Tag Archives: Fyreslayers

Review of 4e Faction Focus: Fyreslayers

(Where’s his rules, GW?!)

Well, Games Workshop in their infinite wisdom has seen fit to share with us a faction focus on Fyreslayers fairly early on. Now, this is just a snippet of the indexes placed into an environment where we don’t have the full picture on anything, so a lot of this will be supposition. An example of things we don’t know: what the hell does the battle formation that allows you to “reinforce your territory by shaping barricades of molten stone” even mean? Why did the cowards at GW not show us Grimwrath Berserkers?

TL;DR

This is a pretty pretty good looking faction focus; I’m sorry for the cowards comment, GW. Fyreslayers made out quite well, especially when compared to other factions: they retained a lot of the flavor and playstyle of the faction and at the same time retained some key pieces that keep the power in a good spot.

Battle Traits

Runes – What Changed?

A lot. The biggest and most obvious change is the runes no longer activate at the start of your hero phase and last until your next hero phase. Instead they are activated during a certain phase and last the entire battle round (Farsight being the exception).

Further, the runes themselves have changed. 

Searing heat no longer procs on the wound roll, but on the hit roll: the tradeoff being it lost working on ranged attacks. It also now is Crit(Mortal) which means instead of doing 1 additional mortal wound it does mortal damage equal to the weapon damage, that’s huge on units like a Runefather or Hearthguard Broadaxe.

Relentless Zeal no longer adds movement, but allows for faction wide run and charge which is just fantastic. The dream of run+charge Magmadroths has materialized.

With throwing axes apparently gone, Farsight is now an AoE d3 mortal damage rune. This one is interesting because if you have even one single Duardin hanging out somewhere then ALL the enemy units near them have a chance of taking mortal damage. 

Fiery Determination is no longer a 6+ ward, but instead a 5+ ward, that’s a big upgrade! This pairs nicely with all Fyreslayers now apparently having a 6+ ward.

Fury is no longer +1 to hit, but instead is army-wide Strike-First. Now that’s a spicy rune!

Awakened Steel is deeeeeeeeeeeeeeeeeead. Well, not really. We’ll get to it, but it’s now been rolled into searing heat in the form of the Runemaster awakening these runes.

Analysis

The overall power level of the runes is about the same, some weaker, some stronger, some gone. But like the 3e book, none of these runes can be viewed in a vacuum and their synergies with the other abilities have to be considered. 

But one thing that is less obvious this does accomplish is winning the information game. Previously if you used a rune it would be active until your next hero phase. In 3e when you use a rune your opponent knows precisely what rune you will have active if they take the top of round 2. If you used Searing Heat (6’s to wound do a MW), then if they take the top of two, you still have searing heat. 

No longer! If you take Relentless Zeal in round 1 that has no bearing on round 2 beyond opponents knowing you can’t take Relentless Zeal again. If they take the top of two they don’t know what rune you’ll use, in fact you could use no rune at all if you so choose. 

So while you won’t get to enhance awakened steel and then have it active for three turns, you will get to choose a new rune to fit a new situation. This is important because in the event your opponent chooses to take a double or you give them a double you can respond more appropriately to how the board changed previously. You’re not stuck with a rune that maybe isn’t going to be helpful now. You can also more easily bait opponents into traps you’ve set as they can’t know what play you’re aiming for in all instances.

Further, the Runemaster can enhance these runes even more taking them up a notch. Bless you, GW.

Battle Formations

Subfactions – What Changed?

I guess everything. This is the clear successor to 3e’s Vostarg. It loses the +1 to hit, but keeps the potent +1 to wound. Notably, it now is no longer keyword locked to Vulkites. I’ll call that a buff, possibly a large one. This now affects HEROES, Hearthguard Berserkers, even Auric Hearthguard. 

The others: “Other battle formations can make your MAGMADROTHS more resilient, enhance the objective-capturing prowess of your HEROES, or reinforce your territory by shaping barricades of molten stone.”

So Magmadroths probably get more wounds, that’s nice. Heroes likely have a control score of 5 instead of 2. Only God and GW no what in the hell the last one does. I’m going to make a wild guess that it gives defensive bonuses to units in your territory or contesting objectives you control. 

Analysis

Seems cool. Berserk Kindred seems cool. We didn’t get a peak at them, but we can assume Grimwarth Berserkers, Doomseekers, Grimholds, Runefathers, and Runesons will be quite excited to have +1 to wound on a charge.

It’s on the charge which is a slight limitation. But with the new counter charge command, that means you can make good use of this.

Incantations (wtf is an Arcana? Them’s fightin’ words)

Prayers – What Changed?

The prayer works functionally the same as it does now. However, it now has an added effect that if you save up Grimnir’s special boy points you can also give a unit the ability to reduce incoming rend. Yea, that’s good. 

Oh, it’s Unlimited now. So multiple priests can cast it multiple times.

