Category Archives: Stormcast Eternals

Top Three AoS Lists for Wardolly Weekend

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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)***

Core Battalions
*Warlord
**Galletian Veterans
***Galletian Command

Additional Enhancements
Aspect of the Champion

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 106
Drops: 10

Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Grand Strategy:
– Triumphs: Indomitable

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)

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 101
Drops: 7

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

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Total: 1960 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 120
Drops: 4

Allegiance: Sons of Behemat
Tribe: Stomper Tribe
– Mortal Realm: Ghur
– Grand Strategy: Make the Land Tremble
– Triumphs: Inspired

LEADERS
King Brodd (550)*
Warstomper Mega-Gargant (450)*
General
– Command Trait: Monstrously Tough
– Artefact: Arcane Tome
– Universal Spell Lore: Flaming Weapon

UNITS
3 x Mancrusher Mob (450)
1 x Mancrusher Gargants (150)**
1 x Mancrusher Gargants (150)**
1 x Mancrusher Gargants (150)**

ENDLESS SPELLS & INVOCATIONS
Ravenak’s Gnashing Jaws (70)

CORE BATTALIONS
*Bosses of the Stomp – Unified
**Footsloggas – Unified

TOTAL: 1970/2000

Final Tournament Placings

Top Three AoS Lists for Sparkle Party Deathmatch VIII

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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)*

Endless Spells & Invocations
Horrorghast (70)

Core Battalions
*Battle Regiment
**Galletian Command
***Battle Regiment

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 124
Drops: 4

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

CORE BATTALIONS:
*Galletian Command
**Galletian Sharpshooters
***Vanguard
****Vanguard

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

ENDLESS SPELL
1 x Quicksilver Swords (60)

OTHER
2 x Dracothian Guard Fulminators (240)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1990/2000)

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.

Final Tournament Placings

Top Three AoS Lists for the Norsehammer Open

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This is the top three AoS lists for the Norseshammer Open that took place in Norway on the 4th and 5th of March. It involved 36 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: Skaven
Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Thanquol on Boneripper (430)*
– 4 Warpfire Projectors
– Lore of Ruin: Skitterleap
Verminlord Warbringer (400)**
General
– Command Trait: Devious Adversary
– Artefact: Warpstone Charm
– Universal Spell Lore: Flaming Weapon
Warlock Bombardier (110)*
Lore of Warpvolt Galvanism: More-more-more Warp Power!
Clawlord (110)*
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
– Aspect of the Champion: Fuelled by Ghurish Rage

Battleline
20 x Clanrats (100)**
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
20 x Clanrats (100)**
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
6 x Stormfiends (640)**
– 2x Windlaunchers
– 2x Ratling Cannons
– 2x Doomflayer Gauntlets
– Reinforced x 1

Units
1 x Warp-Grinder (60)*

Endless Spells & Invocations
Lauchon the Soulseeker (50)

Terrain
3 x Gnawholes

Core Battalions
*Warlord
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 116
Drops: 5

Peter: Luckily, one of our Discord members had seen that Ben had discussed his list on the AoS Coach Discord channel. We reached out and asked if we could use the comments on Woehammer. Ben kindly agreed.

Benjamin Flodda: This was my list this weekend testing the rats for upcoming teams tournaments mostly. Nice bonus to go through the weekend undefeated! I think the list is pretty strong and has play into most things, although it’s pretty fragile and it doesn’t take too much poor positioning for things to start to fall apart. But played carefully, I think it has legs.

So, the warpgrinder is basically to give yourself some deployment flexibility. It gives one-drop opponents something to worry about in their deployment if they plan to give away first, and it requires them to always zone out the rattling cannons. Once the fiends are on the table, they are way too easy to play around imo. So they mostly go in deep strike regardless, although deepstriking clanrats is definitely valid in some cases. And if you place the grinder close to a gnawhole it’s amazing how many points it can score you late-game.

The most fun thing in the list is definitely the clawlord combined with arcane tome and launchon. Everybody expects the boat to be for thanquol (which it certainly can be), but early game you can sling the clawlord into the opponent with the boat (taking a mortal which gives him an extra attack) and with double death frenzy, flaming weapon and with +2 attacks from devious adversary. You can shoot down a screen and often get into fun stuff, turn 1, and with +1 to hit and wound from the warbringer, he can really do work! If you then position him within 3 of something after he fought, if he dies he can fight (this time with 13 attacks on 2+ 2+ and damage 3) or he rolls a 3+ and survives, at which point he can fight in the following hero phase AND when he dies. That little dude took down a megagargant on his own this weekend.

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Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Grand Strategy: Master of the Forge
– Triumphs: Indomitable

Leaders
Auric Runefather on Magmadroth (360)**
General
– Command Trait: Blood of the Berzerker
– Artefact: Draught of Magmalt Ale
– Magmadroth Trait: Coal-heart Ancient
Auric Runesmiter (120)**
Forge Key
– Artefact: Ash-cloud Rune
– Prayer: Prayer of Ash
Auric Runemaster (130)**
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
– Aspect of the Champion: Tunnel Master
Auric Flamekeeper (90)***
Battlesmith (150)***
– Artefact: Nulsidian Icon
– Aspect of the Champion: Leadership of the Alpha
Doomseeker (80)**
Knight-Incantor (120)***
Allies

Battleline
15 x Hearthguard Berzerkers (450)*
Broadaxes
– Reinforced x 2
10 x Hearthguard Berzerkers (300)*
Poleaxes
– Reinforced x 1
10 x Vulkite Berzerkers with Bladed Slingshields (150)***

Endless Spells & Invocations
Runic Fyrewall (40)

Core Battalions
*Galletian Veterans
**Warlord
***Warlord

Additional Enhancements
Artefact – Greyfyrd
Artefact – Greyfyrd
Artefact – Warlord**
Aspect of the Champion – Warlord ***

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 120 / 400
Wounds: 117
Drops: 10

Kevin Lathers: The current GHB is starting to hit its stride and has allowed Greyfyrd to finally shine. This subfaction was always popular, but seldom winning, and now that’s changed. It gives Galletian Champions one extra wound and also two extra artefacts. That’s hard to pass up in the current GHN and Duardin glimmerlust always shines for more treasures.

Ole’s list has some interesting inclusions, particularly a Knight-Incantor and a Doomseeker. The Doomseeker is a cheap GC that can occasionally slap something hard if it can get near its “target.” The Knight-Incantor is a utility piece: he provides an automatic unbind for those pesky Lumineth, Skaven (and indeed, he saw two), and Sylvaneth matches while also giving the army a spellcaster for mystic shield. The biggest oddity here is the “Ash-Cloud Rune” which can block spell casting from targeting units wholly within 12” of the user for a turn. A very situational item that means he was very worried about spellcasting.

But the main crux of his list is the Hearthguard Berserkers and Runefather on Magmadroth. While the Hearthguard Berserkers can hold points and shred anything charging them, the DadDroth is the ultimate in Hammer Technology and with Blood of the Berserker can remove any one threat almost guaranteed. A common setup for the Droth is to use the rend rune, enhance it with the heroic action (or finest hour if the rune enhanced or you don’t need more rend), pray for +1 to wound rolls from the Runesmiter, and send him in as a missile of death. 

The Hearthguard Berserkers see the common mix of one unit of poleaxes and one of broad. The broadaxes being buffed by a flamekeeper and benefitting from runes while Poleaxes provide much needed mortal wounds into matchups like Nighthaunt. The flamekeeper can really make Broadaxes shine giving them 3 damage swings, charge in their opponent’s combat phase, or fight on death.

The rest of the list reads as the usual suspects: Runemaster for prayers and fyrewall; Runesmiter for deepstrike and/or Runic Empowerment; and a Nulsidian Battlesmith for spell blocking and wards on the non-HGB.

Overall, the list is going to be a brick on objectives with a dangerous hammer inside.

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

Leaders
Knight-Incantor (120)*
Spell: Celestial Blades
Lord-Relictor (150)*
General
– Command Trait: High Priest
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation
– Aspect of the Champion: Tunnel Master
Battlemage (100)*
– Mortal Realm: Ghur
– Allies

Battleline
4 x Dracothian Guard Fulminators (480)*
Reinforced x 1
5 x Liberators (120)*
Heavens-wrought Weapon and Shield
5 x Vanquishers (110)*

Units
6 x Vanguard-Raptors with Longstrike Crossbows (480)*
Reinforced x 1
10 x Protectors (440)*
– 4x Starsoul Maces
– Reinforced x 1

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

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

Brett; Classic, at least in this meta, Stormcast (SCE) list giving probably the best combined arms approach in the current game. Except artillery of course but a combination of hammers from Cavalry (Fulminators), Fire support (Raptors – since artillery really isn’t an AoS “thing”) and Infantry (Protectors). Fulminators going up 10 points have made a lot of people look to Desolators and Tempestors but Fulminators on the charge are still the most consistent high damage hammer around. With Celestial Blades from the Knight Incantor and all out defence they are still hitting on 2s and wounding on 2s with -2 rend and 3 damage. Slightly down with the loss of Bounty Hunters they are good enough to make your opponent either tar pit them (looking at you Gitz) or try to manoeuvre around them.

The Protectors have similar tech piece and are another target for the same buffs. They really benefit from the Battlemage (+2 to movement/charge) and Lord Relictor giving them teleport with an effective 7″ charge. And Starsoul maces, mortals on a 2+. They are a great defensive unit as well with 2+ saves. The problem is that both the Fulminators and the Protectors need to charge and are vulnerable to Unleash Hell. And that brings the Raptors out to play. Their long range shooting could remove screens or, just as easily most other ranged units. Scions of the Storm so they can be kept in reserve, Liberators and even Protectors for screens if they are on the board and really only Sentinels to outrange them.

