This is the top three AoS lists for the Alberta Classic that took place in Canada on the 6th and 7th of May. It involved 19 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: Ossiarch Bonereapers – Subfaction: Petrifex Elite – Grand Strategy: Defend What’s Ours
LEADERS Katakros (440)* Mortisan Ossifector (120)* – General – Command Traits: Dark Acolyte – Artefacts of Power: Lode of Saturation – Spells: Protection of Nagash – Aspects of the Champion: Fuelled by Ghurish Rage Mir Kainan (250)*
Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Stormkeep) – Mortal Realm: Ghur – Grand Strategy: The Day is Ours! – Triumphs: Inspired
LEADERS Knight-Incantor (120)* – Spell: Celestial Blades Knight-Relictor (120)* – General – Command Trait: High Priest – Prayer: Translocation – Aspect of the Champion: Tunnel Master Lord-Imperatant (170)* – Artefact: Arcane Tome
UNITS 5 x Vanquishers (110)* 5 x Vanquishers (110)* 5 x Vindictors (130)* 3 x Annihilators with Meteoric Grandhammers (240) 3 x Annihilators with Meteoric Grandhammers (240)** 2 x Stormdrake Guard (340)* – Drakerider’s Lance 1 x Stormstrike Chariot (170)* 3 x Vanguard-Raptors with Longstrike Crossbows (240)
ADDITIONAL ENHANCEMENTS Holy Command: Call for Aid Holy Command: Thunderbolt Volley
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Army Faction: Soulblight Gravelords – Army Type: Vyrkos – Grand Strategy: Empire of Corpses – Triumph: Indomitable
LEADERS Radukar the Beast (290)* – General – Command Traits: Hunter’s Snare Torgillius the Chamberlain (125)* – Spells: Fading Vigour Necromancer (90)* – Spells: Waste Away – Aspects of the Champion: Tunnel Master Belladamma Volga (170)** – Artefacts of Power: Ulfenkarni Phylactery – Spells: Spirit Gale
BATTLELINE Deadwalker Zombies (230)* Deadwalker Zombies (230)* Deathrattle Skeletons (255)* – Skeleton Champion – 3 x Standard Bearer Dire Wolves (130)** – Doom Wolf Dire Wolves (130)** – Doom Wolf
LEADERS Snatchaboss on Sludgeraker Beast (290)* – General – Command Trait: Supa Sneaky – Mount Trait: Weird ‘Un Snatchaboss on Sludgeraker Beast (290)** Swampcalla Shaman with Pot-grot (100)* – Lore of the Swamp: Choking Mist Swampcalla Shaman with Pot-grot (100)* – Lore of the Swamp: Choking Mist Murknob with Belcha-banna (80)* Killaboss with Stab-grot (100)* – Artefact: Gryph-feather Charm – Aspect of the Champion: Stubborn as a Rhinox
BATTLELINE 20 x Gutrippaz (300)* 20 x Gutrippaz (300)** 10 x Hobgrot Slittaz (80)**
UNITS 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120)***
You may have seen both Ian’s post and my own in the last couple of weeks showing our Path to Glory armies for the campaign we’re running at Woe Towers.
With our armies set, I challenged Ian to a quick game at our local gaming club (shout out to Battlefield Hobbies).
Gollok’s Plan (Kruleboyz)
Da plan is ded simple, right! All we’z gotta do iz shoot dat big boat ov derz outta da sky. Den we goes and stikk da rest of da stunties before dey noes wot ‘it ’em,right! – Gollok Spleenchewa
I’m not going to lie. Seeing where Kharadron sits in the stats, I was dreading going up against the list Ian had in mind. With an Aether-Khemist, Arknonaut Company, Endrinriggers, and a frigging Frigate, my hopes are pinned on removing the Frigate early game and hoping that my army isn’t too badly damaged to then mop the rest of the Dwarfs up. Luckily, I do have a killbow, which could be ideal for taking on a multi wound model such as the Frigate.
Army Faction: Orruk Warclans – Army Type: Kruleboyz – Subfaction: Grinnin’ Blades
LEADERS Killaboss on Great Gnashtoof(Gollok Spleenchewa) (130)* – General – Command Traits: Slippery Skumbag – Artefacts of Power: Eye-biter Ash – Mount Traits: Fast ’Un
OTHER Man-skewer Boltboyz(Gollok’s Skewers) (120)* – Boltboy Boss
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 580/1000
Glory Points: 5 Quest: Tornado of Destruction Territory – Settlement
Khreld’s Strategy
Buck up, lads! My bones are tingling which means only one thing, a prize to be won! And all there is between us and the loot to be recovered is a rabble of greenskins. Lets pump them full of metal and grab our prize. Though we may need to wash the smell off it before we trade it in… – Khreld Thundergust
Going in to my first proper game of Sigmar I will admit I did not have high hopes. Peter is an experienced player who knows his army and has an idea of mine, whereas I am completely new and barely know my own. I know the Killbow needs to be avoided by my Frigate, and taken out quick, but otherwise I will just be seeing what works and what doesn’t.
Army Faction: Kharadron Overlords – Subfaction: Barak-Zilfin
LEADERS Aether-Khemist(Khreld Thundergust) (80)* – General – Command Traits: Cunning Fleetmaster – Artefacts of Power: Celestium Burst-Grenade
The Table with Deployment areas (Blue Kharadron, Red Kruleboyz)
We decided to play a standard battle plan, rolled on the tables in Season 2 to get Battle lines Drawn. So we would need to claim each table quarter. Ian had only four units to do so, but things weren’t much better for me with five!
Being a sneaky Orruk, I used all the tools in my arsenal and broke out the Dirty Tricks. With the recent Battlescroll update, I’m able to choose two of these. The first I chose Noisy Racket, which meant that the Kharadron would be -1 to wound against my units in the first battle round (which we promptly forgot!). I then chose Disappearin’ Act and rolled well to delay both the Endringriggers and the Arkonaut Company. This left just the Frigate and the Endrinmaster on the table. Ian, having the choice of priority elected to give me the first turn.
Kruleboyz Turn 1
Battle Tactic: Desecrate their Lands (Woods in centre)
Having the first turn, I moved and ran the hobgrots to secure the tactical woods in the centre of the table and also put them inside the lower left table quarter. The Rippaz followed them and took up position on the hill behind them while Gollok ran off up the right flank to secure that table quarter. Everything else I left still as a statue as they got ready to unleash all they had at the frigate. I got so excited about shooting my killbow at the frigate and carrying out Gollok’s genius plan, only for Ian to use Cunning Fleetmaster to move his Frigate to the other side of the hill, and out of reach! With his Aether-Khemist hiding out of sight of my Skewers, there wasn’t much else I could do this turn as Ian’s cleverness of giving the first turn to me became apparent.
Points Kruleboyz: 5 Kharadron: 0
Kharadron Turn 1
Battle Tactic: Opening Salvo
Ian, confident in his shooting (and why wouldn’t he be?), chose Opening Salvo as his battle tactic, meaning all he had to do was destroy one of my units in the shooting phase. He moved his frigate back across the hill near to the Hobgrots in the centre, along with his Aether-Khemist, once this had moved he bought on the other units I’d delayed through Disappearin’ Act and set them up around his Aether-Khemist.
