Category Archives: Ogor Mawtribes

Top Three AoS Lists for the Borderlands Bash

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This is the Top Three AoS lists for Borderlands 2k Bash that took place at Borderlands Comics and Games in Greenville, SC on November 19th. There were a total of 12 players competing in this three-round event.

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: Ogor Mawtribes
Army Subfaction: Underguts
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
Frostlord on Stonehorn (445)*
– Mount Trait: Rockmane Elder
Butcher (135)*
– General
– Command Trait: Master of Magic
– Cleaver
– Spells: Molten Entrails
Slaughtermaster (135)*
– Artefacts of Power: Gruesome Trophy Rack
– Spells: Blubbergrub Stench

BATTLELINE
Ogor Gluttons (265)*
– Tribal Banner Bearer with Lookout Gnoblar
– Bellower
– Crusher
– Paired Ogor Clubs or Bluntblades
Leadbelchers (170)*
Leadbelchers (170)*

Artillery
Ironblaster (170)*
Ironblaster (170)
Ironblaster (170)
Ironblaster (170)

Terrain
Great Mawpot (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: (2000/2000)

Patrick: When the Ogor Mawtribes Battletome was released it was a fair assumption that some unit spamming/abuse would come out of the new book. Tobias made this assumption as well and decided to test the waters by dropping as many Ironblasters as he could on the table. “Ironblasters are awesome,” Tobias told me. “I’m not playing Ogors because I want to play greenish stunted gitz… So none of that in my list.” He is also taking advantage of the -1 to wound from Rockmane Elder, providing some extra beef on the Stonehorn.

His Ironblasters played well into all of his matchups, although with some minor difficulty into Idoneth Deepkin due to shooting restrictions that the army carries with it. His Ironblasters killed Bloab Rotspawn in the first round of his second match. Two units firing the long range shot were able to remove him from across the table, and went on to table his Nurgle opponent by the bottom of round 2. “They will be a meta pick. If I had a big event I’d run them, but they weren’t great fun.” It may be too early to say if the warscroll needs some adjustments, but I think at the very least we will see a points increase in the future.

Congratulations to Tobias on his win, and we hope to see more lists from him in the future (the upcoming Cherokee GT, perhaps?).

Army Faction: Soulblight Gravelords
Army Type: Kastelai Dynasty
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
Manfred Von Carstein (380)
Spells: Fading Vigour
Vengorian Lord (280)
– General
– Command Traits: Swift and Deadly
– Artefact: Fragment of the Keep
– Spells: Invigorating Aura, Amethystine Pinions
Belladamma Volga (200)
Spells: Vile Transference

BATTLELINE
10 x Blood Knights (390)*
– Kastellan
– Standard Bearer
10 x Blood Knights (390)*
– Kastellan
– Standard Bearer
5 x Blood Knights (195)*
– Kastellan
– Standard Bearer
10 x Deathrattle Skeletons (80)**
– Skeleton Champion
– Standard Bearer
– Champion’s Mace or Halberd
10 x Deathrattle Skeletons (80)**
– Skeleton Champion
– Standard Bearer
– Champion’s Mace or Halberd

CORE BATTALIONS
* Bounty Hunters
** Expert Conquerors

TOTAL POINTS: (1995 / 2000)

Patrick: “After narrowing down to Soulblight, I went back and forth between a horde of Zombies and Skeletons and a mixed armes list like we have ssen across the meta. However, I thought ‘I own 25 Blood Knights,’ why not run all of them.” And run them, he did, to great effect. The list sees Manfred and a Vengorian Lord bringing buffs and spellcasting to round out his list, as well as some Expert Conqueror Skeletons for objective maintenance. Manfred’s base size came in especially handy due to his unique command ability, providing +1 to hit and wound wholly within 12”. His base size and careful positioning meant that Stuart could have at least 2 units of 10 knights with 2+/2+, -1 rend, and 2-3 damage lances.

Belladomma works to provide a quality fighter to deal with chaff units. Her ability to turn salin models into Dire Wolves worked in Stuart’s favor to keep the board saturated with threats, and can be used to bait an opponent’s dispel attempt to make room for casting from Mannfred and the Vengorian Lord.

Army Type: Maggotkin of Nurgle
– Army Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration

– Triumphs: Inspired

LEADER
Bloab Rotspawned (320)
– Spells: Gift of Disease
Orghotts Daemonspew (320)
Lord of Afflications (230)
– General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts of Power: The Splithorn Helm

BATTLELINE
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
10 x Plaguebearers (150)**
10 x Plaguebearers (150)**

ENDLESS SPELL
Ravenak’s Gnashing Jaws (60)

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
* Bounty Hunters
** Expert Conquerors

TOTAL POINTS: (1980/2000)

Patrick: Jake’s Nurgle list was tooled to the event. “With Prize of Gallet on the list it was going to be incredibly hard to score if I went first.” This meant that he had to break away from his original list (which included no Galletian Veterans) and build in two units of Plaguebearers. They are cheaper than Blightkings, and in this instance would perform the same duty. That left three units of flies, one to deep strike with the Lord of Affliction and one to Drowned Men across the table and lock his opponent down.

Jake feels that some better deployment of Bloab could have kept him alive longer. Ravenak’s Gnashing Jaws would have done a lot of work into Tobias’s chaff units, and he may have been able to get a better performance in the third round. “Mawtribes are gross now,” he told me, but he is happy with the list and his performance. “The list did what I expected it too. Flies and Jaws eat the grunts and you aim the Maggoth lords at their heroes.”

He made some final notes in our conversation as well. “Nurgle is fine, the thing that bothers me the most is the lists that are winning are the same archetype. I’d love to see a non-Drowned Men win rate. The issue is everything in that book just pushed it towards that load out. Better units, better artefacts into the best subfaction.” His next event will see the use of a Great Unclean One in more close-range battleplans, one of which will include a “no deep strike” rule.

Army Type: Seraphon
– Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Show of Dominance

– Triumphs: Inspired

LEADER
Skink Starpriest (130)**
– General
– Command Traits: Master of Magic
– Artefacts of Power: Fusil of Conflagration
– Spells: Levitate

BATTLELINE
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
Dread Saurian (545)**
Dread Saurian (545)**
Dread Saurian (545)**

CORE BATTALIONS
* Expert Conquerors
** Linebreaker

TOTAL POINTS: (1990/2000)

Patrick: This list is the perfect example of why I love one-day events. The fact that large prizes generally aren’t on the line means that people will be more willing to accommodate casual crowds and test off-meta lists. Jon’s list fits this perfectly.

“The idea…was to make a bad list” Jon told me during a discussion. The Greenville AoS community tends to be newer or more casual players than he normally plays. He didn’t want to create a list that would completely shut other players out. Jon told me “I like the idea of giant lizards stomping around, and this was the only time I would ever actually run them at an event.” Dread Saurians will certainly feel robust in a Thunder Lizard list, but overall they won’t accomplish very much. They’re an ideal unit for new players to feel good dumping wounds into without getting punched back too hard, but players also need to be sure to watch the Skinks, since it would be easy to focus on the big intimidating models while Jon’s battleline consistently scores VP. It’s a lesson in threat assessment and target priority for new players.

While Jon didn’t win the event, he certainly accomplished his goals. Hopefully we see more people approach play with this attitude in event in the future.

Note: Jon did not compete in the final round due to matchups. He was scheduled to face someone he plays multiple times a week, and he decided to give them a chance to play a different opponent (not to mention it is a pain to move three Dread Saurians around).

Tournament Placings

Talk it Out: New Ogor Mawtribes Battletome

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Danny
Ok let’s fill our bellies! For this review, I’m talking to a fellow Sigmar’s Pilgrims club member and our resident glutton, Andy – can you kick things off by telling us about your Mawtribes experience up until now? You’ve definitely beaten the average win-rate with them and you’ve been playing them for a fair old while right?


Andy S
Hello, yes I’ve been playing Ogors as long as I’ve been playing AoS (since 2nd ed.)! I started with a mixed army of mainly dad bods and a big angry cow but that army was really struggling so I made the switch to running a full Beastclaw list. I managed to keep my win rate around 50% but then King Kragnos got his glow up! Since then my win rate is at around 70% and I recently took second at the one-day Sigmar’s Pilgrims event, the Big Bristol Brawl.

Danny Salfield Wadeson
So obviously you won’t have got any new games in with the new book yet but from what you’ve seen on paper – what do you think, if any, are gonna be the biggest differences to how the army plays – or CAN play?
The thing on everyone’s lips of course is the Ironblasters… 2 shots at 30” for d3+3 damage – rend 2 nat or 3 with the subfaction has definitely got some portions of the community in a hot sweat

Andy S
No, yet to play the new book, trying it out next week against the new slaves which should be very fun!

Honestly I don’t think a lot has changed in how the army plays… it’s still a very similar army and fans of ogors will still love this book. For me the army still wants to be charging as they get access to so many MW’s and buffs on the charge and just as before they have access to lots of high damage attacks!

A big change I’m very happy to see is the addition of rend to the gluttons (-1) and ironguts (-2)! I think this, along with the buffs to cannons that you mentioned, as well as to leadbelchers (in the Underguts subfaction) has really helped internally balance the book and I think will lead to a lot more dad bods (carrying cannons) hitting our tabletops!


