Category Archives: Games Workshop

Top Three 40k Lists from the Sunken City GT (West Branch – Michigan, US) 18/19th December 2021

I’ve done a number of top 3’s now for Age of Sigmar, so today I thought I would branch out and cover a top three for 40k. This time we’re back in Europe and looking at the West Coast GT held in Bohus, Sweden.

Tom Ogden – Black Templars

Tom won the event with 5 wins from 5 and 491 battle points.

HQ
———-
Chaplain Grimaldus (140 pts)+
– Litanies: Litany of Divine Protection, Fires of Devotion & Litanies of Hate
High Marshal Helbrecht (160 pts)+
Primaris Chaplain (85 pts)++
– Litanies: Litany of Hate
– Canticle of Hate
– The Crusader’s Helm


Troops
———-
14x Primaris Crusader Squad (247 pts)+
– 5x Primaris Initiate w/chainsword & Heavy Bolt Pistol
– 8x Primaris Neophytes w/chainsword & Bolt Pistol
– 1x Primaris Sword Brother w/Power Axe & Heavy Bolt Pistol

14x Primaris Crusader Squad (247 pts)++
– 5x Primaris Initiate w/chainsword & Heavy Bolt Pistol
– 8x Primaris Neophytes w/chainsword & Bolt Pistol
– 1x Primaris Sword Brother w/Power Axe & Heavy Bolt Pistol


Elites
———-
Primaris Apothecary (Warlord)(115 pts)+
– Chapter Command: Chief Apothecary
– Selfless Healer
– The Aurillian Shroud

Redemptor Dreadnought (180 pts)+
2x Fragstorm Grenade Launchers
– Macro Plasma Incinerator
– Onslaught Gatling Cannon


Fast Attack
———-
5x Inceptor Squad (375 pts)+
x2 Plasma Exterminator
– The Crux Obsidian
– Inceptor Sergeant: Champion of the Feast

3x Attack Bike Squad (180 pts)++
– 3x Multi-Melta


Heavy Support
———-
6x Eradictor Squad (270 pts)++
– 5x Eradicator: 5x Bolt Pistol
– Eradicator Srgt


Detachments
———-
+Patrol: Black Templars
++Patrol: Black Templars

Total Points: 1999 pts

John DeFrank – Orks

John managed 4 wins from 5 and 473 battle points.

No Force Org Slot
———-
Nob on Smasha Squig (65 pts)+
– Proper Killy
– Stratagem: Big Boss

Nob on Smasha Squig (65 pts)+
– Headwoppa’s Killchoppa
– Stratagem: Extra Gubbinz


HQ
———-
Beastboss on Squigosaur (Warlord) (145 pts)+
– Big Killa Boss
– Beasthide Mantle

Warboss (105 pts)++
– Brutal but Kunnin
– Attack Squig
– Da Killa Klaw
– Kombi-Scorcha, Power Klaw
– Stratagem: Big Boss
– Stratagem: Extra Gibbinz


Troops
———-
10x Beast Snagga Boyz (110 pts)+
– Weapons: 9x Choppa, 9x Slugga
– Beast Snagga Nob

10x Beast Snagga Boyz (110 pts)+
– Weapons: 9x Choppa, 9x Slugga
– Beast Snagga Nob

10x Gretchin (50 pts)+
– Weapons: 10x Grot Blaster

10x Boyz (100 pts)++
– Weapons: 9x Choppa, 9x Slugga
– Boss Nob: Choppa, Power Klaw

10x Boyz (95 pts)++
– Weapons: 9x Choppa, 9x Slugga
– Boss Nob: Big Choppa, Choppa


Elites
———-
10x Burna Boyz (140 pts)+
– Weapons: 8x Burna, 8x Stikkbombs
– 2x Spanner: Kustom Mega-Blasta

5x Meganobz (175 pts)+
– Boss Meganob: Kustom Shoota, Power Klaw
– 4x Meganob: Kustom Shoota, Power Klaw

5x Kommmandos (55 pts)++
– Boss Nob: Power Klaw
– 4x Kommando: Slugga & Choppa


Fast Attack
———-
4x Squighog Boyz (105 pts)+
– 4x Squighog Boy: 4x Saddlegit Weapons, 4x Stikka
– Bomb Squig

4x Squighog Boyz (105 pts)+
– 4x Squighog Boy: 4x Saddlegit Weapons, 4x Stikka
– Bomb Squig

5x Stormboyz (55 pts)++
– 4x Stormboy: Choppa & Slugga
– Boss Nob: Choppa


Heavy Support
———-
Kill Rig (190 pts)+
– Frazzle
– Spirit of Gork

Kill Rig (190 pts)+
– Squiggly Curse
– Spirit of Gork


Dedicated Transport
———-
Trukk (70 pts)+
Trukk (70 pts)+

Detachments
———-
+Patrol: Orks – Goffs
++Patrol: Orks – Goffs

Total Points: 2000 pts

Brenton Weiss – Adeptus Mechanicus

Brenton managed four wins from five and 440 battle points.

