This is the top three AoS lists for CaptainCon that took place in the USA on the 4th and 5th of February. It involved 17 players vying to be crowned champion in a 5-game tournament.
As mentioned earlier this week, this tournament has less than 20 players. Therefore, we won’t add any comments onto this past, and I’ll save our commentators’ brain power for the bigger events.
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: Kharadron Overlords – Army Subfaction: Barak-Zilfin – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
LEADER 1 x Endrinmaster with Endrinharness (80) 1 x Arkanaut Admiral (140)* – Aspects of the Champion: Leadership of the Alpha 1 x Endrinmaster with Dirigible Suit (160)* – Artefacts: Staff of Ocular Optimisation 1 x Aether-Khemist (90)* – General – Command Traits: Collector – Artefacts: Spell in a Bottle 1 x Aetheric Navigator (100)** – Artefacts: Svaregg-Stein ‘Illuminator’ Flarepistol
BATTLELINE 10 x Arkanaut Company (90)** – Company Captain – Light Skyhook and Gun Butt – Skypike – Aethermatic Volley Gun and Gun Butt – Volley Pistol 10 x Arkanaut Company (90)** – Company Captain – Light Skyhook and Gun Butt – Skypike – Aethermatic Volley Gun and Gun Butt – Volley Pistol 1 x Arkanaut Frigate (240)** – Heavy Sky Cannon – Great Endrinworks: Malefic Skymines
BEHEMOTH 1 x Arkanaut Ironclad (490)** – Great Volley Cannon – Great Endrinworks: The Last Word
ENDLESS SPELL 1 x Purple Sun of Shyish (90)
OTHER 10 x Grundstok Thunderers (260)* – Honour Bearer – Gunnery Sergeant – Grundstok Mortar – Double-barrelled Aethershot Rifle – Gun Butt and Drillbill – 2 x Aethercannon – 2 x Aetheric Fumigator – 2 x Decksweeper 1 x Grundstok Gunhauler (160)** – Sky Cannon – Great Endrinworks: Zonbarcorp ‘Debtsettler’ Spar Torpedo
CORE BATTALIONS: *Warlord **Battle Regiment
TOTAL POINTS: (1990/2000)
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Army Faction: Lumineth Realm-lords – Army Subfaction: Helon – Grand Strategy: Defend What’s Ours – Triumphs: Inspired
LEADER 1 x Archmage Teclis (700)* – General 1 x Scinari Cathallar (110)* – Artefacts: Silver Wand – Spells: Total Eclipse – Aspects of the Champion: Leadership of the Alpha 1 x Scinari Loreseeker (160)* – Spells: Overwhelming Heat
BATTLELINE 20 x Vanari Auralan Sentinels (300)* – High Sentinel – Spells: Overwhelming Heat 5 x Hurakan Windchargers (130)* – Windspeaker Seneschal – Standard Bearer 10 x Vanari Auralan Wardens (150)* – High Warden – Spells: Speed of Hysh
ENDLESS SPELL 1 x Umbral Spellportal (80) 1 x Rune of Petrification (60)
TERRAIN 1 x Shrine Luminor (0)
OTHER 20 x Vanari Auralan Sentinels (300)* – High Sentinel – Spells: Speed of Hysh
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (1990/2000)
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Army Faction: Ogor Mawtribes – Subfaction: Meatfist – Grand Strategy: The Day is Ours! – Triumph: Bloodthirsty
LEADERS Kragnos (720) Tyrant (150)* – Artefacts of Power: Arcane Tome – Spells: Flaming Weapon – Big Name: Brawlerguts Tyrant (150)* – Artefacts of Power: Gryph-feather Charm – Big Name: Brawlerguts Tyrant (150)* – Aspects of the Champion: Tunnel Master – Big Name: Brawlerguts Tyrant (150)** – General – Command Traits: Killer Reputation – Big Name: Deathcheater , Brawlerguts
This is the Top Three AoS Lists for the Nottingham GT that took place in the UK on 14th and 15th January. It involved 41 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: Sylvaneth – Glade: Heartwood – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty – Season: The Reaping
Leaders Alarielle the Everqueen (840)* Arch-Revenant (120)* – General – Command Trait: Radiant Spirit – Artefact: Arcane Tome (Universal Artefact) – Lore of the Deepwood: Treesong
Battleline 6 x Kurnoth Hunters with Kurnoth Greatbows (460)* – Reinforced x 1 5 x Tree-Revenants (110)* 5 x Tree-Revenants (110)*
Units 5 x Gossamid Archers (220)* 3 x Aetherwings (65)*
Mathew Davies – aka Mathmallow – is a rather good player. You don’t have to look at too many tournies to find his name in the podium, and he’s legendary for doing it with Sylvaneth – old and new!
