Category Archives: Ironjawz

Top Three AoS Lists for Blood in the Snow

This is the Top Three AoS Lists for Blood in the Snow that took place in the UK on 14th and 15 January. It involved 30 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Daughters of Khaine
Subfaction: Khailebron
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Inspired

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

BATTLELINE
Witch Aelves (115)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá
Witch Aelves (115)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá
Blood Sisters (420)*
Gorgai

BEHEMOTH
Krondspine Incarnate of Ghur (480)*

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1965/2000

EDIT: You would think that I – a DoK main – would not get Blood Stalkers and Sisters mixed up – but there’s an interesting case study in assumptions tricking your brain into reading things wrong! To be fair, it doesn’t really change much but either way, my bad – commentary amended accordingly (less Pin-Cushion and more Pins-Needles)

Baz Norman is one of those names you really don’t want to see on your pairings sheet – and he’s ending the old season on another high here with a list that, with the forthcoming points changes and GC rules, is likely dead from here on.

Essentially it’s a riff on the good old fashioned pin-and-cushion list, with two timed-unkillable giant bases in Morathi and Spinedog to back you up while 15 Stab charge in behind them with their huge MW output. I call it, the ‘Pins-and-Needles’ list!

That’s it really. It’s done the business before, it’s done it here again and in the new season this list will be nearly 100 pts dearer and have only the one useful Galley Champ – so hopefully we’ll see DoK lists getting a mix up at least!

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Army Faction: Sylvaneth
Subfaction: Harvestboon
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable

LEADERS
Warsong Revenant (305)*
General
– Command Traits: Spellsinger
– Artefacts of Power: Arcane Tome
– Spells: Treesong, Verdant Blessing
Celestant-Prime (325)*

BATTLELINE
Tree-Revenants (110)*
Tree-Revenants (110)*
Revenant Seekers (705)**
Revenant Soulwarden
– 3 x Seeker Banner Bearer
– 3 x Seeker Hornblower
Spiterider Lancers (420)**
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1975/2000

Peter Twigg here showing that Sylvaneth are starting to put some deep roots down – and that’s before their forthcoming points cuts.

It’s a nasty list – tripling down on Revenant Seekers, those bastards tricky flying cavalry who can feel nigh on indestructible by dint of healing up after they kill something and their ability to bring a model back by themselves – including one of their own. They’re backed up by Lancers – the less tanky but killier ones, all wrapped up in Harvestboon for the pre-game move (for EACH flying-cav unit) of 12″. The threat projection is obvious – you’re likely to start turn 1 swatting more bugs than you’d find at an al fresco jam tasting in August.

Then, just to make your life truly miserable, there’s a Celestant Prime.

The list has the speed to take down tanky targets like SCE and Slaves in the first two games, and also has the recursion and mobility to deal with DoK, losing only to Baz. Another list that may suffer in the new season due to lack of scoring GCs but honestly, when you can just pin and kill everything in the first battle-round, does it matter?

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

Leaders
Megaboss on Maw-Krusha (480)**
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Mighty Waaagh! Leader
– Artefact: Destroyer
– Mount Trait: Fast ‘Un
Orruk Warchanter (115)**
Warbeat: Get ‘Em Beat
Orruk Warchanter – Bonded (115)**
Orruk Warchanter
Artefact: Arcane Tome (Universal Artefact)
– Warbeat: Fixin’ Beat
– Lore of the Weird: Da Great Big Green Hand of Gork

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

Behemoths
Krondspine Incarnate of Ghur (480)

Points: 1,955/2,000

Elite in that special Orc way, Mawcrusha with 3 Warchanters for lots of Violent Fury (+1 damage), 12 pigs and a token 5 Ardboyz. And the Krondspine. It produces a quadruple threat, all hammers list that can be all Alpha strike but has some potential to play for a double if you hold it back until Turn 2/3. The change to -2 Rend boosted Goregruntas a lot and blocks of 6 can remove most threats in a turn. Even better they will usually (being 30 wounds) tie up whatever they charged for a 2nd round where the unreinforced unit can be taken out in 1 turn. This is a multi drop army (2 artefacts) so it probably isn’t going to get first turn unless their opponent thinks they can delay outside of 25”+, the threat range of the Goregruntas with Mighty Destroyers and Get ‘em beat.

But wait there’s more – Get ‘em beat on a Goregrunta unit with the Green Hand of Gork is a very good sniping tactic. You drop outside of 9” (no redeploy) with a 3D6 charge or better than 50% chance of making the charge. Then there’s the Krondspine, a handy addition to Ironjawz who are lagging a little in the win rate. Quadrulple threats with the potential to remove units quickly and restrict your scoring. But at the same time if the opponent is too mobile or spreads then other army lacks the units to pursue. If they Orks get to dictate play you are in trouble but they are vulnerable to mortal wounds (or spells really) and archers. And with so few units it’s hard to score Battle Tactics. High risk high reward list for a High risk high reward army – very orkish.

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Allegiance: Slaanesh
Host: Lurid Haze Invaders Host (Host of Chaos)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
The Contorted Epitome (245)*
General
– Command Trait: Feverish Anticipation
– Artefact: Oil of Exultation
– Lore of Slaanesh: Hysterical Frenzy
Sigvald, Prince of Slaanesh (205)*
Glutos Orscollion, Lord of Gluttony (440)*
Lore of Pain and Pleasure: Battle Rapture

Battleline
22 x Blissbarb Archers (280)**
Reinforced x 1
22 x Blissbarb Archers (280)**
Reinforced x 1
5 x Hellstriders with Hellscourges (135)*

Units
5 x Blissbarb Seekers (220)*
5 x Centigors (85)*
5 x Centigors (85)*

Endless Spells & Invocations
The Burning Head (20)

Core Battalions
*Battle Regiment
**Expert Conquerors

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 125
Drops: 3

Peter published these meta stats earlier this week, and according to it the Hedonites are…. *searches through list*… sleeping in. Apparently they are sick in bed with a terrible case of old book-itis, and would prefer not to have to have their names added to anything, thankyouverymuch.

In reality, Slaanesh is in a tough spot right now. They are stuck with Hero-hammer being the best way to field their most effective units while dealing with a GHB that rewards armies with good troops. They want to kill their opponents, but if they do it too well they break their own summoning mechanic. They want to get their heroes stuck in, but on a good day Sigvald is still going to fold under the weight of a decent opponent (there is only so much a 3+ save and 4+ ward can do when you’re starting out with 6 wounds).

All that said, what this list seems to want is to place as many threats on the board in as many places as possible. Blissbarb archers aren’t going to stand up to dedicated fire, but are fast enough to place bodies where you need them, potentially stealing an objective right out from under their opponent. The Seekers, Hellstriders, and Centigors are also present to make use of those relatively fast movement speeds to tie up and harass their opponents. The heroes waver between support (Glutos) and damage (Sigvald), both of which can very effectively support the other.

I expect once the new GHB is released and adopted by more tournaments we will see drastically different list-building styles from Hedonites. Whether those modified lists will see top 3s remains to be seen.