HQ
———-
Skitarii Marshal (Warlord) (55 pts)+
Relic: Cantic Thrallnet
– Warlord Trait: Battle-Sphere Uplink


Tech-Priest Dominus (105 pts)+
Macrostubber
– Magi
– Relic: The Omniscient Mask
– Volkite Blaster


Tech-Priest Manipulus (120 pts)+
Logi
– Magnarail Lance
– Relic: Raiment of the Technomartyr


Troops
———-
20x Skitarii Rangers (230 pts)+
Ranger Alpha: Galvanic Rifle
– 19x Galvanic Rifle

10x Skitarii Rangers (110 pts)+
Ranger Alpha: Galvanic Rifle
– 9x Galvanic Rifle

10x Skitarii Rangers (110 pts)+
Ranger Alpha: Galvanic Rifle
– 9x Galvanic Rifle


Elites
———-
5x Sicarian Infiltrators (95 pts)+
– Infiltrator Princeps: Flechette/Taser
– 4x Infiltrators: Flechette Blaster, Taser Goad

5x Sicarian Infiltrators (95 pts)+
– Infiltrator Princeps: Flechette/Taser
– 4x Infiltrators: Flechette Blaster, Taser Goad

5x Sicarian Infiltrators (95 pts)+
– Infiltrator Princeps: Flechette/Taser
– 4x Infiltrators: Flechette Blaster, Taser Goad


Fast Attack
———-
3x Ironstrider Ballistarii (255 pts)+
– 3x Twin Cognis Lascannon
Ironstrider Ballistarii (255 pts)+
– 3x Twin Cognis Lascannon
9x Pteraxii Sterylizors (171 pts)+
Steylizor Alpha
– 8x Phosphor Torch, Talons


Flyer
———-
Archeopter Fusilave (150 pts)+
– Command Uplink
Archeopter Fusilave (150 pts)+
– Command Uplink

Detachments
———-
+Patrol: Adeptus Mechanicus – Mars

Total Points: 1996 pts

Top Three AoS Lists from General’s War #46 (Warsaw, PL) 19th December 2021

These were the top three lists from General’s War #46 held on 19th December 2021.

Piotr Kurkowski – Lumineth Realmlords

Piotr won the event with threw wins from three and 79 points. Beating an off-meta Nagash Soulblight Gravelords army in the first round, a Nagash Petrifex Ossiarch Bonereapers list in the second round and a Sons of Behemat list in the final round with four mega-gargants.

Allegiance: Lumineth Realmlords
– Great Nation: Syar
– Grand Strategy: Prized Sorcery
Triumphs:

Leaders
———-
Sevireth, Lord of the Seventh Wind (345)*
Vanari Lord Regent 
(155)*
– General
– Command Trait: Goading Arrogance  
– Artefact: The Perfect Blade  
– Lore of Hysh: Lambent Light
Scinari Cathallar 
(145)*
– Lore of Hysh: Total Eclipse

Battleline
———-
10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Speed of Hysh
10 x Vanari Auralan Wardens
 (145)*
 Lore of Hysh: Lambent Light
30 x Vanari Auralan Sentinels
 (450)*
– Lore of Hysh: Protection of Hysh
– Reinforced x 2

Units
———-
1 x Hurakan Spirit of the Wind (265)*
1 x Hurakan Spirit of the Wind 
(265)*

Core Battalions
———-
Battle Regiment*

Total Points: 1985 pts

NB: – With the recent points update from Battlescroll: Gods & Heroes this list would now cost 2,085 points due to the +20 points for the Sentinels and is no longer a valid list for Age of Sigmar

Tomasz Litman – Ironjawz

Tomasz also managed three wins from three beating a Stormcast list with Vindictors and two units of reinforced longstrike crossbows in the first round, an off-meta Slaves to Darkness list in round two and a Soulblight Gravelords Grave Guard army in round three.

Allegiance: Ironjaws
– Warclan: Bloodtoofs
Grand Strategy: Dominating Presence
Triumphs: Inspired

Leaders
———-
Megaboss on Maw-Krusha (480)**
– General
– Boss Choppa and Rip-tooth fist
– Command Trait: Mega Bossy
– Artefact: Amulet of Destiny (Universal Artefact)

Megaboss on Maw-Krusha (480)*
– Boss Choppa and Rip-tooth fist
– Artefact: Destroyer
– Mount Trait: Fast ‘Un

Orruk Warchanter (115)*
– Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)**
Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
———-
3 x Orruk Gore-gruntas (150)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas
(150)***
– Jagged Gore-hackas
3 x Orruk Gore-gruntas
(150)***
– Jagged Gore-hackas
3 x Orruk Gore-gruntas
(150)***
– Jagged Gore-hackas

Core Battalions
———-
*Warlord
**Command Entourage – Magnificent
***Hunters of the Heartlands

Total Points: 1995 pts

NB: – With the recent points update from Battlescroll: Gods & Heroes this list would now cost 2,075 points due to the +20 points for the Gore-Gruntas and is no longer a valid list for Age of Sigmar

Robert Rajkowski – Soulblight Gravelords

Robert also managed three wins from three, facing off against a Tree-Revenant Sylvaneth list in the first round with Alarielle, a Kruleboyz Gutrippas spam list in round two and another Tree-Revenant Sylvaneth List with Alarielle in the last round.