Danny Salfield Wadeson
Nice, that’s good to hear – and GW have been transparent (as of yesterday’s Metawatch) about their internal balance process, so it’s good to see it’s paying off atm. I know you’re a mammoth fan – let’s double down a bit on the kind of charges we can expect now. Stonehorns and Frosties have been been tweaked, there are new monstrous actions – the one I think is especially strong is ‘Unstoppable Charge’ for allowing a 3D6 ‘flying’ move from there, dealing mortals to stuff they pass over. What do you think the best CHARGE! combos are now – between unit/sub-faction/enhancements etc?


Andy S
Absolutely – the MVP of the last ogor book was without a doubt the Frostlord on Stonehorn (FLoSH) and if anything they have evolved with this battletome! In terms of their warscroll they now have 15 wounds on a 3+ 5+, of that wasn’t enough the new Boulderhead subfaction now gives them an extra 2 wounds. Combine this with the Rockmane Elder mount trait (-1 wound) and you’ve got a big angry cow that’s very, very, tough to kill.

For me 2 FLoSH’s is the way to go but swapping one, or including a Huskguard on Thundertusk (HoTT) as well is a really solid option at only 330 points. In Boulderhead that’s a 16 wound priest on a 4+ save with the ability to add a 5+ ward from a mount trait (another great reason to be in Boulderhead – it lets you take 3 mount traits).

The HoTT also give you access to the other new monstrous action which, although not as good at the new stonehorn one, makes all enemy units within 3” fight last on a 3+ (roll separately for each unit).


Danny Salfield Wadeson
3″ fight last – albeit on separate rolls – is not too shabby is it? You can definitely see the synergies opening up around double charging mammoths ploughing through screens and making for some interesting activation sequences.

And you you did a good job there of calling out some mount traits – what do you feel are the biggest winners and losers of the artifacts and command traits? 3e books in general have been solid in general but a few books have had one thing in each category which makes it really hard not to take it in competitive games. To me, they actually seem pretty sweetly balanced for Ogors!

Andy S
I think, as you said with some other 3e books there are a couple of command trains and artefacts that just won’t see any play my competitive players! However, there are a couple of nice options for each depending on the army you’re running.

For the Gutbusters side of the book the Gastromancer command trait lets a butcher general know the entire Gutmagic lore (Ogors actually have a super spicy spell lore). The other pick for me would be killer reputation on a Tyrant which allows you to pick a second big name and can really help you to make a tanky food general for your army. For the artefacts I love the Flask of Stonehorn Blood which now gives the bearer a 3+ ward for one phase in the game… usually I don’t like one use artefacts but this could really come in clutch!

On the Beastclaw side Touched by the Everwinter is the auto pick command trait for me! Having one FLoSH as a priest (and another with arcane tome) really plugs some huge holes the army had before. For the artefact I love Seat of Alvagr which allows a SH or TT hero to perform 2 monstrous actions. 3d6 move over the screens straight into roaring a key unit – yes please!

Danny Salfield Wadeson
Yeah I was surprised just how good the spell lore looked, especially the Butcher lore! Making RHINOX units count as Monsters for the MWs on charges (CV5) and Molten Entrails – for +1 damage to a monster’s mount on a CV6 both seem super strong. 18″ -1 hit on a 6 is also fairly mad good.

And yeah, those enhancements in general all seem pretty darn tasty to me – on paper they seem to allow a huge range of directions to buff things meaningfully in – pretty impressive.
You mentioned Boulderhead earlier – is that going to be your sub-faction of choice? Do you think the others give some different vectors of play – and either way, are there meaningful options for competitive play in there?

Andy S
Yea it’s always been a good lore but this book has brought lower casting values to some of the spells which really helps… park a butcher next to the mawpot for +1 to cast and it’s actually got some casting power.

I think Boulderhead is the go to when playing multiple stonehorns for sure… an extra 2 wounds on each monster and allowing you to take 3 mount traits is fantastic!

There are definitely other options depending on how you want to play – without a doubt you want to be in Underguts if you are running multiple cannons and units of leadbelchers as the extra -1 rend makes that one of the best builds in the game currently I think. If you want to run Gutbusters without leaning into the shooting, or even a mixed force, then I think Meatfeast is a really fun option, suddenly your units of Ogors are doing MWs on 4+ and then hitting like a truck!


Danny Salfield Wadeson
It does seem like a really viable set, which is great – 3e books in general have been pretty good, but there have def been some books with a couple of complete dud subs that only very diehard narrative fans would run!
Penultimate question here – which warscrolls do you think are the biggest winners and losers overall? Let’s forget the Gnoblars as it really seems they need to be FAQd. Anything you were disappointed didn’t get a glow up, or any units you think finally got made competitive?

From Andy’s insta – apprentice_of_sigmar

Andy S
Yea great question! Without a doubt the cannons got a huge glow up, probably the biggest in the book. So many ogor players already owned at least 1 or 2 Ironblasters and it’s great that they can finally see the tabletop! Is this the start of GW making artillery great? Probably not but it’s fun whilst it lasts haha! Gluttons and Ironguts have both also improved massively – the extra -1 rend to both units and the change to the paired weapons options for gluttons is a glow up I was really hoping for! The whole gutbusters side of the book how has a chance to be competitive!

For me, as a predominantly Beastclaw Raiders player, one of the biggest losers in the book has got to be the Stonehorn beastriders (the Thundertusk variant doesn’t deserve a mention haha)! It’s bonkers that the models still don’t have the elite keyword so they are essentially useless if they go off alone which is exactly what they should do… they took away the crossbow shot (despite the fact the model carries one) and it’s got a 4+ save and hits on 4+ with its best attack… I’ve played a few games now and I’m very unimpressed!

Danny Salfield Wadeson
Them not having the elite keyword is definitely very weird. I feel like that might be an FAQ issue – but yeah I hear you on the other things. I guess a lot of ‘current’ Ogors players are basically BCR players so this has probably caused a wave of disappointment. Like you say – foot Ogors with great rend, once per game double-fight on the choppy lads, backed up by genuine shooting gives the book some really well-rounded angles.

Of course, aside from killing stuff you need to be able to score. How do you feel about the matched play rules? I feel like the DoK book started a recent 3e trend for ‘auto-score’ BTs, and ‘Eat Your Fill’ – which is essentially have all your units in combat, and ‘Savour the Taste’ which is the opposite, have nothing in combat – are thematic but kind of ridiculously reliable and un-interactive? ‘Let Them Loose’ – complete 4 Monstrous Rampages – is also going to have a fair few ‘guaranteed opportunities’ if you’re running ‘Horns.

Andy S
I think BCR were the competitive pick for sure but most ogor players have Gutbusters (even if they were collecting dust) so most are enjoying the chance to get them back out!

Might makes right is the same (better for ogor foot hero’s now who count as 5) so the army is still capable of taking and holding objectives – more so once expert conquers disappears. With rangers to the matched play section of the book it’s truly dreadful from start to finish – not a positive word to say about it I’m afraid!

Danny Salfield Wadeson
Can you elaborate? Do you mean in the sense you don’t think they’re easy to score or you’re not happy with the ‘interest value’ of them?

Andy S
Of course! For the Grand Strategies they are terrible. Ready to plunder is just take what’s theirs reworded, On the Mawpath requires you to complete FOUR book battle tactics in a game, Sage of the Monster Hunter requires your general to kill a monster and enough grub for all needs a full mawpot at the end of the game (it must have been emptied and refilled). As much as auto complete GS such these feel like a combination of impossible and copycats… for me they’re just a waste of ink and paper!

The Battle Tactics are slightly better to be fair… still not great but I think situationally you could see yourself picking something like Avalanche of Flash (cause more than 10 MWs from charging in a turn) if you had all your big boys lined up with kragnos behind. One of the ones that require you to have all or none of your units in combat could also come into play turn 4/5 if fewer units are in the board! Again, overall I think book BTs are meh though!

Danny Salfield Wadeson
Interesting! We’ll def be seeing how they shake out in the meta very soon, as they’re a popular army and they’ll be coming out of the woodwork with the new book.

To wrap up – stick a pin in where you think they’ll land competitively. Will the combo of good ranged output and tanky, fast monsters catapult them into A tier – or do you think it’s a big internal balance improvement that will struggle to win events? Who do you think are their red match ups?

Andy S
I think they will settle nicely in the mid-tier following their FAQ, unless cannons and gnoblars remain untouched then they will probably be higher! I think we will definitely see some good player pilot them to 5-0 with 4-1 being very achievable now.

In terms of red match ups – on the BCR side I think they are still very susceptible to good shooting/magic at range so armies! I envisage the new StD book being a massive red match up for the gutbusters too having played one game against them, good saves and decent rend on certain profiles will make for a really tough game!

Danny Salfield Wadeson
Interesting, I def see them as top third, maybe better – I know the results we’ve seen so far are probably somewhat down to the surprise factor – new books with glow ups often have that kind of spike, and Gnoblars MW output is surely broken and not long for this world. But they just have all the tools- strong long range firepower that’s hard to charge (because of the 10 shots with unleash hell), fast, durable monsters with shenanigans and slower, super heavy hitting foot troops. I feel with the 5+ wards the ‘Horns have, magic isn’t too oppressive for them, but I do see them potentially struggling against large tanky infantry units.

