Category Archives: living city

Cities of Sigmar – Warscroll Datacards

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

Change Log

Menu


Leaders

Battleline

Artillery

Behemoth

Other

Cities of Sigmar – Battlescroll: Tactics of Andtor

All the data used in the charts on this article are drawn from events that have been hosted on Best Coast Pairings, Stats & Ladders and Ecksen using the points and FAQs from Battlescroll: Tactics of Andtor published in September 2023.

This chart shows the faction popularity, using the number of players using them at events.

The Combined win rate chart shows the overall win rate for these subfactions. This is the most comparable data to GW’s own metawatch articles. The figure in brackets shows the number of games featuring that subfaction the data is drawn from.

The above shows the win rates for each subfaction at GT events. These are events of single player tournaments of 2,000 points per player spread over a minimum of 5 rounds. This would be considered the most competitive view, with many of the players being experienced and looking to optimise their lists.

RTT/Casual shows the win rates for events that are not classified as a GT event. This could be doubles, teams, narrative, but mostly revolves around single day events known as RTTs.

The nitty gritty of a faction! This chart shows the win rate for lists where the specified warscroll has been included in the players list. The figure in brackets shows the number of games that featured the warscroll.

This shows the source of the Grand Strategy used in the players’ games, whether they are from the Battletome or the General’s Handbook.

Here you can see both the win rate of each Grand Strategy when it was used, as well as the popularity of the strategies.

Like our Grand Strategy source chart, this shows the same information but for Command Traits.

Once again, we can see the win rate of each Command Trait when used in players’ lists. The figure in brackets shows the number of games where that Command Trait was used.

Finally, we have the win rates for Endless Spells when included in lists.

Why not come and join our friendly Discord server? Or help us improve the site by joining our Patreon?

Cities of Sigmar: Battletome Review

Contents

Lore Synopsis

The forces of Order aim to bring peace to the Mortal Realms by stamping out evil. Forces of Stormcast Eternals, known as Stormhosts, would travel across the Realms liberating the pathways between realms known as Realmgates. Cities were then strategically erected around these places of power at the behest of the God-King Sigmar himself. Populated by the Humans, Duardin, and Aelves, these Free Cities came to be known as the Cities of Sigmar. Bastions of Order, these Cities serve as the garrison to crusades launched all across the Mortal Realms. 

Playstyle

The Cities of Sigmar Battletome boasts a strong variety in play styles that include high durability, strong mobility, long range shooting, powerful magics, and formidable melee. What you will enjoy about Cities is being able to have your cake and eat it too. The wide variety inherently within the warscrolls and allegiance abilities will allow you to mix and match all of these archetypes to your heart’s content. Whether you aim to castle up and charge forward the Cities of Sigmar (CoS) will enable you to achieve that and more. 

Allegiance Abilities

The delicious bread and butter for CoS lies in their Orders. Orders are special abilities your CoS HEROES can utilize. At the start of the battle round, you give each of your heroes an order, face down such that your opponent does not know what they are. You can then trigger them throughout the battle round at the appropriate times. This “trap card” style ability allows the CoS player immense flexibility on a turn by turn basis. You can’t have more than 3 of the same order out at the same time, and a unit cannot be affected more than once by the same order in the same phase. At the end of the battle round, you discard any that are not revealed and start anew. 

The first two orders can be given to any CoS HERO. Advance in Formation is revealed at the start of the movement phase. Any unit that starts a normal move within 3” of this HERO gets to add 3” to their move characteristic. This means you get the opportunity to move the hero in range of a different unit that wants to receive the bonus. Castelite units with the Fortified Position ability can use said ability even if they made a normal move as long as they end within 3” of this HERO. We will get into what all that means when we discuss the warscrolls. Counter-Charge is revealed at the end of the enemy charge phase. You pick a unit that is not in combat and within 3” of this HERO. That unit can attempt a charge, and if they make it their rend is improved by one until the end of the turn. Anything that allows you to act in your opponent’s turn is very powerful, a Counter Charge being amongst the best of them. Your opponent can carefully position all they want and you can surprise them with one more unit that they did not intend on fighting. 

The next three orders can only be given to your HUMAN CoS HEROES. Return Fire is revealed when a friendly unit within 3” of the HERO is targeted by a shooting attack. After that attack, a HUMAN CoS unit within 3” of that HERO that is not in combat can make a shooting attack. Any enemy archers will have to think twice about who they shoot! Suppressing Fire is revealed at the start of your shooting phase. Pick one HUMAN CoS unit within 3” of this HERO. If that unit shoots and puts all its attacks into one target, roll two dice against that unit’s bravery adding the number of models slain by that attack. If the roll exceeds the target’s bravery, that unit is suppressed until the end of the turn (meaning it has strikes last). Soften up a target with some missiles before charging in and you may be able to give it strikes last in addition! Engage the Foe is revealed at the start of your charge phase. Pick a CoS HUMAN within 3” of the HERO, not in combat, and has not fought yet in the battle. If that unit makes a charge move, they will get +1 attacks until the end of that combat phase. This will make your melee threats even more threatening on that initial impact. 

The next two orders can only be given to your DUARDIN CoS HEROES. Form Shieldwall is revealed at the start of the enemy combat phase. It allows you to pick a CoS DUARDIN unit with 5 or more models within 3” of this hero to get a 5+ ward and strike last. A surprise jump in durability that can catch an opponent off guard. Grim Last Stand is revealed at the start of your combat phase. It allows you to pick a CoS DUARDIN unit models within 3” of this hero and gives them an explode on death. The explosion is 3” range measured from the unit and causes 1 mortal wound on a 5+ per slain model. This one leaves a lot to be desired as it does not seem to stack up to anything that we have seen so far. 

The next two orders can only be given to your AELF CoS HEROES. Strike Them Down is revealed at the start of the charge phase. One CoS AELF unit within 3” of the hero will get strike first if they charge this turn.  This combos very well with Counter-Charge. A unit can benefit from more than one order in the same phase assuming it is not the same order. Swift Disengage is revealed at the end of the combat phase.One CoS AELF unit within 3” of this hero can immediately make a retreat move. This is a very nice piece of out of phase mobility, and we love abilities that let you do things out of phase. 

Subfaction Traits Summary

There are a whopping 11 Free Cities to choose from as your subfaction! You may find some to be more impactful than others, however each will definitely provide a niche that you may find enjoyable! A number of these will specifically lay out how allies can interact with them. As a reminder, allies will not get the subfaction keyword nor are they CoS which means they cannot have or receive orders. 

Hammerhal Aqsha lets one of your Aqsha HEROES have two different orders instead of just one order. You also get an extra CP at the start of your hero phase if you have an allied Aventis Firestrike on the battlefield. This is going to be outclassed by some of the other cities as getting a single additional order or CP per round does not a subfaction make. 

The Living City enables you to deepstrike up to half of your Living City or Sylvaneth units during deployment. One or more of them are set up wholly within 6” of the board edge and more than 9” away from enemies at the end of your movement phase. If deepstrike excites you and you would like to bring along your Sylvaneth toys, go nuts!

Vindicarum units are able to rally while within 3” of enemies, and your Vindicarum Flagellants can rally on a 5+. This one is not particularly flashy as no other unit will have an improved rally. Large blobs of Flagellants with defensive buffs tarring up the board and exploding on death while rallying back certainly is a choice you can make. However, they are so fragile that they may not survive to see the rally. And with the 10 wound cap on rally, it might be that much more difficult to pull off.

Tempest’s Eye units, Kharadron Overlords skyvessels allies, and the units embarked in said vessels are able to retreat and shoot. This is an alright touch of mobility, and could be exciting for the flying duardin enjoyers that want to bring their lads into Cities!

Greywater Fastness allows you to issue All-out Attack in the shooting phase to three Greywater Fastness units. The first two times you issue it, it does not cost a CP. If you’re a fan of tanks or lads with firearms, this could improve your output in the shooting phase.  

Excelsis gives all your Excelsis monsters an additional wound. It also gives your Freeguild Cavaliers the ability to do some mortal wounds in the combat phase. After they fight, pick any enemy within 3” and roll a die for each model in the Cav unit. Each 4+ will deal a mortal. There are some formidable monsters in the book, so if you wish to beef them up and then sprint around with the very fast Cavalry, this may be the option for you!

Hallowheart stands out as the magical subfaction, allowing your Hallowheart wizards to cast on 3d6 rather than 2d6. If the unmodified casting roll was 10+, they take D3 mortal wounds after resolving the spell. We will review the spell lore shortly but getting the chance to 3d6 cast your critical spells at the cost of maybe D3 mortal wounds is the deal of a lifetime. 

Lethis stands out as the premier PRIEST subaction. Your HUMAN Lethis non-WIZARD HEROES become PRIESTS and gain access to the Lethis specific prayer Morrda’s Embrace which is a 4+ 12” range ward turn off (your Stormcast PRIEST allies will also get this). The range is a bit short, but a ward turn off is a phenomenal tool to have in addition to the generic and Cities specific prayer scriptures. 

Settler’s Gain WIZARDS get +1 to cast and your general will generate an additional CP if they are within 3” of a Lumineth Realm-Lord ally. This is another magic subfaction and while it feels less flashy than Hallowheart, it offers some nice consistency. 

Hammerhall Ghyra allows you to bring 1 additional reinforced CoS unit than normal and make all of your HUMAN units bravery 10 while they have 10 or more models. This one seems like a miss. There are tools that will allow you to deal with battleshock so this just doesn’t seem necessary. 

Misthavn lets you pick 3 Misthavn units at the end of the hero phase that are outside 12” of enemies. Those units move D6”, or 2d6” if they are mounted. This move can end within 3” of enemies. This is a really nice touch of mobility and will give your already speedy cavalry even more room to move. Being able to end within combat has so many implications including shutting off unleash, redeploy, counter-charges, certain commands, and so on! 

Spells and Prayers

There are two spell lores in the CoS tome, one for HUMANS and one for AELVES. The Lore of Collegiate Arcane for HUMANS has a whopping 8 spells. Fireball (CV6 range 18”) is a hordebreaker (roll a number of dice equal to the number of models in the unit and do mortals on x) on 6s. This one is not winning any awards. Mystifying Miasma (CV5 range 18”) is a single target debuff for no running and -2 to charge. This could help slow down some folks that rely on run and charge and the range is really nice. Pall of Doom (CV7 range 18”) is a single target debuff to shut off commands. Some units rely more heavily on commands than others. When they DO rely on it, woof does it hurt to take that away. Pha’s Protection (CV7 range 18”) is a single target HUMAN buff to ignore all modifiers to save rolls. Giving a high base save unit an ethereal save could prove quite useful. Rain of Jade (CV7 range 12”) is a single HUMAN model heal, rolling a dice for each wound allocated and healing it on a 5+. This is only for models, not units. Not sure if you are casting this over the other options but could be ok to heal up a durable monster that is heavily injured. Transmutation of Lead (CV7 range 12”) is a hordebreaker on dice value that exceeds the target’s save characteristic. Shutter in fear bricks of ok save models! Twin-tailed Comet (CV7 range 18”) lets you pick an enemy unit and draw a line to one model in that unit. Any HUMANS that the line touches get bravery 10 for the turn and then that unit suffers D3 mortal wounds. This one is really really niche. Wildform (CV7 range 12”) is a single target HUMAN buff for a 3d6 charge. Yes, I would absolutely take more mobility thank you very much.
The Lore of Dark Sorcery will give your AELVES a less whopping 3 spells to choose from. Sap Strength (CV6 range 18”) is a single target debuff for -1 to wound. Bonuses to wound don’t come sound too often so this one can hurt. Umbral Hex (CV6 range 12”) is a single target debuff to roll 2d6 instead of 1d6 for battleshock tests. Pair this with Pall of Doom and the battleshock phase will be terrifying. Tenebrael Blades (CV7 range 9”) is a single target AELF buff. Any enemy that this AELF unit targets in melee will be treated as having a save characteristic of “-” which means 7+. 

