Category Archives: Grinnin’ Blades

Top Three AoS Lists for Mancunian Carnage: Summer 2022

This is the Top Three AoS Lists for the Mancunian Carnage: Summer 2022 that took place in the UK on 20th and 21st August. It involved 73 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: Ironjawz
Grand Strategy:
– Triumphs: Indomitable

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

Battleline
5 x Orruk Ardboys (85)*
5 x Orruk Ardboys (85)*
5 x Orruk Ardboys (85)*

Behemoths
Rogue Idol (430)*

Endless Spells & Invocations
The Burning Head (20)

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 100
Drops: 3

Brett: Two variants of this list have had some discussion recently, 2 x Mawcrusha and either the Rogue Idol or Krondspine. Great to see a pure Ironjawz list at number one. That takes both skill and luck Both Mawcrushas have the durable build with 3+ saves. The general has the Arcane Tome, becoming a wizard and able to take Master of the Weird for an extra spell and only 2 spells are shown, Bash ‘em Ladz (+1 to wound within 16”) and Green Hand (teleport). His mount trait grants -1 to hit rolls targeting the general.

The Ardboyz are a useful screen but preserving at least one for a mid/late game teleport is equally useful. As a single drop this list is going to decide whether to go first or not, allowing Byron to play for the double on 1. With the Ardboyz as screens and the resilience of the Mawcrushas the list should handle the output in Turn 1 from your opponent. After that go hard and play for the double, assuming you can kill enough in Turn 1 you are in good position even without the double. The game is effectively decided by Turn 2. Shooting and redeploy can mess with you but if the dice are rolling hot there is little to stop this list.

With relatively few units this list might be better scoring early and trying to clear the opponent. In later turns it might be more of an issue to find Battle Tactics. A really well thought out tight list that shows melee is still alive; fantastic result against some pretty strong opponents.

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

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
1 x Mindstealer Sphiranx (95)*

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

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 124
Drops: 4

Brett: A Tzeentch devoted Slaves to Darkness army (+1 to save and 5+ against spell damage) with 4 battlelines but still fitting tight in deployment with only 4 drops. Knights of the Empty Throne with 2 x 6 Varanguard headline this act, terrorising their enemies with a 2+ save. Their damage is swingy with exploding 6s but D3 damage for each wound with the sword. There can sometimes be issues getting all of those weapons in but if they do, on average, that’s 15 x D3 hits before the mounts strike and before saves. Inescapable Doom, units within 3″ can’t retreat, Grasping Plate, 6″ fight envelope and extra 3″ pile in, and an extra unbind (Nullstone).

The Chaos Sorcerers are relatively cheap sources of denies but more importantly both have a teleport and provide rerolls to hits and wounds rolls for a selected unit with their warscroll spell. That increases the mobility of the Iron Golems, although they are mostly a screen, objective campers. A unit of 8 with only a single wound each (except for the Ogor) it’s possible for them to enjoy a 2+ save (+1 from Tzeentch, and one from staying still). That makes them one of the best screens/campers in the game. That’s without considering the Warshrine (which can grant another +1 to save as well as rerolls). The Sphiranx is a cheap source of Monstrous Rampages, mobile and won’t die to stry damage (with it’s 10 wounds). It can also provide some Bravery play and cause a fight last although they are probably are more situational.

Another 5/0 list (both 1st and 2nd finished 5/0 but didn’t meet of course) that creates a lot of dilemmas. This isn’t a faction that is seeing a lot of play so people might not know what it can do and mobile blocks of 30 wounds that can put out solid damage are always a menace.

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Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak

LEADERS
Lord of Afflictions (210)**
General
– Command Trait: Overpowering Stench – Artefact: The Splithorn Helm
– Incubatch
Orghotts Daemonspew (300)
Morbidex Twiceborn (320)
Bloab Rotspawned (300)**
Lore of Malignance: Gift of Disease
Lord of Afflictions (210)**
Artefact: Arcane Tome
– Lore of Malignance: Rancid Visitations
– Incubatch

UNITS
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin

TERRAIN
Feculent Gnarlmaw (0)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 2000/2000
WOUNDS: 103
ALLIES: 0/400
REINFORCED UNITS: 0/4
DROPS: 8

Brett: No real surprises here with what’s become a very popular list in the last couple of months. Sometimes referred to as the Flies list it combines reasonable mobility the resilience Maggotkin are known for. WIth their consistent Mortal Wounds (MW) output and that resilience they can outlast and wear down most opponents. Except, as happened here, extremely durable armies with massive punch (the 2nd place list above). Drowned Men for the pregame move, Lord of Affliction as the General, both with incubatch for additional mortals, to make Blightlords battleline.

Very little magic (Bloab has a cast and Arcane Tome) the army is really looking to get close and stay there to share their charms. Damage output is concentrated in the Greater Daemons, unfortunately even with a 4+ save and 5+ ward they degrade pretty quickly. With so few Blightlords it’s hard to screen them from anything that charges (fights first), this is a potential weakness. On the plus side they hit very hard, each at least 5 (degrading) attacks -2 rend 3 damage attacks and between 3 and 7, -1 rend, 2 damage attacks. That power lets them deal with a lot of hammer units if they survive the first engagement. 6 x Varanguard with 30 wounds will generally survive though.

