Category Archives: Sylvaneth

Top Three AoS Lists for Cryhammer

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

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

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

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

The Top Three AoS Lists

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

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

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

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

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

TERRAIN
1 x Realmshaper Engine (0)

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

Additional Enhancements
Artefact

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

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

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

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

Advertisements

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

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

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

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

Core Battalions
*Battle Regiment
**Redemption Brotherhood

Additional Enhancements
Holy Command: Call for Aid

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

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

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

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

Advertisements

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

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

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bosses of the Stomp – Magnificent

Additional Enhancements
Artefact

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

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

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

Advertisements

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

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

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

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

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)

TERRAIN
1 x Awakened Wyldwood (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

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

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

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

Final Tournament Placings

Top Three AoS Lists for Northern Wastes GT

This is the Top Three AoS Lists for the Northern Wastes Grand Tournament that took place in Prince George, BC, Canada. It involved 28 players vying to be crowned champion in a 5 game tournament. A little bit of a blast from the past with lists that would be pretty familiar to anyone from 2nd Editions, leavened with a few new units.

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: Skaven
Grand Strategy: Defend What’s Ours
– Triumph: Indomitable

LEADERS
Grey Seer (125)**
Spells: Levitate
Grey Seer On Screaming Bell (325)**
General
– Command Traits: Master of Magic
– Artefacts of Power: Skavenbrew
– Spells: Death Frenzy
Grey Seer (125)**
Spells: Skitterleap
Deathmaster (165)****
Artefacts of Power: Gnawbomb
Warlock Bombardier (115)****
Artefacts of Power: The Brass Orb
– Spells: Warp Lightning Shield
Plague Priest (100)****
Prayers: Rabid-rabid!

BATTLELINE
Clanrats (100)***
Rusty Blade
Clanrats (100)***
Rusty Blade
Skryre Acolytes (150)****

OTHER
Warpfire Thrower (70)
Ratling Gun (65)
Ratling Gun (65)
Plague Monks (180)*
Pair of Foetid Blades
Plague Monks (180)*
Pair of Foetid Blades

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)
1 x Vermintide (60)

TERRAIN
1 x Gnawhole (0)

CORE BATTALIONS
*Bounty Hunters
**Command Entourage – Magnificent
***Expert Conquerors
****Warlord
TOTAL POINTS: 1995/2000

Brett: A good spell/plague monk heavy list which we haven’t seen as much of recently with the majority of successful lists running Thanquol and/or Deceivers or Stormfiends. Solid reminder of the depth of this book because and the number of options. With 4 wizards and a priest this list has 7 casts and 8 denies (and a prayer). The Screaming Bell has an entire table of command abilities that buff the unit or adjacent units, do mortal wounds or just try to kill the unit. More importantly it adds at least 1 to cast until it hits bottom bracket (+2 at top bracket) and if damaged to half health (8) can summon a Verminlord. This is the unit that is most likely to cast Purple Sun and is pretty durable, with a 4+ save and 5+ ward it has an effective health of 27 against Rend -2.

Master of Magic for rerolls, Death Frenzy is it’s known spell (fight on death) and Skitterbrew (does D3 MW but grants 1 attack). Feasibly you could have Plague Monks with 4 attacks and fighting on death (with 4 attacks). 136 attacks (assuming 3 died to Skitterbrew), 22 of which on average will be -2 Rend. Other spells include Levitate (fly for a unit), Skittleap (teleport) and Warp Lightning Shield (negate the first 3 wounds in a phase, if a 4 wound is caused, take 3 MW). This is mostly so the Bombardier doesn’t blow himself up with the Doomrocket or empowered Warp Lighting. In the course of a game he definitely will blow up, that’s what he’s here for.

Rabid- Rabid adds another attack to a unit within 13″ (5 attacks for the Plague Monks? – with fight on death and the unit wiped after a charge that’s a potential 200 attacks)And that’s the heart of this list, 80 rats, some of which will have ratling guns or warpfire throwers hiding in them to surprise you. Even more fun the Deathmaster is probably hiding in one of the clanrats units as well. Run and charge, D3 mortals on 6s he’s a nasty little assassin. This list is all about the small attacks adding up, with some nasty mortal wounds and spells in there as well. It’s a lot for the general to keep up with but even more so for opponents.

Most of his opponents had things that were very good at removing threats, built around the common 2 or 3 hammer style of list. What is the hammer in this list? If you remove only one block of rats a turn they’ll outscore and overwhelm you pretty quickly.

Advertisements

Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADERS
Morathi-Khaine (340)*
The Shadow Queen (340)*
Melusai Ironscale (115)*
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe

BATTLELINE
10 x Blood Sisters (280)**
Reinforced x 1
10 x Blood Sisters (280)**
Reinforced x 1
15 x Blood Stalkers (540)*
Reinforced x 2
5 x Khinerai Heartrenders (95)*

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 99
Drops: 3

Brett: A familiar take on Daughters of Khaine so far, remembering that they only have slightly more than 20 warscrolls to choose from. Morathi and Shadow Queen taking 1/3 the list and the remainder devoted to Blood Sisters/Stalkers. Khinerai Heartrenders for opportunistic objective/battle tactic sniping. Melusai Ironscale mostly for her run and charge command with no range restrictions, +1 attack for Melusai (Blood Sisters/Stalkers) if she kills a model, 5+ ward against spell damage, and Turns to crystal for MW if she is in combat range. Crown of Woe turns off Rally or Inspiring Presence within 9″ (15″ after she kills something). A General that wants to be close to the action. Cruelly Zelous Orator lets her return a model on a 4+ when using Rally.

Morathi is the only caster (3 spells, 2 denys) and knows the complete spell lore of course. Of course she can issue a command allowing a unit to shoot (or fight) in the hero phase. Effectively allowing a unit to Shoot or Fight twice, in this list that is going to be the Blood Stalkers most of the time. Shadow Queen is a blender of course and the 3 wounds a turn is always fun. The sub faction is Zainthar Kai for fight on death and the Blood girls are battleline (the General does the same thing). And that is the heart of the list, Blood Sisters to apply pressure and take objectives as well as screening and Blood Stalkers to remove most threats. Your best option is to outrange them otherwise you need to survive a withering Unleash Hell.

It’s a popular list because it works quite well if you can manage the fragility of the sisters in combat (you only want to enter combat/be shot on your terms). Daytond can do that well, demonstrated by beating the mirror match. He lost to first place which exposes a weakness with most elite lists (this is 33 models) – hordes.

Advertisements

Army Faction: Sylvaneth
Army Subfaction: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Arch-Revenant (120)***
1 x Spirit of Durthu (370)***
Artefacts: Greenwood Gladius
1 x Warsong Revenant (305)***
General
– Command Traits: Spellsinger
– Artefacts: Arcane Tome
– Spells: Verdurous Harmony, Verdant Blessing

BATTLELINE
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
5 x Tree-Revenants (110)**
5 x Tree-Revenants (110)**

ENDLESS SPELL
1 x Spiteswarm Hive (40)

OTHER
6 x Spiterider Lancers (420)*

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

TOTAL POINTS: (1935/2000)

Brett: A riff on another favourite, including the new Spiterider Lancers with a cast of more familiar players. Starting out in Heartwood as their grove allowing the general to pick 3 enemy units for a +1 to hit against them. Everything except the endless spell has Heartwood as a keywood and benefits from that. It’s really good on the Kurnoth Hunters getting them to a 3+ to hit (and 2+ with all out attack). With only 13 shots and rend 1 maximising hits is crucial to making them effective. Near the Arch Revenant they are wounding on 2+ to. Durthu is benefitting to and so are the Spiteriders. That includes Durthu’s additional attacks (Greenwood Gladius). The Warsong has all of the magic, 2 casts/denies naturally and a 3rd with Arcane Tome.

