Category Archives: thunder Lizard

Top Three AoS Lists for GT Wargame Garrison Madrid

This is the top three AoS lists for the GT Wargame Garrison Madrid that took place in Spain on the 27th and 28th of January. It involved 20 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

LEADER
1 x Engine of the Gods (300)
Artefacts: Arcane Tome
– Prayers: Curse
1 x Lord Kroak (450)*
Spells: Stellar Tempest
1 x Saurus Astrolith Bearer (160)*
Aspects of the champion: Tunel master
1 x Skink Priest (120)*
– Prayers: Heal
1 x Saurus Scar-Veteran on Carnosaur (200)**
General
– Command Traits: Prime Warbeast
– Celestite Greatblade
– Artefacts: Fusil of Conflagration
– Mount Traits: Beastmaster
1 x Knight-Zephyros (100)**

BATTLELINE
10 x Saurus Warriors (100)*
Saurus Warrior Alpha
– Stardrake Icon Bearer
– Wardrummer
– Celestite Spear and Powerful Jaws
5 x Saurus Guard (120)**
Saurus Guard Alpha
– Stardrake Icon Bearer
– Wardrummer
10 x Saurus Warriors (100)**
Saurus Warrior Alpha
– Stardrake Icon Bearer
– Wardrummer
– Celestite Spear and Powerful Jaws

BEHEMOTH
1 x Bastiladon with Solar Engine (260)**

ENDLESS SPELL
1 x Purple Sun of Shyish (90)

TERRAIN
1 x Realmshaper Engine (0)

CORE BATTALIONS:
*Warlord
**Battle Regiment

TOTAL POINTS: (2000/2000)

Do comets rain on the plain in Spain? They do when Kroak is around! He’s fallen a little out of fashion recently in favour of the no-name, whipper-snapper Slann, but he still does the job, as evidenced here – supported by the ubiquitous Engine, Priest, Astrolith (even more important for Special K given his spammable but short range spell) and…

checks notes

A Scar-Vet on Carnosaur!? Fair play to the lad, with their recent points drops they just might cut the mustard as a fast, whiffy but potentially killy monster. Of course, now we’re into the new season, we see the inevitable allied Knight-Zephyros, who is just a stone-cold scoring piece due to her constant teleporting.

Overall, a pretty interesting twist on the Lizards with their new points, and a good result for Alfonso. Get ready to see a lot more of the little Azyros…

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Army Faction: Disciples of Tzeentch
Army Subfaction: Hosts Duplicitous
– Grand Strategy: Master of Destiny
– Triumphs: Inspired

LEADER
1 x Curseling (180)*
General
– Command Traits: Cult Demagogue
– Spells: Shield of Fate, Arcane Suggestion
– Aspects of the Champion: Tunnel Master
1 x Magister on Disc of Tzeentch (140)*
Spells: Shield of Fate, Arcane Suggestion
1 x Kairos Fateweaver (440)**
1 x Magister (120)**
Spells: Shield of Fate, Glimpse the Future
1 x Changecaster (150)**
Artefacts: The Eternal Shroud
– Spells: Levitate, Bolt of Tzeentch

BATTLELINE
10 x Horrors of Tzeentch (Pink) (250)*
Iridescent Horror
– Pink Horror Icon Bearer
– Pink Horror Hornblower
– Split and Split Again
10 x Horrors of Tzeentch (Pink) (250)*
Pink Horror Hornblower
– Iridescent Horror
– Pink Horror Icon Bearer
– Split and Split Again
10 x Horrors of Tzeentch (Pink) (250)*
Pink Horror Hornblower
– Iridescent Horror
– Pink Horror Icon Bearer
– Split and Split Again

ENDLESS SPELL
1 x Chronomantic Cogs (70)
1 x Umbral Spellportal (80)
1 x Daemonic Simulacrum (70)

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

TOTAL POINTS: (2000/2000)

The future is here with the new GHB, and the future is pink…at least as far as Disciples of Tzeentch are concerned. With Bounty Hunters gone away, Pink Horrors are very much back on the menu as one of the top tarpits in the game, and Juanma has taken 3 x 10 Pinks to really maximise their board control. In addition, by choosing the sub-faction Host Duplicitous, an enemy can be prevented from retreating if the Tzeentch unit has 10 or more models, keeping them in place for some incoming spells. Host Duplicitous can also bring back 5 Pink Horrors once per game on a 4+, but it’s only once per battle regardless of how many units are destroyed and there’s no re-roll: this is Tzeentch, not Gitz!

Pink Horrors are also an excellent screen for the Galletian Champions that want to be slinging spells from the back lines while scoring battle tactics for not being dead and there is one unit for each of the Champions: Curseling, Magister and Changecaster, with the option to summon in additional Changecasters if necessary. The importance of keeping those Pinks around for as long as possible is clear from the Shield of Fate spell cropping up three times on the list to try and get that 5+ ward save. Arcane Suggestion can also be helpful here, with one of the options that Tzeentch players can pick being to reduce hit and wound rolls by 1. Park the Changecaster or Kairos wholly within 12” of a unit of Pinks, then there is an additional -1 to hit on the unit, meaning that All Out Attack would be wasted. Though still only with a 5+ save, a 5+ save followed by a 5+ ward with -1 to hit and wound makes those little daemons hang around a lot longer than they should. A really hammer unit like 10 chosen can still get through them with double fight, but then they’ll be well within spell range and with no 5+ ward against mortals on their warscroll, that’s a trade that favours the Tzeentch player significantly.

In terms of the tech on each Champion, the Curseling general has Cult Demagogue as their command ability, meaning that a double on the dice makes the first casting roll unbindable (and worth a bonus fate point). While lesser (more honest?) armies would roll the dice, Tzeentch can just pick two Destiny Dice and, even if it’s a pair of twos, the casting value 8 Arcane Sacrifice would still go off. The Curseling also has what seems to be the Aspect of the Champion of choice (at least so far): Tunnel Master. This Aspect allows a model to redeploy anywhere on the battlefield outside of 9” of the enemy during the movement phase instead of moving normally. With some armies, this could leave a hero isolated, but Tzeentch can just summon up some Horrors to be the bodyguard for this unit. On some of the new battle plans, that could mean an extra point here or there to turn a loss into a win or at least a draw in close games.

On the subject of close games, Juanma did really well going 3.5/5 with their only loss being against Teclis and Lumineth Realm Lords and even that was only with an 11-9 differential score (that is, a 1-2 point scoring difference at the end of the game). Three more points across two games could have been enough for the 5-0 at the event, underlining what a great weekend Juanma and the Disciples had.

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Army Faction: Nighthaunt
Army Subfaction: The Quicksilver Dead
– Grand Strategy: Fright or Flight
– Triumphs: Bloodthirsty

LEADER
1 x Krulghast Cruciator (150)*
General
– Command Traits: Cloaked in Shadow
– Artefacts: Arcane Tome
– Spells: Seal of Shyish
– Aspects of the Champion: Fuelled by Ghurish Rage
1 x Guardian of Souls (150)*
Chill Blade
– Artefacts: Pendant of the Fell Wind
– Spells: Shademist
1 x Spirit Torment (120)*
1 x Lady Olynder (340)*
Spells: Shademist

BATTLELINE
5 x Hexwraiths (170)*
– Hellwraith
20 x Dreadscythe Harridans (320)**
Slasher Crone
10 x Dreadscythe Harridans (160)**
Slasher Crone
6 x Spirit Hosts (260)**

BEHEMOTH
1 x Black Coach (290)
– Reaper Scythe

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1960/2000)

Nice little twist on Nighthaunt, with the less seen Quicksilver Dead. The list also saw the return of the Black Coach and Lady Olynder, both of whom haven’t had a lot of airing with the Scarlet Doom lists. The Nighthaunt face off against Scarlet Doom in round 4, saw a stalemate so we can’t say which is better yet.

Still, other than Olynder, we have all of the usual suspects to increase the Harridan’s resistance. They’re still a great warscroll, so 30 is no hardship, especially with the points increase on Bladegheist. Harridan’s are a bit harder to use, but ideally, you want to get them close and charge. Preferably after inflicting some wounds through either mortals or ranges (another reason for the Black Coach). Charge or shoot a unit with the Black Coach and then hit it with the Harridans, they will now be hitting and wounding on 3s, and cause -1 on to wound rolls, adding protection for themselves, and the Black Coach.

A well thought out list, and fun to play. Bringing some different models to the table, Andres is to be commended.

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Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Lust for Domination
– Triumphs: Indomitable

LEADER
1 x Vampire Lord (140)
General
– Command Traits: Pack Alpha
– Spells: Soulpike
1 x Belladamma Volga (200)*
Spells: Spirit Gale
1 x Necromancer (130)*
Artefacts: Arcane Tome
– Spells: Overwhelming Dread
– Bonding: Krondspine Incarnate of Ghur
1 x Vampire Lord (140)*
Spells: Amethystine Pinions
– Aspects of the Champion: Tunnel Master

BATTLELINE
40 x Deadwalker Zombies (240)*
10 x Dire Wolves (130)*
20 x Deadwalker Zombies (120)*
10 x Dire Wolves (130)*

BEHEMOTH
1 x Krondspine Incarnate of Ghur (480)*

OTHER
20 x Grave Guard (280)*
Seneschal
– 2 x Standard Bearer
– 2 x Hornblower
– Great Wight Blade

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

2-2-1 is an odd scoreline, and those must have been some nail-biting games! Guillermo has opted for a slightly heavier GC presence than Soulblight would normally bother with, packing double vamp lords, which makes sense as their Tome Celestial battle tactics are definitely not going to help them with scoring this season.

Now that bounty hunters have gone the way of the dodo, blobs of zombies are back on the menu! Dire Wolves continue to be fantastic either way – and here backed up by Belladamma for the fluffy (pun intended) bodyguard rule they provide.

Sadly, there’s a Spinedog – but to be fair to the ‘Blight, they’re in a tough spot in the new season due to their fragile and slow GCs – until the new book comes out, we may see them struggle, so kudos to Guillermo for a strong finish out of the gate.

Final Tournament Placings

Top Six AoS Lists for CanCon 2023

This is the top six AoS lists for the CanCon 2023 that took place in Australia on 21st and 22nd of January. It involved 202 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Six 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 Six AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Mortal Realm: Ghur
– Grand Strategy: Protect the herdstone
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)**
General
– Command Trait: Unravelling Aura
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Wild Rampage
Beastlord (95)**
– Artefact: Mutating Gnarlblade

Units
6 x Dragon Ogors (290)*
6x Draconic War glaives
– Reinforced x 1
10 x Gors (70)***
Gor-Blades & Beastshields
10 x Gors (70)***
Gor-Blades & Beastshields
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
10 x Tzaangors of Beasts of Chaos (175)
10x Pair of Savage Blade
10 x Tzaangors of Beasts of Chaos (175)
10x Pair of Savage Blade
10 x Ungor Raiders (80)**

Endless Spells
Chronomantic Cogs (70)

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 168
Drops: 11

Bests of Chaos (sic) run roughshod over another big tournament. And why shouldn’t they? Unthinking beasts – they’re just following their nature, going with the flow – what fault is it of theirs if no puny tree-man, hungry-man, rat-man, green-man or hungry-man-but-further-away can stand up to them?

