Tag Archives: AoS 3

Top Three AoS Lists from UK tSports Champions 2022

The UK tSports Champions 2022 was an inaugural event organised by the wonderful people at Honest Wargamer and TSportsNetwork. It took place in Nottingham, UK on 18th and 19th June. It involved 16 players from around the UK, vying to be crowned the champion of champions in a 5 game tournament.

Tournament Format

The format is a little different to your usual GT, in that players are seeded into groups on day 1, and then play each other person in their group once. Depending on where they finished in their group would determine which ‘final’ route they would be on the next day. (I.e. group winners could finished 1st-4th), runners up in the group would be playing for 5th-8th, and so on).

Our very own Declan is ranked high enough in the UK rankings, and as a result was invited to the event. He chose to play with his Big Waaagh! Which you can read about here.

As a result, I’ve invited Declan to discuss the armies in this article as who better but the man who took part! (Declan – cheers Peter; it was a great event!)

Before I jump into the Top Three, I just 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.

The Top Three AoS Lists from the UK tSports Champions 2022

Top Three AoS UK tSport Champions -
 1st Place Beasts of Chaos
Top Three AoS UK tSport Champions - 1st Place Beasts of Chaos
Dan’s List, courtesy of Ziggy and TSportsNetwork

Declan – I’ve managed to avoid Dan this tournament season, mostly by virtue of not being good enough to compete with him. He has played a lot of different armies to qualify (see above on the left), but following the White Dwarf Article on Beasts of Chaos he has returned to an army he likes playing… and who can blame him with rend improving throughout the game.

In fact this is where this army excels – The incarnate can’t be killed easily, so can take turns 1-3 and the army takes over turn 3-5. And the army is Tzaangors… lots of them. They are the ‘close combat’ ones, and can dish out huge damage especially with their ability Guided by the Past which allows the whole unit to reroll hits and wounds if an enemy unit has already attacked in combat. So if Dan is in combat with weaker units he can let the enemy fight first, or if he’s charged! Then retreat & rally!

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Top Three AoS UK tSport Champions - 2nd place Maggotkin of Nurgle
Top Three AoS UK tSport Champions
Courtesy of Ziggy & TSports Network

Declan: An army that regular readers of Woehammer will have seen come to the fore from Toby. He qualified with another variety of armies and represented Team England at AoS (as did Dan & Ritchie).

As Dan did he has also brought an Incarnate to survive, add punch, kill monsters and eat Endless Spells. Toby only lost to Dan in the final, and he’s been smashing the tournament scene all season. I was fortunate enough to play him at the start of the season and he (like all the 16 in the final) is a great player and great fun to play against.

The Nurgle are great because they can’t really be debuffed – large number of damage one attacks with minimal rend, but backed up by mortal wounds via disease markers. This is a great army, can do battle tactics in its sleep, and is a great counter to Seraphon Thunder Lizards (because of damage 1) who are at the top of the rankings with Nurgle.

Great result for Toby in his first full season at AoS.

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Top Three AoS UK tSport Champions -  3rd place Maggotkin of Nurgle
Top Three AoS UK tSport Champions
Courtesy of Ziggy & T Sports Network

Declan: I was fortunate to play Ritchie in a very tight game (only 3 VPs in it), when I grabbed the win. But he qualified top of the group by beating the 2 Seraphon lists in Group 1. This was no easy feat though, and with the pressure on game 2, Ritchie beat Mike Stewart – the number one ranked player in the World! It really does show the importance of not letting an early defeat put you off your game.

Like his fellow top three players, Ritchie is in Team England and qualified for the Top 16 by playing a large variety of armies. He has the same core as Toby with Blightlords, at least one Lord of Affliction and an Incarnate. His optional choices include another monster (Bloab) allowing him to grap additional battle tactic points from making a 3rd unit into a monster, or a second for Savage Spearhead. Making full use of GHB21 and the season of the monsters.

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UK tSport Champions 4th place Fyreslayers
Courtesy of Ziggy & T-Sports Network

Declan – Peter has chosen the last of the top qualifiers and Alex did very well with a Magmadroth inspired army, only falling at the Nurgle wall of flesh that was Toby & Ritchie. Fyreslayers are good, survivable and the Magmadroths can dish out damage, take damage and use their runes to do exactly what they need to do, when the need to do it.

Being able to put 3 Magmadroths in Hunters of the Heartland is a great touch in GHB21 and obviously this is not repeatable in GHB22, but the army will definitely have play in the new edition. Fyreslayers are here to stay and I’m sure Alex will have a great season for GHB22 as well.

Declan – A huge thank you to Ziggy for running the event, and Rob for hosting. It was amazing and a great end to an incredible season for me! Top marks, and all games were played at a top level, with all players having fun as well.

Full Tournament Results

Thanks to T-Sports Network for the great graphics. Why not visit them on their Twitch channel and watch some of the games back. There is a small charge to join, but for that you get to see the top players playing competitive Age of Sigmar. It is the end of the season, but there’s lots here to learn that’ll help any player in GHB22.

UK tSport Champions, Round 1 Results
UK tSport Champions, Round 2 Results
UK tSport Champions, Round 3 Results
UK tSport Champions, Group Tables
UK tSport Champions, Semi-finals Results
UK tSport Champions, Finals
UK tSport Champions, Final Standings

Introducing: Your New Agony Aunt

Here at Woehammer, we know that Warhammer fans never complain about anything. But – sometimes it can be healthy to get something off your chest. This is a game of two halves, and one of those halves is always wrong, or too strong – right? But, great sports as we all are, we bottle those feelings up. But feelings ferment (it’s the salt!) and left too long, can turn sour, and blow the bottle of your unconscious into shards of misery that dig deep into your most squishy, inner parts – and no-one wants that.

Least of all your new, resident Agony Aunt, The Slaughter Queen known as ‘Kreelith Tongue-Tearer’. She drove a hard bargain – most of the Woehammer team are still recuperating from the blood-letting – but eventually the Cauldron was full, and she pledged her services to us in perpetuity, or until we all became exsanguinate husks in service of her God-Mother – whichever comes first.

Kreelith Tongue-Taker your new Warhammer Agony Aunt
Kreelith is all ears. And sacrificial daggers.



Now, after such an ordeal, we’re sincerely hoping some of you have some gripes you can send in for Kreelith to help you with, in her infinite, bloodthirsty wisdom. Want to complain about a certain faction? Let it all out (so long as it’s not Daughters of Khaine…). Have a secret shame or confession you need to get off your chest? Let Kreelith rip your heart out – figuratively speaking. Just want to moan about something preventing you from Warhammering as much as you’d like to? Bare all to your new master! Master of comforting understanding, that is.

To submit your woe (Nice, I like what you did there – Peter) to Kreelith and be in with a chance of receiving her blessing/scorn/infinite wisdom in one of her weekly columns, just visit our new channel in our discord and share your agony!

Write My Tournament Army – Series Finale

Originally this tournament army was going to be played at the ‘Age of the Dark Gods‘ tournament organised by Savage Hammer Gaming on 24th September. However, due to not enough interest in the event, I was invited instead to attend their event on 25th June ‘The Battle of the God-Kings‘. This is being held in Harrold, near Bedford. For those interested, there are still tickets available.

Last time we had one last vote and that was to decide on whether to keep the Warlord Battalion or change it to another Battle Regiment. The results are in!

Write my tournament army - vote result

With the overwhelming response being to change to the battle regiment, we’ve changed our list to a 3 drop. This should give me a good chance of deciding whether to go first or second.

The Final Tournament Army List

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Prized Sorcery
– Triumph: Inspired

LEADERS
Breaka-boss on Mirebrute Troggoth (180)
Mount Traits: Fast ’Un
Gobsprakk (280)*
Swampcalla Shaman and Pot-grot (105)**
Spells: Nasty Hex
Snatchaboss on Sludgeraker Beast (315)**
General
– Command Traits: Supa Sneaky
– Artefacts of Power: Mork’s Eye Pebble
Swampcalla Shaman and Pot-grot (105)**
Spells: Choking Mist

BATTLELINE
Man-skewer Boltboyz (360)*
Boltboy Boss
Man-skewer Boltboyz (240)*
Boltboy Boss
Man-skewer Boltboyz (120)*
Boltboy Boss
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikka

OTHER
Hobgrot Slittaz (80)**
– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1965/2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 118
Drops: 3

That should do it! Now just to paint the last few models and then roll some dice. I hope I get to play some of my fellow Woehammerers, Ed, Declan and Rhys are all attending the event. I’ll let you know how I get on.

Age of Sigmar – Sylvaneth Battletome Review

Limited Edition Sylvaneth Battletome
Limited Edition Sylvaneth Battletome

Sylvaneth have been a troubled faction for a while in Age of Sigmar – a beautiful but relatively small model range, endlessly tweaked faction terrain rules (and let’s not get started on transporting those wyldwoods) and almost all competitive lists lists built around the dominant ‘Warsong Bomb’ combo.

In no uncertain terms, the new book changes everything. That’s almost literally true. So without this review becoming a novel-length guide to the entire faction, I’m going to try and focus on the biggest changes and offer a broad perspective on what it looks like Sylvaneth are now, in terms of play-style, predicted strength overall, and the biggest winners/losers from the Tome.

A quick note on ordering, based on some learnings from our last Tome review. And we feel it actually makes sense to start with army abilities and sub-faction rules, before diving into units, then tackling Enhancements (so you can understand who they make sense on) before finishing up with the Grand Strategies and Battle Tactics.

QUICK LINKS

ARMY RULES

Sylvaneth strike from the trees

There’s a crazy amount of synergy in this book, and it all starts with and revolves around Places of Power.

Image taken from Warhammer Community

Start of a battle you pick 3 terrain features wholly outside enemy territory and they become ‘overgrown terrain features’. By default, each Sylvaneth unit within 9″ can regen 1 wound. Where it gets interesting is how this combines with all sorts of rules – but the next army rule is From The Woodland Depths, which has two main effects.

Image taken from Warhammer Community

The first is essentially the same as the old Walk the Hidden Paths allowing one unit wholly within 9″ to teleport to within 9″ either an overgrown terrain or wyldwood – with two provisos. Standard teleport rules apply (not within 9 of an enemy unit) and crucially, the terrain piece can’t be in engagement range of an enemy unit.

For the rest of the review we’ll refer to these combined teleporting restrictions as ‘Walking the Paths restrictions’. And we’ll use the shorthand ‘within terrain range’ to mean ‘wholly within 9″ of an overgrown terrain or awakened wyldwood’.