Allegiance: Soulblight Gravelords
Lineage: Avengorii Dynasty
Grand Strategy: Hold the Line
Triumphs: Indomitable

Leaders
———-
Big Drogg Fort-Kicka (525)*
– Allies
Necromancer
 (125)*
– General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deathmages: Decrepify
Vampire Lord 
(140)*
– Universal Spell Lore: Levitate

Battleline
———-
60 x Deadwalker Zombies (345)*
– Reinforced x 2
40 x Deadwalker Zombies 
(230)*
– Reinforced x 1

Units
———-
Zombie Dragon (295)*
– Cursed Mutation: Urges of Atrocity
Zombie Dragon (295)*

Core Battalions
———-
*Battle Regiment

Total Points: 1955 pts

Product Review – Thermic Plasma Regulators

I love scenery, especially for games I don’t play enough of – Kill Team and Necromunda, so I was very happy to pick up a box of Thermic Plasma Regulators from Games Workshop recently.

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

At £20 for 2 they are a little expensive, but may appear in a future Imperium Magazine so keep an eye out there

These are suitably silly terrain features but they do block line of sight to at least one model and have different levels on them. Perfect for a game of Kill Team. Plus you get to do cool source lighting (or if you are me, a bit naff source lighting). Terrain / Scenery is always fun for me because it is easy to paint, you can do as much or as little work on it as you like and – importantly – it can make the boards we play across look great.

So what did I do with my set:

Who doesn’t like Red & Blue!

Mine is a simple paint scheme with Leadbelcher and Ironbreaker for the silver, Mephiston Red for the red and Talassar Blue over a Corax White undercoat for the coil. There is also a little bit of highlighting following a tutorial from Duncan Roades when he was still working for GW.

They are great, and I hope to get them on the table top soon for my Genestealers to invade or my Guardsmen to hide behind!

— Declan

Age of Sigmar Winter FAQ 2021 released!

And it’s here… ready to smash face and take names. But has it worked?

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

Games Workshop has released an article and the Battlescroll Update for Age of Sigmar at the end of this year.

Despite COVID there has been a lot of tournaments in the UK (probably due to the pent up demand) with many 64+ player events occuring and some even bigger ones available. The USA has also seen some big tournaments and hopefull Oz & NZ will be able to have a few in the new year.

First up, the document:

What a lovely piece of design

Games Workshop are good at art and presenting things with pretty pictures and the Battlescroll shows that this is not just for battletomes and core rulesbooks. Well done GW.

Generic Changes

Heroic Actions – Heroic Recovery

Well I didn’t see this one coming, but it is a welcome change to reduce the healing of some heroes… especially those on monsters. I’m not sure it helps a huge amount to stop shooting and magic casting heroes, but it does mean if you can pin Nagash in combat he loses at least one of his healing abilities! A good change

Unleash Hell

Hurrah… Unleash Hell is reduced. Not what I’d hoped, but reducing it to units within 6″ and models within 6″ does at least mean the positioning of chargers can impact this, and no more defend in ridiculous depth. Shooting is still good… but this takes the edge off a little bit.

Amulet of Destiny

It appears that the Amulet of Destinies sold throughout the mortal realms have had a software update and they now only stop wounds on a 6+. This is much better, and at least makes you think during army building. It does hurt the armies at the bottom of the Meta that relied on it, but hurting the Maw Krusha & Gargants is no bad thing – and I say that as a Destruction player. Another change I’m happy to see.

Alliance Changes

Each of the alliances have a change to their god characters

Each Alliance has a change to their God characters, with buffs for Alarielle and Morathi-Khaine (more spells), a change to Archaon & Nagash, a significant nerf to collation troops following the Maggotkin of Nurgle release… and one for me – improving Kragnos!

I should finish him really!

As a Destruction player I’ll review Kragnos changes below, but for the others they seem like small changes which mean that collation has been hit hard – including Cities of Sigmar – and Nagash can now be part of Nighthaunt – probably a good thing.

Kragnos New Warscroll

Those who follow me on Twitter know I tried to get Kragnos working with my Squigs at a one dayer… and then gave up as he ‘won’ the wooden spoon for me – including losing to the Hobby Room’s Ceri’s lovely Squigs on the way… oh dear! So does this help?

He’s lost the anti-dragon synergy – with little time to trigger it – but he does gain two abilities and a 6+ ward save. This gives just a little more – especially if you get lucky and spike the rolls – and is a welcome addition.