A big thanks to Andy for his time and thoughts on Ogors – which he’ll no doubt be terrorising our club with in the very near future. Follow him on Insta at @apprentice_of_sigmar

Top Three AoS Lists for the Lost Legion GT

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This is the Top Three AoS Lists for the Lost Legion GT that took place in Australia on 19th and 20th November. It involved 32 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Ogor Mawtribes
Subfaction: Underguts
– Grand Strategy: No Place for the Weak

LEADERS
Tyrant (150)*
General
– Command Traits: Killer Reputation
– Artefacts of Power: Gruesome Trophy Rack
– Big Name: Fateseeker, Brawlerguts
Slaughtermaster (135)*
Spells: Blubbergrub Stench
Firebelly (130)**
Spells: Billowing Ash

BATTLELINE
Ogor Gluttons (265)*
Bellower
– Tribal Banner Bearer with Lookout Gnoblar
– Paired Ogor Clubs or Bluntblades
Ironguts (270)*
Bellower
– Gutlord
– Rune Maw Bearer
Leadbelchers (170)*
Thunderfist

ARTILLERY
Ironblaster (170)
Ironblaster (170)
Ironblaster (170)*
Ironblaster (170)**

OTHER
Gnoblars (100)**
Groinbiter
Gnoblars (100)**
Groinbiter

TERRAIN
1 x Great Mawpot (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

Declan: I don’t know if the tournament allowed the new book, but Patrick is well prepared for it if they didn’t. 4 Ironblasters never really appeared in the UK meta, but was reasonably common in the US and has appeared in Australia. It’s a great example of how the tournament scenes are different in each country.

Why is everyone talking about Ironblasters….? Well more consistent damage is coming and the Hailshot is getting very good! Expect to see similar lists to this once the book is fully allowed at tournaments.

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Army Faction: Kharadron Overlords
Subfaction: Barak-Zilfin
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Aether-Khemist (90)*
General
– Command Traits: Collector
– Artefacts of Power: Staff of Ocular Optimisation
Aetheric Navigator (85)*
Artefacts of Power: Svaregg-Stein ‘Illuminator’ Flarepistol
Arkanaut Admiral (125)**

BATTLELINE
Arkanaut Company (90)*
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol
Arkanaut Company (90)*
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol
Arkanaut Company (90)**
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol

BEHEMOTH
Arkanaut Ironclad (490)**
Great Sky Cannon
– Great Endrinworks: The Last Word
Arkanaut Ironclad (490)*
Great Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Dealbreaker’ Battle Ram

OTHER
Grundstok Thunderers (270)*
Grundstok Mortar
– 2 x Honour Bearer
– 2 x Aethercannon
– 2 x Aetheric Fumigator
– 2 x Decksweeper
Grundstok Gunhauler (155)**
Drill Cannon

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1975/2000

Randal: There are two primary archetypes of Kharadron Overlords that have been successful this season. There is the Full Fleet list with four or more boats, and the Double Ironclad with an Anvil lists which have also seen a lot of success like this wonderful list from Luca Foerster.

Luca took this list in a slightly different direction from the typical double ironclad lists we have seen in the past, by foregoing the Krondspine or Gotrek anvil choices and instead taking a reinforced unit of Grundstok Thunderers with Special Weapons. This is extra spicy since it gives the unit an enormous amount of firepower but has limited range with most of the weapons limited to 12” or less. This list gets around that restriction by being in Zilfin which gets a hero phase move for one of the Ironclads allowing the Thunderers to jump out and pummel the enemy’s frontline. The usual suspects for heroes and battleline accompany the two heavy boats, but there is a surprise Grundstok Gunhauler which provides a little extra extra for the two big boats in the form of a 6+ ward if it is nearby.

Another surprise here is that Luca has foregone using Spell in a Bottle which is a mainstay for Kharadron Alpha-Strike lists. This is likely a concession to stay in Zilfin and still get a Navigator instead of the common double Khemist builds that we usually see.

There is not much out that wants to play against this, but the lack of mortal wounds output or Purple Sun means that after the Flarepistol and Admiral’s Special Ammunition are used there isn’t much punch left to deal with a good save army that managed to survive the opening
barrage.

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Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Stormkeep)
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)**
Karazai, The Scarred (550)**
Lord-Relictor (145)**
General
– Command Trait: High Priest
– Artefact: Mirrorshield
– Prayer: Translocation
Lord-Castellant (155)**
Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades

Battleline
5 x Liberators (115)
Heavens-wrought Weapon and Shield
5 x Liberators (115)
Heavens-wrought Weapon and Shield
10 x Vanquishers (220)*
Reinforced x 1

Units
2 x Dracothian Guard Fulminators (230)*
6 x Praetors (290)*
Reinforced x 1

Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Holy Command: Call for Aid
Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 108
Drops: 9

Brett: Joel is a member of Measured Gaming (as is Pat who took first) who loves Liberators and Stormstrike Chariots (he has a battle report on youtube with 5 in a single game – against Pat). Very experienced SCE general who has been developing this list since Karazai came out. This army is about Karazai and trying to get him into battle while within range of the Praetors or Gardus (bodyguard and ward don’t stack). The Praetors, as Bounty Hunters, they are capable damage dealers, just a bit slow, with 19 attacks at Rend -1 and 2(3) Damage. The army has a few more surprises, Fulminators are efficient even in pairs and with a 5+ ward if near Gardus, hard to shift. Bounty Hunters can really help them if they are caught in combat, against GV anyway.

Vanquishers are good anti horde (3 attacks against 5 models and 4 attacks against 10 or more) all with Rend -1. The Castellan isn’t the general but still included for utility with his Lantern ability (improved saves or mortal wounds). Teamed with the Vanquishers he can make them as robust Vindicators (3+ save) while they have a much better damage profile. Hallowed Knights grants fight on death to the Liberators and Vanquishers (Redeemers). The same units benefit the most from the army being Watchful Guardians (Stormkeep). They get the benefit of Eternal Conquerors without the battalion (except they only count as 3 models on home objectives before round 3) and when successfully charged while on an objective they do mortal wounds to the attacker.

With the Relictor’s translocate and Liberators counting as 3 models you can sometimes steal an objective in Turn 4 with a unit that is hard to shift and has really strong objective control. The army has a really balanced approach with a solid mix of resilience and damage ultimately finishing only 4 points behind Luca (2nd) who he beat in the 1st round. Ultimately he lost to Pat with the revitalised Ogors and their amazing Ironblasters.

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Allegiance: Soulblight Gravelords
Lineage: Legion of Blood
– Mortal Realm: Ghur
– Grand Strategy: Vampiric Conquerors
– Triumphs: Inspired

Leaders
Vampire Lord on Zombie Dragon (435)*
General
– Deathlance
– Command Trait: Aristocracy of Blood
– Artefact: Soulbound Garments
– Expertise: Martial
– Mount Trait: Foetid Miasma
– Lore of the Vampires: Amethystine Pinions
Belladamma Volga, First of the Vyrkos (200)*
Lore of the Vampires: Amethystine Pinions
Big Drogg Fort-Kicka (525)
Allies

Battleline
10 x Deathrattle Skeletons (80)*
10 x Deathrattle Skeletons (80)*
10 x Dire Wolves (135)*

Units
5 x Blood Knights (195)**
5 x Blood Knights (195)**
3 x Fell Bats (75)*

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 525 / 400
Wounds: 137
Drops: 4

Danny: This list harks back to a brief period around the turn of editions where zombie spam + Big Drogg was a tournament winning Soulblight list. William has ditched the zombies like everyone else while Bounty Hunters is a thing (and here’s to it dying off soon) but kept Big Drogg – and why not? The guy is a source of rend 2 that Soulblight traditionally lack, and, well, he’s a gargant. They’re fast, soak up serious punishment and dish it out in turn – leaing your msu Deathrattle, speedy wolves and Fell Bats (LOVE seeing them) and the tankier 2 units of Blood Knights to head out and score.

It’s an interesting HQ selection too – Belladamma is a great buff piece but not usually taken these days, however for 200 pts she’s relatively cheap, speedy, and can cast a spell on a 6 for a 12″ aura of exploding 6s – which can help Blood Knights hit much more reliably. With her built in +1, she’s also a good Jaws caddy and being able to use the wolves as bodyguards ups her survivabillity.

Topping things off you have the always-reliable Lord on Zombie Dragon, who in Legion of Blood gains a built in horrorghast effect, and gains +1 attack on his Deathlance with Martial Expertise, while Soulbound Garments for +1 save gets him on a 2+ as standard before anything like AoD, Finest Hour – etc – making him SUPER tanky.

The one thing this list doesn’t have is access to good MWs outside of jaws, which may explain the loss to Stormcast – presumably they were able to tank the VLoZD, out-compete William on objectives and strike down Big Drogg with the usual SCE hammers. Still, a great result for an unusual list – I’m loving seeing the variation and the resurgence of top 5 SBGL lists these days after a slow start to the season!

Final Tournament Placings

Top Three AoS Lists for the Slambo GT

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This is the Top Three AoS Lists for the Slambo Grand Tournament that took place in Texas, USA on 5th and 6th November. It involved 65 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: Seraphon
Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Lord Kroak (430)**
Saurus Astrolith Bearer (140)**
Artefact: Fusil of Conflaguration
Skink Priest (90)**
Universal Prayer Scripture: Heal
Engine of the Gods (265)***
General
– Command Trait: Prime Warbeast
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Beastmaster
– Spell: Hand of Glory
– Universal Prayer Scripture: Curse

Battleline
20 x Skinks (150)*
Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 1
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Guard (115)**

Behemoths
Bastiladon with Solar Engine (250)***
Bastiladon with Ark of Sotek (165)***
Bastiladon with Ark of Sotek (165)***

Endless Spells & Invocations
Horrorghast (40)
Chronomantic Cogs (40)

Core Battalions
*Expert Conquerors
**Warlord
***Linebreaker

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 120
Drops: 11

Danny:It’s that man Grigar! Can he be stopped? Evidently not. Playing with ‘old’ points, he’s taken the HQ combo. Interestingly (a relative term when writing about Thunder Lizsts) he’s *tripled* down on Thunder Lizardy goodness with one laser Basti and two meat-shield variants. For 165, their tankiness and base size makes them excellent move blockers and objective grabbers – if they push out a few wounds and a road/stomp into the bargain, so much the better. Amusingly, they’ll only get better once Expert Conqs. dies off.

