Category Archives: Dhom-Hain

Top Three AoS Lists for the SoCal Open

This is the top three AoS lists for the SoCal Open that took place in the US on the 21st and 22nd of October. It saw 37 players vying to be crowned champion in a 5-game tournament.

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The Top Three AoS Lists

Army Faction: Idoneth Deepkin
– Subfaction: Dhom-Hain
– Grand Strategy: Dominion of the Deep Ones
– Triumph: Bloodthirsty

LEADERS
Isharann Tidecaster (130)*
– General
– Command Traits: Teachings of the Túrscoll
– Spells: Hoarfrost
Battlemage (100)*
– Magic of the Realms: Wildform (Ghur)
Akhelian Thrallmaster (100)**
Eidolon of Mathlann Aspect of the Storm (300)**
– Artefacts of Power: Arcane Tome
Akhelian Thrallmaster (100)**

BATTLELINE
Namarti Thralls (220)**
– Icon Bearer
Namarti Thralls (220)**
– Icon Bearer
Namarti Thralls (110)**
– Icon Bearer

BEHEMOTH
Akhelian Leviadon (400)**
– Mount Traits: Reverberating Carapace

OTHER
Akhelian Allopexes (150)**
– Retarius Net Launcher, Barbed Hooks and Blades
Akhelian Allopexes (150)**
– Retarius Net Launcher, Barbed Hooks and Blades

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment

TOTAL POINTS: 1980/2000

Peter Holland: A few weeks ago our very own Aaron Newbom won the SoCal Open with a Dhom-Hain list. He wrote an entire tournament breakdown for us of the event and you can read that here.

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Army Faction: Maggotkin of Nurgle
– Army Subfaction: Befouling Host
– Grand Strategy: Spellcasting Savant
– Triumphs: Bloodthirsty

LEADER
1 x Skabbik Plagueseeker (140)*
1 x The Glottkin (580)**
– Spells: Rancid Visitations
1 x Sloppity Bilepiper (120)**
– Artefacts: Arcane Tome
1 x Poxbringer (130)**
– General
– Command Traits: Master of Magic
– Spells: Fleshy Abundance

BATTLELINE
20 x Plaguebearers (120)**
10 x Plaguebearers (120)**
10 x Plaguebearers (120)**
10 x Plaguebearers (120)**

TERRAIN
1 x Feculent Gnarlmaw (0)
1 x Feculent Gnarlmaw (0)

OTHER
3 x Nurglings (100)*
3 x Nurglings (100)*
6 x Furies (80)*
6 x Furies (80)*
5 x Skabbik’s Plaguepack (140)*

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1930/2000)

Roland Rivera: At this point in the season, seeing a Glottkin Nurgle list do well isn’t much of a surprise – Nurgle’s favored mortal servants have been on quite the run as of late. However, this list has a couple of interesting twists to it. First among them is the Befouling Host subfaction and the Poxbringer General to give the summoning a bit more oomph. Second is the deep triumph bid – going 70 points under is not a trivial commitment. The reason why this list is doing so is to add a bit of an insurance policy on the Blightkrieg charges, as Bloodthirsty is the only way to get a reroll on them. Last but not least, this list is using its Ally allowance fairly extensively with 2 units of Furies and Skabbik’s Plaguepack, all of which are here to screen and put forward pressure on objectives.

Beyond them, this is very meat-and-potatoes Nurgle – lots of Plaguebearers to dominate the board, a Sloppity Bilepiper to shut off pile-ins, Nurglings to pester enemy deployment and rack up extra Contagion points. But hey, if it ain’t broke, don’t fix it. I think Alec’s additions give a nice bit of depth to the classic Nurgle Glottkin gameplan, and were probably a real factor in securing the 5-0 finish.