Amongst these two spell lores, there are a number of interesting tools you can utilize to buff yourself or debuff your opponent. With all the casting bonuses you may have access to based on the subfaction you choose, this is a toolbox that you can have at the ready. 

Rune Lore is the prayer scripture with 3 prayers your DUARDIN will have access to. Rune of Unfaltering Aim (CV3 range 12”) is a single target DUARDIN buff with that will give +1 to hit with missile weapons. Copters and Bombers rejoice? Rune of Oath and Steel (CV3 range 12”) is a single target DUARDIN buff that will give enemies -1 to wound in melee against that unit. Yet another durability buff for blocks of DUARDIN. Rune of Wrath and Ruin (CV3 range 18”) is a single target damage prayer. On 6 dice, each 5+ is a mortal wound. On 3 or more mortals, that target cannot benefit from bonuses to save. Two consistent buffs and an inconsistent debuff.  

Command Traits and Artefacts

Your HUMAN generals will have access to four command traits from Sentinels of Order. Diving Champion will make your general a PRIEST and give them access to the prayer Hammer of Sigmar (CV4 range 12”). The prayer is a +1 to wound AoE buff centered on the chanter. +1 to wound is nothing to sneeze at, but you’re still asking for a 4+ without rerolls. Grizzled Veteran is only for your FREEGUILD generals and it makes it so attacks can only wound successfully on unmodified rolls of 4+. This is a significant bump in durability. Master of Ballistics will improve your general’s All-out-Attack, giving +1 to wound in addition to +1 to hit when issued to a CASTELITE unit. If you want to go all in on Fusiliers or Steelhelms, this could be a good consideration. Fiery Temper allows this general to reroll charges. If this general makes a charge move, all other CoS units wholly within 18” also get to reroll their charges. If you live by the ABCs (Always Be Charging) this is a fun command trait for you. 

Your HUMAN HEROES have access to 6 artefacts of power from Treasures of the Cities. Brazier of Holy Flame lets you roll a dice each time a HUMAN model flees from battleshock while wholly within 12” of the bearer. On a 4+, that model does not flee. Could potentially mess up coherency if you are not careful, but between this and all the potential bravery buffs I do not foresee HUMAN bricks running to bravery. Mastro Vivetti’s Magnificent Macroscope (great name) gives +3” to the range of missile weapons used by HUMANS wholly within 12” of the bearer. Steam Tanks and Fusiliers shooting from even father is going to be tough to handle! Shemtek’s Grimoire is a once per battle debuff to enemy wizards. You use this at the start of the enemy hero phase to give their wizards -D3 to cast for that phase. This is very niche, but if you want to go high drops for extra artefacts this is an interesting inclusion to make your army more magically dominant. Sigmarite Warhammer will just give one of the bearers weapons an extra pip of rend and damage. If you like a smashy Griffon, this is your golden ticket. Flask of Lethisian Darkwater is a once per battle D6 heal at the end of any phase. Once per battle abilities need to be REALLY good to keep up with the other options you have access to. D6 is just too inconsistent. Glimmering is a once per phase reroll for a hit, wound, or save roll for the bearer. Not sure why one would take this over some of the other options. 

Your DUARDIN generals will have 3 command traits to choose from Lords of the Mountains. Of Mighty Lineage allows your general to pick an enemy HERO within 3” at the start of the combat phase, giving your general strikes first if they target the enemy HERO with all their attacks. Not sure if Mighty Lineage is going to earn much Mighty Mileage. Insurmountable Resilience allows you to roll a die for each wound allocated to this general at the end of the combat phase, healing the wound with each 3+. The beefiest DUARDIN HERO is 6 wounds on a 3+ save in the Warden King. I am not seeing how you can reliably take advantage of this. Master of Ancient Lore makes your general a PRIEST, and gives them an extra prayer from the scripture if they are already a priest. The scripture is not particularly inspiring. A common theme you may be noticing is that the DUARDIN are looking like they got the short end of the stick, pun intended. 

Your DUARDIN HEROES can pick from 3 artefacts of power from Ancestor relics. Book of Grudges lets the bearer pick an enemy unit while out of combat. On a 4+, DUARDIN get +1 to hit that enemy unit until a different one is picked. The coinflip requirement hurts. Piledriver Gauntlets (best name yet?) allows the bearer to roll a dice for each enemy unit within 3” at the start of the combat phase. Each 4+ will give them strikes last. The bearer must forgo their chance to fight in order to do this. More coin flips, more feels bad. Heavy Metal Ingot allows the user to ignore negative modifiers to their save rolls as long as they have not made a move in the same turn. That 6 wound 3+ save Warden King may be a bit tougher to kill with this, but it is only 6 wounds after all. 

Your AELF generals will have access to 3 command traits from Dreaded Leaders. Unparalleled Duelist will deal 1 mortal wound to an enemy for every hit roll that targets the general and does not produce a hit. Most of the AELF HEROES are not particularly tanky, so this may not be as good as it looks on paper. Secretive Warlock will give a wizard general +1 to cast and unbind. Simple, not flashy, but consistent and can combo with your subfaction. Although, your AELF WIZARDS are only single casters. Draconic Blood-pact is specifically for your AELF HEROES that are riding a Black Dragon. The general can take 1 mortal wound to give the Black Dragon mount attacks +1 attacks. This is alright if you like The Dragons themselves hit on 4+s base. I am not sure an AELF general’s role is to be fighting on the front lines. They have warscroll abilities that may better suit them elsewhere, which we will cover later.
Your AELF HEROES will be able to choose from 3 artefacts of power from Exotic Armaments. Shadowshroud Ring will once per battle allow the bearer to become invisible to enemies outside of 12” until the start of your next hero phase. This may prevent them from being sniped if they didn’t already benefit from Look Out Sir! Venomfang Blade will make one of the bearer’s weapons deal an additional D3 mortal wounds on 6s to wound. Again, not sure your AELF HEROES are sprinting to the front lines to use this. Anklet of Epiphany will add 6” to the range of their spells while they are wholly on a terrain feature or contesting an objective. This one definitely has a use!


Warscrolls

HUMANS HEROES

The Alchemite Warforger is a single cast WIZARD that can choose at the start of the hero phase between +1 to cast or forgoing their spell for +1 to save for all HUMANS wholly within 12”. Their warscroll spell Blazing Weapons (CV7 12”) will give all HUMANS wholly within range 1 mortal in addition on 6’s to hit in melee. This one wizard packs both utility and a pretty banger warscroll spell. If you manage to get this off, your damage will skyrocket.

The Battlemage has a couple of loadouts to choose from. Those options are 2 extra weapon attacks (haha no GW I don’t think so), a 5+ ward, a once per battle casting of an additional spell at the cost of 1 wound, a once per battle 2+ D3 mortals wounds at 12”, 6” extra to the range of its spells, +1 to cast, or +1 to unbind. While these rules are neat in theory, the last 3 seem like the only options you would ever realistically choose for this single caster. And even then, it is probably the range. 

Pontifex Zenestra, Matriarch of the Great Wheel, premier priest and utility piece for the Cities of Sigmar. They get a dispel and a +1 unbind, a 4+ ward, and a 2+ D3 mortal wounds ability within 3” after it fights and at the start of the combat phase. Their warscroll prayer Vessel of Sigmar (CV 3) allows you to pick 1 of three effects: a 5+ ward for all HUMANS wholly within 18”, +2” to the move characteristic of all friendly HUMANS on the field, or 2+ D3 mortal wounds to every enemy WIZARD and PRIEST on the field.  If Zenestra is wholly outside of your territory when they chant this, they get to pick 2 effects. In a HUMAN focused army, Zenestra is an absolute banger pick providing you some immense options to flex between. 

The Freeguild Marshal and Relic Envoy is a cheap order carrier that can once per battle make some of your HUMANS count as two models on objectives. He can make a HUMAN unit receive a free command once per turn and gets a 4+ ward next to the Freeguild Command Corp he deems his retinue. He is quite tanky for a little foot hero and has some utility behind him. Bringing along a cheap and safe hero for orders and investing more points into your units is quite feasible. 

The Freeguild Cavalier-Marshal is nothing to write home about. It can give your Cavaliers +3 to charge when it uses Their Finest Hour and can make your Cavaliers fight immediately after it does. Your Cavaliers are already quite mobile so this may be putting a hat on a hat. 

The Fusil-Major on Ogor Warhulk feels like a bit of a miss. It can increase the range of your Fusiliers’ missile weapons by D6, but with the movement order their effective threat range is already quite high. It can do some damage and has a rule to unreliably kill some models in a target. Your points may be better spent elsewhere. 

Galen and Doralia ven Denst are interesting inclusions. You get two heroes for the price of one leader slot, meaning you get to carry around more orders. You are bound to run into wizards or daemons in most matchups, and they can be quite nasty with those targets as they get double damage against them. They have the added utility of being able to shoot down endless spells, which is nice. They do not have many wounds, so their 5+ ward can only keep them around for so long. 

Haskal Hexbane and Hexbane Hunters can do a respectable amount of damage against the HERO that they target to hunt. Haskal is an additional HUMAN that can carry orders for your HUMAN focused army. That is about the extent of this package’s usefulness. 

The Freeguild General on Griffon is quite the competent fighter and equipping it with the right enhancements can make it both killy AND hard to kill. 14” fly will have this unit screaming across the battlefield. Once per battle it can be given two orders rather than one, which is nice. And this monster can Monstrous Rampage Roar two units rather than one, which is very good. 

The Battlemage on Griffon is equally fast, has exploding hits on the damage 3 beaks,  and bonus damage against monsters which makes this unit somewhat formidable in combat. They are locked into Wildform if they take a spell from the lore, but that is one of the best ones so I am not bothered by this. The warscroll spell (CV7 18”) is a straight line of 2+ D3 mortals which is alright, but the unit has plenty of other things it is good at. 

Battlemage on Celestial Hurricanum is a single caster.  If they choose a lore spell it must be Twin-tailed Comet. In your hero phase you can pick 1 enemy unit within 18” and roll a number of dice equal to the current battleround. Every 2+ is going to be D3 mortal wounds. The Hurricanum is going to give your HUMAN units +1 to hit while wholly within 9” of it.Their warscroll spell Chain Lightning (CV6 range 18”) lets you pick one unit in range to suffer D3 mortal wounds. Then, every enemy within 6” of the target will suffer D3 mortal wounds on a 4+. Essentially, the Hurricanum is just going to spray mortal wounds around the table at a confident range. The unmounted Hurricanum is exactly the same without the warscroll spell for a small discount. 