The list is easy to parse due to the inclusion of Alarielle and her cost. The Arch-Rev is a crucial buff piece for the 6 bows due to his +1 to wound aura – and though BowNoth continue to be divisive, they do offer a TANKY source of long range chip damage. Which is handy when you’re trying to throw a base as big as Alarielle’s around and into priority targets that a small screen could otherwise stymie.
Nice to see Gossamids being used too – despite their potential to flunk and do nothing, their ability to block a charge then fly safely away after doing some MW chip damage can absolutely hard counter combat armies.
A well-deserved win to probably the best Sylvaneth player out there in a sharkpit of a GT!
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Allegiance: Lumineth Realm-lords – Great Nation: Helon – Grand Strategy: No Place for the Weak – Triumphs:
Leaders Vanari Lord Regent (170)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Lore of Hysh: Total Eclipse Archmage Teclis and Celennar, Spirit of Hysh (700)* Scinari Cathallar (110)* – Lore of Hysh: Overwhelming Heat
Battleline 30 x Vanari Auralan Sentinels (450)* – Lore of Hysh: Speed of Hysh – Reinforced x 2 10 x Vanari Auralan Sentinels (150)* – Lore of Hysh: Speed of Hysh 10 x Vanari Auralan Wardens (150)* – Lore of Hysh: Overwhelming Heat 5 x Hurakan Windchargers (150)*
Adam Mumford – another Team LIT player here and the best of the LRL players in the top 10… all 5 of them, from 2nd to 7th place, no less! Is that an LRL meta resurgence I hear…
What we’ve got here is Teclis and 40 sentinels in Helon – allowing extra shooting at close range. It’s a blast from the past but with new rules – and now Sentinel’s sunmetal weapons also work in melee. Oh, and the Rune of Petrification is difficult to dispel (with a CV of 8) MW pump that you Teclis can auto-cast in a prime spot on the board.
Adam is another fantastic player, and there’s no denying there’s a lot to keep track of in terms of buff sequencing and aura ranges. Can’t say saying this list doesn’t give me the heebie-jeebies though!
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Allegiance: Lumineth Realm-lords – Great Nation: Helon – Grand Strategy: No Place for the Weak – Triumphs:
Leaders Archmage Teclis and Celennar, Spirit of Hysh (700)* Scinari Cathallar (110)* – Artefact: Silver Wand – Lore of Hysh: Overwhelming Heat Vanari Lord Regent (170)* – General – Command Trait: Master of Magic – Lore of Hysh: Speed of Hysh
Battleline 10 x Vanari Auralan Wardens (150)* – Lore of Hysh: Speed of Hysh 10 x Vanari Auralan Wardens (150)* – Lore of Hysh: Overwhelming Heat 20 x Vanari Auralan Sentinels (300)* – Lore of Hysh: Total Eclipse – Reinforced x 1
Units 20 x Vanari Auralan Sentinels (300)* – Lore of Hysh: Speed of Hysh – Reinforced x 1
Another incredibly well-known player and a long-time LRL fan, Matthew brings…. Teclis, 40 sentinels and the Rune of Petrrification in Helon.
He brought more Wardens than Adam though! So you can’t say he copied his homework.
