Tag Archives: AoS Competitive lists

Top Three AoS Lists for Dice & Ducks: Decimation

This is the Top Three AoS Lists for Dice and Ducks: Decimation that took place in the UK on 27th and 28th August. It involved 16 players vying to be crowned champion in a 5 game tournament.

Dice and Ducks is the new YouTube channel run by the fantastic Ben Bailey of Hobby Room fame. Dice and Ducks are a fantastic commentary service for events around the UK. In fact you can catch up with five games from Decimation for free on their YouTube channel. While you’re there I urge you to subscribe and show some love.

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

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

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

The Top Three AoS Lists

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

LEADERS
Kraken-Eater (490)*
General
– Command Traits: Very Acquisitive
– Artefacts of Power: Glowy Lantern
– Bonding: Krondspine Incarnate of Ghur
– Spells: Flaming Weapon
Gatebreaker (525)*
Artefacts of Power: Vial of Manticore Venom Gatebreaker (525)*
Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon

BEHEMOTH
(SPINEDOG) Krondspine Incarnate of Ghur (400)

CORE BATTALIONS
*Bosses of the Stomp – Magnificent

TOTAL POINTS: 1940/2000

Peter: There is a theory among some at Woehammer that the Sons are (despite appearances) going to be the leading faction going forwards. Not only that, but that this is the list that will lead the way.

With a Krondspine attached the a kraken the opponent is going to have to seriously consider where they want to focus their attention. Either way they go, they’ll be struggling to cope with the opposite side of that coin. Two Mega-Gargant with additional thanks to flaming weapons and another that has an easier time thanks to the vial of Manticore venom.

It’ll be interesting to see how often this list starts to crop up.

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Army Faction: Daughters of Khaine
Subfaction: Khailebron
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Morathi-Khaine (680)**
The Shadow Queen (680)**
Melusai Ironscale (115)**
General – Command Traits: Zealous Orator
– Artefacts of Power: Arcane Tome
– Spells: Mindrazor

BATTLELINE
Blood Sisters (280)*
Gorgai
Blood Sisters (140)*
Gorgai
Blood Stalkers (540)**
Krone
Khainite Shadowstalkers (150)**

OTHER
Khinerai Heartrenders (95)**

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 2000/2000

Danny: It’s Morathi and the Bow Snakes! Backed up by 10 and 5 Blood Sisters and Shadowstalkers and a unit of Heartrenders, for teleporting objective/scoring plays. Simple, but effective – and a 3 drop means it’ll still have a good chance of dictating turn order. Shadowstalkers, despite their nerf in the new book, are becoming increasingly common – probably because, while Heartrenders are great for dropping down and being a nuisance, Shadowstalkers ability to teleport _every_ turn makes them that more flexible, and their 11 wounds on a 4+ makes them able to take a hit, whether while scoring or as an emergency snek-screen.

This list understandably beat Kboyz, Skaven, Sons and Khorne, but Fangs of Sotek probably confounded the stab sneks and could handle Morathi with plenty of ranged chip damage.

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Allegiance: Soulblight Gravelords
Lineage: Legion of Night
– Mortal Realm: Shyish
– Grand Strategy: Vampiric Conquerors
– Triumphs: Bloodthirsty

LEADERS
Mannfred von Carstein, Mortarch of Night (380)
Lore of the Deathmages: Decrepify
Necromancer (125)*
General
– Command Trait: Unbending Will
– Artefact: Arcane Tome
– Lore of the Deathmages: Fading Vigour
Vampire Lord (140)*
Lore of the Vampires: Amethystine Pinions

UNITS
5x Blood Knights (195)*
1x Corpse Cart with Balefire Brazier (80)*
30x Deathrattle Skeletons (240)**
10x Dire Wolves (135)**
10x Dire Wolves (135)**
20x Grave Guard (280)* – Great Wight Blades
20x Grave Guard (280)* – Great Wight Blades

CORE BATTALIONS
*Battle Regiment
**Expert Conquerors

TOTAL: 1990/2000

Danny: Legion of Night is a relatively off-meta pick for Soulblight these days, so it’s nice to see it being picked alongside Mannfred, which is thematically appropriate, and doing well with an unusual list.

The aforementioned Manny is a familiar sight and an excellent all-round utility piece. But he’s rarely backed up by _30_ Deathrattle, who everyone said were too fragile against bounty hunters to reinforce, and have thus been typically run in msu given their cheap, cheap cost of 80 pts making them a cost-effective screen. Deathrattle can bring back models on a 4+ when they activate though – so having a unit big enough to take a hit and activate 2nd means there’s a good chance they regen plenty before the end of the phase – combo that with Expert Conqs and unless you super-commit and wipe the entire squad (30 wounds on a 4+ with AoD, with a ward of 6 re-rolling 1s, and quite possibly some debuffs such as -1 to wound from the corpse cart) – you can see how it might be tricky to steal an objective off them.

The next unusual element of this list is not Graveguard, as they’re a standard hammer, but simply taking two bricks of them. And why not? They’re so good! Going lighter on Blood Knights (just the token 5, you’d be mad not to take any) frees up the points needed, and now there are two scary blobs, either/both of which can be buffed to Shyish and back by the Necromancer, vampire lord AND Manny’s CA (+1 hit and wound).

A nice spin on things that performed brilliantly, losing only to Khorne, who might have their weaknesses, but do not count ‘a shit load of attacks and 6″ pile ins’ among them.

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

Leaders
Megaboss on Maw-Krusha (480)
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Heroic Stature
– Artefact: Armour of Gork
– Mount Trait: Mean ‘Un
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Orruk Warchanter (115)
Artefact: Arcane Tome (Universal Artefact)
– Warbeat: Get ‘Em Beat
– Lore of the Weird: Foot of Gork
Orruk Weirdnob Shaman (90)
Lore of the Weird: Da Great Big Green Hand of Gork
Wurrgog Prophet (150)
Artefact: Glowin’ Tattooz
– Universal Spell Lore: Flaming Weapon
Wardokk (80)
Lore of the Savage Beast: Gorkamorka’s War Cry

Battleline
10 x Orruk Brutes (320)****
Jagged Gore-hackas
– Reinforced x 1
10 x Gutrippaz (180)****
5 x Orruk Ardboys (85)****
5 x Orruk Ardboys (85)***
5 x Orruk Ardboys (85)***
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)

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

Additional Enhancements
Artefact
Artefact

Total: 1955 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 148
Drops: 13

Danny: Big Waagh are now one of the least represented factions at tournament level, and I can see why – first book of the edition syndrome (I know it was a twin with Stormcast, but one twin is always technically born first…) and their meta-lists have a high skill floor. So it’s great to see them hanging on in there.

This list represents what is looking like the way to go with Big Waagh for this season – msu ‘Ardboyz. They’ve always been a cost-effective package, and while vulnerable to Bounty Hunters, enough of them in msu format still asks some hard questions of your opponent in terms of target priority.

They’re backed up here by the seemingly entrenched HQ combo, although spicily, Thomas here also throws in a Wardokk with the ‘fight last’ spell as an additional tech piece – something the Wurrgog also has access to but rarely uses given his laser-eyes are so clutch.

Now for the elephant in the room. Or should I say, the Gutrippaz in the bin. Yes, this list takes a unit of Gutrippaz. With no support. Why? Let’s ask Thomas. Someone, please ask Thomas. The only thing I can think of is that they’re in Expert Conquerors as a way to count as 30 and, y’know, if their janky ability goes off -1 to hit against 20 wounds isn’t too bad. I guess?

Either way, congrats for a clutch place in the top 5 with an odd duck of a list that took down some difficult match ups!

Final Tournament Placings

For the full tournament lists and Placings see tabletop.to.

Top Three AoS Lists for the Sacramento GT

This is the Top Three AoS Lists for the Sacramento GT (Sacremento Slam) that took place in the USA on 27th and 28th July. It involved 12 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Seraphon
Army Type: Coalesced
– Subfaction: Thunder Lizard
– Grand Strategy: No Place for the Weak
– Triumph: Inspired

LEADERS
Engine of the Gods (265)*
General
– Command Traits: Prime Warbeast
– Artefacts of Power: Arcane Tome
– Spells: Hand of Glory
– Prayers: Curse
Skink Priest (90)*
Prayers: Heal
Doralia ven Denst (115)*
Slann Starmaster (265)**
Artefacts of Power: Itxi Grubs
– Spells: Stellar Tempest
Stegadon with Skink Chief (305)**
Skystreak Bow
– Artefacts of Power: Fusil of Conflagration
– Mount Traits: Beastmaster
Saurus Astrolith Bearer (140)**

BATTLELINE
Saurus Guard (115)*
Saurus Knights (110)***
Stardrake Icon Bearer
– Wardrummer
– Celestite Warspear and Powerful Jaws
Stegadon (270)***
Skystreak Bow

BEHEMOTH
Bastiladon with Solar Engine (250)

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Realmshaper Engine (0)

CORE BATTALIONS
*Warlord
**Command Entourage – Magnificent
***Bounty Hunters

TOTAL POINTS: 1995/2000

Brett: All the big things Thunder Lizard list with minimum battleline. The Purple Sun to back up the Starmaster, this is more a combat list than casting after all. Just the 3 casts from the Starmaster, 1 from Arcane Tome and prayers from the Skink Priests (importantly they also have an unbind for Endless Spells). The Starmaster is casting at +1, +2 within 12″ of the Saurus Astrolith Bearer and most likely a +1 from the army. Doralia is along for her endless spell removal, the witch hunter is also very good at removing small casting heroes. A nice bonus with a lot of Nighthaunt lists around. 2 Stegadons, both crews are using the Skystreak Bow for a little 24″ shooting in addition to the Solar Engine (on Bastilidon). Great way to pressure all of the shorter range units.

3 Artefacts, from Warlord and Command Entourage. In series they create a wizard (Arcane Tome), heal and allow a recast (Itxi Grubs) and On top of the +1 to casting for coalesced the Battle Traits of Seraphon continue to be what makes the army so effective. -1 to incoming damage, an additional attacks for the Jaws, and summoning. 6 to 10 points are very easy to achieve each turn and give you the broadest range from Skinks, to Saurus (Guard or Knight) – screens and objective to a Salamander Hunting Pack for offense. Beastmaster on the Stegadon with Skink Chief in accordance with the Thunder Lizard mandatory requirements (+1 attack to the mounts weapon) is no penalty.

Overall Thunder Lizard continues to be successful because it’s a well rounded army with a lot of key abilities. Adding the Purple Sun (casting on a 5 most likely) just makes it that much more spicey and buffs all of the incoming attacks which is very useful to Seraphone (most of their attacks lack much rend). Since much of their damage is at range they avoid the issues with the Sun and can dispel it if it goes wild. John scored well through out and was the only undefeated entrant. Target priority would be hard to determine with this list and mortal wounds from ranged very useful to chip damage from it before closing. Most of his opponents were short on both shooting and mortals.

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Army Faction: Daughters of Khaine
Army Subfaction: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Bloodthirsty

LEADER
1 x Hag Queen (110)*
Prayers: Sacrament of Blood, Curse
1 x Slaughter Queen (130)*
Prayers: Catechism of Murder, Sacrament of Blood
1 x Melusai Ironscale (115)***
General
– Command Traits: Zealous Orator
1 x Bloodwrack Medusa (130)***
Artefacts: Shadow Stone
– Spells: Mindrazor
1 x High Gladiatrix (90)***

BATTLELINE
5 x Blood Stalkers (180)*
Krone
5 x Blood Stalkers (180)*
Krone
10 x Blood Sisters (280)**
Gorgai
20 x Sisters of Slaughter (270)**
Handmaiden
– 3 x Death Pennant Bearer
– 4 x Hornblower
– Kruiplash and Bladed Buckler
5 x Blood Sisters (140)**

BEHEMOTH
1 x Avatar of Khaine (155)*

ENDLESS SPELL
1 x Bloodwrack Viper (80)

INVOCATION
1 x Heart of Fury (45)

OTHER
5 x Khinerai Heartrenders (95)*
Shryke

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters
***Command Entourage – Magnificent

TOTAL POINTS: (2000/2000)

Brett: Having the misfortune to run into John in round 3 ended David’s run then. With only the 10 x Blood Stalkers in 2 x 5 model units this list would struggle to tackle the Stegodons and Bastildons. That leaves their heroes which aren’t the best trading pieces outside of the High Gladiatrix. With 10 wounds on a 5+ save and a 6+ ward the 5 model units are very fragile. The same is true of the Blood Sisters, this list would be difficult to play unless you were prepared to lose one or more of those units a turn. Ranged is best because Zainthar Kai fight again on death.