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Army Faction: Ossiarch Bonereapers
– Army Subfaction: Mortis Praetorians
– Grand Strategy: Barren Icescape
– Triumphs: Bloodthirsty

LEADER
1 x Katakros (500)*
1 x Arkhan the Black (380)**
1 x Liege-Kavalos (180)**
– General
– Command Traits: Mighty Archaeossian
– Artefacts: Lode of Saturation
1 x Mortisan Boneshaper (140)**
– Artefacts: Artisan’s Key
– Spells: Hoarfrost

BATTLELINE
5 x Kavalos Deathriders (190)*
– Mortek Hekatos
– Necrophoros
– Nadirite Blade
30 x Mortek Guard (130)*
– Mortek Hekatos
– 3 x Necrophoros
– Nadirite Blade
– 3 x Soulcleaver Greatblade
2 x Morghast Archai (220)*
– Spirit Halberd

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

TOTAL POINTS: (2000/2000)

Walter Brock: Today we are looking at a list that went 4-1 with Mortis Praetorians. Praetorians allow a unit to potentially counter charge after an enemy unit has finished a charge. This has many possible applications that lead to incredibly powerful moments to swing the tide of battle. From stopping key enemy charges to denying battle tactics. The praetorians’ counter charge is only limited by the players imagination.
Instead of Spellcasting Savant this player opted for Barren Icescape. This option makes sense since there is no Locus in the list.

We start off with the Katakros and Arkhan double trouble pairing. We have seen this before and will again. These two are a deadly duo that cover each other’s weaknesses and buff each other’s strengths. From Katakros buffing everything up to 11 with his +1 hit and save aura. To Arkhans Spell casting to support the army with buff spells and stop key enemy spells. The synergies between these two are incredibly deadly and I could go on and on about how powerful these two works together if allowed, but we would be here all day.

Next is whats one of the toughest to kill models in the game. A liege Kavalos with the Lode stone Relic and Might Archaeossian command trait. The combination of the two lets the Liege ignore all negative save modifiers and gains +1 to its ward saves. With a command point for a 5+ ward a liege can achieve a 2+ “ethereal” save and a 4+ ward. This combination makes the liege tanky enough to go places that even Katakros and Arkhan Might fear. Top it off with the command ability to give a unit +1 attack and the liege brings a lot to the table for this list.
A boneshaper with Artisans key and Hoarfrost. With katakros, Arkhan and the Boneshaper. This list could potentially bring back 12 Mortek Guard with just the healing abilities alone each OBR hero phase. Hoarfrost on top of all the buffs that the other characters bring can make any unit perform far and above their weight class.

Deathriders are a very powerful all rounder unit. Capable of multiple roles. From screening to protecting the back field or even denying the opponent the ability to move on an objective. They have an answer for almost any situation.

30 Mortek Guard. A giant block of 30 is a threat to behold. With all the buffs added you can easily engage multiple units with these Mortek units, and they can take out multiple units with their one fight. Imagine 30 Mortek. Hitting on 2s and 5s to hit, gain an additional hit. Wounding on 2s at rend 2. Each model has three attacks a piece. That will bring down almost any target they reach. On top of that they have incredible defensive capabilities. Beinh able to potentially ignore negative modifiers due to their command ability. Or all out defense, or a 5+ ward plus the healing mentioned before. This makes Mortek guard incredibly hard to take down.

Lastly is a unit of 2 Archai. This unit’s biggest value is from its no command aura. Being able to stop enemy commands can easily turn the tides of battle. Turning off all out defense and unleash hell. Make it so a unit can’t pass their battle shock. This unit stops the enemies plans dead in their tracks and lets the Bonereapers keep trucking along.

This list ends up as a four drop with a command entourage and a battle regiment. Opting to go for the extra relic. Well done to this player.

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Allegiance: Gloomspite Gitz
– Gittish Horde: Jaws of Mork (squig +1 atk on charge)
– Mortal Realm: Ghur
– Grand Strategy: Overshadow
– Triumphs: Indomitable

Leaders
Skragrott, The Loonking (230)**
Squigboss with Gnasha-squig (110)***
– General
– Command Trait: The Clammy Hand (Loonshrine roll x2)
Madcap Shaman (70)*
– Artefact: Moonface Mommet (12” start combat 1 unit -1 save)
– Lore of Primal Frost: Hoarfrost
Webspinner Shaman (65)*
– Lore of Primal Frost: Merciless Blizzard

