Category Archives: Seraphon

Seraphon: Top Performing Lists Breakdown 13th August 2023

The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

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Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 13th August 2023.

SubfactionUsed at GT’sWin Rate
Fangs of Sotek4560%
Koatl’s Claw2438%
Dracothion’s Tail1068%
Thunder Lizard245%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 54%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Fangs of Sotek461210
Dracothion’s Tail031311
Koatl’s Claw0176
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Average Points Spending by Faction

SubfactionLdBLBhAOS
Fangs of Sotek106047524610998
Koatl’s Claw4101060500
Dracothion’s Tail1148347180127137
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Fangs of Sotek24
Koatl’s Claw12
Dracothion’s Tail25

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

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Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Fangs of Sotek (10 Lists)
10x Skinks (16)
5x Saurus Guard (11)
Lord Kroak (10)
Saurus Astrolith Bearer (10)
Slann Starmaster (10)
Skink Starseer (9)
Malevolent Maelstrom (8)
5x Raptadon Chargers (5)
Suffocating Gravetide (4)
Krondspine, Incarnate of Ghur (4)
Dracothion’s Tail (3 Lists)
10x Skinks (5)
5x Saurus Guard (4)
Lord Kroak (3)
Saurus Astrolith Bearer (3)
Slann Starmaster (3)
Malevolent Maelstrom (3)
Bastiladon with Ark of Sotek (3)
Skink Oracle on Troglodon (2)
Aethervoid Pendulum (2)
Skink Starseer (2)
5x Raptadon Chargers (2)
Koatl’s Claw (1 List)
Bastiladon with Solar Engine (2)
Saurus Oldblood on Carnosaur (1)
Skink Starseer (1)
20x Saurus Warriors (1)
6x Aggradon Lancers (1)
9x Kroxigor (1)
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Top 3 Lists Articles Featuring Seraphon

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)
The London Open (UK)
Champion of Black Oil 3 (CZ)
Renegade of the Realms (UK)
The Leeds AoS GT (UK)
Fantasianorth Store Championship (SWE)

Top Three AoS Lists for the Leeds AoS GT

This is the top three AoS lists for the Leeds AoS GT that took place in the UK on the 5th and 6th of August. It involved 34 players vying to be crowned champion in a 5-game tournament.

We’ve taken the decision not to comment on the lists below as these or slight variations of these lists have already been commented upon in previous top 3’s.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
– Army Type: Starborne
– Army Subfaction: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumphs: Indomitable


LEADER
1 x Slann Starmaster (275)*
– General
– Command Traits: Lord of Celestial Resonance
– Spells: Rupture, Comet’s Call
– Bonding: Krondspine Incarnate of Ghur
1 x Lord Kroak (410)**
1 x Skink Starseer (150)**

– Spells: Merciless Blizzard, Hoarfrost
1 x Skink Starseer (150)**
– Spells: Cosmic Crush, Merciless Blizzard
1 x Saurus Astrolith Bearer (140)*
– Artefacts: Arcane Tome


BATTLELINE
10 x Skinks (90)
– Skink Alpha
– Boltspitter
– Celestite Dagger and Star-buckler
10 x Skinks (90)
– Skink Alpha
– Boltspitter
– Celestite Dagger and Star-buckler
5 x Saurus Guard (140)**
– Saurus Guard Alpha
– Icon Bearer
– War-drummer


BEHEMOTH
1 x Krondspine Incarnate of Ghur (480)


ENDLESS SPELL
1 x Malevolent Maelstrom (30)
1 x Suffocating Gravetide (30)

CORE BATTALIONS:
*Andtorian Acolytes
**Warlord – Extra Spell Enhancement

TOTAL POINTS: (1985/2000)

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Khorne, Drops:6|Wizards:0 and proud|Points 1970/2000
Subfaction: Reapers of Vengeance
(+1 to hit heroes and extra BTP on Hero Kill)
Grand Strategy: Slaughter of Sorcery (No wizards at end)
Triumph: Inspired

BATTALIONS
*Warlord (Prayers Enhancement)
Battle Regiment (Everything else)


LEADERS
Skarbrand (380)*
Bloodmaster (110)*

Prayers: Curse (Target within 9″ takes MWs on 6s to hit),
Bronzed Flesh (+1 save)
Bloodmaster (110)*
Prayers: Blood Sacrifice(D3 mortals and BTP),
Killer Instinct (Hero Phase move)
Nullstone Adornment: Pouch of Nulldust

<General> Bloodthirster of Unfettered Fury (330)
Command Traits: Firebrand (Becomes a priest)
Artefacts of Power: Ar’gath, the King of Blades (3″ no wards)
Prayers: Killer Instinct (Hero Phase Move),
Unholy Flames(+1 rend)


BATTLELINE
5x Flesh Hounds (100)
5x Flesh Hounds (100)
5x Flesh Hounds (100)
5x Flesh Hounds (100)
5x Flesh Hounds (100)


OTHER
3x Mighty Skullcrushers (210)*
Flag, Horn, Champion, Bloodglaives.
3x Mighty Skullcrushers (210)*
Flag, Horn, Champion, Axes.


INVOCATIONS
1 x Hexgorger Skulls (50) (8″ aura of wizard misery)
1 x Wrath-Axe (70) (Flies 8″ dealing MWs)

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Allegiance: Seraphon
– Constellation: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired


Leaders
Relic Priest Palp’a Ti’ne (410)**
Lord Kroak
Lord Va D’er (275)**
Slann Starmaster

– General
– Command Trait: Lord of Celestial Resonance
– Artefact: Spacefolder’s Stave
– Lore of Primal Frost: Rupture
Astrolith Bearer Ky’lo Ren (140)*
Saurus Astrolith Bearer
Admiral Tarkin (110)**
Ripperdactyl Chief

– Artefact: Arcane Tome (Universal Artefact)


Battleline
5 x Saurus Guard (140)*
10 x Skinks (90)*

– Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (90)*
– Boltspitters Celestite Daggers & Star Bucklers


Behemoths
Bastiladon with Ark of Sotek (180)*
THAT’S NO MOON… (480)
Krondspine Incarnate of Ghur

– Allies


Endless Spells & Invocations
“Photon Torpedos”
Malevolent Maelstrom (30)

“Death Star Laser”
Aethervoid Pendulum (40)


Core Battalions
*Battle Regiment
**Command Entourage – Magnificent


Total: 1985 / 2000


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Allegiance: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumphs: Indomitable


Leaders
Breaka-Boss on Mirebrute Troggoth (180)**
– Mount Trait: Fast ‘Un
Gobsprakk, The Mouth of Mork (240)***
Orruk Warchanter (120)***

– Warbeat: Fixin’ Beat
Orruk Warchanter (120)***
– Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90)*
– General
– Command Trait: Shaman of the Chilled Lands
– Lore of the Weird: Da Great Big Green Hand of Gork
– Lore of the Weird: Foot of Gork
Wurrgog Prophet (170)*
– Artefact: Glowin’ Tattooz
– Lore of Primal Frost: Hoarfrost
– Lore of Primal Frost: Merciless Blizzard


Battleline
5 x Orruk Ardboys (80)**
5 x Orruk Ardboys (80)**
15 x Orruk Ardboys (240)**

– Reinforced x 2
10 x Orruk Brutes (280)**
– Jagged Gore-hackas
– Reinforced x 1


Units
6 x Orruk Gore-gruntas (340)**
– Jagged Gore-hackas
– Reinforced x 1


Endless Spells & Invocations
Malevolent Maelstrom (30)

Core Battalions
*Andtorian Acolytes
**Battle Regiment
***Command Entourage – Magnificent


Additional Enhancements
Spell

Total: 1970 / 2000

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Final Tournament Placings

Top Three AoS Lists for the Fantasianorth Store Championship

This is the top three AoS lists for the Fantasianorth Store Championship that took place in Sweden on the 29th and 30th of July. It involved 32 players vying to be crowned champion in a 5-game tournament.

As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.

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: Soulblight Gravelords
Subfaction: Vyrkos
– Mortal Realm: Shyish
– Grand Strategy: Empire of Corpses
– Triumphs: Indomitable

Leaders
Belladamma Volga (200)**
Lore of the Vampires: Spirit Gale
– Lore of the Vampires: Vile Transference
Gorslav the Gravekeeper (120)**
General
Command trait: Spoor Trackers
– Artefact: Ulfenkarni Phylactercy
Necromancer (100)*
Lore of Primal Frost: Merciless Blizzard
– Lore of the Deathmages: Waste Away
Torgillius the Chamberlain (150)**
– Lore of the Deathmages: Fading Vigour
– Lore of the Deathmages: Waste Away
Vampire Lord (140)*
– Lore of Primal Frost: Hoarfrost
– Lore of the Vampires: Spirit Gale

Battleline
40 x Deadwalker Zombies (240)
Reinforced x 1
40 x Deadwalker Zombies (240)
Reinforced x 1
20 x Deadwalker Zombies (120)
20 x Deadwalker Zombies (120)
20 x Deadwalker Zombies (120)
10 x Dire Wolves (140)

Units
1 x Corpse Cart (80)**
1 x Corpse Cart (80)
3 x Vyrkos Blood-born (90)

Endless Spells & Invocations
Geminids of Uhl-Gysh (50)

Core Battalions
*Andtorian Acolytes
**Warlord

Additional Enhancements
Spell

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 216
Drops: 14

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Army Faction: Kharadron Overlords
Subfaction: Barak-Mhornar
– Grand Strategy: Rule the Skies
– Stick To The Code (Amendments): Trust To Your Guns
– Stick To The Code (Artycles): Settle the Grudges
– Stick To The Code (Footnotes): Without Our Ships, We Are Naught