Final Tournament Placings

Top Three AoS Lists for SoCal Masters

This is the Top Three AoS Lists for the SoCal Masters Grand Tournament that took place in Texas, USA on 7th and 8th January. It involved 10 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: Beasts of Chaos
– Army Subfaction: Allherd
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADER
1 x Dragon Ogor Shaggoth (155)**
– Spells: Hailstorm, Sundering Blades
1 x Tzaangor Shaman (135)**
– General
– Command Traits: Dominator
– Artefacts: Blade of the Desecrator
– Spells: Vicious Stranglethorns, Wild Rampage
1 x Grashrak Fellhoof (150)**
– Spells: Savage Dominion, Wild Rampage

BATTLELINE
10 x Ungors (65)***
– Brayhorn
– Banner Bearer
– Ungor Blade and Half-shield
10 x Ungors (65)***
– Banner Bearer
– Brayhorn
– Ungor Blade and Half-shield
30 x Tzaangors (525)***
– Twistbray
– 2 x Icon Bearer
– 2 x Brayhorn Blower
– 4 x Tzaangor Mutant

ENDLESS SPELL
1 x Wildfire Taurus (70)
1 x Ravening Direflock (30)

OTHER
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*
1 x Tuskgor Chariots (65)*
5 x Grashrak’s Despoilers (150)**

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

TOTAL POINTS: (1980/2000)

Danny: Beasts of Chaos are finally running scared….of their new book. Because it contains at least the possibility of them being balanced.

In the meantime, you have something like this. In case you’re unfamiliar with how BoC work, let’s just say they do everything, with loads of bodies that punch above their weight (thanks to the Herdstone which gives rend that stacks by battle round and a 4+ rally emanating in an increasingly large aura by battle round) coming in from board edges when you least want them to.

For those who are experienced in such matters, let’s look to the innovations in this list. Well, it takes Grashrak Fellhoof and his merry band of Despoilers for a spin, on loan from Underworlds – who allows Brayherd units (i.e. most of the stuff in the list) to get…+3 to their movement…and a tasty spell for d3 mortals and +1 to hit for all units into that target. In true BoC fashion, that would probably be good value enough on its own but the 5 Despoilers in tow act as a bodyguard/ablative wounds too.

Beyond the usual ‘borrowing’ of the best stuff from the new Tzeentch book, the list also includes a token Tuskgor chariot. You don’t see those every day! But for 65 pts it’s a 10″ move, 6 wound on a 4+ piece with minor chip damage – but it’s 65 pts and moves 10″, who cares what else it does. The things BoC have access to for under 75 pts never ceases to amaze me.

Wishlist from the new book: change everything. Yes the models are old and ugly but their rules don’t need to match.

Of course – kudos to the general, as no army can win without skill. And there’s a lot to remember with BoC.

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Gregory Brewer 3/0/2

Army Faction: Orruk Warclans
Army Type: Ironjawz
– Subfaction: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumph: Inspired

LEADERS
Orruk Weirdnob Shaman (90)
Spells: Da Great Big Green Hand of Gork
Megaboss on Maw-krusha (480)*
General
– Boss Choppa and Rip-toof Fist
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Bash ’Em Ladz
– Bonding: Krondspine Incarnate of Ghur
Orruk Warchanter (115)*
Orruk Warchanter (115)*

BATTLELINE
Orruk Ardboys (85)*
Orruk Ardboys (85)*
Orruk Gore-gruntas (340)**
Jagged Gore-hacka
Orruk Gore-gruntas (170)**
Jagged Gore-hacka

BEHEMOTH
Krondspine Incarnate of Ghur (480)*

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1960/2000

Brett: Two things Ironjawz don’t love; huge screens (that they don’t clear on the first attempt) and lots of rend. Beasts bring both. Greg bounced back from a first round loss to the eventual winner before losing again in the 4th round to Kruleboyz (KB). Mortal wounds can be an issue for Ironjawz and 21 Boltboyz in 2 x 9 and a 3 man create some problems. Greg’s tried to increase damage output by taking Bash ’em ladz (+1 to wound rolls) but it’s not reliable with the high casting value. This list trys uses the Mawcrusha and 6 Goregruntas as the dynamic damage combination with the Krondspine as a 3rd threat/pining piece. Unfortunately, screens and MW shooting is a tough ask for a melee army. With poisons and MW those Boltboyz are removing a pig or two with Unleash Hell.

Other than his 2 losses though Ironjawz punished his opponents. Krondspine works great in the list either pining something important or distracting attacks from the Mawcrusha. 6 Gore gruntas have likewise proven to be a good foil to the Mawcrusha either supporting a push on one flank or allowing board wide pressure. Teleporting ardboyz is another effective distraction opportunity. Everyone knows the alpha strike but the inclusion of Krondspine and the larger Goregrunta unit give more subtlety and give options. It’s a matter of choice whether you take the Shaman for the teleport or not, it’s a very effective distraction/scoring mechanism.

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Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)*
Lord-Castellant (155)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades

Battleline
5 x Vanquishers (110)*
5 x Vanquishers (110)*
5 x Vanquishers (110)*

Units
4 x Stormdrake Guard (680)**
Drakerider’s Warblade
– Reinforced x 1
4 x Stormdrake Guard (680)**
Drakerider’s Warblade
– Reinforced x 1

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 116
Drops: 3

Brett: If there is one thing Stormcast have in spades, other than dragons, it’s Battleline units. Vanquishers are seeing some more use but usually a single unit, taking 3 is a bit of a risk but worth it if there are horde armies around. Drop one onto an unprotected objective and even if your opponent removes them they will attack on death, they have the Thunderstrike keyword as well give their Blaze of Glory an extra dice. Easier to shift with only a 4+ but damaging to deal with. No holy command is shown but if it was Call to Aid (likely) then that dead unit is going to return (only once per battle). Otherwise we have Gardus for a 5+ ward within 12″ and the Lord Castellant (who we’ll probably be seeing even more often as a Galletian Champion). Generally he’d put both buffs (+1 to save and +1 to wound) on a unit before it was sent into harms way.

Still there are issues, the Drakes have a lot of wounds but are hard to give cover from shooting, they can easily get out of buff range, redeploy can ruin charges and with high rend they will wilt. Evan recovered from 2 losses in the opening rounds, losing to a SCE list with a lot of shooting and Krondys (with Thudershock to wreck those charges and leave you exposed to the shooting). The second loss was to Maggotkin, damage output is a continuing issue for SCE and you don’t really want to be near them very long or the mortals pile up. Solid mobile list very reflective of where SCE is right now.

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Army Faction: Fyreslayers
Subfaction: Lofnir
– Grand Strategy: Masters of the Forge
– Triumph: Inspired

LEADERS
Auric Runemaster (125)*
General
– Command Traits: Avatar of Vulcatrix
– Artefacts of Power: Volatile Brazier
– Prayers: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayers: Prayer Of Ash
Celestial Hurricanum with Celestial Battlemage (290)*

BATTLELINE
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Coal-heart Ancient
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Flame-scale Youngblood
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Lava-tongue Adult
Vulkite Berzerkers with Fyresteel Handaxes (170)*
Karl
– Hornblower of Grimnir
Vulkite Berzerkers with Fyresteel Handaxes (170)*
– Karl
– Hornblower of Grimnir

ENDLESS SPELLS & INVOCATIONS
1 x Runic Fyrewall (40)
1 x Horrorghast (40)
1 x Molten Infernoth (40)

TERRAIN
1 x Magmic Battleforge (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1970/2000

Alice: There’s really only two ways to build Fyreslayers: Berzerker spam and Magmadroth Spam, but it comes with the territory of having a limited number of models.

