Category Archives: Zainthar Kai

Top Three AoS Lists for Scottish Lasters

This is the Top Three AoS Lists for the Scottish Lasters that took place in Scotland on the 21st and 22nd of January. It involved 26 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: No Place for the Weak
– Triumphs: Inspired

Leaders
Knight-Vexillor (120)*
General
– Meteoric Standard
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades
Knight-Incantor (120)*
Spell: Azyrite Halo
Lord-Commander Bastian Carthalos (300)*

Battleline
2 x Dracothian Guard Fulminators (240)*
2 x Dracothian Guard Fulminators (240)*
4 x Dracothian Guard Tempestors (440)*
Reinforced x 1
5 x Judicators with Skybolt Bows (200)*

Units
2 x Stormdrake Guard (340)*
Drakerider’s Lance

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Thunderbolt Volley

Total: 2000/ 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Another Stormcast with unusual choices, it’s good to see more diversity and a few different heroes. Knight Vexillor is being discussed in Discord a lot lately, but mostly for his teleport potential (Pendant of the Stormbringer). Here he’s been equipped with the Metoric Standard and also provides Celestial Blade support. The Standard gives a once a game Comets Call. Azurite Halo isn’t commonly seen, but on a 6 to save it inflicts a Mortal Wound (MW). Then there is Bastian, a great model with amazing abilities but slow movement. Otherwise, the list is very mobile with Drakes and Draconiths (12” and 10” movement, respectively). Tempestors are seeing a revival just now, short range, but they offer a lot of shots and are pretty tough to boot. Their mounts still have -2 rend 2 damage attacks. And the pairs of Fulminators and Storm Drakes for Mobil threat generation and scoring.

And there you have it, a lot of mobile small threats able to apply pressure centred on Bastian with a large hammer unit that can also perform as an anvil. Ranged MW for chip damage and multiple small units to charge, blunting the effectiveness of Unleash Hell. The icing on the cake is the Judicators, only 10 shots, but the ability to double shoot makes a sizeable difference. JJ scored well throughout and weathered everything thrown at home, proving again that mobility and flexibility are a winning combination.

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Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Inspired

LEADERS
Bloodwrack Medusa (140)*
General
– Command Trait: Zealous Orator
– Artefact: Shadow Stone
– Lore of Shadows: Mindrazor
Morathi-Khaine (350)*
The Shadow Queen (350)*

UNITS
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers
15 x Blood Sisters (450)*
15 x Blood Sisters (450)*

CORE BATTALIONS
*Battle Regiment

TOTAL: 1980/2000

It’s Morathi and the Stab Sneks in a Zainthar Kai ‘pins and needles’ configuration – guaranteed to stab you even on death! Double the stabs, double the fun.

In all seriousness, it’s at least interesting in the sense that it’s using new points, so we can see a slight squeeze on bonus units such as Khinerai. This list is still going to rip, and tear – 30 Blood Sisters just asks the rather rude question to each opponent of ‘do you prefer an unkillable giant snake or 13 ish MWs per activation’. The question is whether sheer glass-cannon power (the whole army is on a 5+ bar the Morathis) can make up for lesser board control in the meantime?

Losing to the movement and strike/fade shenanigans of Sylvaneth suggests no, to some extent. Beating down on Seraphon, OBR, and Soulblight makes sense – although it’s interesting that Alastair was able to get the win against KO, who are typically able to just utterly neuter the stab-threat with early shooting. My guess based on my own games is that he was able to use Shadow Queen – and potentially Morathi with Steed of Shadows to make her super fast and more importantly fly – to tag the big boats and shut down their game. Certain KO builds are less vulnerable to this but in general, when tagged by a flying unit they lose a lot of their abilities – being one drop, I’d love to have seen whether Alastair dared the KO to come close and used the Witch Aelves to screen best they can, or whether he took first to capitalise on the KO player not deploying quite far away enough.

Either way, gratz on the new points win against some touch matchups.

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Allegiance: Disciples of Tzeentch
– Change Coven: Eternal Conflaguration
– Grand Strategy: Master of Destiny
– Triumphs: Bloodthirsty

Leaders
Kairos Fateweaver (440)*
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Cult Demagogue
– Lore of Fate: Arcane Suggestion
– Lore of Fate: Shield of Fate
Fatemaster (140)*
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Glimpse of Future
– Universal Spell Lore: Levitate

Battleline
20 x Pink Horrors of Tzeentch (500)**
Reinforced x 1
10 x Pink Horrors of Tzeentch (250)**
10 x Kairic Acolytes (120)**
6 x Tzaangor Enlightened (180)*
Reinforced x 1

Endless Spells
Burning Sigil of Tzeentch (60)
Tome of Eyes (40)
Soulscream Bridge (80)

Core Battalions
*Warlord – Spell
**Expert Conquerors

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 83
Drops: 7

Craig’s list of 30 Pink Horrors and support is something I think we’re more likely to see in the new GHB without Bounty Hunters around to split those daemons fast enough to stay on top, but Craig gave them a final run-out with Expert Conquerors and was able to dodge Bounty Hunters in all but one of his matchups (that he still won!). What makes Pinks with Expert Conquerors such a challenge is that the situation on objectives just gets worse the first 20 wounds you do, with the unit going from counting as 60 on an objective to a maximum of 120! It is only at the point of the 81st wound, after killing the 21st Brimstone Horror, that the unit holds an objective less securely than when it started. So, do you bother early game? If you don’t, you might never get through it, but if you do, then you might not be scoring. This is exactly the dilemma that seems to have outfoxed all opponents until the ultimate winner, JJ, essentially passed the DPS check with Fulminators and Dragons at his disposal.

The support casters help buff that big unit up, with the Curseling knowing an extra spell via the Warlord battalion so it can cast Arcane Suggestion for -1 to hit and -1 to wound on the unit most likely to hit the Horrors and then Shield of Fate for a 5+ ward save on them too. The command trait Cult Demagogue is also there, making any cast on a double not only successful and worth two fate points instead of one, but also unable to be unbound. Low Destiny Dice are perfect for this roll, with double 2s or 3s getting the casting value 8 spell Arcane Suggestion off. Kairos will then give you a Destiny Dice back each hero phase and the Fatemaster, who also gives +1 to wound to all Disciples of Tzeentch units wholly within 9”, can cast Glimpse the Future to gain an additional Destiny Dice. Throw in Tome of Eyes for re-rolls, probably on the Curseling, and the key buffs the Pinks need to hang around are very likely to be in place.

Another cool little bit of tech that Craig has included is 6 Tzaangor Enlightened on foot. These hit as hard as their cavalry mounted beast-kin, but are half the price. Included in the list as well is the Soulscream Bridge, probably cast by Kairos, which can get these elites where they need to be, able to make a 9” charge with the Destiny Dice. While some sacrifices have to be made to get this combo off (no Cogs or Portal in the list), the Enlightened can be almost as mobile as the ones on disc for 100pts less – 100pts this army needs elsewhere.

All in all a fantastic result for Craig, spending 4/5 games on the top two tables and just slightly being edged out in the end.

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Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Mortal Realm: Ulgu
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Flamekeeper (90)*
Auric Runefather on Magmadroth (360)*
General
– Command Trait: Blood of the Berzerker
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (130)*
Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Battlesmith (150)**
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (330)**
Runic Iron
– Magmadroth Trait: Flame-scale Youngblood
– Prayer: Wrath of Vulcatrix

Battleline
10 x Hearthguard Berzerkers (300)**
Poleaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (300)**
Broadaxes
– Reinforced x 1
10 x Vulkite Berzerkers with Bladed Slingshields (150)**
10 x Vulkite Berzerkers with Bladed Slingshields (150)**

Endless Spells & Invocations
Zharrgron Flame-spitter (40)

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Mount Trait

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 128
Drops: 4

Many heroes make light work, at least with Fyreslayers. It is possibly one of the factions that will really take to Galletian Champions and the added mobility from Tunnel Master. Mobility is, of course, their biggest weakness, with most moving only 4″. Magmadroths help (16″), but Fyreslayers units remain pretty close for all of that overlapping buff goodness. Greyfyrd gives 2 extra artefacts, and each hero an extra wound. Sean’s answer to the mobility issue is to make the foot heroes hard as nails and let them buff +heal the infantry (Prayer: heal and 4+ Rally from the Battlesmith) and mitigate incoming spell damage resulting in a solid anvil that hits back. Then he has the Magmadroths tooled for war, the Runefather fights twice (once per battle), and has a 3+ ward (again once per battle). Funny if you trigger both on the same combat phase, normally Turn 2 or 3, to remove a big threat – hits once, weathers the incoming damage on the ward, and then destroys his target. The Magmadroth reduces incoming damage by 1. This is a tanky build.

The Runesmiter is more of a glass cannon, designed to charge, use Stomp as its monstorous rampage for extra damage, and can fight on its top row with a prayer (Wrath) The Berzerkers are nasty in combination with the Flamekeeper, especially the Poleaxe equipped unit. 2 Mortal Wounds on every 6, and they can be made to fight on death or give an extra attack. It’s a nasty combination to watch for. Really, you want to stay away and make them come to you to try to split up the heroes and the units. You really don’t want them to get into and hold the centre or a key objective because they’ll be very hard to move. With the Magmadroths to pin your screens and that hard centre, it can take serious work or magic/shooting to deal with a list like this. And your archers are likely to have to deal with MW from Zhaggron.

