Tag Archives: Competitive

Top Three AoS Lists for TCC: Age of Sigmar 2 Day Event

This is the Top Three AoS Lists for the TCC: Age of Sigmar 2 Day Event that took place in Australia on 12th and 13th November. It involved 24 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Army Faction: Maggotkin of Nurgle
Army Subfaction: Drowned Men
– Grand strategy: Blessed Desecration

LEADER
1 x Lord of Afflictions (230)*
General
– Command Traits: Overpowering Stench
– Dolorous Tocsin
– Artefacts: The Splithorn Helm
1 x Be’lakor (360)*

BATTLELINE
2 x Pusgoyle Blightlords (250)*
Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
Dolorous Tocsin
2 x Pusgoyle Blightlords (250)*
4 x Pusgoyle Blightlords (500)*
10 x Plaguebearers (150)*

TERRAIN
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: (1995/2000)

Danny: Maggotkin are still good after the flies went up a few points, who’d a thunk it! We got drowned men here for the pre-game move with 10 flies, and a cheeky Be’Lakor to stop your main thing from doing whatever it does that MIGHT kill some flies for a turn (or two if they give away/lose the double).

Oppressive pinning list and attrition through disease points is the name of the game here. Be’Lakor is a cheeky inclusion but makes plenty of sense, given it’s a nightmare to claw back points from fly spam – and let’s be honest, it’s still fly spam – after a turn of your biggest piece sitting on their arse.

We’ll see how it goes – initial feelings are Drowned Men, not the price of flies, is the real problem. But in the meantime, gratz to Thomas for rolling with the punches and taking down some tough armies along the way.

Advertisements

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

LEADERS
Alarielle the Everqueen (840)*
Spirit of Durthu (370)*
General
– Command Trait: Gnarled Warrior
– Artefact: Greenwood Gladius

UNITS
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*
6 x Spiterider Lancers (420)*
Reinforced x 1
Spiteswarm Hive (40)
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 90
Drops: 1

Ethan:One of the real pillars of Sylvaneth currently is Alarielle + good stuff and this list fits it to a Tree (Sorry). Alarielle is a large, fast and durable beatstick that comes back after you deal with her the first time. Her durability is well supported by Durthu as a backup, teleporting spiteswarm recipient, using his warscroll teleport and the additional +3′ to charges to gain consistency on this hammer. Combined with gnarled warrior, durthu becomes quite durable making the 90 wounds of the list slightly misleading. Throw in 15-20 summoned wounds from alarielle and you’ve got quite the beefy core with which to gain board control and threaten across objectives.

Tree revs fill out the middle to complete battle tactics well but the more interesting unit here is the Spiterider Lancers. At 1 damage some people question their staying power after Bounty Hunters rotates but Mitch must think they don’t need the help, taking them in a battle regiment – absolutely key with this kind of list – controlling game flow is invaluable without durable anvils or notable shooting. The Spiteriders always strike first on the charge, allowing for some flexibility with Strike and Fade and giving the Matt a chance to make an educated call about whether he needs to make like a tree (Sorry, Sorry) before a reprisal happens or whether he can use his successive activations to clear an area and hold it safely.

I can see this list being quite swingy in some matchups, Alarielle is notoriously weak to MWs and shooting, but Matt has obviously piloted it well to a 4-1, only losing in the final game to a Maggotkin list. Perhaps Alarielle’s reputation of being pillowfisted coming to the fore against the extremely durable Nurgle units, though he has taken out great competition along the way with Snakes, Ogors, Rats and Bravery bombs under his belt. Well done Matt!

Advertisements

Allegiance: Daughters of Khaine
Temple: Zainthar Kai
– Grand Strategy: Bloodthirsty Zealots
– Triumphs:

Leaders
Bloodwrack Medusa (130)**
Artefact: Shadow Stone
– Lore of Shadows: Mindrazor
Slaughter Queen on Cauldron of Blood (315)**
General
– Command Trait: Zealous Orator
– Artefact: Crown of Woe
– Prayer: Sacrament of Blood
Hag Queen (110)**
Prayer: Blessing of Khaine
Anointed on Frostheart Phoenix (315)**
Allies

Battleline
10 x Blood Stalkers (360)
Reinforced x 1
15 x Blood Sisters (420)*
Reinforced x 2
10 x Witch Aelves (115)*
Pairs of Sacrificial Knives

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

Endless Spells & Invocations
Heart of Fury (45)

Core Battalions
*Bounty Hunters
**Warlord

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 315 / 400
Wounds: 106
Drops: 9

Danny: If you don’t take Spinedog, you probably take…. double takes a Frostheart on Phoenix allied in!? That’s some interesting tech – it’s not inconsiderably killy but I think the idea behind it is a mobile platform for a 9″ aura of -1 to wound in melee, which will obviously go a long way to keeping a fragile army like DoK alive. Combine that with the 12″ Heart of Fury aura for -1 damage, and a Cauldron of Blood for +1 save within 18″ and Blessing on Khaine prayer on the Hag Queen for re-roll ward saves and, funnily enough, you just make the glassiest of cannons into something resembling a…porcelain cannon! Hell, maybe even a solid oak cannon.

