This is the top three AoS lists for the Aotearoa Masters Grand Tournament that took place in New Zealand on the 20th and 21st of May. It involved 18 players vying to be crowned champion in a 5-game tournament.
As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Disciples of Tzeentch – Change Coven: Guild of Summoners – Grand Strategy: Master of Destiny – Triumphs: bloodthirsty
Leaders Changecaster, Herald of Tzeentch (150)** – Artefact: The Eternal Shroud – Lore of Change: Bolt of Tzeentch – Lore of Change: Treason of Tzeentch Curseling, Eye of Tzeentch (200)** – General – Command Trait: Cult Demagogue – Lore of Fate: Shield of Fate – Lore of Fate: Arcane Suggestion – Aspect of the Champion: Tunnel Master Magister (140)** – Lore of Fate: Glimpse of Future – Lore of Fate: Shield of Fate Contorted Epitome (190)* – Universal Spell Lore: Flaming Weapon – Universal Spell Lore: Ghost-mist – Allies
Battleline 20 x Pink Horrors of Tzeentch (500)* – Reinforced x 1 10 x Kairic Acolytes (120)* – 7x Pair of Cursed Blades – 3x Cursed Glaives 10 x Kairic Acolytes (120)* – 7x Pair of Cursed Blades – 3x Cursed Glaives 10 x Tzaangors (180)* – 10x Pair of Savage Blade
Allegiance: Beasts of Chaos – Greatfray: Darkwalkers – Mortal Realm: Ghur – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Doombull (180)* – General – Command Trait: Bestial Cunning – Artefact: Brayblast Trumpet – Aspect of the Champion: Leadership of the Alpha Great Bray-Shaman (95)* – Lore of the Twisted Wilds: Wild Rampage
Battleline 10 x Ungors (80)* – Mauls & Half-Shields 20 x Ungor Raiders (230)* – Reinforced x 1 9 x Bullgors (630)* – Pairs of Axes – Reinforced x 2
Units 6 x Beasts of Chaos Tzaangor Enlightened on Discs of Tzeentch (430)* – Reinforced x 1 10 x Chaos Warhounds (110)*
Leaders Dankhold Troggboss (200)* – General – Command Trait: Loonskin – Artefact: Glowy Howzit Fungoid Cave-Shaman (90)*** – Artefact: Staff of Sneaky Stealin’ – Lore of the Moonclans: The Hand of Gork Skragrott, The Loonking (210)*** – Lore of the Moonclans: The Hand of Gork Webspinner Shaman (65)*** – Lore of the Spiderfang: Curse of da Spider God Squigboss with Gnasha-squig (100)** – Aspect of the Champion: Tunnel Master
Battleline 3 x Fellwater Troggoths (160)* 6 x Rockgut Troggoths (320)* – Reinforced x 1 3 x Rockgut Troggoths (160)* 40 x Moonclan Shootas (250)*** – Reinforced x 1 24 x Squig Herd (260)** – Reinforced x 1
Units 5 x Gobbapalooza (160)* – Spell1: Lore of the Moonclans: Itchy Nuisance
This is the top three AoS lists for the Alberta Classic that took place in Canada on the 6th and 7th of May. It involved 19 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: Ossiarch Bonereapers – Subfaction: Petrifex Elite – Grand Strategy: Defend What’s Ours
LEADERS Katakros (440)* Mortisan Ossifector (120)* – General – Command Traits: Dark Acolyte – Artefacts of Power: Lode of Saturation – Spells: Protection of Nagash – Aspects of the Champion: Fuelled by Ghurish Rage Mir Kainan (250)*
Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Stormkeep) – Mortal Realm: Ghur – Grand Strategy: The Day is Ours! – Triumphs: Inspired
LEADERS Knight-Incantor (120)* – Spell: Celestial Blades Knight-Relictor (120)* – General – Command Trait: High Priest – Prayer: Translocation – Aspect of the Champion: Tunnel Master Lord-Imperatant (170)* – Artefact: Arcane Tome
UNITS 5 x Vanquishers (110)* 5 x Vanquishers (110)* 5 x Vindictors (130)* 3 x Annihilators with Meteoric Grandhammers (240) 3 x Annihilators with Meteoric Grandhammers (240)** 2 x Stormdrake Guard (340)* – Drakerider’s Lance 1 x Stormstrike Chariot (170)* 3 x Vanguard-Raptors with Longstrike Crossbows (240)
ADDITIONAL ENHANCEMENTS Holy Command: Call for Aid Holy Command: Thunderbolt Volley
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Army Faction: Soulblight Gravelords – Army Type: Vyrkos – Grand Strategy: Empire of Corpses – Triumph: Indomitable
LEADERS Radukar the Beast (290)* – General – Command Traits: Hunter’s Snare Torgillius the Chamberlain (125)* – Spells: Fading Vigour Necromancer (90)* – Spells: Waste Away – Aspects of the Champion: Tunnel Master Belladamma Volga (170)** – Artefacts of Power: Ulfenkarni Phylactery – Spells: Spirit Gale
BATTLELINE Deadwalker Zombies (230)* Deadwalker Zombies (230)* Deathrattle Skeletons (255)* – Skeleton Champion – 3 x Standard Bearer Dire Wolves (130)** – Doom Wolf Dire Wolves (130)** – Doom Wolf
LEADERS Snatchaboss on Sludgeraker Beast (290)* – General – Command Trait: Supa Sneaky – Mount Trait: Weird ‘Un Snatchaboss on Sludgeraker Beast (290)** Swampcalla Shaman with Pot-grot (100)* – Lore of the Swamp: Choking Mist Swampcalla Shaman with Pot-grot (100)* – Lore of the Swamp: Choking Mist Murknob with Belcha-banna (80)* Killaboss with Stab-grot (100)* – Artefact: Gryph-feather Charm – Aspect of the Champion: Stubborn as a Rhinox
BATTLELINE 20 x Gutrippaz (300)* 20 x Gutrippaz (300)** 10 x Hobgrot Slittaz (80)**
UNITS 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120)***
This is the top three AoS lists for the Regicide in the Realms that took place in the UK on the 6th and 7th of May. It involved 16 players vying to be crowned champion in a 5-game tournament.
As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Blades of Khorne – Army Subfaction: Skullfiend Tribe – Grand Strategy: The Day is Ours! – Triumphs: Bloodthirsty
LEADER 1 x Realmgore Ritualist (100)* – Prayers: Killer Instinct, Blood Sacrifice 1 x Realmgore Ritualist (100)* – Prayers: Bronzed Flesh, Blood Sacrifice 1 x Slaughterpriest (110)* – General – Command Traits: High-priest of Khorne – Bloodbathed Axe – Prayers: Unholy Flames, Killer Instinct – Galletian Enhancement: Fuelled by Ghurish Rage 1 x Bloodsecrator (110)** – Artefacts: Banner of Blood 1 x Bloodstoker (90)****
OTHER 5 x Garrek’s Reavers (70)* 6 x Mighty Skullcrushers (400)**** – Skullhunter – 2 x Standard Bearer – 2 x Hornblower – Bloodglaive 6 x Mighty Skullcrushers (400)**** – Skullhunter – 2 x Standard Bearer – 2 x Hornblower – Bloodglaive
Allegiance: Soulblight Gravelords – Subfaction: Legion of Blood – Mortal Realm: Shyish – Grand Strategy: Lust for Domination – Triumphs: N/A
Leaders – Parade Ground Neferata, Mortarch of Blood (390)* – Lore of the Deathmages: Waste Away Skeleton High King (440)* Vampire Lord on Zombie Dragon – General – Deathlance – Command Trait: Doomed Minions – Artefact: Cloak of Mists and Shadows – Lore of the Vampires: Soul Pike The Ever-Living Prince (440)* Vampire Lord on Zombie Dragon – Vampiric Sword – Lore of the Vampires: Vile Transference The Scorned Captain (135)** Wight King – Artefact: Amulet of Screams – Aspect of the Champion: Stubborn as a Rhinox The Discarded Princess (135)** Ivya Volga, the Outcast
Battleline – Procession Host The Endless Duty (85)** 10 x Deathrattle Skeletons The Worked-To-The-Bone Brigade (85)** 10 x Deathrattle Skeletons The Impending Doom (220)** 10 x Black Knights – Reinforced x 2
Endless Spells – Delirious Visions The Reins Of Tyranny (40) Soulsnare Shackles The Great Unwashed (30) Suffocating Gravetide
Allegiance: Stormcast Eternals – Mortal Realm: Ghyran – Grand Strategy: The Day is Ours! – Triumphs: Inspired
LEADERS Karazai, The Scarred (550)* – General Celestant-Prime, Hammer of Sigmar (330)* Knight-Vexillor (120)** – Meteoric Standard – Artefact: Arcane Tome – Spell: Celestial Blades Knight-Vexillor (120)* – Meteoric Standard – Aspect of the Champion: Tunnel Master Knight-Vexillor (120)** – Meteoric Standard Knight-Vexillor (120)** – Meteoric Standard
UNITS 5 x Vanguard-Hunters (110)** – Boltstorm Pistols and Shock Handaxes 5 x Vanguard-Hunters (110)** – Boltstorm Pistols and Shock Handaxes 5 x Vindictors (130)** 6 x Praetors (280)*
This is the top three AoS lists for Border War 2023 that took place in the Albury, Australia on the 29th and 30th of April. It involved 43 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.
