Tag Archives: AoS Meta

Top Three AoS Lists for the Quest of Champions – Final

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This is the Top Three AoS Lists for the Quest of Champions Final that took place in the UK on 22md and 23rd October. It involved 30 players vying to be crowned champion in a 5 game tournament.

We have covered all of the previous four heats on Woehammer where players competed for a place in the finals. The system was devised by Dan from the Warrior Lodge in the UK and it makes for great competition each year. If you want to catch up on the games, the event was covered by Dice and Ducks 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: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Beastlord (95)*
Artefact: Mutating Gnarlblade
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Unravelling Aura
– Lore of Dark Storms: Sundering Blades
Dragon Ogor Shaggoth (155)****
Lore of Dark Storms: Hailstorm
Great Bray-Shaman (100)****
Lore of the Twisted Wilds: Savage Dominion

Battleline
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
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields
10 x Ungors (65)**
Mauls & Half-Shields

Units
5 x Centigors (85)*
5 x Centigors (85)****
20 x Bestigors (250)***
Reinforced x 1
1 x Mindstealer Sphiranx (95)*

Behemoths
Jabberslythe (150)*
Cygor (125)****

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

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 194
Drops: 8

Danny: Freddie Leggett has a point to prove – and that point is ‘nerf Beasts’. The man even admitted himself after this event – his 3rd 5-0 with BoC in the self-proclaimed ‘Cygor meta’ – and far as we know, his wish is about to be granted… but in the meantime, you gotta take your hat off to the guy for running quite so rampant.

Beasts have a few things going for them. Not least of which is sheer numbers and efficiency. Dragon Ogors are just a brutally good hammer for their points – and in true 2nd edition fashion the Shaggoth allows them to re-roll 1s to hit, making their high volume of attacks uber reliable.

Ungors are fairly bad, but at 65 pts they’re one of the cheapest screens/battleline taxes going – they also make excellent Herdstone fodder, meaning a cheap way to rack up plenty of summoning points. Whereas Bestigors and Centigors fill out the niches of speed and slow good quality of attacks on a 4+ respectively.

The techy-cherry on top of this swarm is the two monsters, who each gain a unique monstrous action. The Cygor can try for an endless spell dispel – and if successful heal itself equal to the roll, making itself particularly tanky in this spell heavy meta. Whereas the Jabber can worsen the save of an enemy hero by 1 on a 2-5 or 2 on a 6 until the following combat phase – meaning even rend 1 weapons can utterly melt a priority target. Meanwhile the Mindstealer Sphiranx has a good chance of making something fight last.

It’s all tied together by the just all round great enhancements of Gavespawn. No one thing is particularly frightening on its own but the combined offensive weight and significant numbers of summoned models just tend to utterly overwhelm and establish massive board presence.

Good point, well made Freddie – time to put BoC out to pasture!

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Allegiance: Slaves to Darkness
Damned Legion: Host of the Everchosen (Sixth Circle)
– Grand Strategy: Defend What’s Ours
– Triumphs: Inspired

Leaders
Archaon the Everchosen (860)*
Aura of Chaos: Tzeentch
– Spell: Call to Glory
Chaos Lord (120)*
Reaperblade & Daemonbound Steel
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

Battleline
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
3 x Varanguard (280)*
Ensorcelled Weapon and Warpsteel Shield
– Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch
8 x Iron Golems (75)*
Mark of Chaos: Tzeentch

Units
1 x Mindstealer Sphiranx (95)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 96
Drops: 2

Danny: With leaks of the new tome flooding the interwebs and the current Tome languishing at the bottom of the win-rate pile, Toby Meadows drops this bombshell on us – a 2nd place Archaon list! To be fair, it’s not a huge deviation from pretty much the only viable Slaves build at the moment.

