protectors (450)*
Protector-Prime                                                                                                                       

CORE BATTALIONS:                                                                                                                  *Battle Regiment                                                                                              

TOTAL POINTS: (2000/2000)

Brett: Demonstrating how open things are we have a Cities list taking a big event that doesn’t lean on Stormdrakes. And answers the question “Where are all of the SCE paladins and why are they always on backorder”. Hallowheart, the mystical city, giving a 5+ magical ward, +1 to cast, and an extra spell to wizards. The list has 3 mage HQs, Krondspine and 210 pts of endless spells to take advantage.. Purple Sun for +1 rend (that’s the effect of -1 to saves) and a 16% per turn to eat something, Ravenak’s for it’s mortal wounds and Soulscream Bridge for teleports. The BM on Griffon is a Ghur mage, I assume the other Battlemage is as well. This means the the Griffon can cast Mystic Shield and Wildform before moving 15″ with +2 to the charge.

Or the other mage could do the same on the protectors before they stepped on the Bridge to move 24″ for a 7+ charge roll. The learned spells include improved magical ward (4+, Crystal Aegis), MW (Elemental  Cyclone), Warding Brand (MW following a hit on a 4+), Ignite Weapons (+1 to wound, includes ranged weapons), and D3 heal with Searing Wounds. The protectors, Krondspine and the Griffon can act as hammers supported by the Crossbows. The Crossbows get an extra attack (2 total) so long as they are more than 3″ from opponents and more than 10 models. That gives 2 units with 20+ attacks potentially wounding on 2s. Challenging.

5/0 against pretty strong lists including Ironjawz, Sylvaneth and Beasts of Chaos. The list has a lot of options centred around a castle with 2 heroes and a lot of archers. Charging into that is hard work but Thomas (who was playing Bonesplitterz last time we saw him) also took down a 30 Sentinel Lumineth list as well.

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Army Faction: Flesh-eater Courts
Grand Court Delusion: Feast Day
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Abhorrant Archregent (245)*
Artefacts of Power: The Dermal Robe
– Spells: Spectral Host
– Bonding: Krondspine Incarnate of Ghur
Abhorrant Ghoul King on Royal Terrorgheist (445)*
Mount Traits: Gruesome Bite
– Spells: Blood Feast
Crypt Haunter Courtier (110)*
General
– Command Traits: Dark Acolyte

BATTLELINE
Crypt Ghouls (85)*
Crypt Ghouls (85)*
Crypt Horrors (330)**
Crypt Horrors (220)**

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Charnel Throne (0)

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1990/2000

Brett: In second we have another uncommon faction who received a bit of a boost recently. Fairly horrific combination of two large blocks of Crypt Horrors combined with Krondspine and the Purple Sun. FEC don’t ignore rend like Nighthaunt so the Purple Sun affects them but with their heals, wound count and regeneration it’s just not that bad. Keep the Abhorrents away, particularly if it goes wild. Potentially you are looking at a very nasty castle, at least early game. The Archregent applies D3 attacks to the larger unit of Horrors (from the Carnal Throne, the Terrorgheist grants them a 5+ ward (they have 6+), on the Throne he can summon for free as well. They reroll all hits within 18″ of an Abhorrent. Dark Acolyte grants the Haunter Courtier the wizard ability and they know the Abhorrent Ghoul Kings Black Hunger giving another attack (or buffing a second unit).

Crypt Horrors with up to 6 attacks (Ferocious Hunger) with 2 wounds normally and 3 wounds on sixes (or 4 and 3 against Galletian Veterans). No rend but weight of dice counts even into 2+ saves. The block of 9 with 4 wounds, 5+ save and 5 or 6+ ward takes serious effort to shift. And they can be returned. The Terrorgheist has rerolls to Fanged Maw, it can receive additional attacks and of course Fanged Maw does 6 MW on 6s. The Terrorgheist can also receive run and charge (on top of 14″ move) from Spectral Host (up to 3 units can receive fly or if they have fly, run and charge). That’s before summoning. Both the Abhorrents can summon a unit of Galletian Veterans anywhere on the board.