LEADERS
Arkanaut Admiral (140)*
General
– Command Traits: Ex-Grundstok
– Artefacts of Power: Celestium Burst-grenade
Aetheric Navigator (100)**
Artefacts of Power: Voidstone Orb
Aether-Khemist (100)**
Codewright (90)**
Nullstone Adornments: Hand-carved Nullstone Icon

BATTLELINE
Arkanaut Company (90)*
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol
Grundstok Thunderers (320)*
Gunnery Sergeant
– Grundstok Mortar
– 2 x Honour Bearer
– 2 x Aethercannon
– 2 x Aetheric Fumigator
– 2 x Decksweeper
Arkanaut Company (90)*
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol

BEHEMOTH
Arkanaut Frigate (300)
Heavy Sky Cannon
Arkanaut Ironclad (500)*
Great Sky Cannon
– Great Endrinworks: Arkanaut Ironclad
– The Admiral’s Flagship: Arkanaut Ironclad

OTHER
Endrinriggers (240)*

CORE BATTALIONS
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: 1970/2000

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Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Continuous Expansion
– Triumphs: Inspired

Leaders
Slann Starmaster (275)*
– General
– Command Trait: Lord of Celestial Resonance
– Artefact: Spacefolder’s Stave
– Lore of Primal Frost: Hoarfrost
– Spell: Drain Magic
Skink Oracle on Troglodon (270)**
– Spell: Speed of Huanchi
– Spell: Cosmic Crush
Saurus Astrolith Bearer (140)**
Terradon Chief (100)**
Lord Kroak (410)*
Spell: Comet’s Call
– Spell: Stellar Tempest

Battleline
10 x Saurus Guard (280)*
Reinforced x 1
10 x Skinks (90)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (90)*
Boltspitters Celestite Daggers & Star Bucklers

Units
6 x Terradon Riders (220)*
Sunleech Bolas
– Reinforced x 1

Endless Spells
Chronomantic Cogs (50)
Ravenak’s Gnashing Jaws (70)

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Spell

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 111
Drops: 4

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Subfaction: Hammers of Sigmar
– Grand Strategy: Spellcasting Savant
– Triumph: Inspired

LEADERS
Lord-Arcanum (140)*
General
– Command Traits: Master of Magic
– Spells: Chain Lightning
Knight-Incantor (120)*
Spells: Merciless Blizzard
Knight-Vexillor (120)**
Meteoric Standard
– Artefacts of Power: Luckstone
Knight-Vexillor (120)**
Meteoric Standard
– Artefacts of Power: Arcane Tome
Lord-Relictor (150)**
Prayers: Translocation

BATTLELINE
Dracothian Guard Tempestors (420)**
Vanquishers (100)***
Vanquisher-Prime
Vanquishers (100)***
Vanquisher-Prime

OTHER
Vanguard-Hunters (100)***
Hunter-Prime
– Astral Compass
Stormstrike Chariot (160)***
Stormstrike Axe and Tempestuous Spear
Stormstrike Chariot (160)***
Stormstrike Axe and Tempestuous Spear
Stormstrike Chariot (160)***
Stormstrike Axe and Tempestuous Spear

ENDLESS SPELLS & INVOCATIONS
1 x Everblaze Comet (90)
1 x Suffocating Gravetide (30)
1 x Malevolent Maelstrom (30)

CORE BATTALIONS
*Andtorian Acolytes
**Warlord
***Redemption Brotherhood (Unified)

TOTAL POINTS: 2000/2000

Holy command: Call for aid
Drops: 7

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Final Tournament Placings

Full lists available on ecksen.com

Top Three AoS Lists for the Threshold Invitational

This is the top three AoS lists for the Threshold Invitational that took place in the Netherlands on the 15th and 16th of July. It involved 18 players vying to be crowned champion in a 5-game tournament.

As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.

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: Disciples of Tzeentch
Change Coven: Hosts Arcanum
– Grand Strategy: Master of Destiny
– Triumphs:

Leaders
Magister (140)**
General
– Command Trait: Cult Demagogue
– Lore of Primal Frost: Hoarfrost
Gaunt Summoner of Tzeentch (230)**
Artefact: Nine-Eyed Tome
– Lore of Primal Frost: Merciless Blizzard
– Knows Lore of Fate
Kairos Fateweaver (440)*
Knows Lore of Change

Battleline
10 x Pink Horrors of Tzeentch (260)*
Split and split again
10 x Pink Horrors of Tzeentch (260)*
Split and split again
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives

Units
6 x Tzaangor Enlightened on Disc (360)*
Reinforced x 1

Endless Spells & Invocations
Burning Sigil of Tzeentch (70)
Tome of Eyes (40)
Umbral Spellportal (80)

Core Battalions
*Battle Regiment
**Andtorian Acolytes

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 78
Drops: 3

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Allegiance: Kharadron Overlords
Sky Port: Barak Urbaz
– Mortal Realm: Ghur
– Grand Strategy: Rule the Skies
– Triumphs:

Kharadron Code
Artycle: Settle The Grudges
– Artycle: Honour is Everything
– Amendment: Prosecute Wars With All Haste
– Footnote: Without Ships We Are Naught

Leaders
Arkanaut Admiral (140)*
General
– Command Trait: Ex-Grundstok
– Artefact: Celestium Burst-grenade
Aether-Khemist (100)*
Nullstone Adornment: Hand-carved Nullstone Icon
Aetheric Navigator (100)*

Battleline
20 x Arkanaut Company (180)*
Company Captain: Aetherflare Pistol
– 2x Skypikes
– 2x Light Skyhooks
– 2x Aethermatic Volley Guns
– Reinforced x 1
10 x Arkanaut Company (90)*
Company Captain: Aetherflare Pistol
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
15 x Grundstok Thunderers (480)*
3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
1 x Grundstok Gunhauler (170)*
Main Gun: Sky Cannon

Units
6 x Endrinriggers (240)*
1 x Grapnel Launcher and Gun Butt
– Reinforced x 1

Behemoths
Arkanaut Ironclad (500)*
Main Gun: Great Volley Cannon
– Major Installation: The Last Word
– Flagship of Arkanaut Admiral

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 118
Drops: 1

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Army Faction: Sylvaneth
Army Subfaction: Heartwood
– Grand strategy: Overshadow
– Triumph: Inspired
– Season of War: The Reaping

LEADER
1 x Arch-Revenant (120)*
General
– Command Traits: Warsinger
– Artefacts: Arcane Tome
– Spells: Verdant Blessing
1 x Battlemage (100)*
Magic of the Realms: Wildform (Ghur)
1 x Alarielle the Everqueen (820)*
Spells: Verdant Blessing

BATTLELINE
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
Huntmaster
3 x Kurnoth Hunters with Kurnoth Greatbows (230)*
Huntmaster
5 x Tree-Revenants (110)*
Scion
Glade Banner Bearer
Waypipes
Protector Glaive
5 x Tree-Revenants (110)*
Scion
– Glade Banner Bearer
– Waypipes
– Protector Glaive

ENDLESS SPELL
1 x Spiteswarm Hive (40)

CORE BATTALIONS:
*Battle Regiment

Drops: 1

TOTAL POINTS: (1990/2000)

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Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Realmshaper Guardians
– Triumphs: Indomitable

Leaders
Lord Kroak (410)*
Spell: Drain Magic
Slann Starmaster (275)*
– General
– Command Trait: Higher State of Consciousness
– Spell: Comet’s Call
Saurus Astrolith Bearer (140)*
Artefact: Arcane Tome (Universal Artefact)
Gotrek Gurnisson (480)*
Allies

Battleline
10 x Saurus Warriors (180)*
Clubs
5 x Saurus Guard (140)*
5 x Saurus Guard (140)*
10 x Skinks (90)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (90)
Boltspitters Celestite Daggers & Star Bucklers

Endless Spells & Invocations
Geminids of Uhl-Gysh (50)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 480 / 400
Wounds: 101
Drops: 2

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Final Tournament Placings

1st Jeffrey Nijhoff – Disciples of Tzeentch – 5/0/0

2nd Mitchel Staal – Kharadron Overlords – 4/0/1

3rd Morgan Serier – Sylvaneth – 3/1/1

4th Mike van den Ham – Seraphon – 3/1/1

5th Nick Frey – Ossiarch Bonereapers – 3/0/2

6th Tom Megens – Blades of Khorne – 3/0/2

7th Roel Koemeester – Gloomspite Gitz – 3/0/2

8th Hugo Rikken – Disciples of Tzeentch – 3/0/2

9th Paul Proisy – Sylvaneth – 3/0/2

10th Kay Peters – Gloomspite Gitz – 2/1/2

11th Thomas Matuszewski – Blades of Khorne – 2/0/3

12th Henk Fennis – Kharadron Overlords – 2/0/3

13th Nico van den Hoek – Blades of Khorne – 2/0/3

14th Henri van Woerkom – Maggotkin of Nurgle – 2/0/3

15th Lex Decrauw – Blades of Khorne – 1/0/4

16th Marvin Staal – Sylvaneth – 1/0/4

17th Ryan Burruss – Kharadron Overlords – 1/0/4

18th Rick Moorman – Seraphon – 0/1/4

Top Three AoS Lists for US Open Tacoma

This is the top three AoS lists for the US Open Tacoma that took place in the United States on the 15th and 16th of July. It involved 97 players vying to be champion.