Has to be said that the Lord Relictor is a very busy fellow, what with prayers, spells and Tunnel Master as well as being the general. That’s a weakness of this list in the Galletian Champion era, all of these heroes are needed elsewhere and none are stellar in combat. Losing only to Lumineth in the second round and coming in a very respectable 3rd Simen proves there is still some life in SCE. Can they get a 2nd book this edition already please?

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Allegiance: Sylvaneth
– Glade: Winterleaf
– Grand Strategy: Take What’s Theirs
– Seasons of war: The Dwindling

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
Battlemage (100)*
Mortal Realm: Ghur
– Universal Spell Lore: Flaming Weapon
– Allies

Battleline
20 x Dryads (200)*
Reinforced x 1
10 x Dryads (100)*
5 x Tree-Revenants (110)*

Units
6 x Kurnoth Hunters with Kurnoth Scythes (500)*
Reinforced x 1
10 x Gossamid Archers (420)*
Reinforced x 1

Behemoths
Treelord (230)*

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 100 / 400
Wounds: 116
Drops: 1

A nice ‘sampling platter’ list here from Thomas. As ever, the core threats are a big blob of Scythe-noth and a Warsong Rev to handle the arcane side of things. Now, traditionally, Kurnoth are pretty ponderous, but with +3 to normal moves *and* charges from the Spiteswarm Hive, and an additional +3 from the Ghurish Battlemage, they now have an average threat range of 21″ – which is somewhat scarier. Of course, because of when both these spells proc, it means the Hunters also retain their charge bonuses if they choose to teleport – so really, very little of the board is safe, and if you don’t have adequate screens or a way to delete the Kurnoth (much more easily said than done given their durability), then you can expect these things to reap the rewards.

The rest of the list is basically supporting tech – a lone Treelord to fill the behemoth slot of the batreg while also offering Rampage access and the sneaky ‘enemy can’t pile in’ tech – Gossamids (reinforced no less!!) to potentially force melee armies to curl up and cry every time they want to charge something useful, or threaten a fair chance of some nasty spike damage – and plenty of dryads for board control and further screening. Never understimate how powerful -1 to hit and wound is by the way – doesn’t matter if you have a rubbish save if you don’t have to roll any dice.

Well done to Thomas for the 4-1 with a balanced list.

Final Tournament Placings

Top Three AoS Lists for Realmgate Rampage II

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This is the top three AoS lists for Realmgate Rampage II that took place in the USA on the 4th and 5th of March. It involved 37 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: Slaves to Darkness
Subfaction: Cabalists
– Grand Strategy: Follow the Path to Glory
– Triumph: Inspired

LEADERS
Chaos Sorcerer Lord (120)*
General
– Mark of Chaos: Undivided
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Chaotic Conduit, Daemonic Speed
– Aspects of the Champion: Tunnel Master
Chaos Sorcerer Lord (120)*
Mark of Chaos: Undivided
– Spells: Chaotic Conduit, Daemonic Speed

BATTLELINE
Chaos Knights (460)*
Mark of Chaos: Nurgle
– Doom Knight
– 2 x Standard Bearer
– 2 x Hornblower
– Ensorcelled Banner: The Eroding Icon
The Unmade (80)*
Corvus Cabal (80)*

OTHER
Chaos Chosen (480)*
Mark of Chaos: Khorne
– Exalted Champion
– 2 x Icon Bearer
– 2 x Skull Drummer
Varanguard (580)*
Mark of Chaos: Khorne
– 6 x Fellspear

ENDLESS SPELLS & INVOCATIONS
1 x Soulscream Bridge (80)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Peter: I reached out to Anthony to see if he would be able to give us some info on how this list works. The legend kindly responded:

Anthony: So I mostly just lifted the list from Big Phil Marshall, with a few tweaks to marks. The army has 3 key pieces, with a bit of utility to support them. First, the block of 10 Nurgle-marked Knights with the Eroding Icon is incredibly tough to shift, while also able to do a fair bit of damage on the charge. Next are two hammer units: 10 Khorne Chosen, and 6 Khorne Varanguard with spears. I chose to go with Khorne on both units because, for the most part, these units perform threat removal duty, and I want those threats gone immediately. Plus, it means you get even more value if you use the ability to activate a second time in the combat phase on the turn that they charged. All three units are 30 wounds on a 3+ save, but have drastically different roles, and you can further enhance with the 2 Sorcerer Lords. There are quite a few spells that you want to get off, hence the choice of adding Arcane Tome, Master of Magic, and being in Cabalists. Lastly, Corvus Cabal is a nice piece to be able to save and snag an objective after the battlelines shift, the Unmade help ensure that the units you want to charge cannot redeploy away and make the charge harder, and the bridge increases your threat range immensely.

Being one drop means you decide first turn in most cases. A typical game sees you giving away the turn, although you do have the speed to rush across the board to hit your opponent before they can set up any of their buffs if they misdeploy in an egregious way. The other advantage of going second is that it allows your Sorcerer Lord to use both the heroic action for 3d6 cast and 3d6 for rolling on the Eye of the Gods table. You want to be rolling for that early and often. Getting an 11-12 on 3d6, rerolling one die isn’t too unlikely, but it’s still something that relies on rolling, and all it takes is your sorcerer lords getting killed off to remove your ability to achieve your Grand Strategy. I typically use the Knights to block areas of the board off from my opponent and initiate trades. It will cost most armies more value to remove this unit than the 460 points that the knights cost, and the Chosen and Varanguard hit hard enough that most things will struggle to survive contact with them. You’re looking to value trade more efficiently than your opponent, which is what the Slaves to Darkness do incredibly well.

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

Leaders
Karazai, The Scarred (550)*
Celestant-Prime, Hammer of Sigmar (330)*
Lord-Imperatant (170)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades
– Aspect of the Champion: Tunnel Master

Battleline
3 x Annihilators (180)*
3 x Annihilators (180)*
3 x Annihilators (180)*

Units
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
3 x Praetors (140)*

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Thunderbolt Volley

Total: 1970 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 75
Drops: 1

Peter: We reached out to Joseph, who kindly offered a quick synopsis on how his list works.

Joseph: Use the longstrikes the aoe mortals and the charge mortals from the annilators to punch large holes in their army’s screens and key buff pieces. Then go for the kill with the prime and Karazai.

Brett: Joseph undersells his list a bit, there is a bit of tech in how he has set up the list to do exactly what he says it will. There is a Lord Imperatant to make sure those Annihilators only have a 7″ charge. Best case that’s 3 turns of skyfalling. The list is Knights Excelsior to give a Paladin unit +1 to hit and wound on top of being battline. The Annihilators don’t have Grandhammers so cheaper (by 60pts) and more durable. Rerollable 7″ charge that does D3 mortals on arrival, more mortals on the charge (on a 4+) and then hits on 2+, wounds on 2+, saves on 2+. Even if they don’t wipe a screen some will probably survive the counter attack. It also makes dropping 2 units in a turn more palatable, even if the second fails it’s 9″ charge it may survive to try again.

The Longstrikes have Thunderbolt Volley (and aren’t reinforced) to give a turn of double shooting. Praetors to bodyguard Karazi in the early game (he out paces them) wraps up the troops. After that the Lord Imperatant has Tunnel Master for a sneaky teleport and celestial blades just in case something needs help with wounding (melee weapons only). And lastly the Celestant Prime for another hammer mid to late game (when Karazai is normally running out of steam).

Not without it’s risks, in the end there are only 75 wounds in the list and it needs to dictate the engagement. Karazai is more rarely chosen because he is vulnerable to mortal wounds generally. Being a one drop army helps, Joseph will dictate the first round activation in most games. Competing well against combat armies, Joseph faced down a Tzeetch army which is a tall order for an army with almost no denies.

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Army Faction: Blades of Khorne
Army Subfaction: Reapers of Vengeance
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

LEADER
1 x Skarbrand (390)
1 x Archaon (860)*
1 x Bloodsecrator (130)*
General
– Command Traits: Mage Eater
– Artefacts: Skullshard Mantle
– Aspects of the Champion: Fuelled by Ghurish Rage
1 x Slaughterpriest (100)*
Bloodbathed Axe
– Prayers: Blood Sacrifice

BATTLELINE
10 x Blood Warriors (160)*
– Icon Bearer
– Chaos Champion
– Goreglaive
– Goreaxe and Gorefist
10 x Bloodreavers (80)*
Icon Bearer
– Hornblower
– Chieftain
– Reaver Blades
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
10 x Bloodreavers (80)*
Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe

TERRAIN
1 x Skull Altar (0)

OTHER
1 x Cockatrice (105)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1985/2000)

A lot of armies in Age of Sigmar can be broken down into units of hammers and anvils. This is a useful distinction, since it gives a quick idea of what role a unit needs to play, why you would include them in your list, and what to expect from your opponent’s force. Blades of Khorne do not work this way.

Blades can be better broken into three categories: independent operators, tech pieces, and drones. In Samuel’s case, he has brought a balance of the three, with a skew towards independent operators.

In this list, the idependents are Archaeon and Skarbrand. Both are meant to be beatstick intimidation pieces with minor buffs to other units. Archaeon is the only wizard in Samuel’s list, and he will see some benefit from Mystic Shield, but the known spell are limited since Khorne does not have a spell lore (for obvious reasons). Skarbrand is an excellent intimidating force, and only opponents that have never faced him before will risk damaging him without being positive that he will die. At his lowest bracket (his best) he can guarantee 8 mortal wounds with his axe, Carnage. While he can’t score VP from killing a Galletian Champion, he can certainly deny his opponent a few battle tactics through the use of the rare rule: “you can just pick that one up.”