Units
24 x Squig Herd (280)***
– Reinforced x 1
24 x Squig Herd (280)***
– Reinforced x 1
10 x Boingrot Bounderz (300)**
– Reinforced x 1
5 x Boingrot Bounderz (150)**
5 x Boingrot Bounderz (150)**
5 x Gobbapalooza (170)**
– Lore of the Moonclans: Itchy Nuisance
1 x Marshcrawla Sloggoth (170)**

Core Battalions
*Andtorian Acolytes
**Battle Regiment
***Battle Regiment

Total: 1975 / 2000

Lodivicus: The Jaws of Mork core trend continues! The currently trending core consists of Skragrott, a Madcap Shaman (with Moonface Mommet and Hoarfrost), a Squigboss, Squig Herd, Boingrot Bounderz, Gobbapalooza and the Bad Moon Loonshrine. The quantity of the battleline units varies a bit from list to list, as we see here. Tad chooses two single reinforced Squig Herd (as opposed to one double reinforced unit) and he cuts back the large Bounderz unit to a single reinforced unit to do so. So rather than rehash the core, as we’ve done in previous commentaries, let’s have a look at what the rest of the points are spent on.

A popular choice, the Webspinner Shaman (on foot) is a 65 point Blizzard wizard with a native 5+ ward. He pairs up with the Madcap Shaman as the two Andtorian Loci of the list and together they unlock the Andtorian Acolyte battalion for (hopefully) more primal dice.

In his version, Tad chose offense over defense by forgoing the more common Sneaky Snufflers in favor of the Kruleboyz troggoth cousin, the Marshcrawla Sloggoth. His 18” aura of +1 hit rolls for attacks made with melee weapons is a huge boon to the output of the list, but in particular the Squig Herd units as they can’t receive commands like All Out Attack.

Congratulations Tad on going 4-1 (only losing in round 5 to the Dhom-Hain Deepkin) and continuing this Gitz trend. It will be interesting to see how the meta adjusts to account for this type of list and if it continues to gather steam.

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Final Tournament Placings

To view all of the results for the tournament please follow the link below to Best Coast Pairings

https://www.bestcoastpairings.com/event/RCF92KDBUK

Winning Socal open with Dhom-hain


The Story:
Socal open is the Culmination of a year long Journey for me. Competing for me is not so much about rank and wins as it is the Path to growth and constantly chasing a higher level of skill. For all of 2022, I played the arguably worst army in the game, Kruleboyz, and resolved to master them. I chose them in no small part because it would be a huge challenge. I knew that if I played the strongest armies it wouldn’t force me to learn and grow nearly as much; And grow I did but after a year on the struggle bus even I needed a bit of a break from the frustration of randomness in a competitive game.

I picked up Idoneth because while they’re not a power army, they’re close to 50%, and in my thinking, that means the better player should win. The fish elves would be a great metric to judge my progress and see how I measured up to the best in a fair fight, but I also still hold growth as my main goal, so I set a new mission for myself. I wanted to win an RTT, or 4-1+ a GT, with every subfaction in IDK.

My first result was with Nautilar in Arizona, playing to a strong 4-1 finish with Frostheart phoenix and turtle to create a tanky death ball. Next, at Old Town Throwdown summer smash, I played to another 4-1 with Fuethan just before the buffs. That was a hard, fought grind, but I squeezed it out. After that, I. picked up Dhom-Hain and got a top 8 with 3-1-1 in Arizona smite club open, but I couldn’t quite get it, so I had to try again. Which brings us to the Socal open with my new and improved list

The List:

Army Faction: Idoneth Deepkin
Subfaction: Dhom-Hain
– Grand Strategy: Dominion of the Deep Ones
– Triumph: Bloodthirsty

LEADERS
Isharann Tidecaster (130)*
General
– Command Traits: Teachings of the Túrscoll
– Spells: Hoarfrost
Battlemage (100)*
Magic of the Realms: Wildform (Ghur)
Akhelian Thrallmaster (100)**
Eidolon of Mathlann Aspect of the Storm (300)**
– Artefacts of Power: Arcane Tome
Akhelian Thrallmaster (100)**