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: Ossiarch Bonereapers
– Subfaction: Mortis Praetorians
– Grand Strategy: Spellcasting Savant
– Triumph: Inspired

LEADERS
Arkhan the Black (380)
Katakros (460)
Mortisan Boneshaper (140)
– General
– Command Traits: Dark Acolyte
– Artefacts of Power: Artisan’s Key
– Spells: Drain Vitality

BATTLELINE
Kavalos Deathriders (180)
– Mortek Hekatos
– Necrophoros
– Nadirite Blade
Immortis Guard (440)
Necropolis Stalkers (220)
– Dread Falchions
Kavalos Deathriders (180)
– Mortek Hekatos
– Necrophoros
– Nadirite Blade

TOTAL POINTS: 2000/2000

Walter Brock: With the new season Ossiarch Bonereapers have started out of the gate running. This list uses Mortis Praetorians as the sub faction of choice, which allows a unit to counter charge after an enemy unit finishes a charge within 12”. This has a lot of potential things it can do. From stopping other units from charging, to taking objectives from the opponent when otherwise the objectives would have been lost. For mortis Praetorians the sky’s the limit when it comes to the crazy things it can do.

Spell casting savant means the Boneshaper needs to survive until the end of the game to score the grand strat. Because of the Immortis Guard can take hit for it. That means the opponent will need to chew through a lot of tanky models just to stop the grand strat.

Arkhan and Katakros are a two man wonder show. Each being able to heal three different units wholly within 24. Combine that with the Shapers Key and you could potentially return 4 Immortis guard each of your command phases, not to mention all the other things that can be healed too. Katakros has his very powerful Aura of +1 save and +1 hit. Arkhan is a spell casting master at +2 to cast and deny with three casts and unbinds. While also knowing all the lore spells. I could go on and on about what these two do, but we might actually be here all day

Dark acolyte gives the shaper access to an easy battle tactic with a powerful spell of the users choice. On top of it having a very potent healing ability.

Going into the units. Death riders grant access to a solid battle tactic while being able to play multiple roles in a list from screens to taking objectives or even trying to snipe out small heros with there impact hits. These add a lot of options and flexibility to an OBR gameplan.

Immortis Guard and are the Anvil and the hammer. They are very hard to take out. They can’t be ignored most of the time and they demand your attention. Being a 2+ save with katakros’s command ability and then you can stack defensive spells like mystic shield and reinforce construct makes them very difficult to take down. Now add all the healing abilities and it adds up to what feels like an immovable object. They also come with a once per game fight again so they can smack things around incredibly hard.

Stalkers are a unit with multiple choices. They can move fast with their command ability. They can become as tanky as Immortis guard in combat. They can even go full damage mode and take out large threats. They do a good job at rounding out the list and add another tool to the OBR arsonal. Well done to this player

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Army Faction: Seraphon
– Army Type: Starborne
– Army Subfaction: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumphs: Indomitable

LEADER
1 x Lord Kroak (410)*
1 x Skink Starseer (150)*
– Spells: Speed of Huanchi, Merciless Blizzard
1 x Skink Oracle on Troglodon (270)**
– Spells: Cosmic Crush, Speed of Huanchi
1 x Slann Starmaster (275)**
– General
– Command Traits: Lord of Celestial Resonance
– Artefacts: Spacefolder’s Stave
– Spells: Comet’s Call, Hoarfrost
1 x Saurus Astrolith Bearer (140)**

BATTLELINE
5 x Saurus Guard (140)*
– Saurus Guard Alpha
– Icon Bearer
– War-drummer
5 x Raptadon Chargers (150)*
– Raptadon Charger Alpha
– Icon Bearer
– Hornblower
5 x Raptadon Chargers (150)*
– Raptadon Charger Alpha
– Icon Bearer
– Hornblower}
5 x Drakespawn Knights (110)*
– Standard Bearer
– Hornblower
– Dread Knight
10 x Skinks (90)*
– Skink Alpha
– Boltspitter
– Celestite Dagger and Star-buckler

ENDLESS SPELL
1 x Malevolent Maelstrom (30)
1 x Suffocating Gravetide (30)
1 x Chronomantic Cogs (50)

TERRAIN
1 x Starborne Realmshaper Engine (0)

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

TOTAL POINTS: (1995/2000)

It’s dooble-forg, with a Trog – just like the ‘good’ ‘old’ days. In fairness, I’ve always been bullish on the Trog as a utility piece – even when it’s not being used as a kamikaze spell portal, it has an excellent warscroll spell (halving charges is not to be underestimated), a clutch -1 to hit aura (one of the strongest defensive effects in the game), built-in healing, some modest spike damage potential and the Terror ability – what’s not to love?

We also see double Chargers here, which I’m also a big fan of – point for point they’re the best output in Starborne, and with Speed of Huanchi can be an absolute rocket. I’m guessing the allied Drakespawn are essentially a cheap and equally fast screen for them with that sweet 3+ save, but either way they won’t be long for this world…

With 5 wins, over what looks on the surface to be about the toughest variety of opponents going – such as the shifty BoC, anti-magic Khorne, swarming Gitz, and TWO SBGL – it’s clear that this list and Stark’s generalship truly adhere to The Great Plan!

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Army Faction: Beasts of Chaos
– Army Subfaction: Darkwalkers
– Grand strategy: Desecrating Brayherd


LEADER
1 x Doombull (180)*
– General
– Command Traits: Bestial Cunning
– Artefacts: Bleating Gnarlstaff
1 x Great Bray-Shaman (100)*
– Artefacts: Brayblast Trumpet
– Spells: Hoarfrost
1 x Be’lakor (340)*

BATTLELINE
10 x Ungors (80)
10 x Ungors (80)
9 x Bullgors (630)

– Warheard Drummer
– Warheard Banner Bearer
– Bloodkine
– Cleaving Axe and Bullshield


BEHEMOTH
1 x Chaos Gargant (150)


ENDLESS SPELL
1 x Geminids of Uhl-Gysh (50)

OTHER

20 x Ungor Raiders (260)*
10 x Ungor Raiders (130)*


CORE BATTALIONS:
*Warlord

TOTAL POINTS: (2000/2000)

Roland Rivera: This Beasts of Chaos list, piloted by Worlds Team USA member Jiwan Noah Singh, is trying to do one thing: deliver a giant blob of Bullgors to the spot where they can do the most damage. To that effect, everything in this list is geared around getting them there. The Doombull General has the Bestial Cunning command trait to set up a full deepstrike within 7″, the Bray-Shaman has Hoarfrost to counteract their base 4+ to hit, the Chaos Gargant projects an aura of -1 save, and the Ungor Raiders provide volume shooting to clear screens and expose juicy targets. It also has a potent spell in Geminids of Uhl-Gysh to soften up the target by stripping them of the ability to use commands. The Bulls themselves straddle the line between offense and defense by wielding Axes & Shields – the difference in offense is not large, and a 4+ save can give them enough staying power to survive a counter-attack and crush a second target.

Speaking of survival, the list also has a potent disruption piece in Be’lakor, which can potentially neuter an enemy hammer long enough for your Bullgors to crush it, or prevent reprisals against the Bullgors once they have delivered their payload. It also has access to some emergency bodies via the Brayblast Trumpet, which can be used to summon another unit of Ungor Raiders for more shooting, or a unit of Gors to impose strikes-last in some matchups. Last but not least, a couple of Ungor units serve as cheap objective grabbers and screens for your Heroes or the Bullgors. All in all, this is a highly technical list that walks on a razor’s edge, but in the hands of a skilled pilot (as it was here), it can be devastatingly effective.

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Army Faction: Disciples of Tzeentch
Army Subfaction: Hosts Arcanum
– Grand Strategy: Master of Destiny
– Triumphs: Indomitable

LEADER
1 x Kairos Fateweaver (440)*
1 x Ephilim the Unknowable (190)**
Spells: Unchecked Mutation
1 x Fluxmaster (180)**
– Artefacts: The Eternal Shroud
– Spells: Hoarfrost
1 x Magister (140)***
General
– Command Traits: Arcane Sacrifice
– Spells: Arcane Suggestion
1 x Gaunt Summoner of Tzeentch (230)***
Spells: Merciless Blizzard

BATTLELINE
10 x Kairic Acolytes (120)*
Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Kairic Acolytes (120)*
Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Kairic Acolytes (120)*
Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Ungors (80)**
Brayhorn Blower
– Banner Bearer
– Halfhorn
– Pitted Blade

ENDLESS SPELL
1 x Burning Sigil Of Tzeentch (70)
1 x Aethervoid Pendulum (40)
1 x Umbral Spellportal (80)

OTHER
4 x Ephilim’s Pandaemonium (190)**
6 x Furies (80)**
6 x Furies (80)**

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

TOTAL POINTS: (1970/2000)

Kieron: So new GHB; new list building in this Tzeentch offering from Joe Krier with tonnes to unpack. Let’s start with what looks familiar. The Grand Strategy is the same, Master of Destiny, because there is absolutely no reason to take anything different, especially with Kairos returning a Destiny Dice once per turn and The Eternal Shroud returning them on a 5+ whenever they are used. Most Tzeentch lists tend to lean towards the sub-factions Guild of Summoners or Hosts Arcanum, with Hosts Arcanum being Joe’s choice here for an auto-unbind battle rounds 1, 3 and 5. Merciless Blizzard on a ridiculously high amount (but without a Primal Super-cast) – just unbind it. Bunch of chaff about to be buffed to the moon with Hoarfrost – Tzeentch says no.

When we look at the characters, Kairos is a staple of many lists and does work (just not in combat – hard to hit something if you can only see into the past or the future!). Magister on foot gets the benefit from not being able to be shot when close enough to another unit and can debuff a unit/turn into a spawn from an extended range with Arcane Sacrifice. Fluxmaster carries the Shroud and also is a good choice for Hoarfrost as they have the once per game re-roll with +3 to the cast and it is unlikely to be in range turn 1 of its warscroll spell for extra Fate Points for summoning (although see comments on Endless Spells below). Gaunt Summoner on foot is a great, flexible piece and with its innate +1 to cast hopefully buffed by Kairos to +2 it makes Merciless Blizzard more likely to go off, without having to sacrifice any of the spells you are taking the summoner with. Then it gets a bit funky!

