Category Archives: emerald Host

Top Three AoS Lists for Battle at the Brook

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This is the top three AoS lists for the Battle at the Book that took place in Australia on the 18th and 19th of February. It involved 55 players vying to be crowned champion in a 5-game tournament.

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

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

The Top Three AoS Lists

Allegiance: Maggotkin of Nurgle
Subfaction: Blessed Sons
– Grand Strategy: Blessed Desecration
– Triumphs:

Leaders
Orghotts Daemonspew (320)****
Bloab Rotspawned (320)***
Lore of Malignance: Blades of Putrefaction
Lord of Blights (150)***
General
– Command Trait: Grandfather’s Blessing
– Artefact: Nightflyer Cloak (Galletian Champion)
– Aspect of the Champion: Tunnel Master
Plague Priest (100)***
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
– Universal Prayer Scripture: Heal

Battleline
10 x Rotmire Creed (130)*
10 x Rotmire Creed (130)*
10 x Rotmire Creed (130)*
10 x Plague Monks (90)**
Foetid Blades
– 1x Standard Bearers
– 1x Plague Harbingers
15 x Plague Censer Bearers (270)**
Reinforced x 2

Units
10 x Ungor Raiders (80)****
3 x Nurglings (100)***
10 x Ungor Raiders (80)****
1 x Chaos Chariot (100)****
Mark of Chaos: Nurgle

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

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 148
Drops: 10

Patrick… Patrick – wow… what an off-the-wall selection. There’s stuff in here I didn’t even know could join Nurgle, let alone seen before. The Ungor Raiders with Sharpshooters is a great shout to give a little reach and allow the sniping of characters to continue unabated. Their 6″ move before the game allows them to effortlessly pivot to the role of ‘screens’ if facing a lower drop alpha strike army – and that is likely as Patrick has 10 drops.

Then there’s all the Rotmire Creed units which do…. I don’t know!

Games Workshop via Wahapedia

Well, who knew… more shooting units in a Nurgle army in a game system where they (GW) can’t balance shooting correctly. These guys also give out disease tokens and then give them within 3″ as well (albeit with a recent Errata which is included above). The Warcry warbands have made some chaos builds different with spamming lots of them, and – whilst I would prefer GW kept them out of the Age of Sigmar game – they never will and if you’ve got access to it, and it’s good, use it!

Well done to Patrick – a great, different army and not one that I’ve seen before.

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Allegiance: Slaves to Darkness
Damned Legion: Legion of the First Prince
– Grand Strategy: Follow the Path to Glory
– Triumphs: Bloodthirsty

Leaders
Theddra Skull-Scryer (160)**
The Lore of the Damned: Daemonic Speed
Chaos Sorcerer Lord (120)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Slaanesh
– The Lore of the Damned: Chaotic Conduit
– Aspect of the Champion: Fuelled by Ghurish Rage
Exalted Hero of Chaos (100)*
Artefact: The Conqueror’s Crown
– Mark of Chaos: Undivided
Exalted Hero of Chaos (100)*
Mark of Chaos: Undivided

Battleline
20 x Splintered Fang (200)**
Mark of Chaos: Undivided
– Reinforced x 1
9 x Corvus Cabal (80)
Mark of Chaos: Undivided
9 x Corvus Cabal (80)
Mark of Chaos: Undivided

Units
10 x Chaos Chosen (480)**
Mark of Chaos: Undivided
– Ensorcelled Banner: The Dread Banner
– Reinforced x 1
6 x Varanguard (580)**
2x Ensorcelled Weapon
– 4x Fellspear
– Mark of Chaos: Undivided
– Reinforced x 1
5 x Godsworn Hunt (0)**
10 x Chaos Warhounds (80)*
Allies

Core Battalions
*Warlord
**Battle Regiment

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 80 / 400
Wounds: 135
Drops: 7

This list has some interesting tech – typical of the topsy-turvy (in relation to the American/European meta at least) – but it does still rely on the current standard core: a blob of Chosen, a blob of Varanguard, and a Sorc lord to cast Daemonic power/Conduit for that sweet first turn battle tactic.

Where things deviate is, first and foremost, the list being in Legion – an oft-discussed and rarely seen sub-faction allowing for granular moving around of Marks to fit the board-state. It means giving up the extra casts of Cabalists or the runs/charges of KOTET, but the flexibility it offers is immense.

Continuing the techy picks is the Underworld band of Theddra, who brings a nice (if short range) -1 to wound spell and 10 ablative bodyguard wounds in her Godsworn hunt. Two cheapo Exalted offer GC flexibility and cheap chances at Apotheosis – i.e. rolling on the Eye of the Gods table to become a Daemon Prince, which represents a ‘free’ 80 points if it goes off – or otherwise just ideally stacking decent buffs on a cheap chassis.

A reinforced blob of Splintered Fang brings a large, reliable MW output option and a cheeky 10 chaos warhounds act as a fast, very cheap screen – potentially to keep up with the Varanaguard and act as a buffer.

Overall, a really interesting spin on the current Slaves meta that was able to take down some tough matchups – but interestingly lost to the more standard Cabalists mirror! Either way, big up to Michael for trying (and succeeding!) with something outside the box.

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Allegiance: Nighthaunt
– Procession: Emerald Host
– Grand Strategy: Dismantle the Brave
– Triumphs: Indomitable

Leaders
Kevin (100)*
Cairn Wraith
Guardian of Souls (150)*
– General
– Command Trait: Master of Magic
– Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
– Aspect of the Champion: Fuelled by Ghurish Rage
Krulghast Cruciator (150)*
Artefact: Pendant of the Fell Wind
Lady Olynder, Mortarch of Grief (340)**
Lore of the Underworlds: Shademist
Lord Executioner (130)**
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
Spirit Torment (120)**

Battleline
20 x Chainrasps (220)
Reinforced x 1
3 x Spirit Hosts (130)***
3 x Spirit Hosts (130)***

Units
20 x Dreadscythe Harridans (320)***
Reinforced x 1
4 x Myrmourn Banshees (100)***

Endless Spells & Invocations
Mortalis Terminexus (80)

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

Additional Enhancements
Artefact
Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 95
Drops: 11

Solid change up to the lists we see for the faction. It almost looks like a pre 3rd Ed battletome. Two units of Spirit Hosts and solid blocks of both Chainrasps and Dreadscythe Harridans to cause problems, but the real meat of the list is the Heroes. That’s not something we’ve been saying about Nighthaunt a lot lately. We have the normal Guardian of Souls, Spirit Torment, and Krulghast to return models to larger units and reduce incoming damage. The Guardian of Souls has been buffed with Fuelled with Ghurish Rage to grant D3 heal and a once per game 3+ ward. I think we will see this a fair bit for the Guardian. They are easily picked up and are crucial. It goes further with auto cast (once per game) for an endless spell and Seal of Shyish (5+ ward).

We aren’t seeing the Cairn Wrath (Kevin) at all, and Lady Olynder is pretty uncommon. Kevin is a bit of a sleeper. His attacks are based on the number of enemy models within 3″. When you are facing Nighthaunt, Soulblight, and Beasts of Chaos, that can be a very nasty surprise. There is nothing wrong with the unit, but Lady Olynder is almost the same cost as 20 Bladegheist (and more than 20 Dreadscythe or Grimghast). What she does do is heal in the hero phase, debuffs, and turns off commands and mortal wounds. There are issues with the reliability of some of these, but if the heroes are clustered around the Chainrasps and Dreadscythes, it can be crucial.

The ranged mortals are a disincentive to getting close (with only 7 wounds she isn’t robust but can hurt in melee). Forcing your opponent to be circumspect can be useful, particularly when your Host talent is to cause D3 mortal wounds to 2 to 4 units every round. Doesn’t sound like much, but it’s an average of 10 wounds over 5 rounds. Emerald Host probably isn’t receiving the attention it deserves, but when most armies are 100 to 130 wounds, causing an average of 20 to 40 wounds without risk is pretty important. Even if you assume most games end round 4, that is still an average of 16 wounds. Enough to kill most MSU battleline and a lot of heroes and monsters. And it triggers Murderous Bloodlust (+1 to hit and wound for Dreadscythes).

