Tag Archives: Competitive Army List

Top Three AoS Lists for the Salt Lake Open 2022

This is the Top Three AoS Lists for the Salt Lake Open 2022 that took place in the USA on 20th and 21st August. It involved 33 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Fyreslayers
Subfaction: Greyfyrd
– Grand Strategy: Masters of the Forge
– Triumph: Inspired

LEADERS
Auric Runefather (125)**
General
– Command Traits: Spirit of Grimnir
– Artefacts of Power: The Daemon Slayer
Battlesmith (150)**
Artefacts of Power: Nulsidian Icon
Auric Runeson (80)**
Ancestral War-axe
– Artefacts of Power: Axe of Grimnir
Auric Flamekeeper (90)****
Artefacts of Power: Draught of Magmalt Ale
Auric Runemaster (125)****
Artefacts of Power: Volatile Brazier
– Prayers: Heal
Auric Runesmiter (135)****
Forge Key
– Prayers: Prayer Of Ash

BATTLELINE
Hearthguard Berzerkers (320)*
Karl
– Berzerker Broadaxe
Hearthguard Berzerkers (320)*
Karl
– Flamestrike Poleaxe
Vulkite Berzerkers with Bladed Slingshields (160)***
Fyresteel War-pick and Bladed Slingshield
Vulkite Berzerkers with Fyresteel Handaxes (170)***

OTHER
Auric Hearthguard (250)**

ENDLESS SPELLS & INVOCATIONS
1 x Molten Infernoth (40)

TERRAIN
1 x Magmic Battleforge (0)

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

TOTAL POINTS: 1965/2000

Ethan: Holy moly what a collection of lists this tournament presents! In the vein of Bill Souza this list uses many battalions in order to stack up bonus enhancements and abilities but that is where the comparison ends. Fyreslayers are uniquely suited to taking high drop lists in that they, unlike most armies, don’t care about taking first and can weather an enemy double turn thanks to their durability. This opens up a broad cadre of list building options with the sheer number of heroes present here not reasonable for those armies relying on Battle Regiment to have play.

Getting into the list itself, this Greyfyrd army runs a large contingent of cheap foot heroes, using a combination of the subfaction and battalions to outfit the heroes with a selection of the Fyreslayers’ rather stacked artefact list. Prayers are made more consistent, damage output is improved and items like the Nulsidian icon provide spell ignores in a meta still often visited by Nagash’s Favourite Sphere. At 1965 points this list will often get its triumph and the selection of inspired helps to ensure the large units of troops aren’t losing more than they need to to battleshock.
The hero selection here gives this lists an absolute keyring of tools ranging from forgekeys and latchkey grandaxes to the extra CP of the Runemaster and the deepstrike of the Runesmiter. Of particular note is the Flamekeeper, the hero released with the Fyreslayers’ recent FOMO box, which doesn’t often see play in the tournament scene. With such large units of foot troops, his abilities – which are activated at the start of the combat phase whenever 6 models have died near the Flamekeeper since the previous turn – are going off with alarming frequency to provide powerful effects such as:
– 6+ ward (meh)
– Fight on death (alright)
– Charge, including during the enemy turn (!!!!!!!)
– +1 damage (still !!! but less so)

The rest of the list is still exciting (when was the last time anyone saw Auric Hearthguard?) but less in-depth than the heroes. Auric hearthguard deepstrike with the runesmiter and shoot quite well while the remainder of the army racks up objective scoring with difficult to shift statlines and wound characteristics. Putting these in Expert Conquerors and Bounty Hunters is a nice bonus in a list that already has drops to high heaven and the list is capped off with the Molten Infernoth, which gives the list an easy way to achieve its Grand Strategy. The notable bonus of the infernoth over other options is that you aren’t obligated to move it meaning, as the game is coming to a close, you can elect to not attempt a move and thus eliminate the chance of rolling it off the board with hot dice.

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Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Army Subfaction: Celestial Warbringers
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired
– Holy Command: Thunderbolt Volley

LEADER
1 x Lord-Relictor (145)*
General
– Command Traits: Master of Magic
– Artefacts: Arcane Tome
– Spells: Thundershock
Prayers: Translocation
1 x Knight-Vexillor (120)*
Meteoric Standard
1 x Knight-Vexillor (120)*
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard
1 x Knight-Vexillor (120)**
Meteoric Standard

BATTLELINE
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime
5 x Judicators with Skybolt Bows (200)**
Judicator-Prime

ENDLESS SPELL
1 x Everblaze Comet (90)

OTHER
3 x Annihilators (200)*
Annihilator-Prime
3 x Annihilators (200)*
Annihilator-Prime
1 x Stormstrike Chariot (165)*
Stormstrike Axe and Tempestuous Spear

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (2000/2000)

Ethan: I mentioned it in the Fyreslayers but my goodness we’re in funkytown. The subfaction here is largely irrelevant but useful for re-rolling a save?

Now we’ve got that out of the way, let’s get to the fun bit. The completely normal general here is a translocating Lord-Relictor and that’s where our dose of normal ends. Five Knight Vexillors. Count ’em. Five. For those not in the know (and who would be?) the Knight-Vexillor is the little Stormcast bloke with a banner. His ability? Do d3 wounds to everything within 6″ of a point anywhere on the board. So that’s 5d3 Mortals, averaging around 8-10 mortals to everything in range. This is then topped off with the Everblaze Comet which does d3, or d6, Mortals within a large area at a 36″ range. What a combo. In a double battle-regiment this list comes in at 2-drop, being one of the few lists that is likely to take the first turn, hitting anything remotely resembling a castle like, well, a storm? (I’m so sorry).

The rest of the list backs up this combination with tools to turn this opening blow into a knockout with a stormstrike chariot thundering around the board (I’ve moved past shame) while the Annihilators and their 2+ save come crashing into the opponents lines and punch a hole while tying things up for the judicators to rain down a squall of shots (we’re still going).

The only loss for this list was against Gargants and honestly, that tracks, considering how the list functions. While the list does incredible damage spread across a huge number of units, it would struggle to deal the concentrated pain required to take down wound-dense Sons of Behemat. What a list. Noe Aquino should be absolutely thrilled with this exciting result.

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Army Faction: Ogor Mawtribes
Army Subfaction: Bloodgullet
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

LEADER
1 x Huskard on Thundertusk (335)
General
– Command Traits: ‘Nice Drop of the Red Stuff!’
– Blood Vulture
– Artefacts: Skullshards of Dragaar
Prayers: Pulverising Hailstorm
1 x Frostlord on Stonehorn (430)*
Artefacts: Splatter-cleaver
– Mount Traits: Metalcruncher
1 x Hrothgorn (170)*
1 x Butcher (135)**
Tenderiser
– Spells: Ribcracker, Molten Entrails
1 x Frostlord on Stonehorn (430)**
1 x Slaughtermaster (140)**
Spells: Ribcracker, Greasy Deluge

BATTLELINE
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*
3 x Icefall Yhetees (120)*

TERRAIN
1 x Great Mawpot (0)

OTHER
3 x Hrothgorn’s Mantrappers (170)*

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

TOTAL POINTS: (2000/2000)

Peter: I’m starting this with a caveat! None of us know anything about Ogors…. Mind you we still get some of the comments wrong on lists we do know about so….

We have three characters on Stonehorns or Thundertusks who have a threat distance of 24″ (average 19″). These boys are tough with 13 wounds each, a 3+ save AND a 5+ ward. The Frostlords on Stonehorns can kick out an average of 18 damage before saves if they get a charge in.

The Huskard has the Blood Vulture which allows him to cause a free mortal each turn on any enemy unit within 24″. On top of this he has a tasty missile weapon which on its top bracket will roll 12 dice and will cause mortal wounds on 6’s (if the unit is less than 10 models), 5+ if the target had 10+ models or 4+ if it has 20+ models. He also has a command ability which allows other Beastclaw Raider (those Stonehorns) units within 12″ to re-roll their charges.

Hrothgorn and the Mantrappers are a clever inclusion for objective capturing and battle tactics as they can be set up in reserve and bought on in a friendly turn anywhere on the board more than 9″ from the enemy.

The Yhetees, while not great at dishing out damage can run and charge if they’re with 16″ of a Thundertusk when they do so. They also have the annoying ability to pile in from 6″ away instead of the usual 3″.

Both the Butcher and Slaughtermaster know additional spells thanks to their Bloodgullet allegiance and both have Ribcracker which deducts 1 from a an enemy units save. Molten entrails allows a Ogor Monster to add 1 to the damage of their mounts attacks (great on the Stonehorns), while Greasy Deluge forces an enemy unit to deduct 1 from their attacks.

Sprinkle in things like the Splatter-Cleaver which allows you to heal nearby Ogor units D3 wounds if you were successful with any of that models attacks. And a Nice Drop of the Red Stuff which is a command ability that allows units within 12″ of the general an additional 3″ pile in (9″ pile in for Yhetees).

