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This is the top three AoS lists for the Warhammer Open Newport that took place in the UK between the 14th and 16th of August 2026. It saw 58 players vying to be crowned champion in a 8-game tournament.
Before we jump into the Top Three AoS Lists, I want to invite 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.

Fyreslayers
Warrior Kinband
Points: 2000/2000 points
Drops: 4 drops
Battle Tactics: Siege of Ashes / Burning for Vengeance
Prayer Lore: Vulkyn Gifts (SoA)
Manifestation Lore: Magmic Invocations
Faction Terrain: Magmic Battleforge
General’s Regiment
Auric Runefather on Magmadroth (320)
• General
• Thickened Scales (20 pts)
9x SoA Vulkyn Flameseekers (160)
Regiment 1
Auric Runesmiter (90)
• Ash-cloud Rune
10x Auric Hearthguard (200)
• Reinforced
10x Hearthguard Berzerkers with Flamestrike Poleaxes (220)
• Reinforced
9x SoA Vulkyn Flameseekers (160)
Regiment 2
Auric Runesmiter (90)
10x Auric Hearthguard (200)
• Reinforced
10x Hearthguard Berzerkers with Flamestrike Poleaxes (220)
• Reinforced
9x SoA Vulkyn Flameseekers (160)
Regiment 3
Auric Runemaster (160)
• Ash-Beard
Kevin Lathers: Known Runefather and cool dude, Philip Springall, has managed notch quite an impressive 8-0 at this GW Open while playing against 8 different armies! Congratulations!
His list doesn’t use the usual SoA Runeson on Magmadroths and instead leans hard into infantry, including the newer SoA Flameseekers. This is supported by the subfaction ability encouraging charging infantry for the +1 to wound rolls.
The Runesmiter’s now-changed ability to take the entire regiment into deepstrike shines here because at the start of the game Philip can have the vast majority of his points in the tunnels leaving his opponent both little counter-deployment options and himself many possibilities on where to place these large regiments after the game has already begun.
The Runefather on Magmadroth exists as a support piece here, his thickened scales letting him tank more while he uses his rampage for save reduction on enemies and his once per game attack boost to buff nearby infantry units.
A Runemaster does its normal role of being a double-prayer priest and a battle trait buff piece: enhancing the runes can often alter the course of a battle, particularly for infantry where an additional boardwide +1 save (on the 5++ ward rune) or 1 rend (on the Crit(Mortal) rune) can make or break a fight.
The story here is the two large regiments in deepstrike though. Auric Hearthguard remain and incredibly swingy shooting hammer that often does 2 damage or 20 damage and you don’t know what you’ll get; their low range (12″) mitigated by being in deepstrike.
The Hearthguard Berserkers do their normal schtick of beating the hell out of anything they touch while the SoA Flameseekers have the ability to increase their movement by their fury level going a whopping 11″ of base movement, acting as a speedy threat in place of a magmadroth — plus they aren’t too bad on the attack and with the enhanced Crit(mortal) rune can reach 3 rend against monsters.
An important piece of this list is the ash-cloud rune on one of the Runesmiters. This allows for the entire regiment to be plopped down right in front of a murderers row of shooting units and be completely invulnerable to them. That sort of threat is ruinous to armies that rely on shooting for damage or support of their melee.
Thus the list is highly flexible through mobility and deepstrikes, hits very hard in both shooting and melee, tanks decently well with higher wound counts and potential 5+ wards, and gives the opponent no real ways to hide from it or get into it.
A big downside is that the list relies on synergy between pieces, including runes and priests, and knowing the perfect place to deepstrike the regiments. A single mistake on the deepstrike can leave the entire list falling apart without surrounding support and threats. Clearly Philip didn’t make any major errors for his part.

Disciples of Tzeentch
Mutants and Mad Things
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of Fate
Manifestation Lore – Manifestations of Tzeentch
Battle Tactics Cards: Burning for Vengeance and Flanking Firestorm
General’s Regiment
Lord of Change (390)
• General
• Fate Slicer
Blue Horrors and Brimstone Horrors (240)
• Reinforced
Chaos Spawn of Tzeentch (60)
Chaos Spawn of Tzeentch (60)
Fatemaster (150)
• Silver Summoner
Regiment 1
Fateskimmer, Herald of Tzeentch on Burning Chariot (140)
Burning Chariot of Tzeentch (140)
• Vision of Arcane Sacrifice
Scourge of Aqshy: Screamers of Tzeentch (110)
Scourge of Aqshy: Screamers of Tzeentch (110)
Regiment 2
Curseling, Eye of Tzeentch (170)
Kairic Acolytes (90)
Tzaangors (340)
• Reinforced
Faction Terrain
Argent Shard
Erich: Simon brought out the Mutants and Mad Things with this Tzeentch Daemon list. Central to the army is the Lord of Change that can recur Horrors, Screamers, and the odd Burning Chariot while providing -1 hit to protect those daemons. A Silver Summoner brings back heroes and the Kairics, with the latter able to use their Driven By Destiny to move surprisingly fast by mid game.
The pair of Spawn provide an opportunity to score Flanking Firestorm with relative ease while also holding up movement or swapping in to protect a key pieces. The real hammer in this list are Tzaangors, who can be buffed up via the Burning Sigil, Shield of Fate, and Screamers to become deadly attackers that disappear for one of the aforementioned spawn in between turns.
All these pieces taken together provide a resilient list that debuffs attacks, disappears from the board, and delivers damage at decisive points. Its speed and recursion also provide reliable scoring with mobile and disposable pieces for Flanking Firestorm and the ability to spread into Burning for Vengeance before converging with magic or a precision strike to remove an offending hero. Congratulations to Simon, the mental fortitude to take Tzeentch 5 rounds is impeessive and even more so with a complex movement and recursion based build.

Flesh-eater Courts
Royal Menagerie
General’s Handbook 2026-27
Drops: 2
Spell Lore – Lore of Madness
Prayer Lore – Rites of Delusion
Manifestation Lore – Manifested Insanity
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes
General’s Regiment
Ushoran, Mortarch of Delusion (450)
* General
Royal Terrorgheist (240)
Royal Terrorgheist (240)
Royal Terrorgheist (240)
Royal Zombie Dragon (260)
Regiment 1
Abhorrant Ghoul King on Royal Terrorgheist (430)
* Stronger in Madness
* Charnel Vestments
Royal Beastflayers (110)
* Defenders of Chivalry
Woehammer Peter: Phil has taken Royal Menagerie very literally. Ushoran is accompanied by three Terrorgheists, a Zombie Dragon and a Ghoul King riding yet another Terrorgheist, leaving the Royal Beastflayers as the only unit in the army that couldn’t resonably be described as a very large problem.
The key is that these monsters are more than a collection of individual hammers. Royal Menagerie rewards the non-Hero beasts for remaining close to the court’s heroes, each can use the Rampage on its own warscroll even if another friendly Monster has already used that same Rampage that turn. An unmodified charge of 9+ also gives those monsters Strike-First. With three Royal Terrorgheists and a Zombie Dragon, Phil create several disruptive combats at once rather than relying on one monster to do all the work.
The Terrorgheists are particularly unpleasant once they get into combat. Shriek of Terror rolls against every model in an enemy Infantry unit and can also leave that unit at -1 to hit if enough damage gets through, while Wicked Predator increases their Skeletal Talon attacks against units containing champions, mussicians and standard bearers. The Zombie Dragon gives a different kind of pressure. On Rotten Wings can redeploy it more than 9″ from the enemy, while its Soaring Terror Rampage lets it surge through enemy combat ranges after charging and carry mortal damage into another engagement.
The Ghoul King is where several of the list’s support layers meet. Stronger in Madness ignores the first damage allocated to him in each phase and switches off most weapon abilities used against him, making an already substantial mounted Hero awkward to remove. Charnel Vestments then makes him a Priest alongside being a Wizard, giving Phil access to Rites of Delusion when prayer support is more valuable than another spell. Charnel Conviction can supply a 5+ ward, while The Summerking’s Favour can increase a Hero’s melee damage or, with a strong enough chant, offer a second Fight.
There’s also a potentially brutal “go turn” hidden in the faction rules. The Ghoul King’s A Majestic Menagerie Delusion adds an attack to nearby Companion melee weapons, while Feeding Frenzy can once per battle add another attack to melee weapons, including Companions, around a Flesh-eater Courts Hero. Meanwhile Ushoran’s Shroudcage Fragment can inflict Strike-last on up to three enemy units if the rolls beat their Control. Put that together with Royal Menagerie’s potential Strike-first charges and Phil can exert serious control over who gets to swing, and when.
The solitary Beastflayers provide something the monsters don’t want to spend their time doing: screening, trading and completing positional jobs, with Defenders of Chivalry giving their melee weapons additional Rend when fury reaches 7.
The pressure is keeping this enormous royal procession coordinated. Royal Menagerie wants the non-Hero monsters wholly within 12″ of a Flesh-eater Courts Hero, so opponents who can stretch the army apart, screen the large bases or force awkward engagements can reduce the value of those overlapping abilities.
That’s easier written than done, though. Phil deserves the praise for taking his mobile petting zoo 3rd place from 58 players at the Newport Open.