Flies is a very solid list, this is another great performance where Max has dealt with some of the more common threats pretty well just falling to won of the toughest lists in the game right now (not winningest, just hard to deal with).

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

LEADERS
Abhorrant Archregent (245)*
Artefacts of Power: The Dermal Robe
– Spells: Spectral Host
Abhorrant Ghoul King (165)*
Spells: Miasmal Shroud
Abhorrant Ghoul King on Royal Zombie Dragon (430)*
General
– Command Traits: Savage Chivalry
– Artefacts of Power: Decrepit Coronet
– Mount Traits: Razor-clawed
– Spells: Flaming Weapon
Abhorrant Ghoul King on Royal Terrorgheist (445)***
Mount Traits: Gruesome Bite
– Spells: Spectral Host
Crypt Ghast Courtier (70)***
Crypt Ghast Courtier (70)***

BATTLELINE
Crypt Ghouls (85)*
Crypt Ghouls (255)**
Crypt Ghouls (170)**

ENDLESS SPELLS & INVOCATIONS
1 x Chalice of Ushoran (50)

TERRAIN
1 x Charnel Throne (0)

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

TOTAL POINTS: 1985/2000

Brett: A return to the more common Flesh Eater Courts list with the Dragon’s as the main damage dealers and the handfuls of cheap Crypt Ghouls for board control and objectives. But underestimating the Ghouls would be a mistake, both the 20 and 30 unit will have an additional attack due to their size. They get a 4th attack if a Courtier kills a model within 16″ and reroll their hit rolls of 1 within 18″ of an Abhorrant (4 in this list). The unmounted Ghoul King can grant another attack as well, there might be no rend but 150 attacks are going to do something. The Courtiers returns a model (serf) on a 2+ in the hero phase. 2 damage into any Galetian Veterans. Take that Nighthaunt.

Morguant is a core choice here, allowing any serf unit (Crypt Ghoul) to be returned on a 4+. You are going to fight one of those Crypt Ghoul units twice.The recent update also lets you return either a Serf or Knight model as an heroic action. Each of the Abhorrants is a wizard granting 5 casts/dispels. However the warscroll spells on the Archregent and the Ghoul King on Zombie are taking 2 of those casts, one to provide up to D3 attacks to a unit (Ferocious Hunger) and the other reroll wounds (Malefic Hunger). Each of the Abhorrants can summon an additional unit depending on their rank once per battle (and only one each round). This includes 1 x Courtier, 3 x Knights (includes Flayers) and 10 x Serfs. Extremely mobile and guaranteed to take 2 battle tactics each game (Against the odds and Desecrate the land)

I’m only scratching the surface here, as a faction it’s heavily dependant on their casting and buffs. If you can deny enough spells they are more vulnerable. Ideally you want to remove some of the bigger units before they summon, difficult to do with the depth of the screens in this list. 4/1 is a great result with a lesser seen faction.

Final Tournament Placings

Full tournament placings can be found on tabletop.to.

Woehammer International TTS Tournament – Round 1

The first round has been drawn. Unfortunately there have been two drop outs since the draw, no matter! It leaves an opportunity for an exhibition match!

Alice Lirette v Kieron Bailey

For those who aren’t aware, Alice is a writer for Goonhammer. Alice went to the BWG: Summer Slaughter and claimed two wins and three losses, but that was with Ossiarch Bonereapers – a faction in desperate need of an update.

This time around Alice is playing as Daughters of Khaine with Morathi and a Krondspine forming the backbone of her list.

Kieron joined Woehammer last month and is in competition with Mike Chadderton (also of Goonhammer fame) to see who can get to 5-0 with Kruleboyz first.

Alice Lirette

Faction: Daughters of Khaine
– Subfaction: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Inspired

LEADERS
The Shadow Queen (680)*
Morathi-Khaine (680)*
Bloodwrack Medusa (130)*
– General
Command Trait: Zealous Orator
– Artefact: Shadow Stone
– Spell: Mindrazor
– Bonding: Krondspine

UNITS
Blood Sisters (280)*
Blood Sisters (280)*
Witch Aelves (115)*

BEHEMOTH
Krondspine (400)*

ENDLESS SPELLS
Chronomantic Cogs (40)
Purple Sun of Shyish (70)

CORE BATTALIONS
*Battle Regiment

Total Points: 1,995/2,000

Kieron Bailey

Faction: Kruleboyz
– Subfaction: Grinnin’ Blades
– Grand Strategy: Defend What’s Ours
– Triump: Inspired

LEADERS
Snatchaboss on Sludgeraker (315)*
– General
– Command Trait: Supa Sneaky
– Artefact: Arcane Tome
– Mount Trait: Fast ‘Un
Spell: Choking Mist
Swampcalla Shaman (105)**
– Spell: Nasty Hex
Swampcalla Shaman (105)**
– Spell: Sneaky Miasma

UNITS
Gutrippaz (180)*
– Wicked Hacka
Gutrippaz (180)*
– Wicked Hacka
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)**
Hobgrot Slittaz (80)**
Man-Skewer Boltboyz (240)**
– Reinforced Once
Man-Skewer Boltboyz (240)**
– Reinforced Once
Man-Skewer Boltboyz (240)**
– Reinforced Once
Rippa’s Snarlfangs (70)**

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

Total Points: 1,995/2,000

Peter: A one drop list will mean that Alice will be choosing who goes first in the first battle round, my guess being that she would allow Kieron to take the first and hope to have the double going into turn 2.

