Category Archives: Fyreslayers

Top Three AoS Lists for Raccoon Rumble

This is the Top Three AoS Lists for Raccoon Rumble that took place in Germany on 17th and 18th September. It involved a massive 120 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: Maggotkin of Nurgle
Subfaction: Filthbringers
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Rot Coven Rotbringer Sorcerer (120)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Rancid Visitations
– Lore of Malignance: Gift of Disease
Rot Coven Rotbringer Sorcerer (120)*
Lore of Malignance: Rancid Visitations
– Lore of Malignance: Cloying Quagmire
Rot Coven Rotbringer Sorcerer (120)*
Lore of Malignance: Blades of Putrefaction
– Lore of Malignance: Magnificent Buboes

Battleline
10 x Putrid Blightkings (500)**
Reinforced x 1
5 x Putrid Blightkings (250)**
10 x Plaguebearers (150)**
2 x Pusgoyle Blightlords (220)***
1x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)***
1x Dolorous Tocsin

Units
3 x Nurglings (105)*

Endless Spells & Invocations
Umbral Spellportal (70)
Ravenak’s Gnashing Jaws (60)
Shards of Valagharr (50)

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

Additional Enhancements
Spell

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 142

Danny: Nurgle take gold in Germany with an off-meta (for Nurgle, anyway) Filthbringer list, eschewing Drowned Men and the pre-game move for the Rotbringer Coven and their really quite impressive magical prowess. Multiple excellent spells on durable platforms with a combined +3 to cast/unbind can compete with all but the very best casters in the game, and with Nurgle’s excellent lore full of debuffs and longer-range disease point delivery systems, they shore up the slowness and lack of range the army typically has.

Of note elsewhere is a reinforced Blightking blob to gum up the mid-table, and the 2x 2 Blightlords for mobility – not that they don’t also slap. For those looking at the odd-at-first-sight Endless Spell list, and who haven’t learned the hard way, the way it works is this: Shards halve the movement of something, count as an additional way of putting out disease points, and then Gnashing Jaws chomps through – dealing the difference between a 3d6 roll and a unit’s movement as MWs – hence Shards. Nasty combo and a big win, especially as Colin had to chew through double Seraphon, Tzeentch (whose mortals typically threaten Nurgle tankiness), the hyper-mobile Sylvaneth and scary ol’ Nighthaunt!

Peter: We’re lucky enough that Colin is a member of our Discord. I asked him what he thought the vulnerability of the list was and how opponents should approach playing it.

Colin: I don’t think there is really much counter potential for this list. Of course, you can try to split the list, then I could get into trouble because I don’t have many units. The wizards are of course important for my list, but I have made the experience that the list remains super stable even if I lose my wizards.

Most people focus on the 10-strong squad of Blightkings, but that’s the wrong approach for me. The opponent should rather focus on the other smaller units. Alone, 10 Blightkings with a 4″ move do nothing on most battleplans.

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Allegiance: Seraphon
Constellation: Fangs of Sotek
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Slann Starmaster (265)***
General
– Command Trait: Arcane Might
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Stellar Tempest
Skink Starpriest (130)
Spell: Hand of Glory
Skink Priest (90)***
Universal Prayer Scripture: Heal
Saurus Astrolith Bearer (140)***
Artefact: Serpent God Dagger

Battleline
5 x Saurus Guard (115)**
30 x Skinks (225)**
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)**
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)***
Boltspitters Celestite Daggers & Star Bucklers

Units
2 x Salamander Hunting Pack (280)*
Reinforced x 1
2 x Salamander Hunting Pack (280)*
Reinforced x 1

Behemoths
Bastiladon with Solar Engine (250)

Endless Spells & Invocations
Purple Sun of Shyish (70)

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 116
Drops: 11

Danny: Fangs of Sotek again! In their defence, the FAQ to turn scaly skin off skinks has meant the Starborne sub-factions are worth taking again, which is good for diversity overall, even if how good Seraphon are in general is a wider issue.

Tristan’s take on the teleporting skink gang is fairly standard – he’s got the 30 blob there, the 2x 10 objective grabbers, and the shooty core of 2x 2 sallies (nasty with the option to teleport) and the Solar Engine which, combined with Purp Son is putting out 9 rend 2, damage 2 (3 vs chaos – and Colin’s Nurgle still beat him!) shots at long range.

It’s an incredibly solid list archetype that I doubt we’ll see much deviation from in a while, but big up to Tristan for keeping up the concentration over a long tourney against some tough opponents and armies!

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Allegiance: Idoneth Deepkin
Enclave: Briomdar
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Eidolon of Mathlann, Aspect of the Sea (325)*
General
– Command Trait: Endless Sea Storm
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deeps: Steed of Tides
– Lore of the Deeps: Counter-current
Isharann Soulscryer (150)*
Universal Prayer Scripture: Guidance
Isharann Soulrender (120)*

Battleline
10 x Namarti Thralls (130)**
10 x Namarti Thralls (130)***
20 x Namarti Reavers (340)***
Reinforced x 1

Units
Akhelian Allopexes (330)**
Razorshell Harpoon

Behemoths
Krondspine Incarnate of Ghur (400)
Allies
– bound to Eidolon of Mathlann, Aspect of the Sea

Endless Spells & Invocations
Purple Sun of Shyish (70)

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

Additional Enhancements
Spell

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 400 / 400
Wounds: 78
Drops: 9

Danny: An interesting IDK list that drops a few common pieces in favour of a Spinedog and an Eidolon, who may not be as slap-happy as the King, but do offer a huge amount of utility and versatility. Overall though, it looks like a pin-and-cushion list – 20 Reavers can rain down serious hurt on whatever the Spinedog ties up, while the lone shark caps objectives and the two Thrall blobs – who can certainly pack a punch once the Eidolon gets the -1 save debuff off on folks and/or the inevitable Sun gets into range.

The Soulscryer in Briomdar completes the game plan by offering a few units the chance to start in reserves to threaten early board control or objective yoinking – the Enclave allowing for an extra unit to go into reserves and for them to come in outside the table edge too. The list performed admirably, losing only to Seraphon and taking down some meta-factions en route to 3rd- congrats Stephan!

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Allegiance: Fyreslayers
Lodge: Vostarg
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Flamekeeper (90)*
Auric Flamekeeper (90)*
Auric Runemaster (125)*
Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)**
Runic Iron
– Prayer: Ember Storm
Auric Runeson on Magmadroth (320)**
General
– Ancestral War-axe
– Command Trait: Blood of the Berzerker
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient
Battlesmith (150)**
Artefact: Nulsidian Icon

Battleline
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)***
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)***
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)***
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****

Endless Spells & Invocations
Runic Fyrewall (40)

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

Additional Enhancements
Artefact
Artefact

Total: 1970 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 162
Drops: 12

Danny: Fyreslayers infamously don’t have a huge roster to work with, and they seem to have settled largely into either Magmadroth spam or Hearthguard spam, for obvious reasons. But Jan here is not content to follow the pack, and has opted instead for…Vulkite spam! The little guys that could don’t set the world on fyre at first glance, but their combined weight of attacks and relative durability can make for serious board control. Two Flamekeepers no doubt hung out nearby, absorbing the power of all their little fallen breathren before multiplying the power of the rest, allowing for a steady trickle of combos and shenanigans – such as the powerful combat-phase charge.

A fun, unusual list that managed 4 wins, showing it clearly has (lots of little) legs!

Final Tournament Placings (Top 32)

Top Three AoS Lists for the Salt Lake Open 2022

This is the Top Three AoS Lists for the Salt Lake Open 2022 that took place in the USA on 20th and 21st August. It involved 33 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: Fyreslayers
Subfaction: Greyfyrd
– Grand Strategy: Masters of the Forge
– Triumph: Inspired

LEADERS
Auric Runefather (125)**
General
– Command Traits: Spirit of Grimnir
– Artefacts of Power: The Daemon Slayer
Battlesmith (150)**
Artefacts of Power: Nulsidian Icon
Auric Runeson (80)**
Ancestral War-axe
– Artefacts of Power: Axe of Grimnir
Auric Flamekeeper (90)****
Artefacts of Power: Draught of Magmalt Ale
Auric Runemaster (125)****
Artefacts of Power: Volatile Brazier
– Prayers: Heal
Auric Runesmiter (135)****
Forge Key
– Prayers: Prayer Of Ash

BATTLELINE
Hearthguard Berzerkers (320)*
Karl
– Berzerker Broadaxe
Hearthguard Berzerkers (320)*
Karl
– Flamestrike Poleaxe
Vulkite Berzerkers with Bladed Slingshields (160)***
Fyresteel War-pick and Bladed Slingshield
Vulkite Berzerkers with Fyresteel Handaxes (170)***

OTHER
Auric Hearthguard (250)**

ENDLESS SPELLS & INVOCATIONS
1 x Molten Infernoth (40)

TERRAIN
1 x Magmic Battleforge (0)

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

TOTAL POINTS: 1965/2000

Ethan: Holy moly what a collection of lists this tournament presents! In the vein of Bill Souza this list uses many battalions in order to stack up bonus enhancements and abilities but that is where the comparison ends. Fyreslayers are uniquely suited to taking high drop lists in that they, unlike most armies, don’t care about taking first and can weather an enemy double turn thanks to their durability. This opens up a broad cadre of list building options with the sheer number of heroes present here not reasonable for those armies relying on Battle Regiment to have play.

Getting into the list itself, this Greyfyrd army runs a large contingent of cheap foot heroes, using a combination of the subfaction and battalions to outfit the heroes with a selection of the Fyreslayers’ rather stacked artefact list. Prayers are made more consistent, damage output is improved and items like the Nulsidian icon provide spell ignores in a meta still often visited by Nagash’s Favourite Sphere. At 1965 points this list will often get its triumph and the selection of inspired helps to ensure the large units of troops aren’t losing more than they need to to battleshock.
The hero selection here gives this lists an absolute keyring of tools ranging from forgekeys and latchkey grandaxes to the extra CP of the Runemaster and the deepstrike of the Runesmiter. Of particular note is the Flamekeeper, the hero released with the Fyreslayers’ recent FOMO box, which doesn’t often see play in the tournament scene. With such large units of foot troops, his abilities – which are activated at the start of the combat phase whenever 6 models have died near the Flamekeeper since the previous turn – are going off with alarming frequency to provide powerful effects such as:
– 6+ ward (meh)
– Fight on death (alright)
– Charge, including during the enemy turn (!!!!!!!)
– +1 damage (still !!! but less so)

The rest of the list is still exciting (when was the last time anyone saw Auric Hearthguard?) but less in-depth than the heroes. Auric hearthguard deepstrike with the runesmiter and shoot quite well while the remainder of the army racks up objective scoring with difficult to shift statlines and wound characteristics. Putting these in Expert Conquerors and Bounty Hunters is a nice bonus in a list that already has drops to high heaven and the list is capped off with the Molten Infernoth, which gives the list an easy way to achieve its Grand Strategy. The notable bonus of the infernoth over other options is that you aren’t obligated to move it meaning, as the game is coming to a close, you can elect to not attempt a move and thus eliminate the chance of rolling it off the board with hot dice.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Celestial Warbringers
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
– Holy Command: Thunderbolt Volley

LEADER
1 x Lord-Relictor (145)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Thundershock
Prayers: Translocation
1 x Knight-Vexillor (120)*
Meteoric Standard
1 x Knight-Vexillor (120)*
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard

BATTLELINE
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime

ENDLESS SPELL
1 x Everblaze Comet (90)

OTHER
3 x Annihilators (200)*
Annihilator-Prime
3 x Annihilators (200)*
Annihilator-Prime
1 x Stormstrike Chariot (165)*
Stormstrike Axe and Tempestuous Spear

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (2000/2000)

Ethan: I mentioned it in the Fyreslayers but my goodness we’re in funkytown. The subfaction here is largely irrelevant but useful for re-rolling a save?

Now we’ve got that out of the way, let’s get to the fun bit. The completely normal general here is a translocating Lord-Relictor and that’s where our dose of normal ends. Five Knight Vexillors. Count ’em. Five. For those not in the know (and who would be?) the Knight-Vexillor is the little Stormcast bloke with a banner. His ability? Do d3 wounds to everything within 6″ of a point anywhere on the board. So that’s 5d3 Mortals, averaging around 8-10 mortals to everything in range. This is then topped off with the Everblaze Comet which does d3, or d6, Mortals within a large area at a 36″ range. What a combo. In a double battle-regiment this list comes in at 2-drop, being one of the few lists that is likely to take the first turn, hitting anything remotely resembling a castle like, well, a storm? (I’m so sorry).