Ephilim the Unknowable is a very appropriately named character as many of you are wondering who he is! He is an Underworlds one-cast wizard who has an entourage of 4 little freaky dudes – his Pandaemonium – that he can sacrifice for +2 to cast for a phase and then bring back some of a subsequent hero phase instead of casting. This little package costs 190 points, which is a lot, with a Curseling being only 10 points more and offering more immediate utility with re-rolling of unbinds. The only reason you would take him is because of his spell and the way it combines with other spells. While Lumineth have a teleport spell, Seraphon have a teleport heroic action and even Tzeentchian sorcerers in Slaves to Darkness have a pseudo-teleport, Disciples of Tzeentch don’t have one that completes in the same hero phase…until now. Ephilim allows a Tzeentch unit to be teleported 9″ away from the enemy, allowing Kairos to operate at maximum efficiency or putting the Gaunt Summoner in striking position for Merciless Blizzard. There are one or two restrictions though…seven to be precise:

  1. Casts on an 8
  2. Teleporting unit must be wholly within 18″
  3. And visible to Ephilim
  4. And within 6″ of an objective
  5. And more than 3″ away from an enemy
  6. And set up 9″ or more away
  7. And be able to be placed within 6″ of an objective

It’s restriction 7 that really bites but the potential tactical advantage if it goes off is pretty huge. If you want to get hold of Ephilim and his Pandaemonium, time to get your converting skills on as I can’t find him anywhere!

That’s the characters covered: now onto the units. Joe has gone for three units of Kairics, cheap battleline that can add a couple of spells in for Fate Point generation and, if they pool their spells into one Kairic unit, can get up to rend -3 shooting. Still only 10 shots, but its something. They can also do chip damage on enemy wizards who cast within 18″, causing a mortal wound on a 4+ and maybe setting up the ‘kill with magic’ battle tactic. Even more chaff like are the Ungor Raiders with their pre-game move getting board control and maybe setting up space for Ephilim to do his thing. The last units are 6 Furies, who haven’t seen that much of an outing since the heady days of Legion of the First Prince and the least interactive army in history! They are fast, allowing Surround and Destroy to be an easy turn 1 tactic and have a neat warscroll ability that allows them to run away instead of fighting. They probably won’t last long, but long enough for the casters to get within 18″ and then annihilate whatever was being roadblocked. It’s a similar principle to the Krondspine – just slow down the enemy while scoring points.

Finally, the Endless Spells. Burning Sigil is a great spell to be able to set up T1 with their Arcane Armies rule that can potentially get a spawn created in your opponent’s lines. It is unlikely to do much damage, but it slows everything else down. Combine with the Magister’s spell that can do the same and the Ungors and the Furies, it’s going to take a while to get to the juicy stuff in this Tzeentch list. The next one is Umbral Spellportal which some feel is more of a luxury pick at 80 points, especially as the range at which the portal can be used has come down. Lots of good spells to potentially go through this though in the early game, with Kairos’ warscroll spell a great choice to snipe a key character, the Fluxmaster to build up some summoning or, potentially, the next Endless Spell (although damage would be delayed a turn.) The final Endless Spell is Aethervoid Pendulum, which can carve through units for D6 mortal wounds in its 8″ movement. Tzeentch really don’t like being rushed by multiple units as single-target damage is where they excel, so this spell helps cover up that weakness for a cheap 40 points.

No discussion of a Tzeentch book is complete without at least a passing reference to Disciples of Tzeentch’s superpower – Grand Strategy and Battle Tactics. As Joe showed, going over 20 points for every battle apart from his one loss, Tzeentch are good at scoring. The Grand Strategy is in the bag and then there are at least 7 Battle Tactics that are straightforward to complete (book tactics and GHB), with a couple others that are doable, if more risky, for example casting 3 with Mass Conjuration. However, even here, keep Kairos out of range of unbinds, spank 6 Destiny Dice and pick easy spells, it’s a battle tactic that the Tzeentch player is in control of.

Overall, a Tzeentch list that wants to keep you at arms length, until it doesn’t, and then smashes you into little bits with its mortal wound output. Great performance from Joe, also managing to dodge Khorne and any sneaky Null Myriad players on his path to victory!

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Final Tournament Placings

Chaos vs. Order – Magic in an (anti?) Magic Meta

With the new GHB having a magic focus and with two magic focused armies on my shelves, Seraphon and Tzeentch, I got thinking about which one is on top.

For the purposes of this article, when I say Seraphon, I am referring to Starborne, as opposed to their Coalesced Cousins as magic is more of a buff to them rather than the bread and butter of Starborne.  In addition, because both factions have access to them, I am only commenting on Endless Spells if there is something more impactful for Seraphon than Tzeentch or vice-versa.

Spell Lore/Warscroll Spells

Damage Spells

Seraphon

The choices for Seraphon here are much better for sustained D3 damage on a variety of units, with Comet’s Call being a staple, along with Kroak’s Warscroll spell, Celestial Deliverance. However, if all of these go off, then 5D3 damage to 3 units is more into the burst damage category than the sustained. There are two other spells that are quite similar, one for Slann and the other for Skinks: Stellar Tempest and Cosmic Crush. They are both roll a number of dice equal to number of models spells, with Tempest better into pure chaff as it is an unmodified roll of a 5+ that does a mortal wound, with Crush being better into units with a higher armour save – 20 Chaos Warriors would likely take 10+ mortal wounds with this spell. And of course, Seraphon also have access to Merciless Blizzard… Most Endless Spells are equally effective in Tzeentch or Seraphon, but a special mention must be made for Malevolent Maelstrom as the Astrolith allows the Maelstrom to be placed 14” away initially and the Drain Magic spell could potentially be used to set off the D3 AoE early instead of waiting for the number of spells/models killed to tick up to 6.

Tzeentch

Tzeentch is much more focused on single-target damage than spraying mortals everywhere like Seraphon. Starting with Warscroll spells we have Kairos’ and Lords of Changes’ Infernal Gateway that, at top bracket, does MWs on a 3+ with 9 dice being rolled. The odds say that a 6 wound character without a ward should be popped every time with this spell, so is very powerful. The Fluxmaster has a similar spell, with the effect only being on 5+s, but with the added bonus of every MW caused gives an extra Fate Point, that is, if you roll 3 5+, the spell does 3 damage, but generated 4 Fate points. Sticking with single-target for the time being, the Ogroid Thaumaturge has a D6 damage spell and both types of Magister have a D3 damage spell that, if it kills a model, can create a spawn. The Gaunt Summoner (again, both types) have their own version of Stellar Tempest, doing mortals on a 5+, with the added mention that a monster counts as 5 models. Into the spell lores, there’s lots of damage dealing here too. Bolt of Tzeentch is a D6 mortal wounds spell; Treason of Tzeentch is a ‘number of models’ spell that also debuffs the enemy if mortal wounds are caused; Tzeentch’s Firestorm does D3 MWs for every 6 that is rolled from 9 dice (sounds horrific, but actually not that good as you’ll probably only get 2 MWs from this!); Unchecked Mutation can cause D3 and, if a model is killed, on a 3+, another D3 is caused (good for the last few chaff models in a unit). As with Seraphon, Tzeentch also have access to Merciless Blizzard with the additional consideration that, using the command ability Cult Demagogue, the Tzeentch player can use any double that is not a miscast to auto-cast it and prevent it from being unbound. Finally, Tzeentch also have a couple of damage dealing Endless Spells, but these are both quite expensive for not a huge number of mortal wounds.

The winner is…Seraphon.

It’s very close between these two, especially as one has the ability to position for Blizzard really well and the other has the ability to guarantee it goes off. The deciding factor was Kroak’s warscroll spell, combined with the Astrolith Bearer, which is just too strong to not give Seraphon the win here. However, if the Tzeentch player took Spellportal and put Infernal Gateway into the Astrolith Bearer…much closer!

Debuff Spells

Seraphon

Some excellent debuff spells are available that can blunt even the most determined of attacks by a hammer unit. Mystical Unforging from the Slann reduces rend to ‘-‘, the Oracle can shut down run or retreat near a terrain feature or objective, the Starseer can shut down wards and the Starpriest can give -1 to hit to a specific unit.

Tzeentch

The notable Tzeentch debuff spell is Arcane Suggestion, with a choice of 3 debuffs: cannot issue or receive commands; -1 to hit and wound for ALL attacks; -1 save. It’s a great spell, but that’s about it for debuffs, apart from Treason of Tzeentch’s -1 to hit secondary spell effect. The spawn effect of Burning Sigil of Tzeentch could be seen as a debuff in certain match ups. For example, if a unit of 30 Bloodletters in poised to make a charge, but by popping a nearby Bloodreaver, a spawn could shut down that charge and the imminent death accompanying it, although not for the spawn, which is about to be thoroughly murderised.

The winner is…Tzeentch.

Although only one spell, the three effects of Arcane Suggestion are so powerful and flexible to the match up and the game state, that it has to go to Tzeentch for this one.

Both of the above types can be ignored by Khorne on a 5+ initially while also providing Blood Tithe points that can be used for summoning or even to improving the spell ignore to a 4+ then a 3+ and even a 2+ by turn 4. On top of this, Null Myriad can ignore spells within 9” of a Mortisan Hero on a 2+. Therefore, the above range of spells is awesome, but in specific matchups, they will get shut down hard.