If you look closely, the whole list has a number of sources of mortal wounds and is really built around making a Murderous Bloodlust trigger, including the Motalis Terminatus. The list looks to outlast and outscore you, and it worked except against Pat’s Maggotkin, another list built to outlast.

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

Leaders
Bloodsecrator (130)*
Aspect of the Champion: Tunnel Master
Bloodstoker (80)**
General
– Command Trait: Mage Eater
– Artefact: Skullshard Mantle
Bloodstoker (80)*
Skarbrand (390)**
Slaughterpriest (100)*
Prayer: Bronzed Flesh
Skarr Bloodwrath (110)**

Battleline
10 x Bloodreavers (80)*
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes
5 x Flesh Hounds (100)**

Units
10 x Wrathmongers (280)**
Reinforced x 1
9 x Corvus Cabal (80)*
Allies
9 x The Unmade (80)**
Allies
6 x Mighty Skullcrushers (320)**
Ensorcelled Axes
– Reinforced x 1

Endless Spells & Invocations
Wrath-Axe (70)

Faction terrain x 1

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 160 / 400
Wounds: 148
Drops: 2

The polar opposite in terms of lists to the Nighthaunt are the recently popular mortal Blades of Khorne. Blood Tithe points are the key to Blades of Khorne – they gain one for every unit that is destroyed. Keeping a steady flow of points is vital, allowing summoning and the granting of boons. It doesn’t matter whose units die, just that something does. Then you should understand that half of this list is just here to die. The Bloodreavers, Unmade and Corvus Cabal, can do damage in the attack, but they’ll explode when struck back. The Bloodstoker can get them there faster, and the Bloodsecrators grant extra attacks. But they are better with the Wrathmongers (who will give other units more attacks) or the Skullcrushers.

The Skullcrushers are a solid anvil. They hit reasonably hard if supported, but they are a 5 wound, 3+ save unit. On the charge, a block of six causes D3 mortals on impact instead of 1 per model. It’s really important to drop one from as far away as possible. The Slaughter Priest is a source of dispels, blessings, and mortal wounds. He can summon the Wrath-Axe for more ranged mortals. That leaves Skarbrand and Skarr. Skarbrand needs no introduction: reroll charges and appalling amounts of damage to anything, not Nighthaunt. Still, for 390 points, he can die fairly easily. Skarr is a lot of fun. He has 5 attacks minimum but can increase it to the number of enemy models within 3″. He grants fight on death to Wrathmongers (who give him an extra attack), and if he dies, he returns to the battlefield on an 8+ (on 2D6).

And that’s the list, a whole lot of things that want to get to you fast, either to kill you or be killed. Unfortunately, they don’t really play the mission well, relying on beating an opponent to death.

Final Tournament Placings

Top Eight AoS Lists for the Las Vegas Open 2023

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This is the Top Eight AoS Lists for the Las Vegas Open that took place in Nevada, USA, on 27th, 28th, and 29th January. It involved a massive 324 players, all vying to be crowned champion in a 5-game tournament.

We’re particularly lucky this week as six of the top eight players agreed to give us comments on how their lists work. On top of this, we’ve also got comments from the Head Judge at LVO, Gareth Thomas.

So, thank you to; Jiwan Noah Singh, Kaleb Walters, Gavin Grigar, Cody Saults, Nate Trentanelli and Gareth Thomas for all agreeing to give us your thoughts.

Quick Jump Menu

1st – Jiwan Noah Singh (Beasts of Chaos)
2nd – Nicholas Walters (Ironjawz)
3rd – Kaleb Walters (Disciples of Tzeentch)
4th – Gavin Grigar (Cities of Sigmar)
5th – Cody Saults (Ironjawz)
6th – Rigolet Thibault (Beasts of Chaos)
7th – Nate Trentanelli (Nighthaunt)
8th – Camaron A Hallford (Ogor Mawtribes)
Head Judge – Gareth Thomas

The Top Three AoS Lists

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

Leaders
Beastlord (95)
Artefact: Mutating Gnarlblade
Dragon Ogor Shaggoth (155)***
Artefact: Tanglehorn Familiars
– Lore of Dark Storms: Hailstorm
Tzaangor Shaman of Beasts of Chaos (135)***
General
– Command Trait: Unravelling Aura
– Lore of the Twisted Wilds: Tendrils of Atrophy
Grashrak Fellhoof (150)***
– Lore of the Twisted Wilds: Wild Rampage

Battleline
30 x Tzaangors of Beasts of Chaos (525)**
30x Pair of Savage Blade
– Reinforced x 2
10 x Gors (70)**
Gor-Blades & Beastshields
10 x Gors (70)**
Gor-Blades & Beastshields

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
5 x Grashrak’s Despoilers (0)***

Endless Spells & Invocations
Wildfire Taurus (70)

Terrain
1 x Herdstone

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 159
Drops: 10

Jiwan Noah Singh: The heroes all serve a function against different matchups, and with the Gavespawn ability, they can then serve a secondary function when they die.

The general has to be the Tzaangor Shaman to unlock Galletian Veterans for the big block, but also has the extremely helpful big cast once per game, and moves 16/19” if I need to go hold and up a huge threat. Mostly, I used the big cast for the bull spell, but in other matchups, I considered he would have used tendrils of atrophy to break armor stacking. His speed let’s him get there for that short ranged spell.

Grashrak gives out the +3 move, and because he can pass wounds, it is helpful against ranged threats who losing the move bonus would be difficult against. His spell is also a super combo with Gavespawn if I need to lift a gargant or something in one activation.

The shoggoth was there for his spell and having a starting monster, and the pre-phase move made anyone worried about that going off have to deploy really far back.

Beastlord was the newest addition but was a pretty fun vehicle for the gnarlblade. With run and charge, he moves 15” on an auto run, so throwing him across and 18” deployment means he can also make people worry about making me take top, for small only investment on my part. Additionally, if he got his attacks off and the bull was on something, it was a less likely but still redundant plus to wound, or hit and wound.

Gors are 10 potentially deepstriking bodies on a 4+ in combat for 70 points. They also have plus to run and pile in, which is so strange that it just confuses people when you tell them, but it is actually helpful.

Tzaangor are 60 wounds, have mortal banners, can zoom across the board and fight something with a billion attacks, but also rally on 4+. I generally deploy them in a cloud, all about 1” from each others bases, to maximize the board space, but also to be able to pull them out of 3” against things that shut down inspiring, and if I need to rally, recharge, ect. Let’s me save bodies if I pull them out of coherency too, which I did intentionally several times to be able to rally again.

The rest of the list is enlightened, in blocks of 6, in bounty hunters. These have tons of uses and can pump out massive damage. Turning off all our defense is like another rend in many cases. So with the fight last bull running around, some plus to hit (always try to end on damned if you can) from multiple sources, and the throwing an extra attack on them from a spawn, they are such a threat that an opponent must deal with them. When you stack a plus to hit, going second, and gavespawn attacks, I know of very few things with that output. And at 2/3 rend no cp, few things can eat it with saves.

The beasts summoning on top of all the threats to kill or hold things, and ability to run a hero into something, die, and lock them up, meant that in almost all my games I can lose tons of things and still keep taking points. I built in some tech to deal with specific matchups that concerned me, most of which didn’t happen, but in general it’s a 5 turn army with a ton of flexibility and lots of different things going on. Good proving ground usage was hugely helpful with the ability to summon Galletian Veterans, and the output meant the main armies I expected to see, Ogors, Gargants, Nurgle, Nighthaunt, all had something that was a big problem for them that I didn’t mind sacrificing.

That’s pretty much it.

That, and having distractingly beautiful hair, that helped too.

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

Leaders
Orruk Megaboss (140)
Artefact: Destroyer
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Armour of Gork
– Mount Trait: Fast ‘Un
Orruk Warchanter (120)*
Orruk Warchanter (120)*
Fungoid Cave-Shaman (95)
Allies

Battleline
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)**
Jagged Gore-hackas
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1

Core Battalions
*Warlord
**Bounty Hunters

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 13
Drops: 9

This list – piloted by Nicholas ‘Scooter’ Walters – is testament to the difference reps and familiarity with an army can make. Even if that army is considered underpowered.

