Category Archives: Games Workshop

Top Three AoS Lists for 2024 Warpstone Wars

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This is the top three AoS lists for 2024 Warpstone Wars that took place in the US on the 27th and 28th of April. It saw 23 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
– Army Type: Coalesced
– Army Subfaction: Koatl’s Claw
– Grand Strategy: Overshadow
– Triumphs: Inspired


LEADER
1 x Saurus Oldblood on Carnosaur (220)*

– General
– Command Traits: Vengeful Defender
– Artefacts: Bloodrage Pendant
1 x Skink Starseer (160)**
– Spells: Merciless Blizzard, Hoarfrost
1 x Skink Starpriest (130)**
– Spells: Merciless Blizzard, Heavenly Frenzy
1 x Skink Oracle on Troglodon (270)**
– Spells: Heavenly Frenzy, Light of Chotec


BATTLELINE
6 x Aggradon Lancers (190)*

– Aggradon Lancer Alpha
– Icon Bearer
– War-drummer
– Celestite Spear
6 x Aggradon Lancers (190)*
– War-drummer
– Icon Bearer
– Aggradon Lancer Alpha
– Celestite Spear
10 x Saurus Warriors (180)*
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club
10 x Saurus Warriors (180)*
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club


TERRAIN
1 x Coalesced Realmshaper Engine (0)


OTHER
5 x Hunters of Huanchi with Starstone Bolas (80)*


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


TOTAL POINTS: (1980/2000)

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Allegiance: Skaven
– Grand Strategy: Spellcasting Savant
– Triumphs:


Leaders
Arch-Warlock (150)*

– General
– Command Trait: Shaman of the Chilled Lands
– Artefact: Esoteric Warp Resonator
– Lore of Warpvolt Galvanism: More-more-more Warp Power!
Thanquol on Boneripper (400)*
– 4 Warpfire Projectors
– Lore of Ruin: Skitterleap


Battleline
20 x Clanrats (100)*

– Rusty Blade
– 2x Standard Bearers
– 2x Standard Bell Ringers
20 x Clanrats (100)*
– Rusty Blade
– 2x Standard Bearers
– 2x Standard Bell Ringers


Units
9 x Stormfiends (930)*

– 3x Windlaunchers
– 3x Ratling Cannons
– 3x Doomflayer Gauntlets
– Reinforced x 2
— WARNING: Unit may be invalid.


Behemoths
Hell Pit Abomination (180)*


Endless Spells & Invocations
Soulscream Bridge (80)
Geminids of Uhl-Gysh (60)


Core Battalions
*Battle Regiment


Total: 2000 / 2000

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Army Faction: Gloomspite Gitz
– Army Subfaction: Glogg’s Megamob
– Grand Strategy: Chasing the Moon


LEADER
1 x Trugg (320)*
1 x Fungoid Cave-Shaman (100)**

– General
– Command Traits: The Clammy Hand
– Artefacts: Staff of Sneaky Stealin’
– Spells: Hoarfrost
1 x Madcap Shaman (70)**
– Spells: Merciless Blizzard


BATTLELINE
6 x Rockgut Troggoths (170)*
3 x Rockgut Troggoths (170)*
3 x Fellwater Troggoths (170)*
3 x Fellwater Troggoths (170)*
20 x Moonclan Stabbas (120)**

– Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– Stabba
– 3 Barbed Nets
20 x Moonclan Stabbas (120)**
– Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– Stabba
– 3 Barbed Nets
10 x Boingrot Bounderz (160)**
– Bounder Boss


TERRAIN
1 x Bad Moon Loonshrine (0)


OTHER
5 x Sporesplatta Fanatics (90)*

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment


TOTAL POINTS: (1990/2000)

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Army Faction: Orruk Warclans
– Army Type: Ironjawz
– Army Subfaction: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired


LEADER
1 x Orruk Megaboss (140)*
– General
– Command Traits: Battle-lust
– Artefacts: Destroyer
1 x Orruk Warchanter (120)**
– Artefacts: Arcane Tome
– Warbeats: Fixin’ Beat
1 x Orruk Warchanter (120)**
– Warbeats: Killa Beat
1 x Kragnos (700)**


BATTLELINE
10 x Orruk Ardboys (190)*

– Ardboy Stikkas
3 x Orruk Gore-gruntas (170)**
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)***
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)***
– Jagged Gore-hacka


OTHER
6 x Brute Ragerz (100)*

– 6 x Mighty Gore-hacka


CORE BATTALIONS:
*Wizard-finders of Andtor
**Warlord
***Ironjawz Fist


TOTAL POINTS: (1980/2000)

Final Tournament Placings

Top Three Old World Lists for the Mids GT (2,000pts)

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This is the top three Old World lists the Mids GT that took place in the United Kingdom on the 20th and 21st of April. It saw 18 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three Old World 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 Old World Lists

===
Mids GT Woodies [2000 pts]
Warhammer: The Old World, Wood Elf Realms
===

++ Characters [775 pts] ++

Glade Lord [530 pts]
– Default Weapons
– Light armour
– Asrai Longbow
– Forest Dragon
– Talisman of Protection
– Ogre Blade
– An Annoyance Of Netlings
– A Resplendence Of Luminescents

Spellweaver [245 pts]
Hand weapon
– Level 4 Wizard
– On foot
– Ruby Ring of Ruin
– Lore Familiar
– Illusion

++ Core Units [510 pts] ++

11 Deepwood Scouts [165 pts]
Hand Weapon and Asrai Longbows
– Hagbane Tips

10 Deepwood Scouts [150 pts]
Hand Weapon and Asrai Longbows
– Hagbane Tips

8 Glade Guard [104 pts]
Hand Weapon
– Asrai Longbow
– Hagbane Tips

7 Glade Guard [91 pts]
Hand Weapon
– Asrai Longbow
– Hagbane Tips

++ Special Units [715 pts] ++

9 Deepwood Scouts [135 pts]
Hand Weapon and Asrai Longbows
– Hagbane Tips

5 Wild Riders [140 pts]
Hand weapon
– Hunting Spear
– Light armour
– Shields

5 Wild Riders [172 pts]
Hand weapon
– Hunting Spear
– Light armour
– Shields
– Standard bearer [Banner Of The Hunter King]

5 Sisters of the Thorn [134 pts]
Hand weapons
– Blackbriar Javelins
– Handmaiden of the Thorn
– Standard bearer

5 Sisters of the Thorn [134 pts]
Hand weapons
– Blackbriar Javelins
– Handmaiden of the Thorn
– Standard bearer

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===
Dwarfen Mountain Holds [2000 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

++ Characters [235 pts] ++

Anvil of Doom [235 pts]
Hand weapons
– Shields
– Heavy armour
– General

++ Core Units [505 pts] ++

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

10 Rangers [120 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields

++ Special Units [780 pts] ++

Bolt Thrower [60 pts]
Bolt thrower
– Hand weapons
– Light armour
– Rune of Reloading

Bolt Thrower [60 pts]
Bolt thrower
– Hand weapons
– Light armour
– Stalwart Rune

Bolt Thrower [55 pts]
Bolt thrower
– Hand weapons
– Light armour

Bolt Thrower [55 pts]
Bolt thrower
– Hand weapons
– Light armour

2 Gyrocopters [130 pts]
Hand weapons
– Brimstone guns
– Full plate armour (armoured fuselage)

2 Gyrocopters [140 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

2 Gyrocopters [140 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

1 Gyrocopters [70 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

1 Gyrocopters [70 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

++ Rare Units [480 pts] ++

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

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===
Beastmen Brayherds [1996 pts]
Warhammer: The Old World, Beastmen Brayherds
===

++ Characters [240 pts] ++

Great Bray-Shaman [240 pts]
Braystaff
– Level 4 Wizard
– General
– On foot
– Hagtree Fetish
– Horn of the First Beast
– Elementalism

++ Core Units [769 pts] ++

13 Gor Herd [98 pts]
Hand weapons
– Shields
– True-horn

4 Razorgor Herd [208 pts]
Hand weapons (tusks)
– Light armour (calloused hide)

4 Razorgor Herd [208 pts]
Hand weapons (tusks)
– Light armour (calloused hide)

Tuskgor Chariot [85 pts]
Bestigor Crew x 1 – Hand weapons
– Great weapons
– Gor Crew x 1 – Hand weapon and cavalry spear
– Tuskgor x 2 – Hand weapon (tusks)

Tuskgor Chariot [85 pts]
Bestigor Crew x 1 – Hand weapons
– Great weapons
– Gor Crew x 1 – Hand weapon and cavalry spear
– Tuskgor x 2 – Hand weapon (tusks)

Tuskgor Chariot [85 pts]
Bestigor Crew x 1 – Hand weapons
– Great weapons
– Gor Crew x 1 – Hand weapon and cavalry spear
– Tuskgor x 2 – Hand weapon (tusks)

++ Special Units [683 pts] ++

4 Dragon Ogres [259 pts]
Great weapons
– Heavy armour
– Shartak

4 Dragon Ogres [259 pts]
Great weapons
– Heavy armour
– Shartak

5 Harpies [55 pts]
– Hand weapons (claws)

5 Harpies [55 pts]
Hand weapons (claws)

5 Harpies [55 pts]
Hand weapons (claws)

++ Rare Units [304 pts] ++

Dragon Ogre Shaggoth [304 pts]
Great weapon
– Light armour
– The Blackened Plate
– Slug-skin

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===
Ogres v2 [1999 pts]
Warhammer: The Old World, Ogre Kingdoms
===

++ Characters [626 pts] ++

Tyrant [293 pts]
Hand weapon
– Heavy armour
– On Foot
– Talisman of Protection
– Tenderiser
– Deathcheater

Bruiser [193 pts]
Great weapon
– Heavy armour
– Battle Standard Bearer [Dragonhide Banner]
– On Foot
– Deathcheater

Butcher [140 pts]
Hand weapon
– Be a Level 2 Wizard
– Battle Magic

++ Core Units [512 pts] ++

8 Ironguts [333 pts]
Gutlord
– Standard bearer
– Bellower

3 Ogre Bulls [111 pts]
Ironfists
– Crusher

2 Sabretusk Packs [34 pts]

2 Sabretusk Packs [34 pts]

++ Special Units [861 pts] ++

4 Maneaters [265 pts]
Great weapon
– Heavy armour
– Poisoned Attacks
– Vanguard
– Maneater Captain
– Standard bearer
– Bellower

4 Mournfang Cavalry [298 pts]
Great weapon
– Heavy armour
– Crusher
– Standard bearer

4 Mournfang Cavalry [298 pts]
Great weapon
– Heavy armour
– Crusher
– Standard bearer

Final Tournament Placings

For all the lists, visit the Mids GT event on New Recruit.