Idoneth Deepkin
Isharann Council
Points: 2000/2000 points
Drops: 4 drops
Battle Tactics: Blazing Onslaught / Siege of Ashes
Spell Lore: Lore of the Deeps
Manifestation Lore: Krondspine Incarnate
Faction Terrain: Gloomtide Shipwreck
General’s Regiment
Eidolon of Mathlann, Aspect of the Sea (340)
• General
Akhelian Leviadon (450)
20x Namarti Reavers (220)
• Reinforced
• Ironshell Barnacles (20 pts)
20x Namarti Thralls (180)
• Reinforced
20x Namarti Thralls (180)
• Reinforced
Regiment 1
Eidolon of Mathlann, Aspect of the Storm (280)
• Hunter of Souls
• Armour of the Cythai
Isharann Soulrender (90)
Regiment 2
Isharann Tidecaster
Regiment 3
Akhelian King (140)
Stuart Angleton: It’s time to party! Namarti party specifically. I miss the old Mor’phann builds…and when it was called Mor’phann, but I digress. You don’t see many Namarti lists do particularly well. Between their t-shirt saves, generally lack luster damage, and the need to be babysat by buff pieces, there’s just so many more efficient options in the book. The advantage Namarti have is that they can receive a majority of the buffs the army offers as their main damage does not come from companion weapons. So you have a conundrum; Namarti are cool (the models have held up very well over the editions), but you need a ton of points tied up in buff pieces to make them viable. Well apparently the answer to this problem was just make sure most of your buff pieces damage dealers.
Double Eidolon gives you a two-caster with a native +1 to casting rolls and a -1 to save spell, and a 100mm base with an aura of +1 to wound and strike-last debuff against an enemy hero. Eidolon of the Storm is a great target for Eruption of Fury.
The Akhelian King, lost to the whirlways since the passing of the Age of Smash King, can put up some respectable scalpel damage when supported by the Storm’s aura. In return, he can give the storm extra rend on the charge. Between the King and the Sea-delon, that’s potentially an effective rend 4.
The turtle’s damage suffers a bit as this list does not run Akhelian Beastmasters (there’s actually three whole other formations in the book!!!), but he can still provide a ward save to the King.
Speaking of formations, Ishrann council is a smart pick here. As long as the Soulrender and Tidecaster stay near each other, the Soulrender always returns Namarti to all three blocks (range permitting), and the Tidecaster’s rituals go from a 3+ to a 2+. With the reduction of obscuring terrain, the meta is shifting toward more shooting in many areas. Being able to turn that off outside of twelve inches is a game changer.
Lastly, two big bricks of Thralls and one brick of Reavers. Unfortunately, the reinforced units have a hard time getting into the turtle ward bubble, but they are hardly the most tantalizing target at first glance. Into a large enough target, Thralls are dishing out 41 attacks on 3s to hit (base), 3s to wound (+1 from Storm), potentially rend 4 (1 base + Sea’s spell + King + anti-infantry/monster) 1 damage. That’s just one reinforced unit.
Reavers have a good, albeit short ranged, shooting profile. Range isn’t so much of an issue when the rest of your army wants to be up close.
All-in-all, great list, great performance, and super fun to dive into (as a Deepkin fan I am bound by law to make at least one water/fish related pun. There is no escaping the puns).









We’ve updated the method of calculating the Elo ratings into our Age of Sigmar stats, this includes an attempt to reflect both the tournament strength and the faction strength.
All of the results in this article are taken from Best Coast Pairings, , Ecksen, ChampionshipHub, Milarki, Mini Headquarters, Tabletop Herald and Longshanks. They include GT (Two day events) or GT+ (6 or more rounds) only.
For patrons, you’ll be able to download and play with the database as well (which includes all the lists and stats for all the factions).
As always, if you’re struggling to read a chart, you should be able to right click and then either view or download the image.

| Event | Players | 1st | 2nd | 3rd | WC |
|---|---|---|---|---|---|
| 2026 Midwest Madness | 22 | DoT | CoS | KBZ | |
| 2026 Vienna Summer Tabletop Major AoS Singles | 41 | KBZ | BoK | LRL | DoT |
| 4th Annual Thunderstrike GT! | 32 | SER | CoS | MoN | OM |
| Age of Ropecon GT 2026 | 31 | SYL | HoS | DoT | SCE |
| Age of Sigmar Grand Tournament – Warhammer Open Tacoma | 104 | HoS | DoK | DoT | |
| Age of the Beast – 2 Day AOS GT | 16 | SoB | SER | SYL | |
| AoS @ Call to Arms 2026 | 26 | HoH | MoN | SBGL | |
| AoS Grimnirs Revenge 2026 GT | 30 | SBGL | FYR | CoS | IJZ |
| AoS Summer Scourge Presented by Carolina Reavers | 33 | CoS | CoS | SBGL | HoS |
| Ashes of the Arena GT | 24 | NH | DoT | StD | |
| Bad Moon Brawl GT#1 | 13 | CoS | SBGL | IDK | |
| Battle of the Bay V | 21 | SYL | GG | SBGL | LRL |
| Beer Garden Bash | 22 | CoS | GG | SKA | |
| Bière & Marteau 2026 | 12 | KO | SoB | HoH | |
| Bison Brawl Broken Fences! | 50 | SCE | FEC | CoS | |
| Black Tower Wargaming Summer AOS Ironman Event | 10 | CoS | DoK | SoB | |
| Boise Cup AOS 2026! | 22 | HoS | StD | LRL | MoN |
| Death by North West GT | 19 | DoT | CoS | FYR | SER |
| Egide AOS 2000ps Nouveau Manuel | 14 | SoB | IJZ | HoH | |
| El Agravio del Enanao Gruñón | 12 | StD | NH | SoB | |
| Fall Frenzy @ Warpfire Minis: August 29th-30th | 31 | KBZ | SER | SBGL | |
| Feud on the Fens 2026 | 56 | SoB | SYL | DoT | NH |
| Fields of Slaughter GT 2 | 22 | IJZ | HoH | StD | |
| Fountain City Fight Club | 29 | FYR | CoS | SER | MoN |
| Gateway Open Age of Sigmar 2026 | 52 | FYR | KBZ | SYL | SoB |
| Geekfest -Summer Heat – Age of Sigmar | 10 | SoB | KBZ | HoH | |
| Göteborgsslaget 2, slaget om Hisingen | 40 | HoS | FYR | SKA | |
| GT Solo AoS Goublins Villers-Bocage | 42 | DoK | BoK | SBGL | |
| GT WarhaSquigs | 52 | DoK | BoK | NH | |
| HUXLEYS OPEN 2026 – AGE OF SIGMAR | 50 | HoS | SCE | SCE | |
| Ironweld: Age of Sigmar Grand Tournament | 53 | CoS | StD | KBZ | MoN |
| King in the North 2026 | 15 | SoB | GG | FYR | |
| KREFELD MAJOR AoS 2026 | 42 | DoK | SoB | SYL | LRL |
| La Classique d’été | 28 | SYL | KO | SYL | SKA |
| Limestone City Grand Tournament 2026 | 20 | IJZ | SoB | LRL | |
| Lone Star Open 2026 – Age of Sigmar Champs | 40 | GG | IDK | CoS | StD |
| Mannheimer Summer Clash | 40 | OBR | IJZ | DoK | |
| MAW Tribe Telarah Takedown 2026 | 35 | SCE | SYL | CoS | |
| Mercia Madness V | 18 | KBZ | SoB | HoS | MoN |
| Mighty Founding – July 2026 | 26 | MoN | BoK | HoS | IDK |
| Mile High Open 2026 | 33 | SoB | SYL | SER | |
| Mox AOS 2k Tournament – August 2026 | 16 | SYL | CoS | SBGL | |
| Nashcon Age of Sigmar GT 2026 | 112 | MoN | StD | LRL | |
| NctctAOS | 18 | SKA | HoS | GG | |
| NI GT | 52 | CoS | DoT | DoK | KO |
| Ogopogo Open AOS GT | 30 | HoS | SYL | DoT | |
| Old Town Throwdown Summer Stampede | 114 | SER | FEC | HoS | |
| Oslohammer #12 | 21 | KBZ | SKA | BoK | DoK |
| Ottawa Gaming Convention AOS Champs | 18 | CoS | SER | SoB | |
| Palm Springs Classic – Sigmar GT | 42 | SER | HoS | SKA | DoK |
| PHOGAPALOOZA | 24 | SoB | SCE | StD | |
| Realmgate Clash GT | 12 | OBR | SKA | BoK | |
| Realmgate Warriors: Grotmas in July GT | 13 | DOK | IJZ | SER | |
| Realms 10 | 12 | HoS | BoK | SER | SCE |
| Realms 11 | 12 | BoK | SER | StD | |
| Realmshift Series 2026 – Chapter 2 | 38 | CoS | DoT | StD | |
| Republic At War | 18 | FEC | GG | StD | |
| Rose City Rampage 4: To the Rextreme | 30 | GG | HoH | DoT | |
| Sagahammer 2026 | 15 | CoS | KO | CoS | |
| Siege of York IV | 22 | FYR | OM | DoK | SKA |
| simit smash Ⅱ | 8 | CoS | SCE | KBZ | |
| Southeastern Slaughter, Battles and BBQ | 11 | GG | StD | LRL | |
| Stirling AOS Muster -S.A.M | 20 | IJZ | IDK | DoT | |
| Summer Slaughter: Age of Sigmar Grand Tournament | 37 | CoS | SYL | CoS | |
| Southeastern Slaughter, Battles and BBQ | 11 | GG | StD | LRL | |
| Tales in the Wood XV | 49 | DoT | MoN | SBGL | |
| TEO Age of Sigmar – Showdown | 10 | DoK | SBGL | SoB | |
| The Salt City GT Age of Sigmar | 11 | DoK | HoS | SYL | |
| The Utah Cup 2026 – Age of Sigmar | 27 | HoS | MoN | BoK | |
| Threshold Invitational XIII | 19 | DoT | LRL | SYL | |
| Vantastic GT Year 3 | 9 | MoN | OM | SBGL | |
| Warzone Southern Fried Sigmar GT | 36 | SBGL | LRL | OM | IJZ |
SOURCES
Best Coast Pairings
Tabletop Herald
Milarki
Championshub.app
MiniHeadQuarters
Ecksen
Longshanks