Scooter nearly went all the way with what is a pretty common IJ list, with a sneaky ally in the shape of the Fungoid Shaman for the extra CP generation. I mean, it’s an ‘obvious’ list – but if you watch back the stream of Scooter playing Gavin Grigar’s Cities list for example, you can see the difference skill and knowing the intricacies – the limits, the averages – of your army can make. Keeping the Maw Krusha back until it’s absolutely needed – knowing when to smash that ‘Destroyer’ button on the foot boss – and making all the right calls with your pigs are all key to playing IJ well.

Even though the list will be hurt by losing bounty hunters, making the pigs half as effective, the inclusion of the Megaboss makes sense going into the new season – he’s a great, durable and fighty Galley champ. The speed and activation potential with smashing/bashing of the feral hogs will never go out of style.

Ironjaws might be suffering from a lack of units and power creep these days but Scooter is out here to prove that if you love your army, and you’re prepared to stick with it and get the reps in, ‘the meta’ be damned, you too can damn well near win LVO.

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Allegiance: Disciples of Tzeentch
Change Coven: Guild of Summoners
– Mortal Realm: Ghur
– Grand Strategy: Master of Destiny
– Triumphs: Inspired

Leaders
Ogroid Thaumaturge (170)*
General
– Command Trait: Arcane Sacrifice
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Arcane Suggestion
Kairos Fateweaver (440)*
Magister (120)*
Lore of Fate: Shield of Fate
– Incarnate is Bound to the Magister
Changecaster, Herald of Tzeentch (150)
– Lore of Change: Bolt of Tzeentch

Battleline
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Tzaangors (180)*
10x Pair of Savage Blade

Behemoths
Krondspine Incarnate of Ghur (480)*
Allies

Endless Spells & Invocations
Tome of Eyes (40)
Umbral Spellportal (80)
Purple Sun of Shyish (90)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 480 / 400
Wounds: 72
Drops: 2

Kaleb Walters: My main goal was to create a Swiss Army Knife style list. Bring as many solutions to the answers in my faction as possible.

Reason For Family: Guild of Summoners: 1 FREE Battle Tactic: Summon Lord of Change. LOC have 14 wounds, -1 Rend shots, 18 inch range, movement 12, +1 To casting for all Tzeentch casters, -1 to hit naturally and monstrous rampage abilities. While other families have more flexibility, the norm is to summon Blue Horrors that have 20 wounds, Movement 5, shoot 12 inches at 0 rend but have good board presence.

List Design: Min Max: Minimum Battleline Maximum Hero’s/Monster Damage. My list is designed to castle up and react to the deployment of my opponent. By staying low drop I normally have the option to decide how I want to engage. I either sacrifice my Acolytes (120pt a unit) to an alpha strike list, or I position aggressively with a front and center incarnate primed to go wild and level up. Either formation still allows me to throw powerful spells that can turn off Command abilities and unleash a possible 15 mortal wounds at 27 inches or more. In addition, as the game goes on, I become more magically dominant with the additional LOC while reducing the overall strength of my opponent.

The next part of my list design is increasing/ reducing my opponents armor. I have 2 spells & 1 Endless spell that can reduce my opponents armor and with the rend stacking of the Acolytes or the LOC natural -1 Rend shots and of course the already powerful incarnate -2/-3 rend I am able to turn normal attacks into Mortal Wound equivalent attacks.

I also know the future with my lame sauce guaranteed Grand Strategy & Destiny Dice…….

Opportunities of The Design: I have a difficult time dealing with Hordes and / or armies that can summon cheap disposable models on a mission with more than 4 objectives. I also find it difficult to face armies like KO that can stay outside my threat range and then engage on their terms.

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Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Mortal Realm: Ghur
– Grand Strategy: Mighty Beachhead
– Triumphs: Inspired

Leaders
Celestial Hurricanum with Celestial Battlemage (290)*
General
– Command Trait: Hawk-eyed
– Lore of Eagles: Strike of Eagles
Arkanaut Admiral (140)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of Eagles: Aura of Glory
Battleline
20 x Freeguild Crossbowmen (200)*
Reinforced x 1
10 x Freeguild Crossbowmen (100)*
10 x Freeguild Crossbowmen (100)*

Units
20 x Arkanaut Company (180)
– 2x Light Skyhooks
– 2x Aethermatic Volley Guns
– Reinforced x 1
4 x Dracothian Guard Tempestors (440)*
Reinforced x 1
4 x Dracothian Guard Tempestors (440)*
Reinforced x 1

Endless Spells & Invocations
Horrorghast (70)

Core Battalions
*Battle Regiment

Total: 1960 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 125
Drops: 2

Gavin Grigar

Core Concept
Bring guns… lots of guns. We recently had 2 books introduced into the meta (Ogors and Slaves to Darkness), and the resurgence of some old foes (Dragons, Ironjaws and Nurgle), that generate a ton of kill pressure and melee engagement on Turn 1. Tempest’s Eye combats this with great Turn 1 buffs (+1 Save/+3 Move) and efficient shooting (+1 Hit/+1 Wound) supplemented by a healthy number of mortal wounds (Hurricanum, Dracoth Breath). All these elements together are hopefully enough to keep even the scariest melee threats at bay.

Strengths
Shooting Volume from Crossbowmen, Tempestors and Arkanauts combined with force multipliers centering around the Hurricanum (+1 Hit/+1 Wound). Adaptable Tech from the Admiral (+1 Rend/Ward Removal/Charge Debuff). Drop Control (2 Drops) typically allows the list to immediately threaten a double turn and forces your opponent to make hard decisions on Turn 1.
Horrorghast allows the list to hit crucial damage break points against large units such as Tzaangors, Chosen, or Blood Sisters or spread damage across multiple units for greater efficiency.

Weaknesses
1 Drop armies or specifically being disconnected from the double turn, which forces the list to overextend and expose its firebase. Melee armies whose movement outranges the threat ranges of the list’s shooting units. Middling mobility limits the army’s ability to play proactively and aggressively.

Takeaways and Closing Thoughts
As fun as it was to throw buckets of dice, the list has some glaring weaknesses that I was able to mostly avoid due to some fortunate pairings over the course of the weekend, but it does have undeniable strengths and when the list wins it really wins. Enjoy responsibly!

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Army Faction: Orruk Warclans
Army Type: Ironjawz
– Subfaction: Bloodtoofs
– Grand Strategy: No Place for the Weak
– Triumph: Indomitable

LEADERS
Megaboss on Maw-krusha (480)
General
– Command Traits: Mighty Waaagh! Leader
– Boss Choppa and Rip-toof Fist
– Artefacts of Power: Destroyer
– Mount Traits: Fast ’Un
Orruk Warchanter (120)*
Warbeats: Fixin’ Beat
Orruk Warchanter (120)*
Warbeats: Get ’Em Beat
Megaboss on Maw-krusha (480)*
Boss Choppa and Rip-toof Fist

BATTLELINE
Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)*
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)*
– Gore-grunta Boss
– Jagged Gore-hacka
Shootas (120)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Cody Saults: Ironjawz, for me, was the only choice for LVO this year. My standard approach to tournaments is to not play the same game everyone else is expecting to play. With GV being a thing, and folks running bounty hunters, 2 drops kept me tied or out dropping every opponent, and with the list’s raw damage potential, it has the potential to cripple opponents before they get a chance to interact with your units. Second consideration, with a tournament with as many rounds as LVO potentially has for those who do well, avoiding burnout is key. The list only has 4 unit profiles, which helps with keeping rules front of mind and always knowing your options.

The Maw Crusher is an absolute engine for this list, as Skull-Shaking Bellow allows you to spread Mighty Destroyers out to multiple targets, which helps with board control and damage potential. Its melee profiles allow it to put out a punishing amount of wounds, while its solid armor save prevents it from being an easy removal target. Moreover, it has several ways to help clear screens to make sure you get to your target. Its shooting attack is only 4 potential wounds at rend 1, and very short range, but combine that with the impact hits from the pigs, and enhanced stomp monstrous action, the crusher stands a very good chance of clearing screens and getting to the target it truly wants. A quick Finest Hour passing to your opponent’s turn, with an All Out Defense means that even after they deal their damage, they will continue to gum up the works for your opponent, while taking a monstrous amount of extra attention to move. Having 2 allows for redundancy, protect the one in the most vulnerable position, and then respond with the second. The mighty destroyers move means they are never out of position, as if they clear targets and need to pivot to another flank, they almost always have the movement to get there.

