This is the top three AoS lists for the South Australia Grand Tournament that took place in Australia on the 20th and 21st of May. It involved 31 players vying to be crowned champion in a 5-game tournament.
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The Top Three AoS Lists

Allegiance: Kharadron Overlords
– Sky Port: Barak Urbaz
– Grand Strategy: Rule the Skies
– Triumphs: Inspired
Kharadron Code
– Artycle: Settle The Grudges
-Additional Artycle From Barak-Urbaz : Honour Is Everything
– Amendment: Trust to Your Guns
– Footnote: Without Our Ships We Are Naught
Leaders
Arkanaut Admiral (125)*
– General
– Command Trait: Ex-Grundstok
– Aspect of the Champion: Leadership of the Alpha
Aether-Khemist (80)*
– Artefact: Spell in a Bottle
Aether-Khemist (80)*
Battleline
15 x Grundstok Thunderers (405)*
– 3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
15 x Grundstok Thunderers (405)*
– 3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
5 x Grundstok Thunderers (135)*
– 1x Aetheric Fumigators
– 1x Decksweepers
– 1x Aethercannons
– 1x Grundstok Mortars
1 x Grundstok Gunhauler (170)*
– Main Gun: Sky Cannon
– Gunhauler Modifications: Coalbeard’s Collapsible Compartments
10 x Arkanaut Company (100)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
Behemoths
Arkanaut Ironclad (500)*
– Main Gun: Great Volley Cannon
– The Admirals Flagship
Endless Spells & Invocations
Spell in a Bottle: Soulscream Bridge (0)
Core Battalions
*Battle Regiment
Total: 2000 / 2000

Today, we have the great Mark Nodge with Kharadron Overlords list who decided to choose violence. And guns, lots of guns… To hell with it, all the guns. In a trial run of the list, he is taking the Age of Sigmar World Teams Tournament representing Team Australia in early June. He blasted his way through SAGT like Michael Bay blasts through a blockbuster movie.
This list features Grundstock Thunderers, thirty-five Grundstock Thunderers, all packing special weapons for that extra sauce. Thunderers have been the go-to unit for Kharadron devastation of late, and this list skews about as hard into them as possible. The upgrades to their range and consistency with the new Battletome combined with the rend buff from the Khemist makes them deadly at eighteen inches and devastating at twelve. Furthermore, they have the ability for them to give a minus one to hit if they fail to kill something, or unleash hell, from suppressing fire, and finally if someone does tag them in combat if they survive, they get to dump up to 3d6 mortal wounds on their attacker.
The biggest issue with the unit overall is its slow speed, which Mark has offset with multiple ways of getting them where they need to be. First off, we have the traditional Ironclad, which is an excellent shooting platform in its own right. The ability teleport, and once per game, dump its cargo, making it the precision piece of this equation. Next up, we have a Soulscream bridge in a spell in a bottle attached to a Khemist. This is a unique endless spell that has two massive bases that must be set up within twenty-four inches of the caster, then at the start of the movement phase, a single unit wholly within six inches may teleport. Even though this can only be cast once per game and is easy to dispel, the utility beyond the teleport itself is amazing. The bases are massive, so you can use them to screen pieces or even lane blockers against armies like Gargants.
Lastly, we have a Gunhauler with a very cheeky “Coalbeards Collapsable Compartments” Endrinwork. This rarely seen contraption gives the Gunhauler the Transport Vessel keyword and a six-man capacity. This is perfect for the unit of five Thunderers to roam around in, and when combined with the Gunhaulers unparalleled movement in the army it can go camp out on an objective while still presenting enough of a threat that chaff units cannot easily shift them off.
Overall, this is an outstanding skew list that presents multiple tough units that are a must kill with just enough support redundancy to keep it all afloat. It should dominate the horde based undead that are currently running rampant, such as Soulblight Gravelords and Ossiarch Bonereapers. It might have some difficulty with armies like Beasts of Chaos and Slannesh, who can pressure the heroes outside of combat. I look forward to seeing how Mark does with it at Worlds.

Allegiance: Skaven
– Mortal Realm: Ghur
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired
Leaders
Verminlord Warbringer (400)***
– General
– Command Trait: Devious Adversary
– Artefact: Rustcursed Armour
– Universal Spell Lore: Flaming Weapon
Thanquol on Boneripper (430)*
– 4 Warpfire Projectors
– Lore of Ruin: Skitterleap
Grey Seer (120)*
– Lore of Ruin: Death Frenzy
Grey Seer (120)*
– Universal Spell Lore: Levitate
Warlock Bombardier (110)**
– Artefact: Vial of the Fulminator
– Lore of Warpvolt Galvanism: More-more-more Warp Power!
– Aspect of the Champion: Fuelled by Ghurish Rage
Battleline
20 x Clanrats (100)*
– Rusty Blade
20 x Clanrats (100)**
– Rusty Blade
20 x Clanrats (100)**
– Rusty Blade
Units
1 x Doomwheel (160)***
1 x Doomwheel (160)***
Endless Spells & Invocations
Warp Lightning Vortex (80)
Ravenak’s Gnashing Jaws (70)
Lauchon the Soulseeker (50)
Core Battalions
*Warlord
**Vanguard
***Linebreaker
Additional Enhancements
Artefact
Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 118
Drops: 10
Kieren Coates: The list was inspired by IronBlaze – a mad man who has been running doomwheels competitive rain hail or shine.
It’s designed to be a castle buster with still a strong core to finish out the game
Thanquol and verminlord make the base of the list, with thanquol being the key piece into magic dom and horde lists, and the verminlord being the primary physical damage output – if these two pieces are protected over 5 turns they can lift almost any army
Surrounding them to keep them safe is 3 sets of 20 clanrats acting as barriers and forcing the enemy to trade high value units into them, only to have them countered off and the lines rebuilt
For long-range damage, we have two grey seers who can be skitterleaped up the board to drop endless spells before taking gnawholes back.
Further to this, the doomwheels (or better known Zoomwheels) can have their movement doubled by the engineer, combined with 2 sources of death frenzy, levitate and MMWP they become a killing machine with an average movement of 28 inches.
Lob those doomwheels over the top to kill off key pieces that could threaten the life of the warbringer and thanquol, then keep them protected as they lift 2 units per turn and repeat for 5 turns to win the game.
The list is surprisingly concentrated with low health, so it’s best not to get too greedy and take it slow, killing 1-2 units per turn, but staying protected from the enemy counter is a must

