Category Archives: Fantasy

Player Rankings (W/Ending 22nd January 2023)

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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

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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

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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

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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

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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

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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

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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).

Player Rankings (W/Ending 15th January 2023)

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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 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 ‘Ere We Go Again Ladz

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This is the Top Three AoS lists for the ‘Ere We Go Again Ladz’ that took place in the USA on the 14th and 15th 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

Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hallowed Knights
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
1 x Gardus Steel Soul (150)*
1 x Knight-Draconis (300)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Mount Traits: Scintillating Trail
– Spells: Celestial Blades

BATTLELINE
5 x Vanquishers (110)*
4 x Stormdrake Guard (680)**
Stormdrake-Prime
– Drakerider’s Lance
2 x Stormdrake Guard (340)**
– Stormdrake-Prime
– Drakerider’s Lance

OTHER
1 x Stormstrike Chariot (165)*
Stormstrike Axe and Tempestuous Spear
3 x Vanguard-Raptors with Longstrike Crossbows (240)*

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1985/2000)

Daniel is known as an exceptional Stormcast player, and we’re lucky enough to have him as a member of our Discord community. You may know Daniel from his awesome YouTube channel; The Stormkeep. They focus on Stormcast tactics and lists and give great reviews of GW releases such as the new General’s Handbook. Daniel kindly agreed to give us a rundown on how his list works.

Daniel Gomez: The list clearly revolves around Stormdrake Guard. More specifically, it takes advantage of their high amount of attacks and the unique mix of characteristics the unit has. The attacks and mortal wound output are easy to see, but the important thing about Dragons is the monster keyword, fly, 3” coherency/attack range (fangs and talons), and that reinforced it is a 4 model 9 wound unit. Monster is more important than ever. You can block everything from important command abilities such as Fyreslayers fighting first against you after charging them, down to the mundane AoD effective counting as rend or removing the option of AoA as a psuedo -1 to hit buff.

Fly combined with the 3” coherency and 12” move is so important for them to take up the offensive/defensive control space they need, as well as hopping over large terrain. They’re really unwieldy models, and the unit wouldn’t work at all without all of these. The oblong base also allows you to do some pile in tricks and “slide” beside an enemy unit to reach a juicier target in the back. 3” reach is another awesome and under-appreciated trait that even makes it so charging a dragon from the side as long as those bases are touching they can reach across and help hit a problematic unit. Directly across each base is just under 3”. This can bait opponents into charging, thinking they’ll only take a bit of damage back by flanking them. Only to realize the rend 2 attacks can still assist and deal some damage.

Stormdrakes are also 9 wounds, which doesn’t seem too important until you see the limit to qualify for cover and wyldwoods from terrain is 9 wounds. Combined with AoD and a mystic shield, you can hit a 0+ effective save easily. Being a 4 model unit also opens up a very good chance of rallying and during the tournament I rallied a dragon twice, one of those times giving me huge momentum to finish the tough job of shoving Alarith LRL off the middle objective in a 3-objective plan. I pretty much highlight the Stormdrakes here because they are the make or break of the list. It’s really a Death Star list, and even including the points inefficient Knight Draconis was acceptable as it allowed for hero phase breath once per game to free me up to move to the next target.

The raptors were there for a similar purpose just to be that extra bit of very consistent damage to help the dragons continue conquering. Add in a complimentarily fast support all-rounder support piece like the Stormstrike Chariot (and I will say this has been my favorite SCE list so far). Gone are the mindless push across the board and win turn 1 dragons. This list takes a more methodical approach, and I hope to keep bringing a similar list into the next season.