The rest of the list is normal enough – a nice big 15 blob of Blood Sisters for putting out eye-watering mortals after they fight, and the obligatory 2x Khinerai for battle tactic scoring. But love to see the Frostheart tech for a really interesting alternative to the tankiness Morathi brings (to herself) – instead spreading it over a key unit or two.

On the way to 3rd. Liam lost only to the winner, and managed to beat out Fangs of Sotek, SCE and Slaves, who can all put some serious melee hurt, so the list clearly performed. Kudos!

Advertisements

Allegiance: Kruleboyz
Warclan: Big Yellers
– Grand Strategy: Demonstration of Strength
– Triumphs:

Leaders
Breaka-Boss on Mirebrute Troggoth (180)
Mount Trait: Fast ‘Un
Killaboss on Great Gnashtoof (150)
General
– Command Trait: Supa Sneaky
Murknob with Belcha-banna (95)
Artefact: Mork’s Eye Pebble

Battleline
10 x Gutrippaz (160)**
10 x Hobgrot Slittaz (80)
10 x Gutrippaz (160)**
10 x Hobgrot Slittaz (80)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)
20 x Shootas (120)**

Core Battalions
*Bounty Hunters
**Expert Conquerors

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 156
Drops: 16

Kieron: So, with the new Battlescroll buffs and the existing staples for almost all Kruleboyz lists, we’d be expecting Joel to write a list to make the most of these, yeah…well, maybe not! With most Kruleboyz lists focusing on some degree of castle, Joel decided to go all Realmstone Cache with his Boltboyz and spray them all over the battlefield.

There’s some logic to this though as Big Yellers means the Boltboyz are battleline, making Demonstration of Strength a solid Grand Strategy choice as you need to kill 11 of the 13 battleline units to prevent it. Big Yellers also get to re-roll one of the hit rolls in the first battle round. Combined with the extra shot from the Boltboy Boss that’s 32 shots, re-rolling 8 of them.

The Mirebrute is probably thrown forward with Supa Sneaky and then opponent has to take first turn to kill it (though with Noisy Racket for -1 to wound, Best Day Ever for +1 to save and then All out Defense) that might not be as easy as you think OR give the turn away and have the Breakaboss rampage through your lines.

All in all, a really interesting take on Kruleboyz that Joel clearly played extremely well in some very tricky matchups.

Final Tournament Placings

Top Three AoS Lists for the Shakespeare Invitational 2022

This is the Top Three AoS Lists for the Shakespeare Invitational that took place in the UK on 29th and 30th October. It involved 32 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Stormkeep)
– Grand Strategy: Take What’s Theirs
– Triumphs:

Leaders
Lord-Celestant on Stardrake (500)*
General
– Celestine Hammer
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Celestial Instincts
– Spell: Celestial Blades
Celestant-Prime, Hammer of Sigmar (325)*
Slann Starmaster (265)*
Allies

Battleline
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
4 x Dracothian Guard Fulminators (460)*
Reinforced x 1

Units
3 x The Farstriders (90)*

Endless Spells & Invocations
Everblaze Comet (90)
Horrorghast (40)

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 265 / 400
Wounds: 80
Drops: 1

Peter: Owen is one of those players that places consistently well, as proven by the Woehammer player rankings where Owen now sits 10th Worldwide.

Here we’ve got two big hammers in the form of the Lord-Celestant on Stardrake and Celestant-Prime. The latter of which can twiddle his thumbs in reserve until you need him. An allied Slann Starmaster who’s purpose is to dominate the magic phase with its ability to cast three spells and unbind three spells (from anywhere on the table).

What better to protect 1,090 points of heroes than two units of Liberators and some Dracothian Guard Fulminators. The Fulminators can kick out an average of 48 damage before saves which, I might add, are all at rend -2 AND thats without the Lord-Celestant giving them +1 to wound rolls through Celestial Blades….. On top of that each model in the unit (6), has a 50% chance of causing D3 mortals to units within 12″. My assumption is for the Liberators to cap objectives who, because the army is Stormkeep, count as three models each on an objective AND have a 6+ near an objective thanks to being Hammers of Sigmar. Meanwhile the Fulminators ride around smashing face.

The unit of Farstriders can be quite nifty at taking far flung objectives or setting up elsewhere on the battlefield to harass the enemy backlines with chip damage.

We’ll down to Owen for going 5-0!

Advertisements

Allegiance: Lumineth Realm-lords
Great Nation: Ymetrica
– Grand Strategy: Alarith Aftershock

Leaders
Alarith Stonemage (120)
– General
– Command Trait: Unyielding Toughness
– Lore of the High Peaks: Unbreakable Stoicism
– Lore of the High Peaks: Living Fissure
Alarith Stonemage (120)
Artefact: Molten Talisman
– Lore of the High Peaks: Unbreakable Stoicism
– Lore of the High Peaks: Living Fissure
Avalenor, the Stoneheart King (420)***
Scinari Calligrave (115)***
Lore of Hysh: Speed of Hysh
– Lore of Hysh: Protection of Hysh
Scinari Calligrave (115)***
Lore of Hysh: Speed of Hysh
– Lore of Hysh: Protection of Hysh

Battleline
15 x Alarith Stoneguard (360)*
Reinforced x 2
10 x Alarith Stoneguard (240)**
Reinforced x 1
10 x Alarith Stoneguard (240)**
Reinforced x 1
5 x Tree-Revenants (110)*
5 x Tree-Revenants (110)*

