Tag Archives: Allherd

Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT

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This is the Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT that took place in England, UK on 30th and 31st July. It involved 32 players vying to be crowned champion in a 5 game tournament.

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

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The Top Three AoS Lists

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

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Artefact: Blade of the Desecrator
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Tendrils of Atrophy
Be’Lakor, the Dark Master (360)***
Allies

Battleline
6 x Dragon Ogors (250)*
6x Paired Ancient Weapons
– Reinforced x 1
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Mauls & Half-Shields

Units
1 x Cockatrice (95)*
1 x Cockatrice (95)*
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)***
1 x Cockatrice (95)***
1 x Cockatrice (95)***

Endless Spells & Invocations
Geminids of Uhl-Gysh (40)

Core Battalions
*Battle Regiment
**Battle Regiment
***Battle Regiment

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 360 / 400
Wounds: 159
Drops: 3

Brett: Beast of Chaos fresh (?) from their Tome Celestial update in the new infantry meta, at least according to GW, with a full monster list. Imagine being at the table, first round, and your opponent starts unpacking this. Finally a chance for Yndrasta to shine. If you are SCE anyway. It happened to Dan in the last round.

With the Tome Celestial changes the Herdstone now provides a board wide -1 rend in turns 1 and 2 and then -2 from turn 3. The Cockatrice plays into this ability, it’s main attack has no rend but on the charge increases from 4 to 8 attacks. With 12″ move and fly they are hard to screen or stop from charging. As monsters themselves they aren’t subject to monstrous rampages (other than Titanic struggle) and aren’t Galletian Veterans. They also get access to Primal Roar – an extra summoning point and possibly 3. Potentially they could summon a Chimera a turn. Nice. Rally can return models on a 4+ (not 6+) within 12″ of the stone as well.

That lets you game the Bravery characteristic as well, you can render them virtually immune to battleshock and pull from the front removing them from combat. Rally them at the start of your turn and you have a very short charge to get them back into combat. The Dragon Ogors re-roll hit rolls of 1 within 12″ of the General as well. They are a little short on spell casting, Belakor doubles the number of spells/cast himself. There are few buffs to casting here so Geminids (casting on a 6) is a good choice putting out MW and stopping commands. Sundering Blades on the Shaggoth suggests he was kept forward most of the time (an additional Rend within 18″). Tendrils of Atrophy is more situational, the Bray-Shaman doesn’t want to get too close.

Lots of monsters to push up the board and, without Hunters in the Heartland available anymore, able to switch off commands at will. That makes taking damage both more likely and more risky. On top of that12″ movement with -1 Rend board wide, which near the Shaggoth was -2 and then -3, makes this very hard to contain. Structuring the army to fit into Battle Regiment battalion. A good example of a skew list taking advantage of the rules, well done on getting Beasts all the way to No 1.

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

Leaders
Sevireth, Lord of the Seventh Wind (345)*
Hurakan Spirit of the Wind (265)*
Scinari Loreseeker (170)*
General
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Extra Spell: Total Eclipse
– Lore of Hysh: Lambent Light

Battleline
20 x Vanari Auralan Wardens (290)*
Lore of Hysh: Protection of Hysh
– Reinforced x 1
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
30 x Vanari Auralan Sentinels (510)*
Lore of Hysh: Speed of Hysh
– Reinforced x 2

Endless Spells & Invocations
Chronomantic Cogs (40)
Emerald Lifeswarm (60)

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Brett: Big block of Sentinels, Wardens everywhere, Sevireth, Loreseeker and a Hurakan Spirit of the Wind. All of the favourites with Chronomatic Cogs and a Lifeswarm. The Lifeswarm making it much harder to remove those Sentinels.

I think most people know how this list works; Cogs is unusual but overall variations of this list have been around for a while. Battle regiment to try and go first (giving up the double), make sure you get Cogs out (for rerolls), apply Power of Hysh on the Sentinels and then use Lofted shot to fire 30″ ignoring terrain and line of sight. The plan is to get 5+’s for mortal wounds (around 12 per volley). Power of Hysh can be cast multiple times, here both the Sentinels and 20 man Wardens will probably cast it most turns. The two smaller Warden teams are screens that can also push out a bit to apply Lambent Light. That gives the Sentinels +1 to hit against one unit.