Gore Gruntas also represent a solid damage investment, as buffed by the Warchanta, and under the Iron Jaws WAAGH, there is very little in the game they can’t chew through. I went with two units of three, and one of six. The 2 three-man units can take buffs and present good screen clearance in matchups where the opponent has good screening, and for matchups you don’t need the initial sacrificial salvo, they can be used for fast objective grabbing, or counter skirmishing. The post-combat movement abilities from Bloodtoofs also allow for re-establishing screens or locking up units safely.

Warchantas are a must in any IJ list, as they can pass out solid damage bonuses to units about to be in combat, give out charge bonuses, and even heal a key couple of wounds. They have a surprising amount of beef for small characters, and receiving their own buffs can dish it right back.

The last inclusion in the list was shootas, an easy inclusion to give me some cheap screens. Shootas in 20 man squads can be strung out to prevent enemy outflank or deep strike, and the nets, positioned well, can punish an opponent for under-committing resources to remove them or what they are near.

All in all, the list was tailored with so much mobility and relatively low drops to force an opponent to play defensively. This works out either way for us, as the number of hard to remove wounds makes sure they stay in their deployment zone while we grind down their units. Every unit in the army punches up, able to drag down more costly targets, with the post combat mobility to shift our positions, removing the need to choose between damage and objectives.

All in all, the list performed well. The meta we had until the GHB transition had a lot of lists with hard DPS checks, and this list put out enough damage to meet that need and then some.

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Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired,Indomitable

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

Battleline
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields
6 x Dragon Ogors (290)***
2x Paired Ancient Weapons
– 4x Draconic War glaives
– Reinforced x 1
3 x Dragon Ogors (145)***
– 1x Paired Ancient Weapons
– 2x Draconic War glaives

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

Behemoths
Krondspine Incarnate of Ghur (480)
Allies

Endless Spells & Invocations
Ravening Direflock (30)

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

Additional Enhancements
Triumph

Total: 1945 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 129
Drops: 11

It’s the ‘other’ BoC list from LVO! As you can see, it damn near went as far as Noah’s, losing only to Scooter’s incredibly well piloted IJ list.

It’s a relatively normal archetype – with the usual 3 HQs for their wide variety of utility – the Dragon Ogor Shaggoth especially proving critical due to his incredible warscroll spell (heal d3 to a Dragon Ogor and give them re-roll wounds) and the Dragon Ogor scroll allowing re-rolls of 1s while near him.

A mix of Ungors for super cheap and speedy (+3″ thanks to the Bray Shama) trading pieces (once the rend starts stacking) and the more out-of-the-box Dragon Ogors make up the battleline – offering speed, punch, and plenty of board control.

Beyond that, it’s basically ‘the spindog’ syndrome. 6 Enlightened on Discs also provide an absolute missile – if you read any of these, you know by now they’re an absolute staple of BoC lists.

The body count, speed, and Spinedog allow Rigolet to care less about dictating first, and so he packs in bounty hunters plus a warlord for additional utility. A savage list that will operate very differently (and be like, double the cost) with the new book – but there you have it!

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Allegiance: Nighthaunt
Procession: Emerald Host
– Grand Strategy: Fright or Flight
– Triumphs: Inspired

Leaders
Reikenor the Grimhailer (190)*
Lore of the Underworlds: Shademist
Krulghast Cruciator (150)*
Knight of Shrouds on Ethereal Steed (150)*
General
– Command Trait: Spiteful Spirit
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Battleline
5 x Hexwraiths (170)**
5 x Hexwraiths (170)**
5 x Hexwraiths (170)**
5 x Hexwraiths (170)*
10 x Chainrasps (110)*
10 x Chainrasps (110)*

Units
10 x Craventhrone Guard (180)*
Reinforced x 1

Behemoths
Black Coach (290)*

Endless Spells & Invocations
Lauchon the Soulseeker (50)
Mortalis Terminexus (80)

Core Battalions
*Battle Regiment
**Bounty Hunters

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

Nate Trentanelli: The list began as a bit of a joke to include two famously “bad” units in the Black Coach and the Craventhrone Guard- or “Crossboos” as they’ve come to be known by. I decided that I couldn’t possibly take Top Nighthaunt in the ITC this season without ever having actually played these units. Not wanting to have no chance during games, I peppered in some more useful units in the Hexwraiths and the Krulghast- staples of Nighthaunt armies.

I’ve gone for an Arcane Tome Knight of Shrouds here for one reason. With his Command Trait “Spiteful Spirit”, when he takes damage in the Combat phase he will roll a number of dice equal to his wounds characteristic and do a mortal wound to all enemy units within 6” for each 4+ he rolls. Quite the useful little bomb. To make things even better, Arcane Tome makes him a wizard, allowing him to be moved by Lauchon. Almost guaranteeing a turn 1 charge wherever I want to maximize his chances of doing mortal wounds. Reikenor with his +3 to cast will almost guarantee Lauchon goes off.

Hexwraiths do what hexwraiths do – nearly unmatched speed to pin opponents in their deployment zones. With 4 units of them, I can either overload my opponent turn 1 with all 20, or simply move block them turn after turn. It may lose me all my hexwraiths, but I’ve functionally disallowed my opponent from actually scoring any objective points.

2 units of Chainrasp exist solely for 2 battle tactics. Start them in the underworld and bring them down on a turn. You don’t have a good battle tactic option. Put both in your opponents deployment zone for an easy Barge Through Their Lines with a bonus for 2 GVs. The next turn take Desecrate Their Lands for another Battle Tactic. 2 complete for no effort.

The unit of Craventhrone Guard I also put in the underworld. Though their damage output is poor, it is something Nighthaunt don’t really have access to anywhere else – shooting. Even that small amount of extra damage is noticeable and useful. They are also a great distraction piece, and the Spectral Bolts ability to shoot through terrain is better than it seems. I know, I know. It’s Crossboos. Trust me. They will work.

Last is the Black Coach. It really is the AoS equivalent to a tank. It’s base size makes it terrific at blocking key areas. With the Craventhrone Guard shooting it’s actually quite easy to power it up as well. Allowing you to shoot with the Craventhrone Guard first, slay 5 models from a screen, and fire the Black Coach into the thing you really wanted to shoot for 3D3 mortal wounds. Alternatively, keeping it on its 4+ ward makes it truly crazy at tanking. Keeping it in the Krulghast bubble also gives it -1 damage for even more craziness. It’s shocking how survivable it is.

The Mortalis Terminexus gives you the flexibility to heal your heroes and Black Coach or use it more as I did, which is an aggressive mortal wound bomb. 26” total threat range from casting is great, and it can pump out quite a bit of chip damage.

All together, the armies Battle Traits of Ethereal and Wave of Terror combine to make even the weakest looking unit truly scary. Roll enough 8s on the charge, and even Kragnos will fall to simple chainrasp. The army has 5 different units that do D3 mortals on a 2+ on the charge. Don’t underestimate how much that is. Simple averages tell you that’s about 8 mortal wounds. Which, by the way, you can retreat and do all over again every turn.

Because of the movement of this army- Hexwraiths, Lauchon heroes, Black Coach teleports, and Underworld Reserves – you can be anywhere and everywhere. Movement wins games, and it’s no surprise to me that most of my opponents had issues with catching me. Even if it they were close, you can simply use one unit to block for the rest to move to safety. Keep your units alive until the exact moment your opponent is out of position. And then pounce all at once. Be careful not to allow your opponent to single out units and be careful. You don’t pull your units away from each others support. Aggressive movement with supporting units will win you games.

Happy haunting!

