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4th Edition Faction Review: Sylvaneth

Ethan gets to the root of the Sylvaneth faction and covers the elementree traits and enhancements that’ll help you decide what to take in your first games with them.

I’ll leaf now…

Introduction

Rumours of our demise have been vastly overstated! Welcome to the Sylvaneth Faction review, we’re going to try not to miss the forest for the trees but it is probably pertinent to mention up top that this index has been pretty broadly panned by community figures and its regular players. With that in mind, we’ll stay realistic here and point out where things aren’t great but this will largely focus on what Sylvaneth still can do rather than dwelling below that point.

Playstyle

Sylvaneth in 3rd edition were known for a guerrilla playstyle focused around using strike and fade to leverage high value units against single targets and then move back to safety before reprisals could occur. This relied on a combination of movement tricks and charge buffs and was heavily dice gated and reflected in the points values of sylvaneth units. Some aspects of this play pattern remain but key changes to the way the army’s battle traits function have meant that in 4th edition we’ll be a more take-and-hold faction, relying on expanding areas of control through a combination of magic and high threat range units to threaten from a castle.

Sylvaneth have excellent tools for completing battle tactics with well planned play, however we’ve lost some durability in the form of recursion since last edition meaning that, despite the lethality of the game coming down overall, you’ll have to play smart with your resources lest deforestation come for your troops. 

Battle Traits

Credit: Warhammer Community

As mentioned above, key changes have occurred for the Sylvaneth battle traits, most specifically the timing of the Strike and Fade ability moving from immediately after a unit has fought to the end of the turn. Constraints including being wholly within 6” of an Awakened Wyldwood (henceforth AWW) and being in combat at the end of the turn produced mass outcry amongst the Sylvaneth player base and I can happily announce after playing some games with this that it is horribly awkward and a real pain in the ass to use, but very much useful and fine for reasons that we’ll go into shortly. 

Walk the Hidden Paths is largely the same in flavour with a slew of major differences, the inclusion of the Core keyword means that sylvaneth units may not move into range of an AWW and then teleport afterwards. You start there or you don’t teleport. This is largely alleviated by the removal of the requirement that woods be placed outside of 3” of your own units, making placement a fair whack easier if you’re able to get the spell off. Additionally, the requirement that you not be in combat to use this limits some popular 3rd edition uses of the spell and means that you’ll be relying on Strike and Fade to “rescue” units tied up in combat. Endless growth is cool, extra cool when combined with rally, that’s the review, back to the fun stuff. 

Spirit of Durthu by Ed

Battle Formations

I did say back to the fun stuff but the Battle Formations are a real sore point for Sylvaneth. None of the four stand out as particularly powerful and often double up on effects we can access through other means. This does make for a force multiplier in some cases but the majority of the time it leaves you wanting something a little more thematic or impactful to support the different playstyles available to the faction. 

Lords of the Clan healing monsters is nice but Treelords becoming heroes, even with the battle formation allowances has made the old Oakenbrow style rather stymied. Expect Alarielle, Durthu and Friends in this subfaction. 

Forest Folk is for all of the dryad lovers in the audience. Ever wanted to run 120+ dryads? This is the subfaction for you. Also, I hope you brought bandaids. Jokes aside, this feels like a miss from GW, who must have had concerns about how Kurnoth hunters would work within the subfaction and instead made something that is for no-one. 

Outcasts Despite the name this doesn’t interact at all with Drycha and her spooky cohort which is thematically a bit of a miss but, on the table, makes this my personal favourite of the four options. It’s nothing huge and exciting but singular tree revs/cavalry/Kurnoth Hunters being able to contest your opponent’s monsters and knowing you’ll always win the Primary battle in a faction which cannot afford to commit multiple resources to a single objective is plainly powerful in a way which isn’t entirely intuitive until you get it on the table. 

Last is Free Spirits which allows you to give run and charge to a unit of cavalry. Belthanos does this on his warscroll and if you’re not running Belthanos I’d be shocked. Sadly a bit redundant. 

Spells

This is where it gets a bit spicy. Sylvaneth rely on being near AWW for ALL of their allegiance abilities. I personally have found our warscrolls to be strong enough that not having access to these all of the time is ok, but it is completely galling that we have one way in the entire army to summon Wyldwoods and it can be stopped by enemy spellcasters. 

Treesong summons woods. WW 18” is a fine distance on the new maps and the ability to attempt to do this in your opponent’s turn makes it more achievable than in the past, especially with the unlimited tag. The trees themselves are pretty good, there is much maligning online that the trees can be killed, but to push back on this sentiment slightly, summoning 8-12 wounds, with a 4+ save, on a 6+ CV that your opponent then needs to chew through is not a small number of wounds over the course of the game. Opponents are forced to make meaningful choices about targeting your woods or your units and if they focus the units, abilities from various warscrolls make the units inside said woods far more powerful. Additionally, the new terrain maps make pre-planning of placement far easier. No longer the days of travelling for an event only to find that the TO was a bit overzealous with terrain and your army was unable to play, though the loss of overgrown terrain does mean that wizards are borderline mandatory in the army this edition and a great deal of your casting will be spent on making new woods. 

The other two spells in the pack are relatively straightforward, providing a much appreciated rend bonus and anti-horde spell to the army. They’re fine and a nice tertiary casting option if you don’t have trees or manifestations you’d prefer to be casting. 

On the note of manifestations, they Sylvaneth lore is… Ok? The Gladewyrm is a power pick that carries the manifestations while the skullroot is niche and the spiteswarm more a bonus than anything. I will say as one of the many who suffered at the hands of the spiteswarm’s 2+ in 3rd edition the fact it has been so massively tuned downward and still retains the 2+ roll is pretty jokes. Good one Jimothy Workshop. 

Enhancements

Heroic Traits

All three of these are solid. Spellsinger giving a nonwizard a cast is a powerful interaction with unlimited spells allowing you another chance to create an AWW while the +1 to cast on units like the Warsong Revenant is powerful in 4th. Warsinger (Choir anyone?) gives +2” movement which, while nothing mindblowing, is always excellent. Especially so in a faction with ready access to run and charge through Belthanos. 

