Category Archives: Order

Top Three Lists for Almost Loremaster

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This is the Top Three AoS Lists for Almost Loremaster that took place in Montreal, Canada on December 3rd. It involved 30 players vying to be crowned champion in a 3-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?

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Allegiance: Sylvaneth
Glade: Heartwood
– Grand Strategy: Show of Dominance
– Triumphs: Inspired
– Season of war: Dwindling

Leaders
Arch-Revenant (120)
Branchwych (130)
Artefact: The Vesperal Gem
– Lore of the Deepwood: Verdurous Harmony
Warsong Revenant (305)
General
– Command Trait: Spellsinger
– Artefact: Acorn of the Ages
– Lore of the Deepwood: Treesong

Battleline
5 x Tree-Revenants (110)**
6 x Kurnoth Hunters with Kurnoth Scythes (500)***
Reinforced x 1
5 x Tree-Revenants (110)**

Units
3 x Revenant Seekers (235)***
10 x Gossamid Archers (440)*
Reinforced x 1

Endless Spells & Invocations
Spiteswarm Hive (40)

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 103
Drops: 8

No stranger to podiums across Quebec and Ontario, Olivier Gandouet takes first in a scrappy field with his take on the familiar Sylvaneth Heartwood skeleton. Eschewing common pieces like Drycha, a reinforced Seeker unit, or the Celestant-Prime, Olivier instead gets the most out of a reinforced unit of Gossamid Archers – a unit often maligned by Sylvaneth players. 

You’ll find many of the usual suspects in this list –  teleporting Tree-Revenants easily score battle tactics and potentially Show of Dominance, the Warsong provides reliable access to the strong Sylvaneth spell lore and bursts of AOE mortal wounds, and the Kurnoths are an unholy anvil/hammer combo that can be launched through the Wyldwoods crunked out on Spiteswarm sap to send something to the shadow realm and then fade away. A reinforced unit of Gossamids is really the elephant in the room here. While their durability and expected damage is low relative to their cost, they are capable of truly gruesome spikes and can be difficult to interact with for armies lacking in ranged reach. They will always be a risky include just because their strengths and weaknesses are so polarized, but the risk paid off for Olivier in this case.

We’ve seen Sylvaneth lists slowly edge toward lower drops over time, but Olivier reverses course and instead opts for a high drop list with all the bells and whistles. It’s a strategy that paid off in this event – Sylvaneth can still have a productive and relatively risk-free turn 1 if given first thanks to the Warsong + Spellsinger combo and Strike and Fade, but are also naturally resistant to alpha strikes if given second due to how far back they can set up. A unit of Seekers and a Branchwraith auto-casting Verdurous Harmony provides a layer of insurance for any mistakes, effectively negating any incidental chip damage and enabling rapid recovery from failed kill shots. 

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Allegiance: Flesh-eater Courts
Grand Court: Blisterskin
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADERS
Abhorrant Ghoul King on Royal Terrorgheist (445)*
General
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Lore of Madness: Spectral Host
Abhorrant Archregent (245)*
Lore of Madness: Deranged Transformation

UNITS
9 x Crypt Flayers (540)*
10 x Crypt Ghouls (85)*
10 x Crypt Ghouls (85)*

BEHEMOTHS
Krondspine Incarnate of Ghur (480)*
Allies

ENDLESS SPELLS & INVOCATIONS
Chronomantic Cogs (70)
Horrorghast (40)

CORE BATTALIONS
*Battle Regiment

TOTAL: 1990/2000
WOUNDS: 77
ALLIES: 480/400
REINFORCED UNITS: 2/4
DROPS: 1

Season of War’s own Carl Ong really put Flesh Eater Courts on the map of the Canadian tournament scene when he went on a run with his own FEC-Krondspine list. Perhaps seeing no reason to teach an old spine-dog new tricks, Frederic proves the nerfed Krondspine is still very much a thing in deftly piloting his ghoulies to a 3-0 finish.

It’s not flashy, but it doesn’t have to be: the trifecta of the Ghoul King on Terrorgheist, a block of 9 Flayers, and the Krondspine provide the savvy general with the tools to be competitive in most matchups. The Terrorgheist is an infamously explosive rocket-powered scalpel, threatening to tear even the hardest targets down by fishing for mortals with his Gaping Maw. The Krondspine gives the FEC army the durable mid-board unit it desperately wants and a temporary answer for units the Terrorgheist may not want to engage. In tandem, the Gheist and the Krondspine can either remove or tie up the opposing pieces that have the damage (see: Bounty Hunters) to threaten the Flayers, letting them safely leverage their recursion capability and project their force across the table with Run and Charge from Spectral Host. 

This list is here for a good time, not a long time. It will launch a new Archregent-buffed unit across the board each turn until someone runs out of threats. Blisterskin is required here to turn the Flayers into GVs, but is also a strong blanket option with +2 move and access to a teleport for shifty objective play. The Horrorghast is a smart take here, helping to ensure that the list gets the kills it needs on the turn the pilot pulls the trigger and commits. Kudos to Frederic for an excellent finish here. 

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

LEADERS
Arkhan the Black (340)
Katakros (450)
Mortisan Soulmason (115)
General
– Command Traits: Mighty Archaeossian
– Artefacts of Power: Godbone Armour
– Spells: Drain Vitality

BATTLELINE
Necropolis Stalkers (330)*
Necropolis Stalkers (330)*
Kavalos Deathriders (190)*
Nadirite Blade and Shield

BEHEMOTH
Mortek Crawler (200)

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)

CORE BATTALIONS
*Bounty Hunters

TOTAL POINTS: 1995/2000

Legends say that on one fateful night a secret cabal of OBR players got together, prayed to effigies of Nagash, Bill Souza, and Owen Jackson, and received the revelation that big bricks of Necropolis Stalkers in Bounty Hunters can do very bad things to almost anything in the game. Dan Fortin was obviously in attendance at this clandestine ritual and has successfully spread the Stalker gospel in Montreal with convincing wins over Sylvaneth, KragGitz, and the OBR mirror.

What DON’T stalkers do, besides disappoint? They’re relatively fast by OBR standards (mimicking the FLY keyword and re-rolling charges), have access to a vintage 2.0 mechanic in re-rollable saves, and scale hard with powerful buffs from Katakros and the Soulmason to drown juicy targets in a sea of hyper-accurate damage 2 and 3 attacks. Arkhan provides damage diversity with his own personal orbit of arcane bolts, while Katakros acts as a buff vector and a constant threat to the opponent’s precious CP. The Mortek Crawler is a good utility add-on, allowing this otherwise melee-range army to reach out and threaten opposing wizards, monsters, and buff characters with a frightening 5 flat damage projectile. It’s worth noting that the Crawler’s normal profile can benefit from Katakros’ attack buff as well, making the payload extremely deadly in concert with a synergistic Horrorghast to lock in the casualties. 

No silly frills like “screens” here: just twelve very large and VERY angry skeletons ready to receive positive affirmations from Katakros and punch a few one-way tickets to the bone zone. Congrats to Dan and looking forward to seeing the Ossiarchs again!

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Allegiance: Gloomspite Gitz
Option: Jaws of Mork
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Kragnos, The End of Empires (720)*
Loonboss on Mangler Squigs (270)*
General
– Command Trait: Envoy of the Overbounder
– Artefact: Syari Screamersquig
Loonboss on Giant Cave Squig (110)*
Moon-cutta

Battleline
20 x Shootas (120)*
20 x Shootas (120)*
20 x Shootas (120)*

Units
10 x Boingrot Bounderz (210)*
Reinforced x 1
6 x Sneaky Snufflers (75)*

Behemoths
Mangler Squigs (250)*

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 140
Drops: 1

How cool is it that two Gloomspite Gitz lists finished back-to-back in 7th and 8th? In a true homage to the random nature of the Bad Moon, I rolled a dice to decide which I would cover. It seems Raphael Boyon continues to enjoy the moon’s fickle favour, though there was nothing lucky about his performance – he only dropped a game to Olivier’s winning Sylvaneth list!

A lot of the (justified) criticism of the Gloomspite tome boils down to it feeling like playing a losing game of keyword bingo: the juicy synergies seem to be there, but inevitably end up being just out of reach. Raphael’s Jaws of Mork list may represent the best combo this old 2.0 tome is capable of, solving the unreliable reach of Squig units with access to re-rollable movement, +3 movement, and 3d6 charging. On the offensive side of things, these Squigs can hit surprisingly hard: the Loonboss on Mangler provides a generous +1 to wound buff, while the Sneaky Snufflers are perhaps the cheapest source of the very powerful +1 Attack buff in the game. Kragnos ties the package together, serving as a cataclysmic melee threat and anchor that also allows the buffed Squig units to travel potentially shocking distances.