You may write-off the Kruleboyz at first glance, but they have a lot of screening that can be use to block the Krondspine and Morathi. Meanwhile the Man-skewers can pick wounds off at range.

Danny: I would say Alice has two options depending on how Kieron deploys – Morathi/s + Krondspine can potentially make a T1 charge, no shooting needed if Kboyz deploy and screen well, it would make sense to let them go first as moving will reduce the Boltboyz range and make her charges easier.

For Kieron it will be absolutely key to deploy in such a wayas to either bait the T1 charge and start doing those wounds to Morathi from chip damage/UH, because Kboyz can melt fast to her if he doesn’t keep her tied up with stuff. If Kieron gets given first first he will want to keep turtled up, do what he can to get on objectives and force Alice to split up to start scoring – getting those 3 wounds on Morathi every damn turn either way will be crucial.

How to Watch

The good news is you can find out how the game goes yourself. It’ll be streamed live on our Discord channel today at 5pm BST/12pm EST, why not join us and watch along.

Top Three AoS Lists for GT ŁÓDŹ 2

This is the Top Three AoS Lists for the GT ŁÓDŹ 2 that took place in Poland on 6th and 7th August. It involved 70 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.

As well as that, we’re holding out own GT in England in May next year. Why don’t you join us and meet the crew?

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)***
General
– Command Trait: Unravelling Aura
– Artefact: Mutating Gnarlblade
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)** + inkarnacja
Artefact: Arcane Tome (Universal Artefact)
– Lore of Dark Storms: Hailstorm
Doombull (110)***
Doombull (110)***

Battleline
9 x Dragon Ogors (375)*
2x Paired Ancient Weapons
– 6x Draconic War glaives
– Reinforced x 2
6 x Dragon Ogors (250)*
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)*
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1

Other
1 x Chaos Spawn (55)**
1 x Chaos Spawn (55)**

Behemoth
Krondspine Incarnate of Ghur (400)**
Allies

Endless Spells
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Bounty Hunters
**Battle Regiment
***Command Entourage – Magnificent
Artefact

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 400 / 400
Wounds: 151
Drops: 7

Brett: The newly rejuvenated (Tome Celestial) Beasts of Chaos going 5 and 0 in a major again. Peter has anyone had a 5/0 Kruleboyz recently? (Nope – Peter) Dragon Ogres are one of the stronger units in the battletome, and need Dragon Ogre Shaggoths to make them battleline. Combining their wounds/number of attacks with the increasing Rend available from the Herdstone makes them a dangerous opponent for pretty much anything. With Gnashing Jaws and Krondspine there is a lot of board coverage for a low model count army. The Herdstone isn’t listed and he’s taken Sundering Blades (-1 rend for a unit) but surely you have to take the Herdstone (it’s no cost of course).

Gavespawn is an interesting Greatfray which makes having mulitple heroes a good idea (they return as a Chaos Spawn on a 2+) and a command ability for an extra attack. The mandatory command trait gives an additional unbind and the mandatory artefact (Mutating Gnarlblade) does damage to the bearer on a hit roll of 1. It also adds 2 damage, on a Shaggoth that’s a 5 damage weapon. Command Entourage is used here to gain an addtional artefact for Arcane Tome, giving the whole army 3 casts and 4 unbinds. Hailstorm halves an opposing units movement (including charges) to limit movement and charging sheningans. Combine the reduced movement with Gnashing Jaws you can easily see 10MW a turn out of Jaws if you aim at slow moving units (5″ and less)

The Shaggoth’s are very useful leaders with casting, healing (not spell dependent) and being reasonably tanky with decent attacks. The weapons mix on the Dragon Ogres is interesting, almost ensuring split firing? As one damage weapons they are a natural to be included in Bounty Hunters. The Chaos Spawn are a favourite unit of mine in Slaves or Beasts. 2D6 movement and 2D6 attacks mean that they are often underestimated but they are great at grabbing objectives and are surprising difficult to remove.

The Doombulls are another different choice in a Dragon Ogre army but they have a decent attack profile and 8 wounds with MW on 6s. Charge them in early with the hope they do some decent damage, your opponent is going to have to take them seriously and devote real resources to killing them. And they come back 83% of the time. Serious distraction for 2 or 3 rounds. Solid example of army building to take advantage of solid warscrolls and army abilities. A deserving winner with a strong and fun army.

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

Leaders
Be’Lakor, the Dark Master (360)
Allies
Bloab Rotspawned (300)*
Lore of Malignance: Gift of Disease
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Battleline
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
2 x Pusgoyle Blightlords (220)*
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

Core Battalions
*Battle Regiment
**Bounty Hunters

Terrain
Feculent Gnarlmaw

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 360 / 400
Wounds: 115
Drops: 4

Brett: An increasingly common army from Maggotkin, Lord of Affliction with Blightlords, as General so they are battleline twice (since Drowned Men lets them be battleline). Be’Lakor and Bloab to lend weight and casting to the army. This style of army has the advantage of avoiding Galletian Veterans to blunt Bounty Hunters with good mobility and very high resiliance. It forces your opponent to counter you and lets you spread or concentrate depending on the mission. Everythng except the Bloab can fly and he brings the flies.