Archaon is a big, tanky-ass utility provider, who is himself supported by the two lords for more buffs than you can shake a stick at. His role is usually as a super hard to shift distraction carnifex who can roll smaller units, making him a tricky tactical proposition. Meanwhile, 2 squads of Tzeentch marked Varanguard – meaning they’re re-rolling 1s to save on a nat 3+, and doing +1 damage in the 6th circle – act as twin hammers. 3 squads of super-bargain Iron Golems work on the board and objective control game – they hit more like pillow golems, but they’re a super cheap source of wounds on a 4+ with a natural +1 if they didn’t move.

And that cheeky kitty shows up again for the fight last shenanigans!

Big kudos to Toby as this list, while strong, is definitely suffering from being behind the times overall and takes a great degree of tactical acumen to pilot well. Losing only to the insane volume of attacks and bodies of 1st place Freddie is a great achievement.

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Allegiance: Seraphon
Constellation: Thunder Lizard
– Grand Strategy: Continuous Expansion
– Triumphs: Inspired

Leaders
Slann Starmaster (265)**
General
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Engine of the Gods (265)****
Artefact: Incandescent Rectrices
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Skink Starpriest (130)**
Artefact: Fusil of Conflaguration
– Spell: Hand of Glory
Skink Priest (90)**
Universal Prayer Scripture: Heal

Battleline
10 x Saurus Knights (220)*
Lances
– Reinforced x 1
10 x Skinks (75)***
Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)***
Boltspitters Celestite Daggers & Star Bucklers

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

Behemoths
Bastiladon with Solar Engine (250)****
Bastiladon with Solar Engine (250)****

Endless Spells & Invocations
Purple Sun of Shyish (90)

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

Additional Enhancements
Artefact

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 100
Drops: 10

Danny: It’s Mike Stewart. It’s Seraphon. It’s double Bastiladons with a Purple Sun. And even that couldn’t beat Freddie. Ok i’ll throw you a bone if you’re not familiar with Seraphon lists – Slann provides magical domination, the Bastiladons can be buffed to re-roll 1s, have +1 to hit and do additional mortals on 6s. If the Engine manages to get Curse off on something (6s to hit do mws) and the Sun is nearby to make each shot rend 2 – and in Thunder Lizards, one of them can use a command ability to firre twice…it’s gonna burn. And Beasts still beat it.

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Allegiance: Flesh-eater Courts
Grand Court: Morgaunt
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Abhorrant Archregent (245)***
Artefact: The Dermal Robe
– Lore of Madness: Spectral Host
Abhorrant Ghoul King (165)***
Lore of Madness: Miasmal Shroud
Abhorrant Ghoul King on Royal Terrorgheist (445)**
Mount Trait: Gruesome Bite
– Lore of Madness: Blood Feast
Abhorrant Ghoul King on Royal Zombie Dragon (430)***
General
– Command Trait: Savage Chivalry
– Artefact: Decrepit Coronet
– Mount Trait: Razor-clawed
– Universal Spell Lore: Flaming Weapon
Crypt Ghast Courtier (70)**
Crypt Ghast Courtier (70)**

Battleline
30 x Crypt Ghouls (255)*
Reinforced x 2
20 x Crypt Ghouls (170)*
Reinforced x 1
10 x Crypt Ghouls (85)***

Endless Spells & Invocations
Chronomantic Cogs (40)

Core Battalions
*Bounty Hunters
**Command Entourage – Magnificent
***Warlord

Additional Enhancements
Artefact
Mount Trait

Total: 1975 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 109
Drops: 9

Danny: So, FEC aren’t eating good these days – so 6th place is a big achievement and sure to score highly on our Woehammer scoring system. This is really a ‘ghouls for days’ list – each of those ghoul squads can come back on a 4+ … as many times as you like! They’re underwhelming in general but with bounty hunters can still bring the weight of dice pain, and if you roll well can represent a fairly overwhelming amount of board control over the game. Backed up by the King on ‘Gheist and his well known spike damage potential, plus a slightly less royal zombie dragon, it’s a classic ‘swamp and chomp’ (yes I just coined that term) list that must have scored fantastically to end 6th with 3-1-1.