Just to reassure you, I can tell you that 2 of the remaining 3 LRL lists went Alarith with Teclis, loads of Stoneguard and Avalenor. So, it wasn’t all Sentinels…
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Allegiance: Gloomspite Gitz – Option: Grimscuttle Tribes – Mortal Realm: Ghur – Grand Strategy: No Place for the Weak – Triumphs: Inspired
Leaders Dankhold Troggboss (220)**** – Trev the Troggboss – General – Command Trait: Alpha Trogg – Artefact: Glowy Howitz Fungoid Cave-Shaman (95)**** – Freddie the Fungoid – Lore of the Moonclans: The Hand of Gork Madcap Shaman (80)**** – Madcap Max – Artefact: Moonface Mommet – Lore of the Moonclans: Itchy Nuisance Breaka-Boss on Mirebrute Troggoth (180)* – The Celestant Slime – Allies
Battleline 6 x Rockgut Troggoths (290)*** – Reinforced x 1 6 x Rockgut Troggoths (290)*** – Reinforced x 1 3 x Fellwater Troggoths (155)** 3 x Fellwater Troggoths (155)**
Units 5 x Spider Riders (90)* 3 x Rippa’s Snarlfangs (70)* 1 x Marshcrawla Sloggoth (150)**** – Drummer Dave
Behemoths Skitterstrand Arachnarok (160)* – Big Bert & Nipper
Endless Spells & Invocations The Burning Head (20) – Steve the Swamp Trogg Mork’s Mighty Mushroom (40) – Marv the Misunderstood
Gitz Top 10 should be the headline for Nottingham. Not only running a credible 9th but taking down giants on the way, even running win, loss, and draw against LRL is a very credible effort. Troggoths (Trolls) are the answer, boosting the Gitz with a solid, regenerative punch. Backed by both a Breakaboss and a Sloggoth, both of which are also Troggoths. The Dankboss can give either reroll 1s to hit as well as the other Troggoths. The Marshcrawler gives +1 to hit to friendly units wholly within 18”. All of those Rockguts hit on 2s with -2 rend and 3 damage, that’s how giants die. Just as important, Dominic left some room for some very fast units that can be scoring (old GHB) around the outside and even a couple of casters. While not reliable if Ithcy nuisance goes off it’s potentially a game changer making a key piece fight last. And if they get bored (after getting the extra command point), they can always throw in the Burning Head or Mork’s lunch (mighty mushroom) for some mortals.
Lots of threats in the list with some great mobility, nothing is too resilient if focused but what do you focus on? And as the results show if you can’t lift key units quickly they can focus solid killing power including enough to drop Gargants in a turn. The loss to an LRL shooting list (see 3rd place above) is expected for such a melee focused army but still a very credible showing. It will be interesting to see where their new book places them and whether it boosts the Troggoths or the little Gitz.
This is the Top Three AoS Lists for War in the Heartlands that took place in UK on 12th and 13th November. It involved 102 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 Blessed Sons – Grand Strategy Show of Dominance – Triumphs
Leaders Bloab Rotspawned (320) – Lore of Malignance Gift of Disease Great Unclean One (495) – General – Command Trait: Nurging infestation – Plague Flail & Massive Bilesword – Artefact: The Witherstave – Universal Spell Lore Flaming Weapon Orghotts Daemonspew (320) Gutrot Spume (170) Morbidex Twiceborn (320)
Danny: Now this is what we like to see – a crazy looking but clearly still brutal list with no flies and lots of big stinkers!
The core tech to this list is Gutrot Spume’s ability to deepstrike and take up to 3 Nurgle mortals along for the ride – yep, that means if Marc wanted to, and had the space, he could put each Maggoth lord into reserve and being them all out of reserve at once. Hilarious. Is that the way he probably played it? Almost certainly not. But could he have? Absolutely yes. Nevertheless, the ability to do it with one is a powerful mind-fuck for the opponent given how much utility and killing power each Maggoth lord brings.