Starting with the Khemist, he generated eight shots against the poor defenceless Grots in the centre. Luckily for me these all whiffed spectacularly (You’ll notice a trend emerge soon-Ian). He chose to shoot everything he had on the frigate at the grots as well, but unlucky rolls saw only four of the Hobgrots lifted from the table. The Arkanauts and Endrinriggers kill a further 2, meaning unfortunately for Ian, he was unable to achieve his battle tactic that turn.
With revenge against both his dice and the plucky Hobgrots in mind, the frigate charged into them killing three of them. This left just one alive, which thanks to Inspiring Presence decided to stick around.
Points Kruleboys: 5 Kharadron: 2
Kharadron Turn 2
Battle Tactic: Desecrate their Lands (Centre Woods)
Winning the priority and electing to go first this turn meant that Ian had the double, and the Kruleboyz were in serious trouble. Only needing to remove a single hobgrot, Ian wisely decided to try desecrate their lands and take the centre terrain feature away from my plucky hobgrot.
The Endrinriggers moved across the right to try and get into range of the Kruleboyz missile units while the Arkonauts moved to the south side of the northern hill and within range of the woods for the tactic.
Thinking it through, Ian designated three units for the target of his frigates attacks. The carbines at the hobgrot, the cannon at the Killbow and the skyhook at the Skewers. It didn’t take much to remove the Hobgrot and Ian knew his carbines on the frigate should be enough to do so, which they were. The poor hobgrot was transformed into a red mist giving Ian the objective. The cannon also did its job and left the Killbow as a mound of broken orruk and wood where it had previously sat. All eyes turned to the skewers, Ian rolled for the skyhook and…. missed! (Again…-Ian) However, it wasn’t over yet, the Endrinriggers and a few Arkonauts were still in range! Unfortunately Ian’s bad luck with his rolls returned and was only able to remove a single skewer and cause a wound on another.
With his forces having decimated mine with its shooting, Ian confidently charged his frigate into the Gutrippaz on the hill. Killing two of the Orruks and wounding another. The Gutrippaz replied in kind and with no less than 4 sixes on the to hit rolls, along with the other attacks the frigate suffered a mighty 10 wounds from the Rippaz. More was yet to come as we went into Kruleboyz turn 2.
Points Kruleboyz: 5 Kharadron: 7
Kruleboyz Turn 2
Battle Tactic: An Eye for an Eye
Seeing my opportunity, I chose the tactic, an eye for an eye, with the hope that the Gutrippaz would finish off the frigate in combat that turn.
Before that though, I gave Gollok‘His Finest Hour’ and used his mount trait Fast ‘Un to move him in the hero phase towards the juicy looking Endrinriggers, Arkonauts and Khemist. The movement phase saw him almost on top of the Endrinriggers, while the remainder of my skewers shuffled around to take a bead on the Endrinriggers and fish for those mortal wounds.
The shooting phase did not disappoint as the Skewers did enough damage to completely destroy the Endrinrigger unit. I chose to ignore the frigate, figuring that the Gutrippaz should have enough in their pocket to down it.
With the path to the Khemist and Arkonauts opened up Gollok let out a whoop of excitement as he and his doggo charged into Khemist and the surrounding Arkonauts. Using Unleash Hell, the Arkonauts managed to score 3 wounds on Gollok. Having the choice of first unit to fight, I didn’t want to risk the frigate killing enough Gutrippaz that meant I wouldn’t do enough damage back so I chose to go with these first. It was a formality as the 5 wounds were easy enough for the Gutrippaz to get through. The Khemist attacked Gollok but was unable to land a hit before his savage hound tore into the Khemist and left him for dead. The Arkonauts did what they could but were unable to get through the Gnashtoof’s tough hide.
Points Kruleboyz: 10 Kharadron: 7
At this point Ian conceded the game, with little options left to him and only the Arkanaut company on the table any threat to the Kruleboyz had been removed.
Kruleboyz – Post Battle Thoughts and Sequence
Part of me feels very bad for Ian, this was his first proper game of Age of Sigmar and with the Kharadron Overlords only for it to end at the bottom of turn 2.
Going into turn 2 after Ian’s clever ruse in the the first turn I thought the writing was on the wall for the Orruks. I envisioned Ian shooting me from distance I tried to close with him, this was compounded when he removed the killbow and a skewer, I was lucky to have two left. He then chose to charge the frigate, and this was what turned the tide. With the venom-encrusted weapons, Kruleboyz don’t care too much about your armour saves and this showed why. With 10 wounds in thee first round of combat and then finishing it off in the second it was easy meat for the boyz. If Ian had put his Arkonaut Company inside it however, it would have been entirely different!
I gained a total of 9 glory points from the game and 3 quest points. Meaning next time I can attempt to try and do the Tornado of Destruction battleplan. After their performance against the frigate it only seemed right to give the Gutrippaz the favoured warriors and the additional D6 renown, and this tipped them up into Veterans. I decided to give them the veteran ability Backstabbaz which will allow them to immediately fight after another unit in my army does so inthe fight phase. They did however have 1 casualty point, which would mean I’m starting the next game with only nine of them on the table potentially. All my other casualty rolls went well, apart from the Hobgrots wo suffered two. Deciding to keep the Well Spring I rolled for on the territory table and with 3 glory points remaining, I used these to purchase a Swampcalla Shaman for my small force.
GOLLOK’S SWAMPCRAWLERZ Army Faction: Orruk Warclans – Army Type: Kruleboyz – Subfaction: Grinnin’ Blades – Triumph: Inspired
LEADERS Killaboss on Great Gnashtoof (Gollok Spleenchewa) (130)* – General – 16 Renown – Command Traits: Slippery Skumbag – Artefacts of Power: Eye-biter Ash – Mount Traits: Fast ’Un Swampcalla Shaman (Grulb Da Mad) (100)* – Spell: Choking Mist
Well, that could have gone better. Yes, my rolls were against me in that first (and some of the second) shooting phase but that is all part of the game! I can pinpoint exactly where I went wrong, charging that Frigate in! I played with too much agression when, having the mobility, I could have out maneuvered Peter’s Orruks and pulled him out of position. Even used the Fly High command and repositioned my Frigate behind Peter’s weaker units. So, to sum up my learnings – use more commands, try putting my Company into the Frigate for a bigger impact (and better positioning), and don’t charge the unit that deals a lot of mortal wounds!
I gained 5 Glory Points from the game. I had to make casualty rolls for my Endrinriggers and my Aether-Khemist. The Aether-khemist I rolled a 1, which is death! Now that is a little harsh so I spent a Glory Point on a re-roll and ended up with no-effect. The Endrinriggers initially took a casualty point but I spent another Glory Point to reroll this (there are only three of them!) and got no effect. The Frigate rolled against the damage table from the Kharadron Battletome and also got no effect. Where were these good rolls during the game!
As for reknown, the Company gained 1 for surviving and the Frigate gained 2 as my nominated MVP which was a no-brainer. After all this I decided to add some Thunderers to my roster for 4 glory points, just to give me some more options and more boots on the ground.
Army Faction: Kharadron Overlords – Subfaction: Barak-Zilfin
LEADERS Aether-Khemist(Khreld Thundergust) (80)* – General – Command Traits: Cunning Fleetmaster – Artefacts of Power: Celestium Burst-Grenade
Dave and Ed have a game planned within the next couple of weeks. Then, the four of us will be meeting up for our second round of battles at the end of the month.