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Army Faction: Seraphon
Army Type: Starborne
– Army Subfaction: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x Saurus Astrolith Bearer (155)***
Artefacts: Serpent God Dagger
1 x Skink Starpriest (130)***
Spells: Hand of Glory
1 x Slann Starmaster (285)***
General
– Command Traits: Arcane Might
– Artefacts: Arcane Tome
– Spells: Stellar Tempest
1 x Skink Priest (120)***
Prayers: Curse

BATTLELINE
30 x Skinks (225)*
Boltspitter and Moonstone Club
10 x Skinks (75)*
Boltspitter
– Celestite Dagger and Star-buckler
10 x Skinks (75)*
Boltspitter
– Celestite Dagger and Star-buckler

ENDLESS SPELL
1 x Ravenak’s Gnashing Jaws (60)

OTHER
8 x Salamander Hunting Pack (280)**
3 x Kroxigor (150)**
3 x Kroxigor (150)**
8 x Salamander Hunting Pack (280)***

CORE BATTALIONS:
*Expert Conquerors
**Bounty Hunters
***Warlord

TOTAL POINTS: (1985/2000)

Seraphon will always struggle to lose the ‘OP’ label, but honestly we’ve not seen them pop up so much in recent months, and here we see darn near as unusual a variant as possible while still being competitive.

The high value core remains as ever the Astrolith Bearer (for boosting the Slann’s spell range and offering a ward bubble), the Starpriest for his re roll 1s to hit spell and ability to give something mortals on 6s to wound – most likely the big skink blob in this case – and the Priest with Curse to make that skink blob able to annihilate anything through weight of attacks and fishing for mortals.

And yes, lots of skinks, because this is Fangs of Sotek. But where this list goes wonderfully skewiff is the 2×3 units of Kroxigor! The monsters that time forgot! Their warscroll is thoroughly unimpressive and honestly I’d love to see the way in which Sean used them – my best guess is as Skink screens/counter punchers, given they’re fast enough to keep up, relatively tanky (4 wounds on a 4+) and get +1 to hit while near the skinkeroos.

2 units of reinforced Salamanders round things off, projecting serious threats in both the shooting and melee phases.

This list gets hit pretty hard with the new points, but as it stands it’s a pleasingly balanced Fangs list – and while I’m not sure Kroxigor are some overlooked, stealth-value meta pick, I still love seeing them get use. Here’s hoping the new book gives them some love and allows for even more variation in Seraphon list-building.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Celestant-Prime (325)*
1 x Lord-Relictor (145)*
General
– Command Traits: Shock and Awe
– Artefacts: Arcane Tome
– Spells: Celestial Blades
– Prayers: Translocation
1 x Battlemage (100)*
1 x Lord-Imperatant (175)****

BATTLELINE
5 x Vanquishers (110)**
Vanquisher-Prime
5 x Liberators (115)**
Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
2 x Dracothian Guard Fulminators (230)***
2 x Dracothian Guard Fulminators (230)***

ENDLESS SPELL
1 x Everblaze Comet (90)

OTHER
3 x Annihilators with Meteoric Grandhammers (240)***
Annihilator-Prime
3 x Annihilators with Meteoric Grandhammers (240)****

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

TOTAL POINTS: (2000/2000)

A different take on Stomrcast to Danniel’s bringing mobility through magic. This army counts on throwing multiple threats down and forcing you to either screen and spread or castle and remove threats as they arrive. The added wrinkle here is the Fulminator/Relictor/Battlemage combo that can easily see Fulminators hit anything that is isolated. The weakness is it’s hard to concentrate your force, and the MSU Fulminators/Annihilators at 12/9 wounds are one shots. Your opponent is likely to pick them up the turn after they are down. And 7” charges are still only a 58% chance without a reroll (Fulminators). You really want to try to shut down the 2nd turn when you are likely to get Fulminators, Annihilators, and the Celestant Prime all arriving.

With so many drops Tim is giving the first round activation away to most opponents, most opponents are probably going to give him first turn any way to avoid the 1/2 double that could be very nasty. That would make for an interesting battle against the Seraphon army. Letting the Seraphon go first and letting them buff those skinks is a bad idea. As it happened, the Seraphon was Tim’s only loss. There is nothing critical in that list for any of his big hitters to challenge, and small units of Skinks are great screens. They are very similar lists in their equivalent factions (multiple mobile small unit).