Be’Lakor can work as an independent hammer but better is arguably better if supported by one or two of the smaller Blightlord units. That lets him control an entire flank and dare your opponent into an aggresive play to try to remove him. The Blightlords add mortals through disease points. Alternatively you can castle the lot and snipe objectives with the Blightlords. Be’Lakor can’t be too isolated since he represents half of the casts/unbinds of the army. Mariusz has taken advantage of the high bravery of chaos units to pick Bloodthirsty for a free charge reroll.

Bounty Hunters on 2 of the Blightlord units including the reinforced one, solid choice almost doubling their damage situationally. I’m expecting to see a move back to the lower drop battalions in coming weeks, it already looks like there is movement that way with so many armies avoiding Galletian Veterans. The army scored exceptionally well through the weekend coming second with only 3 vicotories (but no losses). The army had draws against a Maggotkin army with a Great Unclean One and large block of Plaguebringers, the other was a Bonesplitterz triple Wurgog/Big Stabba army. The damage output of this army might be a little low, particularly if Be’Lakor is destroied early and these armies play into that.

This is a very good army which plays into missions well. Taking it to second in a strong crowd is an amazing effort.

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Allegiance: Sylvaneth
Glade: Gnarlroot
– Mortal Realm: Ghyran
– The Dwindling
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Battlemage (100)*
Mortal Realm: Ghur
– Allies
Alarielle the Everqueen (840)**
All spells
Spirit of Durthu (370)*
Artefact: Greenwood Gladius (Guardian Sword)
Warsong Revenant (305)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome
– Lore of the Deepwood: Treesong

UNITS
10 x Dryads (100)**
Branch Nymph
5 x Tree-Revenants (110)**
FCG
– Enchanted Blades
5 x Tree-Revenants (110)**
– FCG
– Enchanted Blades

ENDLESS SPELLS & INVOCATIONS
Vengeful Skullroot (60)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1995/2000

Brett: Hero hammer Sylvaneth with the those 3. You really don’t want a piece of any of them although I believe there is a thought that Durthu hasn’t benefitted from the new battletome. And there is a sneaky Battlemage of Ghur. This is a strong move giving you a decent chance of a 7″ charge for a teleporting unit. I’ll let you work out the details but it’s a great way to move some revenants into danger close quickly.

The power of the list is concentrated in the heros, and mostly Aliarelle, with the Tome they have 6 casts and unbinds available. Alarielle is almost half the army and the real trick to playing this army is knowing when to commit her. She is vunerable if she is focused by your opponent (and they can get to her) and while you can return her to the battle, that’s not reliable before Turn 3or even 4. Loose her on Turn 1 and it’s going to be very hard. On top of her spell casting though she has your highest quality attacks as well so when to throw her into combat is a mini game in itself.

Durthu offers early turn combat strength if you want and can help screen Aliarelle. The Greenwood Gladius awards D3 extra attacks, potentially near a Awakened Wood Durthu will have 7, 6 damage -2 rend attacks. He can also whiff terriably. The Warsong Revenant is also decent at combat, can use a mortal wound spell and buffs bravery of Tree Revenants or Dryads making her clutch at times. Surprisely survivable with a 4+ ward. Tree Revenants with the extra wound are a reasonable battleline unit but they melt to ranged attacks or mortal wounds. With only a 5+ save and bravery of 6 they really need support to shine.

A defensive army the new battletome makes them much more viable. The new terrain rules help their fire and fade shenanigans and make them much more flexible and mobile. Aliarelle is a high risk strategy which worked well here, his one loss was against a mobile Lumineth list with Teclis, otherwise a strong weekend.

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Army Type: Kruleboyz
Subfaction: Grinnin’ Blades
– Grand Strategy: Waaagh!
– Triumph: Inspired

LEADERS
Killaboss on Corpse-rippa Vulcha (240)*
Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon
Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Egomaniak
– Artefacts of Power: Mork’s Eye Pebble
– Mount Traits: Fast ’Un
Swampcalla Shaman and Pot-grot (105)*
Spells: Nasty Hex
Murknob with Belcha-banna (95)*
Swampboss Skumdrekk (320)***

BATTLELINE
Hobgrot Slittaz (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka

OTHER
Man-skewer Boltboyz (240)***
Boltboy Boss
Man-skewer Boltboyz (120)***
Boltboy Boss
Man-skewer Boltboyz (120)***
– Boltboy Boss

CORE BATTALIONS
*Warlord
**Bounty Hunters
***Battle Regiment

TOTAL POINTS: 1995/2000

Brett: Peter chooses the focus list and Peter plays Kruleboyz. Surprise another Kruleboyz list. The army focuses on their best warscrolls, their heroes and the Boltboyz. Choosing Grinning Blades is a good move with this many Boltboyz, they aren’t battleline so aren’t Galletian Veterans. They don’t have good saves so the extra damage will clear them really quickly. Grinning Blades also means they aren’t visible more than 12″ away. As we’ve seen with Idoneth this is surprisely powerful, ranged units need to get within the threat range of the melee units.

Unfortunately both the battleline (Gutrippaz) and Boltboyz are really very soft with 5+ and 6+ saves. They melt under pressure, with only one Swampcalla it’s likely that only the reinforced Boltboyz had poison most of the time. Boltboyz need special mention – they do MW on 6s so you want to use Hasty Shot when you can. But you need to move (it can be 1″) and be within 12″ of the enemy. That means they are very exposed. Aimed shot is only available if they don’t move. If they are caught out of position or without screens they are very vunerable. And finally their small unit size (3) limits the effectiveness of Unleash Hell.

