Category Archives: Gloomspite Gitz

Top Three AoS Lists for Dazmaul Wargaming

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

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

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

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

The Top Three AoS Lists

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

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

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

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

Behemoths
Zombie Dragon (270)*

Core Battalions
*Battle Regiment

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

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

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

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

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

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

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

TERRAIN
1 x Charnel Throne (0)

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

TOTAL POINTS: (1990/2000)

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

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

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

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

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

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

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

TERRAIN
1 x Bad Moon Loonshrine (0)

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

TOTAL POINTS: 1975/2000

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

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

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

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

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

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

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

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

Additional Enhancements
Artefact
Artefact

Total: 2000 / 2000

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

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

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

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

Final Tournament Placings

Top Three AoS Lists for Rumble in the Rockies

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This is the top three AoS lists for the Rumble in the Rockies that took place in Canada on the 11th and 12th of March. 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: Daughters of Khaine
Subfaction: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots

LEADERS
The Shadow Queen (700)
Melusai Ironscale (120)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Crown of Woe
– Aspects of the Champion: Fuelled by Ghurish Rage
Morathi-Khaine (700)***

BATTLELINE
Blood Sisters (300)*
Blood Stalkers (360)**
Blood Sisters (300)***

OTHER
Khinerai Heartrenders (100)**
Khinerai Heartrenders (100)**

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

TOTAL POINTS: 1980/2000

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

LEADERS
Dankhold Troggboss (200)*
General
– Command Traits: Loonskin
– Artefacts of Power: Glowy Howzit
Squigboss (80)*
Skragrott, the Loonking (160)*
Loonboss (85)**
– Artefacts of Power: Nightflyer Cloak

BATTLELINE
Fellwater Troggoths (160)
Squig Hoppers (540)*
Squig Hopper Boss
Moonclan Stabbas (250)**
Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– Pokin’ Spear
– 2 x 3 Barbed Nets
Moonclan Shootas (125)***

OTHER
Loonsmasha Fanatics (220)*
Gobbapalooza (145)***

ENDLESS SPELLS & INVOCATIONS
1 x Scuttletide (85)

CORE BATTALIONS
*Warlord
**Galletian Command
***Galletian Sharpshooters

TOTAL POINTS: 1965/2000

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Army Faction: Beasts of Chaos
Subfaction: Quakefray
– Grand Strategy: Protect the Herdstone
– Triumph: Bloodthirsty

LEADERS
Dragon Ogor Shaggoth (275)*
– Artefacts of Power: Arcane Tome
– Spells: Raging Storm
Beastlord (145)*
Great Bray-Shaman (95)*
General
– Command Traits: Propagator of Ruin
– Spells: Viletide
– Aspects of the Champion: Fuelled by Ghurish Rage
Doombull (160)***
– Artefacts of Power: Bleating Gnarlstaff

BATTLELINE
Gors (110)**
Paired Hacking Blades
Cygor (210)***
Cygor (210)***
Cygor (210)***
Cygor (210)***

OTHER
Ungor Raiders (115)**
Ungor Raiders (115)**

ENDLESS SPELLS & INVOCATIONS
1 x Wildfire Taurus (70)
1 x Chronomantic Cogs (70)

TERRAIN
1 x Herdstone (0)

CORE BATTALIONS
*Command Entourage – Magnificent
**Galletian Sharpshooters
***Battle Regiment

TOTAL POINTS: 1995/2000

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Army Faction: Hedonites of Slaanesh
– Army Type: Godseekers
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADER
1 x Bladebringer, Herald on Exalted Chariot (230)
Spells: Flaming Weapon
1 x The Contorted Epitome (240)*
Spells: Hysterical Frenzy
– Aspects of the Champion: Tunnel Master
1 x Lord of Pain (130)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Battle Rapture
1 x Be’lakor (355)*

BATTLELINE
22 x Blissbarb Archers (280)*
10 x Symbaresh Twinsouls (260)*
10 x Symbaresh Twinsouls (260)*
5 x Hellstriders with Claw-spears (120)*

ENDLESS SPELL
1 x Ravenak’s Gnashing Jaws (70)
1 x Geminids of Uhl-Gysh (50)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1995/2000)

Final Tournament Placings

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

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Tournament that took place in the UK on the 25th and 26th February. It involved 74 players vying to be crowned champion in a 5-game tournament.