End of Empires is great for helping his Destruction Bros (and himself)! A 3D6″ charge within 18″ is a great bonus and I’ll be writing some lists with him in a Ironsunz or Gloomspite (Squig) army to see if I can make him work… and maybe bring him along to Element Games in January (then again, maybe not!!). Just remember he can’t use allegiance abilities.

Avatar of Destruction means he won’t be autokilled by Nagash, Archaon or other instant kill abilities – well overdue and good to see.

The other benefit is a Mightiest Makes Rightiest getting onto the warscroll… starts as counts as 30 – brilliant – and degrades… like the MegaGargants should… but don’t seem to yet.

Is he good enough for 720? Probably not with Archaon being 860, but he’s not as bad as he was and there are benefits to him now rather than thinking your pushing his rock up-hill.

Oh, and in Ogors with Frostlords… a 3D6″ doing mortals based on charge roll seems great – fortunately I have one on a shelf… hmmm…!

Points changes

There are also points changes for each army, but I’ll review them later partly because they are underwhelming and this article is a positive to GW – let’s have more of this type of thing please!

Does this change how you build your armies?

— Declan

Product Review – Tardigrades

From Bad Squiddo Games

I like Bad Squiddo Games, and occasionally purchase items from Annie Norman. Bad Squiddo Games specialises in believable female miniatures and has a large catalogue of options and models.

I of course buy animals and mushrooms because I am different… and strange!

So I was very happy when I got some Gigantic Water Bears (or Tardigrades) for my birthday and have already painted them up.

Tardigrades… but big!

For those who don’t know Tardigrades are tiny creatures that can survive in extremes of temperature. See Wikipedia!

They also appear as a card in Terraforming Mars, one of my favourite board games at the moment – despite being 2.5 – 3.5 hours long for a game.

Having received them earlier this month I checked for colours, but the Gigantic Water Bears don’t actually have colour because of their very small size. So I can paint them as I like… this gave me opportunity to paint them blue (from Terraforming Mars) and brown (because, you know, they are bears!)

Here’s what I did:

Miniature Bears… or very Large tardigrades

Painted over a Grey Seer undercoat in Talassar Blue and Snakebite Leather… gotta love contrast paint!

Cheers Annie, another fun set of toys – don’t know what to do with them, but they’ll live in the cabinet for now.

— Declan

Start Collecting: Anvilgard – Beginners 2,000 Point Army

Following on from Declan’s article last week where he covered a competitive list that could be made using the Start Collecting! Ogor Mawtribes boxed set, we continue this week with a look at the Start Collecting! Anvilgard set.

What’s in the box……!?

1 Black Ark Fleetmaster

1 Kharibdyss, this can also be built as a War Hydra

10 Black Ark Corsairs

1 Scourgerunner Chariot, this can also be built as a Drakespawn Chariot

13 miniatures, including a hero a chariot and a monster.

One of the best things about the Start Collecting! boxes are the savings. In this case, (as of 18/12/21 in GBP) the box is £60 and the collected contents, if purchased individually, retail for £100 giving a sweet £40 saving (or a free Kharibdyss/War Hydra, if you prefer).

What is Anvilgard?

Anvilgard – A lovely place to visit…. Wish you were here!

Anvilgard is a subfaction of the Cities of Sigmar faction in the Order Grand Alliance for Age of Sigmar, to play the army you will need a copy of the Cities of Sigmar Battletome.

Anvilgard, also known as the City of Scales was a port city in the realm of Aqshy on the Charrwind coast. The city is surrounded by jungle and the Ironweld Arsenal constantly pump out defoliants which shroud the city in a stinking fug. The city was dominated by Blackscale Coil crime syndicate and has some interesting rules which align with this lore. This City of Sigmar fell to the forces of Morathi during the events of Broken Realms: Morathi but is still a playable subfaction in the game.

The background and the rules for Anvilgard encourage the use of our monster and the Privateers, so the box actually fits really well with the lore for the city.



Fans of Warhammer Fantasy will note that if they have an old Dark Elf army (and didn’t burn it), then Anvilgard may be a good entry into Age of Sigmar…. though not the only possibility.

Here’s a quick rundown of our units, please note this article was written on 18/12/21 and points etc. may change:

The Black Ark Fleetmaster is not a world destroying hero but at 70 points they are cheap and importantly have the Scourge Privateers Keyword. This means that, if used as your General, they make both Scourgerunner Chariots and Black Ark Corsairs Battleline. Furthermore, if your Fleetmaster hangs around with their Corsair buddies, they have a buff which will improve their fighting abilities.

Fleetmaster

Kharibdyss/War Hydra: The Kharibdyss comes in at 165 points and the War Hydra at 170. So, which one should we build? Well, sadly neither of these are brilliant in terms of their rules at the moment but they are great models and incredibly lore friendly for the city. Both are monsters, so can use the monstrous rampage actions and can give you bonuses in five of the eight core Battle Tactics. On the flipside, monsters give away points when slain and these are not particularly survivable so be cautious. Both of these monsters have some limited healing, though the Kharibdyss only triggers if it slays a model and the War Hydra does have a ranged attack. Playing Anvilgard, we get access to Drakeblood Curses, this gives us an extra buff which we can put on our beasties to make them a little more impactful such as improving their charge or debuffing enemy bravery. Personally, I would build the Kharibdyss purely because I prefer the model and it plays so nicely into the nautical theme of Anvilgard.