Well done to Tom, and please, James Workshop, for the love of all that’s unholy give this faction some new models and rules.

Final Tournament Placings

Top Three AoS Lists for Hammerfest 2022 GT

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This is the Top Three AoS Lists for Hammerfest 2022 Grand Tournament that took place in Texas, USA on the 17th and 18th September. It involved 88 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: Sylvaneth
Glade: Harvestboon
– Season: The Dwindling
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Warsong Revenant (305)*
General
– Command Trait: Spellsinger
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deepwood: Treesong
– Bonded to Incarnate

Battleline
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*
6 x Spiterider Lancers (420)**
Reinforced x 1
6 x Spiterider Lancers (420)**
Reinforced x 1

Units
5 x Skaeth’s Wild Hunt (110)*
Lore of the Deepwood: Verdurous Harmony

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

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

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1955 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 92
Drops: 3

Danny: A big win for Sylvaneth at a time they’ve still got something to prove on the competitive circuit! Some patterns are beginning to emerge for the evil trees – Warsong Revenant is rooted in place, and Skaeth’s Wild Hunt (a good value and mobile wizard+retinue with a tasty +1 to wound spell) have come out of retirement – if you can find them!

Zach here however eschews evilest single tree Durthu for 2x 6 Spiteriders, again slightly unusual given the tanky and self-healing Revenants were seeking the position of ‘meta bug cavalry’. It makes sense though – Spiterider Lancer’s 14″ movement and fight first on the charge allows for a devastating weight of rend 2 attacks. In Harvestboon they gain a 12″ pre-game move too, which is huge for establishing board control or setting up the alpha.

With the usual brace of Tree revs for teleport based scoring and the unfortunately ubiquitous Spinedog to pin stuff in place while the Warsong bombs you with MWs, this is a potent list that took down some very challenging armies en route to first. I think even with the Spinedog nerfed into oblivion (or, at least, a shallow hole) it’s still a capable core – kudos to Zach for leafing with gold!

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Army Faction: Legion of the First Prince
Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

LEADER
1 x Kairos Fateweaver (435)*
Spells: The Master’s Command
1 x Bloodthirster of Insensate Rage (280)**
General
– Command Traits: Ruinous Aura
– Artefacts: Armour of the Pact
1 x Slaves to Darkness Daemon Prince (210)**
Hellforged Sword and Malefic Talons
– Mark of Chaos: Khorne
1 x The Contorted Epitome (245)**
Artefacts: Fourfold Blade
– Spells: Flaming Weapon, The Master’s Command
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
5 x Flesh Hounds (105)*
Gore Hound
– Burning Roar
10 x Bloodletters (110)*
Gore-drenched Icon Bearer
– Hornblower
– Bloodreaper
5 x Flesh Hounds (105)*

BEHEMOTH
1 x Krondspine Incarnate of Ghur (400)*

ENDLESS SPELL
1 x Umbral Spellportal (70)
1 x Chronomantic Cogs (40)

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

TOTAL POINTS: (2000/2000)

Danny: Legion are enjoying a bit of a twilight resurgence since their nerf – although ‘rumour’ (i.e. leaks) have it that their current format will drastically change in the new year.

In the meantime, this is a still-excellent version of the army that employs the favoured combo of Kairos (for spellz!) a Bloodthirster (for many MWs in an 8″ aura on 6s!) and a Daemon Prince – who until the new Slaves book is still rocking Blood Slick Ground for that really quite sweet halves-charges aura. Flesh hounds provide great value screening and utility – their free unbind/dispel attempt is an added bonus – aaaaaaaaand of course there’s a Krondspine for even more of that sweet, sweet control.

You may also notice there’s no Be’lakor in this list – I guess he’s learned to delegate? Taking down DoT, Nurgle, NH and the board control of SBGL is no mean feat so big up to Matt for this swan song – this list is not long for this world.