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

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

Warhammer World: Matched Play Event (UK) – 74 Players

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

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

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

Endless Spells & Invocations
Runic Fyrewall (40)

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

Additional Enhancements
Aspect of the Champion

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

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

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

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

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

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

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

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

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

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

Core Battalions
*Battle Regiment
**Battle Regiment

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

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

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

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

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

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

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

TERRAIN
1 x Feculent Gnarlmaw (0)

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

TOTAL POINTS: (1995/2000)

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

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

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

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

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

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

ARTILLERY
Mortek Crawler (200)
Mortek Crawler (200)

ENDLESS SPELLS & INVOCATIONS
Bone-tithe Shrieker (50)

CORE BATTALIONS
*Warlord
**Galletian Veterans

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1980/2000

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

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

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

Tournament Placing

For the full placings, visit Best Coast Pairings

Top Three AoS Lists for the Brewdog AoS GT

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This is the top three AoS lists for the Brewdog AoS GT that took place in the UK on the 4th and 5th of March. It involved 40 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

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

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

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

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

Behemoths
Chaos Gargant (145)*
Allies

Endless Spells & Invocations
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Additional Enhancements
Artefact

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

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

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

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

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

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

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

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

ENDLESS SPELL
1 x Malevolent Moon (80)

TERRAIN
1 x Bad Moon Loonshrine (0)

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

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

TOTAL POINTS: (1915/2000)

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

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

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

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

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

OTHER
Kosargi Nightguard (180)*

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (70)

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

TOTAL POINTS: 1930/2000
Drops 12

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

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

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

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

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

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

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

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

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

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

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

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

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

Thanks for reading if you have made it this far!

Miss Cara Newby,

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

Final Tournament Placings

Top 3 Lists BCP Megapost 26th February 2023

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

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

Events

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

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

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

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

Endless Spells & Invocations
Runic Fyrewall (40)

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

Additional Enhancements
Aspect of the Champion

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

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

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

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

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

Core Battalions
*Battle Regiment
**Battle Regiment

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

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

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

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

TERRAIN
1 x Feculent Gnarlmaw (0)

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

TOTAL POINTS: (1995/2000)

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

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

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

ARTILLERY
Mortek Crawler (200)
Mortek Crawler (200)

ENDLESS SPELLS & INVOCATIONS
Bone-tithe Shrieker (50)

CORE BATTALIONS
*Warlord
**Galletian Veterans

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1980/2000

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Cherokee Open (US) – 79 Players

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

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

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

BEHEMOTH
1 x Mangler Squigs (260)

ENDLESS SPELL
1 x Scrapskuttle’s Arachnacauldron (50)

TERRAIN
1 x Bad Moon Loonshrine (0)

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

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1940/2000)

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

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

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

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

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

TOTAL POINTS: (2000/2000)

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

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

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

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

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

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

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

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

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

TERRAIN
1 x Gnawhole (0)

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

TOTAL POINTS: (1980/2000)

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

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

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

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

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

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

TOTAL POINTS: 1995/2000

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

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

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

Units
9 x The Unmade (80)*

Behemoths
Cygor (210)***

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

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

Additional Enhancements
Artefact

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

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

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

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

Core Battalions
*Battle Regiment
**Galletian Sharpshooters

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

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

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

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

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

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

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

TOTAL POINTS: (2000/2000)

Gloomspite Gitz Datacards

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Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

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Battleline

Behemoth

Other

Top Three Aos Lists for the Cherokee Open

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Tournament that took place in the USA on the 25th and 26th February. It involved 79 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?

Cherokee Open (US) – 79 Players

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

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

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

BEHEMOTH
1 x Mangler Squigs (260)

ENDLESS SPELL
1 x Scrapskuttle’s Arachnacauldron (50)

TERRAIN
1 x Bad Moon Loonshrine (0)

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

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1940/2000)

Dale returns with back to back 5-0s with Gloomspite Gitz. So there’s definitely something in the book. For those who didn’t catch that review, here’s what I said last time:

Dale has gone with Squigs for his main force with Bounders providing some great Spears of damage and the Squig Herd doing mortals when they run away, and the herders can get them back. The lack of command abilities on them worries me, however, a little as people get used to the army… especially with shooting. The buff pieces all have a place as well, with Squigs getting free moves, the moon doing as required, and 5+ward on one unit. It definitely requires some memory to keep all the moving parts in your head.