The Old World Tournament Report – Empire of Man at the Alliance Open

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Second TOW event in the Netherlands, the support and interest is growing!

Another 1500 points event (the first ones are kind of warm-up events), organised by Stefan from Alliance Open (the Dutch organisation that does lots of events for all kinds of tabletop gaming). Rulespack could be found here: Rulespack & Information AO The Old World April 27th v1.2.pdf

Once more, amazing job by the TO, great venue, great organisation in every aspect. As a former TO myself of many years, I can appreciate the amount of effort that goes into these kinds of things. Especially since Stefan also played in the event as a substitute in case of an odd number of players (which ended up happening). You can see some more photos on their facebook page: https://www.facebook.com/media/set/?vanity=AllianceOpenTournaments&set=a.947550687376175

Now, onto my list! I played this all-mounted empire: https://www.newrecruit.eu/app/list/Wfirs

The Empire of Man – All Cav Lector – [1495pts]

# Main Force [1495pts]

## Characters [692pts]
Captain of the Empire [149pts]: Hand Weapon, Shield, Barded Warhorse, Barding, Hand Weapon, Full Plate Armour, Battle Standard Bearer, War Banner, Talisman Of Protection
Captain of the Empire [115pts]: Hand Weapon, Lance, Pegasus, Hand Weapon, Full Plate Armour, Charmed Shield, Dragon Bow
Lector of Sigmar [340pts]: Hand Weapon, Light Armour, War Altar of Sigmar, 2x Barded Warhorse, Barding, Hand Weapon, General, Mace of Helsturm, The White Cloak
Priest of Sigmar [88pts]: Hand Weapon, Heavy Armour, Barded Warhorse, Barding, Hand Weapon, Great Weapon, Charmed Shield

## Core [430pts]
Empire Knights [304pts]: Drilled
• 12x Empire Knight [22pts]: Barded Warhorse, Barding, Hand Weapon, Hand Weapon, Heavy Armour, Shield, Lance
• 1x Preceptor [6pts]
• 1x Musician [6pts]
• 1x Standard Bearer [16pts]: Banner of Duty
Empire Knights [126pts]: Stubborn
• 5x Empire Knight [22pts]: Barded Warhorse, Barding, Hand Weapon, Hand Weapon, Heavy Armour, Shield, Lance
• 1x Musician [6pts]

## Special [373pts]
Demigryph Knights [266pts]:
• 4x Demigryph Knight [63pts]: Demigryph, Barding, Hand Weapon, Wicked Claws, Hand Weapon, Shield, Full Plate Armour, Lance
• 1x Demigryph Preceptor [7pts]
• 1x Standard Bearer [7pts]
Outriders [107pts]:
• 5x Outrider [19pts]: Empire Warhorse, Hand Weapon, Hand Weapon, Heavy Armour, Pistol, Repeater Handgun
• 1x Sharpshooter [6pts]: Repeater Handgun
• 1x Musician [6pts]

A nice photo of the gang at 1:43 AM the night before the tournament 😂

I wanted to try out something new in TOW – a no-magic list, and to see if I can get somewhat reliable buffs from Warrior Priests by including several things:

  1. Include more than 1 warrior priest – this was an epiphany I had earlier that made me want to try this list out – what if you could use multiple warrior priests to force an important LD roll for an important buff? The range of all of the Sigmar Warrior Priests abilities is “This model and one unit in command range”. The nice bonus is that the command range of a general on a war altar is 18”!
  2. Include the banner to reroll a LD test. This is the only way to give a warrior priest a reroll of his ability (unlike undead BSBs, grumble, grumble), which can be used if I fail the test in a crucial turn.

The war altar has a nifty debuff for magic users within his 18” bubble (-2 to cast), MR2 of his own, plus the other warrior priest gives MR1 to the big knight unit. Wasn’t sure if it would work, but I was willing to give it a try.

Now, onto the games!

Round 1 vs High Elves

Opponent’s list was this:

High Elf Realms – Stuff from the Elf shelf – [1499pts]

# Main Force [1499pts]

## Characters [477pts]
Archmage [235pts]: Hand Weapon, Elementalism, Wizard Level 4, Lore Familiar, Seed of Rebirth, Pure of Heart
Noble [242pts]: Hand Weapon, Shield, Full Plate Armour, Great Weapon, Griffon, Heavy Armour, Serrated Maw, Wicked Claws, General, Dragon Helm, Seed of Rebirth, Pure of Heart

## Core [379pts]
Lothern Sea Guard [379pts]: Magic Standard, Veterans
• 24x Lothern Sea Guard [12pts]: Hand Weapon, Light Armour, Thrusting Spear, Warbow, Shield
• 1x Sea Master [17pts]: Enchanted Shield
• 1x Standard Bearer [45pts]: Razor Standard
• 1x Musician [5pts]

## Special [278pts]
White Lions of Chrace [278pts]:
• 14x White Lion [15pts]: Chracian Great Blade, Hand Weapon, Heavy Armour, Veteran
• 1x Guardian [6pts]
• 1x Standard Bearer [56pts]: Banner of Iron Resolve
• 1x Musician [6pts]

## Rare [365pts]
2x Eagle-Claw Bolt Thrower [80pts]: Bolt Thrower, Repeater Bolt Thrower, Sea Guard Crew
Frostheart Phoenix [205pts]: Full Plate Armour, Wicked Claws

His mage chose the Plague of Rust, Summon Elemental Spirit, Earthen Ramparts and Wind Blast. (I didn’t realize before this game that summon elemental spirit and wind blast make a nice combo where you can place the template behind the unit and then push them into the template with the wind blast)

No deployment photo, forgot to take one! Doh! But I remembered to take a lot of photos later on 🙂

He got the first turn and cast Ramparts on his sea guard block with his mage plus shot down some of my small knights (2 down).

On my first turn I moved up with everything to start threatening charges.Outriders on the right side marched to move out of the phoenix’s arc and threaten the charge on the bolt thrower, while demis were hiding behind them to not be easily shot at by the bolt throwers.

His turn 2, he put his Lord on a griffon in front of my knights. I didn’t take that huge knights bus not to charge, so charge I did, while also trying to charge my war altar and pegasus riding captain into the sea guard. Idea being that war altar will do some wounds, and pegasus guy will provide first charge rule and hopefully that would win us the combat. Unfortunately, war altar got 1 and 2 on his dice and didn’t make it, while the pegasus guy did. Egh, not ideal..

On the other flank, bolt thrower shot down 2 outriders who fell their panic test (unfortunately, would’ve been a nice charge there). The phoenix was able to get to the flank of my demigryphs, who then decided their best bet is not to get flanked by the bird. They went full ahead towards the bolt thrower, inviting the birdie into their rear. Outriders rallied, moved a bit and shot pistols at the bird and did two wounds! 

My knights didn’t really do that well into the griffon (as expected). My plan for a lot of knightly attacks (remember, entire first rank can attack with 1 attack each) doesn’t work that well if the enemy challenges, because me refusing the challenge means my opponent can retire my warrior priest and remove my prayer of rerolling 1s. In hindsight, maybe I should have just refused the challenge and strike at him without the rerolls… It was a tough decision.

What happened next is quite a cool moment that opened the doors somewhat for me in the otherwise bad looking game. When my knights were rolling for their break test on my opponent’s turn, they rolled enough to Fall Back in Good Order (FBIGO), but as that is actually a unit broken from combat, it sent a panic wave in 6 inches around him. My war altar failed, and then rerolled the panic due to the war altar’s ability, and failed it again. But then I realized that that’s actually not at all a bad thing. The war altar fled, rallied automatically (because it is also a FBIGO when units fail a panic unless their model count is lower than when they started) and I was able to face the war altar to the griffon rider! And then charge him in my turn! And then bonk him in the face with Mace of Helstrum. Which I did! Huzzah! On the right flank, my demis failed to restrain their overrun move so they went out of the board after killing the bolt thrower.

All this time, my war altar was within 18” of the enemy mage trying to make him not succeed in casting. It did it a few times, but when enemy rolls 5-5 or 4-5 or similar results, -2 doesn’t really help there. But what I realized is that my mage dispelling would also probably not succeed in those rolls. This meant that Plague of Rust was constantly on my big unit of knights. At some point in this, my pegasus dude got shot down by magic and/or shooting. Sea guard with all those shots and AB2 banner is really nice way to get some anti-armour in your list.