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Allegiance: Sylvaneth
– Glade: Heartwood (The Burgeoning)
– Mortal Realm: Ghyran
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Alarielle the Everqueen (840)*
Arch-Revenant (120)*
General
– Command Trait: Warsinger
– Artefact: Seed of Rebirth

Battleline
6 x Kurnoth Hunters with Kurnoth Scythes (500)*
Reinforced x 1
3 x Kurnoth Hunters with Kurnoth Greatbows (230)*
3 x Kurnoth Hunters with Kurnoth Greatbows (230)*

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

Total: 1960 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 82
Drops: 1

Danny: These successful Sylvaneth lists are sprouting up everywhere eh? And this one brings big ol’ thunder thighs herself! She’s backed up by the obviously strong combo of 2×3 Kurnoth bows backed up by Arch-Rev for +1 to wound even to their shooting – and in Heartwood they’ll also be naturally at +1 to hit three chosen targets meaning you don’t lose out by splitting the squads as AoA isn’t necessary. A big blob of Scythes absolutely blend and survive most attacks before getting a model or two back from Rally or the Verdurous Harmony spell.

That’s it really – a hugely tough and killy Kurnoth core escorting Alarielle for all sorts of spell casting and utility, screening and turning terrain into Overgrown for teleporting shenanigans. I’m happy to see a list with her in do well as, personally I think they did her scroll dirty but she deserves to be seen on top tables.

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Allegiance: Kruleboyz
Warclan: Big Yellers
– Grand Strategy: Waaagh!
– Triumphs: Indomitable

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

Battleline
20 x Gutrippaz (360)**
Reinforced x 1
20 x Gutrippaz (360)**
Reinforced x 1
10 x Hobgrot Slittaz (80)**
9 x Man-skewer Boltboyz (360)*
Reinforced x 2

Core Battalions
*Warlord
**Expert Conquerors

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

Danny: Those plucky Kruleboyz! Sitting pretty in the bottom 3 of win-rates, going 4-1 – meaning it was actually in a tournament winning position – and losing only to Sylvaneth who an army like this just can’t really interact with at all is really impressive and cool to see.

James here opts not to use the recently buffed Grinnin’ Blades to go all in (ish) on Boltboyz in Big Yellerz – bringing a big blob of 9 which really should punch through an awful lot of targets in the game. They’re commanded by no less than Gobsprakk himself – an ever-controversial pick who can nevertheless play mind games with enemy casters and generally fly around issuing double-commands to stuff and casting from the actually great Kboyz lore.

Wonderfully, he’s joined by the humble Killaboss on FOOT (not to mention his trust stab-grot, the real MVP of any list) – presumably a budget way to access All Part of Da Plan – to essentially make the 2x 20 blobs of Gutrippaz immune to battleshock. The shaman and Sludgeraker round off the ‘fishing for 5s/6s’ synergy package, with the latter rocking Egomaniak (essentially turning the hobgrotz into ablative bodyguard wards) making it super durable, with Arcane Tome and Sneaky Miasma for casting a hero-phase move on himself.

It’s a lovely list that can put out an eye-watering number of MWs up close and actually packs some real board control chops. It’s got overlapping synergies and plenty of movement options, and about as much durability as Kboyz can manage. Real big up to James for coming so close – can’t wait to see what he does with the faction after the Battlescroll!

P.s. according to the new Woehammer scoring metrics that take army win-rate into account, this was the winning list of the event!

Final Tournament Placings

As presented on BCP

Top Three AoS Lists for Kings in the North

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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

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

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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

Age of Sigmar Player Ratings w/e 7th August 2022

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The Age of Sigmar Player Ratings are calculated using the Elo System, most known for creating the Chess Rankings. Players begin with a rating of 1,000 then gain or lose points based on their opponents rating.

The ratings are awarded according to your opponents rating. Beating an opponent with a rating of 1,030 will give you more points than beating an opponent with a rating of 1,010.

Ratings will be given to players who attend a two day event with at least 8 players. Those players must be using 2,000 point armies.