BATTLELINE
Namarti Thralls (220)**
Icon Bearer
Namarti Thralls (220)**
Icon Bearer
Namarti Thralls (110)**
Icon Bearer

BEHEMOTH
Akhelian Leviadon (400)**
– Mount Traits: Reverberating Carapace

OTHER
Akhelian Allopexes (150)**
Retarius Net Launcher, Barbed Hooks and Blades
Akhelian Allopexes (150)**
Retarius Net Launcher, Barbed Hooks and Blades

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment

TOTAL POINTS: 1980/2000


When building the Dhom Hain list, I knew I’d have to lean into its strategy as hard as I possibly could if I wanted it to work. Dhom-hain is not an army of reasonable choices. It is an army of explosive, risky power. With this in mind I looked to maximize the namarti savages rule, which allows me to charge if I kill everything within 3’ (and I’m going first in the round) and then fight again (not immediately).

Step 1: Killing everything within 3”.
Thralls can hit pretty hard, but on their own they’re just not getting there most of the time. They need a ton of support to do their job. 2 Thrallmasters granting exploding 6’s and reroll 1’s to hit up their consistency a ton, as well as the Leviadon giving them +1 to hit targets Wholly within 15”. These abilities combine to make the Thralls hit more times than they even have attacks. On average, dive 41 attacks from 20 thralls will hit 47-48 times. On top of that, the storm grants +1 to the wound, and Hoarfrost can increase their rend by 1-2 if you get a little lucky.

All of these auras combine to make an absolute blender of a unit, but it is 1030 points of buff pieces to set up a 220 point thrall unit.

Step 2: Charging out of phase.
If I manage to kill everything around me, I can immediately attempt a charge. This is super powerful, but anyone who has played it knows it’s not as amazing as it sounds. The thing about charging out of phase is that you can not use the command to reroll that charge, so you’re extremely reliant on the dice. I found a solution to that problem, by running 1980, I often had a triumph to reroll, which immediately adds some consistency. Additionally, the Isharann ritual for +1 to run and charge on flood tide helps things line up in your favor. But the real bit to seal the deal is the ghurish battlemage, who’s spell grants +2 to run and charge. Having run and charge, +3 to run and charge, with both a command and a triumph to reroll, and being able to charge a second time can give the thralls a max threat range of 53” in a single turn if everything lined up perfectly, and allows you to pop off much more consistently.

With this game plan laid out, and everything tuned to my goals, it was time to really put it to the test at the Socal open


THE GAMES:

Round 1 vs Frank Deloachs Big Waaagh on Geomantic Pulse

Army Faction: Orruk Warclans
Army Type: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumphs: Indomitable

LEADER
1 x Orruk Weirdnob Shaman (90)*
– General
– Command Traits: Shaman of the Chilled Lands
– Spells: Da Great Big Green Hand of Gork, Foot of Gork
1 x Wardokk (80)*
Spells: Merciless Blizzard, Gorkamorka’s War Cry
1 x Wurrgog Prophet (170)*
Artefacts: Glowin’ Tattooz
– Spells: Hoarfrost, Levitate
1 x Gobsprakk (240)***
1 x Orruk Warchanter (120)***
– Warbeats: Fixin’ Beat
1 x Orruk Warchanter (120)***
– Warbeats: Get ’Em Beat

BATTLELINE
5 x Orruk Brutes (140)**
Brute Boss
– Gore-choppa
– Boss Choppa
– Jagged Gore-hacka
5 x Orruk Brutes (140)**
Brute Boss
– Gore-choppa
– Jagged Gore-hacka
– Boss Choppa
10 x Orruk Ardboys (220)***
Gorkamorka Glyph Bearer
– Ardboy Boss
– Ardboy Choppas

OTHER
6 x Orruk Gore-gruntas (340)**
Gore-grunta Boss
– Jagged Gore-hacka
6 x Weirdbrute Wrekkaz (250)**
3 x Morgok’s Krushas (80)**

CORE BATTALIONS:
*Andtorian Acolytes
**Ironjawz Fist
***Warlord

TOTAL POINTS: (1990/2000)

The game began with me taking away the top of turn and flipping the tides so that when push came to shove in this beatdown matchup, I’d have control of turn 2. I had deployed as a dense castle in the center with flanking sharks and one wizard in a corner. 