Very hard to screen against and almost automatic Against the Odds, Desecrate their Lands and Barge through their lands. This is a list that can surprise people and is difficult to counter, unless you have good shooting. That said he lost his first round and recovered well to go 4/1 to the Sylvaneth list with little shooting sitting just below in 3rd.

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Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Warsong Revenant (305)**
General
– Command Traits: Spellsinger
– Artefacts of Power: Arcane Tome
– Spells: Treesong, Verdant Blessing
Treelord Ancient (360)**
Spells: Verdant Blessing, Verdurous Harmony

BATTLELINE
Tree-Revenants (110)**
Waypipes
– Glade Banner Bearer
– Scion
– Protector Glaive
Tree-Revenants (110)**
Glade Banner Bearer
– Waypipes
– Scion
– Protector Glaive
Dryads (100)**

OTHER
Spiterider Lancers (420)*
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower
Revenant Seekers (235)*
Gossamid Archers (220)**

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Awakened Wyldwood (0)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 1970/2000

Brett: interesting Sylvaneth list with all of the new stuff (or a lot of it anyway). 4 spells Verdurous Harmony (returns models to Tree Revenants) and Treesong (+1 Rend within 9” of a wyldwood). The Warsong has Spellsinger to extend casting range (a Wyldwood becomes a spell portal). Works really well for Unleash Swarm of Spities. This is really dangerous, you want to avoid grouping up and stay away from trees. List tech wise we have 2 endless spells, because the Purple Sun is mandatory.

Otherwise Spiteswarm Lancers for mobile damage, they strike first and can heal making it a little bit tougher. Gossamer Archers to do your opponent’s head (fade when charged), Revenant Seekers to return models (including Lancers). And finally Tree Revenants for opportunist attacks, teleporting and fire and fade. The last are among the most effective scoring units at the moment. No really big threats (the Treelord hits hard though) this list is about control and scoring. Hard to come to grips with and able to wear you down in attritional warfare (flavourful or frustrating). Differential type scoring was its only weakness, because it does rely on a longer game.

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Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Show of Dominance
– Triumph: Inspired

LEADERS
Breaka-boss on Mirebrute Troggoth (180)*
Killaboss on Corpse-rippa Vulcha (240)**
General
– Command Traits: Supa Sneaky
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Nasty Hex
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Man-skewer Boltboyz (360)**
Boltboy Boss
Man-skewer Boltboyz (360)**
Boltboy Boss
Man-skewer Boltboyz (120)**

BEHEMOTH
Krondspine Incarnate of Ghur (400)**

OTHER
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1980/2000

Brett: Kruleboyz 4th, that’s an awesome effort with one of the weakest if not weakest faction right now. Since they appeared as the poster boys of the new edition they’ve struggled to make a serious impression on their own (they are crucial to the success of Big Waagh). How did he do it? You look at it and think it’s a skew list but it really isn’t, this is a balanced list with hard hitting HQs bearing the brunt of combat,  ranged battleline and some of the cheapest screens around. The Hobgrots are not even GVs, his opponents are going to have to kill them the old fashioned way (and they will). Killaboss on Gorpse-rippa Vulcha loaded with Fast’Un, Arcane Tome so there is one wizard and Supa Sneaky for a redeploy. Nasty Hex to turn off wards.

The list is looking to work at range and try to stop someone charging (or using endless spells) with Krondspine, he makes it really hard to get to particularly the bigger Boltboyz units. With their extra range they outrange almost all archers (Sentinels, Raptors and Kurnoth excepted). If you do charge one Unleash hell is going to be fun. With Covered in Mud they may also be invisible so hard to shoot. Gambling that the opponent can’t charge in multiple places (so only one unit uses Unleash hell). The Breaka Boss can pick off things or stop pressure on a flank and the Killaboss offers a lot of mobility particularly mid late game (I think you want to avoid a wild Krondspine too early so your opponent doesn’t send it into your archers).