Anchor that around the GUO – with his mixed phase goodness, and msu Rotmire, a cheap battleline option with native deepstrike with the ability to ‘splash’ disease points around, acting as a really effective catalyst for Nurgle’s attrition game, and you have a really quite amusingly mobile, or should we say positional Nurgle list with some fantastic meta-deployment options.
Great list, love to see it, big up to Marc!
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Army Faction: Lumineth Realm-lords – Subfaction: Helon – Trumph: Inspired. – Grand Strategy: No place for the weak
LEADERS Archmage Teclis (700)* – General Scinari Cathallar (110)* – Artefacts of Power: Silver Wand – Spells: Total Eclipse
OTHER Vanari Auralan Sentinels (300)* – High Sentinel – Spells: Overwhelming Heat Vanari Auralan Sentinels (300)* – High Sentinel – Spells: Speed of Hysh
ENDLESS SPELLS & INVOCATIONS 1 x Umbral Spellportal (80) 1 x Rune of Petrification (40)
TERRAIN 1 x Shrine Luminor (0)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 1980/2000
Ethan: In a WWE-esque blindside from the top rope Helon seems to be coming out of absolutely nowhere to be the LRL tournament faction of choice. Many LRL lists still follow the Teclis + everything else structure and I won’t keep everyone waiting to hear about Teclis: He’s quite good. Assuming most TOs are using the common sense god gave a dog about his spells known: the versatility of casting 4 spells from the various spell lores, the el classico Tecnado (d3 mortal wounds in an area that makes a Slaan blush), a 5+ ward aura and any number of other strong effects (teleportation, d3 mortal wounds and half movement, d3 mortal wounds in a line, d3 mortal wounds on a skateboard, d3 mortal wounds to a target of choice, you get the picture); in combination, make Teclis an absolutely beastly inclusion in any list. This list focuses on projecting power at distance using umbral spellportal and the rune of petrification (you guessed it, d3 mortal wounds, twice!) alongside Teclis’s spell package and other units to essentially prevent opponents’ ability to interfere with this process.
The two blocks of Sentinels, double reinforced, allow each other to shoot at 30″ under the new warscroll and output great damage and mortal wounds to force enemies to approach this castle setup. Late in games, I’d foresee this pairing splitting somewhat if enemies are out of range and need to be chased down but otherwise this is the core damage output of the list, sitting at the back and making enemy units wonder which nerfs exactly LRL players were complaining about. The other units essentially act as speedbumps, the wardens are a fun little block of 10 to sit on objectives and fighty enough that opponents can’t send their chaffiest chaff to deal with them while the windchargers take on the role of the old spirit of the wind, plinking, unleashing hell and piling out of combat as the opponent chases them up the board Benny Hill style while Teclis’s casting does it’s best impression of a Home Alone movie, ensuring that by the time enemies arrive to objectives they’re so battered as to be easy pickings for the Sentinels.
Last but not least, the Cathallar, she sits in the shrine and makes the opponent pay 2 cp for each CP they spend and sucks up any bad feelings from Elves having meth Aetherquartz withdrawals. We all love the Cathallar here at WoeHammer. What an absolute team player. Great work to Dan in piloting this relatively spicy archetype to a 5-0 and having seen some massive complaints in various discords about the difficulties of using a similar build I’d love to hear from the man himself if he has any tips for aspiring practitioners of the ancient martial art of D3 Mortal Wounds.