Composition wise, we have the core HQ, the usual dragon ogors, but only to the tune of 6 to make space for twelve Enlightened on Discs and 2x 10 Tzaangors. Plus, of course, some of the annoyingly good little chaps who don’t cost enough.

Anyway, the previews have started for their new book, so speculation is rife as to whether they’ll receive the necessary re-writes to corral the herd. I hope they do, because there’s only so many times I can think of new ways to sneak my ‘NERF BoC FOR THE LOVE OF GORS’ agenda into these top 3s.

Nevertheless, taking down any tournament this big deserves praise so well done to Geordie. And to be fair, you don’t see Tzaangors that often, and they’re cool.

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Allegiance: Seraphon
Constellation: Thunder Lizard
– Grand Strategy: Continuous Expansion
– Triumphs: Inspired

Leaders
Slann Starmaster (285)****
General
– Command Trait: Arcane Might
– Artefact: Fusil of Conflaguration
– Spell: Stellar Tempest
Engine of the Gods (285)***
Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Skink Starpriest (130)****
Spell: Hand of Glory
Skink Priest (120)****
Universal Prayer Scripture: Curse
Skink Priest (120)****
Universal Prayer Scripture: Heal

Units
30 x Skinks (225)**
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)**
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Knights (110)*
Lances
5 x Saurus Knights (110)*
Lances
Bastiladon with Solar Engine (250)***
Bastiladon with Solar Engine (250)***

Endless Spells
Horrorghast (40)

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 112
Drops: 11

So Seraphon just got a lot more expensive, and Corey’s list here will be one of the last to enjoy their old ‘bargain’ prices.

In the meantime, it works as we’ve come to expect. Slann as magic powerhouse, Engine of the Gods as a mixed phase utility, well, engine, and a mixture of skink support priests, one of the starry variety.

(Slightly) interestingly, Corey brings so many skinks you’d expect them to be in Fangs of Sotek – but no! We’re in Thunder Lizard still, so one of those two bastiladons can still double fire, stacked with Skink priest buffs. The big skink blob I imagine is meant to capitalise on the durable prayer platform that is the Engine, getting Curse off on a juicy target (on a 3+ while near terrain within their own territory due to their Primeval Domain rule) for the 60 skink shots to fish for some 6s.

We also have 2x 5 knights here, who made a surprise comeback this season as cost-efficient bounty hunters with weight of attacks – but obviously, that’s a tactic going more extinct than the dinosaurs dodo.

Big gratz on the 5-0 with a balanced Seraphon list – shame it’s now about 75 pts more expensive, lacking its most useful battalions, and doesn’t play nicely into the new realm rules. Seraphon could be about to experience a serious lull going into their new book – but that’s fine, they’re cold-blooded, they will have their time in the sun again.

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Allegiance: Maggotkin of Nurgle
Subfaction: Blessed Sons
– Grand Strategy: Blessed Desecration
– Triumphs: Bloodthirsty

Leaders
Bloab Rotspawned (320)**
Lore of Malignance: Plague Squall
Morbidex Twiceborn (320)***
Orghotts Daemonspew (320)
Lord of Afflictions (230)**
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Plague Priest (100)**
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Levitate
– Universal Prayer Scripture: Heal

Units
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*
9 x Corvus Cabal (80)***
5 x Chaos Chosen (240)***
Mark of Chaos: Nurgle

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent
***Battle Regiment

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 101

I hope everyone enjoyed those Expert Conquerors while they lasted. While not as egregious as Bounty Hunters, I can’t say that I’m sad to see it go. Joel made use of them with a triple Rotmire in the same way that many Nurgle players do. It’s interesting to watch Nurgle over the course of this edition since they evolved from pure fly spam to bringing hero hammer + Rotmire creed.

And what a hero hammer this list is. 5 heroes are in play, with all of them being the classic nurgle combination of decent damage output and great resilience (you could even say they are disgustingly resilient). Joel has also brought along a couple of Slaves to Darkness allies to fill in the gaps that Nurgle armies tend to have. The Corvus Cabal brings some much-needed mobility to grab early objectives and the Chaos Chosen are an excellent vehicle for damage output.

Looking forward, I’m not sure that this list will need much adjustment for the new season. Joel already has a pair of solid Galletian Champions, some excellent potential Bodyguards, and the ability to reliably score three or four battle tactics without sweating too much. Overall, I’m excited to see what changes are made for the next GT.

Congratulations to Joel. He brought a well-crafted list, and played it effectively to achieve a 5-0.

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Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Slann Starmaster (285)*
General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Skink Starpriest (130)*
Spell: Hand of Glory
Saurus Astrolith Bearer (155)*
Artefact: Serpent God Dagger

Units
30 x Skinks (225)*
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
2 x Salamander Hunting Pack (280)*
Reinforced x 1
2 x Salamander Hunting Pack (280)*
Reinforced x 1
Krondspine Incarnate of Ghur (480)*
Allies

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 480 / 400
Wounds: 92
Drops: 1

Another 5-0 Seraphon list, this time with added Spinedog! Boy, am I glad that’s become a rare occurrence. Of course, it’s still a powerful piece, and on paper, it does make sense for Seraphon, given they lack an otherwise durable bully piece.

Henry has also brought some Salamanders in this particular iteration of the standard Fangs list (buff pieces, loads of skinks), which play really well into the Starborne teleport and provide an excellent dual-phase threat.

All in all it’s clear how this list hurts you – it’s a kind of techy twist on the ‘pin-cushion’ archetype, with excellent objective play in a handy one drop for, most likely, forcing opponents to move up into a much easier charge range of the Spinedog.

Gratz to Henry, and here’s hoping the new Seraphon book makes it less appealing than ever to take the ‘dog!

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Allegiance: Sylvaneth
Glade: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Arch-Revenant (120)*
Branchwych (130)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Verdurous Harmony
Drycha Hamadreth (335)*
Lore of the Deepwood: Regrowth

Units
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
Reinforced x 1
6 x Kurnoth Hunters with Kurnoth Scythes (500)*
Reinforced x 1
5 x Tree-Revenants (110)*
3 x Revenant Seekers (235)*
3 x Aetherwings (65)*

Endless Spells
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Season
Season of Blugeoning

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 112
Drops: 1

Drycha! You love to see it. The evil tree spirit in a mech suit is still a relatively rare sight given her competition in Durthu and Alarielle, but her ability to choose between 10 extra melee or shooting attacks makes her a fast, durable and flexible piece that I don’t think gets enough love.

Gary here has gone heavy with Kurnoh – a reinforced blob of both the shooty and scythy variety (both of which, as always, are backed up by the +1 to wound aura of the Arch-Revanant). Then, just the one unit of teleporty tree revs and a fantastic support unit of Seekers. It’s a nice balanced list with huge reach, two big blobs that will keep regrowing (via Seekers and Verduous Harmony) if you don’t have the ability to take them down fast enough, and the tactical Drycha option.

The fact it could handle such a diverse set of opponents – the magic dominance of Tzeentch, through the ranged punch of Underguts Ogors and even a semi-mirror – en route to the rare Sylvaneth 5-0 is testament to the general and how adaptable the list is. It’s really cool.

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Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Lord-Relictor (145)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation

Units
2 x Dracothian Guard Tempestors (220)*
2 x Dracothian Guard Tempestors (220)*
2 x Dracothian Guard Tempestors (220)**
2 x Dracothian Guard Tempestors (220)**
5 x Judicators with Skybolt Bows (200)*
5 x Judicators with Skybolt Bows (200)**

Everblaze Comet (90)
*Battle Regiment
**Battle Regiment

Holy Command
Holy Command: Thunderbolt Volley

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 98
Drops: 2

If you follow Stormcast chat on Australian servers, this list might not be a surprise. Why such a skew list and why does it work – first credit to the General, but this is a durable shooting list which doubles down on Mortal Wounds. Each Vexillor can grant a re-roll charge to a unit within 12″. And each Vexillor can be deployed from Azyr (Scions of the Storm). So one play is to use the Vexillors to buff important charges after moving just outside 9″ (no redeploy). Or drop both just beyond 9″, allowing the Tempestors to shoot, then charge. Enormous flexibility and mobility. Backed by Judicators with a double shoot potential. The strength of this list is the extreme difficulty opponents have in stopping or limiting scorring. The Tempestor units with 12 wounds need serious attention to remove. They will tie up big threats turn after turn, unlike the larger units that some of the biggest hitters can remove in a turn.

Then there is the Mortal Wound output, another nice trick, Everblaze Comet to drop a bomb on any castles, with a CV of 6, Master of Magic makes it almost certain to go off when you want it. That with Thundershock to short those charges (leaving a CP for Unleash). And each of the Vexillors has a mini Everblaze. The list is a 2 drop (all of the best SCE lists try for minimum drops) for that small advantage. Scoring wise, this list wasn’t just good at scoring it’s own Battle Tactics but preventing some of the opponents (sometimes a lot of theirs). This list was rated as one of the strongest at Cancon and scored extremely well in the first 3 rounds before falling away in the last 2. Still major victories but not as many “other” points as some of the higher ranked lists. To be expected with the final pairings being into stronger opponents. It’s innovative and effective, and it is fantastic to see SCE from a different angle.

Tournament Placings

For a full run down of all the tournament positions, why not visit Stats and Ladders. It’s a brand new site that allows tournament organisers to… well… organise their tournaments. I have to say, it’s incredibly easy to use, and the best bit, it’s free!

Top Three AoS Lists for Shanghai Slaughter

This is the Top Three AoS Lists for Shanghai Slaughter that took place in the China on 14th and 15 January. It involved 20 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
– Army Type: Coalesced
– Subfaction: Thunder Lizard
– Grand Strategy: No Place for the Weak

LEADERS
Engine of the Gods (285)*
General
– Command Traits: Prime Warbeast
– Artefacts of Power: Fusil of Conflagration
– Mount Traits: Beastmaster
– Prayers: Curse
Celestant-Prime (325)*
Lord Kroak (450)*
Skink Starpriest (130)*
– Spells: Hand of Glory

BATTLELINE
Saurus Guard (115)*
Saurus Knights (220)*
– Celestite Warspear and Powerful Jaws
Skinks (75)*
Saurus Knights (110)*
Celestite Warspear and Powerful Jaws

OTHER
Razordon Hunting Pack (210)*

ENDLESS SPELLS & INVOCATIONS
1 x Umbral Spellportal (80)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Saurus units riding the crest of Seraphon power? Seraphon claiming number one with an Engine of the Gods and Kroak isn’t new. But Saurus Knights and Razordons in Thunder Lizard? It looks like Thunder Lizard was taken for double cosmic engine rolls and the Fusil of Conflagration. Thunder Lizard really boosts the power of an Engine and with Kroak can push out a lot of mortals. This is mostly a short range/melee army though, with the Engine’s 8” range working really well with the 9” range of curse. The Razordon’s bring 18” range (12D6 shots), but are most useful if the enemy gets close where they can both unleash hell and shoot at the end of the charge phase. Essentially, Seraphon Leadbelchers, you can’t leave them, but you can’t charge them.