Overall this is more flexible than before but does mean a clever opponent can limit your teleporting options by careful positioning.

Image taken from Warhammer Community

The second effect is Strike and Fade, which is potentially huge, even if it requires some careful set up – once per turn, a Sylvaneth unit that has fought can immediately teleport, with Walking the Paths restrictions. This is potentially very tasty, allowing glass-hammer units to fight with impunity, or as a way to radically reposition a tanky slow unit, etc etc – I expect we’ll all be having lots of fun with this one.

Finally, Verdant Blessing remains, unchanged – a cast 6, 18″ spell to summon a wyldwood outside of 3″ of the usual objects.

A really tactical and interesting new addition are Seasons of War, which you can essentially think of as modifiers to the terrain rules, and therefore apply to units wholly within 9″ unless stated otherwise. These are added to your list, and you obviously just pick the one.

The Burgeoning gives units that didn’t charge a Ward of 6. Can’t complain. The Reaping adds 3″ to the terrain effect range – probably really useful given the average big base size of sylvaneth units, and allows you a bit more latitude. In many ways I can see this being my go to, as being slightly outside of ‘wholly within’ could ruin a whole turn’s worth of shenanigans.

The Dwindling allows for a hero phase re-roll of 1 cast, 1 unbindand 1 dispel – as in, 1 of each. Obviously strong given how good Sylvaneth magic is. Lastly, Everdusk reduces terrain effect range by 3″ but in exchange you get exploding 6s to hit in melee. I feel like the 6″ range is going to be too restrictive for this to be reliable, but you’ll see that there are a few ways to make certain units count as overgrown, which does make this more flexible than it appears at first glance.

Overall, I love these rules, they’re easy to remember, are all upside, and give you a meaningful tactical layer.

GLADES

Glades return (obviously) but follow the 3rd edition paradigm of being streamlined and fluffy. And good!

Oakenbrow makes Treelords battleline and for bracketing purposes you halve the damage taken by all of the biggest trees – so also Treelord Ancient and Durthus. Durthi? In the new GHB meta, this is an interesting option to avoid giving up extra damage against your battleline units and allows you to lean into a tanky Ent list, which is awesome for obvious reasons.

Gnarlroot remains the magic pick of choice, allowing a once per turn cast on 3d6 removing one dice while in terrain range. Given some of our spells get better with higher values, this combined with the potential re-roll from Dwindling could be very nice.

Heartwood sees a big change – now it makes Kurnoth battleline, and allows you to pick 3 enemy units that your whole army gets +1 to hit against. This is a great CP saver and even though, as you’ll see, I’m not totally sold on Kurnoth Bows, it means they could make sense as MSU in this Glade.

Ironbark now gives you a command ability usable on a unit in engagement range of an enemy that has charged – on a 2+ that unit suffers d3 mws. A nice punishment for daring to charge your lovely stickmen – and here’s the kicker – it can be used multiple times, but not on the same enemy unit. Obviously fairly useless against horde units but the chance to kill a mid-wound model and deny its attacks could add up over the course of the game – overall, I think this is too niche to be taken competitively.

Winterleaf leans intro a control playstyle, and prevents enemy units from falling back. And if combined with Everdusk (which is a cool combo, and kind of a shame the others don’t offer a combined effect) that unit also can’t be removed – as in, they can’t be teleported somehow away either. Teleporting shenanigans are becoming more prevalent in the game so this is (situationally) more useful than it first appears.

Dreadwood plays clearly into Spite-revenants – making them battleline and allowing you to use Walk the Paths and/or Strike and Fade twice but with the proviso that one of those times it must be Spite-revs. I can’t really think of a reason this isn’t the weakest Glade going, but, y’know, if you really love Spite-revs and want to play more of a horde Sylvaneth, this is how you do it.

Harvestboon allows EACH unit of the new flying cavalry to make a pre-game move of 12″ – and they’re battleline in it. You will see that Spite-riders have a strike first effect, meaning if you can fit into a one drop, this Glade allows you to set up an alpha strike of as many bug cavalry as you want, all fighting before any enemy unit can retaliate. Risky but potentially hilarious!

SPELLS

Sylvaneth are a faction who’ve always had a pretty great time with magic, and it’s better than ever now.

Throne of Vines (casting value 9) heals 1 wound to the caster at the end of each phase until next hero phase – so a minimum of 6 and a max of 12! It’s a ‘heal over time’ so you trade immediacy for reliability. At CV 9 it’s a great candidate for using the Vesperal Gem on (more on that below).

Regrowth (18″ – cv 5) heals d6.

Dwellers Below (12″ cv 7) rolls a dice per model in a unit and does mws on a 5+. Could be fun now we’re more likely to see more, bigger units in general. As you will see, there are similar spells you can combo this with to potentially decimate big units – although part of me would like to see a little variation in effects, and something more targeted towards smaller units.

Deadly Harvest (3″, cv 6) does d3 mws to each unit in range. Not amazing but fine for combat-casters, of which we have a couple.

Image taken from Warhammer Community

Verduous Harmony (18″, cv 7) brings back a model to a unit, or d3 models to tree/spite revs or dryads. See a healing theme emerging yet?

Treesong (16″, cv 7) is a great new spell that gives any unit in terrain range but specifically of wyldwoods an extra rend. Shame it’s not any terrain, but still potentially very strong, as in the right situations you could improve the rend of multiple units at once with this.

Overall, it’s a useful, fluffy and powerfully lore with some fun effects. At first glance it seems like it wants you to lean into big, tanky, multi-wound units to make the most from it.

ENDLESS SPELLS

I’m over the moon with what GHB22 is doing for endless spells in general and Sylvaneth’s fall in line, offering some excellent, highly synergistic effects at a new bargain price that means *gasp* you will actually use them.

Spiteswarm Hive (40 pts) got brought in line with 3e rules but still rocks – you choose between two effects, each applying to one unit wholly within 9″ in the hero phase – +3″ to move and charge or reduce rend by 1. Buut both go off on a 2+, annoyingly again – you’ve already paid the points, summoned the spell…and it can still fail on you? Bogus!

Gladwyrm (50 pts) is the same but well costed now – d3 mws on a 3+ to owt within 1″ AND heals d6 on a 3+. Get that in the mix and it will add tonnes of value to a melee.

Skullroot (60 pts), one of the damn coolest looking endless spells in the game, adds d3 units to a failed battleshock test AND, when it flies (8″) over an enemy unit, and any unit within 1″ of the tree, it does d3 on a 2+, or d6 if that unit is within 6″ of a wyldwood. There are plenty of opportunities for enemies to be near wyldwoods, but even if they’re not, this has clear and obvious value.

I mean, you’d be tempted to take all 3 right?

Sylvaneth Battletome Review
Sylvaneth Lady of Vines

UNITS

Heck, there’s an awful lot to cover here. Lots of varied stat lines, abilities, and huge changes to the old book. Again, we’ll keep this high-level – don’t want to miss the wood for the trees – (SORRY I HAD TO) in the interests of not just transcribing the entire book.

Let’s start the A-mama herself, the Beetle-Queen, Ol’ Thunder Thighs, Alarielle. She’s good now – potentially really good – but with provisos. Talon of the Dwindling, Swirling Glowspites and her spell, Metamorphosis remain the same, but Lifebloom has seen a crucial glow up – now, after she’s been killed, she comes back on a 6+battle round number, but you only get one attempt so choose when to try it wisely. She’s got a great 1 shot 2/2/-2/6 bracketing shooting attack, and the beetle horns are decent in melee.

Alarielle the Everqueen

Sylvaneth Battletome Review
Alarielle the Everqueen

The other great new addition to her scroll is a once per game ‘turn everything into Overgrown’, which obviously has big synergy implications.

Basically, Alarielle does a little bit of everything now, and seems very viable to me as a lynchpin piece that operates in all phases. If she gets shot off turn 1 by pesky Stormfiends or what have you, at least she can now come back to play in the later rounds.

A big investment at 840 – but if you subtract the cost of the best unit she can summon, that’s more like 590. You’ll need to build your list around her, but a very pleasing glow up from her previous incarnation. Difficult to gauge whether she’ll be competitively viable – 16 wounds on a 3+ with no built-in after-save can still be liquified by plenty of things without too much effort – but I think with careful use she can contribute meaningfully to a list.

Sylvaneth Lady of Vines 

Sylvaneth Battletome Review
The Lady of Vines

Her (strong independent literally used to be her)right hand – The Lady of Vines – is an exciting alternative. A good, tanky wizard who can chip damage at range and hold her own against smaller stuff in melee, her main incentives are a once per game Dryad summon – although it’s super frustrating to me that it goes off on a 2+ and is therefore guaranteed to fail when you really need it – and a 12″, CV 7 spell to give an aura of a 5+++, which is potentially huge. She also counts as Overgrown terrain but with a 9″ range, allowing her to be a mobile, much-cheaper alternative to her ‘mum’.

Drycha remains largely unchanged, functioning as a harassment piece who buffs spite-revenants with a +1 to their wound rolls. But I still don’t see why you’d ever really want to run them even with that. She still offers plenty on her own merits, as a mixed range, 1 cast wizard with a super swingy warscroll spell that does MWs based on the difference between your roll and their leadership. Her notable strength is the ability to double either her melee or ranged output to 20 attacks, and fish for mws on 6s, which means flexibility, good horde clearing potential, and a potentially great Unleash Hell candidate. Hard to see how the tree-mech competes with the more specialised Big Trees, but her versatility and speed (9″) does mean she’s nice and flexible.

Warsong Revenant also remains pretty much the same, losing his knowledge of the whole lore but remaining a very potent wizard (the only straight source of +1 to cast) with 2 casts and his great warscroll spell, rolling dice equal to the casting roll and doing mws on 5+. The 4 up ward will keep him hanging around, and as you will see, there are plenty of Enhancements that will find a great home in him. He also has a 12″ +1 bravery to friendlies and -1 to enemies aura which, weirdly, kinda combos well with Drycha’s warscroll spell – and also the Skullroot. Bravery buffs are always welcome too as a way to just avoid having to use Inspiring Presence.

The Arch Revenant gained a huge ability, and nothing else on his scroll is worth a damn, including his melee output – but it doesn’t matter. He now gives +1 wound to Kurnoth (ANY attack) within 12″, and has a CA to give one unit of them +1 attack. If you take any Kurnoth – who, spiler alert, are now amazing – you’d be mad not to bring him too. A fantastic buff piece now with another 4+ ward to help him survive sniping attempts.