Lots of skinks make up the battleline, for obvious reasons that we’ve often covered.

So what did he beat and how? (Indulge my guesses) KO would have been dealt with by parking bastis on objectives, whose 1+ saves are generally good at coping with massed rend 1 firepower with little in the way of MWs. DoK I imagine would have straight up melted to Solar Engine firepower, Kroak’s MW output and Horrorghast – that’s a lot of attrition for their fragile frames to deal with even with a 4+ rally.
Fyreslayers may have presented a challenge with their ward saves, possible spell ignores and bodies-on-objectives plan – but skinks in Expert Conqs combined with a well-screened Kroak – and ‘Slayer’s lack of ranged threat – clearly put paid to their angry waddling. Hedonites, bless ’em – if they brought any daemons, the Solar Engine would have been damage three against their heaviest hitters. Lumineth would have depended on the list, but if anything can stand up to their magic it’s Kroak, and without their magic-synergy, the old-book often folds.

GG to GG once again. Now do us a favour and go 5-0 with like, an all-Terradon list!

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Army Faction: Sylvaneth
Subfaction: Heartwood
– Season: The Burgeoning
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable

LEADERS
Drycha Hamadreth (335)*
Spells: Regrowth, Verdant Blessing
Arch-Revenant (120)*
General
– Command Traits: Warsinger
– Artefacts of Power: Seed of Rebirth

BATTLELINE
Kurnoth Hunters with Kurnoth Greatbows (230)*
Kurnoth Hunters with Kurnoth Greatbows (230)*
Tree-Revenants (110)*
Kurnoth Hunters with Kurnoth Scythes (500)**

OTHER
Gossamid Archers (220)*
Revenant Seekers (235)**
Seeker Banner Bearer
– Seeker Hornblower

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1980/2000

Ethan: Howdy, Ethan here for the Sylvaneth bit and wow is this Matt Robisch list a departure from the regular Sylvaneth structure we’ve seen in the 4-1+ crowd thus far. Heartwood is a relatively standard pick but the Season selection of the Burgeoning is the beginning of a picture showing a more durable, less mobile and less spell dependent Sylvaneth army. This is a list that requires enormous skill to play as it is elite, relatively fragile despite the defensive season and lacks many of the tools such as the Spiteswarm hive and a battlemage which allow for the single-unit Strike and Fade strategy regularly seen which plays like a scalpel, removing a unit a turn as magic support pushes for board control.

Warsinger and the Seed of Rebirth ensure that the Archrevenant has defensive tools to help it survive incidental MWs and shooting while Warsinger makes the large blocks of Kurnoth hunters sufficiently mobile at the same time as sending the gossamids and revenant seekers into overdrive. 6 bows create a sufficient shooting threat to force opponents to approach the sylvaneth force while Gossamid archers support this to threaten 5-wound heroes and to add tech to slow the advance of a variety of shooting lite armies. Looking at Matt’s MUs, he has admittedly had a relatively lucky run, coming up against 5 armies with little to no shooting with which to remove his gossamid archers. This allows for a greater deal of board control than you would expect into armies with the tools to remove them outside of their unleash and retreat charge phase mechanic.

Outside of this, the list is very much what you see on the tin, Drycha is an excellent damage threat in midrange with her shooting profile further disincentivising charges as 30 shots doing MWs on 6s is nothing to sniff at (average of 5 MWs for the mathematician savants in the audience). The Kurnoth hunters with scythes are supported by the Revenant seekers, bringing 1 back a turn and serving as an anvil with 30 wounds on a 3+ base, supplemented by a 6+ ward (and often a mystic shield, I’d hope). This list holds space well compared to most Sylvaneth lists and functions in the absence of spellcasters, demonstrating a different aspect of the Sylvaneth than we’ve seen thus far and perhaps heralding somewhat the direction many will take their Sylvaneth lists as the book starts to mature and players become more willing to experiment.

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Army Faction: Cities of Sigmar
Army Type: Hallowheart
– Grand Strategy: Mighty Beachhead
-‘ Bloodthirsty

LEADER
1 x Celestial Hurricanum with Celestial Battlemage (290)
General
– Command Traits: Master of Magic
– Spells: Warding Brand, Ignite Weapons
1 x Bundo Whalebiter (490)***
1 x Lord-Castellant (155)***
Artefacts: Arcane Tome
– Spells: Warding Brand Ignite Weapon
1 x Battlemage (100)***
Artefacts: Whitefire Tome
– Ghur
– Spells: Sear Wounds, Elemental Cyclone, Warding Brand, Crystal Aegis, Ignite Weapons, Roaming Wildfire

BATTLELINE
10 x Flagellants (80)*
Prophet
10 x Flagellants (80)**
Prophet
10 x Flagellants (80)**
Prophet

ENDLESS SPELL
1 x Aethervoid Pendulum (40)

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

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

TOTAL POINTS: (1995/2000)

Peter: I reached out to Tom who kindly agreed to give us a quick run down on the way his list works.

Tom Guan: The list does a lot of mortal wounds and good target selection between the dragon and hurricanum shooting, all the casting, and impact hit from the gargant. Let’s it deal with armor fairly well, with conquerer on the flagellants, it can steal objectives pretty well also. I felt like the list had a lot of different play available to it against everything and would play something similar in the future.

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Army Faction: Ogor Mawtribes
Army Subfaction: Underguts
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

LEADER
1 x Butcher (135)**
Cleaver
– Artefacts: Gnoblar Blast Keg
– Spells: Blubbergrub Stench
1 x Hrothgorn (170)**
1 x Tyrant (150)**
General
– Command Traits: Mass of Scars
– Big Name: Fateseeker
– Artefacts: Gruesome Trophy Rack
1 x Blackpowder’s Buccaneers (105)***

BATTLELINE
8 x Leadbelchers (360)*
4 x Leadbelchers (180)*
4 x Leadbelchers (180)*

ARTILLERY
1 x Ironblaster (130)
1 x Ironblaster (130)***
1 x Ironblaster (130)***
1 x Ironblaster (130)***

TERRAIN
1 x Great Mawpot (0)

OTHER
20 x Gnoblars (100)
20 x Gnoblars (100)
3 x Hrothgorn’s Mantrappers (170)

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

TOTAL POINTS: (2000/2000)

Declan: When Peter asked me to comment on an Ogor list for the top 3 series I was happy to oblige… but a little ‘Gut’-ted that they were outside the top 3 – however a 4-1 result is still special with Ogors, so congrats to Bryan on this one.

The US scene has already been a bit strange for Ogors with Ironblasters and Leadbelchers being a lot more common there than on this side of the pond. The approach here is to shoot the world, and then charge and do mortal wounds. However the real tech is in the spell:

Games Workshop via Wahapedia

A low casting value and a bubble make this a great spell when you remember that the Ironblasters have the Rhinox keyword – so they all benefit.

Games Workshop via Wahapedia

And what a benefit. Mortal wounds on a 4+ instead of a 6+ and this is based on the actual charge distance rolled, not what was moved. You also get to shoot with the Ironblasters first. I’ve never known why it hasn’t caught on elsewhere but it is an interesting list that will likely only get better in the new book, where the Ironblaster looks like a beast of a warscroll.

Final Tournament Placings

Top Three AoS Lists for Notorious GT II

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This is the Top Three AoS Lists for the Notorious GT II that took place in New Zealand on 8th and 9th October. It involved 38 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Disciples of Tzeentch
Subfaction: Pyrofane Cult
– Grand Strategy: No Place for the Weak

LEADERS
Lord of Change (400)*
General
– Shrouded in Unnatural Flame
– Chainfire Amulet
– Lore of Change: Tzeentch’s Firestorm
Changecaster, Herald of Tzeentch (140)*
Lore of Change: Bolt of Tzeentch
Fatemaster (145)*
Artefact: Arcane Tome
– Lore of Fate: Arcane Suggestion

BATTLELINE
10x Kairic Acolytes (120)**
7x Cursed Blade & Arcane Shield
– 3x Cursed Glaives
10x Kairic Acolytes (120)**
7x Cursed Blade & Arcane Shield
– 3x Cursed Glaives
10x Kairic Acolytes (120)***
– 7x Cursed Blade & Arcane Shield
– 3x Cursed Glaives

UNITS
6x Tzaangor Skyfires (360)***
Reinforced Once
10x Ungors (65)*
– Mauls & Half-Shields

BEHEMOTH
Krondspine Incarnate of Ghur (400)
Allies

ENDLESS SPELLS & INVOCATIONS
Chronomantic Cogs (40)
Umbral Spellportal (70)

CORE BATTALIONS
*Warlord
**Expert Conquerors
***Bounty Hunters

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS 2000/2000
Wounds: 89
Allies: 400/400
Reinforced Units: 1/4
Drops: 9

Comments: Lord of Change (LoC) along with a Krondspine makes a lot of sense in the current meta. The Krondspine provides melee threat to anchor the centre of the board, while the Lord of Change (and Skyfires) provide mortals wounds at range. Host Arcanum is becoming more common than Pyrofane Cult but Pyro buffs Kairic Acolytes, in particular their ranged attacks (+1 hit and one unit re-rolling their wound rolls). Split between Bounty Hunters and Expert Conquerors these mortals are putting in a lot of work. Umbral Spell Portal and Chronomatic Cogs are the usual endless spells, the portal is very effective at extending the Lord of Change’s reach. The Ungors can be used as the screening unit, and the Skyfires the third hammer. They probably benefit most from the Ungors as a screen in the early turns.

