Category Archives: Astral Templars

Top Three AoS Lists for Regicide in the Realms

This is the top three AoS lists for the Regicide in the Realms that took place in the UK on the 6th and 7th of May. It involved 16 players vying to be crowned champion in a 5-game tournament.

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

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

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

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

The Top Three AoS Lists

Army Faction: Blades of Khorne
Army Subfaction: Skullfiend Tribe
– Grand Strategy: The Day is Ours!
– Triumphs: Bloodthirsty

LEADER
1 x Realmgore Ritualist (100)*
Prayers: Killer Instinct, Blood Sacrifice
1 x Realmgore Ritualist (100)*
Prayers: Bronzed Flesh, Blood Sacrifice
1 x Slaughterpriest (110)*
General
– Command Traits: High-priest of Khorne
– Bloodbathed Axe
– Prayers: Unholy Flames, Killer Instinct
– Galletian Enhancement: Fuelled by Ghurish Rage
1 x Bloodsecrator (110)**
Artefacts: Banner of Blood
1 x Bloodstoker (90)****

BATTLELINE
10 x Skullreapers (380)**
Skullseeker
– 2 x Icon Bearer
10 x Bloodreavers (80)***
Blood Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
10 x Bloodreavers (80)***
Blood Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
10 x Bloodreavers (80)***
Blood Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe

TERRAIN
1 x Skull Altar (0)

OTHER
5 x Garrek’s Reavers (70)*
6 x Mighty Skullcrushers (400)****
Skullhunter
– 2 x Standard Bearer
– 2 x Hornblower
– Bloodglaive
6 x Mighty Skullcrushers (400)****
Skullhunter
– 2 x Standard Bearer
– 2 x Hornblower
– Bloodglaive

CORE BATTALIONS:
*Warlord
**Galletian Command
***Galletian Veterans
****Vanguard

TOTAL POINTS: (2000/2000)

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Allegiance: Soulblight Gravelords
Subfaction: Legion of Blood
– Mortal Realm: Shyish
– Grand Strategy: Lust for Domination
– Triumphs: N/A

Leaders – Parade Ground
Neferata, Mortarch of Blood (390)*
Lore of the Deathmages: Waste Away
Skeleton High King (440)*
Vampire Lord on Zombie Dragon
General
– Deathlance
– Command Trait: Doomed Minions
– Artefact: Cloak of Mists and Shadows
– Lore of the Vampires: Soul Pike
The Ever-Living Prince (440)*
Vampire Lord on Zombie Dragon
– Vampiric Sword
– Lore of the Vampires: Vile Transference
The Scorned Captain (135)**
Wight King
– Artefact: Amulet of Screams
– Aspect of the Champion: Stubborn as a Rhinox
The Discarded Princess (135)**
Ivya Volga, the Outcast

Battleline – Procession Host
The Endless Duty (85)**
10 x Deathrattle Skeletons
The Worked-To-The-Bone Brigade (85)**
10 x Deathrattle Skeletons
The Impending Doom (220)**
10 x Black Knights
– Reinforced x 2

Endless Spells – Delirious Visions
The Reins Of Tyranny (40)
Soulsnare Shackles
The Great Unwashed (30)
Suffocating Gravetide

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 97
Drops: 4

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Allegiance: Stormcast Eternals
– Mortal Realm: Ghyran
– Grand Strategy: The Day is Ours! – Triumphs: Inspired

LEADERS
Karazai, The Scarred (550)*
General
Celestant-Prime, Hammer of Sigmar (330)*
Knight-Vexillor (120)**
Meteoric Standard
Artefact: Arcane Tome – Spell: Celestial Blades
Knight-Vexillor (120)*
Meteoric Standard
– Aspect of the Champion: Tunnel Master
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard

UNITS
5 x Vanguard-Hunters (110)**
Boltstorm Pistols and Shock Handaxes
5 x Vanguard-Hunters (110)**
– Boltstorm Pistols and Shock Handaxes
5 x Vindictors (130)**
6 x Praetors (280)*

CORE BATTALIONS
*Battle Regiment
**Battle Regiment


ADDITIONAL ENHANCEMENTS Holy Command: Call for Aid

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Army Faction: Ossiarch Bonereapers
Subfaction: Petrifex Elite
– Grand Strategy: The Day is Ours!
– Triumph: Inspired