Army Faction: Orruk Warclans
– Army Type: Ironjawz
– Subfaction: Bloodtoofs
– Grand Strategy: Hold the Line
LEADERS
Megaboss on Maw-krusha (480)
– General
– Boss Choppa and Rip-toof Fist
– Mount Traits: Fast ’Un
– Bash ‘Em Ladz
– Arcane Tome
– Touched by the Waaagh!
Orruk Megaboss (140)
– Artefacts of Power: Destroyer
– Tunnel Master
Orruk Warchanter (120)
– Warbeats: Get ’Em Beat
Orruk Warchanter (120)
– Warbeats: Fixin’ Beat
Orruk Warchanter (120)
– Warbeats: Killa Beat
BATTLELINE
Orruk Gore-gruntas (170)
– Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
– Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
– Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
– Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
– Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
– Gore-grunta Boss
– Jagged Gore-hacka
Core Battalions
– Vanguard
– Battle Regiment
– Command Entourage: Magnificent
TOTAL POINTS: 2000/2000

At first glance, this list looks typical for Bloodtoofs, Ironjawz with a Mawcrusha, Megaboss, and 18 Gore gruntas. But there is a little more depth to it. Kyle has tried to address the dismal output of Gore gruntas (Jagged Gore-hackas are 1 damage weapons) with Bash ’em lads and Killa beat. The Mawcrusha has Arcane Tome with Bash ’em ladz and Touched by the Waagh, pick a unit with 6″ and cause D3 wounds to them, the caster gets the number of wounds added to their casting roll. Now, the 8 is at least a 7 and more often than not a 6 casting roll. It grants +1 to wound rolls. Killa Beat (not often seen either) grants +1 to hit. With so many units spreading, the buffs will help, especially with Skull Shaking Bellow, to apply 3 commands for the cost of one (all out attack, for instance). 4 units can have +1 to attack.
The other benefit is that the 3 model units are much easier to move and pile in. It can make a difference to both mortals on the charge and just getting your attacks into the right unit. Shot off the board once by Kharadron it was otherwise an effective approach. The whole list is mobil (except the Warchanters) and can get up in your grill quickly. If the dice are hot, they are a real menance still, especially when you can buff the Jagged Gore-hackas.

Army Faction: Maggotkin of Nurgle
– Subfaction: Befouling Host
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired
LEADERS
Great Unclean One (480)
– General
– Command Traits: Nurgling Infestation
– Doomsday Bell and Plague Flail
– Artefacts of Power: The Witherstave
– Spells: Stream of Corruption
Bloab Rotspawned (320)*
– Spells: Gift of Disease
Lord of Blights (150)*
– Aspects of the Champion: Fuelled by Ghurish Rage
BATTLELINE
Putrid Blightkings (250)*
Putrid Blightkings (250)*
Putrid Blightkings (250)*
OTHER
Nurglings (100)*
Rotmire Creed (130)*
ENDLESS SPELLS & INVOCATIONS
1 x Quicksilver Swords (60)
TERRAIN
1 x Feculent Gnarlmaw (0)
1 x Feculent Gnarlmaw (0)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 1990/2000
Roland Rivera: Here, we have a spicy Nurgle list that successfully executed the submarine (lose Round 1, win the rest of the way to clinch the 4-1). The Befouling Host subfaction lets Nurgle focus more on summoning by letting them place 2 Feculent Gnarlmaws instead of 1 at the start of the game, thus generating more Contagion Points and hitting their summoning benchmarks a bit faster. This is important because (as we will see below), most of the combat blocks in this list are rather lacking in foot speed, and summoning will be necessary to complement your board presence.
In order to get an extra Gnarlmaw, Befouling Host demands a Daemon General, and that is where we see the rather uncommon inclusion of a Great Unclean One. While the big fella is a bit slow, he packs some utility with his chosen artefact in the Witherstave, which makes the mortal wounds from disease points go off on 3+ instead of 4+. It also provides even more summoning points via the Doomsday Bell. Last but not least, Stream of Corruption gives you a potent short-range horde clearing spell that can line up very well into armies with lots of foot troops.
Another interesting inclusion is the Lord of Blights, along with the 3 units of Putrid Blightkings. Blightkings are efficient volume attackers that are very good at chewing up weaker troops, and the Lord of Blights is a durable foot Hero (especially with Fuelled by Ghurish Rage acting as a backstop) that gives you a bit of shooting.
These interesting inclusions are rounded out with some mainstays in Bloab, Nurglings, and the Rotmire Creed. All in all, this is a very interesting list featuring some uncommon choices, but it has the result to back it up.
Final Tournament Placings
For the full tournament break-down, visit Stats and Ladders.