The rest of the list backs up this combination with tools to turn this opening blow into a knockout with a stormstrike chariot thundering around the board (I’ve moved past shame) while the Annihilators and their 2+ save come crashing into the opponents lines and punch a hole while tying things up for the judicators to rain down a squall of shots (we’re still going).

The only loss for this list was against Gargants and honestly, that tracks, considering how the list functions. While the list does incredible damage spread across a huge number of units, it would struggle to deal the concentrated pain required to take down wound-dense Sons of Behemat. What a list. Noe Aquino should be absolutely thrilled with this exciting result.

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Army Faction: Ogor Mawtribes
Army Subfaction: Bloodgullet
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
1 x Huskard on Thundertusk (335)
General
– Command Traits: ‘Nice Drop of the Red Stuff!’
– Blood Vulture
– Artefacts: Skullshards of Dragaar
Prayers: Pulverising Hailstorm
1 x Frostlord on Stonehorn (430)*
Artefacts: Splatter-cleaver
– Mount Traits: Metalcruncher
1 x Hrothgorn (170)*
1 x Butcher (135)**
Tenderiser
– Spells: Ribcracker, Molten Entrails
1 x Frostlord on Stonehorn (430)**
1 x Slaughtermaster (140)**
Spells: Ribcracker, Greasy Deluge

BATTLELINE
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*

TERRAIN
1 x Great Mawpot (0)

OTHER
3 x Hrothgorn’s Mantrappers (170)*

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

TOTAL POINTS: (2000/2000)

Peter: I’m starting this with a caveat! None of us know anything about Ogors…. Mind you we still get some of the comments wrong on lists we do know about so….

We have three characters on Stonehorns or Thundertusks who have a threat distance of 24″ (average 19″). These boys are tough with 13 wounds each, a 3+ save AND a 5+ ward. The Frostlords on Stonehorns can kick out an average of 18 damage before saves if they get a charge in.

The Huskard has the Blood Vulture which allows him to cause a free mortal each turn on any enemy unit within 24″. On top of this he has a tasty missile weapon which on its top bracket will roll 12 dice and will cause mortal wounds on 6’s (if the unit is less than 10 models), 5+ if the target had 10+ models or 4+ if it has 20+ models. He also has a command ability which allows other Beastclaw Raider (those Stonehorns) units within 12″ to re-roll their charges.

Hrothgorn and the Mantrappers are a clever inclusion for objective capturing and battle tactics as they can be set up in reserve and bought on in a friendly turn anywhere on the board more than 9″ from the enemy.

The Yhetees, while not great at dishing out damage can run and charge if they’re with 16″ of a Thundertusk when they do so. They also have the annoying ability to pile in from 6″ away instead of the usual 3″.

Both the Butcher and Slaughtermaster know additional spells thanks to their Bloodgullet allegiance and both have Ribcracker which deducts 1 from a an enemy units save. Molten entrails allows a Ogor Monster to add 1 to the damage of their mounts attacks (great on the Stonehorns), while Greasy Deluge forces an enemy unit to deduct 1 from their attacks.

Sprinkle in things like the Splatter-Cleaver which allows you to heal nearby Ogor units D3 wounds if you were successful with any of that models attacks. And a Nice Drop of the Red Stuff which is a command ability that allows units within 12″ of the general an additional 3″ pile in (9″ pile in for Yhetees).

All of this adds up to a tough and hard hitting army

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Allegiance: Khorne
Slaughterhost: Baleful Lords (Host of Chaos)
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Bloodstoker (80)****
Artefact: Talisman of Burning Blood
Bloodstoker (80)****
Bloodsecrator (125)***
General
– Command Trait: Thirst for Carnage
– Artefact: Black Brass Crown
Skarbrand (380)***
Valkia the Bloody (135)***
Slaughterpriest (100)****
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Prayer: Blood Sacrifice

Battleline
10 x Bloodreavers (80)**
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes

Units
5 x Wrathmongers (145)*
1 x Chaos Chariots (100)***
Greatblades
– Mark of Chaos: Khorne
1 x Chaos Chariots (100)****
Greatblades
– Mark of Chaos: Khorne
4 x Khagra’s Ravagers (125)*
Spell1: Universal Spell Lore: Flaming Weapon
– Allies
9 x Untamed Beasts (70)***
Allies
9 x Untamed Beasts (70)****
Allies

Behemoths
Jabberslythe (150)

Endless Spells & Invocations
Hexgorger Skulls (50)
Prismatic Palisade (40)

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

Additional Enhancements
Artefact
Artefact

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 265 / 400
Wounds: 135
Drops: 16

Ethan: I’m going to coin this list the “Skarbrand launcher”. A multitude of battalions provide a slew of artefacts to this list, mitigated by the untamed beasts’ pregame move ensuring that objectives are contested from word go. The Baleful lords subfaction is usually utilised by “Oops, All Bloodthirsters” builds, however this list has eschewed such choices in favour of a hectic collection of units which all seem to be built around the uniting goal of “Skarbrand runs and charges at anything on the board”.

In the Heroes section, the arcane tome and ghost-mist, in combination with the prismatic palisade create powerful counterplay against shooting lists, ensuring the army’s lack of ranged options aren’t punished before it has a chance to walk up and beat you to a bloody pulp. The combination of Bloodsecrator, Wrathmongers and Valkia ensure that the Reavers punch above their very cheap cost and, with the benefit of additional attacks, the chaos chariots become a threat, aided by their incredible movement to be a scary prospect across the board. Bloodstokers double down on the theme handing out more movement bonuses to their willing whipees. The keyword for this list is mobility and it has it in spades. Castle build? This is the trebutchet, and the keystone boulder is a running and charging Skarbrand, enough to put fear into the heart of even the most seasoned Living Cities player.

Now, let’s talk about the Jabberslythe. I don’t quite get it? For 150 points, Sean knows something I don’t. It can make a high-output unit absolutely self destruct with self inflicted mortals or kill something that is killing it, Magmadroth style, but I’ll be real with y’all: I’m not sure what this does in the list. That said, it’s a very cool inclusion and provides a wonderful end point for a top 3 article discussing some of the most thrillingly different lists I’ve seen in the last few years. AoS is feeling spicy right now for the Johnnys of the world, with the GHB’s maturation proving that initial overreactions to Bounty Hunters were exactly that. Exciting times!

Final Tournament Placings

AoS Meta Stats (w/e 28th August 2022)

Unfortunately they’ll be no meta stats next weekend as I am on holiday. Normal service will resume for the week ending of 11th September.

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Grand Tournaments

Emerald City Open 2 – USA
32 Players

PositionFactionSubfactionResult
1stDaughters of KhaineHagg Nar5-0-0
2ndSons of BehematBreaker Tribe5-0-0
3rdDisciples of TzeentchHosts Arcanum4-0-1
4thSeraphonThunder Lizard4-0-1
5thMaggotkin of NurgleDrowned Men4-0-1
Emerald City Open 2

Sacremento Slam – USA
12 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard5-0-0
2ndDaughters of KhaineHagg Nar4-0-1
3rdOssiarch BonereapersPetrifex Elite3-0-2
4thSkaven3-0-2
5thHedonites of SlaaneshLurid Haze3-0-2
Sacremento Slam

Dice and Ducks: Decimation – UK
16 Players

PositionFactionSubfactionResult
1stSons of BehematTaker Tribe4-0-1
2ndSeraphonFangs of Sotek3-0-1
3rdDaughters of KhaineKhailebron4-0-1
4thSoulblight GravelordsLegion of Night4-0-1
5thBlades of KhorneReapers of Vengeance2-0-2
Dice and Ducks: Decimation

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This Weeks Stats

The following stats are for the week ending 28th August only, essentially GT’s that took place on the 27th and 28th August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 30th/31st July to the 20th/21st August. This covers a total of 983 players (+152 players) across 24 Grand Tournaments (+3 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one, although the stats are starting to shift away from the 50% mark slightly again. With Destruction once again falling.

Its not been a good week for the Kruleboyz and this is also reflected in the four weeks stats with them falling to 35.0%. Come on GW, show them some love.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

A great week for Seraphon sees them extend a lead over the Daughters of Khaine with 9 clean sweeps to their 6.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Currently it would appear that Seraphon players have the highest chance of going 5-0 at an even.

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Top Three AoS Lists for Mancunian Carnage: Summer 2022

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

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

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

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

The Top Three AoS Lists

Allegiance: Ironjawz
Grand Strategy:
– Triumphs: Indomitable

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

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

Behemoths
Rogue Idol (430)*

Endless Spells & Invocations
The Burning Head (20)

Core Battalions
*Battle Regiment

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

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

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

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

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

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

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

Units
1 x Mindstealer Sphiranx (95)*

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

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

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

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

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

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

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

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

TERRAIN
Feculent Gnarlmaw (0)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

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

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

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

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

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

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

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

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

TERRAIN
1 x Charnel Throne (0)

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

TOTAL POINTS: 1985/2000

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

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

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

Final Tournament Placings

Full tournament placings can be found on tabletop.to.

AoS Meta Stats (w/e 21st August 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

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Grand Tournaments

Northern Ireland GT – UK
32 Players

PositionFactionSubfactionResult
1stDaughters of KhaineKhailebron5-0-0
2ndStormcast EternalsHammers of Sigmar4-0-1
3rdNighthauntEmerald Host4-0-1
4thFyreslayersLofnir4-0-1
5thStormcast EternalsHAmmers of Sigmar4-0-1
Northern Ireland GT

Capital City Bloodbath – Canada
43 Players

PositionFactionSubfactionResult
1stFlesh-eater CourtsFeast Day5-0-1
2ndBonesplitterzIcebone5-0-1
3rdCities of SigmarHallowheart5-0-1
4thIdoneth DeepkinMor’Phann5-0-1
5thSeraphonFangs of Sotek5-0-1
Capital City Bloodbath

Gateway Open 2022 – USA
43 Players

PositionFactionSubfactionResult
1stStormcast EternalsKnights Excelsior5-0-0
2ndCities of SigmarLiving City5-0-0
3rdBlades of KhorneReapers of Vengeance4-0-1
4thDaughters of KhaineZainthar Kai4-0-1
5thSons of BehematBreaker Tribe4-0-1
Gateway Open 2022

Salt Lake Open 2022 – USA
33 Players

PositionFactionSubfactionResult
1stFyreslayersGreyfyrd5-0-0
2ndStormcast EternalsCelestial Warbringers4-0-1
3rdOgor MawtribesBoulderhead4-0-1
4thSons of BehematBreaker Tribe4-0-1
5thFlesh-eater CourtsBlisterskin4-0-1
Salt Lake Open 2022

Nashcon GT 2022 – USA
81 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndMaggotkin of NurgleBlessed Sons5-0-0
3rdNighthauntScarlet Doom4-0-1
4thBeasts of ChaosDarkwalkers4-0-1
5thLumineth Realm-LordsZaitrec4-0-1
Nashcon GT 2022

Snake Eyes – Australia
81 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndKharadron OverlordsBarak-Zilfin5-0-0
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSylvanethGnarlroot4-0-1
5thSkaven4-0-1
Snake Eyes

Mancunian Carnage: Summer 2022 – Australia
81 Players

PositionFactionSubfactionResult
1stIronjawz5-0-0
2ndSlaves to DarknessKnights of the Empty Throne5-0-0
3rdMaggotkin of NurgleDrowned Men4-0-1
4thNighthauntScarlet Doom4-0-1
5thNighthauntEmerald Host4-0-1
Mancunian Carnage: Summer 2022
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This Weeks Stats

The following stats are for the week ending 21st August only, essentially GT’s that took place on the 20th and 21st August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 30th/31st July to the 20th/21st August. This covers a total of 983 players (+152 players) across 24 Grand Tournaments (+3 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one, although the stats are starting to shift away from the 50% mark slightly again. With Destruction once again falling.

Its not been a good week for the Kruleboyz and this is also reflected in the four weeks stats with them falling to 36.5%. Come on GW, show them some love.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

A great week for Seraphon sees them extend a lead over the Daughters of Khaine and Maggotkin of Nurgle with 7 clean sweeps to their 5.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Beasts of Chaos cling to their top spot but the Maggotkin of Nurgle seem to be having a resurgence and are not too far off their heels. Seraphon and Bonesplitterz are falling closely behind.

Kruleboyz fall back down the table and join Flesh-eater Courts, Ogors, Bonereapers and Gloomspite in the sub 45% win rate.

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Chance of going 5-0

Currently it would appear that Seraphon players have the highest chance of going 5-0 at an even.

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AoS Meta Stats (w/e 14th August 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

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Grand Tournaments

Ranked from largest to smallest.

