Category Archives: Fantasy

The Ballad of Red Nosed Rodney – The Madcap Shaman who Stole my Heart

A few weeks ago I attended Rum and Rumble in the Realms, hosted by the Honest Wargamer crew in their TSports arena. It was a great event, but and out of 5 games there is one moment in particular which has stuck in my head. It is the story of a Madcap Shaman named Red Nosed Rodney, and the impossible challenge he took upon himself to deny me a single advantage and win the game.

The Grot who would be legend.

My opponent, the wonderful Filip Nica playing Gloomspite Gitz, needed to complete his battle tactic to win the game. He chose “Bring it Down!” meaning Morbidex Twiceborn, my extremely tanky monster, had to die this turn no matter what. If you’re familiar with Morbidex you know that taking him down from full health in a single turn (as a gitz player) is pretty difficult. He has 12 wounds, a 3+ save and Nurgle’s standard 5+ ward save. Worse, if you don’t manage to kill him by the battleshock phase he will rudely heal half of the wounds currently allocated to him! The cheek…

Filip was particularly concerned about me using all-out-defence to buff his 3+ Save even higher. He would be able to prevent this of course if he had a monster within range at the end of the charge phase to Roar at Morbidex, denying him to ability to use Command Abilities. The only problem was that his list had no monsters, and thus could not use any monstrous actions. In true Gitz fashion however, Filip concocted a plan that was so convoluted, so sneaky and so unlikely to succeed that it was practically doomed to fail.

So just kill this? Easy, right?

First of all he cast Metamorphosis on Rodney, which temporarily gave him the Monster keyword. An odd choice, I thought at the time, since the Madcap Shaman is a 4 wound hero with a 6+ Save who had already taken a wound from disease points earlier in the game and was blocked from engaging with any enemy units or contesting an objective by a dense scrum of his own Rockgut Troggoths. Regardless, I tried to unbind it and failed. I tried again, with my singular reroll for the phase, and failed again. Thus, the wheels of his evil engine were put into motion…

Next Filip cast Levitate. This would allow Rodney to leap over his own unit of Troggs and put him within striking distance of Morbidex. Now I began to see the true shape of my opponent’s dark design. Again, I attempted to unbind but failed. I should point out here that Filip hadn’t been rolling particularly well on his casts, but I had rolled worse. Despite this statistical improbability however success was still far from a certainty. Rodney would still need to roll a successful charge over the 2-model deep formation of Troggs and land in a tiny gap between Morbidex and my Plaguebearers. Following a slight change in positioning in the movement phase, the Shaman was ready, but measuring revealed he needed to roll at least an 8 with no bonuses. Disaster struck! His roll failed by only a couple of inches leaving him out of position for the final and most important step in the plan. Luckily, Filip was sitting on a seemingly endless supply of command points (seriously, he couldn’t seem to spend them fast enough) and rerolled that failed roll into a respectable 9.

Rodney’s new view of the action (recreated).

As the 25mm Shaman slipped snugly into a tiny gap next to the 100mm Morbidex’s left shin we were both grinning. This brave little grot, only 80 points, was about to accomplish the un-accomplishable and let loose a roar of such terrifying ferocity that the half-daemon Morbidex who was fully three times the size of the Shaman (even without taking into account his giant Maggoth Beast mount) would completely bottle it, leaving himself vulnerable to a killing blow!

Then my opponent failed his roar by rolling a 2.

It didn’t matter of course. It never did. My opponent’s Rockguts pounded Morbidex into a sticky paste, completed their battle tactic, claimed the objective and handily won the whole game. I did manage to kill Rodney but it was more of an afterthought by that point since he had failed to serve his (ultimately meaningless) purpose and was no longer necessary.

But weeks later I’m still thinking of that green little man. That legend of the Gitz. That wonderful fool who underwent a full body transformation into a monstrous (but still pint sized) form, flew across the battlefield on mystical currents, dared to land by the wretched heel of a 15 foot tall feral predator emitting a constant miasma of death and decay and bravely squeak out an unimpressive “grahhh…”

Probability is the backbone of wargaming. Almost nothing in a wargame is guaranteed and an unfortunate dice roll can transform the greatest of heroes into blundering jesters. Was my opponent’s play a good one? Statistically: definitely not. There were so many opportunities to fail, and he did. But this man clearly loves the game, loves his army and we both agreed – it was the right play for the Gitz. It was sneaky, cunnin’ and most importantly it was practically destined to fail. What could be more true to the spirit of the Gloomspite than that?

I salute you, or at least what remains of you, flattened smear that used to be Red Nosed Rodney – the Madcap Shaman. King of my heart. Battlefield tactician extraordinaire. Beautiful fool.

Start Collecting: Sons of Behemat – Beginners 1,000 Point Army

As part of our Start Collecting series looking a beginner armies, I’ve drawn the short straw and been ‘given’ Sons of Behemat. Maybe this has something to do with the fact I actually own an army of them, or just because I’ve upset Peter! Either way it’ll be fun, so join me on perhaps the strangest ‘Start Collecting’ article on Woehammer.

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Sons of Behemat are the Gargants (Giants) of Warhammer Age of Sigmar. If you play 40k, then think about the Chaos Knights or Imperial Knights Codices and you’ll get the right idea… in fact it is very likely that the success of the Knight kit encourages GW to try making a Mega-Gargant kit.

Upon the release of their book, they were a very popular army but with new armies coming on the scene, extra points for killing them, and the difficulty in piloting them 5-0 they have seen less representation in AoS3. They also suffer a bit from being one dimensional! Sit on an objective; don’t die – can often be a tactic that’ll get you 2-3 at a tournament.

From The Honest Wargamer, State of the Meta Stats

Despite the stop of popularity (10% to 3.3%), they remain a 3-2 army and the best Destruction army (statistically… check out more on The Honest Wargamer website).

The first thing you’ll notice with this army is that there are 4 warscrolls, and no allies (we’ll discuss this below), so there’s not many options available for a 1,000 point force. The second thing you’ll notice is that there is no Start Collecting box… what a surprise; so we’ll have to forge our own path.