The Warsong is able to cast Verdurous Harmony to heal a Tree Revenant unit, Verdant Blessing to Summon a Wyldwood and Unleash Swarm of Sprites through the Wyldwood (like Spell Portal). The last pumps out a lot of mortal wounds. Spiteswarm Lancers for pinning and mobile damage, they strike first and heal making it a little bit tougher. Tree Revenants for opportunist attacks, teleporting and fire and fade. The last are among the most effective scoring units at the moment. Solid, durable and mobile it’s a great list to take to a tournament and rewards a good general. Going 4/1 this time and loosing to 2nd place is still a strong showing (and shows how good Blood Stalkers can be).

Advertisements

Allegiance: Gloomspite Gitz
Option: Gloomspite Gitz
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Loonboss on Giant Cave Squig (110)*
General
– Moonclan Stabba
– Command Trait: The Clammy Hand
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Moonclans: Squig Lure
Fungoid Cave-Shaman (95)*
Lore of the Moonclans: Itchy Nuisance
Skragrott, The Loonking (230)*
Lore of the Moonclans: The Hand of Gork

Battleline
20 x Stabbas (150)*
Pokin Spears & Moon Shields
– 3x Barbed Nets
– 1x Badmoon Icon Bearers
24 x Squig Herd (320)**
Reinforced x 1
24 x Squig Herd (320)**
Reinforced x 1

Units
6 x Sneaky Snufflers (75)*
6 x Rockgut Troggoths (290)*
Reinforced x 1
10 x Boingrot Bounderz (210)**
Reinforced x 1

Endless Spells & Invocations
Mork’s Mighty Mushroom (40)
Scuttletide (70)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 188
Drops: 4

Brett: For our extra list this week keeping with the small folk we have Gitz. A mixed force of Squigs for mobile threats and Troggoths to ensure you are disappointed when they whiff against very possible odds. You go Gitz because they have the best warscrolls in the game. Efficient, no, but who else is empowered by eating mushrooms, gets extra movement because they bounce or has a small foot wizard that must be surrounded by enemies to do any real damage with his spell (Spore Maws). 180 points of Endless Spells to make them that more vicious, Purple Sun, Mork’s Might Mushroom (MW on a 5+ within 8″) and Scuttletide (more mortals).

With Arcane Tome 4 casts/unbinds, Squig Lure (run and charge for 3 units on a 5), Itchy Nuisance (fights last) and Hand of Gork (teleport a unit that is within 24″ – very generous). Skragrott and the Cave Shaman can generate extra command points every turn. This is a very slow list apart from the Boingrots and Loonboss (but he’s your general so probably not up front). It isn’t very durable but it does have the ability to put out a few mortal wounds and has, in some units like Squig Herds, a surprising number of rend 1 attacks. To shut it down you need to get to Skragrott and to get to him you need to get through a lot of bodies, including the Troggoths who can hit very hard. Gitz suffer from very poor saves and low moral so 3/2 is really fantastic.

That included Thunder Lizard (Seraphon) and Kharadron Overlord armies that are both doing really well right now. The Kruleboyz are with Gitz at the bottom of the tier list, it would have been a really interesting match up between Kruleboyz shooting and Gitz tricks.

Final Tournament Placings

Top Three AoS Lists for Smite Club Open 2022

This is the Top Three AoS Lists for the Smite Club Open AoS 2022 that took place in Mesa, Arizona on the 10th and 11th of September. It involved 47 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: Cities of Sigmar
Army Type: Hallowheart
– Grand Strategy: Mighty Beachhead                                                                       

LEADER                                                                                                                                              1 x Battlemage on Griffon (255)*
Mount Traits: Soaring Guardian
– Spells: Crystal Aegis, Elemental Cyclone, Warding Brand
– Bonding: Krondspine Incarnate of Ghur                                                                                 1 x Freeguild General (100)*
General
– Artefacts: Arcane Tome
– Spells: Ignite Weapons, Sear Wounds, Warding Brand                                                      
1 x Battlemage (100)*
General’s Adjutant
– Spells: Ignite Weapons, Sear Wounds, Warding Brand                       

BATTLELINE                                                                                                                                    20 x Freeguild Crossbowmen (200)*
Marksman
– 2 x Standard Bearer
– 2 x Piper                                                                                                                                               10 x Freeguild Guard (85)*
General’s Retinue
– Sergeant
– Standard Bearer
– Drummer
– Freeguild Sword and Shield                                                                                                   20 x Freeguild Crossbowmen (200)*
Marksman
– 2 x Standard Bearer
– 2 x Piper                                                                                                                           

BEHEMOTH                                                                                                                                    1 x Krondspine Incarnate of Ghur (400)*                                                                

ENDLESS SPELL                                                                                                                                     1 x Soulscream Bridge (80)                                                                                                         1 x Purple Sun of Shyish (70)                                                                                                         1 x Ravenak’s Gnashing Jaws (60)                                                                                     

OTHER                                                                                                                                                                    10 x Protectors (450)*
Protector-Prime                                                                                                                       

CORE BATTALIONS:                                                                                                                  *Battle Regiment                                                                                              

TOTAL POINTS: (2000/2000)

Brett: Demonstrating how open things are we have a Cities list taking a big event that doesn’t lean on Stormdrakes. And answers the question “Where are all of the SCE paladins and why are they always on backorder”. Hallowheart, the mystical city, giving a 5+ magical ward, +1 to cast, and an extra spell to wizards. The list has 3 mage HQs, Krondspine and 210 pts of endless spells to take advantage.. Purple Sun for +1 rend (that’s the effect of -1 to saves) and a 16% per turn to eat something, Ravenak’s for it’s mortal wounds and Soulscream Bridge for teleports. The BM on Griffon is a Ghur mage, I assume the other Battlemage is as well. This means the the Griffon can cast Mystic Shield and Wildform before moving 15″ with +2 to the charge.

Or the other mage could do the same on the protectors before they stepped on the Bridge to move 24″ for a 7+ charge roll. The learned spells include improved magical ward (4+, Crystal Aegis), MW (Elemental  Cyclone), Warding Brand (MW following a hit on a 4+), Ignite Weapons (+1 to wound, includes ranged weapons), and D3 heal with Searing Wounds. The protectors, Krondspine and the Griffon can act as hammers supported by the Crossbows. The Crossbows get an extra attack (2 total) so long as they are more than 3″ from opponents and more than 10 models. That gives 2 units with 20+ attacks potentially wounding on 2s. Challenging.

5/0 against pretty strong lists including Ironjawz, Sylvaneth and Beasts of Chaos. The list has a lot of options centred around a castle with 2 heroes and a lot of archers. Charging into that is hard work but Thomas (who was playing Bonesplitterz last time we saw him) also took down a 30 Sentinel Lumineth list as well.

Advertisements

Army Faction: Flesh-eater Courts
Grand Court Delusion: Feast Day
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Abhorrant Archregent (245)*
Artefacts of Power: The Dermal Robe
– Spells: Spectral Host
– Bonding: Krondspine Incarnate of Ghur
Abhorrant Ghoul King on Royal Terrorgheist (445)*
Mount Traits: Gruesome Bite
– Spells: Blood Feast
Crypt Haunter Courtier (110)*
General
– Command Traits: Dark Acolyte

BATTLELINE
Crypt Ghouls (85)*
Crypt Ghouls (85)*
Crypt Horrors (330)**
Crypt Horrors (220)**

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

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

TERRAIN
1 x Charnel Throne (0)

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1990/2000

Brett: In second we have another uncommon faction who received a bit of a boost recently. Fairly horrific combination of two large blocks of Crypt Horrors combined with Krondspine and the Purple Sun. FEC don’t ignore rend like Nighthaunt so the Purple Sun affects them but with their heals, wound count and regeneration it’s just not that bad. Keep the Abhorrents away, particularly if it goes wild. Potentially you are looking at a very nasty castle, at least early game. The Archregent applies D3 attacks to the larger unit of Horrors (from the Carnal Throne, the Terrorgheist grants them a 5+ ward (they have 6+), on the Throne he can summon for free as well. They reroll all hits within 18″ of an Abhorrent. Dark Acolyte grants the Haunter Courtier the wizard ability and they know the Abhorrent Ghoul Kings Black Hunger giving another attack (or buffing a second unit).