The Saurus Knights are usually left at home, they don’t accept buffs as well as Skinks but this army is playing heavily into their Predatory-Fighter (+1 attack for Jaws attacks) and Scaly Skin (-1 damage). And they aren’t GVs. Combined with additional damage on the charge and the potential mortals on 6s, the double unit is pretty scary. A big part of the list, though, is the Celestant Prime – arguable if he is worth the cost in Seraphon, but it worked here. His guaranteed charge and damage profile is effective at removing key pieces like MawCrushas, Durthu, or Warsong Revenant. With Kroak shutting down spells it’s not hard to see why Sylvaneth struggled, the same for Skaven. Neither do well with Mortals. Damage reduction limits some of the impact of Ironjawz and the limited rend, but large number of attacks counters Nighthaunt. The army still has Seraphon’s ability to score while countering a lot of the unique abilities of his opponents army. It’s a really well thought out counter list.

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Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Season: The Dwindling
– Grand Strategy: Defend What’s Ours
– Triumph: Bloodthirsty

LEADERS
Arch-Revenant (120)*
– Artefacts of Power: Arcane Tome
– Spells: Regrowth, Verdant Blessing
Treelord Ancient (360)*
– Spells: Treesong, Verdant Blessing
Warsong Revenant (305)*
– General
– Command Traits: Spellsinger
– Spells: Verdant Blessing, Verdurous Harmony

BATTLELINE
Dryads (100)*
Tree-Revenants (110)*
Tree-Revenants (110)*

OTHER
Kurnoth Hunters with Kurnoth Greatswords (500)*
Kurnoth Hunters with Kurnoth Greatbows (230)*

ENDLESS SPELLS & INVOCATIONS
1 x Vengeful Skullroot (60)
1 x Spiteswarm Hive (40)
1 x Gladewyrm (50)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1985/2000

Nikola here has brought a fairly standard Gnarlroot magic build here, with the Treelord Ancient and Warsong Rev combo for putting down a set of trees early doors with the Ancient for Warsong to use Spellsinger to cast his nasty AoE through.

It’s backed up by a compliment of reinforced Sword ‘Noth – a less popular choice than scythes because of their lesser rend – but a more balanced one overall, I think, due to their potential for MW output against targets who scoff at even 3 rend (such as Nighthaunt for example).

Happily for me, an endless spell enjoyer, the list packs all three Sylvaneth specific ones, and why not? They allo have fantastic utility and get be got off nicely in Gnarlroot with the ‘3d6 pick best 2’ to cast and re-roll from The Dwindling. Not only are they some of the best looking faction specific spells but they really do give the army a lot of options – horrorghast effects, healing, charge bonuses and more – love to see it!

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Army Faction: Slaves to Darkness
– Army Type: Knights of the Empty Throne
Grand Strategy – Take what’s theirs

LEADERS
Chaos Sorcerer Lord (135)*
– Mark of Chaos: Nurgle
– Artefacts of Power: Arcane Tome
– Spells: Demonic speed

Varanguard (290)**
General
– Mark of Chaos: Khorne
– Fellspear

BATTLELINE
Varanguard (290)**
Mark of Chaos: Khorne
– Ensorcelled Weapon
Varanguard (290)**
– Mark of Chaos: Khorne
– Ensorcelled Weapon
Splintered Fang (100)*
The Unmade (80)*
Corvus Cabal (80)*
Corvus Cabal (80)*

BEHEMOTH
Krondspine Incarnate of Ghur (480)*

OTHER
Ogroid Theridons (190)*
Mark of Chaos: Khorne
– Great Axes

BATTALIONS
Battle Regiment*
Overlords of Chaos**

TOTAL POINTS: 2000/2000

Great to see a good run out with the new Slaves book! Although, less happy to see Spinedog – and do bear in mind that the new focus on foot heroes in the forthcoming season will likely mean a list such as this has to change in some big ways.

In the meantime though, it leans into the the obvious highlights of the new book – triple Varanguard in Khorne with lances for that sweet rend 3 charge in one unit, and two units of Ensorcelled Weapons for fast chaff/lower armour targets. With each unit able to fight twice, that’s potentially a lot of pressure coming at you early.

Andy also leans into a bevvy of tech cultists, which is a fantastic section of the new book. Splintered Fang for reliable MW output, The Unmade for running up and turning off Redeploy to help those Varanguard make their charges and not end up in no-man’s land, and double Corvus Cabal for deepstriking and scoring battle tactics. Note – in the new season we lose Barge – so one unit of Corvus for Desecrate is probably going to be the new jam.

It’s interesting that he’s packed in some Theridons – to be fair, they’re a cost effective if not at all durable counter-punch, so why not?

An interesting list that took down what I would imagine are some fairly green match ups, losing only to Nikola’s Sylvaneth, who are quickly proving to be a red matchup for the new chaos bois! Andy – be a hero and take 2nd place next time, without Spinedog! My commenting fingers are ready.

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Army Faction: Skaven
Grand Strategy: No Place for the Weak
– Triumph: Indomitable

LEADERS
Thanquol (415)*
– Warpfire Projectors
– 3 x Warpfire Braziers
– Spells: Skitterleap
Warlock Bombardier (115)*
Spells: More-more-more Warp Power!
Arch-Warlock (155)*
General
– Command Traits: Deranged Inventor
– Artefacts of Power: Esoteric Warp Resonator
– Spells: More-more-more Warp Power!

BATTLELINE
Skryre Acolytes (75)*
Skryre Acolytes (75)*
Stormfiends (960)*
3 x Windlaunchers and Clubbing Blows
– 3 x Ratling Cannons and Clubbing Blows
– 3 x Shock Gauntlets and Warpstone-laced Armour

OTHER
Warp-Grinder (65)*

ENDLESS SPELLS & INVOCATIONS
1 x Lauchon the Soulseeker (50)
1 x Soulscream Bridge (80)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Skaven is one of those armies that I love to see pop up in these lists. Much like Forrest Gump’s box of chocolates, you never know what you’re going to get.

In this case, we get nearly half of the points of the list dumped into one 9-rat unit of Stormfiends with a weapon load-out that punishes at 24″, ruins days at 12″, and ruins lives within 3″. Combining their damage output with the additional wounds of Warpstone-laced Armor allows them to absorb the mortal wounds they will ultimately take when one of the two nearby Warlocks casts More-more-more Warp Power! Stormfiends absolutely love the ability to land those 9 Windlauncher shots at 3+/2+/-3/D3, 9D6 Ratling Cannons at 2+/2+/-1/1, and 12 Shock Gauntlets at 2+/2+/-1/2.

We also get to see two endless spells that will be standards for the new battletome. The bonuses to mobility brought into play by Lauchon and the Soulscream Bridge makes scoring first and second turn battle tactics easier, since it allows those foot heroes (who might normally have a hard time moving more than 9″ in a turn) to jump across the board to claim objectives. Thanquol’s casting bonus allows him to be a very expensive, but reliable taxi driver, with the ability to cast Skitterleap and one of the two endless spells in the same turn, throwing both of the Galletian champions wherever the they need to be.

Final Tournament Placings

Top Three AoS Lists for 2D6 Oslohammer #2

This is the Top Three AoS Lists for the 2D6 Oslohammer tournament that took place in Norway on 27th and 28th December. It involved 20 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: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Battlemage (100)*
Mortal Realm: Ghur
– Allies
Knight-Incantor (125)*
Spell: Celestial Blades
Lord-Relictor (145)*
General
– Command Trait: High Priest
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation

Battleline
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
4 x Dracothian Guard Fulminators (460)*
Reinforced x 1

Units
10 x Protectors (450)*
4x Starsoul Maces
– Reinforced x 1
6 x Vanguard-Raptors with Longstrike Crossbows (480)*
Reinforced x 1

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 100 / 400
Wounds: 102
Drops: 1

Brett: Classic 3rd edition Stormcast army made up of 1st and 2nd edition units. Absolutely nothing here with the Thunderstrike Keyword. Geir has chosen Scions of the Storm here mostly for the Vanguard Raptors I think, it’s standard for SCE armies to keep them safe from their opponents shooting. The Battlemage and Lord Relictor can team up and grant teleport (Translocation) and a 7″ charge (Wildform grants +2 to move, run and charge). They can do that from outside of deny range, that can drop either the Fulminators or the Protectors close to your ranged units unless you have very good screens. Both can eat an Unleash Hell through either wounds (4 x Fulminators is 24 wounds at 3+, Protectors are 30 wounds at 2+) or saves.

Ideally the Knight Incantor gives the Fulminators +1 to wound rolls (Celestial Blades) before they are teleported to within 7″. They still have a shooting attack and then do 3 damage on the charge. Defensively the Lord Relictor has Thundershock to subtract 1 from the opponents wound rolls and the Liberators as screens and objective holders. The Holy Command, Call for Aid returns a Redeemer unit (the Liberators) outside of 9″ of enemy models and within 12″ of a Hero unit.

So long as those criteria are met you can place them anywhere on the board. Situationally, it’s great for moving a screen, protecting a hero or grabbing an objective. At at the worst it gives you back 10 wounds of Galletian Veterans. Looking at the opponents they really don’t have the answers. Only one of the Ogor lists included multiple Ironblasters and Leadbelchers but both units are badly outranged by the Vanguard Raptors. Fulminators would average 20 wounds on the charge into the Bladegheist and there are no screens in that army to prevent it. Combinde with the shooting it’s likely that they are gone in one turn. And for anything more durable, the Protectors and Raptors can all do mortal wounds in abundance. Without something like the teleport/fight on death of DoK or mortal wound shooting this is a hard list to counter directly. It has elements that want to hold back and pound you and others that are trying to get at you. Importantly, through Scions and Translocation, they have mobility on top of durability.

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Army Faction: Seraphon
Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

LEADER
1 x Engine of the Gods (285)**
General
– Command Traits: Prime Warbeast
– Artefacts: Incandescent Rectrices
– Mount Traits: Beastmaster
– Prayers: Curse
1 x Skink Priest (120)***
Prayers: Heal
1 x Slann Starmaster (285)***
Artefacts: Fusil of Conflagration
– Spells: Stellar Tempest
1 x Celestant-Prime (325)***

BATTLELINE
10 x Skinks (75)*
Boltspitter
– Celestite Dagger and Star-buckler
10 x Skinks (75)*
Boltspitter
– Celestite Dagger and Star-buckler
5 x Saurus Guard (115)***

BEHEMOTH
1 x Bastiladon with Solar Engine (250)**
1 x Bastiladon with Solar Engine (250)**
1 x Bastiladon with Ark of Sotek (165)**

ENDLESS SPELL
1 x Horrorghast (40)

CORE BATTALIONS:
*Expert Conquerors
**Linebreaker
***Warlord

TOTAL POINTS: (1985/2000)

Danny: Seraphon are in an interesting place at the moment – in the last year they’ve received new rules (Tome Celestial) and two rounds of point hikes (with more coming in the new GHB) – and yet they still occupy a strange space of having some busted 2e style rules in both good and bad ways, awful internal balanced and absolutely the ability to take down tournaments.