Durthu remains a beat-stick – in the truest sense of the term! Well, more of a beat-wood but that has its own problems…. anyway, he’s the big melee hero. The main change to him is that his ‘fight last’ ability now counts as a unique monstrous action BUT goes off on a 3 now. So less swingy, but unfortunately means you can no longer try to do it twice with two Durthus. Still great overall as he dishes out the damage, walks the spirit paths himself (so freeing up the generic version) and gets an extra attack for being in terrain range.

Sylvaneth Battletome Review

The Treelord Ancient is basically unchanged, which isn’t exciting, but his once per game auto-wyldwood has bigger implications before due to our improve army rules, and he’s the tankiest wizard yet – bar Alarielle – who is no slouch in melee with a few -1 d2 and 2 -2 rend 3d attacks.

The generic Treelord is also largely the same, buuuut has one really cool new ability called ‘Lash and Tangle’ – if he hits something in melee, it can’t pile in. So, charge him into the ‘end’ of an enemy unit so only one of them is in weapon range of him, fight, dish out a fair bit of hurt – and boom, only 1 or 2 can slap back. Against a bigger unit, this is potentially HUGE if you position him right.

The Branchwych remains unremarkable save for having the Warsong’s spell and basically being our cheapest wizard. Which isn’t a bad thing to be in such an elite army – unexciting but fills a role, so can’t complain.

Gossamids! Much has been made of their d3 mortals on 6s to hit ability but, with 2 shots each, that’s 2 mws on average and not much else on top given they have no rend. They exist, frankly, to be an annoying screen, with their ability to fly away on a 2+ after Unleashing Hell – again, guaranteeing them to hover in place when you most need them to buzz away. They’re also flimsy, and will die to almost anything with so much as a rock to throw. I’m not saying they’re bad – against predominantly melee armies, the ability to fly up, do a few lucky MWs, move-block and fly ‘safely’ away once charged could be very annoying. But at 220…it seems like a big risk to me.

Sylvaneth Gossamids

Sylvaneth Battletome

OK, let’s talk ‘true’ battleline: Tree Revenants, and their woodier counterparts, the Drayds. The Revs have 2 wounds each now but still die to a mean look. Their Tree cousins teleport still (which is always useful and a great scoring vector) and get a free All Out A/D which is fine. Dryads picked up a -1 to hit and -1 wound while within terrain range, which is kinda funny and could make for a frustrating screen, but they do literally nothing else other than hope for cold rolls from your opponent. And require careful positioning – a big blob could be nice but fitting it wholly within terrain range makes it much less appealing.

Spite Revenants, if you were paying attention in the Glades section, are no longer ‘true’ battleline. And they still don’t excite me, with 6s to hit doing a mortal and 3 attacks each, that’s 2 MWs (and again, not much else) per activation. Now, there are ways to situationally buff them a fair bit by adding rend while near a terrain, but in all honesty, the amount of set up required to make them put out meaningful stats is going to be too difficult or unfavourable in the vast majority of circumstances. They’re kinda cheap though and worth running if you want lots of little bodies accompanying Drycha. Maybe.

Sylvaneth Spite Revenants

Kurnoth of all variety fare much better, and frankly are going to be hard not to take. Scythes points went up to match swords at 250, and do -3(!) rend for 2D. Swords get -1 but do their 2d on 6s to hit. Bows, bafflingly, still hit on 4s but have flat 2 damage and are slightly cheaper. So you have some tactical decisions to make – for my points, bows are out in the cold at the moment as you’re paying a large premium for how tanky they are – which is great for swords/scythes who are also standing there on objectives dishing out pain. But statistically the bows do very little without some buffing and support – and while useful for MAYBE sniping out a support hero, there are just much better ways in the book to do that.

Also, all flavours of ‘Noth have an updated ‘Envoys’ ability – when the ‘Noth is contesting an objective, they make friendly units in objective range also count as being within 6″ of terrain. More mobile synergy!

The new Bug Cavalry are also wonderful. Tanky, fast, and they hit hard with a good number of attacks, -2 for both with the Seekers having d2. The main difference is the Spite-Riders have fight first, while the Seekers can revive something with up to 5 wounds on a 2+. So yep, chances are they can bring back a Kurnoth model per turn, per unit. Both flavours heal their own models back to full health if they kill a model, have a 6″ pile in and rally on a 5+. So they’re survivable, flexible, hit decently hard and fill a niche Sylvaneth were otherwise sorely lacking. Very impressive unit.

Sylvaneth Bug Cavalry

Sylvaneth Battletome Review

Overall, a huge glow up, which was expected. There’s speed, tankiness, some good reliable output and a number of fun plays. There are some outright swings and misses – Spite Revs, Dryads – and some situationally good but too costly (and therefore risky), like Gossamids and maaaaaaybe Alarielle – or that require maybe too much set up (Dryads…again) and potentially Treelords. But I think overall there’s multiple viable lists in here.

COMMAND TRAITS

Gnarled Warrior makes your save unable to be modified, up or down. Obviously application on a 3+ Durthu or such! Lord of Spites reduces a unit’s attacks by 1 if it finishes a pile in within engagement of the hero – another great way to boost survivability. They’re both good, but Warsinger might be even better – adding 3″ to units within 12″ of the hero at the start of movement phase. Combine with Spiteswarm for 11″ move Kurnoth with a 10″ average charge, don’t mind if I do.

Wizard traits also run hot – Nurtured by Magic heals a unit d3 wounds within 18″ on a successful cast. Certainly not a bad incidental source of healing. Potentially HUGE is Warsinger, allowing a wyldwood to be where you measure the effect of a spell from – yeah, any wyldwood. This allows you to potentially be in spell range from turn 1, punish people trying to block your teleports, and all sorts – really interesting plays available here. Radiant Spirit ignores spell effects on a 4+, which seems more niche to me but is still a good counter to magic heavy armies if you pop this on a Treelord Ancient or you really want to ensure your Warsong remains alive and kicking, etc.

Hero wizards get Acorn of the Ages for an auto-wood within 12″. Luneth Lamp gives a wizard the option to banish an invocation with +2 to the roll – this is massively niche! Why you would ever take this unless you’re playing a casual grudge match against your invocation loving friend, I don’t know. Unless it’s a sign we’re somehow entering an invocation meta…. Preventing this page from being a complete waste of a dryad is the returning Vesperal Gem, allowing a once per turn auto-cast that can’t be unbound, but a 1 on a d6 roll does d3 mws to the user.

ARTEFACTS

Sylvaneth artefact, Luneth's Lamp. Add 2 to the roll when the bearer attempts to unbind an endless spell.

Other heroes can choose from Greenwood Gladius, which adds d3 attacks to a melee weapon. I can the whispers of ‘Durthu’ on the wind…. Crown of Fell Bowers picks a unit within 6″ and gives all units +1 wound against it. This would be decent if it was just the hero, but all units? Nice! Seed of Rebirth rolls a d6 when the hero dies – on a 2+ they survive with d3 wounds and all other damage negated. With all the healing Sylvaneth has access to, this could be huge on a chonky hero.

MATCHED PLAY RULES

Topline, most of these are unfortunately a bust, which is frustrating given the design space and the fact the forthcoming GHB Tactics all seem harder to pull off on average. Factor in the book’s lack of good Galletian Vet candidates and it feels like Sylvaneth have been a bit short changed in terms of scoring potential, at least in the short term.

Grand Strategy wise, it’s tempting to just write ‘bin’ and move on, but in the interests of being thorough… Chorus of the Woodlands asks you to complete 4 battle tactics from the Sylvaneth list. You’ll see why I don’t think that’s very doable shortly. Vengeance and Spite wants you to kill the enemy general with an Outcasts keyword unit – so, Spite-revenants or Drycha. Urm. That’s not going to be terribly easy. Drycha could do it, but if the general is any kind of monster, she’s not doing it alone, which means a big game as you will have to soften it just the right amount with other units for her to finish it off.

Baffling that they’d hinge a whole Strategy on a keyword only two units have. Baffling and aggravating. Roots of victory tasks you with having a wyldwood in each corner of the board, and there being no enemy units with 6″ of them. This feels more doable but also like a huge win-more strategy, as it basically implies you will have almost complete board control. Thematic but hugely risky for so many obvious reasoons.

Massive let down.

Battle tactics fare slightly better. Eradicate Trespassers wants an enemy unit within 6″ of a wyldwood to die. With good positioning, there should be plenty of times in a game the enemy can’t help but be in range for this, so overall it’s nearly as bankable as ‘bring it down’ or ‘broken ranks’ used to be, perhaps better in some ways as it’s any kind of unit.

Harness the Spirit Paths requires a unit to use From The Woodland Depths (i.e. teleport to a terrain piece) and successfully make a charge. Now, charges of 9″ are far too risky, so I don’t like it – unless you have a Spiteswarm Hive set up, in which case your charge is now a re-rollable 6″ – much more doable.

Balance the Cycle wants you to kill a unit within 12″ of a terrain piece by a unit added to your army that turn – which basically means you’ll need Alarielle to summon Kurnoth or a Treelord, and for them to make a 9 incher – in this instance Spiteswarm doesn’t help because it picks a unit end of hero phase and Alarielle summons end of movement. I guess you could summon in 3 bow hunters and plink the last couple of wounds off a weak unit – otherwise this is a massive gamble.

March of the Forest Lords is, thank god, another sensible one. Kill an enemy monster with one of your Big Trees. All of which are good – but Durthu is obviously a beast, so this one goes some way to making amends for the others.

Unleash Ghyran’s Wrath needs a wizard you pick to kill a unit with a spell or endless spell. Given, as I mentioned before, that none of the Sylvaneth spells are really reliable single-target damage, this isn’t super bankable. However, plenty of our wizards have casting bonuses and multi-casts – so Warsong using Unleash Spites, having a Gladewyrm or Skullroot kicking around from the last turn and another spell/Arcane Bolt means you may have a few chances to finish off the last few wounds needed to score this.

FINAL THOUGHTS

There’s a lot to take in here. Having noodled on it all for a few days, I think the book’s strengths lie in tanky, reliable damage units that have surprising mobility – but the best combos in the book require a lot of careful positioning and over-lapping failable effects – i.e. there’s a risk one part of your plan falls through and ruins the synergy.

It’s also a really expensive book – and even though on average the costs are fair, it makes list-building a challenge because of not many smaller costs that can slot into the gaps between 300+ models/units.