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Army Faction: Gloomspite Gitz
Grand Strategy: Show of Dominance
– Triumph: Inspired

LEADERS
Fungoid Cave-Shaman (95)***
Spells: The Hand of Gork
Fungoid Cave-Shaman (95)****
Spells: Call da Moon
Madcap Shamans (80)****
Artefacts of Power: Moonface Mommet
– Spells: Itchy Nuisance
Dankhold Troggboss (220)****
General
– Command Traits: Mighty Blow
– Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon

BATTLELINE
Fellwater Troggoths (155)
Shootas (120)**
Shootas (120)**
Stabbas (140)**
Bad Moon Icon Bearer
– Gong Basher
– Stabba and Moon Shield
– 3 x Barbed Net
Rockgut Troggoths (145)***
Rockgut Troggoths (145)***
Rockgut Troggoths (145)***

OTHER
Boingrot Bounderz (105)*
Boingrot Bounderz (105)*
Boingrot Bounderz (105)*
Marshcrawla Sloggoth (150)****

ENDLESS SPELLS & INVOCATIONS
1 x Scuttletide (70)

TERRAIN
1 x Bad Moon Loonshrine (0)

CORE BATTALIONS
*Bounty Hunters
**Expert Conquerors
***Vanguard
****Warlord

TOTAL POINTS: 1995/2000

I was so impressed to see a Gitz army go 4-1 at an event and be in a tournament winning position after Round 4 that I contacted Chris directly to ask him about the tactics he used. In my eyes, with such an out of date Battletome, this was such an exceptional performance it deserved the top spot! (No offense, Daniel!)

Chris Kennedy: My overall goal is to flood the board and give people bad choices and trades. I run my army in layers depending on the opponents. The 2 units of shootas are for sitting back and holding objectives. I normally set them in a corner on an objective each and forget about. Most people ignore them until they need to take the objective. The -1 to hit within 2 inches goes a long way in keeping them alive.

The rockguts work as hammer and anvils. Normally, having one unit out front to take a charge, then itchy Nuisance (fight last spell) and Moonface Mommet (-1 armor save) the unit on my turn to wipe big treats. I also keep the Rockguts in a Vanguard, so if I get off Hand of Gork (teleport spell), I can reroll the charge. Rockguts aren’t elite and have no leader.

My boingrots are used to flank and are in Bounty Hunters. They can effectively clear screens or shooters with doing mortals on the charge. Left alone behind enemy lines, they wreak havoc. The 4 plus save is as tanky as gitz gets, so they take time for the opponent to clear.

The Shamans sit back safely behind the shrine with long range Spells. A teleport, a line of sight table wide 3d damn to one target and scuttletide. I use those to either pick off heroes or shooters. Scuttletide can also be used to charge block because it does 1 mortal for every 5 up on 6 dice when you end a move or charge within 6 of it.

Last I have the Dankhold Troggboss and Marshcrawla that tow the back line. The marchcrawla tries to keep as many units under its 18-inch bubble as possible, giving everyone +1 to hit in melee, and the Dankhold gives out reroll 1s to hit for Troggoth units within 18. He also can hit pretty hard in melee if needed but pretty squishy.

Final Tournament Placings

Tournament Review: Blood in the Snow

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I recently asked Baz Norman Jr if he’d care to comment on his list from Blood in the Snow on 14th and 15th of January. I also asked him if he’d like to give a run-down of his games as part of that.

As always Baz’s response blew me away, and I thought it deserved an article in it’s own right. So thank you once again Baz!

Peter! Thank you once again for having me on the site. I attended Mark Ward’s Blood in the Snow at Hull’s Angels Gaming Club on the 14th and 15th January 2023. This was my second two day event already of 2023.