There are a few changes this week, so I should probably explain myself first!
Firstly, we no longer have the traditional win-rate chart. This has been replaced by the new Faction Meta Dashboard.
The reason is to move away from treating win rates as the sacred word when it comes to balance. I’ve been saying for a while now that win rates only scrape the surface. They’re useful, but we need to dig deeper to understand how those figures are being produced.
With that in mind, the Dashboard now shows the number of players and games behind each faction’s win rate, which we’re now calling the Observed Win Rate. Next to that, you’ll see the percentage of GT runs which resulted in four or more wins across the first five rounds of events.
On either side of the Observed Win Rate are two columns marked Lower and Upper. These represent the 95% confidence interval around that result. In simple terms, they’re the range within which we think the faction’s underlying win rate is likely to sit. Factions with fewer recorded games will have a much wider range, while those with hundreds of games will give us more confidence.
You’ll also see a new Recent Form section. We’re comparing a faction’s most recent 200 games with its opening 200 games of the current Battlescroll. To avoid overlapping samples, we only make this comparison once a faction has recorded more than 400 games.
This gives us another way of looking at the meta. Rather than asking “How has this faction performed across the whole Battlescroll?”, we can ask “Is it still performing that way now?”
That’s already producing some interesting results, which we’ll come to later.
Last, we come to probably the most interesting part of the Dashboard, for me at least. The Skill-Adjusted Analysis attempts to separate faction performance from the skill and experience of the players using it.
Using WoElo, we can estimate how likely each player was to win each individual game based solely on the WoElo of themselves and their opponent. At this stage, we’re deliberately ignoring which factions either player brought.
Take Hedonites of Slaanesh as an example. Their players have an average WoElo of 480.9, and based on the individual match-ups those players encountered during this battlescroll, we would have expected them to win approximately 55% of their games even before looking at anything to do with Factions, Formations or lists.
Their Observed Win Rate was 58%. Once we account for that player-strength advantage, our current Skill-Adjusted Faction Win Rate estimate is 52%.
That doesn’t mean Hedonites really have a 52% win rate. The 58% is what actually happened. Instead, the adjusted figure is our attempt to answer a slightly different:
How much of that performance comes from the faction, rather than the players using it?
We’ve also introduced a dedicated Battle Formation Meta Table.
This works in the same way as the Faction Dashboard, showing the number of players and games recorded for each formation, its usage within the faction, 4+ win finishes, Observed Win Rate and the 95% confidence interval around that result.
We then apply the same player-skill analysis to produce a Skill-Adjusted Formation Win Rate.
I think this is important because a faction sitting comfortably at 50% doesn’t mean every way of building that army is balanced. One formation might be outperforming while another struggles, with the two averaging out into what could be seen as a healthy faction result.
We’ve retained our two player population charts, showing the number and percentage of players within each WoElo bracket. These provide some useful context for the Dashboard by showing just how differently the player populations of each faction are distributed.
We’ve also kept the Fabien Chart, showing what percentage of players finished their GT runs with 0, 1, 2, 3 or 4+ wins. Averages are useful, but sometimes it’s much more informative to see what actually happened to the people who took an army to an event.
Finally, we have one new chart, Observed vs Skill-Adjusted Faction Win Rate. Blue represents the Observed Win Rate and orange represents our estimate after taking into account player WoElo.
The line between them is where some of the interesting stories in the data live. If a faction moves substantially down after adjustment, we have evidence that a strong player population may be helping its results. If it moves upwards, its players may actually be underperforming.
And with all that explanation out of the way, we can finally get onto what the numbers are actually telling us this week…

With the boring explanations out of the way, let’s get into the good stuff.
Hedonites are sitting pretty with 58%, but there’s more being that. Hedonites have the highest Observed Win Rate in the game, and that 58% comes out of 350 games. That would be where most people stop, they’re three percentage points above the traditional 45-55% window, and 30% of their completed GT runs have resulted in four or more wins, which is also the highest in our data.
But Hedonites players also have an average WoElo of 480.9, the highest of any faction. Looking at the individual opponents they’ve faced, we’d have expected these players to win around 55% of their games based on their ratings alone. Their skill-adjusted estimate falls from 58% to 52% which is the largest downward adjustment on the table.
It doesn’t mean Hedonites are a 52% faction, or that there’s nothin to worry about. But what it tells us is that Hedonites raw results are going with a very strong player population.
Fyreslayers are 57% from 223 games. But unlike Hedonites, adjusting for the player strength doesn’t make that performance disappear.
Fyreslayers players have averaged out at 448.2 WoElo, with their match-ups giving them a player-skill baseline of roughly 51%, this has meant their skill-adjusted win rate remains at around 54%.
So we have two factions with similar headline results:
Hedonites: 58% falling to 52% adjusted
Fyreslayers: 57% falling to 54% adjusted
It would arguably mean that the Fyreslayers are the more interesting faction to watch. But, Fyreslayers only have 223 games recorded which means the confidence interval is quite wide at between 51-64%.
They’re also having 21% of their players achieve 4+ wins compared to Hedonites 30%.
Cities have 720 games from 145 players on record, with an Observed Win Rate of 56%. Their confidence interval is narrower at 53-60%, and 29% of their players reach four or more wins.
Cities opening 200 games had an Observed Win Rate of 58% which has fallen to 54% across the most recent 200 games.
Their WoElo is good, averaging at 454.1, but even taking that into account their skill-adjusted win rate is still 55%. But there’s even more behind this when we get to the Formation dashboard.
Their overall Observed Win Rate is 56%, but their most recent 200 games have reached 58%, up 4.8 percentage points compared with their opening 200.
Their average WoElo is a tough 465.8 and their expected player performance was around 52%, which brings their adjusted down to 53%.
At the other end of the table we have the Gitz. They’ve won 45% of their 519 games this battlescroll, and their latest 200 games is sitting at just 38%. Unlike some of the other factions, player strength doesn’t seem to explain this one. Gitz players have an average WoElo of 404.0 and a player-skill baseline of 49%. Our adjusted win rate only goes up to 47%.
Something has changed recently, it could be anything between the players, builds, match-ups or simply the wider meta adapting to Gitz.
The new Ogor Mawtribes have been getting a lot of attention recently and have an awful lookin 38% Observed Win Rate. But that is only based on 89 games across 19 players, Their confidence interval is a massive 28-48%, and their skill-adjusted estimates climbs to 44%.
This does suggest the Ogors performance could be partly down to the skill and experience of the players using faction. But we don’t have enough data yet.

Aelementor Guardians are leading the way. Sitting with a whopping 61% Observed Win Rate across 124 games and 35% of their players achieving four wins or more.
Player strength accounts for some of that with Aelementor players having an average WoElo of 474.9 with a player baseline of 52%. But even taking this into account, the formation still has an adjusted win rate of 55%.
Cities’ Zealous Hordes are more of a concern. With 284 games from 59 players. It has a 60% Observed Win Rate and a 31% 4+ success rate. Their average WoElo is 473.6 and after taking in the player skill, we would still expect Zealous Hordes to hit around 57%. Compare that to the other formations:
| Formation | Observed Win Rate | Adjusted Win Rate |
|---|---|---|
| Zealous Hordes | 60% | 57% |
| Stalwart Guardians | 53% | 51% |
| Swift Reinforcements | 48% | 50% |
Zealous Hordes seems to be doing the heavy lifting in the Cities Observed Win Rate.
With Hedonites, Depraved Carnival are used in 75% of their games. They have 58% across 261 games, which is pretty much the same as the Hedonites overall figures.
But again, their player base is strong at 483.2, and their players were expected to win 54% of the time regardless of faction. Their estimated win rate falls to 53%.
Sylvaneth have two Formations that are giving us some interest. The Faction overall has 53%, but their Formation Lords of the Clan has 56% over its 241 games and an adjusted win rate of 56%. Their players have a modest WoElo of 413.9 and an expected win rate regardless of Factions at 47%. Meanwhile Glade Defenders sits at 51% observed and 51% adjusted across 319 games.
Interesting because Lords of the Clan isn’t producing good results because of a high skill player base. Its players are outperforming what we’d expect from their ratings.
Khorne aren’t particularly alarming at 50% Observed and 53% Adjusted. But Murderhost is currently at 52% Observed and 54% Adjusted, while Khornate Legion sits at 51% and 52%. Northing scary there.
But what’s interesting is that both improve after player adjustment. Murderhost players have a baseline expectation of only 46% yet won 52% of their games.
The Endrineers Guild Expeditionary Force makes a jump from 44% observed to 50% adjusted. Their average WoElo is just 351.6 which is incredibly low.
I’m not claiming they secretly balanced, but its difficult to look at the 44% without looking at who’s piloting the army in those games.