That said…this one is interesting. Lofnir lets you bring Magmadroths as battleline, and juices them up to boot with extra wounds and mount traits. They’re a solid work horse monster that can do some solid damage output and horde clearing, a task Fyreslayers frequently struggle with. The Runesmiter and Runemaster support the army with powerful prayers, including the important Infernoth for Mortal Wound output and the Fyrewall to protect important units and objectives. Also key, the Runesmiter can tunnel a Magmadroth in 9″ away from the enemy, with bonuses to charge thanks to a supercharged rune granted through the army’s Heroic Action.

The Celestial Hurricanum is an interesting ally, it helps cover two of the Fyreslayer’s biggest weaknesses: Lack of Wizards and Ranged Mortal Wounds. A solid choice for artillery support. Rounding it off it can cast the Horrorghast, a powerful way to clear out a few extra models from large hordes by blocking Inspiring Presence.

Final Tournament Placings

Ironjawz – Faction Review (Jul-Nov ’22)

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

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

Ironjawz

Region Comparison – Popularity

Ironjawz saw their highest popularity in Scandinavia with 5.3% of players choosing the faction for tournament play, while at the opposite end of the world the uptake was only 3.3% in Oceania.

Region Comparison – Win Rates

Their popularity in Scandinavia didn’t transfer to their regional win rates where they only managed 42.3%%. While players in Oceania, where the faction was not as successful, managed 51.3%%.

The UK & Ireland and Scandinavia were the only locations of any 5-0 results, with the rest of the globe maxing out on 4 wins.

Subfaction Analysis

SubfactionPlayersWin Rate
Bloodtoofs11448.86%
Ironsunz3946.35%
Da Choppas1839.67%
None/Unknown1547.97%
Faction Total18647.35%

Bloodtoofs were the most successful faction with a win rate of 48.9%, and also the most popular with the majority of players flocking to the subfaction.

Top 10 Ironjawz Players

You may notice that some players have a better World/Nation ranking than players above them in this table. This is due to players playing with multiple factions. These players have been ranked on their top 4 Ironjawz results only.

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Top Three AoS Lists for DaBoyz GT 2022

This is the Top Three AoS Lists for DaBoyz GT 2022 that took place in Texas, USA on 19th and 23th November. It involved 66 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: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)***
Artefact: Tanglehorn Familiars
– Lore of Dark Storms: Hailstorm
Tzaangor Shaman of Beasts of Chaos (135)***
General
– Command Trait: Unravelling Aura
– Lore of the Twisted Wilds: Wild Rampage
Great Bray-Shaman (100)***
Lore of the Twisted Wilds: Savage Dominion
Slaves to Darkness Daemon Prince (210)
Axe
– Mark of Chaos: Khorne
– Allies

Battleline
30 x Tzaangors of Beasts of Chaos (525)**
6x Pair of Savage Blade
– 12x Savage Greatblade
– 12x Savage Blade & Arcanite Shield
– Reinforced x 2
10 x Gors (70)**
Gor-Blades & Beastshields
10 x Gors (70)***
Gor-Blades & Beastshields

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

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

Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 210 / 400
Wounds: 157
Drops: 9

Danny: BoC stands for ‘Best of Chaos’ right now. The book as it stands is kluged, retro-fitted and duct-taped together, in a failed attempt to keep its leathery, behooved insides from spilling out all over the winners podium. Peek inside and you’ll find a sludgey morass of keywords, a bunch of new rules sellotaped in and the ability to use the new versions of some other chaos scrolls and the ‘old’ (well, in between…) versions of other stuff like blood-slick ground Khorne Daemon Prince to halve charges/run rolls.

GW are onto a good thing with 3e books and I’m sure the new BoC book will sort this mess out – because it turns out ‘keep the points the same, but give everything +2 rend and a 4+ rally, along with use of the best melee warscrolls from the new Tzeentch book’ kinda makes for a good army – despite the recent points ‘hikes’.

This list takes the usual stuff – a Shaggoth for cheap casting and a platform for the ‘tanglehorn Familiars’ which literally just stops an enemy wizard within 12″ from casting…anything… and access to the Hailstorm spell to halve the move/run/charge rolls of an enemy unit within 21″. Bet you didn’t realise even their lore was broken.

2x 6 Enlightened on Discs on loan from the shiny new Tzeentch portal because apparently everything with a beak and hooves has to stick together? A giant blob of 30 Tzaangors on hoof form a big, buffable blob and summons in god knows what else at a rate of knots.

Nothing in this game is an auto-win and it’s entirely possible to rupture your hamstrings while leaning over a table to push this many models around so congrats to Jiwan for staying standing and getting the 5-0.

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Army Faction: Orruk Warclans
Army Type: Ironjawz
– Army Subfaction: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired

LEADER
1 x Orruk Weirdnob Shaman (90)
Spells: Da Great Big Green Hand of Gork, Foot of Gork
1 x Megaboss on Maw-krusha (480)**
General
– Command Traits: Touched By The Waaagh!
– Boss Choppa and Rip-toof Fist
– Artefacts: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Bash ’Em Ladz, Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur
1 x Orruk Warchanter (115)**
1 x Orruk Warchanter (115)**

BATTLELINE
6 x Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)*
Gore-grunta Boss
– Jagged Gore-hacka

BEHEMOTH
1 x Krondspine Incarnate of Ghur (480)

ENDLESS SPELL
1 x The Burning Head (20)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent

TOTAL POINTS: (1980/2000)

Edit: We’ve edited the below and removed the reference to the Krondspine being a source of 3d6 charges. Danny was thinking of Kragnos at the time…. he really wants one….

Danny: Ironjawz have definitely struggled this season, due to a one dimensional playstyle and, frankly, their book having been seriously powercrept. However, they can still pile on a whole load of pressure and if you’re not prepared for it, they can start a chain reaction of activations that can end games fast if you can’t tank it.

One of their weaknesses is getting into position – something the Spinedog obviously helps with. The fact it can lock down multiple units also potentially allows the gore-gruntas to choose more favourable engagements and gives them something to chuck into targets that would ordinarily blunt their charges, or of course preventing scary stuff cleaning up the pigs that IJ rely on to do everything.

You don’t have a huge degree of flexibility in a pig-heavy list (which is all IJ can realistically field in this Season) so let’s look at the Maw-krusha, the one thing with tactical choices. Brian has opted for Touched by the Waagh and Arcane Tome combo, giving him the ability to do d3 MWs to a nearby unit (enemy or friendly) and get the same value as a bonus to cast – in this case the +1 to wound spell and flaming weapon (thanks to the magnificent from command entourage) for extra damage when necessary. Of course with Spinedog bonded, he can potentially be up to a +4 to cast!

Spinedog occupies a weird niche atm and may still be controversial, but if it has a home in any army it’s Orruks atm, thematically and in terms of shoring up their weaknesses. And going 5-0 with IJ these days is definitely an accomplishment. It would be great if they didn’t have to rely on the Spinedog to do it, but in the meantime – big gratz to Brian!

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Army Faction: Kharadron Overlords
Subfaction: Barak-Zilfin
– Grand Strategy: Spend Shares to Make Shares
– Triumph: Inspired

LEADERS
Aether-Khemist (90)*
General
– Command Traits: Collector
– Artefacts of Power: Staff of Ocular Optimisation
Arkanaut Admiral (125)*
Aetheric Navigator (85)*
Aether-Khemist (90)**
Artefacts of Power: Spell in a Bottle

BATTLELINE
Arkanaut Company (90)*
Arkanaut Company (90)*
Arkanaut Company (90)**

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

OTHER
Grundstok Thunderers (270)**

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (90)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

Randal: Carl is at it again with another strong Kharadron Overlords list. This one tosses Gotrek to the side in favor of taking a second Ironclad. Also gone is the Flare-Pistol, a casualty of being a double Battle Regiment, but the list gains a Volley Cannon and two very important Great Endrinworks in the Zonbarcorp ‘Dealbreaker’ Battle Ram and The Last Word.