Kharadron Code – Artycle: Settle The Grudges – Amendment: Prosecute Wars With All Haste – Footnote: There’s No Reward Without Risk
LEADERS Arkanaut Admiral (125)* – General – Command Trait: Stormcaller – Aspect of the Champion: Leadership of the Alpha Aetheric Navigator (85)* – Artefact: Voidstone Orb Endrinmaster with Endrinharness (90)*
BATTLELINE 9 x Endrinriggers (360)* – 1x Grapnel Launchers – Reinforced x 2 10 x Arkanaut Company (100)* – 1x Skypikes – 1x Light Skyhooks – 1x Aethermatic Volley Guns Arkanaut Frigate (300)* – Main Gun: Heavy Sky Cannon 10 x Grundstok Thunderers (270)* – 2x Aetheric Fumigators – 2x Decksweepers – 2x Aethercannons – 2x Grundstok Mortars – Reinforced x 1
UNITS 1 x Grundstok Gunhauler (170)* – Main Gun: Sky Cannon – Gunhauler Modifications: Zonbarcorp ‘Debtsettler’ Spar Torpedo
BEHEMOTHS Arkanaut Ironclad (500)* – Main Gun: Great Sky Cannon – Major Installation: Zonbarcorp ‘Dealbreaker’ Battle Ram
CORE BATTALION *Battle Regiment
Total: 2000 / 2000
Sometimes, it pays off to lean into the highlights of a new Battletome, and Luca Foerster’s Barak Zilfin Kharadron Overlords list does this perfectly. One of the biggest loses to Kharadron Overlords was the loss of Aethergold in the new book, which was often used for an on-demand +1 to wound, Luca offsets this by taking the new Settle The Grudges Artycle which gives all Kharadron Overlords units a static +1 to wound against a target chosen at the start of the game. Less versatile, for sure, but often more impactful when multiple units are needed to ensure that something is made dead.
Luca starts things off with a classic Admiral taking Stormcaller and Leadership of the Alpha. Stormcaller allows for the rerolling of dice from the Navigator’s Read the Winds ability, which I will talk about in a moment. He follows that up with an Endrinmaster with Endrinharness, which pays the tax of allowing Endrinriggers to be battleline. Lastly, for heroes, he has taken a Navigator who gets an unbind/dispel and is carrying a Voidstone Orb, which is a once per game Artefact that will auto-unbind a spell. A powerful deterrent against trying to snipe heroes with spells or setting up crippling -1 to hit/wound auras. However, the real power of the Navigator is its Read the Winds ability, which allows it to roll six dice and then choose an effect. It can choose to either pick an enemy unit for each “one” it rolls to deal d3 mortal wounds and half movement until its next hero phase or for each “six” pick a friendly Boat and immediately normal move it D3+3 inches. The extra movement is great, but the real value is crippling fast enemy units, and combined with the reroll from the Admiral’s Stormcaller ability it can flat out win games by crippling the opponent’s ability to advance up the board to contest objectives or complete battle tactics. Sometimes, the best way to win is to not allow your opponent to play, and I especially feel for the poor Sons of Behemat player who ran afoul of this.
Moving onto his troop selection, Luca has taken a sample of the Kharadron mainstays. He has a double reinforced unit of Endrinriggers, which brings a bucket of rend -2 to the game both at range and in melee. They can also heal the boats, but that is just a bonus. The native rend -2 is the real benefit here. Next up, we have a common theme within Kharadron in this edition, the extremely efficient reinforced Thunderers with Special Weapons. They bring a massive amount of firepower at shotgun range, but back that up with a native 3+ save, 20 wounds, debuffs, and even mortal wounds in melee. They are a classic, “Move Me” objective holder with just enough range that they can not be ignored. A unit of Arkanauts rounds out the troop selection.
To finish off the list, Luca brought one of each of the Kharadron boats. An Ironclad toting around the Battle Ram to combo with the once per game 3d6 charge from his Footnote, a battleline Frigate courtesy of Barak Zilfin, and a cheeky Gunhauler to give the larger boats a 6+ ward save and a fast mover to cap objectives later in the game. He packages all of this into a one-drop Battle Regiment at an even 2000 points.
This is a classic list that can do well at range and in melee. It presents a difficult challenge for opponents as the Battletome Battle Tactics allow it to avoid interaction but greatly punishes opponents who spread out to score their own. Combined with Luca’s outstanding play, I pity the poor souls who had to face it.
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Allegiance: Ogor Mawtribes – Mawtribe: Boulderhead – Mortal Realm: Ghur – Grand Strategy: No Place for the Weak – Triumphs: Bloodthirsty
LEADERS Frostlord on Stonehorn (450) – Artefact: Vial of Manticore Venom (Universal Artefact) – Mount Trait: Rockmane Elder Frostlord on Thundertusk (400) – Mount Trait: Matriarch Huskard on Thundertusk (330)* – Blood Vulture – Mount Trait: Rimefrost Hide – Prayer: Keening Gale Icebrow Hunter (120)* – General – Command Trait: Touched by the Everwinter – Prayer: Pulverising Hailstorm – Aspect of the Champion: Leadership of the Alpha
BATTLELINE 6 x Mournfang Pack (510)* – Gargant Hackers – Reinforced x 2 2 x Frost Sabres (80)* 2 x Frost Sabres (80)*
We’ve an absolute legend joining our team for the top three comments this week.
Peter Atkinson (AKA Plastic Craic) has recently made a return with a revamped website and a crack team of top AoS gamers to help him!
Peter Atkinson: Thanks for having me on gents – long time listener, first time caller.
“It’s gotta be Little Lisa Simpson, Springfield’s answer to a question NOBODY ASKED!”
– Ned Flanders
Well he’s pulled one out of the bag here, hasn’t he? The Thundertusk answers the question nobody asked, namely “how can I do chip damage to a chaff unit in the shooting phase?”. The whole point of shooting is that you get to pick where the damage goes, but the limitations around where (and how much) the Thundertusk can apply its output are usually seen as crippling in the hands of most players.
Well, up steps The Mayor to show he’s not most players.
The Factory-standard Frostlord is of course present, with the Manticore Venom artefact being a slightly unorthodox pick, but all Stonehorns will take consistency of output where they can get it. I like it. In fact, I might just copy it.
Then Mat goes off script with the double Tusks: one as a Frostlord for the 3+ save and at least some kind of melee output, and the other packing the 5++ ward Trait. Coupled with the Boulderhead extra wounds and neg -1 to wound on the big lad, Mat has layered up the durability buffs in this army, but he’s done the same with his charge bonuses too. Both Frostlords add stacking +1s to charge in an aura, and the 3rd Mount Trait does the same (for Thundertusks only), so they’re all supporting each other to charge at +2” or +3”. It won’t boost the charge mortals, but it can blow the game wide open with some unexpected long bombs.
And how about those Mournfang? He has the prayer for extra movement on them, so with dual Frosties nearby and their native plus 1” to charge, they’re often gonna be zipping around at +3” to move and +3” to charge. This unit is a ride-on lawnmower, and your army is the mole poking its head out of the ground.
They give zero fucks about overwatch too, so with all their charge mortals added in, KO might not be as scary as you think; and speaking of KO, those Thunderers make a prime target for Thundertusk shooting. You don’t want the pricks rallying back, but bringing them into combat means they can’t use Rally anyway.
In fact, expensive combat units with good saves are where Thundertusks want to be generally, and there’s a lot of that in the meta right now; so if they will ever have a time to shine this is it. They won’t go too badly into Khorne’s Mighty Skullcrushers for example, with a double-tap putting enough mortals into them that a decent charge or two could clean them up without even worrying about that stupid 0+ save. OBR springs to mind too.
In practice though, I think I’d use the Thundertusks just as often to bludgeon through a support hero. 2 mortals, another 2 mortals, Blood Vulture, bam. That’s a 5-wound hero gone. The chances of spiking off a 6-wound hero are not trivial, and across two turns of shooting it’s very likely they’re toast. Efficient sniping? No, but sometime’s a Tyrant’s gotta do what a Tyrant’s gotta do. And something like a Krulghast or Death Frenzy can just switch off your win condition, so efficiency goes out the window at that point and you just do what you have to.