Disciples of Tzeentch have one of the strongest populations in the game, around 34% of their players are rated 500+ WoElo, including 6% above 700. Daughters of Khaine aren’t far behind, with 38% at 500+.
That helps put some of their results into context. Both factions are performing well, but they’re also attracting considerably stronger-than-average players.
At the opposite end sit factions such as Kharadron Overlords, where around 60% of players are below 400 WoElo, and only around 9% are currently above 500.
Skaven and Gloomspite also have particularly large sub-400 populations at 56% apiece.
This doesn’t tell us why. It could be that those factions attract less experienced players, that experienced players have moved away from them, or as was raised in our Discord this week, that repeatedly playing a struggling army may itself suppress a player’s WoElo.
That’s something we’re going to look at, and not pretend we’ve already got the answer.

This remains one of my favourite charts because it translates abstract win rates into something much more tangible. If I take this faction to a GT, what sorts of records are people actually coming home with?
At the top, 30% of Hedonites runs reach four or more wins, followed closely by Cities at 29% and Daughters of Khaine at 27%.
But the rest matters too. For Hedonites, another 32% finish on three wins. That means roughly six in ten Hedonites GT runs are currently finishing with at least three wins from the five rounds we’re measuring.
Compare that with Stormcast Eternals. Only 10% reach four wins, while 31% finish 3-2, 27% finish 2-3, 19% manage one win and 12% go winless.
And then there are Ogors. None of the 19 recorded Ogor players have yet reached four wins, while 48% finished with either zero or one win. The sample is tiny, as we’ve already discussed, but that’s still rather grim.

This helps us see more clearly what I’ve been talking about this week. When we account for players strength some factions barely move at all while others move massively.
Hedonites fall from 58% to 52%, and Daughters from 56% to 53%. At the opposite end we can see that Kharadron rise 46% to 50% and Ogors go from 38% to 44%.
This is not intended to show any “real” win rate. WoElo and faction performance aren’t independent. A player repeatedly winning with a strong army will increase their WoElo, and someone sticking with an underperforming faction could see theirs fall. But we’ll look into refining this as we get more data.
Think of this as answering: “How did this faction perform compared with what we’d have expected from the previous performance of the players involved?”
To download out Age of Sigmar stats database, click on the button below.
For those of you who are counted among our legendary Patreons, you can view the full stats and download the stats database.
This database is included in an additional article which is Patreon only and posted on the same day. These Patreon posts also include additional stats which aren’t available in the standard stats article, such as Faction v Faction stats.
You can become a Patreon of Woehammer for as little as £2 a month!
We’ve updated the method of calculating the Elo ratings into our Age of Sigmar stats, this includes an attempt to reflect both the tournament strength and the faction strength.
All of the results in this article are taken from Best Coast Pairings, , Ecksen, ChampionshipHub, Milarki, Mini Headquarters, Tabletop Herald and Longshanks. They include GT (Two day events) or GT+ (6 or more rounds) only.
For patrons, you’ll be able to download and play with the database as well (which includes all the lists and stats for all the factions).
As always, if you’re struggling to read a chart, you should be able to right click and then either view or download the image.

| Event | Players | 1st | 2nd | 3rd | WC |
|---|---|---|---|---|---|
| 2026 Midwest Madness | 22 | DoT | CoS | KBZ | |
| 2026 Vienna Summer Tabletop Major AoS Singles | 41 | KBZ | BoK | LRL | DoT |
| 4th Annual Thunderstrike GT! | 32 | SER | CoS | MoN | OM |
| Age of Ropecon GT 2026 | 31 | SYL | HoS | DoT | SCE |
| Age of Sigmar Grand Tournament – Warhammer Open Tacoma | 104 | HoS | DoK | DoT | |
| Age of the Beast – 2 Day AOS GT | 16 | SoB | SER | SYL | |
| AoS Grimnirs Revenge 2026 GT | 30 | SBGL | FYR | CoS | IJZ |
| AoS Summer Scourge Presented by Carolina Reavers | 33 | CoS | CoS | SBGL | HoS |
| Ashes of the Arena GT | 24 | NH | DoT | StD | |
| Bad Moon Brawl GT#1 | 13 | CoS | SBGL | IDK | |
| Battle of the Bay V | 21 | SYL | GG | SBGL | LRL |
| Beer Garden Bash | 22 | CoS | GG | SKA | |
| Bière & Marteau 2026 | 12 | KO | SoB | HoH | |
| Bison Brawl Broken Fences! | 50 | SCE | FEC | CoS | |
| Black Tower Wargaming Summer AOS Ironman Event | 10 | CoS | DoK | SoB | |
| Boise Cup AOS 2026! | 22 | HoS | StD | LRL | MoN |
| Death by North West GT | 19 | DoT | CoS | FYR | SER |
| Egide AOS 2000ps Nouveau Manuel | 14 | SoB | IJZ | HoH | |
| El Agravio del Enanao Gruñón | 12 | StD | NH | SoB | |
| Feud on the Fens 2026 | 56 | SoB | SYL | DoT | NH |
| Fields of Slaughter GT 2 | 22 | IJZ | HoH | StD | |
| Fountain City Fight Club | 29 | FYR | CoS | SER | MoN |
| Gateway Open Age of Sigmar 2026 | 52 | FYR | KBZ | SYL | SoB |
| Geekfest -Summer Heat – Age of Sigmar | 10 | SoB | KBZ | HoH | |
| Göteborgsslaget 2, slaget om Hisingen | 40 | HoS | FYR | SKA | |
| GT Solo AoS Goublins Villers-Bocage | 42 | DoK | BoK | SBGL | |
| GT WarhaSquigs | 52 | DoK | BoK | NH | |
| HUXLEYS OPEN 2026 – AGE OF SIGMAR | 50 | HoS | SCE | SCE | |
| Ironweld: Age of Sigmar Grand Tournament | 53 | CoS | StD | KBZ | MoN |
| King in the North 2026 | 15 | SoB | GG | FYR | |
| KREFELD MAJOR AoS 2026 | 42 | DoK | SoB | SYL | LRL |
| La Classique d’été | 28 | SYL | KO | SYL | SKA |
| Limestone City Grand Tournament 2026 | 20 | IJZ | SoB | LRL | |
| Lone Star Open 2026 – Age of Sigmar Champs | 40 | GG | IDK | CoS | StD |
| Mannheimer Summer Clash | 40 | OBR | IJZ | DoK | |
| Mercia Madness V | 18 | KBZ | SoB | HoS | MoN |
| Mighty Founding – July 2026 | 26 | MoN | BoK | HoS | IDK |
| Mile High Open 2026 | 33 | SoB | SYL | SER | |
| Mox AOS 2k Tournament – August 2026 | 16 | SYL | CoS | SBGL | |
| Nashcon Age of Sigmar GT 2026 | 112 | MoN | StD | LRL | |
| NctctAOS | 18 | SKA | HoS | GG | |
| NI GT | 52 | CoS | DoT | DoK | KO |
| Ogopogo Open AOS GT | 30 | HoS | SYL | DoT | |
| Old Town Throwdown Summer Stampede | 114 | SER | FEC | HoS | |
| Oslohammer #12 | 21 | KBZ | SKA | BoK | DoK |
| Palm Springs Classic – Sigmar GT | 42 | SER | HoS | SKA | DoK |
| PHOGAPALOOZA | 24 | SoB | SCE | StD | |
| Realmgate Clash GT | 12 | OBR | SKA | BoK | |
| Realmgate Warriors: Grotmas in July GT | 13 | DOK | IJZ | SER | |
| Realms 10 | 12 | HoS | BoK | SER | SCE |
| Realms 11 | 12 | BoK | SER | StD | |
| Realmshift Series 2026 – Chapter 2 | 38 | CoS | DoT | StD | |
| Rose City Rampage 4: To the Rextreme | 30 | GG | HoH | DoT | |
| Sagahammer 2026 | 15 | CoS | KO | CoS | |
| Siege of York IV | 22 | FYR | OM | DoK | SKA |
| Southeastern Slaughter, Battles and BBQ | 11 | GG | StD | LRL | |
| Stirling AOS Muster -S.A.M | 20 | IJZ | IDK | DoT | |
| Summer Slaughter: Age of Sigmar Grand Tournament | 37 | CoS | SYL | CoS | |
| Southeastern Slaughter, Battles and BBQ | 11 | GG | StD | LRL | |
| Tales in the Wood XV | 49 | DoT | MoN | SBGL | |
| The Salt City GT Age of Sigmar | 11 | DoK | HoS | SYL | |
| The Utah Cup 2026 – Age of Sigmar | 27 | HoS | MoN | BoK | |
| Vantastic GT Year 3 | 9 | MoN | OM | SBGL | |
| Warzone Southern Fried Sigmar GT | 36 | SBGL | LRL | OM | IJZ |
SOURCES
Best Coast Pairings
Tabletop Herald
Milarki
Championshub.app
MiniHeadQuarters
Ecksen
Longshanks


I’ve added in a colour code to show the rough age of the rules the faction is using.
As always, these are global stats from various sources around the internet.