It’s a different take and great to see hobgrots have a use (bullet shields, awesome), have you painted yours?

Another tournament, and week, throwing up unusual winners. The diversity in winners is amazing and puts AoS in a really great place for interesting games and tournaments. It’s genuinely exciting to see what’s going to win next week, other than Nurgle, there will always be Nurgle.

Final Tournament Placings

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

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

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Grand Tournaments

Emerald City Open 2 – USA
32 Players

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

Sacremento Slam – USA
12 Players

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

Dice and Ducks: Decimation – UK
16 Players

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

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This Weeks Stats

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

Rolling 4 Week Stats

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

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

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

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

Faction Stats (Version)

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

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

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

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

In terms of faction popularity:

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

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

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

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

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Grand Tournaments

Northern Ireland GT – UK
32 Players

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

Capital City Bloodbath – Canada
43 Players

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

Gateway Open 2022 – USA
43 Players

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

Salt Lake Open 2022 – USA
33 Players

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

Nashcon GT 2022 – USA
81 Players

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

Snake Eyes – Australia
81 Players

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

Mancunian Carnage: Summer 2022 – Australia
81 Players

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

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

Rolling 4 Week Stats

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

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

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

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

Faction Stats (Version)

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

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

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

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

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

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

In terms of faction popularity:

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

Chance of going 5-0

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

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Top Three AoS Lists for the Capital City Bloodbath – Age of Sigmar Champs

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This is the Top Three AoS Lists for the Capital City Bloodbat that took place in Ontario, Canada on 20th and 21st August. It involved 43 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Flesh-eater Courts
Grand Court: Court of Delusion – The Feast Day
– Mortal Realm: Shyish
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Crypt Infernal Courtier (130)*
General
– Command Trait: Dark Acolyte – Deranged Transformation
King of the Krondspine (245)*
Abhorrant Archregent
Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Ghoul King on Royal Terrorgheist (445)*
Mount Trait: Gruesome Bite
– Lore of Madness: Blood Feast

Battleline
10 x Crypt Ghouls (85)*
10 x Crypt Ghouls (85)**
9 x Crypt Flayers (540)**
Reinforced x 2

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 83
Drops: 3

Brett: Carl (Season of War) is back and with a different army as well. Jordan took 4th with his slippery eels as well. This time Carl’s running Flesh Eater Courts reminding everyone there is more to death than Nighthaunt (or maybe Soulblight). No Grand Court listed, that avoids the mandatory trait and artefact common to 2nd edition book subfaction but they can still take a delusion – Feeding Frenzy. This command grants a second pile in and fight to a unit, very useful on the Flayers or Terrorgheist. The Archregent and Ghoul King are wizards with 3 casts/dispel but as senior officers of the court they can also muster (summon) units. Both the Archregent and the Infernal can muster or return Flayers or Horrors as can the Ghoul King. The Archregent can also bring in cryptghouls (Galletian Veterans) and Courtiers.

All of this adds up to the listed army being on the start. The Flayers will be hard to remove, 9 with 4 wounds is enough to survive most attacks and they can grow back. Chronomatic Cogs to ensure rerolls, the spells that they use tend to increase the number of attacks, grant fly or mortal wounds. The warscroll spells are good enough that you want access to them most of the time. Apart from the Infernal Courtier/Flayer connection important aura’s are large (18″ reroll 1s for Grypt Ghouls). They can spread a little to cover an objective with certain death. But their ability so summon Galletian Veterans anywhere on the map that isn’t occupied they play into this season really well. The army has 3 full hammers between the Ghoul King, Incarnate and Flayers.