The Bloodsecrator, Slaughterpriest, and Cockatrice are Samuel’s tech pieces. The first provides two useful auras (forcing Wizards to re-roll successful casting attempts and providing Blades of Khorne units +1 attack). The second gives access to prayers (Blood Sacrifice in this case, allowing early blood tithe gains) and invocations (which Samuel has elected to leave at home). The Cockatrice brings a particularly interesting ability that is one of the few in this list that will benefit Archaeon. If the Cockatrice manages to ping some mortal wounds on an opponent, that unit can only hit on 6s in that combat phase. This can be used to either protect Archaeon and Skarbrand from the beatings Samuel’s opponents are surely going to throw at them, or can be used to add some additional protection for his drones.

A note for the above units: Skarbrand, the Bloodsecrator, and the Slaughterpriest can all be used at summoning points for daemon units. Khorne is in a great spot right now, partially because the summoning mechanic allows them to pull a GC out of thin air onto an objective for the measly cost of 2 blood tithe points. This allows for some seriously flexible scoring, ecen into the late game, assuming you have a hero or skull alter and some blood tithe points burning a hole in your pocket.

Back on the subject of drones, Samuel has chosen to take the mortal flavor of drone: 10 blood warriors and 30 blood reavers. The blood warriors’ 2 wounds and 4+ somehow make them one of the most durable units in the book (about equal with Mighty Skullcrushers), which is saying something. The blood reavers are fast and will die as soon as they connect with something, providing some early blood tithe points.

All around a deceptively technical list, and one that was piloted to a great 4-1.

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

LEADERS
Abhorrant Archregent (240)*
Artefact: The Dermal Robe
– Lore of Madness: Deranged Transformation
– Aspect of the Champion: Tunnel Master
Abhorrant Ghoul King on Royal Terrorgheist (450)*
– General
– Command Trait: Hellish Orator
– Artefact: Eye of Hysh
– Mount Trait: Gruesome Bite
– Lore of Madness: Spectral Host
Crypt Infernal Courtier (130)*

UNITS
9 x Crypt Flayers (540)**
10 x Crypt Ghouls (80)**
10 x Crypt Ghouls (80)*

BEHEMOTHS
Krondspine Incarnate of Ghur (480)
Allies

CORE BATTALIONS
*Warlord
**Galletian Veterans

TOTAL: 2000/2000
WOUNDS: 83
DROPS: 7

Declan: Well I’m the first to admit that I’m not an expert in Flesh Eater Courts, but I have fought them a few times and this one has a Incarnate of Ghur – so there’s that. Frederic has gone for the 4-1 that’s difficult to pull off known as the submarine (LWWWW); and it’s a great result with a difficult army to use. This one is all about close assault, the Krondspine, Terrorgheist and Crypt Flayers.

Despite the increase in cost (480 points from 400 points in the latest balance update), the Krondspine is still good, and as he doesn’t die until the end of the turn so when it’s in combat you can guarantee it will dish out damage.

Games Workshop via Wahapedia

This allows teleporting Ghouls and gives the Terrorghiest a useful -1 to be hit with the Eye of Hysh, not to mention his warscroll ability to summon more Crypt Flayers. The Archregent can do the same, but also comes with a great utility spell:

Games Workshop via Wahapedia

It’s easy to cast and – crucially – lasts to the next hero phase. This means Frederic can make one awesome unit a turn with additional D3 attacks in combat. Sure, he may roll a 1, but you’ll never forget it if you’re on the other end of a 3 on a Terrorgheist or Crypt Flayers.

The army certainly has potential, but Frederic must have commanded it well to get a 4-1; they’re still not common with FEC.

Final Tournament Placings

Top 3 Lists BCP Megapost 26th February 2023

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I thought as Woehammer often struggles to get all the event results out for any given week, it may be a good idea to do one post with all of the lists we intended to cover.

Below, you’ll find all the top three lists this week (that we’re aware of), along with my wildcard choices. We will post individual event results as well, and I will link them to the results below where possible.

Events

  • Warhammer World: Matched Play Event Top 3 Article: Here
    • 1st – Fyreslayers (Greyfyrd)
    • 2nd – Gloomspite Gitz (Jaws of Mork)
    • 3rd – Maggotkin of Nurgle (Blessed Sons)
    • Wildcard – Ossiarch Bonereapers (Petrifex Elite)
  • Cherokee Open Top 3 Article: Here
    • 1st – Gloomspite Gitz (Jaws of Mork)
    • 2nd – Stormcast Eternals (Hammers of Sigmar)
    • 3rd – Lumineth Realm-Lords (Helon)
    • Wildcard – Skaven
  • Small Town Throwdown: Smoke on the Water Top 3 Article: Here
    • 1st – Big Waaagh!
    • 2nd – Blades of Khorne (Reapers of Vengeance)
    • 3rd – Idoneth Deepkin (Nautilar)
    • Wildcard – Slaves to Darkness (Legion of the First Prince)
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Warhammer World: Matched Play Event (UK) – 74 Players

Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Mortal Realm: Aqshy
– Grand Strategy: Master of the Forge
– Triumphs: Indomitable

Leaders
Auric Runefather (120)*
– General
– Command Trait: Spirit of Grimnir
– Artefact: Axe of Grimnir
– Aspect of the Champion: Tunnel Master
Auric Flamekeeper (90)***
Auric Flamekeeper (90)***
Battlesmith (150)***
Artefact: Nulsidian Icon
– Aspect of the Champion: Fuelled by Ghurish Rage
Auric Runemaster (130)***
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Universal Prayer Scripture: Curse
Auric Runesmiter (120)***
– Runic Iron
– Prayer: Ember Storm

Battleline
15 x Hearthguard Berzerkers (450)*
Poleaxes
– Reinforced x 2
30 x Vulkite Berzerkers with Fyresteel Handaxes (480)**
Reinforced x 2
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)**
10 x Vulkite Berzerkers with Bladed Slingshields (150)***

Endless Spells & Invocations
Runic Fyrewall (40)

Core Battalions
*Galletian Command
**Galletian Veterans
***Warlord

Additional Enhancements
Aspect of the Champion

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 162
Drops: 10

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Allegiance: Gloomspite Gitz
– Gittish Horde: Jaws of Mork
– Grand Strategy: Chasing the Moon
– Triumphs: Indomitable

Leaders
Fungoid Cave-Shaman (90)*
General
– Command Trait: The Clammy Hand
– Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
– Aspect of the Champion: Tunnel Master
Grinkrak The Great (190)*
Skragrott, The Loonking (160)*
Lore of the Moonclans: Nikkit!Nikkit!
Squigboss with Gnasha-squig (80)**
Squigboss with Gnasha-squig (80)**

Battleline
20 x Moonclan Shootas (125)*
20 x Moonclan Shootas (125)*
36 x Squig Herd (360)**
Reinforced x 2
36 x Squig Herd (360)**
Reinforced x 2

Units
1 x Marshcrawla Sloggoth (150)*
6 x Grinkrak’s Looncourt (0)*
5 x Gobbapalooza (145)**
Spell1: Lore of the Moonclans: Itchy Nuisance
6 x Sneaky Snufflers (110)**

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 250
Drops: 2

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Army Faction: Maggotkin of Nurgle
Army Subfaction: Blessed Sons
– Grand Strategy: Blessed Desecration
– Triumphs: Inspired

LEADER
1 x Be’lakor (355)
1 x Lord of Plagues (140)*
Artefacts: Arcane Tome
– Spells: Gift of Disease
– Aspects of the Champion: Tunnel Master
1 x Bloab Rotspawned (320)*
Spells: Blades of Putrefaction
1 x Lord of Afflictions (230)*
General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts: The Splithorn Helm
1 x Orghotts Daemonspew (320)**

BATTLELINE
5 x Putrid Blightkings (250)**
Blightlord
– Icon Bearer
– Sonorous Tocsin Bearer
5 x Putrid Blightkings (250)**
Blightlord
– Icon Bearer
– Sonorous Tocsin Bearer
10 x Rotmire Creed (130)**

TERRAIN
1 x Feculent Gnarlmaw (0)

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

TOTAL POINTS: (1995/2000)

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Allegiance: Ossiarch Bonereapers
– Legion: Petrifex Elite
– Grand Strategy: The Day is Ours!
– Triumphs: Bloodthirsty

LEADERS
Liege-Kavalos (160)*
General
– Command Trait: Mighty Archaeossian
– Artefact: Helm of the Ordained
Mortisan Soulmason (120)*
Lore of Mortisans: Arcane Command
Mortisan Boneshaper (110)*
Artefact: Godbone Armour
– Lore of Mortisans: Drain Vitality
– Aspect of the Champion: Tunnel Master

UNITS
6 x Necropolis Stalkers (340)**
– 2 x Dread Falchions
6 x Necropolis Stalkers (340)**
– 2 x Dread Falchions
10 x Mortek Guard (140)
Nadirite Blade and Shield
10 x Mortek Guard (140)*
Nadirite Blade and Shield
5 x Kavalos Deathriders (180)
– Nadirite Blade and Shield

ARTILLERY
Mortek Crawler (200)
Mortek Crawler (200)

ENDLESS SPELLS & INVOCATIONS
Bone-tithe Shrieker (50)

CORE BATTALIONS
*Warlord
**Galletian Veterans

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1980/2000

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Cherokee Open (US) – 79 Players

Army Faction: Gloomspite Gitz
Army Subfaction: Jaws of Mork
– Grand Strategy: Chasing the Moon
– Triumphs: Indomitable