Next few turns will be very easily described by the images below… Opposing mage got off Plague on my unit(s) one at a time and then killed and/or whittled down my Lord on the war altar and my big block of knights. Short range barrage of lothloren sea guard with AB2 banner + bolt thrower + some magic will do a number on ya, and a big flying bird can finish off what’s left.

My demigryps came way too late for the party, and in the end there was no point in me doing a turn 6 charge into his white lions, as I couldn’t really do enough damage for any points to be scored as they are stubborn.

Game ended like this.

My kills:

Noble [242pts], general +100, Eagle-Claw Bolt Thrower [80pts]. Total: 422 points

My losses:

Everything but the demis: 1229 + 100 general + 50 bsb banner + 50 knights banner = 1429

Overall: -1007 points difference. End result: 3-17 battle points.  Quite a rocky start. Note that for the tournament, as I was playing against the TO as the stand in, he always puts in a draw in case he wins. So it made my end score a bit better than I deserved.

Some post game thoughts – I’m not 100% sure what went wrong here for me… After I bonked the enemy general I thought I would be in a good shape, but turns out that I wasn’t. My war altar fell REALLY quickly once he focused it. I kind of remember lots of opponent’s spells going off (rolling 8-10 on 2d6 most of the time) and we also (mis)played it so that the AB2 banner works on spells as well (it doesn’t as Armour Bane only works on weapon attacks). But the problems started when I underestimated that unit from the start, and then didn’t get the charge into it via the chariot. No swiftstride really hurts its charge distance as you just need once a bad 2d6 roll and you’re not moving much… And the fact that everything in the battle took place right in front of the sea guard’s short range shooting range didn’t help either. But I was most likely supposed to keep my demigryphs close and get them involved against some infantry sooner. Them taking down a bolt thrower is just down to my bad tactical usage of them.


Round 2 vs Orks and Goblins

Game two was against the greenskins! Finally for me to see what the deal is with those fanatics… 🟢 😢

Opponent’s list was this:

Orc and Goblin Tribes – 1.5k Waaagh! – [1498pts]
Main Force [1498pts]
Characters [592pts]
Black Orc Warboss [342pts]: Full Plate Armour, Hand Weapon, Shield, Wyvern, Heavy Armour, Venomous Tail, Wicked claws, General, Trollhide Trousers, Da Choppiest Choppa
Night Goblin Bigboss [50pts]: Hand Weapon, Light Armour, Shield, Wollopa’s One Hit Wunds
Night Goblin Oddnob [200pts]: Hand Weapon, Wizard Level 4, Waaagh! Magic, Flying Carpet
Core [521pts]
Black Orc Mobs [243pts]: Stubborn
12x Black Orc [168pts]: Full Plate Armour, Hand Weapon, Great Weapon
1x Boss [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
1x Musician [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
1x Standard Bearer [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
Goblin Wolf Rider Mobs [50pts]:
5x Wolf Rider [10pts]: Giant Wolf, Claws and fangs, Hand Weapon, Shield, Cavalry Spear
Night Goblin Mobs [228pts]: Netters
29x Night Goblin [4pts]: Hand Weapon, Thrusting Spear, Shield
3x Fanatic [75pts]: Fanatic Ball & Chain
1x Boss [7pts]
1x Musician [5pts]
1x Standard Bearer [5pts]
Special [185pts]
2x Goblin Bolt Throwas [45pts]:
1x Bolt Throwa [45pts]: Goblin Crew, Hand Weapon, Bolt Thrower
Orc Boar Chariots [95pts]:
1x Orc Boar Chariot [95pts]: 2x War Boar, Tusks, 3x Orc Crew, Cavalry Spear, Hand Weapon
Rare [200pts]
Giants [200pts]:
1x Giant [200pts]: Callowared Hide, Giant’s Club

His mage rolled 3 (de)buff spells and one foot of mork (or gork?).

We played the diagonal deployment scenario and this time I’ve kept my units close. I’ve deployed the outriders so that they can have a good shooting from turn 1, and the pegasus guy so he can go warmachine hunting! I’ve moved the outriders more to the left with their vanguard move, and the first turn was mine.

I’ve moved the pegasus guy all the way to the left of the night gobbos so he can fly over them and get into the bolt throwers, and I’ve shot down the wolf riders (only 3 died) who failed their panic and fled behind the lines. On the right flank, I’ve drilled my unit of knights to do a 21” march towards the enemy. War altar and the demis and stubborn knight chaff unit moved up as well to get into the 18” range of the enemy mage to start using his -2 to cast.

Opponent then released 1 fanatic to try to tackle my pegasus guy, moved the fanatics up. Repositioned his general a bit, and moved his giant and boar chariot in a way so my knights don’t see them from the forest. In hindsight, I should’ve entered the forest a bit with my unit so that I could see through it. But it wasn’t a big deal, as I have counter charge, I can work around that.

Fanatic did just 1 wound to my pegasus dude, but I think a bolt thrower hit him and finished him off. Sad day for him 🙁 The goblin wolf riders rallied and moved to intercept my pegasus dude.

In my turn, I moved up with my knights to see the giant and the chariot, ready to counter charge them, alongside with my plan to drilled into redressing the ranks to bring A LOT of knights into the front rank for attacking. I also had my prayer off for rerolling 1s to hit and to wound. I was ready.

War altar repositioned itself to be able to start charging stuff next round, threatening the BONK to the enemy general, while my stubborn knights were offered to manslaughter to draw out charges and redirect.

On the left flank, I decided I won’t be shooting at the night goblins with my outriders, but I’ll march them to the far left, to be able to stand-and-shoot the wolf unit if they were to charge, and to otherwise charge/harass the back line of enemy’s forces. At this moment I felt good. I’ve lost the pegasus guy, but my outriders in his back, my full frontage is ready to charge – it’s going to be good! Onto the opponent’s turn…  (yes, this is dark premonition)

Opponent was about to declare several charges – his goblin wolf riders (2 models) into my full unit of outriders, his general into my stubborn knights, and his giant and chariot into my knights. However, he started with his giant. Which meant I had a terror test. Which I failed. Doh. But it’s ok, I have my reroll one LD test banner, I’ll just roll it again. Failed again. DOH. Ugh, fine, I guess I’ll flee… Oh, but behind me there’s impassable terrain. So how do I actually flee then? I have to go around the terrain, but I was so close that I can’t wheel to get around it at all… The judge ruled that they won’t pivot directly away from the giant 1” in front of the house, but that they’ll pivot so that they can wheel around the house. I’m not sure if that’s the correct way to do it rules wise… It is definitely in the spirit of “they want to get the fuck outta there” and facing the house without being able to wheel behind it surely doesn’t seem like something you’d do when you’re trying to get out of dodge. But, even with that, my knight rolled INCREDIBLY low, and had to wheel around the house, and the giant rolled 6 on his charge distance and he caught them. BAM! 550 points gone, 2 of my characters and one of my 2 main combat units. Yikes. To top it all off, my general failed a panic test after the giant caught the knights 6” away from his position. But, again, same as last time, this was actually to my benefit as he just got a 2d6 move towards the enemy, ready to charge his general in the next turn.

What also happened is that my knights who baited enemy’s general panicked the demigryphs, who again kind of got a free movement into the enemy (closer to the night goblins).

My outriders killed one goblin rider in stand and shoot and then killed the other one in combat and got a nice overrun move for their trouble, right in front of the enemy warmachines. Nice, some reckoning for that knight bus that got wiped out. 

However, what happened next will surprise no one who has seen fanatics in action already. Holy moly… Let’s begin.

Fanatics get released in command phase (before enemy charges) and then enemy charges through them, suffers damage, and then they move and can move through my charging unit AGAIN?!?! I’M SORRY WHAT?! Yikes!

So, what happened is that 1 fanatic completely wiped out my unit of outriders even though they successfully charged the war machine, and another fanatic did about 7-8 wounds on my Demigryph unit. JUST ONE FANATIC. OK, I rolled terribly on armor saves (I think I saved 0 or maybe 1 on 5+ on 9ish wounds), but still, that’s unbelievable damage output. Even if I knew everything about this, I’m not sure what is the counterplay to this, other than not having high value models near that unit?

Anyways, in other news, my war altar did the thing! He charged the enemy, bonked it, but didn’t kill it. I did 5 or 6 wounds in total (between impact hits and the mace) with the help of reroll 1s prayer. He even broke fully from combat because of my terror, but he fled enough to escape my wrath, and I didn’t flee enough to escape the black orks in my flank. Demis still managed to break the black goblins (even their boss rolled the S10 thingie)

In the opponent’s turn, everything rallied and I got the black orks in the flank of my war altar, which got some wounds on him. But he is stubborn so he was going to be fine afterwards.

He fled through the black gobbos and got even more damage thanks to that I think. But at the end of that flee he rallied (stubborn = FBIGO = rally at the end of the flee move) which YET AGAIN got him into a good position for a charge in my turn. He charged the night gobbos, together with the demigryphs. The gobbos fled and demis caught them, while war altar redirected into the enemy general again. This time I’ll finish him off! I did 6 wounds last time, I just need to finish up the last 2 wounds.

Errrm… nope. My impact hits didn’t do any damage, my mace bonked but was regenerated, and then the Ork general… killed my war altar… So instead of me having a commanding control of that flank with my general and 2 demis, it was just 2 demis surrounded by basically entire enemy army… I did some redirecting with my small knights, but in the end the demis got whacked as well.

In the end, my small knight unit was playing hide and seek with the enemy army and successfully did so. Also to note – other than the pegasus guy at start, enemy bolt throwers didn’t roll a single hit entire game. Still didn’t help me much 🙁

In the end, the result was quite devastating. I killed the gobbo unit and wolf riders, and the hero in that unit, but lost almost everything, lots of banners and general bonus. End result was 1-19 for the opponent.

