Category Archives: Genre

Top Three AoS Lists for March to War

This is the top three AoS lists for the March to War that took place in the UK on the 21st and 22nd of January. It involved 30 players vying to be crowned champion in a 5-game tournament.

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

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

The Top Three AoS Lists

Allegiance: Ogor Mawtribes
Mawtribe: Underguts
-Mortal Realm: Ghur
-Grand Strategy: Ready for Plunder -Triumphs: Bloodthirsty

LEADERS
Butcher (135)**
General
-Command Trait Reluctant Rabble-rouser
-Cleaver
-Artefact: Gruesome Trophy Rack
-Lore of Gutmagic: Blubbergrub Stench
Frostlord on Stonehorn (445)*
Mount Trait: Rockmane Elder

UNITS
4 x Leadbelchers (170)*
4 x Leadbelchers (170)*
4 x Leadbelchers (170)*
20 x Gnoblars (100)*
20 x Gnoblars (100)*

ARTILLERY
Ironblaster (170)*
Ironblaster (170)**
Ironblaster (170)**
Ironblaster (170)**

CORE BATTALIONS
*Battle Regiment
**Grand Battery

Total Points: 1970/2000

There once was a man from Wales,
Who brought four cannons with tails,
Some gnoblars as screens,
Absolute scenes,
He danced to his opponent’s wails.

This list was using old points – with updated points, it’ll run about 150 ish over. Wonder if three Ironblasters will get the job done instead of four!

All credit to Luke, however, who’s a great player from the illustrious Team LIT – Sylvaneth, Disciples, and LRL – would all have been tricky match ups too. Be curious to see what he can do with the big bois in the new season!

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Allegiance: Sylvaneth
Glade: Harvestboon
– Grand Strategy: Take What’s Theirs
– Season: The Reaping
– Triumphs: Inspired

Leaders
Warsong Revenant (305)**
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Treesong

Battleline
9 x Revenant Seekers (705)*
Reinforced x 2
5 x Tree-Revenants (110)**
5 x Tree-Revenants (110)**

Units
5 x Gossamid Archers (220)**
Gotrek Gurnisson (485)*
Allies

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 480 / 400
Wounds: 90
Drops: 3

Mathmallow is back with the tree attack! His list is considerably different to the one he went 5-0 with recently – variety is the spice of life after all.

He’s dropped big momma and her chad-stag for the absolute bare minimum of an HQ – taking just a Warsong rev, tricked out with magic boosting enhancements to provide a MW cannon.

He invests the points savings into a mahoosive Revenant Seeker blob – reasoning (no doubt correctly) that this will just be an unkillable swarm of half anvil-half-hammer models.

The usual 2x tree revs for scoring. and his trademark 5 Gossamids make up most of the rest of the list, leaving just enough room for a little addition…Gotrek! He doesn’t show up much these days but having played against him in another Sylvaneth list, I can tell you that a psychotic, murderous and nigh on unkillable dwarf marching up the mid-board while stuff teleports and flies around you is rather a tricky proposition.

Losing only to Churchus’ cannonade, it’s a nasty, eggs-in-two-baskets Sylvaneth list that I can see being hugely oppressive to play against. Sylvaneth players would do well to take a leaf out of this book!

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

LEADERS
Dragon Ogor Shaggoth (155)
General
– Command Trait. Master of Magic
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)**
Artefact Seed of Rebirth
– Lore of Dark Storms: Sundering Blades

UNITS
10x Ungors (65)**
Mauls & Half-Shields
10x Ungors (65)**
Mauls & Half-Shields
6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
6x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
6x Dragon Ogors (290)*
– 6x Draconic War glaives
6x Dragon Ogors (290)**
6x Draconic Crushers
1x Cockatrice (110)**
1x Cockatrice (110)

ENDLESS SPELLS & INVOCATIONS
Geminids of Uhl-Gysh (40)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

Total Points: 2000/2000

‘Ere we go, ‘ere we go, ‘ere we go again. All of the Dragon Ogres all of the time. Doubling down with our favourite Tzaangors on Discs (ToDs) to zoom about the place and lay some extra hurt down with the last flourish of Bounty Hunters. A couple of Ungor screens to hold off the eager. The list is built around the Dragon Ogre Shaggoths, moving up and buffing the Dragon Ogres while the ToDs and Cockatrice zip around scoring (or for the ToDs removing tasty snacks). Lots of threats, not a lot of fat. The list isn’t relying on summoning (no large units of sacrifices) but will still earn primordial points fast enough to summon a few times in an average match, particularly with the Cockatrices ability to pick up extra. Geminids backed by Master of Magic is a clever inclusion. It’s a great spell used for it’s ability to block areas as much as what it does.

A surprise 3rd round loss to the Beastclaw Raiders, surprise, mostly because you never see 5 of the big fellas together. With buffs, though, the Stonehorn are very tacky, have lots of wounds, and hit hard enough to remove most or all of Nick’s units in single turn. The screens are ripe to be torn apart before the charge as well, with the limited attack high damage range of the Beastclaws. Otherwise, he saw off most of the meta challenges (IJ ironsunz may not be meta… yet).

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Allegiance: Kharadron Overlords
– Sky Port: Barak Thryng
– Grand Strategy: Masters of the High Airs
– Triumphs: Inspired

LEADERS
Endrinmaster with Dirigible Suit (180)**
General
– Command Trait: Supremely Stubborn
– Artefact: Grudgehammer
Aether-Khemist (90)***
Aetheric Navigator (85)***
Arkanaut Admiral (125)***
Artefact Arcane Tome
– Spell Lore: Flaming Weapon

UNITS
10x Arkanaut Company (90)**
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10x Arkanaut Company (90)*
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10x Grundstok Thunderers (270)***
1x Aetheric Fumigators
1x Grundstok Gunhauler (155)**
Main Gun: Drill Cannon
1x Grundstok Gunhauler (155)**
Main Gun: Drill Cannon
3x Skywardens (105)*
1x Aethermatic Volley Guns
– 1x Skyhooks
1x Grundstok Gunhauler (155)**
Main Gun: Drill Cannon

BEHEMOTHS
Arkanaut Ironclad (490)**
Main Gun: Great Skyhook
– Great Endrinworks: Zonbarcorp Dealbreaker Battle Ram

CORE BATTALIONS
*Expert Conquerors
**Battle Regiment
***Warlord

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: 1990/2000

Missing the Incarnate and Purple Sun of previous Kharadron lists, James has chosen to give his Dwarves fight on death (on a 4+). This Kharadron list wants to mix it up. And shoot. Doubling down on that approach is the Admiral with Flaming Weapon giving him a Rend -2, 4 damage weapon. With one company of Arkanauts in Eternal Conquerors to act as bodyguards for the Admiral and probably some bait. It gets around an issue for Kharadron in holding objectives, particularly early, when they want to be in the air if possible. Otherwise, the remainder of the list is around their considerable shooting, giving a superior “overwatch” for the ground units. Mostly, that seems to have worked especially into the slower armies, but fire and fade appears to have been an issue.