Crypt Horrors with up to 6 attacks (Ferocious Hunger) with 2 wounds normally and 3 wounds on sixes (or 4 and 3 against Galletian Veterans). No rend but weight of dice counts even into 2+ saves. The block of 9 with 4 wounds, 5+ save and 5 or 6+ ward takes serious effort to shift. And they can be returned. The Terrorgheist has rerolls to Fanged Maw, it can receive additional attacks and of course Fanged Maw does 6 MW on 6s. The Terrorgheist can also receive run and charge (on top of 14″ move) from Spectral Host (up to 3 units can receive fly or if they have fly, run and charge). That’s before summoning. Both the Abhorrents can summon a unit of Galletian Veterans anywhere on the board.

Very hard to screen against and almost automatic Against the Odds, Desecrate their Lands and Barge through their lands. This is a list that can surprise people and is difficult to counter, unless you have good shooting. That said he lost his first round and recovered well to go 4/1 to the Sylvaneth list with little shooting sitting just below in 3rd.

Advertisements

Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

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

BATTLELINE
Tree-Revenants (110)**
Waypipes
– Glade Banner Bearer
– Scion
– Protector Glaive
Tree-Revenants (110)**
Glade Banner Bearer
– Waypipes
– Scion
– Protector Glaive
Dryads (100)**

OTHER
Spiterider Lancers (420)*
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower
Revenant Seekers (235)*
Gossamid Archers (220)**

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Awakened Wyldwood (0)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 1970/2000

Brett: interesting Sylvaneth list with all of the new stuff (or a lot of it anyway). 4 spells Verdurous Harmony (returns models to Tree Revenants) and Treesong (+1 Rend within 9” of a wyldwood). The Warsong has Spellsinger to extend casting range (a Wyldwood becomes a spell portal). Works really well for Unleash Swarm of Spities. This is really dangerous, you want to avoid grouping up and stay away from trees. List tech wise we have 2 endless spells, because the Purple Sun is mandatory.

Otherwise Spiteswarm Lancers for mobile damage, they strike first and can heal making it a little bit tougher. Gossamer Archers to do your opponent’s head (fade when charged), Revenant Seekers to return models (including Lancers). And finally Tree Revenants for opportunist attacks, teleporting and fire and fade. The last are among the most effective scoring units at the moment. No really big threats (the Treelord hits hard though) this list is about control and scoring. Hard to come to grips with and able to wear you down in attritional warfare (flavourful or frustrating). Differential type scoring was its only weakness, because it does rely on a longer game.

Advertisements

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Show of Dominance
– Triumph: Inspired

LEADERS
Breaka-boss on Mirebrute Troggoth (180)*
Killaboss on Corpse-rippa Vulcha (240)**
General
– Command Traits: Supa Sneaky
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Nasty Hex
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Man-skewer Boltboyz (360)**
Boltboy Boss
Man-skewer Boltboyz (360)**
Boltboy Boss
Man-skewer Boltboyz (120)**

BEHEMOTH
Krondspine Incarnate of Ghur (400)**

OTHER
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*
Hobgrot Slittaz (80)*

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1980/2000

Brett: Kruleboyz 4th, that’s an awesome effort with one of the weakest if not weakest faction right now. Since they appeared as the poster boys of the new edition they’ve struggled to make a serious impression on their own (they are crucial to the success of Big Waagh). How did he do it? You look at it and think it’s a skew list but it really isn’t, this is a balanced list with hard hitting HQs bearing the brunt of combat,  ranged battleline and some of the cheapest screens around. The Hobgrots are not even GVs, his opponents are going to have to kill them the old fashioned way (and they will). Killaboss on Gorpse-rippa Vulcha loaded with Fast’Un, Arcane Tome so there is one wizard and Supa Sneaky for a redeploy. Nasty Hex to turn off wards.

The list is looking to work at range and try to stop someone charging (or using endless spells) with Krondspine, he makes it really hard to get to particularly the bigger Boltboyz units. With their extra range they outrange almost all archers (Sentinels, Raptors and Kurnoth excepted). If you do charge one Unleash hell is going to be fun. With Covered in Mud they may also be invisible so hard to shoot. Gambling that the opponent can’t charge in multiple places (so only one unit uses Unleash hell). The Breaka Boss can pick off things or stop pressure on a flank and the Killaboss offers a lot of mobility particularly mid late game (I think you want to avoid a wild Krondspine too early so your opponent doesn’t send it into your archers).

It’s a different take and great to see hobgrots have a use (bullet shields, awesome), have you painted yours?

Another tournament, and week, throwing up unusual winners. The diversity in winners is amazing and puts AoS in a really great place for interesting games and tournaments. It’s genuinely exciting to see what’s going to win next week, other than Nurgle, there will always be Nurgle.

Final Tournament Placings

AoS Meta Stats (w/e 28th August 2022)

Unfortunately they’ll be no meta stats next weekend as I am on holiday. Normal service will resume for the week ending of 11th September.

Menu

Advertisements

Grand Tournaments

Emerald City Open 2 – USA
32 Players

PositionFactionSubfactionResult
1stDaughters of KhaineHagg Nar5-0-0
2ndSons of BehematBreaker Tribe5-0-0
3rdDisciples of TzeentchHosts Arcanum4-0-1
4thSeraphonThunder Lizard4-0-1
5thMaggotkin of NurgleDrowned Men4-0-1
Emerald City Open 2

Sacremento Slam – USA
12 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard5-0-0
2ndDaughters of KhaineHagg Nar4-0-1
3rdOssiarch BonereapersPetrifex Elite3-0-2
4thSkaven3-0-2
5thHedonites of SlaaneshLurid Haze3-0-2
Sacremento Slam

Dice and Ducks: Decimation – UK
16 Players

PositionFactionSubfactionResult
1stSons of BehematTaker Tribe4-0-1
2ndSeraphonFangs of Sotek3-0-1
3rdDaughters of KhaineKhailebron4-0-1
4thSoulblight GravelordsLegion of Night4-0-1
5thBlades of KhorneReapers of Vengeance2-0-2
Dice and Ducks: Decimation

Advertisements

This Weeks Stats

The following stats are for the week ending 28th August only, essentially GT’s that took place on the 27th and 28th August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 30th/31st July to the 20th/21st August. This covers a total of 983 players (+152 players) across 24 Grand Tournaments (+3 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one, although the stats are starting to shift away from the 50% mark slightly again. With Destruction once again falling.

Its not been a good week for the Kruleboyz and this is also reflected in the four weeks stats with them falling to 35.0%. Come on GW, show them some love.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

A great week for Seraphon sees them extend a lead over the Daughters of Khaine with 9 clean sweeps to their 6.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Currently it would appear that Seraphon players have the highest chance of going 5-0 at an even.