Here, Tom takes a relatively common spin on things – a core of the Engine of the Gods which just offers insane utility for its price, along with the ‘buff core’ of a Slann and Priest – supplemented by the lizards’ favourite ally, C-Prime. Seraphon in general have a good mixed phase output but lack something that can really hit hard and fast in melee – hence the big shiny boi’s inclusion.

Thunder Lizard battleline units are, as usual, built around the minimum taxation, which we see here with 2x 10 skinks and the Saurus guard to help keep the Slann alive.

And then we have the bastiladons. Double Bastis have fallen out of favour recently due to their lack of objective play but Tom opts for 3, 1 of which is the bargain-basement CHONK loadout – basically it’s a tonne of wounds on a 1+ save with -1 damage for 165 pts.

Now, you look at the the path to 2nd – double Disciples? One of the only armies able to out-magic a Slann? Top of the win-rate pile? And then you remember Bastiladons do +1 damage to chaos daemons. Losing to Ogors makes sense, as the shooting output in Underguts is easily enough to just blast through any lizard capable of holding an objective.

Without spoiling anything, let’s just also say this list gets WREKT by the incoming points changes. I don’t know where Seraphon go from there that isn’t a ditch until their new book to be honest, but for now, gratz to Tom for a podium finish¬!

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

Leaders
Ogroid Thaumaturge (175)*
General
– Command Trait: Arcane Sacrifice
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Arcane Suggestion
Magister (120)
Lore of Fate: Shield of Fate
– Bonded to Krondspine
Kairos Fateweaver (435)*
Fluxmaster, Herald of Tzeentch on Disc (170)*
Lore of Change: Fold Reality

Battleline
6 x Screamers of Tzeentch (200)*
Reinforced x 1
3 x Screamers of Tzeentch (100)*
10 x Kairic Acolytes (120)*
7x Cursed Blade & Arcanite Shield
– 3x Cursed Glaives

Behemoths
Krondspine Incarnate of Ghur (480)*

Endless Spells & Invocations
Burning Sigil of Tzeentch (50)
Daemonic Simulacrum (60)
Umbral Spellportal (80)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 70
Drops: 2

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Kieron: New book; same old Krondspine holding the line for Disciples of Tzeentch. Despite the points increase, Krondspines are still useful for Tzeentch as a combat anvil that can hold units in place long enough for the mortal wound hammer says hello (and goodbye shortly after!). Arcane Suggestion from the Ogroid can also make the Krondspine’s attacks more potent by reducing the armour of what it is currently trying to eat OR make what it is trying to eat less effective in combat by subtracting one from hit and wound rolls. Coupled with Mystic Shield and All Out Defense, that monster is probably hanging around for an annoying period of time. Another sneaky tricky the Tzeentch player can pull is to have the Magister, to whom the Krondspine is bonded, kill themselves by first casting a spell and then casting a second that is a double, guaranteed by the Destiny Dice. Instead of turning the Magister into a spawn, the Tzeentch player can choose to slay the Magister, turning the Krondspine wild for run and charge and +1 to hit. On top of that, if the Magister cast an Endless Spell, Burning Sigil, for example, the Krondspine can then eat that spell to go up a level. Please note, however, this cannot be done with the spell automatically cast at the start of the game with Arcane Armies until battle round 2 at the earliest.

In terms of the rest of the list, Screamers are very fast and can be brought back to full strength with the Fold Reality spell that both Kairos and the Fluxmaster can cast, but not as effective as they could potentially be in a unit of 9…but that would ruin the list composition as there would not be three battleline units. The 9 could have been handy for the only battleplan Danny failed to win – Lurkers Below – to be able to speed on to that third objective for the auto-win. As it happened, the second place army of Tom Kenneth Solli managed the auto-win instead (hence the 20-0 loss), the Celestant-Prime potentially being a great bit of tech to hold back in Azyr until that key turn to swoop in and snatch the opponent’s home objective and meet the auto-win conditions.

Otherwise, Danny cleaned up very effectively, with the next closest result being a 7 to 8 point victory over Nurgle and then 15+ margins of victory in every other battle. The ability to generate 2 spawn a turn (through Burning Sigil and the Magister’s warscroll spell) would have probably been key shutting down the Kruleboyz Boltboyz in Round 5 but the most impressive result has to be against the 7 dragons of Stian Engebretsen with their 4+ ignore magic ability on their warscroll, meaning that Danny had to beat them in other ways and not just magic (or was aided by some unlucky dice rolls from Stian!) It would be interesting to see what would have been the outcome were Lurkers Below not included in the pack as a 5-0 could have been on the cards. With this battleplan being one of the 6 carried forward into next season’s General’s Handbook, it’ll be interesting to see if it continues to be a bit of a wild card battleplan.

Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs: Indomitable

Leaders
Awlrach the Drowner (175)*
Guardian of Souls (150)***
Artefact: Midnight Tome
– Lore of the Underworlds: Shademist
Krulghast Cruciator (150)***
Spirit Torment (115)***
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Seal of Shyish

Battleline
5 x Hexwraiths (160)*
30 x Bladegheist Revenants (525)**
Reinforced x 2
3 x Spirit Hosts (125)***

Units
3 x Fell Bats (75)*
3 x Fell Bats (75)*
10 x Dreadscythe Harridans (160)**
10 x Dreadscythe Harridans (160)**

Endless Spells & Invocations
Purple Sun of Shyish (90)

Core Battalions
*Battle Regiment
**Bounty Hunters
***Warlord

Additional Enhancements
Artefact

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 110
Drops: 8

Declan: Despite an increase in points and a reduction in power Eirik is still rocking the purple sun in this Nighthaunt army and it’s great to see it still getting use. The main benefit here is not the mortal wounds on a 1 (but that’s fun), it’s the -1 rend to all units within range… an effect that doesn’t change ethereal saves of the Nighthaunt. So all the benefit, none of the disadvantages – it’s a great piece of tech!

From Games Workshop / Wahapedia

And that’s before the Nighthaunt start charging to really rack up those negatives to armour saves (or increases to rend if you prefer)

Games Workshop via Wahapedia

Those 8-9 really hurt, but when you consider you can drop a level, it’s really 8+ (almost 42% before re-rolls). I’ve given my opinion on this before, but there doesn’t seem to be a FAQ and Nighthaunt players have definitely paid with their time in the wilderness (what is it with the non-Stormcast box armies? – Bloodbound, Nighthaunt, Kruleboyz!)

The army itself is all about the Bladegheists – if you can kill them in one turn (or in a double) then you’ve likely won… but wow what a unit to have to kill. And if it charges you, with any small units and characters also charging expect to have no armour. And how do you beat a Nighthaunt army… shooting! None-the-less great work from Eiric on a 4-1. I think Nighthaunt are much closer to a 3-2 army so he’s done well to get 4th here.

Final Tournament Placings

Top Three AoS Lists for the Leicester City AoS GT

This is the Top Three AoS Lists for the Leicester City AoS GT that took place in the UK on 3rd and 4th December. It involved 28 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.

Pre-Tournament Analysis

I thought I’d add a bit about the meta at the event before we jump into the meat of the article. If this is popular I’ll continue doing this on future top three articles.

Ranked Players

Below shows the players already ranked in our Woehammer rankings form events before the Leicester GT.

Of the 28 players, 21 Players had already taken part in at least 1 GT before this event, with the highest ranked player (Phil Marshall) being 1st in the UK and currently 2nd in the World. Remember these rankings are based on our own handicapped rankings system explained here.

Faction Breakdown

The Leicester GT had a fairly close representation of the current meta with a few notable exceptions. No Sylvaneth armies where present despite this currently being the 2nd favourite faction with players. Like wise there was also no representation of Ogor Mawtribes or Kharadron Overlords at this event.

The Top Three AoS Lists

Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

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

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

Units
1 x Mindstealer Sphiranx (95)*

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

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

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.

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

Leaders
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Cult Demagogue
– Lore of Fate: Arcane Suggestion
Kairos Fateweaver (435)
Lord of Change (400)*
Artefact: The Eternal Shroud
– Universal Spell Lore: Flaming Weapon
Fluxmaster, Herald of Tzeentch on Disc (170)*
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist

Battleline
10 x Pink Horrors of Tzeentch (250)**
10 x Pink Horrors of Tzeentch (250)**
10 x Kairic Acolytes (120)**

Endless Spells & Invocations
Horrorghast (40)
Umbral Spellportal (80)
Burning Sigil of Tzeentch (50)

Core Battalions
*Command Entourage – Magnificent
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 69
Drops: 7

Kieron: Ryan is the captain of Team Malta and a combination of one of the finest Tzeentch players in the world and one of the nicest people you’re ever likely to meet. Speaking to him at the event about his list writing and tactics, he explained that he’s very confident in his approach and then plays the list repeatedly – around 350 reps with the current iteration, losing very few games along the way. The only downside – headaches after each match due to the mental load of channelling the will of The Changer of Ways. Malta has a relatively small AoS scene and there’s only so many times a person can take a beat down from Ryan, no matter how charming he while doing so, and games on TTS don’t really allow for the precision of measurements that cause aforementioned headaches. 

Onto the list itself and it has somewhat of a retro charm about it with two big birds: a combo that, while clearly effective in the right hands, is seen less frequently due to Kairos and the Lord of Change sharing the same warscroll spell now instead of Kairos having his own spell. The Lord of Change offers a good amount of shooting with the Rod of Sorcery and can do some work with a damage 3 Staff of Tzeentch thanks to the Flaming Weapon buff. Together, they give everything within range +1 to cast each, meaning that Ryan can afford to leave Cogs at home in favour of Horrorghast. 

The list can also expect to generate over the magic number of 10 fate points a turn, meaning that 10 blue horrors should be summoned every turn. When talking to Ryan about Screamers, I explained I was excited about how fast they could go and his response was that a Fluxmaster moving 22” and then summoning 9” away is even faster! 

The final little wrinkle for this list (valid for the next month or so at least) is the fact that all Ryan’s battleline are Expert Conquerors – annoying enough for the 10 Kairics to count as 30, but absolutely infuriating on the Pink Horrors that start off counting as 30, but peak at counting as 60 until the 31st wound is done to the unit, at which point it starts the slow decline back to counting as 3 and then counting as dead! 

It clearly worked, with Ryan achieving the maximum possible differential on Day One, with the only loss being into the event’s eventual winner, Phil Marshall, and a tonne of 2+ re-rerolling 1s saving throws and an equally hefty amount of spell ignores and wards. 

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Allegiance: Seraphon
– Constellation: Thunder Lizard
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired


LEADERS
The Triceracop
(285)
Engine of the Gods
– General
– Command Trait: Prime Warbeast
– Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse

Lord Kroak (450)***
Bert the Banner Waver (155)***
Saurus Astrolith Bearer
An Undercosted Priest (120)***
Skink Priest
– Universal Prayer Scripture: Heal
Skink Starseer (145)**
– Artefact: Fusil of Conflaguration
– Spell: Hand of Glory


UNITS
Skinkrunner Chariot
(85)**
1 x Scourgerunner Chariots
Saurustrike Chariot (165)**
1 x Stormstrike Chariot
10 x Skinks (75)*
– Boltspitters Celestite Daggers & Star Bucklers
Kroak’s Ablative Wounds (115)*
5 x Saurus Guard
10 x Skinks (75)*
– Boltspitters Celestite Daggers & Star Bucklers

BEHEMOTHS
Bastiladon with Solar Engine
(250)

ENDLESS SPELLS & INVOCATIONS
Chronomantic Cogs
(70)

CORE BATTALIONS
*Expert Conquerors
**Vanguard
***Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1990/2000
WOUNDS: 103
ALLIES: 0/400
REINFORCED UNITS: 0/4
DROPS: 11

Kieron: And so on to the third placed army, piloted by the very dry Toby Resnick, including the named units “An Undercosted Priest”, “Kroak’s Ablative Wounds” and the “Raveshaper Engine”, which is like a “Realmshaper Engine” but with flashy LEDs that are operated by remote control depending on who wins priority. I almost felt sorry for the Seraphon player on the table next to us at Leicester as they jealously eyed up the craziest terrain piece you’ll ever see! 