1,000 points or working towards 2,000 points

<updated after article released>. We had a great comment on one of the social media thingys that Peter pays attention to. Thanks to Dead Pheonix for pointing out that the below isn’t allowed in matched play 1,000 points ‘Contest of Generals’ because the Gatebreaker is over 50% of the army… so do I rewrite the article, or just change it’s premise! Change of course.

If you want to play 1,000 points open play then the below list is fine, if you’re playing 1,000 matched play then you’ll need Kraken Eater & Warmstomper or 2 Kraken-Eaters. The list below is a great stepping stone to a 2,000 point list though, so have fun with it…!

Gatebreaker or Kraken-Eater?

Your first question will be whether you want a Gatebreaker or whether a Kraken Eater is ‘good enough’ for what you want. The advantages of the Kraken Eater are the additional model count on objectives (30 rather than 20 for the Mega-Gargants) and additional Artefacts if you want them. The disadvantage is – although they look good on paper – the low rend makes them do a lot less damage that you’d think.

The Gatekeeper is definitely a beat-stick and able to take down some of the biggest enemies in Age of Sigmar, but he comes with a problem at 1,000 points… he costs 525 so you can’t have two of him. This makes him a target alongside the Warstomper you’ll be bringing along to keep him company. If you can only kill one of them, you aim for the Gatebreaker.

And why not just grab a Warstomper and 3 Gargants… well you can if you want, but the Gargants only come in 2s, so you’re buying one you don’t need and at 1,000 points then the 2 Mega Gargants are a great start – and a chunk of cash!

Games Workshop’s Gatebreaker Mega-Gargant

You’ll also need a copy of the Battletome as well.

Because we want an army with some variety, and you don’t want to paint two identical models, we’ll go Gatebreaker and Warstomper for our 1,000 point army. Of course, you’ll need the Battletome as well… so this is an expensive start!

The Cost

Remember that if you sign up with SCN Hobby World you can get all these boxes at 25% off the Games Workshop price.

SetGW PriceSCN Price
Mega-Gargant – Gatebreaker £120.00£90.00
Mega-Gargant – Warstomper£120.00£90.00
Battletome: Sons of Behemat£27.50£20.63
Total£267.50£200.63
What it costs

The Army List

Gatekeeper (General) 525
Warstomper 470

So… that was simple. The artefacts are really entirely up to you. I prefer ones which improve killing power, but Arcane Tome is a fan favourite to allow Flaming Weapon and a dispel opportunity. Sure it won’t help against Teclis and Kroak, but if you’re against a mid-tier army it may stop the key spell.

Allies

On the face of it, the Sons of Behemat cannot have allies, but as the army expands, it is possible to take Kragnos to get a little more hitty power – but although he has a 2+ save he can be a weak link against shooting mortal wounds. The other option is of course a Thondia Incarnate… but I don’t know how many of these we’ll see in competitive play given their narrative background and the expense of book and model.

Where next?

Now you’ve got to 1,000 points where to next. Well there are two ways to play if you ignore the Kragnos option. One is to get another 2 Mega-Gargants and take along 4 models to a tournament. It’ll give you a lot of time to view other games as everything is so quick with this option. It also allows you to try out the Kraken Eater.

Mancrusher Gargants from Games Workshop

The other option is lots of small Mancrusher Gargants. These are better than their Gitz cousins (Aleguzzlers) in the Gloomspite Gitz book. They can’t fall over and their damage table doesn’t reduce movement (because you can take them in units). The disadvantage if that they are expensive for an old kit (£80 RRP for a pair), and if you need more than 3 of them they become somewhat mono-pose. They are so bad, even I have converted a few.

The good news about the Mancrusher Gargants is that if you aren’t playing at a specific GW event you can bring Proxies… and there’s loads of great models out there – don’t overlook 3D printed toys either.

So that’s it – is 1,000 points good? Well strangely yes. A lot of opponents won’t have the tools to deal with 2 monsters and the Mightier Makes Rightier rule for objective capturing makes it difficult to take objectives off the Sons of Behemat if they are still alive. Just don’t bank on having too many Most Sporting votes. If you’re playing against a regular opponent, you may want to agree an adjustment in points for them as well – especially if they don’t have access to much shooting.

— Declan

Warscroll Review – Snatchaboss on Sludgeraker Beast

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost315 Points

Army Role

This chap appears in almost every tournament army, sometimes twice! With a high damage output that rivals the Breaka-Boss and buffs which compliment the Kruleboyz Venom-encrusted Weapons it’s hard to ignore. Yes, he’s expensive but the ability to give nearby units the ability to add 1 to the damage of their Venom-encrusted Weapons is huge. For example a unit of 10 Gutrippaz on average causes 3.5 mortal wounds, put them near a Sludgeraker and this increases to 7! That’s just a unit of 10…

He’s fairly squishy, so you’ll want to protect him with screens and the like. A common practice is to give him the artefact Mork’s Eye Pebble, which gives him and all units within 12″ a 5+ ward save in a single phase. That’s great for making a combat swing in your favour. He’s often made a General too as he’s the easiest to protect, plus when he does make it into combat he can hit hard.

He’s good against Alpha strike armies as you can give him the Smelly ‘Un mount trait, meaning your opponent will be -1 to hit him in combat when they charge.

Another reason to make him your General is that he will be surrounded by your troops so they benefit from the afore mentioned Sludgeraker poison, additionally because they’ll all be close by you can call the Kruleboyz Waagh meaning your General and two units close by can fight one after the other without the enemy interrupting you.

Personally, I think he’s the first choice for the General before any of the other Kruleboyz options. Yes he’s expensive, but the benefits outweigh this cost.