Advertisements

AoS Meta Stats (w/e 21st August 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

Menu

Advertisements

Grand Tournaments

Northern Ireland GT – UK
32 Players

PositionFactionSubfactionResult
1stDaughters of KhaineKhailebron5-0-0
2ndStormcast EternalsHammers of Sigmar4-0-1
3rdNighthauntEmerald Host4-0-1
4thFyreslayersLofnir4-0-1
5thStormcast EternalsHAmmers of Sigmar4-0-1
Northern Ireland GT

Capital City Bloodbath – Canada
43 Players

PositionFactionSubfactionResult
1stFlesh-eater CourtsFeast Day5-0-1
2ndBonesplitterzIcebone5-0-1
3rdCities of SigmarHallowheart5-0-1
4thIdoneth DeepkinMor’Phann5-0-1
5thSeraphonFangs of Sotek5-0-1
Capital City Bloodbath

Gateway Open 2022 – USA
43 Players

PositionFactionSubfactionResult
1stStormcast EternalsKnights Excelsior5-0-0
2ndCities of SigmarLiving City5-0-0
3rdBlades of KhorneReapers of Vengeance4-0-1
4thDaughters of KhaineZainthar Kai4-0-1
5thSons of BehematBreaker Tribe4-0-1
Gateway Open 2022

Salt Lake Open 2022 – USA
33 Players

PositionFactionSubfactionResult
1stFyreslayersGreyfyrd5-0-0
2ndStormcast EternalsCelestial Warbringers4-0-1
3rdOgor MawtribesBoulderhead4-0-1
4thSons of BehematBreaker Tribe4-0-1
5thFlesh-eater CourtsBlisterskin4-0-1
Salt Lake Open 2022

Nashcon GT 2022 – USA
81 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndMaggotkin of NurgleBlessed Sons5-0-0
3rdNighthauntScarlet Doom4-0-1
4thBeasts of ChaosDarkwalkers4-0-1
5thLumineth Realm-LordsZaitrec4-0-1
Nashcon GT 2022

Snake Eyes – Australia
81 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndKharadron OverlordsBarak-Zilfin5-0-0
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSylvanethGnarlroot4-0-1
5thSkaven4-0-1
Snake Eyes

Mancunian Carnage: Summer 2022 – Australia
81 Players

PositionFactionSubfactionResult
1stIronjawz5-0-0
2ndSlaves to DarknessKnights of the Empty Throne5-0-0
3rdMaggotkin of NurgleDrowned Men4-0-1
4thNighthauntScarlet Doom4-0-1
5thNighthauntEmerald Host4-0-1
Mancunian Carnage: Summer 2022
Advertisements

This Weeks Stats

The following stats are for the week ending 21st August only, essentially GT’s that took place on the 20th and 21st August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 30th/31st July to the 20th/21st August. This covers a total of 983 players (+152 players) across 24 Grand Tournaments (+3 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one, although the stats are starting to shift away from the 50% mark slightly again. With Destruction once again falling.

Its not been a good week for the Kruleboyz and this is also reflected in the four weeks stats with them falling to 36.5%. Come on GW, show them some love.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

A great week for Seraphon sees them extend a lead over the Daughters of Khaine and Maggotkin of Nurgle with 7 clean sweeps to their 5.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Beasts of Chaos cling to their top spot but the Maggotkin of Nurgle seem to be having a resurgence and are not too far off their heels. Seraphon and Bonesplitterz are falling closely behind.

Kruleboyz fall back down the table and join Flesh-eater Courts, Ogors, Bonereapers and Gloomspite in the sub 45% win rate.

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Chance of going 5-0

Currently it would appear that Seraphon players have the highest chance of going 5-0 at an even.

Advertisements

AoS Meta Stats (w/e 14th August 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

Menu

Advertisements

Grand Tournaments

Ranked from largest to smallest.

Age of Sigmar Matched Play Event – UK
74 Players

PositionFactionSubfactionResult
1stMaggotkin of NurgleDrowned Men5-0-0
2ndDaughters of KhaineHagg Nar5-0-0
3rdIdoneth DeepkinIonrach4-1-0
4thStormcast EternalsHammers of Sigmar4-1-0
5thOgor MawtribesBoulderhead4-0-1
Age of Sigmar Matched Play Event

Old Town Throwdown Summer Smash – USA
72 Players

PositionFactionSubfactionResult
1stBig Waaagh!5-0-0
2ndMaggotkin of NurgleDrowned Men5-0-0
3rdSeraphonThunder Lizard5-0-0
4thNighthauntScarlet Doom4-0-1
5thBonesplitterzDrakkfoot4-0-1
Old Town Throwdown Summer Smash

Storm of Magic GT – UK
23 Players

PositionFactionSubfactionResult
1stStormcast EternalsCelestial Vindicators4-0-1
2ndSons of BehematBreaker Tribe4-0-1
3rdSons of BehematBreaker Tribe4-0-1
4thCities of SigmarHammerhal4-0-1
5thFyreslayersLofnir4-0-1
Storm of Magic GT

Turnaj O Nacelnika Opicich Hor – Czech Republic
24 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard4-1-0
2ndDaughters of KhaineZainthar Kai4-0-1
3rdKharadron Overlords4-0-1
4thSylvanethHeatwood4-0-1
5thMaggotkin of NurgleDrowned Men4-0-1
Turnaj O Nacelnika Opicich Hor

King in the North! 22 – Norway
31 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom4-1-0
2ndMaggotkin of NurgleDrowned Men4-0-1
3rdBeasts of ChaosAllherd4-0-1
4thSylvanethHarvestboon4-0-1
5thDaughters of KhaineZainthar Kai4-0-1
King in the North! 22
Advertisements

This Weeks Stats

The following stats are for the week ending 14th August only, essentially GT’s that took place on the 13th and 14th August.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 23rd/24th July to the 13th/14th August. This covers a total of 831 players (-13 players) across 21 Grand Tournaments (+2 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

This is the first time in a rolling four week period where only two factions have fallen below the 45% win rate. Are things getting even better for AoS?

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Daughters of Khaine, Seraphon and Maggotkin of Nurgle now have both achieved 4 5-0 wins a piece.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Bonesplitterz relinquish their top spot to Beasts of Chaos, however they both have win rates of over 57%, as do Maggotkin of Nurgle and Big Waaagh!

At the other end of the table Gloomspite Gitz are the only sub 40% faction, their new book can’t come soon enough.

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Skaven.

Currently it would appear that Big Waaagh! players have the highest chance of going 5-0 at an event, however this is from a small player base so will fall as more players register under the Big Waaagh! banner.

Advertisements

Top Three AoS Lists for the G&T GT 2

This is the Top Three AoS Lists for the G&T GT2 that took place in England, UK on 6th and 7th August It involved 14 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: Nighthaunt
Procession: Scarlet Doom
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

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

Battleline
30 x Bladegheist Revenants (525)***
Reinforced x 2
20 x Bladegheist Revenants (350)***
Reinforced x 1
3 x Spirit Hosts (125)*
3 x Spirit Hosts (125)*

Units
8 x Myrmourn Banshees (210)**
Reinforced x 1
2 x Chainghasts (95)**

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

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 102
Drops: 4

Brett: Are things beginning to settle following the GHB Season 1 introduction? At least in the smaller events the same sorts of armies seem to be placing consistently and a few key elements standout. Of course this is anecdotal and I haven’t done the statisical analysis. What I do know is that if you start with Krulghast, Spirit Torment, Bladegheist and Scarlet Doom and you have the core of a good army with decent potential. Dennis dialled that up a bit giving himself 2 mini castles or tactical groupings to pursue points with.

Most Scarlet Doom lists have a sincle Krulghast backed by a collection of Spirit Torments and Guardian of Souls for the heals, to return models and debuff spells. That tends to mean you need to play with a castle around a fully buffed hammer unit. Dennis dialled back the Spirit Torments to take 2 Krulghast for that sweet damage reduction. WIth 2 units of Spirit Hosts to provide bodyguard or wound offset you can run the 30 model and 20 model Bladegheist as independant action units. You’d have to choose which healing character went with each or try to keep them close together to maintain ranges/auras. My preference is propoably the Spirit Torment with the Chaingasts on the 20 model unit and Guardian with the 30. That way the Chaingasts additional attack for units within 12″ offsets the fewer models.

It’s also easier to keep the smaller unit wholly within 12″ for the buff. This way the 20 model unit has 80 attacks on the Charge to the larger units 90. I would probably have split the Myrmourn as well given the 2 Battle Regiments on top of Bounty Hunters (this is a 4 drop list). They need to be wholly within 12″ to eat a spell so maybe only one unit will have their “favours”. Shademist and Seal of Shyish are the usual choices (for now) and including the Chainghasts (or extra Banshees) precludes the Purple Sun. I wonder if Dennis is like me and hasn’t secured a model yet? Top result with a flexible army that deserved to win. He’s beaten a selection, including 2nd and 3rd, of the top factions at the moment on his way to the win.