Lastly, and my personal favourite is Radiant Spirit which provides a complete spell/prayer ignore on a 3+, something I haven’t seen as an aura effect in any other faction. It goes without saying that this effect is very powerful, being able to ignore effects like -1 to hit, wound or reducing charge dice is massive and avoiding incidental mortal wounds is pleasant icing on the cake. 

Revs by KC

Artefacts

These are far less thrilling but do a job. The Seed of rebirth is nice on small support pieces but far more impactful in monster mash where Durthu standing back up at the end of the enemy combat phase allows 3-6+ points of healing before he can be targeted again. Crown of Fell Bowers requires the hero using it to be in combat but provides a very powerful +1 to wound to all units targeting the chosen unit on a 3+. With how GW internally seems to be valuing +1 to wound effects, this artefact sits behind a number of gates which may see it struggle to be used effectively, but remains powerful nonetheless. Lastly the Greenwood Gladius. Look how they massacred my boy. From Durthu’s right hand blade in 3rd to now, the Greenwood gladius is now the much-memed “roll a d3, on a 2+ inflict that many mortals.” It isn’t bad by any means but everyone who was salivating at the thought of a buffed up Durthu biffing his way through a game must have been equally disappointed by this item’s depowering.

Units

Let’s start with the best of the best. As alluded to above, the use case for Strike and Fade has changed massively, rather than slingshotting units to delete your opponent’s units and then leaving before they can do anything about it (a playstyle which was always absolutely shithouse to play against, despite the end of edition <45% win rate, and I won’t hear otherwise), Strike and Fade now exists mainly as a means to reposition, for battle tactics at times and most commonly in my experience to rescue our new, old favourite unit Kurnoth Hunters with Kurnoth Greatbows (henceforth Bows, please.) who lack the shoot in combat keyword, have 18” range now, and have – in exchange for these limitations – learned to absolutely ruin heroes whenever they damn well please. Bows require some babysitting to make work but their combination of hero sniping, pure output and synergy with the way the Allegiance traits now work make them my highlight of the index. 

Without getting exhaustive, other notable standouts are Alarielle herself, who is a powerful beatstick in addition to being our best wizard. Her resurrection ability is too inconsistent to plan around, but as a listbuilding tool she synergises incredibly well with big punchy monsters such as Durthu and Belthanos. As an aside, I’ve seen far too many times statements online that due to Alarielle’s base size, she’s unable to benefit from the Allegiance abilities. You can overlap your base with a Wyldwood so long as you’re not trying to place the base on the trunk of the tree. Jesus Christ people. 

My last major highlights are my personal favourites, with Belthanos playing a key role in most lists. An amazing model, and great beatstick who, despite losing his ward, still plays a key role in the army by creating an AWW from a terrain piece which cannot be destroyed. Clutch. The Lady of Vines also got a glow-up for 4th edition, with a far punchier combat profile and a better rampage which either debuffs attackers with -1 to hit or allows all sylvaneth +1 to hit a certain target. She has paid for this however in becoming a monster in a ruleset where Look Out Sir! no longer cares about wound counts and simultaneously losing wounds, leaving her at a very fragile 8 wounds, very difficult to keep alive outside of woods against popular options like Jezzails and Longstrike Crossbows. That aside, her ability to count as a Wyldwood, Ward aura and otherwise well rounded profile make her one of my favourite picks in the new edition. 

Sample List


Sylvaneth
Subfaction: Forest Folk
Manifestations: Morbid Conjuration

The Lady of Vines (280)
– 20 x Dryads (220)
– 8 x The Twistweald (130)

Warsong Revenant (210)
– 5 x Tree-Revenants (110)

Drycha Hamadreth (310)
– 10 x Spite-Revenants (220)
– 8 x The Twistweald (130)
– 8 x The Twistweald (130)
– 10 x Gossamid Archers (240)

1980/2000

Thanks to our patron A..k who suggested this list.

You can get your Spite-Revenants or Twistweald up to rend 4. The focus of the list is turning these crappy, cheap units into potential hard hitters.
Twistweald have really decent damage for their points and you can potentially triple stack their negative charge effect.

20 Dryads to be a pain to shift with 5++, 5 casts, Drycha is a strong force multiplier for the Twistweald and Spites,

The Gossamids are for hero sniping and screening, but can also get all the buffs onto them shoot, and then charge, for a respectable 14 damage into a 4+ save average.

You’ve also got a decent amount of shooting across this list

4th Edition Faction Review: Idoneth Deepkin

So you want to drown your opponents in a furious and e-fish-ent assault of eels, sharks, teeth, and water? To scare your opponents with the sheer scale of your military might and tactics? Well, flounder no more, Patrick has the low down on the Idoneth faction.

Who are the Idoneth Deepkin?

The Idoneth Deepkin is a mysterious and tragic faction created by the aelven god Teclis to repopulate the elven race lost during the World-That-Was. However, they were flawed creations, leading many to suffer from soul starvation. To survive, they raid coastal settlements to harvest souls. Living in hidden underwater enclaves, their society is secretive and avoids contact with other races. Their aesthetic blends traditional elven features with marine elements, and their armies include various units like Sharks, Eels, and Giant Turtles. Their tragic history, enigmatic nature, and blend of elven and oceanic themes define their identity.

Playstyle

Float like an Allopex, Sting like a Fangmora.

The Idoneth Deepkin vied for the title of “fastest army in town” throughout the second edition and third edition. In the new index, they may well hold the record. The slowest unit you can bring moves at 6”, the fastest are swimming at 14”. During turn 2, you can run and shoot and/or charge (a marked improvement from the tides of the past). You have easy access to teleportation, deep strikes, and pulling units into reserves.

But the cost of all of these new features? Slightly less damage output compared to the last edition and maintaining the frailty that they have always struggled against. Both of these can be alleviated, however, through careful use of teleportation and buff bubbles around your units.