All of this adds up to a tough and hard hitting army

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Allegiance: Khorne
Slaughterhost: Baleful Lords (Host of Chaos)
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Bloodthirsty

Leaders
Bloodstoker (80)****
Artefact: Talisman of Burning Blood
Bloodstoker (80)****
Bloodsecrator (125)***
General
– Command Trait: Thirst for Carnage
– Artefact: Black Brass Crown
Skarbrand (380)***
Valkia the Bloody (135)***
Slaughterpriest (100)****
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Prayer: Blood Sacrifice

Battleline
10 x Bloodreavers (80)**
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes
10 x Bloodreavers (80)**
Meatripper Axes

Units
5 x Wrathmongers (145)*
1 x Chaos Chariots (100)***
Greatblades
– Mark of Chaos: Khorne
1 x Chaos Chariots (100)****
Greatblades
– Mark of Chaos: Khorne
4 x Khagra’s Ravagers (125)*
Spell1: Universal Spell Lore: Flaming Weapon
– Allies
9 x Untamed Beasts (70)***
Allies
9 x Untamed Beasts (70)****
Allies

Behemoths
Jabberslythe (150)

Endless Spells & Invocations
Hexgorger Skulls (50)
Prismatic Palisade (40)

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

Additional Enhancements
Artefact
Artefact

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 265 / 400
Wounds: 135
Drops: 16

Ethan: I’m going to coin this list the “Skarbrand launcher”. A multitude of battalions provide a slew of artefacts to this list, mitigated by the untamed beasts’ pregame move ensuring that objectives are contested from word go. The Baleful lords subfaction is usually utilised by “Oops, All Bloodthirsters” builds, however this list has eschewed such choices in favour of a hectic collection of units which all seem to be built around the uniting goal of “Skarbrand runs and charges at anything on the board”.

In the Heroes section, the arcane tome and ghost-mist, in combination with the prismatic palisade create powerful counterplay against shooting lists, ensuring the army’s lack of ranged options aren’t punished before it has a chance to walk up and beat you to a bloody pulp. The combination of Bloodsecrator, Wrathmongers and Valkia ensure that the Reavers punch above their very cheap cost and, with the benefit of additional attacks, the chaos chariots become a threat, aided by their incredible movement to be a scary prospect across the board. Bloodstokers double down on the theme handing out more movement bonuses to their willing whipees. The keyword for this list is mobility and it has it in spades. Castle build? This is the trebutchet, and the keystone boulder is a running and charging Skarbrand, enough to put fear into the heart of even the most seasoned Living Cities player.

Now, let’s talk about the Jabberslythe. I don’t quite get it? For 150 points, Sean knows something I don’t. It can make a high-output unit absolutely self destruct with self inflicted mortals or kill something that is killing it, Magmadroth style, but I’ll be real with y’all: I’m not sure what this does in the list. That said, it’s a very cool inclusion and provides a wonderful end point for a top 3 article discussing some of the most thrillingly different lists I’ve seen in the last few years. AoS is feeling spicy right now for the Johnnys of the world, with the GHB’s maturation proving that initial overreactions to Bounty Hunters were exactly that. Exciting times!

Final Tournament Placings

Top Three AoS Lists for the Sacramento GT

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

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

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

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

The Top Three AoS Lists

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

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

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

BEHEMOTH
Bastiladon with Solar Engine (250)

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

TERRAIN
1 x Realmshaper Engine (0)

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

TOTAL POINTS: 1995/2000

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

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

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

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

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

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

BEHEMOTH
1 x Avatar of Khaine (155)*

ENDLESS SPELL
1 x Bloodwrack Viper (80)

INVOCATION
1 x Heart of Fury (45)

OTHER
5 x Khinerai Heartrenders (95)*
Shryke

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

TOTAL POINTS: (2000/2000)

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

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

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

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

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

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

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

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

TERRAIN
1 x Bone-tithe Nexus (0)

CORE BATTALIONS
*Bounty Hunters
**Expert Conquerors

TOTAL POINTS: 1985/2000

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

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

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

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

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

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

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

TERRAIN
1 x Fane of Slaanesh (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

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

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

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

Final Tournament Placings

Faction Focus – Slaves to Darkness

Win Rate

Slaves to Darkness currently sit with a win rating of 42.22%. The only competitive subfaction at present appears to be Hosts of the Everchosen with a win rate of 64.71%. Despoilers sit in 2nd with a win rate of 42.86% which is below the threshold we’ve set at Woehammer of 45%.

5 wins Results

DateTournamentName
10th July 2022South Coast Series JulyMax Soule (UK)
Players who achieved 5 wins at a GT

4 wins Results

DateTournamentName
10th July 2022Summer on the Coast GTChris Hall (USA)
Players who achieved 4 wins at a GT

Other Results

Players using Hosts of the Everchosen should aim for 3 wins, while Despoilers players should aim for 2 wins. Ravagers should aim to chalk at least one win up on the board, though this may be difficult. Hosts of the Everchosen are the only subfaction to achieve the full five wins at a weekend, while none of the other factions are yet to achieve even four wins.

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Top Lists

Top Three AoS Lists - 1st Place, Maggotkin of Nurgle

Allegiance: Slaves to Darkness
Damned Legion: Host of the Everchosen (Sixth Circle)
– Mortal Realm: Aqshy
– Grand Strategy: No Place for the Weak
– Triumphs:

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

Units
9 x Untamed Beasts (70)**
Mark of Chaos: Tzeentch
9 x Untamed Beasts (70)**
Mark of Chaos: Tzeentch

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

Core Battalions
*Bounty Hunters
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 88
Drops: 3

Brett: A return of a list that became common in AoS 2.0 with Archaon and Varanguard taking the tournament 5/0. Really demonstrates just how Archaon can dominate a lot of the board but don’t discount the Endless Spells either. With 3 wizards in the list (thanks to Arcane Tome) they are always going to be an option. Cogs offering rerolls for casters making Purple Sun, with it’s debuffs and wound potential more reliable, much more reliable.. Marking Archaon with Aura of Chaos – Tzeentch is a great way to increase his and the armies durability. So this list is all about durability and being hard to shift. Making the Varanguard Bounty Hunters improves one of their weaknesses (damage output) and is a solid move for removing MSU Galletian Veteran units. With both the Iron Golems (keep them stationary on a home objective in cover) and Untamed Beasts there are plenty of Galletian Veteran units in the army and 2 teleports (Mask of Darkness) to get them where they need to be. 6″ pregame move and the ability to run and charge make the Untamed Beasts unpredictable with a very long threat range. It would be great to see how the list plays into Nighthaunt. A very solid performance against some of the newer books we can only assume that Archaon wrecked face. 5/0 is an amazing performance with one of the older books and a range of characters that everyone knows well.

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Performance Against Other Factions

Its a very small data set with such a small number of Slaves to Darkness players. At first glance however, they appear to perform well against the Stormcast Eternals.

Faction Focus – Daughters of Khaine

The below stats are still based on the new General’s Handbook with data up to the 24th July 2022.

Win Rate

The Daughters of Khaine appear to be in a healthy position at present which at first glance seems to be a nicely balanced book. With an overall win rate of 50.9% it’ll be interesting to see if this changes over the coming weeks. Zainthar Kai, Khailebron and Hagg Nar all seem to be competitive with win rates of just over 50%. Although not ideal 45.0% sees Draichi Ganeth just inside the balanced win rate zone (45-55%). Both Draichi Ganeth and Khailebron are based on small sample sizes however and these are likely to fluctuate.

5 wins Results

DateTournamentName
24th July 2022The Outlaw Open at LSOJosh Bennett (USA)
Players who achieved 5 wins at a GT

4 wins Results

DateTournamentName
10th July 2022Kingdom of Skrappa SpillBaz Norman Jr (England)
10th July 2022Summer on the Coast GTThomas Zhennan Guan (USA)
17th July 2022The ATC Age of Sigmar Team EventJosh Bennett (USA)
Players who achieved 4 wins at a GT

Other Results

Tournament results broken down by Subfaction

Players using Draichi Ganeth and Zainthar Kai should aim for 3 wins, while Khailebron and Hagg Nar should aim for 2 wins. Zainthar Kai are the only subfaction to achieve the full five wins at a weekend, while Draichi Ganeth are yet to achieve 4.

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Top Lists

Josh Bennett’s results from the Outlaw Open at LSO

Army Faction: Daughters of Khaine
Army Subfaction: Zainthar Kai
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

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

BATTLELINE
10 x Witch Aelves (115)*
Paired Sciansá
10 x Witch Aelves (115)*
Paired Sciansá
15 x Blood Sisters (420)**

ENDLESS SPELL
1 x Chronomantic Cogs (40)

OTHER
1 x Gotrek Gurnisson (485)**

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1985/2000)

Brett: Morathi and Gotrek together feels wrong somehow, like shouldn’t Gotrek be after Morathi. Not in this army though, they’ve worked together to go 5/0 and take the event. Elves are fragile and die easily – not this army, that’s 1165 points of the nigh on impossible to kill. We saw a lot of Gotrek early in 3rd edition but he has faded as people have learnt to play around his slow movement. Including him here is a great idea because your opponent really wants to get at the Shadow Queen. You really need to be in combat with her to max your wounds against her. She only takes 3 a turn, so you need to be able to shoot or attack her in your turn and fight back in her players turn to get more than 3 wounds a round. Now you have to go through Gotrek.

