Category Archives: Age of Sigmar

Top Three AoS Lists for God’s of War 3

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

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

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

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

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

The Top Three AoS Lists

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

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

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

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

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS:
*Battle Regiment
**Galletian Sharpshooters

TOTAL POINTS: (1970/2000)

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

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

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

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

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

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

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

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

Units
4 x Myrmourn Banshees (100)**

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

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

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

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

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

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

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

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

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1970/2000

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

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

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

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

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

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

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

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

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

ENDLESS SPELLS & INVOCATIONS
1 x Everblaze Comet (90)

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

UNIQUE ENHANCEMENT – HOLY COMMAND
Steadfast March

TOTAL POINTS: 1990/2000

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

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

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

Final Tournament Placings

For the full tournament listing visit Best Coast Pairings.

Ogor Mawtribes Datacards

Reading the Datacards

Each Datacard has three distinct sections; Charge Chance, Resilience and Average Damage Output.

Charge Chance

This graph shows the move and charge distances each unit can achieve and shows the chance of them achieving this distance as a percentage.

Resilience

This table shows how much damage would be required on average to destroy the unit. This is split into the various rend types most commonly found in Age of Sigmar. For example, the unit shown in the image above would need 18 damage from -2 rend weapons for the enemy to have a chance at destroying it.

This can be cross-referenced with another units average damage output to see what kind of damage they’ll do to it.

Average Damage Output

This simply shows how much damage on average the unit is expected to inflict after saves against the various save types. If there are multiple load-out choices, then these are shown separately, as is any missile damage.

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Top Three AoS Lists for the Alliance Open Masters GT

This is the Top Three AoS Lists for the Allaince Open Masters GT that took place in the Netherlands on the 11th and 12th of February. It involved 52 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Sylvaneth
– Glade: Oakenbrow
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
– Season: the Burgeoning (6+ ward)

Leaders
Arch-Revenant (120)*
Aspect of the Champion: Stubborn as a Rhinox
Spirit of Durthu (350)**
Artefact: Greenwood Gladius
Treelord Ancient (330)*
Lore of the Deepwood: Regrowth
Warsong Revenant (300)**
General
– Command Trait: Spellsinger
– Lore of the Deepwood: Treesong
Battlemage (100)**
Mortal Realm: Ghur
– Universal Spell Lore: Levitate
– Allies

Battleline
10 x Dryads (100)*
5 x Tree-Revenants (110)*
Treelord (230)**
Treelord (230)**

Endless Spells & Invocations
Chronomantic Cogs (70)
Spiteswarm Hive (40)

Faction Terrain
Awakened Wyldwood

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 100 / 400
Wounds: 94
Drops: 2

Return of the Ents, a list that is seeing widespread use and success right now. Essentially, this list swaps Kurnoth for Tree Lords giving in 4 mini Gargants. In addition to high-quality attacks, they have a 6+ ward and serve in Oakenbrow, meaning they take twice as long to degrade. Combined with Strike and Fade, it can be very hard to take down a Treelord. Doubly for Durthu. With the Battlemage granting +2 to charge and Spiteswarm Hive, which gives either offensive or defensive buffs, there is a strong chance of 2 Treelords charging either 6 or 7″. Very high probability. This list can also drop back and protect the home objective using the Tree-revenants and Dryads or push out and punish exposed units. The Tree-revenants can snipe out objectives easily as well.

Tricky to play well with the overlapping buffs and the need to position Overgrown wildwoods carefully Sylvaneth are a deceptively powerful army. Their commanding spells, strong mortal wound play, and damaging units make them tough opponents if they are allowed to dictate the flow of play. The ability to use woods to travel makes it very difficult to focus fire (not to mention fire and fade). That’s a standout with this particular list. It’s been crafted very tightly to maximise the flexibility of the Treelords and hinge the off the devastation of the Warsong Revenant. The Arch Revenant with Stubborn as a Rhinox is fantastic, 12″ move and counts as 10 models on an objective but it can only be opposed by a Galletian Champion (the mount word is not on it’s warscroll). Down on wounds to a lot of lists, it outscored and out fought off all comers.

Congratulations to Mitchell, a fantastic win in the face of stiff competition.

Allegiance: Lumineth Realm-lords
Great Nation: Helon
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Archmage Teclis and Celennar, Spirit of Hysh (700)*
General
Scinari Cathallar (110)*
– Artefact: Silver Wand
– Lore of Hysh: Speed of Hysh
– Aspect of the Champion: Tunnel Master

Battleline
10 x Vanari Auralan Wardens (150)*
– Lore of Hysh: Overwhelming Heat
5 x Hurakan Windchargers (130)*
5 x Hurakan Windchargers (130)*
20 x Vanari Auralan Sentinels (300)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 1
– Champion with the bird

Units
20 x Vanari Auralan Sentinels (300)*
Lore of Hysh: Speed of Hysh
– Reinforced x 1

Endless Spells & Invocations
Umbral Spellportal (80)
The Burning Head (30)
Rune of Petrification (60)

Core Battalions
*Battle Regiment

Terrain
Shrine Luminor

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 91
Drops: 1

Lumineth are back on their bullshit. After a brief period out of the sun as they grappled with Sentinels losing the ability to shoot you without line of sight, Helon lists are back with a vengeance. Turns out that you have to leave your shelter eventually – whereupon many, many sentinels with each unit able to cast Power of Hysh and do MWs on 5s in melee as well as at range will make you wish you’d stayed at home.

Then there’s Teclis, who doesn’t deign to roll dice to cast his spells, nor to dispel yours. Throw in a couple of fast shooty Windchargers and the Rune of Petrification to slow you down while you eat even more MWs and you have the new and improved recipe for elf cheese.

Look – I know it sounds like I’m hating on Lumineth. I’m not. It’s just that James Workshop seems to have a fundamental difficulty understanding how to make this army competitive without relying on two warscrolls, one of which doesn’t even have to roll dice.

Congrats to Paul for beating the mirror match to take the big W!

Allegiance: Daughters of Khaine
– Temple: Hagg Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Indomitable

Leaders
The Shadow Queen (350)*
Morathi-Khaine (350)*
Melusai Ironscale (120)*
General
– Command Trait: Zealous Orator
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Shadows: Mindrazor
– Aspect: Tunnel Master
– Bonded

Battleline
15 x Blood Sisters (450)*
Reinforced x 2
10 x Witch Aelves (120)*
Pairs of Sacrificial Knives
10 x Witch Aelves (120)*
Pairs of Sacrificial Knives

Behemoths
Krondspine Incarnate of Ghur (480)*
Allies

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 74
Drops: 1

Morathi and the Spinedog – two timed-unkillable models to pin you down while a giant blob of stab sneks slithers up behind for a 12-ish MW coup de grace. There’s really not much more I can say about this list, other than it’s interesting that it lost to Sylvaneth – which I imagine had the ranged output to whittle things down along with the mobility to avoid being utterly pinned.