Rankings Update

We talked about Thomas Guan last week, and we’re talking about him again this week. He’s the first player since we’ve started tracking the Elo ratings that has broken the 1,100 mark.

This places him halfway on the way to becoming a Class D player. Classes in Chess (and now AoS) are awarded based on your points:

RatingPlayer Class# of Players
2,500+Grand Master0
2,400-2,499Senior Master0
2,200-2,399National Master0
2,000-2,199Expert0
1,800-1,999Class A0
1,600-1,799Class B0
1,400-1,599Class C0
1,200-1,399Class D0
1,000-1,199Class E342
800-999Class F351
600-799Class G0
400-599Class H0
200-399Class I0
100-199Class J0
Elo Rankings

This Week’s Ratings

Worldwide
Canada
Germany
Italy
Poland
UK
USA

Formula

Here’s how the formula works for the maths geeks among you.

For those wanting to check my maths, the k factor we are using is 20.

Here’s my file:

Top Three AoS Lists for GT ŁÓDŹ 2

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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

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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

Age of Sigmar Player Ratings w/e 31st July 2022

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The Age of Sigmar Player Ratings are calculated using the Elo System, most known for creating the Chess Rankings. Players begin with a rating of 1,000 then gain or lose points based on their opponents rating.

The ratings are awarded according to your opponents rating. Beating an opponent with a rating of 1,030 will give you more points than beating an opponent with a rating of 1,010.

Ratings will be given to players who attend a two day event with at least 8 players. Those players must be using 2,000 point armies.

Rankings Update

This week we had an additional four GT’s and an additional 111 players joined the world rankings.

Last week, Josh Bennett led the way with a rating of 1,081.4 followed by Thomas Zhennan Guan with 1,065.9. further down and Jeremy Veysseire was sat in joint 5th with 1,050.0.

Why am I telling you about this? Well, this week both Thomas and Jeremy were involved in the same tournament. Would they cross swords? Would it decide a new world number 1? I think I’ve made the answer pretty obvious….

The Crunch

Round 5 of the Boise Cup in Texas, USA. Both Thomas Guan and Jeremy Veysseire having performed well in previous GT’s already this month find themselves with four wins a piece going into round 5. Thomas playing his Stormcast Eternals and Jeremy his Soulblight Gravelords. Both have high ratings at this point compared to the other players around then (Thomas: 1,099.2 and Jeremy: 1,084.5), both have a shot of taking the title and it all comes down to the last game.

Thomas was playing Stormcast Eternals as the Hammers of Sigmar and Jeremy the Soulblight Gravelords as the Legion of Blood. The Result?

This result let Jeremy climb to the top of the AoS Elo rankings after what was the first big name matchup we’ve seen under the new General’s Handbook. The result saw Jeremy take 10.4 points from Thomas and take the top spot.

I was lucky enough to be able to talk to Thomas about this match over twitter and he gave me his thoughts on the game.

I felt pretty good in that matchup playing sce into sbgl on silk nest, the army I chose is very mobile and capable of taking out any kind of target from long distance. The mission felt pretty good to me as well, since my list spreads out really well and can score the mission with aether wings and teleporting units.

The turning point of the game was when I committed both the Protectors and Fulminators to wipe out the Blood Knights. With thunder bolt volley, one unit of longstrikes and 3 Fulminators I was unable to kill Mannfred which led to a cascade of unfortunate events. He brought up the graveguard and was able to use the Purple Sun, Horrorghast, Neferata, Mannfred aura and +1 attack command he was able to wipe out both units.

Luckily I was mobile enough so I was able to put score him on primary but late game I fell behind on tactics and he eventually won.

Jeremy is a challenging opponent that plays to the limits of his list very well and can set up intricate plays at a quick pace. Very enjoyable to play against and hope to match up more in the future.”

This Week’s Ratings

Formula

Here’s how the formula works for the maths geeks among you.

For those wanting to check my maths, the k factor we are using is 20.