Buffing Spells

Seraphon

Buffing spells, however, go on your own unit and therefore are not affected by spell ignores of any kind. Tepok’s Beneficence is a great start from the Slann discipline, with a Skink unit being -1 to wound. If you can add in Mystic Shield and then Blazing Starlight from a Starpriest, you could have a Skink unit (probably Chargers give best efficiency for this combo) on a 4+ save, ignoring rend -1, -1 to wound and with -1 to be hit IF the unit chosen for Blazing Starlight is attacking them. Speed of Huanchi is another spell that Chargers love, giving them a free move in the hero phase. Before you send them off into the beyond, however, having the option of giving them Rend -3 with Hoarfrost is a great one too. The Slann Starmaster has a couple of tricks in the buff category too, with Celestial Equilibrium giving +1 to casting rolls for everyone but himself, with the potential for Drain Magic from the Slann spell lore giving -1 to unbinds for an effective +2 swing.

Tzeentch

Tzeentch Warscroll spells are all about damage, except for the strange case of Ephilim the Unknowable (Vortemis can get in the sea!) who has an extremely conditional teleport spell. The restrictions are considerable and it’s expensive at 190pts, but if you need to teleport someone in Tzeentch and have the teleport complete in the hero phase, this is the way to go. Of course, Seraphon just have this as a heroic action…. Other buffing spells include Fold Reality, which enables you to bring back a number of daemon models to a unit equal to the roll of a D6, with a 1 destroying the unit. Note: this can only be used on Horrors when they are brimstones, but could be useful if you need a few more bodies contesting an objective. Its main utility is with Screamers of Tzeentch. A unit of 6 or 9 can be quite survivable as long as they aren’t trying to fight 10 Chosen on their own or similar, so being able to then bring back up to 6, while they are still in combat, is very strong. The strongest overall is probably Shield of Fate, which gives ward saves and spell ignores based on the number of Destiny Dice you have remaining. More often than not, this will be a 5+ ward. Throw this on 10 or even 20 Pinks, have a Daemon character within range to cause -1 to hit and also debuff the attacking unit with Arcane Suggestion, and watch as that Pink unit stays around a lot longer than your opponent wants. There is also a spell for passing off wounds to a mortal (probably Kairic) unit, +1 to hit and wound, which is particularly helpful with the Curseling’s shooting attack as well and then a buff of sorts is Glimpse the Future, which gives an extra Destiny Dice. As with Seraphon, there is always Hoarfrost and a unit of basic Tzaangors is not a bad target for this spell, taking their 30 paired blades attacks up to rend -3.

The winner is…Seraphon.

This one again was very close, but came down to the units available to put Hoarfrost on. For Seraphon, any one of Raptadon Chargers, Bastiladon with Ark of Sotek, Saurus Warriors, Saurus Guard, Kroxigor or Aggradons can make use of Hoarfrost well. For Tzeentch, it’s Tzaangor, Tzaangor Enlightened and Screamers. If Screamers could be summoned in units of 6, this would probably be a tie, but otherwise, Seraphon take this one as well.

Casting

Seraphon

In order of plusses to cast through warscrolls and abilities, Kroak has +2, Slann have +1, the Astrolith adds 1 within 12”, Celestial Equilibrium can add +1 and Drain Magic can -1 from enemy unbinds. At maximum efficiency, this makes Kroak +5, Slann +3, other casters +2. Rolling 2D6 makes the average cast for Kroak 12, Slann 10, other casters 9. In addition, numerous Seraphon spells are only successfully cast on 5s or 6s, making casting very successful on average. Finally, the heroic action to teleport a Seraphon unit when wholly within 12” of a Slann means that a caster can potentially be moved out of unbind range before casting, making these spells even more likely to go off.

Tzeentch

Both Kairos and Lords of Change have the Tzeentch Master of Magic ability that allows the lowest dice to change to the highest dice in the original cast (Primals can be added as modifiers, but they do not interact with the Master of Magic rule), giving an average cast of 9.9 after considering the Beacon of Sorcery bonus that each of these units also give out. Gaunt Summoners have +1 on their warscroll, combined with the +1 from Beacon makes an average cast of 9. So far, Tzeentch slightly behind Seraphon. However, with the nerf to Cogs, re-rolls to cast are extremely rare and often once per battle when they do exist. Tzeentch can take the Daemon artefact Nine-eyed Tome for full re-rolls, which could be good for a Lord of Change or Gaunt Summoner (particularly a Gaunt Summoner with an extra cast for going second in this GHB) and/or the Endless Spell Tome of Eyes for re-rolls to cast only. Tzeentch also have the Cult Demagogue command ability to make a spell auto-cast on a double and not be able to be unbound and there’s always Destiny Dice to guarantee a cast, though these are the final modified result of the cast and, as such, are not affected by Primal dice. The final consideration for Tzeentch is if Kairos rolls a single six on a cast (and with Tome of Eyes, he might have two chances at this), the use of any Primal dice makes it a Primal Super-cast that cannot be unbound – just remember that it will be the last spell you’ll cast in that hero phase!

The winner is…Tzeentch.

While Kroak’s spells are so low as to almost be auto-casts, Tzeentch have several ways of auto-casting and can really exploit Primal dice with Master of Magic. Combine the fact that there are two ways of getting full casting re-rolls gives Tzeentch the edge.

Unbinding

Seraphon

If you are taking Kroak and a Slann (and, let’s be honest, with Starborne, you are) you will have 7 unbinds anywhere on the table that get +2 and +1 respectively to the unbind roll – the Astrolith only helps with casting. Add Primal dice in where necessary and a couple of back up unbinds from a Skink wizard and that’s a lot of unbinds. Not only that, but as the Order side of the Magic Doms, Seraphon get summoning points for unbinding their opponent’s spells, with the Slann potentially getting 2 Cosmic Power Points with the appropriate Command Trait. Tzeentch As with casting, Kairos and Lords of Change can combine Master of Magic and Beacon of Sorcery to have an average unbind of 10. The Nine-eyed Tome allows re-rolls to unbinds as does the warscroll of the Curseling, who has two unbinds. A fairly standard combination of Kairos, Curseling and Gaunt Summoner with the Nine-eyed Tome could have, on average, 3 unbinds of 10, 2 re-rollable unbinds of 9 and 2 re-rollable unbinds of 8 and then there’s always Destiny Dice that can be used – but all need to be 30” away.

The winner is…Seraphon.

As it probably should be, lore-wise, Seraphon win the unbinding battle as despite not having access to re-rolls, being able to unbind anywhere on the table is immensely powerful and shuts down , or at least makes them think twice, anyone planning on using Magical Dominance (cast a spell and not be unbound anywhere) as a T1 battle tactic.

Summoning

Seraphon

Seraphon have a great range of summoning options that don’t cost much: 8 points for Skinks, 22 points for 10 Saurus Guard or, my preference, 16 points for Raptadon Chargers. Combined with the fact that Seraphon get Cosmic Power Points for just existing – one for each wizard, each Astrolith and one for a Realmshaper, then it is very easy to summon every turn. A list with Kroak, Slann with the Lord of Celestial Resonance trait (2 CPP every time instead of one), an Astrolith and a Starseer – the standard load out – can have up to 17 CPP if they go first, with the potential to go much higher if they go second and have the chance to get some unbinds too. The Slann will more than likely also have the Spacefolder’s Stave too, which means that the first unit summoned can be positioned 7” away from an enemy instead of 9”.

Tzeentch

Tzeentch get Fate Points from every spell that is cast, friendly or enemy, and can give themselves a bit of a headstart with the Daemonspark Command trait giving 3 Fate Points. This option would lock you out of the Cult Demagogue auto-cast option though. Going first, in combination with Daemonspark and having a successful magic phase, Tzeentch should be able to expect 10 Blue horrors for 10 Fate Points. 10 Pinks are 20 Fate Points and can be a real hammer blow to an opponent who may have taken a couple of turns clearing Pinks away. Summoning options are almost always going to one of these two, unless you go with Guild of Summoners, which can only summon Lords of Change, with the first being at the bargain price of 9 Fate Points. Subsequent Lords of Change are 18 Fate Points instead of 30 like with non-Guild of Summoners sub-factions.

The winner is…Seraphon.

This is the first one where it’s not even close. Seraphon summoning is significantly superior to Tzeentch in every way possible: easier to generate points; key units are cheaper; greater variety of units; can be deployed closer to the enemy.

Plan B

Plan B is how do these armies react when they get matched up into Khorne or OBR Null Myriad in particular or even another army set up to shut down magic – Gobsprakk + Primal dice in Kruleboyz/ Big Waaagh anyone? In other words, if magic is not going to win you the game directly, what have you got?

Seraphon

The best Plan B for Seraphon in my opinion is two-fold. Firstly, make sure you have some Chargers in your list, pour all the buffs possible into them, hoping for -3 rend on Hoarfrost, and hurl them at the enemy like an Endless Spell that can claim objectives. Your aim is to try and take out or cripple a major enemy unit or the source of spell ignores/magic resistance. In addition, pinning your opponent in can allow you to score on the Primary while scoring more movement based battle tactics such as Surround and Destroy or Intimidate Invaders. Once you get to 16 Cosmic Power Points, you have a decision – would 5 more Chargers finish off the main obstacle to winning, or would D6 mortal wounds from each wizard or Astrolith bearer and Realmshaper do it? Each unit can only be affected once, but D6 wounds plus D3 from the Realmshaper’s ability that are not spells can be a really sneaky way of getting around spell ignores, hopefully crippling your enemy and making it easier to assert magical dominance again.