Advertisements

Allegiance: Sylvaneth
Glade: Heartwood
– Season: The Reaping
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Warsong Revenant (305)*
General
– Command Trait: Master of Magic
– Lore of the Deepwood: Treesong
Arch-Revenant (120)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Verdurous Harmony
Battlemage (100)*
Mortal Realm: Ghur
– Allies

Battleline
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)*
5 x Tree-Revenants (110)*

Units
3 x Revenant Seekers (235)*

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 100 / 400
Wounds: 113
Drops: 1

Brett: Sylvaneth are an interesting army, they have an awesome God model that is a bit prone to dying and their best offensive unit is best used defensively (Kurnoth). But this army is a bit more aggressive than that by adding +2 to charges, handy if a unit is going to teleport away (or walk the rootbourne paths or something). Choosing big blocks of Kurnoth limits some of your options because they are so expensive but they are a very effective unit. You know your opponent is going to try to remove those Greatbows because their range and hardiness can control the board.

Bounty Hunters don’t receive ++1 damage into the Kurnoth either (5 wounds) but they are able to be healed/have a model returned by the Seekers. Tree Revenants do what they always do, provide mobile threat with their ability to quickly grab an untended objective and they are ok in combat, certainly against other battleline units. Seekers are an interesting unit that despite being life given heals if it kills something – normally that is left to the death or chaos “healers”. The Battlemage, Arcane Tome and Warsong add up to 4 casts/unbinds. Listed with only the single spell the Warsong can take 2 and has Master of Magic for a reroll once per turn. The Arch-Revenents spell creates an interesting circle with the Tree-Revenants and Seekers (particularly the Seekers).

Verdurous Harmony is particularly good for healing revenants (returns D3 models instead of 1). So the Seekers maintain say the Kurnoth Greatbows and the Arch Revenant keeps the Seekers topped up so the Seekers can attack and hopefully heal themselves. The Arch Revenant isn’t finished there simultaneously buffing itself and giving Kurnoth Hunters +1 to wound, wounding on 2s in other words. The Warsong Revenant is another strong caster but also a fighter if need be. She has a 4+ ward and +1 to cast near activated terrain or Wyldwoods. Heartwood allows you to designate 3 enemy units at the start of the match and receive +1 to hit rolls against them. The army performed very well overall losing only to Dennis. Did the 2 units of Bladegheist spread the forces of the woods?

Advertisements

Allegiance: Tzeentch
Change Coven: Hosts Arcanum
– Grand Strategy: None Chosen
– Triumphs:

Leaders
Kairos Fateweaver (435)*
Lore of Change: Tzeentch’s Firestorm
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Spell Hunters
– Artefact: The Fanged Circlet
– Lore of Fate: Arcane Suggestion
Changecaster, Herald of Tzeentch (140)*
– Lore of Change: Treason of Tzeentch

Battleline
3 x Screamers of Tzeentch (100)*
3 x Screamers of Tzeentch (100)*
3 x Screamers of Tzeentch (100)*

Units
3 x Tzaangor Skyfires (190)*
3 x Tzaangor Skyfires (190)

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Purple Sun of Shyish (70)
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment

Total: 1945 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 75
Drops: 2

Brett: Since the release of their battletome in AoS 2.0 Tzeetch has risen and fallen in both popularity and power but mostly floated near the top. This is an interesting army because it is a pure Tzeetch list without horrors. The ubiquitous Purple Sun and almost as popular Chronomatic Cogs which makes sense in a casting army. As a pure Tzeetch army, it’s a very elite army with only 19 models. One reason there are no horrors is Krondspine, helping an army that otherwise has limited combat.

The army is in Hosts Arcanum granting a auto unbind/dispell in the 1st, 3rd and 5th rounds. As a 2nd Ed book there are mandatory traits and artefacts. Since these give you a redeploy for up to 3 units and 6 Screamers once per battle there isn’t a lot to complain about. Otherwise we have Fateweaver with his 3 spells, ability to change dice rolls for casts, auto dispel an endless spell every round. Oracle of Eternity isn’t as powerful as it is when he is paired with Archeon and can guarantee a death for something important. The Changecaster and Curseling bring more spells and unbind shenanigans including stealing a spell off their opponents warscroll. You only get Faith Points (the summoning currency for Tzeetch) if you successfully cast a spell and it isn’t unbound. So expect 6 casts per round from them.

Screamers and Skyfires are ok but they don’t have a lot of attacks, this is an army that is mostly going to wait for you to come to it, use spells to weaken you (and bows) before engaging. The Skyfires do D3 damage on a hit with their bows, but it’s only 3 shots each time. Both do mortal wounds for 6s. Having Krondspine to either attract fire or just block something in conjunction with a casting castle. So long as they can stay back and have a chance for a few Tzeetch’s Firestorms or more summoning they are going to be difficult to handle.

Looking at the path through the event it was the alpha striking armies (Nighthaunt and Ironjawz) that caused issues. Nighthaunt in particular were in a good place to counter Tzeetch, their large blocks can easily absorb the hits from spells and heal back the lost units.

Advertisements

Allegiance: Ironjawz
Warclan: Ironsunz
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Kragnos, The End of Empires (720)
Big Drogg Fort-Kicka (525)
Allies
Chad Longjohnson (480)
Megaboss on Maw-Krusha
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Destroyer
– Mount Trait: Mean ‘Un

Battleline
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers

Core Battalions
*Expert Conquerors

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 525 / 400
Wounds: 101
Drops: 6

Brett: An Ironjawz list with a view to the future? Lower drops by choosing bigger models maybe? Either way this is an interesting idea which probably didn’t quite work out but worth a go, Kragnos, Mega Gargant and a Mawcrusha. 3 MSU Ardboy units at the rear. The Mega doesn’t benefit from Mighty Destroyers but they do receive Kragnos’s buff to charge range,

Hold the back line and slap anything that looks tasty, strong or important. The Mega Boss has all of the important things to give him a 36″ move and still hit unreasonably hard. I’d tend to use the Gargant/Kragnos to clear screens exposing the underbelly to the Mawcrusher. It looks like the army struggled into summoning armies mostly. That makes sense because as Ironjawz you lose steam after Turn 2 maybe 3 just when Tzeetch and Beasts start bring extra friends. Still a good performance and really awesome to see people testing the meta.

Final Tournament Placings

Top Three AoS Lists for Summer of Sigmar – Gamers Guild Grand Tournament

This is the Top Three AoS Lists for the Summer of Sigmar Grand Tournament that took place in Tempe, Arizona, USA on the 6th and 7th of August. It involved 16 players vying to be crowned champion in a 5 game tournament. This was their inagural event and they have a venue that can handle quite a few more. Lets hope we see it grow in coming years.

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: Daughters of Khaine
Subfaction: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Morathi-Khaine (680)*
The Shadow Queen (680)*
Bloodwrack Medusa (130)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Shadow Stone
– Spells: Mindrazor

BATTLELINE
Blood Sisters (420)**
Gorgai
Blood Sisters (140)**
– Gorgai
Blood Sisters (140)**
Gorgai
Blood Sisters (140)***
Gorgai
Blood Sisters (140)***
Gorgai

OTHER
Khinerai Heartrenders (95)*
Shryke
Khinerai Heartrenders (95)*
Shryke

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters
***Expert Conquerors

TOTAL POINTS: 1980/2000

Brett: Another army eschewing the archers for the stabby queens reflecting the new battletome. 5 Blood Sister units including a double reinforced group of bounty hunter murder elves, fun. Rounding out the list the Bloodwrack Medusa is the General and Khinerai Heartrender for mobile threat. Ultimately this is a 6 drop list, a reasonable chance that they won’t decide first turn.