Historically, Idoneth has found success as an “oops all eels” army (2nd edition) or an “oops all sharks” army (3rd edition). There are arguments now to say that Idoneth works especially well as a mixed-arms force. There are lots of solid rules interactions between units. Look at how a unit of Ishlaen Guard reduces attacks while cutting some damage into whatever you’ve charged. Follow that up with an Allopex to get additional hits against the injured unit while being protected by the eels.

There is plenty to love in this index, and I think Idoneth players should be overjoyed with the delicious morsels we have been given.

Battle Traits

These all rock. We’ve seen marked improvement from the last edition in our tides, and an innate reserves mechanic provides awesome tactical flexibility. We lost Forgotten Nightmares, but we’ve gained enough utility to accept that loss.

Idoneth’s battle traits are split in half. The first half is a combination of Ethersea Voyagers and Raiders from the Deep. The second is Tides of Death.

Ethersea Voyagers allows you to set up one regiment during deployment and place them in reserves. Raiders from the Deep allows you to take a unit in reserves and set them up in your Movement phase wholly within 9” of the edge of the battlefield and more than 9” from all enemy units. The second restriction can be mitigated with the inclusion of a Soulsrcyer, which will be discussed below, and using the Soul-raid ambush formation will allow you to continue moving units in and out of reserves throughout the game.

This is an amazing ability and provides some early tactical flexibility that can not be underestimated. If nothing else, it forces your opponent to consider where their own units are placed and how an Idoneth unit popping up at a board edge might cause problems for something like back-line support heroes. Note that there is no restriction on what round a unit has to arrive from reserves, so you can reserve a critical hammer unit until round 3 to benefit from High Tide.

As with any army, however, you need to be careful about committing to massive deep-strike. A clever opponent will know how to screen your units from coming in on the board edge and if you are facing an opponent that also can bring mass deepstrike you are looking at the possibility of being struck by the Kroot conga-line that we’ve all seen. Also, remember that you have to commit a full regiment to this tactic, and you don’t want your opponent to block you out of deployment just because they can effectively screen the edge of the board.

It’s probably best to consider this ability in two forms: 1) you are up against a slow army or an elite army that will have a hard time screening you out, in which case you can be aggressive with your reserves and hit their backline. Or 2) you can use this ability against mobile or ranged armies to keep some key units safe for the first turn or two. You can’t kill what’s not on the board.

Speaking of High Tide, Idoneth’s Tides of Death have seen some minor tweaks since the last edition. They still provide buffs during a round and require you to control the flow of battle as much as possible. The five tides are shown in the image below:

Take a clip of the Tides of Death Table and place it here

Things to note for Idoneth players coming from 3rd edition: Low Tide now has a clear restriction that the bonus goes away if you charge, so use round 1 and five to score some movement tactics and focus on shooting. Flood Tide now allows you to shoot AND charge after running, which is a massive buff for units like Allopexi and Leviadons that are carrying pretty strong shooting and melee attack profiles.

High Tide is exactly the same as the last edition and will be the source of complaints from all of your opponents. Army-wide strike first is going to be incredibly powerful and may allow you to remove your opponent’s hammer units through careful combat placement before they have the chance to hit back. Ebb Tide has seen the same improvement as Flood Tide, allowing both shooting and charging after falling back.you can use this in concert with abilities like Soul-raid Ambushers (discussed below) to continue your movement flexibility and potentially score late-game battle tactics and primary objectives, depending on objective placement.

Formations

Just like everyone else, Idoneth have four formations to choose from during army construction. Two of these are very good, one is decent, and one will almost never see play.

The first is Namarti Corps. This allows your Namarti units to re-roll run and charge rolls so long as they are wholly within 12” of an Akhelian unit. The bubble size is very forgiving, and if you are bringing Namarti in from reserves with an Akhleian King or Thrallmaster, you are increasing the odds of that 9” charge from ~25% to ~50%.

Akhleian Beastmasters was previewed in the faction focus article and provides your Akhelian companion weapons with +1 to hit. This is a decent buff if you are bringing a lot of sharks and eels, and there are enough sources of -1 to hit in the game that this will keep your friends biting hard against your opponents.

Isharann Council is a flop. Your Isharann units (only the Soulrender and Tidecaster will benefit) get +1 to their warscroll abilities so long as they are within the combat range of another Isharann unit. If the combat range restriction was lifted, this would see some good play, especially because these units will see regular use from their respective abilities. The main trouble is that the Tidecaster generally wants to hang back and cast spells while the Soulrender wants to be in the thick of it with your Namarti. I expect that some bold players will run lists with this formation, but it likely won’t see as much competitive success.

The final formation of Soul-raid Ambushers provides you army with the ability to return one infantry or cavalry unit per turn (only your turn) to reserves. This is tremendously strong and ramps up the mobility of your army well beyond what we already have access to. The ability to use Steed of Tides to launch a unit of Reavers halfway up the board, have them launch a volley at an enemy unit, then dip back into reserves to stay alive another round is an ability that shouldn’t be underestimated. If nothing else, you will make your Sylvaneth friends jealous at your newfangled Strike-and-Fade.

Spells

Before we get into the specifics of spells, let’s look at a fun new command for the 4th edition called “Magical Intervention”:

Why am I bringing this up? Because Steed of Tides is a spell that exists.

Steed of Tides allows you to pick an Idoneth unit wholly within 12” of the caster and teleport them anywhere on the battlefield more than 9” from all enemy units. This is important because of three elements: 1) There is no restriction saying that you can’t use this on a unit that is currently in combat, 2) there is no restriction on what units you can use this on, and 3) this spell has the Unlimited keyword.. 

Don’t like where your leviadon is sitting? Throw him to the far end of the table. Don’t want that unit of Namarti to get slapped in the combat phase? Remove them from combat during yours or your opponent’s hero phase. See a convenient objective marker all the way over there? You see what I’m getting at here.

Our other spells are not quite as world-shattering but are still useful. Arcane Corrasion reduces the rend of a target’s melee weapons, keeping your squishy aelves alive that little bit longer. Pressure of the Deep is your standard issue horde-clearer, with the usual restriction that you’re dealing with single mortal wounds on 5+’s. This isn’t terrible. it’s just worth keeping in mind that even using this against a reinforced unit of clanrats, you will still only deal an average of 13 mortal wounds. There is nothing to sniff at. There just might be better uses of your limited spells.