Interesting that Raphael opted for a 1-drop here, but it certainly makes sense for this configuration of the list. If the opponent makes a deployment mistake or fails to respect his movement, Raphael could potentially pull off an Ironjawz-esque alpha strike that pins the opponent at worst and cripples them at best. Going second, Raphael can sit behind the generous screening provided by the Shootas and then pierce the opponent on their weakest flank, threatening a deadly double with Kragnos. Props to Raphael for squeezing every drop of competitive juice out of a beleaguered battletome.

Tournament Placings

Top Three AoS Lists for 2D6 Carnage

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This is the Top Three AoS Lists for 2D6 Carnage that took place in Norway on 26th and 27th November. It involved 48 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: Soulblight Gravelords
Lineage: Legion of Blood
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Mannfred von Carstein, Mortarch of Night (380)
Lore of the Vampires: Amethystine Pinions
Neferata, Mortarch of Blood (345)*
Lore of the Deathmages: Fading Vigour
Vampire Lord on Zombie Dragon (435)
General
– Deathlance
– Command Trait: Sanguine Blur
– Artefact: Soulbound Garments
– Expertise: Martial
– Mount Trait: Foetid Miasma
– Universal Spell Lore: Amethystine Pinions

Battleline
5 x Black Knights (100)**
20 x Deadwalker Zombies (120)*
10 x Deathrattle Skeletons (80)*

Units
10 x Blood Knights (390)**
Reinforced x 1
1 x Corpse Cart with Unholy Lodestone (80)*

Endless Spells & Invocations
Chronomantic Cogs (70)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 114
Drops: 5

Danny: Do my eyes deceive me? Does that say ‘1st’?! Soulblight have been struggling to rise from the gravesite that Bounty Hunters unceremoniously put them back into, taking a number of podiums recently but pipping the post at a singles event – until now! The route to 1st at first sight looks relatively soft, but the MW output of Kruleboyz can definitely trouble Soulblight, as can the shenanigans of Sylvaneth. Ben here has gone for the ‘double mortarch + VloZD’ archetype, which essentially works as either a giant death star of overlapping buff and de-buff auras (-1 to hit from Neffie, her spell to make something unrendable, CA from Manny for +1 to hit AND wound) or three fast, self sufficient monsters who can harry flanks and generally score well. In Legion of Blood, the VloZD is also able to be ‘Martial, making him slightly more reliable in combat, with Pinions for the extra movement and therefore threat projection.The rest is just good old fashioned objective play. Black knights are fast chaff, the zombies are vulnerable to BH but a ‘small’ squad can mitigate this by hiding in gravesites and popping out onto objectives – super strong on any plan like Silksteel nests or Prize of Gallet – while the Deathrattle do the same job but cheaper and with a smaller footprint. Meanwhile, a brick of 10 Bloodknights act as another potential home for the Mortarch buffs, and can function as a dual-purpose anvil AND hammer. All of this is backed up by some magic tech – the Corpse cart with Lodestone gives off +1 to cast in a 12″ aura (and bizarrely +1 save to zombies…which I can’t see coming in particularly handy) and Cogs protects against miscasts and helps those clutch early auras to go off, giving off plenty of protection if doubled. All in all, it’s a really nice balanced list with some great heroes and huge scoring potential – big up to Benjamin for the rare SBGL 5-0!

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

Leaders
Lord-Castellant (155)*
Knight-Draconis (300)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Celestial Instincts
– Spell: Celestial Blades

Battleline
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
2 x Stormdrake Guard (340)*
Drakerider’s Warblade
6 x Stormdrake Guard (1020)*
Drakerider’s Warblade
– Reinforced x 2

Units
3 x Aetherwings (65)*

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 107
Drops: 1

Brett: The second of our 5/0 armies from the event and an army that shows the impact of some of the more recent releases. Astral Templars are the monster hunting Stormhost turning off monstrous rampages. It’s a small thing but with the Dragons issuing their own commands and relatively few units (so exposed to a roar) it’s a very solid defensive play.

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Allegiance: Lumineth Realm-lords
Great Nation: Ymetrica
– Mortal Realm: Chamon
– Grand Strategy: Defend What’s Ours
– 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

Artillery
Vanari Starshard Ballistas (130)
Shrine Luminor(0)
Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 121
Drops: 9

Alice: Since the launch of the new book the Alarith lists have sort of dwelled on the outskirts but we haven’t seen a ton of effective use for them and this one definitely gets there. All Alarith units, including the stoneguard, Avelnor and the Stonemage here, reduce Rend -1 to 0, making them much harder to defeat with chaff. The Stonemage is a solid caster handing out a bonus attack to the 3 stoneguard. The Enlightener is a general purpose buff bot with 2, possibly 3 spells per turn. Avalendor is here as the hammer, to crash through just about anything in his way.

Alarith Stoneguard are the bread and butter of this list, their damage is fine, nothing mind blowing but 2 attacks per model (3 with the stoneguard) at -1 to Rend Damage 1 with an additional mortal wound on 6s isnt nothing. Their strength comes from the reduction of rend and a 4+ ward against mortals on objectives. Frustratingly difficult to move, once they’re on that point they aren’t moving.

Sentinels are still here of course, that much ranged damage on a 5+ for mortals is too tempting to pass up, with a Ballista to increase their range and do a bit of damage itself.

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Army Faction: Blades of Khorne
Subfaction: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Bloodthirster of Insensate Rage (280)
Artefacts of Power: Skullshard Mantle
Skarbrand (380)
Wrath of Khorne Bloodthirster (310)
General
– Command Traits: Mage Eater
Bloodsecrator (125)*
Bloodthirster of Unfettered Fury (295)*
Artefacts of Power: The Crimson Crown
Slaughterpriest (100)*
Hackblade and Wrath-hammer
– Prayers: Blood Sacrifice

BATTLELINE
Flesh Hounds (105)*
Flesh Hounds (105)**
Flesh Hounds (105)**

OTHER
Wrathmongers (145)**

ENDLESS SPELLS & INVOCATIONS
1 x Hexgorger Skulls (50)

TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Warlord
**Bounty Hunters

TOTAL POINTS: 2000/2000

Alice: It genuinely warms my heart to see Khorne lists making a good effort even ahead of the new book. You got the Bloodthirster Flush with 1 of each, including Skarbrand. For the most part there isn’t anything too surprising here, Bloodthirsters bring the beat down, sacrificing 4 blood tithes if they need another swing at the start of the next round. One interesting choice here is the Crimson Crown on the Bloodthirsty of Unfettered Fury so he can use Rejoice in their Slaughter for free for a 6″ pilein.

Supporting them is the Bloodsecrator is frankly far too cheap for what he does, granting an additional attack to each unit within 16″, making those terrifying bloodthirsters even more intimidating. The Slaughterpriest is a token priest, with Blood Sacrifice giving those precious Blood Tithes that can be hard to farm on low drop lists. Flesh House make cheap battleline to hold objectives while Wrathmongers are a solid hammer to round out the list.

Remember to check out Alice’s work on Goonhammer.

Final Tournament Placings

Top Three AoS Lists for the Borderlands Bash

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This is the Top Three AoS lists for Borderlands 2k Bash that took place at Borderlands Comics and Games in Greenville, SC on November 19th. There were a total of 12 players competing in this three-round event.

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: Ogor Mawtribes
Army Subfaction: Underguts
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
Frostlord on Stonehorn (445)*
– Mount Trait: Rockmane Elder
Butcher (135)*
– General
– Command Trait: Master of Magic
– Cleaver
– Spells: Molten Entrails
Slaughtermaster (135)*
– Artefacts of Power: Gruesome Trophy Rack
– Spells: Blubbergrub Stench

BATTLELINE
Ogor Gluttons (265)*
– Tribal Banner Bearer with Lookout Gnoblar
– Bellower
– Crusher
– Paired Ogor Clubs or Bluntblades
Leadbelchers (170)*
Leadbelchers (170)*

Artillery
Ironblaster (170)*
Ironblaster (170)
Ironblaster (170)
Ironblaster (170)

Terrain
Great Mawpot (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: (2000/2000)

Patrick: When the Ogor Mawtribes Battletome was released it was a fair assumption that some unit spamming/abuse would come out of the new book. Tobias made this assumption as well and decided to test the waters by dropping as many Ironblasters as he could on the table. “Ironblasters are awesome,” Tobias told me. “I’m not playing Ogors because I want to play greenish stunted gitz… So none of that in my list.” He is also taking advantage of the -1 to wound from Rockmane Elder, providing some extra beef on the Stonehorn.