Allegiance: Ogor Mawtribes
Mawtribe: Meatfist
– Mortal Realm: Ghur
– Grand Strategy: Take whats theirs
– Triumphs:

Leaders
Tyrant (150)*
– General
– Command Trait: Killer Reputation
– Artefact: Gruesome Trophy Rack
– Big Name: Brawlerguts
– Big Name: Fateseeker
Tyrant (150)**
Big Name: Brawlerguts
– Tunnelmaster

Battleline
6 x Ogor Gluttons (260)*
Paired Ogor Clubs or Bluntblades
6 x Ogor Gluttons (260)*
Paired Ogor Clubs or Bluntblades
6 x Ogor Gluttons (260)*
Paired Ogor Clubs or Bluntblades
6 x Ogor Gluttons (260)*
Paired Ogor Clubs or Bluntblades
4 x Ironguts (270)*
4 x Ironguts (270)**

Units
3 x Icefall Yhetees (120)**

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 156
Drops: 2

Lots of hungry big lads and not an Ironblaster in sight – you love to see it! Luckily, we love to hear about it from the man himself too.

Dennis says this:

The strength of a Meatfist list lies in trading – and this list trades extremely well into melee armies. Every unit (apart from the Yhetees) can kill other hammer units – and most lists have like 2- 3 hammers, so its totally fine if they come in and kill 6 gluttons because it will always be a bad trade for them.

The second strength of this list lies in impact mortals [Ogors roll dice equal to the charge roll and do MWs on 6s, but with +1 to the roll from the sub-faction, and another +1 for units with 3 or more models].

The biggest problem for most melee armies is screens, and this list just absolutely wrecks screens in the charge phase just by charging. Most games I did between 40-60 mortal wounds just by charging. The yhetees are probably the most important part of my list (which sounds strange) because of their eligibility to fight and pile in within 6″. So what I did in most games was tag an enemy unit on the side, make sure you end the pile in 2,9 inch away from the unit. That way it was only possible for my opponent to get one model in, maybe two. Usually they weren’t able to kill the yhetees so they are stuck in combat for one whole turn.Which buys me time to put pressure elsewhere. Yhetees are imo the best techy unit in the ogor book, never leave home without 3 or 6! Downsides about this list, shooting armies and armies which can prevent me from charging (My game 4 was vs. DoK + Khrondspine) are really hard to beat…

Thanks, Dennis, for the insights and big props for bringing such an off-meta list. Not only that – but for beating Lumineth, two Tzeentch lists, and a shooty Ogor list!

Final Tournament Placings

For the full placings visit PunPun.

Top Three AoS Lists for DaBoyz Golden Sprue GT

This is the Top Three AoS Lists for DaBoyz Golden Sprue GT that took place in the USA on the 4th and 5th of February. It involved 28 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Orruk Warclans
Army Type: Big Waaagh!
– Grand Strategy: Take What’s Theirs

LEADERS
Orruk Warchanter (120)*
General
– Command Traits: Master of Magic
– Artefacts of Power: Arcane Tome
– Spells: Da Great Big Green Hand of Gork
– Warbeats: Fixin’ Beat
Orruk Warchanter (120)*
Warbeats: Get ’Em Beat
Killaboss on Great Gnashtoof (130)*
Wurrgog Prophet (170)**
Artefacts of Power: Glowin’ Tattooz
– Spells: Levitate
Wurrgog Prophet (170)**
Artefacts of Power: Gryph-feather Charm
– Spells: Gorkamorka’s War Cry
– Aspects of the Champion: Fuelled by Ghurish Rage
Breaka-boss on Mirebrute Troggoth (180)**
Mount Traits: Fast ’Un

BATTLELINE
Orruk Ardboys (80)*
Gorkamorka Glyph Bearer
– Waaagh! Drummer
– Ardboy Boss
– 2 x Orruk-forged Shield
Orruk Ardboys (80)**
Gorkamorka Glyph Bearer
– Waaagh! Drummer
– Ardboy Boss
– 2 x Orruk-forged Shield
Orruk Brutes (300)***
Brute Boss
– Boss Klaw & Brute Smasha
– Jagged Gore-hacka
– 2 x Gore-choppa

OTHER
Orruk Gore-gruntas (340)
Jagged Gore-hacka
Man-skewer Boltboyz (240)***
Boltboy Boss

ENDLESS SPELLS & INVOCATIONS
1 x Soulsnare Shackles (40)
1 x The Burning Head (30)

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

TOTAL POINTS: 2000/2000

Big Waagh, you love to see it! Rumblings of their increased effectiveness in this new season – given their access to some excellent GCs – seem to have been on the money!

Ross has stuck with a fairly traditional core HQ of the double Warchanter (great in general but also give Big waagh points for existing), double Wurrgog ‘laser eyes’ prophets, the Mirebrute and the now probably undercosted Gnashtoof.

MSU Ardboyz are usually crucial in Big Waagh as cheap screens you can overlap in engagements for more Waagh point generation – and they’re backed up by a reinforced unit of Brutes who, while never tanky, are certainly less vulnerable with bounty hunters gone.

A token unit of gore gruntas as ‘fast’ flankers and one reinforced unit of Boltboyz for savage unleash hell potential and some good ranged MW projection round things out, with Soulsnare shackles proving an interesting tech pick to ensure the Waaghers get to charge on their terms – it’s cheap, so why not?

Overall, a great result for a struggling army – taking a W against super tanky armies like Bonereapers and Nurgle show the MW output in this formation can really shore up the weaknesses of a mono-Orruk list. Gratz to Ross!

Army Faction: Sons of Behemat
Army Type: Stomper Tribe
– Grand Strategy: Make the Land Tremble!
– Triumphs: Inspired

LEADER
1 x Warstomper (450)*
General
– Command Traits: Eager for the Fight
– Artefacts: Amberbone Totem
1 x Warstomper (450)*
Artefacts: Arcane Tome
– Spells: Flaming Weapon
1 x Gatebreaker (520)**
Artefacts: Glowy Shield of Protectiness
1 x King Brodd (550)**

CORE BATTALIONS:
*Bosses of the Stomp – Magnificent
**Bosses of the Stomp – Magnificent

TOTAL POINTS: (1970/2000)

Sons are in an interesting place in the new season. They’ve always played a very different game from the rest of AoS’s armies, and the lack of Galletian Champions can prove difficult given the new GHB’s battle tactics largely relying on their presence and function in your list.

And yet here is Tyler, bringing in a 4-0-1 and taking second place at DaBoyz. His list is a fairly standard Sons list, choosing to bring the generally more competitive 4 Mega-gargants and leaving Mancrushers at home. His choice to pile Eager for the Fight and the Amberstone totem on his Warstomper General means that he is one fast giant. Getting an average run distance of 13.5″ at top bracket, followed by an average 10.5″ run means that Tyler doesn’t have to worry too much about mobility. If all else fails, a poorly placed enemy hero could mean that Tyler’s gargant is in their backlines on turn one. The other Warstomper is equipped with the fan-favorite Arcane Tome and Flaming Weapon combo, allowing Tyler to ramp up the damage output of the gargant by setting his feet on fire prior to stomping on the puny enemies.