The kitty cats are an ace in the hole, popping up to secure Desecrate and then (because they can’t be shot in cover) usually forcing a far-more-expensive combat unit to hit reverse gear and clear them up. They’re not half bad at soaking up a mortal-wound overwatch too.
I know Mat has owned this army for aeons but it rarely sees the tabletop in competitive play. So I’ll be honest, I looked at this list and thought Mat was bringing a palette-cleanser pick for his hometown GT, so he could relax into his games with no pressure.
Well the more you look at it, the better it gets. It’s surprisingly strong into a couple of dominant new books and you write it off at your peril. Strutting onto the podium with such a unique list is a great achievement – well done mate.
If you found this write-up informative, check out our site over at Plastic Craic where we’re smashing out regular, high-quality Age of Sigmar coverage. See you there.
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Allegiance: Slaves to Darkness – Damned Legion: Knights of the Empty Throne – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
LEADERS Archaon the Everchosen (860)* – The Lore of the Damned: Daemonic Speed Chaos SorcererLord (120)* – General – Command Trait: Master of Magic – Artefact: Chaos Familiar – Mark of Chaos: Tzeentch – The Lore of the Damned: Daemonic Speed – Aspect of the Champion: Fuelled by Ghurish Rage Chaos Sorcerer Lord (120)* – Mark of Chaos: Nurgle – The Lore of the Damned: Chaotic Conduit
BATTLELINE 6 x Varanguard (580)* – 5x Fellspear – 1x Daemonforged Blade – Mark of Chaos: Khorne – Reinforced x 1 9 x Corvus Cabal (80)* – Mark of Chaos: Undivided 5 x Chaos Knights (220)* – Mark of Chaos: Tzeentch – Ensorcelled Banner: The Blasted Standard
Ok folks, we’ve reached the Slaves sass threshold. What that means is we’ve now seen enough good results, with similar-enough lists, in a short enough time period, that I get to be a little bitch about them.
So what we have here is lots of the two good units in the book (cavalry) in the sub-faction that makes cavalry able to run and charge, with Archaon slapped on top for good measure. Archaon does offer a lot of tactical flexibility thanks to his picking a mark before deployment and not in the list building stage, and even though he’s always been frustratingly easy to kill and frustratingly bad at killing when I’ve run him, when he inevitably gets the Nurgle mark he’s definitely an annoying man-mountain that can stomp an objective while the 6 Varanguard do their thing.
I’ve also spotted that the Chaos Knights have been marked Tzeentch so that they can be yoinked around a bit by the Tzeentch Sorceror Lord. I wonder if that ever actually went off? At least it’s new!
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Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Scions of the Storm) – Grand Strategy: Take What’s Theirs – Triumphs: Inspired
LEADERS Karazai, The Scarred (550)* Lord-Castellant (160)* – Artefact: Gryph-feather Charm (Galletian Champion) Lord-Relictor (150)* – General – Command Trait: High Priest – Prayer: Translocation – Aspect of the Champion: Tunnel Master
BATTLELINE 4 x Dracothian Guard Fulminators (480)* – Reinforced x 1 5 x Liberators (120)* – Heavens-wrought Weapon and Shield 10 x Vanquishers (220)* – Reinforced x 1
UNITS 6 x Praetors (280)* – Reinforced x 1
CORE BATTALIONS *Battle Regiment
ADDITIONAL ENHANCEMENTS Holy Command: Call for Aid
Joel’s a really knowledgeable Stormcast Player and has been running a version of this list for most of the edition. You can check out the development of the list and how it plays on his channel Measured Gaming. Some of the most entertaining Battle Reps you’ll watch, but I warn you, it’s very definitely NSFW.
The concept is simple, go first and jam Karazai into something. He is either going to be a wrecking ball or serve as a fantastic distraction (you can’t let him run around). There are still 2 Galetian Champions for battle tactics, the Lord Castellant is one of the strongest here, with a 5+ ward to make him harder to shift. Scions of the Storm lets you get him where you want him if you keep him off the board. There is the choice of either the Vanquishers or the Fulminators to accompany him. 7 Units, only half are allowed in the storm chamber, giving a few options. The Praetors are along to provide their bodyguard to Karazai. Staying close to Karazai is the trick though.
The Praetors are probably a surprise for anyone who hasn’t played against them. With 3 attacks and 2 damage, they have solid output, especially into 4+ and 5+ saves. If your army relies on a big block of something or a couple of models, Karazai is your worst nightmare. Most of the lists Joel faced suffered from that issue or would struggle to affect Karazai as MSU (Bladegheists). If you have a lot of threats and enough units though, you can overwhelm this list and score where they aren’t. I’ll let Kieron cover how the Skaven list worked against Karazai. I’m predicting disposable clan rats helped clog up the works.
If you have the chance it’s worth watching how Joel plays this list, it’s fun if nothing else. He’s also one of the few people that seem to be perfectly fine with the standard Liberator.
This is the top three AoS lists for the London Open that took place in the UK on the 14th and 15th of April. It involved 23 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: Kharadron Overlords – Sky Port: Barak Zilfin – Grand Strategy: The Day is Ours! – Triumphs: Inspired
Kharadron Code – Artycle: Honour Is Everything – Amendment: Trust to Your Guns – Footnote: Without Our Ships We Are Naught
Leaders Arkanaut Admiral (125)* – General – Command Trait: Ex-Grundstok Aether-Khemist (80)* – Artefact: Spell in a Bottle – Aspect of the Champion: Leadership of the Alpha Aether-Khemist (80)*
Battleline 15 x Grundstok Thunderers (405)* – 3x Aetheric Fumigators – 3x Decksweepers – 3x Aethercannons – 3x Grundstok Mortars – Reinforced x 2 10 x Grundstok Thunderers (270)* – 2x Aetheric Fumigators – 2x Decksweepers – 2x Aethercannons – 2x Grundstok Mortars – Reinforced x 1 10 x Arkanaut Company (100)* – 1x Skypikes – 1x Light Skyhooks – 1x Aethermatic Volley Guns Arkanaut Frigate (300)* – Main Gun: Heavy Sky Cannon – Frigate Regittings: Magnificent Omniscope
Units 3 x Endrinriggers (120)* – 1x Grapnel Launchers
Behemoths Arkanaut Ironclad (500)* – Main Gun: Great Sky Cannon – Major Installation: The Last Word
Russell Taylor: My list is designed around the ability to have one big turn so when I decide it’s the time to go which is usually turn 1 but can be delayed then I can devastate state my opponent’s army.
The key to this is being able to move my ships and get the thunderers out afterwards this is why I have included the soulscream bridge because it allows me to disembark the units inside the ironclad after bridging them meaning I can apply the extra rend from the khemist to my thunderers and also meaning that my 12 inch range guns are also in better range, I took the footnote that allows two commands to be given to a ship so I can fly high my frigate and disembark using two command abilities mirroring the use of the soulscream bridge. The admiral allows me to give another additional rend once per game which can also be used without disembarking if I don’t need to stack all the rend at once.
The combination of these tactics mean I can deploy in the corner out of range of my opponent and then strike with easy killing priority targets and then clearing up in the next few turns.
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Army Faction: Stormcast Eternals – Army Type: Scions of the Storm – Army Subfaction: Hammers of Sigmar – Grand Strategy: Take What’s Theirs – Triumphs: Inspired – Holy Command: Call for Aid
LEADER 1 x Knight-Zephyros (100)* – General – Command Traits: Master of Magic – Artefacts: Arcane Tome – Aspect of the Champion: Stubborn as a Rhinox 1 x Aventis Firestrike (270)* – Spells: Thundershock
BATTLELINE 4 x Dracothian Guard Tempestors (440)* 4 x Dracothian Guard Fulminators (480)* 5 x Drakespawn Knights (110)* – Standard Bearer – Hornblower – Dread Knight 10 x Judicators with Boltstorm Crossbows (380)* – 2 x Thunderbolt Crossbow 5 x Sequitors (120)* – Sequitor-Prime – Stormsmite Greatmace (Sequitor-Prime) – 2 x Stormsmite Greatmace
ENDLESS SPELL 1 x Everblaze Comet (90)
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (1990/2000)
Dan Sidders: The One with the Goat The list is built with 3 things in mind: it needed to be 1 drop because of the battle pack, it needed to unlock some tome tactics & I wanted it to be a combined arms force that had melee & ranged damage.
The fulminators are battleline in Hammers of Sigmar and delete anything they hit but need a delivery mechanism. That’s where the Drakespawn Knights come in. 10 wounds on a 3+ save for 110 points on cavalry bases. Turned sideways they can screen enough ground to cover a block of 4 large dracoth bases. They also have 10” move the same as the Fulminators so can move up at speed and maintain the screen. They unlock the Pioneers of the Realm battle tactic to contest enemy home objectives with a Cities unit which I completed in 3/5 games. There’s no requirement to control the objective and often one lone survivor would just sneak in during the late game to score the points.