Age of Sigmar Matched Play Event – UK
74 Players

PositionFactionSubfactionResult
1stMaggotkin of NurgleDrowned Men5-0-0
2ndDaughters of KhaineHagg Nar5-0-0
3rdIdoneth DeepkinIonrach4-1-0
4thStormcast EternalsHammers of Sigmar4-1-0
5thOgor MawtribesBoulderhead4-0-1
Age of Sigmar Matched Play Event

Old Town Throwdown Summer Smash – USA
72 Players

PositionFactionSubfactionResult
1stBig Waaagh!5-0-0
2ndMaggotkin of NurgleDrowned Men5-0-0
3rdSeraphonThunder Lizard5-0-0
4thNighthauntScarlet Doom4-0-1
5thBonesplitterzDrakkfoot4-0-1
Old Town Throwdown Summer Smash

Storm of Magic GT – UK
23 Players

PositionFactionSubfactionResult
1stStormcast EternalsCelestial Vindicators4-0-1
2ndSons of BehematBreaker Tribe4-0-1
3rdSons of BehematBreaker Tribe4-0-1
4thCities of SigmarHammerhal4-0-1
5thFyreslayersLofnir4-0-1
Storm of Magic GT

Turnaj O Nacelnika Opicich Hor – Czech Republic
24 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard4-1-0
2ndDaughters of KhaineZainthar Kai4-0-1
3rdKharadron Overlords4-0-1
4thSylvanethHeatwood4-0-1
5thMaggotkin of NurgleDrowned Men4-0-1
Turnaj O Nacelnika Opicich Hor

King in the North! 22 – Norway
31 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom4-1-0
2ndMaggotkin of NurgleDrowned Men4-0-1
3rdBeasts of ChaosAllherd4-0-1
4thSylvanethHarvestboon4-0-1
5thDaughters of KhaineZainthar Kai4-0-1
King in the North! 22
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This Weeks Stats

The following stats are for the week ending 14th August only, essentially GT’s that took place on the 13th and 14th August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 23rd/24th July to the 13th/14th August. This covers a total of 831 players (-13 players) across 21 Grand Tournaments (+2 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

This is the first time in a rolling four week period where only two factions have fallen below the 45% win rate. Are things getting even better for AoS?

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Daughters of Khaine, Seraphon and Maggotkin of Nurgle now have both achieved 4 5-0 wins a piece.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Bonesplitterz relinquish their top spot to Beasts of Chaos, however they both have win rates of over 57%, as do Maggotkin of Nurgle and Big Waaagh!

At the other end of the table Gloomspite Gitz are the only sub 40% faction, their new book can’t come soon enough.

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Currently it would appear that Big Waaagh! players have the highest chance of going 5-0 at an event, however this is from a small player base so will fall as more players register under the Big Waaagh! banner.

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AoS Meta Stats (w/e 7th August 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

Menu

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Grand Tournaments

Ranked from largest to smallest.

GT Lodz 2 – Poland
70 Players

PositionFactionSubfactionResult
1stBeasts of ChaosGavespawn5-0-0
2ndMaggotkin of NurgleDrowned Men3-2-0
3rdSylvanethGnarlroot4-0-1
4thBonesplitterzDrakkfoot3-1-1
5thStormcast EternalsHammers of Sigmar3-1-1
GT Lodz 2

Quest of Champions – Heat 4 – England/UK
38 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom4-1-0
2ndSlaves to DarknessKnights of the Empty Throne4-0-1
3rdSeraphonThunder Lizard4-0-1
4thMaggotkin of NurgleFilthbringers4-0-1
5thIdoneth DeepkinMor’Phann4-0-1
Quest of Champions – Heat 4

G&T GT 2 – England/UK
14 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom5-0-0
2ndSylvanethHeartwood4-0-1
3rdDisciples of TzeentchHosts Arcanum3-1-1
4thMaggotkin of NurgleDrowned Men3-0-2
5thSeraphonThunder Lizard3-0-2
G&T GT2

Season of War Grand Tournament – Ontario/Canada
66 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndSons of BehematTaker Tribe5-0-0
3rdNighthauntScarlet Doom4-0-1
4thHedonites of SlaaneshLurid Haze4-0-1
5thIdoneth DeepkinNautilar4-0-1
Season of War Grand Tournament

Age of Sigmar Steel City GT – Pennsylvania/USA
24 Players

PositionFactionSubfactionResult
1stFyreslayersLofnir5-0-0
2ndBlades of KhorneReapers of Vengeance4-0-1
3rdBonesplitterzIcebone4-0-1
4thStormcast EternalsHammers of Sigmar4-0-1
5thBi g Waaagh!4-0-1
Age of Sigmar Steel City GT

Harambe’s Heroes and Goldmine Games Rumble in the Jungle – USA
28 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndNighthauntQuicksilver Dead4-0-1
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSons of BehematStomper Tribe4-0-1
5thSeraphonThunder Lizard4-0-1
Harambe’s Heroes and Goldmine Games Rumble in the Jungle

Summer of Sigmar – Gamers Guild Grand Tournament – USA
15 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndSylvanethGnarlroot4-0-1
3rdSlaves to DarknessRavagers4-0-1
4thKharadron Overlords3-0-2
5thIdoneth DeepkinDhom-Hain3-0-2
Summer 0f Sigmar – Gamers Guild Grand Tournament
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This Weeks Stats

The following stats are for the week ending 31st July only, essentially GT’s that took place on the 30th and 31st July.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 16th/17th July to the 6th/7th August. This covers a total of 844 players (+177 players) across 19 Grand Tournaments (+4 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Daughters of Khaine and Seraphon now have both achieved 3 5-0 wins a piece.

After the last weekend, all the factions have now achieved at least one weekend where they’ve had an army go to 4 wins.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Bonesplitterz increase their win rate to over 60%, while at the other end of the table Gloomspite Gitz fall to 35.8%

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Ironjawz.

Currently it would appear that Kharadron Overlords players have the highest chance of going 5-0 at an event closely followed by Beasts of Chaos and Hedonites of Slaanesh

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Playing Fyreslayers

By Kevin Lathers

I’m Kevin Lathers, known Duardin enthusiast. I play Fyreslayers nearly exclusively, with a little bit of SCE and KO on the side. I found the new book to be a significant improvement, even if it upended the “old ways.” I’ll be discussing the faction and how I believe it can notch wins. Keep in mind that every player has their own playstyle, so some of this may sound off to people with radically different styles to my own.

This guide will involve a quick overview of each part of their rule set – though honestly you can find most of that elsewhere – and then a look at tactics I’ve seen and used to good effect. This is being written with regards to GHB2022-23.

My Vaporwave Magmadroth

Table of Contents

Theme and Playstyle Overview

Theme

Thematically, Fyreslayers are an army about three things: Grimnir, nearly-naked dwarfs with axes, and big fire lizards. If you like any, or all, of these things then this faction will be for you.

Fyreslayers are mercenaries for ur-gold. Ur-gold is alleged to be the pieces of their dead god, Grimnir – and possibly Vulcatrix, whom he died fighting. They believe ur-gold’s use will bring their ancestral god back to the mortal realms. To use ur-gold they pound it into their flesh which imbues them with godly might – but also greed and visions of Grimnir’s battle with vulcatrix. So, they take merc. jobs to acquire more ur-gold. They exist as a faction of religious zealots who live to fight for their god’s resurrection.

Playstyle

Fyreslayers are generally a combat army that can lean into: blocks of slow moving, but hard-hitting, infantry; or multiple faster mean monsters. They can make use of invocations (not endless spells!) to affect battlefield control and punish less-godly armies.

While Fyreslayers have these two main archetypes, within those archetypes exist a variances, so there’s no hard rule to list-building. I personally lean harder into a control playstyle where I want to frustrate my opponent’s gameplans. So this guide is written with that in mind.

What Are Their Rules?

Battle Traits

Fierce Counter-Attack: This is a command ability that can be used at the start of the opponent’s combat phase. The combat phase part is important. It can only be used on infantry (i.e. hearthguard and vulkites) when an enemy has finished a charge move within 3” of the unit and no other enemy units which have not made charge moves that turn are within 3” of the unit. Each unit can only be issued the command once.

This ability is VERY useful and will often make your opponents seriously consider a charge into lines of berserkers.

Grimwrath Oaths: This is basically the old warscroll ability for Grimwrath Berserkers which was upgraded a little and put as a battle trait. Very useful if you take Grimwrath Berserkers, but useless otherwise. Still, if you are taking them, then it’s great for its flexibility. Two oaths are quite strong: Run + Charge (best one, really) and the 6++/5++ ward oath. But don’t sleep on the allied unit oath if you’re bringing one.

Ur-Gold Runes: This is the main battle trait. The one that makes the army. This is what your army will succeed or fail on. These runes give army-wide buffs which are further enhanced on a roll of 6. Rune selection is extremely important. Selecting the right rune for the right time is a skill that takes practice as it must consider what runes you will use in later rounds as well as what runes will bring the most effect in the current turn and the opponent’s turn, possibly two turns.

Picking runes to play into a possible double turn can be extremely important. Sometimes a rune might not make a huge difference on your own turn, but if your opponent is going to get two turns, then it could be critical to your choice. Good examples are the Rune of Fury to improve a Fierce Counter-Attack or Fiery Determination to make the army survive.

There’s no set order for rune selection, nor should there be as it would take away from the flexibility of the ability. The three most important runes are: Rune of Awakened Steel; Rune of Searing Heat; and Rune of Relentless Zeal.

Blaze of Fury: Once per game in your hero phase each hero can use a special heroic action which gives them the benefit of the enhanced effect of the activated rune this phase. Sometimes having another additional rend or an additional attack can make or break a hero’s combat phase, this ability is for that.

Lodges (Sub-Factions)

There are three effective lodges: Vostarg, Greyfyrd, and Lofnir have all seen some good tournament representation. Hermdar, the fourth lodge, has failed to see a lot of play and, to my knowledge, doesn’t have any strong lists.

Greyfyrd: The “foot hero” lodge. All your unmounted heroes gain an additional wound and can take two additional artefacts. Considering the faction’s artefacts are quite good, this is a strong effect.

Vostarg: The Vulkite Berserker lodge. Vulkites gain +1 to hit and wound rolls until the end of turn on a charge. This is extremely powerful when paired with Axe Vulkites and Auric Flamekeepers. On paper, Axe Vulkites don’t seem impressive, but with synergizing buffs they can kill anything in the game.

Lofnir: The magmadroth lodge: Two additional wounds on magmadroth, two additional mount traits (i.e. all 3), and runesons on magmadroths become battleline. The two additional wounds are nice, but DrothSons being battleline is extremely powerful; being able to forgo the usual battleline tax is fantastic. Plus, all three mount traits are great.

Hermdar: By far the worst lodge. If someone has figured out how to make it work then I have not seen it. Hermdar’s ability is that it halves the number of models running from battleshock (rounding up) and Auric Hearthguard become battleline units.

The conditional battleline is only useful if you want to have both Hearthguard types as battleline. But both are low model count elite units with high bravery, the exact opposite of what benefits from the subfaction ability.

Further, no units actually get combat buffs or extra enhancements unlike the other 3 subfactions which get something buffing a unit or hero type.

Hermdar is astoundingly bad in an otherwise well-internally balanced book. For a remedy it would need to include something else, such as buffs to Hearthguard (both Auric and Berserkers). Hearthguard are the only units with no subfaction doing anything for them, so this would be appropriate. I don’t have a list to show for this lodge because there is no list I have seen use it to good effect.

Command Traits

I will be rating these command traits (and artefacts), but it’s not a hard rating. Most things (except the ring) have a use in the army. There’s a place for most things if you want there to be or your local meta calls for it.

  • Runefather and Runeson can take:
    • Fury of the Fyreslayers (B): +1 charge is always good in an army that wants into combat. The aura range is large as well. This could be good in basically any subfaction where you have a father as your general. On vulkites this gives them a base +2 charge!
    • Spirit of Grimnir (B): The normal chance of an enhanced rune is 1 in 6. Making it 1 in 3 is literally doubling your chance. On average this gets you an enhanced rune 1 to 2 times a game instead of 0 to 1. Considering certain enhanced runes – particularly Awakened Steel’s extra rend or Fury’s +1 attack characteristic – can swing games in your favor, this is very nice. Still, it is up to chance, so it’s not an auto-take.
    • Blood of the Berzerker (A): This lets you build a “death star” magmadroth. Combined with the artefacts discussed later, this can make a Runefather or Runeson on Magmadroth turn into a wrecking ball that can alter the flow of the game by killing nearly anything. Add in the right rune at the right time and this is an important CT to consider.
    • Leader of the Duardrazhal (D): The Duardin allies Fyreslayers need to fill their holes, such as Irondrakes or Runelords, who really don’t benefit from the runes. Gotrek doesn’t need any but the movement rune. If this gave allies the Fyreslayers keyword it would be a bit better, but it doesn’t.
  • Priest generals can take:
    • Ash-Beard (F): Two prayers? Wow, that’s cool, I guess. Honestly, this should allow a priest to chant two prayers. Now that would be useful, even if not top tier. Being able to summon two invocations would be great! But sadly it’s just two prayers, which you could just do with a battalion giving additional enhancements, except that would be to all your priests.
    • Master Priest (A): You can activate a single rune twice in a game. Amazingly good. This makes the army significantly more flexible. Do you need more rend? Do you need more mortal wounds (against nighthaunt)? Do you need to use that movement rune one more time? The world is your oyster. This is nearly always an instant take if a priest is your general and can be the reason to make a priest your general if they weren’t before.
    • Avatar of Vulcatrix (D): It’s fun and flavorful. It could have some interesting play as it disincentivizes killing your general. Personally, I used it on a Runesmiter Magmadroth a couple times and it was good fun to just throw them into the fray. But it wasn’t super effective to trade a magmadroth for molten infernoth. Also could be useful on a deepstriking Runesmiter where you could now dump an infernoth in their backlines if they kill him. But losing your general means losing CP and that hurts.