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Army Faction: Ogor Mawtribes
Subfaction: Boulderhead
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Frostlord on Stonehorn (450)
General
– Command Traits: Touched by the Everwinter
– Artefacts of Power: Arcane Tome
– Mount Traits: Metalcruncher
– Spells: Flaming Weapon
– Prayers: Pulverising Hailstorm
Butcher (140)*
Cleaver
– Spells: Molten Entrails
Huskard on Stonehorn (400)*
Blood Vulture
– Mount Traits: Rockmane Elder
– Prayers: Keening Gale

BATTLELINE
Stonehorn Beastriders (310)*
Blood Vulture
Stonehorn Beastriders (310)*
Blood Vulture
Thundertusk Beastriders (270)*
Blood Vulture

OTHER
Gnoblars (120)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Camaron has my thanks (but not quite my sword) for not taking any Ironblasters! What he’s taken instead is loads of big, angry cows! It’s almost a completely pure Beastclaw Raider army – love to see it.

This list essentially asks ‘can you handle 5 cows swamping you’, and the answer was ‘no’ for everyone other than Kaleb’s Tzeentch, who were able to puncture those super tough hides with his sneaky magic MW output.

Enhancement wise – which is where the tactics are in a list like this – you’ve got Metalcruncher on the Frostlord for dealing with tanky 3+ saves, along with Touched by Everwinter to make him into a priest and able to cast the excellent MW AoE ‘Pulverising Hailstorm’. The Huskard gets the Rockmane Elder (-1 to wound in melee).

A pack of Gnoblars act as a cheap add-on screen that still fits into the battle reg – crucial for a pressure list like this – in order to dictate first and almost certainly give it away every time to make an absolutely devastating round of turn 2 charges and a hopeful end-it-there double.

Big gratz to Camaron for losing only in the shadow round to a legendary player and a bad match-up.

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Head Judge – Thomas

Acting as Head Judge at LVO 2023 was a thrilling experience. I should begin by thanking both Front Line Gaming, and Scott Reed, the Head TO, for organizing such an amazing event.

LVO 2023 was the largest Age of Sigmar tournament in the world, by far, and 50% larger than previous LVOs. Whilst being involved in such a large event was a great experience, the logistics of organizing 325 players did throw up some challenges.
To start, the release of the Battlescroll with new points one week before the list deadline (and after our rules cut-off) was a bit disruptive. We had to ensure that every player knew that we would be using the new points, and yet we still had quite a few lists submitted with the old points. Equally, we had to ensure that every player knew that we would not be using the new GHB, which was released the day after lists were due (and one week after rules cutoff). Of course, there were still a few players who submitted lists assuming the new GHB (comically enough, there was one player who we could not contact until round 1 to let them know that their Aspect of the Champion and Sharpshooter battalion had to go!).

The rest of the pre-event organization was handled by FLG and Scott, so my preparations beforehand were minimal. But I have been involved with the running of 36 events in the past 18 months and know that quite of bit of prep work is involved.

Due to the large number of players, LVO did not use the standard AoS GT format of 5 rounds. Instead, we used 5 rounds followed by a 3rd day of single elimination rounds for top 8 players. This year, 9 players went 5-0 which required us to run a Shadow Round 6th game for the players in 8th and 9th place to determine which of them would advance to Day 3.

The first five rounds were pretty straight forward from a rules judging point of view. The pack used at LVO, produced by Scott Reed, borrowed from the OTTD Generic Pack, which is something I was heavily involved in creating. Many of the players at LVO already have experience attending events that use the OTTD system, which helped keep rules and scoring questions to a minimum. When tricky questions did arise, I was able to fall back to the aosfaq.com website and team to provide answers.

The pressure as Head Judge only really started during the Shadow Round, which was the first round where we introduced active judging (where a judge watches the entire game and points out rules mistakes before and whilst they are made). Unfortunately, the game was a bit of a one-sided blowout – the choice to use Mighty and Cunning proved problematic when one player had essentially all GV and the other essentially none. Lesson learned! The only rules issue that cropped up was when one of the players declared Desecrate their Lands on a Defensible terrain piece. I had to remind him that you can only control Defensible terrain pieces by garrisoning them – the standard 3” rule does not apply. He was able to declare another terrain piece instead.

Day 3 was where the real excitement as Head Judge began, which entailed three rounds of active judging among the best players in the world. I was fortunate enough that James O’Brien who was a contender, had not made it to day 3, but as an experienced TO and judge was willing to jump in and judge half of the games.

When judging the final 8 of a 325-player event, there is really very little stress. These are fantastic players with a huge amount of experience and, more importantly, great sportsmanship. There was no confrontation to deal with, and all players played with intent at all times, meaning there were no disagreements to intervene with. If anything, I had to prevent players from giving too much benefit to their opponents!

Instead, the rule of table judging was just handling the occasional line-of-sight judging, pointing out often forgotten rules such as you need to jump into a garrison to control it (even the top players didn’t know that rule!) and mostly sitting back and watching some fantastic Warhammer being played.
The biggest drama, up until the end of the final game, that is, was during the first round, when one of the games ended in a complete tie. With single elimination, a tie is not an option. It was also not something we had prepared for. Fortunately, the two players were able to agree that under any tie-break rules, there would be a clear winner.
Of course, I couldn’t end without talking about that final game. What a game! I could watch both Noah and Scooter play Warhammer all day. Scooter is one of the great personalities to watch, and Noah is a fantastic human being. And their game was so close.

I suppose I should talk about the ending… By the end of the final game, the players had been through 3 days of extensive Warhammer. All with the backdrop of Las Vegas. I think it is fair to say that both players (and Judge) were drained. The game came down to control of an objective. Noah had a chaos spawn on it, Scooter had a goblin shaman. They fought in combat, but neither could kill the other (Scooter made the 4+ ward save to keep his Shaman alive on one wound – much to the crowd’s delight!). It was a great moment!

Of course, the spawn has 5 wounds, and so is worth 2 points on an objective, and the Shaman only has 4 wounds, so it is worth 1. But we were all too exhausted to notice. Noah assumed the Shaman was worth 2. Scooter assumed the spawn was worth 1 and I failed to notice the mistake (oh so easy to assume all heroes in the game are going to be 5 wounds or more!). That meant that they were tied on points, and Scooter won the match on battle tactics scored. It wasn’t until a few minutes later that we caught the mistake – where we had not considered that the Shaman was only 4 wounds (a friend texted me – thank you!).
The way both players handled the turnaround in decision is a credit to them both. The level of joy each felt at the other being declared the winner was heartwarming.

The final, and LVO in general, left no doubt that Age of Sigmar has a fantastic community. And I am proud to be part of it.

Final Tournament Placings

For the full tournament placings visit BCP.

Top Three AoS Lists for the South Coast Series – Southampton

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This is the Top Three AoS Lists for the South Coast Series Southampton that took place in the UK on 22nd and 23rd October. It involved 23 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: No Place for the Weak
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)*
Knight-Draconis (300)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Thunderous Presence
– Spell: Thundershock
– Bonding: Krondspine Incarnate

Battleline
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
– 1x Grandweapons
4 x Stormdrake Guard (680)*
Drakerider’s Lance
– Reinforced x 1
2 x Stormdrake Guard (340)*
Drakerider’s Lance

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 400 / 400
Wounds: 81
Drops: 1

Brett: Almost all of the dragons list with a Krondspine. Mobility and some decent punch, I like how Matt has dangled the MSU Liberators there just so you can kill something easily. That he can summon on to an objective or block a point with Call for Aid (return the Liberators once slain). Gardus for his 5+ ward, most likely near the 4 Stormdrakes, Knight Draconis so the Drakes are battle line. Hallowed Knights giving a 50/50 fight on death. This list can control a lot of the board, a 4 man drake unit can span 20″. The drakes can move 12″ and shoot 12″ making first turn priority important. He can dangle the Krondspine as a target and engage at will. The Knight Draconis is likely to stay close to the big drake unit as well for Thundershock to control the charge phase.

Depending on match up and mission going first might even be an advantage with this list, Blaze of Glory and fight on death is going to punish any successful attacks on the drakes. As the only 5/0 and with really high scores Matt tabled a number of his opponents. And that’s what this list really needs to do, in the early turns remove as many hammers as possible then clean up. The drake’s 9 wounds and profile make them very hard to shift. For opponents, what do you go after? None of his opponents had a lot of shooting or ranged shooting with MWs, the first list with drakes had pairs matching into the 4 drake unit. Hint – that doesn’t work well even with teleports.