The high drops is a facet of having the Blood Sisters split between Bounty Hunters and Expert Conquerors. It’s not clear if the event allowed book traits (which the Khinerai play into really well) or just GHB however the list provides coverage for any outcome. Zainthar Kar is required to make the Blood Sisters battle line and the opportunity for 35 Blood Sisters. Mind Razor and Shadow Stone (+1 to casting) to try to get an additional -1 rend. Ignoring effects from Blood Rites (like +1 to wound) those 15 Blood sisters can expect 38 hits (exploding 6s) and 24 wounds – 48 into Galletian Veterans. With 2 wounds, 5+ save and 6+ (can be 5+) ward you have to devote real resources to shifting blood sisters. Zainthar Kar gives them fight on death, removing the large unit without shooting would be dicey.

Shadow Queen/Morathi are another hard nut, 3 spells across the 6 known to DoK. Those spells read like some of the best across multiple books including increased rend, rebuffs and a teleport. The Melisa only has one cast but 2 dispels. Enough to cause issues for a magic army. And it looks like that’s what’s happened with the army taking all flavours of elf and some star crossed lizards to take the event 5/0

Advertisements

Army Faction: Slaves to Darkness
Army Type: Ravagers
– Grand Strategy: Take Whats Theirs – Triumph: Indomitable

LEADERS
Chaos Lord (120)***
General
– Mark of Chaos: Tzeentch
– Command Traits: Eternal Vendetta
– Reaperblade and Daemonbound Steel
– Artefacts of Power: Arcane Tome
– Spells: Whispers of Chaos
Chaos Sorcerer Lord (135)***
Mark of Chaos: Tzeentch
– Command Traits: Bolstered by Hate
– Spells: Mask of Darkness
Chaos Sorcerer Lord (135)***
Mark of Chaos: Tzeentch
– Command Traits: Master of Magic
– Artefacts of Power: Blasphemous Cuirass
– Spells: Mask of Darkness
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Untamed Beasts (70)
Mark of Chaos: Tzeentch
Chaos Knights (170)*
Mark of Chaos: Tzeentch
– Standard Bearer
– Hornblower
– Doom Knight
– Cursed Lance and Chaos Runeshield
Chaos Knights (170)*
Mark of Chaos: Tzeentch
– Standard Bearer
– Hornblower
– Doom Knight
– Cursed Lance and Chaos Runeshield
Chaos Warriors (400)**
Mark of Chaos: Tzeentch
– Aspiring Champion
– Chaos Hand Weapon and Chaos Runeshield
– 2 x Standard Bearer
– 2 x Hornblower
Chaos Warriors (400)**
Mark of Chaos: Tzeentch
– Aspiring Champion
– Chaos Hand Weapon and Chaos Runeshield
– 2 x Standard Bearer
– 2 x Hornblower

BEHEMOTH
Krondspine Incarnate of Ghur (400)

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

TOTAL POINTS: 2000/2000

Brett: Good to see a Slaves to Darkness army make the podium in a 2 day event particularly as Ravagers. No Archeon, Be’Lakor or even a manticore just Lords, Sorcerors and even a Chaos Warriors. Effective here with a 4/0/1 result, the only loss being to the winner.

Taking Tzeentch as the chaos mark increases resilience with reroll 1s on saves and a 5+ ward against spells. On a 20 strong block of Chaos Warriors (in Eternal Conquerers) that’s a real problem to shift. While in a unit > 10 they have a 3+ save and a 5+ ward (half ward – it’s only against Mortal Wounds) with the shields. That’s 120 effective wounds (Rend 0). Their weaknesses is movement at 5” unless Mask of Darkness is available on a Chaos Sorcerer and both do. They are helped on the run and charge by the Hornblower. The Knights are hammers, they want to charge using their 10″ mobility. They to have +1 to run and charge from the Hornblowers.

The Chaos Lord is a combat hero with reroll wound rolls (and reroll hits against Order) and has a MW spell in leui of a ranged weapon. Lastly there is Krondspine. He’s fast moving and capable of deleting things quickly. Bold move, he costs enough to limit your choices in either troops or heros, Tyler choose to take weaker heroes. Ravagers was a good choice allowing additional traits. After that this list is all about getting those blocks of Warriors onto objectives and keeping them there by using the Knights. Krondspine is about taking down a deathstar or important hero.

Looking his path through the event, the StD list would struggle to deal enough damage to the Warriors, as would most of the other lists. The mobility of the DoK army we just looked at combined with DoK book Battle Tactics (which you can’t interact with well) obviously caused the army to struggle but otherwise this is a really well thought out approach and well deserved result.

Advertisements

Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

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

BATTLELINE
Tree-Revenants (110)**
Waypipes
– Glade Banner Bearer
– Scion
– Protector Glaive
Tree-Revenants (110)**
Glade Banner Bearer
– Waypipes
– Scion
– Protector Glaive
Dryads (100)**

OTHER
Revenant Seekers (235)*
Seeker Banner Bearer
– Seeker Hornblower
– Revenant Soulwarden
Spiterider Lancers (420)*
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower
Gossamid Archers (220)**
Flitwing Scion

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)
1 x Purple Sun of Shyish (70)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 1970/2000

Brett: An interesting variation of Sylvaneth and a brave move to take all of the new units. With, it has to be said, the Purple Sun. The mobility of Tree-Revenants with the 3 overgrown terrain pieces from the start of the battle, makes them one of if not the best unit in the army at the moment. They are amazing at securing Battle Tactics.

This army has all of the new Sylvaneth units from the Revenant Seekers to Spiterider Lancers and Gossamid Archers. I haven’t seen an army with all of them before and like most of us don’t have a lot of experience with them. The Seekers and Lancers provide a lot of mobility outside of teleports which is something Sylvaneth struggle with a bit. They offer some quality attacks, without buffs I worry about the amount of damage they do but it’s reasonable. The ability to return a model of the Seekers is great in this army – the Lancers and everything else have 5 wounds or less and can be returned. Return 2 Spiteriders in a game and you’ve almost recovered the cost.

The Gossamids are a frustrating unit, they are vunerable to shooting with only a 12″ range. They need to be hidden which doesn’t make sense given their anti combat role (retreat when charged). But they have a role where you teleport them to an objective (or near one) that has a thin force on it. You can even open an objective to a Tree Revenant by pulling a combat unit away. That’s not to forget the Treelord Ancient and Wargsong. With the Arcane Tome they have 4 spells, both are deicated to Awakended Wyldwoods (expect at least another per turn) and then buffing the impact of the woods. As Gnarlwood they also get improved casting near Wyldwoods. Another interesting army from this event.

One of the interesting impacts of this approach is its hard for an army like Ironjawz to identify an alpha strike target. Even if they get the Warsong it’s not going to put you on the back foot too much. Other than the winner’s evil Blood Sister’s list he was unbeaten through the event taking both combat and shooting armies.

Advertisements

Army Faction: Legion of the First Prince
Grand Strategy: Show of Dominance
– Triumph: Bloodthirsty

LEADERS
Kairos Fateweaver (435)
Spells: The Master’s Command
Be’lakor (360)*
Spells: The Master’s Command
The Contorted Epitome (245)*
General
– Command Traits: Ruinous Aura
– Artefacts of Power: Fourfold Blade
– Spells: Flaming Weapon, The Master’s Command
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Bloodletters (110)*
Plaguebearers (150)*
Plaguebearers (150)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

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

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Brett: I grabbed this one just because we aren’t seeing a lot of Legion of the First Prince armies right now. This is a very interesting take including some heavy hitters (Belakor and Fateweaver) with Krondspine rather than another Deamon Prince/Greater Deamon. I’m a fan of the Contorted Epitome, love to see it in the army. Mobile, lots of casting and so dangerous in combat.