The Loreseeker, 20 man Warden and Sentinals are all hammers in this set up and very dangerous. Given his mobility the Loreseeker is a great choice for Lambent Light as well. The Sentinals extra spell is Speed of Hysh to double their movement if they are threatened or about to be out of range. It’s an effective list and played well into most of the armies until he met Dan. Dan’s army, they are team mates, is a counter to shooting lists. The Cockatrice are individual units so the wounds don’t carry across but you need the full 30 Sentinels to be sure of killing one with MW.

Since they fly it’s very hard to stop them reaching the Sentinels and from round 3 onwards they instakill Sentinels (rend -2 into a 5+ save). The Grand Strategy is an interesting choice, Lumineth aren’t the most interactive army and yet his GS requires him to have 2 units in the enemies territory. That said both Loremaster and Sevireth can easily accomplish that. With infantry and hordes more common will we see a Lumineth return?

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Allegiance: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Lord of Afflictions (210)***
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Harbinger of Decay (140)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Gift of Disease
Festus the Leechlord (150)*
Lore of Malignance: Gift of Disease
Orghotts Daemonspew (300)*

Battleline
5 x Putrid Blightkings (250)****
5 x Putrid Blightkings (250)****
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

Units
1 x Beasts of Nurgle (110)***
1 x Beasts of Nurgle (110)***

Endless Spells & Invocations
Geminids of Uhl-Gysh (40)

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 123
Drops: 10

Brett: Interesting variation on the popular Blightking/Blightlord armies we’ve started to see a fair bit in Season 1. More heroes and a mix of castle and some mobility through the Blightlords and Lord of Affliction. Also interesting to see a return to the high number of drops as if they didn’t care about turn order.

Aaron has chosen to take limited spell casting but included Geminids for that MW and command prevention utility. The spells double down on the rolling castle by increasing how many disease points are handed out. The Lord of Afflictions will provide his normal redeploy/teleport like abilities to the Blightlord allowing them to fly with him. That maximises their usefulness in Bounty Hunters. Festus provides heals, mostly to the Blightkings. Orghotts and the Beasts are a threat in themselves able to control an area and deny it due to their attacks and disease production. The Harbinger is a very interesting inclusion, his two warscroll abilities farm CP and deny commands.

Interesting approach, this is still a list that is going to try to outlast you but includes a reasonable mobile punch. With all of the big boys on the table they are going to take some time to kill and apply disease points all of the time making them a tough opponent.

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Allegiance: Big Waaagh!
Grand Strategy: Tame the Land
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Mean ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Breaka-Boss on Mirebrute Troggoth (180)
Mount Trait: Fast ‘Un
Orruk Warchanter (115)
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
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
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)

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
*Warlord
**Warlord
***Expert Conquerors
****Bounty Hunters

Additional Enhancements
Artefact
Mount Trait

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 127
Drops: 12

Brett: Alex has been talking about his Big Waagh lists for most of this year taking the best of Ironjawz and increasing their flexibility with Kruleboyz. Double warlord for mount traits. Does it work? Is it fun? I suggest you look up Alex in discord (AosCoach) to find out.

The Mawcrusha build is interesting, instead of the IJ approach of Destroyer and Fast ‘Un, Alex has built the Mawcrusha with Arcane Tome for the teleport. He’s then given his mount Mean ‘Un increase the damage done by stomp. The Break-Boss has Fast ‘Un to get it into the enemy quicker, in the end it’s only moving 10″ though without might destroys. Warchanters to hand out ++1 damage and increase the charge of the Gore-gruntas, the Shaman for poisons on the Boltboyz and finally the Wurrgog for his nasty stare. If you can pull it off it’s a very tough list to counter. Going with Tame the Land is a tough call to, you almost need to table your opponent to control all of the objectives outside your territory. It can also spread your army fairly wide.

Unfortunately I think people are beginning to have a good handle on Boltboyz. They need to move (it can be only 1″) to use Hasty Shot and even then with poison they only average 8MW or a dead Cockatrice. But if it was Stormdrakes or Fulminators then they would either not remove a model or only take one. And die the next turn. With only 24″(or 12″ on hasty) it’s hard to keep them out of trouble with out a lot of screens. I think that’s what the ‘ard boyz are doing, but that’s 345+ points tied up. Still it’s innovative army and has some solid punch. If the Wurggog goes off it will remove something important and provide space for the Breaka Boss/Mawcrusha to wreck face. Which is always fun.