A corollary of that is it’s another highly elite army. Heartwood offers the chance to take battleline that doesn’t give up additional damage against them from the new GHB Bounty Hunters battalion, but it also means it doesn’t place super nicely with some of the keyword scoring opportunities. And in general, if you wanted to run a more horde or infantry based list, in light of GHB 22, your options are severely limited – in competitive reality, I’d go so far as to say, limited to zero.

However, I’m bullish on the book in the long term. It’s flexible and non-linear – Enhancements seem varied and have plenty of candidates for them, the book can lean into magic dominance, pure anvil lists, hyper-mobility and alpha strikes, or leafy, synergistic death stars.

If nothing else, for existing Sylvaneth players, it feels like the first time in many years the faction feels like it should. And I woodn’t trade that for the world.

What do you think of the Tome? Got any thoughts on combinations that we may have missed? How will the Sylvaneth slot into the current meta?

Top Three AoS Lists from Rise of the Everchosen

Rise of the Everchosen took place in Emgilia-Romagna on 18th and 19th June. It involved 32 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.

1st Place, Maggotkin of Nurgle

Army Faction: Maggotkin of Nurgle
Army Subfaction: Drowned Men
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

LEADER
Bloab Rotspawned (300)
Spells: Rancid Visitations
Lord of Afflictions (210)*
General
– Command Traits: Overpowering Stench
– Artefacts: The Splithorn Helm
Orghotts Daemonspew (300)*

BATTLELINE
10 Plaguebearers (150)*
10 Plaguebearers (150)*
4 Pusgoyle Blightlords (440)**
2 Pusgoyle Blightlords (220)**
2 Pusgoyle Blightlords (220)**

TERRAIN
Feculent Gnarlmaw (0)

CORE BATTALIONS:
*Battle Regiment
**Hunters of the Heartlands

TOTAL POINTS: 1990/2000

Declan: Ah Nurgle… the new hotness and it’s easy to see why (it may not be; I had it explained to me over the weekend). I have now played a similar list and this is just great into the meta. Large numbers of low damage attacks means Seraphon Thunder Lizard don’t benefit from their allegiance and any debuffs (-1 attack etc…) have no benefit either.

Added to that they are lightning quick with a pre-game move and the Overpowering Stench stops command abilities being used nearby. So no all-out-defense or inspiring presence. It’s a great army which we are seeing a lot of at the moment.

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2nd Place, Maggotkin of Nurgle

Army Faction: Maggotkin of Nurgle
Army Subfaction: Drowned Men
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

LEADER
Lord of Afflictions (210)*
General
– Command Traits: Overpowering Stench
– Dolorous Tocsin
– Incubatch
– Artefacts: The Splithorn Helm
Lord of Afflictions (210)*

BATTLELINE
1 x Pusgoyle Blightlords (440)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*

CORE BATTALIONS:
*Rotbringer Cyst

TOTAL POINTS: (1960/2000)

Declan: I should have looked ahead. Sorry; but there’s not a lot different here – just more of the same because the same is good. When a player spends 1,540 points on one warscroll it may show a problem… but not for GW model selling.

There’s no criticism of the players though – it’s a good army and gives a good shot at 4-1s and 5-0s. If that’s your aim why wouldn’t you want to take one of the best armies available?

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3rd place, Slaves to Darkness

Army Faction: Slaves to Darkness
Army Type: Knights of the Empty Throne
– Grand Strategy: Hold the Line
– Triumph: Inspired

LEADERS
Varanguard (560)*
General
– Mark of Chaos: Tzeentch
– Command Traits: Inescapable Doom
– Daemonforged Blade and Warpsteel Shield
– Artefacts of Power: Grasping Plate
Varanguard (560)*
Mark of Chaos: Tzeentch
– Daemonforged Blade and Warpsteel Shield
Chaos Sorcerer Lord on Manticore (270)*
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness

BATTLELINE
Iron Golems (75)*
Mark of Chaos: Tzeentch
Iron Golems (75)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Iron Golems (75)*
Mark of Chaos: Tzeentch

BEHEMOTH
Chaos Warshrine (215)*
Mark of Chaos: Tzeentch
– Prayers: Heal

CORE BATTALIONS
– *Battle Regiment

TOTAL POINTS: 1970/2000

Declan: Ah Varanguard – hard as nails; hit like freight trains and are leaders so they can do great work into some of the missions as well. It’s great to see StD doing well though – this is not a net-list that is smashing up the tournament scene and a 4-1-0 result is impressive.

The Chaos Sorcerer Lord on Manticore is often substituted by a Chaos Sorcerer Lord on Foot, but the Manticore allows him to keep up with the Varanguard – and ensure the army hits like a freight train – all at the same time.

The Battleline choices are also cheap as chips (as a Gitz player I would kill for Battleline this cheap) and they are not bad. Great addition for screening so Manuelle can chose who goes first or second with his 1 drop.

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14th Place, Blades of Khorne

Army Faction: Blades of Khorne
Army Type: Baleful Lords
– Grand Strategy: Beastmaster
– Triumph: Bloodthirsty

LEADERS
Bloodsecrator (125)*
Bloodthirster of Unfettered Fury (295)*
General
– Command Trait: Thirst for Carnage
– Artefact: Black Brass Crown
Bloodthirster of Insensate Rage (280)
Bloodthirster of Insensate Rage (280)
Bloodthirster of Insensate Rage (280)
Skarbrand (380)

BATTLELINE
10 Blood Reavers (80)*
10 Blood Reavers (80)*
10 Blood Reavers (80)*
1 Slaves to Darkness Chaos Spawn (55)*
Mark of Chaos: Khorne
1 Slaves to Darkness Chaos Spawn (55)*
Mark of Chaos: Khorne

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Declan: Ah Khorne… a fighting force in a game of fighting – they’ll be smashing up the tables right. Unfortunately not – GW struggle with making Khorne good enough that they can reliably kill but not so that they win everything… and they’ve got the balance wrong so often.

The Bloodthirsters are only 280 points so are really throw away models (a Mangler Squig Loonboss is 290) so don’t expect too much from them – in this force is Skarbrand who does the work. 6″ pile in; and fighting well if he didn’t fight in the last battleround. Unfortunately most people know this now and either kill or avoid him – poor chap!

Final Tournament Placings

For the full tournament details visit: https://tabletop.to/rise-of-the-everchosen-finale-lega-caos-2022/ladder

Start Collecting: Slaves to Darkness – Beginners 1,000 Point Army

What’s in the box……!?

1 Chaos Lord on Karkadrakk
5 Chaos Knights
10 Chaos Warriors
16 miniatures, including a mounted hero and five cavalry

One of the best things about the Start Collecting! boxes are the savings, which are usually great. In this case, (as of 18/06/22 in GBP) the box is £65… What do you save, you may ask…. Well, that’s a bit of a complicated question, the Chaos Lord on Karkadrakk isn’t available in any other way and the newer knight and warrior models are also only available in this set…. Oof.

Aside from this, these sculpts are push-fit and the two units do not include options for either banners or standard bearers which you will want. This means that, in order to have units working at their full potential some conversion is needed, which isn’t brilliant for a starter set presumably aimed at beginners.

There are some minor options available – two head options for the Karkadrak Lord and head options for the warriors (male and female which is cool). There’s also the option to build a Doom Knight champion, with a Doom Flail, for the Chaos Knights to give extra Doom.

Unfortunately, the nature of the kit does mean that only one of the four potential Chaos Warrior option weapon fits is available, as these are hand weapon and shield warriors only. In addition, only the lance option is available for the Knights (other than the aforementioned Doom Knight option).

The push-fit nature of the sculpts does also present a bit of a tricky painting problem as there are some hard to reach bits and sub-assembly may be a bit fiddly.

These sculpts are excellent though, very dynamic but close enough to the originals to fit nicely in in with the rest of the range. They also don’t have markings for any specific god so can be painted to suit your taste in appalling extra-dimensional overlord or overlords. A great update to classic sculpts.

As mentioned, the Chaos Lord on Karkadrak sadly isn’t available in any other set and so there really isn’t any way to give yourself much variety if you wished to run more than one…. though I don’t know why you would.

A separate Chaos Warrior regiment set, with the older sculpts, is available direct from GW at £35 for sixteen(!) warriors. The sharp-eyed amongst you will have noticed that this isn’t a good number as the minimum unit size is ten, so you will have more hotdogs than buns. On the flip-side, whilst these are older and more static sculpts, which were designed to rank up for Warhammer Fantasy, they are multipart and do have banner and musician options.

This older kit can be built with either shields or two hand weapons but if you want halberds or great weapons you will need to spend a bit of money. GW used to make upgrade kits for these options but have discontinued them, sad to say. It is possible to make some quite convincing halberdiers though by using the spears from the separate Chaos Knight kit, if you choose to build your Knights with Ensorcelled Weapons.

For separate Chaos Knights, with the older sculpts, you will need to find £36 for ten. YMMV on this but I don’t think this is terrible value though I do really like the aesthetic of the kits. This multipart offers all of the build and command options and fits in reasonably well alongside the Start Collecting! knights, though perhaps not so well aesthetically as the warriors.

Who or What are Slaves to Darkness then?

The Chaos Gods are the ‘Big Bad’ of the setting and have had a huge trove of lore written about them over decades, so please forgive the rough edges of what follows…..

These are extra-dimensional representations of mortal drives and emotions become self-aware and turned up to eleven. These ‘Gods’ destroyed the Old World (does this mean GW is actually Chaos Undivided?) and are intent on corrupting the Mortal Realms and doing it all again. The Chaos Gods are reflections of mortal drives and emotions and seek to drive mortals further and further down the path of dedicating themselves to those drives and emotions. There are separate books for those purely aligned to a single God and their Daemonic footsoldiers. The Slaves to Darkness book is more for those who are still holding their cards close to their chest before playing a hand they can’t win. Chaos Undivided is the worship of all of the Chaos Gods, if you enjoy buffet food for some reason then this may be the option for you.

Slaves to Darkness are the (largely) mortal worshippers of Chaos Gods who are still sampling the buffet and have not yet dedicated themselves (entirely) to a single God, though they may have a Mark which bestows some Godly favours.

Unit Review

Chaos Lord on Karkadrakk

This got a slight points drop after the book was released from a slightly bonkers 250 to a slightly less bonkers 225.

Our Karkadrak can move 9″ and comes on a 90 by 52mm base which can be useful in blocking off an enemy move and generally being a bit annoying.