The second round draw is interesting, 2 very slow armies, one with range and the other with Cavalry – in the end, a high scoring draw, it makes me wonder how much fighting there was. The loss was to the winner, and we’ve covered that. That list has multiple units that would take down the elements in this list (Fulminators, Drakes).

Final Tournament Placings

Daughters of Khaine – 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.

Daughters of Khaine

Region Comparison – Popularity

Daughters of Khaine saw their highest popularity in UK & Ireland with 6.7% of players choosing the faction for tournament play, while over the Atlantic the uptake was only 5.0% in North America.

Region Comparison – Win Rates

Oceania led the win rates with 57.8%. While players in Europe could only manage 47.3%.

North America, UK & Ireland and Europe saw the Daughters claim 5-0’s in all those regions. While in Scandanavia and Oceania they managed 4-1’s

Subfaction Analysis

SubfactionPlayersWin Rate
Khailebron5355.26%
Hagg Nar4955.25%
Zainthar Kai10254.60%
Draichi Ganeth1352.31%
Kraith240.00%
None/Unknown1740.59%
Faction Total23853.59%

Although the Daughters of Khaine in general fall below the 55% upper bracket, both Khailebron and Hagg Nar breach that with 55.26% and 55.25% respectively.

Top 10 Daughters if Khaine 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 Daughters of Khaine results only.

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Top Three AoS Lists for 5 Alarm GT

This is the Top Three AoS Lists for the 5 Alarm Grand Tournament that took place in Canada on 12th and 13th November. It involved 22 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

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

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

Core Battalions
*Battle Regiment
**Bounty Hunters

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

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

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

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

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

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

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

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

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

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

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

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

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

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

TOTAL POINTS: 2000/2000

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

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

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

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

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

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

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

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

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

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

Endless Spells & Invocations
Purple Sun of Shyish (90)

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Artefact

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

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

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

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

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

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

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

BEHEMOTH
1 x Chimera (200)*

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

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

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (2000/2000)

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

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

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

Final Tournament Placings

Top Three AoS Lists for TCC: Age of Sigmar 2 Day Event

This is the Top Three AoS Lists for the TCC: Age of Sigmar 2 Day Event that took place in Australia on 12th and 13th November. It involved 24 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Maggotkin of Nurgle
Army Subfaction: Drowned Men
– Grand strategy: Blessed Desecration

LEADER
1 x Lord of Afflictions (230)*
General
– Command Traits: Overpowering Stench
– Dolorous Tocsin
– Artefacts: The Splithorn Helm
1 x Be’lakor (360)*

BATTLELINE
2 x Pusgoyle Blightlords (250)*
Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
4 x Pusgoyle Blightlords (500)*
10 x Plaguebearers (150)*

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: (1995/2000)

Danny: Maggotkin are still good after the flies went up a few points, who’d a thunk it! We got drowned men here for the pre-game move with 10 flies, and a cheeky Be’Lakor to stop your main thing from doing whatever it does that MIGHT kill some flies for a turn (or two if they give away/lose the double).

Oppressive pinning list and attrition through disease points is the name of the game here. Be’Lakor is a cheeky inclusion but makes plenty of sense, given it’s a nightmare to claw back points from fly spam – and let’s be honest, it’s still fly spam – after a turn of your biggest piece sitting on their arse.

We’ll see how it goes – initial feelings are Drowned Men, not the price of flies, is the real problem. But in the meantime, gratz to Thomas for rolling with the punches and taking down some tough armies along the way.

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Allegiance: Sylvaneth
– Glade: Heartwood
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs:

LEADERS
Alarielle the Everqueen (840)*
Spirit of Durthu (370)*
General
– Command Trait: Gnarled Warrior
– Artefact: Greenwood Gladius

UNITS
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*
6 x Spiterider Lancers (420)*
Reinforced x 1
Spiteswarm Hive (40)
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 90
Drops: 1

Ethan:One of the real pillars of Sylvaneth currently is Alarielle + good stuff and this list fits it to a Tree (Sorry). Alarielle is a large, fast and durable beatstick that comes back after you deal with her the first time. Her durability is well supported by Durthu as a backup, teleporting spiteswarm recipient, using his warscroll teleport and the additional +3′ to charges to gain consistency on this hammer. Combined with gnarled warrior, durthu becomes quite durable making the 90 wounds of the list slightly misleading. Throw in 15-20 summoned wounds from alarielle and you’ve got quite the beefy core with which to gain board control and threaten across objectives.

Tree revs fill out the middle to complete battle tactics well but the more interesting unit here is the Spiterider Lancers. At 1 damage some people question their staying power after Bounty Hunters rotates but Mitch must think they don’t need the help, taking them in a battle regiment – absolutely key with this kind of list – controlling game flow is invaluable without durable anvils or notable shooting. The Spiteriders always strike first on the charge, allowing for some flexibility with Strike and Fade and giving the Matt a chance to make an educated call about whether he needs to make like a tree (Sorry, Sorry) before a reprisal happens or whether he can use his successive activations to clear an area and hold it safely.

I can see this list being quite swingy in some matchups, Alarielle is notoriously weak to MWs and shooting, but Matt has obviously piloted it well to a 4-1, only losing in the final game to a Maggotkin list. Perhaps Alarielle’s reputation of being pillowfisted coming to the fore against the extremely durable Nurgle units, though he has taken out great competition along the way with Snakes, Ogors, Rats and Bravery bombs under his belt. Well done Matt!

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Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs:

Leaders
Bloodwrack Medusa (130)**
Artefact: Shadow Stone
– Lore of Shadows: Mindrazor
Slaughter Queen on Cauldron of Blood (315)**
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
– Prayer: Sacrament of Blood
Hag Queen (110)**
Prayer: Blessing of Khaine
Anointed on Frostheart Phoenix (315)**
Allies

Battleline
10 x Blood Stalkers (360)
Reinforced x 1
15 x Blood Sisters (420)*
Reinforced x 2
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives

Units
5 x Khinerai Heartrenders (95)**
5 x Khinerai Heartrenders (95)**

Endless Spells & Invocations
Heart of Fury (45)

Core Battalions
*Bounty Hunters
**Warlord

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 315 / 400
Wounds: 106
Drops: 9

Danny: If you don’t take Spinedog, you probably take…. double takes a Frostheart on Phoenix allied in!? That’s some interesting tech – it’s not inconsiderably killy but I think the idea behind it is a mobile platform for a 9″ aura of -1 to wound in melee, which will obviously go a long way to keeping a fragile army like DoK alive. Combine that with the 12″ Heart of Fury aura for -1 damage, and a Cauldron of Blood for +1 save within 18″ and Blessing on Khaine prayer on the Hag Queen for re-roll ward saves and, funnily enough, you just make the glassiest of cannons into something resembling a…porcelain cannon! Hell, maybe even a solid oak cannon.

The rest of the list is normal enough – a nice big 15 blob of Blood Sisters for putting out eye-watering mortals after they fight, and the obligatory 2x Khinerai for battle tactic scoring. But love to see the Frostheart tech for a really interesting alternative to the tankiness Morathi brings (to herself) – instead spreading it over a key unit or two.

On the way to 3rd. Liam lost only to the winner, and managed to beat out Fangs of Sotek, SCE and Slaves, who can all put some serious melee hurt, so the list clearly performed. Kudos!

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Allegiance: Kruleboyz
Warclan: Big Yellers
– Grand Strategy: Demonstration of Strength
– Triumphs:

Leaders
Breaka-Boss on Mirebrute Troggoth (180)
Mount Trait: Fast ‘Un
Killaboss on Great Gnashtoof (150)
General
– Command Trait: Supa Sneaky
Murknob with Belcha-banna (95)
Artefact: Mork’s Eye Pebble

Battleline
10 x Gutrippaz (160)**
10 x Hobgrot Slittaz (80)
10 x Gutrippaz (160)**
10 x Hobgrot Slittaz (80)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)
20 x Shootas (120)**

Core Battalions
*Bounty Hunters
**Expert Conquerors

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 156
Drops: 16

Kieron: So, with the new Battlescroll buffs and the existing staples for almost all Kruleboyz lists, we’d be expecting Joel to write a list to make the most of these, yeah…well, maybe not! With most Kruleboyz lists focusing on some degree of castle, Joel decided to go all Realmstone Cache with his Boltboyz and spray them all over the battlefield.

There’s some logic to this though as Big Yellers means the Boltboyz are battleline, making Demonstration of Strength a solid Grand Strategy choice as you need to kill 11 of the 13 battleline units to prevent it. Big Yellers also get to re-roll one of the hit rolls in the first battle round. Combined with the extra shot from the Boltboy Boss that’s 32 shots, re-rolling 8 of them.

The Mirebrute is probably thrown forward with Supa Sneaky and then opponent has to take first turn to kill it (though with Noisy Racket for -1 to wound, Best Day Ever for +1 to save and then All out Defense) that might not be as easy as you think OR give the turn away and have the Breakaboss rampage through your lines.

All in all, a really interesting take on Kruleboyz that Joel clearly played extremely well in some very tricky matchups.