Fateweaver brings a lot, 3 casts, auto dispell of 1 endless spell and the ability to change dice for casting, unbinding or dispell rolls. That’s before gift of change. Plaguebearers are a good choice for objectives, Bloodletters are cheap but fragile. If they charge or are teleported though they can mess up some archers. Belakor and the Krondspine don’t need an introduction nor does the Purple Sun. The Umbral Spellportal is an autotake in a Tzeetch army or if Fateweaver is in the army.

This, to me, is a really fun army. A few small troop units and 4 big, fun models with lots of abilities to toy with your opponent. He lost his last 3 rounds but I bet they were still fun. Hitting a Bastilidon with Belakor and Fateweaver sounds like fun to me, the same about putting an Epitome into small heroes from any factions.

Final Tournament Placings

AoS Meta Stats (w/e 7th August 2022)

A change is afoot for the Woehammer stats. We’re going more in depth. You’ll still find the tournament results for GT’s in the last week below along with links. Then there is statistic sections for the rolling four weeks stats and the current Age of Sigmar version (i.e. since the most recent update in terms of GHB or Battletome release).

Menu

Advertisements

Grand Tournaments

Ranked from largest to smallest.

GT Lodz 2 – Poland
70 Players

PositionFactionSubfactionResult
1stBeasts of ChaosGavespawn5-0-0
2ndMaggotkin of NurgleDrowned Men3-2-0
3rdSylvanethGnarlroot4-0-1
4thBonesplitterzDrakkfoot3-1-1
5thStormcast EternalsHammers of Sigmar3-1-1
GT Lodz 2

Quest of Champions – Heat 4 – England/UK
38 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom4-1-0
2ndSlaves to DarknessKnights of the Empty Throne4-0-1
3rdSeraphonThunder Lizard4-0-1
4thMaggotkin of NurgleFilthbringers4-0-1
5thIdoneth DeepkinMor’Phann4-0-1
Quest of Champions – Heat 4

G&T GT 2 – England/UK
14 Players

PositionFactionSubfactionResult
1stNighthauntScarlet Doom5-0-0
2ndSylvanethHeartwood4-0-1
3rdDisciples of TzeentchHosts Arcanum3-1-1
4thMaggotkin of NurgleDrowned Men3-0-2
5thSeraphonThunder Lizard3-0-2
G&T GT2

Season of War Grand Tournament – Ontario/Canada
66 Players

PositionFactionSubfactionResult
1stSeraphonFangs of Sotek5-0-0
2ndSons of BehematTaker Tribe5-0-0
3rdNighthauntScarlet Doom4-0-1
4thHedonites of SlaaneshLurid Haze4-0-1
5thIdoneth DeepkinNautilar4-0-1
Season of War Grand Tournament

Age of Sigmar Steel City GT – Pennsylvania/USA
24 Players

PositionFactionSubfactionResult
1stFyreslayersLofnir5-0-0
2ndBlades of KhorneReapers of Vengeance4-0-1
3rdBonesplitterzIcebone4-0-1
4thStormcast EternalsHammers of Sigmar4-0-1
5thBi g Waaagh!4-0-1
Age of Sigmar Steel City GT

Harambe’s Heroes and Goldmine Games Rumble in the Jungle – USA
28 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndNighthauntQuicksilver Dead4-0-1
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSons of BehematStomper Tribe4-0-1
5thSeraphonThunder Lizard4-0-1
Harambe’s Heroes and Goldmine Games Rumble in the Jungle

Summer of Sigmar – Gamers Guild Grand Tournament – USA
15 Players

PositionFactionSubfactionResult
1stDaughters of KhaineZainthar Kai5-0-0
2ndSylvanethGnarlroot4-0-1
3rdSlaves to DarknessRavagers4-0-1
4thKharadron Overlords3-0-2
5thIdoneth DeepkinDhom-Hain3-0-2
Summer 0f Sigmar – Gamers Guild Grand Tournament
Advertisements

This Weeks Stats

The following stats are for the week ending 31st July only, essentially GT’s that took place on the 30th and 31st July.

Rolling 4 Week Stats

The rolling stats includes all GT’s since the weekend of 16th/17th July to the 6th/7th August. This covers a total of 844 players (+177 players) across 19 Grand Tournaments (+4 GT).

As the new release of the GHB takes hold it looks as though the overall effect is a positive one on the overall win rates for each Grand Alliance as they all get close to that 50.0% mark.

Here are the rolling four weeks win rates since we began tracking this information:

Faction Stats (Version)

The below stats are for every match in a grand tournament since the release of the new General’s Handbook.

Daughters of Khaine and Seraphon now have both achieved 3 5-0 wins a piece.

After the last weekend, all the factions have now achieved at least one weekend where they’ve had an army go to 4 wins.

Meanwhile at the lower end of the tables factions who have gone a whole tournament with five losses…

As for the win rates of each faction since the release of the new GHB:

Bonesplitterz increase their win rate to over 60%, while at the other end of the table Gloomspite Gitz fall to 35.8%

In terms of faction popularity:

By rights, each faction should have an equal share of the player base, however we know this will not be the case due to either the appeal of the miniatures or the rules for the factions. Here we can see the most popular factions are Stormcast Eternals, Nighthaunt, Sylvaneth, Daughters of Khaine, Maggotkin of Nurgle, Seraphon and Ironjawz.

Currently it would appear that Kharadron Overlords players have the highest chance of going 5-0 at an event closely followed by Beasts of Chaos and Hedonites of Slaanesh

Advertisements

Top Three AoS Lists for GT ŁÓDŹ 2

This is the Top Three AoS Lists for the GT ŁÓDŹ 2 that took place in Poland on 6th and 7th August. It involved 70 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.

As well as that, we’re holding out own GT in England in May next year. Why don’t you join us and meet the crew?

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

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

The Top Three AoS Lists

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

Leaders
Dragon Ogor Shaggoth (155)***
General
– Command Trait: Unravelling Aura
– Artefact: Mutating Gnarlblade
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)** + inkarnacja
Artefact: Arcane Tome (Universal Artefact)
– Lore of Dark Storms: Hailstorm
Doombull (110)***
Doombull (110)***

Battleline
9 x Dragon Ogors (375)*
2x Paired Ancient Weapons
– 6x Draconic War glaives
– Reinforced x 2
6 x Dragon Ogors (250)*
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)*
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1

Other
1 x Chaos Spawn (55)**
1 x Chaos Spawn (55)**

Behemoth
Krondspine Incarnate of Ghur (400)**
Allies

Endless Spells
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Bounty Hunters
**Battle Regiment
***Command Entourage – Magnificent
Artefact

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 400 / 400
Wounds: 151
Drops: 7

Brett: The newly rejuvenated (Tome Celestial) Beasts of Chaos going 5 and 0 in a major again. Peter has anyone had a 5/0 Kruleboyz recently? (Nope – Peter) Dragon Ogres are one of the stronger units in the battletome, and need Dragon Ogre Shaggoths to make them battleline. Combining their wounds/number of attacks with the increasing Rend available from the Herdstone makes them a dangerous opponent for pretty much anything. With Gnashing Jaws and Krondspine there is a lot of board coverage for a low model count army. The Herdstone isn’t listed and he’s taken Sundering Blades (-1 rend for a unit) but surely you have to take the Herdstone (it’s no cost of course).

Gavespawn is an interesting Greatfray which makes having mulitple heroes a good idea (they return as a Chaos Spawn on a 2+) and a command ability for an extra attack. The mandatory command trait gives an additional unbind and the mandatory artefact (Mutating Gnarlblade) does damage to the bearer on a hit roll of 1. It also adds 2 damage, on a Shaggoth that’s a 5 damage weapon. Command Entourage is used here to gain an addtional artefact for Arcane Tome, giving the whole army 3 casts and 4 unbinds. Hailstorm halves an opposing units movement (including charges) to limit movement and charging sheningans. Combine the reduced movement with Gnashing Jaws you can easily see 10MW a turn out of Jaws if you aim at slow moving units (5″ and less)

The Shaggoth’s are very useful leaders with casting, healing (not spell dependent) and being reasonably tanky with decent attacks. The weapons mix on the Dragon Ogres is interesting, almost ensuring split firing? As one damage weapons they are a natural to be included in Bounty Hunters. The Chaos Spawn are a favourite unit of mine in Slaves or Beasts. 2D6 movement and 2D6 attacks mean that they are often underestimated but they are great at grabbing objectives and are surprising difficult to remove.