At 9 wounds Look Out Sir! is available, with a 3+ save and a 5+ mortal wound save this is moderately survivable but can’t stand with any serious melee threats for too long.
Your healing options in Slaves are limited so be aware that, if focused, this Lord will go down quick. This is a sad truth of Slaves, in my opinion, your generic Lords are not the melee terrors they were in The World That Was and if you try to use them like they are you will suffer.

The Karkadrak does have a plethora of attack profiles though – five with a total of 13 attacks!

These aren’t great though, most are zero rend with six at -1. Your Karkadrak does have a heal effect with their axe, if it slays an enemy with the weapon it can heal D3. On the charge the Karkadrak can deal D3 damage to each enemy unit within 1″ on a 2+

The Karkadrak may be best described as a moderate utility buff hero and not an anvil or a beat stick. What buffs though….? Well, Slaves units receive buffs from nearby heroes with the same Mark. Plus, the Karkadrakk has a Command Ability which buffs Chaos Knights and Chariots wholly within 18″ giving them reroll charges and +1 to hit. This means that, if you wish to lean into Knights and Chariots, the Karkadrak can be a fun addition.

Chaos Knights

These are currently 170 points for a five and sadly often used more like semi-survivable chaff rather than delivering the hammerstrike you may be wishing for, I am afraid you need to look to Varanguard for that.

Knights have a 10″ move which is OK for cavalry and a 75 by 42mm base. Knights also have a 4+ save and a 5+ mortal wound save with 3 wounds. Their big bases are helpful for screening but again they won’t survive prolonged attention.

Command options include a champion, standard bearer and musician. The Doom Knight champion gets an extra attack and can take a flail with a 2″ range and D6 attacks. IMHO both the Ensorcelled Weapons and Cursed Lances outclass this but YMMV.

The Standard Bearer (1 in 5) adds plus one bravery giving a potential bravery 8, it’s free so you take it but I do usually find this unit is either OK or just blows up….

The Hornblower musician (1 in 5) adds plus 1 to run and charge rolls, which is always a great buff.

Knights are apparently scary *cough*, so their Horrifying ability subtracts one Bravery from enemy units with a model within 1″…. ahem.

Are they actually scary though? Well, with Ensorcelled Weapons they’re putting out 3 3+ 3+ -1 rend 1 D attacks…. plus the 2 4+ 4+ – 1 D attacks from the horses. We have the lance variant from the Start Collecting box though which gives us buffs on the charge (2 damage and -2 rend) but is less effective in a prolonged melee grind with only 2 attacks and hitting on 4s.

Knights sadly don’t do great damage and can’t really take a punch.

Chaos Warriors

These clock in at a whopping 200 points for ten. They do have 2 wounds though and taking mark of Tzeentch can help their resilience, which really spikes in units of ten or more though (+1 to save taking them to 3+) so if you are looking for that you will need to pile in 400 points or lose it quickly.As mentioned, Warriors have a range of weapon options – Hand weapon and shield, Great Weapon, dual hand weapon, halberd and dual wield.

We all know dual wield should be the correct option, with a dove fly-by, but sadly only giving reroll hits and losing the mortal wound repelling ability of the shield (5+ MW ignore) simply isn’t worth it.

Great Weapons are another cool choice but again the loss of the shield is a huge blow, though the pip of rend is nice.

Halberds give us a 2″ reach, compensating for the 32mm girth, with the trade off of a 4+ rather than 3+ to wound and may be a nice option for a large block of warriors, allowing more to attack.

The only option in our start collecting box though is hand weapon and shield, giving 2 3+ 3+ 0 rend 1 D attacks, I haven’t found Warriors very killy in any variation but they can do some work against light armour and can be considered an OK anvil.

As mentioned, Warriors have a range of weapon options – Hand weapon and shield, Great Weapon, dual hand weapon, halberd and dual wield.

Points mean prizes

At the time of writing the Start Collecing! box clocks in at a fairly respectable 595 points and immediately fills our core requirements for a 1k game of a hero and two battleline.

Should you buy multiples of this set?

Well, in the current meta definitely not (and possibly not even one….). They are fantastic models though and really give the heavy metal theme of Slaves to your army. You will have a bit of a samey feel to your army though due to the lack of variety in poses and will need to do some work to create your command models.

So, a 1K army list might look like this:

Allegiance: Slaves to Darkness
Damned Legion: Ravagers
– Grand Strategy: Hold the Line
– Triumphs:
Chaos Lord on Karkadrak (225)
General
– Artefact: Mark of the High-favoured
– Mark of Chaos: Khorne
– Ravagers Command Trait: Master of Deception
Chaos Sorcerer Lord (135)
Ravagers Command Trait: Bolstered by Hate
– Spell: Mask of Darkness
10 x Chaos Warriors (200)
Hand Weapon & Shield
– Mark of Chaos: Khorne
5 x Chaos Knights (170)
Cursed Lance
– Mark of Chaos: Khorne
10 x Chaos Warriors (200)
– Hand Weapon & Shield
– Mark of Chaos: Tzeentch
9 x Untamed Beasts (70)
Mark of Chaos: Khorne

Total: 1000 / 1000
Reinforced Units: 0 / 2
Allies: 0 / 200
Wounds: 78
Drops: 6

Battalions to taste.

Chaos Sorcerer Lord

This makes good use of our box and adds in a wizard with a teleport and an extra couple of wounds, courtesy of Bolstered by Hate. Our Karkadrak Lord now has an 18″ range on their Aura of Chaos and so can buff your Khorne units from further away, in addition Master of Deception subtracts 1 from hit rolls of melee attacks directed their way.

An extra block of warriors gives our wizard a body guard and a nice target for their teleport spell to go objective grabbing. Untamed Beasts round out our points and are a good cheap screen with a cheeky pre-game move.

Untamed Beasts

A nice trick in Ravagers is the ability to summon in models via the General which you can rotate through your heroes. This summoning is more impactful in smaller games and the ability to bring in ten marauders is very nice. You will need to pick these up though to effectively round out your list (I would suggest twenty marauders) but these models will be useful as you expand to 2000 points.

All in all I think this is a nice fluffy list which will be fun and meets our heavy metal theme from the Start Collecting! box.

What will it cost?

SetGBP £USD $EUR €AUD $
Start Collecting: Slaves to Darkness£65$110€85$165
Battletome: Slaves to Darkness (2nd Ed)£27.50$45€35$70
Chaos Sorcerer Lord £11$16.50€13.25$22
Chaos Warriors £35$60€45$75
Untamed Beasts£42.50$70€55$110
Total£181$301.50€233.25$442

With the above you’ll end up with 10 additional Warriors for when you look to expand to 2,000 points. You’ll also have a Warcry warband, which is nice. As always, shop around. You’ll be able to find retailers who’ll offer 15-20% off the prices above. If you live in the UK sign up to SCN Hobby World and join their mailing list, with them you’ll receive 25% off GW prices!

If you want pure metal though, buy a second Start Collecting! and use everything from both, excepting the second Karkadrak….. I am not saying it’s great on the table but you can turn the volume up to eleven and headbang your way to a 0-5.

So, is it a buy?

Overall, I would say yes…. it was a buy for me. I picked one of these up and use all of the units in most of my Slaves to Darkness lists. They look cool, especially if you like the heavy metal aesthetic and are a truly great reimagining of classic Warhammer Fantasy units. They do currently lack a bit of juice on the tabletop but who knows what a new book and a shaken up meta might bring……

Speaking of which, with a new Battletome coming for them later this year, it’s likely they’ll also receive a new Vanguard boxed set much like the other factions.

But, until then prepare your claim for whiplash injuries and bellow to the uncaring skies “For The Everchosen”!

Vanguard: Nighthaunt – Beginners 1,000 Point Army

Nighthaunt – the true children of Nagash

Have you felt the chill of the grave rising through a faint mist? You enjoy painting pale figures stalking out of the horizon and falling on your enemy like the tide? Or have you read the lore and know that Nagash is the true inheritor of the World that Was and you want to join the right team? Have you decided it is time to up your miniature storage game?

Even before the release of the new battle tome we were seeing a small resurgence including a top 10 at LVO for the Nighthaunt. A faithful band of followers, leavened with new recruits, has kept the faction alive in the competitive scene. With a new tome, and the move to smaller hero based armies, it’s perhaps one of the best times to start Nighthaunt.

When they were first introduced the Nighthaunt were competitive but they faded a little with the arrival of the Elves (Daughters of Khaine, Idoneth and finally Lumineth). As an army they reward considered play and take a little bit to get the best from. Nighthaunt suits a player that is willing to take their time and wants to make the most of their opponents’ mistakes.

AoS 3.0 and the new battle tome sees a major change in their play style but they retain their mobility which is one of the best reasons to play them. They also have access to and strong synergy with possibly, at least in my opinion, the most interesting model in the game – Nagash.

The Nighthaunt Vanguard set makes it easy to get into the army and gives you a reasonable starting position.

Let’s look at building a 1000 point list from the Vanguard:Nighthaunt set.

The List

Allegiance: Nighthaunt

– Procession: Emerald Host

– Mortal Realm: Ghur

– Grand Strategy: Hold the Line

Triumphs: Bloodthirsty

Knight of Shrouds (135)*

– General

– Command Trait: Ruler of the Spirit Hosts

– Artefact: Pendant of the Fell Wind

Reikenor the Grimhailer (190)*

– Lore of the Underworlds: Shademist

20 x Chainrasps (220)*

– Reinforced x 1

10 x Grimghast Reapers (165)*

10 x Grimghast Reapers (165)*

3 x Spirit Hosts (125)*

*Battle Regiment

Total: 1000 / 1000

Reinforced Units: 1 / 2

Allies: 0 / 200

Wounds: 61

Drops: 1

The Cost

SETGBP £USD $EUR €AUD $
Vanguard:Nighthaunt£80$130€105$190
Reiknor the Grimhailer£26$42€34$55
Grimghast Reapers£60$100€80$77
Battletome: Nighthaunt£32.50$55€42.50$84
Total£198.50$327€261.50AUD$406

With typical game store discounts (15% to 20%) this would reduce to between AUD$338 to AUD$353.

Key Units

I’ve used the full Vanguard box including the Knight of Shrouds. This creates some issues with the choice of small heroes, for a 1000 point list I would normally prefer to use a Knight of Shrouds on Ethereal Steed and a Guardian of Souls. Instead I’ve used Reiknor to provide some mobile threat and casting with the Knight of Shrouds.