LEADERS
Katakros (440)*
Mortisan Boneshaper (120)*
General
– Command Traits: Show of Superiority
– Artefacts of Power: Artisan’s Key
– Spells: Drain Vitality
– Aspects of the Champion: Tunnel Master
Mortisan Boneshaper (120)*
Spells: Mortal Contract

BATTLELINE
Mortek Guard (300)*
Mortek Hekatos
– Nadirite Blade
– 2 x Necrophoros
– 2 x Soulcleaver Greatblade
Immortis Guard (400)*
Immortis Guard (400)*

BEHEMOTH
Gothizzar Harvester (210)*

TERRAIN
1 x Bone-tithe Nexus (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

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Final Tournament Placings

Top Three AoS Lists for Quest of Champions – Heat 2

This is the top three AoS lists for the Quest of Champions that took place in the UK on the 1st and 2nd of April. It involved 38 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

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

Kharadron Code
– Artycle: Settle The Grudges
– Amendment: Prosecute Wars With All Haste
– Footnote: There’s No Reward Without Risk

Leaders
Aether-Khemist (80)*
Arkanaut Admiral (125)*
General
– Command Trait: Ex-Grundstok
– Artefact: Celestium Burst-grenade
– Aspect of the Champion: Leadership of the Alpha
Brokk Grungsson Lord-Magnate of Barak-Nar (220)*

Battleline
10 x Arkanaut Company (100)*
x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
15 x Grundstok Thunderers (405)*
– 3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
Arkanaut Frigate (300)*
– Main Gun: Heavy Sky Cannon
– Frigate Regittings: Magnificent Omniscope

Units
3 x Endrinriggers (120)*
3 x Endrinriggers (120)*

Behemoths
Arkanaut Ironclad (500)*
– Main Gun: Great Sky Cannon
– Major Installation: The Last Word

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 106
Drops: 1

Fabian Quinn: List theory and design – The list was actually played the weekend before by Tom Mawdsley at the Justice Series GT at Just Play Games. When I saw some of Toms games on Twitter and saw how much fun he was having I immediately wanted to play the list. I have played KO before in a few tournaments so had a general grasp on the army but not with the new book.

The list and interactions – This type of list really wants to be one drop to decide who is going first due to how fragile the list can be and how close some of the deployments are. Zilfin allows the Frigate to become battleline helping to have two behemoths in a one drop list.

Heroes
Arkanaut Admiral – An absolute all star giving out +1 rend to a non Skyvessel, a free command ability to his flagship and the Thunderers every turn.
Aether Khemist – Handing out +1 to rend to a Skyfarer unit every turn helps getting through armour, especially if used injunction with the Admirals Grudgebreaker rounds (+1 rend) units in the army can get up to 4 rend!
Brokk Grungsson – He’s sooooooo much fun and adds a little combat punch to the list to help finish off units that may have been left after some bad rolls.

Units
Frigate + Endrinriggers -15 wounds on a 3+ save with the healing of the riggers is amazing, especially with the +2” to move (from the second free Endrinwork, thanks Zilfin!) meaning placing Brokk in here adds a close combat threat that has not been seen in KO before. When your opponent hears the words I’m declaring a charge they often have to do a double take!

Thunderers – These guys are amazing to kick out of a boat and point at your opponents biggest baddest unit especially with +2 rend!

Ironclad – Still good to help protect and transport the Thunderers plus heroes. The Ironclad in this list is also a great defensive piece to disrupt your opponents charges with the great Endrinwork ”The Last Word” and Supremacy mine!

Overall the list was very fun to use and it really does reward great deployment and positional play. I would definitely say its a double edged sword where poor rolls, deployment and placement can lead to losing very easily.