What I’m trying to do here is work out what the win rates would be if the skill levels of all the players were the same (Yes, I realise this is nearly impossible to calculate – But I’m playing around here).
How it works is by calculating the average Elo of all the players that have had matches since the July battlescroll dropped. This worked out as 411.1. I then calculated how much difference there was between a factions average Elo shown in our original win rate graph to this overall average. The difference between these two figures was then turned into a percentage difference over/under the 411.1 elo. I then increased or decreased their win rate by this percentage (But this isn’t as simple as deducting or adding the percentage different to the win rate – you have to work out for instance what 4% may be of say 53% and then apply that. For Example – 10% of 40% is 4%)

This chart shows the win rates for all the battletomes released within certain periods of time (every 6 months since 4th edition release).
This should show whether Battletomes are generally stronger the later they are released into the edition. As we can see they all fall within the 45-55% win area, though the battletomes released in the last 6 months are a little stronger than the other cohorts.

This chart shows the win rates for Battle Formations that have seen 100 games or more at GT events.

This is perhaps the most interesting chart to me personally. Here you can see the spread of the player skill levels for each faction according to our Elo rating system (updated each week in line with the Age of Sigmar stats).
The dark blue shows the really elite players of 700+ Elo. Interestingly, they don’t seem to give a damn about which faction is performing well in the meta and rely on their own skill (as they should!). Neither to 600-699 rated players. Where we start to see the swell in players possibly chasing the factions with more favourable rules is in players rated less than 600 Elo.
To make it a bit easier to see the effect of higher skilled players, I’ve added the below chart this week which breaks down each factions player base as a percentage.


The blue section shows the percentage of a factions players which have an Elo rating of 500 or greater. While the Orange shows the number of new players to the faction where they have yet to attend a tournament (based on our database history).

Fabien Barbusse is a top player in the AoS scene and a member of the Woehammer Discord who is one of many who points out any mistakes in the charts before we publish them. He stated he felt the most valuable chart would be a version of the one above, which shows the % of 4+ win results in a 5 game event compared to the other results.

Ideally you would want 50% of the players having a positive results for a truly balanced game system.

This chart shows firstly the % of players with a negative result from 5 games at GT’s or GT+ in purple for each faction.
Dark blue shows the percentage of players who achieved 5 wins from 5 in the first five rounds of a GT or GT+.
Orange shows the players who achieved four wins from the first four rounds of a GT or GT+ but were unable to achieve the full house and lost their round 5 match.
Green shows the players who achieved three wins from three wins but were unable to win in their fourth round match.
Light blue shows all other players aside from those shown in the first three categories, who were able to achieve a positive result at a GT or GT+ i.e. 3 or more wins.

This one could be useful for TO’s who are looking to run tournaments in the near future. If you’re hoping to curtail a few of the higher powered factions, you could perhaps look to use battleplans where those factions aren’t as dominant.

PlasticCraic mentioned the popularity of Battleplans earlier this week on his discord. So thought I’d include this.

To download out Age of Sigmar stats database, click on the button below.
For those of you who are counted among our legendary Patreons, you can view the full stats and download the stats database.
This database is included in an additional article which is Patreon only and posted on the same day. These Patreon posts also include additional stats which aren’t available in the standard stats article, such as Faction v Faction stats.
You can become a Patreon of Woehammer for as little as £2 a month!
We’ve updated the method of calculating the Elo ratings into our Age of Sigmar stats, this includes an attempt to reflect both the tournament strength and the faction strength.
All of the results in this article are taken from Best Coast Pairings, , Ecksen, ChampionshipHub, Milarki, Mini Headquarters, Tabletop Herald and Longshanks. They include GT (Two day events) or GT+ (6 or more rounds) only.
For patrons, you’ll be able to download and play with the database as well (which includes all the lists and stats for all the factions).
As always, if you’re struggling to read a chart, you should be able to right click and then either view or download the image.

| Event | Players | 1st | 2nd | 3rd | WC |
|---|---|---|---|---|---|
| 2026 Vienna Summer Tabletop Major AoS Singles | 41 | KBZ | BoK | LRL | DoT |
| 4th Annual Thunderstrike GT! | 32 | SER | CoS | MoN | OM |
| Age of Ropecon GT 2026 | 31 | SYL | HoS | DoT | SCE |
| Age of Sigmar Grand Tournament – Warhammer Open Tacoma | 104 | HoS | DoK | DoT | |
| Age of the Beast – 2 Day AOS GT | 16 | SoB | SER | SYL | |
| AoS Grimnirs Revenge 2026 GT | 30 | SBGL | FYR | CoS | IJZ |
| AoS Summer Scourge Presented by Carolina Reavers | 33 | CoS | CoS | SBGL | HoS |
| Bad Moon Brawl GT#1 | 13 | CoS | SBGL | IDK | |
| Battle of the Bay V | 21 | SYL | GG | SBGL | LRL |
| Beer Garden Bash | 22 | CoS | GG | SKA | |
| Bison Brawl Broken Fences! | 50 | SCE | FEC | CoS | |
| Black Tower Wargaming Summer AOS Ironman Event | 10 | CoS | DoK | SoB | |
| Boise Cup AOS 2026! | 22 | HoS | StD | LRL | MoN |
| Death by North West GT | 19 | DoT | CoS | FYR | SER |
| Egide AOS 2000ps Nouveau Manuel | 14 | SoB | IJZ | HoH | |
| El Agravio del Enanao Gruñón | 12 | StD | NH | SoB | |
| Feud on the Fens 2026 | 56 | SoB | SYL | DoT | NH |
| Fields of Slaughter GT 2 | 22 | IJZ | HoH | StD | |
| Fountain City Fight Club | 29 | FYR | CoS | SER | MoN |
| Gateway Open Age of Sigmar 2026 | 52 | FYR | KBZ | SYL | SoB |
| Geekfest -Summer Heat – Age of Sigmar | 10 | SoB | KBZ | HoH | |
| Göteborgsslaget 2, slaget om Hisingen | 40 | HoS | FYR | SKA | |
| GT WarhaSquigs | 52 | DoK | BoK | NH | |
| HUXLEYS OPEN 2026 – AGE OF SIGMAR | 50 | HoS | SCE | SCE | |
| Ironweld: Age of Sigmar Grand Tournament | 53 | CoS | StD | KBZ | MoN |
| KREFELD MAJOR AoS 2026 | 42 | DoK | SoB | SYL | LRL |
| La Classique d’été | 28 | SYL | KO | SYL | SKA |
| Limestone City Grand Tournament 2026 | 20 | IJZ | SoB | LRL | |
| Lone Star Open 2026 – Age of Sigmar Champs | 40 | GG | IDK | CoS | StD |
| Mannheimer Summer Clash | 40 | OBR | IJZ | DoK | |
| Mercia Madness V | 18 | KBZ | SoB | HoS | MoN |
| Mighty Founding – July 2026 | 26 | MoN | BoK | HoS | IDK |
| Mile High Open 2026 | 33 | SoB | SYL | SER | |
| Mox AOS 2k Tournament – August 2026 | 16 | SYL | CoS | SBGL | |
| Nashcon Age of Sigmar GT 2026 | 112 | MoN | StD | LRL | |
| NI GT | 52 | CoS | DoT | DoK | KO |
| Old Town Throwdown Summer Stampede | 114 | SER | FEC | HoS | |
| Oslohammer #12 | 21 | KBZ | SKA | BoK | DoK |
| Palm Springs Classic – Sigmar GT | 42 | SER | HoS | SKA | DoK |
| Realmgate Clash GT | 12 | OBR | SKA | BoK | |
| Realmgate Warriors: Grotmas in July GT | 13 | DOK | IJZ | SER | |
| Realms 10 | 12 | HoS | BoK | SER | SCE |
| Realms 11 | 12 | BoK | SER | StD | |
| Realmshift Series 2026 – Chapter 2 | 38 | CoS | DoT | StD | |
| Rose City Rampage 4: To the Rextreme | 30 | GG | HoH | DoT | |
| Sagahammer 2026 | 15 | CoS | KO | CoS | |
| Siege of York IV | 22 | FYR | OM | DoK | SKA |
| Southeastern Slaughter, Battles and BBQ | 11 | GG | StD | LRL | |
| Stirling AOS Muster -S.A.M | 20 | IJZ | IDK | DoT | |
| Summer Slaughter: Age of Sigmar Grand Tournament | 37 | CoS | SYL | CoS | |
| Southeastern Slaughter, Battles and BBQ | 11 | GG | StD | LRL | |
| Tales in the Wood XV | 49 | DoT | MoN | SBGL | |
| The Salt City GT Age of Sigmar | 11 | DoK | HoS | SYL | |
| The Utah Cup 2026 – Age of Sigmar | 27 | HoS | MoN | BoK | |
| Vantastic GT Year 3 | 9 | MoN | OM | SBGL | |
| Warzone Southern Fried Sigmar GT | 36 | SBGL | LRL | OM | IJZ |
SOURCES
Best Coast Pairings
Tabletop Herald
Milarki
Championshub.app
MiniHeadQuarters
Ecksen
Longshanks


I’ve added in a colour code to show the rough age of the rules the faction is using.
As always, these are global stats from various sources around the internet.

What I’m trying to do here is work out what the win rates would be if the skill levels of all the players were the same (Yes, I realise this is nearly impossible to calculate – But I’m playing around here).
How it works is by calculating the average Elo of all the players that have had matches since the July battlescroll dropped. This worked out as 411.1. I then calculated how much difference there was between a factions average Elo shown in our original win rate graph to this overall average. The difference between these two figures was then turned into a percentage difference over/under the 411.1 elo. I then increased or decreased their win rate by this percentage (But this isn’t as simple as deducting or adding the percentage different to the win rate – you have to work out for instance what 4% may be of say 53% and then apply that. For Example – 10% of 40% is 4%)

This chart shows the win rates for all the battletomes released within certain periods of time (every 6 months since 4th edition release).
This should show whether Battletomes are generally stronger the later they are released into the edition. As we can see they all fall within the 45-55% win area, though the battletomes released in the last 6 months are a little stronger than the other cohorts.