This is the top three 40k lists for the Grand Clash 2023 event that took place in the Canada on the 22nd and 23rd of April. It involved 47 players vying to be crowned champion in a 6-game tournament.
As we head into 10th edition and beyond we wanted to start providing a source for lists that are being used successfully in tournaments around the world. The size of the 40k community and the sheer number of events means we won’t be commenting.
Before I jump into the Top Three 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 40k Lists
Iron Hands Successor (Custom Chapter, Master Artisans, Whirlwind of Rage) Unbound Army (Faction) 0 CP, 1997 pts, 130 PL
HQ
Primaris Lieutenant [65 pts, 5 PL, -1 CP] – Neo-volkite pistol – Master-crafted power sword and Storm Shield – Rites of War, Stratagem: Warlord Trait, Warlord Primaris Techmarine [70 pts, 4 PL, -1 CP] – Stratagem: Hero of the Chapter – Target Protocols
Ian, who is a recent addition to our team, is looking to get into Age of Sigmar. Coming from a 40k background he wanted a way to build up an army slowly and still get a few games in. We all suggested Path to Glory as there are a few of us in the area who can make it down to our local gaming club fairly regularly.
I’ve been itching to play Path to Glory for a little while, so I jumped at the chance! Hopfully, all being good, you should also see some articles from the others taking part; Ian, Dave and Ed.
What am I playing?
Kruleboyz…..
Yeah I know, I’m a sucker for punishment, but I can’t resist my green lads. I’m not expecting too much, but I’m going to use it as an opportunity to test some units you may not usually see in the competitive scene – after all this is just a friendly campaign.
Gollok Spleenchewa
My warlord for the campaign is one Gollok Spleenchewa, who is a Killaboss on Great Gnashtoof. I’ve given him Slippery Skumbag as his command trait, this’ll allow him to retreat and charge in the same turn meaning I’m always benefitting from the Savage Hound ability (add 1 to hit rolls for attacks made by this unit if this unit made a charge move in the same turn). I’ve also given them the mount trait Fast ‘Un, just to give them a little extra speed to get them into combat.
Gollok’s Rippaz
The main dudes, a unit of 10 Gutrippaz all with wicked stikka’s. Still a little pricey in my opinion at 150 points, but they have more staying power than the Hobgrots. Plus the recent boost to their Scare Taktikz (subtract 1 from hit rolls for attacks made with melee weapons by enemy units that are not Heroes or Monsters that target this unit) means they have a bit more sturdiness in combat than previously when it came down to a dice roll.
Gollok’s Grots
A unit of 10 Hobgrots, these dudes will be asked to capture the occasional objective, but will mainly act as a screen for the Skewers in the force.
Gollok’s Boltboyz
Noticed a theme in the names yet? Gollok isn’t the most imaginative of Orruks.
3 Man-Skewer Boltboyz to give some threat at range. Yes they’re made of paper, and yes it’s likely that all the other armies I’m facing will have decent shooting (Lumineth, Ogors and Kharadron). But, the ability to cause mortal wounds at range cannot be sniffed at, the only problem comes if they are sniffed at.. they’ll likely die.
Gollok’s Killbow
My first unit I’ve chosen that’s a little ‘out there’, I love the model and just want to see how it fairs against mainly the Kharadron and Ogors. It’s likely going to whiff a lot, but let’s see.
Gollok’s Swampcrawlerz
That brings me to 580 points and the vague possibility of a triumph in game, I chose Inspired for this. All of these units are wrapped up in the usual Grinnin’ Blades package which I considered a must considering the amount of shooting I could be facing off against. I also chose a Battle Regiment so that they could all be one dropped and give me the possibility of choosing whether I go first or second.
The First Quest
For the first Quest I chose to go with one in the Orruk Warclans book, Tornado of Destruction. Once I get 3 Quest Points, I’ll be able to play the Battleplan, Tornado of Destruction, and if I win I get to choose a unit from a rival warclan (Bonesplitterz or Ironjawz) to join my force.
Path to Glory for Orruks is incredibly fun since you can add rival Warclan units to your army as you progress. In a Vanguard force which we’re playing at 1 in 4 units can be a rival Warclan. As you progress this can increases to 1 in 2 and eventually as many as you want once you’ve built a mighty stronghold. The only question playing on my mind right now, is which unit would I choose to include?
I’m lucky in that almost all of the units I have in my force are painted. All I need to do is complete the Gnashtoof and I’m good to go. Best get cracking, I’ve got my first game against Ian next Wednesday!
This is the top three AoS lists for War Under the Mountain that took place in Australia on the 25th and 26th of March. It involved 19 players vying to be crowned champion in a 5-game tournament.
As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.
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: Kharadron Overlords – Sky Port: Barak Zon – Grand Strategy: Rule the Skies – Triumphs: Inspired
Kharadron Code – Artycle: Honour Is Everything – Amendment: Prosecute Wars With All Haste – Footnote: There’s No Reward Without Risk
Leaders Arkanaut Admiral (125)* – General – Command Trait: Stormcaller – Aspect of the Champion: Leadership of the Alpha Aetheric Navigator (85)** – Artefact: Voidstone Orb
Battleline 6 x Skywardens (260)** – Reinforced x 1 6 x Skywardens (260)** – Reinforced x 1 6 x Skywardens (260)* – Reinforced x 1
Other Units 1 x Grundstok Gunhauler (170)** – Main Gun: Sky Cannon – Gunhauler Modifications: Coalbeard’s Collapsible Compartments 3 x Endrinriggers (120)** 3 x Endrinriggers (120)*
Behemoths Arkanaut Frigate (300)* – Main Gun: Heavy Sky Cannon Arkanaut Frigate (300)** – Main Gun: Heavy Sky Cannon
Allegiance: Slaves to Darkness – Damned Legion: Knights of the Empty Throne – Grand Strategy: Defend What’s Ours – Triumphs: Inspired
Leaders Chaos Sorcerer Lord (120)* – Artefact: Arcane Tome (Universal Artefact) – Mark of Chaos: Undivided – The Lore of the Damned: Chaotic Conduit – Aspect of the Champion: Leadership of the Alpha
Battleline 6 x Varanguard (580)* – 6x Fellspear – Mark of Chaos: Khorne – Reinforced x 1 6 x Varanguard (580)* – 6x Fellspear – Mark of Chaos: Khorne – Reinforced x 1 6 x Varanguard (580)* – 6x Fellspear – Mark of Chaos: Khorne – Reinforced x 1
Allegiance: Daughters of Khaine – Temple: Zainthar Kai – Grand Strategy: Bloodthirsty Zealots – Triumphs: Inspired
Leaders Hag Queen (120)* – Aspect of the Champion: Tunnel Master – Prayers of Khainite Cult: Crimson Rejuvenation Anointed on Frostheart Phoenix (320) – Allies Slaughter Queen on Cauldron of Blood (300)* – General – Command Trait: Zealous Orator – Artefact: Arcane Tome (Universal Artefact) – Lore of Shadows: Mindrazor – Prayers of Khainite Cult: Sacrament of Blood
Battleline 15 x Blood Sisters (450)* – Reinforced x 2 10 x Blood Stalkers (360)* – Reinforced x 1 5 x Blood Sisters (150)*
Units 5 x Khinerai Heartrenders (100)* 5 x Khinerai Heartrenders (100)*
Leaders Gobsprakk, The Mouth of Mork (260)* Snatchaboss on Sludgeraker Beast (290) – Artefact: Mork’s Eye Pebble – Mount Trait: Mean ‘Un Killaboss on Great Gnashtoof (130)* – General – Command Trait: Supa Sneaky – Artefact: Eye-biter Ash Swampcalla Shaman with Pot-grot (100)* – Lore of the Swamp: Nasty Hex Swampcalla Shaman with Pot-grot (100)* – Lore of the Swamp: Choking Mist Murknob with Belcha-banna (80)*** – Aspect of the Champion: TunnelMaster
Battleline 20 x Gutrippaz (300)*** – Reinforced x 1 10 x Gutrippaz (150)* 20 x Hobgrot Slittaz (160)** – Reinforced x 1 10 x Hobgrot Slittaz (80)**
Units 6 x Man-skewer Boltboyz (240)** – Reinforced x 1
This is the top three AoS lists for the Straigyt Edge Wargaming GT that took place in Sweden on the 11th and 12th of March. It involved 14 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.