These two powerful mount traits add a level of resiliency to big wiffs from the dice, allowing the two boats to claw back into a game when something goes wrong. The Last Word allows the powerful Volley Cannon to fire at the end of the opponent’s Charge Phase if a unit ends their charge within 3” of that Ironclad making a scary Unleash Hell absolutely devastating, especially to big chaff units. The Ram, roll dice equal to the charge roll with mortal wounds on a 4+, serves as a risky backup plan if a shooting phase does not go well to finish off a unit giving the army a small amount of mortal wounds which the army overwise lacks.

This list is less of an alpha-strike list as his previous list was and more of a control and positioning army. It wants to play cagey, determining when and where engagements happen, and controlling the flow of the game. The big downside is that it is still weak to mortal wounds and has almost no mortal wound output itself. It is still a solid list but is going to require an experienced and knowledgeable pilot as mistakes are going to be harshly punished.

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Allegiance: Gloomspite Gitz
Option: Gloomspite Gitz
– Grand Strategy: Show of Dominance
– Triumphs:

Leaders
Loonboss on Giant Cave Squig (110)*
General
– Moon-cutta
– Command Trait: The Clammy Hand
Madcap Shaman (80)*
Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
Kragnos, The End of Empires (720)*

Battleline
20 x Shootas (120)*
20 x Shootas (120)*
36 x Squig Herd (420)**
Reinforced x 2
24 x Squig Herd (280)**
Reinforced x 1

Units
6 x Sneaky Snufflers (75)*
6 x Sneaky Snufflers (75)*

Core Battalions
*Battle Regiment
**Expert Conquerors

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 212
Drops: 3

Declan: 4-1… with Gitz. Well done to Anthony for a cracking result. Obviously the key to the army is Kragnos for his ability to charge most monsters off the board, give 3D6 charges to the squig herd (and himself) and generally cause a distraction. But the tech here is the Squig Herds and Sneaky Snufflers. With Expert Conquerors they each count as 3 on objectives (that’s 108 for the full 36 herd). They also rally on a 4+ so that’s where a lot of command points are going.

Then add in the Snufflers for +1 attack for each squig and they are not just an anvil with loads of wounds – they can be a hammer too. I was surprised that they (squig herd) went down in points in November, but definitely worth taking now!

Final Tournament Placings

Top Three AoS Lists for the South Coast Series – Southampton

This is the Top Three AoS Lists for the South Coast Series Southampton that took place in the UK on 22nd and 23rd October. It involved 23 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

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

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

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

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

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

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

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

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

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

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

Endless Spells & Invocations
Mortalis Terminexus (85)

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

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

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

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

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

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

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

ENDLESS SPELL
1 x Nightmare Predator (60)

TERRAIN
1 x Bone-tithe Nexus (0)

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

CORE BATTALIONS:
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: (1950/2000)

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

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

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

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

Behemoths
Rogue Idol (430)*

Core Battalions
*Battle Regiment

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

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

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

Final Tournament Placings

Top Three AoS Lists for Northern Invasion 2022

This is the Top Three AoS Lists for the Northern Invasion Grand Tournament that took place in Scotland on 1st and 2nd October. It involved 45 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Lord Kroak (430)*
Saurus Astrolith Bearer (140)
Artefact: Serpent God Dagger
Skink Starpriest (130)*
Spell: Hand of Glory
Slann Starmaster (265)*
General
– Command Trait: Arcane Might
– Artefact: Itxi Grubs
– Spell: Stellar Tempest

Battleline
30 x Skinks (225)**
Meteoric Javelins Celestite Daggers & Star Bucklers
Reinforced x 2
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
5 x Saurus Guard (115)*

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Endless Spells & Invocations
Horrorghast (40)
Ravenak’s Gnashing Jaws (60)
The Burning Head (20)

Core Battalions
*Warlord
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 96
Drops: 9

Comments: Fangs of Sotek with both Kroak and Krondspine headlining a lot of Skinks. No Bastilidons or Engine of the Gods, the only Behemoth is the Krondspine. No Purple Sun either but a pair of Mortal Wound endless spells with Ravenak’s and Burning Head combined with Horrorghast. The intention is pretty clear, send in the Horrorghast then follow up with Ravenak’s and maybe the Burning Head before Kroak rains MWs on you. This list is able to bring decent damage, especially from Kroak, Krondspine and the big unit of Skinks, which on top of the MWs and Horrorghast will cause battleshock issues. Countering that play is difficult, particularly with the summoning, but trying to stay back early may be the play. Kroak’s spells aren’t range limited and you need to avoid Unleash Hell from the 30 Skink block.

His opponents for the most part are reasonably slow and very exposed to Ravenak’s as a result. Combined with the Skink double shoot and Kroak turning off magic these were hard games for his opponents. It will be interesting to see what, if any, impact the new Tzeentch, Behemat and Lumineth tomes have on this type of list.

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs: Bloodthirsty

Leaders
Spirit Torment (115)***
Guardian of Souls (150)***
Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)***
Krulghast Cruciator (150)***
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Battleline
20 x Bladegheist Revenants (350)*
Reinforced x 1
20 x Bladegheist Revenants (350)*
Reinforced x 1
3 x Spirit Hosts (125)**
5 x Hexwraiths (160)*
10 x Bladegheist Revenants (175)**
10 x Chainrasps (110)**

Units
4 x Myrmourn Banshees (105)***

Endless Spells & Invocations Purple Sun of Shyish (70)

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

Total: 1975/2000
Reinforced Units: 2/4
Allies: 0/400
Wounds: 104
Drops: 11

Comments: Scarlet Doom continues to be the top choice in Nighthaunt and this list doesn’t deviate too much from the normal inclusions. 2 x Spirit Torments, Guardian and Krulghast with Spirit Hosts as bodyguards. Otherwise Bladegheist (the soul of a Scarlet Doom army), Hexwraiths for mobile pressure and scoring with some Chainrasps as either screens of for screens/objectives. Banshees to provide counter spell (endless spell anyway) and the Purple Sun. Stand outs are probably Master of Magic (great choice) and the use of both of the new battalions. Turn priority isn’t critical for Nighthaunt with their speed, ignore rend and ward saves, the potential double on 2/3 is very strong for them, they often lose models slowly and regrow them. Most lists would run a 20 and a 30 Bladegheist unit with this number (50) available).

2 large units of Bladegheist are going to delete a lot of threats, they can each be backed Spirit Torments for some returned models. The list isn’t tied to 1 big death ball, it can effectively operate on 2 fronts. Expert Conquerors is a great choice, the units are relatively cheap so they can be traded and MSU batteline may not destroy them in one turn. Spectral Lure (Guardian of Souls) has a 24″ range, it’s possible to return models from a decent distance. The only match up he lost to is Kharadon, their boats can escape combat and with their shooting it’s a very tough fight for Nighthaunt.