Tzeentch

The best Plan B for Tzeentch is to ignore killing the enemy and to score battle tactics instead, using your casts to generate Fate Points to try and summon enough to slow your opponent down. Intimidate the Invaders, Magical Dominance, Surround and Destroy, Tides of Anarchy and Call for Change (if taking Guild of Summoners) are 5 battle tactics that don’t need to have a single wound caused to an enemy to score. Add in a Grand Strategy that requires you to be able to count to 9 for another 3, then that’s 13 points that are pretty safe from the outset. Spend the rest of the game playing keep-away while scoring at least two objectives and you’ve got a shot against any opponent. The more interesting Plan B might be a unit of 6 Tzaangor Enlightened on Foot, that, while only 6” movement, have a threat range of 18” with Destiny Dice and can seriously do work with either hitting on 2s with spears or rend -3 on them as they shut down command abilities in combat. Combine this with -1 save from Arcane Suggestion and the fact that they can fight in a line of 6 due to coherency changes, then that’s a punchy unit.

The winner is…Tzeentch.

If you can keep your discipline and your opponent is not super aggressive or deadly, the range of easy battle tactics and Grand Strategy for Tzeentch should be enough of a Plan B. Just need to not either over-extend and lose too much too early or under-extend and get pinned back in your own territory, unable to score Primary objectives.

Overall

Round 1 – Damage Spells: Seraphon

Round 2 – Debuff Spells: Tzeentch

Round 3 – Buff Spells: Seraphon

Round 4 – Casting: Tzeentch

Round 5 – Unbinding: Seraphon

Round 6 – Summoning: Seraphon

Round 7 – Plan B: Tzeentch

Final Score:

Seraphon 4 – Tzeentch 3

A very narrow win for the dinosaurs that really went back and forth. Tzeentch having a better Plan B kept it close as a 5-2 victory for Seraphon would have been quite convincing, which is appropriate as when not facing Spell Ignores, having 2 battle tactics for killing something with magic is a huge boon for Seraphon. In a head-to-head battle pre-Trog Bomb nerf, if would be Seraphon all day, but with that change, it’s much closer. With Starborne Seraphon likely to be more of a focus for any other nerfs in Seraphon due to the more uninteractive nature of mortal wound spam instead of a combat unit that puts out 30 damage, but at least you get to roll saves for, the gap is likely to get even more wafer thin. Both armies are great fun to play and look great on the tabletop and despite Primal dice maybe giving an edge to anti-magic, what better GHB to start one of these two powerhouses of magic.

Are any armies missing from this comparison? How would Lumineth Realm Lords fare, for example? How do Arkhan the Black and his boss, Nagash, fit into this conversation? And, for the Destruction Bros out there, is this the GHB of Gobsprakk? Please comment below.

Soulblight Gravelords: Top Performing Lists Breakdown 23rd July 2023

The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

QUICK LINK MENU

Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023. As at this date there have been a total of 48 players attending GT’s using Soulblight Gravelords.

SubfactionUsed at GT’sWin Rate
Legion of Blood1760.4%
Legion of Night1751.2%
Vyrkos Dynasty1359.8%
Avengorii Dynasty180.0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 57%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Vyrkos Dynasty13118
Legion of Night05118
Legion of Blood02108
Avengorii Dynasty0195
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Average Points Spending by Faction

SubfactionLdBLBhAOS
Vyrkos Dynasty (4)62585547815
Legion of Night (5)88463641256
Legion of Blood (2)110044524015050
Avengorii (1)7801220
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average. The figure in brackets next to the subfaction shows the number of lists that have achieved 4+ wins.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Vyrkos Dynasty (4)12/6/8 & 11
Legion of Night (5)22
Legion of Blood (2)12/4
Avengorii (1)12

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

The Battalion choices are shown below;

BattalionVyrkos (4)L. Night (5)L. Blood (2)Avengorii (1)
B. Regiment3721
Warlord11
Command Entourage1
Andtorian Acolytes11

Average Wound Count

SubfactionAverage Wound Count
Vyrkos Dynasty (4)190.25
Legion of Night (5)145.60
Legion of Blood (2)105.00
Avengorii Dynasty (1)101.00
The average wound count of lists that achieve 4+ wins
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Grand Strategy & Triumph Choices

The following table shows which Grand Strategies are being chosen by the subfaction players.

StrategyVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Empire of Corpses32
Lust for Domination1221
Control the Nexus1

While this next table shows which triumph players are choosing.

TriumphVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Inspired211
Indomitable111
Bloodthirsty2
Note that some players do not choose a triumph if their list is close to or at 2,000 points

Command Trait & Artefact Choices

The following table shows the Command Trait choices for the shown subfactions.

Command TraitVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Hunter’s Snare1
The Bait2
Tailored Downfall1
Unbending Will3
Doomed Minions1
Spoor Trackers1
Monstrous Might1
Driven by Deathstench2

The next table shows the artefact choices players make. Note that in some lists players may choose more than one artefact.

ArtefactVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Ulfenkarni Phylactery4
Standard of the Ulfenwatch1
Morbheg’s Claw5
Cloak of Mists and Shadows2
Breath of the Void Maw1
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Spell Choices

We also have a table for which spells are being chosen by players from each subfaction.

Command TraitVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Spirit Gale3421
Waste Away3331
Hoarfrost13
Vile Transference112
Merciless Blizzard131
Fading Vigour1311
Rupture1
Levitate1
Flaming Weapon1
Soulpike11

Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Vyrkos Dynasty (4 Lists)
20x Deadwalker Zombies (8)
10x Dire Wolves (6)
20x Grave Guard (5)
40x Deadwalker Zombies (4)
Torgillius the Chamberlain (3)
Corpse Cart (3)
Belladamma Volga (2)
Vampire Lord (2)
Legion of Night (5 Lists)
20x Deadwalker Zombies (7)
Vampire Lord (6)
Mannfred Von Carstein (5)
10x Dire Wolves (4)
20x Grave Guard (4)
Necromancer (4)
10x Deathrattle Skeletons (4)
Malevolent Maelstrom (3)
Legion of Blood (2 Lists)
20x Deadwalker Zombies (3)
Necromancer (2)
10x Deathrattle Skeletons (2)
Vampire Lord on Zombie Dragon (2)
Neferata (2)
Vampire Lord (1)
20x Grave Guard (1)
Malevolent Maelstrom (1)
Avengorii Dynasty (1 List)
Terrorgheist (4)
Necromancer (2)
Lauka Vai (1)
Vengorian Lord(1)
Zombie Dragon (1)
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Top 3 Lists Articles Featuring Soulblight Gravelords

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)

Seraphon: Top Performing Lists Breakdown 23rd July 2023

The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

QUICK LINK MENU

Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023.

SubfactionUsed at GT’sWin Rate
Fangs of Sotek2362.7%
Koatl’s Claw1039.4%
Dracothion’s Tail768.2%
Thunder Lizard245 0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 57%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Fangs of Sotek261211
Dracothion’s Tail021311
Koatl’s Claw0176
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Average Points Spending by Faction

SubfactionLdBLBhAOS
Fangs of Sotek1045545140145112
Koatl’s Claw4101060500
Dracothion’s Tail123534518075150
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Fangs of Sotek25
Koatl’s Claw11
Dracothion’s Tail25/6

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

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Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Fangs of Sotek (6 Lists)
10x Skinks (9)
5x Saurus Guard (8)
Lord Kroak (6)
Saurus Astrolith Bearer (6)
Skink Starmaster (6)
Slann Starmaster (6)
Malevolent Maelstrom (5)
5x Raptadon Chargers (4)
10x Saurus Warriors (3)
5x Hunters of Huanchi with Dartpipes (3)
Bastiladon with Ark of Sotek (2)
Dracothion’s Tail (2 Lists)
10x Skinks (3)
5x Saurus Guard (3)
Lord Kroak (2)
Saurus Astrolith Bearer (2)
Slann Starmaster (2)
Malevolent Maelstrom (2)
Bastiladon with Ark of Sotek (2)
Skink Oracle on Troglodon (2)
Aethervoid Pendulum (2)
Skink Starseer (1)
5x Raptadon Chargers (1)
Koatl’s Claw (1 List)
Bastiladon with Solar Engine (2)
Saurus Oldblood on Carnosaur (1)
Skink Starseer (1)
20x Saurus Warriors (1)
6x Aggradon Lancers (1)
9x Kroxigor (1)
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Top 3 Lists Articles Featuring Seraphon

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)

The London Open (UK)

Champion of Black Oil 3 (CZ)

Renegade of the Realms (UK)

Top Three AoS Lists for Straight Edge Wargaming: It’s Andtor Not Andor You Stupid Wookie

This is the top three AoS lists for Straight Edge Wargaming: Bkah blah blah that took place in Sweden on the 22nd and 23rd of July. It involved 16 players vying to be crowned champion in a 5-game tournament.

As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.