Leaders Swampboss Skumdrekk (290)* Swampcalla Shaman with Pot-grot (100)** – Lore of the Swamp: Choking Mist Swampcalla Shaman with Pot-grot (100)** – Lore of the Swamp: Choking Mist Murknob with Belcha-banna (80)* – Aspect of the Champion: Tunnel Master Killaboss on Corpse-Rippa Vulcha (220)** – General – Command Trait: Supa Sneaky – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Fast ‘Un – Lore of the Swamp: Nasty Hex Skragrott, The Loonking (160)* – Allies
Battleline 10 x Gutrippaz (150)* 10 x Gutrippaz (150)* 10 x Hobgrot Slittaz (80)* 10 x Hobgrot Slittaz (80)*
Units 6 x Man-skewer Boltboyz (240)** – Reinforced x 1 6 x Man-skewer Boltboyz (240)** – Reinforced x 1
Endless Spells & Invocations Ravenak’s Gnashing Jaws (70) The Burning Head (30)
Allegiance: Slaves to Darkness – Damned Legion: Knights of the Empty Throne – Mortal Realm: Hysh – Grand Strategy: Take What’s Theirs – Triumphs: Indomitable
Leaders Chaos Sorcerer Lord (120)* – Mark of Chaos: Slaanesh – The Lore of the Damned: Daemonic Speed – Aspect of the Champion: Fuelled by Ghurish Rage Be’Lakor, the Dark Master (355)* – The Lore of the Damned: Binding Damnation 6 x Varanguard (580)* – General – 6x Fellspear – Mark of Chaos: Khorne – Reinforced x 1
Battleline 10 x Chaos Knights (460)* – Mark of Chaos: Nurgle – Ensorcelled Banner: The Eroding Icon – Reinforced x 1 5 x Chaos Knights (230)* – Mark of Chaos: Khorne 9 x The Unmade (80)* – Mark of Chaos: Undivided
Allegiance: Ossiarch Bonereapers – Legion: Petrifex Elite – Grand Strategy: Take What’s Theirs – Triumphs:
Leaders Arkhan the Black, Mortarch of Sacrament (340)* Mortisan Soulmason (120)* – Lore of Mortisans: Empower Nadirite Weapons Mortisan Boneshaper (110)* – General – Command Trait: Mighty Archaeossian – Artefact: Godbone Armour – Lore of Mortisans: Reinforce Battle-shields – Aspect of the Champion: Fuelled by Ghurish Rage
Battleline 30 x Mortek Guard (420)* – Nadirite Blade and Shield – Reinforced x 2 30 x Mortek Guard (420)* – Nadirite Blade and Shield – Reinforced x 2 3 x Necropolis Stalkers (170)* 3 x Necropolis Stalkers (170)*
This is the top three AoS lists for the Norwegian Masters that took place in Norway on the 21st and 22nd of January. It involved 24 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: Allherd – Grand Strategy: Protect the Herdstone – Triumphs: Indomitable
Leaders Dragon Ogor Shaggoth (155)* – General – Command Trait: Dominator – Lore of Dark Storms: Hailstorm Great Bray-Shaman (100)* – Artefact: Blade of the Desecrator – Universal Spell Lore: Ghost-mist Great Bray-Shaman (100)* – Lore of the Twisted Wilds: Wild Rampage
Battleline 10 x Ungors (65)* – Mauls & Half-Shields 10 x Ungors (65)* – Mauls & Half-Shields 10 x Ungors (65)* – Shortspears & Half-Shields
Units 6 x Tzaangor Enlightened on Disc of Tzeetch (360)** – Reinforced x 1 6 x Tzaangor Enlightened on Disc of Tzeetch (360)** – Reinforced x 1 6 x Tzaangor Enlightened on Disc of Tzeetch (360)** – Reinforced x 1 20 x Tzaangors (350)* – 20x Pair of Savage Blade – Reinforced x 1
Is Beasts the most metal faction? I always feel like it is (might be the horns), which might explain our first 2 lists, or maybe it’s just how strong they are at the moment. With solid summoning, quality attacks, and the number of bodies, it’s a challenging faction for anyone right now. And then there is the buffed Herdstone, granting -1 Rend board wide and -2 from round 3. Danny has gone all in for the Tzaangor Enlightened on Disc (dubbed TED from now), making their main attack a Rend 2, Damage 2 at (and 19 from the unit). That moves 16″ getting them just about anywhere. They have a quirk that improves their to wound to 2+ if they go second.
And really, that’s the list, 3 small heroes to max points for the TED units, 3 x 10 man(?) Ungor units, screens and scoring, and a big unit of Tzaangors. Those Tzaangors are a threat in their own right, but their most likely use if for generation of primordial points for summoning. It’s not hard to generate 3 points or another 10-man Ungor unit every turn with a little luck. Great approach with the leaders. They are all casters and equipped more for control than buffing damage. Ghost mist to hopefully restrict shooting and Hailstorm to protect a TED from being charged. With bounty hunters, Herdstone rend, and reroll wounds (Wild Rampage), those TEDs can be terrifying. The Dragon Ogre is a solid brick and can move up to support the TEDs.
This list starts with 162 and can bring more on throughout the game. With high-quality attacks and extreme mobility, it is very hard to stop it scoring and equally from denying you your scoring opportunities. With a relatively easy book Grand Strategy, it’s no surprise Danny was able to max his score in 2 rounds. He had the most trouble with Maggotkin, whose Mortal Wound output and durability hurt, and Lumineth. Rend reduction is great when that’s your opponent’s thing. It’s always fun. How will they go in the new book?
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Allegiance: Beasts of Chaos – Greatfray: Allherd – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
Leaders Dragon Ogor Shaggoth (155)* – General – Command Trait: Dominator – Artefact: Horn of the Tempest – Lore of Dark Storms: Sundering Blades Great Bray-Shaman (100)* – Lore of the Twisted Wilds: Vicious Stranglethorns Tzaangor Shaman of Beasts of Chaos (135)* – Artefact: Blade of the Desecrator – Lore of the Twisted Wilds: Tendrils of Atrophy
Battleline 9 x Dragon Ogors (435)*** – 9x Draconic War glaives – Reinforced x 2 10 x Ungors (65)** – Mauls & Half-Shields 10 x Ungors (65)** – Mauls & Half-Shields
Units 10 x Ungor Raiders (80)** 10 x Ungor Raiders (80)* 10 x Ungor Raiders (80) 6 x Tzaangor Enlightened on Disc of Tzeetch (360)*** – Reinforced x 1 6 x Tzaangor Enlightened on Disc of Tzeetch (360)*** – Reinforced x 1
It is very similar to the previous list with TEDs bringing the hurt, but this time, a big unit (double reinforced) of Dragon Ogres to synergise with the Ogre Shaggoth. The Shaggoth is built for damage this time with Sundering Blades to boost the Ogres. At the same time, there isn’t a big unit of Tzaangors for sacrificing, mostly likely Ungor Raiders were feeling the blade. Ungor Raiders aren’t a bad screen either, bringing the chance of chip damage via an unleash hell, except they only hit on 5+. In comparison to Danny’s list, this has a little less summoning (maybe), less mobility but a much bigger punch.