2 Priests with 4 spells including Sacrement to advance the Blood Rights table, Curse (MW on a natural 6 to hit) and Catechism of Murder for exploding 6s. Only one wizard with a single cast, the Bloodwrack Viper might not be used a lot. Particularly with Mindrazor being so good. There heroes are mostly in place to buff the larger infantry units, advancing Blood Rites and improving damage dealing. The High Gladiatrix brings a interesting, if difficult to use, assassination ability.

Ultimately David was able to score well throughout, looking at the run through the tournament quite a few of the the lists were susceptible to the sort of pressure DoK are good at. It’s an interesting take on DoK with so many MSU blocks, it would be good to see more games with it.

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Army Faction: Ossiarch Bonereapers
Subfaction: Petrifex Elite
– Grand Strategy: No Place for the Weak
– Triumph: Bloodthirsty

LEADERS
Arkhan the Black (340)
General
– Spells: Protection of Nagash
Mortisan Soulmason (115)
Artefacts of Power: Godbone Armour
– Spells: Mortal Contract

BATTLELINE
Kavalos Deathriders (190)
Mortek Hekatos
– Necrophoros
– Nadirite Blade and Shield
Mortek Guard (280)**
Mortek Hekatos
– Nadirite Blade and Shield
– 2 x Necrophoros
Mortek Guard (280)**
Mortek Hekatos
– Nadirite Blade and Shield
– 2 x Necrophoros

OTHER
Morghast Harbingers (360)*
Spirit Halberd
Necropolis Stalkers (175)*
Necropolis Stalkers (175)*

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Bone-tithe Nexus (0)

CORE BATTALIONS
*Bounty Hunters
**Expert Conquerors

TOTAL POINTS: 1985/2000

Brett: The current meta is wide open and there have been a few sightings of Ossiarch Bonereapers but they are still far from common, 3rd is a strong effort going 3/5 losing to 1st and 2nd in the final 2 rounds. A pretty traditional Ossiarch list, with Arkhan the Black and a Soulmason as the only heros. The points are tied to the Battleline (Mortek Guard are beefy and dear) with a large unit of Harbingers in bounty hunters to punish the unwary. 5 spells base but Arkhan has additional spells as well as buffs to casting on a degrading profile from his staff. Arkhan is the natural choice for Purple Sun (casting on a 6 for him). He is also a solid combat hero but you don’t want to get him into combat too early due to his casting.

The Soulmason offers re-roll hit rolls of 1, he has an ability where at the end of the hero phase he could apply it to up to D3 models which is a good reason to have him. The points saved on heroes have gone to the combat units, 2 x 20 Mortek Guard (40 wounds) and the reinforced Harbingers (4). Harbingers are very dear, they have a great stat-line but are pretty expensive per wound. Deathriders (and the Harbingers) for some mobility. Again there are a few MSU in the list that are vulnerable to being pickup relatively easily. The idea behind the list is pretty simple, the Mortek Guard camp objectives and you try to bait your opponent into you. They have a 4+ save and 6+ ward but most units have a movement of 4″ to 6″. They are vulnerable to shooting (as happened here).

Scott did see off a few of the meta’s current stars in the first 3 rounds. This list does give you quite a few options and at least some units that can seek to go wide if needed.

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Army Faction: Hedonites of Slaanesh
Army Type: Invaders
– Subfaction: The Lurid Haze
– Grand Strategy: Take What’s Theirs
– Triumph: Bloodthirsty

LEADERS
Sigvald (205)*
Keeper of Secrets (400)*
General
– Command Traits: Feverish Anticipation
– Sinistrous Hand
– Spells: Slothful Stupor
Synessa (260)**
General
– Spells: Born of Damnation
Soulfeaster Keepers of Secrets (385)**
Artefacts of Power: Oil of Exultation
– Spells: Progeny of Damnation
Infernal Enrapturess (130)**

BATTLELINE
Blissbarb Archers (140)*
Hellstriders with Hellscourges (135)*
Blissbarb Archers (140)**
Hellstriders with Hellscourges (135)**

ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Fane of Slaanesh (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

Brett: Double Keeper of Secrets in a 2 drop list with Synessa (for her wonderful gaze) and a Purple Sun just to make your opponent’s life difficult. But wait there’s more – in a spell heavy meta let’s introduce a character that forces opposing Wizards within 24″ to reroll successful casts and cause them D3 mortal wounds every time they cast a double. I give you the Infernal Enrapturess. Like Tzeentch, Slaanesh armies usually have a reasonable number of casts, 5 this time, and an extra dispel from the Enrapturess. Invaders allow up to 3 generals in the army (for command point and command purposes), only 2 are listed for this army though.

Feverish Anticipation (re-roll run rolls within 12″) from the mandatory requirements for Lurid Haze. Healing spell (Progeny of Damnation), turn off command abilities (Slothful Stupor) and hero heals (Born of Damnation). Sigvald is as always a swingy combat hero, the number of attacks determined by his charge roll and +3 to charge. He normally picks up something important. Neither Keeper of Secrets is a combat powerhouse (but they aren’t weak either) at least compared to other Greater Demons. The Soulfeaster is a forgeworld variant that loses the potential for a ranged weapon and has an intriguing warscroll ability. You offer your opponent to allow a hero to accept temptation. If they refuse, they take D3 mortal wounds. If they accept then they have 1 more attack this round, at the start of the next combat phase they roll a dice, 4-6 they are slain.

The battleline units are both thin and slightly fragile (as are the heroes for the most part). That allows Depravity Points to accumulate quickly though, Slaanesh relies on speed an summoning to overwhelm you. Shutting it down against invaders is tough with multiple generals and in this case multiple Keepers of Secret to play around. And a Purple Sun just to make life harder (the -1 to saves is pretty strong).Special mention to Synessa’s Staff, D3 if you make a save, D6 if you fail, you are only safe on a 6. Always an interesting army to play, their speed means it’s hard to prevent scoring but their fragility means you can score well into them.

Final Tournament Placings

Top Three AoS Lists for Nashcon GT 2022

This is the Top Three AoS Lists for the Nashcon GT that took place in the USA on 20th and 21st August. It involved 32 players vying to be crowned champion in a 5 game tournament.

The format for this event was slightly different, in that every player built two lists and chose which of their lists to use based on the opponent before the round began. To keep this article short, we’re analysing their first lists only and the opponent’s first list has been used when showing their path through the tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Slann Starmaster (265)***
General
– Command Trait: Arcane Might
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Stellar Tempest
Skink Starpriest (130)*
Spell: Hand of Glory
Skink Priest (90)*
Universal Prayer Scripture: Curse
Saurus Astrolith Bearer (140)*
Artefact: Serpent God Dagger

Battleline
10 x Skinks (75)**
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
Boltspitters Celestite Daggers & Star Bucklers
30 x Skinks (225)**
Boltspitters & Moonstone Clubs
– Reinforced x 2
5 x Saurus Guard (115)*

Units
2 x Salamander Hunting Pack (280)***
Reinforced x 1
2 x Salamander Hunting Pack (280)***
Reinforced x 1

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

Endless Spells & Invocations
Purple Sun of Shyish (70)
Horrorghast (40)

Core Battalions
*Warlord
**Expert Conquerors
***Battle Regiment

Additional Enhancements
Artefact

Total: 1950 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 116
Drops: 8

Danny: Who can stop Ridge Hanna? The Season of War vet is a died in the wool Seraphon expert, and his Fangs of Sotek list is the one to beat.

We’ve covered it before, and no doubt we’ll be forced to cover it again… but on the off-chance you’re new to it, here’s how it works.

Unlike Thunder Lizard, who’re all about big beasties and Scaly Skin for the -1 damage, Fangs is all about tricksy movement and summoning. Units are able to come down from reserves near a Slann, and one unit per turn can teleport – this makes the Salamanders – free from giving up extra points since the latest GHB – a tactical nuke who can safely materialise near an enemy threat and nuke them. God forbid if they make the charge too.

Meanwhile, all the skinks have a small pre-game move for grabbing objectives, and can run away after unleashing hell on a 4+ once charged, meaning most of the time they’re incredibly hard to pin down – and with the buffs the various Skink heroes can throw out, they can end up doing serious damage too.

The reason the Slann has Arcane Tome is because of the Coalesced summoning mechanic – using up a spell slot grants an additional d3 summoning points, so the Tome allows him to rack those up and still use his super valuable normal spells into the bargain. On average, Ridge should be able to summon two more salamanders into the fray, or if, for some reason, he’s struggling with objective, a whole load more skinks.

A techy, frustrating to pin down list with some real teeth that proves Seraphon are far from a one trick-dinopony.

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Allegiance: Maggotkin of Nurgle
Subfaction: Blessed Sons
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: Arcane Tome
– Lore of Malignance: Rancid Visitations
Bloab Rotspawned (300)*
Lore of Malignance: Gift of Disease
Orghotts Daemonspew (300)

Battleline
10 x Plaguebearers (150)**
10 x Plaguebearers (150)**
5 x Putrid Blightkings (250)**
2 x Pusgoyle Blightlords (220)***
1x Dolorous Tocsin

Units
3 x Plague Drones (200)***
1 x Pusgoyle Blightlords (110)*
1 x Mindstealer Sphiranx (95)*
Allies

Core Battalions
*Battle Regiment
**Expert Conquerors
***Bounty Hunters

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 95 / 400
Wounds: 143
Drops: 7

Ethan: Writing analysis of this feels a bit like cheating. For those not in the know, Tyler Emerson is one of the illustrious regular guests of Vince Venturella of Warhammer Weekly and “being considerably better than ok at painting” fame. Tyler spoke about his list on their most recent show, make sure to check it out if you’re after a more in-depth dive!

Getting to it, there are a fair few elements of this list setting it apart from the drone spam we’ve all come over time to know and resent. Blessed sons provides a nice platform for a mixed arms list employing more of Nurgle’s toolkit than we’re perhaps used to. The Lord of afflictions eschews the usual splithorn helm, sacrificing some resilience in exchange for rancid visitations, one of the best anti-horde spells in the game though, without other casting support, this is by no means consistent. The two Maggoth lords are incredibly strong pieces, providing all the usual benefits of behemoth-lords with Nurgle resilience and a small amount of spell-dom play, or great combat play. Combined these two give the list a capacity to play broadly across the map with the core of the list holding one flank while the creatively named heroes hold the other.

Plaguebearers and Blightkings form a durable core for holding objectives and placing them in Expert Conquerors makes retaking objectives a real commitment from the opponent while the Plague drones and Pusgoyles in a Bounty Hunter Battalion provide a mobile cav hammer which hits hard and takes a hit well in return. The two really interesting pieces of tech taken by Tyler in this list are the Mindstealer Sphiranx which has an ability to make enemies fight last, winning him at least one game singlehandedly, per his view. The other is his Battalions, he’s taken an “all the toys” approach to his regular units but has eschewed the usually accompanying Command Entourage/Warlord in favour of a Battle regiment to lower his drops. This isn’t going to give him priority vs anyone taking a Battle Regiment+ setup but does ensure he outdrops anyone taking the abovementioned Entourage or Warlord. Very clever decision making here.