His last round was a real life shoot out at the ok coral, with the Underguts bringing only Leadbelchers and Ironblasters versus the gunships. Scoring was low across the board, and neither would have much left by the end.

Final Tournament Placings

AoS Meta Stats W/Ending 22nd January 2023

Faction Win Rates

We’ve probably only got a couple more weeks of stats to do for this Handbook before the next one gets released and the tournament scene starts in earnest once more.

The second part of this season has been sorter than the first, with a few of the factions still not meeting our requisite 20 players to have their stats published. Although like I said earlier, there’s still a couple more weeks….

Those factions that have not yet had 20 players:

  • Legion of the First Prince (5 Players)
  • Bonesplitterz (9 Players)
  • Big Waaagh! (12 Players)
  • Hedonites of Slaanesh (16 Players)

Win Rates

Beasts of Chaos have improved again with their win rate. Going from 60.94% down to 62.73%. This means the margin between the top and bottom factions has decreased to 27.29% (62.73% – 35.44%).

So when comparing this gap to the first half of the season:

General’s Handbook Season 1: Differential 23.41% (BoC 60.82% – GG 37.41%)
Galetian Reinforcements: Differential 27.29% (BoC 62.73% – GG 35.44%)

Either way you look at this, it has definitely been Beasts of Chaos‘ Handbook!

Player Results by Wins

This graph has at least two purposes. Firstly it shows the faction popularity by the number of players and secondly it breaks down those players results in terms of the number of wins they achieve.

As always the entry army Stormcast Eternals, proves to be the most popular faction, leading Ogor Mawtribes and Sylvaneth.

Players in Tournament Winning Positions

This graph shows the number of players who have been on the brink of claiming a 5-0 at a GT. This shows the number of players with 4 wins from 4 games.

Players Achieving 5-0 Wins

Although Beasts of Chaos have the highest win rate, this has not translated into the number of 5-0 results. Ogor Mawtribes and Stormcast Eternals are joint top here, with 7 a-piece.

Win Chance

This shows the chance each faction has of achieving 5-0. This is calculated using the number of players that go 5-0 against the full number of players using that faction.

Like above, this show the chance of getting 4 or more wins (including 5-0).

And finally the chance of going 3+ wins (including 5-0 and 4+).

Our Database

This is our most copy of our database.

AOS Hall of Fame

Below is a list of all the players who first achieved a 5-0 with a faction (At a Singles Event). The list is completed in date order (earliest first).

Top Six AoS Lists for CanCon 2023

This is the top six AoS lists for the CanCon 2023 that took place in Australia on 21st and 22nd of January. It involved 202 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Six 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 Six AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Mortal Realm: Ghur
– Grand Strategy: Protect the herdstone
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)**
General
– Command Trait: Unravelling Aura
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Wild Rampage
Beastlord (95)**
– Artefact: Mutating Gnarlblade

Units
6 x Dragon Ogors (290)*
6x Draconic War glaives
– Reinforced x 1
10 x Gors (70)***
Gor-Blades & Beastshields
10 x Gors (70)***
Gor-Blades & Beastshields
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)*
Reinforced x 1
10 x Tzaangors of Beasts of Chaos (175)
10x Pair of Savage Blade
10 x Tzaangors of Beasts of Chaos (175)
10x Pair of Savage Blade
10 x Ungor Raiders (80)**

Endless Spells
Chronomantic Cogs (70)

Core Battalions
*Bounty Hunters
**Warlord
***Expert Conquerors

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 168
Drops: 11

Bests of Chaos (sic) run roughshod over another big tournament. And why shouldn’t they? Unthinking beasts – they’re just following their nature, going with the flow – what fault is it of theirs if no puny tree-man, hungry-man, rat-man, green-man or hungry-man-but-further-away can stand up to them?

Composition wise, we have the core HQ, the usual dragon ogors, but only to the tune of 6 to make space for twelve Enlightened on Discs and 2x 10 Tzaangors. Plus, of course, some of the annoyingly good little chaps who don’t cost enough.

Anyway, the previews have started for their new book, so speculation is rife as to whether they’ll receive the necessary re-writes to corral the herd. I hope they do, because there’s only so many times I can think of new ways to sneak my ‘NERF BoC FOR THE LOVE OF GORS’ agenda into these top 3s.

Nevertheless, taking down any tournament this big deserves praise so well done to Geordie. And to be fair, you don’t see Tzaangors that often, and they’re cool.

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Allegiance: Seraphon
Constellation: Thunder Lizard
– Grand Strategy: Continuous Expansion
– Triumphs: Inspired

Leaders
Slann Starmaster (285)****
General
– Command Trait: Arcane Might
– Artefact: Fusil of Conflaguration
– Spell: Stellar Tempest
Engine of the Gods (285)***
Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Skink Starpriest (130)****
Spell: Hand of Glory
Skink Priest (120)****
Universal Prayer Scripture: Curse
Skink Priest (120)****
Universal Prayer Scripture: Heal

Units
30 x Skinks (225)**
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)**
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Knights (110)*
Lances
5 x Saurus Knights (110)*
Lances
Bastiladon with Solar Engine (250)***
Bastiladon with Solar Engine (250)***

Endless Spells
Horrorghast (40)

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 112
Drops: 11

So Seraphon just got a lot more expensive, and Corey’s list here will be one of the last to enjoy their old ‘bargain’ prices.

In the meantime, it works as we’ve come to expect. Slann as magic powerhouse, Engine of the Gods as a mixed phase utility, well, engine, and a mixture of skink support priests, one of the starry variety.

(Slightly) interestingly, Corey brings so many skinks you’d expect them to be in Fangs of Sotek – but no! We’re in Thunder Lizard still, so one of those two bastiladons can still double fire, stacked with Skink priest buffs. The big skink blob I imagine is meant to capitalise on the durable prayer platform that is the Engine, getting Curse off on a juicy target (on a 3+ while near terrain within their own territory due to their Primeval Domain rule) for the 60 skink shots to fish for some 6s.

We also have 2x 5 knights here, who made a surprise comeback this season as cost-efficient bounty hunters with weight of attacks – but obviously, that’s a tactic going more extinct than the dinosaurs dodo.

Big gratz on the 5-0 with a balanced Seraphon list – shame it’s now about 75 pts more expensive, lacking its most useful battalions, and doesn’t play nicely into the new realm rules. Seraphon could be about to experience a serious lull going into their new book – but that’s fine, they’re cold-blooded, they will have their time in the sun again.