Enhancements

All of our artefacts and heroic traits are good, but we should expect to see two float to the top in most competitive lists.

Armor of the Cythai is incredible and universally useful. This blocks an opponent from using any weapons abilities on your heroes (with the exception of the “companion” rule). Removing your opponents anti-hero, anti-infantry, anti-monster, or crit () abilities will make a huge difference in keeping your hero alive. Couple that with the heroic trait Ancient Pride, which prevents unmodified hit rolls of 1-3 from ever hitting your hero, and you have a King or Eidolon that is very difficult to put down.

Our other artefacts are much more situational. Delicious Morsels will do a lot to keep your cavalry units alive, but you obviously won’t be taking it if you don’t bring a lot of cavalry. It also has the restriction that it only works on a unit within the combat range of the carrier, so your King can’t lob a snack any great distance and let your eels spread out. Dritchleech is functional but even more situational. The -1 to casting rolls is good against some armies, and the 18” bubble is substantial, but against armies that aren’t bringing any wizards, you are stuck with an artefact that provides nothing. If you’re in a local meta where everyone is bringing Wizards, you will get a lot of mileage out of the one, but at larger events we’ll need to see what magic meta shakes out.

Units

I want to start with something sad before we get on to the rest of the units. The leviadon is sick and needs lots of bed rest. Lay him on your shelf on a comfortable blanket and admire him from a distance while he recovers.

Frankly, I’m not happy with the turtle. At 500 points, I think it becomes a liability. For something to be worth 25% of your army, it needs to be game-changing, and in its current form, that isn’t what we’re looking at. The limitation for units to be wholly within 6” to receive the ward buff is too limiting to be useful on the units that need it, and the rampage is underwhelming. It’s still going to be an incredible tank with 16 wounds, 3+ save, and 5+ ward, but it needs something to make it more capable.

Turtle by Ben Adlem

Sadness over. Let’s talk about Eidolons.

Eidolons are great. Both serve their purpose, are excellent vehicles for the above heroic traits and artefacts, and both occupy a niche that you will instantly find a use for. The Eidolon of the Sea is the best spellcaster you can bring, and his large base size means that he has a generous bubble for Steed of Tides, and is tanky enough to survive in the thick of combat. The Storm is a melee monster outperforming the King on paper and a great rampage that hits your opponents with Strike-last for the turn.

The Akhelian King has seen better days, but Volturnos is now sitting at a point where he will regularly see tables. The King is meant to be taken for damage output, but when hit with the math-hammer, he does comparable damage to the Eidolon of the Sea. Volturnos, on the other hand, has high quality damage output with a once-per-battle ability to increase the attack characteristics on 3 other units. He is also providing a free +1 to hit aura for Akhelian units wholly within 12”, which is a generous range that will be easy to fit your eels and sharks within.

All of the foot heroes lost their wards coming into the new edition. All of them will die to a stiff breeze, and none of them will put out any form of respectable damage. None of that matters, though, because you aren’t taking foot heroes in Idoneth armies to deal damage. All of our foot heroes provide solid buffs, and I feel like we’ll see regular use for all of them.

The Soulscryer is universally good, reducing the deep strike restriction to 7”, meaning that you will get your charges off much more frequently. The Tidecaster is now your only source of Isharann Rituals, and they only work on a 3+, but getting +1 to run and charge on the turn you need it will be clutch. If you’re taking thralls, the Thrallmaster’s ability to give them Crit (2 hits) drastically boosts their damage output and allows them to threaten heavy targets.

Speaking of Thralls, on paper, they look like they’ve dropped in power from the last edition. Wounding on 4+s makes them less viable than in 3rd, and without proper support, they won’t see much use. They are a perfect buff-sponge, however, and with the backing of a Thrallmaster and Eidolon, you could easily see a unit of Thralls dropping a monster or massive infantry unit in a single combat. Just don’t throw them at cavalry unless you completely lack other targets. They get bonuses against infantry and monsters but will struggle to deal with cavalry in any real capacity.

We have no bad cavalry options, and all three of our units serve their purpose in the niche they are meant to fill. Ishlaen Guard reduce the number of attacks of enemy untis in combat with them and get a 5+ ward after charging. Morsarr do mortal wounds on the charge (every charge, not just once per battle) and are infantry-hunting terrors. Allopexes (Allopexi?) are great units to hunt with a unit of Ishlaen Guard to act as a one-two punch. Let the Ishlaen scratch a wound or two into a unit and reduce its attacks, then have the allopex bite down with its bonus attacks.

All in all, I think Idoneth players should feel very good about the index we’ve been given. We have some strong movement abilities, decent damage output, and the “wow” factor that a well-painted army will bring to the table (seriously, I cannot understate how much I love the Idoneth model range). The army will require even more finesse than it did in previous editions, but in the hands of an experienced player, they will absolutely shine.

Sample List

Akhelian King

  • 1×3 Ishlaen Guard
  • 1×3 Ishlaen Guard

Eidolon of the Storm – Warlord with Ancient Pride and Armor of the Cythai

  • 1×6 Morrsarr Guard
  • 1×3 Ishlaen Guard
  • 1×3 Ishlaen Guard

Soulscryer

  • 1×10 Namarti Reavers
  • 1×10 Namarti Reavers

———————————-

Soulscryer

  • 1×10 Reaver
  • 1×10 Reaver
  • 1×10 Thralls

Volturnos, High King of the Deep

  • Lotann
  • 1×6 Morrsarr
  • 1×6 Morrsarr

Tidecaster

  • 1×10 Reavers
  • 1×10 Reavers

Manifestation: Incarnate go brrr

4th Edition Faction Review: Slaves to Darkness

By Roland Rivera

For those that remember such ancient times, Games Workshop stores of the 90s had a specific feel (and smell) to them when you walked in. They also played LOTS of rock music. If you could wrap all of that up into an Age of Sigmar faction, you’d get the Slaves to Darkness (and possibly a little bit of Nurgle…).