So, what to add? Well let’s use the time to talk about Skragrott:

Warscroll from Games Workshop via Wahapedia

He’s got loads of new abilities; most of which are build on the previous book. First up he’s a Warmaster so counts as a General in the army as well as your selected one. Great for Command Ability ranges. He’s still a 2 cast Wizard but he’s been reading those books in the last 3 years and now knows the full Lore (if in a Gloomspite List). This is great if the Fungoid is better placed to use his Hand of Gork.

He loses his extra command points, but gets a free command ability each turn – a great substitute. For me the best addition is that he also shines the Light of the Bad Moon so there’s a third source for the benefits – moon, shrine, Skragrott. He retains his 4+ ward and can move the moon… and then his new spell is great! 24″ mortal wound causer — you’re going to want some Mystic Terrain. I’ll do a deep dive into the Warscroll in the future, but he’s now a great addition to any Gitz army.

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

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

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

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

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

TOTAL POINTS: (2000/2000)

Before I jump into the list breakdown, I would like to note that I attended Cherokee this year (78th place, please don’t look at me), and faced Matthew’s list in the first round. He was an absolute pleasure to play, and he stomped me into the dirt.

Matthew brought a fair number of mortal wound-dealing and heavy-hitting units. Bastion is insanely tough with great damage output and the Slann-esque ability to place mortals anywhere on the battlefield. The Fulminators use their breath weapon mortals to soften up tougher opponents before charging in to finish them off. The longstrikes are there to fish for 6’s to hit froma safe distance, to try to pick off a unit left out in the open (and their Aetherwing buddies to make those standard shots a little more reliable).

Past that the list focuses on standard-issue units to perform standard-issue jobs. The priest uses translocation to sling his GCs into position (or throw Bastion into you backline). The Lord-Castellant uses his lantern to buff the saves for the Fulminators, leading to the sweet 1+ save, and the addition of the Arcane Tome allows him to weaken his opponent’s heavy-hitters to further protect units like Fulminators and Bastion, who might otherwise be at risk from volume-of-dice attacks.

Great work from Matthew to grab 2nd spot at such a huge event, and great game from me as well! I look forward to seeing where this army goes as we progress more into this GHB.

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

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

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

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

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000

Jon: Jonathan made sure to get every drop of effectivity out of his list when he made the bold decision to only include one group of Auralan Sentinels in his list. With a maximum shooting range of 24″, requiring line of sight, and two massive obscuring terrain features in the middle of the board it’s very impressive that he was able to surgically pull off his HVT’s.

Two Galatian Champions enable him to consistently play for the generic battle tactics while the full endless spell suite means you can almost assuredly score three to four Lumineth Realm-Lords specific tactics. The Calligrave’s signature spell that ONLY affects heroes that are in line of sight clearly was a great pick.

An interesting decision of giving the Cathallar a Command Trait instead of giving Teclis the nod as General means “This One’s Mine!” is almost never going to be achieved, but it doesn’t seem that Roberts missed it. Great showing from Jonathan! I look forward to hearing about it from attendees and fans in the coming weeks.

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

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

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

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

TERRAIN
1 x Gnawhole (0)

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

TOTAL POINTS: (1980/2000)

Peter: We previously states that the Skaven book was one of the oldest books. This is obviously a mistake, with it being under a year old.

Skaven are currently struggling, but with the right pilot, they are still able to compete in the meta… and this army is full of lovely Skaveny tricks. I played a very similar list at Warfare last year and got a small win, but it was touch and go, and a double would have killed me. The army has lots of strike and fade tactics and can hit you wherever Zachary wants. There’s not much you can do to stop them striking where they want with the Gnawholes and Skitterleap.

The Big Combo here is Thanquol and Lauchon. The Soulseeker can move Thanquol who normally can’t Skitterleap… and get him closer than 9″. This means he is superb at horde clearing. If you’ve got a Squig Herd it’s going to die quickly! Just hope there’s some left to flee and cause mortal wounds.

Games Workshop via Wahapedia

With 4 Warpfire Projectors Thanquol is doing 2 mortal wounds for each model within 8″… easily killing any hordes out there. The only protection I found was a cunning redeploy and then try to catch him with a double turn… but it’s risky especially with his Unleash Hell having no negatives… so he can move, fire, unleash hell, fight in combat…! Ouch.