The heroes in this army are the major source of combat capability. They mix reasonable quality attacks with interesting wars roll abilities. From being able spam commands to mortal wounds from their slime to snatch and grab there are a lot of things to track. Unfortunately this increases their cost. The snatchaboss or swampboss have a decent chance of one shotting small heroes. Still 14 wounds with a 4+ may struggle in sustained combat. In the end they fail the dps check which is known as the Sons of Behemet. All of this adds to an underperforming faction, unfortunately they are among the lowest on current stats. Going 3/0/2 is a great performance in a 70 strong field.

Final Tournament Placings

For the full tournament placings visit tabletop.to

Tournament Review – Quest of Champions Heat 4

Article by Kieron Bailey

I attended the Warrior Lodge Quest of Champions Heat 4 on August 6th/7th. Heat 2 had been my first ever AoS tournament so I knew it would be a great bunch of people and some beautiful armies. The venue, The Sanctuary in Sutton-in-Ashfield, is a great venue with plenty of space, nice and cool in the summer months and has epic doughnuts for sale! It also has the Quest of Champions signature feature: a wheel that is spun each round to decide the battleplan. More on that later.

My aim for the weekend was to definitely get one win, aim for two and hopefully get three to put me in with a shot of qualifying for the Quest of Champions Finals in October.

My List

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Grinnin’ Blades
– Grand Strategy: Defend What’s Ours
– Triumph: Inspired

LEADERS
Snatchaboss on Sludgeraker Beast (315)**
General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Choking Mist
Swampcalla Shaman and Pot-grot (105)**
Spells: Sneaky Miasma
Swampcalla Shaman and Pot-grot (105)**
Spells: Nasty Hex
Swampcalla Shaman and Pot-grot (105)***
Spells: Da Black Pit

BATTLELINE
Hobgrot Slittaz (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
Hobgrot Slittaz (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Hacka
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Hacka

OTHER
Man-skewer Boltboyz (240)**
Boltboy Boss
Man-skewer Boltboyz (240)**
Boltboy Boss
Man-skewer Boltboyz (240)**
Boltboy Boss
Rippa’s Snarlfangs (70)***

ENDLESS SPELLS & INVOCATIONS
1 x Soulsnare Shackles (50)

CORE BATTALIONS
*Expert Conquerors
**Battle Regiment
***Vanguard

TOTAL POINTS: 1990/2000

Game 1: Nidus Paths – Archaon and Varanguard

A fun, interesting game to begin with, against an army I’d not faced before, Archaon and Hosts of the Everchosen. It was my first encounter with the ‘priority in a cup’ mechanic, though it’s not too mysterious when Archaon advances at you Turn 1!

What Went Well
I had planned my screening very carefully to try and negate my opponent’s numerous opportunities to pile in and fight twice and while there were a couple of times when he did fight twice, it was always into the same screen not two different ones.

Even Better If
I redeployed a unit of 6 Boltboyz to better Unleash Hell, but then a Sorcerer charged first instead of the Varanguard, taking 20 mortal wounds that would have eliminated the Varanguard. Instead, I had moved two units close enough together that they could both be attacked by the same unit, losing both.

Clutch Play
Coming into Turn 4, I had two tactics that I could achieve, Barge Through and This One’s Mine. I could also really do with getting on a third objective for Hold More. I managed to get Sneaky Miasma off on my Sludgeraker and the once per battle hero phase move from Fast ‘Un to be 4″ away from some Cultists who the Sludgeraker dealt with quite easily, once he’d closed the distance.

Result: 25-21 Win

Game 2: In The Presence of Idols – Sentinels and Foxes

I was not looking forward to this one as it was an army that I had not faced, with mortal wound shooting that is a) longer ranged than my own and b) could ignore cover and therefore my Grinnin’ Blades sub-faction ability. In addition, 3 Foxes can easily get within 12″ to shoot whatever they like. My plan was to try and rush the Sentinels by running at them, hoping for the double and going from there.

What Went Well
My initial plan didn’t come off at all because the Sentinels were untouched all game, however, several other things did go well. Firstly, as I’d forced him to take first even though I didn’t have priority through placement of the Boltboyz, I managed to get Sevireth T1. In addition, I could make the centre point a Proving Ground, allowing one Expert Conqueror Hobgrot to steal the objective from 2 Foxes and a Warden.

Even Better If
I’m really struggling with this one. I’m sure I didn’t play a perfect game but nothing stands out as being a poor choice that cost me points.

Clutch Play
Sevireth going down to only 3 Boltboyz was big but there was also an exciting cameo from some Hobgrots who had been hiding all game in the furthest corner from the battle. His Grand Strategy was to kill my battleline and my Grand Strategy was to have no enemy in my territory. The last remaining Fox, with one wound left, charged the Hobgrots…who Unleashed Hell, chipping that last one off, scoring my Grand Strategy and denying his for a 6 point swing.

Result: 26-17 Win

Game 3: Head-to-Head – Nagash and Scarlet Doom Nighthaunt

Spoiler alert: this one still hurts days later. Had a real chance to go 3-0 the first day with Kruleboyz and that doesn’t happen often and, long story short, I fluffed it.