LEADER
1 x Squigboss (80)*
Aspects of the Champion: Fuelled by Ghurish Rage
1 x Skragrott, the Loonking (160)*
Spells: Itchy Nuisance
1 x Fungoid Cave-Shaman (90)*
– General
– Command Traits: The Clammy Hand
– Artefacts: Staff of Sneaky Stealin’
– Spells: The Hand of Gork

BATTLELINE
10 x Boingrot Bounderz (280)
Bounder Boss
10 x Boingrot Bounderz (280)*
– Bounder Boss
36 x Squig Herd (360)**
12 x Squig Herd (120)**

BEHEMOTH
1 x Mangler Squigs (260)

ENDLESS SPELL
1 x Scrapskuttle’s Arachnacauldron (50)

TERRAIN
1 x Bad Moon Loonshrine (0)

OTHER
1 x Marshcrawla Sloggoth (150)
6 x Sneaky Snufflers (110)

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1940/2000)

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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 Commands: Thunderbolt Volley
– Holy Commands: Call for Aid
– Triumphs: Inspired

LEADER
1 x Bastian Carthalos (300)**
1 x Lord-Relictor (150)**
Prayers: Translocation
1 x Lord-Castellant (160)**
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Thundershock
– Aspects of the Champion: Tunnel Master

BATTLELINE
4 x Dracothian Guard Fulminators (480)**
5 x Liberators (120)***
Liberator-Prime
– Heavens-wrought Weapon and Sigmarite Shield
– Grandweapon
5 x Liberators (120)***
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
5 x Liberators (120)***
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield

OTHER
3 x Aetherwings (70)*
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
Raptor-Prime
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
Raptor-Prime

CORE BATTALIONS:
*Galletian Sharpshooters
**Warlord
***Galletian Veterans

TOTAL POINTS: (2000/2000)

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Army Faction: Lumineth Realm-lords
Army Subfaction: Helon
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Archmage Teclis (700)*
1 x Scinari Calligrave (110)*
Spells: Overwhelming Heat
– Aspects of the Champion: Stubborn as a Rhinox
1 x Scinari Cathallar (110)*
General
– Command Traits: Master of Magic
– Artefacts: Silver Wand
– Spells: Total Eclipse

BATTLELINE
5 x Hurakan Windchargers (130)*
Windspeaker Seneschal
– Standard Bearer
5 x Hurakan Windchargers (130)*
– Windspeaker Seneschal
– Standard Bearer
20 x Vanari Auralan Sentinels (300)*
– High Sentinel
– Spells: Protection of Hysh
10 x Vanari Auralan Wardens (150)*
High Warden
– Spells: Etheral Blessings
10 x Vanari Auralan Wardens (150)*
High Warden
– Spells: Solar Flare

ENDLESS SPELL
1 x Umbral Spellportal (80)
1 x Ravenak’s Gnashing Jaws (70)
1 x Rune of Petrification (60)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

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Army Faction: Skaven
Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Verminlord Deceiver (420)
Artefacts: Shadow Magnet Trinket
– Spells: Flaming Weapon
1 x Verminlord Warbringer (400)*
General
– Command Traits: Devious Adversary
– Artefacts: Warpstone Charm
– Spells: Flaming Weapon
1 x Grey Seer (120)**
Spells: Skitterleap
1 x Grey Seer (120)**
Spells: Skitterleap
Aspects of the Champion: Tunnel Master
1 x Thanquol (430)**
– 4 x Warpfire Projectors
– Spells: Skitterleap

BATTLELINE
10 x Night Runners (90)*
Nightleader
20 x Clanrats (100)*
Clawleader
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
– Rusty Blade
20 x Clanrats (100)*
Clawleader
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
– Rusty Blade

ENDLESS SPELL
1 x Warp Lightning Vortex (80)
1 x Ravenak’s Gnashing Jaws (70)
1 x Lauchon the Soulseeker (50)

TERRAIN
1 x Gnawhole (0)

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

TOTAL POINTS: (1980/2000)

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Small Town Throwdown: Smoke on the Water (US) – 30 Players

Army Faction: Orruk Warclans
Army Type: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumph: Bloodthirsty

LEADERS
Orruk Warchanter (120)*
– General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Da Great Big Green Hand of Gork
– Warbeats: Fixin’ Beat
Orruk Warchanter (120)*
Warbeats: Get ’Em Beat
Skragrott, the Loonking (160)*
Orruk Megaboss (140)**
Wurrgog Prophet (170)**
Artefacts of Power: Glowin’ Tattooz
– Spells: Gorkamorka’s War Cry
Wurrgog Prophet (170)**
Artefacts of Power: Gryph-feather Charm
– Spells: Gorkamorka’s War Cry
– Aspects of the Champion: Abhorrant Ghoul King

BATTLELINE
Moonclan Stabbas (125)*
Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– Stabba
– 3 Barbed Nets
Orruk Ardboys (80)**
Orruk Ardboys (240)***
Ardboy Boss
– 3 x Gorkamorka Glyph Bearer
– 3 x Waaagh! Drummer
– 6 x Orruk-forged Shield
Orruk Brutes (450)***
Brute Boss
– Jagged Gore-hacka
Orruk Brutes (150)***
Brute Boss
– Jagged Gore-hacka

ENDLESS SPELLS & INVOCATIONS
1 x Ravenak’s Gnashing Jaws (70)

CORE BATTALIONS
*Warlord
**Warlord
***Galletian Veterans

TOTAL POINTS: 1995/2000

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Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumphs: Charge

Leaders
Bloodthirster of Insensate Rage (280)*
Artefact: Armour of Scorn
Bloodthirster of Unfettered Fury (300)***
General
– Command Trait: Mage Eater
– Artefact: Skullshard Mantle
Skarbrand (390)
Slaughterpriest (100)*
Prayer: Blood Sacrifice
Skarr Bloodwrath (110)*
Slaughterpriest (100)**
Prayer: +1 to hit
– Aspect of the Champion: Tunnel Master

Battleline
5 x Flesh Hounds (100)***
5 x Flesh Hounds (100)***
5 x Flesh Hounds (100)**

Units
9 x The Unmade (80)*

Behemoths
Cygor (210)***

Endless Spells & Invocations
Wrath-Axe (70)
Skulls (50)

Core Battalions
*Warlord
**Vanguard
***Battle Regiment

Additional Enhancements
Artefact

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

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Allegiance: Idoneth Deepkin
Enclave: Nautilar
– Mortal Realm: Ghur
– Grand Strategy: The Creeping Gloomtide
– Triumphs: Inspired

Leaders
Akhelian King (250)*
General
– Bladed Polearm
– Command Trait: Unstoppable Fury
– Artefact: Potion of Hateful Frenzy
– Mount Trait: Voidchill Darkness
Lotann, Warden of the Soul Ledgers (110)*
Battlemage (100)*
Mortal Realm: Ghur
– Universal Spell Lore: Ghost-mist
– Aspect of the Champion: Stubborn as a Rhinox
– Allies

Battleline
6 x Akhelian Morrsarr Guard (360)*
Reinforced x 1
20 x Namarti Reavers (340)**
Reinforced x 1
10 x Namarti Reavers (170)**
10 x Namarti Reavers (170)**
Akhelian Leviadon (460)*
Mount Trait: Ancient

Core Battalions
*Battle Regiment
**Galletian Sharpshooters

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 100 / 400
Wounds: 97
Drops: 4

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Army Faction: Slaves to Darkness
Army Subfaction: Legion of the First Prince
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Centaurion Marshal (145)*
– Artefacts: The Conqueror’s Crown
1 x Chaos Sorcerer Lord (120)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Chaotic Conduit
– Aspects of the Champion: Fuelled by Ghurish Rage
– Mark of Chaos: Slaanesh
1 x Eternus, Blade of the First Prince (235)*
1 x Be’lakor (355)***
Spells: Daemonic Speed

BATTLELINE
24 x Chaos Legionnaires (330)**
6 x Furies (90)**
6 x Furies (90)***

BEHEMOTH
1 x Chaos Warshrine (185)***
– Prayers: Curse
– Mark of Chaos: Slaanesh

OTHER
1 x Cockatrice (105)*
3 x Gorebeast Chariots (345)***
Exalted Charioteer
– 3 x Chaos Greatblade and Lashing Whip
– Mark of Chaos: Undivided

CORE BATTALIONS:
*Warlord
**Galletian Veterans
***Battle Regiment

TOTAL POINTS: (2000/2000)

Top Three Aos Lists for the Cherokee Open

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Tournament that took place in the USA on the 25th and 26th February. It involved 79 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?

Cherokee Open (US) – 79 Players

Army Faction: Gloomspite Gitz
Army Subfaction: Jaws of Mork
– Grand Strategy: Chasing the Moon
– Triumphs: Indomitable

LEADER
1 x Squigboss (80)*
Aspects of the Champion: Fuelled by Ghurish Rage
1 x Skragrott, the Loonking (160)*
Spells: Itchy Nuisance
1 x Fungoid Cave-Shaman (90)*
– General
– Command Traits: The Clammy Hand
– Artefacts: Staff of Sneaky Stealin’
– Spells: The Hand of Gork

BATTLELINE
10 x Boingrot Bounderz (280)
Bounder Boss
10 x Boingrot Bounderz (280)*
– Bounder Boss
36 x Squig Herd (360)**
12 x Squig Herd (120)**

BEHEMOTH
1 x Mangler Squigs (260)

ENDLESS SPELL
1 x Scrapskuttle’s Arachnacauldron (50)

TERRAIN
1 x Bad Moon Loonshrine (0)

OTHER
1 x Marshcrawla Sloggoth (150)
6 x Sneaky Snufflers (110)

CORE BATTALIONS:
*Warlord
**Galletian Veterans

TOTAL POINTS: (1940/2000)

Dale returns with back to back 5-0s with Gloomspite Gitz. So there’s definitely something in the book. For those who didn’t catch that review, here’s what I said last time:

Dale has gone with Squigs for his main force with Bounders providing some great Spears of damage and the Squig Herd doing mortals when they run away, and the herders can get them back. The lack of command abilities on them worries me, however, a little as people get used to the army… especially with shooting. The buff pieces all have a place as well, with Squigs getting free moves, the moon doing as required, and 5+ward on one unit. It definitely requires some memory to keep all the moving parts in your head.