Frank came in with pigs but was surprised by how hard my crack back was as my pile ins removed 5/6 pigs.

On my turn, I moved up and scored magical dominance from standing in the corner. Frank couldn’t afford to expose his Gobbsprakk just to shut off my tactic. for the rest of the game, I neglected to attempt any spell casts so as to deny him Gobbsprakk mortals.

Turn 2 came and I had always strikes first vs his entirely melee army. He had top of turn but couldnt accomplish much without taking huge damage first. On my turn I  proceeded to take out multiple other units and then doubled him to secure the win. Franks list was very nasty but Dhom hain was a solid counter to it.

Round 2 vs the Noog’s BOC on Fountains of Frost

Army Faction: Beasts of Chaos
Army Subfaction: Darkwalkers
– Grand Strategy: Desecrating Brayherd
– Triumphs: Bloodthirsty

LEADER
1 x Doombull (180)*
General
– Command Traits: Bestial Cunning
– Artefacts: Brayblast Trumpet
1 x Great Bray-Shaman (100)**
Spells: Merciless Blizzard

BATTLELINE
10 x Ungors (80)**
Brayhorn Blower
– Banner Bearer
– Halfhorn
– Pitted Blade
9 x Bullgors (630)**
Bloodkine
– Warheard Drummer
– Warheard Banner Bearer
– Paired Cleaving Axes
10 x Ungor Raiders (130)**

OTHER
10 x Ungor Raiders (130)*
6 x Beasts of Chaos Tzaangor Enlightened (180)*
6 x Beasts of Chaos Tzaangor Enlightened (180)*
3 x Beasts of Chaos Slaangor Fiendbloods (130)*
10 x Ungor Raiders (130)**
1 x Cockatrice (120)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1990/2000)

Flipping the tides for Always Strikes first turn 2 meant that when he had to come in off the board edges, he couldn’t afford to be aggressive. He played far back instead, but I used chain charging to wipe ~1300 points of models in a single turn and lock him into a corner. The extra mobility i got from multi charges meant his backline castle ended up getting shredded despite his careful placement.

He tried to sneak back into the game, but idoneth mobility and me winning all 4 priority rolls helped me counter his clever mobility tactics. Despite the heavy kill ratio, the overall points scored were fairly close as it was a 6 objective map, and BOC is incredible on maps like that

Round 3 vs Brian’s Khorne on Nexus Collapse

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

LEADER
1 x Bloodthirster of Insensate Rage (310)
1 x Bloodthirster of Insensate Rage (310)*
1 x Bloodsecrator (120)*
– Nullstone Adornments: Pouch of Nulldust
1 x Wrath of Khorne Bloodthirster (300)**
General
– Command Traits: Firebrand
– Artefacts: Halo of Blood
– Prayers: Bronzed Flesh
1 x Slaughterpriest (110)**
Bloodbathed Axe
– Prayers: Blood Sacrifice
1 x Realmgore Ritualist (110)**
Prayers: Killer Instinct
– Aspects of the Champion (Archived): Tunnel Master (Archived)

BATTLELINE
10 x Blood Warriors (190)*
Blood Champion
– Icon Bearer
– Goreaxe and Gorefist
– Goreglaive
5 x Flesh Hounds (100)*
10 x Blood Warriors (190)*
Icon Bearer
– Blood Champion
– Goreaxe and Gorefist
5 x Flesh Hounds (100)*

INVOCATION
1 x Hexgorger Skulls (50)

TERRAIN
1 x Skull Altar (0)

OTHER
1 x Khorgorath (90)*

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

TOTAL POINTS: (1980/2000)

This matchup was decided more than anything by it being the first time he had ever played the mission. It’s a weird one that you have to get a few reps to understand. The score was extremely lopsided, but the game itself was really techy and fun. It was a much closer game than it looked on paper overall. 