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Allegiance: Nighthaunt
Procession: Emerald Host
– Grand Strategy: Dismantle the Brave
– Triumphs:

Leaders
Krulghast Cruciator (150)**
General
– Command Trait: Cloaked in Shadow
– Artefact: Beacon of Nagashizzar
Lady Olynder, Mortarch of Grief (340)**
Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)**
Artefact: Lightshard of the Harvest Moon

Battleline
10 x Chainrasps (110)***
10 x Chainrasps (110)***
5 x Hexwraiths (160)
5 x Hexwraiths (160)
5 x Hexwraiths (160)
10 x Grimghast Reapers (160)*
10 x Grimghast Reapers (160)*
10 x Grimghast Reapers (160)*
3 x Spirit Hosts (125)***

Endless Spells & Invocations
Mortalis Terminexus (85)

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

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 107
Drops: 12

Brett: Nice to see Emerald Host back (and not Scarlet Doom) which means a few changes to the unit list. Emerald host slowly withers the opponent. This list plays into that, lots of units which take longer to clear (big hitting units don’t carry over their damage as far). Then Lady Olynder can once per battle brings back D6 models in every unit (they are all summonable). The Beacon also returns 1 model to each summonable unit (all of these). That will let the army stick around longer and score more. Mortalis Terminexus plays really well into this strategy as well (either heal or mortal wounds). There is still the Spirit Torment to help a unit that is being pressured and Krulghast for the damage debuff.

It’s great to see something different from Nighthaunt. Lots of options here with great speed from the Hexwraiths. It’s weakness is probably into something durable that does a lot of damage or the first round list he ran into. It would have removed a minimum of 2 units a turn and the Grimghasts are good, but not likely to kill Fulminators. Lady Olynder is vulnerable to long range shooting as well.

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

LEADER
1 x Arkhan the Black (340)**
Spells: Protection of Nagash
1 x Liege-Kavalos (170)**
General
– Command Traits: Mighty Archaeossian
– Artefacts: Godbone Armour

BATTLELINE
20 x Mortek Guard (280)*
Mortek Hekatos
– 2 x Necrophoros
– Nadirite Blade and Shield
20 x Mortek Guard (280)*
Mortek Hekatos
– 2 x Necrophoros
– Nadirite Blade and Shield
20 x Mortek Guard (280)*
Necrophoros
– Mortek Hekatos
– Nadirite Blade and Shield
5 x Kavalos Deathriders (190)**
Mortek Hekatos
– Necrophoros
– Nadirite Spear and Shield

ENDLESS SPELL
1 x Nightmare Predator (60)

TERRAIN
1 x Bone-tithe Nexus (0)

OTHER
3 x Necropolis Stalkers (175)**
Dread Falchions
3 x Necropolis Stalkers (175)**
Dread Falchions

CORE BATTALIONS:
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: (1950/2000)

Brett: Arkhan and 3 x 20 blocks of Mortek. Need to say more? They aren’t going to go far but you aren’t going to shift them either. Deathriders and Necropolis Stalkers give a little more manoeuvrable but this is an army that is going to spread out slowly and dare you to charge. And that works (see Ironjawz above). Beasts of Chaos overwhelmed them through a combination of strong rend and bodies (including summoning). The first round draw is more interesting, the Tzeentch list is essentially Horrors and Flamers, hard to kill and a lot of shooting. But they’d have to come into range (charges) and it had less bodies than this list. The ability to control more of the board and force your opponent into an unfavourable match up is the way this list grinds out wins.

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

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Destroyer
– Mount Trait: Mean ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat

Battleline
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– Reinforced x 1
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas

Behemoths
Rogue Idol (430)*

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 126
Drops: 1

Brett: Not a particularly techy list, Ironjawz with a Mawcrusha and Rogue Idol, 2 Warchanters and a mix of 12 gore-gruntas and ardboyz. In true orcish style, it either went off like a frog in a sock or didn’t quite get over the bar. Ironjawz struggle against armies that can bury them or screen them with cheap bodies, the pigs damage isn’t as prodigious as you might like. If you can feed screens to the Mawcrusha and Idol and pepper them with MWs as both of the Chaos lists did here you have a good chance. Still not an easy list to play against, particularly with how quickly the Idol can reach you, priority is key here. With only one Mawcrusha Matt hasn’t had to worry about giving himself another artefact. Interesting way Matt’s mixed tanky (Hulking Brute) and damage (Mean ‘Un) on the Mawcrusha.

This is still a solid Orruk list that can take a tournament (or close to) depending on the day and opponents.

Final Tournament Placings

Top Three AoS Lists for the Northern Ireland GT

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This is the Top Three AoS Lists for the the Northern Ireland GT that took place in the UK on 20th and 21st August. It involved 32 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: Daughters of Khaine
Temple: Khailebron
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

LEADERS
Morathi-Khaine (340)**
The Shadow Queen (340)**
Melusai Ironscale (115)**
General
– Command Trait: Zealous Orator
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Shadows: Mindrazor
– Bonded: Incarnate

UNITS
15 x Blood Stalkers (540)*
Reinforced x 2
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives
Krondspine Incarnate of Ghur (400)
Allies

CORE BATTALIONS
*Expert Conquerors
**Command Entourage – Strategists

Total: 1965 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 74
Drops: 7

Danny: DoK weren’t bad before their 3e book by any means, but they’d settled into a ‘Morathi and the (15) bow sneks’ rut. It took a short while for the dust to settle after their new tome, but they’re now starting to go 5-0 and win tournaments here and there – and, thankfully – with a variety of lists.

Although, to be fair, this one didn’t get the memo. The double reinforced bow snek still does the business, with Wendel opting for a Krondspine to double up with Morathi as super durable objective bullies/screens – in the ‘Spine’s case, the pinning effect will help the bow-blob safe while they rain down hurt, and the 2 units of witch aelves run around scoring. Or – because this list opts for Khailebron – teleport around.

I call this the ‘pin and pun-cushion’ strategy.

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

LEADERS
Lord-Castellant (155)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
Lord-Relictor (145)*
Prayer: Translocation
Runelord (95)*
Universal Prayer Scripture: Heal
– Allies

UNITS
5 x Liberators (115)***
Heavens-wrought Weapon and Shield
– 1x Grandweapons
5 x Liberators (115)***
Heavens-wrought Weapon and Shield
– 1x Grandweapons
5 x Judicators with Boltstorm Crossbows (190)***
3 x Aetherwings (65)*
10 x Protectors (450)**
4x Starsoul Maces
– Reinforced x 1
1 x Stormstrike Chariot (165)**
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
3 x Vanguard-Raptors with Longstrike Crossbows (240)*

CORE BATTALIONS
*Warlord
**Bounty Hunters
***Expert Conquerors
Holy Command: Call for Aid
Holy Command: Unleash Thy Hatred

Total: 1975 / 2000
Reinforced Units: 1 / 4
Allies: 95 / 400
Wounds: 109
Drops: 11

Danny: Love that this list took a thematic route through the tournament, crusading successfully against the forces of chaos and death – only losing out to a ‘friendly’ scrap against a rival Stormhost.

This list probably qualifies as ‘shootcast’, packing in 6 Longstrikes – despite the recent FAQ stripping reinforced units of the double shoot – and a unit of Judicators. That’s backed up with a Protector blob, who absolutely slap, but are slow. This static, slow core is counterbalanced by Scions of Storm and a chariot, plus the Relictor whose teleport is still clutch to allow for mobility and objective play. And in this season, where Expert Conqs. are often at the mercy of Bounty Hunters, Liberators with +1 save from the Castellant provide a super durable, objective-stealing and mission playing battleline.

A considered list that clearly plays well into the current season and meta.

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Allegiance: Nighthaunt
Procession: Emerald Host
– Grand Strategy: Fright or Flight
– Triumphs: Inspired

LEADERS
Lady Olynder, Mortarch of Grief (340)*
Lore of the Underworlds: Spectral Tether
Guardian of Souls (150)*
General
– Command Trait: Master of Magic
– Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
– Bonded to Incarnate
Krulghast Cruciator (150)*

UNITS
20 x Grimghast Reapers (320)*
Reinforced x 1
5 x Hexwraiths (160)*
5 x Hexwraiths (160)*
3 x Spirit Hosts (125)*
4 x Myrmourn Banshees (105)*
Krondspine Incarnate of Ghur (400)*
Allies
Mortalis Terminexus (85)

CORE BATTALIONS
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 400 / 400
Wounds: 71
Drops: 1

Danny: Nighthaunt have not so far been the shrieking, impossible horror that some predicted, but they’re definitely an army you have to have a plan for now.