Battlemage on Luminark of Hysh is a singler caster as well. If they choose a lore spell it must be Pha’s Protection. They have a 30” range shooting attack that will create a straight line and deal D3 mortal wounds to any unit it touches on a 2+. The Luminark is going to give your HUMAN units a 6+ ward while wholly within 9” of it. Their warscroll spell Burning Gaze (CV6 range 18”) will allow them to do D3 mortal wounds to a unit. The damage is doubled against a 10+ model unit or tripled against a 20+ model unit. The unmounted Luminark is also exactly the same without the warscroll spell for a small discount. You already get a ward from Pontifex Zenestra if you are focusing on HUMANS so I am wholly uncertain why one would take the Luminark over the Hurricanum.

Thalia Vedra is reasonably killy, has a 6+ ward, can hold 2 orders, has a fight last monstrous action against enemy monsters, and can issue rally to units in combat while she is also in combat. That rally works on 4+s. While niche, she absolutely has use cases and comes equipped with very neat rules that could provide you with nice tools. 

Steam Tanks are good. The Steam Tank Commander is exactly the same as the Steam tanks except for a couple extra weapons and the very neat ability to double issue commands to Steam Tanks for the price of 1 CP. They are all 12 wounds on a 2+ save. If the Steam Tank Commander is your general, your Steam Tanks will be battleline. They have single shots at 24” and a multitude of shots at 12”. With 8” move and the movement order, these Tanks can absolutely pepper you with bullets at great effective ranges. They also have impact hits and damage 2 attacks in combat which is nothing to sneeze at. They also have a special rule that allows you to roll 2d6 in the hero phase. If you beat the number of wounds currently allocated to them, they can run and shoot/charge or they can get extra shots. If you want to run a giant killy wall of steel forward at your opponent, Steam Tanks are going to be formidable. 

HUMANS UNITS

Steelhelms are your only HUMAN non-conditional battleline. They actually have some very cool rules. They can consecrate an objective they control that has no enemies. Your HUMANS will have a 6+ ward as long as they control it. And when they receive All-out-Attack or All-out-Defense, they can share it with another unit of Steelhelms. Their real purpose is to just fill battleline slots very cheaply and exist a screen with some durability in a 4+ save, which they do well!

Wildcorp Hunters can be taken as a battleline for each unit of Steelhelms that you have. They have a pregame move, which is always really good. They are invisible to enemies while in cover or more than 12” from them and get an extra rend to their missiles while near terrain. They have some shots at 18” range. Altogether, they are alright and can take advantage of all the synergy within HUMAN focused armies. 

Freeguild Cavaliers are battleline if your general is Freeguild. They are a speedy 10” move with a formidable 3+ save. They get bonus rend and damage on the charge, which will make them the perfect starts for your cavalry focused builds. 

Freeguild Fusiliers can be taken as a battleline for each unit of Steelhelms that you have. This unit can shoot at 24” if they are fortified or 12” if they are not. If they move, they are not fortified (unless they benefit from the movement order). While fortified, they ignore negative modifiers to their save from missile weapons. Once per battle, they can reroll their hit rolls. This unit can be menacing with a multitude of shots at a distant range, especially when paired with the artefact Mastro Vivetti’s Magnificent Macroscope and the command trait Master of Ballistics.

Flagellants are battleline if your army includes Pontifex Zenestra. They spit mortals when they die on a 5+ to an enemy unit within 3”. There are certainly builds that could have you running hoards of them, but it seems like it is outclassed by some of the stronger options you have access to. 

The Iornweld great cannon has the same Fortify rules as the Fusiliers. While it can do some damage, I am wholly uncertain why you would ever take it over Fusiliers. 

One of the highlights of the book, a gang of absolute stars, the Freeguild Command Corps. This warscroll is dense with absolutely stellar rules amongst its 6 models. The unit can be a retinue for a Freeguild General on foot which gives that general a 4+ ward. The Arch-Knight and Mascot Gargoylian together have 7 damage D3 attacks which is nothing to sneeze at. The Whisperblade has a damage D6 attack and a boardwide once-per-turn command deny on a 4+. The command still counts as being issued and the command point is still spent. It may only be a coinflip, but if you have ever needed to reroll a critical charge this is a very scary coinflip that has no range or triggers holding it back. The Great Herald makes this unit a totem. Any HUMANS wholly within 12” of this unit white it has the Great Herald gets +1 to run and charge as well as an additional D3 to retreat moves. The War Surgeon allows you to pick 3 HUMAN units wholly within 12” at the end of your hero phase. Those units heal D3 wounds, or return D3 wounds worth of models if no wounds are allocated. The Soul Shepherd allows you to roll a die each time a model flees from a HUMAN unit wholly within 12”. On a 4+ that model does not flee. In this single warscroll you have the means to interrupt opponent commands, heal your own units/return models, prevent battleshock, gain extra mobility, and do some damage. If you want to play with HUMANS, I think you will be hard pressed not to include at least one unit of Freeguild Command Corps. 

DUARDIN

DUARDIN HEROES

The Cogsmith can issue commands to Gyrocopters and Gyrombombres anywhere on the battlefield. That’s it. The Runelord is your DUARDIN PRIEST, gets an unbind, and has the warscroll prayer Forgefire (CV4 range 18”) that can give a DUARDIN unit an extra rend in melee. The Warden King (if they are your general) can pick an enemy unit at the start of the battle and all your DUARDIN will automatically wound with melee weapons on hit rolls of 6. They can also make a DUARDIN unit fight immediately after they do. These are your 3 options for DUARDIN heroes. If you like spamming helicopters, the Cogsmith can help somewhat. The prayers offer some value, which the Runelord will enable you to access. And the Warden King can help take down a single tough target. These heroes’ use cases are not far and wide. 

DUARDIN UNITS

Ironbreakers and Longbeards are going to be your non-conditional battlelines. Ironbreakers have a 3+ save and when they Form a Shieldwall they get a 4+ ward rather than the 5+. Longbeards can have a 4+ save for rend 2 attacks or a 3+ save for rend 1 attacks. They will also prevent nearby DUARDIN models from fleeing to battleshock on a 4+ for each model. Neither unit is going to be particularly hitty, nor are they particularly tanky with 1 wound a piece. That being said, the DUARDIN have access to a number of buffs and orders that could make these little lads more formidable. Hammerers are going to do just that. They may have a 4+ save, but they do have 2 attacks at 2 rend and 2 damage. They will also give a Warden King a 4+ ward, but I am not sure you want the Warden King near danger with how few wounds they have. Irondrakes will be your shorty DUARDIN with 1 attack a piece at 15” range (2 attacks if it did not move and is not in combat). This is, again, outclassed by some of your other options for missile weapons. 

Gyrocopters and Gyrbombers each sport 3+ saves and 12” fly. The Copters will have a choice between long range damage D3 attacks or shorter range damage 1 attacks with more shots. The Bombers will have damage 2 attacks at 18” range as well as 2+ D3 mortals for any enemies it flies over. The damage on these units is nothing to write home about, but what they are is absolutely mobile. If you want to play fighter choppers in your fantasy wargame, you certainly can with these units. 

AELVES

AELF HEROES

There are 3 main keywords that will separate the AELVES: Serpentis, Darkling Covens, and Scourge Privateers. 

Black Dragons are the big monsters that your AELF HEROES can ride. The Dreadlord on Black Dragon (Serpentis) is 14 wounds on a 4+. Its damage is unimpressive, which is unfortunate because its warscroll would lead you to believe you want this thing to be a fighter. You can forgo some of its weapon options to have a shield that will make it always save on 6s regardless of modifiers. It gets bonus rend and damage on the charge with a lance, some horde killing with its breath, and gives reroll charges to all your Serpentis units (Drakespawns and War Hydra). With the mediocre damage and middling combat enhancements, this one feels like a bit of a miss. 

The Sorceress on Black Dragon (Darkling Covens) is not much better, unfortunately. The 5+ save is quite tough to swallow. The damage is worse and it has a warscroll spell. Bladestorm (CV6 range 18”) lets you roll 9 dice against a target and do a mortal for each roll below their save characteristic. It is a chaff clearer which is fine? It can double issue to your AELF units (specifically only the Darkling Coven ones) and that is it. This too feels like a miss. 

The Black Ark Fleetmaster (Scourge Privateers) is an interesting utility piece.  When it issues All-out-Attack to your Scourge Privateers, they also get +1 to their attack characteristics. Attack rolls of 1 that target this unit in melee reflect 2 mortals back to the attacker, which is funny enough. The special command alone is a reason to consider bringing this in an AELF build that wants to focus on Corsairs. 

The Sorceress (Darkling Covens) is going to be a very popular inclusion for an AELF hero. They can kill a Darkling Coven AELF model to get +2 to casting. It may only be a single caster, but it is a cheap one. Its warscroll spell Word of Pain (CV7 range 18”) will deal D3 mortals and give -1 to hit to the target. A good bit of utility packed into a small package, but the real bang for buck comes with how the Sorceress interacts with Black Guard. 

A serious miss comes in the form of the Assassin. It can do mortals on 6s, be invisible near AELVES (to units outside of 12”), and gets strike first on the charge. It is 5 wounds on a 5+ save. Your hero slots should not be spent here. 

AELF UNITS

Starting with the Darkling Coven units, the Blackguard are going to be battleline if you take a Darkling Coven AELF as your general. Their damage is basic but their real value comes in their Steel and Sorcery ability. This unit and a Sorceress within 3” of it will have a 4+ ward. Yes, that means a big old block of Black Guard can effectively double their wounds just for having a Sorceress nearby. This tool will allow this unit to be a very effective tar pit for your opponent to slam their head against. And if you happen to get a Tenebrael Blades off they will also output a respectable amount of damage. 

The Bleakswords and Dreadspears are cheap non-conditional battleline. Their damage is unextraordinary and their warscroll abilities give them exploding 6s to hit and +1 to hit on the charge respectively. They exist to fill battleline slots and screen for your good units, one of which is not Darkshards. Tenebrael Blades does not work in shooting and their shooting attack is quite bad without it. If you want to have a missile unit, don’t pick Darkshards. 

Executioners are quite expensive. They have damage 2 base and 6s to hit will cause 2 mortal wounds. Not much else to discuss there.
Moving on to the Scourge Privateers. Black Ark Corsairs have loads of attacks and with the help of the Fleetmaster they can get even more. Paired with Tenebrael Blades, this unit can absolutely blend whatever it may touch. 

Scourgerunner Chariots have damage D3 attacks at 18”, which is just 3 against monsters. These harpoons can benefit from the Fleetmaster so if you have a lot of monsters stomping around your meta, these Chariots will keep them in check. 

Kharybdiss has the Scourge Privateers. It is a relatively cheap monster that can get you a roar. It shuts off rally and inspiring presence within 12”. The damage is not remarkable, but it has its utility which is worth not nothing. 