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Allegiance: Stormcast Eternals
– Stormhost: Astral Templars (Stormkeep)
– Mortal Realm: Ghyran
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

LEADERS
Karazai, The Scarred (550)*
General
Knight-Vexillor (120)*
Meteoric Standard
– Aspect of the Champion: Tunnel Master
Knight-Vexillor (120)**
Meteoric Standard
– Artefact: Arcane Tome
Spell: Celestial Blades
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard
Celestant-Prime, Hammer of Sigmar (330)**

UNITS
5 x Vindictors (130)**
5 x Vanguard-Hunters (110)**
Boltstorm Pistols and Shock Handaxes
5 x Vanguard-Hunters (110)**
Boltstorm Pistols and Shock Handaxes
6 x Praetors (280)*

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL: 1990/2000

Brett: Hero hammer combined with some Vexillor madness for ranged Mortal Wounds. That doesn’t show how carefully this list has been crafted – Astral Templars has become the choice of Stormhost with the new books bringing monsters back on to the table. Vindictors for home plate and Vanguard Hunters to get out there and take exposed objectives. This is a Stormkeep so there is not air assault element, that inbuilt teleport is especially useful. You can back up the Tunnel Master easily. With ranged and melee attacks their output isn’t great but they have access to Unleash Hell and can prevent a Vexillor being sniped. The 4 Vexillors are all handy 6 wound Galletion Champions opening the new battle tactics to this list.

Hammers though, this list has them – Karazai is effective but needs protection and has it with the Praetors. 6 is unusual but will take a lot of punishment and can dish it out as well (19 attacks hitting on 3s). The biggest issue is keeping up with Karazai. And from Turn 2 or 3 the Prime is going to enter, auto charge and delete something. Stormcast are normally pretty worn down by Turn 3 normally so this is a really powerful way to preserve some offensive force. A very strong showing with a faction that isn’t seen as that competitive, drawing with Gitz is a very solid result. It says a lot that such a small army could hold Gitz back in their current state and with the pre data slate rally. Karazai is great anti-horde.

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Army Faction: Hedonites of Slaanesh
Army Type: Pretenders
– Grand Strategy: Glutton for Depravity
– Triumph: Indomitable

LEADERS
Contorted Epitome (190)*
Spells: Born of Damnation
– Aspects of the Champion: Tunnel Master
Sigvald (205)*
The Masque (140)
Keeper of Secrets (400)*
General
– Command Traits: Strength of Godhood
– Shining Aegis
– Artefacts of Power: The Crown of Dark Secrets
– Spells: Flaming Weapon

BATTLELINE
Blissbarb Archers (150)*
– High Tempter
Blissbarb Archers (150)*
– High Tempter
Blissbarb Archers (150)*
High Tempter

OTHER
Blissbarb Seekers (200)*
High Tempter
Slickblade Seekers (400)*
Hunter-Seeker

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1985/2000

Phil Marshall: Slaanesh Pretenders – How did it work?

I decided to run a fairly balanced list that could perform a role in each phase of the game. Pretenders sub faction jumped out to me off the bat as a faction that was very strong due to the command point mechanics that I took advantage of. In Pretenders you receive 3 command points instead of 1 if your general is alive. This combined with the strength of godhood command trait is a super strong combo as one part of this allows you to issue the same command 3 times in a phase for the use of 1 command point which is a super strong mechanic which is what the list was built around. The other aspect of the command trait is that it gives the general plus 1 rend and plus 1 damage when it issues a command till end of the turn, which can make my general slightly obnoxious at potentially rend 4 and 7 damage. The artefact that I feel will be the most common is the crown of dark secrets due to the ability to potentially shut down the best hammer in your opponenets army. You pick a unit at the start of the game and if they are within 6” of your general they count as only having 1 attack. Helps when your general is a keeper of secrets, so maximising the rang of this.