Although Kristoffer only maxed his score once, he was scoring better overall than Danny until the Lumineth struck. If I had to guess, I’d say the Dragon Ogors died to shooting fairly early, leaving the army without the ability to control scoring as effectively. That and the reduction of Rend -1 or -2 to 0 means most of this army hits Ymetrica Lumineth like wet noodles. Ungor Raiders and Ungors would be lucky to inflict more than chip damage all game. Solid performance overall and the punishment dealt to others, at least mean Kris won the war if not the Battle.
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Allegiance: Lumineth Realm-lords – Great Nation: Ymetrica – Mortal Realm: Chamon – Grand Strategy: No place for the weak – Triumphs: Indomitable
Leaders Alarith Stonemage (120)** – Artefact: Molten Talisman – Lore of the High Peaks: Unbreakable Stoicism Scinari Enlightener (170)** – General – Command Trait: Loremaster – Artefact: Silver Wand – Lore of Hysh: Speed of Hysh, Protection of Hysh, Total Eclipse Avalenor, the Stoneheart King (420)**
Battleline 15 x Alarith Stoneguard (360)* – Stone Mallets – Reinforced x 2 10 x Alarith Stoneguard (240)* – Stone Mallets – Reinforced x 1 5 x Alarith Stoneguard (120)** – Stone Mallets
Units 5 x Vanari Dawnriders (140)* – Spell1: Lore of Hysh: Protection of Hysh 20 x Vanari Auralan Sentinels (300) – Spell1: Lore of Hysh: Overwhelming Heat – Reinforced x 1
And here is the nemesis list for the 1st and 2nd place Beasts lists. With the new book (what’s with another book for the Lumineth already and not Seraphon or Kharadon?), we’ve seen the switch to Stoneguard from Wardens. This list has a bit of everything to support the 30 Stoneguard with Dawnriders, Sentinels, and even a Ballista (much more useful in Lumineth than Stormcast). The list works by overlapping buffs. The Stoneguard are best within 12″ of the Stoneking. He can grant each of the Stoneguard units with +1 attack. The Stoneking wants to remain within 12″ of the Stonemage, so he always fights on the top of his table. The Enlightener is freer with 18″ range on key spells to reach the Stoneguard with Speed or Protection of Hysh (double movement or 5+ ward). The Enlightener doubles up on his freedom with the Twinned Tether ability, which reflects wounds. He can only cast it (CV 6) if he has cast a Lore of Hysh spell. Once a turn, he can guarantee a cast of 9, situational but a possible defensive tactic. Of course, you can put him in the shrine and make sure he has rerolls.
Hate high elves yet? Those Stoneguard have rend reduction (better than a 3+ save since it turns of both Rend -1 and -2), a 4+ mortal wound save and can have a 5+ ward. The Stoneking grants them another attack, and the Stonemage can give one unit mortals in addition on a 5+ instead of the normal 6+. For the big unit, that is an extra 7.5 MW. And then there is the indirect mortal wound shooting of the Sentinals (still 30″ range due to the Ballista) and the swingy but potentially vicious 30/36″ range of the Ballista. It’s a great army that is active in all phases and very dangerous. It has a weakness, though, in that it is slow and it needs the buffs. Individually, the units can be brought down. We see that in the scoring, his first round was a max 20 against a relatively slow Stormcast List, but afterwards, solid but low scoring games. He was still only 2 points behind 2nd because his one loss was very close.
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Allegiance: Kruleboyz – Warclan: Grinnin’ Blades – Grand Strategy: No Place for the Weak – Triumphs: Indomitable
Leaders Snatchaboss on Sludgeraker Beast (290)* – General – Command Trait: Supa Sneaky – Artefact: Mork’s Eye Pebble – Mount Trait: Smelly ‘Un Gobsprakk, The Mouth of Mork (260)** Swampcalla Shaman with Pot-grot (105)** – Lore of the Swamp: Choking Mist Swampcalla Shaman with Pot-grot (105)** – Lore of the Swamp: Sneaky Miasma Swampcalla Shaman with Pot-grot (105)* – Lore of the Swamp: Nasty Hex
Battleline 10 x Gutrippaz (160)* 10 x Gutrippaz (160)* 10 x Hobgrot Slittaz (80)**
Units 6 x Man-skewer Boltboyz (240)** – Reinforced x 1 6 x Man-skewer Boltboyz (240)** – Reinforced x 1 6 x Man-skewer Boltboyz (240)** – Reinforced x 1
This list is almost identical to the one I run. To be fair, there isn’t much variation in Kruleboyz lists. Usually, 3 units of Boltboyz inflict mortal wounds from afar. A snatchaboss who buffs nearby units with poison, allowing the Kruleboyz Orruk units to cause add an additional mortal wound on those 6+ rolls. A sprinkling of Shamans who can also buff Kruleboyz Orruk units, allowing them to cause mortals on 5+ as well as 6+ to hit. Then Hobgrots and Gutrippaz to act as screens and objective cappers.
The elephant in the room (or should that be vulcha) is Gobsprakk. This guy is great, I’ve had lots of success with him purely from his mortal wounds on dispels (D3 standard D6 with an unbinding roll of 10+). I almost took down a GUO with his dispels alone when playing against Ed. His ability is so good, you’ll often find that your opponent won’t even cast unless absolutely necessary. Especially after suffering those D6 mortals for the first time.
Gobsprakk may be a good choice in the new handbook. He’ll allow you to cause the mortal wounds on casters in the enemy army even if they’re Galletian Champions…. if they choose not to cast, they’ve wasted points on their casters. He’s not great in combat. He’ll do 4 damage on average to units with a 6+ save.
The whole lot is wrapped up into two big posionous Battle Regiment packages. Wirh a nice Grinnin’ Blades bow on top, preventing the opponent from seeing you from more than 12″ away.
As a Kruleboyz player, you’ll always want the choice of priority on the first turn, with most Krulebros choosing to go 2nd to try and neuter any opponent early doors with two rounds of poisonous bolts. Of course Alpha-Strike armies love Kruleboyz and eat them for breakfast.
I’m just hoping that the revitalised Gitz book will give the Kruleboyz some punch through their Allies.
Well done Christian on managing to put in such a great performance with Kruleboyz.
This is the Top Three AoS Lists for Devon Destruction II that took place in the UK on 26th and 27th November. It involved 44 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.