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

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Heroic Stature
– Artefact: Armour of Gork
– Mount Trait: Smelly ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Weird: Da Great Big Green Hand of Gork

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

Behemoths
Rogue Idol (430)

Core Battalions
*Warlord
**Bounty Hunters

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 122
Drops: 8

Comments: A variation on the double Mawcrusha style with a Rogue Idol in place of the 2nd Mawcrusha. Warlord has been used to give the Shaman and extra spell and the MegaBoss on Mawcrusha is super tanky (Armour of Gork, Heroic Stature and Smelly ‘Un). Smelly ‘Un only applies if you haven’t charged, and that suggests how this list plays. The 2 x 6 Gore Grunta units and the Rogue idol are the aggressive elements, the Mawcrusha is going to be held back until it has to be committed. On the other hand the Rogue is going to charge as much as possible for that +1 to hit. If the Warchanter gives it the Get ’em beat it’s threat range is massive.

The list is the first of the 4/1s only struggling with Soulblight Gravelords. That’s expected because they operate in different ways, with SBGL getting stronger as time goes on and they can summon/return units while the Orruks lose strength particularly from Turn 3 onwards as units succumb. The secret to beating them is to out last them. Is it time for a new model for Ironjawz? If there was what should it be?

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Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Grand Strategy: No Place for the Weak
– Triumphs:

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

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

Units
6 x Furies (95)**

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

Core Battalions
*Command Entourage – Magnificent
**Chaos Warband – Unified

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

Comments: In 4th and another 4/1 result it’s Knights of the Empty Throne with max Varanguard and Iron Golems. Everything has Mark of Tzeentch because it’s probably the best in the current spell meta. Combat heroes (6 Varanguard) and 2 casting heroes with a team of mortal screens (Iron Golems) and the warshrine. Mask of Darkness for teleporting madness. The Varanguard are going to be applying pressure and stamping out threats, they don’t do as much damage as Fulminators (average damage is 18 before saves + 3 MWs). Iron Golems are a very annoying screen/objective unit. With the 7 x 1 wound and a 3 wound model, there is a very good chance you want clear it 1 turn unless you commit. And the Warshrine can then heal it forcing you to fight a them in 2 turns.

Again the only loss was to a faction that directly counters this list, long range shooting with mortals being a great counter. The unit of Varanguard with the grasping plate is able to pile in 6″, remember that if you have ranged attacks because they don’t need to trigger Unleash Hell. That’s probably the biggest trick, otherwise this a straightforward list.

Final Tournament Placings

For the full tournament results see tabletop.to

Top Three AoS Lists for Notorious GT II

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

Orruk Warclans Battletome Review Part 2: Ironjawz

Peter: Kieron has had parts 1 through 4 written for a good while now and it’s only my own schedule that’s prevented me from posting these for him. For those who enjoyed Part 1: Kruleboyz and have been waiting for the others, I can only apologise. Part 3: Bonesplitterz will be posted this time next week. With the final part: Big Waaagh! Coming a week later. If you want to read them earlier they’ll be available on our Patreon site

Allegiance Abilities

Woehammer Winner:
How can Ironjawz reliably get three turn 1 charges off, even when their opponent is hiding back in their territory? The defining battle trait Mighty Destroyers is the answer. This amazing ability allows a unit that receives this command to make a normal move if they are outside of 12” of an enemy; attempt a charge if they are within 12” of an enemy unit; or pile in 3” if already in engagement range. Combine that with a Megaboss on Mawkrusha, who can issue the command to three different units and you could have two units of Gore Gruntas moving 18” and then charging. That is to say nothing of the Mawkrusha itself who can also receive the command, moving 12” due to Mighty Destroyers, 12” if they have the Fast ‘Un mount trait followed by a move of 12” and then a charge of up to 12”! Just a casual 48” threat range then on this monster! If your opponent doesn’t screen well, the heart of their army can be ripped out before they can respond, especially when considering…

Honourable Mention:
Smashing and Bashing. This ability means that if the first unit activated in the combat phase kills and enemy unit, instead of your opponent being able to hit back, you choose a second unit to activate. If that unit wipes out an enemy, the Ironjawz fight again and so on until either there are no units in combat or an enemy is not destroyed. Combined with Mighty Destroyers, it is not unusual for an army facing the Ironjawz to be at least three units down while doing no damage in return AND to be pinned in their own territory.

Warclans

Woehammer Winner:
This is incredibly close and depends what sort of army composition you are planning. If you want to lean into speed and mobility while avoiding fielding any Galletian Veterans then you are probably wanting to take Gore Gruntas as battleline and Bloodtoofs lets you do that. In addition, if a Gore Gruntas unit is still in engagement range at the end of the combat phase then they can pile in an additional 3”. Even better is that Gore Gruntas that fought but are not within engagement range can either make a normal move or attempt a charge, further increasing the range of these now turbo-charged pigs who may have moved 9” in the hero phase, 9” in the movement phase, 12” in the charge phase, piled in 3” and then charged an additional 12” for a mindboggling 45” or five times the movement characteristic on their Warscroll.

Honourable Mention:
If you are looking to include mostly Ardboyz and Brutes in your army, then Ironsunz is probably the one you want to go for. Their clan trait is that you can charge at the end of your opponent’s charge phase as long as you are not already engaged in combat. Nurgle players know and love this ability (called Blightkrieg on The Glottkin’s Warscroll) but Ironjawz had it first and it’s free for all units to use, including your Mawkrusha. With Ardboyz and Brutes moving a frankly sedentary 4” each, anything that can give them extra movement is helpful, so having twice the number of charge phases helps get your Orruks across the board and where they want to be: in combat.

Command Traits

Woehammer Winner:
Whereas Kruleboyz players probably want to take at least two if not all three of their versions, the Ironjawz ones are somewhat lacklustre in comparison. The winner is definitely Mighty Waaagh! Leader, which allows you to re-reroll charges for Ironjawz that are wholly within 12”, which is quite big area once you factor in the Mawkrusha’s huge base. With the Waaagh adding 1 to charges and adding a much needed pip of rend to weapons, the last thing you want it for charges to fall short and for this once per battle ability to have gone to waste.

Honourable Mention:
There is a possible combo with the Arcane Tome as an artefact and either Touched by the Weird and Master of Magic to help a spell (Hand of Gork – see below) be cast, but I’m going to stick within the book for this one and go with Hulking Brute. Hulking Brute adds D3 mortal wounds once the general has completed a charge on a 2+ to one enemy unit. While not incredibly inspiring on its own, if the general on Mawkrusha also takes Mean ‘Un as a mount trait, then Stomp goes to D6 instead of D3 and there are no more pesky Hunters of the Heartlands left to stop you! Add in the Warscroll ability Destructive Bulk and not only are another 3 mortal wounds (at top bracket) added to the damage, but if a unit is then destroyed, the Mawkrusha can immediately pile in D6” and Stomp again for another D6+3 mortal wounds. Add in the impact hits from Gore Gruntas who are probably fighting alongside the Mawkrusha, ten wound screens are at serious risk of just making charges shorter and not actually achieving any screening at all.

Artefacts

Woehammer Winner:
As mentioned above, there is a combo with Arcane Tome available, but I’m going to stick to the Ironjawz Artefacts of Power here with Armour of Gork being the winner of the three. Armour of Gork gives a 6+ ward and adds 1 to hit rolls, but with a penalty of 2” from the model’s movement characteristic. On a Megaboss on foot this results in a hilariously bad 2” move, but on the Mawkrusha, that’s still a 10” move that can get up to 20” once per battle with Fast ‘Un. A 6+ ward also makes the Megaboss effectively 21 wounds rather than 18 and offers some measure of protection against mortal wound spells and shooting.