The other half of the list is a Gatebreaker with the Glowy shield, providing a bit more tankiness to a unit that wants to make sure the enemy’s terrain doesn’t last long. The long trek to the back corner of the board takes a while, but the look on your opponent’s face when their Herdstone gets destroyed is pretty great. King Brodd also makes an appearance, bringing out the biggest priest in town to pray over his giant friends and buff their movement, rend, or health to keep the gargants stomping and smashing as long as possible.

Congrats to Tyler on his win, and I hope there will be plenty of other Gargants players to prove the doubters wrong.

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

Leaders
Arch-Revenant (120)*
Aspect of the Champion: Stubborn as a Rhinox
Warsong Revenant (300)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Verdurous Harmony
Treelord Ancient (330)*
Lore of the Deepwood: Regrowth

Battleline
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*
3 x Kurnoth Hunters with Kurnoth Greatbows (230)*
3 x Kurnoth Hunters with Kurnoth Greatbows (230)*

Behemoths
Krondspine Incarnate of Ghur (480)*
Allies

Endless Spells & Invocations
Horrorghast (70)

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 480 / 400
Wounds: 77
Drops: 1

This list isn’t hard to parse – it’s a pin-and-cushion Sylvaneth variant.

Warsong rev is the MW output, hanging back with Spellsinger allowing him to pop his MW bomb spell out of a forward tree – hence the Ancient, for throwing it out there with his once per battle ability pretty much anywhere on the board. Meanwhile, Spinedog pins you down while 6 Kurnoth rain arrows from 30″ into you, and Tree-revs teleport around scoring. That’s it. That’s the tweet list.

Army Faction: Ossiarch Bonereapers
Subfaction: Petrifex Elite
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Arkhan the Black (340)*
Mortisan Soulmason (120)*
Spells: Arcane Command
Mortisan Boneshaper (110)*
Artefacts of Power: Lode of Saturation
– Spells: Drain Vitality
Mortisan Soulreaper (100)**
General
– Command Traits: Mighty Archaeossian
– Artefacts of Power: Godbone Armour
– Spells: Arcane Command
– Aspects of the Champion: Stubborn as a Rhinox

BATTLELINE
Necropolis Stalkers (510)***
– 3 x Dread Falchions
Mortek Guard (280)***
Mortek Hekatos
– Necrophoros
– Nadirite Blade and Shield
Immortis Guard (150)*
Necropolis Stalkers (340)**
2 x Dread Falchions

ENDLESS SPELLS & INVOCATIONS
1 x Bone-tithe Shrieker (50)

TERRAIN
1 x Bone-tithe Nexus (0)

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

TOTAL POINTS: 2000/2000

Everyone’s favourite animated crypt with more arthritis than a Ulysses convention in 8th we have OBR. One of the oldest books (yes, yes, FEC and Cities we know) with some completely out of place mechanics (Discipline points), they are still very durable and can hit hard. All three of the Mortisan, unusual, but giving heals, reroll 1s to hit and potentially mortal wounds. Other than the guard, everything is reinforced to maximise the impact of the buffs. And a token Immortis Guard for a cheeky bodyguard. The list is built to allow a risky play for an objective with Stubborn as a Rhinox on the General who has Stalkers in the Galletian Command battalion to open the possibility of fight twice (the Stalkers straight after the Soulmason). This is also 16 units on an objective, forcing you to commit something decent to remove them.

What’s interesting is that the list either got max points or lost. I suspect priority may have been partly to blame. With time to get their buffs up, this list would be very nasty. Consistently dropping important pieces becomes a lot more difficult. And the counter punch is terrible. Bone-tithe Shrieker is an excellent example. If they get it off, it’s preventing Rally/Inspiring presence, making any wounds problematic. And it grants +1 to hit, making losses more likely. That on the double reinforced Stalkers with Precision Aspect – 9 attacks on 3s & 3s with -3 Rend and 3 damage each, 30 attacks (Galletian Veterans for additional reach) 2s & 3s with -2 Rend and 2 damage. You really want to get into this unit first. Awesome effort with the army, his loses were to 1st and 4th, making this list very competitive in this field.

Final Tournament Placings

A Tale of Wargamers – Part 5

If you’re not UK based then use the below as a guide for your monthly budget:

Euro – €35
US Dollar – $35
Australian Dollar – $75

The above has been calculated using a box of Cadian Infantry as the marker:

Costs at time of writing (27th October 2022)

Quick Jump Menu

Declan (UK) – Astra Militarum (40K)
Peter (UK) – Warhammer Fantasy (Dwarfs)
Brett (AUS) – Traitor Guard (40K)
Patrick (US) – Adeptus Titanicus
Dave (UK) – Age of Sigmar (Ogor Mawtribes)

Declan

BUDGET – United Kingdom – £25 for January

ItemCostRemaining
Carried Forward+32.16£32.16
Jan Budget+25.00£57.16
Astra Militarum Codex (New)-27.62£29.54
A hobby supply month

Having saved money in December, I had enough money to get the most important aspect of an Astra Militarum army… the new book. As always support your FLGS, but if they are out of stock, you can always go via Element Games in the UK (affiliate link).

I am still struggling to find a colour scheme that I like, and that is relatively easy… also a new arrival in the house is making it difficult to make room for hobby… but hopefully I’ll get back on it soon.

Peter

BUDGET – United Kingdom – £25 for January

I’ve plans for next month, but unfortunately that means saving up this months budget to afford it!

That being said, I have got the base coats down on those Thunderers.

We’ve already amassed a fair amount of Dawi, and the surprise next month will add a lot more! So far we have:

  • Runelord
  • 20 Dwarf Warriors
  • 10 Thunderers

My first thoughts around the background is that this small force is from a backwater Dwarf fortress and is looking to reclaim its territory from the encroaching Greenskins. Yes, I know, cliché. But that’s all I’ve got so far.

ItemCostRemaining
Carried Forward+2.95£2.95
Jan Budget+25.00£27 20

Brett

BUDGET – Australia – $75 for January

I feel like I’ve let the side down a little this month. I had to relocate my family and unfortunately it’s taken most of the month. So I haven’t finished my Heavy Weapons team or started a new model this month. That means next month (February) I’ll have a lot to catch up on, finishing the Heavy Weapons team, building a vehicle and my command squad. Comment if you think i should build a Le Man Russ or a Chimera?

ItemCostRemaining
Carried Forward+30.01$30.01
January Budget+75.00$105.01

Patrick

BUDGET – United States – $35 for January

Unfortunately, Patrick is our first withdrawal from the series. Time commitments have meant that Patrick won’t be able to devote enough time to the series in the future.

Don’t worry, though. Patrick isn’t leaving Woehammer! In fact, he’s been working hard with Peter updating the warscroll data cards.