I wanted to get away from the Wildform, Translocate option I had been running because i was throwing the Fulminators forward too early and recently I’ve been trying to slow my gameplay down slightly to force myself to make better decisions.
The shooting hammer came from 10 Crossbow Judicators who have the Rapid Fire rule giving them exploding hits, which when buffed to hit on 2’s provides the highest output shooting available to Stormcast into anything but a 2+ save. It also provides 10 models to stand on an objective and fills a battleline slot. The downside being that they only have 18” range; so I needed something to screen them in order to deepstrike within range.
So my third battleline slot was filled with 4 Tempestors who, like the Judicators have crossbows with exploding hits and the benefit of some rend and mortal wound breath attacks. These guys were deployed out of scions 9” away from my opponents front line – the Judicators sat behind. Lots and lots of shots poured into the enemy. The Tempestors could then risk a charge or simply stand there – the unleash hell they put out is like getting a free fight first! Averaging 10 wounds into any target without a ward. With 24 wounds on a 3+ they generally took up my opponents attention for a couple of turns while the fulminators closed in.
The utility pieces in the list were provided by the heroes; the Zephyros innately teleports and counts as 10 on objectives with Stubborn as a Rhinox but always started the game right on the back line. The comet has 36” range so can be deployed outside of unbind range turn 1 due to the Arcane Tome. The Goat, Aventis Firestrike who dropped to 270 points in the recent battlescroll gives me a 2 cast wizard allowing for a mystic shield and Thunderstrike for a -1 to wound aura within 18” boosting the survivability of the fairly elite force. The fact that he’s a 14” flying monster means he can get into the action to supply a well placed roar and also shift from deployment up behind the shooting units to hand out +1 to hit which solves the need for AOA on both units to maximise the damage potential.
The MVP’s were the 5 sequitors who were a second screen for deployment and an objective holder in the early game. Activating their 5+ ward helped to make them stubborn when needed and then when they went down I used Call for aid to resurrect them further up the field and hunt a hero for the No Challenge too Great tome tactic using their exploding 6’s to hit. Perfect now there are lots of Galetian champions running around!
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Allegiance: Lumineth Realm-lords – Great Nation: Helon – Grand Strategy: Defend What’s Ours – Triumphs: Inspired
Leaders Archmage Teclis and Celennar, Spirit of Hysh (720) – General Scinari Cathallar (120) – Artefact: Silver Wand – Lore of Hysh: Speed of Hysh – Aspect of the Champion: Tunnel Master
Battleline 5 x Hurakan Windchargers (140) 10 x Vanari Auralan Wardens (150)* – Spell1: Lore of Hysh: Overwhelming Heat 20 x Vanari Auralan Sentinels (320)* – Spell1: Lore of Hysh: Speed of Hysh – Reinforced x 1
Units 20 x Vanari Auralan Sentinels (320)* – Spell1: Lore of Hysh: Speed of Hysh – Reinforced x 1
Mo Ashraf:It’s a fairly standard Teclis castle build with 2×20 sentinels doing a lot of the heavy lifting. The changes to the standard list were taking only one unit of Windchargers and also taking Gnashing Jaws/Horrorghast as endless spells.
The biggest change is that I took sharpshooters on the sentinels, which meant I wasn’t a 1 drop and instead a 6 drop. Throughout the event, I was out dropped by everyone bar 1 player, so didn’t get the choice often to choose 1st or 2nd. I realised this was a mistake though, and in the future, I will go for the 1 drop as the one game I lost could have potentially been avoided if I chose to make them go first.
The extra endless spell meant that one of the book battle tactics of having 2 endless spells on the field was fairly easy to achieve, especially in the late game when opponent wizards were killed off. But the lack of extra units of windchargers/screen meant that the army did feel fairly small.
The list starts really starts to excel later turns of the game when it can start moving up out of the castle to score more objectives, so early game is about killing from a distance as much as possible.
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Allegiance: Fyreslayers – Lodge: Greyfyrd – Mortal Realm: Ghur – Grand Strategy: Master of the Forge – Triumphs: Inspired
Leaders Gotrek Gurnisson (480) – Allies Auric Runefather (120)* – General – Command Trait: Leader of the Duardrazhal – Artefact: Axe of Grimnir Auric Runeson (80)** – Ancestral War-axe Auric Runemaster (130)** – Artefact: Volatile Brazier – Universal Prayer Scripture: Heal Auric Flamekeeper (90)** – Artefact: Gryph-feather Charm (Galletian Champion) Grimwrath Berzerker (110)*** – Artefact: Draught of Magmalt Ale – Aspect of the Champion: Fuelled by Ghurish Rage
Battleline 10 x Hearthguard Berzerkers (300)* – Poleaxes – Reinforced x 1 10 x Hearthguard Berzerkers (300)** – Poleaxes – Reinforced x 1 20 x Vulkite Berzerkers with Fyresteel Handaxes (320)*** – Reinforced x 1
Kevin Lathers: A rare Gotrek list hits the upper ranks of a GT. Gotrek seems like a natural fit for Fyreslayers: he’s a duardin, they’re a duardin, etc. But he doesn’t really provide much FS don’t already have, such as the ability to kill things in the combat phase. So it’s uncommon to see him.
This list leans hard into him with the Runefather taking Leader of the Daurdrazhal, a CT which allows Gotrek to benefit from the Fyreslayers’ runes (most importantly the movement rune).
He also has a natural buddy in the Grimwrath Berserker, who is basically a mini-me for Gotrek. Between the two of them there’s basically nothing in the game that can stand up to them in the combat phase.
The rest of the list is two units of HGB, brick walls to both screen and hold objectives and Vulkite Berserkers, another objective holder and infantry with a little more mobility. These are supported by a flamekeeper to add a little utility and/or damage to them depending on the situation.
What’s conspicuously missing from the list is a Battlesmith, so this army will be without 4+ Rally, a 5+ ward once per game, and the very helpful Nulsidian Icon which can block offensive/endless spells on a 4+ (almost needed vs. Tzeentch, Seraphon, or LRL). Instead, this list is going to really rely on the 4+ wards from the HGB and Gotrek’s ability to soak up damage as a distraction carnifex.
Oh, and the Molten Infernoth, which does the thing it always does: knock MWs into anything and everything for 40 points.
Overall, this list will take some skilled piloting, but if done right the infantry can hold objectives while Gotrek and Mini-Gotrek clean the board of pests.
This is the top three AoS lists for the Quest of Champions that took place in the UK on the 1st and 2nd of April. It involved 38 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.
Fabian Quinn: List theory and design – The list was actually played the weekend before by Tom Mawdsley at the Justice Series GT at Just Play Games. When I saw some of Toms games on Twitter and saw how much fun he was having I immediately wanted to play the list. I have played KO before in a few tournaments so had a general grasp on the army but not with the new book.
The list and interactions – This type of list really wants to be one drop to decide who is going first due to how fragile the list can be and how close some of the deployments are. Zilfin allows the Frigate to become battleline helping to have two behemoths in a one drop list.
Heroes Arkanaut Admiral – An absolute all star giving out +1 rend to a non Skyvessel, a free command ability to his flagship and the Thunderers every turn. Aether Khemist – Handing out +1 to rend to a Skyfarer unit every turn helps getting through armour, especially if used injunction with the Admirals Grudgebreaker rounds (+1 rend) units in the army can get up to 4 rend! Brokk Grungsson – He’s sooooooo much fun and adds a little combat punch to the list to help finish off units that may have been left after some bad rolls.
Units Frigate + Endrinriggers -15 wounds on a 3+ save with the healing of the riggers is amazing, especially with the +2” to move (from the second free Endrinwork, thanks Zilfin!) meaning placing Brokk in here adds a close combat threat that has not been seen in KO before. When your opponent hears the words I’m declaring a charge they often have to do a double take!
Thunderers – These guys are amazing to kick out of a boat and point at your opponents biggest baddest unit especially with +2 rend!
Ironclad – Still good to help protect and transport the Thunderers plus heroes. The Ironclad in this list is also a great defensive piece to disrupt your opponents charges with the great Endrinwork ”The Last Word” and Supremacy mine!
Overall the list was very fun to use and it really does reward great deployment and positional play. I would definitely say its a double edged sword where poor rolls, deployment and placement can lead to losing very easily.