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

Leaders
Bloab Rotspawned (320)**
Lore of Malignance: Plague Squall
Morbidex Twiceborn (320)***
Orghotts Daemonspew (320)
Lord of Afflictions (230)**
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Plague Priest (100)**
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Levitate
– Universal Prayer Scripture: Heal

Units
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*
10 x Rotmire Creed (125)*
9 x Corvus Cabal (80)***
5 x Chaos Chosen (240)***
Mark of Chaos: Nurgle

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent
***Battle Regiment

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 101

I hope everyone enjoyed those Expert Conquerors while they lasted. While not as egregious as Bounty Hunters, I can’t say that I’m sad to see it go. Joel made use of them with a triple Rotmire in the same way that many Nurgle players do. It’s interesting to watch Nurgle over the course of this edition since they evolved from pure fly spam to bringing hero hammer + Rotmire creed.

And what a hero hammer this list is. 5 heroes are in play, with all of them being the classic nurgle combination of decent damage output and great resilience (you could even say they are disgustingly resilient). Joel has also brought along a couple of Slaves to Darkness allies to fill in the gaps that Nurgle armies tend to have. The Corvus Cabal brings some much-needed mobility to grab early objectives and the Chaos Chosen are an excellent vehicle for damage output.

Looking forward, I’m not sure that this list will need much adjustment for the new season. Joel already has a pair of solid Galletian Champions, some excellent potential Bodyguards, and the ability to reliably score three or four battle tactics without sweating too much. Overall, I’m excited to see what changes are made for the next GT.

Congratulations to Joel. He brought a well-crafted list, and played it effectively to achieve a 5-0.

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Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Slann Starmaster (285)*
General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Skink Starpriest (130)*
Spell: Hand of Glory
Saurus Astrolith Bearer (155)*
Artefact: Serpent God Dagger

Units
30 x Skinks (225)*
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
2 x Salamander Hunting Pack (280)*
Reinforced x 1
2 x Salamander Hunting Pack (280)*
Reinforced x 1
Krondspine Incarnate of Ghur (480)*
Allies

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 480 / 400
Wounds: 92
Drops: 1

Another 5-0 Seraphon list, this time with added Spinedog! Boy, am I glad that’s become a rare occurrence. Of course, it’s still a powerful piece, and on paper, it does make sense for Seraphon, given they lack an otherwise durable bully piece.

Henry has also brought some Salamanders in this particular iteration of the standard Fangs list (buff pieces, loads of skinks), which play really well into the Starborne teleport and provide an excellent dual-phase threat.

All in all it’s clear how this list hurts you – it’s a kind of techy twist on the ‘pin-cushion’ archetype, with excellent objective play in a handy one drop for, most likely, forcing opponents to move up into a much easier charge range of the Spinedog.

Gratz to Henry, and here’s hoping the new Seraphon book makes it less appealing than ever to take the ‘dog!

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Allegiance: Sylvaneth
Glade: Heartwood
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Arch-Revenant (120)*
Branchwych (130)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Verdurous Harmony
Drycha Hamadreth (335)*
Lore of the Deepwood: Regrowth

Units
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
Reinforced x 1
6 x Kurnoth Hunters with Kurnoth Scythes (500)*
Reinforced x 1
5 x Tree-Revenants (110)*
3 x Revenant Seekers (235)*
3 x Aetherwings (65)*

Endless Spells
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Season
Season of Blugeoning

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 112
Drops: 1

Drycha! You love to see it. The evil tree spirit in a mech suit is still a relatively rare sight given her competition in Durthu and Alarielle, but her ability to choose between 10 extra melee or shooting attacks makes her a fast, durable and flexible piece that I don’t think gets enough love.

Gary here has gone heavy with Kurnoh – a reinforced blob of both the shooty and scythy variety (both of which, as always, are backed up by the +1 to wound aura of the Arch-Revanant). Then, just the one unit of teleporty tree revs and a fantastic support unit of Seekers. It’s a nice balanced list with huge reach, two big blobs that will keep regrowing (via Seekers and Verduous Harmony) if you don’t have the ability to take them down fast enough, and the tactical Drycha option.

The fact it could handle such a diverse set of opponents – the magic dominance of Tzeentch, through the ranged punch of Underguts Ogors and even a semi-mirror – en route to the rare Sylvaneth 5-0 is testament to the general and how adaptable the list is. It’s really cool.

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

Leaders
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)**
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Knight-Vexillor (120)*
Meteoric Standard
Lord-Relictor (145)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Thundershock
– Prayer: Translocation

Units
2 x Dracothian Guard Tempestors (220)*
2 x Dracothian Guard Tempestors (220)*
2 x Dracothian Guard Tempestors (220)**
2 x Dracothian Guard Tempestors (220)**
5 x Judicators with Skybolt Bows (200)*
5 x Judicators with Skybolt Bows (200)**

Everblaze Comet (90)
*Battle Regiment
**Battle Regiment

Holy Command
Holy Command: Thunderbolt Volley

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 98
Drops: 2

If you follow Stormcast chat on Australian servers, this list might not be a surprise. Why such a skew list and why does it work – first credit to the General, but this is a durable shooting list which doubles down on Mortal Wounds. Each Vexillor can grant a re-roll charge to a unit within 12″. And each Vexillor can be deployed from Azyr (Scions of the Storm). So one play is to use the Vexillors to buff important charges after moving just outside 9″ (no redeploy). Or drop both just beyond 9″, allowing the Tempestors to shoot, then charge. Enormous flexibility and mobility. Backed by Judicators with a double shoot potential. The strength of this list is the extreme difficulty opponents have in stopping or limiting scorring. The Tempestor units with 12 wounds need serious attention to remove. They will tie up big threats turn after turn, unlike the larger units that some of the biggest hitters can remove in a turn.

Then there is the Mortal Wound output, another nice trick, Everblaze Comet to drop a bomb on any castles, with a CV of 6, Master of Magic makes it almost certain to go off when you want it. That with Thundershock to short those charges (leaving a CP for Unleash). And each of the Vexillors has a mini Everblaze. The list is a 2 drop (all of the best SCE lists try for minimum drops) for that small advantage. Scoring wise, this list wasn’t just good at scoring it’s own Battle Tactics but preventing some of the opponents (sometimes a lot of theirs). This list was rated as one of the strongest at Cancon and scored extremely well in the first 3 rounds before falling away in the last 2. Still major victories but not as many “other” points as some of the higher ranked lists. To be expected with the final pairings being into stronger opponents. It’s innovative and effective, and it is fantastic to see SCE from a different angle.

Tournament Placings

For a full run down of all the tournament positions, why not visit Stats and Ladders. It’s a brand new site that allows tournament organisers to… well… organise their tournaments. I have to say, it’s incredibly easy to use, and the best bit, it’s free!

Player Rankings (W/Ending 22nd January 2023)

These are the player rankings calculated by us at Woehammer using the method described previously. We think this method levels the playing field between those playing factions with a high win-rate and those playing with a low win-rate. Almost like a handicap system in Golf or similar sports.

Calculation Summary

Points are awarded to each player for a win or a draw. Points are calculated for each faction. To calculate a factions win score is a fairly simple process:

Take their current win rate as shown in our weekly AoS Meta article and times this by 5:

e.g. Lumineth Realm-Lords: 51.02% x 5 = 2.6

This is the expected number of wins that faction should achieve in a 5 game GT. Next divide 100 by this value to give a score for each win.

e.g. Lumineth Realm-Lords 100/2.6 = 39.2 per win.