Kharibdyss

Scourgerunner Chariot/Drakespawn Chariot: The Scourgerunner Chariot and Drakespawn Chariot both come in at 80 points. Sadly, there isn’t much, in my opinion, to recommend the Drakespawn Chariot. If you would like to theme your army around a Dreadlord on Black Dragon then these do become battleline but unfortunately, they aren’t terribly impactful (no pun intended). The Scourgerunner chariot, however, becomes battleline with our Fleetmaster General and has a few things in its favour. Big Base Action, with a 120 x 92mm base the unit can be handy for blocking up the table and is quick with a 12″ move. Furthermore, its shooting attack is quite nice, two shots with a reasonable chance of hitting and wounding and d3 damage plus a chance of causing D3 mortal wounds.

Scourgerunner Chariot

Black Ark Corsairs: Our ten corsairs come in at 85 points for ten models on 25mm bases and can be armed with either vicious blade and handbow or vicious blade and wicked cutlass. An argument can be made for the ranged version but our first unit, I would recommend building with the blade and cutlass. The reason for this is the Black Ark Fleetmaster, our Fleetmaster can buff the Corsairs with +1 to the attack characteristic of their melee weapons, so it is definitely worth bearing that in mind.

Corsairs

So, our army list looks like this:

Allegiance: Cities of Sigmar
City: Anvilgard (Illicit Dealings: Black Market Bounty)
Grand Strategy: Hold the Line
Triumphs: Inspired

Black Ark Fleetmaster (70)*
– General
– Artefact: Arcane Tome (Universal Artefact)
– City Role: General’s Adjutant
– Lore of Dark Sorcerery: Vitriolic Spray

10 x Black Ark Corsairs (85)*
– Vicious Blade & Wicked Cutlass
– City Role: Honoured Retinue (Must be 5-20 models)

1 x Scourgerunner Chariots (80)*

Kharibdyss (165)*
– Drakeblood Curse: Fell Gaze

*Battle Regiment

Total: 400 / 750
Reinforced Units: 0 / 1
Allies: 0 / 100
Wounds: 33
Drops: 1

I gave our General the Arcane Tome to make them a wizard and made the Corsairs their honoured retinue, to make the Fleetmaster more survivable. The Kharibdyss has received the Drakeblood Curse of Fell Gaze, this will stack with the native ability of the beast and will make battleshock a scary proposition for low bravery armies. This would be a fun start to an Anvilgard army but could also be used as a nice start for any Cities faction, though particularly Har Kuron (excellent if you want to port over a Dark Elf army as you can include your Witch Elves) or Misthavn.

Is it worth buying multiples of these?

I would say yes to picking up a few if I wanted to build into Anvilgard. I should note, though, that if you are going into this Start Collecting! you are probably already accepting you are not playing at the competitive ‘Bleeding Edge’and you are leaning further into that. A second box will allow you to bulk out your Corsair unit to the maximum twenty for an Honoured Retinue and give you an extra Scourgerunner (which I would probably use as a separate unit, rather than increase to a unit of two). The only potentially questionable second unit is the Fleetmaster as the Command Ability to buff the Corsairs cannot be stacked so they may find their way on to be traded or sold. You could, of course, convert your Fleetmaster to something else as you will have plenty of spare bits from the Corsair set and they might look nice as an alternative crew model in one of your Scourgerunner Chariots. A third box could be useful, especially for the Chariot and you could convert the Corsairs into some nicely themed Shadow Warriors with a head swap with left over bits from other kits.

Sorceress

Looking to expand further, I would consider adding a Sorceress to our fledgling army, her warscroll spell debuffs an enemy unit’s to hit roll and also does D3 mortal wounds, she could be the Fleetmaster’s Adjutant and provide some extra Command Point generation as well. If taking a Sorceress, it’s worth remembering she can get buffs to cast by shanking her comrades with the Darkling Covens keyword, so give her some pawns to sacrifice! Cities of Sigmar also get +1 to cast Endless Spells, so it is worth perusing those to see which you might like and which might support your playstyle. I would suggest vitriolic spray as her chosen spell, removing enemy armour saves is not to be sniffed at, despite the short range. I like the idea of pairing her with Darkshards who can provide good sacrifice fodder while giving some shooting.

One of the most beautiful models still around from Warhammer Fantasy, in my opinion, is the Dreadlord on Black Dragon and they nicely line up with our theme. The Dreadlord is also quite strong and their buff works nicely on other Order Draconis and themselves, so consider some Drakespawn Knights for flavour. Picking up the Black Dragon, in combination with our two Kharibdyss, also opens up more Battle Tactics to us.

I would also consider branching out a little into Daughters of Khaine for a bit of fun and variety, the Khainite Shadowstalkers are beautiful models and their teleport ability is a great addition to any army.