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: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired

Leaders
Lord Kroak (410)*
Slann Starmaster (275)***
General
– Command Trait: Lord of Celestial Resonance
– Artefact: Spacefolder’s Stave
– Spell: Merciless Blizzard
Skink Starseer (150)***
Spell: Merciless Blizzard
Saurus Astrolith Bearer (140)**

Battleline
5 x Saurus Guard (140)*
10 x Saurus Warriors (180)*
Clubs
10 x Saurus Warriors (180)*
Clubs
10 x Skinks (90)*
Moonstone Clubs & Star bucklers

Endless Spells & Invocations
Horrorghast (60)
Malevolent Maelstrom (30)
Umbral Spellportal (80)

Units
5 x Hunters of Huanchi with Blowpipes (130)**
5 x Hunters of Huanchi with Blowpipes (130)**


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

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 109
Drops: 4

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Army Faction: Soulblight Gravelords
Army Type: Legion of Blood
– Grand Strategy: Lust for Domination
– Triumph: Indomitable

LEADERS
Neferata (400)
Spells: Waste Away
Vampire Lord (140)*
Spells: Spirit Gale
Vampire Lord on Zombie Dragon (460)*
General
– Command Traits: Doomed Minions
– Deathlance
– Artefacts of Power: Cloak of Mists and Shadows
– Spells: Flaming Weapon
Wight King (140)*

BATTLELINE
Deadwalker Zombies (120)*
Deadwalker Zombies (120)*
Deadwalker Zombies (120)*
Deathrattle Skeletons (200)*
Skeleton Champion
– 2 x Standard Bearer

OTHER
Grave Guard (300)*
Seneschal
– Great Wight Blade
– 2 x Standard Bearer
– 2 x Hornblower

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

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Army Faction: Seraphon
Army Type: Starborne
– Subfaction: Dracothion’s Tail
– Grand Strategy: Spellcasting Savant
– Triumph: Inspired

LEADERS
Slann Starmaster (275)*** – General
– Command Traits: Lord of Celestial Resonance
– Artefacts of Power: Spacefolder’s Stave
– Spells: Comet’s Call
Lord Kroak (410)*
Saurus Astrolith Bearer (140)*
Skink Starpriest (130)*
Spells: Merciless Blizzard
Skink Oracle on Troglodon (270)**
– Artefacts of Power: Sacred Stegadon Helm
– Spells: Cosmic Crush
Skink Starseer (150)***
– Spells: Hoarfrost

BATTLELINE
Saurus Guard (140)**
Icon Bearer
– War-drummer
– Saurus Guard Alpha
Skinks (90)**
Skink Alpha
– Moonstone Club and Star-buckler
Skinks (90)**
Moonstone Club and Star-buckler

OTHER
Raptadon Chargers (150)**
Raptadon Charger Alpha
– Icon Bearer
– Hornblower

ENDLESS SPELLS & INVOCATIONS
1 x Aethervoid Pendulum (40)
1 x Malevolent Maelstrom (30)
1 x Umbral Spellportal (80)

TERRAIN
1 x Starborne Realmshaper Engine (0)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment
***Andtorian Acolytes

TOTAL POINTS: 1995/2000

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Army Faction: Flesh-eater Courts
– Grand Strategy: Overshadow
– Triumphs: Inspired
– Court of Delusion : Crusading Army

LEADER
1 x Varghulf Courtier (160)*
1 x Crypt Haunter Courtier (110)**
– General
– Command Traits: Dark Acolyte
– Spells: Deranged Transformation, Hoarfrost
1 x Abhorrant Archregent (240)**
Artefacts: The Dermal Robe
– Spells: Hoarfrost, Blood Feast
– Bonding: Krondspine Incarnate of Ghur
1 x Abhorrant Archregent (240)**
Spells: Rupture, Deranged Transformation

BATTLELINE
9 x Crypt Horrors (330)*
9 x Crypt Horrors (330)*
10 x Crypt Ghouls (80)**

BEHEMOTH
1 x Krondspine Incarnate of Ghur (480)*

ENDLESS SPELL
1 x Cadaverous Barricade (20)

TERRAIN
1 x Charnel Throne (0)

CORE BATTALIONS:
*Wizard-finders of Andtor
**Warlord

TOTAL POINTS: (1990/2000)

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Final Tournament Placings

Top Three AoS Lists for the London Open

This is the top three AoS lists for the London Open that took place in the UK on the 15th and 16th of July. It involved 12 players vying to be crowned champion in a 5-game tournament.

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

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: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired

Leaders
Lord Kroak (410)*
Saurus Astrolith Bearer (140)*
Skink Starseer (150)*
Spell: Speed of Huanchi
– Lore of Primal Frost: Merciless Blizzard
Slann Starmaster (275)**
General
– Command Trait: Lord of Celestial Resonance
– Artefact: Spacefolder’s Stave
– Spell: Drain Magic
– Lore of Primal Frost: Hoarfrost

Battleline
10 x Skinks (90)**
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (90)**
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Guard (140)**
10 x Saurus Warriors (180)**
Clubs
5 x Raptadon Chargers (150)**

Behemoths
Bastiladon with Ark of Sotek (180)**

Endless Spells & Invocations
Chronomantic Cogs (50)
Umbral Spellportal (80)
Malevolent Maelstrom (30)

Faction Terrain
Realmshaper Engine

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Total: 1965 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 111
Drops: 4

Mo’s Fangs of Sotek here went all the way, beating some TOUGH lists en route, most notably KO, OBR and – what should be a really hard counter – Khorne.

Again, it’s the new dooble-forg archetype which drops the trog, since Arcane Vessel was nerfed, for…other stuff. In this case, mo Brings 5 Raptadons who can be sped up to super speed with the Speed of Huanchi spell on the Starseer, and in general are just a great trading piece, especially if they’re able to engage near an objective for the extra damage.

An Ark of Sotek is also a fantastic pick for Starborne, as it can be teleported onto an objective where it can sit, being hard to shift, until the star power and Kroak can rev up.

Interestingly, we see three endless spells: the maelstrom is quickly becoming a fan favourite due to how quickly Seraphon can power it up and send it off to explode – possible THROUGH the Spell Portal in this instance? And if not, it’s a cheap way to project at least one of Kroak’s MW spells. And Cogs, despite losing the casting re-roll, remains an excellent pick for Seraphon due to the extra ‘free’ cast, which still contributes to star points.

Big congrats to Mo on the challenging path to 5-0

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Army Faction: Kharadron Overlords
Army Subfaction: Barak-Zilfin
– Grand Strategy: Rule the Skies
– Triumphs: Inspired
– Stick To The Code (Amendments): Prosecute Wars With All Haste
– Stick To The Code (Artycles): Settle the Grudges
– Stick To The Code (Footnotes): Without Our Ships, We Are Naught

LEADER
1 x Arkanaut Admiral (140)*
General
– Command Traits: Ex-Grundstok
– Artefacts: Celestium Burst-grenade
1 x Aether-Khemist (100)*
1 x Aetheric Navigator (100)*
Nullstone Adornments: Pouch of Nulldust

BATTLELINE
1 x Arkanaut Frigate (300)*
Heavy Sky Cannon
– Great Endrinworks: Magnificent Omniscope
10 x Arkanaut Company (90)*
15 x Grundstok Thunderers (480)*
3 x Grundstok Mortar
– 3 x Aethercannon
– 3 x Aetheric Fumigator
– 3 x Decksweeper

BEHEMOTH
1 x Arkanaut Ironclad (500)*
Great Sky Cannon
– Great Endrinworks: The Last Word
– The Admiral’s Flagship: The Admiral’s Flagship

OTHER
6 x Endrinriggers (240)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1950/2000)

Jeremy Veysseire: Hello fellow Whiskey & Sky Duardins, this is your Duardrazhal speaking, Jeremy Veysseire, about two fellow Duardin privateers who recently descended onto the field at the London Open 2023.

We will start with 2nd place finisher Joshua Jenkins, who stuck to an age-old tactic of the Kharandron, being a 1-drop army. It is still very strong, as we will explain later in his commentary. Joshua finished 2nd, while fellow privateer Philip Springall finished 3rd at the same event.

As you can guess it KO fans, Joshua is a Barak-Zilfin man and he went with the tried and true 2D6” Run, +1 to Wound versus 1 enemy unit for the game and a 2 Command Abilities on 1 friendly boat that phase. His army can be described as: “I have all of these Thunderers laying around and I am down a Soulscream Bridge this GHB”.

Joshua’s army is quite balanced in his selection and could ever be called a Highlander build. His primary display of force is in the 15 Thunderers riding into his Ironclad with the Arkanaut Admiral and Aetherkhemist providing them Speed, excellent firepower and efficient CP consumption through the Admiral being able to CP the Ironclad for free once per turn and the Thunderers as well. He has back-up shooting and melee threat in the form of the frigate, and 6 endrinriggers with Navigator for some recursion in the form of boat healing.

The biggest utility options available to him is his ability to disengage and skyhigh a boat if he chooses to in a phase, or being able to sky high and combat disembark from the Ironclad for maximum punch in a turn (for Khemist and Admiral rend). He also is 50 points down allowing him most games to have a free +1 to wound for any of his units for 1 phase (we all know it’s for the Thunderers’ second round of shooting after they Ssttled DAT GRUDGE!).

His first-round opponent was Obaid Bin-Nasir with his 2-drop Legion of Blood Nagash, VLoZD and zombies/skeleton spam on Power Flux. A 4-objective mission in which the bottom player gets to choose which pair of objectives is scoreable while Andtorian Locus can score a bonus point by scoring an active objective while also gaining a bonus point that turn if you killed any Wizard. Looking at this match up, Joshua has prio going into game turn 1 easily picking bottom of the turn so he can freely choose which objectives to activate while being out of harm’s way and forcing his opponent to face a potential double, picking Nagash for his Grudge and saving his +1 to wound for the VLoZD. While the LoB player can get no bonus points from Joshua, Joshua can get 2 and basically auto win his Grand strat by killing Nagash and VLoZD. I imagine that Nagash died on turn 2 with the VLoZD being unable to impact the game and dying the following turn. Clearly a win for Joshua.

His second-round opponent was Daniil Osudin with a 5-drop Hallowheart list that can be described as a wizard ecliptic personality including Bundo your favorite maritime Miyazaki character… oh wait that’s Ponyo. Your favorite mercenary Whale catching Mega gargant. They were playing on Nexus Collapse, a mission with 6 spread out objective, which is a mission that should not be too problematic with KO’s speed and ability to clear objectives unless of course he got railroaded by 10 Evocators that rode on a dead dude boat aka Lauchon. While not having any details on the game’s event, I can only imagine that he focused on killing Bundo turn 1 and had his Ironclad and most of the Thunderers into the Evocators. Rough times were had for the pirates of the sky as they thought Bundo was the Rum carrying caddy as they take a loss.