When a player has finished their tournament multiply their result (draws are counted as 0.5) by the score.

e.g. a Lumineth player achieves 2 wins and a draw; 2.5 x 39.2 = 98 points

Current Scoring by Factions

The below shows the current score able to be achieved fro each player for a win with each faction. This is showen for each period of time since the release of the General’s Handbook 2022-23: Season 1

Period NameDate FromDate To
General’s Handbook 2022-23: Season 13rd July 20221st October 2022
Battletome Releases: Ogors, Lumineth, Disciples and Sons1st October 202227th October 2022
Battlescroll: Galletian Reinforcements27th October21st January 2023
Battletome: Slaves to Darkness21st JanuaryCurrent

There have been no tournaments using the new GHB as yet, however when this occurs it will create a new points session.

Current Rankings

The best four results as a total make up a player’s score.

NORTH AMERICA

UK & IRELAND

EUROPE

OCEANIA

SCANDINAVIA

ASIA

WORLD WIDE

Top Three AoS Lists for Norwegian Masters

This is the top three AoS lists for the Norwegian Masters that took place in Norway on the 21st and 22nd of January. It involved 24 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Allherd
– Grand Strategy: Protect the Herdstone
– Triumphs: Indomitable

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)*
Artefact: Blade of the Desecrator
– Universal Spell Lore: Ghost-mist
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Wild Rampage

Battleline
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Shortspears & Half-Shields

Units
6 x Tzaangor Enlightened on Disc of Tzeetch (360)**
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Tzeetch (360)**
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Tzeetch (360)**
Reinforced x 1
20 x Tzaangors (350)*
20x Pair of Savage Blade
– Reinforced x 1

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 162
Drops: 4

Is Beasts the most metal faction? I always feel like it is (might be the horns), which might explain our first 2 lists, or maybe it’s just how strong they are at the moment. With solid summoning, quality attacks, and the number of bodies, it’s a challenging faction for anyone right now. And then there is the buffed Herdstone, granting -1 Rend board wide and -2 from round 3. Danny has gone all in for the Tzaangor Enlightened on Disc (dubbed TED from now), making their main attack a Rend 2, Damage 2 at (and 19 from the unit). That moves 16″ getting them just about anywhere. They have a quirk that improves their to wound to 2+ if they go second.

And really, that’s the list, 3 small heroes to max points for the TED units, 3 x 10 man(?) Ungor units, screens and scoring, and a big unit of Tzaangors. Those Tzaangors are a threat in their own right, but their most likely use if for generation of primordial points for summoning. It’s not hard to generate 3 points or another 10-man Ungor unit every turn with a little luck. Great approach with the leaders. They are all casters and equipped more for control than buffing damage. Ghost mist to hopefully restrict shooting and Hailstorm to protect a TED from being charged. With bounty hunters, Herdstone rend, and reroll wounds (Wild Rampage), those TEDs can be terrifying. The Dragon Ogre is a solid brick and can move up to support the TEDs.

This list starts with 162 and can bring more on throughout the game. With high-quality attacks and extreme mobility, it is very hard to stop it scoring and equally from denying you your scoring opportunities. With a relatively easy book Grand Strategy, it’s no surprise Danny was able to max his score in 2 rounds. He had the most trouble with Maggotkin, whose Mortal Wound output and durability hurt, and Lumineth. Rend reduction is great when that’s your opponent’s thing. It’s always fun. How will they go in the new book?

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

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Artefact: Horn of the Tempest
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Vicious Stranglethorns
Tzaangor Shaman of Beasts of Chaos (135)*
– Artefact: Blade of the Desecrator
– Lore of the Twisted Wilds: Tendrils of Atrophy

Battleline
9 x Dragon Ogors (435)***
9x Draconic War glaives
– Reinforced x 2
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields

Units
10 x Ungor Raiders (80)**
10 x Ungor Raiders (80)*
10 x Ungor Raiders (80)
6 x Tzaangor Enlightened on Disc of Tzeetch (360)***
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Tzeetch (360)***
Reinforced x 1

Endless Spells & Invocations
Ravening Direflock (30)

Core Battalions
*Warlord
**Expert Conquerors
***Bounty Hunters

Total: 1945 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 164
Drops: 11

It is very similar to the previous list with TEDs bringing the hurt, but this time, a big unit (double reinforced) of Dragon Ogres to synergise with the Ogre Shaggoth. The Shaggoth is built for damage this time with Sundering Blades to boost the Ogres. At the same time, there isn’t a big unit of Tzaangors for sacrificing, mostly likely Ungor Raiders were feeling the blade. Ungor Raiders aren’t a bad screen either, bringing the chance of chip damage via an unleash hell, except they only hit on 5+. In comparison to Danny’s list, this has a little less summoning (maybe), less mobility but a much bigger punch.

Although Kristoffer only maxed his score once, he was scoring better overall than Danny until the Lumineth struck. If I had to guess, I’d say the Dragon Ogors died to shooting fairly early, leaving the army without the ability to control scoring as effectively. That and the reduction of Rend -1 or -2 to 0 means most of this army hits Ymetrica Lumineth like wet noodles. Ungor Raiders and Ungors would be lucky to inflict more than chip damage all game. Solid performance overall and the punishment dealt to others, at least mean Kris won the war if not the Battle.

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Allegiance: Lumineth Realm-lords
Great Nation: Ymetrica
– Mortal Realm: Chamon
– Grand Strategy: No place for the weak
– Triumphs: Indomitable

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

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

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

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

Additional Enhancements
Artefact

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

And here is the nemesis list for the 1st and 2nd place Beasts lists. With the new book (what’s with another book for the Lumineth already and not Seraphon or Kharadon?), we’ve seen the switch to Stoneguard from Wardens. This list has a bit of everything to support the 30 Stoneguard with Dawnriders, Sentinels, and even a Ballista (much more useful in Lumineth than Stormcast). The list works by overlapping buffs. The Stoneguard are best within 12″ of the Stoneking. He can grant each of the Stoneguard units with +1 attack. The Stoneking wants to remain within 12″ of the Stonemage, so he always fights on the top of his table. The Enlightener is freer with 18″ range on key spells to reach the Stoneguard with Speed or Protection of Hysh (double movement or 5+ ward). The Enlightener doubles up on his freedom with the Twinned Tether ability, which reflects wounds. He can only cast it (CV 6) if he has cast a Lore of Hysh spell. Once a turn, he can guarantee a cast of 9, situational but a possible defensive tactic. Of course, you can put him in the shrine and make sure he has rerolls.