And they are very mobile, particularly when everything can be made to fly so terrain is irrelevant. One loss to a very strong Witch Aelve army – 50 stabby ladies and the High Gladitrix is hard to punch through and they hit very hard. Otherwise they’ve taken down strong combat and magic armies as well as Gargants. Amazing effort with what is currently seen as one of the weakest factions in the game. More than anything I think this shows the level of balance in Age of Sigmar (and what a good general can do). Shout out to Karl Turbide for the very interesting Ironjawz list Carl played in Round 2.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Grand Strategy: Get Dem Bones!
– Triumphs:

Leaders
Savage Big Boss (65)*
General
– Command Trait: Great Hunter
Maniak Weirdnob (100)*
Artefact: Mork’s Boney Bitz
– Mount Trait: Fast ‘Un
– Lore of the Savage Beast: Gorkamorka’s War Cry
– Lore of the Savage Beast: Power of the Were-boar
Wurrgog Prophet (150)*
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Gorkamorka’s War Cry
– Lore of the Savage Beast: Power of the Were-boar
Savage Big Boss (65)**
Savage Big Boss (65)**
Savage Big Boss (65)**

Battleline
5 x Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)**
Stikkas
5 x Savage Boarboys (140)**
Stikkas

Units
5 x Savage Boarboy Maniaks (145)***
5 x Savage Boarboy Maniaks (145)***
4 x Savage Big Stabbas (160)***
Reinforced x 1
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)
2 x Savage Big Stabbas (80)

Core Battalions
*Warlord
**Warlord
***Bounty Hunters

Additional Enhancements
Artefact
Spell

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 191
Drops: 19

Brett: Ah the cunning orcs. No one in their right mind would just run at you and throw their bodies at you to kill you. So they’ll never suspect that’s our cunning plan. 19 drops, count ’em, 19. They get a turn whenever you want them to. Do you want them to go first with a pregame move? Icebone does Mortal Wounds on 6s based on the damage characteristic across the army. Big Stabbas are strong (and there are a lot), 6 high quality attacks hit and wounding on 3s per pair is great. Running the fairly cheap Maniacs backed by the standard Boarboy is another great idea, making it easier to hunt down Galletian Veterans where ever they are.

Not strong on objectives so their preference is always to charge into an enemy for the +1. With the double Warlord the army has an extra spell and artefact. Glowing Tatooz to improve his Ward to 4 (+2 to ward casts) making lifting his stare much less of a risk.

His warscroll has a useful spell into hordes as well. 3 casts but both casters have the same spells, one to force fight last (very bad against Bonesplitterz) and the other to grant +1 to run and charge. The Savage Big Bosses bring 6 attacks and allows another unit within 12″. With 4 Savage Big Bosses they can either spread out or concentrate and maximise their chance to remove something. His only loss was to Oliver (3rd) who brought a lot of shooting and casting which would quickly wear down teh Bonesplitterz. I think we will continue to see versions of this army for most of this season. They are a fun army, who doesn’t want semi naked greenskins running across the field at you.

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Allegiance: Cities of Sigmar
City: Hallowheart
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Knight-Incantor general adjudant(125)*
Hallowheart 2nd Spell: Ignite Weapons
– Universal Spell Lore: Ghost-mist
Battlemage on Griffon (255)*
Hallowheart 2nd Spell: Sear Wounds
– Lore of Whitefire: Elemental Cyclone
Celestial Hurricanum with Celestial Battlemage (290)
Hallowheart 2nd Spell: Crystal Aegis
– Lore of Whitefire: Roaming Wildfire
Freeguild General (100)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Hallowheart 2nd Spell: Sear Wounds
– Lore of Whitefire: Warding Brand

Battleline
10 x Dreadspears (85)*
City Role: Honoured Retinue (Must be 5-20 models)
30 x Freeguild Crossbowmen (300)*
Reinforced x 2
30 x Freeguild Crossbowmen (300)*
Reinforced x 2

Units
2 x Dracothian Guard Fulminators (230)*
5 x Drakespawn Knights (120)*

Endless Spells & Invocations
Horrorghast (40)
Purple Sun of Shyish (70)
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 126
Drops: 2

Brett: Very spell heavy army (from Hallowheart so that’s to be expected) back with a lot of shooting and some thin screens. 4 Heroes that in Hallowheart all (even the SCE and the non caster with Arcane Tome) have 2 spells. Hallowheart grants the ablity for a cast to give themselves D3 mortal wounds and add that to their casting roll, most of their spells are CV5 or 6 to begin with so this is mostly useful in getting the Purple Sun out but useful for any clutch spells and in early turns no reason not to do it. The Knight Incantor still has a once per game dispell/deny and ignite weapons grants +1 to wound, most likely on the Crossbow men (wounding on 2s). Between the Wildfire Lore and their warscrolls the wizards have access to 5 damaging spells, 3 that are AoE.