Dave

BUDGET – United Kingdom – £25 for January

Happy New Year to you and your Warglutt. I had a bit of catching up to do this month and also a few pounds to spend!

I managed to pick up an Ogor Tyrant for £15 from Troll Trader, but I have no instructions, but hopefully, I can figure it out. In the meantime, I finished off another six Ogor Gluttons for a total of twelve and a whopping 520 points. That means I can now field two battle lines, and with the new Tyrant, I can get some nice starter games in.

Saving a tenner from this month means I can start looking to add some gravy to my meat and potatoes next month…. Gravy with massive great weapons!

In a future month, I will want to pick up a butcher and the maw pot terrain, not necessary for Path to Glory games, but I will want it for matched play. Anyway, Conan never mentioned it, but surely slow cooking your enemies into a delicious stew should have been on the ‘best things’ list, especially for the protein.

Hams Fan

ItemCostRemaining
Sep & Oct Budget+£50.00£50.00
Paints & Tools-£31.61£18.39
Ogor Gluttons-£9.00£9.39

Top Three AoS Lists for War of the Spider God

This is the top three AoS lists for the War of the Spider God that took place in the UK on the 11th and 12th of February. It involved 14 players vying to be crowned champion in a 5-game tournament.

As this tournament has less than 20 players, there will be no commentary on the lists.

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: Sylvaneth
Glade: Heartwood
– Grand Strategy: Survivor’s Instinct
– Triumphs: Bloodthirsty
– The Burgeoning

Leaders
Alarielle the Everqueen (820)*
Arch-Revenant (120)*
General
– Command Trait: Warsinger
– Aspect of the Champion: Fuelled by Ghurish Rage
Branchwych (130)*
Artefact: The Vesperal Gem
– Lore of the Deepwood: Treesong

Battleline
3 x Kurnoth Hunters with Kurnoth Greatbows (230)*
3 x Kurnoth Hunters with Kurnoth Greatbows (230)*
5 x Tree-Revenants (110)*

Units
5 x Gossamid Archers (210)*

Endless Spells & Invocations
Spiteswarm Hive (40)
Chronomantic Cogs (70)

Core Battalions
*Battle Regiment

Total: 1960 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 77
Drops: 1

Allegiance: Slaves to Darkness
Damned Legion: Host of the Everchosen
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Archaon the Everchosen (860)
General
– The Lore of the Damned: Daemonic Speed
Be’Lakor, the Dark Master (355)**
The Lore of the Damned: Binding Damnation
Exalted Hero of Chaos (100)*
Artefact: Nightflyer Cloak (Galletian Champion)
– Aspect of the Champion: Tunnel Master
Bloodmaster, Herald of Khorne (70)**
Allies

Battleline
3 x Varanguard (290)**
– 3x Ensorcelled Weapon
– Mark of Chaos: Khorne
5 x Chaos Chosen (240)*
Mark of Chaos: Slaanesh
– Ensorcelled Banner: The Banner of Screaming Flesh
9 x Corvus Cabal (80)**

Core Battalions
*Galletian Command
**Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 70 / 400
Wounds: 89
Drops: 4

Allegiance: Beasts of Chaos
Greatfray: Quakefray
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Khozrul Doomrender (160)*
Doombull
General
– Command Trait: Bestial Cunning
– Artefact: Slitherwrack Helm
Zhorthas Baletongue (95)*
Great Bray-Shaman
Artefact: The Knowing Eye
– Lore of the Twisted Wilds: Vicious Stranglethorns
– Aspect of the Champion: Tunnel Master
Ghorgrar Gnarlcurse (95)*
Great Bray-Shaman
Lore of the Twisted Wilds: Tendrils of Atrophy

Battleline
Horns of the Gorefather (390)**
6 x Bullgors
Pairs of Axes
– Reinforced x 1
Kaarosh Warplash (210)*
Quakefray Cygor
Universal Prayer Scripture: Heal
Zyclor Fluxbane (210)*
Quakefray Cygor
Universal Prayer Scripture: Heal
Khrol Bladefur (240)
Ghorgon
Galarash the Gorger (240)
Ghorgon
Uzghal Bloodripper (240)
Ghorgon

Units
The Stalking Turnskins (115)**
10 x Ungor Raiders

Core Battalions
*Warlord
**Galletian Veterans

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 132
Drops: 10

Army Faction: Maggotkin of Nurgle
Subfaction: Befouling Host
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Horticulous Slimux (220)*
Sloppity Bilepiper (130)*
Poxbringer (130)*
Spells: Stream of Corruption
– Aspects of the Champion: Tunnel Master
Great Unclean One (480)**
– General
– Command Traits: Master of Magic
– Doomsday Bell and Bileblade
– Artefacts of Power: The Witherstave
– Spells: Fleshy Abundance

BATTLELINE
Beasts of Nurgle (330)*
Plaguebearers (300)**
Icon Bearer
– Piper
– Plagueridden
Plaguebearers (300)**
Icon Bearer
– Piper
– Plagueridden

OTHER
Nurglings (100)**

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
*Warlord
**Battle Regiment

TOTAL POINTS: 1990/2000

Final Tournament Placings

Top Three AoS Lists for Columbus Brewhammer

This is the top three AoS lists for the Columbus Brewhammer GT that took place in the USA on the 4th and 5th of February. It involved 39 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Jon Anderson (Aka Poro):

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

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

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

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

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

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

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

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

Jon Anderson: News from the Realms!

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

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

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

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

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

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

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

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

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

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

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

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

Until next time,
Darth Poro

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

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

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

ENDLESS SPELL
1 x Spiteswarm Hive (40)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1970/2000)

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

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

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

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

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

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

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

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

Core Battalions
*Battle Regiment

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

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

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

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

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

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

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

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

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

Additional Enhancements
Triumph

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

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

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

Final Tournament Placings

Talkin’ Tomes: Slaves to Darkness with Big Phil

DANNY
Ok, so first question for you, Phil – you’ve been on a few shows (like Coach’s) to talk about your thoughts on the whole book. But since then, I know you’ve played a whole bunch of test games, putting theory into practice. How many have you played since the book came out, and have any of your theories/feelings changed since the plastic has hit the table?

PHIL
I have played a “couple” of games with the new book. Based on my spreadsheets, I have played 67 games with the new book, of which 13 of them are with the new GHB. My initial thoughts on the book was that Host of the Everchosen and Ravagers were going to be Damned Legions that I was going to lean into the most. Hosts is still really appealing for access to the second banner. The 5+ rally I thought was really strong but is also very situational as your army wants to be grinding it out in combat.

Ravagers, I think, have huge potential within a teams setting by maximising on cultists, splintered fang mostly but is something that I think will struggle in singles play. Having played a few games with both (11 with Hosts and 7 with Ravagers) I soon felt that the army felt quite reliant on its spell casting to elevate it to the level that I want it to play at, the army needs it spells to come off to really show its pure power. The Heroic action Draw on Power tends to be the go to heroic action and with this come the sacrifice of additional CP for what is quite a CP hungry army, at least with the new GHB going second will allow multiple heroic actions.