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Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Show of Dominance
– Triumphs:

Leaders
Guardian of Souls (150)*
Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
Krulghast Cruciator (150)*
Spirit Torment (115)*
Spirit Torment (115)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Units
20 x Bladegheist Revenants (350)**
Reinforced x 1
20 x Bladegheist Revenants (350)**
Reinforced x 1
9 x Spirit Hosts (375)***
– Reinforced x 2
10 x Chainrasps (110)***
10 x Chainrasps (110)***
4 x Myrmourn Banshees (105)**

Endless Spells
Purple Sun of Shyish (70)

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

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 112
Drops: 10

Ethan: Nate Trentanelli has proven he can win with a variety of armies and so it is only fitting that he see success with current meta darling, Nighthaunt. This list relies on a central castle built around the Krulghast Cruciator and it’s aura of -1 damage. Throw in Shademist (-1 to wound) and Seal of Shyish (5+ ward save) and all of a sudden your charge-heavy, mortal wound spamming Nighthaunt units are a brick that the opponent will struggle to displace. This kind of list sees great success in the current GHB as it has the versatility to play for multiple areas of the board or, as many current battleplans demand, meet your opponent in the middle and win the brawl for objective scoring. Nate has run the increasingly prevalent triple battalion of Expert Conquerors, Bounty Hunters and Command Entourage meaning he’s capturing better than you with his durable units, hitting hard on your units designed to do the same, and has access to the tools required to build and maintain this kind of board presence.

Also worth noting in this list is the Midnight tome – Purple Sun combination, guaranteeing the purple sun will come out for the Nighthaunt. Nighthaunt don’t mind losing a ghost or two when they’re bringing back d6 + d3 per round and their unmodifiable saves form a perfect combination with the sun. Myrmournes provide a brutal capstone on this, giving an additional chance to unbind any spell or endless spell affecting the area nearby. In combination, your opponent is far less likely to affect the board state with their magic while you have utter certainty that your sun is coming out at a crucial moment, creating a brutal momentum swing.

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Allegiance: Soulblight Gravelords
Lineage: Kastelai Dynasty
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Coven Throne (290)
General
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
– Lore of the Vampires: Amethystine Pinions
Neferata, Mortarch of Blood (365)*
Lore of the Deathmages: Fading Vigour
Vampire Lord (140)*
Artefact: Grave-sand Shard
Watch Captain Halgrim (80)*

Battleline
10 x Blood Knights (390)***
Reinforced x 1
10 x Deathrattle Skeletons (80)**
10 x Deathrattle Skeletons (80)**
10 x Deathrattle Skeletons (80)**

Units
5 x Black Knights (100)
5 x Black Knights (100)*
20 x Grave Guard (280)***
Great Wight Blades
– Reinforced x 1

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

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 134
Drops: 11

Danny: Soulblight are slowly settling into their new competitive bracket of ‘close but no cigar’, it seems – the cool thing is, the breadth and relative internal balance of the book means that there’s plenty of variety between contenders.

This list is a nice, thematic looking balance of stuff, wrapped in Kastelai, which is edging out the others as Lineage of choice due to the strong selection of artifacts/command traits, the ability to make the excellent Blood Knights battleline, and the sub-faction trait that gives vampire units permanent, stacking buffs depending on what kind of unit they kill.

The Coven Throne is often a lynchpin of Kastelai lists, mainly due to its command ability, offering one unit +1 hit, wound _and_ save. Pretty bonkers value for 1CP although you are paying a fair whack of points for it, given it doesn’t do a huge amount else. Neferata is also starting to challenge Mannfred as Mortarch of choice due to her spell to make a unit unrendable – dicey in the current magic-dominance meta, but when it does go off, combined with the above…you can imagine the shenanigans. She’s also a decent, mobile beatstick in her own right and has a dagger with a chance to auto-kill a unit if it inflicts wounds that aren’t saved, so she’s an excellent mind-warfare pick.

Watch Captain Halgrim might look like an odd and rare pick, and he is – but he offers up to 3 skellies (and the list takes all 3, conveniently) a 4″ ‘auto-run’ for 1 CP, which is a good way of guaranteeing they get up the board together.

Outside of that is standard but useful fair – the currently ever-present 20 Graveguard brick who are also an excellent recipient of the Coven Throne’s CA, and 2 units of Black Knights who are cheap, fast, and summonable – meaning they can start in grave sites.

A nicely mostly-mounted list with a few tricks up its raggedy sleeves that clearly works!

Final Tournament Placings (Top 32)

Top Three AoS Lists for Kings in the North

This is the Top Three AoS Lists for the Kings in the North Grand Tournament, the northernmost Warhammer Tournament, that took place in Tromso, Norway on 13 and 14 August. It involved 31 players vying to be crowned champion in a 5 game tournament. I had to do a bit of research because I didn’t know where Troms og Finnmark was, I knew the separate counties but not that they’d been joined. And having just found it I’ve discovered they are going to separate it all over again, I wonder if I can make it over there before it happens.

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

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

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

The Top Three AoS Lists

Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

Leaders
Guardian of Souls (150)***
Artefact: Midnight Tome
– Lore of the Underworlds: Shademist
Krulghast Cruciator (150)***
Spirit Torment (115)***
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Seal of Shyish

Battleline
30 x Bladegheist Revenants (525)*
Reinforced x 2
30 x Bladegheist Revenants (525)*
Reinforced x 2
10 x Chainrasps (110)**
10 x Chainrasps (110)**
3 x Spirit Hosts (125)**

Units
3 x Fell Bats (75)***

Endless Spells & Invocations
Purple Sun of Shyish (70)

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

Total: 1955 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 114
Drops: 9

Brett: I’m running a little late this week so I am going to keep this shorter than normal (or try to). First up we have travelled to Tromso in Norway for Kings in the North which claims to be the most Northerly Tournament in the world. And now I want to go. No one went 5/0, Ben winning with a 4 wins and a draw. The list was similar to a few we’ve seen do well recently for Nighthaunt. The normal 3 heroes with Krulghast (-1 damage), Guardian and Spirit Torment for spells and returning models. Making the Spirit Torment General is a little unusual, Master of Magic is really good and having that reroll every round is very good. Acrane Tome to make the Spirit a wizard so 2 spells and 2 unbinds/dispels. The spells and artefacts all check out.

Running 2 x 30 blocks of Bladegheist is also unusual and difficult to cover with the heroes in this list. Normally lists sacrifice some of the hammer unit to get heroes that can buff them. It’s hard to overstate how devestating those 30 strong units are with 90 to 120 attacks. Rend isn’t important with that many dice. Chainrasps and Spirit Hosts are Eternal Conquerers – I don’t think enough people have been using them enough, it can be risky but paid off here. The Fell Bats are a great move, they replace Hexwraiths as a super fast unit to grab an objective or harrass a unit or even screen/block. Very useful to have in any list.

Take notice of the Grand Strategy – I don’t know how many times it was scored but it means Ben was looking to kill all of your Battleline every time. Really top notch performance in an interesting tournament and good to see some changes to a solid list.

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Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Be’Lakor, the Dark Master (360)
Bloab Rotspawned (300)*
Lore of Malignance: Gift of Disease
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Battleline
4 x Pusgoyle Blightlords (440)**
Reinforced x 1
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)*
2 x Pusgoyle Blightlords (220)*

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 115
Drops: 4

Brett: Nurgle, loaded up with Blightlords and 3 big baddies, this is not a list to make friends but is brutally efficient. Drowned Men for an 8″ pre-game move and resonable casting with Bloab and Be’Lakor giving 3 casts. This list is meant to make things very difficult. It’s generally a good idea to focus fire as much as possible but there are 2 units (Bloab and Be’Lakor) that need to be focused but which do you take first. Chip damage isn’t effective against Be’Lakor if he can kill things near him. And both are mobile, for very elite armies that can be a problem if they split their focus. The Blightlords are capable of independent action as well, the combination makes it hard for an opponent to deny Battle Tactics.

His one loss was to a Beasts of Chaos Dragon Ogre army. Big chunky beasts that can absorb the disease mortals and hit back hard enough to over come the save, wounds and wards of the Blightlords (or Be’Lakor). This is another great army that is seeing a lot of play for good reasons. It’s also interesting to play with mobility and output.

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

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

Battleline
10 x Ungors (65)***
Mauls & Half-Shields
10 x Ungors (65)***
Mauls & Half-Shields
6 x Dragon Ogors (250)*
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)**
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
3 x Dragon Ogors (125)*
3x Paired Ancient Weapons

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)**
Reinforced x 1
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)**
Reinforced x 1

Endless Spells & Invocations
Chronomantic Cogs (40)
Purple Sun of Shyish (70)

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

Additional Enhancements
Artefact

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 164
Drops: 10

Brett: Beasts of Chaos have seen a strong return to the competitive scene, King in the North included several armies. A few people don’t like the older models that make up the bulk of hte army but they are fairly unique and dynamic. The Herdstone isn’t shown but I’ll assume it was part of the army. All of the leaders are wizards (3 casts/dispels), beyond their interesting warscroll spells they debuff opponent’s saves, increase rend and do mortal wounds. He’s taken Chronomantic Cogs for rerolls to clutch spells or dispels (one per turn), since none of the wizards have bonuses to cast. The Dragon Ogre units are durable and mobile bringing a lot of potential damage with them as well.

The Tzaangor have extreme mobility (16″ and fly) and reasonable attacks. Sticking to the interesting warscrolls of previous editions though they have a special moral rule that means they lose an extra model if they fail moral. They gain a reroll to hit and wound rolls if they attack after an enemy unit within 3″ attacks first. Risky with a bravery of 6. The Ungors are cheap screens but contribute to the 164 wounds this army brings. In a meta where 100pt armies are the midpoint the is something to be said for bringing a lot of additional wounds. As an army that brings good quality attacks with amazing rend it’s not surprising when they struggle into an army that switches off rend (Nighthaunt).

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Subfaction: Hallowed Knights
– Grand Strategy: Show of Dominance

LEADERS
Gardus Steel Soul (150)**
Runelord (95)**
Knight-Relictor (140)**
General
– Command Traits: High Priest
– Artefacts of Power: Arcane Tome
– Spells: Celestial Blades
– Prayers: Translocation
Battlemage (100)***

BATTLELINE
Vanquishers (125)*
Liberators (115)**
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
Liberators (115)***
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite
Shield

OTHER
Protectors (450)*
Stormstrike Chariot (165)*
Stormstrike Axe and Tempestuous Spear
Vanguard-Raptors with Longstrike Crossbows (240)***
Vanguard-Raptors with Longstrike Crossbows (240)***
Aetherwings (65)***

CORE BATTALIONS
*Bounty Hunters
**Warlord
***Battle Regiment

TOTAL POINTS: 2000/2000

Brett: There were quite a few Stormcast armies in the event, this was the highest placed. As a faction it remains one of the most played although maybe only middling power. People play a wide range of subfactions which is in contrast to most other factions. This is an interesting take, Hallowed Knights to make Gardus a thing. He provides 5+ ward to Hallowed Knight units. I’m assuming that Gardus would stay near the Protectors, they move slowly enough to make it worthwhile. Otherwise the mages are Cities units, the Battlemage is here for his Realm spell – Wildform – that gives +2 to run and charge. The Knight Relictor is taken over the Lord, the rank difference doesn’t apply to Prayers so that’s 5 points saved. However the Knight doesn’t have +1 to chants that the Lord does.

The choice of Hallowed Knights makes it harder to achieve battleline. Liberators are cheap screens, objective holders but they are very vunerable to Bounty Hunters. The Vanquishers have the same stateline as the Liberators without the shield but they gain attacks from the size of the unit they face (up to 4 attacks into a unit of 10). Unreinforced Raptors with Longstrikes – suggests that the Holy Command is Thunderbolt Volley. Aetherwings give +1 to hit a unit within 12″ to the Raptors. A lot of variety but outside of the Chariot and Aetherwings there is little mobility and that may have cost Simen.

Final Tournament Placings

Harambe’s Heroes and Goldmine Games Rumble In The Jungle

This is the Top Three AoS Lists for the Harambe’s Heroes and Goldmine Games Rumble in the Jungle held in Richmond, Texas, USA on 6th and 7th of August. It involved 28 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Daughters of Khaine
– Temple: Zainthar Kai
– Mortal Realm: Ghur
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

Leaders
The Shadow Queen (340)*
Morathi-Khaine (340)*
Bloodwrack Medusa (130)*
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
– Universal Spell Lore: Flaming Weapon

Battleline
15 x Blood Stalkers (540)*
Reinforced x 2
10 x Blood Sisters (280)*
Reinforced x 1
10 x Witch Aelves (115)*
Sacrificial Knives and Blade Bucklers

Units
5 x Khinerai Heartrenders (95)*
5 x Khinerai Heartrenders (95)*

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 94
Drops: 1

Brett: Another strong showing from Daughters of Khaine, with all the sisters in the one army. This is a hardcore shooting list with solid melee and fast movers for grabbing objectives/completing battle tactics.The Grand Strategy indicates all strategies and battle tactics were in play.