Final Tournament Placings

Top Three AoS Lists for US Open: Kansas City

This is the Top Three AoS Lists for the Kansas City Open that took place in USA on 29tg and 30th October. It involved 79 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Mortal Realm: Ghur
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
The Shadow Queen (340)*
Morathi-Khaine (340)*
Bloodwrack Medusa (130)*
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
– Universal Spell Lore: Flaming Weapon

Battleline
15 x Blood Stalkers (540)*
Reinforced x 2
10 x Blood Sisters (280)*
Reinforced x 1
10 x Witch Aelves (115)*
Sacrificial Knives and Blade Bucklers

Units
5 x Khinerai Heartrenders (95)*
5 x Khinerai Heartrenders (95)*

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 94
Drops: 1

Danny: Gavin Grigar is not an uncommon name to see in these parts, but it’s especially nice to see it followed by a complete lack of Spinedog (RIP)

Turns out two big monsters with a timed-invincibility was quite appealing? Anyway – this list reverts to type, Morathi and the bow sneks, 10 stabbers, and 2×5 Khinerai. In case you’re not familiar with the flygirls – they’re perfectly good for 95 pts as a harassment unit, but their true value comes in unlocking a DoK specific battle-tactic, to drop two of them down and use their ‘fire and move’ ability – so, essentially an auto-score.

The beauty of them in this season is that they’re then perfectly positioned to score Barge Through in the following turn unless the opponent dedicates resources to dealing with them, which would usually pull them out of position in so doing. And if they don’t…they’re probably nicely set up for objective stealing and Desecrate too. It’s a really strong little scoring combo for 190 pts and a lot to deal with while you have slithery hammers coming atcha in the meantime.

GavGar took down not one but two tough mirror matches (including Thomas, below), not one but two SoB and a cheeky Legion list on his way to 5-0 – congrats, and good to see ‘pure’ DoK representing again.

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Army Faction: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration
– Triumph: Bloodthirsty

LEADERS
Lord of Afflictions (210)*
General
– Command Traits: Overpowering Stench
– Dolorous Tocsin
– Artefacts of Power: The Splithorn Helm
Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Pusgoyle Blightlords (440)*
– 2 x Dolorous Tocsin
Pusgoyle Blightlords (440)*
– 2 x Dolorous Tocsin
Pusgoyle Blightlords (220)*
Dolorous Tocsin
Pusgoyle Blightlords (220)*
Dolorous Tocsin
Ungors (65)*
Brayhorn
– Banner Bearer
– Ungor Blade and Half-shield

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1995/2000

Peter: Rather than us explaining how Nurgle Flies and a Spinedog work for the umpteenth time. Emma Mangels has kindly agree to share her experiences of the tournament instead. Thank you Emma!

Emma Mangels: Since the battlescroll update did not drop in time for the open I figured I would combine the 2 worst things in the game into 1 list. I am very happy they increased the points, but they unfortunately did not address any of the issues with the flies or krondspine in the recent battlescroll. The toughest game I had was round 2, a fly mirror with Be’lakor. I’ve played 2 mirrors before at ACO, so I’ve already had some reps in mirrors. I knew it was going to be a dice game, and that my chance of making a run for 1st was already gone due to the mirror match (the mirror is low scoring). I used my pregame move to set up for the strongest counterplay, which included pregame moving 4 flies wholly within 6 of a garrisonable terrain piece and using 2×2 flies on other side to lure my opponent in. Yes, that is right, I garrisoned a unit of 4 flies. I gave up some points in the first 2 turns, but it was about securing every advantage I could since his list had the early edge of 1 more fly and the Be’lakor to shut down my Krondspine. Had a wild moment where I sent my level 1 Krondspine into a single fly (was a 4 man unit) to kill or prevent it from rallying next turn. I did 0 damage, it did 5 damage back and I rolled a 5 killing the Krondspine. He then rolled 2 6s on his 3 dice rally and brought back 2 flies. In the end I was able to muscle out a win with a hard choice top of 5 of going for a battle tactic but opening the door to a VERY low but possible chance my opponent could pick up an extra point (idols) to go ahead OR to just drop the tactic and guarantee the win. I elected to secure the win by tying him up with Nurglings I had summoned to prevent Barge and running away with the last fly unit which was an idol to prevent him from taking the +1 point.

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Army Faction: Daughters of Khaine
Army Subfaction: Hagg Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Indomitable

LEADER
1 x Slaughter Queen (130)
Prayers: Sacrament of Blood
1 x Hag Queen on Cauldron of Blood (270)***
Artefacts: Arcane Tome
– Spells: Mindrazor
– Prayers: Covenant of the Iron Heart
1 x High Gladiatrix (90)***
Artefacts: Crown of Woe
1 x Melusai Ironscale (115)***
General
– Command Traits: Zealous Orator

BATTLELINE
10 x Sisters of Slaughter (135)*
Kruiplash and Bladed Buckler
10 x Sisters of Slaughter (135)*
Kruiplash and Bladed Buckler
30 x Witch Aelves (345)*
Hag
– 6 x Death Pennant Bearer
– 6 x Hornblower
– Sciansá and Bladed Buckler
10 x Blood Sisters (280)**
10 x Blood Sisters (280)**

BEHEMOTH
1 x Avatar of Khaine (155)

INVOCATION
1 x Heart of Fury (45)

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

TOTAL POINTS: (1980/2000)

Danny: ALSO dropping Spinedog – praise be! – is another familiar name. Thomas however has opted for the increasingly (albeit slowly) popular Norathi list variation, dropping the big shadow momma in favour of loads more bodies and overlapping synergies.

There’s a lot more going on than maybe meets the eye to this kind of list. It centers around the Cauldron of Blood with Hag Queen – an excellent utility piece that radiates a +1 save aura and is a ‘tanky’ (in DoK terms – 13 wounds!) platform for some key enhancements – and more importantly, casting Heart of Fury on a 2+ (+1 to prayers from…itself!).

Heart of Fury is utterly key here – reducing melee damage by 1 in an aura – to keeping the big blob (and more besides) of Witches alive. Combined with the 4+ rally, it really takes a lot to chew through them, especially as Thom has opted for bladed bucklers, putting them on a 5+ that also reflects a MW back with a 6+ save roll. While supported by the buffs of the Gladiatrix and the Avatar (including the one riding shotgun on the cauldron), that blob is also putting out 61 attacks at 2/2/-2/1.

The 2x 10 Sisters of Slaughter benefit from all the same buffs, but the reason you take them instead of Witches is their eligibility to fight within 6″ (and pile in the extra 3″) – allowing you some flexibility with activation.

Interesting, Thom has still included the Ironscale, despite not needing her to make sneks battleline to fill that requirement – she’s an odd duck and often known as a ‘snake tax’, but she does have a command ability to allow one of the 2×10 stab sneks to run and charge – combined with their 8″ move, the +1 to both from the Blood Rites in round 2 – thanks to the +1 to Rites from being Hagg Nar – that gives them some serious slitherin’ speed.

This is looking like the new overall ‘shape’ of a Norathi build, and it’s awesome to see just how viable it is. I would love to have seen the mirror with Gavin!

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Army Faction: Fyreslayers
Army Subfaction: Lofnir
– Grand Strategy: Masters of the Forge
– Triumphs: Inspired

LEADER
1 x Auric Runefather on Magmadroth (360)**
General
– Command Traits: Blood of the Berzerker
– Mount Traits: Coal-heart Ancient
1 x Auric Runemaster (125)**
Artefacts: Volatile Brazier
Prayers: Curse
1 x Battlesmith (150)**
Artefacts: Nulsidian Icon

BATTLELINE
1 x Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Flame-scale Youngblood
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*
Hornblower of Grimnir
– Karl
15 x Hearthguard Berzerkers (480)*
Karl
– Flamestrike Poleaxe
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)***
Hornblower of Grimnir
– Karl
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)***
Hornblower of Grimnir
– Karl

INVOCATION
1 x Molten Infernoth (40)

TERRAIN
1 x Magmic Battleforge (0)

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

TOTAL POINTS: (1985/2000)

Peter: As none of us have any real experience with Fyreslayers. Kevin Lathers has agreed to step in and fill in our knowledge gap. Kevin previously wrote a fantastic guide on Fyreslayers which you can read here.

Kevin: Vito’s list is definitely an abnormality in the grand world of Fyreslayer lists. Like any Fyreslayer list, this will play a little different dependent on opponent, it’s the nature of Fyreslayers. A Lofnir list which eschews the normal 3 or 4 magmadroths and only takes two: a Runeson and a Runefather. These are supported with a mix of Vulkite Berserkers and Hearthguard Berserkers.

It still relies on a couple key pieces few Fyreslayers leave home without: A Runemaster chanting the Molten Infernoth for the Grand Strategy; Masters of the Forge may be one of the best GS in the game; and a battlesmith providing its normal role of anti-magic aura and its once per game 5+ ward being extremely powerful into possible double turns.

In play, Vito has a few options at his disposal depending on the opponent and this list is going to be a tide that can wash over anyone underestimating the once per game buffs. Hearthguard Berserkers receive their 4+ ward off any hero, including both magmadroths.

Without a Runesmiter for forward drops, this list will rely on the built in speed of the Magmadroths as well as the Runemaster’s “Ember Storm” prayer to give the Hearthguard or Vulkites run + charge. Further, Vulkites have a built in +1 charge to help get them across the baord.

Vulkites can be both a hammer — having decent damage on the charge with certain runes like the Rune of Searing Heat or Awakened Steel — and a shield, where their fight on death means they turn into an extremely punishing blocker/screen for the Magmadroths. Some of the Vulkites are also in Expert Conquerors forcing opponents to deal with them where they can further act as a quagmire of pain.

Heathguard Berserkers hit very hard and, with Magmadroths being there to provide their ward aura, are freed from the shackles of a foot hero. They can also be given run and charge to keep up with the droths and provide an incredible hammer, netting 10 mortal wounds on average. Or they can be left to guard the backline providing a threat that few things want to deal with.