Finally, we have the Serpentis units. Drakespawn knights are a 3+ save base and have bonus damage and rend on the charge. They’ve got 10” move so they fit kind of nicely into the relatively hitty and somewhat durable cavalry category. Drakespawn chariots do impact hits and that is really about it. 

Warhydra is meant to do damage and heal after combat. I do not think 12 wounds on a 4+ save is enabling to do that very effectively. 

Darkriders have the same random Shadowblades keyword that the Assassin does. It does not do anything which is similar to this unit. They have a 4+ save and some attacks on not great profiles. They shut off commands for enemies within 12” on a 5+. Not sure that justifies including the unit. 

Grand Strategies

There are four Grand Strategies to choose from in the book. Exemplar of the Acadamae Martial asks you to complete 4 battle tactics from the book. These are never the best pick as battle tactics can be way too finicky. Reclaim for Sigmar! asks you to have 1 CoS unit wholly within each quarter of the battlefield. Dedicating four units to four separate spots might be asking too much with objective based missions. Hold the High Ground wants you to have any friendly units and no enemy units within 12” of the center of the battlefield. This one is really easy to deny for your opponent. Banners Held High asks you to have more STANDARD BEARERS or TOTEMS than your opponent at the end of the game. Plenty of armies do not have too many standard bearers, but this one is really just asking you to kill your opponents units. You were already going to do that, so this one is the safest pick in the bunch. 

Battle Tactics

You will have access to 6 battle tactics in this tome. 

Bring Full Arms to Bear asks you to pick an enemy unit, use the Suppressing Fire order on it, and destroy it. This will require you to make a nice balancing act of shooting a unit with enough firepower that you kill enough models to beat their bravery, but not so much shooting that you outright kill the unit before you get the chance to suppress it. 

Raise the Banner has you pick an objective your opponent controls and take it with a Command Corps unit that has their Great Herald. This is a reliable tactic because the Freeguild Command Corps is too good of a toolbox to not include in your list. 

Blackpowder Bombardment asks you to kill 3 or more units in your shooting phase. The book packs some powerful missile weapons so this is possible but very risky. 

Mount the Charge has you pick an objective your opponent controls and take that objective only with mounted units that made a charge move that turn. Cavaliers and Griffons are great so this is a pretty free tactic if you are planning on bringing them.
Strike Without Warning asks you to charge with 3 or more CoS AELF units. With the strikes-first after charging and retreat after combat orders your AELF units have access to, charging with 3 units is very doable. 

Iron Might asks you to fight with 3 CoS DUARDIN units and have no DUARDIN units destroyed in that turn. Given the variety of durability buffs you can dish out your DUARDIN, this tactic is doable albeit extremely niche. 

Final Thoughts

The HUMANS feel like they are leading the pack in this book. They have the warscrolls and enhancements to make a variety of lists that can all perform well. The AELVES feel almost as good with slightly fewer options, but a lot of really good tricks. I think a Sorceress and Blackguard can fit into any list. DUARDIN feel a little lacking compared to the other options in the book. All that being said, if this book asks you to do one thing it is to find synergies to excel with. And the orders are a very interesting mechanic that can catch out plenty of opponents or force them into unideal decisions as they face down the barrel of your trap cards. I think there is so much potential for creative list building and skill expression in this book, and I hope CoS folks get their fair share of fun out of it. 

  • Credit to Rhinoceruption, a prolific Cities of Sigmar player who offered great insights on this article. 

Cities of Sigmar – Faction Review (Jul-Nov ’22)

With the release of the Battlescroll: Galletian Reinforcements I’ve been able to go back through the data from the release of the General’s Handbook and tidy everything up. In doing so, I though it may be cool to give you a run-down of how each faction performed under the current General’s Handbook until the Battlescroll took effect.

The data used for analysing these results was taken from 110 Grand Tournaments between 3rd July 2022 and 6th November 2022.

Cities of Sigmar

Region Comparison – Popularity

Cities of Sigmar saw their highest popularity in Europe with 3.5% of players choosing the faction for tournament play, while their close neighbours in Scandinavia had the lowest take-up with only 0.3%.

Region Comparison – Win Rates

They may not have been popular in Scandianvia but their win rate there was the top of the pile at 60.0%. While players in Europe could only manage 43.2%.

Cities of Sigmar saw their only 5-0’s in the UK & Ireland and North America.

Subfaction Analysis

SubfactionPlayersWin Rate
Excelsis180.00%
Phoenicium766.13%
Hallowheart4057.21%
Hammerhal850.00%
Har Kuron150.00%
Tempest’s Eye2449.17%
Living City1443.57%
Misthavn140.00%
Anvilguard333.33%
Greywater Fastness428.95%
None/Unknown1444.20%
Faction Total11750.77%

Out of the many, many factions that Cities have available to them, Hallowheart and Tempest’s Eye were the most popular with win rates of 57.21% and 49.17% respectively.

Top 10 Cities of Sigmar Players

You may notice that some players have a better World/Nation ranking than players above them in this table. This is due to players playing with multiple factions. These players have been ranked on their top 4 faction results only.

Like what we do? Why not buy us a Kofi?

Top Three AoS Lists for Immortal Masquaerade

This is the Top Three AoS Lists for Immortal Masquerade that took place in USA 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

List 1

Army Faction: Ossiarch Bonereapers
Subfaction: Petrifex Elite
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Arkhan the Black (340)**
Mortisan Soulmason (115)**
Artefacts of Power: Soul Reservoir
– Spells: Drain Vitality
Liege-Kavalos (170)**
General
– Command Traits: Mighty Archaeossian
– Artefacts of Power: Godbone Armour

BATTLELINE
Kavalos Deathriders (380)*
Necrophoros
– Mortek Hekatos
– Nadirite Blade and Shield
Kavalos Deathriders (380)*
Mortek Hekatos
– Nadirite Blade and Shield
– 2 x Necrophoros
Mortek Guard (140)***
Mortek Hekatos
– Necrophoros
– Nadirite Blade and Shield
Mortek Guard (140)***
Mortek Hekatos
– Necrophoros
– Nadirite Blade and Shield

BEHEMOTH
Mortek Crawler (200)

ENDLESS SPELLS & INVOCATIONS
1 x Bone-tithe Shrieker (50)
1 x Nightmare Predator (60)

TERRAIN
1 x Bone-tithe Nexus (0)

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

TOTAL POINTS: 1975/2000

List 2

Army Faction: Ossiarch Bonereapers
Subfaction: Petrifex Elite
– Grand Strategy: Tame the Land
– Triumph: Bloodthirsty

LEADERS
Nagash (955)*
General
Mir Kainan (190)*
Spells: Drain Vitality

BATTLELINE
Mortek Guard (140)*
Mortek Hekatos
– Necrophoros
– Nadirite Blade and Shield
Kavalos Deathriders (380)**
Mortek Hekatos
– Nadirite Blade and Shield
– 2 x Necrophoros
Kavalos Deathriders (190)**
Mortek Hekatos
– Necrophoros
– Nadirite Blade and Shield

OTHER
Kainan’s Reapers (190)*

ENDLESS SPELLS & INVOCATIONS
1 x Bone-tithe Shrieker (50)
1 x Umbral Spellportal (80)

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1985/2000

Danny: OBR feel slightly like the faction that 3e forgot, with their weird version of command points and panoply of 2e style re-rolls. The army can definitely blend though – and recent points drops have given them even more list flexibility. Their main weakness is their red matchups are very red – something a two list format can massively help ameliorate.

Michael has a core of Deathriders in both lists – fast, relatively tanky if not particularly killy battleline that represent the ‘best’ objective grabbers the super slow Bonereapers have. The first list goes with two reinforced bone pone blobs backed up by the ever reliable MSU Mortek with their re-roll saves in Petrifex always making them difficult to shift. Arkhan, the currently favoured OBR utility hero rounds out the tried and tested core. This first list also bungs in a Mortek Crawler – they’re super swingy (pun intended) but do offer one long range piece with spike potential that helps try and deal with those pesky backline support heroes this faction has otherwise no way of interacting with.

List 2, meanwhile, is wild – primarily for the simple fact it contains Nagash!! The bone daddy himself is in need of some modernisation, but he’s still a super potent spellcaster. The main reason you don’t see much of him is his lack of ward save makes him super vulnerable to good ranged threats – something again the two list format allows Michael to make a good guess about the chances of facing such threats before choosing the list.

And WITHOUT good ranged firepower, Nagash can be a MW powerhouse able to keep bringing models back.

A fantastic result for an under-appreciated faction who are nonetheless slowly gathering a cult following. Still a shame Nagash is too unreliable to bring to a solo-list tourney – but in the meantime, great to see him put in a successful appearance!

Advertisements

List 1

Allegiance: Big Waaagh!
Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Gordrakk the Fist of Gork (540)
Gobsprakk, The Mouth of Mork (260)
Swampcalla Shaman with Pot-grot (105)**
Lore of the Swamp: Sneaky Miasma
Orruk Warchanter (115)***
Artefact: Arcane Tome (Universal Artefact)
– Warbeat: Fixin’ Beat
– Lore of the Weird: Da Great Big Green Hand of Gork
Wurrgog Prophet (170)**
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Gorkamorka’s War Cry
Killaboss on Corpse-Rippa Vulcha (220)**
General
– Command Trait: Supa Sneaky
– Mount Trait: Fast ‘Un

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

Other Units
Beast-skewer Killbow (110)***
Beast-skewer Killbow (110)***
Beast-skewer Killbow (110)***

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent
***Grand Battery

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 112
Drops: 12

List 2

Allegiance: Ironjawz
Warclan: Ironsunz
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

Leaders
Kragnos, The End of Empires (720)
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Touched by the Waaagh!
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Smelly ‘Un
– Lore of the Weird: Bash ‘Em Ladz

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

Behemoth
Rogue Idol (430)*

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 88
Drops: 2

Declan: Bringing 2 lists to a tournament is a great way to have a little more fun… but normally players either bring 1, or make very small changes… not so Rob with his Big Waaagh lists – they are completely different. I really like the idea of taking a shooting list and a charging list and then choosing which one would be best – and Rob clearly chose well.

The 2nd list is simple and straight forward, but three monsters are a great idea – Kragnos; Big Waaagh; Rogue Idol… all charging 3D6″ and smashing face. Big Waaagh aren’t always best of a turn 1 charge but these three may change all that.

The 1st list is much more techy; with lots of shooting and Gobsrakk. But the genius here is Gordrakk – what a brave play. He’s not seen as the best unit in the Orruk Warclans list, but it’s great to see him having an outing.