Endless Spells & Invocations
The Burning Head (20)
Lauchon the Soulseeker (30)

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

Additional Enhancements
Spell

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 126
Drops: 10

Ed: The Alarith models got some tasty buffs in the new Lumineth tome, so it’s not suprising to see a list that leans heavily into those units do well.  In the Ymetrica subfaction everything except the Calligraves and the Tree-Revenents ignore rend of -1 or -2 and since Stoneguard and Avalenor have save characteristics of 4+ and 3+ respectively, they can be tough nuts to crack. They hit pretty hard too and synergize well together too, a wonderful way to build an army if you fancy dipping your toe into those crystal clear Hyshian waters. The Stonemages add crucial support to this list, allowing Avalenor to fight on his top bracket regardless of wounds taken and adding rend to the Stoneguard’s weapons. Having two of them just means that Matthew can spread those buffs around where they are most needed.

“Don’t leave the objective unattended…”

The allied Tree-Revenants are something I’ve been seeing in a lot of lists now that Sylvaneth are a valid ally. As Galetian Veterans who can teleport and pile-in 6″ they make up for the slow pace of all those Stoneguard and open up a lot of creative objective play.  By putting them in Expert conquerors Matthew has 2 adaptive units great for taking advantage of poor positioning and seizing control of objectives without putting his heavy hitters out of position. It’s a great investment for now, but it remains to be seen how valuable they will be when the next GHB drops and the focus moves away from battleline infantry.

Advertisements

Allegiance: Lumineth Realm-lords
Great Nation: Ymetrica
– Grand Strategy: Alarith Afterschock
– Triumphs: Inspired

Leaders
Avalenor, the Stoneheart King (420)
The Light of Eltharion (240)
Archmage Teclis and Celennar, Spirit of Hysh (700)**
Alarith Stonemage (120)**
General
– Command Trait: Tectonically Attuned
– Artefact: Molten Talisman
– Lore of the High Peaks: Unbreakable Stoicism
Scinari Calligrave (115)**
Artefact: Silver Wand
– Lore of Hysh: Speed of Hysh

Battleline
5 x Alarith Stoneguard (120)*
Stone Mallets
5 x Alarith Stoneguard (120)*
Stone Mallets
5 x Alarith Stoneguard (120)*
Stone Mallets

Endless Spells & Invocations
Rune of Petrification (40)

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 79
Drops: 8

Ed: Herohammer at it’s best! A whopping 1,595 points of Shanee’s list is made up of heroes, with only 360 points allocated for the mandatory 3 units of battleline.  Like Matthew, Shanee has gone for Stoneguard in Ymetrica for her infantry units meaning they are extremely defence anvils with decent output. However, to go 4W/1L with such a spartan list attests to Shanee’s skill as a player. There isn’t a lot of room for error when one mistake can cost you a quarter of your list or deny you crucial victory points with so few models on the board to play the objectives.  I would love to have watched over her shoulder during one or two of her games and see her approach.

Teclis obviously provides some of the best magic power in the game, providing a 5+ ward save and a variety of utility options that can change to suit your match up. Also, between his Searing Storm of White Light warscroll spell and the Rune of Petrification this list features a lot of multi-target mortal wound output which will tear through multiple small units or anything without a ward save. Avalenor and Eltharion provides a pair of powerful beat-sticks to clean up anything unlucky enough to find itself stuck to the Stoneguard anvils. Finally the Stonemage and Calligrave are support pieces which synergize well with the rest of the list. While the stonemage keeps Avelenor fighting at his best in tough times, the Calligrave is the perfect steward to sit in the Shrine Luminor in the early game dispensing free command points and casting/unbinding rerolls from atop his floating assault waterfall. Fantasy games are weird.

Drive this floating rock closer, I want to hit them with my stave!
Advertisements

Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Be’Lakor, the Dark Master (360)
Allies
Skarbrand (380)
Bloodsecrator (125)**
Bloodthirster of Insensate Rage (280)**
Artefact: Khartoth the Bloodhunger
Bloodthirster of Unfettered Fury (295)
General
– Command Trait: Mage Eater
– Artefact: Skullshard Mantle
Slaughterpriest (100)**
Prayer: Blood Sacrifice

Battleline
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)**
10 x Bloodreavers (80)*
Reaver Blades

Endless Spells & Invocations
Hexgorger Skulls (50)

Core Battalions
*Expert Conquerors
**Warlord

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 360 / 400
Wounds: 107
Drops: 10

Kieron: After getting absolutely demolished by a Boomthirster in a recent game, part of my therapy is to write up the feedback from this wildcard list! This list includes a trio of Bloodthirsters: a Boomthirster that does 4 mortal wounds as AoE damage on each 6 to wound; the angriest Bloodthirster there is, Skarbrand, who will also do a ton of mortal wounds on top of 9 damage 3 attacks; then a third Bloodthirster who allows Daemon units to fight from 6″ away, which synergises well with the Reaper of Vengeance sub-faction Command Ability to fight twice.