How did the list play then? I myself am quite an aggressive player and I chose to play this list as an aggressive castle, pushing down the board. The Masque works really well for this with the mechanic to set up in your opponents territory 3” away from units to pressure people who out drop you taking the turn to mitigate them taking the early double against you before you have enough depravity to make your units more survivable. The other way of using it is to capitalise on deployment errors and taking off key pieces of having a good target to start the depravity train as you are wanting to get to the 36 depravity as quickly as possible to give the army the 5+ ward. In all my games the masque was my turn 1 depravity generator, popping finest hour, avoiding monsters means that it was consistently 9 attacks 2s&2s rend 1 (or 2) damage 2. Then the rest of the army was making the most of impassable terrain and setting up a tight screen of the blissbarbs and utilising the generals ability to auto 6 run all 3 units to get the maximum range out of the, all out attacking all three in the shooting phase to be 2s & 3s and in some instance triple unleash hell! The Blissbarb seekers really compliment the Blissbarb archers and are looking to do some chip damage to the main shooting targets and the unit that you are looking to gain depravity from the Euphoric Killers trait in the combat phase. Blissbarbs split firing is also great at handing out temptation dice to also try and gain more depravity or do additional damage if they decline. Its looking to pressure the table turn 1 and assert an aggressive position on the board. The Blissbarbs with the 63 shots have most likely cleared the screens in the 1st turn and the army is well positioned to unpack with a double going into turn 2. With the Speed of the Keeper and the Slickblades you are in a great position to get where you need to be and take off key pieces in the corresponding turns. The list has two great targets for the Keeper with the once per game double fight in either the Slickblades or Sigvald (depending how big his charge is). With the Epitome’s warscroll spell giving plus 1 to wound against D3 units and the ability to shut off command abilities within 3 its looking to follow those combat pieces as it essentially makes the Slickblades potentially rend 4 with the Blissbarb Seekers and the ability to shut off of all out defence. The Slickblades then become 31 (or 41) attacks 2s 2s either rend 2/3/4 depending on what you have been able to accomplish in the turn so far. With the 2” reach and potential fight twice you could have already generated the 24+ depravity so that on the second swing you are doing MWs on 6s to hit as well. There is some serious damage that can come out of this unit. Sigvald is a great hunter of units as well, due to the strike first mechanic, with getting attacks equal to the charges it is great when you role high, a lot of the time I was, this meant that I could have a great option again in the double fight as he strikes first and then the strike last is countered out and normal sequencing resumes so he would activate twice before my opponent and allowing no ward saves. Highlight was charging an unwounded Thanqoul, lifting him, piling in to an unwounded Verminlord and lifting him as well. Siggy did me proud on my way to a 4-1. The list was great at striking in waves and generating the depravity needed to summon a keeper in 4 of my 5 games.

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Allegiance: Slaves to Darkness
Damned Legion: Legion of the First Prince
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Be’Lakor, the Dark Master (355)*
– The Lore of the Damned: Daemonic Speed
Chaos Sorcerer Lord (120)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Slaanesh
– The Lore of the Damned: Chaotic Conduit
Chaos Sorcerer Lord (120)*
Mark of Chaos: Undivided
– The Lore of the Damned: Levitate
– Aspect of the Champion: Tunnel Master

Battleline
9 x Corvus Cabal (80)*
5 x Chaos Marauder Horsemen (105)*
Flails
– Mark of Chaos: Khorne
10 x Chaos Knights (460)*
Mark of Chaos: Nurgle
Reinforced x 1

Units
10 x Chaos Chosen (480)*
Mark of Chaos: Undivided
– Ensorcelled Banner: The Dread Banner
– Reinforced x 1

Behemoths
Chaos Warshrine (185)*
Mark of Chaos: Slaanesh
– Universal Prayer Scripture: Heal

Endless Spells & Invocations
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 115
Drops: 1

Brett: Slaves to Darkness is currently the most played faction in AoS, Legion of the First Prince, though, isn’t being taken as often as some others. So it’s refreshing to see a very different list with a mix of units seen often and some less common ones (including BeLakor himself). Chaos Maruader Horseman and the Warshrine make a return with the more common Chaos Knights (and the OP Mark of Nurgle – how do you kill these things), Corvus Cabal and Chosen. Everything fits into a Battle Regiment to try and control priority. With 2 Chaos Sorceror Lords and Belakor, the Soulscream Bridge is a good investment to overcome the slow movement of the Chosen.

Mobile and tanky are a hard list to play against, particularly if it goes first and those chosen get to fight twice. But equally, avoid the knights and hit those Chosen hard, and this army will struggle (it’s relatively easy to take down an unbuffed Chosen unit). That’s why the Battle Regiment is such an important choice. With so few units and so few Galletian Champions, there is play to denying them battle tactics if you don’t think you can grind them down. The knights can move extremely long distances, making it harder to avoid them, though. Losing only to a Hedonites list that could both tie them up and doesn’t mind losing models (depravity baby) as well as archers (see Phil’s write up above for how he dealt with this list and the low drops). Taking both Kharadron and Gitz is fantastic. The shorter range on Kharadron and Deamonic Speed probably played into that result.