The list itself has a couple of lovely converted chariots that are really good at zipping around the board early game while one of the Engine of the Gods or the Bastiladon is double activating with one of the 5+ CP Toby generally has to play with each turn. Cogs consolidates Kroak’s absolute magical supremacy with a double miscast pretty much being the only way that Kroak fails a spell and, usually, the unbind required when a spell does go off is double figures or flat out impossible. “Big Frog Goes Ribbit Ribbit” indeed. 

All the other buffs that Seraphon players can dish out are also present here, with re-rolling 1s, run and shoot, +1 to hit in addition to the normal All out Attack etc. buffs that can be added. Skinks running about the place, doing all the dirty jobs that score the points while the bigger immediate threats (particularly the resurrecting Engine of the Gods – 50% of the time, it comes back with full wounds every time) draw the enemy’s attention away.  

I’m sure once Ryan had finished with the paracetamol, Toby was ready for some with the number of rules he has to keep in his head, even with more tokens than models to help him keep track. While one of the Order Battletomes from the latest Roadmap is probably another Lumineth book (maybe two!), it would be great to have a Seraphon book to combine some of these into the Warscrolls themselves and make it so players like Toby can fly their Dino Flag and not feel a bit guilty about it. 

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Allegiance: Flesh-eater Courts
Grand Court: Morgaunt
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Abhorrant Archregent (245)**
Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Archregent (245)**
Lore of Madness: Deranged Transformation
Abhorrant Ghoul King on Royal Zombie Dragon (430)*
General
– Command Trait: Savage Chivalry
– Artefact: Decrepit Coronet
– Mount Trait: Razor-clawed
– Lore of Madness: Miasmal Shroud
Varghulf Courtier (160)**

Battleline
20 x Crypt Ghouls (170)*
Reinforced x 1
20 x Crypt Ghouls (170)*
Reinforced x 1
20 x Crypt Ghouls (170)*
Reinforced x 1

Units
6 x Crypt Flayers (360)*
Reinforced x 1

Endless Spells & Invocations
Chalice of Ushoran (50)

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 120
Drops: 4

Brett: Flesh eater courts is still centred around their heros and lean on their summoning and buffs to make their other units dangerous. They reward a patient player who is happy to screen the heroes and summon more models early game before striking out. 3 Abhorrants (one mounted and 2 foot) and the Varghulf at the heart of the list and maybe a little unusually 3 x 20 Crypt Ghouls. Bounty Hunters can tear through these quickly and a lot of lists have minimised them. 3 Wizards granting fly to 1 to 3 units (Spectral Host) however if they can fly (like the dragon) then granting run and charge, additional movement (Deranged Transformation) and lastly a small MW spell with the chance of affecting opposing hit and wound rolls (Miasmal Shroud).

Spectral Host on the Zombie Dragon gives up to 20″ of movement + a charge at the top of first turn if they go first. Try not to leave room for it to land near something important early game. Then there is the summoning, a Serf unit is Crypt Ghouls, Knight is 3 Crypt Flayers/Horrors and a Courtier is a Varghulf Courtier. Each Archreagent can summon 20 Serfs or 3 Knights or a Courtier every turn. The Ghoul King can only summon Courtiers. This is a command ability so forcing them to use CP can help but it is done at the end of the movement phase. The Courtiers are both mobile threat and healers rolling 6 dice and healing Serfs on a 2+ and Knights on a 5+ within 10″ (as well as themselves if they kill a model).

As a Morguant host the Serfs can return once destroyed at full strength (4+). It’s a 50% chance that you can kill a screen and achieve very little. All of this is just to build the scene, the army can afford to wait but with the ability to snipe something with either the Flayers or the Zombie Dragon. If they get their buffs off it’s possible for most of the army to reroll 1s to hit if they are close to the Serfs. And those serfs, while they don’t hit hard, can easily get to 3 attacks each making them a reasonable threat to anything with a 4+ save. They’re cheap and trade really well. Castling though means they can struggle to score well in early rounds if you don’t feed them units and tactics. Shooting obviously is a weakness as are ranged Mortal Wounds from spells (they have a lot of denies though). Stretching them out and making them react to you is a good tactic as well.

Simon lost to a Soulblight army with a lot of mobility (Blood Knights, Dire Wolves) and Grave Guard. They were able to hold Simon scoreless. The other loss was to a Seraphon Thunder Lizard with Kroak. Kroak can deny pretty much all of their magic while the Solar Engine Bastiladon tears big holes. Seraphon are a hard counter to the army and very difficult to deal with.

Final Tournament Placings

Top Three AoS Lists for the Borderlands Bash

This is the Top Three AoS lists for Borderlands 2k Bash that took place at Borderlands Comics and Games in Greenville, SC on November 19th. There were a total of 12 players competing in this three-round event.

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: Ogor Mawtribes
Army Subfaction: Underguts
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
Frostlord on Stonehorn (445)*
– Mount Trait: Rockmane Elder
Butcher (135)*
– General
– Command Trait: Master of Magic
– Cleaver
– Spells: Molten Entrails
Slaughtermaster (135)*
– Artefacts of Power: Gruesome Trophy Rack
– Spells: Blubbergrub Stench

BATTLELINE
Ogor Gluttons (265)*
– Tribal Banner Bearer with Lookout Gnoblar
– Bellower
– Crusher
– Paired Ogor Clubs or Bluntblades
Leadbelchers (170)*
Leadbelchers (170)*

Artillery
Ironblaster (170)*
Ironblaster (170)
Ironblaster (170)
Ironblaster (170)

Terrain
Great Mawpot (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: (2000/2000)

Patrick: When the Ogor Mawtribes Battletome was released it was a fair assumption that some unit spamming/abuse would come out of the new book. Tobias made this assumption as well and decided to test the waters by dropping as many Ironblasters as he could on the table. “Ironblasters are awesome,” Tobias told me. “I’m not playing Ogors because I want to play greenish stunted gitz… So none of that in my list.” He is also taking advantage of the -1 to wound from Rockmane Elder, providing some extra beef on the Stonehorn.

His Ironblasters played well into all of his matchups, although with some minor difficulty into Idoneth Deepkin due to shooting restrictions that the army carries with it. His Ironblasters killed Bloab Rotspawn in the first round of his second match. Two units firing the long range shot were able to remove him from across the table, and went on to table his Nurgle opponent by the bottom of round 2. “They will be a meta pick. If I had a big event I’d run them, but they weren’t great fun.” It may be too early to say if the warscroll needs some adjustments, but I think at the very least we will see a points increase in the future.

Congratulations to Tobias on his win, and we hope to see more lists from him in the future (the upcoming Cherokee GT, perhaps?).

Army Faction: Soulblight Gravelords
Army Type: Kastelai Dynasty
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
Manfred Von Carstein (380)
Spells: Fading Vigour
Vengorian Lord (280)
– General
– Command Traits: Swift and Deadly
– Artefact: Fragment of the Keep
– Spells: Invigorating Aura, Amethystine Pinions
Belladamma Volga (200)
Spells: Vile Transference

BATTLELINE
10 x Blood Knights (390)*
– Kastellan
– Standard Bearer
10 x Blood Knights (390)*
– Kastellan
– Standard Bearer
5 x Blood Knights (195)*
– Kastellan
– Standard Bearer
10 x Deathrattle Skeletons (80)**
– Skeleton Champion
– Standard Bearer
– Champion’s Mace or Halberd
10 x Deathrattle Skeletons (80)**
– Skeleton Champion
– Standard Bearer
– Champion’s Mace or Halberd

CORE BATTALIONS
* Bounty Hunters
** Expert Conquerors

TOTAL POINTS: (1995 / 2000)

Patrick: “After narrowing down to Soulblight, I went back and forth between a horde of Zombies and Skeletons and a mixed armes list like we have ssen across the meta. However, I thought ‘I own 25 Blood Knights,’ why not run all of them.” And run them, he did, to great effect. The list sees Manfred and a Vengorian Lord bringing buffs and spellcasting to round out his list, as well as some Expert Conqueror Skeletons for objective maintenance. Manfred’s base size came in especially handy due to his unique command ability, providing +1 to hit and wound wholly within 12”. His base size and careful positioning meant that Stuart could have at least 2 units of 10 knights with 2+/2+, -1 rend, and 2-3 damage lances.

Belladomma works to provide a quality fighter to deal with chaff units. Her ability to turn salin models into Dire Wolves worked in Stuart’s favor to keep the board saturated with threats, and can be used to bait an opponent’s dispel attempt to make room for casting from Mannfred and the Vengorian Lord.

Army Type: Maggotkin of Nurgle
– Army Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration

– Triumphs: Inspired

LEADER
Bloab Rotspawned (320)
– Spells: Gift of Disease
Orghotts Daemonspew (320)
Lord of Afflications (230)
– General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts of Power: The Splithorn Helm

BATTLELINE
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
– Dolorous Tocsin
10 x Plaguebearers (150)**
10 x Plaguebearers (150)**

ENDLESS SPELL
Ravenak’s Gnashing Jaws (60)

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
* Bounty Hunters
** Expert Conquerors

TOTAL POINTS: (1980/2000)

Patrick: Jake’s Nurgle list was tooled to the event. “With Prize of Gallet on the list it was going to be incredibly hard to score if I went first.” This meant that he had to break away from his original list (which included no Galletian Veterans) and build in two units of Plaguebearers. They are cheaper than Blightkings, and in this instance would perform the same duty. That left three units of flies, one to deep strike with the Lord of Affliction and one to Drowned Men across the table and lock his opponent down.

Jake feels that some better deployment of Bloab could have kept him alive longer. Ravenak’s Gnashing Jaws would have done a lot of work into Tobias’s chaff units, and he may have been able to get a better performance in the third round. “Mawtribes are gross now,” he told me, but he is happy with the list and his performance. “The list did what I expected it too. Flies and Jaws eat the grunts and you aim the Maggoth lords at their heroes.”

He made some final notes in our conversation as well. “Nurgle is fine, the thing that bothers me the most is the lists that are winning are the same archetype. I’d love to see a non-Drowned Men win rate. The issue is everything in that book just pushed it towards that load out. Better units, better artefacts into the best subfaction.” His next event will see the use of a Great Unclean One in more close-range battleplans, one of which will include a “no deep strike” rule.