Put this all together and you can auto-run the Boomthirster 16″ and then pile in 6″, avoiding Unleash Hell, do up to 20 mortal wounds to all enemy units within 8″…pile in up to another 6″ and then do it again. And all of those mortal wounds are in addition to the D6 damage from the Great Axe of Khorne. Then Skarbrand can attack if there’s anything left alive on the board by this point as the Daemon Weapon Khartoth the Bloodhunger allows the bearer to activate out of sequence at the start of the command phase on a 4+. It is at this point that you give your by now weeping opponent the choice of who to fight with next.

There’s also a Bloodsecrator to give each of those angry red monsters an extra attack and make casting more difficult. The Hexgorger Skulls complement making depending on magic against Khorne a risky business by subtracting 2 from all casts and potentially wiping a spell from a wizard’s mind if not killing them outright. It’s also a prayer, so unless you also have a priest, the only way to get rid of it is to detonate it with one of your casters.

The list also has ready access to the Barge Through Enemy Lines bonus point with its speedy Flesh Hounds and access to summoning through Blood Tithe points and to cap everything else of there is Be’Lakor poised and ready to shut down a unit at a key moment where a battle tactic is at stake.

If an opponent can take out the AoE mortal wound threat early on, they can probably cope with the other threats and the list lost to two Stormcast Eternals lists that had the tools to do exactly that. If not…more Blood for the Blood God!

Final Tournament Placings

Top Three AoS Lists for the South Coast Series – Southampton

This is the Top Three AoS Lists for the South Coast Series Southampton that took place in the UK on 22nd and 23rd October. It involved 23 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: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)*
Knight-Draconis (300)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Thunderous Presence
– Spell: Thundershock
– Bonding: Krondspine Incarnate

Battleline
5 x Liberators (115)*
Heavens-wrought Weapon and Shield
– 1x Grandweapons
4 x Stormdrake Guard (680)*
Drakerider’s Lance
– Reinforced x 1
2 x Stormdrake Guard (340)*
Drakerider’s Lance

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 400 / 400
Wounds: 81
Drops: 1

Brett: Almost all of the dragons list with a Krondspine. Mobility and some decent punch, I like how Matt has dangled the MSU Liberators there just so you can kill something easily. That he can summon on to an objective or block a point with Call for Aid (return the Liberators once slain). Gardus for his 5+ ward, most likely near the 4 Stormdrakes, Knight Draconis so the Drakes are battle line. Hallowed Knights giving a 50/50 fight on death. This list can control a lot of the board, a 4 man drake unit can span 20″. The drakes can move 12″ and shoot 12″ making first turn priority important. He can dangle the Krondspine as a target and engage at will. The Knight Draconis is likely to stay close to the big drake unit as well for Thundershock to control the charge phase.

Depending on match up and mission going first might even be an advantage with this list, Blaze of Glory and fight on death is going to punish any successful attacks on the drakes. As the only 5/0 and with really high scores Matt tabled a number of his opponents. And that’s what this list really needs to do, in the early turns remove as many hammers as possible then clean up. The drake’s 9 wounds and profile make them very hard to shift. For opponents, what do you go after? None of his opponents had a lot of shooting or ranged shooting with MWs, the first list with drakes had pairs matching into the 4 drake unit. Hint – that doesn’t work well even with teleports.

Advertisements

Allegiance: Nighthaunt
Procession: Emerald Host
– Grand Strategy: Dismantle the Brave
– Triumphs:

Leaders
Krulghast Cruciator (150)**
General
– Command Trait: Cloaked in Shadow
– Artefact: Beacon of Nagashizzar
Lady Olynder, Mortarch of Grief (340)**
Lore of the Underworlds: Seal of Shyish
Spirit Torment (115)**
Artefact: Lightshard of the Harvest Moon

Battleline
10 x Chainrasps (110)***
10 x Chainrasps (110)***
5 x Hexwraiths (160)
5 x Hexwraiths (160)
5 x Hexwraiths (160)
10 x Grimghast Reapers (160)*
10 x Grimghast Reapers (160)*
10 x Grimghast Reapers (160)*
3 x Spirit Hosts (125)***

Endless Spells & Invocations
Mortalis Terminexus (85)

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

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 107
Drops: 12

Brett: Nice to see Emerald Host back (and not Scarlet Doom) which means a few changes to the unit list. Emerald host slowly withers the opponent. This list plays into that, lots of units which take longer to clear (big hitting units don’t carry over their damage as far). Then Lady Olynder can once per battle brings back D6 models in every unit (they are all summonable). The Beacon also returns 1 model to each summonable unit (all of these). That will let the army stick around longer and score more. Mortalis Terminexus plays really well into this strategy as well (either heal or mortal wounds). There is still the Spirit Torment to help a unit that is being pressured and Krulghast for the damage debuff.

It’s great to see something different from Nighthaunt. Lots of options here with great speed from the Hexwraiths. It’s weakness is probably into something durable that does a lot of damage or the first round list he ran into. It would have removed a minimum of 2 units a turn and the Grimghasts are good, but not likely to kill Fulminators. Lady Olynder is vulnerable to long range shooting as well.