This chart shows the win rates for Battle Formations that have seen 100 games or more at GT events.

This is perhaps the most interesting chart to me personally. Here you can see the spread of the player skill levels for each faction according to our Elo rating system (updated each week in line with the Age of Sigmar stats).
The dark blue shows the really elite players of 700+ Elo. Interestingly, they don’t seem to give a damn about which faction is performing well in the meta and rely on their own skill (as they should!). Neither to 600-699 rated players. Where we start to see the swell in players possibly chasing the factions with more favourable rules is in players rated less than 600 Elo.
To make it a bit easier to see the effect of higher skilled players, I’ve added the below chart this week which breaks down each factions player base as a percentage.


The blue section shows the percentage of a factions players which have an Elo rating of 500 or greater. While the Orange shows the number of new players to the faction where they have yet to attend a tournament (based on our database history).

Fabien Barbusse is a top player in the AoS scene and a member of the Woehammer Discord who is one of many who points out any mistakes in the charts before we publish them. He stated he felt the most valuable chart would be a version of the one above, which shows the % of 4+ win results in a 5 game event compared to the other results.

Ideally you would want 50% of the players having a positive results for a truly balanced game system.

This chart shows firstly the % of players with a negative result from 5 games at GT’s or GT+ in purple for each faction.
Dark blue shows the percentage of players who achieved 5 wins from 5 in the first five rounds of a GT or GT+.
Orange shows the players who achieved four wins from the first four rounds of a GT or GT+ but were unable to achieve the full house and lost their round 5 match.
Green shows the players who achieved three wins from three wins but were unable to win in their fourth round match.
Light blue shows all other players aside from those shown in the first three categories, who were able to achieve a positive result at a GT or GT+ i.e. 3 or more wins.
This is not yet updated, and shows data from 26th July only.

This one could be useful for TO’s who are looking to run tournaments in the near future. If you’re hoping to curtail a few of the higher powered factions, you could perhaps look to use battleplans where those factions aren’t as dominant.

PlasticCraic mentioned the popularity of Battleplans earlier this week on his discord. So thought I’d include this.

To download out Age of Sigmar stats database, click on the button below.
For those of you who are counted among our legendary Patreons, you can view the full stats and download the stats database.
This database is included in an additional article which is Patreon only and posted on the same day. These Patreon posts also include additional stats which aren’t available in the standard stats article, such as Faction v Faction stats.
You can become a Patreon of Woehammer for as little as £2 a month!
This is the top three AoS lists for the Gateway Open Age of Sigmar 2026 that took place in the US between the 8th and 9th of August 2026. It saw 52 players vying to be crowned champion in a 5-game tournament.
Before we jump into the Top Three AoS Lists, I want to invite 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.

Fyreslayers
Scales of Vulcatrix (20 Points)
General’s Handbook 2026-27
Drops: 5
Battle Tactics: Blazing Onslaught and Legend of Parch
Prayer Lore – Zharrgrim Blessings
Manifestation Lore – Magmic Invocations
General’s Regiment
Auric Runefather on Magmadroth (340)
• General
• Thickened Scales
• Droth-helm
Auric Runeson on Magmadroth (240)
Hearthguard Berzerkers with Flamestrike Poleaxes (220)
• Reinforced
Regiment 1
Auric Runemaster (160)
• Ash-beard
Hearthguard Berzerkers with Berzerker Broadaxes (200)
• Reinforced
Regiment 2
Auric Runesmiter on Magmadroth (280)
Regiment 3
Auric Runesmiter on Magmadroth (280)
Regiment 4
Auric Runeson on Magmadroth (240)
Faction Terrain
Magmic Battleforge
Kevin Lathers: The SoA Runeson on Magmadroth may reign king in the meta, but it seems that old dog still has some gas: Austin finishes here with an impressively unique list consisting 5-Magmadroths, but rather than spamming the new SoA (or old SoG) Runeson on Magmadroths, this one takes 2 of ye olde SonDroths.
Lacking the damage boost ability and instead having a monster-only control score reduction rampage, the regular SonDroth is a pale shade of his cousin, but he’s also 240 points which allows you to take an extra unit of reinforced Hearthguard Berserkers which hit harder than any magmadroth.
These are supported by two Runesmiter Droths which can hand out prayers for +1 hit (upgraded: +1 attack) while also handing out +1 wound (on a 3+) as an ability.
Combine this with the Runefather Droth’s once per game attack boost and a unit of Broadaxes could be theoretically swinging for 5 attacks per model. Potent.
And wrapping it all up: the Runemaster, adding some needed prayer power and enhancing the Battle Trait Runes.
This creates a list where battlefield control can be had very quickly, even at the top of round 1, with the speedy Magmadroths and sealed with bricks of Hearthguard Berserkers. Opponents can’t hit back due to the runes and can’t escape dune to runes+prayers (the new lore having a hero phase movement prayer).
Especially in these battleplans this creates a very potent list that exerts impressive board control while handing opponents no tools to take it back. Even if they start to break through it won’t be until far too late in the game.

Kruleboyz
Trophy Finga
General’s Handbook 2026-27
Drops: 2
Spell Lore – Lore of the Swamp
Manifestation Lore – Manifestations of Gorkamorka
Battle Tactic Cards: Siege of Ashes, Blazing Onslaught
General’s Regiment
Kragnos, the End of Empires (580)
• General
Killaboss on Corpse-rippa Vulcha (240)
• Slippery Skumbag
Kruleboyz Monsta-killaz (120)
Kruleboyz Monsta-killaz (120)
Murknob with Belcha-banna (80)
Regiment 1
Gobsprakk, the Mouth of Mork (240)
Breaka-boss on Mirebrute Troggoth (190)
• Sly ‘Un – (10) Points
Gutrippaz (300)
• Reinforced
Scourge of Aqshy: Killaboss with Stab-grot (130)
• Woggly Bogstikk
Faction Terrain
Skaregob Totem
Eli Sweatt: It is strange I’ve been playing KB since they were release, the reason I started playing AoS as a whole, and I will say right now they feel the best they have ever felt both power and flavor wise. Almost all the units feel good for what they are costed and right now play really well into what I believe are the big bads of this starting GHB meta. The list plays Blazing and Siege, Siege is easy to start and with the vultures movement or the sly’un teleport we do the 2nd step of Siege with a little planning. Blazing is very easy to do as long as you get past the first step. This was an issue for me as I underestimated my armies output. I was ending Games by tabling my opponent and not getting past the first step of Blazing. Trophy Finger was my pick for battle formation to juice 3 monster’s with companion attacks, although I really like claw in tournaments I assume most terrain won’t allow me to get my monsters on top of them to get the full use out of it.
As for units it basically is a spread of all the good stuff, for the infantry you have two monstakillaz because they are just great stat wise. A brick of gutrippaz to tank and be the largest hammer when fighting with the ashy killaboss plus crits on 5. The Ashy killaboss who even without the gutrippaz deals a lot of mortals once you get fury levels going. I also gave him the Woggly Bogstikk for easy mortal in my hero phase to help try and get the first step of blazing going. Last of the infantry is the Murknob to be the man in the tower.
The other half of the list is the monsters. Currently Gobsprakk is amazing, although still a little fragile, being a 2 power caster with an amazing spell that also helps with start blazing is great. Him getting that quality of life change allowing him to have that extra 3d6 unbind per phase really makes opponents not want to cast spells and risk their wizards blowing up (the 3d6 unbind is an special reaction that follows the Rule Of 1. I feel the need to point that out because some people believe he can spam 3d6 unbinds). The Killaboss on vulture is a true terror due to Kragnos he dominates most flanks and with slippery skumbag gets to pick his fights. When combined with kragnos and trophy finger I greatly underestimated his output as he was suppose to be the person getting Blazing’s first step but tended to overkill thing. The breaka boss was my rage farmer, since he heals and I tend to roll 1 at places of powers. Yet with sly’un he is a loaded gun/aimed warhead on the table. If I don’t use sly’un to do siege step 2 at some point he is behind enemy lines going in to trade up or reinforce and shift a fight back into my favor. As for the fake destruction/fake beast of chaos god, Kragnos enables mobility for the army, is a very good consumer of fighting with rage dice, and is hard to attack due to the fight-last dirty trick meaning late game he is almost always swinging first at what plans to hit him. If Kragnos isn’t your thing, this list can easily take him out and replace him with another killaboss on foot (for redundancy), 20 more gutrippaz, and a marshcrawler. Little slower 5 drop style. But yeah it is a great time to be green and a fan of Mork.