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Allegiance: Stormcast Eternals – Stormhost: Astral Templars (Stormkeep) – Mortal Realm: Ghyran – Grand Strategy: The Day is Ours! – Triumphs: Inspired
LEADERS Karazai, The Scarred (550)* – General Knight-Vexillor (120)* – Meteoric Standard – Aspect of the Champion: Tunnel Master Knight-Vexillor (120)** – Meteoric Standard – Artefact: Arcane Tome – Spell: Celestial Blades Knight-Vexillor (120)** – Meteoric Standard Knight-Vexillor (120)** – Meteoric Standard Celestant-Prime, Hammer of Sigmar (330)**
UNITS 5 x Vindictors (130)** 5 x Vanguard-Hunters (110)** – Boltstorm Pistols and Shock Handaxes 5 x Vanguard-Hunters (110)** – Boltstorm Pistols and Shock Handaxes 6 x Praetors (280)*
Brett: Hero hammer combined with some Vexillor madness for ranged Mortal Wounds. That doesn’t show how carefully this list has been crafted – Astral Templars has become the choice of Stormhost with the new books bringing monsters back on to the table. Vindictors for home plate and Vanguard Hunters to get out there and take exposed objectives. This is a Stormkeep so there is not air assault element, that inbuilt teleport is especially useful. You can back up the Tunnel Master easily. With ranged and melee attacks their output isn’t great but they have access to Unleash Hell and can prevent a Vexillor being sniped. The 4 Vexillors are all handy 6 wound Galletion Champions opening the new battle tactics to this list.
Hammers though, this list has them – Karazai is effective but needs protection and has it with the Praetors. 6 is unusual but will take a lot of punishment and can dish it out as well (19 attacks hitting on 3s). The biggest issue is keeping up with Karazai. And from Turn 2 or 3 the Prime is going to enter, auto charge and delete something. Stormcast are normally pretty worn down by Turn 3 normally so this is a really powerful way to preserve some offensive force. A very strong showing with a faction that isn’t seen as that competitive, drawing with Gitz is a very solid result. It says a lot that such a small army could hold Gitz back in their current state and with the pre data slate rally. Karazai is great anti-horde.
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Army Faction: Hedonites of Slaanesh – Army Type: Pretenders – Grand Strategy: Glutton for Depravity – Triumph: Indomitable
LEADERS Contorted Epitome (190)* – Spells: Born of Damnation – Aspects of the Champion: Tunnel Master Sigvald (205)* The Masque (140) Keeper of Secrets (400)* – General – Command Traits: Strength of Godhood – Shining Aegis – Artefacts of Power: The Crown of Dark Secrets – Spells: Flaming Weapon
BATTLELINE Blissbarb Archers (150)* – High Tempter Blissbarb Archers (150)* – High Tempter Blissbarb Archers (150)* – High Tempter
OTHER Blissbarb Seekers (200)* – High Tempter Slickblade Seekers (400)* – Hunter-Seeker
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 1985/2000
Phil Marshall: Slaanesh Pretenders – How did it work?
I decided to run a fairly balanced list that could perform a role in each phase of the game. Pretenders sub faction jumped out to me off the bat as a faction that was very strong due to the command point mechanics that I took advantage of. In Pretenders you receive 3 command points instead of 1 if your general is alive. This combined with the strength of godhood command trait is a super strong combo as one part of this allows you to issue the same command 3 times in a phase for the use of 1 command point which is a super strong mechanic which is what the list was built around. The other aspect of the command trait is that it gives the general plus 1 rend and plus 1 damage when it issues a command till end of the turn, which can make my general slightly obnoxious at potentially rend 4 and 7 damage. The artefact that I feel will be the most common is the crown of dark secrets due to the ability to potentially shut down the best hammer in your opponenets army. You pick a unit at the start of the game and if they are within 6” of your general they count as only having 1 attack. Helps when your general is a keeper of secrets, so maximising the rang of this.
How did the list play then? I myself am quite an aggressive player and I chose to play this list as an aggressive castle, pushing down the board. The Masque works really well for this with the mechanic to set up in your opponents territory 3” away from units to pressure people who out drop you taking the turn to mitigate them taking the early double against you before you have enough depravity to make your units more survivable. The other way of using it is to capitalise on deployment errors and taking off key pieces of having a good target to start the depravity train as you are wanting to get to the 36 depravity as quickly as possible to give the army the 5+ ward. In all my games the masque was my turn 1 depravity generator, popping finest hour, avoiding monsters means that it was consistently 9 attacks 2s&2s rend 1 (or 2) damage 2. Then the rest of the army was making the most of impassable terrain and setting up a tight screen of the blissbarbs and utilising the generals ability to auto 6 run all 3 units to get the maximum range out of the, all out attacking all three in the shooting phase to be 2s & 3s and in some instance triple unleash hell! The Blissbarb seekers really compliment the Blissbarb archers and are looking to do some chip damage to the main shooting targets and the unit that you are looking to gain depravity from the Euphoric Killers trait in the combat phase. Blissbarbs split firing is also great at handing out temptation dice to also try and gain more depravity or do additional damage if they decline. Its looking to pressure the table turn 1 and assert an aggressive position on the board. The Blissbarbs with the 63 shots have most likely cleared the screens in the 1st turn and the army is well positioned to unpack with a double going into turn 2. With the Speed of the Keeper and the Slickblades you are in a great position to get where you need to be and take off key pieces in the corresponding turns. The list has two great targets for the Keeper with the once per game double fight in either the Slickblades or Sigvald (depending how big his charge is). With the Epitome’s warscroll spell giving plus 1 to wound against D3 units and the ability to shut off command abilities within 3 its looking to follow those combat pieces as it essentially makes the Slickblades potentially rend 4 with the Blissbarb Seekers and the ability to shut off of all out defence. The Slickblades then become 31 (or 41) attacks 2s 2s either rend 2/3/4 depending on what you have been able to accomplish in the turn so far. With the 2” reach and potential fight twice you could have already generated the 24+ depravity so that on the second swing you are doing MWs on 6s to hit as well. There is some serious damage that can come out of this unit. Sigvald is a great hunter of units as well, due to the strike first mechanic, with getting attacks equal to the charges it is great when you role high, a lot of the time I was, this meant that I could have a great option again in the double fight as he strikes first and then the strike last is countered out and normal sequencing resumes so he would activate twice before my opponent and allowing no ward saves. Highlight was charging an unwounded Thanqoul, lifting him, piling in to an unwounded Verminlord and lifting him as well. Siggy did me proud on my way to a 4-1. The list was great at striking in waves and generating the depravity needed to summon a keeper in 4 of my 5 games.
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Allegiance: Slaves to Darkness – Damned Legion: Legion of the First Prince – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Be’Lakor, the Dark Master (355)* – The Lore of the Damned: Daemonic Speed Chaos Sorcerer Lord (120)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Mark of Chaos: Slaanesh – The Lore of the Damned: Chaotic Conduit Chaos Sorcerer Lord (120)* – Mark of Chaos: Undivided – The Lore of the Damned: Levitate – Aspect of the Champion: Tunnel Master
Battleline 9 x Corvus Cabal (80)* 5 x Chaos Marauder Horsemen (105)* – Flails – Mark of Chaos: Khorne 10 x Chaos Knights (460)* – Mark of Chaos: Nurgle – Reinforced x 1
Units 10 x Chaos Chosen (480)* – Mark of Chaos: Undivided – Ensorcelled Banner: The Dread Banner – Reinforced x 1
Behemoths Chaos Warshrine (185)* – Mark of Chaos: Slaanesh – Universal Prayer Scripture: Heal
Brett: Slaves to Darkness is currently the most played faction in AoS, Legion of the First Prince, though, isn’t being taken as often as some others. So it’s refreshing to see a very different list with a mix of units seen often and some less common ones (including BeLakor himself). Chaos Maruader Horseman and the Warshrine make a return with the more common Chaos Knights (and the OP Mark of Nurgle – how do you kill these things), Corvus Cabal and Chosen. Everything fits into a Battle Regiment to try and control priority. With 2 Chaos Sorceror Lords and Belakor, the Soulscream Bridge is a good investment to overcome the slow movement of the Chosen.
Mobile and tanky are a hard list to play against, particularly if it goes first and those chosen get to fight twice. But equally, avoid the knights and hit those Chosen hard, and this army will struggle (it’s relatively easy to take down an unbuffed Chosen unit). That’s why the Battle Regiment is such an important choice. With so few units and so few Galletian Champions, there is play to denying them battle tactics if you don’t think you can grind them down. The knights can move extremely long distances, making it harder to avoid them, though. Losing only to a Hedonites list that could both tie them up and doesn’t mind losing models (depravity baby) as well as archers (see Phil’s write up above for how he dealt with this list and the low drops). Taking both Kharadron and Gitz is fantastic. The shorter range on Kharadron and Deamonic Speed probably played into that result.
The steamroller that is Gitz doesn’t dominate the Nurgle Knights as well as they do other mounted units. And buffed Chosen on the charge with fight twice can clear a lot of chaff. 6th is a very commendable result, particularly with a unique list.