Honourable Mention:
A close second and probably the one you’d give to a Megaboss on foot (though see why this might be different for Big Waaagh in Part 4) is Destroyer for a once per battle +3 damage to the bearer’s melee weapons. Combine with the Warchanter’s +1 damage buff for between seven and eight 6 damage attacks depending on which flavour of Megaboss is carrying this artefact.

Mount Traits

Woehammer Winner:
To give the option of a first turn angry Orruk cabbage charge, there can only be one: Fast ‘Un. The base that the Mawkrusha sits on is huge and while this can be a good thing, it can also make manoeuvring difficult, meaning that an extra move can be really helpful to get in exactly the right place for that charge, be it on the first turn or not. It’s also a great combo with Armour of Gork to offset the movement penalty that comes with this artefact.

Honourable Mention:
As referenced above, taking Mean ‘Un can maximise the damage done on the charge and through stomps by your Mawkrusha, making it your second choice. Double Mawkrusha lists have taken down many events in the past (and have done so even in 2022-23 Season 1) so Mean ‘Un could be a choice for a second mount trait if you go down the Warlord/Command Entourage Battalion route. Then you need to ask whether the D6 damage vs. D3 damage on the Stomp every turn is worth more than Destroyer as a second artefact? Probably not, but it’s quite a fun option.

Spell Lore

Woehammer Winner:
If you are not using herds of Gore Gruntas and Mawkrushas to get across the board, then the mobility of your foot troops is one of the biggest challenges as an Ironjawz general. Step up Da Great Big Hand of Gork to solve all those problems. For a mere casting value of 7, a unit that is not in combat and is wholly within 12” can be redeployed any where on the battlefield 9” from the enemy, but cannot move in the following movement phase. At this point, if Gork is throwing Brutes across the board, you can then Mighty Destroyers the Brutes to get them to attempt a 9” charge, with another two attempts possible in the charge phase if you don’t make it first time. However, if you want to channel that other Orruk god, Mork and be cunningly brutal, you can use Da Great Big Hand of Gork on a unit of Gore Gruntas and then place them outside of 12” (that is, 12.1” away). When Mighty Destroyers in then used, they can make their normal move of 9”, ending up with a 3” charge away from the enemy, getting around the restriction on moving after using Hand of Gork as it’s out of phase and preventing enemy redeploys for the same reason. (You could use the same trick with Brutes too, especially if you plan on calling the Waaagh that turn to get +1 to charge rolls in the charge phase, making it effectively a 7” charge.)

Honourable Mention:
While Foot of Gork is hilarious, potentially causing enough wounds to one-shot a fully tricked out Gargant, second place goes to Bash ‘Em Ladz! It is quite tricky to get off, with a casting value of 8, but Touched by the Waaagh! can help with that and it gives a buff of +1 to wound for ALL Ironjawz units wholly within 16” of the caster. Bonuses to hit are fairly commonplace, but there’s a reason that Inspired is the best Triumph you can pick – often there’s no other way to get this buff. Now imagine this on a Mawkrusha and two units of 6 Gore Gruntas…Destruction Grand Alliance indeed!

Grand Strategies

Woehammer Winner:
More so than with Kruleboyz, Waaagh is a fantastic Grand Strategy for Ironjawz by virtue of the fact that your general is probably flying around the place and looking to stomp enemies in their own territory anyway and, if you chose the Bloodtoofs Warclan, then a single Gore Grunta can score this for you.

Honourable Mention:
For the second choice, if you are going GHB only, the Ironjawz best pick is the opposite to Kruleboyz with Take What’s Theirs as your whole battleplan involves getting right in your opponent’s face and killing their army in their own territory and this Grand Strategy plays right into these strengths.

Battle Tactics

Woehammer Winner:
Continuing the theme of Battle Tactics with interesting spellings (or should that be spellinz?), Ironjawz have access to Squish Da Puny Gitz. There needs to be at least one Battleline unit left on the battlefield and there needs to be none left at the end of the turn. With the amount of output possible from Ironjawz, particularly Bounty Hunter Gore Gruntas doing up to 3 damage per attack against Galletian Veterans, this should a fairly straightforward one to get.

Honourable Mention:
With such an absolute beat-stick as a Megaboss on Mawkrusha as your general, This One’s Mine is a total no-brainer. Find it. Kill it. Score points. ‘Nuff said.

Warscrolls

Woehammer Winner:
This unit has been mentioned repeatedly throughout this review, so it has to be the Megaboss on Mawkrusha. Not only does he allow three uses of Mighty Destroyer a turn and have a huge base for sharing this command and other buffs (e.g. re-reroll charges), but he can be absolutely devastating in combat too. With the Warchanter buff and if the Destroyer relic is taken, he should do between 5-10 mortal wounds before even fighting and then, with All out Attack and Finest Hour (aka Best Day Ever) and the Ironjawz Waaagh, seven attacks that hit and wounds on 2+ at Rend -2 for 6 damage each followed by eight attacks from his mount that hit and wound on 2+ at Rend -3 with the Waaagh for 3 damage each. Add all those up and it’s a potential of 70+ wounds in a single combat from a unit that may have started over 50” away from you. You can close your jaw now.

Honourable Mention:
A very important unit to Ironjawz is the Warchanter, but based on a lot of the combos discussed so far, I’m going to go for Gore Gruntas. They’re significantly faster than other troop options available and movement is absolutely key to this edition of AoS. They also hit pretty hard – not quite Fulminator hard – but plenty hard enough to clean up Battleline in short order and push more elite units too, particularly with the chip mortal wound damage they can do to help make any attack back pretty inconsequential.

Final Thoughts

Ironjawz are a really fun army and a pretty good first army to pick up as they’re relatively forgiving with their tough armour and relatively straightforward gameplay, resulting in quite a high skill floor for new players. There is still plenty of nuance in this army though, with Mork-like sneaky plays with Mighty Destroyers and the Hand of Gork and just because you can charge everything turn 1, it doesn’t mean that you should. Jiwan Noah Singh is a great American Ironjawz player who can be found on streams playing a more considered approach. The thinking being that if you can hold the Mawkrusha back a couple of turns then by the time it is committed, there’s nothing left that can meaningfully threaten it, allowing it to rampage around the board, destroying all it touches.
Next up will be Part 3 of 4 of the Orruks book, the weird cousins of both Kruleboyz and Ironjawz that live on a commune to be in touch with nature, usually touching them with a massive stone spear: Bonesplitters.

Top Three AoS Lists for Midtcon GT

This is the Top Three AoS Lists for the Midtcon Grand Tournament that took place in Denmark on 3rd and 4th September. It involved 28 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

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

Leaders
Celestant-Prime, Hammer of Sigmar (325)*
Lord-Celestant on Stardrake (500)*
General
– Celestine Hammer
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Scintillating Trail
– Spell: Thundershock
Slann Starmaster (265)*
Allies

Battleline
5 x Vindictors (130)**
3 x Vanguard-Palladors (215)**
Boltstorm Pistols and Starstrike Javelins
3 x Vanguard-Palladors (215)**
Boltstorm Pistols and Starstrike Javelins

Units
3 x Vanguard-Raptors with Longstrike Crossbows (240)*

Endless Spells & Invocations
Everblaze Comet (90)

Core Battalions
*Warlord (extra holy command)
**Bounty Hunters

Additional Enhancements
Holy Command: Call for Aid
Holy Command: Thunderbolt Volley

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 265 / 400
Wounds: 79
Drops: 7

Danny: Beating off a tough slew of opponents is Casper’s slight variation on the new SCE hotness, aka ‘many mortals at range’.