Allegiance: Skaven – Grand Strategy: Arch-corruptors of the Mortal Realms – Triumphs:
Leaders Grey Seer on Screaming Bell (325)* – General – Command Trait: Diabolical Schemer – Lore of Ruin: Death Frenzy Plague Priest on Plague Furnace (335) – Artefact: Blistrevous the Living Cyst – Noxious Prayers: Rabid-rabid! Plague Priest (100)* – Noxious Prayers: Rabid-rabid! Plague Priest (100)* – Noxious Prayers: Filth-filth! Verminlord Corruptor (350) – Artefact: Blade of Corruption – Universal Spell Lore: Flaming Weapon
Units 20 x Clanrats (100)** – Rusty Blade – 2x Standard Bearers – 2x Standard Bell Ringers 20 x Clanrats (100)** – Rusty Blade – 2x Standard Bearers – 2x Standard Bell Ringers 30 x Plague Monks (270)*** – Foetid Blades – 3x Standard Bearers – 3x Plague Harbingers – Reinforced x 2 30 x Plague Monks (270)*** – Foetid Blades – 3x Standard Bearers – 3x Plague Harbingers – Reinforced x 2 Vermintide (40)
Declan: There’s still a few armies in Age of Sigmar that can genuinely run hordes… and thankfully Skaven remains one of them although it is rarely seen with Stormfiends being a more common choice.
Brandon has done very well to navigate this to a 5-0 helped by the 100 rats (40 Clanrats and 60 Plague Monks), but led by a complement of no less than 5 characters. As a horde player myself – I love this!
The Corrupter can hit like a ton of bricks:
From Games Workshop / Wahapedia
Sure it’s as swingy as a Mangler Squig but with 3+/3+ he’s definitely doing damage on the charge… and will be a good trading piece – especially if opponents forget the Gnawholes (allow teleporting between them – stand near them to stop this!)
Meanwhile the priests are trying to get the Pestilens +1 to wound… which conveniently includes the Corrupter. 2+/2+ with this and all out attack – that’ll make a mess. And in case you think the big characters are all he has, beware of the glass cannons of the Plague Monks. It’s not what it was back in AoS2 but it’ll still catch some people out.
Games Workshop & Wahapedia
With Filth-filth they are 3+/3+ – a good combat profile – and with +1 attack on the charge they are getting through 1.5 wounds each before saves – and whilst the rend ‘-‘ looks weak they get -2 rend on any 6s to hit.
So, to beat this you need to attack it first… simultaneously whilst hoping Brandon doesn’t know how to use his Clanrats as screens or objective holders – not much chance of that against someone who’s gone 5-0!
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Army Faction: Sons of Behemat – Army Type: Breaker Tribe – Grand Strategy: Show ’Em Who’s Boss! – Triumph: Inspired
LEADERS Gatebreaker (520)* – General – Command Traits: Monstrously Tough – Artefacts of Power: Glowy Shield of Protectiness Warstomper (450)* – Artefacts of Power: Amberbone Totem Kragnos (720)**
CORE BATTALIONS *Bosses of the Stomp – Magnificent **Battle Regiment
TOTAL POINTS: 1990/2000
Danny: Devon was a tournament close to home (literally – a whole bunch of my club were there) – and despite its small size there were some heavy hitting lists. New SoB definitely count as ‘heavy hitting’ too – even though their damage output with the new book got swingier overall, they gained some extra utility and tactical flexibility.
Now, Kragos isn’t exactly ‘new’ but why fix what ain’t broken? What’s cool is that the ‘little’ guys are viable now, and Jon makes good use of their new points cost as objective/battle tactic grabbers. Meanwhile, Kragnos gets escorted by a Warstomper with the Amberbone Totem for a run AND a 3d6 charge (thanks to Krag-daddy) – while the Gatebreaker packs monstrously tough (for +5 wounds) and the Glowy Shield for minus 1 rend to incoming attacks, making the heavy-hitter also extra survivable.
All in all, it’s a simple, but well thought out and clearly effective package, losing only to the shenanigans of LotP and taking down 3 very good armies in the meta right now. Gargants run by my club-mate Cam also finished 4th – proving the big boys are very much back (well, settling) in town! Kudos to Jon!
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Allegiance: Ogor Mawtribes – Mawtribe: Boulderhead – Grand Strategy: Enough Grub for All – Triumphs: Bloodthirsty
Leaders Frostlord on Stonehorn (445)* – General – Command Trait: Touched by the Everwinter – Prayer: Keening Gale – Mount Trait: Rockmane Elder Frostlord on Stonehorn (445) – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Metalcruncher – Universal Spell Lore: Levitate
Alice: A classic style Beastclaw Raiders list, consisting of (mostly) mounted cavalry instead of foot troops. boulderhead is a natural choice as it adds 2 wounds to each model and hands out an extra mount trait to the leaders.
Leading the charge are two Frostlords on Stonehorns, which have an extremely nasty attack repertoire. Most notably the 4 attacks from the Frost Spear for Rend -1 Damage 3 and 6 Rock Hard Horns Rend -2 Damage 3 (With an extra point of damage on the charge). These guys also add +1 to charge rolls for any Beastclaw Raiders, which is most of this list, and they do stack if you’re within the bubble for both of them. Beastclaw Raiders live and die by the charge phase, either they all get in on turn 1 or they’re left out in the open to be picked off. If they get that charge, it’s usually going to be over real quick.
Each one is kitted out differently to aid the group as a whole. The General’s mount trait makes it much more hardy, granting it -1 to be wounded against all attacks, potentially saving it against alpha shooting or charging. Touched by the Everwinter lets him function as a priest, with Keening Gale adding 3″ of movement to the Mournfangs so they can keep up with their Masters. The other Frostlord is a Scalpel to take out high defense units. Metalcruncher does D6 mortals to units with a 3+ or better save, and Levitate allows it to bypass any would be screens trying to stop them from getting to the juicy targets in the back row. With the General using the Unstoppable Charge to make a 3D6″ move after charging, it becames damn near impossible to screen them out.
Rounding things off are a Reinforced unit of Mournfangs, Stonehorn and Thundertusk riders. Stonehorn are strong against tougher units, Thundertusk for hordes and Mournfangs for general purpose slaughter. The list struggle in battle tactics and missions requiring Galetian Veterans but solid at cracking through even strong foes. Of course, the meta darling Ironblaster also appears to rain down fire before the charge.
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Army Faction: Legion of the First Prince – Grand Strategy: Take What’s Theirs – Triumph: Inspired
LEADERS Bloodthirster of Insensate Rage (280) – Artefacts of Power: Armour of the Pact Great Unclean One (495)* – General – Command Traits: Ruinous Aura – Bilesword and Plague Flail – Artefacts of Power: Fourfold Blade – Spells: Flaming Weapon, The Master’s Command Slaves to Darkness Daemon Prince (210)* – Mark of Chaos: Khorne – Hellforged Sword and Malefic Talons Changecaster (140)* – Spells: The Master’s Command Be’lakor (360)** – Spells: The Master’s Command
Alice: Quick disclaimer going forward, the new Slaves to Darkness book was not used in this tournament so any commentary will be referencing the old book.
The general design for Legion of the First Prince focuses on a strong core of Leaders and going lean on troops. Without their faction buffs, most rank and flank daemons struggle to do more than tarpit, but the faction’s strongest ability is to continuously to summon more so its ok to run a bit lean here. The Take What’s Theirs grand strategy starts making a lot more sense with that in mind.