Sylvaneth
Lords of the Clan
General’s Handbook 2026-27
Drops: 5
Spell Lore – Lore of the Deepwood
Prayer Lore – Lore of the Spirit-Song
Manifestation Lore – Krondspine Incarnate
Battle Tactic Cards: Burning for Vengeance, Flanking Firestorm
General’s Regiment
Scourge of Aqshy: Treelord Ancient (290)
• General
• Spellsinger
Regiment 1
Spirit of Durthu (340)
• Glamourweave – (20) Points
Arch-Revenant (110)
Regiment 2
Warsong Revenant (170)
Gossamid Archers (120)
Regiment 3
Belthanos, First Thorn of Kurnoth (290)
Kurnoth Hunters with Greatswords (430)
• Reinforced
• Aspect of Harvestboon – (10) Points
Regiment 4
Drycha Hamadreth (250)
Faction Terrain
Awakened Wyldwood
Luis Mendoza (Warhammex): Congratulations to David Erger on his 4–1 finish! This Lords of the Clan list distributes its capabilities across several independent pieces rather than concentrating them into a single combat engine. The Treelord Ancient, Spirit of Durthu, Belthanos and Drycha form the Monster core, while the reinforced Kurnoth Hunters with Greatswords provide an additional infantry threat. This gives the army several ways to apply pressure without requiring the same unit to solve every engagement.
The list also operates across several phases. The Treelord Ancient with Spellsinger and Drycha provide magical pressure, while the Warsong Revenant adds access to the prayer lore. Drycha is particularly useful as a positional disruptor: Merciless Ambush provides direct battlefield projection, while Terror of the Deep Woods restricts enemy Run and Retreat moves around her. Durthu with Glamourweave supplies a consistent melee threat, while Belthanos and Aspect of Harvestboon improve the projection of the reinforced Greatswords through additional mobility.
The Arch-Revenant and Gossamid Archers fulfil a different role. Their interaction provides opportunistic additional shooting and post-activation movement, but their main contribution is positional utility. Their mobility allows them to screen, contest territory and pursue scoring conditions without committing Durthu, Belthanos or the Greatswords to low-value positional tasks. This connects particularly well with Flanking Firestorm, where separated objectives, battlefield corners and enemy territory create several scoring routes for mobile units.
Burning for Vengeance adds another layer of flexibility by offering conditions based either on battlefield distribution or concentration around the enemy Fugitive. The army can therefore shift between spatial control and direct pressure depending on the game state rather than committing to a single scoring route. The choice of Krondspine Incarnate similarly adds a dedicated answer to enemy manifestations, allowing the army’s Wizards and Priest to preserve their resources for other functions instead of carrying the entire burden of the manifestation game.
The resulting structure separates combat, projection, disruption and scoring across different elements of the army. Its primary combat pieces can remain focused on high-value engagements while cheaper mobile units address positional requirements, and several independent threats reduce the army’s reliance on any single activation or combat sequence. David’s 4–1 finish provides the competitive result for this approach.

Sons of Behemat
Taker Tribe
General’s Handbook 2026-27
Drops: 2
Prayer Lore – Brodd’s Bellows
Battle Tactic Cards: Blazing Onslaught, Burning for Vengeance
General’s Regiment
King Brodd (520)
• General
Beast-smasher Mega-Gargant (470)
• Furious Temper
Mancrusher Gargant (130)
• That Boy’s not Right – (10) Points
Mancrusher Mob (350)
Regiment 1
Kraken-eater Mega-Gargant (410)
• Kingslaughter Cowl
Mancrusher Gargant (120)
Jacob Schopper: This was my first GT with the big lads after picking them up with the new Scourge of Aqshy (SoA) rules. Sons of Behemat (SoB) was blessed a great immediate threat in the new SoA Gatebreaker, some Mancrusher love, and a brilliant prayer lore. What more was there to love.
This list runs Blazing Onslaught and Burning for Vengeance as its tactics. A good ole cops and robber situation. If there are 2 things the SoB are good at, it’s killing and controlling. Throughout my 5 games at GWO, I always made my fugitive a target that I knew my opponent was gonna have to make the choice of playing without or being brought straight to me. Starting burning wasn’t very hard as I took the regular Mancrushers to make use of their run and charge and use Brodd’s personal prayer for + 2” of movement when it felt necessary. Starting Blazing could be slightly tricky but thanks to The Terrible Toes prayer, shooting from the Kraken-Eater and Mancrushers, and the new rage dice mechanic, it gave me 5 phases in which I could rely on scoring.
Looking at the core of the list, we see Brodd as he is so necessary, especially given the new prayer lore. I was constantly stocking prayer points in my opponent’s turn to get myself ready for the big fight in my turn when I needed a 6+ ward and ignore battle damaged, or making an enemy strike last so I could focus on crushing two units at once. Brodd usually, I kept back in certain situations as I would sometimes need to risk trading pieces and then sending him in to keep momentum in my favor. Next up is the Beast-Smasher, my personal favorite of the Megas. Being able to send him into monsters and not having to worry about if I was going to kill them or not was so nice. Especially combined with the Furious Temper for +2 attacks on all weapons and then giving him the Mantle of Tusk and Horns as my second artefact for a free +1 to hit aura for go turns. The Kraken-Eater was another great addition to the list. Being able to kick objectives away from my opponents and make it to where they can’t get to them, or kicking them forward next to other objectives where I wanted to be made it hard for my opponents to steal points. Having another option with the shooting for scoring blazing was nice as I could pick my targets a little more wisely instead of making my choice obvious for my opponent to defend against. I gave him the Kingslaughter Cowl for the +1 attacks to melee weapons while he was in combat with a hero. Where points were, this felt the most fitting as I knew I would be getting him stuck in. The Mancrusher Mob I would say was the MVP of this weekend. They were in so many places when I needed them to be and got the job done every time. I know how much output they can have and I still underestimate it.

Slaves to Darkness
Godswrath Warband
General’s Handbook 2026-27
Drops: 2
Manifestation Lore – Forbidden Power (20 Points)
Battle Tactic Cards: Siege of Ashes, Burning for Vengeance
General’s Regiment
Be’lakor, the Dark Master (450)
• General
Chaos Chosen (520)
• Reinforced
• Brand of the Unaligned – (20) Points
• The Dread Banner
Chaos Knights (240)
Chaos Lord on Karkadrak (210)
• Darkflame Pendant
• Radiance of Dark Glory – (20) Points
Regiment 1
Chaos Lord on Daemonic Mount (130)
Chaos Knights (240)
Chaos Legionnaires (80)
Chaos Lord (100)
Faction Terrain
Nexus Chaotica
Daniel Patterson: This is my iteration on my 2-Drop Belakor Chosen list from last season for the new Scourge of Aqshy (SoA). With Slaves to Darkness (STD) points decreases, and by downgrading my Varanguard to another MSU Chaos Knights, I was able to add a Chaos Lord on Karkadrak (CLK) and a unit of Legionares to have another unit to effectivley use rage dice and an extra body for all these new, much harder, battle tactics. CLK also offers a great body to carry the Dark Radiance trait for some chip healing (flat 3 for Belakor) and the new Darkflame Pendant that reduces damage from all melee attacks to 1. My Dread Banner Chosen are utilizing the new SoA infantry enhancement, Brand of the Unaligned, to give me another Mark in my hero phase, letting me Mark two units now in Round 1, and re-Mark my Chosen later to get a more techy mark like Tzeentch for later in the game.
I picked up the (4-1) with some very tight games and even had a chance to play for the (5-0) in the final round! In Rounds 2/3 I won some key roll-offs to give away first turn against other two drops and then won prio rolls for big doubles in Rounds 2/3. I then got my comeuppance in round 5 where I lost the initial roll-off to a nasty Kreulboyz with Kragnoas 2-Drop list that doubled me into Round 3 after my alpha strike failed to kill enough to seal victory. Here is a quick breakdown of my matches:
(1) Cites of Sigmar: Played against a newer player to the army, but still a very hard matchup. Zenestra and Steelhelms make it challenging to crash their castle and their shooting makes you feel like you need to go in before you get whittled down. Close game.
(2) Sons of Behemat: Still a good matchup for STD, but they have a lot more play with their SoA stuff, being able to walk in and out of combat, and throw D6 3/2/rend3/4dmg boulders once per game. Big round 2 double helped seal it.
(3) Daughters of Khaine: 30 Blood Sisters melee snake and 10 Blood Stalker shooty snakes list. These ladies hit hard and have a nasty combat ability to make you fight last if they roll lower than your HP. I had a big double and killed 20 melee snakes, the bow snakes, and some heroes, but his other 10 came in out of obscuring, buffed to the moon, and lifted my Chosen. Then he got his own double, retreat and charged with their crazy blood blessings from my CLK who had ascended into a Daemon Prince and was pinning them, then came in and killed Belakor. Very close game.
(4) Stormcast Eternals: He moved his castle of infantry into the center and my Khorne marked Chosen where able to get in and smash. I had a clutch counter-cast on my Shards of Valagharr manifestation to keep him from deepstriking within 9in of them that helped protect Belakor from Yndrasta and his Vanguard-Raptors with Longstrike Crossbows dropping out of the sky.
(5) Krulboyz: This army is a brutal matchup for STD and it’s gotten even worse. 1+/2+ fight last/reduce charge damage from their battle trait’s Dirty Tricks when they are near their terrain feature are very tough to deal with, especially with two MSU Knights that rely on charging to get damage 2. Krulboyz also has a ton of HP to chew through and throw a lot of mortal wounds. I went for a Top of 1 alpha strike after losing priority to try and get in before he could get his defenses up, but didn’t kill enough and an enemy double into turn three sealed it!