Hate high elves yet? Those Stoneguard have rend reduction (better than a 3+ save since it turns of both Rend -1 and -2), a 4+ mortal wound save and can have a 5+ ward. The Stoneking grants them another attack, and the Stonemage can give one unit mortals in addition on a 5+ instead of the normal 6+. For the big unit, that is an extra 7.5 MW. And then there is the indirect mortal wound shooting of the Sentinals (still 30″ range due to the Ballista) and the swingy but potentially vicious 30/36″ range of the Ballista. It’s a great army that is active in all phases and very dangerous. It has a weakness, though, in that it is slow and it needs the buffs. Individually, the units can be brought down. We see that in the scoring, his first round was a max 20 against a relatively slow Stormcast List, but afterwards, solid but low scoring games. He was still only 2 points behind 2nd because his one loss was very close.

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Allegiance: Kruleboyz
Warclan: Grinnin’ Blades
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

Leaders
Snatchaboss on Sludgeraker Beast (290)*
General
– Command Trait: Supa Sneaky
– Artefact: Mork’s Eye Pebble
– Mount Trait: Smelly ‘Un
Gobsprakk, The Mouth of Mork (260)**
Swampcalla Shaman with Pot-grot (105)**
Lore of the Swamp: Choking Mist
Swampcalla Shaman with Pot-grot (105)**
Lore of the Swamp: Sneaky Miasma
Swampcalla Shaman with Pot-grot (105)*
Lore of the Swamp: Nasty Hex

Battleline
10 x Gutrippaz (160)*
10 x Gutrippaz (160)*
10 x Hobgrot Slittaz (80)**

Units
6 x Man-skewer Boltboyz (240)**
Reinforced x 1
6 x Man-skewer Boltboyz (240)**
Reinforced x 1
6 x Man-skewer Boltboyz (240)**
Reinforced x 1

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1985 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 132
Drops: 2

This list is almost identical to the one I run. To be fair, there isn’t much variation in Kruleboyz lists. Usually, 3 units of Boltboyz inflict mortal wounds from afar. A snatchaboss who buffs nearby units with poison, allowing the Kruleboyz Orruk units to cause add an additional mortal wound on those 6+ rolls. A sprinkling of Shamans who can also buff Kruleboyz Orruk units, allowing them to cause mortals on 5+ as well as 6+ to hit. Then Hobgrots and Gutrippaz to act as screens and objective cappers.

The elephant in the room (or should that be vulcha) is Gobsprakk. This guy is great, I’ve had lots of success with him purely from his mortal wounds on dispels (D3 standard D6 with an unbinding roll of 10+). I almost took down a GUO with his dispels alone when playing against Ed. His ability is so good, you’ll often find that your opponent won’t even cast unless absolutely necessary. Especially after suffering those D6 mortals for the first time.

Gobsprakk may be a good choice in the new handbook. He’ll allow you to cause the mortal wounds on casters in the enemy army even if they’re Galletian Champions…. if they choose not to cast, they’ve wasted points on their casters. He’s not great in combat. He’ll do 4 damage on average to units with a 6+ save.

The whole lot is wrapped up into two big posionous Battle Regiment packages. Wirh a nice Grinnin’ Blades bow on top, preventing the opponent from seeing you from more than 12″ away.

As a Kruleboyz player, you’ll always want the choice of priority on the first turn, with most Krulebros choosing to go 2nd to try and neuter any opponent early doors with two rounds of poisonous bolts. Of course Alpha-Strike armies love Kruleboyz and eat them for breakfast.

I’m just hoping that the revitalised Gitz book will give the Kruleboyz some punch through their Allies.

Well done Christian on managing to put in such a great performance with Kruleboyz.

Final Tournament Placings

Top Three AoS Lists for Scottish Lasters

This is the Top Three AoS Lists for the Scottish Lasters that took place in Scotland on the 21st and 22nd of January. It involved 26 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Knight-Vexillor (120)*
General
– Meteoric Standard
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades
Knight-Incantor (120)*
Spell: Azyrite Halo
Lord-Commander Bastian Carthalos (300)*

Battleline
2 x Dracothian Guard Fulminators (240)*
2 x Dracothian Guard Fulminators (240)*
4 x Dracothian Guard Tempestors (440)*
Reinforced x 1
5 x Judicators with Skybolt Bows (200)*

Units
2 x Stormdrake Guard (340)*
Drakerider’s Lance

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Thunderbolt Volley

Total: 2000/ 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Another Stormcast with unusual choices, it’s good to see more diversity and a few different heroes. Knight Vexillor is being discussed in Discord a lot lately, but mostly for his teleport potential (Pendant of the Stormbringer). Here he’s been equipped with the Metoric Standard and also provides Celestial Blade support. The Standard gives a once a game Comets Call. Azurite Halo isn’t commonly seen, but on a 6 to save it inflicts a Mortal Wound (MW). Then there is Bastian, a great model with amazing abilities but slow movement. Otherwise, the list is very mobile with Drakes and Draconiths (12” and 10” movement, respectively). Tempestors are seeing a revival just now, short range, but they offer a lot of shots and are pretty tough to boot. Their mounts still have -2 rend 2 damage attacks. And the pairs of Fulminators and Storm Drakes for Mobil threat generation and scoring.

And there you have it, a lot of mobile small threats able to apply pressure centred on Bastian with a large hammer unit that can also perform as an anvil. Ranged MW for chip damage and multiple small units to charge, blunting the effectiveness of Unleash Hell. The icing on the cake is the Judicators, only 10 shots, but the ability to double shoot makes a sizeable difference. JJ scored well throughout and weathered everything thrown at home, proving again that mobility and flexibility are a winning combination.

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Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Inspired

LEADERS
Bloodwrack Medusa (140)*
General
– Command Trait: Zealous Orator
– Artefact: Shadow Stone
– Lore of Shadows: Mindrazor
Morathi-Khaine (350)*
The Shadow Queen (350)*

UNITS
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers
10 x Witch Aelves (120)*
Sacrificial Knives and Blade Bucklers
15 x Blood Sisters (450)*
15 x Blood Sisters (450)*

CORE BATTALIONS
*Battle Regiment

TOTAL: 1980/2000

It’s Morathi and the Stab Sneks in a Zainthar Kai ‘pins and needles’ configuration – guaranteed to stab you even on death! Double the stabs, double the fun.

In all seriousness, it’s at least interesting in the sense that it’s using new points, so we can see a slight squeeze on bonus units such as Khinerai. This list is still going to rip, and tear – 30 Blood Sisters just asks the rather rude question to each opponent of ‘do you prefer an unkillable giant snake or 13 ish MWs per activation’. The question is whether sheer glass-cannon power (the whole army is on a 5+ bar the Morathis) can make up for lesser board control in the meantime?