It’s not all Thanquol, the Verminlords are great models and can really dish out damage when they need to. It’s a great list – don’t underestimate it!

Tournament Placings

For the full tournament placings visit Best Coast Pairings.

Top Three AoS Lists for Colonial Carnage

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This is the top three AoS lists for Colonial Carnagethat took place in the USA on the 18th and 19th of February. It involved 45 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

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

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

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

BEHEMOTH
1 x Mangler Squigs (260)

ENDLESS SPELL
1 x Scrapskuttle’s Arachnacauldron (50)

TERRAIN
1 x Bad Moon Loonshrine (0)

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

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1940/2000)

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

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

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

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

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

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

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

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

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

TOTAL POINTS: (2000/2000)

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

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

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

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

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

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

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

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

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

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

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

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

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

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

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

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

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

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

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1970/2000

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

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

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

Final Tournament Placings

Top Three AoS Lists for Sydney Salt Smash

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This is the top three AoS lists for the Sydney Salt Smash that took place in Australia on the 18th and 19th of February. 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.

The Top Three AoS Lists

Allegiance: Stormcast Eternals
Stormhost: Astral Templars (Scions of the Storm)
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Lord-Veritant (140)**
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation
Knight-Zephyros (100)*
Aspect of the Champion: Stubborn as a Rhinox
Celestant-Prime, Hammer of Sigmar (330)*
Lord-Arcanum on Tauralon (250)**
– Mount Trait: Celestial Instincts
– Spell: Starfall

Units
3 x Vanguard-Palladors (200)*
Boltstorm Pistols and Starstrike Javelins
3 x Vanguard-Palladors (200)**
Boltstorm Pistols and Starstrike Javelins
3 x Vanguard-Palladors (200)**
Boltstorm Pistols and Starstrike Javelins
6 x Vanguard-Palladors (400)**
Boltstorm Pistols and Starstrike Javelins
– Reinforced x 1
6 x Gryph-Hounds (90)*
6 x Gryph-Hounds (90)*

Core Battalions
*Battle Regiment
**Battle Regiment

Holy Command: Steadfast March

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 132
Drops: 2

Stormcast are in a tricky place. They have loads and loads of warscrolls, but many of them are sub-optimal. Whilst Games Workshop tries to correct this by tweaking points up and down, the good warscrolls remain good, and the bad remain bad… and so the ‘good warscroll spam’ armies come to the fore. The good news is that there are different versions of them, so you’ll not necessarily play the same one, but the bad news is that it is a lot of repeated Warscrolls.

That’s no criticism of Sean, who has taken this formula and got 5-0 from it. Sure I am going to criticise him for beating up Gloomspite Gitz (booo!) but in all seriousness he’s done very well with an army of Paladors (very quick, some shooting and reasonable combat effectiveness as well).

The Gryph hounds sync in well here with Warning Cry, which allows units to shoot at deep strikers and summoned units. Effectively giving Sean some free shots against enemy units for limited outlay. If you make it through the shooting, you’ll then have to face a deep-striking unit of Sean’s own – the still great Celestant Prime. It’s good to see him representing the book he comes from!

A really thematic list that is likely to give any opponent pause (or just annoy them). Palladors have been overlooked for most of this edition (and 2nd) for a reason. But they are also 5 wound models with 12″ move and a built-in teleport. They are built for scoring, at least when there are this many backed by the Celestant Prime and the Lord Arcanum for the +1 to hit rolls for the closest Pallador. A well thought out dynamic list.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard
Lord-Relictor (150)**
General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Thundershock
– Prayers: Translocation
Knight-Heraldor (100)**
Aspects of the Champion: Tunnel Master

BATTLELINE
Dracothian Guard Tempestors (220)*
Dracothian Guard Tempestors (220)*
Dracothian Guard Tempestors (220)**
Dracothian Guard Tempestors (220)**

OTHER
Shadow Warriors (120)*
Shadow Walker
Castigators (90)*
Castigator-Prime
The Farstriders (90)**

ENDLESS SPELLS & INVOCATIONS
1 x Everblaze Comet (90)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

Back from his Cancon insanity with fewer Vexillors and even more Tempestors. I admire his patience building and painting that them (the armour and arms take a while to eliminate gaps). There are plenty of tricks still, a Knight Heraldor (not often seen or even owned), Shadow Warriors, Castigators, and The Farstriders. All led by a Lord Relictor (with Translocate and Thundershock) who brings Master of Magic to hopefully get Everblaze Comet off. Essentially, this list is trying to deal with SCE mobility issues and damage output in the face of new more serious threats.