Until you kill the Shadow Queen you can’t kill Morathi who is both casting spells and working as a blender in combat. A 3 cast wizard with a special command to make a unit shoot or fight in the hero phase (it’s eligible to fight again in the shooting or fight phases). She knows the full spell lore, includes a mortal wound and has 3 casts. All up the army has 4 casts and 4 unbinds available. The Bloodwrack Medusa has Zealous Orator for a boosted rally (models return on a 4+), Shadow Stone for +1 to cast and is casting Mindrazor (additional rend and +1 damage to a unit within 18). On the Blood Sisters that adds to 46 attacks on 3s with -2 rend and potentially 3 damage (into Galletian Veterans). The Medusa brings an interesting ability to advance the Blood Rites table for a single unit and her warscroll spell debuffs an opponents wounding rolls.

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Thomas Guan’s results from Summer on the Coast GT

Army Faction: Daughters of Khaine
Army Subfaction: Hag Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

LEADER
1 x Hag Queen on Cauldron of Blood (270)*
Artefacts: Crown of Woe
– Prayers: Blessing of Khaine
1 x Melusai Ironscale (115)*
General
– Command Traits: Zealous Orator
1 x Bloodwrack Shrine (200)**
Spells: Miniature

BATTLELINE
10 x Blood Stalkers (360)**
15 x Blood Sisters (420)**
10 x Blood Sisters (280)**

INVOCATION
1 x Heart of Fury (45)

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

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1975/2000)

Brett: Another solid showing for Daughters of Khaine (DoK) here with one of the alternate builds eschewing Morathi to put more units on the board. Only losing in the 4th round to the eventual winner we see some of the depth of the new book. However not having the Shadow Queen may have let the KO dominate a bit too much as they can stand off and shoot anything in this list. Lots of mobility with the Khinerai and a lot of board control, at least at the mid board, with the Blood Stalkers to screen the Blood Sisters. A good all round list that, with only a little bit of luck could be expected to go 4/1 or even 5/0 consistently as we are accustomed to.

Performance Against Other Factions

How Daughters of Khaine perform against the other factions

At present Maggotkin of Nurgle and Soulblight Gravelords struggle against the Daughters of Khaine. While they themselves appear to be struggling against Seraphon and Fyreslayers.

Top 10 Players

Top Three AoS Lists for Armed Forces Day 5

This is the Top Three AoS Lists for Armed Forces Day 5 that took place in Illinois, USA on 30th and 31st July. It involved 34 players vying to be crowned champion in a 5 game tournament.

If you’d like to listen to this article as a podcast it is available on Spotify.

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

LEADER
Gardus Steel Soul (150)
Lord-Relictor (145)
General
– Command Traits: High Priest
– Artefacts: Arcane Tome
– Spells: Celestial Blades
– Prayers: Translocation

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

OTHER
1 x Stormdrake Guard (680)
Stormdrake-Prime
– Drakerider’s Warblade
1 x Stormdrake Guard (680)
Stormdrake-Prime
– Drakerider’s Warblade

CORE BATTALIONS:
Battle Regiment

TOTAL POINTS: (2000/2000)

Brett: Stormcast is an interesting faction playing a little more like Custodes than the Space Marines they are always accused of being. They have high moral and good saves making them hard to shift but they’re damage isn’t amazing. They don’t rely on amazing complicated synergies and casting certain spells the right way to unlock a combo. That also makes them a bit easier to know and counter so to get the best out of them you need a good general.

Alan’s gone 5/0 taking down some solid armies that play well into Stormcast. Unfortunately they were melee heavy which are maybe vulnerable to Stormdrakes. The army has 2 small heroes with 1 prayer, 1 cast and 2 denies, 3 small screening units and 2 massive hammers in the Stormdrakes. Stormdrakes in Bounty Hunters increases their damage (to Galletian Veterans) by 43%. Bounty Hunters has the biggest effect on Damage 1 weapons giving a 100% increase. Both the Relictor and Gardus are decent combat support charaters as well.

The Liberators are a screen and hold objectives, within Hallowed Knights they also fight on death. Not combat power houses but they have a 3+ save with a 5+ ward if within 12″ of Gardus. The Holy Command isn’t shown but was likely Call to Aid, which allows the return of a unit of Liberators. In a pinch The Lord Relictor can translocate a unit across the board, it has to be wholly within 9″ of him so the drakes will struggle. Translocation gets answered on 2+ (he gets +1 to prayers) and has a reroll so at some point you can expect him to move a unit. He could even respawn a unit of Liberators once they are killed next to him and then throw them to a lightly or unoccupied objective. Can be a really easy way to get a Battle Tactic.

The heart of this list is the 2 big mobile, 12″ move, hammers. Against armies with minimal shooting they are able to roam the board and not including shooting can put out 80 wounds a turn. Can they one shot Teclis – yes. Their shooting is swingy with each dragon having a 33% chance of doing nothing, D3 damage or D6 damage. A nice bonus but not something to rely on. It’s also good to punish small heroes or other units behind screens before hitting the screens. Scions of the Storm makes sense in Season 1 where the Stormkeep’s counts as 3 on objectives is neutered. If a list has a lot of shooting you can keep something back for later deployment or drop Gardus close to some Stormdrakes that are going to be in heavy combat.

Dropping Gardus from the sky ensures the drakes are within 12″ for his 5+ ward but also his ability to make Hallowed Knights fight again on death and his extra attack. 4 drakes will definitely destroy god models like Teclis in that scenario. Gardus also grants a reroll charges on top of the Stomdrake reroll charge on the turn they arrive. Pity we don’t have space for a Lord Imperatent to give a 7″ to the drakes. With 36 wounds they are very difficult to clear in a phase, once they are in they will tie up units for sometime. The drakes coherency rules and mobility give you a significant amount of board control and the ability to influence your opponent’s options.

Prime Hunters really hit Stormcast by putting a mark on their best units hitters (Fulminators, Stormdrake and Raptors). With Holy Command, Raptors aren’t that attractive, however the other units are. I wonder if we will see a resurgence in placings now, there are still a lot of Stormcast players.

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Army Faction: Lumineth Realm-lords
Subfaction: Zaitrec
– Grand Strategy: Show of Dominance
– Triumph: Indomitable

LEADERS
Scinari Cathallar (110)*
Artefacts of Power: Gift of Celennar
– Spells: Etheral Blessings, Overwhelming Heat, Total Eclipse
Archmage Teclis (740)*
General
– Spells: Overwhelming Heat
Alarith Stonemage (120)*
Spells: Crippling Vertigo, Overwhelming Heat, Voice of the Mountains

BATTLELINE
Vanari Bladelords (130)*
Bladelord Seneschal
Vanari Auralan Wardens (290)**
High Warden
– Spells: Overwhelming Heat, Protection of Hysh
Vanari Auralan Wardens (290)**
High Warden
– Spells: Etheral Blessings, Overwhelming Heat

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

ENDLESS SPELLS & INVOCATIONS
1 x Umbral Spellportal (70)
1 x Horrorghast (40)
1 x Purple Sun of Shyish (70)

CORE BATTALIONS
*Battle Regiment
**Expert Conquerors

TOTAL POINTS: 2000/2000

Brett: A Teclis led Lumineth army takes second on the back of a 4/1, losing to Stormcast in the 4th round. Could be a tag line from an early 3rd edition tournament. In any event Jonathan has taken the “alternative” path with a Warden heavy list to support Teclis and his band of mages. To round out this approach there are 3 Endless Spells, because that’s what Teclis is for, getting that Purple Sun into your face. Even when he casts 4 spells they are auto cast on a 10, they are all auto matic. That leaves one spell on a 10 to cast; Protection of Teclis (5+ ward) for everything within 18″. On subsequent rounds he’s free to cast anything including Speed of Hysh and Transporting Vortex in case mobility is a concern.

In the current magic/endless spell meta, or what seems to be a magic heavy meta, Teclis is a great choice. He can automatically dispel 1 endless spell and automatically unbind one as well. No Purple Sun for you. Umbral Spell portal increases the range for him to hit you with Storm of Searing Light and he isn’t bad in combat. He is a lot of points. Otherwise the list includes bodyguards for the Scinari and Dawnriders for taking remote action, board control and harassment. 14″ move and with Speed of Hysh (28″) make them a constant threat. Then there are the 2 big anvil units. The wardens are slow moving but counting for 60 on objectives makes them something you need to deal with. You want to whittle them down early preferably before they can cast Power of Hysh (MW on 5+)

+1 to cast from the Zaitrec Nation, Teclis granting 4+ wards against spells and a spell reflect like ability mean that spells are trivial to this army. Despite a potential threat from archers Jonathan defeated an Idoneth list with 4 units of archers (3 x Reavers and 1 x Sentinals for good measure). I wouldn’t want to be those Sentinals when Teclis catches them. The results show the effectiveness of 4 Stormdrakes vs units of 2, Jonathan easily beat a SCE army centred on units of 2 but lost to the bigger unit. I feel sorry for the Seraphon casting list without Kroak (2nd round), talk about bringing a knife to a gun fight. Great performance.