Combinations

SourceAbilityDescription
Kruleboyz Allegiance Abilities SkulbugzWhen an enemy unit is picked to fight, roll a dice if it is within 3″ of any friendly SKULBUGZ units. Add 2 to the roll if that enemy unit is within 3″ of any friendly SKULBUGZ MONSTERS. On a roll of 6+, subtract 1 from hit rolls for attacks made by that enemy unit in that phase.
Kruleboyz Allegiance Abilities Grinin’ BladesDuring the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait Egomaniak If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command TraitSupa SneakyIf this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Command TraitSlippery SkumbagThis general can retreat and charge in the same turn.
Mount TraitTough ’UnMONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.
Mount Trait Fast ’UnOnce per battle, in your hero phase, this model can make a normal move.
Mount TraitMean ‘UnMONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.
Mount TraitLoud ‘UnMONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1.
Mount TraitWeird ‘UnThis model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.
Mount Trait Smelly ‘UnSubtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.
Kruleboyz Battle TraitsVenom-encrusted WeaponsIf the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle TraitsKruleboyz Waaagh!Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle TraitsDirty TricksAfter the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
KillabossAll Part of Da PlanIf a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-bannaPower of KragnosWhen a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grotPoisons and ElixirsAt the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of MorkSummon Boggy MistSummon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of MorkMouth of MorkIf this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk Sludgeraker VenomAdd 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of EmpiresThe End of EmpiresIf a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue IdolLivin’ IdolAdd 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz WizardSneaky MiasmaSneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

This model has weapon profiles for the boss and for his mount, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Sludgerakers Noisome Bite and Grasping Talons as well.

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Chain-linked Grappling Hook15″32.01.33.9
Grasping Talons15″51.7 +2mw1.1 +2mw2.2 +2mw
Noisome Bite15″10.60.52.5
Thrashing Tail15″21.31.12.2
Based on average dice rolls

Looking at the damage after saves:

SaveChain-linked Grappling Hook Grasping TalonsNoisome BiteThrashing Tail
3.92.2 +2mw2.52.2
6+3.92.2 +2mw2.52.2
5+3.21.8 +2mw2.12.2
4+2.61.5 +2mw1.71.8
3+2.01.1 +2mw1.31.5
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
11″97%
12″92%
13″83%
14″72%
15″58%
16″42%
17″28%
18″17%
19″8%
20″3%
Chance of making a charge (including movement)

Resilience

With 14 wounds and a 4+ save this model is surprisingly tough. It’ll need at least 28 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.

Final Results

CategoryAmount
Movement8″
Missile Damage Output
Melee Damage Output10.8 +2mw (20″ Threat)
Combinations23
Total Wounds14 (22.5pts per wound)
Resilience28 Hits (Pre-Save)
Cost315 Points (315pts per Model)
Snatchaboss on Sludgeraker Beast

Top Three AoS Lists from the Smash & Bash GT

Smash & Bash GT took place in Texas, USA on 4th and 5th June. It involved 40 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, 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.

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.

Army Faction: Seraphon
Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Beast Master
– Triumphs: Inspired

LEADER
Bobby the Engine of the Gods (265)**
General
– Command Traits: Prime Warbeast
– Artefacts: Incandescent Rectrices
– Mount Traits: Beastmaster
– Prayers: Curse
Lord Kroak (430)***
Spells: Stellar Tempest
Saurus Astrolith Bearer (150)***
Artefacts: Fusil of Conflagration
Celestant-Prime (325)***

BATTLELINE
Saurus Guard (115) **
Skinks (75)**
Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)**
Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
Bastiladon with Ark of Sotek (165)*
Bastiladon with Ark of Sotek (165)*
Bastiladon with Ark of Sotek (165)*

TERRAIN
Realmshaper Engine (0)

ENDLESS SPELL
Horrorghast (65)

CORE BATTALIONS:
*Alpha-Beast Pack
** Battle Regiment
***Command Entourage

TOTAL POINTS: (1995/2000)

Declan: Well, I may have been away for a bit whilst real life, and a short holiday interfered but it’s good to see that Seraphon haven’t taken a break from winning tournaments! I don’t know if this is a homage to AOS England’s Ark of Sotek list, but regardless it is a good list. The Bastiladons are not quite as killy as the beam versions, but they are still as survivable against most armies, and with them acting together the battle tactics get a lot of additional points – for minimal risk. They are also not on the Priority target list!

So if they are the unkillable units, what kills? Well Kroak obviously – he can dish out a load of damage via his spells and the Saurus Guard can keep him alive – if you’re going to kill them concentrate everything you have… or alternatively ignore him and hope he can’t kill your army in 5 turns — unfortunately if he rolls well he can.

I’m impressed at the double win against Bonereapers in the last 2 games though – lots of difficult to kill models on both sides… I can only assume Thomas go to the objectives first – the Battle Regiment would have helped with this. Well done to Thomas on that mythical 5-0!

Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Mortal Realm: Aqshy
– Grand Strategy: Dominating Presence
– Triumphs: Inspired

Leaders
Baba Bugman’s Haulercanum
Celestial Hurricanum with Celestial Battlemage (280)*
General
– Command Trait: Hawk-eyed
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Eagles: Strike of Eagles
Aetheric Navigator (95)*

Battleline
5 x Freeguild Pistoliers (105)*
5 x Freeguild Pistoliers (105)*
5 x Freeguild Pistoliers (105)*
10 x Ironbreakers (115)**

Units
4 x Stormdrake Guard (680)** PRIORITY TARGET
Drakerider’s Lance
– Reinforced x 1

Behemoths
Arkanaut Ironclad (490)*
Main Gun: Great Volley Cannon

Core Battalions
*Battle Regiment
**Hunters of the Heartlands

Total: 1975 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 110
Drops: 3

Randal is a member of our Discord chat, he kindly shared a picture of his army before the event.

Declan: Randall has taken the Stormcast list (really – just ignore the Cities of Sigmar keyword lies!) with his 4 dragons. They technically give away additional points when they die… but not much in the game is killing them. He has then gone with a surprising addition of Kharadron Overlords although the Ironclad is another difficult model to destroy… just remember it’s not a monster — weird!

Finally, he’s rounded it off with Pistoliers which may not be great individually, but if you have 15 of them that’s a lot of shots coming at you. It’s an army where target priority is difficult especially given it’s incredible speed. A more than respectable 4-1 and a great example of the power move known as the ‘submarine’. (Losing game 1, then winning the next 4!!)