Some post game thoughts – Well, this was a rough one. I’ve not done the math, but had I not failed that terror test (twice!), my knights would’ve probably killed the giant in a few rounds of combat, right? Lots of knights and horses attacks, rerolls of 1s to hit and to wound… And if that were to happen in a matter of let’s say 4 combat rounds, my knight bus would be in the rear/flank of the enemy causing all kinds of havoc and problems. It would be a completely different game. But even after that happened, I had a chance I think, and if my general managed to kill the enemy lord in the first or second charge it did, I would still be happy with how the game looked…

But, alas… The choice of having the War altar be the general (as a LD8 lord) was a conscious choice I made early in the list building so I could have him as a general so his bubble is 18” instead of 12”. Sure, failing that terror test with reroll was rough odds, but it’s not THAT rough. LD8 rerollable isn’t that great. Maybe I should’ve replaced the BSB captain in that unit with a cavalry grand master (lord or hero choice) to make them immune to psychology as well. Something to consider definitely. Minimize the number of potential failures of the list! Note that also this would’ve been avoided if I had placed one knight in the forest so I could see through it and be able to charge the giant myself instead of counting on counter-charge when he charges me. Small details are often very important…

In other news, if I remember correctly, I felt my magic defense was quite good in this game. Enemy got maybe a few spells off in the entire game (including one wandering foot of g/mork), and magic didn’t really do much in this game.

Round 3 vs Warriors of Chaos

Opponent’s list was this:

===
Order of the Moon [1494 pts]
Warhammer: The Old World, Warriors of Chaos
===

++ Characters [528 pts] ++

Sorcerer Lord [255 pts]
– Hand weapon
– Heavy armour
– Mark of Chaos Undivided
– Level 4 Wizard
– On foot
– Lore Familiar
– Daemonology

Chaos Lord [273 pts]
– Hand weapon
– Full plate armour
– Shield
– Mark of Slaanesh
– General
– Chaos Steed
– Dragon Slaying Sword

++ Core Units [385 pts] ++

5 Marauder Horsemen [92 pts]
– Cavalry spears
– Javelins
– Light armour
– Shields
– Mark of Slaanesh
– Marauder Horsemaster
– Musician

24 Chaos Marauders [233 pts]
– Flails
– Light armour
– Mark of Khorne
– Marauder Chieftain
– Standard bearer
– Musician

5 Chaos Warhounds [30 pts]
– Claws and Fangs (Hand weapons)

5 Chaos Warhounds [30 pts]
– Claws and Fangs (Hand weapons)

++ Special Units [581 pts] ++

Chaos Chariot [120 pts]
– Hand weapons
– Halberds
– Mark of Tzeentch

4 Chosen Chaos Knights [178 pts]
– Hand weapons
– Shields
– Full plate armour
– Mark of Slaanesh
– Champion
– Standard bearer

1 Dragon Ogres [59 pts]
– Hand weapons
– Heavy armour

2 Chaos Spawn [104 pts]
– Flailing Appendages (Hand weapons)
– Scaly Skin (Heavy Armour)
– Spawn of Nurgle

Chaos Chariot [120 pts]
– Hand weapons
– Halberds
– Mark of Tzeentch

The opponent rolled The Summoning, Daemonic Vessel, Daemonic Familiars, Daemonic Vigour.

The deployment was the “square box deployment zone” so all our deployment was quite central. I finished deploying first and vanguarded my outriders on the hill for some shooting action after I inescapably get the first turn.

Except I didn’t… Enemy got the first turn, moved all the hounds to bait/redirect my units, and magicked my outriders a bit (2 models down). I was certain that opponent moved his wolves like that so he can flee and then move my units out of cohesion. I didn’t really mind that for my knights bus, again  due to counter charge. I was happy to simultaneously charge his chosen knights and/or his dragon ogre with my unit. And the rightmost unit of wolves got charged by my small knight unit, who don’t really mind being up front baiting.

I charged, moved up the rest, stayed put with my pegasus guy and outriders to shoot up a bit the spawn unit. The pegasus dude needs 2+ to hit and 3+ to wound, and he hit every time and he rolled a 2 on to-wound roll every time when shooting at the spawn the entire game (this happened 3 or 4 times in total this game).

My knights on the left punched through the dogs and failed to restrain pursuit, so they leapt forward like idiots (which is what would’ve happened if my opponent fled with his dogs in the first place). They then got charged by the chosen knights, lord and the dragon ogre, and they were more than happy to countercharge as well, using this opportunity to drilled-redress-the-ranks and add all but 2 models to the combat! I also had the reroll 1s to hit and to wound in effect, so I finally got what I was looking for there!

My other knights overrun/pursued their dogs as well, causing the enemy frenzied marauders to charge after them. The knights then fled, baiting them out their full charge distance, and they went through the demigryps. While rolling my LD8 rerollable panic test I was having flashbacks to the previous game, but there were no problems of that sort this time.

The spawn unit rolled quite a lot and managed to charge into the outriders! 

Spawns rolled double 1 for their attacks, so they killed only one outrider, but they didn’t do much in return and they gave ground.

Enemy on the left side killed 5 of my knights, but I didn’t do badly myself, I killed one chaos knight and a wound or two on the dragon ogre.

I FBIGOed and my opponent didn’t follow up, so I had the chance to reform and charge the solo dragon ogre in my turn with the knights, and to send my war altar after his chaos lord. My demigryps then charged his infantry unit, and my pegasus guy charged the marauder horsemen.

My knights cleaned up the dragon ogre, but my Lord bounced off the chosen knights (no damage whatsoever I think). My pegasus dude broke the marauder horsemen and decided not to pursue them, hoping they’d run out on their own in this or next turn (and they did in their initial flee, they needed 7 or more).

My demigryph knights charged and did a lot of damage to the marauder dudes, who then FBIGOed 9 inches, which got me ALMOST out of arc of both chariots. One did have an arc in the end and followed up with charging the flank of demis.

What happened next was the prime example of how combats are happening in TOW… Knights bus rear charged the chosen knights who had charged the front of my war altar, and then a chariot charged the knight bus, and things were FBIGOing all over the place. Chariot fleeing in my turn so it can charge back on its own turn, hilarity ensued! Battlefield didn’t move as his knights were sandwiched between my two units, and I kept not hitting with my mace for a while.

On the other side, my demigryphs (supported with 18” reroll 1s to hit and to wound buff from the War Altar) were decimating the marauders, but also getting charged by the chariot, which then bounces back to charge again next turn 🙂 More hilarity! 

Also, my pegasus dude was flying around the spawn unit trying to plink them off with his S6 2Wounds bow, but as you’ve read earlier, he failed to wound every single time! 

I won’t go into the details of every turn, but take a look at the photos below to see what was going on…

Near the end i managed to clear out his chosen, lord and the chariot, whereas he was able to clear out my demigryph unit. For the last turn of the game I gave him my small knights to charge so my big ones could counter charge next turn.

They managed to do that, but they didn’t get the chariot, but I did lose the small knight unit in the process. Not the best choice it would seem.

In the end, the final result was a 13-7 win for me.

Some post game thoughts – I was finally able to do some drilled shenanigans. And it worked! Kinda! My knights were able to dish out some damage and have managed to survive to tell the tale. I think my opponent made a mistake in not attacking my heroes at all, as their damage output and static CR (BSB and warbanner) were quite important. If he focused them down earlier, my bus would be much less potent. My Mace of Helstrum general took a long time (like 6 combat rounds?) to finally BOINK the empire general, and then did just 2 wounds (but I ran him down in that round of combat).

I was quite surprised by the fact that my demygryph knights didn’t chew through the marauder unit with their “reroll 1s to hit and to wound” buff, but it does make sense when I realised that I had a chaos chariot bumping me to my flank every few turns. Bit by bit I lost some wounds and damage throughput. I also “wasted” some attacks on the chaos sorcerer thinking I’d kill him, but after he absorbed 2 full rounds of combat without a wound to his name, I started going to the unit. Demis are good, but not that good.

Best thing I had going for me this game is that chaos lord was equipped with a weapon that my entire army was immune to, so he was relatively harmless for me in the challenge with war altar.

And for the end, some after tournament reflection on the list and the games.

The core empire knights bus is not to my liking in TOW. They lost their biggest asset they had before (from 1+ armour to just 3+ now). Everyone worth anything has at least AP2, and that makes their save 5+ which is just not that good. I much preferred the infantry block with demigryph heroes that I played in the previous list as my core tax unit.

Not enough chaff units. I’m going to start including at least 2 units of archers in my list. They’re 35 points each, and they will help me not lose the game in the deployment phase. I’ll have 2-3 units that can go anywhere and don’t really impact how I play the game and they don’t give away my deployment plan or strategy.

War altar was fine to very good. At no point I felt it was bad or not working. I did however have several times when I REALLY NEEDED those prayers to go off and they did. But what about the times when they don’t? The prayers are really good. Reroll 1s to hit and to wound is great on demigryphs and charging knights, and it’s SPLENDID on Mace of Helstrum (which hits on 4+ and wounds on 2+ in 99% of the cases). Altar has 8 wounds with a 4+ armour and 5+ ward and that serves it quite well I think. Except when it’s at short range of tons of arrows with AB2 I guess 😭

Lack of magic – defensively I think it ends up being the same as having a Lvl 4 dispeller. A lot of times when an opponent rolls average or below average, they fail to cast or roll so I have a chance at a fated dispel. When the opponent rolls 9-10+ on 2d6, well, my level 4 would probably not dispel that either. I want to try to run both and see if I can run this combination without too much interference on my side, while putting all the interference on the enemy side. If my war altar doesn’t have 18, but 12” radius for the effect, it could be possible to get the enemy mage in the bubble, but not my own mage, while still being inside of the enemy mage for dispel purposes.