Artefacts

  • Runefathers and Sons can take:
    • Master Rune of Unbreakable Resolve (C): A 3+ ward for one phase? Built for magmadroths and it’s pretty amazing against certain armies and units, such as Kragnos or Maw-Krushas. But due to it being just one phase there is too much play around it to make it amazing. There no longer being a “Slay the Warlord” battle tactic also makes it less desirable.
    • Magnetised Runes (C): +2 to charge. Some interesting play here on both magmadroths and foot heroes. A retinued hero getting left behind by their unit could be deadly, but this can ensure they also make the charge. It also means deepstriking a runeson on magmadroth becomes a real idea. It’s good, but situational.
    • The Fiery Ring (F): No. Don’t you dare take this piece of trash. Even without a roll it would be bad. But the fact it’s only 6” and requires a roll makes it truly awful. Almost any artefact is better in any situation.
    • The Axe of Grimnir (A): +1 rend and damage. Uh, yes.
  • Priests can take:
    • Ash-Cloud Rune (C): This is an odd one. Once per game it produces a 12” aura where units wholly within are not visible to spells. Note that this is not friendly units, but any units. This means you could block the opponent’s buffing spells, too. Its range makes it situationally good, but the effect is strong. It also isn’t useful against certain armies, but with intelligent use could definitely hurt others: think about blocking a mind razor, ogor butcher cast, or night haunt model revive.
    • Volatile Brazier (A): Invocations are good. Re-rolling their chanting roll and throwing them double range makes them amazing. This can ensure your fyrewall is going to ruin someone’s day or the molten infernoth is going to kill some support heroes.
    • Droth-Helm (D): In magmadroth heavy lists it could be nice. But it’s only to the claws’ attack and nothing else. That really limits its utility and damage boost. The damage boost it gives is usually not worth it unless you are getting multiple magmadroths in range of it in combat. Its aura range is low so you have to keep your magmadroths grouped together, limiting flexibility.
  • Battlesmiths can take:
    • Nulsidian Icon (A): Ignoring offensive spells/endless spells on a 4+ is so obviously good there isn’t a lot to say. The biggest downside is that if the battlesmith dies, it does as well. In a world of purple suns this is going to be a near auto-take.
  • Anyone can take:
    • Draught of Magmalt Ale (A): Did you like blood of the berserker? Well this makes it incredible. Giving a Runefather 8 swings, potentially 9, with his axe is fantastic. Giving him 16-18 is downright crazy. This also can turn a Grimwrath Berserker into a grim reaper that picks one unit to die.
    • The Daemon Slayer (B): This allows attacks to ignore ward saves. Most armies don’t have great wards, but the ones that do rely heavily on them (e.g. Nurgle) really rely on them. Ignoring wards can break certain units and that can’t be underestimated. Still, it doesn’t actually buff attacks and so sometimes it will just fall flat or see limited usefulness.

Mount Traits

  • Flame-Scale Youngblood (B): Stomps do an additional 3 mortal wounds. Now that Hunters of the Heartland is gone this is fantastic. Nothing better than stomping a warboss to death or stomping a charging blood knight into the dirt.
  • Lava-Tongue Adult (C): This caps your breath attack lower limit at 5 instead of 1. Not amazing, but it does make it useful against heroes. Getting a few extra wounds on a hero is nice, even if it’s not game changing. If this was always 10 shots instead of 5, it would be top tier.
  • Coal-Heart Ancient (A): Lower damage dealt by melee attacks by 1. Yep, this is the one you take if not Lofnir. Making your droth live longer is always worth it.

Prayers

All the prayers are good in their own way. All should be considered depending on time and list.

  • Prayer of Ash: -1 to wound rolls against a unit. The range is wholly within 18” which isn’t bad, either. This is an amazing prayer.
  • Prayer of Grimnir’s Fury: An unmounted hero can fight in the hero phase. While not something you use often, it can be devastating. This ability combos well with Runic Empowerment. It is very situational and list dependent, but when it goes off it can be game changing. Limiting it to unmounted heroes is a real kick in the ur-gold by GW, though.
  • Ember Storm: This lets infantry units run and charge. This prayer often makes or breaks Vostarg lists. Its use with Hearthguard units is limited, but still there. With Hearthguard you can often run both the hero and Hearthguard to keep their ward up, and while the hero can’t charge, the unit can. It also can allow them to keep up with a Magmadroth if that is the “escort” for them. Its use with Vulkite Berserkers is key, where having your threat range increase from 4” + charge to 10” + charge is incredible.
  • Wrath of Vulcatrix: Another very situational prayer: you need both a magmadroth and the need to keep it at top bracket at the expense of other prayers. Its use in the hero phase does mean your Mamgadroth gets to return to the top bracket on movement and shooting as well, so that’s pretty dang nice.
  • Runic Empowerment – Runesmiter Warscroll: +1 to wound rolls for a unit. That’s shooting and melee attacks. Hard not to like or find useful. Can make AHG shoot harder and unleash hell harder. It makes your heroes wound on 2s. Makes your Broadaxes more potent. Putting this on a hero frees up their heroic action from finest hour to Blaze of Fury and that’s a very strong combo. For example: with this you can make a Grimwrath Berserker wound on 2s, and the blaze of fury for -4 rend instead of -2. Eight attacks (or 16 or 18) at -4 rend sounds a lot more worrisome to opponents than at -3.
  • Volcano’s Call – Runemaster Warscroll: It turns a piece of terrain into wyldwood and does mortal wounds to each model within 1” of it. Rarely useful for its damage unless it was used on a garrison. This prayer is situationally useful for blocking line of sight. When you do need it you’ll be glad you have it. It would be much more useful if the damage or range was much higher. Further, the terrain feature has to be wholly within range for the prayer, which is a bit weak for the type of effect it is causing. This reads to me like Games Workshop didn’t want it to be used often and that holds true. Luckily, the Runemaster knows all the prayers, so you’ll rarely rely on this and often find even Bless or Smite are preferable.

Invocations

All of these are useful and have their own uses. These can be incredibly clutch in the army. The lack of priests in most factions means that it’s rare a fyrewall or flame-spitter will be dispelled. The infernoth being dispelled isn’t really an issue normally as you can just chant for it in your next phase. They are all worth their cost.

  • Runic Fyrewall: A low chanting roll (3) and it blocks movement, plus can give a ward to nearby units.You can use this to block units like Kragnos and Mega-Gargants (yes, it even blocks their movement). But its size is useful even for blocking large-based flying units like Morathi and Maw-Krushas. The ward is more limited in usefulness. A 6++ is just a nicety to have, but the 4++ is amazing. The better ward just comes at the cost of the wall disappearing and sometimes that means it’s better not to roll at all.
  • Molten Infernoth: You roll two dice and move it the sum. After its move, roll 12 dice for each unit within 3” and for each 6 it does a mortal wound. If you roll doubles on the move it does d3 mortal wounds on 6’s and then is removed. That can be a ton of damage (2 or 4 mortal wounds on average to each unit). The chanting cost of this prayer is higher (4), but with a Volatile Brazier and the forge that’s a rerollable 3 at double the range (24” from 12”). It can also be used like a poor-man’s Fyrewall to block movement of models by placing it where they want to go. Overall, that’s quite useful and I highly recommend it.
  • Zarrghrom Flame-Spitter: If there’s a [Fyreslayers] priest within 6” of it (not wholly within), then you can activate this. Select a unit within 24” of it (note: this does not specify it needs line of sight) and roll 12 dice. It does a mortal wound for each 6. If there’s 10 models in the unit then it’s for each 5+, and 20 models make it on 4+. Useful ranged damage that can ping down support heroes, finish off big things, or just thin infantry. Its damage isn’t high but it’s consistent and can spike. Like other invocations, units cannot end a move on it. This means you can position priests such that fast units or deepstrikes may fail charges if they can’t get their base in the right spot.

Battle Tactics

  • Settle a Grudge: A book of grudges. Destroy an opposing unit that has killed one of your units. This is similar to Eye for an Eye from the GHB, but not quite the same. It’s a good tactic, though situational, and one where your opponent can often attempt to mitigate the response through things like redeploy, unleash hell, and heroic actions. It’s nice to have.
  • An Honorable Death: Pick a friendly hero, it must be slain this turn and also slay at least one model. This is difficult to complete because it requires you to kill an opponent’s model, but not enough of them that they can’t kill you. It’s quite good on something like a Grimwrath which fights on death, but even that is a big gamble. The opponent can also do things like choosing not to pile-in in combat to not kill the hero, thus causing you to fail the tactic. This is not an easy tactic in most cases.
  • Beastslayer: Pick an enemy monster and a friendly hero, that monster must be slain by that hero this turn. Pretty good, though another situational one. Best in Greyfyrd or Lofnir lists which make use of hard-hitting heroes and your opponent has to have a monster to kill.
  • Seize by Force: If you control fewer objectives than your opponent, you can choose this and complete if you control more at the end of the turn. The easiest tactic by a huge margin. Most games have times where your opponent will get hold one, hold two, hold more, and then on your turn you can flip an objective to your side. When you know this will happen you can complete this one. This is the only “gimme” tactic, I would say. Almost all games will see a time when you can complete this.
  • Grimnir Knows No Mercy: Have all your vulkites on the battlefield within 3” of an enemy at the end of the turn. Easiest if you have only a couple vulkites, and if they are shields. The difficulty here is the units they are in combat with dying or killing off your last vulkite unit. Generally good in Vostarg lists or other lists running some shield vulkites, but definitely not a guaranteed tactic.
  • An Ignominious Death: Pick an enemy hero, complete this if it dies to throwing axes. Exceptionally hard to complete, like ridiculously so. Best used in lists with high amounts of throwing axes (Vostarg/Greyfyrd) and on enemy heroes that are already down to 1 or 2 wounds. The fact this doesn’t give an extra point, even if the killing blow is from a hero, is criminal.

Grand Strategies

  • Guarded Lineage: Keep one Runefather (and it means ONE, not one or more) and one or more runesons alive. Sure, it’s not super great, but it could happen in some lists.
  • Oath-Takers and Skull-Breakers: You have to complete 4 battle tactics and all tactics chosen have to be from the faction tactics list here. If you manage to do this then you’ve won Age of Sigmar! Congratulations!
  • Defend The Lodge: No enemy units wholly within your territory. Battlemap dependent and rather difficult against multiple armies. Not recommended at all, but sure, you can try. It’s a worse version of the GHB2022 tactic, though.
  • Masters of the Forge: End the game with at least one invocation under your control. Extremely good. Ridiculously so. Few armies have priests and fewer still take multiple priests willing to throw a prayer away to attempt a banish they might fail. This is nearly always an auto-complete in any list with more than one invocation. I’ve been completely tabled but my flamespitter or fyrewall still nabbed me three points.