The first key unit though isn’t a unit, the Procession, Emerald Host, will get a lot of work done for us through the Emerald Curse

The Emerald Curse

After armies have been set up but before the first battle round you can pick D3+1 units on the battlefield. At the end of each battle round you roll a dice for each unit you picked, on a 2+ it suffers D3 mortal wounds (D3+1 for monsters)

That’s at least 8 free wounds per game (on average) and potentially many more. The curse could easily clear a battleline unit per game.

Knight of Shrouds

Our General in life and now in death, chosen today because Reiknor can’t take a command trait and for Nighthaunt one trait is very important – Ruler of the Spirit Hosts. This brings half of a destroyed unit back once per game which can be helpful with the 4+ save (and 6+ ward) most of your 1 wound units have. Unfortunately while he’s effective in combat his warscroll abilities are not useful in our list. The Spectral Overseer ability allows a unit to Redeploy or Unleash Hell without using a command point. We have one shooting unit and it’s not in this list. He does have an ability to allow successive activation in the fight phase which can be useful. Otherwise he brings 5 attacks hitting and wounding on 3s with -1 rend and 2 damage. 

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage 
Sword of Stolen Hours53.3333.05*6.11
*Includes auto-wound on 6 effects

Reiknor the Grimhailer

With lots of choices for heroes I’ve used Reiknor, who is a bit expensive at 190 points, because he gives some mobility and is a wizard with combat capability. To get value from him you will need to use him in combat but with only 7 wounds and a 4+ save he can be pretty squishy even with a 6+ ward. He needs to be accompanied by the Spirit Host for their “bodyguard” ability which restricts him to an 8” move. So what does he bring? His combat skills first:

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage 
Fellreaper53.3333.05*6.11
*Includes auto-wound on 6 effects

As a wizard he may cast one spell and deny one spell. I’ve given him Shademist which has a casting value (CV) of 6 and allows him to grant a friendly unit within 12” -1 to incoming wound rolls. He can place this on himself. He also brings special ability to improve his casting (Corpse Candle) and a warscroll spell (Wraithstorm).

Corpse Candle

In your hero phase, before this unit attempts to cast a spell, you can say that you will snuff out a corpse candle. If you do so, pick either this unit or 1 enemy unit within 12” of this unit. The unit you picked suffers 1 MW. If the MW was suffered by an enemy unit, add 1 to the casting rol. If the MW was suffered by this unit, add 3 to the casting spell.

Wraithstorm

A spell with a casting value of 7 and a range of 12”. If successfully cast, pick 11 enemy unit within range and visible to the caster. That unit suffers D3 MW, if any models are slain that unit immediately suffers an additional D3 MW.

Corpse candle is extremely useful, easily reducing Shademist to a CV of 5 (>60% success rate) as well as inflicting a MW. The other profile is more situational but if you used Corpse Candle and then Wraithstorm, Wraithstorm would go off on a 4 (>75% success). Wraithstorm is situational though but a good way of chipping a hero or potentially clearing a small screen. To get both damage rolls the best targets are single wound models but a single D3 is still stronger than Arcane Bolt.

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Units

Chainrasps

Our big block of ghosts with attitude, there is nothing subtle or amazing here. They all have 1 wound, a 5+ Save (and 6+ Ward), hit on 4s, wound on 4s and do one damage. But they can also be brought back to life by our heroes. On the charge they add one to wound rolls. What does this all mean (if they can all hit the same target). And they autowound on 6s.

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage 
Malignant Weapon* 4122.772222
*With all-out attack and a charge, +1 to hit and +1 to wound.

You might not get the whole block of 20 into the same target but they are capable of overwhelming a lot of threats. The autowound on 6s means more than 6 wounds on average which increases the number of wounds significantly. The Nighthaunt Ethereal ability (that grants the 6+ ward) lets them fall back and charge every turn. It’s easy to make them wound on a 3+.

The downside is that they have no save against -2 Rend or better, realistically a charging Fulminator could remove the unit in one round.

Grimghast Reapers

Our hammer units in this list with their Rend – 1 weapons and their 3 attacks so long as there are more than 5 models in each unit. Run here as smaller 10 model units to give operational flexibility, it is always worthwhile to have the Death Knell in the unit.

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage (pre-saves)
Slasher Scythe and Death Knell3012.513.3314

The Death Knell would be a lot better with flat damage rather than D3 but it still contributes reasonable damage. Against a 2+ save (-1 Rend makes this 3+) the unit will still do 4.66 damage and are threatening against a lot of armies. Unfortunately they can be removed if they are left exposed without Shademist or All out Defence.

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Spirit Hosts

They have an incredible 6 attacks each, in this list they are here mostly to hold backline objectives or, when required to act as bodyguards (their new ability lets them take a wound for a hero within 3” on a 3+ in place of the heroes ward save). The downside is no rend and only one damage per wound but they still autowound on 6s.

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage (pre-saves)
Spectral Claws and Daggers187.53.75+36.75

Concept of Operations

This list is meant to be straightforward and adaptable. Everything is in a battle regiment to give control of priority, however there is an option to place 3 of the battle line infantry into Expert Conquerors and the remainder into a Battle Regiment. Expert Conquerors makes the infantry count as 3 models on objectives – the Chainrasp would count as 60 models. Our Preference is to go second to make your opponent come to you (keep out of line of sight if they have shooting) and hopefully get the double turn. You can also redeploy up to 3 units via Vanishing Phantasms into reserve before the start of combat and then set them up in ambush (9” from the enemy). 

Then buff the Chainrasps and use them to dominate the centre of the field (or anywhere else).. I mean grant them All out Attack, with a CP, from the Knight of Shrouds and make sure they charge or fallback and charge each turn. In activation, from the second round onwards start fighting with your Knight of Shrouds to take advantage of the double activation (your Knight fights and then one of other units immediately – normally the Chainrasps). If you have Grimghast Reapers in range they are a better recipient of AoA and the immediate activation.

Within this list the Spirit Hosts are mostly intended to provide a Bodyguard role to Reiknor but they are also available to take objectives in the rear. This list is vulnerable to shooting (a weakness of nighthaunt) especially Vanguard-Raptors. If they are present try to make sure that at least some of the Chainrasps are not visible and then remove the visible models first. This way you can still return models with the Spirit and Guardian.

In summary this is just a sample of what you could do, from the Vanguard: Nighthaunt box set. I would prefer to replace the HQs with a Knight of Shrouds on Ethereal Steed and a Guardian of Souls for their warscroll abilities and bringing our Triumph into play (975 of a 1000 points). The biggest advantage of the Guardian is his ability to return models which transforms this list into a very frustrating defensive list with bite.

Next Steps

The easiest way to bring this list to 2000 points is to add Nagash, God of the Unquiet Dead. This takes the list to 1955 but you do lose the one drop Battle Regiment. Ideally you’d remove the Spirit Torment (it’s roll is replaced by Nagash) and either have 2 units of 20 Chaingasts and add some Craventhrone Guard or Hexwraiths. You could reinforce the Spirit Hosts into a unit of 6 then.

Alternatively play into the small heroes and bring in Lady Olynder and the Krulghast Cruciator along with the Black Coach for some more punch. I would still look to move to 2 units of Chainrasp and a unit of 6 Spirit Hosts to meet battleline requirements. Myrmourn Banshees and Bladeghast Revenants have done well in the new book and can be useful additions.

Bonus List – Arena of Shades

I started writing using the Arena of Shades box set but I wasn’t happy with the list but I’ve since found synergies that make could make it work really well so as a bonus for anyone still reading I’ve included the list: 

Allegiance: Nighthaunt

– Procession: Scarlet Doom

– Mortal Realm: Ghur

– Grand Strategy: Hold the Line

Triumphs: Bloodthirsty

Scriptor Mortis (155)*

Spirit Torment (115)*

Guardian of Souls (150)*

General

Command Trait: Ruler of the Spirit Hosts

Artefact: Cloak of the Waxing Moon

Lore of the Underworlds: Shademist

10 x Bladegheist Revenants (175)*

10 x Bladegheist Revenants (175)*

5 x Craventhrone Guard (115)*

4 x Myrmourn Banshees (105)*

*Battle Regiment

Total: 990 / 1000

Reinforced Units: 0 / 2

Allies: 0 / 200

Wounds: 45

Drops: 1

The Cost

SETGW PRICE
Arena of Shades$320
Guardian of Souls*$35+10
Bladegheist Revenants$77
Battletome: Nighthaunt$84
Total$526

As always, look for discounts.

This list is a lot more fragile but also a lot more aggressive. The Scriptor Mortis is a very interesting model with the ability to make life very difficult for smaller support heroes or even monsters by stripping wounds in every round. Scarlet Doom applies mortal wounds on the charge, and you can fall back and charge every round. You can have one unit of Bladegheist hitting and wounding on 2+ with 3 attacks each. The Craventhorne Guard’s shooting might seem a bit underwhelming until you remember that they may be put in reserve and return in an ambush position within 9” of an enemy and they may shoot through cover. That is you can put them in an obscured position and fire away.

As always I’d love to see how you plan to use Nighthaunt, will you be grabbing some of the new models (Awlach or the Scriptor) or building lists from what you already have. 

Top Three AoS Lists from Wargames for Warriors

Our second guest commentator this week is Boondocksgame, also from our Discord chat.

Wargames for Warriors took place in Utah, USA on 11th and 12th June. It involved 22 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: Legion of the First Prince
Grand Strategy: Prized Sorcery
– Triumphs:

Leaders
Be’Lakor, the Dark Master (360)**
General
– Lore of Ruinous Sorcery: The Master’s Command
Slaves to Darkness Daemon Prince (210)**
Axe
– Mark of Chaos: Khorne
The Contorted Epitome (255)**
Universal Spell Lore: Flaming Weapon
– Artifact: Fourfold Blade
Kairos Fateweaver (435)
Lore of Ruinous Sorcery: The Master’s Command

Battleline
10 x Pink Horrors of Tzeentch (250)*
10 x Pink Horrors of Tzeentch (250)*
5 x Flesh Hounds (105)**

Endless Spells & Invocations
Emerald Lifeswarm (60)
Umbral Spellportal (70)

Core Battalions
*Hunters of the Heartlands
**Warlord

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 73
Drops: 7

Boon: Ah yes. The Be’Lakor/Kairos/Khorne Daemon Prince combo. About as close as you can get to playing a blue deck in Age of Sigmar. With Be’Lakor shutting down the big threat on the board with what I call his ‘No’ ability, Kairos telling mages no and then eating any endless spells that get through, and the Daemon prince reducing charges by half it is hard to get into the army to deal damage. And lets not forget about the massive tarpit that are Horrors. Knocking out a large chunk in one swing only for your opponent to put down double the amount of models that you just killed is really something on morale. Glad I didn’t have to play this list.