Allegiance: Ogor Mawtribes
Mawtribe: Bloodgullet
– Grand Strategy: Vendetta
– Triumphs:

Leaders
Nilgurok, the epicurean of the eight points, bane of Behemat, the feast day fiend, magma muncha, fish flayer, gobbler of ghosts and ghiests, the boil bashing bastard, mushroom muncher, snake snacker, boat basher, the sorrow of Storms, the pillager of the Pompus, bone breaking bully, the Skarbrand Smasher, the breaker of the Fatemaker, the brutalist of the brutal, savagest of the savage, Cruelst of the cruel, the Kroaker of Kroak, Allariels Annihilation, 13 time rat eating champion, the crab claw cracker, veteran maneater, Grand overtyrant of the Stones eye, and Gammod, spawn of Akuma (430)**
Frostlord on Stonehorn
General
– Command Trait: Nice Drop of the Red Stuff!
– Artefact: Splatter-cleaver
– Mount Trait: Metalcruncher
Slaughtermaster (140)**
Artefact: Shrunken Priest Head
– Bloodgullet 2nd Spell: Blood Feast
– Lore of Gutmagic: Ribcracker
Butcher (135)**
Tenderiser
– Bloodgullet 2nd Spell: Molten Entrails
– Lore of Gutmagic: Greasy Deluge

Battleline
6 x Ogor Gluttons (250)**
Pairs of Clubs or Blades
6 x Ogor Gluttons (250)*
Pairs of Clubs or Blades
Stonehorn Beastriders (320)*
Weapon: Blood Vulture

Units
8 x Ironguts (470)*
Reinforced x 1

Core Battalions
*Hunters of the Heartlands
**Warlord

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 119
Drops: 7

Declan: Gluttons keep popping up in USA winning lists, but they never seem to get off the ground in the UK meta… so I don’t really know how they work. I think this list is reasonably clear though… it charges, does mortal wounds, and then does loads of damage.

Losing only to Big Waaagh, Jacob hasn’t worried about a slightly higher drop, has gone full narrative on his Frostlord’s name and will fill the board with this list. The Gluttons are not bad as a unit and if they’re holding an objective can’t be ignored – or dealt with by a weak unit. You’ll need to shoot them, or charge and strike first – but as his opponent you’ll probably want to kill the Stonehorns first – target saturation at it’s best!

Allegiance: Kruleboyz
Warclan: Big Yellers
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

Leaders
Gobsprakk, The Mouth of Mork (280)
Lore of the Swamp: Choking Mist
Killaboss with Stab-grot (110)*
Artefact: Mork’s Eye Pebble
– Boss Hacka and Skareshield
Swampcalla Shaman with Pot-grot (105)*
Lore of the Swamp: Choking Mist
Sneedrek Chuckkem’ on Copey the Sludgeraker Beast (Snatchaboss on Sludgeraker Beast) (315)*
General
– Command Trait: Egomaniak
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Smelly ‘Un
– Lore of the Swamp: Sneaky Miasma

Battleline
20 x Gutrippaz (360)**
Reinforced x 1
– Wicked Stikkaz
20 x Gutrippaz (360)**
Reinforced x 1
– Wicked Stikkaz
9 x Man-skewer Boltboyz (360)**
Reinforced x 2

Units
10 x Hobgrot Slittaz (80)*

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 148
Drops: 8

Declan: Peter does like his Kruleboyz lists, so it’s no surprise to see this picked. What is a surprise is the 40 Gutrippaz and Killa-Boss on foot. The Gutrippaz are not bad… but just a little too expensive. They can still hurt if they strike first, whilst the Killa-Boss on foot is a cheap way to get Mork’s Eye Pebble. This is a great addition to the list with so many shooting armies in the game. 5+ ward means a significant increase in survivability… if only for one turn.

Games Workshop & Wahapedia

But against shooting armies, the 1 turn of surviving is often all you need before the 40 Gutrippaz start making a mess. Gobsprakk ensures that enemy wizards feel some threat if a spell is dispelled and whilst he won’t beat a MawKrusha he is a cheap and quick way to grab a poorly defended objective. Hopefully there will be a points reduction for Kruleboyz in the new GHB and the ‘horde’ changes will help them.

Well done to James for a very respectable 4-1.

Final Tournament Placings

AoS Death Stats – May

Following on from yesterday’s article about the Chaos Stats, today we have Death.

Faction Stats – Match Win Rates

Poor month for Death sees the highest win rate for any faction at 50.26% for SBGL, followed closely by Nighthaunt on 50.00%. This isn’t a bad thing though as it suggests these two factions are possibly fairly balanced (or have good pilots).

Subfaction Win Rates

These are the subfactions ranked by their win rates. Only armies that have been represented five times or more have been included.

FactionSubfactionWin Rate# of Players
Flesh-eater CourtsBlisterskin56.67%6
Soulblight GravelordsVyrkos Dynasty52.67%15
Soulblight GravelordsKastelai Dynasty50.60%17
NighthauntThe Emerald Host50.00%8
NighthauntReikenor’s Comdemned50.00%6
Ossiarch BonereapersPetrifex Elite48.44%7
Ossiarch BonereapersMortis Praetorians38.00%5

Subfactions Not Represented

The below list shows factions who were completely overlooked in the month of May and not represented at any GT.

FactionSubfaction
Ossiarch BonereapersStalliarch Lords
Ossiarch BonereapersIvory Host
Ossiarch BonereapersNull Myriad
Flesh-eater CourtsHollowmourne
Flesh-eater CourtsGristlegore
Soulblight GravelordsAvengorii Dynasty

Top Three AoS Lists from the Quest of Champions – Heat 3

Quest of Champions took place in Nottingham, UK on 4th and 5th June. It involved 34 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, 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.

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.