Advertisements

Army Faction: Stormcast Eternals
Army Type: Stormkeep
– Subfaction: Celestial Warbringers
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Lord-Celestant on Stardrake (500)*
General
– Command Traits: Master of the Celestial Menagerie
– Stormbound Blade
– Artefacts of Power: Arcane Tome
– Mount Traits: Celestial Instincts
– Spells: Flaming Weapon
Yndrasta (280)*
Averon Stormsire (230)*
Spells: Thundershock

BATTLELINE
Sequitors (145)*
Sequitors (145)*
Sequitors (145)*

OTHER
Stormsire’s Cursebreakers (230)
Castigators (210)*
Castigators (210)*

ENDLESS SPELLS & INVOCATIONS
1 x Everblaze Comet (90)
1 x Geminids of Uhl-Gysh (40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1995/2000

Brett: Smaller tournaments are a great place to see some really different lists like this. We don’t see Sequitors or Castigators a lot and here is a list with all of the Sacrosants. The Sacrosant chamber was introduced in 2nd Edition as the casters of the Stormcast, with Sequitors, Castigators, Stormsire and a Stardrake this is a full chamber in action. Thematic. Even though it’s the casting chamber there are only 3 casts in the list but that’s enough for the Everblaze and the Geminids. Everblaze has been popular recently for decent MW at a distance and Geminids are amoung the best of the Malign Sorcery Spells. The Stardrake offers one of the few casting buffs that Stormcast can receive.

Sequitors spell abilities are limited to choosing between exploding 6s or a 5+ ward. Castigators can do the same and either give themselves +1 to hit or increased rend. But they are still using random (D3) shots which is not ideal. Interesting but the damage here is the Stardrake and Yndrasta. This is really more of a durable list, Stormkeep and Celestial Warbringers compliment that approach. But it is a slow moving list which seems to have affected scoring. Both of Paul’s loses (to first and second) were to lists that mixed durable and fast units. Fantastic to see an alternative take on Stormcast.

Advertisements

Allegiance: Cities of Sigmar
City: Living City
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Nomad Prince (110)**
General
– Command Trait: Ironoak Artisan
– Artefact: Spear of the Hunt
Anointed (110)**
Artefact: Arcane Tome (Universal Artefact)
– City Role: General’s Adjutant
– Lore of Leaves: Ironoak Skin
Drycha Hamadreth (335)**

Battleline
5 x Sisters of the Thorn (130)**
Lore of Leaves: Cage of Thorns
10 x Sisters of the Watch (180)***
10 x Sisters of the Watch (180)***

Units
20 x Phoenix Guard (350)*
Reinforced x 1
10 x Vigilors (340)*
Reinforced x 1
2 x Dracothian Guard Fulminators (230)*

Endless Spells & Invocations
The Burning Head (20)

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

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 102
Drops: 9

Declan: Only one list for Matt, but it’s an interesting one – I’m not actually sure how it works. I assume the Pheonix Guard are the anvil (4+ ward save), and the Vigilors provide the hammer with the Fulminators being able to pick off a key unit or clear a screen or two. The battleline are interesting, with some reasonable range, but definitely fishing for 6s.

Matt has taken Dyrcha as well for some much needed punch, but this is definitely not a list you’ll see too often and that’s probably its strength… I wouldn’t really know what to do or what to target first. A strength of ‘off-meta’ lists.

Final Tournament Placings

Top Three AoS Lists for the Proving Grounds

This is the Top Three AoS Lists for the Proving Grounds that took place in Canada on 22nd and 23rd October. It involved 15 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: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADERS
Lord-Imperatant (175)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome
– Spell: Celestial Blades
Lord-Commander Bastian Carthalos (300)*
Lord-Relictor (145)*
Prayer: Translocation
Knight-Judicator with Gryph-Hounds (205)*

UNITS
3 x Annihilators (200)***
3 x Annihilators with Meteoric Grandhammers (240)***
2 x Dracothian Guard Fulminators (230)***
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
5 x Vindictors (130)**
5 x Vindictors (130)**

CORE BATTALIONS
*Warlord (Magnificent Bonus: Additional Holy Command)
**Expert Conquerors
***Bounty Hunters

ADDITIONAL ENHANCEMENTS
Holy Command: Call for Aid
Holy Command: Thunderbolt Volley

TOTAL: 1995/2000
WOUNDS: 83
DROPS:10

Brett: Now we’re talking, 1 of almost everything really good in the SCE book, drops be damned. The result is some really powerful mortal wound projection and good mobility with Translocation, Annihilators and Fulminators. That combined with Bastian and 30″ shooting is punishing. He’s only lost to a list that could get close enough in the early rounds. With the Annihilators only coming in from reserve the Idoneth could really get an advantage in early rounds. We never see 2x Holy Commands, but I think they are underrated. Here they are giving an extra round of shooting and an extra 10 wounds.

This is just a fun list to play with and has some of the best or most interesting units SCE can bring.

Declan: Small tournaments are great in that you can win with a good 4-1 result, and it means the number of 0-5s is hopefully limited — in this case zero! But Matthew has come out on top with a SCE list that has teleporting, armour saves, and good shooting. It’s also a list we’ve seen before but Translocation has gone out of favour recently – so it’s good to see it still being good enough to get success.

Advertisements

Army Faction: Idoneth Deepkin
Army Subfaction: Nautilar
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
1 x Eidolon of Mathlann Aspect of the Storm (355)**
Artefacts: Arcane Tome
– Spells: Arcane Corrasion
1 x Akhelian King (250)**
General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts: Armour of the Cythai
– Mount Traits: Voidchill Darkness
1 x Lotann (115)**

BATTLELINE
1 x Akhelian Leviadon (500)*
Mount Traits: Ancient
10 x Namarti Reavers (170)**
10 x Namarti Thralls (130)***
10 x Namarti Thralls (130)***

TERRAIN
1 x Gloomtide Shipwreck (0)

OTHER
2 x Akhelian Allopexes (330)*
Alpha Allopex
– Razorshell Harpoon Launcher
– Barbed Hooks and Blades

CORE BATTALIONS:
*Bounty Hunters
**Warlord
***Expert Conquerors

TOTAL POINTS: (1980/2000)

Brett: This is a very interesting top 3, this list beat the one in first and was beaten by the list below in third. I haven’t seen that before. Idoneth is still throwing up a lot of variety, they haven’t taken a lot of tournaments so there is no “net list”. Here there is a return to the Allopexes/Leviadon with a supporting cast of infantry. Of course Eidolon and the Ahkelian King are here as hammers. Turn priority is important for Idoneth and would have worked in Pendelton’s favour against first place. The heavy hitters here and Reavers could do devastating damage to the small SCE units in the first turn and then deal with Annihilators. Pretty much every other list would have suffered exactly the same way, unless they had Gotrek or a Big Dragon.

Declan: Good to see IdK still doing well – even if they are Aelves. This is a relatively ‘normal’ list since the new book with Leviadon (big turtle), some sharks, a king and a Eidolon. It’s an interesting list which seems to rely on the characters, sharks and turtle… although don’t underestimate the Thralls. I prefer them in bigger units, but they can still contribute to the game.

Advertisements

Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

LEADERS
Gardus Steel Soul (150)**
Lord-Relictor (145)**
Prayer: Translocation
Lord-Celestant on Stardrake (500)**
General
– Celestine Hammer
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Celestial Instincts
– Spell: Thundershock
Gotrek Gurnisson (485)**
Allies

UNITS
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
3 x Vanguard-Raptors with Longstrike Crossbows (240)
Everblaze Comet (100)

CORE BATTALIONS
*Expert Conquerors
**Battle Regiment
Holy Command: Thunderbolt Volley

Total: 1965 / 2000
Reinforced Units: 0 / 4
Allies: 485 / 400
Wounds: 74
Drops: 5

Brett: And so here is an army you don’t want to get close to, Gotrek , 5+ wards and fight on death for all of those enticing Liberators. Long range shooting and a dragon are always pretty effective. This list is really banking on Everblaze, Stardrake and the Longstrikes to weaken you at range (30″ to 36″). If there is a weakness it’s the crippling lack of mobility in this force. You can teleport (or translocate them) but their scoring opportunities are going to be fewer with only 4″ to 6″ on everything other than the dragon. You really want the enemy to be coming to you which looks like what happened. His only loss was to another fight on death army. Zainthar Kai is brutal with so many attacks and they get to you fast so it makes sense.

Declan: 2 big characters! We’ve not seen Gotrek in a while and the little dwarf is here to provide a big bubble that the enemy doesn’t want to go into. He’s still a monster in combat and can safely kill most things in the game if he can roll normally.

It’s also great to see a Stardrake doing well – it’s seen as overcoasted by most players but the model is great – even I own one. It’s also a great centre piece for drawing attention to the army – something Gotrek just can’t do.

Advertisements

Army Faction: Cities of Sigmar
Army Type: Living City
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Doralia ven Denst (115)**
Freeguild General (100)**
Artefacts of Power: Arcane Tome
– Spells: Lifesurge
Freeguild General on Griffon (290)***
General
– Command Traits: Ironoak Artisan
– Sigmarite Runesword
– Artefacts of Power: Spear of the Hunt
– Mount Traits: Soaring Guardian
Galen Ven Denst (115)***
Haskel Hexbane (180)***

BATTLELINE
Demigryph Knights (175)*
Preceptor
– Standard Bearer
– Hornblower
– Demigryph Knight’s Lance
Freeguild Greatswords (150)*
Standard Bearer
– Hornblower
– Guild Champion
Freeguild Greatswords (300)*
Standard Bearer
– Hornblower
– Guild Champion
Freeguild Crossbowmen (200)**
Standard Bearer
– Piper
– Marksman
Freeguild Crossbowmen (200)**
Standard Bearer
– Piper
– Marksman
Freeguild Guard (170)**
Standard Bearer
– Drummer
– Sergeant
– Freeguild Sword and Shield

OTHER
Hexbane’s Hunters (180)**

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment
***Command Entourage – Magnificent

TOTAL POINTS: 1995/2000

Brett: Is this someone that also plays Warhammer Fantasy battles? This looks a lot like a Fantasy army (also if you are checking on Best Coast Pairings this is listed as Beastclaw Raiders but as you can see, it isn’t). Good to see the Underworlds here with Hexbane, now go see if you can find his warscroll. Huge number of rank and file combat and shooting hampered only by it’s short range. And that’s what’s happened by the looks of it, every army that needed to charge died to a hail of fire. Even the Lumineth list which was Stoneguard following their glow up in the new book. Lists with long range shooting to hit those crossbow men did a lot better. This is the first of the 3/2 lists and scored really well in all rounds (that he won) other than the last. Stoneguard are really good now.

Hard to disassemble a castle like this without shooting or spells, your best option is to play the mission and try to get tactics where you can avoid engaging. Either way try to get rid of the Demigryph Knights as soon as possible to limit his movement and remove them as a threat to your smaller units.

Declan: I’ve not reviewed a Cities of Sigmar list in a while and this one’s interesting. With both the Ven Denst’s making an appearance and with Freeguild Crossbowmen there is a ranged threat here that is not to be ignored. I’m interested in the Greatswords though.

3+/3+ is the stat-line Games Workshop are using for models and units they want to be good in combat. So the Freeguild are going to hit, and the 4+ armour save is not to be ignored. They are not cheap at 150 points for 10, but with a unit of 10 and 20, they will be able to push out some damage. It’s not seen often, as they’re probably not good enough for a 5-0, but they are great if you want to have fun and have a good paint scheme.