Army Faction: Daughters of Khaine
Subfaction: Khailebron
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Inspired


LEADERS
Melusai Ironscale
(115)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Arcane Tome
– Spells: Mindrazor
– Bonding: Krondspine Incarnate of Ghur

Morathi-Khaine (680)*
The Shadow Queen (680)*

BATTLELINE
Witch Aelves
(115)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá

Witch Aelves (115)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá

Blood Sisters (420)*
Gorgai

BEHEMOTH
Krondspine Incarnate of Ghur
(480)*

ENDLESS SPELLS & INVOCATIONS
1 x Horrorghast
(40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1965/2000

I have hit the competitive scene a lot, running Daughters of Khaine (DoK) over the last year so running them again at this event was no surprise to anyone, but what might be a surprise was that it isn’t my usual list.

The list above is a slight variation to the DoK list I ran last weekend on the 7th and 8th January, where I had the absolute pleasure of playing alongside the legends that are Team England at Brotherhood III at Firestorm Games in Cardiff, on Team England’s South team.

So let’s delve into it…

SUB-FACTION – I love my manoeuvrability. I’ve said on previous posts that movement is king, and I wholeheartedly stand by this. Being able to get into positions to threaten enemy units, objectives and push for future turns is huge, so Khailebron was a staple.

GRAND STRATEGY – This list revolves around being in combat, so Bloodthirsty Zealots matched perfectly.

TRIUMPH – At 1,965pts, +1 to wound when I wanted to hit hard just worked.

LEADERS
Melusai Ironscale – Having Khailebron as the sub faction doesn’t make Blood Sisters battleline, and knowing I wanted to run 15 of them meant that it would have to be the Melusai Ironscale as general. The Command Trait was a given at Zealous Orator. Who doesn’t love a 4+ rally? My Artefact of power being Arcane Tome and knowing the spell, Mind Razor. The bonding to the Krondspine provides a +1 to cast within domination range.

Morathi – because its Morathi.

BATTLELINE
Witch Aelves – Two units of 10. These give a decent screen, but also with the run and charge, reroll failed battleshock test, and buckets of attacks, they can still threaten wounded units or chip wounds off when needed. Not to mention being objective grabbers whilst the rest of the army is doing the heavy lifting.

Blood Sisters – One unit of 15. Yes they’ve only got a 5+ save and the DoK 6+ ward save, but that’s where the negatives stop in my opinion. Three attacks base (+1 for the Gorgai), 3’s to hit, 3’s to wound, -1 rend, damage 1, and then the turned to crystal effect after the unit has fought for the first time in a phase. This attack profile alone is spicy, 46 attacks base from this unit. Now we add in and start tuning this unit to another level. Factor in the blood rites table, run and charge from the Ironscale, all out slaughter, mind razor and Fury of the Shadow Queen ability, this unit can suddenly end up having 61 attacks, 2’s to hit with exploding 6’s, 2’s to wound, -2 rend, and 2 damage a piece, then the crystal touch on top… not much can come away from this to be honest.

BEHEMOTH
Krondspine Incarnate of Ghur
– You’ve probably all heard about it, 480 pts that can’t be auto killed, doesn’t allow retreats, is good, but not broken as there are some easy ways around it, but is still strong, especially coupled with the units above.

ENDLESS SPELLS & INVOCATIONS
Horrorghast – I had points left over, easy to cast, can certainly help finish off units if you’ve fluffed a couple dice rolls and left a few models alive.

CORE BATTALION
Battle Regiment – Works for this list, as I normally govern who takes 1st turn.

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Game 1 vs Kruleboyz / Mike Chadderton and Head-on Collision.