And all this is followed up with a Runefather which can not only buff the surrounding units with more attacks, but can fight twice once per game. The multitide of infantry shields means the Runefather can be positioned to make full use of the fight twice ability. If played right this ends up with the an incredible wombo combo: The Runefather goes in, pops his Lord of the Lodge ability, the Hearthguard Berserkers charge in getting more swings for 14-16 mortal wounds on average, and the Vulkites come in with a whopping four attacks each under the aura. Meanwhile the Runefather can fight twice into something beefy or important or even into multiple units. If applied at just right time this could feasibly table an opponent or at least remove all of their key pieces.

Final Tournament Placings

Top Three AoS Lists for the PNW Masters

This is the Top Three AoS Lists for the PNW Masters that took place in USA on 15th and 16th October . It involved 32 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Coalesced
Army Subfaction: Thunder Lizard
Grand Strategy: Continuous Expansion
Triumphs: Inspired

LEADER
1 x Lord Kroak (430)*
1 x Engine of the Gods (265)**
General
– Command Traits: Prime Warbeast
– Artefacts: Arcane Tome
– Mount Traits: Beastmaster
– Spells: Hand of Glory
– Prayers: Curse
– Bonding: Krondspine Incarnate of Ghur
1 x Saurus Astrolith Bearer (140)*
Artefacts: Fusil of Conflagration
1 x Skink Priest (90)*
Prayers: Heal

BATTLELINE
5 x Saurus Guard (115)**
Saurus Guard Alpha
– Stardrake Icon Bearer
– Wardrummer
10 x Skinks (75)**
Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
10 x Skinks (75)**
Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
1 x Krondspine Incarnate of Ghur (400)
1 x Bastiladon with Solar Engine (250)**

ENDLESS SPELL
1 x Purple Sun of Shyish (90)
1 x Horrorghast (40)

TERRAIN
1 x Realmshaper Engine (0)

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

Total Points: 1970/2000
Units: 9
Drops: 5

Patrick: When I saw that a Seraphon list took first place I didn’t necessarily need to see the list in order to know what it contained.

Thunder Lizard? Check.
Kroak? Check.
Engine of the Gods? Check

The only item that breaks away from the “color by numbers” approach to making Seraphon lists right now is the addition of the Incarnate, where a second Bastiladon would normally go. Let’s be fair, though, the inclusion of an Incarnate doesn’t exactly put Stark at a disadvantage, or really challenge the standard approach to Seraphon list building.

This is not a critique on Stark, however. There is still a level of requisite talent needed to drive a list into a top slot, since reacting to the pace of a battle with Tactic selections is vital. These Seraphon lists don’t reflect poorly on their players, but the Battletome itself. Current Seraphon are an excellent case study in internal balance, and there is clearly an issue with the book, since your options are ThunderKroak or losing.

Congratulations to Stark on their win, and I look forward to seeing an updated Tome to see how these top-tier players shake up their successful lists.

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Allegiance: Daughters of Khaine
– Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
The Shadow Queen (340)
Morathi-Khaine (340)
Hag Queen on Cauldron of Blood (270)
General
– Bonded to Krondspine
– Command Trait: Zealous Orator
– Crown of Woe
– Prayer: Sacrament of Blood

Battleline
15 x Blood Sisters (420)*
Reinforced x 2
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 81
Drops: 7

Danny: A last gasp of the ‘Morathi and the stab sneks with special guest, the Spinedog!’ list now that the Incarnate’s points were hiked by 80!

This list, as hinted at above, drops the more expensive bow snakes in favour of all out melee punch, going Zainthar-Kai to allow the 15 stabbers to fulfill the battleline requirement – on top of 2 cheap and cheerful Witch units – without paying the Melusai Ironscale Tax.

Of course, it allows that one big blob to fight on death, and given not much can do 30 wounds to a unit with a 6+++ and the +1 save aura from the Cauldron of Blood, the 4+ rally from ‘Zealous Orator’ is likely keeping them topped up well into the game, for some serious value and revenge kills. In the meantime, the Cauldron buffs the Witches with +1 to wound within 12″, putting them on 3x 3/3 natively, allowing for a good volume of attacks despite the lack of rend.

It’ll be interesting to see if the top players find ways to cut costs and retain the double whammy of two timed-invincible units from here on out – at 480, snek lovers will really feel the squeeze on bodies for board control.

Either way, congrats to Thomas and three cheers for the Spinedog nerf!

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Army Faction: Skaven
Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Thanquol (415)
2 x Warpfire Braziers
– 2 x Warpfire Projectors
Spells: Skitterleap
Warpgnaw Verminlord (275)
General
– Command Traits: Devious Adversary
– Artefacts of Power: Vial of Manticore Venom
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur
Warlock Engineer (105)**
Spells: Warp Lightning Shield

BATTLELINE
Clanrats (100)*
Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Clanrats (100)*
Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Clanrats (100)*
Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer

BEHEMOTH
Krondspine Incarnate of Ghur (400)

ARTILLERY
Warp Lightning Cannon (150)**
Warp Lightning Cannon (150)**
Warp Lightning Cannon (150)**

ENDLESS SPELLS & INVOCATIONS
1 x Lauchon the Soulseeker (30)

CORE BATTALIONS
*Expert Conquerors
**Grand Battery

TOTAL POINTS: 1975/2000

Declan: Third place and the Third Krondspine… I mean I’m not saying it was a mistake to release it to competitive play… but it doesn’t look like the best decision ever made. In Matthias’ defense he has chosen to use Skaventide with 30 Clanrats and 3 Warp Lightning Cannons. You need to get through the Krondspine quickly because those Warp Lightning Cannons do a lot of damage.

It’s a little weird if you’ve never played it before, but effectively you want to roll low on your first roll to get mortal wounds… roll a 1 first up and that is 6 mortal wounds. But – wait – Matthias also has an Engineer and they make things more interesting.

There are two things that may not immediately clear here. The first is that the D3 mortal wounds on a 1 isn’t too bad. Average of 2 1s; means 4 wounds; and a Lightning Cannon has 8 so you can afford to do this. The second (and more important) is that one Engineer can trigger more than one Cannon in a turn. If Matthais deployed all three together it’s one hell of a mortal wound output. All at 24″ range – wow! I’ve played them with Kragnos before and he didn’t get too far.

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Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable

LEADERS
Radukar the Beast (315)
Prince Vhordrai (455)
Spells: Amethystine Pinions, Invigorating Aura, Soulpike
Mannfred Von Carstein (380)*
Spells: Amethystine Pinions, Invigorating Aura, Overwhelming Dread
Necromancer (125)*
General
– Command Traits: Pack Alpha
– Artefacts of Power: Arcane Tome
– Spells: Decrepify, Fading Vigour, Invigorating Aura
Belladamma Volga (200)*
Spells: Amaranthine Orb, Invigorating Aura, Spirit Gale

BATTLELINE
Dire Wolves (135)*
Doom Wolf
Deadwalker Zombies (120)**
Deadwalker Zombies (120)**

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)
1 x Chronomantic Cogs (40)
1 x Ravenak’s Gnashing Jaws (60)

CORE BATTALIONS
*Warlord – Magnificent
**Expert Conquerors

TOTAL POINTS: 1990/2000

Brett: No Skeletons, no Ghouls and no Grave Guard, just Vampires and some strays that followed them in. Radukur and Belladamma are slow among the heroes (the Necromancer is very slow but no one expects him to move), with Prince Vhordrai and Mannfred mounted on dragons and both having spells to increase the mounts movement. A very high risk approach with very few units and limited board control. You are relying on your few, very mobile, but somewhat fragile units to remove threats. All good if they do but, if they fail to clear something there isn’t a lot else here to score or control the board.

A lot of Endless Spells as well giving rerolls, causing an extra model to flee combat and Ravenak’s MW bomb. It’s good to see something a little different and it must have been fun to face off against, who do you target?

Final Tournament Placings

Top Three AoS Lists for the London GT

This is the Top Three AoS Lists for the London GT that took place in the UK on 1st and 2nd October. It involved 76 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
The Shadow Queen (340)
Morathi-Khaine (340)
Hag Queen on Cauldron of Blood (270)
General
– Command Trait: Zealous Orator
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Shadows: Mindrazor
– Prayer: Sacrament of Blood

Battleline
15 x Blood Sisters (420)*
Reinforced x 2
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives

Behemoths
Krondspine Incarnate of Ghur (400)
– Allies

Core Battalions
*Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 81
Drops: 7

Danny: Darren Watson is a beast, unbeaten in 15 games and 3 GTs. He brought his DoK out for the HUGE London GT, opting for a relatively close to the chest but clearly brutally effective list centered around a double reinforced blob of stab sneks and the Spinedog.

The piece you don’t usually see at tournies these days is the Hag Queen on Cauldron. It’s a great piece full of utility – the Avatar riding shotgun is plenty killy and the Queen offers a prayer and separate ability to bump something up the Blood Rites table – meaning two units can go up 1, or you can double down on one unit…such as giving the 15 sneks +1 to hit and wound from BR 2. Better yet, it projects a +1 save aura and acts as the tankiest platform available to DoK for the Zealous Orator (4+ rally) trait. Arcane Tome obvs completes the combo, allowing something in the army to benefit from the Krondspine’s +1 – which makes getting Mindrazor – a completely devastating spell to get off (or not, as it’s CV 8) on stabbers – so getting it down to a 7 is potentially game changing.