Losing to the movement and strike/fade shenanigans of Sylvaneth suggests no, to some extent. Beating down on Seraphon, OBR, and Soulblight makes sense – although it’s interesting that Alastair was able to get the win against KO, who are typically able to just utterly neuter the stab-threat with early shooting. My guess based on my own games is that he was able to use Shadow Queen – and potentially Morathi with Steed of Shadows to make her super fast and more importantly fly – to tag the big boats and shut down their game. Certain KO builds are less vulnerable to this but in general, when tagged by a flying unit they lose a lot of their abilities – being one drop, I’d love to have seen whether Alastair dared the KO to come close and used the Witch Aelves to screen best they can, or whether he took first to capitalise on the KO player not deploying quite far away enough.

Either way, gratz on the new points win against some touch matchups.

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Allegiance: Disciples of Tzeentch
– Change Coven: Eternal Conflaguration
– Grand Strategy: Master of Destiny
– Triumphs: Bloodthirsty

Leaders
Kairos Fateweaver (440)*
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Cult Demagogue
– Lore of Fate: Arcane Suggestion
– Lore of Fate: Shield of Fate
Fatemaster (140)*
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Fate: Glimpse of Future
– Universal Spell Lore: Levitate

Battleline
20 x Pink Horrors of Tzeentch (500)**
Reinforced x 1
10 x Pink Horrors of Tzeentch (250)**
10 x Kairic Acolytes (120)**
6 x Tzaangor Enlightened (180)*
Reinforced x 1

Endless Spells
Burning Sigil of Tzeentch (60)
Tome of Eyes (40)
Soulscream Bridge (80)

Core Battalions
*Warlord – Spell
**Expert Conquerors

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 83
Drops: 7

Craig’s list of 30 Pink Horrors and support is something I think we’re more likely to see in the new GHB without Bounty Hunters around to split those daemons fast enough to stay on top, but Craig gave them a final run-out with Expert Conquerors and was able to dodge Bounty Hunters in all but one of his matchups (that he still won!). What makes Pinks with Expert Conquerors such a challenge is that the situation on objectives just gets worse the first 20 wounds you do, with the unit going from counting as 60 on an objective to a maximum of 120! It is only at the point of the 81st wound, after killing the 21st Brimstone Horror, that the unit holds an objective less securely than when it started. So, do you bother early game? If you don’t, you might never get through it, but if you do, then you might not be scoring. This is exactly the dilemma that seems to have outfoxed all opponents until the ultimate winner, JJ, essentially passed the DPS check with Fulminators and Dragons at his disposal.

The support casters help buff that big unit up, with the Curseling knowing an extra spell via the Warlord battalion so it can cast Arcane Suggestion for -1 to hit and -1 to wound on the unit most likely to hit the Horrors and then Shield of Fate for a 5+ ward save on them too. The command trait Cult Demagogue is also there, making any cast on a double not only successful and worth two fate points instead of one, but also unable to be unbound. Low Destiny Dice are perfect for this roll, with double 2s or 3s getting the casting value 8 spell Arcane Suggestion off. Kairos will then give you a Destiny Dice back each hero phase and the Fatemaster, who also gives +1 to wound to all Disciples of Tzeentch units wholly within 9”, can cast Glimpse the Future to gain an additional Destiny Dice. Throw in Tome of Eyes for re-rolls, probably on the Curseling, and the key buffs the Pinks need to hang around are very likely to be in place.

Another cool little bit of tech that Craig has included is 6 Tzaangor Enlightened on foot. These hit as hard as their cavalry mounted beast-kin, but are half the price. Included in the list as well is the Soulscream Bridge, probably cast by Kairos, which can get these elites where they need to be, able to make a 9” charge with the Destiny Dice. While some sacrifices have to be made to get this combo off (no Cogs or Portal in the list), the Enlightened can be almost as mobile as the ones on disc for 100pts less – 100pts this army needs elsewhere.

All in all a fantastic result for Craig, spending 4/5 games on the top two tables and just slightly being edged out in the end.

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

Leaders
Auric Flamekeeper (90)*
Auric Runefather on Magmadroth (360)*
General
– Command Trait: Blood of the Berzerker
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (130)*
Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Battlesmith (150)**
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (330)**
Runic Iron
– Magmadroth Trait: Flame-scale Youngblood
– Prayer: Wrath of Vulcatrix

Battleline
10 x Hearthguard Berzerkers (300)**
Poleaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (300)**
Broadaxes
– Reinforced x 1
10 x Vulkite Berzerkers with Bladed Slingshields (150)**
10 x Vulkite Berzerkers with Bladed Slingshields (150)**

Endless Spells & Invocations
Zharrgron Flame-spitter (40)

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Mount Trait

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 128
Drops: 4

Many heroes make light work, at least with Fyreslayers. It is possibly one of the factions that will really take to Galletian Champions and the added mobility from Tunnel Master. Mobility is, of course, their biggest weakness, with most moving only 4″. Magmadroths help (16″), but Fyreslayers units remain pretty close for all of that overlapping buff goodness. Greyfyrd gives 2 extra artefacts, and each hero an extra wound. Sean’s answer to the mobility issue is to make the foot heroes hard as nails and let them buff +heal the infantry (Prayer: heal and 4+ Rally from the Battlesmith) and mitigate incoming spell damage resulting in a solid anvil that hits back. Then he has the Magmadroths tooled for war, the Runefather fights twice (once per battle), and has a 3+ ward (again once per battle). Funny if you trigger both on the same combat phase, normally Turn 2 or 3, to remove a big threat – hits once, weathers the incoming damage on the ward, and then destroys his target. The Magmadroth reduces incoming damage by 1. This is a tanky build.

The Runesmiter is more of a glass cannon, designed to charge, use Stomp as its monstorous rampage for extra damage, and can fight on its top row with a prayer (Wrath) The Berzerkers are nasty in combination with the Flamekeeper, especially the Poleaxe equipped unit. 2 Mortal Wounds on every 6, and they can be made to fight on death or give an extra attack. It’s a nasty combination to watch for. Really, you want to stay away and make them come to you to try to split up the heroes and the units. You really don’t want them to get into and hold the centre or a key objective because they’ll be very hard to move. With the Magmadroths to pin your screens and that hard centre, it can take serious work or magic/shooting to deal with a list like this. And your archers are likely to have to deal with MW from Zhaggron.

The second round draw is interesting, 2 very slow armies, one with range and the other with Cavalry – in the end, a high scoring draw, it makes me wonder how much fighting there was. The loss was to the winner, and we’ve covered that. That list has multiple units that would take down the elements in this list (Fulminators, Drakes).

Final Tournament Placings

Las Vegas Open Preview

It’s going to be the biggest event in the Age of Sigmar tournament calendar. A title previously held by CanCon in Australia. Now with over 300 players attending from all over the globe, the Las Vegas Open (or often referred to affectionately by players as LVO) is the jewel in the AoS crown.

We’ve been kindly given a run down of all the lists for this years events (of those submitted anyway), and we can now start going through them and comparing this to the Meta. We’ll also look at the players and their performances over the last year to try and get an idea who’ll finish the King (or Queen) of Las Vegas.

Faction Popularity

The LVO split roughly follows the current Meta trend on the army splits, with Stormcast Eternals being the most popular army. However, where Sylvaneth are the second most popular faction in the meta, they’ve been surplanted at the LVO by Ogor Mawtribes.