UPDATE (07/23/2024): This article has been updated to better reflect the high-performing units in the faction, the strongest manifestation lores, and alternative playstyles.

Playstyle

As befits a faction with such a wide model range, Slaves to Darkness has a variety of playstyles available to it. I believe many players will gravitate to an aggressive playstyle using cavalry units such as Chaos Knights and Varanguard. This is pretty straightforward: you do horrific amounts of damage on the charge, so you charge your opponents and knock them over. The rest of your army is there to support the big scary cavalry by providing buffs, standing on objectives, or scoring Battle Tactics.

The army is also capable of a more defensive/controlling playstyle employing Chaos Chosen and Chaos Warriors to control territory, as well as control pieces such as Be’lakor and the Mindstealer Sphiranx to disrupt your opponent and quality chaff units like Chaos Furies to tie opponents up in melee. This playstyle also employs manifestations extensively to block off sections of the board and engage units that refuse to fight your formidable combat blobs.

Last but not least, the Darkoath part of the army is nominally capable of putting large amounts of troops on the table that can be brought back using the Darkoath Horde Battle Formation, but I find that playstyle to be quite a bit weaker than the two styles mentioned above and won’t talk too much about that one here.

Be’lakor by Luis Mendoza

Battle Traits

Slaves to Darkness only has 2 Battle Traits, but they’re both pretty good ones: Eye of the Gods triggers whenever your units destroy an enemy unit and offers an array of potent buffs. I recommend always taking the re-roll on the table, as it gives you a greater than 50% chance of getting the buff you want. Aggressive units will likely want the +1 to hit first in order to maximize your resource efficiency. Once you have that, target the +1 Rend. Defensive units will likely want to stack those wards.

The Marks of Chaos lets you choose from an array of buffs associated with each Chaos god. Khorne and Nurgle are the standouts in offence and defence, respectively, and they are the ones I would choose from when given a choice. For the units locked to a particular Mark, Undivided is respectable, and Tzeentch is conditional. I don’t see a reason to choose Slaanesh other than the mark-specific prayer on the Chaos Warshrine, which is not enough incentive.

Let’s look at the Nexus Chaotica since it’s a de facto faction ability. Its ability to charge up and grant bonuses to cast is OK, but the benefit I like the most is the ability to generate mortal damage bombs on objectives. Additionally, it somewhat functions as a free screen with its ability to occupy space and absorb damage on your behalf.

Subfaction Traits

We have access to 4 subfactions (known as Battle Formations), but one of them stands head and shoulders above the rest in my opinion. The Godswrath Warband turns an objective that you’re contesting into a mortal damage minefield, and as far we know, it cannot be interacted with further. This extra damage source on objectives can make it difficult for your opponent to retain control of them, which helps you accomplish your primary objective (scoring points) via the thing this army is best at (killing their stuff).

In the event that you wish to consider something other than Godswrath, the Darkoath Horde has a potent unit revival effect in Rally the Tribes for Darkoath units. I consider the abilities of the Despoilers and Legion of Chaos Battle Formations to be too conditional and not sufficiently impactful to compete with Godswrath or Horde.

Spells

The Lore of the Damned has an obvious all-star spell in Daemonic Speed. While the casting value make it something you can’t necessarily rely on, charging on 3D6″ is quite a potent effect. Spite-Tongue Curse isn’t the strongest spell, but the threat of casting it multiple times in the same turn can make it a decent Hero sniper, and the threat of it can influence your opponent to hide their Heroes. Lastly, Binding Damnation‘s ability to put down the strikes-last debuff can swing a key combat in your favor (though beware of the short range).

Our native manifestation lore (the Manifestations of Malevolence) is nothing to write home about, in my opinion. While the Realmscourge Rupture has a useful conditional debuff in -1 to hit and the Eightfold Doom-Sigil can get you +1 Attack in a turn where you sequence your combats cleverly, I find it to be overall weaker than some of the generic lores. The generic lore par excellence in my opinion is Morbid Conjuration, which has the Purple Sun of Shyish for save penalties, Malevolent Maelstrom as a mortal damage bomb, Suffocating Gravetide as a horde thinner, and Soulsnare Shackles as a movement disruptor that is particularly nasty when cast on your opponent’s turn. I also think Primal Energy is a strong lore for us, as Ravenak’s Gnashing Jaws is a durable threat that can’t be banished in one shot and Emerald Lifeswarm meshes well with our high-Health models. A Lore that I have a bit of a soft spot for is Forbidden Power, which has the Soulscream Bridge for moving units (especially slower ones like Warriors and Chosen) around and Horrorghast to provide you with a bit of shooting and the chance to shut down command abilities (disallowing an opponent from using a Counter-charge, for example, is a potentially game-swinging play).

Last but not least, if you’re planning to go light on spells and just want to defend yourself from enemy manifestations, I think the Krondspine Incarnate of Ghur gives you the best bang for your buck.

Nexus Chaotica by PCjourney (Alen)

Enhancements

In the Artefacts section, I think the choice is pretty clear: this is an elite army that will struggle on objectives, and The Conqueror’s Crown helps shore up that weakness. An argument can be made for the Infernal Puppet if you feel that you don’t have enough protection against opposing spellcasters, but the fact that it is once per game and triggers I don’t think it’s enough of a disincentive. The Realmwarper’s Twist-Rune is niche tech at best.

The Heroic Traits section, on the other hand, is a bit trickier. If you have a fightier Hero such as the Chaos Lord on Karkadrak or the Daemon Prince, Deathmonger is a nice way to make them more threatening. Radiance of Dark Glory is good if you have lots of high-Health models, such as Hero Monsters. I rate Favoured of the Pantheon below those options, but it’s hardly bad.

Units

My opinion is that the most efficient warscroll in this army is Chaos Knights. I find that you get a great deal on points for how fast, durable, and damaging they are on the charge, especially if they are marked Khorne (which they should be!). I begin virtually every list with 2 units of 5, and suggest you do the same. Another standout unit is Chaos Furies, who are blazing fast (which makes them excellent for completing Battle Tactics or contesting faraway objectives), and have a retreat ability that makes them very hard to take out in melee. Not every Hero has access to them, but every list should.