It will be interesting to see if this list survives the rumoured incoming Spinedog nerfs. Either way, it’s a powerful archetype, clearly able to take down the sheer volume of bodies BoC can field (twice!) and the movement and MW output of Fangs of Sotek. A huge tournament to win for Darren and the snek-ladies.

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

Leaders
Be’Lakor, the Dark Master (360)*
Allies
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
– Dolorous Tocsin
– Incubatch

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

Units
3 x Nurglings (105)*

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 360 / 400
Wounds: 130
Drops: 1

Danny: Flies, and Be’lakor to probably shut down your one key piece with any hope of dealing with them. One of my club-mates faced Hadrien in the first round as KO, with predictable results – however he did say that Hadrien was frustratingly lovely and skilled as an opponent.

Flies were called out in the recent Metawatch article with good reason, and will clearly see nerfs soon – it will be interesting to see if they go as far as touching the Drowned Men pre-game move too. Either way, this exact list is probably not long for this world, with good reason – it’s completely oppressive and very, very few lists have any kind of answer to it.

Still, credit to Hadrien for 2nd at such a big event and for being a great competitor and a gentleman while he crushed dreams.

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

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

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

Units
10 x Grundstok Thunderers (270)*
2x Aetheric Fumigators
– 2x Decksweepers
– 2x Aethercannons
– 1x Grundstok Mortars
– Reinforced x 1

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

Endless Spells & Invocations
Rune of Petrification (40)

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 108
Drops: 5

Danny: KO have gone from zeroes to heroes after a steady trickle of FAQs and generic enhancement tweaks have meant they can play the ‘3rd edition’ game properly now.

With an extreme paucity of unit types to choose from, there’s only so much flex and variations on the theme of ‘FLYING GUNS’ KO can manage, but this one doubles down on the Ironclad – the biggest, most flying of guns possible. One is endowed with The Last Word, allowing for double unleash hell – which is generally a good way to avoid there being a combat phase at all – while the other has installed the Dealbreaker Ram, allowing for a roll of dice equal to the charge roll, with 4+ doing a mortal. An amusing contrast of tactical roles – one you don’t want to get busy with, the other wants to charge in to finish off a weakened unit with a clutch of mortals.

Beyond that, there’s one very interesting piece of tech in the list. Usually, the Spell in a Bottle (a free cast of an endless spell that can’t be unbound) is stuffed full of Purple Sun for the extra rend (which, given KO are a majority rend 1 army, they love) or the warp lightning vortex – yep, ‘Any endless spell can be chosen (all restrictions are ignored)’. But Stephen has opted for the LRL endless spell ‘Rune of Petrification’ which has a 6″ aura of mortals on a 4+ and -1/-1 from run and charge rolls – presumably a handy way to slow down threats and cause key charges to fail, so the double-Ironclads can go to work from a safe range.

With some big wins against tough opponents, Stephen rightly takes 3rd, further cementing KO as back in the gunning (I mean, running) for a spot in the A tier of armies.

Allegiance: Soulblight Gravelords
Lineage: Legion of Night
– Mortal Realm: Shyish
– Grand Strategy: Vampiric Conquerors
– Triumphs: Bloodthirsty

Leaders
Mannfred von Carstein, Mortarch of Night (380)*
Lore of the Deathmages: Decrepify
Necromancer (125)*
General
– Command Trait: Unbending Will
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deathmages: Fading Vigour
Vampire Lord (140)*
Lore of the Vampires: Amethystine Pinions

Battleline
30 x Deathrattle Skeletons (240)**
Reinforced x 2
10 x Dire Wolves (135)**
10 x Dire Wolves (135)**

Units
5 x Blood Knights (195)*
1 x Corpse Cart with Balefire Brazier (80)*
20 x Grave Guard (280)*
Great Wight Blades
– Reinforced x 1
20 x Grave Guard (280)*
Great Wight Blades
– Reinforced x 1

Core Battalions
*Battle Regiment
**Expert Conquerors

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 153
Drops: 4

Danny: We’ve talked before about how Soullblight are enjoying a resurgence – and while they’re not quite cracked the podium recently, in London or otherwise, they’re creeping closer. James here was in winning position – losing only to the eventual winner, which set him down the table a fair way.

He’s opted for a nice balanced list of tech – the ever-popular Mannfred for utility and teleporting/move blocking shenanigans, with some cheap supporting heroes behind a big blob of skellies and two units of our favourite, undead fluffy friends, the Dire Wolves.

Skellies are often run MSU as cheap chaff who can pop back out of a gravesite – but the blob of 30, combined with their ability to bring back models that have died in the same phase on a 4+, before they attack – can make them truly resilient objective grabbers. Think you’ve killed 25? Well, on average 12 of them are coming back and now the unit counts for 51 on the objective again! No doubt this unit was supported with the corpse cart, projecting a -1 to wound aura, making them a bony nightmare to chew through.

Elsewhere of note is the DOUBLE Graveguard brick – 2 units of 20 – that would be putting out silly damage when supported by one or both the foot heroes.

Two big hammers, one giant anvil, some furry fast objective grabbers and screens – it’s a quality list and 10th feels like a harsh result when it came so close to winning the whole thing – big congrats to James!

Final Tournament Placings

Top Three AoS Lists for Northern Wastes GT

This is the Top Three AoS Lists for the Northern Wastes Grand Tournament that took place in Prince George, BC, Canada. It involved 28 players vying to be crowned champion in a 5 game tournament. A little bit of a blast from the past with lists that would be pretty familiar to anyone from 2nd Editions, leavened with a few new units.

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

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

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

The Top Three AoS Lists

Army Faction: Skaven
Grand Strategy: Defend What’s Ours
– Triumph: Indomitable

LEADERS
Grey Seer (125)**
Spells: Levitate
Grey Seer On Screaming Bell (325)**
General
– Command Traits: Master of Magic
– Artefacts of Power: Skavenbrew
– Spells: Death Frenzy
Grey Seer (125)**
Spells: Skitterleap
Deathmaster (165)****
Artefacts of Power: Gnawbomb
Warlock Bombardier (115)****
Artefacts of Power: The Brass Orb
– Spells: Warp Lightning Shield
Plague Priest (100)****
Prayers: Rabid-rabid!

BATTLELINE
Clanrats (100)***
Rusty Blade
Clanrats (100)***
Rusty Blade
Skryre Acolytes (150)****

OTHER
Warpfire Thrower (70)
Ratling Gun (65)
Ratling Gun (65)
Plague Monks (180)*
Pair of Foetid Blades
Plague Monks (180)*
Pair of Foetid Blades

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)
1 x Vermintide (60)

TERRAIN
1 x Gnawhole (0)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent
***Expert Conquerors
****Warlord
TOTAL POINTS: 1995/2000

Brett: A good spell/plague monk heavy list which we haven’t seen as much of recently with the majority of successful lists running Thanquol and/or Deceivers or Stormfiends. Solid reminder of the depth of this book because and the number of options. With 4 wizards and a priest this list has 7 casts and 8 denies (and a prayer). The Screaming Bell has an entire table of command abilities that buff the unit or adjacent units, do mortal wounds or just try to kill the unit. More importantly it adds at least 1 to cast until it hits bottom bracket (+2 at top bracket) and if damaged to half health (8) can summon a Verminlord. This is the unit that is most likely to cast Purple Sun and is pretty durable, with a 4+ save and 5+ ward it has an effective health of 27 against Rend -2.

Master of Magic for rerolls, Death Frenzy is it’s known spell (fight on death) and Skitterbrew (does D3 MW but grants 1 attack). Feasibly you could have Plague Monks with 4 attacks and fighting on death (with 4 attacks). 136 attacks (assuming 3 died to Skitterbrew), 22 of which on average will be -2 Rend. Other spells include Levitate (fly for a unit), Skittleap (teleport) and Warp Lightning Shield (negate the first 3 wounds in a phase, if a 4 wound is caused, take 3 MW). This is mostly so the Bombardier doesn’t blow himself up with the Doomrocket or empowered Warp Lighting. In the course of a game he definitely will blow up, that’s what he’s here for.

Rabid- Rabid adds another attack to a unit within 13″ (5 attacks for the Plague Monks? – with fight on death and the unit wiped after a charge that’s a potential 200 attacks)And that’s the heart of this list, 80 rats, some of which will have ratling guns or warpfire throwers hiding in them to surprise you. Even more fun the Deathmaster is probably hiding in one of the clanrats units as well. Run and charge, D3 mortals on 6s he’s a nasty little assassin. This list is all about the small attacks adding up, with some nasty mortal wounds and spells in there as well. It’s a lot for the general to keep up with but even more so for opponents.

Most of his opponents had things that were very good at removing threats, built around the common 2 or 3 hammer style of list. What is the hammer in this list? If you remove only one block of rats a turn they’ll outscore and overwhelm you pretty quickly.

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Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

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

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

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

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

Brett: A familiar take on Daughters of Khaine so far, remembering that they only have slightly more than 20 warscrolls to choose from. Morathi and Shadow Queen taking 1/3 the list and the remainder devoted to Blood Sisters/Stalkers. Khinerai Heartrenders for opportunistic objective/battle tactic sniping. Melusai Ironscale mostly for her run and charge command with no range restrictions, +1 attack for Melusai (Blood Sisters/Stalkers) if she kills a model, 5+ ward against spell damage, and Turns to crystal for MW if she is in combat range. Crown of Woe turns off Rally or Inspiring Presence within 9″ (15″ after she kills something). A General that wants to be close to the action. Cruelly Zelous Orator lets her return a model on a 4+ when using Rally.