Here’s my file:

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

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

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

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

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

The Top Three AoS Lists

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Core Battalions
*Battle Regiment

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

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

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

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

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

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

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

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

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

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

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

Additional Enhancements
Artefact

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

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

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

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

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

Leaders
Megaboss on Maw-Krusha (480)
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Mean ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Breaka-Boss on Mirebrute Troggoth (180)
Mount Trait: Fast ‘Un
Orruk Warchanter (115)
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Swampcalla Shaman with Pot-grot (105)
Lore of the Swamp: Nasty Hex
Wurrgog Prophet (150)
Artefact: Glowin’ Tattooz
Lore of the Savage Beast: Gorkamorka’s War Cry

Battleline
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)

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

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

Additional Enhancements
Artefact
Mount Trait

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

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

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

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

Final Tournament Placings

The full tournament results can be found on tabletop.to

Top Three AoS Lists for Boise Cup O AoS GT

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This is the Top Three AoS Lists for the Boise Cup O AoS GT that took place in Texas, USA on 30th and 31st July. It involved 52 players vying to be crowned champion in a 5 game tournament. A larger event with a good spread of lists in the Top 5. The tournament used the CORRECT scoring system which awards bonuses to the Battleplan scoring including for denying a Battle Tactic. Something for TOs to consider.

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

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The Top Three AoS Lists

Army Faction: Soulblight Gravelords
Army Type: Legion of Blood
– Grand Strategy: Lust for Domination
– Triumphs: Bloodthirsty

LEADER
1 x Neferata (365)
Spells: Decrepify
1 x Vampire Lord (140)*
General
– Command Traits: Master of Magic
– Arcane
– Artefacts: Arcane Tome
– Spells: Levitate, Invigorating Aura
1 x Mannfred Von Carstein (380)*
Spells: Fading Vigour

BATTLELINE
5 x Black Knights (100)*
5 x Black Knights (100)*
10 x Deathrattle Skeletons (80)*

ENDLESS SPELL
1 x Horrorghast (40)
1 x Chronomantic Cogs (40)
1 x Purple Sun of Shyish (70)

OTHER
10 x Blood Knights (390)**
Standard Bearer
– Kastellan
20 x Grave Guard (280)**
Standard Bearer
– Hornblower
– Seneschal
– Great Wight Blade

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1985/2000)

Brett: It’s been a long time since we’ve seen Soulblight in the spotlight it seems. Quickly checking the stats it’s still a popular faction at tournaments (right around the middle in entries) but is slowly dropping in performance against newer books. After spending a year around a 50% win rate it’s now dropped in the last month to a 38% win rate. This underlines how good a performance this is. While in the states the army is interesting for taking a less popular Sub-faction and an uncommon battle line.

What this army does bring though is three Flying Vampires wizards (thank you for that nightmare), a whole mess of spells and a murder of summonable (not sure that’s a word – Peter) units that will keep coming back. Six casts across the three heros and the current staple Cogs and Purple Sun. Cogs for rerolls before casting the Purple Sun for it’s typical debuff and potential to eat something important. Lets assume you drop it near two units everytime (10″ separation is required to prevent the sun touching two units) then over the course of a tournament it will eat something 8 times. With flying multi cast Vampire Wizards that could drop it in a home objective castle on turn 2. I’m not saying that did happen, but lets say it ate a Bastiladon or a Storm Drake. Or even Thanquol. That’s possible.

The list has a lot of mobile threats with the Knights combining with Manfred and Neferata to give a lot of options on positioning. The Vampire Lord is most likely going to stay close to the Summonable (Still not sure – Peter) units he can heal. Importantly for the Vampire Lords they all have heals if they kill something. Otherwise they work to weaken their enemy and reduce their bravery. Combining Horrorghast with the effects of the army is a nice touch, you can potentially lose a lot of 1 wound models in a turn that way. Their spells mostly reduce the combat effectiveness of their opponents and, like most Death armies there is a 6+ ward

The Grand Strategy is an interesting one, it’s book specific and requires you to control more gravesites than your opponent. They either need to disperse their forces to cover one or two of them and risk being attacked by summonable units (like the Black Knights) or cede the GS to you. You pick how many points there are and where they are. Nasty.