The Bloodwrack Medusa has girded herself for war with Crown of Woe and Flaming Weapon but I don’t think you want her in combat with 6 wounds and a 6+ save. She serves as a totem for the Sisters and Stalkers though advancing Blood Rites and potentially allowing Turn 1 charges. A double reinforced Blood Stalker unit and a reinforce Blood Sister unit are the damage dealers and will take some moving. The Witch Aelves are a screening unit early on and a combat threat in their own right although this list doesn’t offer a lot of buffs for them.

DoK isn’t thought of as a casting army but casting is really important to them, elite and squishy they need to either max their damage or minimist blowback. They achieve that through their spells, Chronomatic Cogs is a good choice for reliability to things like Zealous Orator (rally on a 4+) or Mindrazor. Rember that Morathi knows the entire spell lore. Not much more to say really, it’s an effective and efficient way to go into a tournament. So long as you can choose your combats it should go fairly well. During his run Gavin took down 2 very different Nighthaunt armies and Maggotkin (including 2nd and 3rd). Solid effort and demonstrating the depth in the new DoK book.

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Army Faction: Nighthaunt
Army Subfaction: The Quicksilver Dead
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

LEADER
1 x Krulghast Cruciator (150)***
Artefacts: Arcane Tome
– Spells: Seal of Shyish
1 x Spirit Torment (115)***
1 x Spirit Torment (115)***
1 x Guardian of Souls (150)***
General
– Command Traits: Master of Magic
– Chill Blade
– Artefacts: Midnight Tome
– Spells: Shademist

BATTLELINE
5 x Hexwraiths (160)*
20 x Dreadscythe Harridans (320)*
20 x Dreadscythe Harridans (320)*
3 x Spirit Hosts (125)**
10 x Dreadscythe Harridans (160)**
10 x Chainrasps (110)**

ENDLESS SPELL
1 x Purple Sun of Shyish (70)

OTHER
4 x Myrmourn Banshees (105)***
2 x Chainghasts (95)***

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

TOTAL POINTS: (1995/2000)

Brett: An interesting Nighthaunt list focusing on Harridans this time, I almost this army had taken the tournament. We’ve gotten used to Scarlet Doom as the most popular procession choice closely followed by Emerald Host (also the most popular in late AoS2.0) so Quicksilver is an unusual choice. Beyond making Harridan’s battleline it turns off ward save’s for anything hit by a Harridan. Harridan’s have no rend but do come with 4 attacks each. In Bounty Hunters for the larger units.

Taking that further, you always want to be attacking with the Hexwraiths or smaller Harridan unit first. When attacking a unit with wounds or slain models they drop from 4s to 3s to hit and wound. Otherwise the army is much the same as we are seeing from Nighthaunt players at the moment with 4 small heroes (Kruleghast, Spirit Host and Guardian of Souls), Hexwraith for oppurtunistic actions, a leavening of Spirit Hosts and Myrmourn for body guarding and dispells. The army does include Chainghasts, which aren’t a frequent inclusion. They provide Nighthaunt units with an additional attack within 12″ of them.

It would take careful positioning and awareness of where any ranged units are but it should be possible for both 20 model blocks of Harridans to be putting out 101 attacks. Even without rend that’s 60 damage on average into a Galletian Veteran unit (any battleline) with a 4+ save. That was a pretty effective combination on the weekend removing Thunder Lizard and Big Waagh armies but Gavin’s Blood Stalkers proved too much. They have the capacity to remove the 20 x Harridan block in a single turn and the Blood Sisters could do the same. Good to see some variation in Nighthaunt lists and for being different paying off. Kel’s more patient than me – I’ve only ever managed to build 4 Harridans. And I got all this way without mentioning the Purple Sun.

Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Mortal Realm: Ghyran
– Grand Strategy: Blessed Desecration
– Triumphs: Indomitable

Leaders
Bloab Rotspawned (300)
Lore of Malignance: Rancid Visitations
Lord of Afflictions (210)**
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Battleline
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
4 x Pusgoyle Blightlords (440)*
Reinforced x 1

Units
1 x Pusgoyle Blightlords – Single (110)**

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Bounty Hunters
**Vanguard

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 124
Drops: 6

Brett: Maggotkin are very popular at the moment, interesting mechanics in even a simple build that isn’t going to tax you too much in how to play it. Interesting army in taking that extra Blightlord and only leaving enough for Gnashing Jaws, except that’s a pretty awesome spell. Rolling with 3 blocks of 4 Blightlords is an interesting idea as well, giving you a very durable block of hard to shift and damaging both to be near and also via their 44 attacks.

Using the larger unit groups limits mobility, you need to tie a few of the big units down to hold objectives or score no primary points. That means you also probably lose their MW on charges as well. All of those big blocks are in Bounty Hunters just to up that damage a lot more. Playing the army should be pretty straight forward and vary with the number of objectives. The single Blightlord is probably going to camp on a home objective while one or 2 of the large units hold another one or 2 objectives. That’s pretty intimidating unless you have ranged units to deal with them. The spell selection includes Rancid Visitations (short range MW spells) which isn’t as common at the moment and might surprise someone.

This is a popular army because this works, 4/1 in a strong field is a good effort only losing to the eventual winner. Well done and good work doing it a little differently.

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Army Faction: Soulblight Gravelords
Army Type: Vyrkos Dynasty
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x Vengorian Lord (280)
General
– Command Traits: Driven by Deathstench
– Artefacts: Cloak of the Night Prowler
– Spells: Amethystine Pinions, Invigorating Aura
1 x Belladamma Volga (200)***
Spells: Spirit Gale
1 x Radukar the Beast (315)***
1 x Necromancer (125)***
Artefacts: Arcane Tome
– Spells: Fading Vigour, Invigorating Aura

BATTLELINE
10 x Dire Wolves (135)**
Doom Wolf
40 x Deadwalker Zombies (240)**
10 x Dire Wolves (135)**
Doom Wolf

ENDLESS SPELL
1 x The Burning Head (20)

OTHER
3 x Vargheists (155)*
Vargoyle
5 x Blood Knights (195)*
Kastellan
– Standard Bearer
5 x Blood Knights (195)*
Standard Bearer
– Kastellan

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

TOTAL POINTS: (1995/2000)

Brett: In 6th we had an interesting Soulblight army, an army I’m seeing in top 10s a fair bit but not quite getting to the top. In this case he came back from losing his first 2 rounds and won the last three with good scores. All of the battleline are in Expert Conquerors and the mobile units in Bounty Hunters. Back to the battleline it’s an interesting set up, as Conquerors those Zombies count as 120 on objectives. Combining that with the Dire Wolves is a strong move, they can act as independent operatives and still give up to 30 on an objective. Great for stealing something important with their speed.

The Soulblight book is a little bloated at the moment and they have a lot of heroes, they rival Stormcast. For opponents it’s hard to keep track of all of the abilities. Since most (not the Necromancer) of the heroes in this army are vampires they have high mobility (Radukar only has 8″). They combine spells with reasonable combat meaning that there are a lot of threats to keep track of. And that’s without the Blood Knights and Vargheists. I know that both seem to underperform but really this army is quite aggressive. The Zombies can castle on something near the centre and out wait you. Attacking them may just strengthen them and unless you can do a lot of damage you aren’t going to shift them. That leave the wolves free to control other objectives and the Heroes to act as trading pieces.

Not an easy army to play and tracking all of the mobile elements is hard. Effective though and well done on bouncing back after losing to the Fyreslayers and Skaven. The Fyreslayers had 3 magmadroths which are hard to counter in this army and Skaven brought a Doomwheel and 2 Warp Cannons. If those roll well the Zombies are going to disapper and Thanquol or a Verminlord can deal with any of the heroes in this list. 3/2 is a good result with an off meta list and it’s good to see people pushing the edges of the meta.

Final Tournament Placings

Top Three AoS Lists for the G&T GT 2

This is the Top Three AoS Lists for the G&T GT2 that took place in England, UK on 6th and 7th August It involved 14 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Nighthaunt
Procession: Scarlet Doom
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Guardian of Souls (150)*
General
– Command Trait: Master of Magic
– Lore of the Underworlds: Shademist
Krulghast Cruciator (150)*
Krulghast Cruciator (150)**
Spirit Torment (115)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Seal of Shyish

Battleline
30 x Bladegheist Revenants (525)***
Reinforced x 2
20 x Bladegheist Revenants (350)***
Reinforced x 1
3 x Spirit Hosts (125)*
3 x Spirit Hosts (125)*

Units
8 x Myrmourn Banshees (210)**
Reinforced x 1
2 x Chainghasts (95)**

Core Battalions
*Battle Regiment
**Battle Regiment
***Bounty Hunters

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 102
Drops: 4

Brett: Are things beginning to settle following the GHB Season 1 introduction? At least in the smaller events the same sorts of armies seem to be placing consistently and a few key elements standout. Of course this is anecdotal and I haven’t done the statisical analysis. What I do know is that if you start with Krulghast, Spirit Torment, Bladegheist and Scarlet Doom and you have the core of a good army with decent potential. Dennis dialled that up a bit giving himself 2 mini castles or tactical groupings to pursue points with.

Most Scarlet Doom lists have a sincle Krulghast backed by a collection of Spirit Torments and Guardian of Souls for the heals, to return models and debuff spells. That tends to mean you need to play with a castle around a fully buffed hammer unit. Dennis dialled back the Spirit Torments to take 2 Krulghast for that sweet damage reduction. WIth 2 units of Spirit Hosts to provide bodyguard or wound offset you can run the 30 model and 20 model Bladegheist as independant action units. You’d have to choose which healing character went with each or try to keep them close together to maintain ranges/auras. My preference is propoably the Spirit Torment with the Chaingasts on the 20 model unit and Guardian with the 30. That way the Chaingasts additional attack for units within 12″ offsets the fewer models.

It’s also easier to keep the smaller unit wholly within 12″ for the buff. This way the 20 model unit has 80 attacks on the Charge to the larger units 90. I would probably have split the Myrmourn as well given the 2 Battle Regiments on top of Bounty Hunters (this is a 4 drop list). They need to be wholly within 12″ to eat a spell so maybe only one unit will have their “favours”. Shademist and Seal of Shyish are the usual choices (for now) and including the Chainghasts (or extra Banshees) precludes the Purple Sun. I wonder if Dennis is like me and hasn’t secured a model yet? Top result with a flexible army that deserved to win. He’s beaten a selection, including 2nd and 3rd, of the top factions at the moment on his way to the win.

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Allegiance: Sylvaneth
Glade: Heartwood
– Season: The Reaping
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Warsong Revenant (305)*
General
– Command Trait: Master of Magic
– Lore of the Deepwood: Treesong
Arch-Revenant (120)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Verdurous Harmony
Battlemage (100)*
Mortal Realm: Ghur
– Allies

Battleline
6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
Reinforced x 1
6 x Kurnoth Hunters with Kurnoth Scythes (500)*
Reinforced x 1
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*

Units
3 x Revenant Seekers (235)*

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 2 / 4
Allies: 100 / 400
Wounds: 113
Drops: 1

Brett: Sylvaneth are an interesting army, they have an awesome God model that is a bit prone to dying and their best offensive unit is best used defensively (Kurnoth). But this army is a bit more aggressive than that by adding +2 to charges, handy if a unit is going to teleport away (or walk the rootbourne paths or something). Choosing big blocks of Kurnoth limits some of your options because they are so expensive but they are a very effective unit. You know your opponent is going to try to remove those Greatbows because their range and hardiness can control the board.

Bounty Hunters don’t receive ++1 damage into the Kurnoth either (5 wounds) but they are able to be healed/have a model returned by the Seekers. Tree Revenants do what they always do, provide mobile threat with their ability to quickly grab an untended objective and they are ok in combat, certainly against other battleline units. Seekers are an interesting unit that despite being life given heals if it kills something – normally that is left to the death or chaos “healers”. The Battlemage, Arcane Tome and Warsong add up to 4 casts/unbinds. Listed with only the single spell the Warsong can take 2 and has Master of Magic for a reroll once per turn. The Arch-Revenents spell creates an interesting circle with the Tree-Revenants and Seekers (particularly the Seekers).