For those not into graphs, the below compares the LVO uptake against what would have been expected to have been taken based on the meta.

Grand Strategies

Most players chose either a Strategy from their factions Battletome or Take What’s Theirs (More units than the opponent, inside opponent’s territory).

Two crazy cats went for Demonstration of Strength (3 or more Galletian Veteran units from your army remaining), which is considered by many easy to deny.

And, understandably, no one went for Tame the Land (control all the objectives on the battlefield wholly outside your territory).

Triumphs

Players that have lists with 1,990 points or less are more likely to be able to use their triumph

Battalions

Most players chose to go with either 1 or 2 battalions.

The majority of players seemed to include a Battle Regiment, with perhaps half the lists having Bounty Hunters. Command Entourage and Warlord also see a fair amount of use to benefit from those additional enhancements.

Drops

The average amount of drops for an army at LVO is 5.5. If you’re attending and you have less than this, you’re more likely to have the choice of priority in turn 1.

Player Rankings

Here we go, earlier in the week we published our top 8 choices based on the win rates and then a best of the rest. But, here is our full run down of everyone’s stats that is attending, and has previously attended at least one GT (that we’re aware of), sorted by their win rates,

Top Three AoS Lists for Northern Masters

This is the top three AoS lists for the Northern Masters that took place in Scotland on 21st and 22nd January. It involved 16 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: Ogor Mawtribes
Mawtribe: Underguts
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Bloodpelt Hunter (140)**
Butcher (140)**
General
– Cleaver
– Command Trait: Reluctant Rabble-rouser
– Artefact: Gruesome Trophy Rack
– Lore of Gutmagic: Blubbergrub Stench
Huskard on Stonehorn (400)**
Blood Vulture
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Rockmane Elder
– Universal Spell Lore: Levitate

Battleline
4 x Leadbelchers (170)*
4 x Leadbelchers (170)*
6 x Ogor Gluttons (260)*
Paired Ogor Clubs or Bluntblades

Units
20 x Gnoblars (120)**

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

Core Battalions
*Bounty Hunters
**Warlord

Additional Enhancements
Artefact

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

Regular readers of this column (and if you’re not – why??) may remember some previous 1st place Ogor lists – and they may also recall that my response to them is, at kindest, best called ‘sassy’.

Well, dear reader, I hope you like your sass piled high. Because even after the recent minor points hikes, we’re still looking down the meaty barrel of three giant shooting platforms with a 30″ 2x 4/2/-2 for D3+3 dmg (and +1 rend for 3 total in Underguts) profile and an arguably even scarier ‘short range’ (i.e. 12″ with a 9″ move factoring in the new Hungry rule) profile for 10 attacks at 3/3/-2/2 (that’s inc. Underguts bonus). Sass is my coping mechanism.

They’re supported by the typical 20 Gnoblar blob that do mortals (even post-FAQ…) each time you end any kind of move near them, 2 units of rend 2 Leadbelchers and a blob of Gluttons so greedy they’re prepared to literally eat lead – at least that’s my head-canon for why missile attacks are -1 to wound into them.

Rounding things off are a sneaky Bloodpelt Hunter, a support Butcher and the typical enhancement stacked Stonehorn – in this instance a lesser known Huskard, who enjoys a -1 to hit in melee ability, a healing prayer a +1 to wound prayer and the perennial Rockmane Elder mount trait for -1 to wound – good luck killing him, you’re going to need it.

Andrew’s route to 5-0 included the famously weak in melee Idoneth, that Kruleboyz faction with the rubbish rule that you can’t see them beyond 12″, a newly-extremely-expensive Thunder Lizard list, some Stormcast (who I imagine the Ogors opening like tin-cans) and the notoriously easy to kill Nurgle.

In all seriousness, gratz to Andrew as those were likely some tough opponents to beat out with such an elite army, but Ogors definitely still have the tools to continue their ravenous rampage it seems.

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Allegiance: Beasts of Chaos
– Grand Strategy: Show of Dominance
– Triumphs: Indominatable

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Father of the Storm
– Artefact: Horn of the Tempest
– Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Wild Rampage
Slaves to Darkness Daemon Prince (210)*
Axe
– Mark of Chaos: Khorne
– Allies

Battleline
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields
9 x Dragon Ogors (435)***
6x Paired Ancient Weapons
– Reinforced x 2
6 x Dragon Ogors (290)***
6x Paired Ancient Weapons
– Reinforced x 1

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)***
Reinforced x 1
3 x Tzaangor Enlightened on Disc of Beasts of Chaos (180)*
1 x Mindstealer Sphiranx (95)*
Allies

Endless Spells & Invocations
Ravening Direflock (30)

Core Battalions
*Battle Regiment
**Expert Conquerors
***Bounty Hunters
Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 305 / 400
Wounds: 164
Drops: 6

It’s Beasts of Chaos with 9 Enlightened on Disks. What do you want me to say? Their new book is about a month away, which will hopefully give me something new to write about.

It’s just all so old and janky. They get their own stuff, possibly the old Chaos stuff (depending on whether the event was allowing the technically illegal until yesterday Slaves tome) and the best of the new Tzeentch stuff, all propped up by a wildly over-tuned Tome Celestial.

GW are looking down from their ivory tower at these lists and holding their noses while the new book slowly hoofs its way into public existence to shake its wiry mane and proclaim, ‘Beasts are dead! Long live Beasts!’ Only they decided not to update the model range because fugly models are the price you pay for putting lipstick on a pig-monster. Pearls before swine? This metaphor is as broken and mixed up as the Beasts book itself.

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Allegiance: Nighthaunt
– Procession: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs: Bloodthirsty

Leaders
Spirit Torment (120)***
Guardian of Souls (150)***
General
– Command Trait: Ruler of the Spirit Hosts
– Artefact: Lightshard of the Harvest Moon
– Lore of the Underworlds: Seal of Shyish
Spirit Torment (120)***
Krulghast Cruciator (150)***
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Battleline
20 x Bladegheist Revenants (360)*
Reinforced x 1
20 x Bladegheist Revenants (360)*
Reinforced x 1
3 x Spirit Hosts (130)**
5 x Hexwraiths (170)*
10 x Grimghast Reapers (160)**
10 x Bladegheist Revenants (180)**

Units
4 x Myrmourn Banshees (100)***

Core Battalions
*Bounty Hunters
**Expert Conquerors
***Warlord

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 104
Drops: 11

The Scarlet Doom terror strikes again, ticking all of the boxes, 50 Bladegheists, Myrmourn Banshees for spell shenanigans Spirit Hosts for Bodyguards, and Hexwraiths for mobility and a cast of minor, interesting heroes. The Grimghast are rarer, and there are no Chainrasps to the disappointment of true Nighthaunt fans. For anyone who doesn’t know this list, it will flow across the board, ignoring your high quality, high rend attacks, and striking fear into your units. With Hexwraiths to take any exposed objectives. The Guardian of Souls and Spirit Torments will return models (mostly to the Bladegheist) each turn, and Krulghast is an auto include for his damage reduction.