The LoC has the mandatory Trait and Artefact (soon to change with the new book), while Arcane Tome is on the Fatemaster to create the 3rd wizard. James was lucky (?) and faced off against most of the scarier factions, including Seraphon, Daughters and Bonnesplitterz, winning all of them. His last round was against 3rd and is a repeat of a match recently streamed from Nashcon with the same outcome.

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Army Faction: Seraphon
Subfaction: Fangs of Sotek
– Grand Strategy: The Astromatrix
– Triumphs: Inspired

LEADERS
Slann Starmaster (265)*
General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Saurus Astrolith Bearer (140)*
Artefact: Serpent God Dagger
Engine of the Gods (265)*
Artefact: Arcane Tome
– Mount Trait: Starborne
– Spell: Bind Endless Spell
– Universal Prayer Scripture: Curse
Skunk Starpriest (130)**
Spell: Hand of Glory

BATTLELINE
30x Skinks (225)*
Boltspitter, Celestite Dagger & Star-Buckler
– Reinforced Twice
10x Skinks (75)**
Boltspitter, Celestite Dagger & Star-Buckler
10x Skinks (75)**
Boltspitter, Celestite Dagger & Star-Buckler
10x Skinks (75)**
Meteoric Javelin, Celestite Dagger & Star-Buckler

UNITS
2x Salamander Hunting Pack (280)**
Reinforced Once

BEHEMOTH
Krondspine Incarnate of Ghur (400)
Allies

ENDLESS SPELLS & INVOCATIONS
Revenak’s Gnashing Jaws (60)

CORE BATTALIONS
*Warlord
**Battle Regiment

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS 1990/2000
Wounds: 100
Allies: 400/400
Reinforced Units: 3/4
Drops: 5

Brett: Not a lot to say at this point with Fangs of Sotek and it’s continued success two General’s Handbook’s. This list drops Kroak for the more tame Starmaster and adds in both Krondspine and even more skinks. Do Seraphon really need a Krondspine? Maybe not, but he is a tremendous threat that needs to be dealt with and might get your opponent to leave the double reinforced Skink unit alone. With mulitiple screening 10 strong skink units, that can be teleported and summons guaranteeing a few Battle Tactics. Ravenaks would work well into most of his opponents with a maximum movement of 8″. It appears that he’s taken Warlord to get an extra artefact to take Arcane Tome on the Engine of the Gods and bind that to Krondspine. A good way to avoid it going wild.

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Army Faction: Ironjawz
Subfaction: Bloodtoofs
– Grand Strategy: Waaagh
– Triumphs: Inspired

LEADERS
Megaboss on Maw-Krusha (480)*
General
– Command Trait: Hulking Brute
– Boss Choppa & Rip-tooth Fist
– Artefact: Destroyer
– Mount Trait: Fast ‘Un
Orruk Warchanter (115)*
Warchant: Get ‘Em Beat
Orruk Warchanter (115)*
Warchant: Fixin’ Beat
– Artefact: Arcane Tome
– Spell: Da Great Big Green Hand of Gork
Madcap Shaman (80)*
Allies

BATTLELINE
6x Orruk Gore-Gruntas (340)**
Pig-Iron Choppas
– Reinforced Once
6x Orruk Gore-Gruntas (340)**
Pig-Iron Choppas
– Reinforced Once
3x Orruk Gore-Gruntas (170)**
Pig-Iron Choppas
3x Orruk Gore-Gruntas (170)**
Pig-Iron Choppas
5x Orruk Ardboys (85)***
5x Orruk Ardboys (85)***

CORE BATTALIONS
*Warlord
**Bounty Hunters
***Expert Conquerors

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: 1980/2000
Wounds: 144
Allies: 80/400
Reinforced Units: 2/4
Drops: 10

Brett: Another familiar list, taking advantage of the 3rd edition Battletome to take as many Gore Gruntas as possible. Mobile and hard hitting, why not? Unusual features here include the weapons on the Pigs (or their riders?Peter), all have the Pig Iron Choppas. This was common in 2nd edition for the extra attacks,t but in 3rd a combination of coherency and saves made the Gore Hacka’s extra rend the preferred choice. The Mad Cap Shaman has been included (I assume) for his warscroll spell (making one unit -1 to hit from range). On top of this we have a spell casting Warchanter. The last isn’t an uncommon solution (I mean I run it) but I wonder if the Mad Cap would have been better as a Fungoid Cave-Shaman for the CP. A solid list with lots of options, only defeated by the overall winner. 3 big threats moving a minimum of 9″ is a lot to deal with.

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Army Faction: Ogor Mawtribes
Subfaction: Bloodgullet
– Grand Strategy: Tame the Land
– Triumphs: Bloodthirsty

LEADERS
Frostlord on Stonehorn (420)
General
– Command Trait: Nice Drop of the Red Stuff
– Artefact: Splatter-Cleaver
– Mount Trait: Metalcruncher
Huskard on Stonehorn (340)
Blood Vulture
Kragnos, The End of Empires (720)

BATTLELINE
2x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists
2x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists
2x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists

CORE BATTALIONS
*Bounty Hunters

TOTAL POINTS 1970/2000
Wounds: 79
Allies: 0/400
Reinforced Units: 0/4
Drops: 6

Brett: The other big boys (Ogors) who’ve seen a resurgence in recent times. This is an extremely mobile list with real potential to make the most of Kragnos’s The End of Empires qbiliry (it’s easy for these units to be wholly within 12″) and the 3D6 charge. An advantage of that longer charge is you can set up charges beyond redeploy range with a good chance of success. The Huskard synergises well with the Mournfang granting additional movement and as Ogors they naturally enjoy some of the benefits of Eternal Conquerors. Ogors have an extra 2″ movement if they are outside 3″ of an enemy when they begin their move and, if they are inside, they do mortal wounds (D3). That’s on top of impact hits.

The key is to stay away, well away, and kill Kragnos from range since they can charge from outside of 12″. Unfortunately the Frostlord and Huskard are only slightly kinder than Kragnos. The only army to do that well against them were Bonesplitterz. They are monster hunters and everything in this list is a monster. The Wurgog is always an issue for a combat army (needs to get within 12″) and the Big Stikka unit is a monster killer. Still ahead of the new book this is a strong performance.

Final Tournament Placings

Top Three AoS Lists for Trouble at the Mill

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This is the Top Three AoS Lists for the Trouble at the Mill that took place in the UK on 1st and 2nd October. It involved 23 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Ogor Mawtribes
Mawtribe: Bloodgullet
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Frostlord on Stonehorn (430)*
General
– Command Trait: Nice Drop of the Red Stuff!
– Artefact: Splatter-cleaver
– Mount Trait: Metalcruncher
Slaughtermaster (140)*
Bloodgullet 2nd Spell: Molten Entrails
– Lore of Gutmagic: Ribcracker

Battleline
2 x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists
2 x Mournfang Pack (160)*
Culling Clubs or Prey Hackers with Iron Fists
Stonehorn Beastriders (320)*
Weapon: Blood Vulture
Stonehorn Beastriders (320)*
Weapon: Blood Vulture

Units
2 x Frost Sabres (55)*

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 72
Drops: 1

Brett: A real surprise with Ogor’s taking out a smaller event, 5/0 is a fantastic effort. Along the way Peter beat the next the other podium armies and took all 25 of his battle tactics, missing just 2 Grand Strategies. Only one caster with a single cast knowing 2 spells, -1 to an opposing unit’s save (Ribcraker), and +1 damage for an Ogor Monster’s mount’s attacks (Molten Entrails). FrostLord is the general and has the mandatory trait and artefact for Bloodgullet. Grand Strategy is to clear the opponents battleline, Krondspine is along for the ride. Lastly the Krondspine is probably bonded to the Slaughtermaster and the Stonehorns have the Blood Vulture (very long range Mortal Wound (MW)).

The Slaughtermaster is here for his cauldron and is the only slow moving unit ( 6″). The Frost Sabres move 9″ and everything else is moving 12″, all Ogor units count as 2 on objectives and the Stonehorns (because they are Ogor monsters) count as 10. Together that gives them a lot of scoring potential, especially when there aren’t a lot of Expert Conquerors. Combined with their capacity to do mortals at range, impacts mortals and generally a lot of damage minimum size units are especially vulnerable, even 20 clanrats, and let them charge onto an objective for extra movement. Mobility and hitting power also gives an ability to score several Battle Tactics and play into the Grand Strategy (typically Objective holders are Galletian Veterans/Battleline).

Shoot the Stonehorns off the board if you want to win against this list (min 30″ range is suggested). In the current meta though, 3 fairly tough monsters that have mobility and damage is a good choice similar to the 2 and 3 Mawcrusha lists we are seeing. Without Hunters of the Heartland most armies are exposed to the Monstrous rampage abilities with devestating consequences.