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Grinnin’ Blades
– Grand Strategy: Waaagh!
– Triumphs: Inspired

LEADER
1 x Killaboss on Great Gnashtoof
(150)
1 x Killaboss on Great Gnashtoof (150)
1 x Killaboss on Corpse-rippa Vulcha (220)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Nasty Hex

1 x Snatchaboss on Sludgeraker Beast (290)**
1 x Swampcalla Shaman and Pot-grot (105)**
– Spells: Choking Mist
1 x Swampcalla Shaman and Pot-grot (105)**
– Spells: Sneaky Miasma

BATTLELINE
10 x Hobgrot Slittaz
(80)*
10 x Hobgrot Slittaz (80)*
10 x Gutrippaz (160)**
Wicked Hacka
10 x Gutrippaz (160)**
Wicked Hacka

OTHER
6 x Man-skewer Boltboyz
(240)**
3 x Man-skewer Boltboyz (120)**
3 x Man-skewer Boltboyz (120)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1980/2000)

Mike (of Goonhammer fame – Peter) is a great player, we regularly converse over Twitter and I’ve had the pleasure of playing Mike before at Sheffield Slaughter 2022; one of my first bigger events. The result ended in his favour before, so he had that psychological benefit.

I deployed just over 24” away, and being a gentleman, I gave Mike turn 1.

Mike made a few little movement wiggles, buffed up his units with elixirs from the Swampcalla Shamans ready to receive the DoK threat.

My turn 1, and I moved my whole army up to threaten his position and to give him too many threats to deal with all at once if Mike got the priority for turn 2.

Turn 2 dice off. I won priority.

Taking the turn, I knew this was the opportunity I needed to hit his army hard, so I prepped for it. Mind Razored the Shadow Queen, withered key units, Black horrored a Killaboss on Great Gnashtoof, cast the Horrorghast and then at the end of the movement phase, teleported the 15 Blood Sisters 9” away from his Killaboss on Corpse-rippa Vulcha and a unit of Gutrippaz.

The shooting phase came and went, with a couple more wounds going onto the already wounded Gnashtoof. Big charge phase inbound. Started with Morathi who was 4” away; into the 2 Gnashtoofs. Krondspine going into a unit of Gutrippaz. 9” long bomb charge required for the Blood Sisters, needed 8 on the dice, due to the Blood Rites table, rolled a 9. Big charge phase ticked off.

The combat phase followed, having Morathi curb stomp the already wounded Gnashtoof, killing it, and making room for her to pile round into some tasty Boltboyz. I started the combat phase with the Blood Sisters to ensure maximum damage. The unit was split between the Vulcha and a unit of Gutrippaz, a couple of Blood Sisters went into the Vulcha, chipping 5 wounds off it, whilst the rest went into the Gutrippaz. Turned to Crystal, which is what I was wanting, all went into the Vulcha, killing it. I did take some damage from other units piling in, and with the misplay of the Horrorghast, 12” is huge! I lost 5 Blood Sisters to battleshock…. lesson here for sure lol

The dust settled from that turn and Mike calculated just over 1000pts lifted in one turn. Solid turn for me.

Being pinned in by Morathi, Krondspine and the Blood Sisters and losing all those units made it really hard for Mike to come back so he played for points and got what could. With me winning turn 3 priority again, the nail in the coffin. We ended the game 32-5 to DoK. So that’s 1 game a piece now Mike….until next time! 😉

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Game 2 vs Sons of Behemat / Rob Anderson and Battlelines Drawn.

Army Faction: Sons of Behemat
Army Type: Breaker Tribe
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired


LEADER
1 x Gatebreaker
(520)*
– Artefacts: Amberbone Totem
1 x Gatebreaker (520)*
– General
– Command Traits: Monstrously Tough
– Artefacts: Vial of Manticore Venom

1 x Warstomper (450)**
1 x Warstomper (450)**
– Artefacts: Glowy Shield of Protectiness

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

TOTAL POINTS: (1940/2000)

So no “remove from battlefield and set up again”, but I was playing into the Sons of Behemat; an army that just wants to get in your face and ‘Triple H Pedigree’ slam enemies, which, I am weirdly okay with. I screened out with Morathi-Khaine, the Shadow Queen and the Krondspine. And with the Witch Aelves on the flanks, I gave turn 1 away as before.

Rob moved his 4 big boys up to capture objectives (table quarters in this mission), capped the centre terrain piece with Desecrate and charged one of his Warstompers into a unit of Witch Aelves I had on the flank. He rightfully killed them and chipped 3 wounds off Morathi-Khaine.