The list, which is quickly becoming adopted world-over, does what it looks like. Allying in the Slann gives reliable access to the big frog’s warscroll spell for d3 mortals to up to d6 units, the C-Prime does them at range or starts in reserve to act as a missile-duelist. The Stardrake is a durable platform with 4 rend 3, 2 damage ranged attacks at 30″ AND gives ‘friendly wizards’ (aka the Slann) +1 to cast. The Longstrikes – you know what they do, and the Palladors act as teleporting guerrilla fighters for scoring and doing extra ranged chip damage.

It’s a brutal new archetype and I imagine we’ll see it do well for a while yet while people react – although it’s unclear how much you can react to such a reliable ranged barrage!

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Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration
– Triumphs: Bloodthirsty,Bloodthirsty

Leaders
Bloab Rotspawned (300)
Lore of Malignance: Gift of Disease
Orghotts Daemonspew (300)*
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Gutrot Spume (170)*

Battleline
5 x Putrid Blightkings (250)***
5 x Putrid Blightkings (250)***
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

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

Additional Enhancements
Triumph

Total: 1920 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 115
Drops: 8

Danny: Nurgle representing in Denmark with the increasingly popular ‘Double maggoths and mixed Blight troops’ archetype. It’s simple but effective, as both Maggoths offer a wide variety of mixed phase damage and utility, while the Blightkings tank all manner of punishment and the Blightlords fulfill the objective grabbing/pinning role.

Nurgle aren’t going anywhere fast, literally and figuratively.

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

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

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

Units
3 x Rippa’s Snarlfangs (70)*
Allies

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 70 / 400
Wounds: 141
Drops: 1

Danny: It’s the Maw Krusha and 20-50 feral hogs. Honestly in this season it’s their only competitive build, which is sad, but hey at least it _can_ still compete, which is more than can be said for 90% of the Orruks book.

It’s also a seasonal issue – the damage bounty hunters can do to Brutes just renders them pointless. Same goes for Ardboyz, who offer plenty of utility as cheap screens in Big Waagh but again seem redundant for IJ. So, not blaming anyone for running this list other than GW for what has been proved in hindsight to be a real lack of imagination with the joint-first 3e Tome.

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Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Grand Strategy: Vampiric Conquerors
– Triumphs: Bloodthirsty

Leaders
Mannfred von Carstein, Mortarch of Night (380)
– Lore of the Deathmages: Fading Vigour
Neferata, Mortarch of Blood (365)
– Lore of the Deathmages: Decrepify
Vengorian Lord (280)**
– General
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
– Lore of the Vampires: Amethystine Pinions

Battleline
10 x Deathrattle Skeletons (80)**
10 x Deathrattle Skeletons (80)**
10 x Blood Knights (390)*
– Reinforced x 1
5 x Blood Knights (195)*
5 x Blood Knights (195)*

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1965 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 114
Drops: 6

Danny: As predicted, the re-rise of SBGL is upon us! Double Mortarchs or MSU chaff with Coven Throne have proven effective, but this unusual list from Martin opts for Neferata and plenty of Blood Knights – if her spells go off she can make them insanely tanky, with ignoring rend and a command ability for a -1 to hit aura – she also brings some spike damage potential herself.

3x msu Deathrattle support as excellent grabbers who can pop out or back up from grave-sites, with the Vengo lord acting as a mobile, mixed phase general to be a home for artifacts/command traits.

A highly objective play focused list and good to see SBGL doing well again!

Final Tournament Placings

For the full event placings see tabletop.to

Top Three AoS Lists for Nova Open 2022

And we’re back! Sorry about the long hiatus. I’ve been on holiday for the last two weeks which has meant a lull in the posts. We’ll be trying to catch up on what we missed over the next couple of weeks, so on many days you can probably expect two top three articles per day!

This is the Top Three AoS Lists for the Nova Open 2022 that took place in the USA on 2nd, 3rd and 4th September. It involved 135 players vying to be crowned champion in a 5/8 game tournament. After the first 5 rounds the top 8 contested an additional 3 rounds in a seeded event to determine overall winner. There was a separate “renaissance winner” for the winner, including modelling scores, from the first 5 rounds. Separately those outside the Top 8 had the option of playing a 3 round RTT on the last day. Nova attracts a lot of the top ranked players in the US (and overall) and it’s an important place to get a feel for what is working at least for the best players.

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: Tzeentch
Change Coven: Hosts Duplicitous
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Lord of Change (400)*
General
– Bound To The Incarnate
– Command Trait: Will of the Phantom Lord
– Artefact: Brand of the Spirit Daemon
– Lore of Change: Treason of Tzeentch
Kairos Fateweaver (435)
Lore of Change: Bolt of Tzeentch
Changecaster, Herald of Tzeentch (140)*
Lore of Change: Tzeentch’s Firestorm

Battleline
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Tzaangors (175)*
4x Savage Greatblade
– 6x Savage Blade & Arcanite Shield

Behemoths
(Spinedog) Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)
Umbral Spellportal (70)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 73
Drops: 2

Brett: I caught up with his last of Kaleb’s games on a Season of War stream, he handled it masterfully and defeated his brother handily. The Incarnate provides some real impact in the early rounds allowing this list to avoid committing the Lords of Change too early (which he did against his brother) and maintain his screens for a while longer. No Horrors here to take advantage of the 5+ return 10 models once they are defeated. However the Will of the Phantom Lord command trait granting reroll casting and unbind’s within 9″. Backed up on the Lord of Change by a +1 to save (Brand of the Spirit Demon). That takes up the mandatory choices as well.

Between them there are 8 casts in the list, Kairos knows the spells of the other casters as well as his own and has 3 of them. That’s on top of his fate (dice) changing and automatic dispel (Purple Sun isn’t really an issue for Tzeetch). The Mortals are bringing their own, at least until some one hits them and drops a model or 2. The Lord of Change has a command ability to grant +1 to casting to a model within 18″ (often Kairos). The endless spells are 20% of the list but critical as well. The Purple Sun is included as much for the chance to eat something – Kairos can guarantee that will happen at least once per game. Umbral Spell Portal for that extra range and Gnashing Jaws – great into slow moving units (particularly punishing for infantry with a move < 6″).

The battleline aren’t combat power houses, although they can sting if you let them. Between the Tzaangors mortal wound on a 4+ for every wizard within 9″ (5 in the list alone), to the ability to add rend to their ranged attack both Tzaangors and Acolytes are very good at chip damage. The Greatblades on the Tzaangors can do more than chip. This list is mostly going to screen using the battleline and Incarnate to discourage charges while hitting you with mortal wounds from spells. Bolt of Tzeetch (D6 MW), Treason of Tzeetch (roll a die/model in a unit and 6s do MW) to Tzeentch’s Firestorm (9 dice, 6s do D3 MW). Ideally you want to deploy and let the screens take the damage, chipping away until it’s time for the coup de grace with the big chickens cleaning up.

Destiny Dice and summoning using Fate Points go a long way in helping Tzeentch (new screens from Turn 2?). They introduce an interesting game, you gain Fate Points if you don’t unbind your opponents spells. do you wan them to have the spell or do you what to deny it? All of this is at 18″ though so you can see how important Spell Portal is into longer ranged opponents. Once within that range there are spells and ranged attacks galore. The list is crafted to fit within a Battle Regiment to control the initial turn order with a general preference to go second. The list has all of the tools but is fragile as well in the right circumstances, it takes a lot of skill to take it to 8/0.