This is the top three lists for the Gallant Games AoS Store Championship, a 14 player event held in Singapore on the 7th and 8th of April. I think this may be the first time we’ve had the chance to cover an event from Singapore.
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: Slaves to Darkness – Subfaction: Host of the Everchosen – Grand Strategy: Take What Is Theirs
LEADERS Chaos Sorcerer Lord (120)* – General – Mark of Chaos: Nurgle – Command Traits: Master of Magic – Artefacts of Power: Arcane Tome – Spells: Daemonic Speed, Binding Damnation – Aspects of the Champion: Tunnel Master Chaos Lord on Karkadrak (220)* – Mark of Chaos: Nurgle
BATTLELINE Chaos Knights (460)* – Mark of Chaos: Khorne – Cursed Lance – 2 x Standard Bearer – 2 x Hornblower – Ensorcelled Banner: The Banner of Rage Chaos Knights (460)* – Mark of Chaos: Nurgle – Doom Knight – Cursed Lance – 2 x Standard Bearer – 2 x Hornblower – Ensorcelled Banner: The Eroding Icon Varanguard (580)* – Mark of Chaos: Nurgle – 6 x Ensorcelled Weapon Spire Tyrants (80)* Spire Tyrants (80)*
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
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Army Faction: Gloomspite Gitz – Subfaction: Jaws of Mork – Grand Strategy: Chasing the Moon – Triumph: Indomitable
LEADERS Loonboss on Giant Cave Squig (140)* – General – Command Traits: The Clammy Hand – Moonclan Stabba – Artefacts of Power: The Clammy Cowl Squigboss (80)* Fungoid Cave-Shaman (90)* – Spells: Itchy Nuisance – Aspects of the Champion: Tunnel Master Squigboss (80)** Skragrott, the Loonking (160)** – Spells: The Hand of Gork
Army Faction: Stormcast Eternals – Army Type: Scions of the Storm – Army Subfaction: Knights Excelsior – Grand Strategy: Take What’s Theirs – Triumphs: Indomitable
LEADER 1 x Knight-Vexillor (120)* – Meteoric Standard 1 x Knight-Vexillor (120)* – Meteoric Standard – Aspects of the Champion: Tunnel Master 1 x Lord-Imperatant (170)* – General – Command Traits: Master of Magic – Artefacts: Arcane Tome – Spells: Celestial Blades 1 x Celestant-Prime (330)** 1 x Knight-Vexillor (120)** – Meteoric Standard 1 x Knight-Vexillor (120)** – Meteoric Standard
BATTLELINE 6 x Annihilators with Meteoric Grandhammers (480)* 10 x Freeguild Guard (80)* – Sergeant – Standard Bearer – Drummer – Freeguild Sword and Shield 3 x Annihilators with Meteoric Grandhammers (240)** 5 x Vindictors (130)**
This is the top three AoS lists for the Lords AoS Tournament that took place in Vietnam on the 25th and 26th of March. It involved 8 players vying to be crowned champion in a 5-game tournament.
As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Nighthaunt – Procession: Quicksilver Dead – Grand Strategy: Dismantle the Brave – Triumphs: Bloodthirsty
LEADERS Guardian of Souls (150)*** – Artefact: Midnight Tome – Lore of the Underworlds: Shademist – Lore of the Underworlds: Spectral Tether Krulghast Cruciator (150)*** – General – Command Trait: Ruler of the Spirit Hosts – Artefact: Lightshard of the Harvest Moon – Aspect of the Champion: Fuelled by Ghurish Rage Lady Olynder, Mortarch of Grief (340)* – Lore of the Underworlds: Seal of Shyish – Lore of the Underworlds: Spectral Tether Spirit Torment (120)*** Spirit Torment (120)* Tomb Banshee (90)*
UNITS 20 x Dreadscythe Harridans (320)** 5 x Hexwraiths (170)*** 8 x Myrmourn Banshees (200)** 3 x Spirit Hosts (130)** 3 x Spirit Hosts (130)**
Allegiance: Stormcast Eternals – Stormhost: Knights Excelsior (Scions of the Storm) – Grand Strategy: Survivor’s Instinct – Triumphs: Inspired
LEADERS Knight-Incantor (120)*** – Spell: Celestial Blades Lord-Imperatant (170)*** Lord-Relictor (150)*** – General – Command Trait: High Priest – Artefact: Arcane Tome – Spell: Lightning Blast – Prayer: Translocation – Aspect of the Champion: Tunnel Master
UNITS 3 x Annihilators with Meteoric Grandhammers (240)** 3 x Annihilators with Meteoric Grandhammers (240)** 3 x Aetherwings (70)*** 3 x Aetherwings (70)*** 5 x Vanquishers (110)** 5 x Vanquishers (110)** 3 x Vanguard-Raptors with Longstrike Crossbows (240)* 3 x Vanguard-Raptors with Longstrike Crossbows (240)* 3 x Vanguard-Raptors with Longstrike Crossbows (240)*
ADDITIONAL ENHANCEMENTS Holy Command: Call for Aid Holy Command: Thunderbolt Volley
TOTAL: 2000/2000
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Allegiance: Disciples of Tzeentch – Change Coven: Hosts Arcanum – Grand Strategy: Master of Destiny – Triumphs: Indomitable
LEADERS Kairos Fateweaver (440)** Ogroid Thaumaturge (170)** – Artefact: Arcane Tome – Lore of Fate: Shield of Fate – Aspect of the Champion: Fuelled by Ghurish Rage Fluxmaster, Herald of Tzeentch on Disc (170)** – Artefact: The Eternal Shroud – Lore of Change: Unchecked Mutation Be’Lakor, the Dark Master (355)* – Allies
UNITS 10 x Pink Horrors of Tzeentch (250)* 10 x Kairic Acolytes (120)* – 7 x Cursed Blade & Arcanite Shield – 3 x Cursed Glaives 10 x Kairic Acolytes (120)* – 7 x Cursed Blade & Arcanite Shield – 3 x Cursed Glaives 3 x Tzaangor Skyfires (190)**
ENDLESS SPELLS & INVOCATIONS Chronomantic Cogs (70) Umbral Spellportal (80) The Burning Head (30)
Leaders Warsong Revenant (300)* – General – Command Trait: Spellsinger – Artefact: Arcane Tome (Universal Artefact) – Lore of the Deepwood: Verdurous Harmony – Aspect of the Champion: Tunnel Master The Lady of Vines (290)* – Lore of the Deepwood: Verdurous Harmony Spirit of Durthu (350)* – Artefact: Greenwood Gladius Arch-Revenant (120)*
Battleline 3 x Kurnoth Hunters with Kurnoth Scythes (250) 3 x Kurnoth Hunters with Kurnoth Greatswords (250) 3 x Kurnoth Hunters with Kurnoth Greatbows (230)* 5 x Tree-Revenants (110)
This is the top three AoS lists for Wardolly Weekend that took place in Australia on the 18th and 19th of March. It involved 16 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: Hallowed Knights (Scions of the Storm) – Grand Strategy: Take What’s Theirs – Triumphs: Bloodthirsty
Leaders Celestant-Prime, Hammer of Sigmar (330) Gardus Steel Soul (170)* Lord-Castellant (160)** – Artefact: Mirrorshield – Aspect of the Champion: Tunnel Master Lord-Relictor (150)* – General – Command Trait: High Priest – Prayer: Translocation – Aspect of the Champion: Stubborn as a Rhinox Yndrasta, The Celestial Spear (280)*
Battleline 5 x Liberators (120)** – Heavens-wrought Weapon and Shield 5 x Vindictors (130)* 10 x Sequitors (240)** – 5x Stormsmite Greatmaces – Reinforced x 1
Units 5 x Retributors (210)** 5 x Retributors (210)***
Leaders Vengorian Lord (280) – General – Command Trait: Rousing Commander – Artefact: Fragment of the Keep – Universal Spell Lore: Flaming Weapon Prince Vhordrai (460) – Lore of the Vampires: Amethystine Pinions Radukar the Beast (310) Vampire Lord (140) – Lore of the Vampires: Amethystine Pinions – Aspect of the Champion: Tunnel Master
Battleline 10 x Blood Knights (400) – Reinforced x 1 5 x Blood Knights (200) 5 x Blood Knights (200)
Allegiance: Ironjawz – Warclan: Ironsunz – Grand Strategy: The Day is Ours! – Triumphs:
Leaders Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth fist – Artefact: Destroyer – Mount Trait: Fast ‘Un Orruk Megaboss (140)* – Aspect of the Champion: Tunnel Master Orruk Warchanter (120)** Orruk Weirdnob Shaman (90)** – Lore of the Weird: Da Great Big Green Hand of Gork Megaboss on Maw-Krusha (480)** – Boss Choppa and Rip-tooth fist – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon
Battleline 5 x Orruk Ardboys (80)* – 1x Gorkamorka Glyph Bearers 5 x Orruk Ardboys (80)* – 1x Gorkamorka Glyph Bearers 5 x Orruk Brutes (150)* – Pair of Brute Choppas – 1x Gore Choppas
Units 6 x Orruk Gore-gruntas (340)* – Pig-iron Choppas – Reinforced x 1
This is the top three AoS lists for Sparkle Party Deathmatch VIII that took place in the USA on the 11th and 12th of March. It involved 52 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: Soulblight Gravelords – Lineage: Legion of Blood – Grand Strategy: Vampiric Conquerors – Triumphs: Bloodthirsty
Leaders Neferata, Mortarch of Blood (350)* – Lore of the Deathmages: Fading Vigour Vampire Lord (140)** – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Expertise: Arcane – Universal Spell Lore: Levitate – Aspect of the Champion: Tunnel Master Lauka Vai, Mother of Nightmares (280)*** – Lore of the Vampires: Spirit Gale
Battleline 5 x Black Knights (100)*** 5 x Black Knights (100)*** 10 x Deathrattle Skeletons (80)* 10 x Deathrattle Skeletons (80)*
Units 10 x Blood Knights (400)*** – Reinforced x 1 20 x Grave Guard (280)** – Great Wight Blades – Reinforced x 1 1 x Corpse Cart with Unholy Lodestone (80)*
Some of our readers may remember that we interviewed Jeremy Veysseire some time ago on General Speaking. We reached out once more, and ever the gentleman, Jeremy agreed to give us a rundown of his list.