With the -1 damage aura from the Krulghast combined with ethereal (NH saves can’t be modified -/+), plus their targeted +1 to ward saves, they’re surprisingly tanky for a bunch of spooky sheets. Throw a Krondspine into the mix, all wrapped up in a battle regiment, factor in the NH army trait to re-set up a few units in deployment and you have a tight package that is highly reactive to the mission and opponent – all crucial tools for success at the moment.

The rest of the core units are general NH goodstuff – Hexwraiths for mobility and mw impact hits, Banshees for shutting down magic and the mostly-usual 20 blob of Grimghasts for an eye-watering number of rend 1 attacks and objective thievery, and you have yourself a truly spoopy list.

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Allegiance: Gloomspite Gitz
Option: Gloomspite Gitz
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

LEADERS
Skragrott, The Loonking (230)
General
– Lore of the Moonclans: The Hand of Gork
Loonboss on Giant Cave Squig (110)*
Moon-cutta
– Artefact: Spiteful Prodder

UNITS
20 x Stabbas (150)
Pokin Spears & Moon Shields
– 3x Barbed Nets
– x Moonclan Flag Bearers
– 1x Badmoon Icon Bearers
20 x Stabbas (150)
Pokin Spears & Moon Shields
– 3x Barbed Nets
– 1x Badmoon Icon Bearers
24 x Squig Herd (320)
Reinforced x 1
5 x Boingrot Bounderz (105)*
10 x Squig Hoppers (180)*
10 x Squig Hoppers (180)*
6 x Rockgut Troggoths (290)
Reinforced x 1
5 x Sporesplatta Fanatics (135)
Mork’s Mighty Mushroom (40)
Scuttletide (70)

CORE BATTALIONS
*Vanguard

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 179
Drops: 10

Peter: I love lists like this, six different units rather than finding the most efficient and spamming it.

James has gone for Stabbas rather than Shootas for his battleline as there a little more durable than their shooting counterparts with a +1 save while having more than 10 models. They’re cheap and make perfect blocking units, gumming up the board in vital locations.

The Squig herd puts out a reasonable amount of damage with 20 squigs able to produce an average damage output of 13.2 before saves. On top of that when squigs are removed they’ll cause mortals on 4+ to the nearest unit.

The Squig Hoppers (Squig Cavalry) cause mortal wounds to models they hop over as well as having the damage output similar to the Herd. These move at 3D6 and so could potentially have a threat range of 30″! The Loonboss has been included to remove the randomness of this movement however, giving the Hoppers a flat 12″ move while within range of the Loonboss.

Meanwhile the rockgut Troggoths can soak up damage with their 5+ ward save and regeneration in the hero phase.

Skragrott is a 2 cast and unbind character with +1 to his casting attempts.

Unfortunately, where Gitz fall down is in their lack of synergy between units meaning most units are pretty much independent most of the time. Hopefully this will change with their new book. Either way, this is a fun little army that looks great to play with and against. Almost makes me want to play Gitz…

Final Tournament Placings

Top Three AoS Lists for Coliseum of Sigmar Carnage GT

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This is the Top Three AoS Lists for the Coliseum of Sigmar Carnage GT that took place in Florida, USA on 2nd and 3rd July. It involved 9 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
Army Subfaction: Zaitrec
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
Sevireth (345)*
Vanari Lord Regent (155)*
General
– Command Traits: Fast Learner
– Artefacts: Gift of Celennar
– Spells: Speed of Hysh, Overwhelming Heat, Total Eclipse
Hurakan Windmage (120)*
Spells: Guiding Flurries, Overwhelming Heat, Transporting Vortex

BATTLELINE
Vanari Auralan Wardens (145)*
– High Warden
– Spells: Overwhelming Heat, Etheral Blessings
Vanari Auralan Wardens (145)*
High Warden
– Spells: Overwhelming Heat, Protection of Hysh
2 x Vanari Auralan Sentinels (510)*
High Sentinel
– Spells: Overwhelming Heat, Lambent Light

TERRAIN
Shrine Luminor (0)

OTHER
Hurakan Spirit of the Wind (265)*
Hurakan Spirit of the Wind (265)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1950/2000)

Brett: A list that plays well to Lumineth’s strengths at the moment. The list is doubling down on mortal wounds with no less than 5 sources of Overwhelming Heat (hits do mortals on a 5+ not 6+). Something is always going to be in range. The Spirit’s of the Wind can dart out to make ranged attacks and then fall back to be healed and we all know what Sentinels are like if they can’t be shut down. This list makes that hard by not only providing screening (Warden’s), but Sevireth and the Lord Regent can punish a unit that gets too close. Looking at the matchups and that’s what has happened, with only Nighthaunt able to push Jonathan to a loss through a combination of ignoring rend and their ward save blunting the shooting. Legion of the First Prince may have had the bodies, but is too reliant on it’s Hero units to be really effective into this list and poor Sons. A well deserved win with a faction that is not at the top of the meta showing the overall balance in AoS is pretty good.

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Army Faction: Nighthaunt
Army Subfaction: The Emerald Host
Grand Strategy: Take what’s Theirs
Triumph: Bloodthirsty

LEADER
Guardian of Souls (150)
General
– Command Traits: Master of Magic
– Chill Blade
– Artefacts: Midnight Tome
– Spells: Seal of Shyish
Spirit Torment (115)
Dreadblade Harrow (145)**
Artefacts: Arcane Tome
– Spells: Seal of Shyish
Kurdoss Valentian (210)**
Krulghast Cruciator (150)**

BATTLELINE
1 x Chainrasps (220)
Hexwraiths (160)*
1 x Grimghast Reapers (320)*
Hexwraiths (160)*

BEHEMOTH
Mourngul (300)

ENDLESS SPELL
Purple Sun of Shyish (70)

CORE BATTALIONS:
*Bounty Hunters
**Command Entourage – Magnificent

TOTAL POINTS: (2000/2000)

Brett: An Emerald Host list with only 20 Chainrasp? But it also has 20 Grimghast and a host of heroes. What makes this interesting is eschewing Lady Olynder gives the list both Kurdoss and the Dreadblade Harrow (costing an extra 15 points). Great play for mobility because the Dreadblade can stay with the Hexwraiths and issue a command for free. So if the Guardian of Souls issues an All-out Attack to the Grimghast, the Dreadblade can issue the same order for free. The Mourngul is a rarer inclusion and I think still too expensive, but brings some useful abilities, mortal wounds and de-buffs on top of his reasonable damage. This is a very aggressive list with the ability to put out serious damage, the Grimghast will operate at 3 attacks each for most of the game. The Purple Sun is a natural inclusion with this many wizards, and since the new pack is a really useful spell. I expect to see this in a lot of lists (at least 2 here). Strong mobility with the 8″ natural movement for the infantry and the inclusion of highly mobile cavalry the list is good at playing both the mission and the opponent.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hallowed Knights
– Grand Strategy: No Place For The Weak
– Triumphs: Inspired

LEADER
Gardus Steel Soul (150)*
Lord-Castellant (155)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Celestial Blades
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
1 x Judicators with Boltstorm Crossbows (380)*
2 x Thunderbolt Crossbow
Liberators (115)*
Liberator-Prime
– Heavens-wrought Weapon and Sigmarite Shield
Liberators (115)**
Liberator-Prime
– Heavens-wrought Weapon and Sigmarite Shield

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

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

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1995/2000)

Brett: Stormcast making it to the podium with the help of the Incarnate. We have already seen a shift away from hero hammer in a few lists and this is a very clever way of using all of the tools SCE has. The inclusion of the incarnate sees 2 mobile threats on the table in combination with the 4 Stormdrakes. Keep the Incarnate close to the heroes and you can give it both a 3+ save and a 5+ ward making it very hard to lower it’s levels. Your best hope may be a more horde approach, because you wouldn’t want a monster anywhere near the Incarnate in case it levelled, but you need 18 wounds in a turn to force it down a level. Looking at the results that’s happened with Daniel’s loss in Round 2 to the 2nd place Nighthaunt list. The small heroes keep costs down to allow the list to include shooting, dragons and the incarnate. The Liberators are here just as the cheapest battleline. The Storm drakes in bounty hunters is a terrifying prospect – 36 D2 -1 and 16 D3 -2 attacks in melee (no rend against Nighthaunt though). The Judicators shouldn’t be ignored either, they get 2 hits for every successful attack, Unleash Hell from this unit, say protecting the Incarnate and Heroes, would be devastating but limits the Incarnate’s mobility. A good solid and a little counter intuitive list.