So, what to add? Well let’s use the time to talk about Skragrott:

Warscroll from Games Workshop via Wahapedia

He’s got loads of new abilities; most of which are build on the previous book. First up he’s a Warmaster so counts as a General in the army as well as your selected one. Great for Command Ability ranges. He’s still a 2 cast Wizard but he’s been reading those books in the last 3 years and now knows the full Lore (if in a Gloomspite List). This is great if the Fungoid is better placed to use his Hand of Gork.

He loses his extra command points, but gets a free command ability each turn – a great substitute. For me the best addition is that he also shines the Light of the Bad Moon so there’s a third source for the benefits – moon, shrine, Skragrott. He retains his 4+ ward and can move the moon… and then his new spell is great! 24″ mortal wound causer — you’re going to want some Mystic Terrain. I’ll do a deep dive into the Warscroll in the future, but he’s now a great addition to any Gitz army.

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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 Commands: Thunderbolt Volley
– Holy Commands: Call for Aid
– Triumphs: Inspired

LEADER
1 x Bastian Carthalos (300)**
1 x Lord-Relictor (150)**
Prayers: Translocation
1 x Lord-Castellant (160)**
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Thundershock
– Aspects of the Champion: Tunnel Master

BATTLELINE
4 x Dracothian Guard Fulminators (480)**
5 x Liberators (120)***
Liberator-Prime
– Heavens-wrought Weapon and Sigmarite Shield
– Grandweapon
5 x Liberators (120)***
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
5 x Liberators (120)***
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield

OTHER
3 x Aetherwings (70)*
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
Raptor-Prime
3 x Vanguard-Raptors with Longstrike Crossbows (240)*
Raptor-Prime

CORE BATTALIONS:
*Galletian Sharpshooters
**Warlord
***Galletian Veterans

TOTAL POINTS: (2000/2000)

Before I jump into the list breakdown, I would like to note that I attended Cherokee this year (78th place, please don’t look at me), and faced Matthew’s list in the first round. He was an absolute pleasure to play, and he stomped me into the dirt.

Matthew brought a fair number of mortal wound-dealing and heavy-hitting units. Bastion is insanely tough with great damage output and the Slann-esque ability to place mortals anywhere on the battlefield. The Fulminators use their breath weapon mortals to soften up tougher opponents before charging in to finish them off. The longstrikes are there to fish for 6’s to hit froma safe distance, to try to pick off a unit left out in the open (and their Aetherwing buddies to make those standard shots a little more reliable).

Past that the list focuses on standard-issue units to perform standard-issue jobs. The priest uses translocation to sling his GCs into position (or throw Bastion into you backline). The Lord-Castellant uses his lantern to buff the saves for the Fulminators, leading to the sweet 1+ save, and the addition of the Arcane Tome allows him to weaken his opponent’s heavy-hitters to further protect units like Fulminators and Bastion, who might otherwise be at risk from volume-of-dice attacks.

Great work from Matthew to grab 2nd spot at such a huge event, and great game from me as well! I look forward to seeing where this army goes as we progress more into this GHB.

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Army Faction: Lumineth Realm-lords
Army Subfaction: Helon
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Archmage Teclis (700)*
1 x Scinari Calligrave (110)*
Spells: Overwhelming Heat
– Aspects of the Champion: Stubborn as a Rhinox
1 x Scinari Cathallar (110)*
General
– Command Traits: Master of Magic
– Artefacts: Silver Wand
– Spells: Total Eclipse

BATTLELINE
5 x Hurakan Windchargers (130)*
Windspeaker Seneschal
– Standard Bearer
5 x Hurakan Windchargers (130)*
– Windspeaker Seneschal
– Standard Bearer
20 x Vanari Auralan Sentinels (300)*
– High Sentinel
– Spells: Protection of Hysh
10 x Vanari Auralan Wardens (150)*
High Warden
– Spells: Etheral Blessings
10 x Vanari Auralan Wardens (150)*
High Warden
– Spells: Solar Flare

ENDLESS SPELL
1 x Umbral Spellportal (80)
1 x Ravenak’s Gnashing Jaws (70)
1 x Rune of Petrification (60)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000

Jon: Jonathan made sure to get every drop of effectivity out of his list when he made the bold decision to only include one group of Auralan Sentinels in his list. With a maximum shooting range of 24″, requiring line of sight, and two massive obscuring terrain features in the middle of the board it’s very impressive that he was able to surgically pull off his HVT’s.

Two Galatian Champions enable him to consistently play for the generic battle tactics while the full endless spell suite means you can almost assuredly score three to four Lumineth Realm-Lords specific tactics. The Calligrave’s signature spell that ONLY affects heroes that are in line of sight clearly was a great pick.

An interesting decision of giving the Cathallar a Command Trait instead of giving Teclis the nod as General means “This One’s Mine!” is almost never going to be achieved, but it doesn’t seem that Roberts missed it. Great showing from Jonathan! I look forward to hearing about it from attendees and fans in the coming weeks.

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Army Faction: Skaven
Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Verminlord Deceiver (420)
Artefacts: Shadow Magnet Trinket
– Spells: Flaming Weapon
1 x Verminlord Warbringer (400)*
General
– Command Traits: Devious Adversary
– Artefacts: Warpstone Charm
– Spells: Flaming Weapon
1 x Grey Seer (120)**
Spells: Skitterleap
1 x Grey Seer (120)**
Spells: Skitterleap
Aspects of the Champion: Tunnel Master
1 x Thanquol (430)**
– 4 x Warpfire Projectors
– Spells: Skitterleap

BATTLELINE
10 x Night Runners (90)*
Nightleader
20 x Clanrats (100)*
Clawleader
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
– Rusty Blade
20 x Clanrats (100)*
Clawleader
– 2 x Clanrat Standard Bearer
– 2 x Clanrat Bell-ringer
– Rusty Blade

ENDLESS SPELL
1 x Warp Lightning Vortex (80)
1 x Ravenak’s Gnashing Jaws (70)
1 x Lauchon the Soulseeker (50)

TERRAIN
1 x Gnawhole (0)

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

TOTAL POINTS: (1980/2000)

Peter: We previously states that the Skaven book was one of the oldest books. This is obviously a mistake, with it being under a year old.

Skaven are currently struggling, but with the right pilot, they are still able to compete in the meta… and this army is full of lovely Skaveny tricks. I played a very similar list at Warfare last year and got a small win, but it was touch and go, and a double would have killed me. The army has lots of strike and fade tactics and can hit you wherever Zachary wants. There’s not much you can do to stop them striking where they want with the Gnawholes and Skitterleap.

The Big Combo here is Thanquol and Lauchon. The Soulseeker can move Thanquol who normally can’t Skitterleap… and get him closer than 9″. This means he is superb at horde clearing. If you’ve got a Squig Herd it’s going to die quickly! Just hope there’s some left to flee and cause mortal wounds.

Games Workshop via Wahapedia

With 4 Warpfire Projectors Thanquol is doing 2 mortal wounds for each model within 8″… easily killing any hordes out there. The only protection I found was a cunning redeploy and then try to catch him with a double turn… but it’s risky especially with his Unleash Hell having no negatives… so he can move, fire, unleash hell, fight in combat…! Ouch.

It’s not all Thanquol, the Verminlords are great models and can really dish out damage when they need to. It’s a great list – don’t underestimate it!

Tournament Placings

For the full tournament placings visit Best Coast Pairings.

Top Three AoS Lists for Sydney Salt Smash

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This is the top three AoS lists for the Sydney Salt Smash that took place in Australia on the 18th and 19th of February. 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.

The Top Three AoS Lists

Allegiance: Stormcast Eternals
Stormhost: Astral Templars (Scions of the Storm)
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Lord-Veritant (140)**
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation
Knight-Zephyros (100)*
Aspect of the Champion: Stubborn as a Rhinox
Celestant-Prime, Hammer of Sigmar (330)*
Lord-Arcanum on Tauralon (250)**
– Mount Trait: Celestial Instincts
– Spell: Starfall

Units
3 x Vanguard-Palladors (200)*
Boltstorm Pistols and Starstrike Javelins
3 x Vanguard-Palladors (200)**
Boltstorm Pistols and Starstrike Javelins
3 x Vanguard-Palladors (200)**
Boltstorm Pistols and Starstrike Javelins
6 x Vanguard-Palladors (400)**
Boltstorm Pistols and Starstrike Javelins
– Reinforced x 1
6 x Gryph-Hounds (90)*
6 x Gryph-Hounds (90)*

Core Battalions
*Battle Regiment
**Battle Regiment

Holy Command: Steadfast March

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 132
Drops: 2

Stormcast are in a tricky place. They have loads and loads of warscrolls, but many of them are sub-optimal. Whilst Games Workshop tries to correct this by tweaking points up and down, the good warscrolls remain good, and the bad remain bad… and so the ‘good warscroll spam’ armies come to the fore. The good news is that there are different versions of them, so you’ll not necessarily play the same one, but the bad news is that it is a lot of repeated Warscrolls.