Final Tournament Placings

The full tournament results can be found on tabletop.to

Top Three AoS Lists from The Emerald City Open – 19th/20th February 2022

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The Emerald City Open was a five game event over two days that took place in Pull-em-ups, WA on 19th and 20th Feb. It saw 46 players fight it out to be claimed champion.

Most Selected Faction/Subfaction

No suprise that Stormcast Eternals/Hammers of Sigmar lead the way again in the number of armies.

Win Rate

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The Top Three Lists

These were the top three lists from the Emerald City Open tournament.

Mat Beasley – Legion of the First Prince

Matt won all five games beating Slaves to Darkness/Ravagers in Round 1, Stormcast Eternals/Hammers of Sigmar in Round 2, Daughters of Khaine/Khailebron in Round 3, Soulblight Gravelords/Kastelai Dynasty in Round 4 and Stormcast Eternals/Hammers of Sigmar in the last round.

Allegiance: Legion of the First Prince
– Mortal Realm: Ghur
Grand Strategy: Beast Master
Triumphs: Inspired

Leaders
———-

Be’Lakor, the Dark Master (360)**
– Lore of Ruinous Sorcery: The Master’s Command

Kairos Fateweaver (435)*
– Lore of Ruinous Sorcery: The Master’s Command

Bloodthirster of Insensate Rage (280)
– General
– Command Trait: Ruinous Aura
– Artefact: Armour of the Pact

Slaves to Darkness Daemon Prince (210)**
– Sword
– Mark of Chaos: Khorne

The Contorted Epitome (255)**
– Artefact: Fourfold Blade
– Universal Spell Lore: Flaming Weapon

Battleline
———-

10 x Bloodletters (115)**
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)*

Endless Spells & Invocations
———-

Emerald Lifeswarm (60)
Umbral Spellportal (70)

Core Battalions
*Battle Regiment
**Warlord

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 87
Drops: 6

Declan – Matt is running an army that has been popular in the UK since AOS3 dropped back in September – in Magic the Gathering it would be called a ‘control’ deck.

Be’Lakor can cause a unit to miss entire phases once a game (which can mean two turns), Kairos can change a dice roll once a game, and the Khorne Daemon Prince halves charges.

This allows Matt to complete almost impossible Battle Tactics or – more usefully – stop an opponent succeeding in one. In games where winning by 1 point is a win this is a great ability.

However this army is not ‘pick up and play’ and needs practice, practice, practice to get right – as such a great result for Matt.

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Mason Knox – Seraphon

Mason managed an impressive four wins over the weekend, losing only to Stormcast Eternals/Hammers of Sigmar in Round 4. He beat Stormcast Eternals/Hammers of Sigmar in Round 1, Cities of Sigmar/Living City in Round 2, Lumineth Realm-Lords/Alumnia in Round 3 and Cities of Sigmar/Living City in Round 5.

Army Faction: Seraphon
– Army Type: Coalesced
– Subfaction: Thunder Lizard
Grand Strategy: Beast Master
– Triumph: Bloodthirsty

LEADERS
———-

Engine of the Gods (265)*
– Artefacts of Power: Fusil of Conflagration
– Prayers: Heal
– Mount Trait: BeastMaster

Skink Priest (80)*
– Prayers: Guidance

Slann Starmaster (265)*
– General
– Command Traits: Arcane Might
– Spells: Stellar Tempest


BATTLELINE
———-

5 x Saurus Guard (115)*
1 x Stegadon (265)*
1 x Stegadon (265)*

BEHEMOTH
———-

1 x Bastiladon with Solar Engine (250)*

OTHER
———-
10 x Chameleon Skinks (230)*
10 x Chameleon Skinks (230)*

TERRAIN
———-

1 x Realmshaper Engine (0)

CORE BATTALIONS
– *Battle Regiment

TOTAL POINTS: 1965/2000

Declan – The Seraphon army has been tearing up the tournament scene recently and that is because it has a toolbox of options and so can pivot into any meta and any changes to the meta. Mason has taken a few of the usual suspects – Bastiladon with Solar Engine, Stegadons and Engine of the Gods – and has added his own unique twist with 2 x 10 Chameleon Skinks.

I don’t remember seeing so many before and they add their shooting to that of the longer range monsters… and the shooting meta is strong at the moment.