Army Type: Seraphon
– Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Show of Dominance

– Triumphs: Inspired

LEADER
Skink Starpriest (130)**
– General
– Command Traits: Master of Magic
– Artefacts of Power: Fusil of Conflagration
– Spells: Levitate

BATTLELINE
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)*
– Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
Dread Saurian (545)**
Dread Saurian (545)**
Dread Saurian (545)**

CORE BATTALIONS
* Expert Conquerors
** Linebreaker

TOTAL POINTS: (1990/2000)

Patrick: This list is the perfect example of why I love one-day events. The fact that large prizes generally aren’t on the line means that people will be more willing to accommodate casual crowds and test off-meta lists. Jon’s list fits this perfectly.

“The idea…was to make a bad list” Jon told me during a discussion. The Greenville AoS community tends to be newer or more casual players than he normally plays. He didn’t want to create a list that would completely shut other players out. Jon told me “I like the idea of giant lizards stomping around, and this was the only time I would ever actually run them at an event.” Dread Saurians will certainly feel robust in a Thunder Lizard list, but overall they won’t accomplish very much. They’re an ideal unit for new players to feel good dumping wounds into without getting punched back too hard, but players also need to be sure to watch the Skinks, since it would be easy to focus on the big intimidating models while Jon’s battleline consistently scores VP. It’s a lesson in threat assessment and target priority for new players.

While Jon didn’t win the event, he certainly accomplished his goals. Hopefully we see more people approach play with this attitude in event in the future.

Note: Jon did not compete in the final round due to matchups. He was scheduled to face someone he plays multiple times a week, and he decided to give them a chance to play a different opponent (not to mention it is a pain to move three Dread Saurians around).

Tournament Placings

Top Three AoS Lists for the Slambo GT

This is the Top Three AoS Lists for the Slambo Grand Tournament that took place in Texas, USA on 5th and 6th November. It involved 65 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: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Lord Kroak (430)**
Saurus Astrolith Bearer (140)**
Artefact: Fusil of Conflaguration
Skink Priest (90)**
Universal Prayer Scripture: Heal
Engine of the Gods (265)***
General
– Command Trait: Prime Warbeast
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Beastmaster
– Spell: Hand of Glory
– Universal Prayer Scripture: Curse

Battleline
20 x Skinks (150)*
Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 1
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Guard (115)**

Behemoths
Bastiladon with Solar Engine (250)***
Bastiladon with Ark of Sotek (165)***
Bastiladon with Ark of Sotek (165)***

Endless Spells & Invocations
Horrorghast (40)
Chronomantic Cogs (40)

Core Battalions
*Expert Conquerors
**Warlord
***Linebreaker

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 120
Drops: 11

Danny:It’s that man Grigar! Can he be stopped? Evidently not. Playing with ‘old’ points, he’s taken the HQ combo. Interestingly (a relative term when writing about Thunder Lizsts) he’s *tripled* down on Thunder Lizardy goodness with one laser Basti and two meat-shield variants. For 165, their tankiness and base size makes them excellent move blockers and objective grabbers – if they push out a few wounds and a road/stomp into the bargain, so much the better. Amusingly, they’ll only get better once Expert Conqs. dies off.

Lots of skinks make up the battleline, for obvious reasons that we’ve often covered.

So what did he beat and how? (Indulge my guesses) KO would have been dealt with by parking bastis on objectives, whose 1+ saves are generally good at coping with massed rend 1 firepower with little in the way of MWs. DoK I imagine would have straight up melted to Solar Engine firepower, Kroak’s MW output and Horrorghast – that’s a lot of attrition for their fragile frames to deal with even with a 4+ rally.
Fyreslayers may have presented a challenge with their ward saves, possible spell ignores and bodies-on-objectives plan – but skinks in Expert Conqs combined with a well-screened Kroak – and ‘Slayer’s lack of ranged threat – clearly put paid to their angry waddling. Hedonites, bless ’em – if they brought any daemons, the Solar Engine would have been damage three against their heaviest hitters. Lumineth would have depended on the list, but if anything can stand up to their magic it’s Kroak, and without their magic-synergy, the old-book often folds.

GG to GG once again. Now do us a favour and go 5-0 with like, an all-Terradon list!

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Army Faction: Sylvaneth
Subfaction: Heartwood
– Season: The Burgeoning
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable

LEADERS
Drycha Hamadreth (335)*
Spells: Regrowth, Verdant Blessing
Arch-Revenant (120)*
General
– Command Traits: Warsinger
– Artefacts of Power: Seed of Rebirth

BATTLELINE
Kurnoth Hunters with Kurnoth Greatbows (230)*
Kurnoth Hunters with Kurnoth Greatbows (230)*
Tree-Revenants (110)*
Kurnoth Hunters with Kurnoth Scythes (500)**

OTHER
Gossamid Archers (220)*
Revenant Seekers (235)**
Seeker Banner Bearer
– Seeker Hornblower

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1980/2000

Ethan: Howdy, Ethan here for the Sylvaneth bit and wow is this Matt Robisch list a departure from the regular Sylvaneth structure we’ve seen in the 4-1+ crowd thus far. Heartwood is a relatively standard pick but the Season selection of the Burgeoning is the beginning of a picture showing a more durable, less mobile and less spell dependent Sylvaneth army. This is a list that requires enormous skill to play as it is elite, relatively fragile despite the defensive season and lacks many of the tools such as the Spiteswarm hive and a battlemage which allow for the single-unit Strike and Fade strategy regularly seen which plays like a scalpel, removing a unit a turn as magic support pushes for board control.

Warsinger and the Seed of Rebirth ensure that the Archrevenant has defensive tools to help it survive incidental MWs and shooting while Warsinger makes the large blocks of Kurnoth hunters sufficiently mobile at the same time as sending the gossamids and revenant seekers into overdrive. 6 bows create a sufficient shooting threat to force opponents to approach the sylvaneth force while Gossamid archers support this to threaten 5-wound heroes and to add tech to slow the advance of a variety of shooting lite armies. Looking at Matt’s MUs, he has admittedly had a relatively lucky run, coming up against 5 armies with little to no shooting with which to remove his gossamid archers. This allows for a greater deal of board control than you would expect into armies with the tools to remove them outside of their unleash and retreat charge phase mechanic.

Outside of this, the list is very much what you see on the tin, Drycha is an excellent damage threat in midrange with her shooting profile further disincentivising charges as 30 shots doing MWs on 6s is nothing to sniff at (average of 5 MWs for the mathematician savants in the audience). The Kurnoth hunters with scythes are supported by the Revenant seekers, bringing 1 back a turn and serving as an anvil with 30 wounds on a 3+ base, supplemented by a 6+ ward (and often a mystic shield, I’d hope). This list holds space well compared to most Sylvaneth lists and functions in the absence of spellcasters, demonstrating a different aspect of the Sylvaneth than we’ve seen thus far and perhaps heralding somewhat the direction many will take their Sylvaneth lists as the book starts to mature and players become more willing to experiment.

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Army Faction: Cities of Sigmar
Army Type: Hallowheart
– Grand Strategy: Mighty Beachhead
-‘ Bloodthirsty

LEADER
1 x Celestial Hurricanum with Celestial Battlemage (290)
General
– Command Traits: Master of Magic
– Spells: Warding Brand, Ignite Weapons
1 x Bundo Whalebiter (490)***
1 x Lord-Castellant (155)***
Artefacts: Arcane Tome
– Spells: Warding Brand Ignite Weapon
1 x Battlemage (100)***
Artefacts: Whitefire Tome
– Ghur
– Spells: Sear Wounds, Elemental Cyclone, Warding Brand, Crystal Aegis, Ignite Weapons, Roaming Wildfire

BATTLELINE
10 x Flagellants (80)*
Prophet
10 x Flagellants (80)**
Prophet
10 x Flagellants (80)**
Prophet

ENDLESS SPELL
1 x Aethervoid Pendulum (40)

OTHER
4 x Stormdrake Guard (680)*
Stormdrake-Prime
– Drakerider’s Warblade

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

TOTAL POINTS: (1995/2000)

Peter: I reached out to Tom who kindly agreed to give us a quick run down on the way his list works.

Tom Guan: The list does a lot of mortal wounds and good target selection between the dragon and hurricanum shooting, all the casting, and impact hit from the gargant. Let’s it deal with armor fairly well, with conquerer on the flagellants, it can steal objectives pretty well also. I felt like the list had a lot of different play available to it against everything and would play something similar in the future.

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Army Faction: Ogor Mawtribes
Army Subfaction: Underguts
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

LEADER
1 x Butcher (135)**
Cleaver
– Artefacts: Gnoblar Blast Keg
– Spells: Blubbergrub Stench
1 x Hrothgorn (170)**
1 x Tyrant (150)**
General
– Command Traits: Mass of Scars
– Big Name: Fateseeker
– Artefacts: Gruesome Trophy Rack
1 x Blackpowder’s Buccaneers (105)***

BATTLELINE
8 x Leadbelchers (360)*
4 x Leadbelchers (180)*
4 x Leadbelchers (180)*

ARTILLERY
1 x Ironblaster (130)
1 x Ironblaster (130)***
1 x Ironblaster (130)***
1 x Ironblaster (130)***

TERRAIN
1 x Great Mawpot (0)

OTHER
20 x Gnoblars (100)
20 x Gnoblars (100)
3 x Hrothgorn’s Mantrappers (170)

CORE BATTALIONS:
*Bounty Hunters
**Command Entourage – Magnificent
***Grand Battery

TOTAL POINTS: (2000/2000)

Declan: When Peter asked me to comment on an Ogor list for the top 3 series I was happy to oblige… but a little ‘Gut’-ted that they were outside the top 3 – however a 4-1 result is still special with Ogors, so congrats to Bryan on this one.

The US scene has already been a bit strange for Ogors with Ironblasters and Leadbelchers being a lot more common there than on this side of the pond. The approach here is to shoot the world, and then charge and do mortal wounds. However the real tech is in the spell:

Games Workshop via Wahapedia

A low casting value and a bubble make this a great spell when you remember that the Ironblasters have the Rhinox keyword – so they all benefit.

Games Workshop via Wahapedia

And what a benefit. Mortal wounds on a 4+ instead of a 6+ and this is based on the actual charge distance rolled, not what was moved. You also get to shoot with the Ironblasters first. I’ve never known why it hasn’t caught on elsewhere but it is an interesting list that will likely only get better in the new book, where the Ironblaster looks like a beast of a warscroll.

Final Tournament Placings

Top Three AoS Lists for the PNW Masters

This is the Top Three AoS Lists for the PNW Masters that took place in USA on 15th and 16th October . It involved 32 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Coalesced
Army Subfaction: Thunder Lizard
Grand Strategy: Continuous Expansion
Triumphs: Inspired

LEADER
1 x Lord Kroak (430)*
1 x Engine of the Gods (265)**
General
– Command Traits: Prime Warbeast
– Artefacts: Arcane Tome
– Mount Traits: Beastmaster
– Spells: Hand of Glory
– Prayers: Curse
– Bonding: Krondspine Incarnate of Ghur
1 x Saurus Astrolith Bearer (140)*
Artefacts: Fusil of Conflagration
1 x Skink Priest (90)*
Prayers: Heal

BATTLELINE
5 x Saurus Guard (115)**
Saurus Guard Alpha
– Stardrake Icon Bearer
– Wardrummer
10 x Skinks (75)**
Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
10 x Skinks (75)**
Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
1 x Krondspine Incarnate of Ghur (400)
1 x Bastiladon with Solar Engine (250)**

ENDLESS SPELL
1 x Purple Sun of Shyish (90)
1 x Horrorghast (40)

TERRAIN
1 x Realmshaper Engine (0)

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

Total Points: 1970/2000
Units: 9
Drops: 5

Patrick: When I saw that a Seraphon list took first place I didn’t necessarily need to see the list in order to know what it contained.