The bow captasus on pegasus is very MEH to me. If he wants to shoot, he can’t march, and that’s a lot of effects of flying down the drain. If he marches so he can harass and get behind enemy lines, he can’t shoot. His shooting, although in theory good, is very prone to variance as it’s 3 dice rolls (to hit, to wound, enemy armour) that have to all go well, otherwise you’re just wasting points.

The failed terror is definitely making me rethink my LD approach. I don’t think I can play without LD9. I’ve also failed a lot of panic tests throughout the tournament. Why did GW have to nerf the warrior priests LD from 9/8 to 8/7? 🥹I think with 9/8 (lord/hero level characters), as it was before, their abilities would be somewhat consistent as opposed to this wildly inconsistent coin flip. Plus, you wouldn’t have to limit yourself to LD8 for your entire army with Altar as the general.

Things I want to try out next are

General/Mage Lord on Imperial Gryphon and a Steam Tank. Potentially in the same list! To be seen.

Thanks to everyone for reading this if you came to this point. I’m mostly doing this for self-reflection and to see what I can improve with my list and gameplay. If you have any thoughts, ideas, advice, let me know in the comments! 🙂

Top Three AoS Lists for 2d6 OsloHammer #7

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This is the top three AoS lists for 2d6 OsloHammer #7 that took place in Norway on the 13th and 14th of April. It saw 24 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.

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

The Top Three AoS Lists

Army Faction: Slaves to Darkness
– Subfaction: Despoilers
– Grand Strategy: Dominating Presence
– Triumph: Inspired


LEADERS
Chaos Sorcerer Lord (120)*

– General
– Mark of Chaos: Tzeentch
– Command Traits: Shaman of the Chilled Lands
– Spells: Levitate, Warp Reality
Slaves to Darkness Daemon Prince (150)*
– Mark of Chaos: Tzeentch
– Command Traits: Radiance of Dark Glory
– Daemonic Axe
– Wings
– Artefacts of Power: Arcane Tome
Slaves to Darkness Daemon Prince (150)**
– Mark of Chaos: Nurgle
– Command Traits: Bolstered by Chaos
– Daemonic Axe
– Wings


BATTLELINE
Chaos Warriors (360)*

– Mark of Chaos: Nurgle
– Aspiring Champion
– Murderous Weapon
– 2 x Standard Bearer
– 2 x Hornblower
– Ensorcelled Banner: The Eroding Icon
Corvus Cabal (80)**
Untamed Beasts (80)**
Untamed Beasts (80)**


BEHEMOTH
Mutalith Vortex Beast (160)
Mutalith Vortex Beast (160)
Mutalith Vortex Beast (160)*
Mutalith Vortex Beast (160)**


OTHER

Ogroid Theridons (300)*

– Mark of Chaos: Khorne
– Thorakon
– Goroan Great Axe
– 2 x Banner Bearer
– 2 x Charge-caller


CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 1960/2000

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


LEADERS
Orruk Warchanter (120)*

– Warbeats: Get ’Em Beat
Orruk Weirdnob Shaman (90)**
– Spells: Da Great Big Green Hand of Gork
Killaboss on Great Gnashtoof (110)**
– Mount Traits: Fast ’Un
Wurrgog Prophet (170)***
– Artefacts of Power: Glowin’ Tattooz
– Spells: Hoarfrost
Swampcalla Shaman and Pot-grot (100)***
– General
– Command Traits: Shaman of the Chilled Lands
– Spells: Choking Mist


BATTLELINE
Orruk Brutes (280)*

– Brute Boss
– Jagged Gore-hacka
– Boss Klaw & Brute Smasha
– 2 x Gore-choppa
Orruk Brutes (280)*
– Brute Boss
– Boss Klaw & Brute Smasha
– Jagged Gore-hacka
– 2 x Gore-choppa
Moonclan Stabbas (120)**
– Bad Moon Icon Bearer
– Gong Basher
– 3 Barbed Nets
– Pokin’ Spear
Gutrippaz (150)**
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikka


OTHER
Orruk Gore-gruntas (340)**

– Gore-grunta Boss
– Jagged Gore-hacka
Man-skewer Boltboyz (240)**
– Boltboy Boss


CORE BATTALIONS
*Wizard-finders of Andtor
**Battle Regiment
***Andtorian Acolytes


TOTAL POINTS: 2000/2000

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Allegiance: Stormcast Eternals
– Stormhost: Hammers of Sigmar (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired


Leaders
Knight-Incantor (120)*

– General
– Command Trait: Shaman of the Chilled Lands
– Spell: Lightning Blast
Knight-Relictor (90)*
– Prayer: Translocation
Knight-Vexillor (120)**
– Meteoric Standard
– Artefact: Arcane Tome (Universal Artefact)
Knight-Vexillor (120)**
– Meteoric Standard
Knight-Vexillor (120)**
– Meteoric Standard


Battleline
4 x Dracothian Guard Tempestors (420)**
– Reinforced x 1
2 x Dracothian Guard Fulminators (240)**
5 x Liberators (100)*
– Heavens-wrought Weapon and Shield
– 1x Grandweapons

Units
3 x Evocators on Celestial Dracolines (240)*
5 x Vanguard-Hunters (100)*

– Boltstorm Pistols and Shock Handaxes
3 x Vanguard-Raptors with Longstrike Crossbows (230)**


Endless Spells & Invocations
Everblaze Comet (90)


Core Battalions
*Battle Regiment
**Battle Regiment


Additional Enhancements
Holy Command: Call for Aid

Total: 1990 / 2000

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Army Faction: Skaven
– Grand Strategy: Clawmasters


LEADERS
Lord Skreech Verminking (370)
Thanquol (400)

– 4 x Warpfire Braziers
– Spells: Skitterleap
Verminlord Warbringer (360)
– General
– Command Traits: Devious Adversary
– Artefacts of Power: Warpstone Charm
– Spells: Flaming Weapon
Grey Seer (110)
– Spells: Hoarfrost


BATTLELINE
Clanrats (100)

– Clawleader
– Clanrat Bell-ringer
– Clanrat Standard Bearer
– Rusty Blade
Clanrats (100)
– Clawleader
– Clanrat Bell-ringer
– Clanrat Standard Bearer
– Rusty Blade
Clanrats (100)
– Clawleader
– Clanrat Bell-ringer
– Clanrat Standard Bearer
– Rusty Blade


BEHEMOTH
Hell Pit Abomination (180)


OTHER

Plague Censer Bearers (200)


ENDLESS SPELLS & INVOCATIONS

1 x Warp Lightning Vortex (80)


TERRAIN

1 x Gnawhole (0)


TOTAL POINTS: 2000/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/90NE2WRLBT

Total War Warhammer Thrones of Decay – Malakai starting guide and review

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Don’t want to read my thoughts about the new DLC and the Malakai campaign and you want to make your own instead? Go purchase a copy of Warhammer Total War 3 Thrones of Decay using our affiliate link and save 10%!

Big thanks to Gamesplanet for providing the copy of the expansion for this review!

If you’re not sure whether you want to try out Total War Warhammer 3 in general, check out my review of the game here.

Thrones of Decay… it’s Malakai time!

So I’m back again in the Realms of Chaos (the smaller campaign that is a part of Total War Warhammer 3)… with Malakai of course. I’m always keen on a faction which leans into war machines and especially so when they get buffed and modded as you progress (I may have some sort of bias being an engineer). I don’t really know his story or any of that (I don’t even know much of Gotrek and Felix’s) but as a character and a faction, it really spoke to me!

It’s got a nice overlap with my Kharadron Overlords from Age of Sigmar which I’ve been getting into painting this year and hope to bring them to the battlefield more soon. Malakai’s army is probably the closest thing to Age fo Sigmar’s Kharadron Overlords that we’ll ever see in Total War. It’s unfortunately got a bad overlap with taking away from my painting time but you win some you lose some (which is also my motto for Total War :D). I do get out the paints sometimes when I start to load a battle and do a colour before jumping back into the game itself .

The start of my new Kharadron Overlords army

First Impressions

Oh that Airship! It is magnificent! Buffs on the map, smashes face on the battlefield, and gets you across mountains and pesky rivers too. The only downside to it is forgetting to use it… quite a lot in my case at least. I didn’t realise until a fair few turns in that I could use it in a similar way to the Underway. Upgrade it as soon as possible, it just gets better and better!

I’ve played a few campaigns as dwarves… oh how I forget that you can’t chase anything down with the army. Although adding more Gyrocopters to my army is helping out there a lot for flexibility.

It’s a nice faction for roleplay in terms of decision making from army compositions, hero skill selections, and dwarves who quickly get pissed off when you aren’t resolving grudges. I’m certainly having fun with them and this feels really different to my other dwarf campaigns in the Old World of Total War Warhammer 1.

Fitts’ guide to the first few turns with Malakai

The first thing I noticed was I didn’t know where I should go at the start… apart from focussing on the aggressive neighbour and quickly taking them out which should be your first job.

Build a few more melee units to hold the line in the first turn and then knock off that first army in the second turn. Then start taking the settlements before they can recover.

Malakai’s starting position on the world map

I was already unsure where to then start expanding. I’m going to cover a whole bunch of mistakes or decisions I regretted and my first one was early and entirely my own fault. When it gives you all the information about Malakai’s adventures… select one. Don’t get distracted by whatever you were doing before that. It’ll save you some potential backtracking later.