The steamroller that is Gitz doesn’t dominate the Nurgle Knights as well as they do other mounted units. And buffed Chosen on the charge with fight twice can clear a lot of chaff. 6th is a very commendable result, particularly with a unique list.

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Final Tournament Placings

Top Three AoS Lists for Sydney Salt Smash

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 Columbus Brewhammer

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 Three AoS Lists for 2D6 Carnage

This is the Top Three AoS Lists for 2D6 Carnage that took place in Norway on 26th and 27th November. It involved 48 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: Take What’s Theirs
– Triumphs:

Leaders
Mannfred von Carstein, Mortarch of Night (380)
Lore of the Vampires: Amethystine Pinions
Neferata, Mortarch of Blood (345)*
Lore of the Deathmages: Fading Vigour
Vampire Lord on Zombie Dragon (435)
General
– Deathlance
– Command Trait: Sanguine Blur
– Artefact: Soulbound Garments
– Expertise: Martial
– Mount Trait: Foetid Miasma
– Universal Spell Lore: Amethystine Pinions

Battleline
5 x Black Knights (100)**
20 x Deadwalker Zombies (120)*
10 x Deathrattle Skeletons (80)*

Units
10 x Blood Knights (390)**
Reinforced x 1
1 x Corpse Cart with Unholy Lodestone (80)*

Endless Spells & Invocations
Chronomantic Cogs (70)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 114
Drops: 5

Danny: Do my eyes deceive me? Does that say ‘1st’?! Soulblight have been struggling to rise from the gravesite that Bounty Hunters unceremoniously put them back into, taking a number of podiums recently but pipping the post at a singles event – until now! The route to 1st at first sight looks relatively soft, but the MW output of Kruleboyz can definitely trouble Soulblight, as can the shenanigans of Sylvaneth. Ben here has gone for the ‘double mortarch + VloZD’ archetype, which essentially works as either a giant death star of overlapping buff and de-buff auras (-1 to hit from Neffie, her spell to make something unrendable, CA from Manny for +1 to hit AND wound) or three fast, self sufficient monsters who can harry flanks and generally score well. In Legion of Blood, the VloZD is also able to be ‘Martial, making him slightly more reliable in combat, with Pinions for the extra movement and therefore threat projection.The rest is just good old fashioned objective play. Black knights are fast chaff, the zombies are vulnerable to BH but a ‘small’ squad can mitigate this by hiding in gravesites and popping out onto objectives – super strong on any plan like Silksteel nests or Prize of Gallet – while the Deathrattle do the same job but cheaper and with a smaller footprint. Meanwhile, a brick of 10 Bloodknights act as another potential home for the Mortarch buffs, and can function as a dual-purpose anvil AND hammer. All of this is backed up by some magic tech – the Corpse cart with Lodestone gives off +1 to cast in a 12″ aura (and bizarrely +1 save to zombies…which I can’t see coming in particularly handy) and Cogs protects against miscasts and helps those clutch early auras to go off, giving off plenty of protection if doubled. All in all, it’s a really nice balanced list with some great heroes and huge scoring potential – big up to Benjamin for the rare SBGL 5-0!

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Allegiance: Stormcast Eternals
Stormhost: Astral Templars (Scions of the Storm)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Lord-Castellant (155)*
Knight-Draconis (300)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Celestial Instincts
– Spell: Celestial Blades

Battleline
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
2 x Stormdrake Guard (340)*
Drakerider’s Warblade
6 x Stormdrake Guard (1020)*
Drakerider’s Warblade
– Reinforced x 2

Units
3 x Aetherwings (65)*

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 107
Drops: 1

Brett: The second of our 5/0 armies from the event and an army that shows the impact of some of the more recent releases. Astral Templars are the monster hunting Stormhost turning off monstrous rampages. It’s a small thing but with the Dragons issuing their own commands and relatively few units (so exposed to a roar) it’s a very solid defensive play.