Allegiance: Sons of Behemat
Tribe: Breaker Tribe (Fierce Loathing: Idiots with Flags)
– Grand Strategy: Beast Master
– Triumphs: Inspired

Leaders
Luther Kraken Botherer (525)*
Gatebreaker Mega-Gargant

Threeshanks (525)*
Gatebreaker Mega-Gargant
– General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Dirk Bumscrounger (525)*
Gatebreaker Mega-Gargant
– Artefact: Vial of Manticore Venom (Universal Artefact)

Behemoths
Krondspine Incarnate of Ghur (400)
Allies

Core Battalions
*Bosses of the Stomp – Magnificent

Total: 1975 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 105
Drops: 4

Danny: Sons of Behemat looked at the priority target list and said ‘hold my giant flagon of mead’. Then they allied in a near-unkillable Krondspine and brought the three most souped up, lethal big bois they could and took down another event. It’s not that SoB NEED a Krondspine to be competitive, but that thing certainly is cropping up in a fair old lists these days. There’s debate to be had whether a weird narrative-based model has much business in matched play but, it’s here – and it’s here to stay. I’d love to see the formation of this list in action – remember the K-spine gives out an aura of +1 to hit (which the literally and figuratively swingy Gatebreakers love) and prevents stuff from falling back, which COULD be a savage play for armies that don’t particularly want to stand toe to toe with a metric fuck-tonne of angry gargant. Either way, congrats to Dan for the big win while putting more or less as much of a twist on comp SoB as is possible at the moment.

Allegiance: Big Waaagh!
Grand Strategy: Dominating Presence
– Triumphs: Indomitable

Leaders
Orruk Megaboss (140)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Orruk Warchanter (115)
Warbeat: Get ‘Em Beat
Breaka-Boss on Mirebrute Troggoth (180)
Artefact: Mork’s Eye Pebble
– Mount Trait: Fast ‘Un
Swampcalla Shaman with Pot-grot (105)
Lore of the Swamp: Nasty Hex
Wurrgog Prophet (150)
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Gorkamorka’s War Cry

Battleline
15 x Orruk Ardboys (255)*
Reinforced x 2
10 x Orruk Ardboys (170)*
Reinforced x 1
5 x Orruk Brutes (160)
Jagged Gore-hackas

Units
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)
Jagged Gore-hackas
6 x Man-skewer Boltboyz (240)
Reinforced x 1

Core Battalions
*Hunters of the Heartlands
**Warlord
***Warlord

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 151
Drops: 12

Danny: Big Waagh may not have taken down many GTs recently but it’s still proving relevant thanks to its combined toolkit. And this go-wide, non-monster list deviates some from the usual scope of what does well – dismounting the Megaboss from the murder cabbage keeps points down and avoids giving up double points now they’re on priority targets. The rest of the HQ selection is the standard double Warchanter, guided missile-Mirebrute and Ol’ Explodin’ Head himself, the Wurrgog. 15 and 10 ‘Ardboyz makes for what is always a surprisingly effective tarpit with 5 brutes for hitty-battleline, and the list is rounded out by mobile Hogs and 6 boltboys to bring ranged MW potential. Fun, mean, green – and effective!

Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Anointed on Flamespyre Phoenix (290)
Anointed on Flamespyre Phoenix (290)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Eagles: Aura of Glory

Battleline
20 x Phoenix Guard (350)*
Reinforced x 1
20 x Phoenix Guard (350)*
Reinforced x 1
20 x Phoenix Guard (350)*
Reinforced x 1
20 x Phoenix Guard (350)*
Reinforced x 1

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 104
Drops: 2

Danny: Here’s how this list works. For some reason, 175 points of Phoenix Guard gets you 10 wounds on a 4 up ward and 2, 2″ attacks at 3/3/-1/1 each. That’s already one of the best battleline units in the game and this list packs 80 of them. The frosting on top of this stabby cake is two Anointed on Flamespyre Phoenixs – they’re not especially killy in melee but do 5 mortals (on top bracket) just for flying over a unit (with their 16″ move), also have a 4+ ward, and come back to life fully healed on a 4-6 after you kill it. Oh and it has a 12″ aura of re-roll wounds for Phoenix Guard command ability. Let that sink in – an entire army on a 4+ ward, two flying monster heroes who do FIVE mws for flying over you and have a 50/50 chance of needing to be fully killed twice, each.

Army Faction: Nighthaunt
Army Subfaction: The Scarlet Doom
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

LEADER
Dreadblade Harrow (145)**
Lady Olynder (340)**
Spells: Shademist, Seal of Shyish
Spirit Torment (115)**
General
– Command Traits: Cloaked in Shadow
Kurdoss Valentian (210)**
Cairn Wraith (115)**
Artefacts: Reaper of Sorrows

BATTLELINE
Grimghast Reapers (320)*
Reinforced x1
Bladegheist Revenants (175)*
Bladegheist Revenants (175)*
Bladegheist Revenants (175)**
Spirit Hosts (125)**

OTHER
Chainghasts (95)

CORE BATTALIONS:
*Hunters of the Heartlands
**Warlord – additional spell

TOTAL POINTS: (1990/2000)

Danny: New Nighthaunt alert! In a weird way it’s always slightly reassuring when new books place in the 10-3 mark – it kinda implies they’re not immediately too strong and are going to take a little figuring out, but can also be relevant and compete. the new book has some excellent sub factions, and this list leans heavily into Scarlet Doom which allows Bladegheist Revenants to do mortals on a 5+ per MODEL on the charge – nice, considering the new book’s various debuffs ON the charge, including -1 to hit – which combined with their being unrendable and having a targeted 5 up ward can make them frighteningly difficult to chew through. Kurdoss and Olynder both made out like spoopy bandits in the new book too, with the former becoming a beat-stick at a competitive price and Olynder packing all sorts of utility and great spells. There are a LOT of rules to cover with New-haunt, but that gives you the overview – big blobs of ghosts swarming you, stealing objectives and being really annoying to whittle down while a suite of heroes float around offering targeted support. A high skill floor, but great to see them haunting competitions more effectively than ever.

Final Tournament Placings

AoS Chaos Stats – May

Following on from yesterday’s article about the Grand Alliance stats for May, I bring you the first of the Alliance ‘dives’. Where better to start than the main baddies themselves, Chaos?