The other heavily armored units are also potent. Varanguard are the best overall hammer unit in our army and capable of a terrifying amount of damage, Chaos Warriors are efficiently priced objective grabbers that do more damage than you’d think, and Chaos Chosen can dish it out as well as they take it. If you’re looking for cheaper units, the Darkoath Fellriders have great speed, solid damage to pick off low-save units and small Heroes, and are an efficient source of health that can get revived in the proper Battle Formation. Another option in the cheap unit department is Furies, which perform a useful function as cheap, fast fliers that can waste opposing combat activations.

On the Hero front, Be’lakor strikes me as doing quite a lot for his points, with solid damage, being a Wizard (2) with a good warscroll spell, and powerful abilities such as The Dark Master. Staying with casters, I believe the Chaos Sorcerer Lord on foot and the Gaunt Summoner on foot are both very efficient. The Sorcerer’s Oracular Visions almost feels like a very powerful second spell, and the Gaunt is an actual Wizard (2) with a neat ability for moving some of your slower units (like Chaos Chosen) around. I also think the Chaos Lord on Daemonic Mount is pretty efficiently priced, especially for those cavalry-heavy aggressive lists. Last but not least, Archaon the Everchosen costs a ton of points, but he is also an imposing enough presence on the board to make him running him worth it. He hits hard, moves fast, is incredibly durable, and has great abilities, especially his ability to put down opposing manifestations with ease.

Daniel Patterson’s Slaves to Darkness

Sample List

Here’s a sample list that features some of the premium warscrolls and synergies in the army.

Army: Slaves to Darkness
– Battle Formation: Godswrath Warband

– Manifestation Lore: Primal Energy
– Spell Lore: Lore of the Damned
– Honour Guard Rule: Priority Target

REGIMENT 1
Hero: Be’lakor (410)
– General
Unit 1: 6 Varanguard (620)
– Mark of Chaos: Khorne
– Reinforced
– Honour Guard
Unit 2: 5 Darkoath Fellriders (150)
– Broadswords
Unit 3: 6 Chaos Furies (100)
Unit 4: 6 Chaos Furies (100)

REGIMENT 2
Hero: Chaos Sorcerer Lord (120)
– Heroic Trait: Radiance of Dark Glory
– Artefact: The Conqueror’s Crown
– Mark of Chaos: Tzeentch
Unit 2: 5 Chaos Knights (250)
– Mark of Chaos: Khorne
Unit 3: 5 Chaos Knights (250)
– Mark of Chaos: Khorne

TOTAL POINTS: (2000/2000)


Coming in right at 2000 points, this list is an offensive powerhouse. Be’lakor and the Sorcerer Lord need no introduction, Knights and Varanguard bring the pain (especially when the Priority Target rule is live to give them +1 to hit and wound), Chaos Furies are a premier screen and objective grabber, and Fellriders are a somewhat bulkier unit that can harass Heroes and threaten opposing chaff. As this list is very fast and full of beefy multi-Health models, I favor the Primal Energy manifestation lore because of the Emerald Lifeswarm‘s ability to heal your guys as well as Ravenak’s Gnashing Jaws for some extra damage.

4th Edition Faction Review: Kharadron Overlords

I’ll update this ol’ page after a few more games with KO… for now, do go check out the First Impressions article in between shooting opponents off the table!

Seraphon: Top Performing Lists Breakdown 13th August 2023

The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

QUICK LINK MENU

Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 13th August 2023.

SubfactionUsed at GT’sWin Rate
Fangs of Sotek4560%
Koatl’s Claw2438%
Dracothion’s Tail1068%
Thunder Lizard245%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 54%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Fangs of Sotek461210
Dracothion’s Tail031311
Koatl’s Claw0176

Average Points Spending by Faction

SubfactionLdBLBhAOS
Fangs of Sotek106047524610998
Koatl’s Claw4101060500
Dracothion’s Tail1148347180127137
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Fangs of Sotek24
Koatl’s Claw12
Dracothion’s Tail25

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Fangs of Sotek (10 Lists)
10x Skinks (16)
5x Saurus Guard (11)
Lord Kroak (10)
Saurus Astrolith Bearer (10)
Slann Starmaster (10)
Skink Starseer (9)
Malevolent Maelstrom (8)
5x Raptadon Chargers (5)
Suffocating Gravetide (4)
Krondspine, Incarnate of Ghur (4)
Dracothion’s Tail (3 Lists)
10x Skinks (5)
5x Saurus Guard (4)
Lord Kroak (3)
Saurus Astrolith Bearer (3)
Slann Starmaster (3)
Malevolent Maelstrom (3)
Bastiladon with Ark of Sotek (3)
Skink Oracle on Troglodon (2)
Aethervoid Pendulum (2)
Skink Starseer (2)
5x Raptadon Chargers (2)
Koatl’s Claw (1 List)
Bastiladon with Solar Engine (2)
Saurus Oldblood on Carnosaur (1)
Skink Starseer (1)
20x Saurus Warriors (1)
6x Aggradon Lancers (1)
9x Kroxigor (1)

Top 3 Lists Articles Featuring Seraphon

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)
The London Open (UK)
Champion of Black Oil 3 (CZ)
Renegade of the Realms (UK)
The Leeds AoS GT (UK)
Fantasianorth Store Championship (SWE)

Ossiarch Bonereapers: Top Performing Lists Breakdown 23rd July 2023

The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

QUICK LINK MENU

Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023. As at this date there have been a total of 42 players attending GT’s using Ossiarcj Bonereapers.