This is what our 2K army might look like, add in Regiments to taste:

Allegiance: Cities of Sigmar
City: Anvilgard (Illicit Dealings: Dabbling in Sorcery)
Grand Strategy: Hold the Line
Triumphs: Inspired

Sorceress (95)
– City Role: General’s Adjutant
– Lore of Dark Sorcerery: Vitriolic Spray

Dreadlord on Black Dragon (290)
– Lance of Spite & Tyrant Shield
– Artefact: Drakescale Cloak
– Drakeblood Curse: Jutting Bones
– Mount Trait: Foetid Breath

Black Ark Fleetmaster (70)
– General
– Command Trait: Blackfang Crimelord

20 x Black Ark Corsairs (170)
– Vicious Blade & Wicked Cutlass
– City Role: Honoured Retinue (Must be 5-20 models)
– Reinforced x 1

1 x Scourgerunner Chariots (80)

1 x Scourgerunner Chariots (80)

20 x Darkshards (230)
– Reinforced x 1

10 x Dreadspears (90)

Kharibdyss (165)
– Drakeblood Curse: Fell Gaze

Kharibdyss (165)

5 x Drakespawn Knights (125)

10 x Shadow Warriors (120)

5 x Drakespawn Knights (125)

9 x Khainite Shadowstalkers (120)
– Allies

Chronomantic Cogs (45)



Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 120 / 400
Wounds: 149
Drops: 8

I think this can be made more competitive with the addition of a Hurricanum, perhaps a Runepriest and an Anointed on Frost Phoenix instead of some of the Aelf units but this does somewhat compromise the theme for me and I truly enjoy this theme, if you are looking for a very competitive list then Anvilgard is probably not the place to start in any case.

To sum up, this is an excellent Start Collecting! with some great models and a good discount but it doesn’t have the most competitive choices and it doesn’t line up with the most competitive of factions. If you enjoy the aesthetics, lore and theme of Anvilgard though, it does fit them perfectly and is 100% a great buy.

All the Best and for the Witch King *cough* Sigmar!

The 7 Days of Nurgle – Day 7 – Conclusions

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

With the release of the Maggotkin of Nurgle book, I’m going to be scouring the internet for information on the book and presenting it to you over the next 7 days, so that you don’t have to (but we all know you will!).

I’ve already covered:

It’s the seventh and final day, so I’ll be giving an overview of the Maggotkin of Nurgle.

There will be definitely be players of Nurgle from the previous book who are disappointed, and I understand that disappointment. The previous book was fast, could hit hard, and had great survivability, but it wasn’t a Tier S army, and would only go 5-0 in the hands of very experienced players – so it wasn’t setting the scene alight.

The Maggotkin have lost that speed, and are now 4″/5″ on most of their foot troops with no teleporting options.

The Plaguebearers have also changed significantly but are 2 wounds (which is a great improvement), going to 6+ save – which in the current Meta isn’t too much of a disadvantage – but retaining their 1″ reach. They provide a different option to Nurgle and should be a good anvil for the Nurgle army.

The disease tokens – whilst being additional admin – are a great new rule for Nurgle and very thematic. The enemy slowly dying because of Nurgle’s Rot is surely something we all want to see. Will have to wait and see if the admin just gets too annoying!

Perhaps the largest improvement is the 5+ ward save for the mortals in the book (joining the daemons with their aftersave). This should make more mortal armies appear on the scene which would be great for the modelling, painting and different gaming challenges. The Blightkings will need play to see if they have any potential, but the Blightlords on Plague Drones are wonderful models and would definitely find a way into a Nurgle army if I were to play one.

So things have definitely changed, and the army now plays differently. Strangely players new to Nurgle may find it easier to play, whereas those with existing armies may have more difficulty getting used to the changed playstyle.

I think they are going to sit well alongside the Kruleboyz in power level, sit at 2-3/3-2 in tournaments with the occasional 4-1 and 5-0 possible with a good draw and in the hands of an experienced player. As long as Games Workshop continue to reduce the overall power level of new books Nurgle should be well positioned in the ‘fat-middle’… and that’s definitely appropriate for Grandfather Nurgle!

Thank you for reading my thoughts and comments over the last 7 days. I’ve enjoyed finding out about potential new opponents and looking at the 3rd AOS3 book released by Games Workshop.

— Declan

Ironjawz – A Competitive View

Note – this article is for Ironjawz in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

With the Winter FAQ about to drop we wanted to take some time to talk about the new kids of the block, kicking butt and taking names… the Ironjawz! Since the Orruk Warclans book was released the Ironjawz have been climbing the stats and have appeared on tables everywhere in the UK and beyond.

What makes them so popular, and what is driving up this win-rate? We wanted to get the view of a tournament attendee and what better person than the Top Ironjawz player according to Bad Dice Podcast. We searched high and low, vale and dale and all across the UK but wouldn’t you know the person was sat here in Northampton all along!