Advertisements

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

LEADER
1 x Arkhan the Black (340)**
Spells: Protection of Nagash
1 x Liege-Kavalos (170)**
General
– Command Traits: Mighty Archaeossian
– Artefacts: Godbone Armour

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

ENDLESS SPELL
1 x Nightmare Predator (60)

TERRAIN
1 x Bone-tithe Nexus (0)

OTHER
3 x Necropolis Stalkers (175)**
Dread Falchions
3 x Necropolis Stalkers (175)**
Dread Falchions

CORE BATTALIONS:
*Bounty Hunters
**Battle Regiment

TOTAL POINTS: (1950/2000)

Brett: Arkhan and 3 x 20 blocks of Mortek. Need to say more? They aren’t going to go far but you aren’t going to shift them either. Deathriders and Necropolis Stalkers give a little more manoeuvrable but this is an army that is going to spread out slowly and dare you to charge. And that works (see Ironjawz above). Beasts of Chaos overwhelmed them through a combination of strong rend and bodies (including summoning). The first round draw is more interesting, the Tzeentch list is essentially Horrors and Flamers, hard to kill and a lot of shooting. But they’d have to come into range (charges) and it had less bodies than this list. The ability to control more of the board and force your opponent into an unfavourable match up is the way this list grinds out wins.

Advertisements

Allegiance: Ironjawz
Warclan: Bloodtoofs
– Mortal Realm: Ghur
– Grand Strategy: Waaagh!
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Destroyer
– Mount Trait: Mean ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat

Battleline
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)*
1x Gorkamorka Banner Bearers
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– Reinforced x 1
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas

Behemoths
Rogue Idol (430)*

Core Battalions
*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 126
Drops: 1

Brett: Not a particularly techy list, Ironjawz with a Mawcrusha and Rogue Idol, 2 Warchanters and a mix of 12 gore-gruntas and ardboyz. In true orcish style, it either went off like a frog in a sock or didn’t quite get over the bar. Ironjawz struggle against armies that can bury them or screen them with cheap bodies, the pigs damage isn’t as prodigious as you might like. If you can feed screens to the Mawcrusha and Idol and pepper them with MWs as both of the Chaos lists did here you have a good chance. Still not an easy list to play against, particularly with how quickly the Idol can reach you, priority is key here. With only one Mawcrusha Matt hasn’t had to worry about giving himself another artefact. Interesting way Matt’s mixed tanky (Hulking Brute) and damage (Mean ‘Un) on the Mawcrusha.

This is still a solid Orruk list that can take a tournament (or close to) depending on the day and opponents.

Final Tournament Placings

Top Three AoS Lists for Hammerfest 2022 GT

This is the Top Three AoS Lists for Hammerfest 2022 Grand Tournament that took place in Texas, USA on the 17th and 18th September. It involved 88 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Sylvaneth
Glade: Harvestboon
– Season: The Dwindling
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

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

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

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

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

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

Core Battalions
*Battle Regiment
**Bounty Hunters

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

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

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

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

Advertisements

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

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

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

BEHEMOTH
1 x Krondspine Incarnate of Ghur (400)*

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

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

TOTAL POINTS: (2000/2000)

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

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

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

Advertisements

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

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

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

Endless Spells & Invocations
Spiteswarm Hive (40)

Core Battalions
*Battle Regiment

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

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

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

Advertisements

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

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

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

Core Battalions
*Warlord
**Expert Conquerors

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

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

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

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

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

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

Final Tournament Placings

As presented on BCP

Top Three AoS Lists for 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.

Advertisements

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.

Advertisements

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

Advertisements

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.

Advertisements

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.

Advertisements

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.

Advertisements

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

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

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

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

TERRAIN
1 x Fane of Slaanesh (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 2000/2000

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

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

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

Final Tournament Placings

Top Three AoS Lists for 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.

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: 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.

Advertisements

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.

Advertisements

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.

Advertisements

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 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.

Advertisements

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?

Advertisements

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.

Advertisements

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

Top Three AoS Lists for the Salt City GT

This is the Top Three AoS Lists for the Salt City GT that took place in New York, USA on 23rd and 24th July. It involved 31 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

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

Allegiance: Maggotkin of Nurgle
Subfaction: Filthbringers
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

Leaders
Morbidex Twiceborn (320)
Rot Coven Rotbringer Sorcerer (120)***
General
– Command Trait: Grandfather’s Blessing
– Lore of Malignance: Gift of Disease
Rot Coven Rotbringer Sorcerer (120)***
Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Magnificent Buboes
Rot Coven Rotbringer Sorcerer (120)***
Artefact: Rustfang
– Lore of Malignance: Cloying Quagmire

Battleline
10 x Putrid Blightkings (500)*
Reinforced x 1
10 x Plaguebearers (150)**
10 x Plaguebearers (150)**

Units
3 x Nurglings (105)***
3 x Plague Drones (200)**

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

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

Total: 1975 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 137
Drops: 9

Brett: The sorcerous arm of Nurgle comes out to play and dominates the field going five wins, with all five Battle Tactics and his Grand Strategy for a full 35 points in each round. Three wizards here to take full advantage of the Filthbringers ability. Standing in a group (3″ of each other) they have a +3 to casts, unbinds and dispelling rolls. No coincidence then that there are 3 Endless Spells in the army. Purple Sun is casting on a 5+ (67% chance). Gnashing Jaws and Swords deal direct Mortal Wounds (CV3 with the buff), but they are a bit spicier here because they have the Nurgle keyword if cast by a Rotbringer; applying disease points from their presence and if they do damage.