Since working this out, I have found myself playing purely Cabalists and have got in 49 games with them with two losses to Laurie & Sylvaneth and Mike Wilson with that horrid Hexwraith list. Both of which were close games. The power of casting 5 spells (in my builds) on 3D6 all but assures for a successful magic phase and even armies like Tzeentch struggle to shut you down, even if they welcome the 5 fate points, they dont like a fully buffed unit of Chosen having a 5″ charge through a soulscream bridge with Levitate.

DANNY
Haha, yes, just a couple! I’ve played a slightly more humble 10 games (8 in new season) with the new book but I can totally see what you mean about HOTE – it’s hard to play into the rally while doing what the army wants to do. And yeah, Cabalists is where I’ve landed too – like you say, being able to actually plan around your casting and mitigate our lack of range/MWs with endless spells etc is clutch. Fascinating early thoughts, thank you. Since playing those 67 games, what’s your overall vibe on the book? Are you happy with the tools it has? At a high level, how do you think it’s balanced internally and externally?

I know you’ve said Splintered Fang seem to stick out internal AND external balance wise – they seem pretty obviously ‘off’ – but are there any other army rules or units that are standing out for better/worse to you?

PHIL
Overall, I am happy with where the book has landed. We all knew the save stacking was going to disappear and as were all the re-rolls that we had. I am sure a lot of non slaves to darkness players are pretty happy about this! The new book really suits the way I like to play, which is very much an aggro play style. Your models will now die but will do a mass amount of damage in the process. With regards to the tools it has on offer, the lists that I have been focused on are still really reliant on the sorcerer lords and hard-hitting elite units such as Chosen and Knights. These units are quite pricey but are worth every point for me. The addition of the ensorceled banners is great and gives so much to these elite units with either the survive-ability of the nurgle banner or the heavy hitting prowess of the khorne or slaanesh banner.

What helps is that we still also have very cheap battle line options with the cultists that do a great job for their points costs, particularly the Unmade and Corvus Cabal for me. In terms of the questions regarding the internal/external balance. As I stated, a lot of people are going to be much happier playing against this book as you will actually see models get taken off the table. The army is a lot more “honest” now, its a combat army that hits like a train, has a good save, but isn’t immune to rend 5, for example.

People are going to hate me, I don’t actually think the splintered fang are as much of an issue as everyone thinks with them, yes they do MWs on 6s to hit and wound on a 2+. A unit of 30 with no buffs other than khorne on the charge is 96 attacks, which averages 16MWs and 26 saves at no rend. They are then bravery 6, 5+ save, movement 6. Good players will be able to deal with them before they get there.

Units that I think have really stood out for me are Chosen, which may sound stupid after playing with Varanguard for so long. The double fight mechanic can never be overlooked, especially as they dont need to be within 3″ for it to trigger, and with a 2″ reach, it can be quite devastating if people don’t screen correctly. These with a soulscream bridge are super scary when casting all spells on 3d6. The unit in Khorne averages 12 damage and 7MWs against a 2+ unrendable save on the first activation. For me, there isn’t much in the game that can stand up to this unit double fighting. The other unit for me is Knights. Initially, I was looking at them as big damages sources as MSU and was running warriors in Nurgle with the banner.

Now I have moved to a big unit of knights with the nurgle banner as they can add an extra dynamic to the list to what the warriors gave, they give that double edge with being able to deal damage and also grind out your opponents, I often use them to pin in my opponents and clear away all the screens turn 1 to leave open avenues for my chosen to get bridged in and do damage.

Big miss for me is Archaon, and I hate to say it, as he and I had such a bromance last year. But at 860, he’s over costed. He has some great abilities with no inspiring or rally, but he just doesnt do enough consistent damage to warrant the price tag anymore, he is also keyword locked into a subfaction that offers him no benefits and also potentially hampers the army you take in it. As you then start struggling to fully utilise the double banners. If you could take him in Ravagers and perform the heroic action attributed to them, then Archaon may be back in my list buidling.

DANNY
Sorceror Lords definitely do a lot of heavy lifting, don’t they? And amen in terms of the chaff – I’m so impressed with how they’ve managed to make almost all of the Warcry cultist units have their own identity and role. Horns of Hashut don’t jump off the page, but even they have a ranged anti-chaff attack and decent tankiness for their points. Cypher Lords and Tarantulos – and this is a shame because they both look so cool – are two of the less inspiring ones, but otherwise, it’s a great selection.

On that note – haha I think you’d have to say worse than that about the Splintered Fang for me to hate you – they’re a hot topic but I’m with you – they have great output on paper but we all know games aren’t won on paper. Chosen are the new darlings for sure, right? I know you’re making hay with the Khorne allies while the sun shines – but I think even once that ends, with Undivided mark and the Dread Banner I’ve found it’s super reliable to get them to rend 2-3 and a few other super useful buffs too.

Nurgle Knights as a pinning device is very interesting – given they hit on 4s (frustrating!), this sounds like a great way to run them. And I also hard agree with you on Archaon – I know how much it must hurt you to say that!! – in my test games with him, he’s super fun but yeah, his damage output is actually super swingy and poor overall, and agree the key word locking is frustrating as it really limits the tactical options of both him and some of the ‘lesser’ sub-factions.

So, let’s double down on sub-factions quickly. We know Cabalists is strong. HOTE and KOTET both have very clear and obvious benefits and play styles. But do you think there’s any untapped potential in LotP, Ravagers, or Despoilers?

Despoilers seems to me like the faction for ‘oh you’re an old player with loads of daemon princes and monsters – here’s a way you can kinda use them together – but just seems utterly non competitive given what monsters and daemon princes in the book are like.

PHIL
For me I actually think Ravagers have the ability to be very good on the table, there are a lot of strong cultist units in the book and with the culmination of also a good allies pool, could pose a real threat on the table top, especially with the heroic action to bring back half a unit. Imagine killing a unit of splintered fang after its just done 26 MWs and forced 49 armour saves [EDITOR’s NOTE: Obvs there’s since been the FAQ to disallow Khorne heroes buffing Slaves units, but you get the point] with the right khorne pieces bloodstoker & bloodsecrator with the charge, then they come back in your hero phase and you get to do half of that all over again! The fact that they come down in the hero phase and you are able to move after is another huge benefit. I was playing some test games with them with Archaon and having them fight on death as well.

Once the Khorne allies go, I think we are more likely to see a transition to Slaanesh to aid their delivery to where they want to be, run and charge, throw in a warshrine and charge 3d6 and you will be able to get the across the board pretty reliably. You might even see a Daemon Prince with a trophy rack to aid them against the chip damage!