The General can increase ward saves against magic and heal wounds (also useful if you take wounds on say the Hurricanum to boost casting). The crossbows need to be more than 3″ from enemy units and not have moved to receive an extra attack if there are more than 10 models – so 61 attacks. No rend but if they are wounding on 2s weight of dice is an issue. Horrorghast helps because even if you only kill enough to force a battleshock, they are losing an extra D3 models if they fail. Against MSU units that can be devestating. Both Fulminators and Drakespawn Knights are nasty, particularly on the charge, in this army they can be given Wildform (Mage on Griffon) for +2 to run and charge. They could use the Soulscream and then only have a effective 7″ charge into something important.

Most of this army is going to be a big castle with a lot of buffs and reach. There aren’t a lot of screens so there is a chance something can reach the casters/crossbowmen. If you are close then the Crossbowmen really drop in effiency. Against FEC (a really close game – only 2 points) I wonder about the impact of FEC summoning, particuarly of units outside of the shooting range. In the end this is a spell casting army with limited mobility (4 really mobile units but 2 of them will struggle solo) so it’s dependant on the dice. A gambler’s army, really fun to play with and against.

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Allegiance: Gloomspite Gitz
Option: Jaws of Mork
– Mortal Realm: Ghur
– Grand Strategy: Defend What’s Ours
– Triumphs:

Leaders
Loonboss on Giant Cave Squig (110)*
General
– Moonclan Stabba
– Command Trait: Envoy of the Overbounder
– Artefact: Syari Screamersquig
Madcap Shaman (80)**
Lore of the Moonclans: Squig Lure
Madcap Shaman (80)**
Lore of the Moonclans: The Hand of Gork

Battleline
20 x Shootas (140)***
2x Badmoon Icon Bearers
20 x Shootas (140)***
2x Badmoon Icon Bearers
20 x Shootas (140)***
2x Badmoon Icon Bearers

Units
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)*
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
5 x Boingrot Bounderz (105)**
1 x Marshcrawla Sloggoth (150)
Allies

Endless Spells & Invocations
Mork’s Mighty Mushroom (40)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment
**Battle Regiment
***Expert Conquerors

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 150 / 400
Wounds: 186
Drops: 6

Brett: 186 wounds of Madness. Watch your army be swarmed and overwhelmed by funny little creatures with Slittas. This is the Jaws of Mork White Dwarf army right down to the option use of a General with a Squig. This isn’t a Tome Celestial but an older 2nd Edition buff. Lots of cheap Shootas in units just big enough to qualify for the +1 to hit. Jaws of Mork has a command ability to return (on a 4+) a slain squig unit at half strength near the Loonshrine. On top of that we have the Marshcrawla to buff nearby units of Bounder’s melee attacks to make sure they do something and attract attention.

2 casters to castle with the Shootas (expert conquerors to really control objectives), they are bringing a teleport and an ability to run and charge for 3 units. The plan is to buff up 3 bounders and run then charge them into your face. Returning squigs and a genuine horde are hard to deal with unless you have horde killing abilities. FEC does and also plays into low bravery units really well (you will have many running squigs) and Fangs of Sotek Seraphon have better heavy hitting units with big screens of cheap tradeable Skinks. Their spell casting would have limited the effectiveness of things like the Purple Sun. I really like that this is a 6 drop list (madness) – those are long drops. A crazy off meta list that performed really well, horde Gitz are meant to make a come back.