Thunder Lizard? Check.
Kroak? Check.
Engine of the Gods? Check

The only item that breaks away from the “color by numbers” approach to making Seraphon lists right now is the addition of the Incarnate, where a second Bastiladon would normally go. Let’s be fair, though, the inclusion of an Incarnate doesn’t exactly put Stark at a disadvantage, or really challenge the standard approach to Seraphon list building.

This is not a critique on Stark, however. There is still a level of requisite talent needed to drive a list into a top slot, since reacting to the pace of a battle with Tactic selections is vital. These Seraphon lists don’t reflect poorly on their players, but the Battletome itself. Current Seraphon are an excellent case study in internal balance, and there is clearly an issue with the book, since your options are ThunderKroak or losing.

Congratulations to Stark on their win, and I look forward to seeing an updated Tome to see how these top-tier players shake up their successful lists.

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Allegiance: Daughters of Khaine
– Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
The Shadow Queen (340)
Morathi-Khaine (340)
Hag Queen on Cauldron of Blood (270)
General
– Bonded to Krondspine
– Command Trait: Zealous Orator
– Crown of Woe
– Prayer: Sacrament of Blood

Battleline
15 x Blood Sisters (420)*
Reinforced x 2
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 81
Drops: 7

Danny: A last gasp of the ‘Morathi and the stab sneks with special guest, the Spinedog!’ list now that the Incarnate’s points were hiked by 80!

This list, as hinted at above, drops the more expensive bow snakes in favour of all out melee punch, going Zainthar-Kai to allow the 15 stabbers to fulfill the battleline requirement – on top of 2 cheap and cheerful Witch units – without paying the Melusai Ironscale Tax.

Of course, it allows that one big blob to fight on death, and given not much can do 30 wounds to a unit with a 6+++ and the +1 save aura from the Cauldron of Blood, the 4+ rally from ‘Zealous Orator’ is likely keeping them topped up well into the game, for some serious value and revenge kills. In the meantime, the Cauldron buffs the Witches with +1 to wound within 12″, putting them on 3x 3/3 natively, allowing for a good volume of attacks despite the lack of rend.

It’ll be interesting to see if the top players find ways to cut costs and retain the double whammy of two timed-invincible units from here on out – at 480, snek lovers will really feel the squeeze on bodies for board control.

Either way, congrats to Thomas and three cheers for the Spinedog nerf!

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Army Faction: Skaven
Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Thanquol (415)
2 x Warpfire Braziers
– 2 x Warpfire Projectors
Spells: Skitterleap
Warpgnaw Verminlord (275)
General
– Command Traits: Devious Adversary
– Artefacts of Power: Vial of Manticore Venom
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur
Warlock Engineer (105)**
Spells: Warp Lightning Shield

BATTLELINE
Clanrats (100)*
Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Clanrats (100)*
Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
Clanrats (100)*
Clawleader
– Rusty Blade
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer

BEHEMOTH
Krondspine Incarnate of Ghur (400)

ARTILLERY
Warp Lightning Cannon (150)**
Warp Lightning Cannon (150)**
Warp Lightning Cannon (150)**

ENDLESS SPELLS & INVOCATIONS
1 x Lauchon the Soulseeker (30)

CORE BATTALIONS
*Expert Conquerors
**Grand Battery

TOTAL POINTS: 1975/2000

Declan: Third place and the Third Krondspine… I mean I’m not saying it was a mistake to release it to competitive play… but it doesn’t look like the best decision ever made. In Matthias’ defense he has chosen to use Skaventide with 30 Clanrats and 3 Warp Lightning Cannons. You need to get through the Krondspine quickly because those Warp Lightning Cannons do a lot of damage.

It’s a little weird if you’ve never played it before, but effectively you want to roll low on your first roll to get mortal wounds… roll a 1 first up and that is 6 mortal wounds. But – wait – Matthias also has an Engineer and they make things more interesting.

There are two things that may not immediately clear here. The first is that the D3 mortal wounds on a 1 isn’t too bad. Average of 2 1s; means 4 wounds; and a Lightning Cannon has 8 so you can afford to do this. The second (and more important) is that one Engineer can trigger more than one Cannon in a turn. If Matthais deployed all three together it’s one hell of a mortal wound output. All at 24″ range – wow! I’ve played them with Kragnos before and he didn’t get too far.

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Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable

LEADERS
Radukar the Beast (315)
Prince Vhordrai (455)
Spells: Amethystine Pinions, Invigorating Aura, Soulpike
Mannfred Von Carstein (380)*
Spells: Amethystine Pinions, Invigorating Aura, Overwhelming Dread
Necromancer (125)*
General
– Command Traits: Pack Alpha
– Artefacts of Power: Arcane Tome
– Spells: Decrepify, Fading Vigour, Invigorating Aura
Belladamma Volga (200)*
Spells: Amaranthine Orb, Invigorating Aura, Spirit Gale

BATTLELINE
Dire Wolves (135)*
Doom Wolf
Deadwalker Zombies (120)**
Deadwalker Zombies (120)**

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast (40)
1 x Chronomantic Cogs (40)
1 x Ravenak’s Gnashing Jaws (60)

CORE BATTALIONS
*Warlord – Magnificent
**Expert Conquerors

TOTAL POINTS: 1990/2000

Brett: No Skeletons, no Ghouls and no Grave Guard, just Vampires and some strays that followed them in. Radukur and Belladamma are slow among the heroes (the Necromancer is very slow but no one expects him to move), with Prince Vhordrai and Mannfred mounted on dragons and both having spells to increase the mounts movement. A very high risk approach with very few units and limited board control. You are relying on your few, very mobile, but somewhat fragile units to remove threats. All good if they do but, if they fail to clear something there isn’t a lot else here to score or control the board.

A lot of Endless Spells as well giving rerolls, causing an extra model to flee combat and Ravenak’s MW bomb. It’s good to see something a little different and it must have been fun to face off against, who do you target?

Final Tournament Placings

Top Three AoS Lists for the Quest of Champions – Final

This is the Top Three AoS Lists for the Quest of Champions Final that took place in the UK on 22md and 23rd October. It involved 30 players vying to be crowned champion in a 5 game tournament.

We have covered all of the previous four heats on Woehammer where players competed for a place in the finals. The system was devised by Dan from the Warrior Lodge in the UK and it makes for great competition each year. If you want to catch up on the games, the event was covered by Dice and Ducks on their YouTube channel.

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: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Beastlord (95)*
Artefact: Mutating Gnarlblade
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Unravelling Aura
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)****
Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)****
Lore of the Twisted Wilds: Savage Dominion

Battleline
6 x Dragon Ogors (250)***
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)***
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields

Units
5 x Centigors (85)*
5 x Centigors (85)****
20 x Bestigors (250)***
Reinforced x 1
1 x Mindstealer Sphiranx (95)*

Behemoths
Jabberslythe (150)*
Cygor (125)****

Core Battalions
*Battle Regiment
**Expert Conquerors
***Bounty Hunters
****Battle Regiment

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 194
Drops: 8

Danny: Freddie Leggett has a point to prove – and that point is ‘nerf Beasts’. The man even admitted himself after this event – his 3rd 5-0 with BoC in the self-proclaimed ‘Cygor meta’ – and far as we know, his wish is about to be granted… but in the meantime, you gotta take your hat off to the guy for running quite so rampant.

Beasts have a few things going for them. Not least of which is sheer numbers and efficiency. Dragon Ogors are just a brutally good hammer for their points – and in true 2nd edition fashion the Shaggoth allows them to re-roll 1s to hit, making their high volume of attacks uber reliable.

Ungors are fairly bad, but at 65 pts they’re one of the cheapest screens/battleline taxes going – they also make excellent Herdstone fodder, meaning a cheap way to rack up plenty of summoning points. Whereas Bestigors and Centigors fill out the niches of speed and slow good quality of attacks on a 4+ respectively.

The techy-cherry on top of this swarm is the two monsters, who each gain a unique monstrous action. The Cygor can try for an endless spell dispel – and if successful heal itself equal to the roll, making itself particularly tanky in this spell heavy meta. Whereas the Jabber can worsen the save of an enemy hero by 1 on a 2-5 or 2 on a 6 until the following combat phase – meaning even rend 1 weapons can utterly melt a priority target. Meanwhile the Mindstealer Sphiranx has a good chance of making something fight last.

It’s all tied together by the just all round great enhancements of Gavespawn. No one thing is particularly frightening on its own but the combined offensive weight and significant numbers of summoned models just tend to utterly overwhelm and establish massive board presence.

Good point, well made Freddie – time to put BoC out to pasture!

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Allegiance: Slaves to Darkness
Damned Legion: Host of the Everchosen (Sixth Circle)
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Archaon the Everchosen (860)*
Aura of Chaos: Tzeentch
– Spell: Call to Glory
Chaos Lord (120)*
Reaperblade & Daemonbound Steel
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– 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)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 96
Drops: 2

Danny: With leaks of the new tome flooding the interwebs and the current Tome languishing at the bottom of the win-rate pile, Toby Meadows drops this bombshell on us – a 2nd place Archaon list! To be fair, it’s not a huge deviation from pretty much the only viable Slaves build at the moment.

Archaon is a big, tanky-ass utility provider, who is himself supported by the two lords for more buffs than you can shake a stick at. His role is usually as a super hard to shift distraction carnifex who can roll smaller units, making him a tricky tactical proposition. Meanwhile, 2 squads of Tzeentch marked Varanguard – meaning they’re re-rolling 1s to save on a nat 3+, and doing +1 damage in the 6th circle – act as twin hammers. 3 squads of super-bargain Iron Golems work on the board and objective control game – they hit more like pillow golems, but they’re a super cheap source of wounds on a 4+ with a natural +1 if they didn’t move.

And that cheeky kitty shows up again for the fight last shenanigans!

Big kudos to Toby as this list, while strong, is definitely suffering from being behind the times overall and takes a great degree of tactical acumen to pilot well. Losing only to the insane volume of attacks and bodies of 1st place Freddie is a great achievement.