I was as surprised as all our readers, so I demanded a recount… but blow me if it didn’t come up with my name again… So we’ve asked Declan to write a few words! (and talk about himself in the 3rd person for a bit for some reason).

Screenshot, before it all changes!

Who are the Ironjawz?

The Ironjawz are one of 3 allegiances within the Orruk Warclans book which was recently released. Along with Bonesplitterz and Kruleboyz they make up a book which you can run the allegiances separately (with limited model availability) or run them all in one list called Big Waaagh! Under the previous book Big Waaagh was the most popular list, but this has now pivoted to Ironjawz – although Kruleboyz are likely behind because fewer people have armies painted for them.

What is their playstyle?

Ironjawz love Smashing & Bashing and so they are an army that fights in close combat – none of the sneaky Lumineth shooting shennagins. This means that they will be attacking their opponent quickly and early in the game and hitting hard when they do so. Beware of the speed (up to 36″ + charge with the right Mount Trait) and the damage of their MawKrushas (Wyverns who fly because gravity itself is too scared to stop them).

Their Warchanters add to this damage, whilst the Gore Gruntas charge in with the MawKrushas and the Brutes slowly cross the table, before hitting like a steam train.

This means that they damage and then get damaged if the attacks don’t go as planned. So they are beatable, but as their opponent you do need to be careful.

A bit of everything in this one-drop. Apart from the Shaman… he’s at home!

Ironjawz Abilities

Ironjawz have 3 great abilities:

  • Smashing & Bashing – If an enemy unit is destroyed in combat by an Ironjawz unit, the Ironjawz player may immediately select another unit to fight
  • Mighty Destroyers – Hero phase free move if outside 12″ of enemy, pile in if within 3″ (no fighting), or charge otherwise
  • Waaagh – +1 to charge and -1 Rend

All of these abilities get the Ironjawz closer to the enemy, faster and they are great. A little care is needed with Mighty Destroyers as the 12″ rule for charging is regardless of whether you could make a charge or finish within 0.5″ of an opponent so a clever opponent can throw units forward to prevent the move being used.

Allegiance Abilities

There are 3 allegiance options for the Ironjawz but only two are regularly seeing play at the moment.

Ironsunz is the one I use as it gives a command ability to allow Ironsunz units to charge at the end of an opponent’s charge phase – perfect for counter charges with Brutes.

A small selection of my Brutes – the backbone of the Ironsunz!

Bloodtoofs makes Gore Gruntas battleline, and any Gore Gruntas that fought in a combat phase can make a pile in, move or charge at the end of the charge phase.

Both of these are great for speed, and getting into combat to do the Smashing and Bashing and get enemies killed. Again the Ironjawz do need to be in combat to do damage, but they do a lot whilst they are there and alive.

Megabosses – Command Abilities

I would be remiss if I didn’t mention the Maw Krushas and Megaboss special abilities (on their warscrolls). The Maw Krusha can issues the same command ability three times, and the Megaboss on Foot can do one twice – all for one command point. I’ve lost count of the number of redeploys I’ve done to stop Broken Ranks (step back one unit, step forward another) or Savage Spearhead (step up to my territory to stop the enemy). Or simply saving 3 units with Inspiring Presense. It’s a great ability – be warned!

Warchanters

The warchanters are the key to the army, although they only have 6 wounds on 4+ armour, but they use Vicious Fury which gives an Ironjawz unit +1 damage. This is critical to the Boars and Brutes and great on the Maw Krushas, but without it the army’s damage is severely reduced. Don’t leave home without 2 of them – and I’ve seen some Ironjawz players run 3!

Army Lists

I’ve run a few army lists that you can find in these articles

I also did well in War in the Heartlands with a similar list to my Carnage list. These are all Ironsunz lists, because I love Brutes and the counter charge ability is very complimentary to my playstyle. (Sit back, take a hit, punch… hard!)

The other army list available at the moment is Bloodtoofs and Gore Gruntas (pigs) massing for a charge. There is a 2 MawKrusha, 2 Warchanter, 24 Pigs list… and it is brutal! This list has done very well into the current meta, but before you start picking up Gore Gruntas wait for the Winter FAQ! Things may be changing.

How do I play them?

As alluded to above and with the lists in the other articles I play with 1 MawKrusha, 2 Warchanters, and lots of units – often being 10 or 11 drop. My favourite unit in the Destruction tomes – Rippa’s Snarlfangs – joins the army for some much needed speed, but you can leave these at home if you are going Bloodtoofs.

I tend to sit back, occasionally throwing the MawKrusha forward to krump, to get my Brutes in range so that I can charge in my opponent’s turn – or at least threaten to. I also make extensive use of Hand of Gork with the following combo (cheer Russ Veal of Facehammer fame for discussing this one):

Megaboss on Foot (you can use a MawKrusha) with Arcane Tome as the general. He then takes the Wizard Command Trait Touched by the Waaagh! This gives the Hand of Gork between +1 and +3 depending on causing D3 mortal wounds within 6″ (even the enemy if they are close enough). This turns a 50/50 spell into something much more likely to come off, and makes my Brutes appear in the strangest of places – exactly where my opponent doesn’t want them. Hand of Gork also forces opponents to stay on objectives in much the same way as a Fast ‘Un Maw Krusha.