The Doombulls are another different choice in a Dragon Ogre army but they have a decent attack profile and 8 wounds with MW on 6s. Charge them in early with the hope they do some decent damage, your opponent is going to have to take them seriously and devote real resources to killing them. And they come back 83% of the time. Serious distraction for 2 or 3 rounds. Solid example of army building to take advantage of solid warscrolls and army abilities. A deserving winner with a strong and fun army.

Advertisements

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

Leaders
Be’Lakor, the Dark Master (360)
Allies
Bloab Rotspawned (300)*
Lore of Malignance: Gift of Disease
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Battleline
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
2 x Pusgoyle Blightlords (220)*
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

Core Battalions
*Battle Regiment
**Bounty Hunters

Terrain
Feculent Gnarlmaw

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 360 / 400
Wounds: 115
Drops: 4

Brett: An increasingly common army from Maggotkin, Lord of Affliction with Blightlords, as General so they are battleline twice (since Drowned Men lets them be battleline). Be’Lakor and Bloab to lend weight and casting to the army. This style of army has the advantage of avoiding Galletian Veterans to blunt Bounty Hunters with good mobility and very high resiliance. It forces your opponent to counter you and lets you spread or concentrate depending on the mission. Everythng except the Bloab can fly and he brings the flies.

Be’Lakor can work as an independent hammer but better is arguably better if supported by one or two of the smaller Blightlord units. That lets him control an entire flank and dare your opponent into an aggresive play to try to remove him. The Blightlords add mortals through disease points. Alternatively you can castle the lot and snipe objectives with the Blightlords. Be’Lakor can’t be too isolated since he represents half of the casts/unbinds of the army. Mariusz has taken advantage of the high bravery of chaos units to pick Bloodthirsty for a free charge reroll.

Bounty Hunters on 2 of the Blightlord units including the reinforced one, solid choice almost doubling their damage situationally. I’m expecting to see a move back to the lower drop battalions in coming weeks, it already looks like there is movement that way with so many armies avoiding Galletian Veterans. The army scored exceptionally well through the weekend coming second with only 3 vicotories (but no losses). The army had draws against a Maggotkin army with a Great Unclean One and large block of Plaguebringers, the other was a Bonesplitterz triple Wurgog/Big Stabba army. The damage output of this army might be a little low, particularly if Be’Lakor is destroied early and these armies play into that.

This is a very good army which plays into missions well. Taking it to second in a strong crowd is an amazing effort.

Advertisements

Allegiance: Sylvaneth
Glade: Gnarlroot
– Mortal Realm: Ghyran
– The Dwindling
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Battlemage (100)*
Mortal Realm: Ghur
– Allies
Alarielle the Everqueen (840)**
All spells
Spirit of Durthu (370)*
Artefact: Greenwood Gladius (Guardian Sword)
Warsong Revenant (305)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome
– Lore of the Deepwood: Treesong

UNITS
10 x Dryads (100)**
Branch Nymph
5 x Tree-Revenants (110)**
FCG
– Enchanted Blades
5 x Tree-Revenants (110)**
– FCG
– Enchanted Blades

ENDLESS SPELLS & INVOCATIONS
Vengeful Skullroot (60)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1995/2000

Brett: Hero hammer Sylvaneth with the those 3. You really don’t want a piece of any of them although I believe there is a thought that Durthu hasn’t benefitted from the new battletome. And there is a sneaky Battlemage of Ghur. This is a strong move giving you a decent chance of a 7″ charge for a teleporting unit. I’ll let you work out the details but it’s a great way to move some revenants into danger close quickly.

The power of the list is concentrated in the heros, and mostly Aliarelle, with the Tome they have 6 casts and unbinds available. Alarielle is almost half the army and the real trick to playing this army is knowing when to commit her. She is vunerable if she is focused by your opponent (and they can get to her) and while you can return her to the battle, that’s not reliable before Turn 3or even 4. Loose her on Turn 1 and it’s going to be very hard. On top of her spell casting though she has your highest quality attacks as well so when to throw her into combat is a mini game in itself.

Durthu offers early turn combat strength if you want and can help screen Aliarelle. The Greenwood Gladius awards D3 extra attacks, potentially near a Awakened Wood Durthu will have 7, 6 damage -2 rend attacks. He can also whiff terriably. The Warsong Revenant is also decent at combat, can use a mortal wound spell and buffs bravery of Tree Revenants or Dryads making her clutch at times. Surprisely survivable with a 4+ ward. Tree Revenants with the extra wound are a reasonable battleline unit but they melt to ranged attacks or mortal wounds. With only a 5+ save and bravery of 6 they really need support to shine.

A defensive army the new battletome makes them much more viable. The new terrain rules help their fire and fade shenanigans and make them much more flexible and mobile. Aliarelle is a high risk strategy which worked well here, his one loss was against a mobile Lumineth list with Teclis, otherwise a strong weekend.

Advertisements

Army Type: Kruleboyz
Subfaction: Grinnin’ Blades
– Grand Strategy: Waaagh!
– Triumph: Inspired

LEADERS
Killaboss on Corpse-rippa Vulcha (240)*
Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon
Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Egomaniak
– Artefacts of Power: Mork’s Eye Pebble
– Mount Traits: Fast ’Un
Swampcalla Shaman and Pot-grot (105)*
Spells: Nasty Hex
Murknob with Belcha-banna (95)*
Swampboss Skumdrekk (320)***

BATTLELINE
Hobgrot Slittaz (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka

OTHER
Man-skewer Boltboyz (240)***
Boltboy Boss
Man-skewer Boltboyz (120)***
Boltboy Boss
Man-skewer Boltboyz (120)***
– Boltboy Boss

CORE BATTALIONS
*Warlord
**Bounty Hunters
***Battle Regiment

TOTAL POINTS: 1995/2000

Brett: Peter chooses the focus list and Peter plays Kruleboyz. Surprise another Kruleboyz list. The army focuses on their best warscrolls, their heroes and the Boltboyz. Choosing Grinning Blades is a good move with this many Boltboyz, they aren’t battleline so aren’t Galletian Veterans. They don’t have good saves so the extra damage will clear them really quickly. Grinning Blades also means they aren’t visible more than 12″ away. As we’ve seen with Idoneth this is surprisely powerful, ranged units need to get within the threat range of the melee units.

Unfortunately both the battleline (Gutrippaz) and Boltboyz are really very soft with 5+ and 6+ saves. They melt under pressure, with only one Swampcalla it’s likely that only the reinforced Boltboyz had poison most of the time. Boltboyz need special mention – they do MW on 6s so you want to use Hasty Shot when you can. But you need to move (it can be 1″) and be within 12″ of the enemy. That means they are very exposed. Aimed shot is only available if they don’t move. If they are caught out of position or without screens they are very vunerable. And finally their small unit size (3) limits the effectiveness of Unleash Hell.

The heroes in this army are the major source of combat capability. They mix reasonable quality attacks with interesting wars roll abilities. From being able spam commands to mortal wounds from their slime to snatch and grab there are a lot of things to track. Unfortunately this increases their cost. The snatchaboss or swampboss have a decent chance of one shotting small heroes. Still 14 wounds with a 4+ may struggle in sustained combat. In the end they fail the dps check which is known as the Sons of Behemet. All of this adds to an underperforming faction, unfortunately they are among the lowest on current stats. Going 3/0/2 is a great performance in a 70 strong field.

Final Tournament Placings

For the full tournament placings visit tabletop.to