Legion of The First Prince is an interesting one. It’s not one that I would focus on the allies pool too much or even Belakor. I instead would really lean into the eye of the gods and look to roll as much as you can on the table with a unit of 10 Chosen or 6 Varanguard, with the ability to give one of these the mark of your choice each turn it really gives great utility to react to what is happening in a game. I played my friend the other day with 10 Chosen with the dread banner and he is rolling on the eye of the gods up to 3 times a turn, think by turn 3 his Chosen were rend 4, plus 3 to charge and 6+ Ward. There is definitely scope there! But are they better than the other banners? Time will tell.

I will be honest, Despoilers. Read it, didn’t look into it. I am sure Simon Weakley will come up with some mental list surrounding a bunch of Daemons Princes but I dont think that there scroll is the strongest out there, the fact that the best ability is an heroic action is frustrating. The fact that you can add 2 wounds to all your Daemon Princes and Monsters is nice, with a 3+ save on the princes and 6+ Ward. You effectively become 14 wounds. There are some nice command traits you can use that make the princes a bit more tanky or fighty, but it really isn’t a legion i would be leaning into.

DANNY
Yeah Despoilers definitely seems like the biggest miss, mainly due to how limited Daemon Princes are like you say – I’ve had success with one as a utility platform (trophy wracks keeping blobs of Chosen/Warriors safe, turning off wards, extra heroic action etc) but more than one seems likea huge trap.

Ok – I’d love to get your thoughts on something more philosophical – and that’s why are the coolest looking units in the book so mediocre? Daemon Prince, the iconic Chaos Warshrine, both ‘beasts (Mutalith and Slaughter), Ogroid Myrmidon – and I’m going to throw the Chaos and Exalted lords in there even though they have obvious scoring utility in the new season. Why did the rules writers take their foot of the gas on them – or do they have potential? Seems to me, if nothing else, the Myrmidon and chaos lords have utterly boring scrolls and essentially rely on lucky EotG rolls to become semi-useful late game, when most foot heroes in the game have some kind of fun buff/command ability etc.

The Muta/Slaughter beasts seem almost there but lack the things you’d expect – no decent rend on a giant Khorne monster, most of the Mutalith effects being super poor and relying on having a Tzeentch wizard nearby (which you don’t want as Gaunt summoner sucks and the Tzeentch mark also sucks) – etc etc. Am I missing something with these guys? They’re my biggest let downs in the book, and even though we have enough stuff to be competitive, it feels like there’s a lot of missed design/fun potential here. Thoughts?

PHIL
For me, I think two of the MVPs of the last book in the Chaos Lord & The Warshrine are a detriment of their own success. For a long period of time, you saw both these models in the vast majority of lists. The Warsrhine for me is the biggest miss, though, as this book feels like you want to be mixing and matching sub factions, and locking its ability to the keyword it’s assigned is a feels bad. Particularly, as Slaanesh for me feels the only really viable mark for the 3D6 charge. My lovely Mindstealer was quickly moved from auto, including to the bin, with the removing of its awesome ability and the monster keyword! Both the Slaughter & Mutalith Vortex beasts are warscrolls I quickly passed over, as you say the lack of rend on the Slaughter Beast and the Mortilth Vortex Beast having cool abilities but the chances of them coming off cant be assured in the slightest.

However, I actually like the Gaunt Summoner! He is a two cast wizard, knows the full spell (which allows him to know levitate), and naturally plus 1 to cast. The summoner gives options with spell casting, but I feel he is slightly over costed at 210 points. But, I have used in some Host of The Everchosen lists that I have been trialling as that second banner keeps eyeing me up!

DANNY
Yeah I think you’re right, GW have mostly smashed it out of the park with 3e books feeling very thematic etc, but they do seem to have a pattern of hammering stuff too much down that stood out before. My issue is that it’s not a points issue necessarily, but a frustrating design issue. And yeah I totally agree on the Gaunt Summoner being over-costed – he’s a great magic option for the reasons you say, but the fact the Tzeentch Mark is so weak and him being so fragile for the points means it just feels way too risky to me to ever really include. But sure, outside of Cabalists, he gives you some magic phase flexibility.

OK, final questions! At the current points, what tier (or take a guess at average win-rate for the season) would you put the book in – for most normal (but competitive) players? What do you think our red match ups are?

PHIL
For me I think the book is in between A & B tier, I think the win rate will very much the same at around 45%, people used to be able to get away with mistakes if they got the save stacking right, whereas now its not as forgiving, which sounds stupid considering the army has a base 3+ save, but with only one mystic shield and all out defense we need to think carefully of where it needs to go. The army packs even more of a punch now, so when you go in and it goes right, it will smash people away. The biggest reds for me are Lumineth, Tzeentch, and anything with mass AOE mortal wounds.

We are so reliant on our heroes and spell casting, so if opponents have a way of getting around the new Galletian Champions rules, it’s going to cause a massive issue and really lowers the effectiveness of the list. Tzeentch and Lumineth can both do this very well through magic. The next red is Nighthaunt, they can just turn off the fact that the army is 3+ save with the charge debuffs and with the cruciator reducing damage it becomes really hard as we have no way of taking out these pieces at range really without allying in units.

DANNY
Legendary. I can believe that – I also think some of the design failings we spoke about combined with the eliteness just means we won’t be able to keep up with the board control of certain armies – looking at you with a side-goat-eye new BoC book and maybe even Gitz.

Ok, I think that about wraps it up, much as I’d love to ask you endless questions, I know you have a small tournament over in the US shortly to prepare for….

[Post-script] That little tournament was LVO – at which Phil went 4-1, losing only to 3rd place Kaleb’s Tzeentch, by 1 point!

Top Three AoS Lists for Bloodshed in the Shires

This is the top three AoS lists for Bloodshed in the Shires that took place in the UK on the 4th and 5th February. It involved 80 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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The Top Three AoS Lists

Allegiance: Lumineth Realm-lords
Great Nation: Helon
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Archmage Teclis and Celennar, Spirit of Hysh (700)*
General
Scinari Cathallar (110)*
Artefact: Silver Wand
– Lore of Hysh: Speed of Hysh
– Aspect of the Champion: Fuelled by Ghurish Rage

Battleline
5 x Hurakan Windchargers (130)*
5 x Hurakan Windchargers (130)*
10 x Vanari Auralan Wardens (150)*
Lore of Hysh: Overwhelming Heat
20 x Vanari Auralan Sentinels (300)*
Lore of Hysh: Speed of Hysh
– Reinforced x 1

Other Units
20 x Vanari Auralan Sentinels (300)*
Lore of Hysh: Speed of Hysh
– Reinforced x 1

Endless Spells & Invocations
Rune of Petrification (60)
The Burning Head (30)
Umbral Spellportal (80)

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 91
Drops: 1

What a whopper! Of course, at the top is Teclis, who knows all the spells, and casting 4 at casting value 10 (Without a roll, making crucial spells like Total Eclipse all but inevitable). Through the Umbral Spell Portal, he can throw Searing White Light through to deal a staggering number of mortal wounds all over the place. Between the book spells, Burning head and Rune of Petrification mortal wounds will be dropped all over the place. Adding to the headache, Searing Heat and Rune of Petrification also inflict movement penalties, slowing the enemy army to a crawl.