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Army Faction: Daughters of Khaine
Subfaction: Khelt Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumph: Bloodthirsty

LEADERS
The Shadow Queen (680)
Melusai Ironscale (115)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Crown of Woe
Morathi-Khaine (680)*
Hag Queen on Cauldron of Blood (270)*
Prayers: Sacrament of Blood

BATTLELINE
Witch Aelves (115)*
Paired Sciansá
Blood Stalkers (540)*
Blood Sisters (280)*

CORE BATTALIONS
– *Battle Regiment

TOTAL POINTS: 2000/2000

Boon: It’s really hard to take someone seriously when they push around a cart that has someone T-posing on it. Little bit easier when they rain down arrows on you and then a giant snake lady who is at the same time not a giant snake lady is beating your face in. Blood Stalkers dealing Mortals from range with Melusia and Blood Sisters dealing with melee. Getting a little of the best of both worlds with this list and in a terrifying yet oddly arousing way. Morathi call me sometime.

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Allegiance: Nighthaunt
Procession: Emerald Host
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

Leaders
Guardian of Souls (150)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Seal of Shyish
Krulghast Cruciator (150)*
Artefact: Lightshard of the Harvest Moon
Lady Olynder, Mortarch of Grief (340)*
Lore of the Underworlds: Shademist
Spirit Torment (115)***

Battleline
3 x Spirit Hosts (125)***
3 x Spirit Hosts (125)***
20 x Grimghast Reapers (320)**
Reinforced x 1
20 x Grimghast Reapers (320)**
Reinforced x 1

Units
10 x Dreadscythe Harridans (160)**
2 x Chainghasts (95)***

Endless Spells & Invocations
Mortalis Terminexus (85)

Core Battalions
*Command Entourage – Magnificent
**Hunters of the Heartlands
***Battle Regiment

Additional Enhancements
Artefact

Total: 1985/ 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 95
Drops: 7

Boon: Spooky ghosts are back… AND THEY”RE PISSED!!! Glad to see Nighthaunt up at the top with their new book. A LOT of auras being thrown around, or I guess floated around, and frankly I find them even more terrifying than the fact that they are ghosts. Gonna have to call someone if they get too close to me…

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Allegiance: Slaves to Darkness
Damned Legion: Ravagers
– Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
Archaon the Everchosen (860)*
Aura of Chaos: Tzeentch
– Ravagers Command Trait: Master of Deception
– Spell: Ruinous Vigour
– Spell: Binding Damnation
Chaos Sorcerer Lord (135)**
General
– Command Trait: Unquestioned Resolve
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Tzeentch
– Ravagers Command Trait: Unquestioned Resolve
– Spell: Binding Damnation
– Spell: Mask of Darkness
Gaunt Summoner on Disc of Tzeentch (230)*
Ravagers Command Trait: Master of Magic
– Spell: Whispers of Chaos
– Universal Spell Lore: Ghost-mist
Darkoath Chieftain (85)**
Mark of Chaos: Khorne
– Ravagers Command Trait: Skilled Leader
Bloodsecrator (125)**
Allies
Bloodstoker (85)*
Allies

Battleline
16 x Iron Golems (150)**
Mark of Chaos: Tzeentch
– Reinforced x 1
8 x Scions of the Flame (75)**
Mark of Chaos: Tzeentch
1 x Chaos Chariots (100)**
Greatblades
– Mark of Chaos: Khorne

Units
10 x Splintered Fang (75)**
Mark of Chaos: Khorne
10 x Splintered Fang (75)**
Mark of Chaos: Khorne

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Spell

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 210 / 400
Wounds: 97
Drops: 4

Boon: The absolute massive chaos lad comes in at a respectable 6th. Having Be’Lakor come higher than him might put a damper on his ‘Notice me senpais’ competition he’s in for the favor of the chaos gods but like it’ll be ok, probably. A tough as nails hero to take down with a good supporting cast to back him up it’ll be no time before he’s winning his ‘friendly’ competition with Be’Lakor.

Final Tournament Placings

Top Three AoS Lists from Game Knight AoS GT

Peter: Today we’re doing something a little different with out top three. I invited members of our Discord chat to take part and we had a few victims, I mean volunteers. First up is fellow Chump member Kieron Bailey.

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.

The Game Knight GT was held in Ontario, Canada on the 11th and 12th June, nestled snuggly between the Great Lakes of Huron and Erie and the great cities of Detroit and Toronto. It was a 12 person event with two undefeated armies, but only one 5-0.

Army Faction: Idoneth Deepkin
Subfaction: Mor’phann

LEADERS
Isharann Soulrender (120)
General
– Command Traits: Teachings of the Túrscoll
Isharann Soulscryer (150)
Artefacts of Power: Rune of the Surging Gloomtide
– Prayers: Curse
– Bonding: Krondspine Incarnate of Ghur
Lotann (115)

BATTLELINE
1x Namarti Reavers (340)
2x Namarti Thralls (390)
Namarti Reavers (170)
Namarti Thralls (130)
Namarti Reavers (170)

BEHEMOTH
Krondspine Incarnate of Ghur (400)

TERRAIN
1 x Gloomtide Shipwreck (0)
1 x Gloomtide Shipwreck (0)

TOTAL POINTS: 1985/2000

Kieron: That 5-0 belongs to Jordan Duncan of Season of War fame (not to be confused with *Seasons* of War, the new Sylvaneth sub-sub faction). The early games with the new Idoneth book on his channel featured a range of options from the new book, going to a pure Mor’phann list earned his first clean sweep with the new book. Along the way, Jordan amassed quite a trophy cabinet, defeating Kragnos twice, Sons of Behemat, a full dragon list and Legion best pals, Be’lakor and Kairos.

Jordan left his sharks and turtles in the ocean for this one, leaning heavily into Namarti with 20 Reavers, a frankly terrifying 30 Thralls, a pair of 10 Reavers and then 10 Thralls to round off the troops.

While the sharks and turtles may have been left at home, a Krondspire Incarnate joined the raiding party. The army was led by a trifecta of buffing characters with an Ishrann Soulrender, an Ishrann Soulscryer and Lotann, with these three leaders bringing the army together.

The Soulrender uses his Lurelight ability in the battleshock phase to bring D3 models back to those big units of Thralls or Reavers, but with an additional 3 on top because the army is Mor’phann. The Soulrender also has the Teachings of Turscroll as their artefact, allowing the order of the tides to be reversed, crucially meaning that the whole IDK army gets to fight first in turn 2 instead of having to wait until turn 3 for that honour. This gives Jordan the option to step on the gas early on if he wants to.

But how do those 50 Namarti get across the board – with the help of the Soulscryer, of course. The Soulscryer can drop in (or should that be surface?) anywhere outside of 9″ of an enemy unit and he can take two friends/units with them. They can also casually toss out a second Gloomtide Shipwreck down with the Rune of Surging, giving a second potential garrison for the smaller units of Reavers to pepper the enemy with, while giving any Deepkin unit a 5+ ward if they are wholly within 6″.

The third leader of the raiding party is Lotann, doing solid work adding +1 to wound in melee and allowing a ritual to be taken, probably either the 5+ ward on Namarti to still have that protection further away from the shipwrecks or +1 to run and charge, probably depending on whether the tides are reversed or not.

Other aspects of the list to take note of is the Thralls Warscroll ability to do +1 damage on each of their attacks when the enemy has a wound characteristic of 3 or more…which was everything Jordan faced from round 3 onwards! In addition, possibly in place of a Smash King or another unit, we have an Incarnate. Apart from being an incredibly tough monster that can go toe-to-toe with Kragnos (and probably did for at least a turn!), it keeps Jordan as a one-drop, controlling when a potentially devastating double turn can take place. The Krondspire Incarnate also prevents enemies from retreating too, so there’s no escaping the relentless advance of the Idoneth High Tide.

All in all, a great showing for Jordan and his list.

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

LEADER
Kragnos (720)
Gatebreaker (525)*
General
– Command Traits: Monstrously Tough
– Artefacts: Enchanted Portcullis
Gatebreaker (525)*
Artefacts: Amulet of Destiny

BATTLELINE
Mancrusher Gargant (170)

CORE BATTALIONS:
*Bosses of the Stomp

TOTAL POINTS: (1940/2000)

Kieron: Next up is Patrick Allen’s Sons of Behemat list and while Jordan was busy manoeuvring around close to a hundred IDK, Patrick was moving his four models around: Kragnos, two Gatebreakers and a Mancrusher in a Breaker Tribe force. He went 3-2 overall, with his only losses coming to Zach’s third place Ogor Mawtribes in round 1 and then Jordan’s Deepkin round 4. Spare a thought for James Henderson and his OBR who, after facing Jordan in the first round, ran into Patrick’s Sons the game two!

With both Gatebreakers being pretty (and appropriately) destructive anyway, Patrick seems to have leant into survivability with his big boys, with the general being Monstrously Tough to take him up to 40 wounds and also taking the Enchanted Portcullis for a 6+ ward, making him closer to 45-50 wounds. His fellow Gatebreaker also has a ward save, in the form of the Amulet of Destiny. While the premium 5+ ward Amulets were taken off the shelves several months back, a 6+ ward is nothing to be sniffed at on a model with so many wounds, making the second Gatebreaker have an effective 40 wounds for an opponent to have to chew through. While Kragnos has a lot fewer wounds, he also has a much better armour save along with a 6+ ward and protection against enemy spells. With these three together, there are well over 100 wounds to try and get through with Kragnos and the Gatebreakers counting for 30 (at full wounds) and 20 models on an objective meaning that you can’t just sneak one away from them.

Finally, the Mancrusher is running around being by far the least threatening unit Patrick had (and the easiest to kill) while still being dangerous in its own right. You can’t really focus on the Mancrusher as then there’s no way you will have enough damage output to attempt to at least severely wound one of the big three. If you don’t as The End of Empires has justifiably drawn your attention, then the Mancrusher can be grabbing objectives and bashing battleline.

While Sons are nowhere near as common as they used to be, Patrick showing that they can still take down podiums at least.