What Went Well
Target priority into the Nighthaunt totally removed 2 units before attempts could be made to bring a significant number back and screening mostly was successful.

Even Better If
Screening wasn’t totally effective and let Nagash in and it was only through some luck that he didn’t tear apart my army. Poor choices made T4/5 combined with some swingy dice rolls against me and in favour of my opponent threw the game away.

Clutch Play(s)
1) Forgot to use the Sludgeraker to ‘eat’ the Spirit Torment who went on to score 6 points on his own in T5.
2) Chose to claim the enemy objective for 4 points instead of killing 2 chainghasts off the middle objective. Claiming the middle would have scored the 4 points anyway as my opponent could not have scored it AND denied a battle tactic for Barge Through.
3) Even after all this, if I had moved my Boltboyz and Shaman 2″ onto the objective, my opponent can’t claim my objective T5, a 4 point swing. I didn’t move them as I wanted to avoid a redeploy, but it was the wrong decision.

Result: 28-26 Loss

Game 4: The Mighty and The Cunning – Nurgle Flies/Beast of Nurgle with no Galletian Veterans…

So was looking for try and bounce back after my most painful defeat and, while Nurgle is a top army, I had a plan of what I could do…Then the Wheel of Doom that is the unique part of Warrior Lodge events spun up The Mighty and The Cunning. For those of you who don’t know, what this meant was that my list composition gave up 12 bonus points vs. 0 bonus points that my opponent gave up. Essentially, my opponent could fail all of his battle tactics and still win. I understand that the Warrior Lodge wants to keep their unique wheel and I’m more than happy for them too…just don’t include The Mighty and The Cunning! It’s just too much of a skew against a list where there are some strong armies that can avoid Gallet Vets entirely (Nurgle, IDK and Sylvaneth) and some already very weak armies that can’t avoid them, including in this case, Kruleboyz.

What Went Well
I did try and play for the win rather than just limiting the scale of defeat and the first turn went as I wanted, scoring objectives with Shamans, stopping running with Choking Mist and making charges from deepstriking flies 10″ instead of 9″ and screening my Galletian Veterans with my Boltboyz…

Even Better If
…Which was probably a bad idea! It wasn’t disastrous, but sticking with my game plan of a nornal mission and just seeing how things went was probably the better option, despite the 12 bonus points available. Also put some Hobgrots on an objective to score Hold More, only for them to promptly be killed on an objective for a Bonus point! Better off screening better with that unit rather than trying for an extra point.

Clutch Play
The Wheel choosing The Mighty and The Cunning.

Result: 39-14 Loss

Game 5: The Realmstone Cache – Cities of Sigmar Phoenix Guard

So from 2-0 to 2-2 vs 60 wounds of 4+ ward vs Mortal Wounds being run by one of the most prolific and successful CoS players in the country! I was outdropped again so I played to force the first turn again successfully and hoped for the double.

What Went Well
I did get to go second T1, allowing me to dictate the Proving Ground, choose Outmuscle as a battle tactic and to have the chance of a double…

Even Better If
I had not pushed up so aggressively for the double and stayed out of 2″ of the front line that the Phoenix Guard can attack from.

Clutch Play
Priority into T2 was massive. If I had won that, I could have finished off the rest of a damaged Phoenix Guard unit, wiped out an undamaged one and reset my screens.

Result: 26-8 Loss

Final Result: 2-3

Overall Reflections

Before the tournament started, if you would have offered me 2-3, being on stream for the first time and really making a member of the Team Wales AoS team (and eventual winner) sweat quite a bit, I would have taken it. However, where I ended up after the first 14 turns is a real heartbreaker and I’ll remember this one for a long time. The match up I would have had in the next round was significantly more favourable to me if I had just held on in Game 3 and then being 4-0 going into Game 5, anything could have happened!

Key Lessons Learned
The games I won and lost came down to screening, so if I can focus on that more, more wins should come. Similarly, I need to be more mindful of what my opponent can score in their turn when considering my scoring. My list is going to change slightly, adding in more Hobgrots and going for only one battleline squad of Hobgrots so that I’m only giving up 9 points on The Mighty and The Cunning.

It’s over a month now until my next tournament, so I’m going to try and get more reps in with the new list on TTS to try and maximise the lessons learned here. It can’t come soon enough for me to take another shot at breaking 4 wins with Kruleboyz or even going all the way.

If anyone is up for a game online at all, please feel free to contact me on Twitter @yeliabnoreik or to leave a comment below.

Top Three AoS Lists for the Southern Fried Open

This is the Top Three AoS Lists for the Southern Fried Open that took place in Georgia, USA on 16th and 17th July. It involved 18 players vying to be crowned champion in a 5 game tournament. A small tournament often means interesting results and that’s true this time with a pair of Cities of Sigmar lists and Fyreslayers. Peter sensibly included an Orc list, there haven’t been enough of those recently.