His Ironblasters played well into all of his matchups, although with some minor difficulty into Idoneth Deepkin due to shooting restrictions that the army carries with it. His Ironblasters killed Bloab Rotspawn in the first round of his second match. Two units firing the long range shot were able to remove him from across the table, and went on to table his Nurgle opponent by the bottom of round 2. “They will be a meta pick. If I had a big event I’d run them, but they weren’t great fun.” It may be too early to say if the warscroll needs some adjustments, but I think at the very least we will see a points increase in the future.

Congratulations to Tobias on his win, and we hope to see more lists from him in the future (the upcoming Cherokee GT, perhaps?).

Army Faction: Soulblight Gravelords
Army Type: Kastelai Dynasty
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
Manfred Von Carstein (380)
Spells: Fading Vigour
Vengorian Lord (280)
– General
– Command Traits: Swift and Deadly
– Artefact: Fragment of the Keep
– Spells: Invigorating Aura, Amethystine Pinions
Belladamma Volga (200)
Spells: Vile Transference

BATTLELINE
10 x Blood Knights (390)*
– Kastellan
– Standard Bearer
10 x Blood Knights (390)*
– Kastellan
– Standard Bearer
5 x Blood Knights (195)*
– Kastellan
– Standard Bearer
10 x Deathrattle Skeletons (80)**
– Skeleton Champion
– Standard Bearer
– Champion’s Mace or Halberd
10 x Deathrattle Skeletons (80)**
– Skeleton Champion
– Standard Bearer
– Champion’s Mace or Halberd

CORE BATTALIONS
* Bounty Hunters
** Expert Conquerors

TOTAL POINTS: (1995 / 2000)

Patrick: “After narrowing down to Soulblight, I went back and forth between a horde of Zombies and Skeletons and a mixed armes list like we have ssen across the meta. However, I thought ‘I own 25 Blood Knights,’ why not run all of them.” And run them, he did, to great effect. The list sees Manfred and a Vengorian Lord bringing buffs and spellcasting to round out his list, as well as some Expert Conqueror Skeletons for objective maintenance. Manfred’s base size came in especially handy due to his unique command ability, providing +1 to hit and wound wholly within 12”. His base size and careful positioning meant that Stuart could have at least 2 units of 10 knights with 2+/2+, -1 rend, and 2-3 damage lances.

Belladomma works to provide a quality fighter to deal with chaff units. Her ability to turn salin models into Dire Wolves worked in Stuart’s favor to keep the board saturated with threats, and can be used to bait an opponent’s dispel attempt to make room for casting from Mannfred and the Vengorian Lord.

Army Type: Maggotkin of Nurgle
– Army Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration

– Triumphs: Inspired

LEADER
Bloab Rotspawned (320)
– Spells: Gift of Disease
Orghotts Daemonspew (320)
Lord of Afflications (230)
– General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts of Power: The Splithorn Helm

BATTLELINE
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
10 x Plaguebearers (150)**
10 x Plaguebearers (150)**

ENDLESS SPELL
Ravenak’s Gnashing Jaws (60)

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
* Bounty Hunters
** Expert Conquerors

TOTAL POINTS: (1980/2000)

Patrick: Jake’s Nurgle list was tooled to the event. “With Prize of Gallet on the list it was going to be incredibly hard to score if I went first.” This meant that he had to break away from his original list (which included no Galletian Veterans) and build in two units of Plaguebearers. They are cheaper than Blightkings, and in this instance would perform the same duty. That left three units of flies, one to deep strike with the Lord of Affliction and one to Drowned Men across the table and lock his opponent down.

Jake feels that some better deployment of Bloab could have kept him alive longer. Ravenak’s Gnashing Jaws would have done a lot of work into Tobias’s chaff units, and he may have been able to get a better performance in the third round. “Mawtribes are gross now,” he told me, but he is happy with the list and his performance. “The list did what I expected it too. Flies and Jaws eat the grunts and you aim the Maggoth lords at their heroes.”

He made some final notes in our conversation as well. “Nurgle is fine, the thing that bothers me the most is the lists that are winning are the same archetype. I’d love to see a non-Drowned Men win rate. The issue is everything in that book just pushed it towards that load out. Better units, better artefacts into the best subfaction.” His next event will see the use of a Great Unclean One in more close-range battleplans, one of which will include a “no deep strike” rule.

Army Type: Seraphon
– Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Show of Dominance

– Triumphs: Inspired

LEADER
Skink Starpriest (130)**
– General
– Command Traits: Master of Magic
– Artefacts of Power: Fusil of Conflagration
– Spells: Levitate

BATTLELINE
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
Dread Saurian (545)**
Dread Saurian (545)**
Dread Saurian (545)**

CORE BATTALIONS
* Expert Conquerors
** Linebreaker

TOTAL POINTS: (1990/2000)

Patrick: This list is the perfect example of why I love one-day events. The fact that large prizes generally aren’t on the line means that people will be more willing to accommodate casual crowds and test off-meta lists. Jon’s list fits this perfectly.

“The idea…was to make a bad list” Jon told me during a discussion. The Greenville AoS community tends to be newer or more casual players than he normally plays. He didn’t want to create a list that would completely shut other players out. Jon told me “I like the idea of giant lizards stomping around, and this was the only time I would ever actually run them at an event.” Dread Saurians will certainly feel robust in a Thunder Lizard list, but overall they won’t accomplish very much. They’re an ideal unit for new players to feel good dumping wounds into without getting punched back too hard, but players also need to be sure to watch the Skinks, since it would be easy to focus on the big intimidating models while Jon’s battleline consistently scores VP. It’s a lesson in threat assessment and target priority for new players.

While Jon didn’t win the event, he certainly accomplished his goals. Hopefully we see more people approach play with this attitude in event in the future.

Note: Jon did not compete in the final round due to matchups. He was scheduled to face someone he plays multiple times a week, and he decided to give them a chance to play a different opponent (not to mention it is a pain to move three Dread Saurians around).

Tournament Placings

Top Three AoS Lists for Devon Destruction II

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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.

Trying to find the results for other events? Check out our top three lists archive.

The Top Three AoS Lists

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)

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 151
Drops: 9

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)**

BATTLELINE
Mancrusher Gargant (150)**
Mancrusher Gargant (150)**

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

Battleline
4 x Mournfang Pack (350)*
Gargant Hackers
– Reinforced x 1
Stonehorn Beastriders (310)*
Weapon: Blood Vulture
Thundertusk Beastriders (270)*
Weapon: Blood Vulture

Artillery
Ironblaster (170)*

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 91
Drops: 2

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

BATTLELINE
Flesh Hounds (105)**
Flesh Hounds (105)**
Plaguebearers (150)**

ENDLESS SPELLS & INVOCATIONS
1 x Soulscream Bridge (80)
1 x Chronomantic Cogs (70)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment

TOTAL POINTS: 1995/2000

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

Final Tournament Placings

Top Three AoS Lists for DaBoyz GT 2022

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This is the Top Three AoS Lists for DaBoyz GT 2022 that took place in Texas, USA on 19th and 23th November. It involved 66 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

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

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

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

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

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

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

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

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

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

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

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

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

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

BEHEMOTH
1 x Krondspine Incarnate of Ghur (480)

ENDLESS SPELL
1 x The Burning Head (20)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent

TOTAL POINTS: (1980/2000)

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

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

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

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

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

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

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

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

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

OTHER
Grundstok Thunderers (270)**

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

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

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

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

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

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

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

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

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

Core Battalions
*Battle Regiment
**Expert Conquerors

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

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

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

Final Tournament Placings

Top Three AoS Lists for the GAF Jamboree

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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)*

BATTLELINE
Khainite Shadowstalkers (150)*
Shroud Queen
Blood Sisters (280)*
Gorgai
Blood Stalkers (540)*
Krone

OTHER
Khinerai Heartrenders (95)*
Shryke
Khinerai Heartrenders (95)*
Shryke

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1995/2000

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.