That’s no criticism of Sean, who has taken this formula and got 5-0 from it. Sure I am going to criticise him for beating up Gloomspite Gitz (booo!) but in all seriousness he’s done very well with an army of Paladors (very quick, some shooting and reasonable combat effectiveness as well).

The Gryph hounds sync in well here with Warning Cry, which allows units to shoot at deep strikers and summoned units. Effectively giving Sean some free shots against enemy units for limited outlay. If you make it through the shooting, you’ll then have to face a deep-striking unit of Sean’s own – the still great Celestant Prime. It’s good to see him representing the book he comes from!

A really thematic list that is likely to give any opponent pause (or just annoy them). Palladors have been overlooked for most of this edition (and 2nd) for a reason. But they are also 5 wound models with 12″ move and a built-in teleport. They are built for scoring, at least when there are this many backed by the Celestant Prime and the Lord Arcanum for the +1 to hit rolls for the closest Pallador. A well thought out dynamic list.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard
Lord-Relictor (150)**
General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Thundershock
– Prayers: Translocation
Knight-Heraldor (100)**
Aspects of the Champion: Tunnel Master

BATTLELINE
Dracothian Guard Tempestors (220)*
Dracothian Guard Tempestors (220)*
Dracothian Guard Tempestors (220)**
Dracothian Guard Tempestors (220)**

OTHER
Shadow Warriors (120)*
Shadow Walker
Castigators (90)*
Castigator-Prime
The Farstriders (90)**

ENDLESS SPELLS & INVOCATIONS
1 x Everblaze Comet (90)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

Back from his Cancon insanity with fewer Vexillors and even more Tempestors. I admire his patience building and painting that them (the armour and arms take a while to eliminate gaps). There are plenty of tricks still, a Knight Heraldor (not often seen or even owned), Shadow Warriors, Castigators, and The Farstriders. All led by a Lord Relictor (with Translocate and Thundershock) who brings Master of Magic to hopefully get Everblaze Comet off. Essentially, this list is trying to deal with SCE mobility issues and damage output in the face of new more serious threats.

Scions of the Storm allows half of the units to be held in reserve and arrive in any turn, which prevents first turn shooting, removing a lot of important pieces. In this case, as a 2 drop army so Yangxue is probably deciding who has first turn, toss up whether to keep it or play for the early double. Everyone should know the Vexillor’s trick now. It’s not OP, but it is a 24″ version of the Stormdrake’s shooting attack with an area of effect. It’s once per game, so deciding when to use it is critical, but they remain a solid Galletian Champion for scoring once they are down, just not very mobile. The Knight Herald is here mostly as a quiet scoring piece with his Tunnel Master but can punish units near terrain, chip damage really but good into some armies that like to lurk near terrain. Of the units – Tempestors have been a very common choice in place of Fulminators lately.

Shadow Warriors duplicate the abilities of Scions of the Storm units on their own warscroll. They don’t count as a coalition force, though, because this is a Scions of the Storm army. Farstriders can teleport, and the Castigators are another cheap screen with Unleash Hell potential that can also be teleported by the Relictor. Very good at picking off any objectives that aren’t well covered. So movement is covered, and output, especially in the first turn or 2, is really good. Hit hard early and then outlast them. Unless the opponent is a horde army or has strong heals, this will probably work. Or Trolls, trolls (Troggoths) are probably a counter. They’re damn scary now

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Allegiance: Gloomspite Gitz
– Gittish Horde: King’s Gitz
– Grand Strategy: Chasing The Moon
– Triumphs: Indomitable

Leaders
Dankhold Troggboss (200)**
General
– Command Trait: Loonskin
– Artefact: Speaky-skull Fetish
Fungoid Cave-Shaman (90)*
Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
– Aspect of the Champion: Tunnel Master
Fungoid Cave-Shaman (90)*
Artefact: Leering Gitshield
– Lore of the Moonclans: Itchy Nuisance
Mollog (130)*

Battleline
9 x Rockgut Troggoths (480)***
Reinforced x 2
6 x Rockgut Troggoths (320)***
Reinforced x 1
3 x Rockgut Troggoths (160)*
6 x Fellwater Troggoths (320)***
Reinforced x 1

Units
1 x Dankhold Troggoths (180)**

Endless Spells & Invocations
Loonskin Malevolent Moon (0)

Core Battalions
*Warlord
**Troggherd Heavies
***Galletian Sharpshooters

Additional Enhancements
Artefact
Artefact

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 136
Drops: 9

On the same weekend as Sheffield Slaughter, Ben has guided a Trogg army (Gloomspite Gitz) to a spectacular 4-1. Not bad for an army that was languishing at the bottom of the rankings before the new book. It’s still too early to tell if the book will be above the magical 45%-55% level, but it definitely feels like it should be able to stay away from the mid-thirties it was in during the last incarnation.

The Troggs that Ben has taken also shows the advantage of giving people choices with battalions. Sure, there is only one in the Gitz book, but it is an innovative way of getting people to take Dankhold Troggoths… a great model, but before now, a very weak scroll. The increased regeneration helps here as well, but it comes with a free artefact as well, which is well worth considering for only 180 points. Treat him as a throw-away spear unit and hammer something to death. Just remember he doesn’t come back through the shrine at the end of the turn.

But the Rockguts and Fellwaters do, and with healing now automatic and every hero phase, you’ll need to kill units outright – not an easy thing for the 9 Rockguts.

It’s a great army, and it looks good on the board too – don’t be suckered in by the lack of bodies… these guys will hang around and stick on objectives. My only concern for them would be the mirror into a Squig list, but Ben fought one of those in game 5 and came out on top, so maybe this list can compete long-term.

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

Leaders
Hag Queen (120)*
Aspect of the Champion: Fuelled by Ghurish Rage
Anointed on Frostheart Phoenix (320)
Allies
Slaughter Queen on Cauldron of Blood (300)*
General
– Command Trait: Zealous Orator
– Artefact: Arcane Tome (Universal Artefact)
-Lore of Shadows: Mindrazor

Battleline
15 x Blood Sisters (450)*
Reinforced x 2
10 x Blood Stalkers (360)*
Reinforced x 1
5 x Blood Sisters (150)*

Units
5 x Khinerai Heartrenders (100)*
5 x Khinerai Heartrenders (100)*

Endless Spells & Invocations
Heart of Fury (50)

Core Battalions
*Battle Regiment

Total: 1950 / 2000
Reinforced Units: 3 / 4
Allies: 320 / 400
Wounds: 100
Drops: 2

It’s always nice to see a Norathi list! Since her price hike, I think they make more sense than ever. Even though it will always be scary not taking the big momma, once you spread those points over more synergistic bodies, you can end up with a surprising amount of redundancy and board control.

And that’s _kinda_ what Liam has gone for here – by replacing the 700 pt Morathi with a Frostheart Phoenix – which is a durable, fast monster at less than half the points, and a newly-bargain priced Slaughter Queen on Cauldron. Between these two pieces, Liam brings to bear overlapping auras of -1 to wound and +1 to save, which, combined with -1 damage from the Heart of Fury, go a long way to making the fragile Daughters able to take a serious punch.

Beyond that, it’s the usual block of 15 stab sneks, but he’s also brought 10 bows – which I think are pointed for the double shoot but still offer decent ranged output – and the usual double khinerai for amazing scoring options.

A really nice balanced list that cleaned up some strong meta opponents, losing only to what is quickly becoming the clearly-over-tuned Gloomspite book!

Final Tournament Placings

Top Three AoS Lists for God’s of War 3

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This is the Top Three AoS Lists for God’s of War 3 that took place in Italy on the 11th and 12th of February. It involved 84 players vying to be crowned champion in a 5-game tournament.

The rankings for this tournament included other points that played around with the usual order of lists. We therefore decided to base the top 3 lists on the traditional method of wins and then battle points.

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: Idoneth Deepkin
Army Subfaction: Mor’phann
– Grand Strategy: Dominion of the Deep Ones
– Triumphs: Bloodthirsty

LEADER
1 x Isharann Tidecaster (140)
Artefacts: Rune of the Surging Gloomtide
– Spells: Steed of Tides
– Aspects of the Champion: Tunnel Master
1 x Akhelian Thrallmaster (110)*
General
– Command Traits: Lord of Storm and Sea
1 x Isharann Soulrender (120)*
1 x Lotann (110)*

BATTLELINE
20 x Namarti Thralls (260)*
Icon Bearer
20 x Namarti Thralls (260)*
Icon Bearer
10 x Namarti Reavers (170)**
Icon Bearer
10 x Namarti Reavers (170)**
Icon Bearer
10 x Namarti Reavers (170)**
Icon Bearer

BEHEMOTH
1 x Akhelian Leviadon (460)*
Mount Traits: Reverberating Carapace

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS:
*Battle Regiment
**Galletian Sharpshooters

TOTAL POINTS: (1970/2000)

Just in case it isn’t obvious by the time I finish this segment, I really love Idoneth Deepkin. They are the perfect army full of the best models with no bad builds, and you will never convince me otherwise. Luca’s list shines a spotlight on a handful of excellent units and clearly uses them to their greatest effect.

Let’s start with heroes. Luca has opted to leave the classic Murderking at home to fill in more slots for GCs. They are also focusing their heroes on the ability to buff and support their key units rather than shine by themselves. The Tidecaster brings two Isharann Rituals, the Thrallmaster is remarkably versatile (and has pretty decent solo damage output as well), the Soulrender keeps those Namarti alive, and Lotann provides some amazing buffs when stacked up with other heroes.