Once you’ve activated the mission (and although I initally thought I’d made an error selecting the cannons one first, I think it’s the right choice), then start collecting those tasty bonuses to your unit. By the way, watch out for Grapeshot, you will destroy your own troops if they are blocking the cannons! It feels awesomely powerful though for an early artillery unit once it gets those buffs.

If you’re going for a good game instead of a narrative one, you want to attack and take that last settlement for the region directly south of your starting one which is held by a little Kislev nation… I didn’t and I’m now stuck with that one piece missing in my puzzle. I then headed up towards the coast to take my next region with an eye on being able to move northwards towards the Chaos forces across the river.

And a few one more turns later…

At this point, I realised I’d made the error not to build any oathgold generating buildings and that the other gold generating one locked me out of being able to build it in those settlements. This probably slowed me down a few turns effectively. It’s also when I wanted to build up a second army so it felt quite frustrating!

Malakai crossed the river after knocking off a few more pesky high elves and made a beeline for the old Dwarf Hold which was held by Nurgle forces… he quickly took this while failing to settle enough grudges again and the dwarves back home being all grumpy about it which was about to become a recurring theme at least for a while.

Gotrek and Felix fixing a hydra problem for Malakai

While he was over there knocking off chaos forces, I quickly did one of the Teleport Missions which had popped up and happily and easily walked off with the prize. This is where I started to see the real value of Gotrek and Felix in battles, they’re both really handy combat heroes and they help to plug gaps and deal with “big” problems really quickly.

Just when things were starting to consolidate here, another Nurgle faction, a Khorne faction, and a Chaos Undivided faction all decided that I was looking tasty. Quickly losing a settlement that was part of my starting region, Malakai needed to beat a hasty retreat and leave my newly gained territories. Here I starts to see a shift in the grudges as when they attack you those potential grudge points start to rack up very very quickly!

Here I had one of those nice Total War moments… Nurgle caused a rebellion which quickly took the territory which it had spawned in. Now, I didn’t really like that narratively, so I rewrote it for myself that they were the embattled remnants who have broken away after I abandoned them in their time of need. Allowing me to make a new friend deep in Nurgle territory who will hopefully cause them some issues and slow them down.

Malakai made it back to the capitol in time to face down both Skarbrand and the Daemon Prince who had dared to take one of my territories. This is where Malakai and his army really shone, taking down both decent armies without too much trouble (nothing 2 turns of healing wouldn’t deal with). Gotrek and Felix again really pulling their wreight… but the real stars were the 4 buffed cannons which have started to really chew through the daemons.

Skarbrand was taking a bite out of Felix’s health bar but Gotrek decided to change that

How does Malakai’s faction feel?

Weird actually… but not in a bad way. It’s pushed me in a direction I would not have considered before with the dwarves. It ends up being a really interesting mix for Malakai’s army (where all my focus is). I’ve settled on 4 x Misc Slayers 4 x Pirate Slayers to hold the line , 4 x Gyrocopters, 4 x Cannons, Malakai, Gotrek and Felix, Engineer for now which gives me a really solid castle whilst also being able to harry and distract the enemy with the Gyrocopters.

The grudge system feels much better and I actually like my surly dwarves being effectively my biggest enemy. I also start to feel like I understand the decline in power of the dwarven nations. I do see it changing in my campaign. Losing against some armies rapidly changes how many of those grudge points are there for the taking and that feel right. Also, it gives a bit of a power balance to the faction… when you’re doing well, being unable to fulfil the grudges will slow things down whereas when surrounded on all fronts by enemies there are a lot of bonuses to be gained. I will be focussing my next efforts against those who have the most grudges now and I expect with the forces of Chaos knocking on my door there will be plenty more to be gained.

Having bought most of the upgrades for the airship now has turned it into a real monster on the battlefield. The fact that it can drop in anywhere makes it key for turning around difficult fights! It’s also really fun to use in battle. It feels slow but dominating… perfect for a dwarf!

The review part of the review

Something, something, shouldn’t there be some more traditional review points in this article? Ok, here’s one to finish on:

Is Thrones of Decay value for money? I’d say yes! It’s bringing a new style of campaign to the Total War Warhammer 3 map and it’s been worth it’s money already!

Go justify me writing reviews of this expansion and buy Thrones of Decay for Warhammer Total War 3 using our affiliate link and save 10%!

Do you think I’ve missed some points or there’s some really terrible decisions I’m making? Drop me a comment!

Top Three AoS Lists for Tales in the Wood X – GT

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This is the top three AoS lists for Tales in the Wood X – GT that took place in Austria on the 13th and 14th of April. It saw 40 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: Khorne
– Slaughterhost: Reapers of Vengeance
– Mortal Realm: Ghur
– Grand Strategy: Slaughter of Sorcery
– Triumphs:

LEADERS
Bloodsecrator (120)*

– Nullstone Adornment: Hand-carved Nullstone Icon
Realmgore Ritualist (110)*
– Prayer: Bronzed Flesh
– Prayer: Blood Sacrifice
Skarbrand (380)**
Slaughterpriest (110)*

– Prayer: Bronzed Flesh
– Prayer: Killer Instinct
Bloodthirster of Unfettered Fury (330)***
– General
– Command Trait: Firebrand
– Artefact: A’rgath the King of Blades
– Prayer: Killer Instinct
– Prayer: Bloodbind

BATTLELINE
20 x Blood Warriors (380)***

– Goreaxe & Gorefist
– 2x Goreglaives
– Reinforced x 1
10 x Bloodreavers (80)***
– Reaver Blades
10 x Bloodreavers (80)***
– Meatripper Axes
10 x Bloodreavers (80)***
– Meatripper Axes
5 x Flesh Hounds (100)**

OTHER
6 x Furies (80)**
6 x Furies (80)*


ENDLESS SPELLS & INVOCATIONS
1 x Wrath-Axe (70)

CORE BATTALIONS
*Warlord (Prayer)
**Battle Regiment
***Battle Regiment


TOTAL POINTS: 2000 / 2000

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Army Faction: Orruk Warclans
– Army Type: Big Waaagh!
– Grand Strategy: Spellcasting Savant
– Triumph: Indomitable


LEADERS
1 x Orruk Weirdnob Shaman (90)*

– Spells: Da Great Big Green Hand of Gork
1 x Wurrgog Prophet (170)*
– Artefacts of Power: Glowin’ Tattooz
– Spells: Gorkamorka’s War Cry
1 x Killaboss on Great Gnashtoof (110)**
– Mount Traits: Fast ’Un
1 x Orruk Warchanter (120)**
– Warbeats: Get ’Em Beat
1 x Swampcalla Shaman and Pot-grot (100)**
– General
– Command Traits: Shaman of the Chilled Lands
– Spells: Choking Mist
1 x Orruk Warchanter (120)***
– Warbeats: Fixin’ Beat


BATTLELINE
10 x Orruk Brutes (280)**

– Brute Boss
– Gore-choppa
– Jagged Gore-hacka
10 x Gutrippaz (150)***
– Gutrippa Boss
– Gutrippa Drummer
– Gutrippa Banner Bearer
– Wicked Stikka
10 x Hobgrot Slittaz (80)***


BEHEMOTH
1 x Maw-grunta Gougers (160)**


OTHER
6 x Man-skewer Boltboyz (240)**
3 x Orruk Gore-gruntas (170)**

– Gore-grunta Boss
– Jagged Gore-hacka
6 x Brute Ragerz (200)**
– 6 x Mighty Gore-hacka


CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment
***Battle Regiment


TOTAL POINTS: 1990 / 2000

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Allegiance: Lumineth Realm-lords
– Great Nation: Zaitrec
– Grand Strategy: Spellcasting Savant
– Triumphs:


LEADERS
1 x Archmage Teclis and Celennar, Spirit of Hysh (720)*
1 x Scinari Cathallar (120)*

– General
– Command Trait: Shaman of the Chilled Lands
– Artefact: Phoenix Stone
– Lore of Hysh: Overwhelming Heat
1 x Sevireth, Lord of the Seventh Wind (270)
1 x The Light of Eltharion (230)*


BATTLELINE
10 x Vanari Auralan Wardens (150)*

– Lore of Hysh: Protection of Hysh
5 x Vanari Dawnriders (120)*
– Lore of Hysh: Overwhelming Heat
5 x Vanari Bladelords (120)*


OTHER
5 x Vanari Dawnriders (120)*

– Lore of Hysh: Speed of Hysh


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


CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000 / 2000

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Allegiance: Flesh-eater Courts
– Grand Court: Morgaunt
– Grand Strategy: Barren Icescape
– Triumphs: Bloodthirsty


LEADERS
1 x Abhorrant Archregent (150)*

– Lore of Primal Frost: Hoarfrost
1 x Abhorrant Archregent (150)*
– Lore of Madness: Deranged Transformation
1 x Ushoran, Mortarch of Delusion (460)**
– Lore of Madness: Deranged Transformation
1 x Marrowscroll Herald (100)**
– General
– Command Trait: Cruel Taskmaster
– Artefact: Charnel Vestments
– Prayer: Charnel Conviction


BATTLELINE
20 x Crypt Ghouls (160)**
20 x Crypt Ghouls (160)**
20 x Crypt Ghouls (160)


OTHER
3 x Morbheg Knights (150)**
20 x Royal Beastflayers (220)**
20 x Royal Beastflayers (220)**


ENDLESS SPELLS & INVOCATIONS
1 x Cadaverous Barricade (20)
1 x Chalice of Ushoran (50)


CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment


TOTAL POINTS: 2000 / 2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/5B1QLGQX0E

Top Three AoS Lists for Smash to Rubble III

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This is the top three AoS lists for Smash to Rubble III that took place in Serbia on the 13th and 14th of April. It saw 26 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
– List Name: Download Completed
– Subfaction: Misthåvn
– Grand Strategy: Banners Held High
– Triumph: Inspired


LEADERS
Haskel Hexbane (180)*
Alchemite Warforger (100)*

– Spells: Merciless Blizzard
Pontifex Zenestra (180)*
Freeguild Marshal on Griffon (270)**

– General
– Command Traits: Grizzled Veteran
– Freeguild Lance
– Artefacts of Power: Sigmarite Warhammer
Galen Ven Denst (160)**
Freeguild Cavalier-Marshal (120)**


BATTLELINE
Freeguild Steelhelms (100)*

– Sergeant-at-Arms
– Steelhelm Herald
– Battle Priest
Wildercorps Hunters (130)*
Freeguild Cavaliers (180)**

– Arch-Knight
– Cavalier Herald
– Arch-Knight’s Blade
Freeguild Cavaliers (180)**
– Arch-Knight
– Cavalier Herald
– Arch-Knight’s Blade


OTHER
Hexbane’s Hunters (180)*
Doralia ven Denst (160)**
Freeguild Command Corps (200)**
Freeguild Command Corps (200)**


CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 2000/2000

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Allegiance: Khorne
– Slaughterhost: The Goretide
– Grand Strategy: The Blood Legions March
– Triumphs: Indomitable


Leaders
Korghos Khul (160)*
Bloodstoker (90)*

– Nullstone Adornment: Pouch of Nulldust
Bloodsecrator (120)*
– Artefact: Banner of Blood
Skarr Bloodwrath (110)**
Slaughterpriest (110)**

– Prayer: Killer Instinct
– Prayer: Bronzed Flesh
Bloodmaster, Herald of Khorne (110)**
– General
– Command Trait: Favoured of Khorne
– Artefact: A’rgath the King of Blades
– Prayer: Bloodbind
– Prayer: Blood Sacrifice


Battleline
10 x Bloodreavers (80)

– Reaver Blades
10 x Bloodreavers (80)
– Reaver Blades
10 x Bloodreavers (80)
– Reaver Blades
10 x Bloodreavers (80)
– Reaver Blades


Units
10 x Skullreapers (380)*

– Goreslick Blades
– Reinforced x 1
10 x Wrathmongers (280)**
– Reinforced x 1
6 x Furies (80)
Karanak (140)


Endless Spells & Invocations
Wrath-Axe (70)

Core Battalions
*Warlord
**Warlord

Total: 1970 / 2000

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Allegiance: Gloomspite Gitz
– Gittish Horde: Glogg’s Megamob
– Grand Strategy: Chasing the Moon
– Triumphs: Inspired


LEADERS
Dankhold Troggboss (210)**

– General
– Command Trait: Alpha Trogg
– Artefact: Glowy Howzit
Rabble-Rowza (100)***
Skragrott, The Loonking (230)*
Trugg the Troggoth King (320)**
Madcap Shaman (70)*

– Lore of Primal Frost: Hoarfrost


UNITS
5 x Gobbapalooza (180)*

– Lore of the Moonclans: The Hand of Gork
20 x Moonclan Stabbas (120)*
5 x Sporesplatta Fanatics (90)*
6 x Rockgut Troggoths (340)***
6 x Rockgut Troggoths (340)***


CORE BATTALIONS
*Battle Regiment
**Troggherd Heavies
***Wizard-Finders of Andtor


Total: 2000/2000

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


LEADERS
Orruk Weirdnob Shaman (90)*

– Spells: Da Great Big Green Hand of Gork
Wurrgog Prophet (170)*
– Artefacts of Power: Glowin’ Tattooz
– Spells: Hoarfrost
Gobsprakk (240)**
– General
Orruk Warchanter (120)**
– Warbeats: Fixin’ Beat
Orruk Warchanter (120)***
– Warbeats: Get ’Em Beat


BATTLELINE
Orruk Brutes (140)**

– Brute Choppas
Moonclan Stabbas (120)**
– Stabba
– 3 Barbed Nets
Orruk Brutes (140)***
– Jagged Gore-hacka
Orruk Brutes (280)***
– Jagged Gore-hacka


OTHER
Orruk Gore-gruntas (340)**

– Jagged Gore-hacka
Daggok’s Stab-ladz (70)**
Orruk Gore-gruntas (170)**

– Jagged Gore-hacka


CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment
***Wizard-finders of Andtor

TOTAL POINTS: 2000/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/BRJ6MEGN51

Top Three AoS Lists for the The Tax Man Cometh

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This is the top three AoS lists for the The Tax Man Cometh that took place in the US on the 13th and 14th of April. It saw 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

Allegiance: Sons of Behemat
– Tribe: King Brodd’s Stomp
– Grand Strategy: Overshadow
– Triumphs: Bloodthirsty


Leaders
King Brodd (520)
Gatebreaker Mega-Gargant (500)
– General
– Command Trait: Big Eater
– Artefact: Amulet of Destiny (Universal Artefact)
Gatebreaker Mega-Gargant (500)
Warstomper Mega-Gargant (440)

– Nullstone Adornment: Hand-carved Nullstone Icon


Battleline

Total: 1960 / 2000

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Army Faction: Cities of Sigmar
– Subfaction: Vindicarum
– Grand Strategy: Banners Held High
– Triumph: Inspired


LEADERS
Alchemite Warforger (100)*

– Spells: Rupture
Alchemite Warforger (100)*
– Spells: Merciless Blizzard
Battlemage (100)*
– Spells: Hoarfrost
– Arcane Trinkets: Ancient Grimoire
Freeguild Marshal and Relic Envoy (90)**
– General
– Command Traits: Divine Champion
– Heirloom Warhammer
– Artefacts of Power: Brazier of Holy Flame
– Prayers: Curse
Pontifex Zenestra (180)***


BATTLELINE
Freeguild Steelhelms (300)**

– Sergeant-at-Arms
– Battle Priest
– 3 x Steelhelm Herald
Freeguild Steelhelms (300)**
– Sergeant-at-Arms
– Battle Priest
– 3 x Steelhelm Herald
Freeguild Cavaliers (180)***
Freeguild Cavaliers (180)***


OTHER
Freeguild Command Corps (200)
Vanguard-Palladors (190)***

– Boltstorm Pistol and Shock Handaxe


ENDLESS SPELLS & INVOCATIONS
1 x Emerald Lifeswarm (50)


CORE BATTALIONS
*Andtorian Acolytes
**Wizard-finders of Andtor
***Vanguard


TOTAL POINTS: 1970/2000

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Army Faction: Slaves to Darkness
– Army Subfaction: Cabalists
– Grand Strategy: Follow the Path to Glory
– Triumphs: Inspired


LEADER
1 x Chaos Sorcerer Lord (120)*

– Spells: Chaotic Conduit, Hoarfrost
– Mark of Chaos: Undivided
1 x Chaos Sorcerer Lord (120)*
– Spells: Chaotic Conduit, Rupture
– Mark of Chaos: Undivided
1 x Sarrakkar Blackwing (180)*
– Spells: Spite-tongue Curse, Binding Damnation
1 x Infernal Enrapturess (120)**
1 x Chaos Lord (110)***

– General
– Command Traits: Idolater Lord
– Reaperblade and Daemonbound Steel
– Prayers: Curse
– Mark of Chaos: Undivided
1 x Chaos Lord (110)***
– Reaperblade and Daemonbound Steel
– Artefacts: The Conqueror’s Crown
– Mark of Chaos: Undivided


BATTLELINE
9 x Corvus Cabal (80)*
30 x Chaos Warriors (180)**

– Aspiring Champion
– 3 x Standard Bearer
– 3 x Hornblower
– Ensorcelled Halberd
– Ensorcelled Banner: The Dread Banner
– Mark of Chaos: Undivided
30 x Chaos Warriors (180)**
– Aspiring Champion
– 3 x Standard Bearer
– 3 x Hornblower
– Ensorcelled Halberd
– Ensorcelled Banner: The Eroding Icon
– Mark of Chaos: Nurgle


ENDLESS SPELL
1 x Eightfold Doom-sigil (30)
1 x Suffocating Gravetide (30)


OTHER
3 x The Gnarlspirit Pack (180)*


CORE BATTALIONS:
*Warlord
**Wizard-finders of Andtor
***Andtorian Acolytes


TOTAL POINTS: (1980/2000)

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Army Name – Best LRL list ever
– Army Faction: Gloomspite Gitz
– Subfaction: Glogg’s Megamob
– Grand Strategy: Chasing the Moon
– Triumph: Inspired


LEADERS
Dankhold Troggboss (210)*

– General
– Command Traits: Alpha Trogg
– Artefacts of Power: Glowy Howzit
Skragrott, the Loonking (230)**
Trugg (320)**
Madcap Shaman (70)**

– Artefacts of Power: Staff of Sneaky Stealin’
– Spells: Blizzard


BATTLELINE
Rockgut Troggoths (340)**
Rockgut Troggoths (340)**
Fellwater Troggoths (170)**
Moonclan Stabbas (120)**

– Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– Stabba
– 3 Barbed Nets

OTHER
Dankhold Troggoths (190)*


TERRAIN
1 x Bad Moon Loonshrine (0)


CORE BATTALIONS
*Troggherd Heavies
**Battle Regiment


TOTAL POINTS: 1990/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/GBNUVFD26C