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Alexander Gonzalez – Soulblight Gravelords

Alexander also won four of his five games, losing only in Round 4 against Cities of Sigmar/Living City. Along the way he beat the Ossiarch Bonereapers/Mortis Praetorians in Round 1, Beast of Chaos/Allherd in Round 2, Soulblight Gravelords/Vyrkos Dynasty in Round 3 and Soulblight Gravelords/Kastelai Dynasty in Round 5.

Allegiance: Soulblight Gravelords
– Lineage: Vyrkos Dynasty
– Grand Strategy: Predator’s Domain
– Triumphs: Bloodthirsty

Leaders
———-

Vampire Lord on Zombie Dragon (435)
– General
– Deathlance
– Command Trait: Pack Alpha
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Foetid Miasma
– Universal Spell Lore: Flaming Weapon

Radukar the Beast (315)**
Mannfred von Carstein, Mortarch of Night (380)
– Lore of the Deathmages: Fading Vigour

Battleline
———-

10 x Deathrattle Skeletons (85)**
10 x Deathrattle Skeletons (85)**
10 x Dire Wolves (135)**

Units
———-

20 x Grave Guard (280)*
– Great Wight Blades
– Reinforced x 1

20 x Grave Guard (280)*
– Great Wight Blades
– Reinforced x 1

Core Battalions
*Hunters of the Heartlands
**Battle Regiment

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 118
Drops: 5

Declan – 40 Grave Guard! Wow! I’ve fought 20 of them before and they can kill a Mega Gargant over a couple of rounds of combat. Backed up by Mannfred and a Zombie Dragon, this army can get where it needs to get to.

The really secret tech (may not be secret) is Mannfred’s command ability:

From: Wahapedia

Considering most armies pay 1 command point for a one phase +1 to hit this is amazing value for a command ability. Sure it’s a relatively small range but with the smaller boards and Mannfred’s ability to run away from combat this is almost impossible to stop. Then it’s Grave Guard for the win!

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Wildcard – Brian Cox – Beast of Chaos

Brian won 4 games with Beasts of Chaos and finished the event in 7th. He lost second game against eventually 3rd place finisher Alex and his Soulblight Gravelords/Vyrkos Dynasty list. He won against Beasts of Chaos in Round 1, Legion of the First Prince in Round 3, Cities of Sigmar/Living City in Round 4 (which included 40 crossbows, 4x Stormdrake Guard and 4x Fulminators) and Daughters of Khaine/Khailebron in the last round. Truly a great achievement.

Allegiance: Beasts of Chaos
– Greatfray: Allherd
– Mortal Realm: Ghur
– Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
———-

Doombull (115)*
– General
– Command Trait: Dominator
– Artefact: Blade of the Desecrator

Dragon Ogor Shaggoth (155)*
– Artefact: Tanglehorn Familiars
– Lore of Dark Storms: Hailstorm

Grashrak Fellhoof (150)*
– Lore of the Twisted Wilds: Savage Dominion

Tzaangor Shaman of Beasts of Chaos (135)***
– Lore of the Twisted Wilds: Tendrils of Atrophy

Battleline
———-

3 x Bullgors (130)**
– Great Axes

3 x Bullgors (130)**
– Great Axes

3 x Bullgors (130)**
– Great Axes

3 x Bullgors (130)***
– Great Axes

3 x Bullgors (130)***
– Great Axes

Units
———-

3 x Tzaangor Enlightened of Beasts of Chaos (95)***
3 x Tzaangor Enlightened of Beasts of Chaos (95)
3 x Tzaangor Enlightened of Beasts of Chaos (95)
3 x Tzaangor Enlightened of Beasts of Chaos (95)
10 x Ungor Raiders (90)
10 x Ungor Raiders (90)
10 x Ungor Raiders (90)
1 x Mindstealer Sphiranx (95)
– Allies

Endless Spells & Invocations
———-

Doomblast Dirgehorn (45)

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 95 / 400
Wounds: 165
Drops: 17

Declan – Another great choice from Peter. 17 drops is immense and really brings a clear example of MSU (multiple small units).

The ally – Mindstealer Sphinx – at 95 points is a bargain of a Monster in the Realm of Ghur allowing Brian to pick up the Monsterous Takeover battle tactic, and his large number of units probably gave him good control over the board.

I’ve not played BoC in the AOS3 because they aren’t doing well or present in the Meta much. Hopefully this will encourage a resurgance – and the game will be better for it! Congratulations to Brian for doing really well with a lower tier army!

The Final Tournament Placings

– Declan & Peter