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

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

The Top Three AoS Lists

Top Three AoS Lists - 1st Place, Maggotkin of Nurgle

Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Mortal Realm: Aqshy
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Battlemage (100)***
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mortal Realm: Ghur
– Lore of Eagles: Aura of Glory
Sorceress (90)***
Lore of Eagles: Aura of Glory
Runelord (95)***
City Role: General’s Adjutant
– Universal Prayer Scripture: Curse
Celestial Hurricanum with Celestial Battlemage (290)
Lore of Eagles: Aura of Glory
Warden King (95)
Artefact: Seerstone Amulet

Battleline
10 x Longbeards (105)*
Ancestral Weapons & Shields
10 x Dreadspears (85)*
City Role: Honoured Retinue (Must be 5-20 models)
5 x Freeguild Pistoliers (105)***

Units
20 x Irondrakes (340)**
Reinforced x 1
20 x Hammerers (290)**
Reinforced x 1
20 x Black Guard (270)**
Reinforced x 1

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

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 121
Drops: 11

Brett: There is so much happening in this army, it’s hard to keep this short. Really demonstrates how much is smashed into the Cities of Sigmar book. Thematically it’s exciting as well with Dwarves allied with Humans and Aelves. Tempest Eye brings additional movement and +1 save in the first turn as well as allowing a ranged unit to shoot even if it ran. Irondrakes are slow and have a shorter range (16″) than most ranged units but with this combination you can easily get within range on most maps. If they are more than 3″ from enemy units that’s 40 R-1 D1 shots.

The Hammerers are the hammer in this army though, the shooting of the Irondrakes and the mobility of the Pistoliers play a supporting role. The Hammerers with Aura of Glory are easily capable of putting out 62 R-1 D2 attacks a turn. This isn’t the only synergy, the Sorceress can boost either the Dreadspears or Black Spears but equally can use either to fuel her spells reducing the Purple Sun to a CV6. Even though this is a Tempest Eye not Hallowheart army it’s still built around spells and prayers. Curse is there to increase the lethality of the Black Guard and in a pinch the Irondrakes. Hammerers already have MW on a 6.

We have 3 wizards with Aura of Glory, only one is going to be used but that allows a lot of flexibility in positioning. With the 2 Endless spells to get out there are still 2 casts available, most likely on the Battlemage and Hurricanum. The Sorceress and Battlemage are both casting at +2 fairly easily so are the best for casting the Endless Spells. Ghurian Battlemage so Wildform is his spell, a great boost to a melee unit leaving the Hurricanum to cast Aura of Glory. In the perfect round. Not least is the Seerstone Amulet giving a CP per turn for nothing, a very powerful ability.

This is still an army full of one wound, low save units that can die easily so a 4/1 is a great result. A high risk, high reward army that delves deep into the Cities book and capable of some amazing action unless the dice turn.

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Allegiance: Fyreslayers
Lodge: Lofnir
– Grand Strategy: Masters of the Forge
– Triumphs: Inspired

Leaders
Auric Runemaster (125)*
General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayer: Prayer of Ash
Battlesmith (150)
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (340)
Runic Iron
– Magmadroth Trait: Lava-tongue Adult
– Universal Prayer Scripture: Curse
Auric Runeson on Magmadroth (320)**
Ancestral War-axe
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)**
Wyrmslayer Javelins
– Magmadroth Trait: Flame-scale Youngblood
Runelord (95)*
Allies

Battleline
15 x Auric Hearthguard (375)**
Reinforced x 2

Endless Spells & Invocations
Molten Infernoth (40)
Runic Fyrewall (40)
Zharrgron Flame-spitter (50)

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 105 Drops: 8

Brett: Really great to have a Fyreslayers list on the podium. It’s been a bit of a surprise that the new book didn’t lead to more podiums but for a range of reasons they seem to have been held back. Kevin has chosen the Magmadroth lodge (Lofnir) that makes Runeson on Magmadroth battleline. It also gives them an extra 2 wounds and up to 3 may have mount traits. No accident that this army has 3 Magmadroths all with mount traits. Magmadroths are the books strongest unit with 18W and 12″ movement giving Fyreslayers much needed mobility. I should mention that Kevin has been restrained, there are Fyreslayers armies with 5 Magmadroths.

That isn’t all though, the prayers, traits and artefacts all combine to make this a very hard to kill army. It’s a great army for frustrating high damage but fragile opponents (DoK). They want to lure you in and then hit back hard. Even the Runelord is a good inclusion bringing a ward aura and increasing rend.

Looking at his journey through the competition it’s difficult to see a good counter to the magma lizards. The Incarnate would on the surface seem to be a solid choice but if you don’t feed it endless spells then it will struggle to level. Morathi would have been an obstacle but again she would struggle to clear the Hearthguard with Battlesmith support and the Magmadroths will clear the Blood Sisters quickly. We have 3 Priests and the Battlesmith to provide buffs (wards) and heals as well as denies. In Fyreslayers endless spells are actually invocations and summoned by the priests. The army has all 3 pumping out mortal wounds or making nearby units very tanky. All of the top armies went 4/1 and this army scored very well throughout.