Scions of the Storm allows half of the units to be held in reserve and arrive in any turn, which prevents first turn shooting, removing a lot of important pieces. In this case, as a 2 drop army so Yangxue is probably deciding who has first turn, toss up whether to keep it or play for the early double. Everyone should know the Vexillor’s trick now. It’s not OP, but it is a 24″ version of the Stormdrake’s shooting attack with an area of effect. It’s once per game, so deciding when to use it is critical, but they remain a solid Galletian Champion for scoring once they are down, just not very mobile. The Knight Herald is here mostly as a quiet scoring piece with his Tunnel Master but can punish units near terrain, chip damage really but good into some armies that like to lurk near terrain. Of the units – Tempestors have been a very common choice in place of Fulminators lately.

Shadow Warriors duplicate the abilities of Scions of the Storm units on their own warscroll. They don’t count as a coalition force, though, because this is a Scions of the Storm army. Farstriders can teleport, and the Castigators are another cheap screen with Unleash Hell potential that can also be teleported by the Relictor. Very good at picking off any objectives that aren’t well covered. So movement is covered, and output, especially in the first turn or 2, is really good. Hit hard early and then outlast them. Unless the opponent is a horde army or has strong heals, this will probably work. Or Trolls, trolls (Troggoths) are probably a counter. They’re damn scary now

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Allegiance: Gloomspite Gitz
– Gittish Horde: King’s Gitz
– Grand Strategy: Chasing The Moon
– Triumphs: Indomitable

Leaders
Dankhold Troggboss (200)**
General
– Command Trait: Loonskin
– Artefact: Speaky-skull Fetish
Fungoid Cave-Shaman (90)*
Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
– Aspect of the Champion: Tunnel Master
Fungoid Cave-Shaman (90)*
Artefact: Leering Gitshield
– Lore of the Moonclans: Itchy Nuisance
Mollog (130)*

Battleline
9 x Rockgut Troggoths (480)***
Reinforced x 2
6 x Rockgut Troggoths (320)***
Reinforced x 1
3 x Rockgut Troggoths (160)*
6 x Fellwater Troggoths (320)***
Reinforced x 1

Units
1 x Dankhold Troggoths (180)**

Endless Spells & Invocations
Loonskin Malevolent Moon (0)

Core Battalions
*Warlord
**Troggherd Heavies
***Galletian Sharpshooters

Additional Enhancements
Artefact
Artefact

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 136
Drops: 9

On the same weekend as Sheffield Slaughter, Ben has guided a Trogg army (Gloomspite Gitz) to a spectacular 4-1. Not bad for an army that was languishing at the bottom of the rankings before the new book. It’s still too early to tell if the book will be above the magical 45%-55% level, but it definitely feels like it should be able to stay away from the mid-thirties it was in during the last incarnation.

The Troggs that Ben has taken also shows the advantage of giving people choices with battalions. Sure, there is only one in the Gitz book, but it is an innovative way of getting people to take Dankhold Troggoths… a great model, but before now, a very weak scroll. The increased regeneration helps here as well, but it comes with a free artefact as well, which is well worth considering for only 180 points. Treat him as a throw-away spear unit and hammer something to death. Just remember he doesn’t come back through the shrine at the end of the turn.

But the Rockguts and Fellwaters do, and with healing now automatic and every hero phase, you’ll need to kill units outright – not an easy thing for the 9 Rockguts.

It’s a great army, and it looks good on the board too – don’t be suckered in by the lack of bodies… these guys will hang around and stick on objectives. My only concern for them would be the mirror into a Squig list, but Ben fought one of those in game 5 and came out on top, so maybe this list can compete long-term.