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Army Faction: Daughters of Khaine
Army Subfaction: Hagg Nar
– Grand Strategy: Bloodthirsty Zealots
– Triumphs: Inspired

LEADER
1 x Morathi-Khaine (680)**
1 x The Shadow Queen (680)**
1 x High Gladiatrix (90)**
General
– Command Traits: Zealous Orator
– Artefacts: Crown of Woe

BATTLELINE
20 x Witch Aelves (230)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá
20 x Witch Aelves (230)*
Hag
– Death Pennant Bearer
– Hornblower
– Paired Sciansá
10 x Sisters of Slaughter (135)*
Handmaiden
– Hornblower
– Death Pennant Bearer
– Kruiplash and Bladed Buckler

ENDLESS SPELL
1 x Bloodwrack Viper (80)

OTHER
5 x Khinerai Heartrenders (95)
5 x Khinerai Heartrenders (95)
10 x Blood Stalkers (360)

CORE BATTALIONS:
*Bounty Hunters
**Command Entourage – Strategists

TOTAL POINTS: (1995/2000)

Brett: Daughters of Khaine have a new book and Witch Aelves are good again. A good run through the tournament taking the new hotness from Death (Nighthaunt) and the Tree loving Sylvaneth both fresh from their own recent books. AoS Coach just covered a list like this with Marcella Helu if you’d like a more in depth discussion. Also great to see the new Hero for DoK – the High Gladiatrix.

Before going into the army too far though I have to acknowledge that the tournament was allowing book Battle Traits and Grand Strategies. Bloodthirsty Zealots is very easy to accomplish (either fight or be destroyed) and the army itself is built to take advantage of at least 4 book BT. The Khinerai can easily accomplish 2 themselves with very little interaction. That’s all I’ll say about it.

Otherwise this is a very solid army. The Shadowqueen is able to tank a bit but really you want to go first to power up the Witch Aelves and unleash them. They are +1 to charge from in the first round, and +1 to wound and -1 rend if they are within 12″ of the Gladiatrix. Sisters of Slaughter outfitted to tank as well with an improved save and reflecting hits on 6s.

With all of Cheryl’s opponents being similarly combat based until the last round, the fights would have been brutal and resolved by who attacked first. As a low rend, 1 damage army they don’t give up much to Nighthaunt and each Witch Aelve has, at full strength, the ability to remove complete units. They are vulnerable to the 4 Drake block, you could play this destroying the troops and ignore Morathi.

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Army Faction: Legion of the First Prince
Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x Sloppity Bilepiper (130)*
1 x Lord of Change (400)*
Staff of Tzeentch and Rod of Sorcery
– Spells: Flaming Weapon, The Master’s Command
1 x Slaves to Darkness Daemon Prince (210)**
Daemonic Axe and Malefic Talons
– Mark of Chaos: Khorne
1 x Bloodthirster of Insensate Rage (280)**
General
– Command Traits: Ruinous Aura
– Artefacts: Armour of the Pact

BATTLELINE
10 x Bloodletters (110)*
Bloodreaper
– Hornblower
– Gore-drenched Icon Bearer
20 x Plaguebearers (300)**
Icon Bearer
– Piper
– Plagueridden
5 x Flesh Hounds (105)**
Gore Hound
– Burning Roar

ENDLESS SPELL
1 x Soulsnare Shackles (50)

OTHER
3 x Nurglings (105)*
3 x Nurglings (105)*
3 x Nurglings (105)*
6 x Furies (95)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1995/2000)

Brett: Are you given to the dark side but not sure what faction suits you best? Do you love flexibility and never making a decision? If you said YES YES YES then Legion of the First Prince is for you. Taking the fallen(?) of the daemon worlds, Legions of the First Prince provides them a home. Mike has gone with the bigger daemons for punch with a few smaller daemons to hit objectives. But where is Belakor?

Unfortunately that means the army misses out on the rerolls for the battleline demons that Belakor allows, and the heals. But on the upside, beyond the power of the Greater Demons Mike was able to summon units from Khorne, Nurgle and Tzeentch depending on what he needed. The Plaguebearers are hard to move off objectives while the Flesh Hounds provide mobile threat. Some shooting from the Furies, stabby Bloodletters and the annoying Nurglings.

The results bear out that this approach can be effective. Along the way Mike beat armies that included 40 Sentinels and 30 Blood Sisters, elsewhere considered the scourge of daemons. Their nemesis appears to be red headed dwarfs who cut a swathe through them. An innovative list with a number of tricks from the Demon Prince from halving movement to spell eating (good in the Purple Sun meta). Good to see life in the Legion ahead of updated books.

Final Tournament Placings

Top Three AoS Lists for the Miniparadice Anniversary Tournament

This is the Top Three AoS Lists for the Miniparadice Anniversary Tournament that took place in Germany on 23rd and 24th July. It involved 38 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: Tzeentch
Change Coven: Hosts Arcanum
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Krysothea – The Lady Of Arcana (400)*
Lord of Change
Staff of Tzeentch and Rod of Sorcery
– General
– Command Trait: Spell Hunters
– Artefact: Wellspring of Arcane Might
– Lore of Change: Tzeentch’s Firestorm
Kai & Ross – The Surfing Bird(s) (435)**
Kairos Fateweaver
Lore of Change: Bolt of Tzeentch
Birdie Mc Birdface (140)**
Changecaster, Herald of Tzeentch
Artefact: The Fanged Circlet
– Lore of Change: Unchecked Mutation
– Krondspine Bonded
Vilitch & Thomin (180)**
Curseling, Eye of Tzeentch
Lore of Fate: Shield of Fate

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

Behemoths
Changespine, Incarnate of Tzeentch (400)*
Krondspine Incarnate of Ghur
Allies

Endless Spells & Invocations
Umbral Spellportal (70)
Chronomantic Cogs (40)
The Burning Head (20)

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 400 / 400
Wounds: 65
Drops: 4

Peter: This army revolves around the quick Screamers of Tzeentch (16″) and buffing them with heroes while the Krondspine eats stuff and the casters chip away mortal wound damage via various spells.

This Hosts Arcanum army will allow you to move D3 of those Screamers of Tzeentch units 6″ before the battle even begins. Meaning that with their 16″ move they have the potential threat range of 34″ in the first turn alone. They’re ok in combat as well with 3 attacks each hitting on 4+ and wounding on 3+, no rend though and only 1 damage per attack. That puts their average damage output at 3 damage before any saves are made. They’re better against monsters as the damage changes to D3 and means that average damage output jumps up to 9 damage.

The Fanged Circlet, which has to be taken in a Hosts Arcanum list as the first Artefact isn’t exactly a burden to take when once per battle it will allow you to summon a unit of 6 Screamers of Tzeentch near the Changecaster.

But really the Krondspine is here to do all the smashing while the Screamers of Tzeentch cap off the objectives.

This is a strong magic list made stronger by the ability to auto unbind one spell in the 1st, 3rd and 5th rounds. If they don’t want you to get Purple Sun off then it’s unlikely you’ll manage it unless in rounds 2 or 4. On top of that the Lord of Change has the Wellspring of Arcane Might allowing it to re-roll it’s casting and unbind rolls. The Chronomantic Cogs will also give this ability to other casters as well.

This list has three spells for causing mortal wounds on the enemy, Tzeentch’s Firestorm (CV9) allows the player to target an enemy unit within 18″ and roll 9 dice with each 6 causing D3 mortal wounds. Unchecked Mutation (CV6) also with a range of 18″ can also cause D3 mortal wounds on a unit, if that successfully removed a model then it will cause an additional D3 mortal wounds on the same unit. Finally there’s Bolt of Tzeentch (CV7) also with a range of 18″ which automatically cause D6 mortal wounds on a target unit within range. But where you’re reading 18″ these can be extended to 36″ with the use of the Umbral Spellportal.

In summary this list is designed to dominate the hero phase unbinding enemy spells and doing a lot of mortal wound damage with its own.