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

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

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

Behemoths
Krondspine Incarnate of Ghur (480)
Allies

Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Artefact

Total: 1955 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 100
Drops: 7

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

LEADERS
Archmage Teclis (700)
Spells: Total Eclipse, Transporting Vortex
Avalenor (420)**
Alarith Stonemage (120)**
General
– Command Traits: Unyielding Toughness
– Artefacts of Power: Heartstone Amulet
– Spells: Crippling Vertigo, Unbreakable Stoicism
Scinari Cathallar (110)**
Spells: Etheral Blessings, Speed of Hysh

BATTLELINE
Alarith Stoneguard (240)*
Truestone Seneschal
– Paired Stratum Hammers
– Diamondpick Hammer
Alarith Stoneguard (240)*
Truestone Seneschal
– Standard Bearer
– Paired Stratum Hammers
– Stone Mallet
Vanari Bladelords (130)*

ENDLESS SPELLS & INVOCATIONS
1 x Rune of Petrification (40)

TERRAIN
1 x Shrine Luminor (0)

CORE BATTALIONS
*Expert Conquerors
**Command Entourage – Magnificent

TOTAL POINTS: 2000/2000

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)**

BATTLELINE
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Reaver Blades
10 x Bloodreavers (80)*
Chieftain
– Reaver Blades

OTHER
5 x Wrathmongers (145)*
5 x Wrathmongers (145)*

CORE BATTALIONS:
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: (2000/2000)

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.

Final Tournament Placings

Top Three AoS Lists for the Lost Legion GT

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This is the Top Three AoS Lists for the Lost Legion GT that took place in Australia on 19th and 20th November. It involved 32 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: Ogor Mawtribes
Subfaction: Underguts
– Grand Strategy: No Place for the Weak

LEADERS
Tyrant (150)*
General
– Command Traits: Killer Reputation
– Artefacts of Power: Gruesome Trophy Rack
– Big Name: Fateseeker, Brawlerguts
Slaughtermaster (135)*
Spells: Blubbergrub Stench
Firebelly (130)**
Spells: Billowing Ash

BATTLELINE
Ogor Gluttons (265)*
Bellower
– Tribal Banner Bearer with Lookout Gnoblar
– Paired Ogor Clubs or Bluntblades
Ironguts (270)*
Bellower
– Gutlord
– Rune Maw Bearer
Leadbelchers (170)*
Thunderfist

ARTILLERY
Ironblaster (170)
Ironblaster (170)
Ironblaster (170)*
Ironblaster (170)**

OTHER
Gnoblars (100)**
Groinbiter
Gnoblars (100)**
Groinbiter

TERRAIN
1 x Great Mawpot (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

Declan: I don’t know if the tournament allowed the new book, but Patrick is well prepared for it if they didn’t. 4 Ironblasters never really appeared in the UK meta, but was reasonably common in the US and has appeared in Australia. It’s a great example of how the tournament scenes are different in each country.

Why is everyone talking about Ironblasters….? Well more consistent damage is coming and the Hailshot is getting very good! Expect to see similar lists to this once the book is fully allowed at tournaments.

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Army Faction: Kharadron Overlords
Subfaction: Barak-Zilfin
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Aether-Khemist (90)*
General
– Command Traits: Collector
– Artefacts of Power: Staff of Ocular Optimisation
Aetheric Navigator (85)*
Artefacts of Power: Svaregg-Stein ‘Illuminator’ Flarepistol
Arkanaut Admiral (125)**

BATTLELINE
Arkanaut Company (90)*
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol
Arkanaut Company (90)*
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol
Arkanaut Company (90)**
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol

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

OTHER
Grundstok Thunderers (270)*
Grundstok Mortar
– 2 x Honour Bearer
– 2 x Aethercannon
– 2 x Aetheric Fumigator
– 2 x Decksweeper
Grundstok Gunhauler (155)**
Drill Cannon

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1975/2000

Randal: There are two primary archetypes of Kharadron Overlords that have been successful this season. There is the Full Fleet list with four or more boats, and the Double Ironclad with an Anvil lists which have also seen a lot of success like this wonderful list from Luca Foerster.

Luca took this list in a slightly different direction from the typical double ironclad lists we have seen in the past, by foregoing the Krondspine or Gotrek anvil choices and instead taking a reinforced unit of Grundstok Thunderers with Special Weapons. This is extra spicy since it gives the unit an enormous amount of firepower but has limited range with most of the weapons limited to 12” or less. This list gets around that restriction by being in Zilfin which gets a hero phase move for one of the Ironclads allowing the Thunderers to jump out and pummel the enemy’s frontline. The usual suspects for heroes and battleline accompany the two heavy boats, but there is a surprise Grundstok Gunhauler which provides a little extra extra for the two big boats in the form of a 6+ ward if it is nearby.

Another surprise here is that Luca has foregone using Spell in a Bottle which is a mainstay for Kharadron Alpha-Strike lists. This is likely a concession to stay in Zilfin and still get a Navigator instead of the common double Khemist builds that we usually see.

There is not much out that wants to play against this, but the lack of mortal wounds output or Purple Sun means that after the Flarepistol and Admiral’s Special Ammunition are used there isn’t much punch left to deal with a good save army that managed to survive the opening
barrage.

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Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Stormkeep)
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)**
Karazai, The Scarred (550)**
Lord-Relictor (145)**
General
– Command Trait: High Priest
– Artefact: Mirrorshield
– Prayer: Translocation
Lord-Castellant (155)**
Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades

Battleline
5 x Liberators (115)
Heavens-wrought Weapon and Shield
5 x Liberators (115)
Heavens-wrought Weapon and Shield
10 x Vanquishers (220)*
Reinforced x 1

Units
2 x Dracothian Guard Fulminators (230)*
6 x Praetors (290)*
Reinforced x 1

Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Holy Command: Call for Aid
Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 108
Drops: 9

Brett: Joel is a member of Measured Gaming (as is Pat who took first) who loves Liberators and Stormstrike Chariots (he has a battle report on youtube with 5 in a single game – against Pat). Very experienced SCE general who has been developing this list since Karazai came out. This army is about Karazai and trying to get him into battle while within range of the Praetors or Gardus (bodyguard and ward don’t stack). The Praetors, as Bounty Hunters, they are capable damage dealers, just a bit slow, with 19 attacks at Rend -1 and 2(3) Damage. The army has a few more surprises, Fulminators are efficient even in pairs and with a 5+ ward if near Gardus, hard to shift. Bounty Hunters can really help them if they are caught in combat, against GV anyway.

Vanquishers are good anti horde (3 attacks against 5 models and 4 attacks against 10 or more) all with Rend -1. The Castellan isn’t the general but still included for utility with his Lantern ability (improved saves or mortal wounds). Teamed with the Vanquishers he can make them as robust Vindicators (3+ save) while they have a much better damage profile. Hallowed Knights grants fight on death to the Liberators and Vanquishers (Redeemers). The same units benefit the most from the army being Watchful Guardians (Stormkeep). They get the benefit of Eternal Conquerors without the battalion (except they only count as 3 models on home objectives before round 3) and when successfully charged while on an objective they do mortal wounds to the attacker.

With the Relictor’s translocate and Liberators counting as 3 models you can sometimes steal an objective in Turn 4 with a unit that is hard to shift and has really strong objective control. The army has a really balanced approach with a solid mix of resilience and damage ultimately finishing only 4 points behind Luca (2nd) who he beat in the 1st round. Ultimately he lost to Pat with the revitalised Ogors and their amazing Ironblasters.

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Allegiance: Soulblight Gravelords
Lineage: Legion of Blood
– Mortal Realm: Ghur
– Grand Strategy: Vampiric Conquerors
– Triumphs: Inspired

Leaders
Vampire Lord on Zombie Dragon (435)*
General
– Deathlance
– Command Trait: Aristocracy of Blood
– Artefact: Soulbound Garments
– Expertise: Martial
– Mount Trait: Foetid Miasma
– Lore of the Vampires: Amethystine Pinions
Belladamma Volga, First of the Vyrkos (200)*
Lore of the Vampires: Amethystine Pinions
Big Drogg Fort-Kicka (525)
Allies

Battleline
10 x Deathrattle Skeletons (80)*
10 x Deathrattle Skeletons (80)*
10 x Dire Wolves (135)*

Units
5 x Blood Knights (195)**
5 x Blood Knights (195)**
3 x Fell Bats (75)*

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

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 525 / 400
Wounds: 137
Drops: 4

Danny: This list harks back to a brief period around the turn of editions where zombie spam + Big Drogg was a tournament winning Soulblight list. William has ditched the zombies like everyone else while Bounty Hunters is a thing (and here’s to it dying off soon) but kept Big Drogg – and why not? The guy is a source of rend 2 that Soulblight traditionally lack, and, well, he’s a gargant. They’re fast, soak up serious punishment and dish it out in turn – leaing your msu Deathrattle, speedy wolves and Fell Bats (LOVE seeing them) and the tankier 2 units of Blood Knights to head out and score.