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Army Faction: Daughters of Khaine
Subfaction: Khailebron
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Morathi-Khaine (680)**
The Shadow Queen (680)**
Melusai Ironscale (115)**
General
– Command Traits: Zealous Orator
– Artefacts of Power: Arcane Tome
– Spells: Mindrazor

BATTLELINE
Blood Sisters (280)*
Gorgai
Blood Sisters (140)*
Gorgai
Blood Stalkers (540)**
Krone
Khainite Shadowstalkers (150)**
Shroud Queen

OTHER
Khinerai Heartrenders (95)**
Shryke

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 2000/2000

Brett: Morathi-Khaine led Daughters of Khaine list, Kahilebron for command ability teleports (so one unit a turn). Khainite Shadowstalkers is a less common choice, here they replace another unit of Blood Sisters (or reinforcement of the second unit). The composition of the Bounty Hunters battalion is unusual, Blood Stalkers benefit less than Blood Sisters (the combat focused Blood girl). Even the Heartrenders, which we sometimes see in Bounty Hunters, is unusual – they are normally better to avoid combat because they are easy to remove.

All of Baz’s opponents lacked the range to effectively deal with the list and avoid the Blood Stalkers shooting. Particularly with double shooting they can remove a major threat per turn and are very hard to get into with being exposed to Unleash Hell. The surprise is the 2nd round loss to the eventual winner. I’d guess Peter went first, took the risk on the double turn bottom of 1 and charged multiple units. Throwing the Frost Sabres in to take the unleash hell and then hitting the Blood Stalkers with a Stonehorn.

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

LEADER
1 x Verminlord Deceiver (405)
General
– Command Traits: Devious Adversary
– Artefacts: Shadow Magnet Trinket
– Spells: Flaming Weapon
1 x Thanquol (415)*
– 2 x Warpfire Braziers
– 2 x Warpfire Projectors
– Spells: Skitterleap
1 x Warlock Bombardier (115)*
Spells: More-more-more Warp Power!

BATTLELINE
20 x Clanrats (100)*
Clawleader
– Clanrat Standard Bearer
– Clanrat Bell-ringer
– Rusty Blade
20 x Clanrats (100)*
– Clawleader
– Clanrat Standard Bearer
– Clanrat Bell-ringer
– Rusty Blade
6 x Stormfiends (640)*
2 x Windlaunchers and Clubbing Blows
– 2 x Ratling Cannons and Clubbing Blows
– 2 x Shock Gauntlets and Warpstone-laced Armour

ARTILLERY
3 x Warplock Jezzails (120)*

ENDLESS SPELL
1 x Lauchon the Soulseeker (30)
1 x Ravenak’s Gnashing Jaws (60)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1985/2000)

Brett: Again one of the more common lists for Skaven (because it works) with both the Deceiver and Thanquol. I won’t go into too much detail, we’ve covered very similar lists a few times. Thanquol has his skateboard (Lauchon) because he likes to be close on cold nights. Thanquol has a balanced build with equal Braziers (melee) and Projectors (ranged) weapons. Warplock Bombadier as a potential sacrifice to the Great Horned Rat (when he explodes) rounds out the leaders. The troops include the standard screens/objective/action units (Clanrats) and Stormfiends to leave a few scars. Some snipers (Jezzails) and Ravenak’s Jaws finish the list. Surprising number of casts (5) with bonuses so expect the Endless Spells to play a part.

Again flexibility is the key to the list, in most games you will choose who goes first (everything is in a Battle Regiment) and then play for the double. Your main threats (Deceiver and Thanquol) are very mobile with Skitterleap and Dreaded Skitterleap. Your screens are deep (20 clanrats), the Stormfiends are solid mid board threat and Ravenak’s Jaws do serious mortals to slower armies like his last 3 opponents. This combination lets you give away first and react from behind your screens. Because their mobility is tied to spells both the Deciever and Thanquol can even be hidden from shooting armies. Outside of the heroes though it’s a slow list and a lot of battle tactics are hard to score if the opponent spreads out. Thomas dropped 4 Battle Tactics and a Grand Strategy. 4/1 is still a great recovery after dropping the first round.

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Army Faction: Gloomspite Gitz
Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x Troggoth Hag (405)**
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Flaming Weapon
1 x Fungoid Cave-Shaman (95)**
Spells: The Hand of Gork
1 x Madcap Shamans (80)**
Artefacts: Moonface Mommet
– Spells: Itchy Nuisance

BATTLELINE
20 x Shootas (140)*
Bad Moon Icon Bearer
– Gong Basher
– 3 x Barbed Net
20 x Stabbas (150)*
Gong Basher
– Moonclan Flag Bearer
– Stabba and Moon Shield
– 3 x Barbed Net
20 x Stabbas (150)*
Bad Moon Icon Bearer
– Stabba and Moon Shield
– 3 x Barbed Net

BEHEMOTH
1 x Skitterstrand Arachnarok (180)

ENDLESS SPELL
1 x Mork’s Mighty Mushroom (40)
1 x Scrapskuttle’s Arachnacauldron (60)
1 x Aethervoid Pendulum (40)

TERRAIN
1 x Bad Moon Loonshrine (0)

OTHER
1 x Marshcrawla Sloggoth (150)
3 x Rippa’s Snarlfangs (70)**
3 x Rockgut Troggoths (145)***
3 x Rockgut Troggoths (145)***
3 x Rockgut Troggoths (145)***

CORE BATTALIONS:
*Expert Conquerors
**Warlord
***Bounty Hunters

TOTAL POINTS: (1995/2000)

Brett: Here’s someone that doesn’t care to go first, ever, with 12 drops but a great placing for Gitz. 3/2 defeating Nighthaunt (Scarlet Doom), Sylvaneth and SBGL is pretty amazing. There are a couple of unusual units in the list – the Troggoth Hag (Forge World) and Rippa’s Snarlfangs (Underworld band). The Hag is the centrepiece and likely responsible for most of the effectiveness in the list. She has 16 wounds but heals D6 a turn, moves 8″, has a single cast (2 with arcane tome) and can make a unit -2 to hit (or 2 units -1). Very durable, her main melee weapon is 4 damage with Flaming weapon and she still has her ranged attack and D3 attacks with a possible D6 wounds each. She degrades relatively slowly as well.

Apart from her, Rippa’s Snarlfang’s mobility (12″) will give them the chance to dart out and score Battle Tactics. Near the Marshcrawla, the Rockguts will hit on 2s. With the Hag and Skittersrand Arachnacauldron, there are 2 monsters (see above for why that’s a good thing). The Marshcrawla is granting the other Troggoths with +1 to hit within 18″ of him. The Shootas and Stabbas are screens and scoring units but with the Cave-Shaman (who can also get an exta command point) using hand of Gork, they can also be moved to threaten something or to charge and draw an Unleash Hell.

A range of tools, but unfortunately the Gitz are really showing their age and they can be stopped pretty easily (except the Hag) with attacks that have any rend (making them save on 6s – if they have a save). It shows in the scoring where, despite some strong elements Chris dropped 5 Battle Tactics and 2 Grand Strategies. It’s still a really strong performance with either the weakest or 2nd weakest faction.

Final Tournament Placings

Top Three AoS Lists for Epic Level Showdown

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This is the Top Three AoS Lists for the Epic Level Showdown that took place in Georgia, USA on 24th and 25th September. It involved 35 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: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Be’Lakor, the Dark Master (360)*
Allies
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Rancid Visitations

Battleline
10 x Plaguebearers (150)*
2 x Pusgoyle Blightlords (220)*
1x Dolorous Tocsin
4 x Pusgoyle Blightlords (440)*
2x Dolorous Tocsin
– Reinforced x 1
4 x Pusgoyle Blightlords (440)*
2x Dolorous Tocsin
– Reinforced x 1

Units
3 x Nurglings (105)*

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 360 / 400
Wounds: 134
Drops: 1

Brett: We’ve seen the Nurgle Blightlord’s a lot in Season 1, they deny the missions well more than play them well, but to look at this list and think it’s like that would be a mistake. To start with Be’lakor is heading the list (even if he isn’t the general) and it has Plaguebearers and Nurglings even. That’s right there are Galletian Veteran’s in this list. On top of that we have Ravenak’s Gnashing Jaws, the mechanics of this spell are brilliant (roll 3D6 and subtract the target unit’s movement, take the difference as mortal wounds). 3 casts/dispels with Arcane Tome and Rancid Visitations, an anti horde mortal wound spell. Be’lakor is a skill pick, 20% of your army and he can hit really hard but he only has 14 wounds on a 4+ and degrades quickly.

You need to pick your time to commit him and I feel like the durable Blightlords compliment him well. Commit them to the early scoring/battle tactics and bluntening your opponents thrust before swooping in. It might even open up a This One’s Mine which can help a lot with your scoring. The Blightlords are just an effective unit, 8 wounds and 11 attacks each and mortal wounds on the charge and at the end of combat. With disease points they grind units down through a combination of resilience (5+ ward and heal a wound every round) and steady damage. The Nurglings are a natural for either taking an unprotected objective or completing Desecrate the Lands with their Hidden Infestations (they don’t deploy until the end of your first movement phase and must be outside of your deployment).

They arrive 3″ away from Terrain so it will be the next turn before they can do Desecrate. It’s a unique take on a pretty common solution and able to access pretty much all battle tactics (particularly from the GHB). Great work going 5/0 and proving the there is depth to Nurgle.