How else can they play?

In a word Fast! The Bloodtoofs ability to make Gore Gruntas battleline and bringing 2 MawKrushas gives you a smashing & bashing army that no-one wants to fight. Swapping out a Maw Krusha for a Rogue Idol (Forgeworld, not in the book), means you can have a very powerful and hitty Battle Regiment – 1 drop. So you can decide who goes first. Just don’t face Morathi who can stop this tactic in it’s tracks.

How to beat them?

This being a Destruction book, it is obviously unbeatable (see also Gloomspite Gitz in the same position)… but if you wanted to beat them then you need to survive the alpha strike, and be able to do damage back to them.

Screens are coming back into the game and this is only a good thing although it does stunt the Ironjawz alpha strike capabilities. I bring 2 x Ardboyz and they are great in the mirror match either for holding objectives, or preventing the turn 1 charge by the GoreGruntas doing massive damage.

The Ironjawz are also surprisingly easy to kill – in combat or with shooting. A 4+ armour save (except for the Maw Krushas) means that most armies have something that can kill a Maw Krusha in 2 rounds, so if you can survive a charge (Morathi!) and get a few additional wounds in on the Ironjawz turn, you can be killing a Maw Krusha turn 1!

They also have very poor bravery for their size – just 6 on the Brutes & Gore Gruntas – so causing damage to multiple units can see models flee from battleshock – or means the Ironjawz player has to keep command points for inspiring presence.

Finally, remember that this is an objective game, so go after the objectives (unless your models are 1 wound and there are brutes), and don’t worry if the Ironjawz are ahead in turn 1 and 2 – it really is an alpha strike armour and a glass hammer and it can be stopped and then killed!

Good luck to the Ironjawz players out there – hope the Winter FAQ treats us well.

— Declan

The 7 Days of Nurgle – Day 6 – Summoning

Note – this article is for Nurgle in AoS3. We are now in AoS4. Some of the article will still be relevant, but some of the rules may be different

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

With the release of the Maggotkin of Nurgle book, I’m going to be scouring the internet for information on the book and presenting it to you over the next 7 days, so that you don’t have to (but we all know you will!).

I’ve already covered:

It’s the sixth day today I’m bringing you news on the Summoning options available to Maggotkin of Nurgle

Again shout out to those with preview access to the book for sharing it. Today’s is mostly from the gang at Sprues and Brews. Do go and give them a read!

Each of the 4 Chaos Gods have a summoning mechanic which is different in every case. Tzeentch benefit from spells, Khorne from units dying, Slaanesh from not quite killing, and Nurgle… from existing!

The mechanic for Nurgle has not changed a lot, but there are changes to the cost of units and the availability of units (no more 5 or 20 plaguebearers for example). Nurgle have contagion points (which you’ll have seen referred to in my previous articles).

  • 3 Contagion Points (CP) – at least 1 Maggotkin of Nurgle unit in your territory
  • 3 Contagion Points (CP) – at least 1 Maggotkin of Nurgle units in your enemy’s territory
  • 1 Contagion Point – no enemy units in your territory
  • 1 Contagion Point – no enemey units in their territory
  • 1 Contagion Point – per Feculent Gnarlmaw
  • x Contagion Points – various command traits and spells.

This means that you will get 5 points if you go first – perhaps 4 if your opponent Alpha-Strikes into your territory (looking at Ironjawz again!). It is possible to build more into summoning, but as there is no secondary benefit (like Tzeentch in casting spells), it might be difficult to do that. Summoning for Nurgle has mostly been a nice benefit in addition to the army, and not something to work towards. That said I’m sure someone will come up with a summoing list when the book is available this weekend.

But what can be summoned:

CPsUnit
30Great Unclean One
18Plague Drones (3)
14Plague Bearer Host (10)
12Poxbringer – Herald of Nurgle
10Beast of Nurgle (1)
9Feculent Gnarlmaw
8Nurgling Swarm (3)
7Sloppity Bilepiper – Herald of Nurgle
7Spoilpox Scrivener – Herald of Nurgle

There’s a few options there and the internet is already discussing the benefit of summoning Sloppity or Spoilpox over including them in the intial army, as you should get the summoning for them turn 2. But it is expensive to get any of these units, and feels to me (with no summoning in Destruction!) that they are useful as last turn objective grabbers, or to block up and kill a low wound character. But Nurglings… for 8 points — I’d definitely have some of that!

Conclusions

Nurgle hasn’t been made overpowered with the summoning and it feels at the right level, although the loss of 5 Plaguebearer summoning will hurt some of the existing players I’m sure they’ll be able to adapt.

Join us tomorrow for Day 7 of Nurgle where I’ll be wrapping up this coverage!

— Declan