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Allegiance: Ogor Mawtribes
Mawtribe: Boulderhead
– Grand Strategy: Beast Master
– Triumphs: Indomitable

Leaders
Kragnos, The End of Empires (720)*
Frostlord on Stonehorn (430)
Artefact: Brand of the Svard
– Mount Trait: Metalcruncher
Icebrow Hunter (125)*
General
– Command Trait: Lord of Beasts
Firebelly (125)*
Lore of the Sun-Eater: Billowing Ash
Frostlord on Stonehorn (430)**
Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Old Granitetooth
– Universal Spell Lore: Flaming Weapon

Battleline
2 x Frost Sabres (55)**
2 x Frost Sabres (55)**
2 x Frost Sabres (55)**

Core Battalions
*Command Entourage – Magnificent
**Battle Regiment

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 70
Drops: 5

Kieron: As mentioned above, Zach Ahrens came in third with an interesting tweak to a Beastclaw Raiders list that, while taking some Mawtribes units, allows the list to squeeze in two Frostlords on Stonetooths along with Kragnos for some mortal wound on the charge insanity. Zach went 3-2 also, beating Patrick in round one, but losing to Mike’s Bonesplitters (see below) in round two with the second loss coming to Jordan in the final round.

Starting with the general, Zach went with an Icebrow Hunter with the Boulderhead compulsory Command Trait Lord of Beasts, but more importantly, allowing Zach to take Frost Sabres as really cheap battleline. He also featured a Firebelly with Billowing Ash, a really cool model that, while tricky to get off, creates an aura of -1 to hit within 12″ of him. By keeping the cost down on these units, Zach could pour all of those points into the big three threats of this list, Kragnos and two Frostlords.

Each of Kragnos and the Frostlords are decent threats on their own (easily scoring bonus points for being monsters too) but it is when they synergise together that the magic happens. On the charge, Ogors roll a dice for each inch of charge they roll on the dice, with a 6+ causing a mortal wound. If you’re a monster, and the Frostlords are, this improves to a 4+. The Granitetooth Frostlord adds 1 to charge rolls (while also taking the Arcane Tome to get their spears up to damage 4) and Frostlords have a command ability where you can re-roll the charge for other Beastclaw Raiders units, in this case, both Frostlords. Then add Kragnos into the mix and you can roll 3D6 for those charges to decide how many dice you roll for mortal wounds. In addition, the general’s mount trait is Metalcruncher, which does an additional D6 mortal wounds if the enemy unit has an armour save of 4+ or better and then he could stomp on top of that too. Combined, you’d probably expect 18MWs in the charge phase with the two Frostlords combined, but the general on his own could do as many as 28MWs! With Kragnos himself doing up to 36 MWs against monsters, it’s no surprise that Zach was able to defeat Patrick’s Sons of Behemat army and Jordan Siler’s Dragon list.

All in all, a really well thought-out list that allows the most powerful units available to work together well.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Grand Strategy: Hold the Line
– Triumphs:

Leaders
Wurrgog Prophet (150)*
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Glowy Green Tusks
– Lore of the Savage Beast: Power of the Were-boar
Maniak Weirdnob (100)*
Mount Trait: Fast ‘Un
– Lore of the Savage Beast: Glowy Green Tusks
– Lore of the Savage Beast: Power of the Were-boar
Savage Big Boss (65)*
General
– Command Trait: Great Hunter
Savage Big Boss (65)**
Savage Big Boss (65)**
Savage Big Boss (65)**
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Savage Beast: Gorkamorka’s War Cry
– Universal Spell Lore: Flaming Weapon

Battleline
10 x Savage Boarboys (280)***
Stikkas
– Reinforced x 1
5 x Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)**
Stikkas

Units
10 x Savage Boarboy Maniaks (290)***
Reinforced x 1
10 x Savage Boarboy Maniaks (290)***
Reinforced x 1
4 x Savage Big Stabbas (160)
Reinforced x 1
2 x Savage Big Stabbas (80)*
2 x Savage Big Stabbas (80)**

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

Additional Enhancements
Spell
Artefact

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 189
Drops: 14

Kieron: The fourth list we’re looking at today is Mike Simeon’s Bonesplitters list, which also went undefeated, but Mike sadly couldn’t make the second day. It’s a shame as you may have seen Mike on Bulldog Hammer’s battle reports and he recently defeated Jordan’s Sylvaneth on Season of War using the exact same list he took to this tournament.

Not many Bonesplitters armies are out there at the moment, with them making up less than 1% of AoS 3.2 meta according to the excellent Honest Wargamer stats from Ziggy and Rob, but with a very healthy win rate of 56%, albeit from a very small sample size.

The list revolves around putting too many wounds on the table with 189 wounds to get through BEFORE the 6+ ward the whole army has that can be increased to a 4+ ward whole army once per battle for the whole phase. You’ll need to be able to do over 200 damage to table this army.

It will also be coming at you quite fast with 40 pigs coming high speed at you, with the option for half of the Bonesplitters units to make a pre-game move of 8″, thanks to the general’s Great Hunter ability that increases the standard pre-game move from 5″. The bigger units of boarboys (of both types) both have Hunters of the Heartlands so that All-out Attack can go off, increasing the number of hits they get in order to maximise the Icebone sub-faction ability to do mortal wounds on 6s to wound. The stabbas can also do work, with the larger unit doing 12 attacks that hit and wound on 3s with -2 rend and 2 damage, which is no joke. That can be increased by Power of the Were-boar to give an extra attack and increase run and charge. The other support spells can increase the rend on all the boarboy tusks and making an enemy fight last via Gorkamorka’s War Cry that is inscribed in the Arcane Tome of the Savage Ork Boss that is carrying it (though probably more pictures than words!).

The Savage Ork Bosses also have a neat trick in that after fighting, they can nominate another unit to fight before the enemy…which could be another Savage Ork Boss! Combined with the fight last from Gorkamorka’s War Cry, all four Bosses could fight and two units of boarboys before the enemy gets to attack back.

The best has been left until last and that is, of course, the Wurrgog Prophet, often the only Bonesplitters representative in a Big Waaagh, who can decide not to cast spells, but go full on Paddington Bear and do a ‘hard stare’ at the enemy. Essentially, you choose an enemy unit within 12″ and, on a 3+ you do D3 mortal wounds. At this stage you could stop, but where’s the fun in that! Instead, you can roll the dice again and do D3 mortal wounds on a 3+ BUT D6 mortal wounds to yourself on a 1-2. You can keep doing this until one of the following is true: the enemy unit is dead; you decide to stop; the Wurrgog blows his head up with the staring! To help with the third one, you usually see the prophet with Glowin’ Tattooz to increase his ward save to 4+, giving you an effective 14 wounds to try and do infinite mortals wounds to an enemy!

And that’s the list. Very different, with lots of fun combos to pull off and, with mounted battleline being what seems to be the Holy Grail of list creation going into the new GHB, could be a sneaky contender to be one of the winners of the new book. Great trailblazing, Mike!

Final Tournament Placings

Tournament Preparation – Big Waaagh!

This is a spiritual (if not actual) 2nd part to my Tournament Preparation for Champions UK. Check that out here.

This is the list again:

Allegiance: Big Waaagh!
– Grand Strategy: Hold the Line
– Triumphs:

Leaders
Megaboss on Maw-Krusha (480)*
– General
– Boss Choppa and Rip-tooth fist
– Command Trait: Touched by the Waaagh!
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Fast ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Wurrgog Prophet (150)*
– Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Gorkamorka’s War Cry
Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat
Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat

Battleline
10 x Orruk Brutes (320)**
– Jagged Gore-hackas
– 2x Gore Choppas
– Reinforced x 1
10 x Orruk Brutes (320)**
– Jagged Gore-hackas
– 2x Gore Choppas
– Reinforced x 1
5 x Orruk Ardboys (85)***
– 1x Gorkamorka Glyph Bearers
5 x Orruk Ardboys (85)***
– 1x Gorkamorka Glyph Bearers

Units
3 x Orruk Gore-gruntas (170)**
– Jagged Gore-hackas
4 x Ironskull’s Boyz (80)*
2 x Savage Big Stabbas (80)*

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

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 148
Drops: 11

With a whole season of campaigning behind them (effectively being my Ironjawz list as well), these guys have been through some scraps, knocks and bruises. So yesterday – during a Hobby catchup with mates – I decided to put down the paint brush, pick up the glue and grass tufts and make some small improvements to the bases… basically a lot more tufts!

The list smashes and bashes… after waiting a while to build up some Waaagh! power. The hitting elements are nice and obvious with quick, quick, slow, slow being the order of the day. With some boosting going on!

Quick, Quick

Whilst the Pigs are fast (18″ + charge turn 1), the Maw Krusha is super fast (36″ + charge). They keep people honest at deployment and allow me to assume I’ll get the first turn and get some early blood, or go second and not have lost too much myself. Fast, Cunning or Brutal; it doesn’t matter – when these boyz charge they’ll do damage. Embarssingly the damage from the Gore-Gruntas is better, because it doesn’t rely on Stomp being available. Oh… how I pine for the end of Hunters of the Heartland. Roll on 2022/23 season.

Slow, Slow

The Brutes are definitely my secret weapon. I’ve even got to the stage where I remember to tell people with 1 wound models about their ability on objectives… oh yeah! Loads of attacks, high rend, and a warchanter buff. These guys are great for a teleport or if the enemy gets close. Unfortunately they do have low survivability in a meta with mortal wound shooting and high rend but if they get in they turn into dicers.

Da Boost!

The Warchanter isn’t great against Seraphon because he damage bonus is effectively negated, but it does mean that the Maw Krusha can still kill some Skinks so it’s nothing to sniff at. It does mean I can be more offensive with these guys than normal and 6 attacks, D3 damage (3+/3+ before Big Waaagh bonuses) is nothing to sniff at. Get at ’em.

The Gazing Git

Wurgogg, with his very glowy Tatooz4

The guy is definitely the secret weapon. He’s an Orruks so can be teleported, but he can’t Hand of Gork and then Gaze… so I need to lure people in. Fixed objectives help; although he can get shot off himself he is 7 wounds on 4+ ward so can take a fair bit of damage.

Needless to say when he rolls hot I’m dancing across the room and when he (usually) does 7 wounds to himself for only 2 to the enemy… I cry a little inside. He’s definitely the model that makes Waaagh worth it over Ironsunz.

Da Ladz

Da Ladz, in all their glory, before a short trip to Nottingham and Dinosaur killing.

The Champions UK 2022, is being covered on Twitch by Rob and T-Sports Network. So go and catch-up with us all there and see how we’re doing!

— Declan