It controls the centre well, holding a back objective as well and ticks off Battle Tactics (or did, Season 2 might be different). However, if an opponent can lift one of Bladegheist units in a turn, then this army will struggle. To do that reliably, you need a lot of relatively low quality attacks (1 damage). Unfortunately, the 2nd (Tempestors and Drakes) and 5th (Dragon Ogres) round opponents had the means to shut down our heroes. Great performance and another army it will be interesting to see how they go in Season 2 after being a clear leader in the last 6 months.

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Army Faction: Stormcast Eternals
Army Type: Stormkeep
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable
– Holy Command: Pray for Aid

LEADER
1 x Celestant-Prime (330)*
1 x Drakesworn Templar (400)*
General
– Command Traits: Master of Magic
– Tempest Axe
– Artefacts: Arcane Tome
– Mount Traits: Celestial Instincts
– Spells: Celestial Blades
1 x Slann Starmaster (290)*

BATTLELINE
4 x Dracothian Guard Fulminators (480)*
5 x Liberators (120)*
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
5 x Liberators (120)*
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield

ENDLESS SPELL
1 x Everblaze Comet (90)
1 x The Burning Head (30)

OTHER
3 x The Farstriders (90)*

BATTLE REGIMENT *

TOTAL POINTS: (1950/2000)

Some real surprises here, a magic heavy (for Stormcast) list with 3 big heroes backed by a single big hammer unit and solid screens. There are not a lot of units, but extreme mobility/flexibility, and it does away with the need for a teleport in the list. The Drakesworn Templar works either as a hammer or an anvil for the Fulminators. With his ranged attacks (Unleash Hell) and the Tempest Axe reducing pile-ins, he is a dangerous anvil that takes serious force to move with a 4+ save. With the points drop in the latest GHB, we might see more of him. And if castled near the Slann (18”) he is granting +1 to cast on top of the Slann’s +1. With plenty of ranged Mortal wounds on offer (Comet’s Call, Burning Head and Everblaze Comet), this is a surprisingly deadly ranged army. Celestial Blades to give the Fulminators a well-deserved 2+ to wound.

The tricks don’t end there, Stormkeep making the Liberators effectively Galletian Veterans (count as 3 on objectives) while still in a Battle Regiment – Scions isn’t really useful in this list. Hammers of Sigmar for the blue and gold and a handy 6+ ward on objectives. Along with Call to Aid to return a unit of Liberators if necessary. And finally, there is the Celestant-Prime to remove something important and the equally mobile Farstriders. A very cheap unit with an inbuilt teleport. They aren’t likely to do a lot of damage, but they have a 12” range attack as well as melee, potentially creating a lot of issues for a lightly defended point. All of this is just to say this is a very flexible army that is difficult to counter. Reflecting that approach, Stu had 4 very close games, only losing or winning by a handful of points, tense close fought battles. This list would do well in a teams format, and with a little luck, it could have gone 5 and 0 (the 2 loses were by 1 and 3 pts). With the new GHB here now, it would be interesting to see where this list goes,

Final Tournament Placings

Las Vegas Open – Player Odds

There has been a total of 319 players registered to take part in the Las Vegas Open. From those 319 players, 235 have already taken part in at least one GT at some point under this General’s Handbook. But who do you think will win?

We’re going to try and help you answer that question by giving you some key stats on the top players and then what we believe their odds are of walking away with the crown.

The Favourites

These eight players are my choices to reach the knockout stage of the tournament. All of the following players have competed in at least four events under the Season Handbook.

Best of the Rest

PLAYERWIN RATEMONEYLINEUKEUROPEAN
Owen Jackson78.75%+10521/202.05
Dan Arnold 78.00%+11011/102.10
Joe Krier78.00%+11011/102.10
Michael Vagenos78.00%+11011/102.10
Barton Kennelly76.00%+1255/42.25
Jiwan Noah Singh75.68%+137.511/82.38
Christopher Schelling75.00%+1407/52.40
Ridge Hanna74.29%+1506/42.50
Carl Ong73.86%+1608/52.60
Thomas Guan73.61%+1608/52.60
Daytond Obre 72.50%+1757/42.75
Aaron Newbom72.00%+1809/52.80
Oliver Dempsey71.43%+187.515/82.88
Joshua Bennett70.83%+2002/13.00
Alexander Gonzalez70.00%+22011/53.20
John Lindsey70.00%+22011/53.20
Roberto Campos-McDonald70.00%+22011/53.20
Robbie Steinbring68.00%+24012/53.20
Gregory Brewer66.67%+2505/23.50
Jordan Duncan 66.67%+2505/23.50

AoS Meta Stats W/Ending 15th January 2023

Faction Win Rates

We’ve probably only got a couple more weeks of stats to do for this Handbook before the next one gets released and the tournament scene starts in earnest once more.

The second part of this season has been sorter than the first, with a few of the factions still not meeting our requisite 20 players to have their stats published. Although like I said earlier, there’s still a couple more weeks….

Those factions that have not yet had 20 players:

  • Legion of the First Prince (5 Players)
  • Bonesplitterz (9 Players)
  • Big Waaagh! (12 Players)
  • Hedonites of Slaanesh (16 Players)
  • NEW Slaves to Darkness (5 Players)

Win Rates

Beasts of Chaos have dropped slightly again with win rate from 62.07% down to 60.94%. This means the margin between the top and bottom factions has decreased to 24.80% (60.94% – 36.14%).

So when comparing this gap to the first half of the season:

General’s Handbook Season 1: Differential 23.41% (BoC 60.82% – GG 37.41%)
Galetian Reinforcements: Differential 24.80% (BoC 60.94% – GG 36.14%)

Either way you look at this, it has definitely been Beasts of Chaos‘ Handbook!

Player Results by Wins

This graph has at least two purposes. Firstly it shows the faction popularity by the number of players and secondly it breaks down those players results in terms of the number of wins they achieve.

As always the entry army Stormcast Eternals, proves to be the most popular faction, leading Sylvaneth and a newly revitalised Ogor Mawtribes.

Players Achieving 5-0 Wins

Although Beasts of Chaos have the highest win rate, this has not translated into the number of 5-0 results. Ogor Mawtribes, Stormcast Eternals and Disciples of Tzeentch are joint top here, with 5 a piece.

Win Chance

This shows the chance each faction has of achieving 5-0. This is calculated using the number of players that go 5-0 against the full number of players using that faction.

Like above, this show the chance of getting 4 or more wins (including 5-0).

And finally the chance of going 3+ wins (including 5-0 and 4+).

Our Database

This is our most copy of our database.

AOS Hall of Fame

Below is a list of all the players who first achieved a 5-0 with a faction (At a Singles Event). The list is completed in date order (earliest first).