Morbidex is a little more unusual but gives solid combat punch to the army that might lack that (Rend -1, -2 and -3 on different weapons) while still naturally very tanky. 12 wounds, 3+ save and 5+ ward who heals half the wounds taken every round. That’s 54 damage at 0 rend to bring him down in a single round. And as the king of the Nurglings, he can return one unit of Nurglings per turn, the army has a swarm of them to keep him company.

The army plays into the Season 1 battalions but I don’t think the list correctly marks them, because Plague Drones are mounted (and not Galletian Veterans). Plaguebearers are in Eternal Conquerors so they count as 3 models each on objectives.

Blightkings in Bounty Hunters is a good move for such a big investment. The combination of Blightkings as the hammer with the Plague Drones and Endless Spells makes this a very mobile (for Nurgle) army. Alternatively park the Blightkings in the middle and dare your opponent to remove their 240 effective wounds. The Command Trait gives a little bit more control to the Cycle of Corruption and Arcane Tome gives an extra cast to a Rotbringer (4 total). There’s also the cheeky inclusion of Rustfang to scare off enemy heroes if they attack the Rotbringers.

Beyond the Endless Spells we also have Gift of Disease (spread disease points), Magnificent Buboes (debuff enemy hero) and Cloying Quagmire to slow an enemy and reduce the potential for charges.

A successful and innovative army that shows the depths of the Nurgle book. We haven’t even delved into the Cycle of Corruption and summoning (teleporting for fun) but the mixture of de-buffs, resilience, movement and multiple casts would make this both fun to play and difficult to play against.

Advertisements

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.

Advertisements
Top Three AoS Lists - 3rd place, Legion of the First Prince

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.

Advertisements

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Big Yellers
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADER
1 x One-eyed Grunnock (470)
1 x Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Supa Sneaky
– Artefacts: Vial of Manticore Venom
– Mount Traits: Weird ’Un
1 x Swampcalla Shaman and Pot-grot (105)*
Spells: Da Black Pit
1 x Swampcalla Shaman and Pot-grot (105)*
Spells: Levitate

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

OTHER
10 x Hobgrot Slittaz (80)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1975/2000)

Brett: For our extra list today we’ve chosen the 5th place, another Ork list, Kruleboyz going 4/1. Mass ork shooting with a Giant friend. And some Hobgrots. Again it’s a pretty straight forward list, you have the choice of either closing with the infantry and being shot. Or you can focus on the Giant (Sons of Behemat) so it can’t rampage, and be shot. It all fits in a Battle Regiment and is one drop.

Including Grunnock is interesting, a 35 wound stomping model will take a lot of focus for most armies. As a monster with a vicious stomp attack, the ability to ignore screens or engagement to an extent and mortal wounds (MW) on the charge it’s a lot to deal with. Keep it within 15″ of at least one Bolt Boyz unit and a Shaman and they’ll be able to pepper whatever is trying to deal with it with MW (on a 5+). The challenge is to use the bows without exposing them, Big Yellers helps by extending their range by 3″ (to 27″). This means Sentinels, Judicators or Raptors will still outrange them but a lot of armies only have 18″ on their archers. Even with the Hobgrots there don’t seem to be enough screens, and small units of Gutripperaz seem to melt quickly.

I’d be tempted to increase one of the Boltboyz to a 9 and drop one of the 6s. If you drop the grots you would have enough for another Gutrippaz unit. They won’t have poison unless they are within 12″ of the Sludgeraker but it feels more robust and still very damaging. That said this army as written went 4/1 so Jeff knows what he’s doing. The Sludgeraker is a great unit to anchor the lines against to make use of it’s Sludgeraker Venom and it’s attacks, you want to keep it healed up to maximise the number of 2 damage attacks. As included he allows a redeploy (Supa Sneaky), Manticore Venom is straight damage increase and Weird ‘un gives a 4+ ward against spells, with the buffed Endless Spells that’s a good idea.

Super solid performance and a good showing with Kruleboyz bringing their sneaky shenanigans – especially a big smelly mercenary (what do you pay a giant anyway?)

Final Tournament Placings

Top Three AoS Lists for the Midwest Makeup

This is the Top Three AoS Lists for the Midwest Makeup that took place in Indianapolis, USA on 16th and 17th July. It involved 27 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

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

Allegiance: Ossiarch Bonereapers
Legion: Petrifex Elite
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Liege-Kavalos (170)*
General
– Command Trait: Mighty Archaeossian
– Artefact: Godbone Armour
Arkhan the Black, Mortarch of Sacrament (340)*
Mortisan Soulmason (115)*
Artefact: Soul Reservoir
– Lore of Mortisans: Drain Vitality
Mortisan Boneshaper (115)
Lore of Mortisans: Empower Nadirite Weapons

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 Kavalos Deathriders (380)**
Nadirite Blade and Shield
– Reinforced x 1

Units
3 x Necropolis Stalkers (175)**

Endless Spells & Invocations
Bone-tithe Shrieker (50)
Chronomantic Cogs (40)
The Burning Head (20)

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

Additional Enhancements
Artefact

Total: 1965 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 111
Drops: 8

Brett: What’s happening in the US? We are only a couple of weekends in but we’ve seen a wide variety of armies winning since the new GHB. Even if they weren’t using the new GHB (Texas Masters). Another OBR (Ossicarch Bonereaper) army, Petrifax Elite, to challenge everyone. Michael’s army was the only 5/0, excellent work with a faction a lot of people have written off. In an infantry meta (according to GW) we should expect to see more of OBR who have some of the best heavy infantry in AoS.