Units

  • Fjul-Grimnir & The Chosen Axes: Great proxy models. That’s it.
  • Auric Runefather: A lynchpin of any foot-hero heavy Greyfyrd list. He hits hard, harder with a draught of magmalt ale or axe of grimnir. His retinue ability means Hearthguard Berserkers or Auric Hearthguard make him go from a squishy target to an absolute tank; the retinue also allows the unit to fight immediately after him making any charge he gets off with his retinue very potent, though it does have some anti-synergy with Fierce Counter-Attack. His once per game ability gives all units wholly within 12” a +1 to attack characteristic in your combat phase. If used at the right time his ability aids in crushing any opponent. Don’t sleep on his 3” reach either. He can hit over multiple lines of infantry or tag a pesky lumineth wind spirit that wants to lock you down completely.
  • Auric Runeson: The budget runefather. He still includes the retinue. His damage is roughly the same with the war axe option, but he loses the aura and ability to make Hearthguard Berserkers battleline. However, he does mortal wounds to monsters on hit rolls of 6. The javelin has less damage but gets a throw, an additional rend, and a 2” reach. Not a bad tradeoff. After using both I’ve found both weapons to be good. The additional rend of the javelin is hard to discount and while the throw isn’t amazing, it’s nice to fish for 6s on monsters.The increased reach is useful quite often, at least it has been for me. Still, the war axe does more damage so should be taken the majority of the time. If the javelin hit on 3’s it would probably see more use.
  • Magmadroths in general: The magmadroth mount is the same across all the riders. A relatively fast monster with a mediocre tank, they can be a potent leader or even main battleline. Their breath attacks and tail swip can ping down higher model count units (though, don’t discount tail attacks on heroes), and with buffs can hit far outside their price. For each melee damage dealt to a droth you roll a dice and deal a mortal wound on a 4+. This is absolutely amazing. On average a single magmadroth will bleed back 8-9 mortal wounds. That means if a Maw-krusha kills a magmadroth it will half-health itself before anything else fights back against it. The Heal prayer means you can often get much more out of this ability. The 4+ save however does leave them very susceptible to shooting.
  • Auric Runefather on Magmadroth: The runefather himself is identical sans retinue. Now he has a magmadroth! Okay, that’s pretty awesome. This increases the range of his auras (Fury of the Fyreslayers and his warscroll ability) due to the increased base size. With blood of the berserker this unit can be a real wrecking ball.
  • Auric Runeson on Magmadroth: The runeson is the same minus retinue. Sadly, his Vying for Glory ability does not affect magmadroths. In Lofnir he becomes a battleline which really makes the subfaction shine.
  • Auric Runesmiter: This priest only gets one prayer and its warscroll prayer. He’s very squishy with low wounds. But his warscroll prayer is amazing (outlined above) and he can deep-strike a unit with him. You take him for his ability to deep strike which adds a very useful tool the Fyreslayer toolbox. Deepstriking shield vulkites onto an objective, a runeson on magmadroth with magentised runes, or auric hearthguard are all fantastic choices. But just having him in your list will make opponents consider the deepstrike which is important for deployment mind games.
  • Auric Runesmiter on Magmadroth: The runesmiter without deepstriking, but with a magmadroth. A great option if you want Master Priest on a tanky priest to add support to other magmadroths or even blocks of units. He can be a tanky curse platform in Vostarg or Runic Empowerment platform for your other magmadroths and auric hearthguard. Don’t discount the mount’s ability to pump out damage, too, it’s still a magmadroth.
  • Auric Flamekeeeper: A totem that has a dice which counts up to 6 from 1 for each fyreslayer model that dies within 12” of it. Upon it reaching 6 you can give to a unit wholly within 12: a 6+ ward; models fight on death if they have not fought yet in that turn (this can allow a vulkite model that hasn’t fought to fight twice on death); +1 damage to melee attacks; or charge at the start of the combat phase (your opponents as well). This is a must have in any Vostarg list. Oftentimes you will be intentionally getting vulkites thrown into combat to die to feed other vulkites a damage buff. This also means that if vulkites die to impact charges or shooting you can then buff them in combat. The combat charge is actually amazing and can ruin an opponent’s plans. At 90 points he is cheap and quite useful. As an aside, his melee profile isn’t awful and you can often catch an opponent off guard with his 4/3+/3+/-1/2 profile (1 rend off the Grimwrath). Nothing feels better than killing some harpies which thought they would get free reign on your priests.
  • Auric Runemaster: If he is near (or is selected to be) the general you get an extra CP on your turn, this instantly makes him near auto-take. CP is good, more CP is better. He knows all prayers allowing him to freely take Heal or Curse. He is the ultimate in support-hero technology. He can take a hit occasionally with a 4+ save and 6 wounds (7 in Greyfyrd). He won’t stand up to any focus, but a stray shot or hit won’t always take him down.
  • Battlesmith: A bit pricey at 150 points (as of writing). But, all units within 12” get a 6+ ward aura that, once per game until your next hero phase, can be a 5+ ward. This makes him extremely important to standing up to a double turn. The smith can also issue the rally command on a 4+ rather than a 6+, which is strong in Vostarg and Greyfyrd lists. But even on Lofnir supporting infantry it can be clutch. The ward is extremely important for weathering alpha-strike armies or a double turn. He’s also the only one who can take the nulsidian icon, which is maybe one of the best artefacts in the army. This hero is extremely useful and should be considered in most lists.
  • Grimwrath Berserker: A hero, but not a leader, which is something to consider. This means he can go in the Bounty Hunter battalion. As the target of an allegiance ability (battle trait) you would think he would be more important than he is, but he’s mostly relegated to Greyfyrd lists. Still, with a draught of magmalt ale or a daemon slayer he can hit extremely hard. His profile is 4/3+/3+/-2/2, which seems lackluster until you realize he fights a second time on a 2+ or on death. A fully buffed Grimwrath with an oath allowing him to run and charge while carrying a magmalt ale can auto-run 10” with a rerollable charge. He then swings 16 times in combat – with all-out attack and a prayer or finest hour, hitting on 2+ and wounding on 2+, a rend rune adding more rend – makes a missile of a unit. This 105 point unit can put a dent in the tankiest units in the game once you put all the pieces together.
  • Doomseeker: Did you like the Grimwrath berserker? Well, we made him worse. There’s almost always a better use of points than a doomseeker. At 85 points he is too redundant of a unit. If you need hard hitting speed in a single model, the Grimwrath does it. If you want hard hitting in a cheaper chassis then the runeson can do it while getting a retinue. This model falls between both and ends up being as good as neither. It’s nearly always better to take two invocations instead.
  • Hearthguard Berzerkers: In AoS 2.0 this was THE unit of the army. However, after substantial price increases and a slight nerf they have fallen quite far. There are two variants: the broadaxe and poleaxe. I won’t get into which is the best beyond: they are both good. They have a 4+ ward if wholly within 9” of a friendly fyreslayers hero. They also can be the target of a retinue ability from the runeson or runefather. This unit can be extremely strong, but with a 5+ save, a 4” move, and being tied to a hero they are quite pricey at 160 points for 5. Still, any opponent will think twice before charging into a line of these with their ward up and counterattack ready. They make extremely good supporting units in a Lofnir army.
  • Auric Hearthguard: The cheapest batteline option (with priest general) at 125 points for five. These are the shooting units of the army. The shooting seems lackluster on the surface, (2 attacks, 4+/3+/-1/1), but when combined with buffs like Rune of Searing Heat, these can pump out fairly decent damage at range. More importantly, on a 6 to hit they slow an enemy unit by 1” per 6 to a minimum of half their move characteristic. This is incredibly powerful against units like Incarnates or Kragnos who need to get into your lines. These can function as a “control” option in the army to dictate engagements and punish support heroes. They also can function as the much needed scalpel for the army killing opponents’ supporting heroes or ranged options. In either case, their use can be very important to disrupt your opponents.
  • Vulkite Berzerkers with Fyresteel Handaxes: The hammer vulkites. When they charge they get an extra attack per model. Three attacks each means the Rune of Searing Heat is likely to get some mortal wounds in. This also pairs well with Vostarg and Auric Flamekeepers to turn a single unit of Handaxes into a terror. With two flamekeeper buffs (3 damage per swing), they can basically kill anything in the game.
  • Vulkite Berzerkers with Bladed Slingshields: The anvil vulkites. They do mortal wounds on charge (roll dice equal to models in the vulkite unit, 6s do a MW), which is nice, but nothing to write home about. Their main use is screening or holding objectives. The 4+ instead of 5+ save is a lot more extra tank. Their damage isn’t great, but it also shouldn’t be underestimated. With the same buffs as the axes the shields can still tie on some wounds.
  • Magmic Battleforge: It’s the faction terrain. You’ll very rarely activate its 6+ ward. But hey, +1 to chanting rolls to all priests in 18” is great!
  • Invocations: See above.

Allies

Some allies are more useful than others. I will go over a few of the more useful ones.

Kharadron Overlords

  • Aetheric Navigator is a strong choice. He brings an important unbind to the army. But more importantly he can halve the movement of flying units. For his cost this is very useful. Many of the most important units an opponent will have are flying units.
  • Gunboat: This can add some great movement the army lacks. This frees you up to accomplish tactics like Desecrate Their Lands as well as put shots on support heroes. Back-capping objectives is always a strong ability on a teleporting unit.
  • Balloon Boys: They go with the Gunboat. This includes any of ‘em, heroes or infantry. The can tag along with the gunboat to add even more speed to the army.
  • Arkonauts: Super cheap GV unit. Give them expert conquerors and they can hold some points down for you while maybe occasionally doing a wound here or there. Great screening unit.

Stormcast Eternals

  • Lord Relictor: He has a built in +1 to chanting meaning he can cast Fyreslayer invocations as well as they can. He also is significantly tankier than Fyreslayer priests and has a warscroll prayer that does mortal wounds on top of debuffing an opponent. He’s a great pick, even if he’s a bit pricey.
  • Knight Incantor: Auto-unbind is nice. He’s got an unbind and can debuff opponents.
  • Stormdrakes: They are fast, they are monsters, they hit like a ton of bricks. These are a strong pick in any army and bring a lot to Fyreslayers who lack mobility and flying.
  • Stormstrike Chariot: You can use it to clear screens very nicely with its high impact potential. It’s also relatively quick to keep up with magmadroths at a budget price-point.
  • Celestant-Prime: A very strong warscroll that can deepstrike himself to wreak havoc. Very useful in any army.

Cities of Sigmar

  • Irondrakes: Very strong shooting in an army that has mediocre shooting. Add in the Command Trait Leader of the Duardrazhal to make them punch harder.
  • Runelord: Maybe the best ally for the army. He can still chant for the fyreslayer invocations, but he can also get a +2 to unbind, all in a 95 point package. With Heroic Willpower you can get two unbinds with +2. This will pay for itself the first time you dispel a purple sun or unbind mind razor.
  • Freeguild Guard: Super cheap GV which can hold a point down when you need it to. They also make a fantastic screen.
  • Freeguild Crossbowmen: A good screen or a solid inclusion for some long range shooting (24”).

How Does This All Come Together?

Example Lists from others:

I won’t put words in other players’ mouths. So I won’t comment on how these lists play, but they are a good starting point for people looking to build a competitive army. You can find one of each of the three main sub-factions here.

Garth Scannell took this list to a 4-1 and 2nd place finish at the Salt City GT. This list has a Runefather Droth leading two blocks of Hearthguard Berserkers around.

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


Leaders
Auric Runefather on Magmadroth (360)**
General
– Command Trait: Blood of the Berzerker
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient

Auric Runemaster (125)**
Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse

Battlesmith (150)**
Artefact: Nulsidian Icon
Auric Runesmiter (135)**
Forge Key
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Prayer: Prayer of Ash


Battleline
15 x Hearthguard Berzerkers
(480)*
Broadaxes
– Reinforced x 2

15 x Hearthguard Berzerkers (480)*
Broadaxes
– Reinforced x 2

10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*

Endless Spells & Invocations
Molten Infernoth (40)
Runic Fyrewall (40)

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 112
Drops: 7

“Kozokus” took this next list to 5-0 in a tournament in Bordeaux. His commentary on it can be found here. It’s vulkites with flamekeepers so it’s hard to go wrong here.

Allegiance: Fyreslayers
– Lodge: Vostarg
– Mortal Realm: Aqshy
– Grand Strategy: Master of the Forge
– Triumphs:


Leaders
Auric Runefather on Magmadroth
(360)**
General
– Command Trait: Blood of the Berzerker
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Coal-heart Ancient

Auric Flamekeeper (90)**
Auric Flamekeeper (90)**
Battlesmith (150)***
Artefact: Nulsidian Icon
Auric Runesmiter (135)***
Forge Key
– Prayer: Ember Storm

Auric Runemaster (125)***
Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse


Battleline
10 x Vulkite Berzerkers with Bladed Slingshields
(160)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*

Invocations
Molten Infernoth (40)

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

Artefact
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 162
Drops: 12

Bill Souza took this list to an amazing 5-0 at the Steel City GT. He took first place!

Allegiance: Fyreslayers
Lodge: Lofnir
– Grand Strategy: Master of the Forge
– Triumphs: Bloodthirsty


Leaders
Auric Runefather
(125)**
General
– Command Trait: Spirit of Grimnir

Auric Runesmiter (135)**
Runic Iron
– Prayer: Prayer of Ash

Runelord (95)**
Allies

Battleline
10 x Hearthguard Berzerkers
(320)***
Broadaxes
– Reinforced x 1

10 x Hearthguard Berzerkers (320)***
Broadaxes
– Reinforced x 1

Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Flame-scale Youngblood

Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient

Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Magmadroth Trait: Lava-tongue Adult


Endless Spells & Invocations
Runic Fyrewall (40)

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 104
Drops: 8

My Lists and Tactics:

I will cover two of my lists as examples: A Lofnir list I went 4-1 with at Southern Fried Gaming Expo; and a modification of a Vostarg list I went 4-1 at a local team tournament (our team also went 4-1).

