Category Archives: Excelsis

Top Three AoS Lists for Mancunian Carnage: Summer 2022

Advertisements

This is the Top Three AoS Lists for the Mancunian Carnage: Summer 2022 that took place in the UK on 20th and 21st August. It involved 73 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Ironjawz
Grand Strategy:
– Triumphs: Indomitable

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

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

Behemoths
Rogue Idol (430)*

Endless Spells & Invocations
The Burning Head (20)

Core Battalions
*Battle Regiment

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

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

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

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

Advertisements

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

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

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

Units
1 x Mindstealer Sphiranx (95)*

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

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

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

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

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

Advertisements

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

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

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

TERRAIN
Feculent Gnarlmaw (0)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

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

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

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

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

Advertisements

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

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

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

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

TERRAIN
1 x Charnel Throne (0)

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

TOTAL POINTS: 1985/2000

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

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

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

Final Tournament Placings

Full tournament placings can be found on tabletop.to.

Top Three AoS Lists for the Southern Fried Open

Advertisements

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

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

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

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

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

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

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

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

Additional Enhancements
Artefact

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

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

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

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

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

Advertisements

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

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

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

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

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters

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

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

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

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

Advertisements

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

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

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

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

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

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

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

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

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

Advertisements

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

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

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

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

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

TOTAL POINTS: (1995/2000)

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

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

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

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

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

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

Final Tournament Placings