6 casts from 3 Wizards, 3 Endless spells and 2 healing heroes with the ability to heal or return models, if there are no damaged models, to up to 5 units. Soul Drain, the Soulmason’s spell can be cast twice (and potentially up to 4 times) granting reroll 1s. Thematic but the second spell does depend on a dice roll and then a casting roll. Don’t rely on it. Liege-Kavalos has taken the fixed trait and artefact, again a hold over from AoS2.0, not bad on a combat hero though with an extra 2 wounds and negating the first damage he takes. You always want to hit Liege with low damage, insignificant attacks and hold back on the big stuff.

Drain Vitality forces your opponent to reroll good rolls (6s) to either hit or as saves, very annoying. And Empower Nadirite Weapons lets one unit have exploding hits on a 5 not a 6. Then there are 3 endless spells, Cogs for rerolls, the Burning Head for cheap mortal wounds/AOE and the Bone-tithe Shrieker stopping units from Inspiring Presence or Rally within 12″ and +1 to hit units within 12″. Most of all the spells combine to make the Guard tougher to kill and hit a bit (or lot harder). The army builds in a lot of flexibility with the choice of characters and the third battleline. Mortek Guard have a movement of 4″ and their support characters 6″. But the Deathriders, Liege and Arkhan all move at least 10″.

This army lets you construct a castle with the Guard Units backed by the Stalkers and Soulmason/Bonerepear that locks down a home objective and stretches to the centre depending on the map. They would have reroll ones and exploding 5s (on one unit). Not very inviting to charge into, they also count as 60 models on objectives and have very high moral. Exactly what you need in an objective unit. That leaves the Liege and Deathriders free, Liege can grant Endless Duty to the Deathriders giving them another attack (for a total of 4) which magnifies their exploding 6s. And they have an extra damage into Galletian Veterans. Lastly there is Arkhan with enough movement and threat to support either the castle or the roving unit. Any small unit trying to hold an objective is very exposed.

Advertisements

Allegiance: Nighthaunt
Procession: Scarlet Doom
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leaders
Spirit Torment (115)
Guardian of Souls (150)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Underworlds: Shademist
Krulghast Cruciator (150)
Artefact: Lightshard of the Harvest Moon
Reikenor the Grimhailer (190)
Lore of the Underworlds: Seal of Shyish

Battleline
20 x Bladegheist Revenants (350)*
Reinforced x 1
20 x Bladegheist Revenants (350)*
Reinforced x 1
10 x Bladegheist Revenants (175)*
3 x Spirit Hosts (125)*
20 x Chainrasps (220)*
Reinforced x 1

Units
4 x Myrmourn Banshees (105)

Endless Spells & Invocations
Purple Sun of Shyish (70)

Core Battalions
Bounty Hunters
Warlord
Expert Conquerors

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 106
Drops: 10

Brett: If I’m not mistaken Nicholas is from the Die is Cast podcast/battle report channel and you can watch his development of the list through a series of battles since the Battletome dropped. Well worth giving them a look. To the list; Quite a few Nighthaunt lists lately have had 1 Spirit Torment, 2 Guardians of Souls, or 2 Spirit Torments and 1 Guardian of Souls, focusing on returning models to the Battleline units.

Nicholas has instead gone with Reikenor, expensive but a great wizard and wizard slayer. He can snuff a corpse candle for +3 to cast. Used on Purple Sun that reduces it to a Casting Value (CV) of 5 or 75% chance to succeed. With Arcane Tome on the Guardian we have 3 casts/denies and the Guardian (as the strongest non named character) being the General. Shademist and Seal of Shyish are almost autotakes; they grant one unit -1 to wound rolls that target it or a 5+ Ward (normally a 6+).With Krulghast’s ability to reduce damage by 1 (terrified units only) and the Purple Sun -1 to save rolls within 6″ the army has a lot of buffs, mostly durability, for one or 2 units.

On top of the 3 denies the Banshees are here to shut down spell casting. With 4 models they have +1 to their 2D6 spell ignore and they only roll against the casting value not your cast. Otherwise the list uses Bladegheists on the charge to remove things (60 attacks after applying mortal wounds from Scarlet Doom. All Nighthaunt can fall back and charge so you can charge every round. ., I can’t tell but I would expect them to be in Bounty Hunters for +1 damage to Galletian Veterans. The Spirit Hosts can protect one character, it’s only a 66% chance of the wound passing over but it’s after saves so still pretty strong. Chainrasps to hold a backfield objective, in Expert Conquerors so counting as 60 models on an objective.

A solid army with plenty of mobility (ie 8″ move) and hitting power but with the no rend, 6+ ward and all of the debuffs, as hard to hit as ghosts should be. Good results through the weekend with maximum scoring in pretty much every round except of course the first one. We’ll talk about that list a little later but it’s as close to an anti meta nightmare as you’ll find. If they roll well the Bloodthirsters will remove entire units quickly and Khorne hates magic. Not a good combination for Nighthaunt.