It’s an interesting HQ selection too – Belladamma is a great buff piece but not usually taken these days, however for 200 pts she’s relatively cheap, speedy, and can cast a spell on a 6 for a 12″ aura of exploding 6s – which can help Blood Knights hit much more reliably. With her built in +1, she’s also a good Jaws caddy and being able to use the wolves as bodyguards ups her survivabillity.

Topping things off you have the always-reliable Lord on Zombie Dragon, who in Legion of Blood gains a built in horrorghast effect, and gains +1 attack on his Deathlance with Martial Expertise, while Soulbound Garments for +1 save gets him on a 2+ as standard before anything like AoD, Finest Hour – etc – making him SUPER tanky.

The one thing this list doesn’t have is access to good MWs outside of jaws, which may explain the loss to Stormcast – presumably they were able to tank the VLoZD, out-compete William on objectives and strike down Big Drogg with the usual SCE hammers. Still, a great result for an unusual list – I’m loving seeing the variation and the resurgence of top 5 SBGL lists these days after a slow start to the season!

Final Tournament Placings

Top Three AoS Lists for 5 Alarm GT

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This is the Top Three AoS Lists for the 5 Alarm Grand Tournament that took place in Canada on 12th and 13th November. It involved 22 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: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Morathi-Khaine (340)*
The Shadow Queen (340)*
Melusai Ironscale (115)*
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe

Units
10 x Blood Sisters (280)**
Reinforced x 1
10 x Blood Sisters (280)**
Reinforced x 1
15 x Blood Stalkers (540)*
Reinforced x 2
5 x Khinerai Heartrenders (95)*

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 99
Drops: 3

Peter: Joshua Bennett (who you may recognise from many a top three article featuring his own lists), has kindly joined the Woehammer team to comment on Daughters Lists.

Joshua: While this list sticks to the norm of the current meta for DOK, it does have its own tweaks that make it very interesting.

At first glance, we see what looks like the basic Zainthar Kai list. At the head of the snake army is the high queen herself, Morathi. Morathi, by herself, is a menace to most opponents. She has a cap of only three wounds a turn, which becomes a great deterrent for the alpha strikes becoming a perfect screen, where the alpha strikes are running into an unkillable duo of models. As anyone knows that has ever faced off against the shadow queen, she is not to be taken lightly in combat. Shadow queen has the potential to pick up most units. She lives up to her title as a “God Model” with the ability to tank everything with the absolute barrage of attacks with high damage and rend.

Bring on the snakes! 15 blood stalkers have always and still remain to be a powerful force to deal with in the DOK list. At 30 shots, hitting on three’s, wounding on three’s, doing mortals on sixes to hit, makes stalkers a threat against any list. Add the fact that they are also shooting in the hero phase, bringing the total number of shots to 60 at a range of 24”. With all of these attacks, this unit should be feared by all. To add to the terror of the Stalkers, their melee loving counter parts, the blood sisters, are also added to this list. Two 10 man units bring each of these death ball units to 30 attacks, hitting and wounding on threes, followed by an extremely powerful turned to crystal ability. This ability allows the unit to roll a dice for each model in their unit and each 2+ inflicting a mortal wound to the selected unit an inch away from it. In this list, the blood sisters are placed in the bounty hunters battalion, which brings the damage of each attack against Galletian Veterans units, a minimum of 2 damage. But it doesn’t stop there, when the ever daunting Shadow queen is in combat within 18” of these blood soaked sisters, the sisters attacks increase to four attacks each, which gives the sisters even more power to pick their opponents units up.

So I know what you’re thinking! I am just going to stay away from this army of blood driven blood elves. This may be harder to do than you think. This is because the Shadow queen is moving 14” and the melee snakes are moving 8”. Also you must keep in mind that the Melusai is in the list as well and serves more than just a pretty face. She allows the Sisters to be able to run and charge, increasing the threat of the slithering blood crazed sisters to the potential of a 14” move bringing them into a more manageable charge range.

Wait, look in the sky! That’s right, a unit of heartrenders are circling above the battlefield waiting for the right moment to strike. This unit can deploy off the board and be placed on the table 9” away from an enemy model. In the shooting phase they each shoot an enemy within 12” of them and then move 6”. Normally we see two of these units in a list because that allows DOK players to use the Battletomb tactic Cruel Delight. This single unit still has its uses. It keeps a constant threat to the backfield objectives. Also this unit can make a great screen for the remaining army. With this units very speedy movement of 14” it can bounce back and forth between objectives causing their opponents a massive headache of leaving models on all objectives. Also with the Grand strategy of take what’s theirs the late game deepstrike can give you edge needed to gain that three extra points.

The other obstacle opponents face while playing this list, is that you must pick up entire units. Because thanks to the Command trait Zealous Order bringing models back from the dead is much easier than normal. This command trait allows the general to bring back friendly models back on a four plus rally compared to the normal six.

Overall this list hasthe range, and the face-to-face killing power to take on most lists, and I can see why it did so well at this tournament.

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Army Faction: Disciples of Tzeentch
Subfaction: Guild of Summoners
– Grand Strategy: Defend What’s Ours
– Triumph: Indomitable

LEADERS
Curseling (180)*
Spells: Shield of Fate
Fluxmaster (170)*
Artefacts of Power: Pyrofyre Stave
– Spells: Unchecked Mutation
Lord of Change (400)*
Staff of Tzeentch and Rod of Sorcery
– Artefacts of Power: The Eternal Shroud
– Spells: Ghost-mist
Kairos Fateweaver (435)***
Spells: Tzeentch’s Firestorm
Tzaangor Shaman (135)***
Spells: Glimpse the Future
Magister (120)***
General
– Command Traits: Arcane Sacrifice
– Artefacts of Power: Arcane Tome
– Spells: Arcane Suggestion

BATTLELINE
Kairic Acolytes (120)**
Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
Kairic Acolytes (120)**
Cursed Blade and Arcanite Shield
Kairic Acolytes (120)***
Cursed Blade and Arcanite Shield

ENDLESS SPELLS & INVOCATIONS
1 x Burning Sigil Of Tzeentch (50)
1 x Chronomantic Cogs (70)
1 x Umbral Spellportal (80)

CORE BATTALIONS
*Command Entourage – Magnificent
**Expert Conquerors
***Warlord

TOTAL POINTS: 2000/2000

Kieron: A super interesting list for my first time reviewing a Disciples of Tzeentch top three list. Conventional wisdom would suggest that Guild of Summoners is relatively low down in the sub-faction hierarchy but Nic has clearly made this work well for him. Conventional wisdom would also suggest that Master of Destiny is a no-brainer Grand Strategy (have Destiny Dice equal to 9 or more at the end of the battle) but Nic has again bucked the trend with Defend What’s Ours. Where the power comes from in this list can be broken down into Destiny Dice, Fate Points and Battle Tactics.

Let’s start with Destiny Dice, or cheaty dice as some less charitable (and non-Tzeentch players might call them). Nic would roll 9 at the start of the game and the Eternal Shroud would allow new dice to be rolled on a 5+ whenever they are used. The Tzaangor Shaman can lurk at the back of the board (see battle tactics below) generating a new one with Glimpse the Future which will be supporting Kairos who is generating one per turn if you have less than 9. This means that over the course of the game, there should be in the region of 20 dice that the Tzeentch player will know ahead of time, allowing them to be super aggressive or defensive as the game demands.

Next up is fate points and if you thought 20 was a lot of a resource to generate then you haven’t seen anything yet! If Tzeentch go first and all the possible spells go off they will have: 1 from Burning Sigil; 2 from The Curseling; at least 1 and probably 3 from Fluxmaster (theoretically 10, but if you roll 9/9 5+s against me I’m probably conceding or calling a TO!); 2 from the Lord of Change; 3 from Kairos; 1 from Shaman; 3 from Magister; 1 from each Kairic unit making around 15-18 in Turn 1. And what do we do with those points I hear you ask? You summon another Lord of Change for only 9 points and bank the other points for the next turn. Next turn you will have another two casts meaning that you will have more than enough to summon another Lord of Change 18 fate points! At this point you would be facing over 1600pts of prime Tzeentch Turkey that are giving each other (and nearby heroes) +4 to cast. Diminishing returns from this point in as there won’t be enough spells for them all to cast, so probably just bring in 20 pinks a turn instead! If the Tzeentch player is not locked down quickly, they could summon 1500pts by turn 5 (EDIT: Thanks to Tasteless for getting me to go back and not blah, blah , blah the sub-faction ability: Guild of Summoners can ONLY summon Magic Chickens, meaning that a 5 turn game could actually see 2000pts of summoning and Nic possibly in need of kidney to donate to fund the 7 Lords of Change that could be on the board at this point…).