So what do these heroes contribute? Be’lakor the man himself is an obvious staple, even without his bodyguard rule he’s still an excellent beat stick and The Dark Master is unmatched at locking your opponent’s most dangerous unit down for a unit. The Daemon Prince of Khorne serves one goal (remember we still have the old one here): to use its command ability to halve run and charge rolls. There’s no question why it was changed and I can’t blame someone for wanting to take it for one last run. The Changecaster is an extremely budget priced caster compared to the other daemon leaders and packs a spell that reduces Saves on a unit by 1, which is nice.
Both the Bloodthirster and Great Unclean One are meant to be beat sticks that are also difficult to take down. The Bloodthirster’s Armour of the Pact lets it reroll saves while the Great Unclean One has a 5+ Ward thanks to its command trait (Remember, you don’t get Disgustingly Resilient outside Maggotkin). The Great Unclean one can enflame its sword and use its artefact to do D3 mortals with its flail to do a surprising amount of damage with a hero most armies will struggle to kill. If you get stuck in fighting either of these Greater Daemons you likely will lose after a long, grinding fight
This is the Top Three AoS Lists for GAF Jamboree that took place in the UK on 19th and 20th November. 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
Army Faction: Daughters of Khaine – Subfaction: Khailebron – Grand Strategy: Take What’s Theirs – Triumph: Inspired
LEADERS Melusai Ironscale (115)* – General – Command Traits: Zealous Orator – Artefacts of Power: Arcane Tome – Spells: Mindrazor Morathi-Khaine (680)* The Shadow Queen (680)*
Joshua: Baz gives us a different look into Daughters, with a very interesting Khailebron list.
First, let’s talk about Khailebron since this isn’t a top pick of the temples. This temple allows you to spend a command point and target a friendly unit. Remove them from the battlefield, and set them up anywhere on the battlefield 9” away from enemy units. This is very valuable in the sense that it opens up easy access to battle tactics and getting key units out of combat. This also allows the shadow stalkers to become battleline. After becoming a battleline you also get a very mobile unit for objective grabbing and back line threats.
The first thing that we take away from this list is that Morathi is still involved and we all know she is a force to be reckoned with. Now to add to her threat level you can’t lock her into combat and bog her down. She just uses the Khailebron command ability to teleport out of combat and sets herself up for another charge. Which keeps the scary mindrazor spell giving the plus 1 to damage on the charge. Or getting away to safety, stopping the clock of three wounds on the queen for turn. And for lists that already have trouble getting those three wounds a turn, now struggle even more.
Ironscale being the general allows the Blood Sisters and Blood Stalkers to become battleline. Which is a key piece to this list allowing the stalkers to get up to a 15 man unit. Throwing 30 shots 24” across the table. With morathi on the table allowing the hero phase shooting a total of 60 shots, doing mortals on sixes to hit. Ironscale also lets the Bloodsisters run and charge which increases their threat range to a staggering 24”. Add in the Horrorghast which prevents inspiring presence, units are not staying on the table for long.
To add to all the mobility this list already has, it has two units of Khinerai Heartrenders. Having these two units allow to complete a DOK book tactic, Cruel Delight. Having these two units set in reserve there is nothing your opponent can do to prevent you from completing this tactic. Which gives you an edge in a generals handbook that tactics are not easy to come by.
This list gives you the mobility to threaten the entire board, making no objective safe from your taking. Also it gives you, as the pilot the ability to control your targets a little easier. With the Rites Table giving you a Plus 1 to charge it makes those 9” charges a little easier to come by. Looking at this list it’s clear that it has many, many threats and can easily see it going 5-0 in the upcoming events.
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) – Allies
Declan: With the points increase from 400 to 480 points there was clearly a hope in the AoS design studio that it would reduce it’s appearance. We can’t tell yet, but Tom doesn’t seem to mind. He’s added in a Maw Krusha and 3 Warchanters! No doubt this is so he can power up the Maw Krusha and both 6 Gore Gruntas units. This is an alpha strike army of the highest order.
Add in the Ironjawz ability – Smashing and Bashing – you’re going to need big screens to stop this one steamrollering over you. It’s very, very quick; gets to you in turn 1, and hits like a freight train.
To stop it, you need to take out the bonded Warchanter or hit the Maw Krusha when it doesn’t have finest hour or Mystic Shield on. Shooting armies will definitely have a chance here, but I’m not surprised that Tom got a 4-1.
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Army Faction: Lumineth Realm-lords – Subfaction: Ymetrica – Grand Strategy: Alarith Aftershock – Triumph: Inspired
Declan: Well this is different. Starts off with Teclis but then has none of the rest of the usual LRL army. Indeed in Ed’s absence I needed to look some of these units up… and that’s a great sign of an off-meta list.
Joe has done well to get to 4-1 with it built around Avalenor and Stoneguard although with Teclis doing his usual heavy lifting of course.
From Games Workshop / Wahapedia
Avalenor is designed to not die – not quite in the same way as Morathi, or a Bastiladon but he can still take some damage and the 3+/3+ combat profit shows he is expected to do some work in combat. At 420 points he’s not cheap but he’s not very slow and counts as 5 on objectives as well.
Meanwhile the Stoneguard and (arguably) more defensive with a 4+ ward if contesting an objective you control with Fortitude of Faith.
Games Workshop / Wahapedia
This will give even Orruks a run for their money and makes them very survivable as anyone who has fought Pheonix Guard will attest to. If they are on an objective, not much is shifting them. Well done to Joe and thanks for getting me to look at 2 different warscrolls!
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Army Faction: Blades of Khorne – Army Subfaction: Reapers of Vengeance – Grand Strategy: No Place for the Weak – Triumphs: Inspired
LEADER 1 x Exalted Greater Daemon of Khorne (580) – General – Command Traits: Mage Eater – Artefacts: Deathdealer 1 x Bloodthirster of Unfettered Fury (295)* 1 x Skarbrand (380)** 1 x Bloodsecrator (125)** – Artefacts: Skullshard Mantle 1 x Skullgrinder (90)**
Alice: Most Khorne lists rely on 3, sometimes 4 bloodthirsters. It’s one of the actually really good heroes in a faction that is struggling really hard. So Skarbrand and Bloodthirster of Unfettered Fury are not surprising here.
What is surprising is the Exalted Greater Daemon, the Resin terror from Forgeworld. At 580 points this thing is not cheap, but it has power when your opponent is facing off against something they’ve probably never seen, let alone played against before. 20 wounds is hard to cut through, and the axe is incredible at 8 attacks at Rend -2 (rend -3 in this case, due to the command entourage’s extra artefact), Damage 3. The fun doesn’t stop there, either. It can nominate a unit in combat to be unable to retreat, able to function as an excellent tarpit. With 20 wounds it’ll be able to hang around a bit. The final perk is in the form of its command ability which lets any daemon unit pile in 6″, anywhere on the field. If your opponent thought he was being clever staying outside of 3″, it’s going to be a bad time.
Most of the roster rounding things off is pretty predictable. Bloodsecrators can help neuter enemy Wizards, and grant an extra attack to every unit within 16″.
The Skullgrinder helps support the foot troops, able to deal some mortal wounds to Enemy Heroes and Monsters on a 2+. Bloodreavers are a workhorse battleline, suitable for capturing objectives and sacrificing to opponents, while Wrathmongers can actually put in some work with their Flurry of attacks and mortal wounds on death.