His third-round opponent was the experienced Max Soule with a 9 (HOLY) drop Disciples of Tzeentch list that is looking to generate Fate Dice and blow you up with some shooting and a reserve, fast melee unit in the shape of Enlightened on Disk on The Frigid Zephyr. A 3 center objective mission which should punish KO as turn 1 limit Line of Sight to only 12” while removing Fly from everything (and can continue in later turn) but sadly it also limits the reach of the Disk turn 1 if they can’t fly while the range limitation punishes Tzeentch more than teleporting KO. Overall, I can only assume that Joshua was able to remove the important threats to his army effectively early and able to remove his opponent’s ability to score in the second half. Another win for KO!

His fourth-round opponent was Krzysztof Zylawy with an 8 (HOLY) drop Blades of Khrone list that is heavy in Bloodthirster and Bloodletters on Towers in the Tundra. A thematic 2 objective mission in which you gain bonus points by controlling 1 of your opponent’s terrain features, super advantageous for a teleporting fast army like KO. Sadly, Krzysztof brought just about the same amount of death dealing flyers that weren’t loaded with a lot of Buzzsaws and aetherbullets. I can imagine that Krzysztof was unable to deliver his Bloodthirster effectively while Joshua had prime pickings of targets. I assumed he settled the grudge on the 20 Bloodletters to make sure they died ASAP removing a lot of scoring power from the list while just picking apart the poor Bloodthirsters in later turns. Another KO win.

His final opponent is our next KO player, Philip on this article, I will cover that game last!

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Allegiance: Kharadron Overlords
Sky Port: Barak Urbaz
– Mortal Realm: Ghur
– Grand Strategy: Rule the Skies
– Triumphs: Inspired

Kharadron Code
Artycle: Master The Skies
– Artycle: Settle the grudges
– Amendment: Trust your guns
– Footnote: There’s No Reward Without Risk

Leaders
Arkanaut Admiral (140)*
General
– Nullstone Adornement: Hand carved nullstone icon
Aetheric Navigator (100)**
Artefact: Voidstone Orb
Brokk Grungsson Lord-Magnate of Barak-Nar (220)**

Battleline
1 x Grundstok Gunhauler (170)*
Main Gun: Drill Cannon
1 x Grundstok Gunhauler (170)*
Main Gun: Drill Cannon
1 x Grundstok Gunhauler (170)**
Main Gun: Drill Cannon
– Gunhauler Modifications: ZonbarcorpDebtsettler’ Spar Torpedo
1 x Grundstok Gunhauler (170)**
Main Gun: Drill Cannon

Units
6 x Endrinriggers (240)**
Reinforced x 1

Behemoths
Arkanaut Frigate (300)*
Main Gun: Heavy Sky Cannon
Arkanaut Frigate (300)**
Main Gun: Heavy Sky Cannon

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 101
Drops: 2

Jeremy Veysseire: Philip Springall’s KO list is what happens when you collected way too many start collecting boxes. His two-drop army is a Barak-Urbaz fleet, and I do mean FLEET as it consists of 2 Frigates, 4 Gunhaulers, 6 endrinriggers, an Admiral, a Navigator and Brokk who seems to have lost his way to his Skyport and is just borrowing Barak Urbaz’s own fleet.

For those who don’t know where the Battleline units are, they are the Gunhaulers as they are Battleline for Barak Urbaz. He also gains 2 Artycles in which he chose +2” to move to all his many boats, +1 to wound against 1 enemy unit for the game, reroll 1 hit roll per shooting phase and a once per game 3d6” charge. The artycles make a lot of sense with 4 Drill Cannons in the Gunhaulers as any unmodified hit of 5 or 6 results is a flat 3 MW, thus the reroll gets most of its value there. The 3D6 Charge is to enable his ability to bring his Admiral, Brokk and 6 Endrinrigger from 1 Frigate into what he needs consistently. Man, Philip was so confident that he didn’t even take a Command Trait in his army. Ballsy. I would say that this list takes the A in creativity, uniqueness and AIRBORNE.

His first-round opponent was Toby Resnick with an 11-drop Jawz of Mork with a TON, literal metric TON of Squigs on Power Flux. A 4-objective mission in which the bottom player gets to choose which pair of objectives are scoreable, while Andtorian Locus can score a bonus point by scoring an active objective. You also gain a bonus point that turn if you killed any wizards. While Toby had 1 Andtorian Locus, I doubt he had much choice into which objectives he got to pick to activate. No matter how many models you are, if you can’t score points. Impressive Ballsy Springall as he takes a win for this round against a match up, I feel many KO players don’t necessarily want.

His second-round opponent was Mo Ashraf (the event winner) with a 4-drop Fangs of Sotek that spells “Kroak/Skink is back baby!” on Nexus Collapse, a mission with 6 spread out objectives. Sadly, while I do not have any details on the game, it looks like Philip took a loss in that mission. I would surmise that Mo rolled more MW than the Drill Cannons and got to bring on a lot more points to score in the second half of the game than Philip. A loss to KO.

His third-round opponent was William Matthews with a 5-drop Skaven list with dual Verminlord and a lot of Gutterrunner/Clanrats with 1 Hellpit on The Frigid Zephyr. A 3 center objective mission that I feel once again should be a KO problematic map. But Ballsy Springall managed to “blow” out this rodent’s nest with a 20-0. I can surmise that the Skaven bodies were dropping too fast to retain board presence while the KO turn up “Blasting to Smithereens” to a new level. This is probably a story of how KO Battle Tactics are superior to Skaven Battle Tactics as well.

His fourth-round opponent was George Seymour with a 1-drop OBR army that is “Peak Dad Energy” as I like to call it. A limited set of models that want to police the meta between 2+ ignore spells and -1 to hit and wound against shooting aura. It’s all about reminding these young bucks who the real Bone Daddy is. Sadly, they were playing on Towers in the Tundra which can really punish a slower aura focused army such as OBR as their ability to spread and push board pressure without sacrificing units is limited. Additionally, Ballsy Springall has a high potential of MW out that really apply pressure to the Immortis Guard tankyness. If at any point the General is targetable and dies, the firepower of the army really turns up. Another impressive win for our favorite Command Traitless Admiral.

His final opponent, the match du jour, the battle to resolve who is the penultimate Privateer at the London GT, between Joshua and Philip. It can be surmised as the following as the mission probably did not matter. Joshua shot first. FIN

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Allegiance: Cities of Sigmar
City: Hallowheart
– Grand Strategy: Control the Nexus
– Triumphs: –

Leaders
Lord-Arcanum (140)**
City Role: General’s Adjutant
– Hallowheart 2nd Spell: Hoarfrost
– Lore of Primal Frost: Merciless Blizzard
Bundo Whalebiter (460)
Allies
Battlemage (100)**
Mortal Realm: Hysh
– Hallowheart 2nd Spell: Sear Wounds
– Lore of Whitefire: Warding Brand
Battlemage on Griffon (240)*
Hallowheart 2nd Spell: crystal aegis
– Mount Trait: Soaring Guardian
– Lore of Whitefire: sear wounds
Nomad Prince (110)**
General
– Command Trait: Veteran of the Blazing Crusade
– Artefact: Arcane Tome (Universal Artefact)

Battleline
5 x Wild Riders (120)*
10 x Dreadspears (90)*
5 x Sisters of the Thorn (130)*
Hallowheart 2nd Spell: Ignite Weapons
– Lore of Whitefire: Warding Brand

Units
10 x Evocators (440)*
10x Grandstaves
– Reinforced x 1
10 x Flagellants (80)*
– City Role: Honoured Retinue (Must be 5-20 models)

Endless Spells & Invocations
Aethervoid Pendulum (30)
Lauchon the Soulseeker (50)
Malevolent Maelstrom (30)

Core Battalions
*Battle Regiment
**Andtorian Acolytes

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 440 / 400
Wounds: 134
Drops: 5

Codrin: Daniil Osudin’s Hallowheart list is an interesting one as it doesn’t follow the castle build but instead it puts accent on mobile pieces, giving the army the possibility for a more adaptable playstyle.

The Kraken Eater mercenary is the anvil of the army on which using the Warding Brand spell is very efficient. Having a 35 wounds monster locking in battle enemy units that will not want to stay in combat with him because of the reflected mortal wounds, is a great way to shape the battlefield.

The other and probably most important unit of the list, are the evocators. These stormcasts count as a wizard if there’s at least two models in the unit, and if we pair them with the hoarfrost spell for extra rend, give them plus 1 to wound from their warscroll spell or Ignite Weapons from another wizard, and embark them onto Lauchon the Soulseeker we are getting a very fast and deadly unit.
Their stats would presume 41 attacks, potentially hitting on 2+ wounding on 2’s and with rend 2 or 3. After they finish their attacks they immediately roll 20 dice and each 4+ is a mortal wound.

The list is surely taking advantage of the primal magic dice adding them to the advantages that Hallowheart already has in casting magic. And speaking of which the Battlemage on Griffon is yet another key piece that will take wounds to buff casting rolls and provide with its big footprint a generous aura of enemy spell ignors on a 4+. This is also a Ghur mage and can cast Wildform, giving a +2 to charges on either the Kraken Eater or the Evocators.

The Lord Arcanum is a nice to have, but in this list his value increases because he becomes a double cast wizard. He is loaded with Hoarfrost and the scary Merciless Blizzard spells, and given all the pluses to cast this list has the reliability is very big on getting them off.

To sum it up, we have a big anvil, a lightning fast deadly hammer and a lot of mobile pieces that buff and and dish out mortal wounds, what’s not to love at this list!?

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