It’s good to see a different list from a faction that is struggling do so well, congratulations to Jeremy for taking it all the way to number 1.

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Army Faction: Lumineth Realm-lords
Subfaction: Zaitrec
– Grand Strategy: No Place for the Weak
– Triumph: Indomitable

LEADERS
Sevireth (345)**
Scinari Cathallar (110)***
General
– Command Traits: Fast Learner
– Artefacts of Power: Gift of Celennar
– Spells: Overwhelming Heat, Protection of Hysh, Total Eclipse
Scinari Loreseeker (170)***
Artefacts of Power: Blade of Leaping Gold
– Spells: Flaming Weapon, Lambent Light, Overwhelming Heat
The Light of Eltharion (220)***

BATTLELINE
Vanari Dawnriders (140)*
Steedmaster
– Standard Bearer
– Spells: Overwhelming Heat, Total Eclipse
Vanari Auralan Wardens (145)**
High Warden
– Spells: Lambent Light, Overwhelming Heat
Vanari Auralan Wardens (145)**
High Warden
– Spells: Overwhelming Heat, Speed of Hysh
Vanari Auralan Sentinels (510)**
High Sentinel
– Spells: Overwhelming Heat, Speed of Hysh

OTHER
Vanari Dawnriders (140)*
Standard Bearer
– Steedmaster
Spells: Overwhelming Heat, Speed of Hysh

ENDLESS SPELLS & INVOCATIONS
1 x Emerald Lifeswarm (60)

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

TOTAL POINTS: 1985/2000

Brett: This tournament has been a bit of a blast from the past, Lumineth on the podium with a massive block of Sentinals and sporting Emerald Lifeswarm. So 2021. Still it’s hard to argue with 30 Archers that can shoot you even behind cover from across the map. That’s the heart of the list, a big block of archers with Wardens as screens. With Power of Hysh the 30 are still averaging 10 Mortal Wounds per turn. Unleash hell while they have Power of Hysh up is very painful. The Dawnriders in Bounty Hunters provide flexibility and threat across the board with much needed increased damage. No MSU is safe, particularly Galletian Veterans.

Severith is a unique threat piece with his extraordinary movement and fire and fade abilities. Exposing small heroes offers him opportunities, the Light and Cathallar are most likely going to remain near the shooting castle offering improved saves. increased bravery and spell protection. The Light of Eltharion is a good covering piece with his MW ranged attack and multiple attacks. The Scinari Loreseeker having Flaming Weapon (+1 damage) with Blade of Leaping Gold (+3 attacks) is very interesting combined with his Lone Agent ability. Drop him within 3″ of something important and apply 7 attacks hitting on 2s wounding on 3s with -1 rend and D3+1 damage.

Beaten into 2nd by one point this is a strong list harking back to the hey day of Lumineth. His opponents, apart from Nighthaunt, mostly had something big that would be a deserving target and without which the army would find it hard to recover. The final match up with Teclis would have been interesting, Dustin couldn’t have relied on his spells at all. The mobility of the Loreseeker, Seviarath and the Dawnriders would appear to be the difference. Loreseeker could do a lot of damage to a Sentinal block in one turn (and die).

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

LEADER
1 x Sigvald (205)*
General
1 x Bladebringer, Herald on Seeker Chariot (185)*
General
– Spells: Hysterical Frenzy
1 x The Contorted Epitome (245)*
General
– Command Traits: Feverish Anticipation
– Artefacts: Oil of Exultation
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
22 x Blissbarb Archers (280)*
High Tempter
22 x Blissbarb Archers (280)*
High Tempter
11 x Blissbarb Archers (140)*
High Tempter

BEHEMOTH
1 x Krondspine Incarnate of Ghur (400)*

ENDLESS SPELL
1 x The Burning Head (20)
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Fane of Slaanesh (0)

OTHER
5 x Centigors (85)*
5 x Centigors (85)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1995/2000)

Brett: Archer meta? Krondspine, Purple Sun, 55 Blissbard and Sigvald, what a fun army. The Krondspine to threaten your heroes, block the board and eat endless spells. You don’t want to engage him but his movement makes him hard to ignore and you definitely don’t want to feed him. But if you do try to deal with him you give the opportunity for either the Epitome or Sigvald to wreck face. Sigvald is going to try to come from a board edge and the Epitome can move very quickly.