This is the Top Three AoS Lists for the TCC: Age of Sigmar 2 Day Event that took place in Australia on 12th and 13th November. It involved 24 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: Maggotkin of Nurgle – Army Subfaction: Drowned Men – Grand strategy: Blessed Desecration
LEADER 1 x Lord of Afflictions (230)* – General – Command Traits: Overpowering Stench – Dolorous Tocsin – Artefacts: The Splithorn Helm 1 x Be’lakor (360)*
BATTLELINE 2 x Pusgoyle Blightlords (250)* – Dolorous Tocsin 2 x Pusgoyle Blightlords (250)* – Dolorous Tocsin 2 x Pusgoyle Blightlords (250)* 4 x Pusgoyle Blightlords (500)* 10 x Plaguebearers (150)*
TERRAIN 1 x Feculent Gnarlmaw (0)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: (1995/2000)
Danny: Maggotkin are still good after the flies went up a few points, who’d a thunk it! We got drowned men here for the pre-game move with 10 flies, and a cheeky Be’Lakor to stop your main thing from doing whatever it does that MIGHT kill some flies for a turn (or two if they give away/lose the double).
Oppressive pinning list and attrition through disease points is the name of the game here. Be’Lakor is a cheeky inclusion but makes plenty of sense, given it’s a nightmare to claw back points from fly spam – and let’s be honest, it’s still fly spam – after a turn of your biggest piece sitting on their arse.
We’ll see how it goes – initial feelings are Drowned Men, not the price of flies, is the real problem. But in the meantime, gratz to Thomas for rolling with the punches and taking down some tough armies along the way.
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Allegiance: Sylvaneth – Glade: Heartwood – Mortal Realm: Ghyran – Grand Strategy: Take What’s Theirs – Triumphs:
LEADERS Alarielle the Everqueen (840)* Spirit of Durthu (370)* – General – Command Trait: Gnarled Warrior – Artefact: Greenwood Gladius
UNITS 5 x Tree-Revenants (110)* 5 x Tree-Revenants (110)* 5 x Tree-Revenants (110)* 6 x Spiterider Lancers (420)* – Reinforced x 1 Spiteswarm Hive (40) *Battle Regiment
Ethan:One of the real pillars of Sylvaneth currently is Alarielle + good stuff and this list fits it to a Tree (Sorry). Alarielle is a large, fast and durable beatstick that comes back after you deal with her the first time. Her durability is well supported by Durthu as a backup, teleporting spiteswarm recipient, using his warscroll teleport and the additional +3′ to charges to gain consistency on this hammer. Combined with gnarled warrior, durthu becomes quite durable making the 90 wounds of the list slightly misleading. Throw in 15-20 summoned wounds from alarielle and you’ve got quite the beefy core with which to gain board control and threaten across objectives.
Tree revs fill out the middle to complete battle tactics well but the more interesting unit here is the Spiterider Lancers. At 1 damage some people question their staying power after Bounty Hunters rotates but Mitch must think they don’t need the help, taking them in a battle regiment – absolutely key with this kind of list – controlling game flow is invaluable without durable anvils or notable shooting. The Spiteriders always strike first on the charge, allowing for some flexibility with Strike and Fade and giving the Matt a chance to make an educated call about whether he needs to make like a tree (Sorry, Sorry) before a reprisal happens or whether he can use his successive activations to clear an area and hold it safely.
I can see this list being quite swingy in some matchups, Alarielle is notoriously weak to MWs and shooting, but Matt has obviously piloted it well to a 4-1, only losing in the final game to a Maggotkin list. Perhaps Alarielle’s reputation of being pillowfisted coming to the fore against the extremely durable Nurgle units, though he has taken out great competition along the way with Snakes, Ogors, Rats and Bravery bombs under his belt. Well done Matt!
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Allegiance: Daughters of Khaine – Temple: Zainthar Kai – Grand Strategy: Bloodthirsty Zealots – Triumphs:
Leaders Bloodwrack Medusa (130)** – Artefact: Shadow Stone – Lore of Shadows: Mindrazor Slaughter Queen on Cauldron of Blood (315)** – General – Command Trait: Zealous Orator – Artefact: Crown of Woe – Prayer: Sacrament of Blood Hag Queen (110)** – Prayer: Blessing of Khaine Anointed on Frostheart Phoenix (315)** – Allies
Battleline 10 x Blood Stalkers (360) – Reinforced x 1 15 x Blood Sisters (420)* – Reinforced x 2 10 x Witch Aelves (115)* – Pairs of Sacrificial Knives
Units 5 x Khinerai Heartrenders (95)** 5 x Khinerai Heartrenders (95)**
Danny: If you don’t take Spinedog, you probably take…. double takes a Frostheart on Phoenix allied in!? That’s some interesting tech – it’s not inconsiderably killy but I think the idea behind it is a mobile platform for a 9″ aura of -1 to wound in melee, which will obviously go a long way to keeping a fragile army like DoK alive. Combine that with the 12″ Heart of Fury aura for -1 damage, and a Cauldron of Blood for +1 save within 18″ and Blessing on Khaine prayer on the Hag Queen for re-roll ward saves and, funnily enough, you just make the glassiest of cannons into something resembling a…porcelain cannon! Hell, maybe even a solid oak cannon.
The rest of the list is normal enough – a nice big 15 blob of Blood Sisters for putting out eye-watering mortals after they fight, and the obligatory 2x Khinerai for battle tactic scoring. But love to see the Frostheart tech for a really interesting alternative to the tankiness Morathi brings (to herself) – instead spreading it over a key unit or two.
On the way to 3rd. Liam lost only to the winner, and managed to beat out Fangs of Sotek, SCE and Slaves, who can all put some serious melee hurt, so the list clearly performed. Kudos!
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Allegiance: Kruleboyz – Warclan: Big Yellers – Grand Strategy: Demonstration of Strength – Triumphs:
Leaders Breaka-Boss on Mirebrute Troggoth (180) – Mount Trait: Fast ‘Un Killaboss on Great Gnashtoof (150) – General – Command Trait: Supa Sneaky Murknob with Belcha-banna (95) – Artefact: Mork’s Eye Pebble
Battleline 10 x Gutrippaz (160)** 10 x Hobgrot Slittaz (80) 10 x Gutrippaz (160)** 10 x Hobgrot Slittaz (80) 3 x Man-skewer Boltboyz (120) 3 x Man-skewer Boltboyz (120) 3 x Man-skewer Boltboyz (120) 3 x Man-skewer Boltboyz (120) 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120) 20 x Shootas (120)**
Kieron: So, with the new Battlescroll buffs and the existing staples for almost all Kruleboyz lists, we’d be expecting Joel to write a list to make the most of these, yeah…well, maybe not! With most Kruleboyz lists focusing on some degree of castle, Joel decided to go all Realmstone Cache with his Boltboyz and spray them all over the battlefield.
There’s some logic to this though as Big Yellers means the Boltboyz are battleline, making Demonstration of Strength a solid Grand Strategy choice as you need to kill 11 of the 13 battleline units to prevent it. Big Yellers also get to re-roll one of the hit rolls in the first battle round. Combined with the extra shot from the Boltboy Boss that’s 32 shots, re-rolling 8 of them.
The Mirebrute is probably thrown forward with Supa Sneaky and then opponent has to take first turn to kill it (though with Noisy Racket for -1 to wound, Best Day Ever for +1 to save and then All out Defense) that might not be as easy as you think OR give the turn away and have the Breakaboss rampage through your lines.
All in all, a really interesting take on Kruleboyz that Joel clearly played extremely well in some very tricky matchups.