Final Tournament Placings

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

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

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Grand Tournaments

Ranked from largest to smallest.

Age of Sigmar Matched Play Event – UK
74 Players

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

Old Town Throwdown Summer Smash – USA
72 Players

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

Storm of Magic GT – UK
23 Players

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

Turnaj O Nacelnika Opicich Hor – Czech Republic
24 Players

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

King in the North! 22 – Norway
31 Players

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

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

Rolling 4 Week Stats

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

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

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

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

Faction Stats (Version)

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

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

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

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

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

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

In terms of faction popularity:

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

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

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AoS Meta Stats (w/e 7th August 2022)

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

Menu

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Grand Tournaments

Ranked from largest to smallest.

GT Lodz 2 – Poland
70 Players

PositionFactionSubfactionResult
1stBeasts of ChaosGavespawn5-0-0
2ndMaggotkin of NurgleDrowned Men3-2-0
3rdSylvanethGnarlroot4-0-1
4thBonesplitterzDrakkfoot3-1-1
5thStormcast EternalsHammers of Sigmar3-1-1
GT Lodz 2

Quest of Champions – Heat 4 – England/UK
38 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom4-1-0
2ndSlaves to DarknessKnights of the Empty Throne4-0-1
3rdSeraphonThunder Lizard4-0-1
4thMaggotkin of NurgleFilthbringers4-0-1
5thIdoneth DeepkinMor’Phann4-0-1
Quest of Champions – Heat 4

G&T GT 2 – England/UK
14 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom5-0-0
2ndSylvanethHeartwood4-0-1
3rdDisciples of TzeentchHosts Arcanum3-1-1
4thMaggotkin of NurgleDrowned Men3-0-2
5thSeraphonThunder Lizard3-0-2
G&T GT2

Season of War Grand Tournament – Ontario/Canada
66 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndSons of BehematTaker Tribe5-0-0
3rdNighthauntScarlet Doom4-0-1
4thHedonites of SlaaneshLurid Haze4-0-1
5thIdoneth DeepkinNautilar4-0-1
Season of War Grand Tournament

Age of Sigmar Steel City GT – Pennsylvania/USA
24 Players

PositionFactionSubfactionResult
1stFyreslayersLofnir5-0-0
2ndBlades of KhorneReapers of Vengeance4-0-1
3rdBonesplitterzIcebone4-0-1
4thStormcast EternalsHammers of Sigmar4-0-1
5thBi g Waaagh!4-0-1
Age of Sigmar Steel City GT

Harambe’s Heroes and Goldmine Games Rumble in the Jungle – USA
28 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndNighthauntQuicksilver Dead4-0-1
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSons of BehematStomper Tribe4-0-1
5thSeraphonThunder Lizard4-0-1
Harambe’s Heroes and Goldmine Games Rumble in the Jungle

Summer of Sigmar – Gamers Guild Grand Tournament – USA
15 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndSylvanethGnarlroot4-0-1
3rdSlaves to DarknessRavagers4-0-1
4thKharadron Overlords3-0-2
5thIdoneth DeepkinDhom-Hain3-0-2
Summer 0f Sigmar – Gamers Guild Grand Tournament
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This Weeks Stats

The following stats are for the week ending 31st July only, essentially GT’s that took place on the 30th and 31st July.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 16th/17th July to the 6th/7th August. This covers a total of 844 players (+177 players) across 19 Grand Tournaments (+4 GT).

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

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

Faction Stats (Version)

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

Daughters of Khaine and Seraphon now have both achieved 3 5-0 wins a piece.

After the last weekend, all the factions have now achieved at least one weekend where they’ve had an army go to 4 wins.

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

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

Bonesplitterz increase their win rate to over 60%, while at the other end of the table Gloomspite Gitz fall to 35.8%

In terms of faction popularity:

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

Currently it would appear that Kharadron Overlords players have the highest chance of going 5-0 at an event closely followed by Beasts of Chaos and Hedonites of Slaanesh

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