My turn 1, I chose Gaining Momentum and committed to lifting the giant that had just slapped Morathi-Khaine and the Witch Aelves. Turn 1 finished, and I had lifted 2 giants.

Turn 2 priority was won by Rob, where he continued with the points increase and reducing Morathi to 6 wounds, and did enough damage to reduce the Krondspine to level 1. Another 5 points for Rob. Seeing the work that happened from the DoK turn 1, turn 2 was no different.

Game 2 finished 26-10 to DoK.

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Game 3 vs Skaven / Duncan Woods and Turf War.

Army Faction: Skaven
– Grand Strategy: No Place for the Weak
– Triumph: Inspired


LEADERS
Arch-Warlock
(155)
– General
– Command Traits: Deranged Inventor
– Artefacts of Power: Esoteric Warp Resonator
– Spells: More-more-more Warp Power!

Warlock Bombardier (115)*
– Spells: More-more-more Warp Power!
Warlock Engineer (105)**
– Spells: More-more-more Warp Power!

BATTLELINE
Skryre Acolytes
(75)***
Skryre Acolytes (75)***
Stormfiends (640)****
– 2 x Windlaunchers and Clubbing Blows
– 2 x Ratling Cannons and Clubbing Blows
– 2 x Shock Gauntlets and Warpstone-laced Armour


BEHEMOTH
Doomwheel
(165)

ARTILLERY
Warp Lightning Cannon
(150)*
Warplock Jezzails (120)*
Warp Lightning Cannon (150)**
Warplock Jezzails (120)**

OTHER
Doom-Flayer
(65)****
Doom-Flayer (65)****

TERRAIN
1 x Gnawhol
e (0)
1 x Gnawhole (0)
1 x Gnawhole (0)

CORE BATTALIONS
*Grand Battery
**Grand Battery
***Expert Conquerors
****Bounty Hunters

TOTAL POINTS: 2000/2000

Duncan is a loyal member of the GAF gaming group and has been to several of our events run by the Warrior Lodge, and every interaction with Duncs is….how can I describe it….erm….lets just say that he is a character and a gentleman to boot, so I knew this game would be laugh regardless.

Skaven is an army that I’ve not played a lot of to be honest, and with him rocking up with two Warp Lightning Cannons and 6 Stormfiends, I knew I had to be on him asap.

No surprises here when I gave Duncs turn 1 and with me deploying out side of his shooting range, he moved some units up to cap objectives. I was surprised that he didn’t go through the Gnawholes with his 6 Stormfiends and try to shoot off the Blood Sisters turn one….maybe he knew something I didn’t…? My turn 1 was simple, move up, and prep for later turns.

Turn 2 priority went in my favour, meaning that Morathi and the Krondspine could get into position for a charge. I also teleported the Blood Sisters for a supportive charge. Dice rolls went back and forth. Duncs killing his own general and bombardier through Skaven antics finished the game 28-9 to DoK.

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Game 4 vs Hedonites of Slaanesh / James Mackenzie and The Silksteel Nests.

Allegiance: Slaanesh
Host: Lurid Haze Invaders Host (Host of Chaos)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired


Leaders
The Contorted Epitome
(245)*
General
– Command Trait: Feverish Anticipation
– Artefact: Oil of Exultation
– Lore of Slaanesh: Hysterical Frenzy

Sigvald, Prince of Slaanesh (205)*
Glutos Orscollion, Lord of Gluttony (440)*
Lore of Pain and Pleasure: Battle Rapture

Battleline
22 x Blissbarb Archers
(280)**
– Reinforced x 1
22 x Blissbarb Archers (280)**
– Reinforced x 1
5 x Hellstriders with Hellscourges (135)*

Units
5 x Blissbarb Seekers
(220)*
5 x Centigors (85)*
5 x Centigors (85)*

Endless Spells & Invocations
The Burning Head
(20)

Core Battalions
*Battle Regiment
**Expert Conquerors

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 125
Drops: 3

Having not played Hedonites of Slaanesh before, meant I had had to do some homework the previous evening. High manoeuvrability, lots of units, a lot of shots, buffs from Glutos, the hindrance that Sigvald can bring meant this would be new to me, not to mention the 8 available objectives.