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Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
Hag Queen (120)*
Aspect of the Champion: Fuelled by Ghurish Rage
Anointed on Frostheart Phoenix (320)
Allies
Slaughter Queen on Cauldron of Blood (300)*
General
– Command Trait: Zealous Orator
– Artefact: Arcane Tome (Universal Artefact)
-Lore of Shadows: Mindrazor

Battleline
15 x Blood Sisters (450)*
Reinforced x 2
10 x Blood Stalkers (360)*
Reinforced x 1
5 x Blood Sisters (150)*

Units
5 x Khinerai Heartrenders (100)*
5 x Khinerai Heartrenders (100)*

Endless Spells & Invocations
Heart of Fury (50)

Core Battalions
*Battle Regiment

Total: 1950 / 2000
Reinforced Units: 3 / 4
Allies: 320 / 400
Wounds: 100
Drops: 2

It’s always nice to see a Norathi list! Since her price hike, I think they make more sense than ever. Even though it will always be scary not taking the big momma, once you spread those points over more synergistic bodies, you can end up with a surprising amount of redundancy and board control.

And that’s _kinda_ what Liam has gone for here – by replacing the 700 pt Morathi with a Frostheart Phoenix – which is a durable, fast monster at less than half the points, and a newly-bargain priced Slaughter Queen on Cauldron. Between these two pieces, Liam brings to bear overlapping auras of -1 to wound and +1 to save, which, combined with -1 damage from the Heart of Fury, go a long way to making the fragile Daughters able to take a serious punch.

Beyond that, it’s the usual block of 15 stab sneks, but he’s also brought 10 bows – which I think are pointed for the double shoot but still offer decent ranged output – and the usual double khinerai for amazing scoring options.

A really nice balanced list that cleaned up some strong meta opponents, losing only to what is quickly becoming the clearly-over-tuned Gloomspite book!

Final Tournament Placings

Top Three AoS Lists for Sheffield Slaughter

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This is the top three AoS lists for the Sheffield Slaughter that took place in the UK on the 21st and 22nd of February. It involved 98 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

Army Faction: Gloomspite Gitz
Subfaction: Jaws of Mork
– Grand Strategy: Defend What’s Ours
– Triumph: Indomitable x2

LEADERS
Skragrott, the Loonking (160)*
Squigboss (80)*
– General
– Command Traits: The Clammy Hand
Madcap Shaman (70)*
Artefacts of Power: Moonface Mommet
– Spells: The Hand of Gork
– Aspects of the Champion: Tunnel Master

BATTLELINE
Boingrot Bounderz (420)
Bounder Boss
Squig Hoppers (540)
Squig Hopper Boss
Squig Hoppers (180)
Moonclan Stabbas (125)**
Bad Moon Icon Bearer
– Gong Basher
– Moonclan Boss
– 3 Barbed Nets
– Stabba
Moonclan Shootas (125)**
– Bad Moon Icon Bearer
– Gong Basher
– Moonclan Boss
– 3 Barbed Nets

OTHER
Marshcrawla Sloggoth (150)
Sneaky Snufflers (110)**

CORE BATTALIONS
*Command Entourage – Magnificent
**Galletian Sharpshooters

TOTAL POINTS: 1960/2000

It’s amazing what a new book can do, and Dan Bradshaw has pivoted from Beasts of Chaos to Gloomspite Gitz following their (near-) simultaneous release. Guess we know which one he thinks is better in the current meta. A lot of the army will be familiar with those who played Gitz through the dark times of the last 3 years, and indeed much of the ‘tech’ that is used has been hardened on the crucible of defeat throughout that time.

Dan has no doubt benefitted from his knowledge of the game and the other armies, but it’s still good to see Gitz doing well with an immediate 5-0 out of the gate. Some of this is going to be ‘what does that do’ as people get used to the new army. Other Gitz players did not perform so well, with long term Trogg player – Stuart – going 1-1-3 (but close in all 5!)

So how does it work, and how do you beat it? Well I may leave the 2nd question for a few weeks yet (got to have some time under the light of the moon), but Dan has gone for a toolkit of toys. Skragrott is much improved, and much cheaper – gaining the Warmaster trait and so being able to play with the moon. The Squigboss gives out helpful bonuses and makes Boingrot Bounders battleline (allowing Dan to take 15 of them). The final character is the Madcap with the two stalwarts of Hand of Gork and Moonface Mommet. Both of which are back and both of which are still as good as ever (dare I say essential).