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Allegiance: Maggotkin of Nurgle
Subfaction: Filthbringers
– Grand Strategy: Blessed Desecration
– Triumphs: Inspired

Leaders
Rot Coven Rotbringer Sorcerer (120)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Gift of Disease
– Lore of Malignance: Cloying Quagmire
Rot Coven Rotbringer Sorcerer (120)*
Lore of Malignance: Gift of Disease
– Lore of Malignance: Cloying Quagmire
Rot Coven Rotbringer Sorcerer (120)*
Lore of Malignance: Blades Of Putrifaction
– Lore of Malignance: Magnificent Buboes

Battleline
10 x Putrid Blightkings (500)***
Reinforced x 1
5 x Putrid Blightkings (250)***
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**
10 x Plaguebearers (150)***

Units
2 x Nurglings (105)**

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)
Shards of Valagharr (50)
Purple Sun of Shyish (70)

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

Additional Enhancements
Spell

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 142
Drops: 9

Peter: Another Rotbringer Coven list that leans heavily into magic – it even has the much discussed Purple Sun.

It’s no surprise that it perhaps drew with the other magic heavy Disciples of Tzeentch list that won the event as they would perhaps cancel each other out.

With offensive units (Pusgoyle Blightlords) and defensive units (Plaguebearers) this army is going to try and get all over the objectives as soon as it can. All the while the Nurgle magic and disease points will be taking their toll on the opponent

Brett: Moggotkin are popular in Germany it seems with 2 of the top 3 armies from the faction. They represent the 2 most popular sub-factions (Filthbringers and Drowned Men) which are either side of the magic/combat divide. Colin appears to like variety, the Blightlords aren’t battleline of course. Nurglings in Bounty Hunters is interesting but there isn’t room anywhere else for them. How embarrassing to be killed by a damage 2 Nurgling.

At it’s heart this is a castle type army that can sit on objectives while being hard to remove. Including the Blightlords give it some offensive punch, particularly as Bounty Hunters but they will almost be sniping since you don’t want them to be isolated and unsupported. The Endless Spells round out the offensive part of the list. Shards of Valagharr (CV5) and Gnashing Jaws (CV6) are both reasonably easy to cast. Shards is an interesting and unusual inclusion, removing fly and having movement makes it much easier for slow moving Blightkings to come to blows. You want that because every 6 is a disease point. It’s easy for the large unit 10 thing unit to max disease points every turn.

One last point, each of the Endless spells is also diseased since it was cast by a Rotbringer. All up this is a pretty tight army that should outlast most others. If you can avoid the Blightlords and remove the Rotbringers it should be easier to tackle. It’s not flashy but board control and consistent mortal wound output will win games as you can see here. Even the chosen spells lean into the toughness (debuffing your opponent) and increasing the application of disease points. Host Arcanum into this army would have been very interesting to watch. The Host Arcanum army featured big daemons for the most part that aren’t also the best at combat. Into an army with 5+ wards that can resist a lot of their magic forcing them to rely on combat. Where the HA will get mortal wounds (from disease points) that they can’t shrug.

Otherwise the army saw off all comers including Sons of Behemat, I can’t see the list but I’m guessing it had Manchrushers. It’s an interesting win since this isn’t a DPS army and Sons are a DPS check. Goes to show that playing the mission and not the player is the important part.

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Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

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

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

Units
1 x Pusgoyle Blightlords – Single (110)*

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 360 / 400
Wounds: 125
Drops: 3

Peter: This is a time honoured list from the earlier General’s Handbook and one that was fairly common. Lots of Pusgoyle Blightlords with their 8″ movement plus the pre-game movement as well. The Lord of Afflictions gives options to drop two fly units with him from reserve. The whole list revolves around pinning you in your deployment zone and making your way through the really tough Nurgle units. Board control is its key.

Be’Lakor has been added to this list in place of a second Lord of Afflictions. He’s a beat stick himself, but can add to the pinning effect with his once per battle ability The Dark Master where on a 3+ in each phase the chosen unit cannot act.

A quick army (8″ move) with a tough hide means you’ll be hard pressed to steal the objectives away.

Brett: As Peter said this is a fairly common army that reaches back to before Season 1 kicked off. It plays well into the new harder Battle Tactics with it’s combination of resilience and movement. Drowned Men giving everything other than Belakor a 8″ pregame move is a big part of this. You can see how your opponent deploys and reacts. That also makes taking Bounty Hunters and a Battle Regiment more palatable, reducing the sting if you don’t finish deploying first.

The inclusion of Belakor brings 2 casts/unbinds to a list with little magic and is a combat monster with several powers to enhance his combat effectiveness, or longevity at least. The army is very combat focused, his high mobility with the Lord of Afflictions The Swarm Descends giving long range and threatening home objectives. The Blighlords can chew through screens efficiently giving the army a strong chance to deal with shooting. Through the event he only lost to the winner (in the final round) and took down several armies with access to solid shooting. The mobility and robustness of the army would have been an issue for both Idoneth and Stormcast.

Disease points make staying in combat for any length of time a loosing proposition. It gives a solid advantage against Ossiarch and Stormcast who have good saves but whose damage output might not be as high as the elves.

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

Leaders
Vanari Lord Regent (155)*
General
– Command Trait: Fast Learner
– Extra Spell: Lambent Light
– Lore of Hysh: Protection of Hysh
Hurakan Windmage (120)*
Extra Spell: Guiding Flurries
– Lore of the Winds: Transporting Vortex
Scinari Loreseeker (170)*
Artefact: Gift of Celennar
– Extra Spell: Lambent Light
– Lore of Hysh: Protection of Hysh

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

Endless Spells & Invocations
Chronomantic Cogs (40)
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 107
Drops: 1

Peter: Players often complain about Lumineth, but right now after the release of the new handbook, they’re not in a good place with a sub 45% win rate. That’s why I chose this list, Daniel’s done exceptionally well to claim four wins in the tournament.

Brett: I’d complain about this list as well – that’s 60 archers with 30″ range and potentially MW on 5+. This sort of list was common on the release of Lumineth and faded when no one would play them. An average 20 MW a shooting phase is enough to get anyone’s notice. Here Daniel has played into the small heroes to maximise troops so has 3 x 10 Wardens, arguably better than the Sentinels, for screening and generally being painful to deal with. If you charge into them they get extra rend and wound on a 3+. Assuming they don’t redeploy and leave you hanging for the next shooting phase.

Everything in this list is a wizard and everything has unbinds so your hero phase is likely to be “interesting”. Their spell lore is incredibly good at buffing and protecting the slightly soft Aelves, Speed of Hysh, doubling movement, Lambent Light, rerolls hit rolls with missile weapons, Protection of Hysh, 5+ ward. Guiding Flurries adds range and Transport Vortex, well that’s just a teleport. To paraphrase Terry Pratchett, you’d be mad to give an elf a chisel lest he carve his initials in your forehead with it. This lot would probably expect you to thank them.

The heroes are here mostly as buff characters but do offer some combat capacity if pushed (not the Windmage though). The army can easily divide into 2 shooting castles and dare you to engage. If need there is still the ability to teleport using vortex. This style of army was popular in the past but faded with the rise of DoK and Sons. And probably the painting of so many Sentinels. There are definite counters and because virtually the whole army is Galetian Veterans they are very susceptible to Bounty Hunter units. Good work from Daniel in piloting such an army and particularly in taking out 2 armies thought to offer good counters.

Final Tournament Placings

For the full tournament placings and other lists see Tabletop.TO

Faction Focus – Kharadron Overlords

Win Rate

The Kharadron Overlords are another faction that appear to be in the midst of a resurgence. Barak-Zilfin, the most popular faction has a win rate of 61.4%, even the less popular Barak-Mhornar has a win rate of 53.3%. Barak-Urbaz and Barak-Thryng both have low rates, but also have a low player count. But is their count low because those factions are considered poor or have players not found the right synergies yet?

5 wins Results

DateTournamentName
10th July 2022Summer on the Coast GTJeremy Veysseire (USA)
24th July 2022BWG: Summer SlaughterCarl Ong (USA)
Players who achieved 5 wins at a GT

4 wins Results

DateTournamentName
24th July 2022BWG: Summer SlaughterJoe Shoemaker (USA)
24th July 2022The Outlaw Open at LSORandal Brasher (USA)
Players who achieved 4 wins at a GT

Other Results

Results Breakdown by Subfaction

The results breakdown show that perhaps Barak-Zilfin players can go into a tournament hoping to achieve 3-2, while Barak-Mhornar and Barak-Thryng players should aim for 2-3 results. Barak-Urbaz players should have a target of achieving at least one win at a tournament.