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Allegiance: Stormcast Eternals – Stormhost: Hallowed Knights (Scions of the Storm) – Grand Strategy: No Place for the Weak – Triumphs: Inspired
Leaders Gardus Steel Soul (150)* Knight-Draconis (300)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Scintillating Trail – Spell: Thundershock
Battleline 4 x Stormdrake Guard (680)* – Drakerider’s Lance – Reinforced x 1 2 x Stormdrake Guard (340)* – Drakerider’s Lance 2 x Stormdrake Guard (340)* – Drakerider’s Lance
Units 5 x Tree-Revenants (110)* – Allies
Endless Spells & Invocations Horrorghast (40)
Core Battalions *Battle Regiment
Additional Enhancements Holy Command: Steadfast March
Brett: The last of the 5 and 0 lists for the event and we see the return of the Dragon List. Not as extreme as some with 9 drakes altogether but it’s still a hard list to play into. There is an ongoing debate surrounding Lances vs Warblades but Lances make a lot of sense in a Hallowed Knights list with Gardus. There is a really nice synergy between Gardus’s warscroll abilities and Lances with both an extra reroll (so the Drakes can save theirs) and an additional attack. On the charge the lances are -2 Rend, 2 Damage for maximum impact. Statistically best on the unit of 4, all units within 12″ benefit. It would be hard (but possible) to get more than 6 drakes wholly within 12″.
Horrorghast is an unusual choice but makes sense, Drakes don’t do huge damage and might not clear a unit completely through shooting and combat. Bottom of a round this might make a difference. Everblaze is a good option with the build on the Knight Draconis and the points. Tree Revenants are another good choice, their ability to walk the spirit paths (teleport) is better than the similarly costed Vanguard-Hunters because they don’t need to arrive close to the board edge. Choosing Tree Revenants means no need for a priest (Translocation) and a redeemer. In this list that’s worth an extra 2 dragons.
Mobility with endurance and reasonable hitting power is usually effective. Everything fits in a single battle regiment and at 1960 pts, the triumph should be in play most games. Daniel’s scores were competitive but his opponents were ranked lower through the tournament so his Swiss SoS placed him 3rd. A really good way to play SCE if you have the patience to build and paint that many dragons. It still needs good generalship, you don’t have a lot of bodies to control objectives or the board.
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Allegiance: Slaves to Darkness – Damned Legion: Knights of the Empty Throne – Mortal Realm: Ghur – 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
Peter: I reached out to fill to see if he would be kind enough to comment on his list. He not only agreed but also gave us a tournament run down, which I’ll be publishing later today in its own article.
Phil Marshall: Knights of the Empty Throne – How does it work? In Knights of the Empty Throne, you are able to take Varanguard as Heroes, the first unit which is your general has Inescapable Doom and Grasping plate, meaning it can pile 6 inches and you cant retreat from this unit, the other unit has Corrupted Nullstone which is an auto unbind. The list is designed around two units of six Varanguard with the Mark of Tzeentch which allows the re-rolls of 1s to armour saves and gives units a 5+ spell ignore. Then you’ll look to really capitalise on these mechanics with other buff pieces in the army, which include two Sorcerer lords. Sorcerer lords have a built in mechanic called Orcular Visions which gives a unit +1 to save (this ability can stack), they are also wizards so offer the ability to cast mystic shield, demonic power (re-roll all hits and wounds) and mask of darkness (teleport). The final buff piece is the Warshrine, the prayer for Tzeentch is +1 save and a 4+ spell ignore, the only other prayer that may be used is Undivided which allows a unit to re-roll all hits and wounds. On top of this the Warshrine has an aura of 6+ ward which degrades as it takes damage. With all of these buff pieces it allows you to essentially make an unkillable unit (or two) of Varanguard. You can get +6 to your save re-rolling 1s once per game (oracular visions twice, mystic shield, Tzeentch Prayer, all out defence and finest hour), on top of this you can have a 4+ 5+ 5+ spell ignore as the Varanguard have a warscroll ability for spell ignore, mark of tzeentch grants spell ignore and then an additional spell ignore from the warshrine. As a result there are very few things that can deal with these units once they have the buffs on, you need to be able to do mass mortal wounds in the shooting and combat phase, otherwise there is a strong likelihood that you will never do any damage to this unit. I tend to evaluate the main threats of my opponents army and see how they have deployed, if I can capatalise on getting my general into the bulk of it and keeping them locked in combat for as long as possible. The rest of the list is designed to be very hard to kill with four units of iron golems who get +1 to their save if they havent made a normal move, meaning before rend they will be a 3+ re-rolling 1s.