Verdurous Harmony is particularly good for healing revenants (returns D3 models instead of 1). So the Seekers maintain say the Kurnoth Greatbows and the Arch Revenant keeps the Seekers topped up so the Seekers can attack and hopefully heal themselves. The Arch Revenant isn’t finished there simultaneously buffing itself and giving Kurnoth Hunters +1 to wound, wounding on 2s in other words. The Warsong Revenant is another strong caster but also a fighter if need be. She has a 4+ ward and +1 to cast near activated terrain or Wyldwoods. Heartwood allows you to designate 3 enemy units at the start of the match and receive +1 to hit rolls against them. The army performed very well overall losing only to Dennis. Did the 2 units of Bladegheist spread the forces of the woods?

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Allegiance: Tzeentch
Change Coven: Hosts Arcanum
– Grand Strategy: None Chosen
– Triumphs:

Leaders
Kairos Fateweaver (435)*
Lore of Change: Tzeentch’s Firestorm
Curseling, Eye of Tzeentch (180)*
General
– Command Trait: Spell Hunters
– Artefact: The Fanged Circlet
– Lore of Fate: Arcane Suggestion
Changecaster, Herald of Tzeentch (140)*
– Lore of Change: Treason of Tzeentch

Battleline
3 x Screamers of Tzeentch (100)*
3 x Screamers of Tzeentch (100)*
3 x Screamers of Tzeentch (100)*

Units
3 x Tzaangor Skyfires (190)*
3 x Tzaangor Skyfires (190)

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Purple Sun of Shyish (70)
Chronomantic Cogs (40)

Core Battalions
*Battle Regiment

Total: 1945 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 75
Drops: 2

Brett: Since the release of their battletome in AoS 2.0 Tzeetch has risen and fallen in both popularity and power but mostly floated near the top. This is an interesting army because it is a pure Tzeetch list without horrors. The ubiquitous Purple Sun and almost as popular Chronomatic Cogs which makes sense in a casting army. As a pure Tzeetch army, it’s a very elite army with only 19 models. One reason there are no horrors is Krondspine, helping an army that otherwise has limited combat.

The army is in Hosts Arcanum granting a auto unbind/dispell in the 1st, 3rd and 5th rounds. As a 2nd Ed book there are mandatory traits and artefacts. Since these give you a redeploy for up to 3 units and 6 Screamers once per battle there isn’t a lot to complain about. Otherwise we have Fateweaver with his 3 spells, ability to change dice rolls for casts, auto dispel an endless spell every round. Oracle of Eternity isn’t as powerful as it is when he is paired with Archeon and can guarantee a death for something important. The Changecaster and Curseling bring more spells and unbind shenanigans including stealing a spell off their opponents warscroll. You only get Faith Points (the summoning currency for Tzeetch) if you successfully cast a spell and it isn’t unbound. So expect 6 casts per round from them.

Screamers and Skyfires are ok but they don’t have a lot of attacks, this is an army that is mostly going to wait for you to come to it, use spells to weaken you (and bows) before engaging. The Skyfires do D3 damage on a hit with their bows, but it’s only 3 shots each time. Both do mortal wounds for 6s. Having Krondspine to either attract fire or just block something in conjunction with a casting castle. So long as they can stay back and have a chance for a few Tzeetch’s Firestorms or more summoning they are going to be difficult to handle.

Looking at the path through the event it was the alpha striking armies (Nighthaunt and Ironjawz) that caused issues. Nighthaunt in particular were in a good place to counter Tzeetch, their large blocks can easily absorb the hits from spells and heal back the lost units.

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Allegiance: Ironjawz
Warclan: Ironsunz
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Kragnos, The End of Empires (720)
Big Drogg Fort-Kicka (525)
Allies
Chad Longjohnson (480)
Megaboss on Maw-Krusha
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Destroyer
– Mount Trait: Mean ‘Un

Battleline
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers

Core Battalions
*Expert Conquerors

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 525 / 400
Wounds: 101
Drops: 6

Brett: An Ironjawz list with a view to the future? Lower drops by choosing bigger models maybe? Either way this is an interesting idea which probably didn’t quite work out but worth a go, Kragnos, Mega Gargant and a Mawcrusha. 3 MSU Ardboy units at the rear. The Mega doesn’t benefit from Mighty Destroyers but they do receive Kragnos’s buff to charge range,

Hold the back line and slap anything that looks tasty, strong or important. The Mega Boss has all of the important things to give him a 36″ move and still hit unreasonably hard. I’d tend to use the Gargant/Kragnos to clear screens exposing the underbelly to the Mawcrusher. It looks like the army struggled into summoning armies mostly. That makes sense because as Ironjawz you lose steam after Turn 2 maybe 3 just when Tzeetch and Beasts start bring extra friends. Still a good performance and really awesome to see people testing the meta.

Final Tournament Placings

Top Three AoS Lists for Summer of Sigmar – Gamers Guild Grand Tournament

This is the Top Three AoS Lists for the Summer of Sigmar Grand Tournament that took place in Tempe, Arizona, USA on the 6th and 7th of August. It involved 16 players vying to be crowned champion in a 5 game tournament. This was their inagural event and they have a venue that can handle quite a few more. Lets hope we see it grow in coming years.

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

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

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

The Top Three AoS Lists

Army Faction: Daughters of Khaine
Subfaction: Zainthar Kai
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Morathi-Khaine (680)*
The Shadow Queen (680)*
Bloodwrack Medusa (130)*
General
– Command Traits: Zealous Orator
– Artefacts of Power: Shadow Stone
– Spells: Mindrazor

BATTLELINE
Blood Sisters (420)**
Gorgai
Blood Sisters (140)**
– Gorgai
Blood Sisters (140)**
Gorgai
Blood Sisters (140)***
Gorgai
Blood Sisters (140)***
Gorgai

OTHER
Khinerai Heartrenders (95)*
Shryke
Khinerai Heartrenders (95)*
Shryke

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters
***Expert Conquerors

TOTAL POINTS: 1980/2000

Brett: Another army eschewing the archers for the stabby queens reflecting the new battletome. 5 Blood Sister units including a double reinforced group of bounty hunter murder elves, fun. Rounding out the list the Bloodwrack Medusa is the General and Khinerai Heartrender for mobile threat. Ultimately this is a 6 drop list, a reasonable chance that they won’t decide first turn.

The high drops is a facet of having the Blood Sisters split between Bounty Hunters and Expert Conquerors. It’s not clear if the event allowed book traits (which the Khinerai play into really well) or just GHB however the list provides coverage for any outcome. Zainthar Kar is required to make the Blood Sisters battle line and the opportunity for 35 Blood Sisters. Mind Razor and Shadow Stone (+1 to casting) to try to get an additional -1 rend. Ignoring effects from Blood Rites (like +1 to wound) those 15 Blood sisters can expect 38 hits (exploding 6s) and 24 wounds – 48 into Galletian Veterans. With 2 wounds, 5+ save and 6+ (can be 5+) ward you have to devote real resources to shifting blood sisters. Zainthar Kar gives them fight on death, removing the large unit without shooting would be dicey.

Shadow Queen/Morathi are another hard nut, 3 spells across the 6 known to DoK. Those spells read like some of the best across multiple books including increased rend, rebuffs and a teleport. The Melisa only has one cast but 2 dispels. Enough to cause issues for a magic army. And it looks like that’s what’s happened with the army taking all flavours of elf and some star crossed lizards to take the event 5/0

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Army Faction: Slaves to Darkness
Army Type: Ravagers
– Grand Strategy: Take Whats Theirs – Triumph: Indomitable

LEADERS
Chaos Lord (120)***
General
– Mark of Chaos: Tzeentch
– Command Traits: Eternal Vendetta
– Reaperblade and Daemonbound Steel
– Artefacts of Power: Arcane Tome
– Spells: Whispers of Chaos
Chaos Sorcerer Lord (135)***
Mark of Chaos: Tzeentch
– Command Traits: Bolstered by Hate
– Spells: Mask of Darkness
Chaos Sorcerer Lord (135)***
Mark of Chaos: Tzeentch
– Command Traits: Master of Magic
– Artefacts of Power: Blasphemous Cuirass
– Spells: Mask of Darkness
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Untamed Beasts (70)
Mark of Chaos: Tzeentch
Chaos Knights (170)*
Mark of Chaos: Tzeentch
– Standard Bearer
– Hornblower
– Doom Knight
– Cursed Lance and Chaos Runeshield
Chaos Knights (170)*
Mark of Chaos: Tzeentch
– Standard Bearer
– Hornblower
– Doom Knight
– Cursed Lance and Chaos Runeshield
Chaos Warriors (400)**
Mark of Chaos: Tzeentch
– Aspiring Champion
– Chaos Hand Weapon and Chaos Runeshield
– 2 x Standard Bearer
– 2 x Hornblower
Chaos Warriors (400)**
Mark of Chaos: Tzeentch
– Aspiring Champion
– Chaos Hand Weapon and Chaos Runeshield
– 2 x Standard Bearer
– 2 x Hornblower

BEHEMOTH
Krondspine Incarnate of Ghur (400)

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

TOTAL POINTS: 2000/2000

Brett: Good to see a Slaves to Darkness army make the podium in a 2 day event particularly as Ravagers. No Archeon, Be’Lakor or even a manticore just Lords, Sorcerors and even a Chaos Warriors. Effective here with a 4/0/1 result, the only loss being to the winner.

Taking Tzeentch as the chaos mark increases resilience with reroll 1s on saves and a 5+ ward against spells. On a 20 strong block of Chaos Warriors (in Eternal Conquerers) that’s a real problem to shift. While in a unit > 10 they have a 3+ save and a 5+ ward (half ward – it’s only against Mortal Wounds) with the shields. That’s 120 effective wounds (Rend 0). Their weaknesses is movement at 5” unless Mask of Darkness is available on a Chaos Sorcerer and both do. They are helped on the run and charge by the Hornblower. The Knights are hammers, they want to charge using their 10″ mobility. They to have +1 to run and charge from the Hornblowers.

The Chaos Lord is a combat hero with reroll wound rolls (and reroll hits against Order) and has a MW spell in leui of a ranged weapon. Lastly there is Krondspine. He’s fast moving and capable of deleting things quickly. Bold move, he costs enough to limit your choices in either troops or heros, Tyler choose to take weaker heroes. Ravagers was a good choice allowing additional traits. After that this list is all about getting those blocks of Warriors onto objectives and keeping them there by using the Knights. Krondspine is about taking down a deathstar or important hero.

Looking his path through the event, the StD list would struggle to deal enough damage to the Warriors, as would most of the other lists. The mobility of the DoK army we just looked at combined with DoK book Battle Tactics (which you can’t interact with well) obviously caused the army to struggle but otherwise this is a really well thought out approach and well deserved result.

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Army Faction: Sylvaneth
Subfaction: Gnarlroot
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Warsong Revenant (305)**
General
– Command Traits: Spellsinger
– Spells: Verdant Blessing, Verdurous Harmony
Treelord Ancient (360)**
Artefacts of Power: Arcane Tome
– Spells: Treesong, Verdant Blessing

BATTLELINE
Tree-Revenants (110)**
Waypipes
– Glade Banner Bearer
– Scion
– Protector Glaive
Tree-Revenants (110)**
Glade Banner Bearer
– Waypipes
– Scion
– Protector Glaive
Dryads (100)**

OTHER
Revenant Seekers (235)*
Seeker Banner Bearer
– Seeker Hornblower
– Revenant Soulwarden
Spiterider Lancers (420)*
Spiterider Scion
– 2 x Spiterider Standard Bearer
– 2 x Spiterider Hornblower
Gossamid Archers (220)**
Flitwing Scion

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)
1 x Purple Sun of Shyish (70)

CORE BATTALIONS
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: 1970/2000

Brett: An interesting variation of Sylvaneth and a brave move to take all of the new units. With, it has to be said, the Purple Sun. The mobility of Tree-Revenants with the 3 overgrown terrain pieces from the start of the battle, makes them one of if not the best unit in the army at the moment. They are amazing at securing Battle Tactics.