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Top Lists

Top Three AoS Lists - 1st Place, Maggotkin of Nurgle
Jeremy Veysseire’s results from Summer on the Coast

Allegiance: Kharadron Overlords
Grand Strategy: Take What’s Theirs (Literally!)
– Triumphs: Inspired

Kharadron Code
– Artycle: Master The Skies
– Amendment: Always Take What You Are Owed
– Footnote: There’s No Trading With Some People

Leaders
Aether-Khemist (90)*
General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Aetheric Navigator (85)*
Arkanaut Admiral (125)*
Artefact: Arcane Tome (Universal Artefact)

Battleline
10 x Arkanaut Company (90)*
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)*
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)*
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns

Units
1 x Grundstok Gunhauler (155)*
Main Gun: Drill Cannon
1 x Grundstok Gunhauler (155)*
Main Gun: Drill Cannon

Behemoths
Arkanaut Frigate (250)
Main Gun: Heavy Sky Cannon
Arkanaut Frigate (250)
Main Gun: Heavy Sky Cannon
Arkanaut Ironclad (490)*
Main Gun: Great Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Dealbreaker’ Battle Ram

Endless Spells & Invocations
The Burning Head (20)
Purple Sun of Shyish (70)

Core Battalions
*Battle Regiment

Total: 1960 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 112
Drops: 3

Brett: Great to see a top 3 with 2 of our weaker factions here and a larger event taken out by Kharadron Overlords (KO), a great counter meta move. 3 small heroes, 3 mandatory battleline (KO only has the one available) and 5 fast moving gunships hailing from Barak-Zilfin, this could be a 2nd edition list. Except it is very new list that is playing hard into the new season and the improved Endless Spells. One drop, can choose who is going first, and Spell in a Bottle guarantees that Purple sun is coming out when you want it to. That reduces saves by -1 one in the face of an army with a lot of ranged attacks most of which are Rend -1 or -2. That’s if it doesn’t eat something important. That immediately makes saves of 4 or 5 (or worse) likely on key units. For key armies like DoK that leaves them with no saves on almost all of their non hero units. The Burning Head and second wizard is pretty clever as well, casting value of 6 makes it easy to bring out dealing consistent mortal wounds. It also makes it hard to concentrate force or close with the KO boats, one of their biggest weaknesses. Does KO offer a way to mitigate DoK Blood Sister lists as happened here in Round 4? Either way a really amazing effort going 5/0 with KO.

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Carl Ong’s results from BWG: Summer Slaughter

Allegiance: Kharadron Overlords
Sky Port: Barak Zilfin
– Mortal Realm: Chamon
– Grand Strategy: Masters of the High Airs
– Triumphs: Inspired

Leaders
Aether-Khemist (90)*
General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Aetheric Navigator (85)*
Arkanaut Admiral (125)*
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Battleline
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns

Units
10 x Grundstok Thunderers (270)*
Reinforced x 1
1 x Grundstok Gunhauler (155)
Main Gun: Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Debtsettler’ Spar Torpedo

Behemoths
Arkanaut Ironclad (490)
Main Gun: Great Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Dealbreaker’ Battle Ram
Admiral’s Krondspine (400)
Krondspine Incarnate of Ghur

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
*Warlord
**Expert Conquerors

Additional Enhancements
Artefact

Total: 1955 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 94
Drops: 10

Brett: It’s been a while since Kharadron Overlords have climbed to the top of the tree. Coming off a recent buff from both the mid year points (only 2 units) and White Dwarf revision Carl is one of 3 to go 5/0 in the event. He does have both the Purple Sun and Krondspine and 2 wizards to bind them thanks to the Arcane Tome. I wonder if we will see anything about the Purple Sun and Krondspine before the next Battlescroll is due in September.The general, the Aether-Khemist is an obvious choice, one of 3 Khemist only artefacts guarantees an endless spell can be cast once per game. The Purple Sun has a casting value of 8 so if there is anyway to make it a sure thing take it.

Slow moving he also hands out a re-roll wound rolls of 1 to a unit within 12″ and reduces to-hit rolls within 3″ (himself and another character typically) unless garrisoned, so he has to be on foot. His own attacks are much riskier, 3D6 with rend -2 sound great but only 9″ range make it a risky proposition. Of course he can garrison a vessel. The Navigator is here for his dispel and reroll run and charges for vessels if they are visible to him. Lastly the Admiral, who was the most changed by White Dwarf here. He lost 3 of his 4 unique command abilities, keeping the ability to allow a unit to fire even if it had run (Master of the Skies). Flaming Weapon is an interesting choice, he has reroll hits and wounds against monsters and heroes.

He is a small beatstick with only 3 attacks, -2 rend, 2 damage. He can divert wounds to the Arkanaut Companies (Skyfarers). Otherwise 3 battle line Arkanauts with minimal upgrades, Thunderers for some punch. With limited capacity in the flying units I would garrison the Thunderers and forgo the hero buffs to minimise their exposure. All of the KO shooting units have quite short ranges, typically 18″ or less except for the boats. The addition of the Purple Sun to increase saving throws for adjacent units with the number of shots from even the Arkanauts is a great combo. The Krondspine is pure distraction and menace, it takes a lot to deal with but can’t easily be ignored. In melee he can delete weaker units and at least bracket most bigger heroes in a single turn.

His highest ranked opponent was 11th, so it’s not clear how much we can take from his matchups. Most of the armies this went against were a bit short on shooting with the exception of his 2nd opponent. 5/0 is no small accomplishment and the list is quite different with so few boats and mostly footsloggers who aren’t riding.

Performance Against Other Factions

How Kharadron Overlords perform against other factions

Kharadron Overlords appear to have good success against Stormcast Eternals with an 85.7% win rate against them. They appear to struggle against Nighthaunt (35.7%), Sons of Behemat (33.33%) and Ironjawz (16.7%).

Top 10 Players

Top Three AoS Lists for the Outlaw Open at LSO

This is the Top Three AoS Lists for the Outlaw Open at LSO that took place in Texas, USA on 23rd and 24th July. It involved 46 players vying to be crowned champion in a 5 game tournament. A return to the correct order with a Daughters of Khaine (DoK) taking the event pushed hard by the Sons of Behemet. Ogor Mawtribes make a welcome showing at the top table as well, just underlining how open the meta is.

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
Army Subfaction: Zainthar Kai
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

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

BATTLELINE
10 x Witch Aelves (115)*
Paired Sciansá
10 x Witch Aelves (115)*
Paired Sciansá
15 x Blood Sisters (420)**

ENDLESS SPELL
1 x Chronomantic Cogs (40)

OTHER
1 x Gotrek Gurnisson (485)**

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1985/2000)

Brett: Morathi and Gotrek together feels wrong somehow, like shouldn’t Gotrek be after Morathi. Not in this army though, they’ve worked together to go 5/0 and take the event. Elves are fragile and die easily – not this army, that’s 1165 points of the nigh on impossible to kill. We saw a lot of Gotrek early in 3rd edition but he has faded as people have learnt to play around his slow movement. Including him here is a great idea because your opponent really wants to get at the Shadow Queen. You really need to be in combat with her to max your wounds against her. She only takes 3 a turn, so you need to be able to shoot or attack her in your turn and fight back in her players turn to get more than 3 wounds a round. Now you have to go through Gotrek.

Until you kill the Shadow Queen you can’t kill Morathi who is both casting spells and working as a blender in combat. A 3 cast wizard with a special command to make a unit shoot or fight in the hero phase (it’s eligible to fight again in the shooting or fight phases). She knows the full spell lore, includes a mortal wound and has 3 casts. All up the army has 4 casts and 4 unbinds available. The Bloodwrack Medusa has Zealous Orator for a boosted rally (models return on a 4+), Shadow Stone for +1 to cast and is casting Mindrazor. Mindrazor has a CV of ,8 hence the stone, but provides (additional rend and +1 damage to a unit within 18) . On the Blood Sisters that adds to 46 attacks on 3s with -2 rend and potentially 3 damage (into Galletian Veterans).

The Medusa lets a single unit advance the Blood Rites table for that phase and her warscroll spell lets you subtract 1 from wound rolls for 1 unit. Blood Rites is a Battle Trait for DoK that gives an army wide buff starting with add 1 to run rolls and ending with a 5+ ward. Advancing the table might let you surprise your opponent with getting something into combat or being more lethal. This is a combat army with next to no range attacks (the Shadow Queen has some). It doubles down on the combat with Gotrek, Reducing incoming attacks to 1 damage, 3+ ward, as long as something is within 3″ fighting again (and again). Unfortunately most of the buffs in the army are keyworded to the elf units and Gotrek isn’t sharing them.

Choosing Blood Sisters and Witch Aelves with no Heartenders or Blood Stalkers is interesting. This list is either going to come at you hard (first 2 Blood Rite abilities) or force you to come to them through some heavy damage dealers. Which way you take it would depend on your opponent, as a 3 drop army it will choose priority much of the time. In this event 2 armies had strong shooting, although SCE have fallen off with the change to holy command. Really though that strong combat, particularly with the ever popular Blood Sisters, is going to let you dictate battle around the objectives you choose. Good solid on meta army that without specific experience is hard to counter. Well done.