Jeremy Veysseire: The important thing about the Legion of Blood army I played at Sparkle Death party is that it was designed originally roughly 1 year ago to counter the hyper aggressive meta that was around Maggotkin Flies, Dragons and Ironjawz through the following important mechanics of Neferata’s spell allowing a unit of mine to ignore negative modifiers to saves (aka REND) for either Neferata and the Blood Knights on a 3+ save platform making them easily 2+ save during the crucial fights and the minus 1 to hit Aura from Neferata’s Command Ability, the reduction in attacks to 1 unit with the book spell. The additional mechanics that were more of a bonus such as the Bravery Reduction, the additional models fleeing and the Horrorghast combo really punished in some cases Dragons and the flies themselves since my army does not do straight raw damage per say but more of this “I will kill you by a thousand slow cuts while you scream for the hills.”
So we fast forward to Spark Death Party, why bring this army since the meta has evolved so much since then? Well, I wanted to see if the combo was a good counter to Gitz, Slaves and Mawtribes, which all fit those hyper aggressive archetypes. The difference being that all of those armies have abilities to deal out a lot more MW consistently than the previous meta (yes, even more than dragons) and still punch very hard. I made some tweaks by incorporating Lauka Vai and the Corpse Cart for the +1 to cast aura, hoping that in some games I could get Lauka Vai’s spell off allowing me to really control how my opponent could choose the engagement and the additional thought process was if the Gitz armies went deep in Squig Herd since they can’t reroll charges, it could potentially stop them when they want to charge.
Now lets cover some of the additional combos in the list that are less obvious, Levitating Blood Knights to always be able to move any enemy units when they retreat and plant themselves easily where they want while removing terrain to clunk them up. Making the Grave Guards Sworn protectors allows me the ability to do another Battle Tactic “A Matter of Honor” with them and just in the off chance I can get them to activate in the Hero Phase with the Vampire Lord. Lauka Vai’s MW on the Charge really allows me to sometimes get Neferata out of combat or lets me remove a GC consistently with her as she can be kind of a surgical strike unit and she provides the Blood Knights coverage if Neferata fails to cast her spell.
At the event itself, I played in order into FEC, Fyreslayers, Mawtribes, Gitz, Cities of Sigmar. My first 4 matchups were exactly the type of army I wanted to face, aggressive melee armies and man oh man did the combo work. Some highlights, keep Gotrek debuffed with less attacks and half charges while the army picked up everything else around him, into Mawtribes watching Stonehorn hit on 5’s with Neferata’s minus 1 to hit, into Gitz watching BK just absolutely lock units up and the Black Knights blocking avenues up the board. Neferata slayed a Terrorgheist, a Phoenix, a Grimwrath, and terrified the Heroes on Stonehorn with her dagger. The army obviously got to play the type of armies it was designed to fight into and it did incredibly well due mostly to its ability to keep my opponent’s army locked away and debuffed as I cut him ever so slightly to drain him of his life essence like perhaps…a Vampire. But honestly, all it took was probably a non Static shooting army like KO or Seraphon to just ruin my day. What a great last ride for this army before the new battletome.
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Army Faction: Stormcast Eternals – Army Type: Scions of the Storm – Army Subfaction: Hammers of Sigmar – Grand Strategy: Take What’s Theirs – Holy Command: Thunderbolt Volley – Triumphs: Inspired
LEADER 1 x Lord-Castellant (160)* – Artefacts: Quicksilver Draught – Aspects of the Champion: Tunnel Master 1 x Lord-Relictor (150)*** – General – Command Traits: High Priest – Prayers: Translocation 1 x Battlemage (100)**** – Ally – Realm: Ghur
BATTLELINE 5 x Judicators with Boltstorm Crossbows (190)** – Judicator-Prime – Thunderbolt Crossbow 5 x Judicators with Boltstorm Crossbows (190)** – Judicator-Prime – Thunderbolt Crossbow 2 x Dracothian Guard Fulminators (240)**** 5 x Drakespawn Knights (110)**** – Dread Knight – Standard Bearer – Hornblower
OTHER 10 x Protectors (440)* – Protector-Prime – 4 x Starsoul Mace 3 x Vanguard-Raptors with Longstrike Crossbows (240)** – Raptor-Prime 1 x Stormstrike Chariot (170)*** – Stormstrike Axe and Tempestuous Spear
Total Points: 1990/2000 Total Drops: 10 Total Units: 10 Total Wounds: 109
Through our friends at Stormkeep, we were able to reach out to Stark and ask if he’d give us a rundown of his list. Thanks again, Stark, for the comments, I’m sure we’ll be hearing from you again in the future!
Stark Pister: This list is a natural evolution of my HaXbows list from last season, with which I topped out at 4-1. Last season I played 15 Judicators + 3 Longstrikes in a 3 drop with double chariot bounty hunters and so this list pulls back on the shooting and chariots for a more durable anvil/hammer in the block of 10 protectors to fit the more midboard grind battleplans of this season.
In my opinion the strongest Stormcast lists tend to be mixed arms builds with durable screens protecting efficient shooting and high damage melee hammers to riposte threats that try to get through the screens to threaten the shooting, all supported by minimal characters since our faction synergies tend to be minimal. I tend to build my tournament lists with this a general philosophy as the balanced nature allows the flexibility to deal with most types of opponents. In a similar vein, I try to have units with diverse types of damage to have the tools to minimize polarized matches. I find Stormcast’s incredibly deep roster tends to provide the options to really customize what you want available in any given meta.
This new season presents a lot of opportunities and a lot of challenges for Stormcast lists. Fortunately, our main minimal support characters are all GCs (except Gardus). One of our big strengths is the ability to snipe out small enemy buff heros and now that is even better with enemy GC’s being critical for half the non-book tactics and several battle plans, incentizing use of the Sharpshooter battalion. However, they balanced sharpshooters well by forcing it to be 3 required units so you can’t be very low drop. High drops can be problematic for shooting armies because an early double can allow melee to close the gap and for opposing shooting to gain the upper hand in output, so this needs to be compensated for somehow. Longstrikes make the perfect GC hunters, and with scions, translocate, and Thunderbolt volley, they provide very flexible turn one threat that helps offset those high drops. The added threat of the Judicators forces conservative screening of heros while they efficiently clear those screens from a safe distance.
The Gallatian Command battalion provides the opportunity for a very strong combo in Stormcast when used alongside a Galatian Champion with the Quicksilver Draught and the new Tunnel Master makes it easy to set up even with a hero like the Castellant who wants to be on the board in the hero phase for his ability. More importantly, it allows the combo to be down at the start of the game as part of your initial deployment castle, and with the help of the Relictor, it can be anywhere it needs to be on turn one. This allows you to defend from alpha strike armies that choose to go first against you (or the rare person you outdrop), while being able to get them buffed and into the optimal position when given top of one. Lord Castellant is the perfect hero for this job not just because of his ability to buff them to a 1+ save but critically because he has a 40mm Gryph Hound that enables the whole 10 block to fit within the 2.5″ bubble to allow them to strike first with him when someone charges them. This provides a HUGE deterrent to hitting your midbaord castle from the front and specifically acts as protection of your main melee hammer against the double turn.