There aren’t a lot of buffs to their casting but the Epitome has reroll casts. That’s a big buff to getting the Sun out. Flaming Weapon with the Lurid Haze artefact and trait is good combo. 9 attacks at 2 damage particularly if it gets Overwhelming Acquiescence off. Sigvald will typically be entering from a board edge and using his charge to get into something important. Lots of damage, very small screens (Centigors) and a reason to get into your deployment. This is a fun army that is going to be very determined. It’s interesting that Matt’s only lose was to Lumineth.

That list was built around Teclis, so no Purple Sun and included a block of Sentials, the natural enemy of Blissbard. The Epitome and Sigvald would struggle with Teclis as well, this would have been a difficult army to engage. 3rd in a big tournament is a solid effort and reflects the value of Slaanehi lists.

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Army Faction: Flesh-eater Courts: feast day
Grand Strategy: No Place for the Weak
– Triumph: Bloodthirsty

LEADERS
Abhorrant Archregent (245)**
General
– Command Traits: Dark Acolyte
– Artefacts of Power: The Dermal Robe
– Spells: Deranged Transformation
Abhorrant Ghoul King on Royal Terrorgheist (445)**
Artefacts of Power: The Grim Garland
– Mount Traits: Gruesome Bite
– Spells: Blood Feast
Varghulf Courtier (160)**

BATTLELINE
Crypt Ghouls (85)***
Crypt Ghouls (85)***
Crypt Ghouls (85)***

OTHER
Crypt Horrors (220)*
Crypt Horrors (220)*
Crypt Flayers (360)*

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

TERRAIN
1 x Charnel Throne (0)

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

TOTAL POINTS: 1975/2000
9 drops

Brett : An army that is currently among the lowest ranked in the current meta with some potential in this season 17th is a good result. Flesh Eater Courts work by applying overlapping buffs from their Nobles (or Heroes) to the Knights (Horrors and Flayers) and Serfs (Ghouls). That means, at least early on, you can expect a pretty big castle.

That makes a lovely target for some serious shooting if you have it. The army has 3 casts with the Archregent having +1 to cast, unbind or dispel from the Dermal Robe. The command trait appears to add a spell but they aren’t gaining the wizard trait (since it is a wizard) and he add Deranged Transformation to throw those Horrors further faster. The Ghoul King and his Terrorgheist have some “interesting” abilities but they are let down in the execution. Death Shriek is only really effective against Destruction armies or Cities but the other attacks inflict serious damage. The Gaping Maw/Gruesome bite combo is extremely nasty, reroll hit rolls, it has 3 attacks, where a 6 does 6 MW. Enough to one shot a Stormstrike Chariot. Twice. In the same game.

The Horrors have 3 attacks hitting on 4s that can be improved, doing 2 damage and 3 on wound rolls of 6. Flayers have 4 attacks only doing 1 damage but can redeploy quickly and does MW on 6s. The Archregent and Ghoul King can return models on top of their summoning which can make clearing the Horrors/Flayers more difficult. To stop the army you need to kill the heros or they will heal and summon. Unfortunately this army has effectively 6 screens to stop you doing that. You can play around the bigger units and pick up the screens through MW attrition and shooting. Like most death armies their strength is often in numbers and if you are patient you can deal with them.

Cody did very well taking the army to 17th dealing with Ironjawz, DoK and SCE all of who have strong play into this list, well done.

Final Tournament Placings

Woeful Wargaming