Faction Stats – Match Win Rates

I bet you all thought Maggotkin and Legion would be leading this table didn’t you? Well you’re half right. But the recent results which saw Trentanelli take two GT’s using Skaven (an under used faction) has seen them climb to 2nd here. With win rates of 63.83% and 62.00% they are two of three factions that have rates that exceed the ‘balanced range’.

Many players state that for the game to be balanced, then all factions are required to have a win rate of between 45-55%. Legion and Skaven both vastly exceed that range this month. While Nurgle only just creep over at 55.29%. be aware though, that this is the faction as a whole, there are subfactions within Nurgle and others that both exceed this range and fall below this range.

Subfaction Win Rates

These are the subfactions ranked by their win rates. Only armies that have been represented five times or more have been included.

FactionSubfactionWin Rate# of Players
Maggotkin of NurgleDrowned Men64.29%21
Legion of the First Prince 63.83%19
Skaventide62.00%10
Blades of KhorneReapers of Vengeance54.35%5
Maggotkin of NurgleBefouling Host53.18%22
Beasts of ChaosGavespawn50.00%14
Maggotkin of NurgleBlessed Sons46.00%5
Maggotkin of NurgleDroning Guard38.33%6

Subfactions Not Represented

The below list shows factions who were completely overlooked in the month of May and not represented at any GT.

FactionSubfaction
Slaves to DarknessRavagers
Slaves to DarknessCabalists
Slaves to DarknessIdolators
Blades of KhorneGoretide
Blades of KhorneSkullfiend Tribe
Maggotkin of NurgleFilthbringers
Hedonites of SlaaneshInvaders
Hedonites of SlaaneshScarlet Cavalcade
Disciples of TzeentchHosts Duplicitous
Disciples of TzeentchCult of the Transient Form
Disciples of TzeentchPyrofane Cult

AoS Grand Alliance Stats – May

We have previously produced stats back in January and February, but have not done these for a little while. This was mainly because of the amount of work needed to keep up with all the one and two day events. On top of this, I wasn’t overly happy with the presentation standard.

I’ve since regrouped and worked on a way of producing these that is less time heavy and in a way that’s appealing. Going forwards (and possibly backwards over missed months), I will only produce stats that we have written a Top Three Lists article on. This saves me trawling through Best Coast Pairing and Tabletop.to for every event with more than 10 players! As we’re hoping to cover all GT’s going forward we should still have a reasonable snap shot of the meta for that month

That all being said, I’m starting this month’s stats with the win rate for the various Grand Alliance’s. This is the combined win rate of all that Alliance’s battletomes:

There are a few other stats included above as well. For example the number of armies from each GA and what that represents as a percentage of the total field for the month. We also have included how many battletomes each Alliance has, how many 5/0/0 results they’ve claimed, how many results with 4 wins or more and how many results where an army fought an entire GT without a win.

Player Distribution among Alliances

Firstly, with representation we have 25 Battletomes (Inc Bel’akor) across 4 Grand Alliance’s. So in theory, for an even mix of armies each Battletome should have a representative figure of 4.16% or 22 armies per Battletome (550 Armies / 24 Battletomes).

Grand AllianceBattletomesArmies per Battletome
Destruction427
Order 926
Death420
Chaos7 +Bel’akor17

In an ideal world the Battletomes would have a fair split of the armies. However, here we can see that Order and Destruction have more players than you would expect while both Death and Chaos have less.

5 Wins

There have been a total of 18 results where players have gone to claim 5 wins over a tournament. In theory each army should have an equal chance of achieving this. Meaning based on the actual number of armies each faction was represented by you would expect:

Grand AllianceSplit of 5-0’s based on # of ArmiesActual # of 5-0 Wins
Chaos410
Order87
Death31
Destruction30

This shows it’s probably easiest to get that elusive 5-0 with a Chaos faction than it is any other. While, trying to achieve this with Death or Destruction is difficult.

4+ Wins

Likewise there were a total of 93 results where players claimed 4 wins or more over the weekend. Using the same math based on how many armies represented each Alliance:

Grand AllianceSplit of 4+ Wins based on army distributionActual 4+ Wins
Order3940
Chaos2223
Death1414
Destruction1816

Surprisingly this shows that each Grand Alliance is roughly meeting it’s quota on 4+ wins based on the number of armies they had present. This initially suggests that each faction has an equal chance of getting 4+ wins.

But we’d need to look at the factions individually to check whether this is the case…

…which funnily enough, we’ll be doing tomorrow!

Top Three AoS Lists from the Bay Area Open

The Bay Area Open took place in California, USA on 28th and 29th May. It involved 47 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, 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.

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.

Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Stormkeep)
– Grand Strategy: Pillars of Belief
– Triumphs: Inspired

Leaders
Vandus Hammerhand (205)*
Lord-Relictor (145)**
General
– Command Trait: High Priest
– Artefact: Mirrorshield
– Prayer: Translocation
Runelord (100)*
Universal Prayer Scripture: Heal

Battleline
5 x Vindictors (130)*
5 x Vindictors (130)*
5 x Vindictors (130)*
5 x Vindictors (130)*

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

Core Battalions
*Battle Regiment
**Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 114
Drops: 2

Danny: What a weekend it’s been for Stormcast. After taking 1st and 2nd at Misty Mountains, they also took down the Bay Area Open with a slightly different if not hard to parse list.

Three squads of dragons form the super fast, potentially damage-spiking core that, depending on the matchup can pin most of an army in their own deployment, or if the enemy is pesky and sneaky, the big lizzies can just screen out objectives while the rest catches up. The fact they have warblades instead of the lances gives them that flexibility to remain more reliable if they GET charged. An ever reliable MSU bunch of Vindictors form the rear-guard – and with mortals on 6s, 20 of them are no joke – are backed up by a cheap runelord ally for a cheap source of healing. Simple but obviously very effective one-two punch of a list.