This is the top three AoS lists for the Siege of York IV that took place in the UK between the 25th and 26th of July 2026. It saw 22 players vying to be crowned champion in a 5-game tournament.
Before we jump into the Top Three AoS Lists, I want to invite 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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Fyreslayers
Warrior Kinband
General’s Handbook 2026-27
Drops: 4
Prayer Lore – Vulkyn Gifts
Manifestation Lore – Magmic Invocations
Tactics: Siege of Ashes/Burning for Vengeance
General’s Regiment
Auric Runefather on Magmadroth (340)
• General
• Thickened Scales – (20) Points
Scourge of Aqshy: Vulkyn Flameseekers (160)
Regiment 1
Auric Runesmiter (90)
Auric Hearthguard (200)
• Reinforced
Auric Hearthguard (200)
• Reinforced
Hearthguard Berzerkers with Flamestrike Poleaxes (220)
• Reinforced
Regiment 2
Auric Runesmiter (90)
• Ash-cloud Rune
Auric Hearthguard (200)
• Reinforced
Hearthguard Berzerkers with Flamestrike Poleaxes (220)
• Reinforced
Vulkite Berzerkers with Fyresteel Weapons (120)
Regiment 3
Auric Runemaster (160)
• Ash-beard
Faction Terrain
Magmic Battleforge
A great showing from Daniel with a more unique Fyreslayers list than most. It's clear the Runesmiter + AHG combo is now on the rise.
The first thing to note is that this list is not a magmadroth heavy list: there is only one in the list and it's the Runefather Droth who is almost
certainly here for supporting the infantry via his once per game attack boost and his save reduction rampage. Thickened Scales makes him a little tankier for the role.
The list itself is an infantry-heavy list making good use of the subfaction, Warrior Kinband, which gives +1 to wound rolls when making a charge and the newly-reduced-in-points Auric Hearthguard (aka "shoot guys") and Hearthguard Berserkers.
Notably, everything in both Runesmiter regiments can be deepstriked; over 1000 points of this list are likely not starting on the board. This leaves a Runemaster, Droth, and SoA Flameseekers as the only pieces having to be deployed.
The AHG are an incredibly swingy hammer that have to be respected for their potential to pop off. They also provide fire support for the Hearthguard and Flameseekers which are themselves a hammer.
SoA Flameseekers' ability is (Army) so having only one makes sense here, aside from their high cost, but it's a potent ability and so one unit of them is always worth having. An infantry unit that can move potentially 11" in the hero phase (from the Prayer Lore) and then 11" again is quite spicy. The Runemaster having +2 to chant rolls (from the faction terrain and Ash-beard) means getting that hero-phase move off is fairly likely.
This adds up to a list that really really wants to brawl in the middle, but doesn't have to and in fact with the chosen tactics probably won't all the time. While it is brawling there will be 30 Auric Hearthguard reigning down shots on anything that gets stuck in or is caught out, the AHG themselves have Shoot in Combat meaning even if tagged they are still unloading.
Add to this mix the Ash-Cloud Rune on a Runesmiter so that the FS player can stop all shooting to infantry wholly within 12" of that Runesmiter (no matter the range they are, it's a full block). Against opponents who may have their own mixed-arms armies like Skaven and Helsmiths (both played against) this removes their tools from the board while your threats gain positional advantage.
Opponents have to make really tough target priority decisions into this list and no matter what answer they arrive it they may find it was the wrong answer. This list is a "classic" Fyreslayers list in that it is a toolbox that has the answers for the opponents questions.
Still, it's a tricky list requiring careful decision making on when and where you deepstrike, especially map dependent due to the tactics and the unit types. Outside the turn with the enhanced ward rune, this is a squishy list that will fold to a stiff breeze if mispositioned. This list won't be for everyone, but clearly it is for Daniel.

Ogor Mawtribes
(Beast Handlers)
General’s Handbook 2026-27
Drops: 5
Spell Lore – Lore of Maw-magic
Prayer Lore – Everwinter Prayers
Manifestation Lore – Primal Energy (10 Points)
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes
General’s Regiment
Frostlord on Stonehorn (340)
• General
• The Fang of Ghur
• Touched by the Everwinter
Gnoblars (130)
Gnoblars (130)
Huskard on Stonehorn (290)
• 1 Harpoon Launcher
Regiment 1
Huskard on Stonehorn (290)
• 1 Harpoon Launcher
Mournfang Pack (150)
Regiment 2
Slaughtermaster (150)
Regiment 3
Icebrow Hunter (100)
Regiment 4
Scourge of Aqshy: Huskard on Thundertusk (260)
• 1 Harpoon Launcher
Mournfang Pack (150)
Faction Terrain
Mawpit
Mike Mercurio: An excellent example of the Beastclaw archetype, this list combines the army's strengths with solid secondary scoring. Beast Handlers is the standard subfaction choice, guaranteeing between 4 and 7 mortals per impact. With 4 priests, and the Aqshy Huskard at +1, this army can easily keep up the prayer cycle needed to maintain the 5+ ward around blizzarded objectives. The prayer lore also allows for some key scalpel play with Hailstorm combined with the Mawpit to remove support heroes or small scoring units. While most of the spell lore is of low value to BCR, the Slaughtermaster can be used to control space by occupying the Mawpit and extending it's range, while also casting the Primal manifestations to help keep the monsters health up. While Mage Eater is gone with the move to Aqshy, Ogors still have access to the Fang of Ghur for a once per game ward removal for when a unit needs to be driven off the board by the power of the Everwinter.
The most interesting design choice is choosing to go with only 4 monsters (3 Stonehorns and a Thundertusk). Typically BCR lists rely more heavily on monsters for their charge damage, but this list takes a different approach. Two units of Gnoblars provide important screening units to ensure the monsters are able to charge and maximize efficiency. While two small units of Mournfang offer anti-shooting tech, and some extra damage if needed. This lets the army operate as either two smaller castles, or as one large bulldozing wedge depending on mission and matchup.
Burning for Vengeance is an easy tactics pick for a list like this, where you intend to be aggressive right off the cuff. Siege of Ashes is a great synergy pick, especially because the tactic does not have a setup restriction for the first step. This makes the Icebrow Hunter a great tool to guarantee the tactic if the other pieces need to be somewhere else on the board. He can also be used for scoring additional primary, or to set up or future scoring either along the side of the board or opponent's backfield.
Overall a more technical take on the Beastclaw archetype, and shows that even Destruction can have some subtle tools in it's arsenal.

Daughters of Khaine
Fervent Ritualists
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of Shadows
Prayer Lore – Prayers of the Khainite Cult
Manifestation Lore – Manifestations of Khaine
Battle Tactics Cards: Burning for Vengeance and Flanking Firestorm
General’s Regiment
Morathi-Khaine (750)
• General
Khainite Shadowstalkers (130)
Khinerai Heartrenders (100)
Khinerai Lifetakers (110)
The Shadow Queen
Regiment 1
Scourge of Aqshy: Melusai Ironscale (140)
• Loyal Unto Death
Blood Sisters (320)
• Reinforced
Blood Sisters (320)
• Reinforced
Regiment 2
Hag Queen (110)
• Witchbrew
Faction Terrain
Shrine of Dark Tribute (20)

Skaven
Warpcog Convocation
General’s Handbook 2026-27
Drops: 2
Spell Lore – Lore of Ruin
Manifestation Lore – Aetherwrought Machineries
Battle Tactic Cards: Blazing Onslaught, Siege of Ashes
General’s Regiment
Thanquol on Boneripper (310)
• General
Doom-Flayers (200)
• Reinforced
Stormfiends (470)
• Reinforced
• Transplanted Brains – (10) Points
• 2x Grinderfists
• 2x Doomflayer Gauntlets
• 2x Clubbing Blows and Warpfire Projectors
Warplock Jezzails (240)
• Reinforced
Warplock Jezzails (240)
• Reinforced
Regiment 1
Verminlord Warbringer (260)
• Foulhide
• Masterclan Connections
Plague Monks (140)
Plague Monks (140)
Faction Terrain
Gnawhole
Niel Addleman: As we start to see the meta form, a pair that seems to be doing well for Skaven is Thanquoul and six Stormfiends which this list managed to do well with. Stormfiends are a proper melee bruiser, and with the ability to drop on the board on your opponents or your own turn gives them great versatility as well. And with the new season now you can use the Transplanted Brains enhancement to either give them a free +1 to hit (great for a unit that hits on 4’s) or extra OC. Played well, they can win you games on their own.
Thanquol is a very solid support piece for them. With +1 to cast, as well as a possible +d3 to cast from the Masterclan Connections on the Warbinger, you can more easily get off his spell for no-commands to stop that pesky redeploy or covering fire or all out defense (as well as more niche things such as Sylvaneth’s strike first command), or strike last a big anvil so you can dogpile it. And with the Skaven teleport spell he can be wherever your Stormfiends need him to be.
Backing this power duo up is Doom-Flayers and a Verminlord Warbringer to give you some extra melee juice and even help with tactics. Flayers can tear up infantry, and Warbringer can certainly punch up with his damage 3 attacks if you roll well. While the Flayers charge mortals and Warbringers end of turn mortals can help with Blazing Onslaught step one. While some Skaven lists are forgoing the Warbringer for a foot hero and a doomwheel to help with tactics, Warbringer gives you a bigger threat while providing similar utility in terms of tactics. And between Foulhide healing him every turn and rage dice he can stick around and be a nuisance for sure.
Finally there are TWO reinforced units of Jezzails that are going to be shooting from behind 40 plague monks. Jezzails can be swingy with only having 13 attacks per reinforced unit, that rend 2 damage 2 profile can tear high armor save armies up. Or whittle down a hammer before you send your melee threats in.
Skaven lists are always better than the sum of their parts and this list shows that very well.


