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.
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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.

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.

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.

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