Then I will go into some tactics that Fyreslayers should consider using in general, regardless of the list. It’s impossible to give tactics for every situation, army, and position, but hopefully the ideas presented will give a strong foundation.

Lofnir

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

Leaders
Auric Runemaster (125)*
General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayer: Prayer of Ash
Battlesmith (150)
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (340)
Runic Iron
– Magmadroth Trait: Lava-tongue Adult
– Universal Prayer Scripture: Curse
Runelord (95)*
Allies

Battleline
15 x Auric Hearthguard (375)**
Reinforced x 2
Auric Runeson on Magmadroth (320)**
Ancestral War-axe
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)**
Wyrmslayer Javelins
– Magmadroth Trait: Flame-scale Youngblood

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

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters

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

This list plays as a control-style lofnir list. Knowing your matchup is important as you will be attempting to pick apart their army while stopping them from accomplishing their goals. You must slow and/or stop your opponent’s key units with the Auric Hearthguard and Invocations while pushing forward with your three Magmadroths.

I don’t take many pictures of games, but here are two examples of this denial:

Tournament Game: Win against DoK, top of turn 2 shown

This game shows the use of invocations against flying units and the importance of target selection and drop location for the Auric Hearthguard.

I was given the top turn. It was his choice, so I deployed far back so that he would gain not benefit from going first other than positioning. This means taking first accomplishes little for him and gives the fear of me getting a double turn. Combined with choosing a proving ground and objective activation means he ended up giving me the first turn.

The Shadow Queen can move exceptionally far, but her base is massive. By placing the Runic Fyrewall in the center you can cut her movement significantly back, forcing her to the sides if she wants maximum movement. You can also see the forge was placed in the center with priests behind it, making any attempts at slaying support heroes likely to fail. I then split the Runesons to each side forcing her to choose which she would chase, leaving the Smiterdroth far back to wait. I dropped the Auric Hearthguard to the side and shot the spear snakes to slow them and kill some. Even if I am double turned, his Spear Snakes and Morathi wouldn’t get into combat until his second turn.

Fortuitously, I won priority, which he needed to get any of his units into combat. Instead my magmadroth looped around The Shadow Queen on the right while the others pushed the middle and left, wiping his entire army from the board. It was basically over here. By abusing the AHG slow and the Fyrewall blocking ability, I ensured my safety at the bottom of 1 so that I could punish him hard in my second turn whether I went first or second. The rune of searing heat allows high damage from my Auric Hearthguard and magmadroth breath, and was a very useful rune in this game on turn 1 and 2 (due to Master Priest CT).

Casual Game: Win against Ironjawz

This game shows the use of invocations against armies with things such as Maw-krusha or Kragnos. It is also effective against any army with an Incarnate.

I deployed such that only his Maw-Krusha could get into combat if he takes the top of 1. The opponent knows I have lavablood and guesses correctly that his maw-krusha will die if he brings it in alone between blood and having to fight two magmadroths – the droths positioned such that barring extremely careful placement and a very far charge he has to bring two into combat. I put my army off to one side so that his boars can push but they can’t get into combat. He instead gives me the top of 1.

I measure out the distance such that I can drop my AHG directly behind the wall and shoot the Maw-Krusha. Between bracketing it and the slow, it can now only move 6”. I then bookend the AHG with droths and terrain so that any charges require fighting magmadroths after an unleash hell. He has to choose which units he wants to get into combat.

He double moves his Maw-Krusha just to go 12” but fails the charge: the large base requires 10” just to get past the fyrewall (I redeployed after this photo 2” and moved the AHG back a bit). The pigs charge on the right putting some damage into the Magmadroth on the right, and while they do heavy damage to the Magmadroth they die to it.

He gets the double turn, but his Maw-krusha remains controlled and can only charge the left or right, unable to get around the army. His pigs on the far right can and do charge the back, but that’s okay since they have to deal with a Smiterdroth in their quest to maybe kill a battlesmith. The important thing here is that he has to choose either of the Maw-krusha or the pigs on one side, he can’t have both due to the fyrewall and slow from AHG. This is when the power of controlling movement shines: the opponent can’t do what they like because of the AHG and Fyrewall.

The key in both examples, and as a whole, is to punish opponents by forcing them to accomplish nothing until their turn 2. This makes it extremely effective against lists that rely on one big unit getting into combat like Kragnos or Infernoths.

This also highlights the big weakness of this list: extremely hard ranged alpha armies like Skaven Stormfiends and Lumineth Realm Lords. They don’t care about any of the things you do and will pick you apart. Still, the AHG, flamespitter and infernoth do a lot of work to help mitigate this by punishing support heroes and/or ranged units. But you still will find these matchups to be an uphill battle.

Vostarg

This is a slight modification on a list I took 4-1 in the previous GHB2021-22 but have had good success with outside of tournaments in the GHB2022-23.

Allegiance: Fyreslayers
Lodge: Vostarg
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Runesmiter on Magmadroth (340)*
General
– Runic Iron
– Command Trait: Master Priest
– Magmadroth Trait: Coal-heart Ancient
– Prayer: Prayer of Ash
Auric Runemaster (125)*
Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayer: Ember Storm
Auric Flamekeeper (90)**
Auric Flamekeeper (90)**
Battlesmith (150)**
Artefact: Nulsidian Icon

Battleline
20 x Vulkite Berzerkers with Fyresteel Handaxes (340)****
Reinforced x 1
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)****
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)***
10 x Vulkite Berzerkers with Bladed Slingshields (160)***

Endless Spells & Invocations
Molten Infernoth (40)

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

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 162
Drops: 11

I could not find any pictures of this exact list in play.This list relies on a very important combo: Auric Flamekeepers pumping the 20x Vulkite Axes into a feeding frenzy of death. The Vulkites will do some damage with no buffs, so opponents still always have to worry about them a little, especially with the awakened steel or searing heat runes. Everything else is facilitating this combination in order to A) hold objectives and B) table the opponent.

Generally, you run it reactively: screen your large block of vulkites with your smaller block. Deepstriking a group of shields or axes to either punish an opponent who didn’t deploy correctly to protect support heroes (axes) or hold an objective (shields) is important here. Ember Storm being on 2 different priests means you likely will have the option to chant for it when you need it.

The auric flamekeeper combo will keep opponents who know of it wary and focused on the flamekeepers. For opponents who are not worrying about it, you may wipe them out. The flamekeepers soaking up an opponent’s focus will often leave your vulkites open for free reign on the field. The lists I found this struggling into were ones that could kill all my support heroes in a single turn if I either mess up deployment or the battlemap favors it. Certain Seraphon, Lumineth, and KO lists come to mind.

A key thing with this Vostarg list is positioning of your own units in relation to each other. It’s extremely important that the flamekeepers are receiving the benefit of deaths and able to pass that to the vulkites, even if those vulkites charge. It will be tedious, but ensure you are measuring out ranges ahead of time before making moves or charges. Similarly, maintaining all vulkites within the 12” bubble of a battlesmith for his ward and the 18” bubble for his rally command is incredibly important. The 6+ ward adds up, with the 5+ ward being incredibly handy early on, and the rally command can often win games.

Don’t be afraid to back out of combat with your vulkites and set up for a hero phase rally on the next turn, no matter whose turn it is. Keeping 2 or 3 vulkites in combat isn’t worth it over potentially rallying them back to 6 or 7. On the large vulkite blocks I have had rallies bring it back from 4 remaining to 16. That’s the equivalent of getting back over 170 points in models.

Tactics

The basic tactics of the Fyreslayers rely heavily on positioning. The army is overall slow, and often not very beefy. Understanding your opponents threat ranges and your own is the most important skill you can learn as a Fyreslayers player. The games will often unfold like a game of chess where you are vying with your opponent for the right position to make your charges. To this end I will say that the movement phase is one of the most important phases for any Fyreslayers army; positioning will make or break your games.

Consider the abilities at your disposal: first strike and fight on death (vulkites, flamekeeper). On the surface these seem great for baiting opponents into charging your lines, but a good opponent will not charge you if they don’t have to. They will not take the bait, and even if they do, they’ll often still wipe the units out.

No, instead these abilities are useful as tactical pieces to force bad decisions after you have already charged an opponent and killed their units or when you can lure them into a trap. With that in mind, we can boil down all the games’ decision making process into positioning with regards to threat ranges. That makes deployment and turn 1 incredibly important.

Deployment and Turn 1

In most of my lists the opponent can choose who takes the top of round 1. Most opponents – excepting Ironjawz and LRL – will choose to let you go first. Seraphon will only usually take the top of 1 if they see they can alpha strike your key pieces immediately, for example. When facing such armies, give them as little as possible to alpha on the top of 1; deployment is the key here. If you can deploy correctly and get the top of two, the win can often be yours, if you don’t you’ll still be in a good spot. The two examples below are armies I see frequently. It’s difficult to give examples based on every single army and every single list, so two will have to suffice.

Example 1: Nighthaunt on Prize of Gallet

Consider playing an opponent on a 22” battleplan, such as Prize of Gallet. You know that your effective range of Magmadroths is 12” + charge. Your vulkites have an effective range of 4” + charge or 10” + charge (with ember storm). The movement rune adds 2” to all threat ranges. You also likely have at least one deepstriking unit.

For exemplary purposes, your opponent is playing nighthaunt in a Scarlet Doom list heavy on Bladegheists. Mostly they have a 8” + charge threat range plus up to three deepstriking units.
If you take the top of 1 and move forward it’s very unlikely you will make charges (8” to 10” charges if they are on the line). You will take the objective, certainly, and then you will be charged on the bottom of two. This will likely see your opponent gaining a significant advantage.

Instead it is best to move or deepstrike one unit as far back as possible to tag an objective or run a unit to barely tag one. Put up a combat rune of some type, usually searing heat or fury are good, pop your Battlesmith’s once per game ward, and position such that the only units that can be charged is the one barely touching an objective and any from deepstrikes – which becomes a gamble for the opponent. Fyrewall and Molten Infernoth can block movements to further disrupt any plans they originally had here and can often ensure no one can charge except deepstriking units..

Now, you know that in their first turn they will be accomplishing little except for playing for a double turn. But if they do that and fail to get it they will be in a truly awful position. It becomes very risky for them to play for the double. Further, with a likely 5+ ward aura (battlesmith) and a combat rune up, it’s now even riskier for them to just charge your lines. You should be set up such that only some small number of their units – that are not deepstriking – can even get in to fight. If they get the double and charge your lines, your screens and once per game abilities allow you to weather it and play into a potential double on them. If you get the turn they will be in an awful spot for you to immediately charge their key units with a combat rune up and all of your abilities you can muster. Because of this the opponent now has to make an awful decision: play for the double or hold back and get what they can.

Nighthaunt players can deepstrike units, but often their units work best under the auras of heroes and with getting multiple charged into a single unit. They want to stack their debuffs to wipe you out. If you make them lean into the deepstriked units for this they are likely to fail some or all of their charges leaving them caught out. Still, remember they can do this and position accordingly. Do not leave units like battlesmiths standing alone or unshielded. Remember to always check the 9” bubble around your units.

If they take the top of 1 they will not be able to get any units onto your army effectively which leaves your turn to mop them up. If they play very cautiously then treat your bottom of 1 like it’s a top of 1 unless you really want to bank on the double turn. Even if you do, be sure to screen against their charges as best you can or play with ranges to cause most of their charges to block each other. Your opponent will likely try to abuse threat ranges in a similar manner, but with Auric Hearthguard and Molten Infernoth you can ALWAYS put in some work and position with the assumption they will get the top of 2. If they don’t you have a strong chance of winning with your double.

This is an example of how important measuring ranges and positioning is. By positioning correctly in turn 1 you have set out an entire game path that puts your opponent on their back foot.

Example 2: Seraphon on Head-On Collision

This map begins with an 18” separation. The objectives cannot be controlled in round 1. Your opponent is Seraphon. They are running a “meta” list of Thunderlizards with Bastiladons and Engines. This is an exceptionally difficult matchup for basically everyone judging by Seraphon win rates.