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Allegiance: Seraphon
Constellation: Thunder Lizard
– Grand Strategy: Continuous Expansion
– Triumphs: Inspired

Leaders
Slann Starmaster (265)**
General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Engine of the Gods (265)****
Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Skink Starpriest (130)**
Artefact: Fusil of Conflaguration
– Spell: Hand of Glory
Skink Priest (90)**
Universal Prayer Scripture: Heal

Battleline
10 x Saurus Knights (220)*
Lances
– Reinforced x 1
10 x Skinks (75)***
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)***
Boltspitters Celestite Daggers & Star Bucklers

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

Behemoths
Bastiladon with Solar Engine (250)****
Bastiladon with Solar Engine (250)****

Endless Spells & Invocations
Purple Sun of Shyish (90)

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 100
Drops: 10

Danny: It’s Mike Stewart. It’s Seraphon. It’s double Bastiladons with a Purple Sun. And even that couldn’t beat Freddie. Ok i’ll throw you a bone if you’re not familiar with Seraphon lists – Slann provides magical domination, the Bastiladons can be buffed to re-roll 1s, have +1 to hit and do additional mortals on 6s. If the Engine manages to get Curse off on something (6s to hit do mws) and the Sun is nearby to make each shot rend 2 – and in Thunder Lizards, one of them can use a command ability to firre twice…it’s gonna burn. And Beasts still beat it.

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Allegiance: Flesh-eater Courts
Grand Court: Morgaunt
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Abhorrant Archregent (245)***
Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Ghoul King (165)***
Lore of Madness: Miasmal Shroud
Abhorrant Ghoul King on Royal Terrorgheist (445)**
Mount Trait: Gruesome Bite
– Lore of Madness: Blood Feast
Abhorrant Ghoul King on Royal Zombie Dragon (430)***
General
– Command Trait: Savage Chivalry
– Artefact: Decrepit Coronet
– Mount Trait: Razor-clawed
– Universal Spell Lore: Flaming Weapon
Crypt Ghast Courtier (70)**
Crypt Ghast Courtier (70)**

Battleline
30 x Crypt Ghouls (255)*
Reinforced x 2
20 x Crypt Ghouls (170)*
Reinforced x 1
10 x Crypt Ghouls (85)***

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Warlord

Additional Enhancements
Artefact
Mount Trait

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 109
Drops: 9

Danny: So, FEC aren’t eating good these days – so 6th place is a big achievement and sure to score highly on our Woehammer scoring system. This is really a ‘ghouls for days’ list – each of those ghoul squads can come back on a 4+ … as many times as you like! They’re underwhelming in general but with bounty hunters can still bring the weight of dice pain, and if you roll well can represent a fairly overwhelming amount of board control over the game. Backed up by the King on ‘Gheist and his well known spike damage potential, plus a slightly less royal zombie dragon, it’s a classic ‘swamp and chomp’ (yes I just coined that term) list that must have scored fantastically to end 6th with 3-1-1.

Well done to Tom, and please, James Workshop, for the love of all that’s unholy give this faction some new models and rules.

Final Tournament Placings

Top Three AoS Lists for Cryhammer

This is the Top Three AoS Lists for the Cryhammer that took place near Warsaw, Poland on 24th and 25th September. It involved 30 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Coalesced
– Subfaction: Thunder Lizard
– Grand Strategy: Defend What’s Ours
– Triumph: Inspired

LEADERS
Lord Kroak (430)**
Saurus Astrolith Bearer (140)**
Artefacts of Power: Fusil of Conflagration
Skink Priest (90)**
Prayers: Heal
Skink Starseer (145)**
Spells: Hand of Glory
Engine of the Gods (265)***
General
– Command Traits: Prime Warbeast
– Artefacts of Power: Cloak of Feathers
– Mount Traits: Beastmaster
– Prayers: Curse

BATTLELINE
5x Saurus Guard (115)*
Stardrake Icon Bearer
– Wardrummer
– Saurus Guard Alpha
10x Skinks (75)*
Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler
10x Skinks (75)*
Skink Alpha
– Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
Bastiladon with Ark of Sotek (165)***
Bastiladon with Ark of Sotek (165)***
Bastiladon with Solar Engine (250)***

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Realmshaper Engine (0)

CORE BATTALIONS
*Expert Conquerors
**Command Entourage – Magnificent – Artefact
***Linebreaker

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 105
Drops: 11

Brett: Starting off with a Seraphon, Thunder Lizard, and most of the big hitters from Seraphon. A spell heavy list (with Kroak), supported by an Astrolith Bearer, Engine of the Gods, Skink Priest and Starseer. This gives 5 casts and Kroak knows the entire Lore of Celestial Domination. The general (Engine of the Gods) has all of the mandatory traits and artefacts for Thunder Lizard (which gives +2 wounds to all of the beasts) granting +1 attack and a shooting attack (D3 MW on a 3-4 and D6 on a 5-6). The skinks are mostly here as screens but enjoy buffs from the Priests (including Engine of the Gods) improving their saves, hit rolls and potentially number of attacks).

The Bastildons are the combat arm of this list. With a Solar Engine and 2 x Ark of Sotek that are really only vulnerable to Mortal Wounds in their top bracket and many many attacks. Mortal Wounds on 6s and buffs from Kroak, the Priests and Starpriest just to make them harder to deal with. The list hasn’t changed much (if at all) since the Battletome dropped in 2nd edition. Skinks screen the bigger units as they more up, Saurus Guard as bodyguards for the wizards and ranged offence from wizards (minor) and the Solar Engine. Eventually the Arks will charge your line. All the while they are scoring points with their mobility and summoning.

It doesn’t sound like much but they stopped a Sons list in it’s tracks and took a host of dragons on (and won) so the output is there to.

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Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Lord-Castellant (155)*
Lord-Relictor (145)*
General
– Command Trait: High Priest
– Artefact: Mirrorshield
– Prayer: Translocation

Battleline
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
5 x Judicators with Boltstorm Crossbows (190)*
5 x Judicators with Boltstorm Crossbows (190)*

Units
4 x Stormdrake Guard (680)*
Drakerider’s Warblade
– Reinforced x 1
1 x Stormstrike Chariot (165)**
1 x Stormstrike Chariot (165)**
1 x Stormstrike Chariot (165)**

Core Battalions
*Battle Regiment
**Redemption Brotherhood

Additional Enhancements
Holy Command: Call for Aid

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 116
Drops: 2

Brett: Stormcast are always a chance to podium even if they aren’t the most powerful faction they do have some really strong options (Drakes). Their durability combines with medium output to make them a difficult opponent much of the time. Classic leader choices in the Lord Castellant and Relictor with the Relictor as the general. The Castellant’s lantern providing either a +1 to save or mortal wounds is why you take him (and his 8 wounds). The Relictor has High Priest (reroll chants), Mirrorshield to prevent ranged attacks and Translocation. He has a natural +1 to chants so doesn’t really need High Priest but if you want to make sure of a heal then it’s important. Translocate is useful to move a Galletian Veteran unit to somewhere unoccupied. Or some bowmen, 18″ range means they often need that little bit of help and they are GV in anycase.

The Judicator’s with Boltstorm are becoming very popular, they get 2 hits for every successful to hit roll. It’s very feasible to have more hits than your roll and they wound on a 3+. No rend though. Unusually Lukasz took Call for Aid to return the Liberators if they are destroyed not Thunderbolt Volley for double shooting. There is a very big hammer in the 4 drakes, their breath attacks are potentially devastating (if unreliable) and combined generate 39 rend 1 and 2 attacks. They are also 36 wounds with a 3+ save, hard to get rid of. Perhaps a bit unusual is the number of chariots, 3. There is a battle report from Measured Gamine with 5 though.

The Stormstrike Chariot is a bit of a sleeper, very fast with 12 wounds it does MW on a 4+ based on it’s charge roll. More of a blocker than a destroyer but if all 3 charge on average that’s 10 mortal wounds. The most damaging part of their attacks are the Gryphons towing the chariot, 6 attacks at rend 2. There’s no doubt this is a good list but Lukasz still played very well to take down Sons and KO armies before losing in the last round to the eventual winner. Since the chariots are a great counter to Bastildons I’d say the Skinks screened well.

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Allegiance: Sons of Behemat
– Tribe: Breaker Tribe (Fierce Loathing: Idiots with Flags)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Gatebreaker Mega-Gargant (525)*
General
– Command Trait: Monstrously Tough
– Artefact: Amulet of Destiny
Gatebreaker Mega-Gargant (525)*
Artefact: Vial of Manticore Venom
Gatebreaker Mega-Gargant (525)*

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bosses of the Stomp – Magnificent

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 105
Drops: 4

Brett: Resurgent Sons on the podium again, following the now familiar 3 x Megas and an Incarnate. The Fierce Loathing is Idiots with Flags, not seen as often as Bossy Pants maybe but really good if you have a lot of elite (Stormcast etc) opponents. The General is Monstrously Tough (40 wounds not 35) and has the Amulet of Destiny for a 6+ ward. The extra artefact is Manticore Venom for +1 to wound rolls, frightening on the Gatebreaker’s Flail. The Krondspine provides some protection against Endless Spells with no casting, that alone is a reason for Sons to look favourably on it. It also lets you take 3 Gatebreakers instead of 2 with 2 Warstompers, a solid upgrade.

Losing only the mirror match, which probably came down to priorities, Jack stomped (pun intended) all of his opponents including the durable Nurgle on his way to 3rd.

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Army Faction: Sylvaneth
Subfaction: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty
– Season: Everdusk

LEADERS
Warsong Revenant (305)*
General
– Command Traits: Spellsinger
– Spells: Verdant Blessing, Verdurous Harmony Arch-Revenant (120)*
Spirit of Durthu (370)*
Artefacts of Power: Greenwood Gladius (Guardian Sword)

BATTLELINE
Kurnoth Hunters with Kurnoth Scythes (500)*
Tree-Revenants (110)*
Glade Banner Bearer
– Waypipes
– Scion
– Protector Glaive
Dryads (100)*
Branch Nymph

OTHER
Gossamid Archers (220)*
Flitwing Scion
Revenant Seekers (235)*
Revenant Soulwarden
– Seeker Banner Bearer
– Seeker Hornblower

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)

TERRAIN
1 x Awakened Wyldwood (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Brett: Mix of the familiar and the new in this Sylvaneth list. The Leaders (Warsong and Arch Revenants with Spirit of Durthu) are among the most common. The Warsong is creating and using Wyldwoods as spell portals and can cause serious harm with her Swarm of Spites. Durthu has the Greenwood Gladius for additional attacks. The Arch-Revenant gives +1 to wound to the Kurnoth Hunters, great with the 3 rend Scythes. The less familiar elements are the new Gossamid Archers and the Revenant Seekers. Of course the Seekers will stay close to the Kurnoth to return slain models if necessary. The Gossamid Archers can retreat 12″ after they unleash Hell. With no rend that’s not as bad as it sounds (hitting on 4+) but 6s do D3 Mortal Wounds.

With only 2 casts this isn’t a heavy magic list and relies on the Kurnoth and Durthu for most of their threat on top of the Warsong’s mortal wound output. His 2 losses, against Kharadron Overlords and Sons of Behemat, are probably down to their ability to minimise or remove threats. Kharadron can avoid the Warsong’s Mortals in early turns and make the most of their shooting to remove the Kurnoth for example. Gossamid’s are also likely to struggle. Thrown boulders will remove the Gossamid’s pretty quickly (3 rend into a 5+ save) and the Kurnoth can’t remove a Gargant in a single team.

As we move deeper into the season we are still seeing a range of factions at the top, within those factions the are less and less surprises. We are seeing optimisation around the new books or new rules with older books and with more reps the strongest units stand out. That will stabilise even more heading into the new Season which should give GW plenty of opportunity to shake things up.

Final Tournament Placings