Top Three AoS Lists for the False Alarm GT/24

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This is the top three AoS lists for the False Alarm GT/24 that took place in Canada on the 13th and 14th of April. It saw 40 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: Maggotkin of Nurgle
– Subfaction: Blessed Sons
– Grand Strategy: Spellcasting Savant
– Triumphs: Bloodthirsty

Leaders
Bloab Rotspawned (310)

– Lore of Malignance: Gift of Disease
Morbidex Twiceborn (300)
The Glottkin (580)

– Lore of Malignance: Rancid Visitations
Orghotts Daemonspew (320)*
Rotbringer Sorcerer (120)*

– General
– Command Trait: Grandfather’s Blessing
– Artefact: The Splithorn Helm
– Lore of Primal Frost: Merciless Blizzard


Battleline
10 x Plaguebearers (120)*
10 x Plaguebearers (120)*
10 x Plaguebearers (120)*


Core Battalions
*Battle Regiment

Total: 1990 / 2000

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Army Faction: Seraphon
– Army Type: Coalesced
– Army Subfaction: Koatl’s Claw
– Grand Strategy: Continuous Expansion


LEADER
1 x Skink Starseer (160)*

– Spells: Heavenly Frenzy
1 x Saurus Oldblood on Carnosaur (240)*
– Artefacts: Blade of Realities
1 x Saurus Astrolith Bearer (160)**
– General
1 x Saurus Oldblood on Carnosaur (240)**


BATTLELINE
10 x Saurus Warriors (180)*

– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club
5 x Saurus Guard (140)*
– Saurus Guard Alpha
– Icon Bearer
– War-drummer
20 x Saurus Warriors (180)**
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Spear
10 x Saurus Warriors (180)**
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club
10 x Saurus Warriors (180)**
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club


TERRAIN
1 x Coalesced Realmshaper Engine (0)


OTHER

5 x Hunters of Huanchi with Starstone Bolas (80)*

– Chameleon Skink Alpha
– Huanchi’s Claw
– Hornblower
5 x Hunters of Huanchi with Starstone Bolas (80)**
– Chameleon Skink Alpha
– Hornblower
– Huanchi’s Claw


CORE BATTALIONS:
*Battle Regiment
**Battle Regiment


TOTAL POINTS: (2000/2000)

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Allegiance: Idoneth Deepkin
– Enclave: Fuethan (sharks auto wound on 6s to hit)
– Grand Strategy: The Creeping Gloomtide (nothing near the boat at end of game)
– Triumphs: Ignore battleshock


Leaders
Akhelian King (220)* (can make stuff strike first)

– General
– Bladed Polearm
– Command Trait: Unstoppable Fury (+2 attacks for each units within 3″)
– Mount Trait: Voidchill Darkness (-1 to hit for units within 3″)
Isharann Soulrender (100)* (brings back d3 namarti and has a once per game auto kill ability)
– Artefact: Arcane Tome (Universal Artefact)
Lotann, Warden of the Soul Ledgers (110)* (+1 to wound aura and tides ability)


Battleline
30 x Namarti Reavers (480)*

– Reinforced x 2
20 x Namarti Thralls (220)*
– Reinforced x 1
1 x Bloodthirsty Shiver Akhelian Allopex (150)*
1 x Bloodthirsty Shiver Akhelian Allopex (150)*
1 x Bloodthirsty Shiver Akhelian Allopex (150)*


Behemoths
Akhelian Leviadon (400)* (aura of +1 to save and hit)

Terrain
Gloomtide Shipwreck (0) (5+ ward wholly within 6″ and can garrison stuff inside)


Core Battalions
*Battle Regiment


Total: 1980 / 2000

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Army Faction: Orruk Warclans
– Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Waaagh!
– Triumph: Inspired


LEADERS
Snatchaboss on Sludgeraker Beast (290)*

– General
– Command Traits: Supa Sneaky
– Artefacts of Power: Mork’s Eye Pebble
– Mount Traits: Fast ’Un
Swampcalla Shaman and Pot-grot (100)*
– Spells: Merciless Blizzard
Killaboss with Stab-Grot (80)*
– Boss‑hacka and Skareshield
Swampboss Skumdrekk (280)**
Swampcalla Shaman and Pot-grot (100)**

– Spells: Choking Mist


BATTLELINE
Gutrippaz (300)*

– Gutrippa Drummer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka
– 2 x Gutrippa Banner Bearer
Man-skewer Boltboyz (360)**
– Boltboy Boss
Man-skewer Boltboyz (120)**
– Boltboy Boss
Man-skewer Boltboyz (120)**
– Boltboy Boss
Hobgrot Slittaz (80)**
– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss


OTHER
Daggok’s Stab-ladz (70)*
Hobgrot Slittaz (80)**

– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss


CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 1980/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/8728P4JQFE

Top Three AoS Lists for The Lords_AOS Tournament 2024-1

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This is the top three AoS lists for The Lords_AOS Tournament 2024-1 that took place in Vietnam on the 13th and 14th of April. It saw 10 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Slaves to Darkness
– Army Subfaction: Knights of the Empty Throne
– Grand Strategy: Overshadow
– Triumphs: Inspired

LEADER
1 x Chaos Sorcerer Lord (120)*

– Spells: Chaotic Conduit
– Mark of Chaos: Undivided
1 x Chaos Sorcerer Lord (120)*
– Artefacts: Chaos Familiar
– Spells: Daemonic Speed
– Mark of Chaos: Undivided
6 x Varanguard (280)*
– General
– 6 x Fellspear
– Mark of Chaos: Khorne


BATTLELINE
6 x Varanguard (280)*

– 6 x Fellspear
– Mark of Chaos: Khorne
6 x Varanguard (280)*
– 6 x Fellspear
– Mark of Chaos: Khorne
1 x Chaos Chariot (80)*
– Chaos Greatblade and Lashing Whip
– Mark of Chaos: Slaanesh


CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (2000/2000)

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Army Faction: Stormcast Eternals
– Army Type: Stormkeep
– Subfaction: Hallowed Knights
– Grand Strategy: Overshadow
– Triumph: Indomitable

Holy Command: Call for Aid, Final Thunderstrike


LEADERS
Gardus Steel Soul (160)*
Yndrasta (260)*
Knight-Incantor (120)*

– General
– Command Traits: Staunch Defender
– Artefacts of Power: Luckstone
– Spells: Merciless Blizzard


BATTLELINE
Vindictors (110)*

– Vindictor-Prime
– Azyrite Signifier
Vindictors (330)**
– Vindictor-Prime
– 3 x Azyrite Signifier
Vindictors (330)**
– Vindictor-Prime
– 3 x Azyrite Signifier
Vindictors (110)**
– Vindictor-Prime
– Azyrite Signifier
Vindictors (110)**
– Vindictor-Prime
– Azyrite Signifier
Vindictors (110)***
– Vindictor-Prime
– Azyrite Signifier
Vindictors (110)***
– Vindictor-Prime
– Azyrite Signifier
Vindictors (110)***
– Vindictor-Prime
– Azyrite Signifier
Vindictors (110)***
– Vindictor-Prime
– Azyrite Signifier


CORE BATTALIONS
*Warlord
**Redemption Brotherhood
***Redemption Brotherhood


TOTAL POINTS: 1970/2000

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Army Faction: Stormcast Eternals
– Army Type: Scions of the Storm
– Subfaction: Hammers of Sigmar
– Grand Strategy: Overshadow
– Triumph: Inspired
– Holy Command: Steadfast March


LEADERS
Knight-Zephyros (100)
Knight-Draconis (300)*

– General
– Command Traits: Battle-lust
– Mount Traits: Celestial Instincts
Lord-Relictor (120)*
– Prayers: Translocation
Knight-Zephyros (100)*
– Artefacts of Power: Arcane Tome


BATTLELINE
Stormdrake Guard (680)*

– Stormdrake-Prime
– Drakerider’s Lance
Stormdrake Guard (340)*
– Stormdrake-Prime
– Drakerider’s Warblade
Stormdrake Guard (340)*
– Stormdrake-Prime
– Drakerider’s Warblade


CORE BATTALIONS

*Battle Regiment

TOTAL POINTS: 1980/2000

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Army Faction: Disciples of Tzeentch
– Army Subfaction: Guild of Summoners
– Grand Strategy: Master of Destiny
– Triumphs: Indomitable

LEADER
1 x Curseling (200)*

– General
– Command Traits: Cult Demagogue
– Spells: Merciless Blizzard, Arcane Suggestion
1 x Magister (140)**
– Spells: Treacherous Bond, Shield of Fate
– Bonding: Krondspine Incarnate of Ghur
1 x Magister (140)**
– Spells: Shield of Fate, Glimpse the Future
1 x Lord of Change (380)**
– Staff of Tzeentch and Rod of Sorcery
– Artefacts: The Eternal Shroud
– Spells: Flaming Weapon, Ghost-mist


BATTLELINE
10 x Kairic Acolytes (120)*

– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Kairic Acolytes (120)*
– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Horrors of Tzeentch (Pink) (260)**
– Iridescent Horror
– Pink Horror Icon Bearer
– Pink Horror Hornblower
– Split and Split Again


BEHEMOTH
1 x Krondspine Incarnate of Ghur (480)*


ENDLESS SPELL
1 x Daemonic Simulacrum (70)
1 x Shards of Valagharr (40)
1 x Aethervoid Pendulum (50)


CORE BATTALIONS:
*Battle Regiment
**Warlord


TOTAL POINTS: (2000/2000)

Final Tournament Placings

https://www.bestcoastpairings.com/event/PQLB723TL1