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Top Three AoS Lists - 3rd place, Legion of the First Prince

Allegiance: Cities of Sigmar
City: Excelsis
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Freeguild General on Griffon (290)***
General
– Greathammer
– Command Trait: Cunning Foe
– Artefact: Gryph-feather Charm
Anointed on Flamespyre Phoenix (290)***
Celestial Hurricanum with Celestial Battlemage (290)**
Lore of the Ghurish Heartlands: Cower
Runelord (95)
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Ghurish Heartlands: The Amber Spear
– Universal Prayer Scripture: Heal
Runelord (95)
Universal Prayer Scripture: Guidance

Battleline
6 x Demigryph Knights (350)*
Lance and Sword
– Reinforced x 1
6 x Demigryph Knights (350)*
Lance and Sword
– Reinforced x 1
3 x Demigryph Knights (175)*
Lance and Sword

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

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Monstrous Kill-Pack

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 106
Drops: 8

Brett: I just like this list, honestly anyone that brings a battalion of knights to a competition deserves to win. They are paired with some very killy leaders on Behemoths for the most part and protected by Runelords with their wards. Two wizards and two priests (one of the priests doubling down with the Arcane Tome). This is an army that wants to move fast and charge in most cases. However there are some interesting choices still, Cunning Foe, allows the General to retreat and charge. But he is equipped with the Greathammer that doesn’t receive a buff from charging.

Unfortunately the Knights aren’t benefiting from the Phoenix as much as some units. This is a conscious choice to allow access to the Lore of the Ghurish Hearthlands and the 2 potent spells included in the army. The Phoenix is 50% chance of returning with full wounds the first time it is killed. In a tournament that is huge, you are potentially using a 2290 point list.

The battalions are interesting with the rarely seen Monstrous Kill-Pack and overall choosing Excelsis is innovative. This is the city within Ghur introduced in Broken Realms. It has interesting mechanics that can grant +1 to hit rolls per phase for a unit (it doesn’t have to be the same unit in different phases) and there is a chance that a saving throw will cause a mortal wound to the attacker. Everything in the army moves at least 10″ except the Runelords giving them extraordinary threat range. A most impressive run including beating Thunder Lizards (twice) and only losing to the ultimate winner. A good looking list that would be a hoot to play (but maybe not against).

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Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Grinnin’ Blades
– Grand Strategy: Defend What’s Ours
– Triumphs: Indomitable

LEADER
Snatchaboss on Sludgeraker Beast (315)
General
– Command Traits: Supa Sneaky
– Artefacts: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Sneaky Miasma
Killaboss with Stab-Grot (110)**
Boss‑hacka and Skareshield
Artefacts: Mork’s Eye Pebble
Swampcalla Shaman and Pot-grot (105)**
Spells: Choking Mist
Swampcalla Shaman and Pot-grot (105)**
Spells: Nasty Hex

BATTLELINE
1 x Gutrippaz (360)*
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
Wicked Stikka
1 x Gutrippaz (360)*
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka
Hobgrot Slittaz (80)***
Hobgrot Slittaz (80)***

OTHER
1 x Man-skewer Boltboyz (240)
1 x Man-skewer Boltboyz (240)

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

TOTAL POINTS: (1995/2000)

Brett: An unusual take on Kruleboyz for your entertainment, I think that like Nighthaunt for most of AoS 2nd edition Kruleboyz haven’t really met our expectations. But for those who like something different the faction offers a lot of choices and a different style of play. This army defeated Thunder Lizard and Soulblight both considered stronger factions (one of them amoung the best) and includes the almost never seen Hobgrots. Really importantly, I think, this whole 2000 point list is made of 2 Dominion Launch Sets with the addition of a Snatchaboss. What a great way to quickly and cheaply build an army that has some competitive chops.

Alexander has chosen Grinnin’ Blades instead of the more common Big Yellerz (Boltboyz as battleline). This negates shooting very well; Grinnin’ Blades units aren’t visible if they are more than 12″ away. Additionally the Kruleboyz have a lot of “tricks” at the start of a battle giving surprise mortal wounds, mortal wounds on 6s, forcing redeployment and debuffing wound rolls as well as making themselves invisible in cover. Unfortunately most of these based on chance so you might not get everything you need from Battle Traits.

The Snatchaboss is a great inclusion providing a lot of punch in an army that is more of a witherer. His trait allows a redeploy before first turn so you can place something really aggressively and move it if you don’t go first. His mount trait and spell (thanks Arcane Tome) allow him to move twice in the hero phase and once in the movement phase – 24″ move without charges. A very aggressive play but a nightmare to screen against, it can also get him isolated and focused if the rest of your army is hiding. A lot of strong attacks, mortal wounds due to his belly slime and the once a game ability to one shot a small hero.

The Shaman highlight one of the issues you have in Kruleboyz, they have great spells which reduce the number of attacks of a unit (Choking Mist) or strip ward rolls (Nasty Hex) but they also hand out Poison/Elixirs if they don’t cast or dispel. They offer either MW on a 5+ or +1 to saves. In the current meta you can’t really have no dispels available so it is hard to decide how to use the Shaman in a given situation. The 2 Shaman let you choose to have one cast and the other use Poisons/Elixirs based on the situation. On the offence you want poison and Nasty Hex for one of the Gutripper units. Defensively you can switch.

Otherwise the units aren’t exceptional, Gutripper’s are fishing for 6s or 5s to make up for their poor weapon skills. Hobgrots are a screening speed bump and the Boltboyz are fun but limited by range, in Grinning Blades the profile you want (Hasty Shot) is only a 12″ range and they can’t last in combat. Kruleboyz have poor moral and poor saves so they struggle against sustained pressure. The army struggled with armies that got close and pushed in to melee and performed better against shooting based armies with the exception of the Soulblight.

2/3 isn’t really indicative of how strong this army can be but it is a very well conceived army with a lot of play if a bit too dependent on terrain and some lucky dice rolls.

Final Tournament Placings