The Namarti thralls and reavers are supported by these heroes in key ways. Sticking the Tidecaster in a boat to give Riptide the widest possible reach, then pick your favorite Thrall unit and stick all of the remaining heroes into the middle. At that point the Soulrender is going to be resurrecting 4 to 6 Thralls per battleshock phase, the Thrallmaster is going to provide exploding 6’s to hit, Lotann provides +1 to wound, the Leviadon gives +1 to hit…

You see where this is going. Assuming the chosen unit doesn’t get destroyed on their way to their destination (which obviously didn’t happen, given Luca’s first place win) the 20 thralls will force a massive number of Rend -1 saves. And if it does happen that the thrall unit gets destroyed on the way to their destination, Luca has a backup castle right behind the first. On top of all this, Luca has 30 Sharpshooter Reavers running around the board as fast as (or faster) than other armies’ cavalry all the while able to pick off enemy GCs before they have the chance to score battle tactics.

All-in-all, this is an excellent showing from an army that we don’t get to see in top 3 articles very often, and Luca did an excellent job piloting them to a 5-0 win and first place!

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: The Day is Ours!
– Triumphs: Bloodthirsty

Leaders
Guardian of Souls (150)**
Lore of the Underworlds: Seal of Shyish
Krulghast Cruciator (150)**
Artefact: Lightshard of the Harvest Moon
Lord Executioner (130)***
General
– Command Trait: Hatred of the Living
– Artefact: Slitter
– Aspect of the Champion: Fuelled by Ghurish Rage
Spirit Torment (120)**
Spirit Torment (120)

Battleline
10 x Bladegheist Revenants (180)*
10 x Bladegheist Revenants (180)*
20 x Bladegheist Revenants (360)*
Reinforced x 1
20 x Bladegheist Revenants (360)*
Reinforced x 1
3 x Spirit Hosts (130)***

Units
4 x Myrmourn Banshees (100)**

Core Battalions
*Galletian Veterans
**Warlord
***Vanguard

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 99
Drops: 11

No Harridans, no Hexwraiths, just a single-minded focus on some of the most effective murder machines Nighthaunt has. By now, everyone knows the Bladegheist trick, an extra attack on the charge. With Lightshard, that means up to 5 attacks as well as mortal wounds from the charge (Scarlet Doom ability). This is a variation on the 2 blocks of 30 Bladegheist that we saw early in last season. This list deals with one of the weaknesses of the 60 Bladegheist list by giving both more units and a non-trivial screen. The weakness, of course, is only 10 wounds for 180 points. They can issue discorporate on themselves to take advantage of a 5+ ward increased their effective wounds 30%. But even without rend, a 10/13 wound unit is pretty easy to pick up.

Unfortunately unless you have a double pile in/fight rule (Terrorgheist I see you) the unit that removes the screen is really only a trading piece with one of the large units likely to take advantage of your clearing the screen. Elite armies can’t afford that trade too often. The normal buffing heroes are here, Kruleghast gives -1 damage, and Guardian of Souls with 2 Spirit Torments to return models every turn. The Lord Executioner build is cute and very threatening, but with only 5 wounds, he can be removed a bit too easily to rely on. It will take a little effort, though, with his standard wards and once per game 3+ wards.

If combined with the Spirit Hosts, it will take quite a bit to shift him. He’s not a Megaboss but with Slitter (chance to one shot small heroes) and Hatred of the Living he’s a nasty bomb waiting for something to get too close. The points increase cost this list dearly – in Season 2, it costs more than 100 more than Season 1 neatly removing the Purple Sun (and other helpful spells). With a mix of defensive and offensive buffs and choices, this is still a very aggressive list that aims to win by destroying you more than playing for points. Isolated any of the core units are pretty weak. The lower Battlescore (still 5 and 0) reflects that it’s a bit harder to score in Season 2 just by killing your opponent. It’s still fun though.

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Army Faction: Slaves to Darkness
Subfaction: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Chaos Lord on Daemonic Mount (170)*
Mark of Chaos: Nurgle
– Cursed Warhammer
Chaos Sorcerer Lord (120)*
General
– Mark of Chaos: Slaanesh
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Daemonic Speed
– Aspects of the Champion: Leadership of the Alpha
Chaos Sorcerer Lord (120)*
Mark of Chaos: Slaanesh
– Spells: Chaotic Conduit

BATTLELINE
Chaos Knights (230)*
Mark of Chaos: Nurgle
– Doom Knight
– Standard Bearer
– Hornblower
– Cursed Lance
Chaos Knights (460)*
Mark of Chaos: Nurgle
– Doom Knight
– Cursed Lance
– 2 x Hornblower
– 2 x Standard Bearer
– Ensorcelled Banner: The Eroding Icon
Varanguard (290)*
Mark of Chaos: Khorne
– 3 x Ensorcelled Weapon
Varanguard (290)*
Mark of Chaos: Khorne
– 3 x Fellspear
Varanguard (290)*
Mark of Chaos: Khorne
– 3 x Fellspear

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1970/2000

Slaves to Darkness players (myself included) are quickly finding that the new book has some definite power, even if from a fairly limited selection of warscrolls and allegiance abilities. However, the combos that do work, work.

Meme has kept things simple and leaned into a ‘2e Slaves but with no Archaon’ list, with loads of cavalry in Knights of the Empty Throne, which makes mounted units able to run and charge, and Varanguard battleline. Also, be aware, the 5+ Varanguard rally only applies if the GENERAL is a Varanguard model.

Slaves HQ picks are quickly consolidating to a lean selection of 1-2 Lords, with at least being the Sorcerer as we have here, for access to the fantastic Daemonic Power (+1 to hit and wound) spell, that he can cast on 3d6 thanks to a heroic action – hence the Arcane Tome and Master of Magic – also crucial to getting ‘Daemonic Speed’ off for those 3d6 charges.

Troop wise, Chaos Knights are rapidly showing Nurgle to be their favourite mark, so they can act as durable pinning pieces. Meme has them backed up by 3x msu Khorne Varanguard, as savage guided missiles, with each unit being able to fight twice.

You can probably see how it works – a wall of super hard to kill knights with run+3d6 charge to box you in, and death squads of Varanguard with – if all the buffs go off – 4 attacks each, 2/2/-3/2!

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Army Faction: Stormcast Eternals
Army Type: Stormkeep
– Subfaction: Hallowed Knights
– Triumph: Inspired
– Grand Strategy: Take What’s Their

LEADERS
Lord-Castellant (160)*
General
– Command Trait: Master of Magic
– Artefact of Power: Arcane Tome
– Spell: Starfall
Gardus Steel Soul (170)***
Knight-Zephyros (100)***
– Artefact of Power: Mirrorshield
– Aspect of the Champion: Stubborn as a Rhinox
Krondys (550)***
Spell: Thundershock

BATTLELINE
15 x Vindictors (390)*
Vindictor-Prime
– 3 x Azyrite Signifier
5 x Vanquishers (110)**
Vanquisher-Prime
5 x Vanquishers (110)***
Vanquisher-Prime

OTHER
3 x Aetherwings (70)**
3 x Vanguard-Raptors with Longstrike Crossbows (240)**
Raptor-Prime

ENDLESS SPELLS & INVOCATIONS
1 x Everblaze Comet (90)

CORE BATTALIONS
* Galletian Command
** Galletian Sharpshooters
*** Warlord – Artefact

UNIQUE ENHANCEMENT – HOLY COMMAND
Steadfast March

TOTAL POINTS: 1990/2000

With the news that small heroes were the focus of Season 2, SCE players rejoiced and began sorting through their 40 heroes for Galletian Champions to take up the challenge. And very quickly realised that despite only average performance, they’d gotten a nerf. The same 3 or 4 foot heroes that were already in the list were there for a reason. However, both the Knight Zephyros and the Knight Azyros. especially the Knight Zephyros, made a return. Only 6″ move, but he can teleport instead of move on top of run and charge. Only 5 wounds but equipped with Mirrorshield (can’t be shot unless you are within 9″) and Subborn as a Rhinox makes him both a great backfield but also a great unguarded objective unit. Really though this is the Krondys show with a supporting cast of heroes.

Both the Castellant and Steel Soul bring useful buffs (+1 to save and a 12″ 5+ ward). While Krondys is the big hammer, the Vindictors are a hammer in their own right. They are part of the Galletian Command battalion with the Castellant. You can expect them to hang around with a 2+ save. You can expect them to do an average of 5 mortal wounds at full strength (15 models), they need to lose 3 models before battleshock is an issue. They also fight on death, so combat is a real concern. They are part of an anti horde approach, including Starfall and the Vanquishers (they get more attacks the more models they face). At the same time, as including a hero that can snipe objectives, Ambrogio included some real snipers.

Aetherwings are not just spotters (+1 to hit for longstrikes if the target is within 12″ of them). They can, of course, take objectives or push scoring opportunities. The Longstrikes are a good choice for sniping out Galletian Champions. A well thought out list with solid scoring opportunities and the ability to apply pressure, including through remote mortal wounds (Raptors, Everblaze Comet, and Starfall) that will punish any horde or army that castles. 13th is low for a 4 and 1 record, demonstrating SCE’s frequent mobility issue and its impact on scoring.

Final Tournament Placings

For the full tournament listing visit Best Coast Pairings.