Final Tournament Placings

Top Three AoS Lists for the Gateway Open 2022

This is the Top Three AoS Lists for the Gateway Open that took place in USA on 20th and 21st August. It involved 43 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: Stormcast Eternals
Stormhost: Knights Excelsior (Scions of the Storm)
– Mortal Realm: Ghyran
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Lord-Imperatant (175)*
Lord-Relictor (145)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation
Knight-Incantor (125)*
Spell: Lightning Blast

Battleline
3 x Annihilators with Meteoric Grandhammers (240)***
3 x Annihilators with Meteoric Grandhammers (240)**
5 x Vanquishers (125)**

Units
2 x Stormdrake Guard (340)**
Drakerider’s Warblade
3 x Vanguard-Raptors with Longstrike Crossbows (240)***
3 x Vanguard-Raptors with Longstrike Crossbows (240)***
3 x Aetherwings (65)*

Endless Spells & Invocations
Horrorghast (40)

Core Battalions
*Warlord
**Bounty Hunters
***Redemption Brotherhood

Additional Enhancements
Holy Command: Thunderbolt Volley
Holy Command: Call for Aid

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 82
Drops: 8

Brett: A rare venture into top spot by Stormcast with an army composition that is showing a lot of promise in the current meta. A few subtleties in the construction of the list though. Firstly the Grand Strategy – that will force you to hunt down the opponents battleline. It’s a fair chance that you’d be doing that to win anyway, and an equally fair chance that the drakes (Bounty Hunters) will be doing that if any try to hide. The Magnificent Bonus from Warlord is important, Warlord is rarely used by Stormcast, but they probably benefit the most from it with their Holy Commands. The chosen 2 are amoung the best, in one turn one of the raptors are shooting in both the Hero and Shooting phase.

That gives you an effective 9 Raptors worth of shooting (one turn, 18 shots for 36 potential damage). Call for aid returns the Vanquishers the first time they are killed (recycling if you will). The heroes are the standard combination – Lord Imperatant for 7″ charges, Lord Relictor for Translocate (here with the Tome to increase utility) and the Knight Incantor for casting an a clutch dispel (one guaranteed/battle). The 7″ charge applies to any Thunderstrike unit (includes the Lord, Storm Drake and Vanquishers as well as the Annihilators) put only one unit per turn. This list is sometimes called a gambler’s list – you are banking on the 7″ charge (82% chance with reroll) otherwise you have 10 wounds with a 4+ save waiting to die.

This list is a bit low in durability with 85 wounds, mostly on a 4+ vs the normal SCE 3+. And 3 Galletian Veteran units make 28 of those wounds. The Aetherwings and Vanquishers are valuable as screens to begin with to keep the raptors safe. Later turns their mobility (Aetherwings) and damage is useful for board control and grabbing objectives. The drakes provide mobile, swingy damage – their breath weapons can hit hard or whiff horribly. Even the number of drops plays into the strategy – does your opponent make you go first? Or do they try to blunt your shooting (unlikely)? His matches were basically melee armies and the DoK armed (10 Blood Sisters) are overmatched by the Raptors.

Quite a few good players are using variants of this list, with Prime Hunters gone it should see man improvement in SCE win rates. It’s not instant win by any measure but gives you the tools to get the job done. The high drops is a nice touch, as is Horrorghast to maximise the impact on low bravery units of that long range shooting.

Advertisements

Allegiance: Cities of Sigmar
City: Living City
– Mortal Realm: Ghur
– Grand Strategy: Bastions of Hope
– Triumphs: Inspired

Leaders
Anointed on Frostheart Phoenix (315)*
General
– Command Trait: Ironoak Artisan
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Leaves: Lifesurge
Battlemage (100)*
Mortal Realm: Ghur
– Lore of Leaves: Ironoak Skin
Sorceress (90)*
Lore of Leaves: Lifesurge
Gotrek Gurnisson (485)**
Allies

Battleline
10 x Dreadspears (85)*
City Role: Honoured Retinue (Must be 5-20 models)
10 x Dreadspears (85)*
10 x Dreadspears (85)*

Units
4 x Stormdrake Guard (680)**
Drakerider’s Warblade
– Reinforced x 1

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 485 / 400
Wounds: 96
Drops: 3

Brett: Living cities with SCE based hammers was popular before Prime Hunters so no surprise they are back with the new season. Gotrek is arguably a Cities character since he hangs there between adventures. The book Grand Strategy is interesting, you need to control more terrain features than your opponent at the end of the battle. Interesting since that implies keeping the Dreadspears alive, 1 W and a 4+ save makes that “fun”. Doubly so since the Sorceress is likely taking wounds from them to empower her spells (kills a model for +2 to cast). Overall with the Tome there are 3 casters and 3 casts. Lifesurge can heal D6 wounds and Ironoak Skin makes incoming attacks -1 to wound.

The Battlemage has Wildform which you could put on Gotrek (+2 to run and charge) to make him more mobile. Otherwise the Stormdrakes or Anointed could benefit. The Stormdrakes and Gotrek are in bounty hunters (so Gotrek is rocking a 4 damage axe). Using the Anointed early might be risky but he is quite tanking particularly with Ironoak Artisan that also grants +1 to wound rolls with melee weapons, it shouldn’t apply to the mount unfortunately. A big block of Dragons to threaten any open flanks or open objectives, they can also be covered by the Anointed (and cover the Anointed). Lifesurge is very useful healing the 9 wound dragons for D6 every turn. A very mobile hard hitting block. And of course the Purple Sun for both it’s debuff and it’s board control abilities. Your opponent will normally try to avoid it as much as possible.

A dependable list, Gotrek is an interesting addition even though he suffers from a lack of mobility. It’s possible to play around him but with the Dragons and Purple Sun there isn’t that much board to play with. In this case Ryan’s opponents for the most part needed to come to him to play making it much easier to get Gotrek into combat.

Advertisements

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

LEADERS
Bloodthirster of Unfettered Fury (295)
General
– Command Traits: Mage Eater
– Artefacts of Power: The Crimson Crown
Skarr Bloodwrath (105)**
Slaughterpriest (100)**
Hackblade and Wrath-hammer
– Prayers: Blood Sacrifice
Skarbrand (380)**
Bloodthirster of Insensate Rage (280)***
Artefacts of Power: Skullshard Mantle
Bloodsecrator (125)***

BATTLELINE
Bloodletters (220)*
Bloodletters (220)*
Bloodreavers (80)***
Reaver Blades

OTHER
Untamed Beasts (70)***
Untamed Beasts (70)***

ENDLESS SPELLS & INVOCATIONS
1 x Hexgorger Skulls (50)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent
***Battle Regiment

TOTAL POINTS: 1995/2000

Brett: Ahead of a possible new book (40k is getting new Daemons codex and Tzeentch is due soon, does that mean a new Khorne tome?). Khorne is another faction that really benefited with the end of Prime Hunters, it gives them more freedom with their Greater Daemons. Reapers of Vengence subfaction granting a Horrorghast effect (D3 extra fail battleshock) and a 3″ pile in and fight again command. Mage-Eater and Skullshatter are the mandatory trait/artefact but grant a spell deny and a 2+ spell ignore. The Crimson Crown effectively grants a free CP every round (5) that can only be used on the bearer’s warscroll ability (if they have one). In this case a 6″ pile in within 16″.

The key to Khorne in AoS are the big Daemons,, the Bloodthirsters and Skarbrand. Unusually there is no (Slaves to Darkness) Daemon Prince to affect movement/charges. Each of the Greater Daemons can do appalling levels of damage but each has an element of chance so they can also whiff horribly. The Unfettered Rage is probably the least damaging with a 12″ ranged attack and 6 melee attacks all doing D3 damage. The Insensate Range. His number of ranged attacks and to wound chance in melee degrade with wounds. Insensate Rage does D6 damage with his axe, and the number of attacks plus the Mortal Wounds (MW) caused on 6s degrade. The MW are to all units within 8″. Your best tactic against these is to get some damage in early to degrade them. Skarbrand needs to be treated differently though.

Skarbrand’s attacks increase as he degrades, and if he isn’t engaged in combat he fights next round as if he was in his lowest bracket. His main weapon is a flat 3 damage, his 8″ ranged attack is a 50% chance to inflict 1 MW for each successful attack and his Carnage 8MW. At lowest bracket it does that on a 1. Skarbrand either needs to be engaged all the time or removed early. Haven’t even mentioned the smaller heroes – Skarr can return to the field after death on a 8 (2D6) and is an anti horde fighter (either 5 attacks or the number of models within 3″), the Bloodsectator forces wizards to reroll successful casts within 16″. He also grants an additional attack to Khorne units within 16″. The Slaughter Priest is here to farm Blood Tithe points for summoning.

Finally we finish with the troops and summoning. Reinforced Bloodletters get +1 to hit (for 20 models in the unit), 6s do MWs, they can force rerolls on successful bravery rolls for the enemy and on a battleshock roll of 1 return D6 models to this unit. They only have 1 wound and a 5+ save so die easily. Bloodreavers are even more fragile but double up on the bonus attacks from the presence of a Bloodsectrator. Unnamed Beasts are very fragile but bring a lot of mobility and potentially grab outlying points or Battle Tactics. The Hexgorger is a nice touch, it is a prayer that is an endless spell. It inflicts a -2 to casting within 12″ and if a wizard within 8″ casts an 8, the spell fails, they forget the spell and take D6 MW. Nice.

That’s a lot to take in for a simple army that wants to get close,bash, stab, slash and generally maim you. You are best to shoot them from afar and hope for the best. When you look at his opponents though almost all of them had decent shooting (not the Skaven, those poor rats) but only one was able to use it effectively. That’s the difference between 24″ and 30″ range I suspect.

Advertisements

Allegiance: Legion of the First Prince
Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Be’Lakor, the Dark Master (360)*
Lore of Ruinous Sorcery: The Master’s Command
Bloodthirster of Insensate Rage (280)
General
– Command Trait: Ruinous Aura
Kairos Fateweaver (435)
Lore of Ruinous Sorcery: The Master’s Command
The Blue Scribes (160)*
Lore of Ruinous Sorcery: The Master’s Command
The Contorted Epitome (245)*
Artefact: Fourfold Blade
– Universal Spell Lore: Ghost-mist

Battleline
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)*

Endless Spells & Invocations
Emerald Lifeswarm (60)
Purple Sun of Shyish (70)
Umbral Spellportal (70)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 84
Drops: 3

Brett: Another hero based list with 3 combat and 2 caster heroes, all with 10″+ movement. 3 Greater Demons is fairly common, we’ve already covered The Unfettered Rage above. Otherwise, and even with the Khorne elements, this is a casting army with 7 casts. The “Masters Command” on most of the leaders lets model, if slain, fight on Death. Otherwise Be’Lakor’s warscroll spell is enfeeblement giving an opposing unit -1 to wound. That’s on top of his once a game ability to stop pretty much all actions from a unit on a 3+ in each phase. Kairos is the epitome of a caster, his key ability is everytime he casts, dispels or unbinds he can set the lowest D6 (of the 2D6 roll) to match the highest D6. To summon the Purple Sun or his warscroll spell he only needs one 4 on 2 dice.