SubfactionUsed at GT’sWin Rate
Null Myriad3259.5%
Mortis Praetorians568.8%
Petrifex Elite360.7%
Crematorians260.0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 61%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Mortis Praetorians1276
Null Myriad11086
Creamtorians0186
Petrifex Elite0186

Average Points Spending by Faction

SubfactionLdBLBhAOS
Mortis Praetorians (2)8851115
Null Myriad (10)857111622
Crematorians (1)7401240
Petrifex Elite (1)7601240
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average. The figure in brackets next to the subfaction shows the number of lists that have achieved 4+ wins.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Mortis Praetorians (2)11 & 2
Null Myriad (10)12
Crematorians (1)11
Petrifex Elite (1)11

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

The Battalion choices are shown below;

BattalionM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
B. Regiment21011
Andtorian Acolytes1

Average Wound Count

SubfactionAverage Wound Count
Mortis Preatorians (2)115.5
Null Myriad (10)113.2
Crematorians (1)121.0
Petrifex Elite (1)121.0
The average wound count of lists that achieve 4+ wins

Grand Strategy & Triumph Choices

The following table shows which Grand Strategies are being chosen by the subfaction players.

StrategyM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Spellcasting Savant2911
Overshadow1

While this next table shows which triumph players are choosing.

TriumphM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite(1)
Inspired2911
Bloodthirsty1
Note that some players do not choose a triumph if their list is close to or at 2,000 points

Command Trait & Artefact Choices

The following table shows the Command Trait choices for the shown subfactions.

Command TraitM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Aura of Sterility6
Show of Superiority1
Dark Acolyte111
Diversionary Tactics121

The next table shows the artefact choices players make. Note that in some lists players may choose more than one artefact.

ArtefactM. Praetorian (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Artisan’s Key2711
Gothizzar Cartouche2

Spell Choices

We also have a table for which spells are being chosen by players from each subfaction.

Command TraitM. Praetorians (2)Null Myriad (10)Crematorians (1)Petrifex Elite (1)
Drain Vitality11
Empower Nadirite Weapons14
Hoarfrost711
Merciless Blizzard2
Protection of Nagash1
Reinforce Constructs1

Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Mortis Praetorians (2 Lists)
5x Kavalos Deathriders (3)
6x Immortis Guard (3)
Katakros (2)
Mortisan Boneshaper (2)
Arch-Kavalos Zandtos (1)
Arkhan the Black (1)
Null Myriad (10 Lists)
5x Kavalos Deathriders (15)
Mortisan Boneshaper (11)
6x Immortis Guard (9)
Katakros (8)
Arkhan the Black (7)
3x Immortis Guard (5)
Crematorians (1 List)
5x Kavalos Deathriders (2)
3x Necropolis Stalkers (2)
Mortisan Boneshaper (1)
6x Immortis Guard (1)
Katakros (1)
Vokmortian (1)
Petrifex Elite (1 List)
5x Kavalos Deathriders (2)
3x Necropolis Stalkers (2)
Mortisan Boneshaper (1)
6x Immortis Guard (1)
Katakros (1)
Mortisan Soulmason (1)

Top 3 Lists Articles Featuring Ossiarch Bonereapers

Slaughter in the Sun GT (UK)
Renegade of the Realms (UK)

Soulblight Gravelords: Top Performing Lists Breakdown 23rd July 2023

The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

QUICK LINK MENU

Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023. As at this date there have been a total of 48 players attending GT’s using Soulblight Gravelords.

SubfactionUsed at GT’sWin Rate
Legion of Blood1760.4%
Legion of Night1751.2%
Vyrkos Dynasty1359.8%
Avengorii Dynasty180.0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 57%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Vyrkos Dynasty13118
Legion of Night05118
Legion of Blood02108
Avengorii Dynasty0195

Average Points Spending by Faction

SubfactionLdBLBhAOS
Vyrkos Dynasty (4)62585547815
Legion of Night (5)88463641256
Legion of Blood (2)110044524015050
Avengorii (1)7801220
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average. The figure in brackets next to the subfaction shows the number of lists that have achieved 4+ wins.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Vyrkos Dynasty (4)12/6/8 & 11
Legion of Night (5)22
Legion of Blood (2)12/4
Avengorii (1)12

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

The Battalion choices are shown below;

BattalionVyrkos (4)L. Night (5)L. Blood (2)Avengorii (1)
B. Regiment3721
Warlord11
Command Entourage1
Andtorian Acolytes11

Average Wound Count

SubfactionAverage Wound Count
Vyrkos Dynasty (4)190.25
Legion of Night (5)145.60
Legion of Blood (2)105.00
Avengorii Dynasty (1)101.00
The average wound count of lists that achieve 4+ wins

Grand Strategy & Triumph Choices

The following table shows which Grand Strategies are being chosen by the subfaction players.

StrategyVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Empire of Corpses32
Lust for Domination1221
Control the Nexus1

While this next table shows which triumph players are choosing.

TriumphVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Inspired211
Indomitable111
Bloodthirsty2
Note that some players do not choose a triumph if their list is close to or at 2,000 points

Command Trait & Artefact Choices

The following table shows the Command Trait choices for the shown subfactions.

Command TraitVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Hunter’s Snare1
The Bait2
Tailored Downfall1
Unbending Will3
Doomed Minions1
Spoor Trackers1
Monstrous Might1
Driven by Deathstench2

The next table shows the artefact choices players make. Note that in some lists players may choose more than one artefact.

ArtefactVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Ulfenkarni Phylactery4
Standard of the Ulfenwatch1
Morbheg’s Claw5
Cloak of Mists and Shadows2
Breath of the Void Maw1

Spell Choices

We also have a table for which spells are being chosen by players from each subfaction.