Army Faction: Sons of Behemat
Army Type: Breaker Tribe
– Grand Strategy: Beast Master
– Triumph: Inspired

LEADERS
Kragnos (720)
Gatebreaker (525)*
General
– Command Traits: Louder than Word
– Artefacts of Power: Enchanted Portcullis
Gatebreaker (525)*
Artefacts of Power: Amulet of Destiny

BATTLELINE
Mancrusher Gargant (170)

CORE BATTALIONS
*Bosses of the Stomp

TOTAL POINTS: 1940/2000

Danny: The Sons of Behemat seem to need Kragnos to really punch through the gatekeeper armies these days, and this looks to be the new meta list – 2 gate-breakers for killin’, and a smaller fella for…fitting into the remaining points. I mean, it’s not clever but it is big. Say what you will about their rules design, they’re clearly doing the business even while giving out bonus points for being on priority targets and you better have a plan for this new flavour of them if you don’t want to be caught unawares.

Allegiance: Seraphon
Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Beast Master
– Triumphs: Bloodthirsty

Leaders
Slann Starmaster (265)*
Artefact: Fusil of Conflaguration
– Spell: Celestial Apotheosis
Engine of the Gods (265)*
General
– Command Trait: Prime Warbeast
– Artefact: Cloak of Feathers
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Skink Priest (80)*
Universal Prayer Scripture: Heal
Celestant-Prime, Hammer of Sigmar (325)
Allies

Battleline
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)*
Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Guard (115)**
Stegadon (265)**
Weapon: Skystreak Bow
Stegadon (265)**
Weapon: Skystreak Bow

Behemoths
Bastiladon with Solar Engine (250)

Endless Spells & Invocations
The Burning Head (20)

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 325 / 400
Wounds: 91
Drops: 10

Danny: Coming in at 3rd, having dropped only one game, are the plucky, scaly, bitey lizards. Their Great Plan is a riff on the Celestant-Prime list – a great ally for them due to his ability to either contribute to their overwhelming ranged MW output, OR to hide in the sky and drop down at some point, guarantee a charge (because, y’know, he’s the boss) and put the hurt on something sticky – the kind of targeted missile that Seraphon are otherwise missing. To its credit, it also takes a normal stegadon, who are cool but not actually that great, and it’s at least a nod to the intended theme of the army!

Allegiance: Ossiarch Bonereapers
Legion: Petrifex Elite
– Mortal Realm: Shyish
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

Leaders
Arkhan the Black, Mortarch of Sacrament (360)
Katakros, Mortarch of the Necropolis (450)
– General

Battleline
30 x Mortek Guard (420)*
Nadirite Blade and Shield
– Reinforced x 2
20 x Mortek Guard (280)*
Nadirite Blade and Shield
– Reinforced x 1
5 x Kavalos Deathriders (190)
Nadirite Blade and Shield

Behemoths
Gothizzar Harvester (215)
Weapon: Soulcrusher Bludgeons

Endless Spells & Invocations
Soulsnare Shackles (65)

Core Battalions
*Hunters of the Heartlands


Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 106
Drops: 6

Danny: OBR are not seen as competitive darlings at the moment but those boney bois are the apotheosis of tankiness. Sure they’re a little slow and vulnerable to MW spam (what isn’t?) but much like Nurgle, turns out sitting stubbornly on objectives and scoring points is kinda a big deal.

Arkhan and Katakros are key pieces here, both providing some great warscroll spells, a bevy of buffs and no dearth of debuffs – such as +1 attack, giving out -1 to hit to enemies and healing/bringing back the horrifically survivable 30 and 20 blob of Mortek Guard. I mean, the combined scrolls of Arkhan and Katakros are enough to make you not even want to bother attacking in the first place – and if you do manage to kill any, the Harvester is bringing them back on a 4+ anyway!

It’s a lot to remember and so requires skill to position and sequence correctly – and it’s awesome to see it still getting the job done.

Final Tournament Placings (Top 10)

Stormcast Eternals – Beginners 1000 Point Army

Are you a long time 40k Space Marine pilot looking for a new, but familiar, challenge or someone that likes being good at everything but not spectacular? Do you long to be the bedrock on which a new world is built?

If the answer is yes then I have the solution for you. And it involves a lot of gold.

Stormcast Eternals (SCE)

These returning heroes have everything, stalwart infantry, Heroes that not only buff but also slap pretty hard, mortal wound shooting and if you want cavalry then they do it right – with dragons.

I am going to run you through a few options to get started in the faction and give you a solid base for a competitive army. SCE start collecting boxes are out of print now, they were the SCE half of the starter kits in 1st and then 2nd edition. But they are one half of the current AoS Starter sets and we will be looking at a list built from the Extremis or Harbinger Starter Sets. These lists are intended to be competitive but might not quite reach the top table. I won’t be featuring Vanguard Raptors, Fulminators or Storm Drakes. Or not yet (read to the end).

There are a lot of avenues to collect SCE models, they have been one half of the starter sets for all three (3) editions of Age of Sigmar (AoS) and featured in the Moral Realm magazine. They have the largest model range in AoS and can be allied into all order armies or take allies from all order armies.

Warhammer AoS Extremis or Harbinger Starter Sets

The Harbringer Set

The current AoS starter sets offer 2 armies, SCE and Kruleboyz Orcs as well as a core rule book and a special campaign book. The Extremis set adds some useful Terrain pieces. For SCE the set provides:

SlotUnit
LeaderLord Imperitant with Gryph hound
Battleline5 x Vindictors
Praetors3 x Praetors
Extremis/Harbinger Stormcast Eternals

The List

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

LEADERS
Lord-Castellant (155)*
Lord-Imperatant (175)*
General
– Command Trait: Shock and Awe
– Artefact: Arcane Tome
– Spell: Celestial Blades

UNITS
5 x Vindictors (130)*
5 x Vindictors (130)**
3 x Annihilators with Meteoric Grandhammers (240)**
3 x Praetors (165)*

CORE BATTALIONS
*Battle Regiment
**Hunters of the Heartlands

The Cost

To create this list I’ll start with the Harbinger set and a Warcry: Thunderstrike Stormcast Eternals. This great value box provides both a second set of Vindicators and our Annihilators. You’ll also need a Battletome. The prices by region are shown below;

SETRRP AUD $RRP
USD $
RRP EUR € RRP GBP £
Harbinger Starter Set$120$99€80£65
Lord Castellant$65$38€31.50£24
Warcry: Thunderstrike Stormcast Eternals$98$60€50£37.50
Battletome: Stormcast Eternals$84$55€42.50£32.50
Total$367$252€204£159

As always third party stores offer between 15% and 20% discount, which could reduce this to about $306 AUD.