This army has all of the new Sylvaneth units from the Revenant Seekers to Spiterider Lancers and Gossamid Archers. I haven’t seen an army with all of them before and like most of us don’t have a lot of experience with them. The Seekers and Lancers provide a lot of mobility outside of teleports which is something Sylvaneth struggle with a bit. They offer some quality attacks, without buffs I worry about the amount of damage they do but it’s reasonable. The ability to return a model of the Seekers is great in this army – the Lancers and everything else have 5 wounds or less and can be returned. Return 2 Spiteriders in a game and you’ve almost recovered the cost.

The Gossamids are a frustrating unit, they are vunerable to shooting with only a 12″ range. They need to be hidden which doesn’t make sense given their anti combat role (retreat when charged). But they have a role where you teleport them to an objective (or near one) that has a thin force on it. You can even open an objective to a Tree Revenant by pulling a combat unit away. That’s not to forget the Treelord Ancient and Wargsong. With the Arcane Tome they have 4 spells, both are deicated to Awakended Wyldwoods (expect at least another per turn) and then buffing the impact of the woods. As Gnarlwood they also get improved casting near Wyldwoods. Another interesting army from this event.

One of the interesting impacts of this approach is its hard for an army like Ironjawz to identify an alpha strike target. Even if they get the Warsong it’s not going to put you on the back foot too much. Other than the winner’s evil Blood Sister’s list he was unbeaten through the event taking both combat and shooting armies.

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Army Faction: Legion of the First Prince
Grand Strategy: Show of Dominance
– Triumph: Bloodthirsty

LEADERS
Kairos Fateweaver (435)
Spells: The Master’s Command
Be’lakor (360)*
Spells: The Master’s Command
The Contorted Epitome (245)*
General
– Command Traits: Ruinous Aura
– Artefacts of Power: Fourfold Blade
– Spells: Flaming Weapon, The Master’s Command
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Bloodletters (110)*
Plaguebearers (150)*
Plaguebearers (150)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

ENDLESS SPELLS & INVOCATIONS
1 x Umbral Spellportal (70)
1 x Purple Sun of Shyish (70)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Brett: I grabbed this one just because we aren’t seeing a lot of Legion of the First Prince armies right now. This is a very interesting take including some heavy hitters (Belakor and Fateweaver) with Krondspine rather than another Deamon Prince/Greater Deamon. I’m a fan of the Contorted Epitome, love to see it in the army. Mobile, lots of casting and so dangerous in combat.

Fateweaver brings a lot, 3 casts, auto dispell of 1 endless spell and the ability to change dice for casting, unbinding or dispell rolls. That’s before gift of change. Plaguebearers are a good choice for objectives, Bloodletters are cheap but fragile. If they charge or are teleported though they can mess up some archers. Belakor and the Krondspine don’t need an introduction nor does the Purple Sun. The Umbral Spellportal is an autotake in a Tzeetch army or if Fateweaver is in the army.

This, to me, is a really fun army. A few small troop units and 4 big, fun models with lots of abilities to toy with your opponent. He lost his last 3 rounds but I bet they were still fun. Hitting a Bastilidon with Belakor and Fateweaver sounds like fun to me, the same about putting an Epitome into small heroes from any factions.

Final Tournament Placings

Top Three AoS Lists for GT ŁÓDŹ 2

This is the Top Three AoS Lists for the GT ŁÓDŹ 2 that took place in Poland on 6th and 7th August. It involved 70 players vying to be crowned champion in a 5 game tournament.

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

As well as that, we’re holding out own GT in England in May next year. Why don’t you join us and meet the crew?

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

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

The Top Three AoS Lists

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

Leaders
Dragon Ogor Shaggoth (155)***
General
– Command Trait: Unravelling Aura
– Artefact: Mutating Gnarlblade
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)** + inkarnacja
Artefact: Arcane Tome (Universal Artefact)
– Lore of Dark Storms: Hailstorm
Doombull (110)***
Doombull (110)***

Battleline
9 x Dragon Ogors (375)*
2x Paired Ancient Weapons
– 6x Draconic War glaives
– Reinforced x 2
6 x Dragon Ogors (250)*
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)*
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1

Other
1 x Chaos Spawn (55)**
1 x Chaos Spawn (55)**

Behemoth
Krondspine Incarnate of Ghur (400)**
Allies

Endless Spells
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Bounty Hunters
**Battle Regiment
***Command Entourage – Magnificent
Artefact

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 400 / 400
Wounds: 151
Drops: 7

Brett: The newly rejuvenated (Tome Celestial) Beasts of Chaos going 5 and 0 in a major again. Peter has anyone had a 5/0 Kruleboyz recently? (Nope – Peter) Dragon Ogres are one of the stronger units in the battletome, and need Dragon Ogre Shaggoths to make them battleline. Combining their wounds/number of attacks with the increasing Rend available from the Herdstone makes them a dangerous opponent for pretty much anything. With Gnashing Jaws and Krondspine there is a lot of board coverage for a low model count army. The Herdstone isn’t listed and he’s taken Sundering Blades (-1 rend for a unit) but surely you have to take the Herdstone (it’s no cost of course).

Gavespawn is an interesting Greatfray which makes having mulitple heroes a good idea (they return as a Chaos Spawn on a 2+) and a command ability for an extra attack. The mandatory command trait gives an additional unbind and the mandatory artefact (Mutating Gnarlblade) does damage to the bearer on a hit roll of 1. It also adds 2 damage, on a Shaggoth that’s a 5 damage weapon. Command Entourage is used here to gain an addtional artefact for Arcane Tome, giving the whole army 3 casts and 4 unbinds. Hailstorm halves an opposing units movement (including charges) to limit movement and charging sheningans. Combine the reduced movement with Gnashing Jaws you can easily see 10MW a turn out of Jaws if you aim at slow moving units (5″ and less)

The Shaggoth’s are very useful leaders with casting, healing (not spell dependent) and being reasonably tanky with decent attacks. The weapons mix on the Dragon Ogres is interesting, almost ensuring split firing? As one damage weapons they are a natural to be included in Bounty Hunters. The Chaos Spawn are a favourite unit of mine in Slaves or Beasts. 2D6 movement and 2D6 attacks mean that they are often underestimated but they are great at grabbing objectives and are surprising difficult to remove.

The Doombulls are another different choice in a Dragon Ogre army but they have a decent attack profile and 8 wounds with MW on 6s. Charge them in early with the hope they do some decent damage, your opponent is going to have to take them seriously and devote real resources to killing them. And they come back 83% of the time. Serious distraction for 2 or 3 rounds. Solid example of army building to take advantage of solid warscrolls and army abilities. A deserving winner with a strong and fun army.

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

Leaders
Be’Lakor, the Dark Master (360)
Allies
Bloab Rotspawned (300)*
Lore of Malignance: Gift of Disease
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Battleline
4 x Pusgoyle Blightlords (440)*
Reinforced x 1
2 x Pusgoyle Blightlords (220)*
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

Core Battalions
*Battle Regiment
**Bounty Hunters

Terrain
Feculent Gnarlmaw

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 360 / 400
Wounds: 115
Drops: 4

Brett: An increasingly common army from Maggotkin, Lord of Affliction with Blightlords, as General so they are battleline twice (since Drowned Men lets them be battleline). Be’Lakor and Bloab to lend weight and casting to the army. This style of army has the advantage of avoiding Galletian Veterans to blunt Bounty Hunters with good mobility and very high resiliance. It forces your opponent to counter you and lets you spread or concentrate depending on the mission. Everythng except the Bloab can fly and he brings the flies.

Be’Lakor can work as an independent hammer but better is arguably better if supported by one or two of the smaller Blightlord units. That lets him control an entire flank and dare your opponent into an aggresive play to try to remove him. The Blightlords add mortals through disease points. Alternatively you can castle the lot and snipe objectives with the Blightlords. Be’Lakor can’t be too isolated since he represents half of the casts/unbinds of the army. Mariusz has taken advantage of the high bravery of chaos units to pick Bloodthirsty for a free charge reroll.

Bounty Hunters on 2 of the Blightlord units including the reinforced one, solid choice almost doubling their damage situationally. I’m expecting to see a move back to the lower drop battalions in coming weeks, it already looks like there is movement that way with so many armies avoiding Galletian Veterans. The army scored exceptionally well through the weekend coming second with only 3 vicotories (but no losses). The army had draws against a Maggotkin army with a Great Unclean One and large block of Plaguebringers, the other was a Bonesplitterz triple Wurgog/Big Stabba army. The damage output of this army might be a little low, particularly if Be’Lakor is destroied early and these armies play into that.

This is a very good army which plays into missions well. Taking it to second in a strong crowd is an amazing effort.

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Allegiance: Sylvaneth
Glade: Gnarlroot
– Mortal Realm: Ghyran
– The Dwindling
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Battlemage (100)*
Mortal Realm: Ghur
– Allies
Alarielle the Everqueen (840)**
All spells
Spirit of Durthu (370)*
Artefact: Greenwood Gladius (Guardian Sword)
Warsong Revenant (305)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome
– Lore of the Deepwood: Treesong

UNITS
10 x Dryads (100)**
Branch Nymph
5 x Tree-Revenants (110)**
FCG
– Enchanted Blades
5 x Tree-Revenants (110)**
– FCG
– Enchanted Blades

ENDLESS SPELLS & INVOCATIONS
Vengeful Skullroot (60)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 1995/2000

Brett: Hero hammer Sylvaneth with the those 3. You really don’t want a piece of any of them although I believe there is a thought that Durthu hasn’t benefitted from the new battletome. And there is a sneaky Battlemage of Ghur. This is a strong move giving you a decent chance of a 7″ charge for a teleporting unit. I’ll let you work out the details but it’s a great way to move some revenants into danger close quickly.

The power of the list is concentrated in the heros, and mostly Aliarelle, with the Tome they have 6 casts and unbinds available. Alarielle is almost half the army and the real trick to playing this army is knowing when to commit her. She is vunerable if she is focused by your opponent (and they can get to her) and while you can return her to the battle, that’s not reliable before Turn 3or even 4. Loose her on Turn 1 and it’s going to be very hard. On top of her spell casting though she has your highest quality attacks as well so when to throw her into combat is a mini game in itself.

Durthu offers early turn combat strength if you want and can help screen Aliarelle. The Greenwood Gladius awards D3 extra attacks, potentially near a Awakened Wood Durthu will have 7, 6 damage -2 rend attacks. He can also whiff terriably. The Warsong Revenant is also decent at combat, can use a mortal wound spell and buffs bravery of Tree Revenants or Dryads making her clutch at times. Surprisely survivable with a 4+ ward. Tree Revenants with the extra wound are a reasonable battleline unit but they melt to ranged attacks or mortal wounds. With only a 5+ save and bravery of 6 they really need support to shine.

A defensive army the new battletome makes them much more viable. The new terrain rules help their fire and fade shenanigans and make them much more flexible and mobile. Aliarelle is a high risk strategy which worked well here, his one loss was against a mobile Lumineth list with Teclis, otherwise a strong weekend.

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Army Type: Kruleboyz
Subfaction: Grinnin’ Blades
– Grand Strategy: Waaagh!
– Triumph: Inspired

LEADERS
Killaboss on Corpse-rippa Vulcha (240)*
Artefacts of Power: Arcane Tome
– Spells: Flaming Weapon
Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Egomaniak
– Artefacts of Power: Mork’s Eye Pebble
– Mount Traits: Fast ’Un
Swampcalla Shaman and Pot-grot (105)*
Spells: Nasty Hex
Murknob with Belcha-banna (95)*
Swampboss Skumdrekk (320)***

BATTLELINE
Hobgrot Slittaz (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka
Gutrippaz (180)**
Gutrippa Banner Bearer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka

OTHER
Man-skewer Boltboyz (240)***
Boltboy Boss
Man-skewer Boltboyz (120)***
Boltboy Boss
Man-skewer Boltboyz (120)***
– Boltboy Boss

CORE BATTALIONS
*Warlord
**Bounty Hunters
***Battle Regiment

TOTAL POINTS: 1995/2000

Brett: Peter chooses the focus list and Peter plays Kruleboyz. Surprise another Kruleboyz list. The army focuses on their best warscrolls, their heroes and the Boltboyz. Choosing Grinning Blades is a good move with this many Boltboyz, they aren’t battleline so aren’t Galletian Veterans. They don’t have good saves so the extra damage will clear them really quickly. Grinning Blades also means they aren’t visible more than 12″ away. As we’ve seen with Idoneth this is surprisely powerful, ranged units need to get within the threat range of the melee units.