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Army Faction: Idoneth Deepkin
Subfaction: Nautilar
– Grand Strategy: The Creeping Gloomtide
– Triumph: Inspired x2

LEADERS
Eidolon of Mathlann Aspect of the Sea (325)*
General
– Command Traits: Endless Sea Storm
– Artefacts of Power: Arcane Tome
– Spells: Steed of Tides
Akhelian King (250)*
Bladed Polearm and Falchion
– Mount Traits: Voidchill Darkness
Isharann Soulrender (120)*

BATTLELINE
Namarti Reavers (170)**
Namarti Reavers (170)**
Akhelian Leviadon (500)***
Mount Traits: Ancient
Namarti Thralls (390)***
Icon Bearer

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

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Command Entourage – Magnificent
**Expert Conquerors
***Bounty Hunters

TOTAL POINTS: 1995/2000

Brett: Our last instalment had an Idoneth list on the podium, here we see another variation that didn’t quite make it. I feel like this is more of an Idoneth list with the Leviadon and bigger heroes (Eidolon and the Akehlian King). The new book seems to favour the smaller infantry units though, to me that feels more like Daughters. Anyway back to the list, the combination of Eidolon and the Leviathan gives some really strong mid board threat, forcing your opponent to decide if they want to play into it (and get shot) or play the fringes. The Purple Sun is an unusual inclusion for Idoneth but that shows just how strong it is. Underlining how useful the Arcane Tome is, there are no wizards in this list but there is an endless spell. I would prefer Master of Magic as the trait to ensure I could get the Sun out. Looking at the scoring for the overall tournament I wonder if the lack of bodies (800 points in 2 models) made playing the mission more difficult. A very flavourful list that still performed well in this format.

Looking at the overall placings it’s interesting to see that 3 and 4 out scored the top 2 who took the tournament on wins. Does this suggest a change with the new Battle Tactics/Grand Strategy where consistently scoring the same points is more difficult and there are a lot more swings?

Final Tournament Placings

Top Three AoS Lists from Wargames for Warriors

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Our second guest commentator this week is Boondocksgame, also from our Discord chat.

Wargames for Warriors took place in Utah, USA on 11th and 12th June. It involved 22 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, 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.

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.

Allegiance: Legion of the First Prince
Grand Strategy: Prized Sorcery
– Triumphs:

Leaders
Be’Lakor, the Dark Master (360)**
General
– Lore of Ruinous Sorcery: The Master’s Command
Slaves to Darkness Daemon Prince (210)**
Axe
– Mark of Chaos: Khorne
The Contorted Epitome (255)**
Universal Spell Lore: Flaming Weapon
– Artifact: Fourfold Blade
Kairos Fateweaver (435)
Lore of Ruinous Sorcery: The Master’s Command

Battleline
10 x Pink Horrors of Tzeentch (250)*
10 x Pink Horrors of Tzeentch (250)*
5 x Flesh Hounds (105)**

Endless Spells & Invocations
Emerald Lifeswarm (60)
Umbral Spellportal (70)

Core Battalions
*Hunters of the Heartlands
**Warlord

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 73
Drops: 7

Boon: Ah yes. The Be’Lakor/Kairos/Khorne Daemon Prince combo. About as close as you can get to playing a blue deck in Age of Sigmar. With Be’Lakor shutting down the big threat on the board with what I call his ‘No’ ability, Kairos telling mages no and then eating any endless spells that get through, and the Daemon prince reducing charges by half it is hard to get into the army to deal damage. And lets not forget about the massive tarpit that are Horrors. Knocking out a large chunk in one swing only for your opponent to put down double the amount of models that you just killed is really something on morale. Glad I didn’t have to play this list.

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Army Faction: Daughters of Khaine
Subfaction: Khelt Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Bloodthirsty

LEADERS
The Shadow Queen (680)
Melusai Ironscale (115)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Crown of Woe
Morathi-Khaine (680)*
Hag Queen on Cauldron of Blood (270)*
Prayers: Sacrament of Blood

BATTLELINE
Witch Aelves (115)*
Paired Sciansá
Blood Stalkers (540)*
Blood Sisters (280)*

CORE BATTALIONS
– *Battle Regiment

TOTAL POINTS: 2000/2000

Boon: It’s really hard to take someone seriously when they push around a cart that has someone T-posing on it. Little bit easier when they rain down arrows on you and then a giant snake lady who is at the same time not a giant snake lady is beating your face in. Blood Stalkers dealing Mortals from range with Melusia and Blood Sisters dealing with melee. Getting a little of the best of both worlds with this list and in a terrifying yet oddly arousing way. Morathi call me sometime.

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Allegiance: Nighthaunt
Procession: Emerald Host
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

Leaders
Guardian of Souls (150)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Seal of Shyish
Krulghast Cruciator (150)*
Artefact: Lightshard of the Harvest Moon
Lady Olynder, Mortarch of Grief (340)*
Lore of the Underworlds: Shademist
Spirit Torment (115)***

Battleline
3 x Spirit Hosts (125)***
3 x Spirit Hosts (125)***
20 x Grimghast Reapers (320)**
Reinforced x 1
20 x Grimghast Reapers (320)**
Reinforced x 1

Units
10 x Dreadscythe Harridans (160)**
2 x Chainghasts (95)***

Endless Spells & Invocations
Mortalis Terminexus (85)

Core Battalions
*Command Entourage – Magnificent
**Hunters of the Heartlands
***Battle Regiment

Additional Enhancements
Artefact

Total: 1985/ 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 95
Drops: 7

Boon: Spooky ghosts are back… AND THEY”RE PISSED!!! Glad to see Nighthaunt up at the top with their new book. A LOT of auras being thrown around, or I guess floated around, and frankly I find them even more terrifying than the fact that they are ghosts. Gonna have to call someone if they get too close to me…

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Allegiance: Slaves to Darkness
Damned Legion: Ravagers
– Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
Archaon the Everchosen (860)*
Aura of Chaos: Tzeentch
– Ravagers Command Trait: Master of Deception
– Spell: Ruinous Vigour
– Spell: Binding Damnation
Chaos Sorcerer Lord (135)**
General
– Command Trait: Unquestioned Resolve
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Tzeentch
– Ravagers Command Trait: Unquestioned Resolve
– Spell: Binding Damnation
– Spell: Mask of Darkness
Gaunt Summoner on Disc of Tzeentch (230)*
Ravagers Command Trait: Master of Magic
– Spell: Whispers of Chaos
– Universal Spell Lore: Ghost-mist
Darkoath Chieftain (85)**
Mark of Chaos: Khorne
– Ravagers Command Trait: Skilled Leader
Bloodsecrator (125)**
Allies
Bloodstoker (85)*
Allies

Battleline
16 x Iron Golems (150)**
Mark of Chaos: Tzeentch
– Reinforced x 1
8 x Scions of the Flame (75)**
Mark of Chaos: Tzeentch
1 x Chaos Chariots (100)**
Greatblades
– Mark of Chaos: Khorne

Units
10 x Splintered Fang (75)**
Mark of Chaos: Khorne
10 x Splintered Fang (75)**
Mark of Chaos: Khorne

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Spell

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 210 / 400
Wounds: 97
Drops: 4

Boon: The absolute massive chaos lad comes in at a respectable 6th. Having Be’Lakor come higher than him might put a damper on his ‘Notice me senpais’ competition he’s in for the favor of the chaos gods but like it’ll be ok, probably. A tough as nails hero to take down with a good supporting cast to back him up it’ll be no time before he’s winning his ‘friendly’ competition with Be’Lakor.

Final Tournament Placings