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Allegiance: Lumineth Realm-lords
Great Nation: Ymetrica
– Mortal Realm: Chamon
– Grand Strategy: Defend What’s Ours
– Triumphs: Indomitable

Leaders
Alarith Stonemage (120)**
Artefact: Molten Talisman
– Lore of the High Peaks: Unbreakable Stoicism
Scinari Enlightener (170)**
General
– Command Trait: Loremaster
– Artefact: Silver Wand
– Lore of Hysh: Speed of Hysh, Protection of Hysh, Total Eclipse
Avalenor, the Stoneheart King (420)**

Battleline
15 x Alarith Stoneguard (360)*
Stone Mallets
– Reinforced x 2
10 x Alarith Stoneguard (240)*
Stone Mallets
– Reinforced x 1
5 x Alarith Stoneguard (120)**
Stone Mallets

Units
5 x Vanari Dawnriders (140)*
Spell1: Lore of Hysh: Protection of Hysh
20 x Vanari Auralan Sentinels (300)**
Spell1: Lore of Hysh: Overwhelming Heat
– Reinforced x 1

Artillery
Vanari Starshard Ballistas (130)
Shrine Luminor(0)
Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 121
Drops: 9

Alice: Since the launch of the new book the Alarith lists have sort of dwelled on the outskirts but we haven’t seen a ton of effective use for them and this one definitely gets there. All Alarith units, including the stoneguard, Avelnor and the Stonemage here, reduce Rend -1 to 0, making them much harder to defeat with chaff. The Stonemage is a solid caster handing out a bonus attack to the 3 stoneguard. The Enlightener is a general purpose buff bot with 2, possibly 3 spells per turn. Avalendor is here as the hammer, to crash through just about anything in his way.

Alarith Stoneguard are the bread and butter of this list, their damage is fine, nothing mind blowing but 2 attacks per model (3 with the stoneguard) at -1 to Rend Damage 1 with an additional mortal wound on 6s isnt nothing. Their strength comes from the reduction of rend and a 4+ ward against mortals on objectives. Frustratingly difficult to move, once they’re on that point they aren’t moving.

Sentinels are still here of course, that much ranged damage on a 5+ for mortals is too tempting to pass up, with a Ballista to increase their range and do a bit of damage itself.

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Army Faction: Blades of Khorne
Subfaction: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Bloodthirster of Insensate Rage (280)
Artefacts of Power: Skullshard Mantle
Skarbrand (380)
Wrath of Khorne Bloodthirster (310)
General
– Command Traits: Mage Eater
Bloodsecrator (125)*
Bloodthirster of Unfettered Fury (295)*
Artefacts of Power: The Crimson Crown
Slaughterpriest (100)*
Hackblade and Wrath-hammer
– Prayers: Blood Sacrifice

BATTLELINE
Flesh Hounds (105)*
Flesh Hounds (105)**
Flesh Hounds (105)**

OTHER
Wrathmongers (145)**

ENDLESS SPELLS & INVOCATIONS
1 x Hexgorger Skulls (50)

TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Warlord
**Bounty Hunters

TOTAL POINTS: 2000/2000

Alice: It genuinely warms my heart to see Khorne lists making a good effort even ahead of the new book. You got the Bloodthirster Flush with 1 of each, including Skarbrand. For the most part there isn’t anything too surprising here, Bloodthirsters bring the beat down, sacrificing 4 blood tithes if they need another swing at the start of the next round. One interesting choice here is the Crimson Crown on the Bloodthirsty of Unfettered Fury so he can use Rejoice in their Slaughter for free for a 6″ pilein.

Supporting them is the Bloodsecrator is frankly far too cheap for what he does, granting an additional attack to each unit within 16″, making those terrifying bloodthirsters even more intimidating. The Slaughterpriest is a token priest, with Blood Sacrifice giving those precious Blood Tithes that can be hard to farm on low drop lists. Flesh House make cheap battleline to hold objectives while Wrathmongers are a solid hammer to round out the list.

Remember to check out Alice’s work on Goonhammer.