Unfortunately both the battleline (Gutrippaz) and Boltboyz are really very soft with 5+ and 6+ saves. They melt under pressure, with only one Swampcalla it’s likely that only the reinforced Boltboyz had poison most of the time. Boltboyz need special mention – they do MW on 6s so you want to use Hasty Shot when you can. But you need to move (it can be 1″) and be within 12″ of the enemy. That means they are very exposed. Aimed shot is only available if they don’t move. If they are caught out of position or without screens they are very vunerable. And finally their small unit size (3) limits the effectiveness of Unleash Hell.

The heroes in this army are the major source of combat capability. They mix reasonable quality attacks with interesting wars roll abilities. From being able spam commands to mortal wounds from their slime to snatch and grab there are a lot of things to track. Unfortunately this increases their cost. The snatchaboss or swampboss have a decent chance of one shotting small heroes. Still 14 wounds with a 4+ may struggle in sustained combat. In the end they fail the dps check which is known as the Sons of Behemet. All of this adds to an underperforming faction, unfortunately they are among the lowest on current stats. Going 3/0/2 is a great performance in a 70 strong field.

Final Tournament Placings

For the full tournament placings visit tabletop.to

Top Three AoS Lists for the Steel City GT

This article is the debut article for Ethan Armstrong who has joined us from our Discord Server. Ethan will be joining our list doctors, a small team of players who will talk you through your lists and give suggestions on how you may be able to improve.

If you’re interested in having the list doctors look at your army list, then please send it to thewoehammer@gmail.com and we’ll be sure to include it in a future article.

This is the Top Three AoS Lists for the Steel City GT that took place in Pennsylvania, USA on 6th and 7th August. It involved 24 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Fyreslayers
Lodge: Lofnir
– Grand Strategy: Master of the Forge
– Triumphs: Bloodthirsty

Leaders
Auric Runefather (125)**
General
– Command Trait: Spirit of Grimnir
Auric Runesmiter (135)**
Runic Iron
– Prayer: Prayer of Ash
Runelord (95)**
Allies

Battleline
10 x Hearthguard Berzerkers (320)***
Broadaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (320)***
Broadaxes
– Reinforced x 1
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Flame-scale Youngblood
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Magmadroth Trait: Lava-tongue Adult

Endless Spells & Invocations
Runic Fyrewall (40)

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

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 104
Drops: 8

Ethan: In a meta increasingly leaning towards magic dominance, recent tournaments have returned a suite of powerful results for a variety of armies running anti-magic tools. Bill Souza, in this vein, has expertly piloted his Lofnir Lodge to a 5-0 utilising a variety of tools tailored to meta-mancy. The inclusion of a Runelord as ally speaks to the prevalence of endless spells in the current game, with his +2 to dispel rolls and additional unbind giving the army tools to put a damper on the ability of purple sun (and other spells! They also exist!) to affect Bill’s hero and monster-reliant list. The easy scoring of Bill’s Grand Strategy (have an invocation on the field at the end of the game) solves a problem many armies struggle with under the new GHB neatly, taking advantage of the lack of banishment found across most armies to pick up a consistent source of VP to boot!

Bill has taken Lofnir into this tournament, unlocking Runesons on Magmadroths as battleline and allowing for inclusion of all three mount traits. Magmadroths provide a monster of a warscroll (pun intended) – taking hits well, providing huge amounts of output and being excellent carriers of the artefacts Bill has included (more on this later!). Looking at Bill’s path through the tournament, his army is well equipped to the challenges of both melee-focused enemies who struggle to displace his army off of objectives at the same time as preventing the magmadroths punching holes in their own lines. Trickier foes like the Lumineth are tempered at least in part by the Runelord and the sheer prevalence of powerful ward saves in Bill’s force.

An exceptionally clever layer of complexity in this list is the expert use of the new battalions Bill has used, using both his sub-faction and general selection to satisfy conditions of these battalion for the inclusion of powerful units in Expert Conquerors and Bounty Hunters. The selection of the Auric Runefather as the general, make the Auric Hearthguard battleline, allowing them to be Expert conquerers, counting as 3 models on objectives. On such a notoriously durable unit, so long as they remain close to their heroes to activate their 4+ ward, an opponent is forced to invest significant quantities of damage onto these units if they intend to displace them, losing primary points for every turn they fail to do so. Additionally, the Magmadroths becoming battleline allow them to be selected as bounty hunters, increasing their already incredible output further when paired up against Galletian Veterans. Having committed so heavily to the new battalions, it only makes sense to round things out with a Command Entourage, picking up an extra artefact in the process.

With a strong alternative to Battle-regiment focused lists and a suite of tools tailor made to handle current meta conditions Bill has proven the Ur-Gold fiends of the Fyreslayers have fight in them yet after many dismissed their most recent battletome. Things are looking up for the Dwarves!

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Army Faction: Blades of Khorne
Army Subfaction: Reapers of Vengeance
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Bloodsecrator (125)*
1 x Bloodthirster of Unfettered Fury (295)*
Artefacts: Skullshard Mantle
1 x Slaves to Darkness Daemon Prince (210)*
Hellforged Sword and Malefic Talons
1 x Lord of Khorne on Juggernaut (140)**
General
– Command Traits: Mage Eater
1 x Skarbrand (380)**

BATTLELINE
3 x Mighty Skullcrushers (165)*
Skullhunter
– Standard Bearer
– Hornblower
– Bloodglaive
3 x Mighty Skullcrushers (165)*
Hornblower
– Standard Bearer
– Skullhunter
– Bloodglaive
3 x Mighty Skullcrushers (165)*
Hornblower
– Standard Bearer
– Skullhunter
– Bloodglaive
3 x Mighty Skullcrushers (165)**
Standard Bearer
– Hornblower
– Skullhunter
– Bloodglaive
3 x Mighty Skullcrushers (165)**
Standard Bearer
– Hornblower
– Skullhunter
– Bloodglaive

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1975/2000)

Ethan: What year is it?!?! The inimitable Thomas Guan has flown in from the top rope with a Khorne list that looks like it’s straight out of their second edition glory days with a few notable tweaks to continue with the current trend of anti-magic tech. Everyone knows Khorne is good at dealing with magic due to their Blood Tithe dispel but the White Dwarf update to how the tithe is used opens up the ability for Khorne to really lay the smackdown on caster-heavy opponents. As if this weren’t powerful enough, Reapers of Khorne seems to be the premium Khorne sub-faction under the new GHB providing a suite of excellent command abilities, artefacts and traits to their heroes. In the old book style, these traits and artefacts are mandatory selections, though with abilities like a 2+ spell ignore and an additional unbind attempt (auto-unbinding and causing d6 mortal wounds on an 8!) I doubt you’ll find many among the bloodied hordes complaining.

This list includes a selection of the well-known Khorne combos and all-star units with the ever-powerful combination of a Pile-in Thirster and Skarbrand appearing. Usually in this combination Skarbrand is held back on the first turn to place him at his top bracket before being flung into combat with a 6” pile-in, no charge required. This combination is brutally doubled down on by the Reapers of Vengeance sub-faction command ability allowing Skarbrand to then fight again in the combat phase, again piling in 6” so long as they remain within range of the other Bloodthirster. A bloodsecrator acts as a buff-piece and powerful priest, allowing for additional attempts to dispel endless spells and a STD Daemon Prince gives Thomas the capacity to choose who he fights, and where. The combination of this Daemon Prince with the Pilethirster provides a lot of control for a list that, on the face of it just wants to smash you in the face but it’s only after looking at the remainder of the list that the flashbacks of a time when Khorne was the meta darling of the day begin. A Lord of Khorne on Juggernaut and five (count ‘em!) units of Mighty Skullcrushers round out the list, blasting mortal wounds into opponents on the charge and providing tanky bodies for objective taking with good movement to ensure the army is able to make contact with the enemy before its lack of ranged tools become an issue.

Thomas has done well with an off-meta pick, only falling to Fyreslayers in the final round. Sadly for Thomas, the Duardin possess (or maybe Dispossess?) many of the tools required to stare down this combat army and ask them if that’s all they’ve got? Also lacking in magic of their own, the durable, high-ward Fyreslayers waste many of the strengths of Thomas’s Subfaction, drawing them into a sit-down, drag out combat slog where the Skullcrusher’s charge effects will lack the punch they would otherwise provide. To go 4-1 with an off-meta pick is nevertheless an incredible achievement and show a level of list-building mastery that seems to be the joy of many an experienced player in the new GHB.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Grand Strategy: Waaagh!
– Triumphs: Indomitable

Leaders
Kragnos, The End of Empires (720)*
Wurrgog Prophet (150)*
General
– Command Trait: Master of Magic
– Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Glowy Green Tusks

Battleline
5 x Savage Boarboys (140)*
Chompas
5 x Savage Boarboys (140)*
Chompas
5 x Savage Boarboys (140)*
Chompas

Units
5 x Savage Boarboy Maniaks (145)*
4 x Savage Big Stabbas (160)*
Reinforced x 1

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 400 / 400
Wounds: 101
Drops: 1

Ethan: Holy moley what a brutal list:

  • Kragnos
  • Wurrgog
  • Krondspine
  • Big Stabbas

Ben’s army asks you which problem you’d like to deal with first and like the multiple choice quiz from hell, you’re always wrong. With the number of threats this list presents you can only pity the opponents Ben stared down ( 😊 ) throughout his journey on this eternal quest to krump.

Continuing the trend of book-based Grand Strategies, Waaagh! Simply requires either a battleline unit or your general (Does Kragnos count?) to be wholly within enemy territory when the battle ends. Realistically, if this doesn’t naturally happen in the course of play in an Ork army, you may need to return to school to do some fingerpainting and commune with old mate Mork.

There’s not a huge amount to say about the list as a whole, Kragnos is a brutal combat monster, the Wurrgog’s usual trick of staring something off the table removes notable threats and, in combination with a bound Incarnate provides a wonderful problem for your opponent should you ever lose the staring match. Boarboyz fill out the battleline slot while a reinforced unit of big stabbas… well… they stab?

With so many points invested into the Incarnate and Kragnos, Ben does a good job of rounding out his army, ensuring that he has enough bodies to threaten various objectives and the speed to get there, only falling over (in much the same way as Thomas’s Khorne) to the sheer durability of Bill’s fyreslayers. With such a stable of experienced players I’d kill to be a fly on the wall throughout these games but don’t let the relatively heavy combat focus of these lists trick you into thinking the games look much as a toddler playing with dinosaurs (leave that to Seraphon players), without the tools such as shooting and casting that many armies enjoy mastery of both deployment and the movement phase would have been key to these players.

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Allegiance: Big Waaagh!
Grand Strategy: No Place for the Weak
– Triumphs: Indomitable

LEADERS
Breaka-Boss on Mirebrute Troggoth (180)
Artefact: Mork’s Eye Pebble
– Mount Trait: Fast ‘Un
Gobsprakk, The Mouth of Mork (280)***
Lore of the Swamp: All
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)***
Lore of the Weird: Da Great Big Green Hand of Gork
Wurrgog Prophet (150)***
General
– Command Trait: Master of Magic
– Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Gorkamorka’s War Cry

BATTLELINE
5 x Orruk Ardboys (85)**
5 x Orruk Ardboys (85)**
5 x Orruk Ardboys (85)*

OTHER UNITS
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Man-skewer Boltboyz (120)***

BEHEMOTH
Krondspine Incarnate of Ghur (400)
Allies
Bonded: Wurgog Prophet

ENDLESS SPELLS
Umbral Spellportal (70)

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

ADDITIONAL ENHANCEMENTS
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 111
Drops: 12

Ethan: This tournament’s wildcard list, piloted by Ben Mulshine, utilises a variety of the tools we’ve mentioned throughout the other lists above, only losing once to Thomas’s Khorne in its path. Much like Bill, Ben (must resist!) has potted (sorry.) his units into the triple combination of Warlord, Expert Conquerers and Bounty Hunters, eschewing any hope of turn selection in favour of an extra artefact, CP, Count-as-three capturing and bonus damage against Galletian Veterans. ‘Ardboyz capture objectives while the suite of powerful heroes and the Gore-Gruntas team up with the Incarnate to grab the opponent’s neck and beat them down with pure combat efficiency.