Morathi is the only caster (3 spells, 2 denys) and knows the complete spell lore of course. Of course she can issue a command allowing a unit to shoot (or fight) in the hero phase. Effectively allowing a unit to Shoot or Fight twice, in this list that is going to be the Blood Stalkers most of the time. Shadow Queen is a blender of course and the 3 wounds a turn is always fun. The sub faction is Zainthar Kai for fight on death and the Blood girls are battleline (the General does the same thing). And that is the heart of the list, Blood Sisters to apply pressure and take objectives as well as screening and Blood Stalkers to remove most threats. Your best option is to outrange them otherwise you need to survive a withering Unleash Hell.

It’s a popular list because it works quite well if you can manage the fragility of the sisters in combat (you only want to enter combat/be shot on your terms). Daytond can do that well, demonstrated by beating the mirror match. He lost to first place which exposes a weakness with most elite lists (this is 33 models) – hordes.

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Army Faction: Sylvaneth
Army Subfaction: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Arch-Revenant (120)***
1 x Spirit of Durthu (370)***
Artefacts: Greenwood Gladius
1 x Warsong Revenant (305)***
General
– Command Traits: Spellsinger
– Artefacts: Arcane Tome
– Spells: Verdurous Harmony, Verdant Blessing

BATTLELINE
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
5 x Tree-Revenants (110)**
5 x Tree-Revenants (110)**

ENDLESS SPELL
1 x Spiteswarm Hive (40)

OTHER
6 x Spiterider Lancers (420)*

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

TOTAL POINTS: (1935/2000)

Brett: A riff on another favourite, including the new Spiterider Lancers with a cast of more familiar players. Starting out in Heartwood as their grove allowing the general to pick 3 enemy units for a +1 to hit against them. Everything except the endless spell has Heartwood as a keywood and benefits from that. It’s really good on the Kurnoth Hunters getting them to a 3+ to hit (and 2+ with all out attack). With only 13 shots and rend 1 maximising hits is crucial to making them effective. Near the Arch Revenant they are wounding on 2+ to. Durthu is benefitting to and so are the Spiteriders. That includes Durthu’s additional attacks (Greenwood Gladius). The Warsong has all of the magic, 2 casts/denies naturally and a 3rd with Arcane Tome.

The Warsong is able to cast Verdurous Harmony to heal a Tree Revenant unit, Verdant Blessing to Summon a Wyldwood and Unleash Swarm of Sprites through the Wyldwood (like Spell Portal). The last pumps out a lot of mortal wounds. Spiteswarm Lancers for pinning and mobile damage, they strike first and heal making it a little bit tougher. Tree Revenants for opportunist attacks, teleporting and fire and fade. The last are among the most effective scoring units at the moment. Solid, durable and mobile it’s a great list to take to a tournament and rewards a good general. Going 4/1 this time and loosing to 2nd place is still a strong showing (and shows how good Blood Stalkers can be).

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Allegiance: Gloomspite Gitz
Option: Gloomspite Gitz
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Loonboss on Giant Cave Squig (110)*
General
– Moonclan Stabba
– Command Trait: The Clammy Hand
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Moonclans: Squig Lure
Fungoid Cave-Shaman (95)*
Lore of the Moonclans: Itchy Nuisance
Skragrott, The Loonking (230)*
Lore of the Moonclans: The Hand of Gork

Battleline
20 x Stabbas (150)*
Pokin Spears & Moon Shields
– 3x Barbed Nets
– 1x Badmoon Icon Bearers
24 x Squig Herd (320)**
Reinforced x 1
24 x Squig Herd (320)**
Reinforced x 1

Units
6 x Sneaky Snufflers (75)*
6 x Rockgut Troggoths (290)*
Reinforced x 1
10 x Boingrot Bounderz (210)**
Reinforced x 1

Endless Spells & Invocations
Mork’s Mighty Mushroom (40)
Scuttletide (70)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 188
Drops: 4

Brett: For our extra list this week keeping with the small folk we have Gitz. A mixed force of Squigs for mobile threats and Troggoths to ensure you are disappointed when they whiff against very possible odds. You go Gitz because they have the best warscrolls in the game. Efficient, no, but who else is empowered by eating mushrooms, gets extra movement because they bounce or has a small foot wizard that must be surrounded by enemies to do any real damage with his spell (Spore Maws). 180 points of Endless Spells to make them that more vicious, Purple Sun, Mork’s Might Mushroom (MW on a 5+ within 8″) and Scuttletide (more mortals).

With Arcane Tome 4 casts/unbinds, Squig Lure (run and charge for 3 units on a 5), Itchy Nuisance (fights last) and Hand of Gork (teleport a unit that is within 24″ – very generous). Skragrott and the Cave Shaman can generate extra command points every turn. This is a very slow list apart from the Boingrots and Loonboss (but he’s your general so probably not up front). It isn’t very durable but it does have the ability to put out a few mortal wounds and has, in some units like Squig Herds, a surprising number of rend 1 attacks. To shut it down you need to get to Skragrott and to get to him you need to get through a lot of bodies, including the Troggoths who can hit very hard. Gitz suffer from very poor saves and low moral so 3/2 is really fantastic.

That included Thunder Lizard (Seraphon) and Kharadron Overlord armies that are both doing really well right now. The Kruleboyz are with Gitz at the bottom of the tier list, it would have been a really interesting match up between Kruleboyz shooting and Gitz tricks.

Final Tournament Placings

Top Three AoS Lists for Nova Open 2022

And we’re back! Sorry about the long hiatus. I’ve been on holiday for the last two weeks which has meant a lull in the posts. We’ll be trying to catch up on what we missed over the next couple of weeks, so on many days you can probably expect two top three articles per day!

This is the Top Three AoS Lists for the Nova Open 2022 that took place in the USA on 2nd, 3rd and 4th September. It involved 135 players vying to be crowned champion in a 5/8 game tournament. After the first 5 rounds the top 8 contested an additional 3 rounds in a seeded event to determine overall winner. There was a separate “renaissance winner” for the winner, including modelling scores, from the first 5 rounds. Separately those outside the Top 8 had the option of playing a 3 round RTT on the last day. Nova attracts a lot of the top ranked players in the US (and overall) and it’s an important place to get a feel for what is working at least for the best players.

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: Tzeentch
Change Coven: Hosts Duplicitous
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Lord of Change (400)*
General
– Bound To The Incarnate
– Command Trait: Will of the Phantom Lord
– Artefact: Brand of the Spirit Daemon
– Lore of Change: Treason of Tzeentch
Kairos Fateweaver (435)
Lore of Change: Bolt of Tzeentch
Changecaster, Herald of Tzeentch (140)*
Lore of Change: Tzeentch’s Firestorm

Battleline
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Kairic Acolytes (120)*
10x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives
10 x Tzaangors (175)*
4x Savage Greatblade
– 6x Savage Blade & Arcanite Shield

Behemoths
(Spinedog) Krondspine Incarnate of Ghur (400)*
Allies

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

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 73
Drops: 2

Brett: I caught up with his last of Kaleb’s games on a Season of War stream, he handled it masterfully and defeated his brother handily. The Incarnate provides some real impact in the early rounds allowing this list to avoid committing the Lords of Change too early (which he did against his brother) and maintain his screens for a while longer. No Horrors here to take advantage of the 5+ return 10 models once they are defeated. However the Will of the Phantom Lord command trait granting reroll casting and unbind’s within 9″. Backed up on the Lord of Change by a +1 to save (Brand of the Spirit Demon). That takes up the mandatory choices as well.

Between them there are 8 casts in the list, Kairos knows the spells of the other casters as well as his own and has 3 of them. That’s on top of his fate (dice) changing and automatic dispel (Purple Sun isn’t really an issue for Tzeetch). The Mortals are bringing their own, at least until some one hits them and drops a model or 2. The Lord of Change has a command ability to grant +1 to casting to a model within 18″ (often Kairos). The endless spells are 20% of the list but critical as well. The Purple Sun is included as much for the chance to eat something – Kairos can guarantee that will happen at least once per game. Umbral Spell Portal for that extra range and Gnashing Jaws – great into slow moving units (particularly punishing for infantry with a move < 6″).

The battleline aren’t combat power houses, although they can sting if you let them. Between the Tzaangors mortal wound on a 4+ for every wizard within 9″ (5 in the list alone), to the ability to add rend to their ranged attack both Tzaangors and Acolytes are very good at chip damage. The Greatblades on the Tzaangors can do more than chip. This list is mostly going to screen using the battleline and Incarnate to discourage charges while hitting you with mortal wounds from spells. Bolt of Tzeetch (D6 MW), Treason of Tzeetch (roll a die/model in a unit and 6s do MW) to Tzeentch’s Firestorm (9 dice, 6s do D3 MW). Ideally you want to deploy and let the screens take the damage, chipping away until it’s time for the coup de grace with the big chickens cleaning up.

Destiny Dice and summoning using Fate Points go a long way in helping Tzeentch (new screens from Turn 2?). They introduce an interesting game, you gain Fate Points if you don’t unbind your opponents spells. do you wan them to have the spell or do you what to deny it? All of this is at 18″ though so you can see how important Spell Portal is into longer ranged opponents. Once within that range there are spells and ranged attacks galore. The list is crafted to fit within a Battle Regiment to control the initial turn order with a general preference to go second. The list has all of the tools but is fragile as well in the right circumstances, it takes a lot of skill to take it to 8/0.