There’s some support in the Marshcrawler and Snufflers both of which buff the other units. The stabbas and shootas are for objective control (within 9″!) and the hitting power comes from Hoppers and Boingrots. Now they have consistent movement (10″+D6 and 7″+D6″) respectively, can run and charge under the moon and cause mortal wounds… plus the squigs can do some real damage. In the previous book I was very happy if my hoppers moved 10″ as (with run) this was normally enough for a maximum attempt at mortal wounds. Now there’s limited risk and the 10″+D6 is much more generous than I expected.

It’s a great start, but we’ll see if this is a ‘flash in the pan’ or a genuine 5-0 consistent battletome. Only time will tell, but well done to Dan for a really good start.

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Allegiance: Fyreslayers
Lodge: Vostarg
– Grand Strategy: Master of the Forge
– Triumphs: Indomitable

Leaders
Auric Runefather (120)**
General
– Command Trait: Spirit of Grimnir
– Aspect of the Champion: Tunnel Master
Auric Flamekeeper (90)***
Auric Flamekeeper (90)***
Auric Runesmiter (120)
Forge Key
– Prayer: Ember Storm
Auric Runemaster (130)
Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse
Battlesmith (150)***
– Artefact: Nulsidian Icon

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

Endless Spells & Invocations
Molten Infernoth (40)

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

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 162
Drops: 10

Kevin: With Bounty Hunters out and foot heroes in, there’s a resurgence in non-Magmadroth Fyreslayers. This list abandons the ‘droths entirely for an all-foot list. Its plethora of GCs means it has a solid footing in this season’s tactics.

Andrew’s running Vostarg, the sub-faction for buffing Vulkites, and his six heroes rounding out the leaders are the usual suspects for any Vostarg list, excepting the foot-father. No Fyreslayer can leave home without a Nulsidian Icon Battlesmith for the 4+ spell ignore, and double flamekeeper is basically a must-have for any Vostarg list. Flamekeepers allowing out of phase charging – the combat phase in this case – is absurdly powerful, as is adding damage to the high amount of attacks Vulkites enjoy. The runefather can further pump up those attacks once per game.

In a bit of an oddity for Vostarg, Andrew has added 15x Hearthguard to support his Runefather. This not only gives him some bodyguards, but also some objective holding power that can hit back hard. Those poleaxes’ mortal wounds can rack up fast. Further, with ember storm (prayer to run and charge) and Tunnel Master, the Hearthguard can speed ahead and have the runefather simply teleport to them without fear of them losing their ward or him losing his bodyguard. Tunnel Master can also allow the runefather to position perfectly to share his once-per-game buff with the vulkites. The hearthguard can also be pumped up or charged by the flamekeepers if need be.

The Vulkites do what Vulkites do in any Vostarg list: die while doing damage, pump the flamekeepers, then punch back absurdly hard – either by running and charging or combat-phase-charging. The 30x Vulkite unit will receive buffs excellently as well as Rally’s from the Battlesmith. 30 charging Vulkites with the runefathers and flamekeepers can output, theoretically, 121 attacks of 3 damage (especially with GV battalion allowing them to fight through each other). Those high attack numbers certainly spell trouble for his Nighthaunt opponent. There’s nothing quite as sweet as charging that into an opponent in their combat phase and then activating strike first to wipe out a unit before it gets off its activation. The two units of ten Vulkites can either be deepstriked by the Runesmiter or stay on the field to act as screens, food for the flamekeepers, or objective holders.

The infernoth accomplishes the beautiful Grand Strategy of keeping an invocation on the field while also chasing around Galletian Champions. It can also be used as a poor-man’s fyrewall in some cases, particularly against large bases like Archaon or Mawkrushas.

This list results in the classic Fyreslayer playstyle: a wave of naked dudes with axes that just can’t be removed from objectives. They trade incredibly well with anyone willing to try to remove them in the combat phase, making that route a daunting task. At the same time, shooting is hampered by a 4+ rally under a 6+ ward (5+ ward, occasionally) from the Battlesmith who can not be shot.