This is all well and good, but if you don’t score points then you don’t win and this is also a list that really wants to use book battle tactics! Call for Change is extremely straightforward as you just need to summon a Lord of Change; the Tzaangor Shaman is an excellent choice for Reckless Abandon, where you need to complete a charge move with a mortal unit more than 18″ away from all enemy units; Ninefold Dismantlement needs you to kill a unit with 9 models or a hero/monster with a wounds characteristic of 9 or more and Tide of Anarchy needs you to take an objective off your enemy with 9 or more models. To truly flex on your opponent, Kairos could even go for Mass Conjuration by casting 3 or more spells for a full 5/5 Tzeentch tactics.

Congrats to Nic for doing fantastically well with some more off-meta choices, demonstrating the internal balance of the Disciples of Tzeentch book.

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Allegiance: Kharadron Overlords
Sky Port: Barak Zilfin
– Mortal Realm: Chamon
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Aether-Khemist (90)*
General
– Command Trait: Collector
– Artefact: Staff of Ocular Optimisation
Aether-Khemist (90)**
Artefact: Spell in a Bottle
Arkanaut Admiral (125)*
Aetheric Navigator (85)*
Artefact: Svaregg-Stein Illuminator Flarepistol
Gotrek Gurnisson (485)**

Battleline
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns

Units
10 x Grundstok Thunderers (270)**
Reinforced x 1

Behemoths
Arkanaut Ironclad (490)**
Main Gun: Great Sky Cannon
– Great Endrinworks: Ebullient Buoyancy Aid

Endless Spells & Invocations
Purple Sun of Shyish (90)

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 97
Drops: 4

Peter: Another new member of the team today. Randal Brasher, who some may remember from General Speaking, has agreed to join us to comment on KO, Cities and Stormcast lists.

Randal: Oh boy, here we go! Karl is no stranger to Kharadron Overlords this season and has found 5-0 and 4-1 success with both Double Ironclads and Whole Fleet lists, but the one constant has been his inclusion of Purple Sun. This list leans in on the power of the Endless Spell even more than his previous winning lists by overloading an Ironclad with heroes, Arkanauts, and some spicy Grundstock Thunderers then using the Zilfin Hero Phase move alongside Ebullient Bouyancy Aid. After moving the murder boat across the board it wants to unleash the Purple Sun then leverage the once per game effects of the Flare Pistol (full rerolls in the shooting phase) and the Admiral’s Special Ammunition for either additional rend or eliminating a ward save. It is a very high volume of shots at very high rend, more than enough to cripple most elite armies or clear the flank of a horde army. If the opponent somehow manages to survive the barrage in any condition to fight, they get a facefull of Gotrek.

A bit of tech in this list is to use the Great Sky Cannon over the more synergistic and higher damage Volley Cannon. It lets the boat play the objective game and still contribute some shooting after it unleashes its payload due to the superior range. This list is going to play very well into elite armies or high save armies but it has a serious issue with ranged mortal wounds as its loss to Disciples of Tzeentch shows. Armies with a lot of summoning, such as Beasts of Chaos or Nurgle, might also give it some problems. However, into a metagame of Giants, Daughters of Khaine, Sylvaneth, and Seraphon it is a monster of a metabreaker.

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Army Faction: Hedonites of Slaanesh
Army Type: Invaders
– Army Subfaction: The Lurid Haze
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
1 x Synessa (260)*
General
1 x Sigvald (205)*
General
1 x Be’lakor (360)*

BATTLELINE
11 x Blissbarb Archers (140)*
11 x Blissbarb Archers (140)*
5 x Hellstriders with Hellscourges (135)*

BEHEMOTH
1 x Chimera (200)*

ENDLESS SPELL
1 x Geminids of Uhl-Gysh (40)

OTHER
10 x Symbaresh Twinsouls (260)*
10 x Symbaresh Twinsouls (260)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (2000/2000)

Alice: Slaanesh is struggling badly at the moment, but it’s not entirely without merit. There’s a few units that manage to succeed despite their own faction dragging them down, and Invaders manages to pull itself up to something quite usable, if a bit fiddly.

Invaders allows you to have 3 Generals who need to remain 12″ apart from each other. This is largely fine with this composition, because Be’lakor operates well as the main general leading the force to shut down the major threats while Synessa hangs back and casts spells and Sigvald attempts to do character assassinations. If any do die, its a free CP.

Blissbarb Archers are one of the few stand out units in Slaanesh. While they may not get mortal wounds on 6s like some armies, they get a decent number of Rend -1 shots and can run and shoot. Twinsouls make a solid hammer and anvil, depending on what you need in any given situation. Rounding it out, the Chimera is an interesting ally, giving them the mortal wound support they really need while being a solid beat stick to boot.

Final Tournament Placings

General Speaking – Jeremy Veysseire

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Following on from our conversations with Randal Brasher and Baz Norman Jr, we’re back in North America this week and talking to Jeremy Veysseire.

Jeremy has appeared in so many top three list articles over the last year I’ve lost count of his GT wins and podiums!

Jeremy Veysseire – The Stats

Jeremy receiving the 2019 ITC Champion award

Events: 6
Wins: 29
Losses: 2
Win Rate: 93.5%
Current World Woehammer Ranking: 3rd
Current North America Woehammer Ranking: 2nd
Current US Woehammer Ranking: 2nd

Thank you for agreeing to the interview Jeremy! Those who follow Woehammer’s Top Three Lists are used to seeing your name at on the podium many times a year! But what we want is how did this all begin? When did you start playing Warhammer and when did you start playing competitively?

Thanks for having me on first off. and to get right into it with your question. I was 9 years old (so 28 years ago) when I got my first boxset of Warhammer miniature boxset (the Lizardmen and Brettonian one) and it was a bribe from my parents when we moved from Paris France to Palo Alto California as I did not want to leave my entire extended family and didn’t really want to move to a country that I barely understood the language. My grandfather is a collector of Napoleonic & World Wars miniatures and I hung out a lot with him watching him assemble and paint them so I guess they thought it would be a good bribe but little did they know it would dictate so much of my life going forward haha.

I started playing competitively after I graduated from University and moved to Portland Oregon, I had an income from my new job and noticed that that the Pacific Northwest that I lived in had a vibrant Warhammer tournament scene as I got back into the hobby full time after University. Of course for me those days were mostly Warhammer 40,000 as this was the days of 5th edition and it culminated in my first ever east Coast GT being Nova Open. I ended up 3rd there with Sisters of Battle at the onset of 6th edition. Eventually Frontline Gaming started their own event called Bay Area Open which then created the proto circuit now known as ITC and I was hooked. While I never won ITC for 40k, I did get close a few years running. When 8th edition dropped for 40k, I remember going to the first GT in the US with Index Harlequin and losing only to a Blood Angel army that had nothing but Flyers/Planes and thats when I saw the writing on the wall for me and 40k. And its also when the first General’s Handbook came out which gave AOS the structure it needed for me to become a full convert. I swapped to it and never looked back.

Jeremy’s KO pounce on another unsuspecting victim

A fellow convert! Did your experience of list building and competitive play in 40k transfer over to Age of Sigmar?

To an extent, at the time the game systems were fairly different in how you would achieve a win. Most 40k players I believe look at the double turn potential in AoS as the primary different reason for that but in my experience, the games approach the win condition very differently. I started out in competitive AoS with Ironjawz and got my ass handed to me by 1.0 Tzeentch over and over and while that army at the time was just this powerhouse of just straight ability to remove your models off the table, I noticed that all my losses were always because I kept trying to feeling like I had to kill the threats that killed my army which is usually at the time a good 40k tactic but in AoS it turns out doing that meant I was always giving my opponent the ability to maximize his output versus making him have to take risky position to get into effect while retaining superior board state.

Eventually, I transitioned to 1.0 Fyreslayer which grew from my experience early and I was luckily blessed with a new tome when 2.0 dropped and it greatly rewarded that type of approach to the game. Age of Sigmar is a game that rewards board positioning more than anything, be it you are a super shooty or super melee army. If you choose to be super shooty or fighty, at the end of the day winning the game wasn’t so much about waht you could kill but where you could kill it. Had a really good year with 2.0 Fyreslayer, I think I had a 95% winning rate with them in 5 Roung GTs, went to the final at LVO against pre nerf 2.0 Slaanesh and the game was pretty close, but with that finish at LVO it assured me my first place finish in ITC and best Fyreslayers.