I set up so that each of my 4 objectives, had models touching it and gave James turn 1. He was on me straight away, his Blissbarb Archers being screened by the Centigors lifted both units of Witch Aelves that were on either flank. I had to play super aggressive and hit his key units right from the get go, as I was behind on points. Morathi moved up to just behind a building, being 9” from Glutos and the Krondspine moved up ready to ‘eat’ from Centigors. Charges were made and the Warrior Lodge dice rolled well, meaning that my turn 1, Glutos was dead, the Krondspine was in combat doing its thing.

Turn 2 priority was won by James and he played big for points scoring 7 points his turn 2. Bottom of turn 2 the score was 9 to me, 12 to James…

Turn 3 priority was again won by James and he kept on racking up the points, although he was behind with model count, if he could keep scoring points though, that could see him win overall. Turn 3 finished 15 to me and 18 to James.

Turn 4 priority was won by….James again…I must have used up all my priority rolls on day 1! Again more points racking up in James’s favour finishing turn 4 on 20 to me, 24 to James.

Turn 5 priority came and went….finally in my favour. I managed to get into positions in the previous turns to eventually pin him in and lift the pesky Hedonites which were so quick. Game 4 finished 29-24 to DoK. Phew.

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Game 5 vs Sylvaneth / Peter Twigg on Won’t Back Down.

Army Faction: Sylvaneth
Subfaction: Harvestboon
– Grand Strategy: Take What’s Theirs
– Triumph: Indomitable


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

Celestant-Prime (325)*

BATTLELINE
Tree-Revenants
(110)*
Tree-Revenants (110)*
Revenant Seekers (705)**
Revenant Soulwarden
– 3 x Seeker Banner Bearer
– 3 x Seeker Hornblower

Spiterider Lancers (420)**
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower


CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1975/2000

A little birdy had mentioned to me that Pete wanted revenge from our last meeting from across the table where we were both on table 1, game 5. That last game was also played over Won’t Back Down so things felt similar, even if our lists were different.

Sylvaneth have historically been a challenging match up for me as they’re really nimble and I struggle to pin them down, so knew this match up would be tough, not to mention the fact that Pete had 9 Revenant Seekers and 6 Spiterider Lancers…oh and the Prime!

I did my thing with deployment ensuring that the Witch Aelves were snaked (pun intended!) round the Blood Sisters at 3” just in case the Prime was to come down turn 1, and gave Pete turn 1.

Against the Odds was chosen and he moved units up to threaten, but also to take objectives for a solid 5 VP round.

My turn 1, I did some hero phase shenanigans as usual and ran the buffed Blood Sisters up so they were 5” away from the 9 Revenant Seekers and their pool of 45 wounds. There was no redeploy which I was expecting, even though I had explained the abilities at the start. Charge phase started and the Blood Sisters failed their 5” charge. CP reroll… then I rolled a 8. Here we go! Spending a CP for all out attack and burning my triumph for +1 to wound saw them lift the Revenant Seekers to the wound, nothing more nothing less…. a big dent made.

Turn 2 I got the double turn, which allowed me to move up into position again ready for another charge. The Shadow Queen failed her charge, but the Blood Sisters got another charge off, this time into the 6 Spiterider Lancers but without the Mind Razor buff. Lifting 4 of them meant that Pete could retaliate and then in his turn nip through the woods far away…. Far, far away to the other end of the board…. i.e., my deployment zone lol.

I slowly managed to take the lead with a couple of points difference but at the cost of Morathi dying and we shook hands finishing the game 26-21 to DoK.

Peter: What a result. Thanks again to Baz for sharing his tournament review. Hopefully we can get him on again in the future.

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