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Allegiance: Disciples of Tzeentch
– Change Coven: Guild of Summoners
– Grand Strategy: Master of Destiny
– Triumphs: Indomitable

Leaders
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Cult Demagogue
– Lore of Fate: Treacherous Bond
– Lore of Fate: Arcane Suggestion
Fluxmaster, Herald of Tzeentch on Disc (170)*
Universal Spell Lore: Ghost-mist
– Lore of Change: Bolt of Tzeentch
Magister (120)**
– Lore of Fate: Shield of Fate
– Universal Spell Lore: Ghost-mist
– Aspect of the Champion: Tunnel Master
The Blue Scribes (160)**
Fatemaster (140)**
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Shield of Fate
– Lore of Fate: Arcane Suggestion

Battleline
10 x Pink Horrors of Tzeentch (250)*
10 x Pink Horrors of Tzeentch (250)*
10 x Tzaangors (180)*
10x Pair of Savage Blade
10 x Tzaangors (180)*
10x Pair of Savage Blade
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield

Endless Spells & Invocations
Chronomantic Cogs (70)
Purple Sun of Shyish (90)
Umbral Spellportal (80)

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Spell

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 97
Drops: 4

With more chickens than a KFC basket, we have another Guild of Summoners list doing extremely well this weekend. While Kaleb called in the support of a Krondspine to give him time to get those Lords of Change on the board, Stephen goes the more traditional (and pink) tarpit of Horrors to slow his enemy down. Another big change to several other Guild of Summoners lists is that it doesn’t start with a LoC/Kairos on the board at the beginning, allowing more Arcanite casters to be taken instead. This is key, as one way of shutting down a Guild of Summoners list is to kill the mortal characters who the Lords of Change must be summoned through. With three such characters, it’s going to be hard to do that to Stephen’s list.

Once the summoning does get going, the shooty Lord of Change is great here as it’s up to 12 shots, hitting on 3s, wounding on 3s (or 2s if the Fatemaster is nearby), rend -1 BUT if you’re shooting at something in Purple Sun range (helpfully auto-cast by The Blue Scribes) now you’re at rend -2. Have the Curseling use a pair of Destiny Dice to make Arcane Suggestion’s armour debuff be unable to be unbound, suddenly those shots are up to rend -3.

Tzaangors being surrounded by wizards is also a great pick as they’re be doing mortal wounds on 4+ at range, rolling a number of equal to the number of wizards within range, so probably at least 5 dice T1, increasing as the game goes on. Twice. The last troops choice is Kairics, probably there for cheap screening, but get their warscroll spell off and shoot them at the Purple Sunned/Arcane Suggested unit and that’s another 10 rend -3 shots going down range.

All in all, a great take on Guild of Summoners, throwing in a couple of Galletian Champions for battle tactics and being able to quite easily access 4/5 of the Tzeentch specific ones.

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

Leaders
Abhorrant Archregent (240)*
Lore of Madness: Deranged Transformation
– Aspect of the Champion: Fuelled by Ghurish Rage
Abhorrant Ghoul King (170)*
Lore of Madness: Spectral Host
Abhorrant Ghoul King on Royal Terrorgheist (450)*
General
– Command Trait: Hellish Orator
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Lore of Madness: Bonestorm
Abhorrant Ghoul King on Royal Zombie Dragon (430)
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

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

Core Battalions
*Warlord
**Galletian Veterans

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 97
Drops: 7

Discord user: gualtikhan: This list utilizes the full summoning power from the fec Heroes to maximize the number of summons it brings to the table. This adds some mass with which to take the board and pin the opponent off of the objectives. This helps counter the faction’s natural lack of durability as well.

There are some really good spells, mainly a couple of really strong unit buffs (+d3 attacks, +1 attack, 5+ ward, reroll to wound, +1dmg) but fec typically lacks the reliability to cast those often enough. In particular, this list relies on spectral host, combined by the +2 movement of the subfaction, to give the two dragons and the flayers an huge threat range.

Crypt flayers’ ranged attack has big variance but against the right unit can definitely pack a punch. I’m a bit surprised to see arcane tome for an extra unreliable cast instead of the more often taken garland, for -2 bravery, increasing both the efficiency of the scream attacks and the bravery damage.

The aforementioned buffs to damage output synergize really well with the fec command ability to fight twice, allowing one buffed unit to pack some serious damage, and also helping to burst open some bunkers against imperfectly deployed armies.

The teleport is great as it helps with scoring battle tactics and objectives greatly in this edition, and it can be used also to let the flayers scream the right unit at the right time.

All in all this is the best attempt l’ve seen at running Fec, which is a subfaction that is having an hard time right now, having several key units with poor durability and a weakness to alpha strikes, since killing the heroes would prevent their summoning.

Final Tournament Placings

For the full final positions, visit Best Coast Pairings.