Command TraitVrykos (4)L. Night (5)L. Blood (2)Avengorii (1)
Spirit Gale3421
Waste Away3331
Hoarfrost13
Vile Transference112
Merciless Blizzard131
Fading Vigour1311
Rupture1
Levitate1
Flaming Weapon1
Soulpike11

Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Vyrkos Dynasty (4 Lists)
20x Deadwalker Zombies (8)
10x Dire Wolves (6)
20x Grave Guard (5)
40x Deadwalker Zombies (4)
Torgillius the Chamberlain (3)
Corpse Cart (3)
Belladamma Volga (2)
Vampire Lord (2)
Legion of Night (5 Lists)
20x Deadwalker Zombies (7)
Vampire Lord (6)
Mannfred Von Carstein (5)
10x Dire Wolves (4)
20x Grave Guard (4)
Necromancer (4)
10x Deathrattle Skeletons (4)
Malevolent Maelstrom (3)
Legion of Blood (2 Lists)
20x Deadwalker Zombies (3)
Necromancer (2)
10x Deathrattle Skeletons (2)
Vampire Lord on Zombie Dragon (2)
Neferata (2)
Vampire Lord (1)
20x Grave Guard (1)
Malevolent Maelstrom (1)
Avengorii Dynasty (1 List)
Terrorgheist (4)
Necromancer (2)
Lauka Vai (1)
Vengorian Lord(1)
Zombie Dragon (1)

Top 3 Lists Articles Featuring Soulblight Gravelords

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)

GHB 22-23 Season 2 Review: Kharadron Overlords Faction Review

Kharadron Overlords 57.88%

Win Rates by Region

North America (81) 59.2%
UK & Ireland (55) 60.0%
Oceania (18) 53.3%
Scandinavia (7) 54.6%
Europe (37) 54.9%

Subfaction Stats

Barak-Urbaz (44) 64.6%
Barak-Zilfin (44) 60.7%
Barak-Mhornar (1) 60.0%
Unknown (15) 58.1%
Barak-Zon (44) 55.6%
Barak-Nar (45) 51.2%
Barak-Thryng (5) 46.0%

Faction Popularity

BattlescrollPopularity RankWin Rate
(July 2022)16th52.2%
Nov 2022)7th52.8%
(Jan 2023)22nd51.0%
(April 2023)4th57.9%

Faction Performance by Month

The following rankings are based on the top four Kharadron Overlords performance for each player. The weighting of these scores change depending upon the time period they were achieved. Those who competed at events earlier in the year before the new battletome dropped would score more points per win than those under the new battletome with its 60%+ win rate.

Top 20 Kharadron Players Worldwide

Top 20 North American Kharadron Players

Top 20 UK & Ireland Kharadron Players

Top 20 Oceania Kharadron Players

Top 20 Scandinavian Kharadron Players

Top 20 European Kharadron Players

Seraphon: Top Performing Lists Breakdown 23rd July 2023

The following is a breakdown of all lists that have achieved four wins or greater at GT’s we are aware of.

If you enjoy what we do and perhaps want to support us in some way, then why not visit our Patreon page or become a member of our Discord?

QUICK LINK MENU

Current Win Rates

The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023.

SubfactionUsed at GT’sWin Rate
Fangs of Sotek2362.7%
Koatl’s Claw1039.4%
Dracothion’s Tail768.2%
Thunder Lizard245 0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins

OVERALL WIN RATE: 57%

4+ Lists, Units and Distinct Warscroll Counts

There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.

SubfactionLists with 5-0 ResultsLists with 4+ WinsAverage # of Units Per ListAverage # of Distinct Warscrolls Per List
Fangs of Sotek261211
Dracothion’s Tail021311
Koatl’s Claw0176

Average Points Spending by Faction

SubfactionLdBLBhAOS
Fangs of Sotek1045545140145112
Koatl’s Claw4101060500
Dracothion’s Tail123534518075150
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells

The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average.

Core Battalion Choices

SubfactionBattalion CountMost Common Drop Count
Fangs of Sotek25
Koatl’s Claw11
Dracothion’s Tail25/6

The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.

Most Commonly Used Warscrolls by Subfaction

Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.

Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.

Fangs of Sotek (6 Lists)
10x Skinks (9)
5x Saurus Guard (8)
Lord Kroak (6)
Saurus Astrolith Bearer (6)
Skink Starmaster (6)
Slann Starmaster (6)
Malevolent Maelstrom (5)
5x Raptadon Chargers (4)
10x Saurus Warriors (3)
5x Hunters of Huanchi with Dartpipes (3)
Bastiladon with Ark of Sotek (2)
Dracothion’s Tail (2 Lists)
10x Skinks (3)
5x Saurus Guard (3)
Lord Kroak (2)
Saurus Astrolith Bearer (2)
Slann Starmaster (2)
Malevolent Maelstrom (2)
Bastiladon with Ark of Sotek (2)
Skink Oracle on Troglodon (2)
Aethervoid Pendulum (2)
Skink Starseer (1)
5x Raptadon Chargers (1)
Koatl’s Claw (1 List)
Bastiladon with Solar Engine (2)
Saurus Oldblood on Carnosaur (1)
Skink Starseer (1)
20x Saurus Warriors (1)
6x Aggradon Lancers (1)
9x Kroxigor (1)

Top 3 Lists Articles Featuring Seraphon

Straight Edge Wargaming: It’s Andtor not Andor you Stupid Wookie (SWE)

The London Open (UK)

Champion of Black Oil 3 (CZ)

Renegade of the Realms (UK)

GHB 22-23 Season 2 Review: Soulblight Gravelords Faction Review

Soulblight Gravelords 63.14%

Win Rates by Region

North America (112) 62.8%
UK & Ireland (45) 63.4%
Oceania (22) 66.4%
Scandinavia (12) 70.8%
Europe (22) 57.2%

Subfaction Stats

Legion of Night (16) 65.4%
Legion of Blood (113) 65.4%
Vyrkos Dynasty (55) 63.1%
Kastelai Dynasty (16) 52.7%

Faction Popularity

BattlescrollPopularity RankWin Rate
(July 2022)8th47.6%
Nov 2022)12th55.2%
(Jan 2023)13th47.2%
(April 2023)1st63.1%

Faction Performance by Month

The following rankings are based on the top four Soulblight Gravelords performance for each player. The weighting of these scores change depending upon the time period they were achieved. Those who competed at events earlier in the year before the new battletome dropped would score more points per win than those under the new battletome with its 60%+ win rate.

Top 20 Soulblight Players Worldwide

Top 20 North American Soulblight Players

Top 20 UK & Ireland Soulblight Players

Top 20 Oceania Soulblight Players

Top 20 Scandinavian Soulblight Players

Top 20 European Soulblight Players