The previously discussed combination of Wurrgog and Incarnate present a Russian Roulette-esque threat to the opponent where even playing the game is to lose it. The hero loadouts all work together to solve one of the lists major weaknesses with the Eye-pebble, Fast’un and the Great Green Hand of Mork getting in the opponents face quickly and mitigating the ability for shooting armies to punch holes in Ben’s units before they’re able to do that they do best, foightin’.

I’d love to ask Ben how he felt various aspects of the list performed, the battalions make deployment a challenge as, while Ben can deploy in reaction to his opponent, the risk of a double turn or being alpha struck himself create a schrodinger’s cat of a deployment, where Ben must be ready to react depending on whether his opponent decides to give him the turn or not. The list is finely tuned with tools for a variety of situations and draws on one of the biggest advantages Big Waaagh! provides by allowing an all-star cast of the Orruk Warclans various Warscrolls. Listbuilding is always a matter of refining however and I do wonder whether Ben feels he’d make any changes or stick with the current list after such a respectable result.

Incredible work to the players of all of today’s lists! The new GHB continues to deliver as a factional wunderkind with tournaments around the world giving a variety of factions their time in the sun. It only remains to be seen whether the current trend of anti-magic continues to dominate the magic-heavy lists going around currently or if upcoming tomes (LRL and Tzeentch, though still a ways off) can break through a meta which seems pre-designed to keep them under wraps.

Final Tournament Placings

Top Three AoS Lists for the Season of War Grand Tournament

This is the Top Three AoS Lists for the Season of War Grand Tournament that took place in Ontario, Canada on 6th and 7th August. It involved 65 players vying to be crowned champion in a 5 game tournament. The tournament was hosted and organised by Seaon of War, you can find out more on their youtube channel.

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

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

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

The Top Three AoS Lists

Allegiance: Seraphon
Constellation: Fangs of Sotek
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Slann Starmaster (265)*
General
– Command Trait: Arcane Might
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Stellar Tempest
Skink Starpriest (130)***
Spell: Hand of Glory
Skink Priest (90)***
Universal Prayer Scripture: Curse
Saurus Astrolith Bearer (140)***
Artefact: Serpent God Dagger

Battleline
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (75)**
Meteoric Javelins Celestite Daggers & Star Bucklers
30 x Skinks (225)**
Boltspitters & Moonstone Clubs
– Reinforced x 2
5 x Saurus Guard (115)***

Units
2 x Salamander Hunting Pack (280)*
Reinforced x 1
2 x Salamander Hunting Pack (280)*
Reinforced x 1

Behemoths
Bastiladon with Ark of Sotek (165)*

Endless Spells & Invocations
Purple Sun of Shyish (70)
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Battle Regiment
**Expert Conquerors
***Warlord

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 116
Drops: 8

Brett: Seraphon but, interestingly, not Thunderlizard. The Seraphon book hasn’t been brought up to 3rd Edition standard yet but remains one of the best and most complete battletomes. We haven’t seen a lot of Skinks at the top recently but maybe Eternal Conquerors will bring them back into the light.

Lots of heroes starting with the Saurus Astrolith Bearer, buffing casting and providing a ward within 12″ his Celestial Conjuration Point (CCP) generation is probably amount the most powerful ability. CCP let you summon units, if you have more than 6 you can summon. A Slann General and Astrolith together give 2D3 CCP a turn making at least 6 CCP a turn feasible. That’s 10 Skinks as a minimum. The Starmaster is a nasty wizard with an inbuilt Spell Portal, 3 casts, +1 to cast/dispel/unbind and unlimited range on his dispel/unbind. Both his warscroll spell (Comet’s Call) and Stellar Tempest deal MW. His command trait allows 1 reroll for a cast/dispel/unbind in each hero phase (2 per turn). He’s built to get both the Purple Sun and Gnashing Jaws out on command and make if difficult to get your spells off.

Supporting him are another wizard and a priest, granting another 2 dispel/unbind attempts as well on top of their casts. The Starpriest is granting rerolls for hit rolls of 1 to a unit. The army has a range of offensive options, the salamander hunting packs with high quality attacks for targets with good saves, the Bastilidon for a little of everything. And the large Skink pack for removing low wound, poor save blobs. Having the 2 loadouts on the Skinks is an interesting play, 2 of the units are ideal for screening or taking objectives (where they count as 30) and the other for damage. With curse the 30 strong unit is on average able to produce MW. Special mention to the Purple Sun (MVP this season so far) and Gnashing Jaws.

Gnashing Jaws is a really strong choice now we are seeing a lot of armies with really strong but slow infantry (Fyreslayers, Kurnoth, Stormcast, Maggotkin). The potential MW output into a unit with a move of 4″ is eye watering. Something to remember is it can affect your foot heroes. This army is really set up to deal with hordes with massed 1 damage attacks but can, with a combination of spells/abilities and some stronger units pivot.

The range of lists taken down in the event shows the flexibility and balance of the army as well as the great generalship. More than just winning each round Ridge scored well in every round to secure the win over Rueben. A head to head between them would be interesting.

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Allegiance: Sons of Behemat
Tribe: Taker Tribe
Grand Strategy: Make the Land Tremble
Triumph: Inspired

Leader/Battleline
Gatebreaker Mega-Gargant (525pts)*
Artefact: Arcane Tome
– Spell: Flaming Weapon
Kraken-Eater Mega-Gargant (490pts)*
General
– Glowy Lantern
– Very Acquisitive
– Krakenskin Sandals

Battleline
Mancrusher Gargants (170pts)**
Mancrusher Gargants (170pts)**
Mancrusher Gargants (170pts)**
Warstompa Mega-Gargant (470pts)*

Core Battalions
*Bosses of the Stomp – Magnificent
**Bounty Hunters

Total: 1,995pts

Brett: Another strong showing from the Sons, this time with the less popular Mancrushers in the army as well. The army build is quite clever, creating 2 wizards in an army with next to no magic but still maintaining key artefacts. With endless sells on the rampage Wizards and Priests are almost mandatory inclusions now for the dispel/unbind. The text for Glowy Lantern is pretty cool too, apparently this is a smart Kraken-Eater.

No Montrously Tough here but Flaming Weapon on the Gatebreaker takes the flail to flat 4 damage. Even on his bottom profile that +1 damage is still making a difference with -3 Rend. The Kraken Eater is both well equipped with Very Acquisitive giving both the extra artefact and allows equipping 2. The second is Krakenskin Sandals making the his stomp a more reliable. Bosses of the Stomp provides the 3rd artefact which is on the Gate Breaker. The Mancrushers being in Bounty Hunters is potentially a solid move, it doubles their effect on Galetian Veterans of course.

Mancrushers are typically more vunerable to ranged attackes with their lower wound counts. Pity no one really brought that many, the Thunder Lizard Seraphon list having the most. It goes to show that in a spell heavy infantry meta, even with the risk of a Purple Sun, the giants have a place. The weakening of some shooting (SCE) will help that and they were never bad, so after 6 months we might start to see quite a few back on tables. It will be interesting to see what effect there is on the meta if there are more Sons on the table. To state the obvious, a very effective army with interesting choices that double down on it’s anti infantry roll. Congratulations on 5/0 in a tight field. A head to head between Reuben and Ridge would be quite a spectacle.

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

Leaders
Krulghast Cruciator (150)*
Guardian of Souls (150)*
Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)*
Spirit Torment (115)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist

Units
9 x Spirit Hosts (375)**
Reinforced x 2
10 x Chainrasps (110)**
10 x Chainrasps (110)**
20 x Bladegheist Revenants (350)***
Reinforced x 1
20 x Bladegheist Revenants (350)***
Reinforced x 1
4 x Myrmourn Banshees (105)***

Endless Spells
Purple Sun of Shyish (70)

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

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 112
Drops: 10

Brett: More familar territory here with a Nighthaunt Scarlet Doom army still it has it’s own quirks similar to the armies we’ve already looked at. From the Grand Strat (Fight or Flight – no enemies within 6″ of any NH unit contesting an objective) to the block of Spirit Hosts there are nuiances to the list. If you are going first the Grand Strat seems easy since NH can always fall back but with 10 drops going second is more likely. Inspired is a good choice for NH since battleshock isn’t really a thing for them.

4 reasonably standard heroes, providing damage reduction, spells and healing for multiple units. Master of Magic is particularly good with the Purple Sun allowing rerolls of a crucial spell. The unit selection is more interesting in this army. Spirit Hosts took a hit from 2nd to 3rd edition losing their MW on 6s ability for a body guard effect. With 3 wounds though a block of 9 is going to be tanky especially with Spirit Hosts to return a model every turn. The Myrmourn are here as stabby spell stealers, very useful in the Endless Spell era we are currently enjoying. The Chainrasps are really only here to meet battleline, they will probably provide some screening or more likely backline objective holding but will evaporate if pushed too hard.

The Bladegheist are here as the damage dealers, doing mortal wounds on the charge to fall back and charge again. Worse of course they get an extra attack and as bounty hunters are doing 2 damage into your GV units. I think people are getting a handle on Bladegheists now, you need to make sure you understand their threat range or try to remove them with shooting. They are devestating if they can hit you in full formation with the current rules meaning all will hit you most of the time. His only loss was against a Maggotkin list with 3 Lords and 12 Blightlords. With the Blightlords the Bladegheist wouldn’t get additional damage and the Maggotkin army would have superior magic. Their MW output and “shooting” would have been effective at blunting the NH.

Still don’t under estimate Bladegheist, putting down Sons in the first round and then the Hog spam in the last should give an idea of the damage potential. Nate’s first round match against Oliver from Season of War is now up on the Season of War website for anyone interested. Having watched it I am amazed at how tanky the Spirit Hosts turned out to be, great move.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Mortal Realm: Ghur
– Grand Strategy: Get Dem Bones!
– Triumphs: Inspired

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)*
Artefact: Mork’s Boney Bitz
– 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)**

Battleline
5 x Savage Boarboys (140)**
Stikkas
5 x Savage Boarboys (140)
Stikkas
5 x Savage Boarboys (140)
Stikkas
5 x Savage Boarboys (140)
Stikkas

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

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
*Warlord
**Warlord
***Bounty Hunters

Additional Enhancements
Artefact
Spell

Total: 1960 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 181
Drops: 14

Brett: Wow where do I even start with this list, 181 wounds and 40 little pigs with more small heroes than most nations can handle. This list is making maximum use of Icebone’s MW on 6s to hit with melee weapon. Grand Strategy is to control a piece of terrain at the end of the battle. 3 casts from the Prophet and Shaman, including the Shaman is a great idea given the chance the Prophet will blow himself up. They concentrate on winding up their crazy mates with their spells.

The Savage Big Bosses have an ability to let another unit with 3″ of an enemy, wholly within 12″, fight immediately after this unit. That’s why there are so many, they are slow but they can fairly easily do 24, 2 damage attacks before letting so the Big Stabbas hit you (or more likely a small boar unit). With so many boars this is a solid tactic letting you concentrate a small castle of pain near an objective and the boars go wide. Combined with the Prophet lifting his mask and the Big Stabbas getting into combat this is enough damage to down a Gargant.

The boarboys and Maniacs are always going to be best on the charge so you want to make sure that isn’t an option first round. And I haven’t mentioned it but there is a reason for the 2 wizards, Purple Sun to eat something important. No shame in drawing against Maggotkin who could outlast most of the charges and blunt them with disease points. His only loss was to our 2nd place Gargants, again understandalbe because you are relying on swingy units to drop them.

Final Tournament Placings