The rest of the list is mostly pure efficiency. Sentinels still have some of the deadliest shooting in the game, and with 2 units supporting each other, their range is extremely deadly. Even if the enemy gets close, Helon gives +1 shots, putting opponents in a no-win situation. Wardens will keep the enemy at bay while Windchargers move up and grab objectives.

Allegiance: Slaves to Darkness
Damned Legion: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Archaon the Everchosen (860)*
The Lore of the Damned: Daemonic Speed
Gaunt Summoner on Disc of Tzeentch (240)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Levitate

Battleline
3 x Varanguard (290)*
3x Daemonforged Blade
– Mark of Chaos: Nurgle
3 x Varanguard (290)*
3x Daemonforged Blade
– Mark of Chaos: Nurgle
3 x Varanguard (290)*
3x Fellspear
– Mark of Chaos: Nurgle

Core Battalions
*Battle Regiment

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

New Slaves are starting to make their first splashes in the scene! Initial impressions (including my own) is that there isn’t a great deal of depth to the competitive parts of the book – and Ben here is proving that out with a 3 warscroll list – that is nevertheless highly effective.

Varanguard are pricey at 290 but obviously still slap. The main question when taking them is ‘which weapon’ – with three units, Ben has opted for 2 units to have the Daemon blades (additional mortals on 6s) for tough armour/unrendable cracking – and one ‘scalpel’ unit with rend 3 (on the charge) lances. Keeping them MSU fulfills the battleline tax – and marking them all as Nurgle (-1 to wound in melee) means that on the off-chance they don’t vaporize whatever they go into, or get counter-charged, they could well stick around to hit back down the line.

In KOTET, they can all run and charge, which gives them a huge degree of threat projection and in a battle regiment, Ben probably often gave first away for a devastating first turn of multiple charges where a double could end it there – or postured up carefully and pounced once the opponent over-extended.

Archaon has been a controversial topic among the community since the new rules dropped, but Ben here finds success – given Archaon selects his Mark at the start of the game, there’s tactical flexibility there – for my money, I’d bet he marked him Nurgle most of the time and used him as a durable, utility platform (especially for issuing fight on death to the Varanguard) with a huge board presence.

A cheeky gaunt summoner rounds out the list for a vulnerable but incredibly reliable source of casting – with the Slaves heroic action ‘Draw on Power’, he will have been casting 3 spells on 3d6+1 with one re-roll.

Big congrats to Ben for a strong showing with the new book.

Allegiance: Slaves to Darkness
Damned Legion: Cabalists
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Chaos Sorcerer Lord (120)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact) – Mark of Chaos: Tzeentch
– The Lore of the Damned: Daemonic Speed
– The Lore of the Damned: Chaotic Cunduit
– Aspect of the Champion: Fuelled by Ghurish Rage
Chaos Sorcerer Lord (120)*
Mark of Chaos: Tzeentch
– The Lore of the Damned: Daemonic Speed
– Universal Spell Lore: Levitate

Battleline
10 x Chaos Knights (460)*
Cursed Lance
– Mark of Chaos: Nurgle
– Ensorcelled Banner: The Eroding Icon
– Reinforced x 1
9 x Corvus Cabal (80)*
Mark of Chaos: Undivided
9 x Corvus Cabal (80)*
Mark of Chaos: Undivided

Units
10 x Chaos Chosen (480)*
Mark of Chaos: Undivided
– Reinforced x 1
6 x Varanguard (580)*
Daemonforged Blade and Warpsteel Shield
– Mark of Chaos: Khorne
– Reinforced x 1

Endless Spells & Invocations
Soulscream Bridge (80)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 118
Drops: 1

Big Phil’s list – unchanged from his LVO outing – operates a bit differently to Ben’s, by dint of the 10 blob of Nurgle Knights with the banner – making the unit 30 wounds of 3+, -1 to wound and -1 to rend. Combined with the Soulscream Bridge – reliably cast in Cabalists along with the other important buff spells of Daemonic Power (+1 to hit and wound) and Daemonic Speed for a 3d6 charge – they operate as an alpha pin piece.

Then, the 6 Varanguard follow up behind, marked Khorne to ensure they obliterate whatever they reach. Two sets of cheap’n’cheeky deepstriking Corvus Cabal fill out the battleline while 10 Chosen bring up the rear as a durable, very slappy 3rd wave. Marked Undivided, if they take an objective off the opponent, or kill a hero/monster, they have the ability to start stacking important buffs from the Eye of the Gods table – such as additional rend, +1 to charge, etc!

As mentioned, this is all supported by a brace of sorceror lords – who in Cabalists, and including Arcane Tome, while within 3″ of one another – will be putting out 5 3d6 casts!

It’s a savage list that only lost to LRL Helon, who are capable of throwing out insane weight of mortals while also being Slave Cavalry’s worst nightmare, -1 to hit.

Big love to Phil (whose interview about the Slaves book we’ll be just about to publish as you read this) for pioneering a list I imagine we will see more of in the very near future.

Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Mortal Realm: Ghur
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Runefather on Magmadroth (360)*
General
– Command Trait: Blood of the Berzerker
– Artefact: Draught of Magmalt Ale
– Magmadroth Trait: Coal-heart Ancient
Auric Runesmiter (120)*
Runic Iron
– Artefact: Ash-cloud Rune
– Prayer: Ember Storm
Auric Runesmiter (120)*
Runic Iron
– Artefact: Volatile Brazier
– Prayer: Prayer of Ash
Battlesmith (150)**
Aspect of the Champion: Leadership of the Alpha
– Artefact: Nulsidian Icon
Auric Runeson (80)**
– Ancestral War-axe
Auric Flamekeeper (90)**
Doomseeker (80)****
– Aspect of the Champion: Tunnel Master

Battleline
10 x Hearthguard Berzerkers (300)****
Poleaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (300)*
Broadaxes
– Reinforced x 1
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)***
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)***

Endless Spells & Invocations
Molten Infernoth (40)
Runic Fyrewall (40)

Core Battalions
*Warlord
**Command Entourage – Magnificent
***Galletian Veterans
****Galletian Command

Additional Enhancements
Artefact
Aspect of the Champion

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 126
Drops: 11

To save us getting any info wrong on the list, I reached out to Dominic, who kindly agreed to write a few words on how his list works. Congratulations again, Dominic. I’m sure we’ll be seeing more of you and your Fyreslayers this season.

Dominic Stonebridge: If I were to summarise the build of this list – it was designed to be able to score maximum points every turn. It plays the primary well, finds easy battle tactics, and offers the chance to stop your opponent from achieving theirs. It’s a real grind list, but you win warhammer on scoring the most points…and that was the idea behind this list.