Right away we know Bastiladons have an effective range of 29” (5” +24” range). The stegadon with skink chief has an effective range of 32”. Salamanders have an effective range of 20”. With that in mind, it’s unlikely any one of these can kill a magmadroth or kill an entire unit of Vulkites on a single round of shooting without ample help from spellcasting (e.g. comets call).
Thus, we can choose our deployment here to minimize damage from their turn 1. Deploy such that if they take the top of one, at maximum a single bastiladon can only shoot a single unit. The skink chief may get shots in, but that’s generally fine as it means they are pushing within 24” of your front line at minimum.

Seraphon players not being able to capitalize on a top of 1 turn and wanting the double turn more than anything to abuse their over-tuned shooting will give you the top of one. You will need to make the best with what you have here. Firstly, may god have mercy on your soul if you do not have a nulsidian icon. Secondly, you need to spread out, perhaps lightly tagging the objective with a GV, but ensuring shots cannot be focused on any one unit without the Seraphon player leaving the other side open. The only reason to even tag with a GV is in case you are given the bottom of round two you can proving grounds the middle objective if they had not already. This means measuring their ranges carefully and moving just outside them for turn 1. Make them have to move in different directions or split fire. Consider their GV situation and proving grounds usage carefully.

Here, your turn 1 runes should be either the ward rune if you have no openings for combat, or a combat rune if they’ve left something open to be deepstriked by Auric Hearthguard or Vulkites. Your battlesmith is hopefully well hidden out of LoS while still keeping units within a 5+ ward aura. But even if he’s not, he needs to be in a place where he hopefully will be able to be shot by as few units as possible. Abuse that 12” range as much as you can. We will assume the Seraphon player did not place all their important pieces right on the 18” line with no screens right in front of your magmadroths so it’s unlikely a movement rune is useful here.

In these instances invocations and auric hearthguard are absolutely key to disabling opponents. A runic fyrewall can block bastiladon movement, keeping their threat range low. A molten infernoth can accomplish this as well while it puts wounds on opponents; woe unto a Seraphon player letting the infernoth tear into its pyramid garrison. Flamespitter can thin key things on the opponents line: even bracketing a basti only takes 3 wounds, forcing them to use heals or roll on an engine.

Auric Hearthguard can be absolutely clutch here. If your opponent has left openings then you can likely use a Searing Heat rune to kill un-bodyguarded Slann or skink priests; killing a priest can greatly kneecap certain abilities (Seraphon want Run + Shoot). But a key use is reducing movement of things like Skink Chiefs and Bastiladons. A 5” reduction means even a 6” running bastiladon is going 7.5”. With this in mind, Auric Hearthguard and Invocations are not always about pure damage, but about making your opponent fail to accomplish their goals. Killing a skink priest or forcing it to use a prayer to attempt a banish only makes this better.

If your opponent does take the top of 1 then you should be sufficiently spaced that they will inflict minimal damage on your units setting you up for the counterstrike into a possible double turn. They will have to move up to tag objectives and land shots on your front lines. The need to tag objectives will likely bring them within your magmadroth or emberstorm threat ranges, this is when it’s best to punish them either with a combat rune or a movement rune, depending on where they moved. Auric Hearthguard and Invocations can hit key units, softening them for combat. Don’t be afraid to bracket a bastiladon or soften a skink chief for a charge from a droth or vulkite block. If you’re lucky they will have powered up Auric Flamekeepers by shooting vulkites which you can run forward to super power a unit, be sure to measure the ranges carefully here. It does take two flamekeeper buffs to get extra damage on Seraphon monsters, but you can also use Auric Flamekeepers to charge vulkites in the combat phase which allows you to avoid unleash hell or to get an extra fight on death with a unit.

Now when your opponent takes their first turn they should accomplish little, and with good placement of invocations, may even fail to cap the middle objective if they take the bottom of two. If they get the double they will still punish you, they are Seraphon after all, but hopefully it is mitigated significantly. If you get the top of two you should be in a fantastic position to capitalize with more infernoth punishment, more flamespitter rounds, and push up with ember storm or magmadroths to punch them in the face whether you went first or second in round 1. The key was the turn 1 positioning for this setup.

Basic Tactics Round 2+

Things become more difficult to sum up post round 1. The board state has infinite variation and how your opponent reacts to what you’re doing is going to completely change between people, armies, and lists.

But here’s a few tricks to use:

The movement rune can surprise opponents. They will bank on your 4” or 12” moves and not consider the additional range most times. While it can be used in round one occasionally, often these later round uses will allow you to capture objectives opponents considered safe or attack units they had unintentionally left open. Occasionally it allows you to retreat out of a combat you may not have been able to previously.

Retreating is an important tactical decision with Fyreslayers under the 18” bubble of a Battlesmith. While this won’t aid Magmadroths, it can often completely alter the flow of games with infantry. The rally command is issued at the start of the hero phase, any hero phase. This means you can retreat from combat and then rally in the next hero phase, whether that is yours or not. Many times this will allow you to lock down objectives or tie up units much longer than the opponent intended. If you do get the double this can lead to a much more combat-ready unit now charging into an opponent who did not expect this.

Auric Flamekeepers have multiple abilities, not just +1 damage. You can make the most of them in various ways.

  • Fighting on death with the Auric Flamekeeper allows a unit that does not get to fight to fight twice on death. With two flamekeepers this with +1 damage will often do more than +2 damage and a single fight on death.
  • Combat charges are extremely potent to enemies which want to retreat out of combat or on opponents who are attempting to hold an objective but not be in combat. It also means you can often bring in a second unit when your opponent only wants to fight one. A rarer use is for it to give you a third chance at a charge roll if you failed the first two (reroll). It sucks to use the dice up this way, but it’s sometimes needed. Also, don’t forget that combat turn charges avoid unleash hell which is very important against things like sentinels or bow snakes.
  • Their buff range is 12” but charges may take units outside of this. However, you can often finish a charge within a ½” of the opponent, within buff range, receive the benefit, then pile-in outside the 12”. Further, the 12” range on dice count is only within for a model, not wholly within, so pulling from the back is likely to allow the dice to count up. This means you can often have him in a cycle of constant counting up.

Magmadroth breath is strong. Aside from the mount trait allowing it to do more damage to single targets, it can also be used to unleash hell quite effectively to pick off some models on things like Witch Aelves and Nighthaunt. Most Fyreslayers players seldom use unleash hell, but especially under the Rune of Searing Heat it can be quite potent. Keep in mind if you have not shot with the breath then its unleash hell gains the -3 rend.

Throwing Axes do more damage than you think. Keep in mind Auric Hearthguard can throw axes, too, even during unleash hell. While on average the damage from an entire 10-man vulkite unit will be low it’s still important. Make sure you remember to use them at every opportunity and select good targets with them. You never know when the dice will spike (or their rolls will tank) and you’ll slip through more damage than you think.

Invocations block models from landing on them. This means Flamespitter can often be used to block deepstrike charges into your back line units. Combined with a forge and you can often lock off any type of charge your opponent might want from behind, or at the very least, minimize models they can get in. The molten infernoth can also be used to split up an opponent’s lines and movements, destroying some of their plans or aura ranges.

Deepstriking Runesmiters do not need to be adjacent to the unit. The unit just has to be wholly within 12” of the smiter. This means you can often position them to tag multiple things or keep the smiter well outside threat ranges. Deepstriking in general makes opponents deploy differently and move differently. Even if you think there’s no point for it in that game, sometimes that alone will justify putting the smiter in the tunnels.

The Heroic Action, Blaze of Fury, can be used for more than the rend rune, though that is often a great use. Aside from the ward rune, it also can see very good use with the movement rune. Gaining +2 to on the charge, especially if you have fury of the fyreslayers making it +3 and/or magnetised rune making it +4 or +5, can make your magmadroth cover considerable distance. A 14” move into a +2 to +5 charge is very strong and you can often get places your opponent would not have expected.

First Strike requires the use of a command being issued and received. This means you cannot issue All-out Attack to that unit. The Rune of Fury is the perfect remedy to this. This is a key rune to use if you believe your opponent will be charging into you in any phase, giving you the +1 to hit without the need for a command.

Auric Hearthguard are a useful tool in controlling opponents. Their damage with all out attack, +1 to wound (triumph or prayer), and the rune of searing heat is quite nice, but that’s not all they are. Their movement reduction can completely kneecap an opponent’s gameplan; a group of 15 AHG slows a unit by an average 5”. To this end it’s often a good idea to shoot a unit that you may not kill but that is instead important to the opponent’s gameplan. As examples, an opponent’s Kragnos is moving 5” or their zombies are only running 5” maximum rather than 10”. Also, do not underestimate the damage of unleashing hell into first strike with them. If charged, especially if they are buffed, they can often put in a good bit of damage on an opponent before they can even fight. Remember, don’t target units based on what you can kill or based on points every time, focus units that are important to your opponents gameplans. Sometimes this means shooting Gardus to keep his aura in place rather than the big scary dragon.

Terrain is extremely important to Fyreslayers. Aside from cover bonuses for most heroes and units that are not Magmadroths, Wyldwood terrain can hide your heroes. Also, due to their small size, oftentimes heroes can be completely obstructed from LoS against armies like Kruleboyz and Seraphon who otherwise would kill them quickly. If given the chance to set up terrain, ensure you set up “lanes” where you can hide heroes, but also where the Runic Fyrewall can completely shut out opponents. If done right there can be choke points with impassable terrain and the Fyrewall where things like Megagargants cannot stop or where units like Kragnos and Stonehorns have to go the extremely long way around. Consider your terrain placement VERY carefully.

Conclusion

Fyreslayers may get some hate, but they have a strong theme and some strong play. I hope some of these tactics and notes help you in your future list builds and games.

Top Three AoS Lists for the Steel City GT

This article is the debut article for Ethan Armstrong who has joined us from our Discord Server. Ethan will be joining our list doctors, a small team of players who will talk you through your lists and give suggestions on how you may be able to improve.

If you’re interested in having the list doctors look at your army list, then please send it to thewoehammer@gmail.com and we’ll be sure to include it in a future article.

This is the Top Three AoS Lists for the Steel City GT that took place in Pennsylvania, USA on 6th and 7th August. 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

Allegiance: Fyreslayers
Lodge: Lofnir
– Grand Strategy: Master of the Forge
– Triumphs: Bloodthirsty

Leaders
Auric Runefather (125)**
General
– Command Trait: Spirit of Grimnir
Auric Runesmiter (135)**
Runic Iron
– Prayer: Prayer of Ash
Runelord (95)**
Allies

Battleline
10 x Hearthguard Berzerkers (320)***
Broadaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (320)***
Broadaxes
– Reinforced x 1
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Flame-scale Youngblood
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Magmadroth Trait: Lava-tongue Adult

Endless Spells & Invocations
Runic Fyrewall (40)

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 104
Drops: 8

Ethan: In a meta increasingly leaning towards magic dominance, recent tournaments have returned a suite of powerful results for a variety of armies running anti-magic tools. Bill Souza, in this vein, has expertly piloted his Lofnir Lodge to a 5-0 utilising a variety of tools tailored to meta-mancy. The inclusion of a Runelord as ally speaks to the prevalence of endless spells in the current game, with his +2 to dispel rolls and additional unbind giving the army tools to put a damper on the ability of purple sun (and other spells! They also exist!) to affect Bill’s hero and monster-reliant list. The easy scoring of Bill’s Grand Strategy (have an invocation on the field at the end of the game) solves a problem many armies struggle with under the new GHB neatly, taking advantage of the lack of banishment found across most armies to pick up a consistent source of VP to boot!

Bill has taken Lofnir into this tournament, unlocking Runesons on Magmadroths as battleline and allowing for inclusion of all three mount traits. Magmadroths provide a monster of a warscroll (pun intended) – taking hits well, providing huge amounts of output and being excellent carriers of the artefacts Bill has included (more on this later!). Looking at Bill’s path through the tournament, his army is well equipped to the challenges of both melee-focused enemies who struggle to displace his army off of objectives at the same time as preventing the magmadroths punching holes in their own lines. Trickier foes like the Lumineth are tempered at least in part by the Runelord and the sheer prevalence of powerful ward saves in Bill’s force.

An exceptionally clever layer of complexity in this list is the expert use of the new battalions Bill has used, using both his sub-faction and general selection to satisfy conditions of these battalion for the inclusion of powerful units in Expert Conquerors and Bounty Hunters. The selection of the Auric Runefather as the general, make the Auric Hearthguard battleline, allowing them to be Expert conquerers, counting as 3 models on objectives. On such a notoriously durable unit, so long as they remain close to their heroes to activate their 4+ ward, an opponent is forced to invest significant quantities of damage onto these units if they intend to displace them, losing primary points for every turn they fail to do so. Additionally, the Magmadroths becoming battleline allow them to be selected as bounty hunters, increasing their already incredible output further when paired up against Galletian Veterans. Having committed so heavily to the new battalions, it only makes sense to round things out with a Command Entourage, picking up an extra artefact in the process.