The Ghur Battlemage helps make up for the paladin speed issues in the mid game and pairs well with the Relictor for melee units in general throughout. I often lead with Mystic shield on one of the screens to help with weathering the potential double as well, before flipping to wildform to go on the offensive. He also provides the bare minimum magic defense, which coupled with heroic willpower and the relictor Dispel at least let you disrupt the low hanging fruit.
The efficient battleline slots provide the opportunity to pick up an all-star screen in the Drakespawn Knights, who pair well with the Chariot to safely claim objectives and pin large threats until their buffs are down. The Chariot even has vanguard battalion to reroll its first charge outside of hero range. Because the battleline are the riposte and ranged units, they can easily stay back to protect heros from shooting for a while.
Another critical consideration this season has been the battle tactics. The teleporting GC lineup and Sworn Bodyguard paladins make most of the new ones achievable with some planning, though This One’s Mine is rarely an option. Hammerstrike Assault and Draconith Desctruction can be good backup options, albeit riskier that come in handy against armies where killing the one thing needs to be your focus anyway. The spicy Drakespawn pick can even sneak a late game Pioneers of the Realms.
Shoutouts to my mentor Matt Beasley for helping refine the list and forcing me to get reps in (and for lending the Drakespawn), to my painting mentor Ricky Fischer whose squigs I beat in round 5 to finish the tournament, and to the whole of Dimensional Cascade. Special thanks to my partner Larc for the unending support of my unbelievably-high-time-commitment hobbies.
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Army Faction: Slaves to Darkness – Army Subfaction: Knights of the Empty Throne – Grand Strategy: Follow the Path to Glory – Triumphs: Bloodthirsty
LEADER 1 x Be’lakor (355) – Spells: Binding Damnation 1 x Chaos Sorcerer Lord on Manticore (265)* – General – Command Traits: Master of Magic – Artefacts: Arcane Tome – Spells: Daemonic Speed – Mark of Chaos: Undivided 1 x Chaos Sorcerer Lord (120)* – Spells: Chaotic Conduit – Mark of Chaos: Undivided – Leadership of the alpha 1 x Exalted Hero of Chaos (100)* – Rune-etched Blade and Chaos Runeshield – Mark of Chaos: Undivided
BATTLELINE 3 x Varanguard (290)* – 3 x Daemonforged Blade – Mark of Chaos: Khorne 10 x Chaos Knights (460)* – Doom Knight – Standard Bearer – Hornblower – Cursed Lance – Ensorcelled Banner: The Eroding Icon – Mark of Chaos: Nurgle 5 x Chaos Knights (230)* – Doom Knight – Standard Bearer – Hornblower – Cursed Lance – Mark of Chaos: Khorne 10 x Splintered Fang (100)*
ENDLESS SPELL 1 x Umbral Spellportal (80)
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (2000/2000)
Another notch on Be’lakor’s bedpost! If you’ve not met him on the table before, Be’lakor’s man schtick is being able to stop a key unit from doing stuff (on a 3+ each phase) until your next hero phase. He’s been hotly debated in (all 9) S2D player circles because, while he offers a great amount of short-term control, which potentially allows you varanguard/10 knights (as in this list) to do their work, it’s also entirely possible that you roll a few crucial 2s, and then you’ve basically paid 355 pts for a not very durable, not very killy and kinda fast hero.
He has been cropping up recently though, suggesting that, overall, he’s worth it for the time he buys the hammers to do their work. Ricky here has actually gone for KOTET, which will allow the two units of knights, the Varanguard, and the Sorcerer on Manticore to all make up plenty of ground by running and charging. Obviously, that’s going to allow a fair bit of early pressure, especially with daemonic power being cast on 3d6 with a re-roll by the Manticore Sorc, allowing one unit to charge with 3d6 as well. I imagine the spell-portal is also there to allow the Manticore’s warscroll spell – one of the few good offensive spells S2D has access to – to reach out across the board to soften stuff up.
Finally, we have an Exalted Hero, who is utterly garbage, but only 100 points, and I imagine it is mainly there for GC based scoring.
Taking down one of the two mirrors and also managing to chew through NH and a monster heavy Ogor list means this is a great result with a techy list from Ricky!
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Army Faction: Cities of Sigmar – Army Type: Hallowheart – Grand Strategy: The Day is Ours! – Triumphs: Inspired
LEADER 1 x Battlemage (100)* – General’s Adjutant – Spells: Roaming Wildfire, Ignite Weapons – Aspects of the Champion: Tunnel Master 1 x Freeguild General (100)* – General – Command Traits: Veteran of the Blazing Crusade 1 x Celestial Hurricanum with Celestial Battlemage (290)* – Spells: Ignite Weapons, Sear Wounds 1 x Anointed on Frostheart Phoenix (320)** – Artefacts: Arcane Tome – Spells: Sear Wounds, Flaming Weapon 1 x Lord-Arcanum (140)** – Spells: Warding Brand, Roaming Wildfire
BATTLELINE 20 x Freeguild Handgunners (200)* – Marksman – 2 x Standard Bearer – 2 x Piper – Long Rifle 20 x Freeguild Crossbowmen (200)* – General’s Retinue – Marksman – 2 x Standard Bearer – 2 x Piper 10 x Freeguild Crossbowmen (100)* – Standard Bearer – Marksman – Piper 10 x Flagellants (80)** – Prophet 10 x Freeguild Guard (80)** – Sergeant – Standard Bearer – Drummer – Freeguild Halberd 10 x Freeguild Guard (80)** – Sergeant – Drummer – Standard Bearer – Freeguild Halberd
Once you get one player comment, you can often get two or three from the connections those players have. That was the case here as well when Stark said he could reach out to Louis-Philippe for his comments.
Louis-Philippe: The Anointed on Frostheart Phoenix should only have Flaming Weapon (The mistake has been spot before start of the tourney and opponents were dully advise).
Game plan: First of all, AoS is a dice game. Luck is part of the game, but careful planning can sway the odds in your favour. …sometime 😛
Flagellants are there for the easy ‘’Sanctify’’ battle tactic T1 (White dwarf). Since I always let my opponent go first (I was lucky not to face a 1 drop), he usually doesn’t kill anything. So that was a free one turn 1. (Aside from game 4, where the battleplan didn’t favour that BT (Position Over Power). Fun fact, that was the only game my opponent concentrated on his resource to kill my flagellant on his T1.
This list has 4 (double, cause Hallowheart) casters, meaning an 8 cast hero phase T1. The Hallowheart command ability lets you take D6 mortals for the same amount in casting bonus. Meaning this list is usually casting at +1, if not +2 or +3, but could reach a whopping +9! and since all your spells are cast on 6s (aside Flaming weapon) unless your opponent is able to unbind, everything goes flying out. Fun fact (not so fun for my opponent): In my 4th round T1 hero phase, I was casting with a +5 from that command ability since my phoenix failed all his ward saves. Got to heal 3 wounds back with Sear Wounds though.
I mostly face Melee lists (Fireslayer, Skaven (night/gutterrunners), Nighthaunt, nurgles (beast), Soulbright Grave lord)
So, the plan was to deploy away from their charge range. For the skaven, I deployed my shooting units 3’’ aways from the front of my shaft unit, so his deepstriking rats only had my shaft to shoot at (and my Fulminators which they killed with mortals). He also charged my shaft with his deceiver (one of them failed the charge). His deceiver didn’t like mortals from magic bottom of 1 (and the other rats didn’t like my shooting).
As for the Soulbright, well Jeremy is impressive, tactics wise and had a bit of luck, he stole initiative T2, forcing me to move forward by burning my ‘’back’’ objective, and had Neferata do 1 wound (yes only 1 unsaved wound to my Phoenix, mind you it was the dagger that got through, Phoenix was at 11 health, he rolled a 5… pouf no more Phoenix).
Units : The goal was to use the Freeguild Guards and Flagellants as chaff around the Handgunners and Crossbowmen. My general and the battle mage from Ghur had to be close to each other for the adjutant rule and my general was in the middle of the range unit, providing +1+1 with his CP and a 18’’ wholly whiting immune to bravery. The Phoenix was there to act as tarpit and increase survivability (if there’s any) of the chaff unit since his -1 wound bubble affects any enemy unit within range. Fulminators are there to act as a menace, which they did great since most of my opponents were scared of them and diverted resource to deal with them. Finally, th Lord-Arcanum was there to :
Be an extra GV
Give 1 more (possibility of 2) HP to the fulminators
But mostly give 6’’ more movement range on the Quicksilver Swords, which make them a 20’’ threat range on cast (remember the casting bonuses I talked about earlier)
Battleplans : R1-Prize of Gallet R2-Ours for the taking R3-Only the Worthy R4-Position over power R5-Jaws of gallet.
Possible upgrade : Swap ‘’Tunnel Master’’ from the battlemage to the Lord-Arcanum.