Advertisements
Top Three AoS Lists - 3rd place, Legion of the First Prince

Army Faction: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Lord of Afflictions (210)*
General
– Command Traits: Overpowering Stench
– Incubatch
– Dolorous Tocsin
– Artefacts of Power: The Splithorn Helm
Be’lakor (360)*

BATTLELINE
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (440)*
2 x Dolorous Tocsin
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*
Pusgoyle Blightlords (220)*

OTHER
Pusgoyle Blightlords (Single) (110)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Brett: And we’re back with Maggotkin of Nurgle. They play the new Battle Tactics well, able to score a few along the way and denying their opponents their Battle Tactics through their resilience. Sam’s army is a good example, with each of the troop units having 16 wounds (apart from the single). Even worse for a lot of opponents they aren’t Galletian Veterans; Bounty Hunters don’t do extra damage. If that’s not enough, with no Galletian Veterans in the list 3 of the 8 Battle Tactics aren’t even available to your opponent. That feels like a bit of an oversight from GW .

Powerful army full of almost impossible to kill things, 118 wounds with a 5+ ward and it’s 2 drop. The army is very mobile for a Nurgle one, with 8″ move for everything. The Lord of Afflictions is loaded for bear with the Tocsin, a 4+ ward (Splithorn Helm) and interferes with commands. Belakor adds a mobile battering ram but needs to operate independantly not to suffer from the Lord’s Incubatch ability MW because he doesn’t have the Nurgle keyword. Drowned men lets the entire army except Belakor redeploy before first turn.

Blightlords pregame move over they have an 8″ movement letting them apply pressure assuming they aren’t taken into the sky by the Lord (effectively a teleport). Charging, the Blightlords (and Lord) inflict D3 MW on a 4+, 2+ with Dolorous Tocasin which the Lord and the large unit of Blightlords have. This is per model making that large unit very damaging. Blightlords apply 1 MW just for being near them (3″) if they roll above the opposing units wounds before disease points. Blightlords are very good at applying them with 22 attacks per unit (44 for the larger unit) averaging just under 4 disease points per combat phase. That’s not to mention the 1 for being near them or 1 that carries over. It would be very easy to have 6 points on a unit being near them. 6 disease points gives an average of 3 MW (4+).

To break that down, a 2 model Blightlord unit that would need 36 Rend -1, damage 1 attacks to clear can apply an average of 7.5 MW (charge, presence and disease points) into 1 wound models. Against 2 wounds it’s more like 7MW on average. That’s without counting their attacks. How to deal with it? Shooting comes to mind and maybe staying mobile, loosing Outmuscle, Head to Head and Against the Odds as Battle Tactics hurts a lot. What’s interesting is the only loss was to a foot Fyreslayers army (no Magmadroths) so mobility wasn’t important. But it does have Gotrek and Demon Slayer which turns off Ward save’s and a 4+ Ward for the troops near a hero. That would mitigate a lot of the incoming MW including the disease points.

A very hard to deal with army.

Advertisements

Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

Leader
Bloodthirster of Unfettered Fury (295)**
General
– Command Trait: Mage Eater
Bloodthirster of Insensate Rage (280)**
Artefact: Skullshard Mantle
Bloodthirster of Insensate Rage (280)
Artefact: Khartoth the Bloodhunger
Skarbrand (380)
Bloodsecrator (125)**
Slaves to Darkness Daemon Prince (210)**
Sword
– Mark of Chaos: Khorne

Battleline
10 x Bloodletters (110)*
10 x Bloodletters (110)*
5 x Flesh Hounds (105)**
10 x Gors (70)*
Gor-Blades & Beastshields

Core Battalions
*Expert Conquerors
**Warlord
Artefact

Total: 1965 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 109
Drops: 10

Brett: Do you hate magic users? Does your local meta have a lot of Death armies with 1 wound models and magic? Or are you just a very angry angry being? Here is an army for you, 3 Bloodthirsters and Skarbrand to let all of the hate flow. And it looks like a Khorne army with some Bloodletters.

In a meta where 20 Namarti, 10 tree revenants or 20 bladegheist are dominating a lot of battlelines the big daemon heroes can shine. But they are very swingy so high risk, high reward. If they go off they can remove entire units in a turn. With Skarbrand you want to hold him back a turn so that when he gets in on the 2nd turn he is fighting from his bottom bracket (Slaughter has 9 attacks and Carnage hits on a 1+). With the Demon Prince halving charge rolls Nighthaunt, particularly Scarlet Doom will suffer. Even falling back just over 3″ to charge is going to leave them with a 7″ or 8″ charge which is no sure thing. With mulitple sources of reroll 1s and the anti magic of Wizard eater this is a fast and hard hitting army that will chew up armies with weaker troops.

Which is amusing given how squishy Bloodletters and Gors are. The Fleshhounds are a good inclusion for extra wide mobility and Gors are really good for screening home base. An imaginative army from one of the factions normally seen as a bit weaker, is Gallet Khorne’s territory?

Final Tournament Placings

Thank you to all our Patrons

  • Owen
  • Graeme Bradbury
  • Jason E Sanders
  • Daniel Hochradel
  • Gennaro D’Avino
  • Stuart Disbury