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

Leaders
Gatebreaker Mega-Gargant (525)*
General
– Command Trait: Monstrously Tough
– Artefact: Amulet of Destiny (Universal Artefact)
Gatebreaker Mega-Gargant (525)*
Warstomper Mega-Gargant (470)*
Warstomper Mega-Gargant (470)*

Core Battalions
*Bosses of the Stomp – Unified

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 140
Drops: 1

Brett: Did the Sons ever go away? Or did they just sleep for a little while. For a while they were taking less events but they are still a good army and difficult to play into. Using a faction Grand Strategy has attracted some attention lately with some of the Battle Traits and Grand Strategies being easier than the new Season 1 choices. Stomping Order means that they are going to run or charge every turn, it may be one of the less interactive ones. Bosses of the Stomp gives either one drop or an additional Enhancement. Christopher has chosen to go for a one drop, giving the opportunity of a 1st/2nd round double, very very frightening.

2 Gatebreakers, 2 Warstompers, no casting, the general has 40 wounds (up from 35) and a 6+ ward for that little extra something. The Fierce Loathing is a solid choice, any unit with a Totem or a Command Model gives up a +1 to hit. There are a lot of units with Command Models baked in particularly Stormcast but pretty much all of the troops with higher wound counts have the ability. A bit of extra work for players. Limited ranged attacks – Gatebreakers – and horrific melee. The Warstomper’s Titanic Boulderclub shouldn’t surprise anyone now with it’s attacks characteristic of however many models are within 3″, +4 for monsters and +* (for the warscroll table) to a maximum of 10.

His matchups for the most part were pretty favourable, although pulling KO twice must be pretty rare. The melee SCE list would suffer horrible clap back, interestingly those are shield Annihilators with much lower damage. The KO lists concentrate their shooting in Ironclads and use a “super hero” either the Incarnate or Gotrek. Gotrek is a bit slow to chase Gargants (but is effective into them since they struggle to kill him) and Sons are one army that can deal with the Incarnate quickly. The Kragnos/Ogor and Sons match up that ended in a draw would have been very interesting to watch live. Can Kragnos out stomp Gargants?

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Allegiance: Ogor Mawtribes
Mawtribe: Bloodgullet
– Grand Strategy: No Place for the Weak
– Triumphs:

Leaders
Frostlord on Stonehorn (430)*
General
– Command Trait: Nice Drop of the Red Stuff!
– Artefact: Splatter-cleaver
– Mount Trait: Metalcruncher
Butcher (135)*
Tenderiser
– Bloodgullet 2nd Spell: Ribcracker
– Lore of Gutmagic: Greasy Deluge
Butcher (135)*
Tenderiser
– Artefact: Bloodrock Talisman
– Bloodgullet 2nd Spell: Molten Entrails
– Universal Spell Lore: Levitate
Kragnos, The End of Empires (720)

Battleline
2 x Mournfang Pack (160)**
Culling Clubs or Prey Hackers with Iron Fists
2 x Mournfang Pack (160)**
– Culling Clubs or Prey Hackers with Iron Fists
2 x Mournfang Pack (160)**
Culling Clubs or Prey Hackers with Iron Fists

Endless Spells & Invocations
Chronomantic Cogs (40)
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 81
Drops: 7

Brett: An army that does extra damage on the charge with Kragnos who grants an 18″ charge to units within 12″. What could go wrong with that? A very clever army that probably shows the struggle for Destruction at the moment. Really strong units but it’s difficult to survive, score and hit back however Jacob scored well during the weekend.

Bloodgullet grants an extra spell (and cast but not dispel) to the Butchers. Both of the chosen spells are offensive (very – these are Ogors) – Ribcraker taking 1 from a unit and Molten Entrails for +1 to damage for a unit. As we are seeing a lot of there are 2 Endless Spells, Chronomatic Cogs (rerolls) and Gnashing Jaws. Bloodrock Talisman adds +2 to the roll for an Endless Spell so we know who is most likely to cast the 2 Endless Spells. Levitate is a useful spell, letting you grant flying to a unit. Flying Kranos anyone? Certainly doable, meaning you could easily prevent early rounds shooting but you probably want to get him out early to buff charges.

The Frostlord brings the mandatory trait and artefact on top of his ward and ability to command a unit to reroll their charge. Everything does mortal wounds on the charge (except the Butchers of course) and the Mournfang can do (really occasionally) MW on 6s with their range attack for just a little more sting. Good quality attacks punish MSU hurting several of his opponents. Short range shooting is very vunerable to the long charges Kragnos brings. The Frostlord and even more Kragnos could hit the Incarnate hard enough to slow it’s growth (but are vunerable to it’s type of attacks). And of course there is no battleline infantry for Bounty Hunters to worry at. All up a very well rounded army for the current meta. Coming 3rd by 1 pt with Mawtribes, not one of the stronger factions, is a great achievement.

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Allegiance: Ossiarch Bonereapers
Legion: Petrifex Elite
– Grand Strategy: Unrelenting efficiency
– Triumphs: Bloodthirsty

Leaders
Arkhan the Black, Mortarch of Sacrament (340)***
Mortisan Boneshaper (115)***
General
– Command Trait: Mighty Archaeossian
– Artefact: Godbone Armour
– Lore of Mortisans: Empower Nadirite Weapons
Mortisan Soulmason (115)***
Artefact: Gothizzar Cartouche
– Lore of Mortisans: Drain Vitality

Battleline
20 x Mortek Guard (280)*
Nadirite Blade and Shield
– Reinforced x 1
20 x Mortek Guard (280)*
Nadirite Blade and Shield
– Reinforced x 1
10 x Mortek Guard (140)**
Nadirite Blade and Shield
10 x Mortek Guard (140)**
Nadirite Blade and Shield

Artillery
Mortek Crawler (215)
Mortek Crawler (215)

Endless Spells & Invocations
Chronomantic Cogs (40)
Purple Sun of Shyish (70)
Bone-tithe Shrieker (50)

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 106
Drops: 9

Brett: This is the first time I’ve seen the same unit in both Bounty Hunters and Expert Conquerors, do they get on or is the squabbling in the ranks? Petrifix Elite, which grants -1 rend to all units and lets you increase rend by 1 for a unit per phase (so it can have +1 rend in both yours and your opponents combat phases). A better Armour of Contempt for the 40k players. Like most older books this has mandatory items, an artefact and command trait. Both are very good – +2 wounds and melee weapon set to rend -3 so they aren’t a burden. Command Entourage was taken as the battalion for the leaders to access an additional artefact, Gothizzar Cartouche, +1 to wound rolls is the target does not have the DEATH keyword. Particularly good with the crawlers.

For non DEATH targets that means hitting and wounding on 2s doing 5 damage. Nice. The army has very strong magic as we are seeing a lot in Season 1, with all up 6 casts covering 2 Lore of Mortisans spells, 3 endless spells and 3 solid warscroll spells. Arkhan’s +2 to casts/dispells is clutch for getting Purple Sun out, the play being Chronomatic Cogs then Purple Sun so you have a reroll. Bone-tithe can be cast by anyone that is close enough to make sure one of the Mortek Guard units gets +1 to hit. Arkhan’s Curse of Years from his warscroll sounds nasty but on average is slightly better than Arcane Bolt. If it spikes though, it could be a lot worse.

You’d also want the Soulmason to cast his Soul-Guide most turns, re-roll 1s to hit on a larger block of Guard. That’s worth 6 hits (if they have Empower Weapon) from the average 6 x 1s you roll in 41 attacks. Hopefully you’ve gotten the idea of what this list is like, other than Arkhan everything is only moving 4″ or 5″. Move a block to the centre or better yet stay back and make the opponent walk through your Endless Spells, spells and Crawler fire causing chip damage. Then fall on them with your Bounty Hunters Mortek Guard. The worst case is you attacked them with Galetian Veteran’s into a unit with empowered weapons and soul-guide. That averages 23.5 hits at rend -1, 2 damage before saves.

While not extremely hard hitting elite armies will struggle to field enough units in later turns and Bonereapers can start to dictate. You have to close with them because you need to shut the catapults down but that opens you up to the spells. Looking at his path to 4/1 his one loss was to a Skaven list with decent shooting from Stormfiends and melee from Thanquol. While short range they are beyond the threat range of Guard (or just inside it) and Stormfield are pretty fighty as well. Otherwise a lot of bodies to kill that all move a bit faster so a good counter. Watching Morathi against this army would have been interesting, that was Jonathan’s highest scoring round.

Final Tournament Placings

Faction Focus – Ironjawz

Win Rate

Bloodtoofs is currently the faction of choice within the Ironjawz. 22 players chose it in July and together managed a win rate of 55.7%. That’s slightly higher than the ideal bracket of 45-55%. Also just inside this bracket are the Ironsunz with 46.7%. With only three players choosing them it’s hard to judge whether this is an accurate representation or not. Also finding low representation are Da Choppas, also with three players. But this time their win rate is in the gutter with only 30%. But again, this should perhaps be taken with a grain of salt.

5 wins Results

None

4 wins Results

DateTournamentName
17th July 2022The ATC (American Team Championship) Age of Sigmar Team EventCody Saults (USA)
24th July 2022Salt City GT Age of SigmarTyler Bushey (USA)
Players who achieved 4 wins at a GT

Other Results

Results Breakdown by Subfaction

4 wins at an event is currently the best result, and that has only been achieved with Bloodtoofs. If playing with Bloodtoofs, you can consider a result of 3-2 to be your target for a good performance. If playing Ironsunz, set your sights a little lower with a 2-3. Da Choppas players are in a bad place so at present any result with more than one win is a good result.