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

Leader
1 x Orruk Warchanter (115)
1 x Fungoid Cave-Shaman (95)
1 x Megaboss on Maw-krusha (480)**
General
– Command Traits: Mega Bossy
– Boss Choppa and Rip-toof Fist
– Artefacts: Armour of Gork
– Mount Traits: Fast ’Un
1 x Orruk Megaboss (140)**
– Artefacts: Destroyer
1 x Orruk Warchanter (115)**

Battleline
6 x Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
6 x Orruk Gore-gruntas (340)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)*
Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)**
Jagged Gore-hacka

Core Battalions
*Bounty Hunters
**Warlord

TOTAL POINTS: (1965/2000)

Brett: A list showing there’s still life in Ironjawz yet, it’s not all Big Waagh. Kaleb’s brother, as I mentioned you can see the pair of them play. Single Mawcrusha with as many pigs (Gore Gruntas) as possible. Nick has swapped the Weirdnob Shaman for a Fungoid Cave-Shaman, costs 5 points for a chance to get an extra command point (on a 4+) and an extra spell in one round. The extra command points make it a great 5 point upgrade. Megaboss on Mawcrusha is the General, with Armour of Gork and bearing the Boss Choppa and Rip Tooth fist, for a 6+ ward and 3+ save. The Mawcrusha is still using Fast ‘un to maintain mobility. 2 Warchanters and a foot Megaboss complete HQs.

The foot Megaboss has Destroyer, he’s more than capable of being teleported to deal with an MSU on an objective or holding the rear and can issue Mighty Destroyers. Most of the Gore-Grunta’s are in Bounty Hunters, the advantage is blunted a bit by how many people don’t have Galletian Veteran’s in their lists at the moment. 2 big and 2 small units of pigs (possible when you don’t go double Mawcrusha) is a really good choice. You have the option of throwing the big units down range (with or without the Mawcrusha) or holding them and screening them with the smaller units. The Mawcrusha has a defensive build while maintaining speed (36″ move is possible with Fast ‘un). Nick only dropped the last game all weekend (7/1) , a fantastic result for Ironjawz.

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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
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
20 x Skinks (150)**
– Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 1
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
Chronomantic Cogs (40)
Horrorghast (40)

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

Additional Enhancements
Artefact

Total: 2000 / 2000

Brett: Gavin is currently the top ITC ranked player in the world so definitely a list worth paying attention to. Skinks as battleline with Bastiladons as the workhorses and Lord Kroak at the centre. Thunder Lizard for the 2 wounds on the big boys. Still a magic based list (with just 2 wizards and 2 priests) but Kroak with 4 casts, and a +2 dominates. He can shutdown endless spells anywhere on the board and use a Skink Wizard to cast through and extend the range of his mortal wound spell. He also knows the full Lore of Celestial Dominance and can very reliably provides Command Points throughout the battle. The Astrolith Bearer provides a 6+ ward wholly within 12″ and a +1 to cast (useful for the Engine of the Gods).

The Skink Priest is bringing a potential run and charge, +1 to save and + 1 to hit rolls and a Heal. Engine of the Gods for summoning, battleshock play and melee combat supporting the Skinks and backing the Bastilidons. Opting for the larger Skink unit gives them a lot more play, they have an extra attack and absorb buffs well. They don’t become as threatening as Fangs of Sotek but they are likely to do at least chip damage to even a 3+ save. With Horrorghast available that’s potentially very damaging. Skinks can also be summoned or teleported and as GVs they excel in grabbing uncovered objectives. All of the Skinks are Eternal Conquerors, making them much harder to clear away from objectives (you need to kill them all). The Skinks can achieve 2 or 3 battle tactics almost independently of the rest of the army or enemy.

The list has a lot of flexibility, strong melee punch of the Bastildons and Stegadon (Curse + free all out attack on a Ark of Sotek?) backed by artillery (Solar Engine) and magic. The bigger unit tends to need to castle to ensure short range buffs provide coverage. This isn’t an alpha strike army, it’s going to build up damage in the first few turns and hopefully force some moral issues. Once units are weakened the Bastildons, that are very hard to bracket initially, can go in. Some weakness to MW shooting (who doesn’t) but the teleport, Solar Engine with buffs with run and charge for Skinks makes it possible to play around the shooting. Really great tournament result for a favourite army, just pipped at the post.

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Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Runelord (95)***
General
– Command Trait: Hawk-eyed
– Artefact: Arcane Tome
– Lore of Eagles: Strike of Eagles
– Universal Prayer Scripture: Heal
– Bound to Incarnate
Doralia ven Denst (115)
City Role: General’s Adjutant

Units
10 x Longbeards (105)**
Ancestral Weapons & Shields
– City Role: Honoured Retinue (Must be 5-20 models)
10 x Darkshards (115)**
20 x Irondrakes (340)** – Grudgehammer Torpedo
1 x Grundstok Gunhauler (155)***
Main Gun: Sky Cannon
6 x Skywardens (210)*
2 x Aethermatic Volley Guns
– 1 x Skyhooks
– 1 x Grapnel Launchers
2 x Dracothian Guard Fulminators (230)*
3 x Vanguard-Palladors (215)*
Boltstorm Pistols and Starstrike Javelins

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Vanguard

Total Points: 1980/2000

Brett: First of the armies from the regular rounds, Nick only dropped his second round match, otherwise scoring well throughout the tournament. Doing so with a less favoured battletome (Cities) that doesn’t even use the Storm Drake/SCE coalition is a fantastic effort. Instead he’s chosen to make it a KO heavy army (Tempest Eye’s coalition partner), light on HQs with a small SCE contingent. Slimming the HQ slot frees up space for units and in this case Krondspine without compromising too much. Also unusual with the lack of spells from the HQs, instead this is an anti magic cohort. The Runelord can dispell an endless and normal spell with a +2, Doralia can take aim at an endless spell. Doralia is a witch hunters with bonuses to hit and number of attacks if she doesn’t move, doing double damage to wizards (and Daemons).

The Runelord isn’t finished yet, he takes Arcane Tome to be bound to the incarnate, and cast Strike of Eagles (a very long range mortal wound spell). His artefact provides +1 to hit for ranged attacks (within 12″) and his warscroll provides with 6+ or an extra point of rend. All for 95 points. The coalition units are the Gunhauler and Skywardens, that’s a really cheap way to provide one of your ranged units with dedicated teleport. Skywardens can hitch a lift on any Skyvessel before it flies high to move themselves to a location 9″ from the enemy. The advantage with this method is you can drop the Gun hauler further back and land the within 6″ which may keep them safe or let them deploy more aggressively. Say put the Gunhauler in Shrapnel range (18″) and the Skywardens further back (24″ range).

The list goes on to have 2 more hammers, the Fulminators and Irondrakes. The Fulminators are well known, slightly fragile as a pair but it’s still 12 wounds at 3+ and they are still bringing 16 rend -2, 2 and 3 damage attacks on the charge (potentially 42 damage). With the Longbeards and Darkshards to screen the Irondrakes should have an extra attack and the Darkshards will be shooting earlier anyway making approaching them and charging either Longbeards or Darkshards costly. Palladors haven’t seen a lot of work lately, they are costly but they are extremely mobile and can potentially pick up exposed objectives or snipe out a character with their inbuilt teleport (Ride the Winds Aetheric). A more expensive prosecutor. All and all an innovative list with a high degree of complexity but plenty of tools.

Final Tournament Placings (Limited here to Top 32)