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Army Faction: Idoneth Deepkin
Subfaction: Mor’phann
– Grand Strategy: The Creeping Gloomtide
– Triumph: Indomitable

LEADERS
Akhelian King (250)*
General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts of Power: Arcane Tome
– Mount Traits: Voidchill Darkness
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur
Isharann Soulscryer (150)*
Prayers: Curse
Isharann Soulrender (120)*

BATTLELINE
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Thralls (390)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Brett: Another different take on the popular infantry heavy Idoneth list. Instead of a 20 or 30 model units Jon is running his Reavers in 10 model trading units. The Thralls are still in a double reinforced unit. The Soulscryer is one reason for the smaller units, they are much easier to Deep Strike. One can garrison the shipwreck as well. The Soulscryer can take 2 units with him and redeploy at the end of the movement phase within 6″ of the edge of the battlefield and outside of 9″ from an enemy unit. Great for battletactics and sniping important things. The Soulrender is returning units with Lurelight. The King has all of the upgrades which include Unstoppable Fury (+2 attacks for each unit within 3″ in High Tide), Arcane Tome/Flaming Weapon (+1 damage) and Voidchill Darkness (-1 hit to enemy attackers).

Rounding out the list are Krondspine and the Shipwreck.Krondspine is interesting choice but helps before High Tide (turn 3) when Idoneth has fight first available before dropping into Ebb Tide where they can retreat and charge (or shoot). Krondspine gives you an offensive threat that needs to be dealt with. Supported by Reavers and even the King from turn 2 it’s a serious threat, even better if it’s still around in turn 3. The small units of Reavers can make effective use of the Tides of Death, there is less on the line if you run and shoot with a small unit that will most likely be taken out next turn. An interesting take on Idoneth that ran very well and scored well throughout, in the end losing to our winner in the final round. No surprises really, Jon is one of the top ranked players in the world.

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Army Faction: Slaves to Darkness
Army Type: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs

LEADERS
Varanguard (560)
General
– Mark of Chaos: Tzeentch
– Command Traits: Inescapable Doom
– Daemonforged Blade and Warpsteel Shield
– Artefacts of Power: Grasping Plate
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness
Slaves to Darkness Daemon Prince (210)*
Mark of Chaos: Khorne
– Hellforged Sword and Malefic Talons
Chaos Sorcerer Lord on Manticore (270)*
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch

BEHEMOTH
Krondspine Incarnate of Ghur (400)
Chaos Warshrine (215)*
Mark of Chaos: Tzeentch
– Prayers: Heal

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Brett: Knights of the Empty Throne (without Archaon) being run here by one of the top 10 players in the world (tough crowd in Georgia). Although there is no Archeon it’s still a hero based list and possibly a prelude to what the end of the year may look like with the new book. Only 2 casts/dispels but with both the Krondspine (Endless Spell protection and massive melee threat) and the Warshrine (Behemoth priest). Both Sorcerers know Mask of Darkness (teleport for Mortal units). Everything except the Daemon Prince is Tzeetch marked (reroll save rolls of 1 for everything except the Incarnate and Untamed Beasts) and a 5+ ward against the effects of magic. Varanguard as general with Inescapable Doom (no retreat within 3″) and Grasping Plate (6″ engagement range and 6″ pile in). We’ll assume they are 6th Circle for the extra damage on the charge.

Playing this well takes some considered action, there are 4 solid hammers but they work best with overlapping buffs. Khorne Marked Daemon Prince has the 18″ halve charge and run rolls, he is best close to something important that you don’t want charged. The Krondspine doesn’t benefit from the armies buffs so can act independently but it’s also strong anti endless spell protection. Varanguard are a mobile threat as is the Sorcerer on Manticore but committing them too early could be a mistake. The Untamed Beasts and Sorcerers are mortals and can be teleported with Mask of Darkness. Great for those Battle Tactics. The Sorceror’s can use Eye of the Gods at the end of the turn if they kill a unit. Probably not something to play into, the Sorcerer’s can be removed relatively easily – even the 12 wounds on a 4+, but something to take advantage of

The ideal set up is probably to have the Sorcerer cast Demonic Power (reroll hits and wounds) on the Varanguard before launching them. Keep the Daemon Prince near to the Varanguard to prevent the counter charge. In earlier turns screen with the Untamed Beasts (both the Prince and Manticore fly so can go over the screen if necessary). Initially everything is likely to stay close to the Warshrine for the 6+ ward, particularly if there is much shooting in the enemy’s list. The loss to Lumineth just highlights the issues Slaves have as a melee army that is relatively slow moving with long range mortal wound shooting. Lumineth in particular aren’t likely to push into to you to score giving little room to react to their shooting, 2 turns across open ground is uncomfortable.

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Army Faction: Ogor Mawtribes
Army Type: Boulderhead
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADERS
Frostlord on Stonehorn (430)*
General
– Metalcruncher
– Lord of Beasts
– Brand of the Svard
Kragnos, The End of Empires (720)*

BATTLELINE
Mournfang Pack (320)*
Reinforced: Once
Ogor Gluttons (250)*
Ogor Gluttons (250)*

CORE BATTALIONS
*Bounty Hunters

TOTAL POINTS: 1970/2000

Brett: Do you like a quick movement phase without the distraction of a lot of units (and models)? But Gargants don’t float your boat then get on Ogors, mini, hungrier Gargants looking for their next meal. They also look pretty angry rather than slow witted so that’s something (I always wanted Ogres as a playable race in Warcraft). With a new book coming there is some light at the end of the tunnel, at the moment Ogors are languishing with a 42% winrate with fairly low representation. I’m going with this must have been a Battle Regiment not Bounty Hunters because Bounty Hunters is only 3 units max. Anyone 2 Generals since Kragnos is no one’s servant (he counts as a General).

The Frostlord has Metalcruncher (D6 MW to a unit within 3″ at start of combat) and as a Boulderhead, Lord of Beasts (1″ extra movement) and Brand of Svard (+1 to hit with melee weapons). Kragnos is handing out his 18″ charge with 3D6 rolls. The Gluttons get an extra 2″ move if they are more than 3″ from all enemy units (they’re hungry) and everything does mortal wounds on the charge. Kragnos is unique there where he makes a charge with different profiles if it is against units or a single monster. His Bellowing Roar as he gets wounded is always funny, in a bad way. If you see Ogors you know they are going to concentrate on stomping you, if they are with Kragnos they will be fairly compact.

Michael recovered really well from his early round losses, eventually finishing higher than both of his opponents. As expected scoring was an issue with 6 dropped tactics and 2 dropped Grand Strategies through the weekend. Congratulations on bringing a pretty unique list.

Final Tournament Placings

Top Three AoS Lists for the Salt Lake Open 2022

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This is the Top Three AoS Lists for the Salt Lake Open 2022 that took place in the USA on 20th and 21st August. It involved 33 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: Fyreslayers
Subfaction: Greyfyrd
– Grand Strategy: Masters of the Forge
– Triumph: Inspired

LEADERS
Auric Runefather (125)**
General
– Command Traits: Spirit of Grimnir
– Artefacts of Power: The Daemon Slayer
Battlesmith (150)**
Artefacts of Power: Nulsidian Icon
Auric Runeson (80)**
Ancestral War-axe
– Artefacts of Power: Axe of Grimnir
Auric Flamekeeper (90)****
Artefacts of Power: Draught of Magmalt Ale
Auric Runemaster (125)****
Artefacts of Power: Volatile Brazier
– Prayers: Heal
Auric Runesmiter (135)****
Forge Key
– Prayers: Prayer Of Ash

BATTLELINE
Hearthguard Berzerkers (320)*
Karl
– Berzerker Broadaxe
Hearthguard Berzerkers (320)*
Karl
– Flamestrike Poleaxe
Vulkite Berzerkers with Bladed Slingshields (160)***
Fyresteel War-pick and Bladed Slingshield
Vulkite Berzerkers with Fyresteel Handaxes (170)***

OTHER
Auric Hearthguard (250)**

ENDLESS SPELLS & INVOCATIONS
1 x Molten Infernoth (40)

TERRAIN
1 x Magmic Battleforge (0)

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

TOTAL POINTS: 1965/2000

Ethan: Holy moly what a collection of lists this tournament presents! In the vein of Bill Souza this list uses many battalions in order to stack up bonus enhancements and abilities but that is where the comparison ends. Fyreslayers are uniquely suited to taking high drop lists in that they, unlike most armies, don’t care about taking first and can weather an enemy double turn thanks to their durability. This opens up a broad cadre of list building options with the sheer number of heroes present here not reasonable for those armies relying on Battle Regiment to have play.

Getting into the list itself, this Greyfyrd army runs a large contingent of cheap foot heroes, using a combination of the subfaction and battalions to outfit the heroes with a selection of the Fyreslayers’ rather stacked artefact list. Prayers are made more consistent, damage output is improved and items like the Nulsidian icon provide spell ignores in a meta still often visited by Nagash’s Favourite Sphere. At 1965 points this list will often get its triumph and the selection of inspired helps to ensure the large units of troops aren’t losing more than they need to to battleshock.
The hero selection here gives this lists an absolute keyring of tools ranging from forgekeys and latchkey grandaxes to the extra CP of the Runemaster and the deepstrike of the Runesmiter. Of particular note is the Flamekeeper, the hero released with the Fyreslayers’ recent FOMO box, which doesn’t often see play in the tournament scene. With such large units of foot troops, his abilities – which are activated at the start of the combat phase whenever 6 models have died near the Flamekeeper since the previous turn – are going off with alarming frequency to provide powerful effects such as:
– 6+ ward (meh)
– Fight on death (alright)
– Charge, including during the enemy turn (!!!!!!!)
– +1 damage (still !!! but less so)

The rest of the list is still exciting (when was the last time anyone saw Auric Hearthguard?) but less in-depth than the heroes. Auric hearthguard deepstrike with the runesmiter and shoot quite well while the remainder of the army racks up objective scoring with difficult to shift statlines and wound characteristics. Putting these in Expert Conquerors and Bounty Hunters is a nice bonus in a list that already has drops to high heaven and the list is capped off with the Molten Infernoth, which gives the list an easy way to achieve its Grand Strategy. The notable bonus of the infernoth over other options is that you aren’t obligated to move it meaning, as the game is coming to a close, you can elect to not attempt a move and thus eliminate the chance of rolling it off the board with hot dice.