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Army Faction: Orruk Warclans
Army Type: Ironjawz
– Army Subfaction: Bloodtoofs
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leader
1 x Orruk Warchanter (115)
1 x Fungoid Cave-Shaman (95)
1 x Megaboss on Maw-krusha (480)**
General
– Command Traits: Mega Bossy
– Boss Choppa and Rip-toof Fist
– Artefacts: Armour of Gork
– Mount Traits: Fast ’Un
1 x Orruk Megaboss (140)**
– Artefacts: Destroyer
1 x Orruk Warchanter (115)**

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

Core Battalions
*Bounty Hunters
**Warlord

TOTAL POINTS: (1965/2000)

Brett: A list showing there’s still life in Ironjawz yet, it’s not all Big Waagh. Kaleb’s brother, as I mentioned you can see the pair of them play. Single Mawcrusha with as many pigs (Gore Gruntas) as possible. Nick has swapped the Weirdnob Shaman for a Fungoid Cave-Shaman, costs 5 points for a chance to get an extra command point (on a 4+) and an extra spell in one round. The extra command points make it a great 5 point upgrade. Megaboss on Mawcrusha is the General, with Armour of Gork and bearing the Boss Choppa and Rip Tooth fist, for a 6+ ward and 3+ save. The Mawcrusha is still using Fast ‘un to maintain mobility. 2 Warchanters and a foot Megaboss complete HQs.

The foot Megaboss has Destroyer, he’s more than capable of being teleported to deal with an MSU on an objective or holding the rear and can issue Mighty Destroyers. Most of the Gore-Grunta’s are in Bounty Hunters, the advantage is blunted a bit by how many people don’t have Galletian Veteran’s in their lists at the moment. 2 big and 2 small units of pigs (possible when you don’t go double Mawcrusha) is a really good choice. You have the option of throwing the big units down range (with or without the Mawcrusha) or holding them and screening them with the smaller units. The Mawcrusha has a defensive build while maintaining speed (36″ move is possible with Fast ‘un). Nick only dropped the last game all weekend (7/1) , a fantastic result for Ironjawz.

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Allegiance: Seraphon
Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Lord Kroak (430)*
Saurus Astrolith Bearer (140)*
– Artefact: Fusil of Conflaguration
Skink Priest (90)*
– Universal Prayer Scripture: Heal
Engine of the Gods (265)***
– General
– Command Trait: Prime Warbeast
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Beastmaster
– Spell: Hand of Glory
– Universal Prayer Scripture: Curse

Battleline
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
20 x Skinks (150)**
– Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 1
5 x Saurus Guard (115)*

Behemoths
Bastiladon with Solar Engine (250)***
Bastiladon with Ark of Sotek (165)***
Bastiladon with Ark of Sotek (165)***

Endless Spells & Invocations
Chronomantic Cogs (40)
Horrorghast (40)

Core Battalions
*Warlord
**Expert Conquerors
***Linebreaker

Additional Enhancements
Artefact

Total: 2000 / 2000

Brett: Gavin is currently the top ITC ranked player in the world so definitely a list worth paying attention to. Skinks as battleline with Bastiladons as the workhorses and Lord Kroak at the centre. Thunder Lizard for the 2 wounds on the big boys. Still a magic based list (with just 2 wizards and 2 priests) but Kroak with 4 casts, and a +2 dominates. He can shutdown endless spells anywhere on the board and use a Skink Wizard to cast through and extend the range of his mortal wound spell. He also knows the full Lore of Celestial Dominance and can very reliably provides Command Points throughout the battle. The Astrolith Bearer provides a 6+ ward wholly within 12″ and a +1 to cast (useful for the Engine of the Gods).

The Skink Priest is bringing a potential run and charge, +1 to save and + 1 to hit rolls and a Heal. Engine of the Gods for summoning, battleshock play and melee combat supporting the Skinks and backing the Bastilidons. Opting for the larger Skink unit gives them a lot more play, they have an extra attack and absorb buffs well. They don’t become as threatening as Fangs of Sotek but they are likely to do at least chip damage to even a 3+ save. With Horrorghast available that’s potentially very damaging. Skinks can also be summoned or teleported and as GVs they excel in grabbing uncovered objectives. All of the Skinks are Eternal Conquerors, making them much harder to clear away from objectives (you need to kill them all). The Skinks can achieve 2 or 3 battle tactics almost independently of the rest of the army or enemy.

The list has a lot of flexibility, strong melee punch of the Bastildons and Stegadon (Curse + free all out attack on a Ark of Sotek?) backed by artillery (Solar Engine) and magic. The bigger unit tends to need to castle to ensure short range buffs provide coverage. This isn’t an alpha strike army, it’s going to build up damage in the first few turns and hopefully force some moral issues. Once units are weakened the Bastildons, that are very hard to bracket initially, can go in. Some weakness to MW shooting (who doesn’t) but the teleport, Solar Engine with buffs with run and charge for Skinks makes it possible to play around the shooting. Really great tournament result for a favourite army, just pipped at the post.

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Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Runelord (95)***
General
– Command Trait: Hawk-eyed
– Artefact: Arcane Tome
– Lore of Eagles: Strike of Eagles
– Universal Prayer Scripture: Heal
– Bound to Incarnate
Doralia ven Denst (115)
City Role: General’s Adjutant

Units
10 x Longbeards (105)**
Ancestral Weapons & Shields
– City Role: Honoured Retinue (Must be 5-20 models)
10 x Darkshards (115)**
20 x Irondrakes (340)** – Grudgehammer Torpedo
1 x Grundstok Gunhauler (155)***
Main Gun: Sky Cannon
6 x Skywardens (210)*
2 x Aethermatic Volley Guns
– 1 x Skyhooks
– 1 x Grapnel Launchers
2 x Dracothian Guard Fulminators (230)*
3 x Vanguard-Palladors (215)*
Boltstorm Pistols and Starstrike Javelins

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Vanguard

Total Points: 1980/2000

Brett: First of the armies from the regular rounds, Nick only dropped his second round match, otherwise scoring well throughout the tournament. Doing so with a less favoured battletome (Cities) that doesn’t even use the Storm Drake/SCE coalition is a fantastic effort. Instead he’s chosen to make it a KO heavy army (Tempest Eye’s coalition partner), light on HQs with a small SCE contingent. Slimming the HQ slot frees up space for units and in this case Krondspine without compromising too much. Also unusual with the lack of spells from the HQs, instead this is an anti magic cohort. The Runelord can dispell an endless and normal spell with a +2, Doralia can take aim at an endless spell. Doralia is a witch hunters with bonuses to hit and number of attacks if she doesn’t move, doing double damage to wizards (and Daemons).

The Runelord isn’t finished yet, he takes Arcane Tome to be bound to the incarnate, and cast Strike of Eagles (a very long range mortal wound spell). His artefact provides +1 to hit for ranged attacks (within 12″) and his warscroll provides with 6+ or an extra point of rend. All for 95 points. The coalition units are the Gunhauler and Skywardens, that’s a really cheap way to provide one of your ranged units with dedicated teleport. Skywardens can hitch a lift on any Skyvessel before it flies high to move themselves to a location 9″ from the enemy. The advantage with this method is you can drop the Gun hauler further back and land the within 6″ which may keep them safe or let them deploy more aggressively. Say put the Gunhauler in Shrapnel range (18″) and the Skywardens further back (24″ range).

The list goes on to have 2 more hammers, the Fulminators and Irondrakes. The Fulminators are well known, slightly fragile as a pair but it’s still 12 wounds at 3+ and they are still bringing 16 rend -2, 2 and 3 damage attacks on the charge (potentially 42 damage). With the Longbeards and Darkshards to screen the Irondrakes should have an extra attack and the Darkshards will be shooting earlier anyway making approaching them and charging either Longbeards or Darkshards costly. Palladors haven’t seen a lot of work lately, they are costly but they are extremely mobile and can potentially pick up exposed objectives or snipe out a character with their inbuilt teleport (Ride the Winds Aetheric). A more expensive prosecutor. All and all an innovative list with a high degree of complexity but plenty of tools.

Final Tournament Placings (Limited here to Top 32)

Top Three AoS Lists for the Sacramento GT

This is the Top Three AoS Lists for the Sacramento GT (Sacremento Slam) that took place in the USA on 27th and 28th July. It involved 12 players vying to be crowned champion in a 5 game tournament.

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

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

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Coalesced
– Subfaction: Thunder Lizard
– Grand Strategy: No Place for the Weak
– Triumph: Inspired

LEADERS
Engine of the Gods (265)*
General
– Command Traits: Prime Warbeast
– Artefacts of Power: Arcane Tome
– Spells: Hand of Glory
– Prayers: Curse
Skink Priest (90)*
Prayers: Heal
Doralia ven Denst (115)*
Slann Starmaster (265)**
Artefacts of Power: Itxi Grubs
– Spells: Stellar Tempest
Stegadon with Skink Chief (305)**
Skystreak Bow
– Artefacts of Power: Fusil of Conflagration
– Mount Traits: Beastmaster
Saurus Astrolith Bearer (140)**

BATTLELINE
Saurus Guard (115)*
Saurus Knights (110)***
Stardrake Icon Bearer
– Wardrummer
– Celestite Warspear and Powerful Jaws
Stegadon (270)***
Skystreak Bow

BEHEMOTH
Bastiladon with Solar Engine (250)

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Realmshaper Engine (0)

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

TOTAL POINTS: 1995/2000

Brett: All the big things Thunder Lizard list with minimum battleline. The Purple Sun to back up the Starmaster, this is more a combat list than casting after all. Just the 3 casts from the Starmaster, 1 from Arcane Tome and prayers from the Skink Priests (importantly they also have an unbind for Endless Spells). The Starmaster is casting at +1, +2 within 12″ of the Saurus Astrolith Bearer and most likely a +1 from the army. Doralia is along for her endless spell removal, the witch hunter is also very good at removing small casting heroes. A nice bonus with a lot of Nighthaunt lists around. 2 Stegadons, both crews are using the Skystreak Bow for a little 24″ shooting in addition to the Solar Engine (on Bastilidon). Great way to pressure all of the shorter range units.