Top Three AoS Lists for Columbus Brewhammer

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This is the top three AoS lists for the Columbus Brewhammer GT that took place in the USA on the 4th and 5th of February. It involved 39 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

Jon Anderson (Aka Poro):

Army Faction: Lumineth Realm-lords
Subfaction: Helon
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Archmage Teclis (700)*
General
– Spells: Healing Zephyr
Scinari Cathallar (110)*
Artefacts of Power: Silver Wand
– Spells: Overwhelming Heat
Hurakan Windmage (120)*
Spells: Transporting Vortex
– Aspects of the Champion: Stubborn as a Rhinox

BATTLELINE
Hurakan Windchargers (130)*
Windspeaker Seneschal
Vanari Auralan Wardens (150)*
High Warden
– Spells: Overwhelming Heat
Vanari Auralan Sentinels (300)*
High Sentinel
– Spells: Etheral Blessings

OTHER
Vanari Auralan Sentinels (300)*
High Sentinel
– Spells: Speed of Hysh

ENDLESS SPELLS & INVOCATIONS
1 x Umbral Spellportal (80)
1 x Ravenak’s Gnashing Jaws (70)
1 x Shards of Valagharr (40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

We’ve another commentator join us recently, who has slipped under the radar. Jon joined us at the backend of 2022. So much so that when I sent a message on our writers WhatsApp asking who wanted to comment on the Lumineth list, Jon had to remind us all it was his list.

So, in his own words, here’s how Jon played his list.

Jon Anderson: News from the Realms!

With LVO behind us and a new GHB season in full swing, I decided to venture out into the wilds. A barren place, a forgotten place, a place with no hope where even the whisper of superior college football conferences will send the locals into a fuss. That’s right, I went to Ohio.

I was in Columbus, to be exact, and participated in the second annual Brewhammer event. This year, I was not stymied by two 12″ charges in Round 5, though, and I was able to go 5-0 and win the event for the “good” guys.

Today, I want to go over a quick list analysis of my Lumineth Realm-Lords, which went undefeated at the GT. My path to victory took down Sylvaneth, Ironjawz, Nighthaunt, the Flesh-eater Courts, and finally more Sylvaneth.

Starting things off with the list was my decision to field the Great Nation of Helon which gave me bonus shots with the Sentinels. Very nasty. Many arrows.

Some deviance from the path has been detected! I went with the Grand Strategy “Take Their Toys”, which works out well when the plan was to table the opponent every round.

One drop. Uno. Ein. Ichi. The Sith Castle wants to determine who goes first and none of the bonuses from other battalions are worth taking. Why take a Warlord battalion when I’m going to forget I even have a relic
to begin with? The Cathallar had the silver wand which enabled her to cast an additional spell. Guess what I didn’t do all weekend? You guessed it! Read my scrolls.

I put Teclis as the general because the tournament DID NOT allow book tactics and/or Grand Strategies. Because of this, I needed to have access to This One’s Mine in a pinch. I never needed it, but the option was there. Cool list, have you heard? Nothing crazy at battleline; one pack of Wardens and two reinforced squads of Sentinels meant I just wanted to use the Roos as board control and move blockers.

In regards to the Windchargers, I’m rapidly becoming a bigger fan of them. I don’t think you spam them, they’re not the rock you build your church on, but they’re a great support piece and at 130 points you
unlock 3/3 battleline very quickly. I’d recommend naming the Roos: Jack, John, Luke, Jacob, and Steve.

Oh yeah, endless spells. Shards of Valagar giving half move but also removing the ability to teleport a unit was what won me the Sylvaneth game. Great endless spell, super cheap, buy high, sell low. Diamond hands.

Fun tournament, with fun people. I am looking forward to going back next year.

I’m happy to talk shop on Discord or Twitter. My Discord handle is Poro#4444 and my Twitter is @33r2d2

Best Overall: Jeff Campbell Crowley
Best General: Jon Anderson
Best Order: Austin Thimesch
Best Destruction: “Megaboss” Mike Westendorf
Best Death: Jake Myers
Best Sport: Everyone, because you should all strive to be the best sports you can be.

Until next time,
Darth Poro

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Army Faction: Sylvaneth
Army Subfaction: Oakenbrow
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Drycha Hamadreth (320)
Spells: Verdurous Harmony
1 x Spirit of Durthu (350)
1 x Treelord Ancient (330)*
– General
– Command Traits: Gnarled Warrior
– Artefacts: The Vesperal Gem
– Spells: Regrowth
1 x Arch-Revenant (120)*
– Aspects of the Champion: Stubborn as a Rhinox
1 x Arch-Revenant (120)*

BATTLELINE
1 x Treelord (230)*
1 x Treelord (230)*
1 x Treelord (230)*

ENDLESS SPELL
1 x Spiteswarm Hive (40)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1970/2000)

Sylvaneth are settling into their gro(o)ve recently, and what’s great is that we’re starting to see a variety of builds do well.

Jeff here has gone against the grain and clinched a big 4-1 (losing only to the current…well, perennial boogeyelf) with an Oakenbrow treelord list! The sub-faction of choice for the big tree lover makes them battleline and helps them fight in top bracket – leaning into it therefore makes utter sense, hence the combo of Durthu, an Ancient, and 3 Treelords, backed up by the auto-take Spiteswarm hive for +3 to movement AND charges (not bad is it?).

We also see two Arch-revs here – most likely for scoring plays due to them being durable (when they select the 4+ ward option – and when wouldn’t they) and highly mobile GCs.

The increasingly popular mixed-phase output of Drycha rounds things out while fitting neatly into a battle reg – because the Treelords become troops in the sub-faction – making for a thematic and clearly powerful list. It’s great to see that Big Tree as an archetype is viable, and this is one of the first examples I’ve seen – so kudos to Jeff for staying true to his roots!

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Allegiance: Stormcast Eternals
Stormhost: Astral Templars (Scions of the Storm)
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Knight-Vexillor (120)*
Pennant of the Stormbringer
– Aspect of the Champion:
Tunnel Master
Knight-Draconis (300)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Thunderous Presence
– Spell: Celestial Blades
Battlemage (100)*
Mortal Realm: Ghur
– Allies

Battleline
5 x Liberators (120)*
Heavens-wrought Weapon and Shield
– 1x champion Grandweapon
5 x Liberators (120)*
Heavens-wrought Weapon and Shield
– 1x champion Grandweapon
4 x Stormdrake Guard (680)*
2x Drakerider’s Lance
Champion lance
2x swords
– Reinforced x 1
5 x Tree-Revenants (110)*

Units
10 x Protectors (440)*
Reinforced x 1
Champion

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 100 / 400
Wounds: 118
Drops: 1

We’re back with Stormcast, who remain one of the most consistent factions throughout 3rd Edition so far. Dragons help. Lots of things we are used to, block of Storm Drakes in Scions of the Storm to get the drop on the opponent. No Lord Imperatant so no 7″ charges from off the board, but there is a clever use of the Vexillor. His banner gives a once a game teleport for a unit. Combine that with the Battlemage, and you could drop the Protectors somewhere with a 7″ charge (9″ with +2″ movement). A great way to move away from the almost autoinclude Relictor. Astral Templars ignore monstrous rampages, which are mostly for the drakes. They will be able to carry out a rampage and ignore the same from anything big. With both the Knight Draconis and Storm Drake, that’s potentially a big help.

This is a very mobile list with the Tree Revenants (Musician granting teleport), the Vexillor (Tunnel Master), and his Pendant. It might just be me but I like the idea of Galletian Command combined with the Vexillor’s Pendant, Wild form and Tunnel Master to throw the Protectors and Vexillor across the board to take advantage of Strike at the Opening.

This is a really bad idea, that’s a lot of rolls you need to go your way and you couldn’t rely on it. But. Anyway, the list did what it does, holding back lines with Liberators and giving freedom to the hammers (Protectors and Drakes). There is a nice balance of abilities to improve the Protectors’ mobility. And it worked, mostly anyway. Nicholas scored well in every round except against the Sylvaneth list with 6 Treelords (3 Lords and 3 Characters). Ents anyone? Ents are tough, and these fight and fade. It is very hard to counter with so few bodies.

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Allegiance: Ironjawz
Warclan: Bloodtoofs
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable, Indomitable

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Fast ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (120)*
Warbeat: Fixin’ Beat
– Aspect of the Champion: Tunnel Master
Orruk Warchanter (120)*
Warbeat: Get ‘Em Beat

Battleline
10 x Orruk Brutes (300)**
Jagged Gore-hackas
– 2x Gore Choppas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)**
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)***
Jagged Gore-hackas
– Reinforced x 1
3 x Orruk Gore-gruntas (170)***
Jagged Gore-hackas

Units
3 x Rippa’s Snarlfangs (70)*
Allies

Core Battalions
*Warlord
**Ironjawz Fist
***Ironjawz Fist

Additional Enhancements
Triumph

Total: 1940 / 2000
Reinforced Units: 3 / 4
Allies: 70 / 400
Wounds: 141
Drops: 8

A cool variation on the Bloodtoofs list with 15 pigs and a Mawcrusha but 10 Brutes and Rippa’s Snarlfangs. More of a harassing unit that are only a little faster than the pigs, though. Their most useful trait, though, is only costing 70pts and finishing that Warlord battalion. Still, getting somewhere fast can be useful, and something that is small and not that threaten might go under the radar. The Brutes are a seriously powerful unit. Now that Bounty Hunters has gone, their issue is speed. Double Ironjaw’s fist is an interesting concept. With Might Destroyers, you could give All Out Attack to all of the Pigs and the Brutes in the same turn. Twice. For 2 CP each time.

Interesting concept, it failed in the face of overwhelming shooting (Lumineth) and a lower score in the 5th round (more shooting) but performed well throughout. It says as much about the power of consistent shooting into melee armies as much as anything. Bouncing back from the 2nd round loss to take 6th with a very solid 4-1 is a great result.

Final Tournament Placings

Top Six AoS Lists for CanCon 2023

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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!