His double boom-thirsters (mortal wound AOE demons) were terrifying, and I spent the whole game very carefully measuring to make sure they couldn’t blow my army up. Turn 4, I messed that up, and he threatened to bomb me but failed to roll any 6s even with an extra attack. After that, all in play, I was able to clean up his forces bottom of 4.

Round 4 vs Kyle Calips OBR on spring the trap

Army Faction: Ossiarch Bonereapers
Army Subfaction: Mortis Praetorians
– Grand Strategy: Barren Icescape
– Triumphs: Bloodthirsty

LEADER
1 x Katakros (500)*
1 x Arkhan the Black (380)**
1 x Liege-Kavalos (180)**
General
– Command Traits: Mighty Archaeossian
– Artefacts: Lode of Saturation
1 x Mortisan Boneshaper (140)**
Artefacts: Artisan’s Key
– Spells: Hoarfrost

BATTLELINE
5 x Kavalos Deathriders (190)*
Mortek Hekatos
– Necrophoros
– Nadirite Blade
30 x Mortek Guard (130)*
Mortek Hekatos
– 3 x Necrophoros
– Nadirite Blade
– 3 x Soulcleaver Greatblade
2 x Morghast Archai (220)*
Spirit Halberd

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

TOTAL POINTS: (2000/2000)

This game was by far the hardest one of the whole event. Kyle played an extremely tight game, including denying me a tactic by countercharging the opposite direction I expected and barely tagging a unit that wasn’t even the charge target. On the same note, I repeatedly forced him into difficult positions with movement tricks and pile ins. I ended up grabbing it basically off of a critical 6″ redeploy to take the game by just a point. 

The game was neck and neck from start to finish and until the very last moment I had no idea who would take it. Great game and a great opponent 

Round 5 vs Tads Gitz on power flux

Allegiance: Gloomspite Gitz
– Gittish Horde: Jaws of Mork
– Mortal Realm: Ghur
– Grand Strategy: Overshadow
– Triumphs: Indomitable

LEADERS
Skragrott, The Loonking (230)**
Squigboss with Gnasha-squig (110)***
General
– Command Trait: The Clammy Hand
Madcap Shaman (70)*
Artefact: Moonface Mommet
– Lore of Primal Frost: Hoarfrost
Webspinner Shaman (65)*
Lore of Primal Frost: Merciless Blizzard

BATTLELINE
24 x Squig Herd (280)***
Reinforced x 1
24 x Squig Herd (280)***
Reinforced x 1
10 x Boingrot Bounderz (300)**
Reinforced x 1
5 x Boingrot Bounderz (150)**
5 x Boingrot Bounderz (150)**

OTHER
5 x Gobbapalooza (170)**
Lore of the Moonclans: Itchy Nuisance
1 x Marshcrawla Sloggoth (170)**

CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment
***Battle Regiment

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 170 / 400
Wounds: 171
Drops: 4

I deployed my army as a melee castle with a wizard off to each side being terrain but up forward, making it nearly impossible for him to score magical dominance turn 1. My castle was just far enough back that he could realistically come into me, but it’d have to be full send. 

Tad decided to go for it but didn’t manage to connect the way he’d hoped, and my entire army piled in and mopped up his squigs. On my turn, I rushed up the board, tagged corners of units, and liked in to kill them after taking very little damage. 

Then I doubled him and tabled his entire army top of turn 2

It was honestly brutal, but we had a good laugh about it. He was left with a risky play, and it didn’t pan out. BY THE POWER OF MATHLANN, I HAVE THE POWER!!! (And a Golden ticket to the World Championship in the lost city of Atlanta)

SUMMARY:

All in All Dhom hain is a super fun faction to play, and I’d recommend it to anyone looking for exciting games, but I will also caution that it’s MUCH harder to play than it looks like. Most of the army is single wound infantry with 5+ saves, and all of your games are balanced on a knifes edge. If you want a heart-pounding, technically demanding, explosive army, then it is amazingly fun to play. Unfortunately, the Battlemage of Ghur is rotating out essentially immediately, so changes to the list will have to be made. Creativity and list tweaking is a huge part of the game, and i’m excited to find what new direction to take with it.