I do want to point out to the audience, that I do not think AoS or 40k is better than one or the other. I played both competitively for a long time and still play 40k today a bit but I personally prefer AoS (who knows now that Leagues of Votann is out, yes I am a Dwarf guy. Ungrim Ironfist is one of my favorite characters from the old world) because the game currently is one of the best its ever been. I will say that I find that the experience and skills I have learned from AoS today have translated very well into the games of 40k I do play and as the games keep moving towards a rule singularity like they are maybe one day being a great player at one also means being great at the other, who knows.

You mentioned your win rate of 95%. By my calculations you’re at 93.5% this season after 6 GT’s. That’s insane! 29 wins and just 2 losses. What’s they key around your army lists to give you such success? How do you go about constructing a tournament winning list?

Honestly, the percentage is a point of pride but also I fully admit its a bit silly. Fyreslayers in 2.0 were perfectly designed for that edition and nowadays I am more going into the hobby with a bit less severity. I think I played probably close to 300 games in and outside of tournaments with 2.0 Fyreslayers and I believe I won more coin flips than my opponents when the game came down to that in 2.0. Today, I am playing KO, Legion of Blood, NoMorathi DoK, 6 Grimwrath and Gotrek FS and taking a lot more of what I think is cool and interesting but still follows some core design philosophy with how 3.0 Winning dynamism works.

KO is just good nowadays because so many Battle Tactics in Season 2 of 3.0 reward you for killing things without always being on max primary points, Legion Of Blood is an army that can just punish aggressive armies and dictate the rules of engagement in the center of the board while still scoring BT, NoMorathi does the same but with more punch and arguably less durability/attrition play and then there is my Gotrek and Grimwrath list which is more of an army this about trying something different. Honestly, I took it for the NOVA invitational because I wanted play something that was fun and since the event was single elim and that I would be playing potentially be playing 15 games at NOVA (4 games at the invitational, potentially 8 at the GT and 3 at the RTT) and the weekend before I just had a 5 round GT so 20 games in 1 week but man did that backfire. I ended up winning the invitational with it and making it to round 6 of the GT with NoMorathi and played all 3 RTT games with NoMorathi so 18 games, I had hit Warhammer Fatigue. But back to the original topic at hand, why play that Grimwrath and Gotrek list outside of fun, it is honestly pretty good in the current format because it has a lot of diversified threats and the fight of death gives you the ability to get any value out of them and the double activations gives you trade up value plus the ability to activate at the end of the combat vs strike last means you can use that toolkit to lock up units into combats and rob them of their plan to do what they wanted with them the following turn.

I struggle with 3 games over a weekend, 20 in one week must be a huge ask. Do you have any methods for keeping your focus?

Oh god, well I have methods that I should apply more often than not ahahah. When I was younger, getting drunk day 1 and sleeping only 4 hours the night of, was no issue with focus and play but now as I get older, I notice that method is really not helping anymore. Nowadays, while I still drink (Scotch Single Malt preferably, thanks) during my games if we are allowed, I do have more reservation about how much. I try to drink a lot water nowadays on and off the table and try to sleep 7-8 hours during the event and most importantly go into the event with zero to little sleep debt. When I “coach” newer tournament players, I try to educate them about tournament fatigue. The idea that there is no way you can play all of these games at max mental acuity and physical one as well especially when the game is so social; as in people aren’t just there to game, they want comradery, they want to share moments with new strangers/friends over our ridiculous game.
The way to deal with it is in 2 ways, at the table and off the table, at the table there is always the rule of have as much fun as you are afforded be it your own personal energy level and what is your opponent energy level but make sure you don’t tunnel on the bad things that happen and same for the good things, never lose focus on scoring points and don’t seek some personal vendetta on a unit you feel deserves to die, etc… Just have fun, score points and try to do it without having to kill things at the table. When you can do that effectively well, then you can start adding the new complexity to that and that is: How can you do that now and next turn with the decisions you are making now, and keep moving the time horizons as you get more comfortable with that. The off the table is really about people’s own preference but as I mentioned earlier that knowing what your limit is very important. While its important to win don’t forget to have fun, god I sound a like a lame Dad.

No! That’s great advice that I think many of us forget mid game. You must face many new players who have recognised your name on the tournament circuit, have you found that this recognition affects their game judgement? I guess what I’m trying to say is, do mind games come into it very often?

Yes, I had a few events where people recognize me and yes there is sometimes some self defeatism that happens at the table but I often remind my opponents especially the newer ones on how to go about either defeating a combo of mine or how to approach the game with of course as many mulligans as they want to take as long as we have not moved too far into the game. The issue is that some players either rise to the moment or fold perhaps because they don’t trust that I would give away pointers to my detriment or because they want to prove me wrong. I fully recognize its pretty condescending for someone to approach a table and offer up advice in a competitive environment as if they know that empowerment of their opponent is somehow not able to beat the cocky player. But the reality is that I play so many games where I am trying to coach people outside of events that I find that I just revert to that. I get a lot more value out of a game where my opponent grows in skill during the game as much as me facing a challenging new paradigm. Most folks forget that top players can suffer from impostor syndrome and my way of tackling it is by trying to maximize my opportunities into playing what I consider good or better players than I. I too want to become better than what I am today and elevating everyone’s game even mine is an important reason why I go to competitive events.

Regarding mind games, I do not try to engage into it too much but I know some folks I play regularly who joke that I own real estate in their mind. My type of mind games is maybe playing or designing armies which are maybe a bit off meta I guess. I do love the call out videos and the bit of jabbing that happens here stateside between the teams and players because its just good ol fun but I know some folks could consider them a form of mind game. I think the only mind games that end up affecting players is they one they give power to. I have seen it, folks who approach a game versus Bill Souza and just give up before the first roll happens and it breaks my heart. That player would have gotten so much more value from the game against Bill in growth and learning if he went about it with a winning attitude and heck people like me and Bill can lose. Queue: “If it bleeds, we can kill it”

If you could give advice to new tournament players what would it be?

Outside of making sure you give yourself the proper expectation how mentally tiring and how its hard to keep the same level of play after 5 games and a night out, my biggest advice to new players is to come to an event with achievable goals. Some players like a ratio of wins to losses but I prefer more of things related to the game such as: “Not dropping a Battle Tactic.” or “Sequencing combat activations correctly” or “Did I always make sure to pile in advantageously?”. I find that while everyone wants to go to events for games and the overall communal experience, its also nice to go for a more personal reason such as making sure you are getting some growth out of it. I personally attend tournaments to hope to play against certain players as a way to learn how to improve my game in those situations. Finally, tournaments are fun but you will always get what you put into them; meaning that if you choose to go there for just games, you will get that, if you go to improve your games, you will get that and if you go there to have fun, you will have fun and if you are transparent and obvious about those things, you will find that people will put the same energy into the game.

Jeremy, it’s been a pleasure speaking to you, thank you. All the best for the remainder of the season!

Top Three AoS Lists for Gourds of War GT

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This is the Top Three AoS Lists for the Gourds of War FT that took place in Texas, USA on 12th and 13th November. It involved 18 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.

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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

Army Faction: Lumineth Realm-lords
Subfaction: Zaitrec
– Grand Strategy: Defend What’s Ours

LEADERS
Sevireth (320)
Scinari Cathallar (110)**
General
– Command Traits: Loremaster
– Artefacts of Power: Silver Wand
– Spells: Protection of Hysh, Solar Flare, Total Eclipse
The Light of Eltharion (240)**
Vanari Lord Regent (170)**
Spells: Protection of Hysh

BATTLELINE
Vanari Auralan Wardens (150)**
High Warden
– Spells: Overwhelming Heat
Vanari Auralan Wardens (150)**
High Warden
– Spells: Solar Flare
Vanari Auralan Sentinels (450)**
High Sentinel
– Spells: Total Eclipse

OTHER
Vanari Bladelords (130)*
Bladelord Seneschal
Vanari Dawnriders (140)*
Steedmaster
– Standard Bearer
– Spells: Speed of Hysh
Vanari Dawnriders (140)*
Steedmaster
– Standard Bearer
– Spells: Speed of Hysh

TERRAIN
1 x Shrine Luminor (0)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

Ed: Dustin’s List seems simple at first glance, but it is a deceptively hard list to run. All his units have the potential to be stars depending on match ups and battle plans, but they are fragile. You need to be thinking at least a turn ahead to ensure your key pieces are in the right place ahead of time. It is a common mantra that “Games are won in the movement phase”, and I feel like Dustin’s list takes this to heart with his highly manoeuvrable choice of units. Don’t leave an objective open around Dustin!

The Zaitrec subfaction gives all wizards a +1 to casting, unbinding and dispelling rolls. That added reliability is key for getting off important spells, particularly Power of Hysh which represents a huge increase in damage and Protection of Hysh which keeps your army alive.