With a strong alternative to Battle-regiment focused lists and a suite of tools tailor made to handle current meta conditions Bill has proven the Ur-Gold fiends of the Fyreslayers have fight in them yet after many dismissed their most recent battletome. Things are looking up for the Dwarves!

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

LEADER
1 x Bloodsecrator (125)*
1 x Bloodthirster of Unfettered Fury (295)*
Artefacts: Skullshard Mantle
1 x Slaves to Darkness Daemon Prince (210)*
Hellforged Sword and Malefic Talons
1 x Lord of Khorne on Juggernaut (140)**
General
– Command Traits: Mage Eater
1 x Skarbrand (380)**

BATTLELINE
3 x Mighty Skullcrushers (165)*
Skullhunter
– Standard Bearer
– Hornblower
– Bloodglaive
3 x Mighty Skullcrushers (165)*
Hornblower
– Standard Bearer
– Skullhunter
– Bloodglaive
3 x Mighty Skullcrushers (165)*
Hornblower
– Standard Bearer
– Skullhunter
– Bloodglaive
3 x Mighty Skullcrushers (165)**
Standard Bearer
– Hornblower
– Skullhunter
– Bloodglaive
3 x Mighty Skullcrushers (165)**
Standard Bearer
– Hornblower
– Skullhunter
– Bloodglaive

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1975/2000)

Ethan: What year is it?!?! The inimitable Thomas Guan has flown in from the top rope with a Khorne list that looks like it’s straight out of their second edition glory days with a few notable tweaks to continue with the current trend of anti-magic tech. Everyone knows Khorne is good at dealing with magic due to their Blood Tithe dispel but the White Dwarf update to how the tithe is used opens up the ability for Khorne to really lay the smackdown on caster-heavy opponents. As if this weren’t powerful enough, Reapers of Khorne seems to be the premium Khorne sub-faction under the new GHB providing a suite of excellent command abilities, artefacts and traits to their heroes. In the old book style, these traits and artefacts are mandatory selections, though with abilities like a 2+ spell ignore and an additional unbind attempt (auto-unbinding and causing d6 mortal wounds on an 8!) I doubt you’ll find many among the bloodied hordes complaining.

This list includes a selection of the well-known Khorne combos and all-star units with the ever-powerful combination of a Pile-in Thirster and Skarbrand appearing. Usually in this combination Skarbrand is held back on the first turn to place him at his top bracket before being flung into combat with a 6” pile-in, no charge required. This combination is brutally doubled down on by the Reapers of Vengeance sub-faction command ability allowing Skarbrand to then fight again in the combat phase, again piling in 6” so long as they remain within range of the other Bloodthirster. A bloodsecrator acts as a buff-piece and powerful priest, allowing for additional attempts to dispel endless spells and a STD Daemon Prince gives Thomas the capacity to choose who he fights, and where. The combination of this Daemon Prince with the Pilethirster provides a lot of control for a list that, on the face of it just wants to smash you in the face but it’s only after looking at the remainder of the list that the flashbacks of a time when Khorne was the meta darling of the day begin. A Lord of Khorne on Juggernaut and five (count ‘em!) units of Mighty Skullcrushers round out the list, blasting mortal wounds into opponents on the charge and providing tanky bodies for objective taking with good movement to ensure the army is able to make contact with the enemy before its lack of ranged tools become an issue.

Thomas has done well with an off-meta pick, only falling to Fyreslayers in the final round. Sadly for Thomas, the Duardin possess (or maybe Dispossess?) many of the tools required to stare down this combat army and ask them if that’s all they’ve got? Also lacking in magic of their own, the durable, high-ward Fyreslayers waste many of the strengths of Thomas’s Subfaction, drawing them into a sit-down, drag out combat slog where the Skullcrusher’s charge effects will lack the punch they would otherwise provide. To go 4-1 with an off-meta pick is nevertheless an incredible achievement and show a level of list-building mastery that seems to be the joy of many an experienced player in the new GHB.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Grand Strategy: Waaagh!
– Triumphs: Indomitable

Leaders
Kragnos, The End of Empires (720)*
Wurrgog Prophet (150)*
General
– Command Trait: Master of Magic
– Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Glowy Green Tusks

Battleline
5 x Savage Boarboys (140)*
Chompas
5 x Savage Boarboys (140)*
Chompas
5 x Savage Boarboys (140)*
Chompas

Units
5 x Savage Boarboy Maniaks (145)*
4 x Savage Big Stabbas (160)*
Reinforced x 1

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 400 / 400
Wounds: 101
Drops: 1

Ethan: Holy moley what a brutal list:

  • Kragnos
  • Wurrgog
  • Krondspine
  • Big Stabbas

Ben’s army asks you which problem you’d like to deal with first and like the multiple choice quiz from hell, you’re always wrong. With the number of threats this list presents you can only pity the opponents Ben stared down ( 😊 ) throughout his journey on this eternal quest to krump.

Continuing the trend of book-based Grand Strategies, Waaagh! Simply requires either a battleline unit or your general (Does Kragnos count?) to be wholly within enemy territory when the battle ends. Realistically, if this doesn’t naturally happen in the course of play in an Ork army, you may need to return to school to do some fingerpainting and commune with old mate Mork.

There’s not a huge amount to say about the list as a whole, Kragnos is a brutal combat monster, the Wurrgog’s usual trick of staring something off the table removes notable threats and, in combination with a bound Incarnate provides a wonderful problem for your opponent should you ever lose the staring match. Boarboyz fill out the battleline slot while a reinforced unit of big stabbas… well… they stab?

With so many points invested into the Incarnate and Kragnos, Ben does a good job of rounding out his army, ensuring that he has enough bodies to threaten various objectives and the speed to get there, only falling over (in much the same way as Thomas’s Khorne) to the sheer durability of Bill’s fyreslayers. With such a stable of experienced players I’d kill to be a fly on the wall throughout these games but don’t let the relatively heavy combat focus of these lists trick you into thinking the games look much as a toddler playing with dinosaurs (leave that to Seraphon players), without the tools such as shooting and casting that many armies enjoy mastery of both deployment and the movement phase would have been key to these players.

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

LEADERS
Breaka-Boss on Mirebrute Troggoth (180)
Artefact: Mork’s Eye Pebble
– Mount Trait: Fast ‘Un
Gobsprakk, The Mouth of Mork (280)***
Lore of the Swamp: All
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)***
Lore of the Weird: Da Great Big Green Hand of Gork
Wurrgog Prophet (150)***
General
– Command Trait: Master of Magic
– Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Gorkamorka’s War Cry

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

OTHER UNITS
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Man-skewer Boltboyz (120)***

BEHEMOTH
Krondspine Incarnate of Ghur (400)
Allies
Bonded: Wurgog Prophet

ENDLESS SPELLS
Umbral Spellportal (70)

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

ADDITIONAL ENHANCEMENTS
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 111
Drops: 12

Ethan: This tournament’s wildcard list, piloted by Ben Mulshine, utilises a variety of the tools we’ve mentioned throughout the other lists above, only losing once to Thomas’s Khorne in its path. Much like Bill, Ben (must resist!) has potted (sorry.) his units into the triple combination of Warlord, Expert Conquerers and Bounty Hunters, eschewing any hope of turn selection in favour of an extra artefact, CP, Count-as-three capturing and bonus damage against Galletian Veterans. ‘Ardboyz capture objectives while the suite of powerful heroes and the Gore-Gruntas team up with the Incarnate to grab the opponent’s neck and beat them down with pure combat efficiency.

The previously discussed combination of Wurrgog and Incarnate present a Russian Roulette-esque threat to the opponent where even playing the game is to lose it. The hero loadouts all work together to solve one of the lists major weaknesses with the Eye-pebble, Fast’un and the Great Green Hand of Mork getting in the opponents face quickly and mitigating the ability for shooting armies to punch holes in Ben’s units before they’re able to do that they do best, foightin’.

I’d love to ask Ben how he felt various aspects of the list performed, the battalions make deployment a challenge as, while Ben can deploy in reaction to his opponent, the risk of a double turn or being alpha struck himself create a schrodinger’s cat of a deployment, where Ben must be ready to react depending on whether his opponent decides to give him the turn or not. The list is finely tuned with tools for a variety of situations and draws on one of the biggest advantages Big Waaagh! provides by allowing an all-star cast of the Orruk Warclans various Warscrolls. Listbuilding is always a matter of refining however and I do wonder whether Ben feels he’d make any changes or stick with the current list after such a respectable result.

Incredible work to the players of all of today’s lists! The new GHB continues to deliver as a factional wunderkind with tournaments around the world giving a variety of factions their time in the sun. It only remains to be seen whether the current trend of anti-magic continues to dominate the magic-heavy lists going around currently or if upcoming tomes (LRL and Tzeentch, though still a ways off) can break through a meta which seems pre-designed to keep them under wraps.

Final Tournament Placings

AoS Meta Stats (w/e 31st July 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

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Grand Tournaments

Ranked from largest to smallest.

Boise Cup O AoS GT – Texas/USA
52 Players

PositionFactionSubfactionResult
1stSoulblight GravelordsLegion of Blood5-0-0
2ndLumineth Realm-LordsZaitrec5-0-0
3rdHedonites of SlaaneshLurid Haze4-0-1
4thNighthauntScarlet Doom4-0-1
5thStormcast EternalsHammers of Sigmar4-0-1
6thNighthauntScarlet Doom4-0-1
7thIronjawzBloodtoofs4-0-1
8thLumineth Realm-LordsZaitrec4-0-1
9thKharadron Overlords None/Unknown4-0-1
10thSylvanethGnarlroot4-0-1
Boise Cup O AoS GT

Shropshire Slaughter: Telford Onslaught AoS GT July 2022 – England/UK
32 Players

PositionFactionSubfactionResult
1stBeasts of ChaosAllherd5-0-0
2ndLumineth Realm-LordsZaitrec4-0-1
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSylvanethHarvestboon4-0-1
5thSylvanethDreadwood4-0-1
6thDaughters of KhaineKhailebron4-0-1
7thNighthauntScarlet Doom3-0-2
8thIdoneth DeepkinNautilar3-0-2
9thSylvanethHeartwood3-0-2
10thBig Waaagh!3-0-2
Shropshire Slaughter: Telford Onslaught AoS GT July 2022

Armed Forces Day 5 – Illinois/USA
34 Players

PositionFactionSubfactionResult
1stStormcast EternalsHallowed Knights5-0-0
2ndLumineth Realm-LordsZaitrec4-0-1
3rdDaughters of KhaineHagg Nar4-0-1
4thSylvanethGnarlroot4-0-1
5thBeasts of ChaosGavespawn4-0-1
6thDisciples of TzeentchHosts Arcanum4-0-1
7thLegion of the First Prince4-0-1
8thStormcast EternalsAnvils of Heldenhammer3-0-2
9thIronjawzBloodtoofs3-0-2
10thIdoneth DeepkinNautilar3-0-2
Armed Forces Day 5

Peace Through Dakka AoS GT – Delaware/USA
16 Players

PositionFactionSubfactionResult
1stMaggotkin of NurgleDrowned Men5-0-0
2ndSylvanethHeartwood4-0-1
3rdIronjawzBloodtoofs4-0-1
4thSylvanethHeartwood3-0-2
5thGloomspite GitzGlogg’s Megamob3-0-2
6thHedonites of SlaaneshGodseekers Host3-0-2
7thSeraphonThunder Lizard3-0-2
8thCities of SigmarHallowheart3-0-2
9thStormcast EternalsHammers of Sigmar2-1-2
10thNighthauntEmerald Host2-1-2
Peace Through Dakka AoS GT

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This Weeks Stats

The following stats are for the week ending 31st July only, essentially GT’s that took place on the 30th and 31st July.

This weeks results by faction

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 9th/10th July to the 30th/31st July. This covers a total of 689 players (+86 players) across 19 Grand Tournaments (+1 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

Results over the last four weeks

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Factions that have achieved 5 wins at a GT

Under this new General’s Handbook we can see a number of factions have achieved 5-0 wins. Following on from last week, Stormcast Eternals and Maggotkin of Nurgle now join Seraphon and Kharadron Overlords with 2 each.

Looking at factions with four wins and the table opens out vastly with only Flesh-eater Courts, Big Waaagh! and Legion of Azorgh yet to achieve a 4 win result over a weekend.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

Factions going 0-5 over a weekend

As for the win rates of each faction since the release of the new GHB:

In terms of faction popularity:

Faction Results Breakdown

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle and Ironjawz.

5-0 Results as a % of the number of players for that faction

Currently it would appear that Kharadron Overlords players have the highest chance of going 5-0 at an event closely followed by Slaves to Darkness.

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