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

LEADER
1 x Lord-Relictor (145)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Thundershock
Prayers: Translocation
1 x Knight-Vexillor (120)*
Meteoric Standard
1 x Knight-Vexillor (120)*
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard

BATTLELINE
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime

ENDLESS SPELL
1 x Everblaze Comet (90)

OTHER
3 x Annihilators (200)*
Annihilator-Prime
3 x Annihilators (200)*
Annihilator-Prime
1 x Stormstrike Chariot (165)*
Stormstrike Axe and Tempestuous Spear

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (2000/2000)

Ethan: I mentioned it in the Fyreslayers but my goodness we’re in funkytown. The subfaction here is largely irrelevant but useful for re-rolling a save?

Now we’ve got that out of the way, let’s get to the fun bit. The completely normal general here is a translocating Lord-Relictor and that’s where our dose of normal ends. Five Knight Vexillors. Count ’em. Five. For those not in the know (and who would be?) the Knight-Vexillor is the little Stormcast bloke with a banner. His ability? Do d3 wounds to everything within 6″ of a point anywhere on the board. So that’s 5d3 Mortals, averaging around 8-10 mortals to everything in range. This is then topped off with the Everblaze Comet which does d3, or d6, Mortals within a large area at a 36″ range. What a combo. In a double battle-regiment this list comes in at 2-drop, being one of the few lists that is likely to take the first turn, hitting anything remotely resembling a castle like, well, a storm? (I’m so sorry).

The rest of the list backs up this combination with tools to turn this opening blow into a knockout with a stormstrike chariot thundering around the board (I’ve moved past shame) while the Annihilators and their 2+ save come crashing into the opponents lines and punch a hole while tying things up for the judicators to rain down a squall of shots (we’re still going).

The only loss for this list was against Gargants and honestly, that tracks, considering how the list functions. While the list does incredible damage spread across a huge number of units, it would struggle to deal the concentrated pain required to take down wound-dense Sons of Behemat. What a list. Noe Aquino should be absolutely thrilled with this exciting result.

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Army Faction: Ogor Mawtribes
Army Subfaction: Bloodgullet
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
1 x Huskard on Thundertusk (335)
General
– Command Traits: ‘Nice Drop of the Red Stuff!’
– Blood Vulture
– Artefacts: Skullshards of Dragaar
Prayers: Pulverising Hailstorm
1 x Frostlord on Stonehorn (430)*
Artefacts: Splatter-cleaver
– Mount Traits: Metalcruncher
1 x Hrothgorn (170)*
1 x Butcher (135)**
Tenderiser
– Spells: Ribcracker, Molten Entrails
1 x Frostlord on Stonehorn (430)**
1 x Slaughtermaster (140)**
Spells: Ribcracker, Greasy Deluge

BATTLELINE
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*

TERRAIN
1 x Great Mawpot (0)

OTHER
3 x Hrothgorn’s Mantrappers (170)*

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

TOTAL POINTS: (2000/2000)

Peter: I’m starting this with a caveat! None of us know anything about Ogors…. Mind you we still get some of the comments wrong on lists we do know about so….

We have three characters on Stonehorns or Thundertusks who have a threat distance of 24″ (average 19″). These boys are tough with 13 wounds each, a 3+ save AND a 5+ ward. The Frostlords on Stonehorns can kick out an average of 18 damage before saves if they get a charge in.

The Huskard has the Blood Vulture which allows him to cause a free mortal each turn on any enemy unit within 24″. On top of this he has a tasty missile weapon which on its top bracket will roll 12 dice and will cause mortal wounds on 6’s (if the unit is less than 10 models), 5+ if the target had 10+ models or 4+ if it has 20+ models. He also has a command ability which allows other Beastclaw Raider (those Stonehorns) units within 12″ to re-roll their charges.

Hrothgorn and the Mantrappers are a clever inclusion for objective capturing and battle tactics as they can be set up in reserve and bought on in a friendly turn anywhere on the board more than 9″ from the enemy.

The Yhetees, while not great at dishing out damage can run and charge if they’re with 16″ of a Thundertusk when they do so. They also have the annoying ability to pile in from 6″ away instead of the usual 3″.

Both the Butcher and Slaughtermaster know additional spells thanks to their Bloodgullet allegiance and both have Ribcracker which deducts 1 from a an enemy units save. Molten entrails allows a Ogor Monster to add 1 to the damage of their mounts attacks (great on the Stonehorns), while Greasy Deluge forces an enemy unit to deduct 1 from their attacks.

Sprinkle in things like the Splatter-Cleaver which allows you to heal nearby Ogor units D3 wounds if you were successful with any of that models attacks. And a Nice Drop of the Red Stuff which is a command ability that allows units within 12″ of the general an additional 3″ pile in (9″ pile in for Yhetees).

All of this adds up to a tough and hard hitting army

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Allegiance: Khorne
Slaughterhost: Baleful Lords (Host of Chaos)
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Bloodstoker (80)****
Artefact: Talisman of Burning Blood
Bloodstoker (80)****
Bloodsecrator (125)***
General
– Command Trait: Thirst for Carnage
– Artefact: Black Brass Crown
Skarbrand (380)***
Valkia the Bloody (135)***
Slaughterpriest (100)****
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Prayer: Blood Sacrifice

Battleline
10 x Bloodreavers (80)**
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes

Units
5 x Wrathmongers (145)*
1 x Chaos Chariots (100)***
Greatblades
– Mark of Chaos: Khorne
1 x Chaos Chariots (100)****
Greatblades
– Mark of Chaos: Khorne
4 x Khagra’s Ravagers (125)*
Spell1: Universal Spell Lore: Flaming Weapon
– Allies
9 x Untamed Beasts (70)***
Allies
9 x Untamed Beasts (70)****
Allies

Behemoths
Jabberslythe (150)

Endless Spells & Invocations
Hexgorger Skulls (50)
Prismatic Palisade (40)

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

Additional Enhancements
Artefact
Artefact

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 265 / 400
Wounds: 135
Drops: 16

Ethan: I’m going to coin this list the “Skarbrand launcher”. A multitude of battalions provide a slew of artefacts to this list, mitigated by the untamed beasts’ pregame move ensuring that objectives are contested from word go. The Baleful lords subfaction is usually utilised by “Oops, All Bloodthirsters” builds, however this list has eschewed such choices in favour of a hectic collection of units which all seem to be built around the uniting goal of “Skarbrand runs and charges at anything on the board”.

In the Heroes section, the arcane tome and ghost-mist, in combination with the prismatic palisade create powerful counterplay against shooting lists, ensuring the army’s lack of ranged options aren’t punished before it has a chance to walk up and beat you to a bloody pulp. The combination of Bloodsecrator, Wrathmongers and Valkia ensure that the Reavers punch above their very cheap cost and, with the benefit of additional attacks, the chaos chariots become a threat, aided by their incredible movement to be a scary prospect across the board. Bloodstokers double down on the theme handing out more movement bonuses to their willing whipees. The keyword for this list is mobility and it has it in spades. Castle build? This is the trebutchet, and the keystone boulder is a running and charging Skarbrand, enough to put fear into the heart of even the most seasoned Living Cities player.

Now, let’s talk about the Jabberslythe. I don’t quite get it? For 150 points, Sean knows something I don’t. It can make a high-output unit absolutely self destruct with self inflicted mortals or kill something that is killing it, Magmadroth style, but I’ll be real with y’all: I’m not sure what this does in the list. That said, it’s a very cool inclusion and provides a wonderful end point for a top 3 article discussing some of the most thrillingly different lists I’ve seen in the last few years. AoS is feeling spicy right now for the Johnnys of the world, with the GHB’s maturation proving that initial overreactions to Bounty Hunters were exactly that. Exciting times!

Final Tournament Placings

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

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

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Grand Tournaments

Emerald City Open 2 – USA
32 Players

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

Sacremento Slam – USA
12 Players

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

Dice and Ducks: Decimation – UK
16 Players

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

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This Weeks Stats

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

Rolling 4 Week Stats

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

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

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

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

Faction Stats (Version)

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

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

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

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

In terms of faction popularity:

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

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

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

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

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Grand Tournaments

Northern Ireland GT – UK
32 Players

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

Capital City Bloodbath – Canada
43 Players

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

Gateway Open 2022 – USA
43 Players

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

Salt Lake Open 2022 – USA
33 Players

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

Nashcon GT 2022 – USA
81 Players

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

Snake Eyes – Australia
81 Players

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

Mancunian Carnage: Summer 2022 – Australia
81 Players

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

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

Rolling 4 Week Stats

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

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

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

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

Faction Stats (Version)

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

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

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

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

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

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

In terms of faction popularity:

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

Chance of going 5-0

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

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