Firstly, I chose Greyfyrd for the additional artefacts and extra wound on the heroes. Taking a large number of survivable heroes enables easy scoring of battletactics, especially when coupled with those in the book.

Given the inability to shoot the heroes, the Magmadroth now plays a different role as you can afford to send him into more risky situations if he’s going to trade well, rather than having to protect him to keep the 4+ ward on the Hearthguard! Here I’ve built him as a combat machine with the ability to double his axe attacks and also fight twice once a game. In one round of combat you can get his big axe of 10 attacks – 2s, 2s, -3, 3 and fighting twice…clear a screen and pile into the good stuff or save it for something you really want dead.

Two priests give you options to run and charge but the artefacts are the real tech…one makes you invisible to spells for one hero phase (one of the biggest threats to the slayers GC) and the other gives a reroll and double range of the Magmic invocations. This enables you to pin your opponent at 36” with the wall or start getting mortals into your opponent turn one…such reach slayers lists are normally lacking. This also achieves your battletactic just having one on the board…wild.

Now the Battlesmith. The main event. A 4+ rally, with which you can do 3x using the leadership of the alpha, though I’ve mainly used that for three AODs or AOAs. He also has a 4+ spell ignore bubble and dishes out a 6+ ward, which one a game becomes a 5+. This Slayers list ticks with all the GC alive, and he helps you do that.

The Flamekeeper is next up who gives you a nice little toolbox. Once five slayers die in range, which you’ve probably rallied back on a 4+, he can make a unit charge in your opponents combat phase (or your own to avoid unleash hell!), give plus one damage or fight on death. Fight first and on death Hearthguard play really well into alpha lists or use a counter charge to get onto an objective and stop, say, a battle tactic.

The runeson is mainly there for more survivability and to babysit one unit of Hearthguard, as he shrugs wounds onto them, and then the Doomseeker offers a teleporting GC – opening up even more battle tactics.

Finally, onto normal units…Vulkites with dual Handaxes can get 30 attacks in a unit if they charge and also fight on death. You can use them really effectively with the slayers runes, such as -1 rend or mortals on 6s to wound, and they’ll trade really well if used properly. They also offer screens against alpha armies with high rend…as Hearthguard will die if you can’t roll 4 ups! You can get these Vulkites onto a 5+ ward and -1 to wound too…making them actually quite hard to shift and a bit of a battle tactic trap!

Last but not least, the Hearthguard. A hammer and an anvil – you can deepstrike them with a rune smiter who, in the absence of sharpshooters, can’t be shot and therefore you no longer need to stay in your castle as you once did as a Slayer player! You can build multiple castles around the board…

Final Tournament Placings

For the full tournament placings, visit Best Coast Pairing

Top Three AoS Lists for Realm of Geddon 2023

This is the Top Three AoS Lists for Realm of Geddon 2023 that took place on the 4th and 5th February. It involved 14 players vying to be crowned champion in a 5-game tournament.

As a reminder, as this tournament has less than 20 players, there won’t be any comments from the Woehammer guys here. This frees up their time for the bugger tournament write ups.

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

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

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

The Top Three AoS Lists

Allegiance: Disciples of Tzeentch
– Change Coven: Hosts Arcanum
– Grand Strategy: Master of Destiny
– Triumphs:

Leaders
Kairos Fateweaver (440)**
Curseling, Eye of Tzeentch (180)**
General
– Command Trait: Cult Demagogue
– Lore of Fate: Arcane Suggestion
– Aspect of the Champion: Fuelled by Ghurish Rage
Fatemaster (140)*
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Shield of Fate
Fluxmaster, Herald of Tzeentch on Disc (170)**
Lore of Change: Fold Reality
Great Bray-Shaman (100)*
Universal Spell Lore: Ghost-mist

Battleline
10 x Tzaangors (180)**
10 x Tzaangors (180)**
3 x Screamers of Tzeentch (110)**
10 x Kairic Acolytes (120)*

Units
3 x Tzaangor Enlightened on Disc (180)**

Endless Spells & Invocations
Chronomantic Cogs (70)
Daemonic Simulacrum (70)
Quicksilver Swords (60)

Core Battalions
*Battle Regiment
**Battle Regiment

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

Allegiance: Ogor Mawtribes
Mawtribe: Meatfist
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Butcher (140)***
General
– Cleaver
– Command Trait: Gastromancer
– Artefact: Gruesome Trophy Rack
– Lore of Gutmagic: Blood Feast
Butcher (140)*
Cleaver
– Lore of Gutmagic: Blubbergrub Stench
– Aspect of the Champion: Tunnel Master

Battleline
4 x Ironguts (270)***
4 x Ironguts (270)
4 x Leadbelchers (170)**
4 x Leadbelchers (170)**
4 x Leadbelchers (170)**

Artillery
Ironblaster (200)*
Ironblaster (200)*
Ironblaster (200)*

Core Battalions
*Grand Battery
**Galletian Sharpshooters
***Galletian Command

Total: 1930 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 121
Drops: 10

Allegiance: Slaves to Darkness
Damned Legion: Despoilers
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Chaos Lord on Karkadrak (220)*
General
– Command Trait: Idolator Lord
– Mark of Chaos: Khorne
– Prayer: Heal
Chaos Sorcerer Lord (120)*
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Nurgle
– The Lore of the Damned: Chaotic Conduit
Exalted Hero of Chaos (100)***
Mark of Chaos: Slaanesh
– Aspect of the Champion: Tunnel Master
Slaves to Darkness Daemon Prince (195)*
Axe
– Wings
– Command Trait: Bolstered by Chaos
– Artefact: Helm of Many Eyes
– Mark of Chaos: Nurgle

Battleline
5 x Chaos Knights (230)*
Mark of Chaos: Nurgle
5 x Chaos Knights (230)*
Mark of Chaos: Nurgle
9 x Corvus Cabal (80)**
Mark of Chaos: Khorne
10 x Splintered Fang (100)**
Mark of Chaos: Khorne
10 x Splintered Fang (100)**
Mark of Chaos: Khorne
10 x Ungors (65)**
Mauls & Half-Shields

Units
10 x Chaos Chosen (480)***
Mark of Chaos: Slaanesh
– Ensorcelled Banner: The Banner of Screaming Flesh
– Reinforced x 1

Endless Spells & Invocations
Soulscream Bridge (80)

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 129
Drops: 11

Allegiance: Daughters of Khaine
– Temple: Khailebron
– Mortal Realm: Ulgu
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
Melusai Ironscale (120)*
– General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
– Aspect of the Champion: Fuelled by Ghurish Rage
Morathi-Khaine (350)*
The Shadow Queen (350)*

Battleline
15 x Blood Stalkers (540)**
Reinforced x 2
10 x Blood Sisters (300)*
Reinforced x 1
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers

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

Core Battalions
*Battle Regiment
**Galletian Sharpshooters

Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 94
Drops: 4

Final Tournament Placings

To view the full tournament placings, visit Ecksen.