His Oracle of Eternity is also clutch, allowing him to set the number on a dice once per battle. It doesn’t have to be his roll, there is no range and no limit on what type of roll it’s used on. That’s on top of his 3 spells. You may be wondering why there is no Cogs in this list, the Blue Scribes are why. They have a warscroll spell with a casting value (CV) of 4 that allows other wizards to reroll. They can also copy spells and ensure successful casting once per hero phase on a 2+. Kairos then summons whatever Endless Spells are needed that turn. Umbral Spellportal to extend spells range, Purple Sun for threat and Lifeswarm for healing. The Contorted Epitome is mostly a combat unit but Ghost mist is a good choice to hide it’s approach.

The Flesh Hounds are here because outside of Gargants you need battle line. They are somewhat durable (2 wounds on a 5+), fast (8″) and annoying in combat. They are expendable and of course more units can be summoned. For LoFP it’s a battleline unit based on the Chaos god they represent (Bloodletters, Horrors, Demonettes etc). Belakor can summon any of these or 6 Furies. Chose which hero based on what you need and where it on the board (the reinforcements are arriving within 12″). A very broad range of abilities that it would be hard to track and apply but that means the list plays well into almost anything. The only loss was to 2nd place, Gotrek is great into daemons and the Stormdrake block is capable of clearing anything in this list in a turn. Once the Greater Daemons start dying this list is pretty fragile.

Final Tournament Placings

AoS Meta Stats (w/e 10th July 2022)

Here are the AoS Meta Stats for all the Grand Tournaments that have taken place between Monday 4th July and Sunday 10th July 2022. These are all the GT’s that I can locate on Tabletop.to or BestCoastPairing, if you know of any others please send me a link and I’ll add them.

Once again, another quiet week, with only 3 Grand Tournaments.

Advertisements

Grand Tournaments

Ranked from largest to smallest.

South Coast Series July – England/UK
40 Players

PositionFactionSubfactionResult
1stSlaves to DarknessHost of the Everchosen5-0-0
2ndNighthauntScarlet Doom4-0-1
3rdSylvanethHeartwood4-0-1
4thSylvanethGnarlroot4-0-1
5thSeraphonFangs of Sotek4-0-1
6thIdoneth DeepkinFuethan4-0-1
7thMaggotkin of NurgleDrowned Men4-0-1
8thBonesplitterzDrakkfoot3-1-1
9thNighthaunt Emerald Host3-0-2
10thDaughters of KhaineZainthar Kai3-0-2
South Coast Series July

Summer on the Coast AoS GT – Washington/USA
37 Players

PositionFactionSubfactionResult
1stKharadron OverlordsBarak-Zilfin5-0-0
2ndDaughters of KhaineHagg Nar4-0-1
3rdBlades of KhorneGoretide4-0-1
4thHedonites of SlaaneshLurid Haze4-0-1
5thSlaves to DarknessHost of the Everchosen4-0-1
6thNighthaunt Scarlet Doom4-0-1
7thSeraphonThunder Lizard3-0-2
8thSons of BehematBreaker Tribe3-0-2
9thSylvanethHeartwood3-0-2
10thSylvanethGnarlroot3-0-2
Summer on the Coast AoS GT

Kingdom of Skrappa Spill – England/UK
28 PlayersGenerals Handbook: Pitched Battles 2022-23 Season 1

PositionFactionSubfactionResult
1stCities of SigmarHallowheart5-0-0
2ndDaughters of KhaineKhailebron4-0-1
3rdCities of SigmarHammerhal4-0-1
4thSkaven4-0-1
5thMaggotkin of Nurgle3-1-1
6thSeraphonThunder Lizard3-1-1
7thDaughters of KhaineKhailebron3-0-2
8thDaughters of KhaineHagg Nar3-0-2
9thNighthaunt 3-0-2
Kingdom of Skrappa Spill

Grand Alliance Stats

These stats reflect the last four weeks of GT’s that we’re aware of at Woehammer.

303 players (-182) took part in 12 GT’s (-4) over the last four weeks.

Grand AllianceWin RateArmies% Share of Armies5-0 Wins4+ Wins
Chaos56.4%6220.46%520
Order51.0%14949.17%421
Death43.8%5016.50%16
Destruction43.8%4213.86%03

Chaos continue to lead the way in the win rates, dropping only slightly from 56.7% last week to 56.4% this week. While Order pick up the most number of armies represented and most 4+. Chaos steal the crown this week for most 5-0’s.

Advertisements

Faction Stats

The below stat show the results for those factions represented by 5 armies or more only.

FactionWin RateArmies% Share of Armies5-0 Wins0-5 Losses
Slaves to Darkness72.2%61.98%11
Beasts of Chaos63.1%134.29%20
Nighthaunt61.3%175.61%10
Blades of Khorne60.0%51.65%00
Sylvaneth58.5%134.29%00
Cities of Sigmar57.1%175.61%11
Seraphon56.3%247.92%21
Kharadron Overlords55.0%61.98%11
Big Waaagh!54.0%51.65%00
Maggotkin of Nurgle53.8%216.93%12
Bonesplitterz51.5%72.31%00
Lumineth Realm-Lords50.0%123.96%00
Daughters of Khaine50.0%175.61%01
Sons of Behemat50.0%82.64%00
Idoneth Deepkin47.8%185.94%00
Sons of Behemat48.5%214.33%01
Skaven46.7%61.98%10
Legion of the First Prince46.7%61.98%01
Stormcast Eternals45.6%268.58%03
Ogor Mawtribes44.8%61.98%01
Fyreslayers43.0%165.28%01
Flesh-eater Courts40.0%51.65%00
Soulblight Gravelords37.8%185.94%02
Gloomspite Gitz33.3%61.98%00
Ironjawz32.8%72.31%02
Ossiarch Bonereapers27.0%103.30%02

Slaves to Darkness and Blades of Khorne continue their run of good form in experienced hands. While the new battletomes of Nighthaunt and Sylvaneth can also be seen in the +55% area. Daughters of Khaine are smack in the middle with a perfect 50% win rate. While Skaven are beginning to climb.

Advertisements

Subfactions

All factions listed below have been represented at tournaments by at least 5 players.

FactionSubfactionWin RateArmies% Share of Armies5-0 Wins0-5 Losses
Maggotkin of NurgleDrowned Men69.1%113.63%10
NighthauntScarlet Doom67.6%72.31%00
Beasts of ChaosNone61.4%72.31%10
Cities of SigmarLiving City57.1%72.31%00
SeraphonThunder Lizard55.7%216.93%21
Sons of BehematBreaker Tribe53.4%61.98%00
Stormcast EternalsHallowed Knights52.9%72.31%00
FyreslayersLofnir51.7%61.98%00
NighthauntEmerald Host48.3%61.98%00
Lumineth Realm-LordsZaitrec48.1%113.63%00
Daughters of KhaineZainthar Kai47.1%72.31%01
Legion of the First Prince46.7%61.98%01
Skaven46.7%61.98%10
Soulblight GravelordsVyrkos Dynasty43.3%61.98%00
Stormcast EternalsHammers of Sigmar42.3%154.95%03
Soulblight GravelordsKastelai Dynasty38.6%72.31%01
FyreslayersGreyfyrd35.2%92.97%01
Ossiarch BonereapersPetrifex Elite27.5%82.64%01

Drowned Men continue to lead the way with a win rate of 69.1% despite Maggotkin overall only having a win rate of 53.8%. Nighthaunt and Scarlet Doom find themselves near the top now as predicted by Danny some weeks ago. Meanwhile at the bottom of the table Ossiarch Bonereapers/Petrifex Elite are the only subfaction below 30% win rate.

Interestingly Fyreslayers have Lofnir (6 PLayers) with a win rate of 51.7% and the more popular Greyfyrd (9 Players) at 35.2%, are people playing the wrong subfaction?

Next Week

I’ll have graphs. Because nothing says stats like some graphs…..

AoS Meta Stats (w/e 3rd July 2022)

Here are the AoS Meta Stats for all the Grand Tournaments that have taken place between Monday 27th June and Sunday 3rd July 2022. These are all the GT’s that I can locate on Tabletop.to or BestCoastPairing, if you know of any others please send me a link and I’ll add them.

Once again, another quiet week, with only 3 Grand Tournaments. Two of these were run using the new GHB, while the other was just a little event called the World tSports Champions…..

Advertisements

Grand Tournaments

Ranked from largest to smallest.

From the Ashes – Scotland/UK
22 PlayersGenerals Handbook: Pitched Battles 2022-23 Season 1

PositionFactionSubfactionResult
1stSkaven5-0-0
2ndNighthauntScarlet Doom4-0-1
3rdIdoneth DeepkinMor’Phann4-0-1
4thBonesplitterzDrakkfoot4-0-1
5thSeraphonThunder Lizard3-0-2
6thDaughters of Khaine Zainthar Kai3-0-2
7thSylvanethHeartwood3-0-2
8thBeasts of Chaos3-0-2
9thSoulblight GravelordsKastelai Dynasty3-0-2
10thSons of BehematBreaker Tribe2-1-2
From the Ashes 2022

World tSports Champions – England/UK
16 PlayersGenerals Handbook 2021-22

PositionFactionSubfactionResult
1stNighthauntGrieving Legion5-0-0
2ndIdoneth DeepkinIonrach3-0-2
3rdBeasts of ChaosAllherd4-0-1
4thIdoneth DeepkinFuethan3-0-2
5thSlaves to DarknessHost of the Everchosen4-0-1
6thMaggotkin of NurgleDrowned Men3-0-2
7thCities of SigmarHallowheart2-0-3
8thBonesplitterzDrakkfoot2-0-3
9thLegion of the First Prince 1-0-4
10thStormcast EternalsHammers of Sigmar2-0-3
World tSports Champions

Coliseum of Sigmar Carnage GT – Florida/USA
9 PlayersGenerals Handbook: Pitched Battles 2022-23 Season 1

PositionFactionSubfactionResult
1stLumineth Realm-LordsZaitrec3-0-1
2ndNighthauntEmerald Host4-0-1
3rdStormcast EternalsHallowed Knights3-1-1
4thLegion of the First Prince3-1-1
5thIdoneth DeepkinNautilar2-0-3
6thStormcast EternalsHammers of Sigmar2-0-3
7thSlaves to DarknessHost of the Everchosen0-0-2
8thSons of BehematBreaker Tribe2-0-3
9thDaughters of Khaine Zainthar Kai0-0-4
Coliseum of Sigmar Carnage GT

Grand Alliance Stats

As promised last week, I’ve changed the stats to reflect the last four weeks of GT’s that we’re aware of at Woehammer. Also if you read all the way to the end of the article I have a little surprise for you!

485 players took part in 16 GT’s over the last four weeks.

Grand AllianceWin RateArmies% Share of Armies5-0 Wins4+ Wins
Chaos56.7%9419.38%627
Order50.7%21844.95%834
Death45.8%8216.91%211
Destruction45.0%9118.76%08

Chaos continue to lead the way in the win rates. While Order pick up the most number of armies represented, most 5-0’s and most 4+. When you compare army share to the number of battletomes each Grand Alliance possess you can see that Order are overrepresented, while Chaos are vastly under represented:

Grand AllianceBattletomesBattletome %Actual Rep %
Order937.50%44.95%
Chaos729.17%19.38%
Death416.67%16.91%
Destruction416.67%18.76%

What can we take away from this? Perhaps that Order factions are more appealing than Chaos? New players gravitate towards Order? The Chaos range needs updated miniatures? Or all of the above?