Final Tournament Placings

Top Three AoS Lists for Midtcon GT

This is the Top Three AoS Lists for the Midtcon Grand Tournament that took place in Denmark on 3rd and 4th September. 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)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Celestant-Prime, Hammer of Sigmar (325)*
Lord-Celestant on Stardrake (500)*
General
– Celestine Hammer
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Scintillating Trail
– Spell: Thundershock
Slann Starmaster (265)*
Allies

Battleline
5 x Vindictors (130)**
3 x Vanguard-Palladors (215)**
Boltstorm Pistols and Starstrike Javelins
3 x Vanguard-Palladors (215)**
Boltstorm Pistols and Starstrike Javelins

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

Endless Spells & Invocations
Everblaze Comet (90)

Core Battalions
*Warlord (extra holy command)
**Bounty Hunters

Additional Enhancements
Holy Command: Call for Aid
Holy Command: Thunderbolt Volley

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 265 / 400
Wounds: 79
Drops: 7

Danny: Beating off a tough slew of opponents is Casper’s slight variation on the new SCE hotness, aka ‘many mortals at range’.

The list, which is quickly becoming adopted world-over, does what it looks like. Allying in the Slann gives reliable access to the big frog’s warscroll spell for d3 mortals to up to d6 units, the C-Prime does them at range or starts in reserve to act as a missile-duelist. The Stardrake is a durable platform with 4 rend 3, 2 damage ranged attacks at 30″ AND gives ‘friendly wizards’ (aka the Slann) +1 to cast. The Longstrikes – you know what they do, and the Palladors act as teleporting guerrilla fighters for scoring and doing extra ranged chip damage.

It’s a brutal new archetype and I imagine we’ll see it do well for a while yet while people react – although it’s unclear how much you can react to such a reliable ranged barrage!

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Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: Blessed Desecration
– Triumphs: Bloodthirsty,Bloodthirsty

Leaders
Bloab Rotspawned (300)
Lore of Malignance: Gift of Disease
Orghotts Daemonspew (300)*
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Gutrot Spume (170)*

Battleline
5 x Putrid Blightkings (250)***
5 x Putrid Blightkings (250)***
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

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

Additional Enhancements
Triumph

Total: 1920 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 115
Drops: 8

Danny: Nurgle representing in Denmark with the increasingly popular ‘Double maggoths and mixed Blight troops’ archetype. It’s simple but effective, as both Maggoths offer a wide variety of mixed phase damage and utility, while the Blightkings tank all manner of punishment and the Blightlords fulfill the objective grabbing/pinning role.

Nurgle aren’t going anywhere fast, literally and figuratively.

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Allegiance: Ironjawz
Warclan: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Destroyer
– Mount Trait: Fast ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat

Battleline
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– 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
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 70 / 400
Wounds: 141
Drops: 1

Danny: It’s the Maw Krusha and 20-50 feral hogs. Honestly in this season it’s their only competitive build, which is sad, but hey at least it _can_ still compete, which is more than can be said for 90% of the Orruks book.

It’s also a seasonal issue – the damage bounty hunters can do to Brutes just renders them pointless. Same goes for Ardboyz, who offer plenty of utility as cheap screens in Big Waagh but again seem redundant for IJ. So, not blaming anyone for running this list other than GW for what has been proved in hindsight to be a real lack of imagination with the joint-first 3e Tome.

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Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Grand Strategy: Vampiric Conquerors
– Triumphs: Bloodthirsty

Leaders
Mannfred von Carstein, Mortarch of Night (380)
– Lore of the Deathmages: Fading Vigour
Neferata, Mortarch of Blood (365)
– Lore of the Deathmages: Decrepify
Vengorian Lord (280)**
– General
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
– Lore of the Vampires: Amethystine Pinions

Battleline
10 x Deathrattle Skeletons (80)**
10 x Deathrattle Skeletons (80)**
10 x Blood Knights (390)*
– Reinforced x 1
5 x Blood Knights (195)*
5 x Blood Knights (195)*

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1965 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 114
Drops: 6

Danny: As predicted, the re-rise of SBGL is upon us! Double Mortarchs or MSU chaff with Coven Throne have proven effective, but this unusual list from Martin opts for Neferata and plenty of Blood Knights – if her spells go off she can make them insanely tanky, with ignoring rend and a command ability for a -1 to hit aura – she also brings some spike damage potential herself.

3x msu Deathrattle support as excellent grabbers who can pop out or back up from grave-sites, with the Vengo lord acting as a mobile, mixed phase general to be a home for artifacts/command traits.

A highly objective play focused list and good to see SBGL doing well again!

Final Tournament Placings

For the full event placings see tabletop.to