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Top Lists

Top Three AoS Lists - 3rd place, Legion of the First Prince
Tyler Bushey’s Results from the Salt City Open GT

Army Faction: Orruk Warclans
Army Type: Ironjawz
– Army Subfaction: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumphs: Inspired

LEADER
1 x Megaboss on Maw-Krusha (480)*
General
– Command Trait: Touched by the Waaagh!
– Boss Choppa and Rip-tooth Fist
– Artefact: Arcane Tome
– Mount Trait: Fast ‘Un
– Spell: Bash ‘Em Ladz
1 x Orruk Warchanter (115)*
Get ‘Em Beat
1 x Orruk Warchanter (115)*
Get Fixin’ Beat

BATTLELINE
6 x Orruk Gore-gruntas (340)**
Jagged Gore-Hackas
6 x Orruk Gore-gruntas (340)**
Jagged Gore-Hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-Hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-Hackas

INVOCATIONS & ENDLESS SPELLS
Purple Sun of Hysh (70)

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1970/2000)

Brett: What is there to say, Ironjawz are awesome, but this is a Mawcrusha and 18 piggies. There is no subtlety here – these are coming across the board as fast as they can. Both of the big blocks are in Bounty Hunters to boost their damage against GV. The inclusion of an Arcane Tome on the Mawcrusher is interesting, presumably for the Purple Sun. The Purple Sun and Bash ‘Em Ladz have the same casting value (8). Get the Sun out as soon as possible and then try and get the +1 to wounds from Bash em ladz?

First turn (or any turn really, but only one) that Mawcrusha can move 36″ with Fast ‘un and Mighty Destroyer’s. While Tyler would like you to go first and move closer, he really doesn’t need it on most AoS boards. At least one of the big Gore-grunta units will also have a 3D6 from Get ’em ladz. However this is a 3 drop army, we are seeing a lot of larger drops at the moment which might give Tyler an edge.

This is a massive alpha strke army that you want to avoid until you can wear them down. It’s important to remember not only Mighty Destroyers but Touched by the Waagh. The Megaboss can call his Waagh any time and then everything is rerolling their charges, a wall of charging Gore Gruntas. His only loss was to the eventual winner, those Blightkings being just the thing to weather a massive charge.

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Performance Against Other Factions

Ironjawz have performed very well against old meta leaders Maggotkin of Nurgle, the focus on troops obviously giving Ironjawz some advantages here.

At present the Daughters of Khaine appear to be the bogey opponent for Ironjawz, only winning 41.7% of their matches against them.

Top 10 Players

Faction Focus – Fyreslayers

Win Rate

Fyreslayers have had a dramatic improvement to their results since the new General’s Handbook was released. Before the release they could be found in the sub 40% win bracket, now they have a very healthy 53.5% win rate. This is led by Lofnir with a rate of 62.8%, but even Greyfyrd and Vostarg are nothing to be sniffed at either. Hermdar seems to be the overlooked faction here, with no players deciding to use that particular lodge’s abilities.

5 wins Results

None

4 wins Results

DateTournamentName
17th July 2022Southern Fried OpenKevin Lathers (USA)
24th July 2022BWG: Summer Slaughter Bill Souza (USA)
24th July 2022The Salt City GTGarth Scannell (USA)
Players who achieved 4 wins at a GT

Other Results

3-2 or 2-3 seems to be par for the course with Fyreslayers, but Greyfyrd and Lofnir do have a few players who have achieved 4 wins at a tournament weekend with them. As a tournament player a good achievement would be looking to achieve a 3-2 result.

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Top Lists

Kevin’s results from the Southern Fried Open

Allegiance: Fyreslayers
Lodge: Lofnir
– Grand Strategy: Masters of the Forge
– Triumphs: Inspired

Leaders
Auric Runemaster (125)*
General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayer: Prayer of Ash
Battlesmith (150)
Artefact: Nulsidian Icon
Auric Runesmiter on Magmadroth (340)
Runic Iron
– Magmadroth Trait: Lava-tongue Adult
– Universal Prayer Scripture: Curse
Auric Runeson on Magmadroth (320)**
Ancestral War-axe
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)**
Wyrmslayer Javelins
– Magmadroth Trait: Flame-scale Youngblood
Runelord (95)*
Allies

Battleline
15 x Auric Hearthguard (375)**
Reinforced x 2

Endless Spells & Invocations
Molten Infernoth (40)
Runic Fyrewall (40)
Zharrgron Flame-spitter (50)

Core Battalions
*Command Entourage – Magnificent
**Bounty Hunters

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 105
Drops: 8

Brett: Really great to have a Fyreslayers list on the podium. It’s been a bit of a surprise that the new book didn’t lead to more podiums but for a range of reasons they seem to have been held back. Kevin has chosen the Magmadroth lodge (Lofnir) that makes Runeson on Magmadroth battleline. It also gives them an extra 2 wounds and up to 3 may have mount traits. No accident that this army has 3 Magmadroths all with mount traits. Magmadroths are the books strongest unit with 18W and 12″ movement giving Fyreslayers much needed mobility. I should mention that Kevin has been restrained, there are Fyreslayers armies with 5 Magmadroths.

That isn’t all though, the prayers, traits and artefacts all combine to make this a very hard to kill army. It’s a great army for frustrating high damage but fragile opponents (DoK). They want to lure you in and then hit back hard. Even the Runelord is a good inclusion bringing an

Looking at his journey through the competition it’s difficult to see a good counter to the magma lizards. The Incarnate would on the surface seem to be a solid choice but if you don’t feed it endless spells then it will struggle to level. Morathi would have been an obstacle but again she would struggle to clear the Hearthguard with Battlesmith support and the Magmadroths will clear the Blood Sisters quickly. We have 3 Priests and the Battlesmith to provide buffs (wards) and heals as well as denies. In Fyreslayers endless spells are actually invocations and summoned by the priests. The army has all 3 pumping out mortal wounds or making nearby units very tanky. All of the top armies went 4/1 and this army scored very well throughout.

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Garth’s results from the Salt City GT

Allegiance: Fyreslayers
Lodge: Greyfyrd
– Mortal Realm: Aqshy
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Runefather on Magmadroth (360)**
General
– Command Trait: Blood of the Berzerker
– Artefact: Axe of Grimnir
– Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (125)**
Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse
Battlesmith (150)**
Artefact: Nulsidian Icon
Auric Runesmiter (135)**
Forge Key
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Prayer: Prayer of Ash

Battleline
15 x Hearthguard Berzerkers (480)*
Broadaxes
– Reinforced x 2
15 x Hearthguard Berzerkers (480)*
Broadaxes
– Reinforced x 2
10 x Vulkite Berzerkers with Fyresteel Handaxes (170)*

Endless Spells & Invocations
Molten Infernoth (40)
Runic Fyrewall (40)

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 112
Drops: 7

Brett: A great result with Fyreslayers 4/1 with 4 rounds of maximum scoring (separated from 3rd by two points). This army is based around the hidden power of Hearthguard, with two big blocks being powered up by their small heroes and particularly the influence of the Battlesmith and his 4+ rally on them. The Battlesmith can grant a 4+ ward as well with his artefact which is very good for the Vulkite. The list has a lot of artefacts but that is a result of the lodge (Greyfyrd) which gives an additional 2 and grants +1 wound to foot heroes; it’s the obvious choice for this army. The Command Entourage provided another artefact. This makes a tooled up Auric Runefather with a pet who is fighting twice in one turn and has Axe of Grimnir making his main attack -2 Rend and 4 damage. A mobile and threatening monster killer.

Two Priests with an Arcane Tome to increase the casts/denies to 3. Fyreslayers don’t have a spell lore so a generic spell is listed. The Runemaster has the Volatile Brazier to reroll an invocation (prayer). Prayer of Ash is a defensive spell that reduces incoming wound rolls by 1. Very useful to keep those big blocks of Hearthguard around. The Hearthguard have the Broadaxe, in my opinion the more consistent and better weapon although they are hampered by their 5+ save. Near any Fyreslayers hero they also have a 4+ save though. To top off the list there is a Runic Firewall to block paths and maybe grant wards and a Molten Infernoth for some chip MW.

Solid performance with the army only dropping the round to Luke whose Maggotkin are more mobile. With the exception of one army they are all pretty tough armies, some with a lot of shooting, typically an area of weakness for Fyreslayers. They are a slow moving army and avoiding those Hearthguard would be the best option for trying to defeat them, but that’s easier said than done with those large blocks.

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Performance Against Other Factions

It looks like Fyreslayers armies love munching through Daughters of Khaine, Skaven and the expected lower tier factions. Meanwhile they struggle against Maggotkin of Nurgle and Sylvaneth.

Top 10 Players