Advertisements

Faction Stats

The below stat show the results for those factions represented by 5 armies or more only.

FactionWin RateArmies% Share of Armies5-0 Wins0-5 Losses
Beasts of Chaos67.1%142.89%20
Legion of the First Prince 61.5%132.68%00
Slaves to Darkness61.1%61.24%01
Seraphon59.7%306.19%52
Blades of Khorne56.7%61.24%00
Maggotkin of Nurgle56.6%357.22%32
Bonesplitterz55.4%102.06%00
Cities of Sigmar54.2%244.95%21
Daughters of Khaine52.8%224.54%02
Nighthaunt52.2%326.60%12
Idoneth Deepkin51.8%234.74%10
Flesh-eater Courts51.7%61.24%00
Lumineth Realm-Lords51.5%214.33%00
Kharadron Overlords51.4%71.44%01
Sylvaneth49.1%112.27%01
Sons of Behemat48.5%214.33%01
Soulblight Gravelords47.1%285.77%11
Stormcast Eternals47.1%6012.37%04
Ogor Mawtribes47.1%282.89%01
Ironjawz44.7%163.30%01
Kruleboyz44.3%112.27%01
Hedonites of Slaanesh44.3%71.44%00
Skaven43.0%91.86%10
Big Waaagh!41.3%81.65%00
Fyreslayers39.5%204.12%02
Gloomspite Gitz30.9%112.27%01
Ossiarch Bonereapers28.2%163.30%02
Factions in Bold are those with 3rd Edition Battletomes published before or during this time period

I’ve highlighted all those faction win rates in red which are outside of the parameters that players have stated would make the game roughly balanced (45-55%).

I’m looking at the bottom of the table as I’m writing this, and its hard not to overlook Fyreslayers, Gloomspite Gitz and Ossiarch Bonereapers with win rates of less than 40%! Gloomspite Gitz are getting their new book this year, so hopefully we’ll see that improve. Fyreslayers have been mugged by Games Workshop rules writers, and it just shows how awful that book is. I feel for long term Fyreslayers players…

At the top of the table Beasts of Chaos now currently lead the way with a win rate of 67.1%! They’ve gone from trash tier to S tier in the space of 3 months. Slaves to Darkness are a bit of an anomaly at the top there, and this is primarily driven by a few high level players who vastly our performed the faction this month, much like Anthony Trentanelli did a few weeks ago with Skaven. Maggotkin of Nurgle and Seraphon win rates have both dropped, but its too early to tell why, as the new rules for Seraphon only really came into effect last week.

Advertisements

Subfaction Stats

FactionSubfactionWin RateArmies% Share of Armies5-0 Wins0-5 Losses
Beasts of ChaosNone70.0%51.03%10
Maggotkin of Nurgle Drowned Men68.0%204.12%20
Legion of the First Prince61.5%132.68%00
NighthauntScarlet Doom60.0%112.27%00
Beasts of ChaosGavespawn60.0%61.24%00
SeraphonThunder Lizard59.6%285.77%42
BonesplitterzDrakkfoot58.3%61.24%00
Cities of SigmarLiving City57.7%132.68%20
Ogor MawtribesBoulderhead56.0%51.03%00
Kharadron OverlordsBarak-Zilfin53.3%61.24%01
Idoneth DeepkinMor’Phann53.3%61.24%10
Lumineth Realm-LordsZaitrec52.9%153.09%00
Sons of BehematBreaker Tribe52.8%153.09%00
Idoneth DeepkinNautilar51.3%81.65%00
IronjawzIronsunz50.0%61.24%01
Daughters of KhaineHagg Nar50.0%71.44%01
Stormcast EternalsAstral Templars50.0%61.24%00
Daughters of KhaineZainthar Kai49.2%122.47%01
Stormcast EternalsHammers of Sigmar48.8%336.80%02
Soulblight GravelordsVyrkos Dynasty48.0%102.06%00
Soulblight GravelordsKastelai Dynasty45.5%112.27%01
Stormcast EternalsHallowed Knights44.7%153.09%01
KruleboyzBig Yellers43.4%81.65%01
Skaven43.0%91.86%10
FyreslayersLofnir42.9%71.44%01
Hedonites of SlaaneshLurid Haze42.0%51.03%00
IronjawzBloodtoofs41.7%102.06%00
NighthauntEmerald Host41.5%132.68%02
Big Waaagh!41.3%81.65%00
Maggotkin of NurgleBefouling Host40.0%71.44%11
FyreslayersGreyfyrd35.8%122.47%01
Ossiarch BonereapersPetrifex Elite28.8%153.09%02
Gloomspite Gitz25.0%81.65%01
Factions in Bold are those with 3rd Edition Battletomes published before or during this time period

Maggotkin of Nurgle are a bit of a strange faction. While you have one of the meta leading Subfactions inside the tome with Drowned Men (68.0%, at the bottom of the pack you have Befouling Host (40.0%). It’s not an irregularity either as 7 players have played that subfaction and one claimed 5 wins at an event and another 5 losses. This suggests to me that while Drowned Men is a simple list to play, Befouling Host is completely the opposite and requires good memory and skill from the pilot.

After almost a year of publication now, both Stormcast and Orruk Warclan battletomes are beginning to show a little lag behind the other updated factions (apart from Fyreslayers of course). As the first of the Battletomes perhaps this has played into their stats slightly as the rules writers learn from their mistakes (apart from Fyreslayers of course) when writing the newer tomes.

Scarlet Doom shows that its the faction of choice for a reason in the new Nighthaunt battletome (60.0%) however, its still early days for this battletome and the other factions could be more complicated to pick up and play. However 60.0% win rate for any subfaction is too high and so they may need a future nerf at some point.

Going forwards as the weeks go on, I’ll be keeping an eye out for Grinin’ Blades beginning to get some more play with their updated allegiance abilities after not being placed at all due to all the Kruleboyz players choosing Big Yellers – this will change. I expect to see them nearing the 50% mark and above. Likewise with Skaven, I expect them to begin climbing the rankings as their new rules come into effect.

THE SUPRISE

I said I had a surprise, and here it is!

Woehammer will be doing a player ranking system for the new General’s Handbook based on the Elo system used by Chess.

Who gets ranked?

Everyone who takes part in a two day event using the General’s Handbook: Pitched Battles Season 1 2022-23. Each week I’ll update the scores of the players as they happen and post them in a separate rankings post which will be published every Saturday.

All players will begin with a rating of 1,000 at the beginning of the season, player ratings will be carried over into season 2 and beyond in the future.

I’ve included the current rankings below (there’s only been two GT’s using the new Handbook) which includes everyone at present. However, I will limit this to the top 20 as more players are ranked. The full downloadable player rankings will be available on the site to download next weekend.

PlayerCountryRegionRating
John BScotlandEurope1,049.4
David JackScotlandEurope1,031.2
Leigh MartinScotlandEurope1,030.3
Zachary ShinnUSANorth America1,029.7
Nathan WatsonScotlandEurope1,029.4
Jonathon RobertsUSANorth America1,020.0
Daniel GomezUSANorth America1,019.2
Cara NewbyScotlandEurope1,010.6
Richard McQuarrieScotlandEurope1,010.3
Karl RohrUSANorth America1,010.0
Alastair MaxwellScotlandEurope1,010.0
Reece FraserScotlandEurope1,010.0
Jamie McHughScotlandEurope1,010.0
Ryan PothecaryScotlandEurope1,010.0
Ian (Yes, just Ian)ScotlandEurope1,009.7
Aaron Burns LeesScotlandEurope1,009.4
Allan GeorgeScotlandEurope1,000.3
Douglas KlemUSANorth America1,000.0
Frank KellyScotlandEurope999.1
Scott SempleScotlandEurope999.1
Alasdair RobertsonScotlandEurope990.0
Michael SmithUSANorth America989.4
James HobsonScotlandEurope988.3
Michael PetersonUSANorth America980.3
Lewis MitchellScotlandEurope971.2
Grant FraserScotlandEurope968.9
Andrew DowlingUSANorth America961.7
AoS Player Rankings on 3rd July 2022

AoS Meta Stats (w/e 26th June 2022)

Here are the AoS Meta Stats for all the Grand Tournaments that have taken place between Monday 20th June and Sunday 26th June 2022. These are all the GT’s that I can locate on Tabletop.to or BestCoastPairing, if you know of any others please send me a link and I’ll add them.

There were only 2 Grand Tournaments last week, a quiet week! But both have 32 players with a nice mix of factions.

Advertisements

Grand Tournaments

Ranked from largest to smallest.

Giga-Con: Age of Sigmar Teams Event – Georgia/USA
32 Players

PositionFactionSubfactionResult
1stSeraphon Thunder Lizard5-0-0
2ndBeasts of Chaos4-1-0
3rdBeasts of Chaos4-0-1
4thOgor MawtribesBoulderhead4-0-1
5thLumineth Realm-Lords Zaitrec4-0-1
6thHedonites of Slaanesh Godseekers Host4-0-1
7thCities of SigmarLiving City 4-0-1
8thNighthaunt Scarlet Doom4-0-1
9thStormcast EternalsHallowed Knights3-1-1
10thBig Waaagh!3-1-1
Giga-Con: Age of Sigmar Teams Event

Ironweld Open GT – Massachusetts/USA
32 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard 5-0-0
2ndSeraphon Thunder Lizard 4-0-1
3rdLegion of the First Prince4-0-1
4thSeraphonThunder Lizard 4-0-1
5thBonesplitterz Drakkfoot 3-1-1
6thLumineth Realm-Lords Zaitrec 3-1-1
7thDaughters of KhaineHagg Nar3-0-2
8thDaughters of KhaineZainthar Kai 3-0-2
9thStormcast EternalsHallowed Knights 3-0-2
10thSoulblight Gravelords Vyrkos Dynasty 3-0-2
Ironweld Open GT
Advertisements

Grand Alliance Stats

64 players took part in 2 GT’s over the last week.

Grand AllianceWin RateArmies% Share of Armies5-0 Wins4+ Wins
Chaos55.6%914.1%04
Order53.7%3046.9%26
Death50.0%1015.6%01
Death39.3%1523.4%01

Faction Stats

The below stat show the results for those factions represented by 5 armies or more only.

FactionWin RateArmies% Share of Armies5-0 Wins0-5 Losses
Seraphon 80.0%57.9%20
Lumineth Realm-Lords 60.0%57.9%00
Soulblight Gravelords 40.0%57.9%00

With very few tournaments this week there’s not enough data to draw reliable win rates from.

Advertisements

Subfaction Stats

Next week, I’ll have built up four weeks worth of data and at this point I will transition the stats over four weeks rather than a single week. This will helpfully give us more reliable data. At some point I’ll go backwards as well to the start of AoS 3.