(If you’re in the UK you could sign up to SCN Hobby World’s mailing list and receive 25% off the RRP – Peter)

Key Units

Lord Imperatant

Source: Games Workshop

Say hello to our General, the Lord Imperatant. While no slouch in combat he isn’t here for his combat ability so we’ve given him the Arcane Tome making him a wizard able to cast one spell and unbind an opponent’s spell. We’ve given him the spell Celestial Blades which casts on a 5 and gives a unit of your choice within 18” +1 to wound rolls. This means he can make Praetors or Vindictors hit on a 2+. But his best trick is his warscroll ability, Guided by Lighting

Guided by Lightning

Once per turn, at the end of your movement phase, pick 1 friendly STORMCAST ETERNALS THUNDERSTRIKE unit with a Wounds characteristic of 3 or less that is in reserve. When you use the Scions of the Storm ability they may be set up more than 7” rather than 9” from enemy models.

Your whole list, other than the Lord Castellant, are Thunderstrike.

He can also issue a command without using a command point once per battle on top of a handy little shooting attack and his companion animal.

Lord Castellant

Source: Games Workshop

Our second in command, he brings significant combat prowess (and a friendly gryph hound) but mostly he’s here for his Lantern. 

Warding Lantern

In your hero phase either pick one STORMCAST ETERNALS unit wholly within 18” granting them a +1 to save rolls; or an enemy unity wholly within 18”, if you pick an enemy unit roll a dice, on a 2+ the target suffers D3 mortal wounds.

Drop him behind your Annihilators and they will be very annoying with a 2+ save.

Vindictors (Battleline)

Source: Games Workshop

Your basic 2 wound troop with a nifty spear giving them a 2” range and a 3+ save. They’ll lurk at the back or can be dropped in close to an enemy thanks to the Guided by Lightning. They have 2 attacks each, 3 for the sergeant (Prime), doing a Mortal Wound on an unmodified roll of 6. On average then you can expect:

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage (pre-saves)
Stormspear115.5
(+1.8 MW)
3.6
(+1.8 MW)
5.4

With Celestial Blades this increases to 4 wounds plus the mortal wounds. This is equivalent to 2 ardboyz after saves. 

Annihilators with Meteoric Grandhammers

Source: Games Workshop

Finally our hammer unit, these beasts cause mortal wounds when they land, charge and even die. And they hit very hard. WIth the Lord Imperatant on the Field you can place them just over 7” from an enemy unit and they can reroll the charge giving them an almost ⅔ chance of making the charge.

With the Lord Castellant to support them you can improve their Save to 2+ with 3 wounds making them much harder to remove. Shock and Awe also gives them +1 to their hit rolls when on the turn they arrive in and they are -2 rend. So if they make the charge:

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage (pre-saves)
Meteoric Grandhammer108.36.920.8

With their arrival and charge contributing another 5 Mortal Wounds.

Used carefully this is something your opponent is going to have to play around. They can potentially delete a Mawcrusha in a round.

Praetors 

Source: Games Workshop

Probably my favourite model of the new Thunderstrike line these are meant to be a bodyguard unit but it is a unique version of bodyguard. At the start of the battle you nominate a unit that they will protect. Everytime a wound would be taken by the unit they are protecting you roll a dice, on a 1 or 2 the wound goes through to the Hero they are protecting, 3 or 4 to the Praetors and on a 5 or 6 it is negated.

They are no slouches in combat either with a combined 10 attacks hitting and wounding on 3s and doing 2 wounds for a successful attack.

Concept of Operations

Our list is not an alpha strike monster, instead it allows you to control the board and make your opponent play to your strengths. There are 3 key feature that make the list harder to deal with and you need to keep in mind.

  • Hammers of Sigmar have a 6+ Ward save if they are near an objective
  • Scions of the Storm lets you place units in reserve and bring them on to the table at the end of any of your movement phases (so Turn 1).
  • Thunderstrike units inflict mortal wounds on death – for every wound killed in that Turn they roll a dice, on a 6+ that inflicts a mortal wound – a real kill me and I’ll hurt you.

For Scions of the Storm you need to have one unit on the field for every unit you put into reserve. And the Lord Imperatant must be on the field for Guided by Lightning to work. The ideal set up then is to start with one unit of Vindicators, Praetors and the Lord Imperatant on the field. The Annihilators, Lord Castellan and other Vindicators are deployed in reserves.

Set the units on the field up in cover and play to go second, your ideal start would see your opponent look to engage you and let you choose a unit to drop the Annihilators near and destroy. The Lord Castellan is there to give the Annihilators a +1 save just in case. You then have the 2nd Vindictors to drop in another round, they can’t reroll but they can still start just outside 7” from an enemy. Don’t drop them too early though – the value of the Annihilators and Vindictors increases the longer the game goes.

I would use the Lord Imperatant and the Praetors to cover one objective with the Praetors covering the Lord and the Vindictors another depending on the mission. If it was a 3 or 4 objective mission I would put all of them on the home objective. 

Overall this is a flexible list that lets you get to the table with an effective force while you only need to build 18 models.

Next Steps

SCE are in a good place at the moment so you have a few options to build your list into a solid 2000 point. Another Warcry kit combined with vanguard raptors and a Knight Relictor gives you a straight forward 1985 list build on this base. But taking those same Vanguard Raptors and adding some Stormdrakes (2) or Fulminators (4) gives you a lot of mobility. If you are worried about the extra VP from the Fulminators then run them as Desolators.   Lastly, there is a potentially cheaper option. AoS 3.0 was introduced with the Dominion Battlebox, this set included the same units as the Starter Sets we’ve looked at with more heroes, Vindicators and Annihilators. All up this box has 1415 points. If you look carefully you should be able to find an unsold kit or at the very least a Stormcast half and it offers a very affordable way to begin.