3 Artefacts, from Warlord and Command Entourage. In series they create a wizard (Arcane Tome), heal and allow a recast (Itxi Grubs) and On top of the +1 to casting for coalesced the Battle Traits of Seraphon continue to be what makes the army so effective. -1 to incoming damage, an additional attacks for the Jaws, and summoning. 6 to 10 points are very easy to achieve each turn and give you the broadest range from Skinks, to Saurus (Guard or Knight) – screens and objective to a Salamander Hunting Pack for offense. Beastmaster on the Stegadon with Skink Chief in accordance with the Thunder Lizard mandatory requirements (+1 attack to the mounts weapon) is no penalty.

Overall Thunder Lizard continues to be successful because it’s a well rounded army with a lot of key abilities. Adding the Purple Sun (casting on a 5 most likely) just makes it that much more spicey and buffs all of the incoming attacks which is very useful to Seraphone (most of their attacks lack much rend). Since much of their damage is at range they avoid the issues with the Sun and can dispel it if it goes wild. John scored well through out and was the only undefeated entrant. Target priority would be hard to determine with this list and mortal wounds from ranged very useful to chip damage from it before closing. Most of his opponents were short on both shooting and mortals.

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Army Faction: Daughters of Khaine
Army Subfaction: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Bloodthirsty

LEADER
1 x Hag Queen (110)*
Prayers: Sacrament of Blood, Curse
1 x Slaughter Queen (130)*
Prayers: Catechism of Murder, Sacrament of Blood
1 x Melusai Ironscale (115)***
General
– Command Traits: Zealous Orator
1 x Bloodwrack Medusa (130)***
Artefacts: Shadow Stone
– Spells: Mindrazor
1 x High Gladiatrix (90)***

BATTLELINE
5 x Blood Stalkers (180)*
Krone
5 x Blood Stalkers (180)*
Krone
10 x Blood Sisters (280)**
Gorgai
20 x Sisters of Slaughter (270)**
Handmaiden
– 3 x Death Pennant Bearer
– 4 x Hornblower
– Kruiplash and Bladed Buckler
5 x Blood Sisters (140)**

BEHEMOTH
1 x Avatar of Khaine (155)*

ENDLESS SPELL
1 x Bloodwrack Viper (80)

INVOCATION
1 x Heart of Fury (45)

OTHER
5 x Khinerai Heartrenders (95)*
Shryke

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

TOTAL POINTS: (2000/2000)

Brett: Having the misfortune to run into John in round 3 ended David’s run then. With only the 10 x Blood Stalkers in 2 x 5 model units this list would struggle to tackle the Stegodons and Bastildons. That leaves their heroes which aren’t the best trading pieces outside of the High Gladiatrix. With 10 wounds on a 5+ save and a 6+ ward the 5 model units are very fragile. The same is true of the Blood Sisters, this list would be difficult to play unless you were prepared to lose one or more of those units a turn. Ranged is best because Zainthar Kai fight again on death.

2 Priests with 4 spells including Sacrement to advance the Blood Rights table, Curse (MW on a natural 6 to hit) and Catechism of Murder for exploding 6s. Only one wizard with a single cast, the Bloodwrack Viper might not be used a lot. Particularly with Mindrazor being so good. There heroes are mostly in place to buff the larger infantry units, advancing Blood Rites and improving damage dealing. The High Gladiatrix brings a interesting, if difficult to use, assassination ability.

Ultimately David was able to score well throughout, looking at the run through the tournament quite a few of the the lists were susceptible to the sort of pressure DoK are good at. It’s an interesting take on DoK with so many MSU blocks, it would be good to see more games with it.

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

LEADERS
Arkhan the Black (340)
General
– Spells: Protection of Nagash
Mortisan Soulmason (115)
Artefacts of Power: Godbone Armour
– Spells: Mortal Contract

BATTLELINE
Kavalos Deathriders (190)
Mortek Hekatos
– Necrophoros
– Nadirite Blade and Shield
Mortek Guard (280)**
Mortek Hekatos
– Nadirite Blade and Shield
– 2 x Necrophoros
Mortek Guard (280)**
Mortek Hekatos
– Nadirite Blade and Shield
– 2 x Necrophoros

OTHER
Morghast Harbingers (360)*
Spirit Halberd
Necropolis Stalkers (175)*
Necropolis Stalkers (175)*

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Bone-tithe Nexus (0)

CORE BATTALIONS
*Bounty Hunters
**Expert Conquerors

TOTAL POINTS: 1985/2000

Brett: The current meta is wide open and there have been a few sightings of Ossiarch Bonereapers but they are still far from common, 3rd is a strong effort going 3/5 losing to 1st and 2nd in the final 2 rounds. A pretty traditional Ossiarch list, with Arkhan the Black and a Soulmason as the only heros. The points are tied to the Battleline (Mortek Guard are beefy and dear) with a large unit of Harbingers in bounty hunters to punish the unwary. 5 spells base but Arkhan has additional spells as well as buffs to casting on a degrading profile from his staff. Arkhan is the natural choice for Purple Sun (casting on a 6 for him). He is also a solid combat hero but you don’t want to get him into combat too early due to his casting.

The Soulmason offers re-roll hit rolls of 1, he has an ability where at the end of the hero phase he could apply it to up to D3 models which is a good reason to have him. The points saved on heroes have gone to the combat units, 2 x 20 Mortek Guard (40 wounds) and the reinforced Harbingers (4). Harbingers are very dear, they have a great stat-line but are pretty expensive per wound. Deathriders (and the Harbingers) for some mobility. Again there are a few MSU in the list that are vulnerable to being pickup relatively easily. The idea behind the list is pretty simple, the Mortek Guard camp objectives and you try to bait your opponent into you. They have a 4+ save and 6+ ward but most units have a movement of 4″ to 6″. They are vulnerable to shooting (as happened here).

Scott did see off a few of the meta’s current stars in the first 3 rounds. This list does give you quite a few options and at least some units that can seek to go wide if needed.

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Army Faction: Hedonites of Slaanesh
Army Type: Invaders
– Subfaction: The Lurid Haze
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Sigvald (205)*
Keeper of Secrets (400)*
General
– Command Traits: Feverish Anticipation
– Sinistrous Hand
– Spells: Slothful Stupor
Synessa (260)**
General
– Spells: Born of Damnation
Soulfeaster Keepers of Secrets (385)**
Artefacts of Power: Oil of Exultation
– Spells: Progeny of Damnation
Infernal Enrapturess (130)**

BATTLELINE
Blissbarb Archers (140)*
Hellstriders with Hellscourges (135)*
Blissbarb Archers (140)**
Hellstriders with Hellscourges (135)**

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Fane of Slaanesh (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

Brett: Double Keeper of Secrets in a 2 drop list with Synessa (for her wonderful gaze) and a Purple Sun just to make your opponent’s life difficult. But wait there’s more – in a spell heavy meta let’s introduce a character that forces opposing Wizards within 24″ to reroll successful casts and cause them D3 mortal wounds every time they cast a double. I give you the Infernal Enrapturess. Like Tzeentch, Slaanesh armies usually have a reasonable number of casts, 5 this time, and an extra dispel from the Enrapturess. Invaders allow up to 3 generals in the army (for command point and command purposes), only 2 are listed for this army though.

Feverish Anticipation (re-roll run rolls within 12″) from the mandatory requirements for Lurid Haze. Healing spell (Progeny of Damnation), turn off command abilities (Slothful Stupor) and hero heals (Born of Damnation). Sigvald is as always a swingy combat hero, the number of attacks determined by his charge roll and +3 to charge. He normally picks up something important. Neither Keeper of Secrets is a combat powerhouse (but they aren’t weak either) at least compared to other Greater Demons. The Soulfeaster is a forgeworld variant that loses the potential for a ranged weapon and has an intriguing warscroll ability. You offer your opponent to allow a hero to accept temptation. If they refuse, they take D3 mortal wounds. If they accept then they have 1 more attack this round, at the start of the next combat phase they roll a dice, 4-6 they are slain.

The battleline units are both thin and slightly fragile (as are the heroes for the most part). That allows Depravity Points to accumulate quickly though, Slaanesh relies on speed an summoning to overwhelm you. Shutting it down against invaders is tough with multiple generals and in this case multiple Keepers of Secret to play around. And a Purple Sun just to make life harder (the -1 to saves is pretty strong).Special mention to Synessa’s Staff, D3 if you make a save, D6 if you fail, you are only safe on a 6. Always an interesting army to play, their speed means it’s hard to prevent scoring but their fragility means you can score well into them.

Final Tournament Placings