After so long on the bench, it’s nice to see Eltharion included in a list that’s performing well. As a mid-level threat with a small presence on the table he is often able to fly under the radar until he connects with something important. He is much more reliable since the new battletome, and has been referred to as a Diet-Gotrek – although mortal wounds will bring him down very quickly.

To have achieved 5 wins with this list, Dustin must have played wonderfully. It is an army with a high skill ceiling and an extremely techy set of core mechanics. It’s not your typical netlist army that can be copied by a novice and still do fairly well. But if you’re looking to improve your skills, playing a list like this is a good challenge to test your mastery of strategic buff placement, unit positioning and long term thinking.

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Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Mortal Realm: Shyish
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Nagash, Supreme Lord of the Undead (955)**
Wight King on Skeletal Steed (110)**
General
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep

Battleline
5 x Blood Knights (195)*
5 x Blood Knights (195)*
5 x Blood Knights (195)*
10 x Deathrattle Skeletons (80)**
10 x Deathrattle Skeletons (80)**

Endless Spells & Invocations
Umbral Spellportal (80)
Purple Sun of Shyish (90)

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 88
Drops: 4

Edited: Sorry I somehow forgot (it’s wishful thinking…) that Blood Knights aren’t summonable! That’s what you get for re-reading Nagash’s scroll after a 1-dayer when your brain is mush. Post is now accurate!

Danny: It’s Nagash! Again! What is happening??

Well, there’s a fairly standard core at play here, with 3x msu Blood Knights in Kastelai providing a roaming set of both tanky AND killy – especially in bounty hunters – fast movers. Aaron will have had the option of layering them up or splitting them off for board control, and either way the Wight King on Steed is a relatively budget general acting as a ‘Rousing Commander’ caddy – which allows the best of the Kastelai ‘kill a unit and gain a buff based on its type’ effects to pop off once per battle ‘for free’, as it were. And the battleline is rounded out by the 2x msu Deathrattle are cost-efficient grave-site lurkers.

So in this context, Nagash seems to really be offering the magical dominance. He can’t buff Blood Knights in the same way Mannfred/Coven Throne etc can, but with Spellportal (and no Cogs – living dangerously!) he can stay at a safe range and shut down a lot of the usual magic threats that would ordinarily threaten the Blood Knights. Soulblight have some excellent debuffs too.

So overall, your opponent has a tough choice. Try and take down Nagash – not easy unless you have excellent ranged firepower – or focus down the Blood Knights and leave the magic powerhouse at liberty. Clearly making his opponent make tough choices paid off, with a brutal anti-aelf campaign, losing only to Zaitrec LRL who could probably stand up to the magic and shut down most of Nagash’s utility. Big congrats to Aaron for the 4-1 with Nagash!

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Army Faction: Blades of Khorne
Subfaction: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Bloodthirster of Insensate Rage (280)
Artefacts of Power: Skullshard Mantle
Bloodthirster of Unfettered Fury (295)
Skarbrand (380)*
Bloodthirster of Insensate Rage (280)**
Artefacts of Power: Ar’gath, the King of Blades
Bloodsecrator (125)**
General
– Command Traits: Mage Eater
Slaughterpriest (100)**
Bloodbathed Axe
– Prayers: Resanguination

BATTLELINE
Bloodletters (110)*
Bloodreaper
– Gore-drenched Icon Bearer
– Hornblower
Flesh Hounds (105)*
Gore Hound
– Burning Roar
Bloodletters (110)*
Bloodreaper
– Hornblower
– Bloodsoaked Banner Bearer

OTHER
Karanak (150)*

ENDLESS SPELLS & INVOCATIONS
1 x Hexgorger Skulls (50)

TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: 1985/2000

Peter: Our new colleague, Alice, needs no introduction! You may know her as Ragnarok Angel, the lead AoS writer for Goonhammer. Alice has kindly offered her skills and expertise to help us with top three commentary.

Alice: Blades of Khorne is a real underdog that is often underestimated when faced (Source: Me being the receiving end of it not too long ago). “It’s a bad book, the changes to priest nerfed them!” you say and you aren’t wrong, but piloted by a skilled player and a far too eager opponent, Khorne can put out a lot of damage.

Reapers of Vengeance is still considered the best subfaction, Devour the Craven causes D3 extra models to run on a failed battleshock which is fine but the real meat is the Leave None Alive command ability, allowing a Daemon model to fight a second time. When you look at the quadruple Bloodthirsters, you start to see the profit here.

On top of this, the change to Blood Tithes so they no longer burn all their points at once has had a bigger impact on the faction than is generally understood. For 4 Blood Tithe points, a unit can fight at the beginning of the Hero phase, including your opponent’s, before your opponent has had a chance to set up their buffs. That means a Bloodthirster fighting potentially three times in a single turn of gameplay, assuming something even survives that many hits.

The Bloodthirsters are the showstoppers, but rounding off the list is some decent anti-magic. The forced artefact is a 2+ shrug for spells, which while not ideal is still really good at forcing an enemy wizard to choose different targets. The mandatory Mage Eater is much better, allowing the General, Karnak and Flesh Hounds to unbind spells and even do Mortal Wounds with the General and Karnak. Hexgorger Skulls force -2 to casts, and can potentially cause more mortal wounds. It won’t stop an overwhelming number of spells, which explains the one loss against Lumineth, but it’ll shut down armies with only a handful of crucial spells.

When brought together it creates a list that is just incredibly difficult to engage in close combat. If you fight a Bloodthirster you better go first and you better win because if it hits you on the kick back it’ll kill most things. A blunt instrument, but a reliable one, as Khorne would wish.

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Allegiance: Flesh-eater Courts
Grand Court: Blisterskin
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Abhorrant Archregent (245)**
Artefact: The Dermal Robe
– Lore of Madness: Blood Feast
Abhorrant Ghoul King (165)**
Lore of Madness: Miasmal Shroud
Abhorrant Ghoul King on Royal Terrorgheist (445)*
General
– Command Trait: Hellish Orator
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Lore of Madness: Spectral Host
Abhorrant Ghoul King on Royal Zombie Dragon (430)**
Lore of Madness: Monstrous Vigour

Battleline
9 x Crypt Flayers (540)*
Reinforced x 2
10 x Crypt Ghouls (85)*
10 x Crypt Ghouls (85)*

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 97
Drops: 4

Peter: Another new writer, and perhaps a familiar name to those on the Canadian tournament circuit. Jake Seguin is currently ranked 20th in Canada.

Jake: Don’t call it a renaissance, but things have been looking up of late for our favourite Bretonnian roleplayers. Harnessing both the power of the Incarnate and the frightening damage and recursion of max-size Knight units, a few ghoulish generals have successfully piloted an off-meta army to notable tournament success. Eddy Andrews ascends to abhorrent greatness with his take on a Blisterskin list that foregoes the Incarnate in favour of expanding his royal family with the oft-overlooked King on Zombie Dragon.

You’ll find much of the familiar FEC architecture here: an Archregent, the King on Terrorgheist, and MSU ghouls to fill the battleline slots. What the Zombie Dragon lacks in the spiky mortal wound output of his batty brother, he makes up for in force multiplication. His signature spell (at only a CV of 6) provides a 16” wound reroll bubble for friendly FEC units, juicing the double-fighting Flayers to incredible heights of carnage and closing his own average damage gap significantly with the Terrorgheist.

With 36 wounds, a natural 6+ ward, and conditional access to a 5+ ward from the Terrogheist, the Flayers are sporting some real beef to complement their reach and offence. As FEC can now get an additional Muster from any hero courtesy of White Dwarf, any failed attempt to remove this unit can become a game-losing swing. It may fall short of turning water into wine, but a single hero phase can certainly turn one remaining Flayer into nine. Presenting a tough force allocation dilemma and providing the frail FEC army with an actual anvil, 9 Flayers can threaten to take over any matchup where there isn’t a strong Bounty Hunters threat opposite them.

The four Kings will cast their respective buff spells, supercharge something with up to +4 attacks and run+charge, and slam into the enemy until someone is tabled. Leveraging the ability to summon up to four units from any board edge, the list is also deceptively wide and can play a more cagey objective game if the situation calls for it. While flesh-eating enthusiasts will continue to debate the merits of Blisterskin over Feast Day/Crusading Army until the next End Times, Eddy decided that the army-wide +2 movement and teleport utility was worth giving up his first artefact slot. Instead, he took a Command Entourage for the dermal robe, giving his Archregent that extremely important casting buff in a list where he couldn’t fit Cogs.

Excellent work by Eddy, who only dropped his last two games to the eventual 1st and 3rd-place finishers.

Final Tournament Placings