Analysis

Considering how many units now wound on 4’s this is very strong. Debuffing wound rolls has always been potent, though, but never before could Fyreslayers get this prayer off multiple times. When rend is also getting mostly reduced across the board, then reducing rend seems pretty damn good as well. Overall, this one’s a banger. Here’s a quick example of how this affects incoming damage on a unit of 12 squigs (well, 10 + 2 herders).

Against a unit with a 5+ save, the fully enhanced Prayer of Ash is reducing the damage they do by 3.5 on average, from 8.63 to 5.15.. That’s nearly a 40% reduction in damage!

Unit Focus

Father Droth – What Changed

Tons. Though, notably the unit did keep the +1 attack once per game aura.

  • Roaring Fyrestream is no longer based on model count, meaning it can actually do damage to single units.
  • Movement has been reduced by 2”, though it no longer brackets.
  • Claws and Horns went from 3+/3+ to 4+/2+ which is basically the same thing.
  • Blazing Maw lost attacks but also is no longer d3 damage. 
  • The Grandaxe has an additional rend flat without runes or artefacts.
  • Raging Inferno is a fucking awesome monstrous action. It functionally is adding one rend to everything in your army that attacks the target. That’s crazy powerful. This ability alone would, in a vacuum, make any other changes to this unit worth it.
  • Volcanic Blood, the iconic ability, has seen a big change. I would call this overall a nerf, but also more of a sidegrade. It no longer procs on each wound/damage applied but instead on each saving roll of 1.
  • Built-in 6+ ward!
  • Warmaster!

Analysis

Fantastic. The save remained the same. But when even Kragnos has been demoted to a 4+ save then staying at a 4+ save is amazing. The Raging Inferno rampage is fantastic. A+ work, no notes.

The big change to the unit people may grumble about is Volcanic Blood. The reason this is somewhat a sidegrade is due to the change in functionality meaning two things: this now causes mortal damage before ward saves and this punishes weight of dice far more than hard single hits. Someone throwing 50 rend 0 attacks with 1 damage at a magmadroth is gonna fear this far more than someone throwing 5 rend 3 attacks with 3 damage.

When paired with an enhanced Rune of Searing Heat (enhanced from Runemaster below), and All-Out Attack, this unit is going to be a monster on the battlefield. Assuming it gets off its rampage it will be swinging with rend 3 and 4 against targets and bleeding mortal damage on any slap backs.

Hard not to like a unit keeping its spot in the batting line-up.

Runemaster – What Changed?

As expected, the bonus CP is gone. Oh, and his save is 5+ now. But other than that, this is straight gas. Priest (2)? Fuck yea, that’s hot. This means you can save goodest boi points or get two of these precious magmic power tokens in one turn.

But the important bit is the rune enhancements. These are effects you can add to the battle trait runes. You just have to pray to Grimnir successfully three times to them. While these don’t stack, it is notable that multiple Runemasters could be acquiring magmic power tokens to hedge bets on chanting a 1 or just to have back-to-back enhancements.

Analysis

Priest (2) is already a straight buff. Being able to chant for two prayers, often one an invocation, is amazing.

Rune Enhancements are where this unit becomes an absolute must have. Assuming you chant twice in your round 1 turn and once in your opponent’s turn, you can have 3 magmic tokens by round 2 for a quick enhancement ready to go! With the Forge (below) you can get +1 to these rolls and if also near a place of power you can get +2 to chanting rolls making rolling a 1 the only thing you have to fear.

The notable enhancement here is the Rune of Searing Heat enhancement. Not only would it now do mortal damage on 6s to hit, but the weapons would have an additional rend to boot. This is basically combining the rune of searing heat and awakened steel from 3e into one. That is very nice.

Rune of Fury enhancement is also very nice. This turns your Fyreslayers into defensive power houses while the rune is up. Not only do they get Strikes-First but they also get +1 to wound. That’ll make opponents think twice on engaging and make engagements you force all the more potent.

With Priest (2), even if not aiming for enhanced runes, you can certainly aim for enhanced prayers. Using Prayer of Ash as an example, with the aid of the Forge, you only need to roll a 6 on 2d6 to get the enhanced prayer. That’s quite nice.  This means that if you desire to throw a magmadroth into the mix on turn 1 you can make it extra tanky.

Hearthguard Berserkers – What Changed?

These guys had the most controversial changes in the Fyreslayers chats. No longer do they have a 4+ ward near heroes. Instead they, and an accompanying hero (ANY INFANTRY HERO NOW!), have a 5+ ward if the hero is wholly within 3” of them. That’s a, uhhh, tight spacing. 

Further, they now gain +1 attack if they are within 3” of any damaged heroes. That’s nice.

Sadly, their save was knocked down from the already low 5+ to the worse 6+, though they did gain an innate 6+ ward. 

What’s more notable is what wasn’t changed: their combat profile. If you walk on over to the other faction focuses you’ll find that good ol’ humans are slapping on 4+/4+, Aelfs on 3+/4+, and everyone else on some permutation of these numbers. Hell, the hyper elite SCE are hitting on 3+/3+. So keeping a 3+/3+ profile and the innate rend on the broadaxe is incredible. 

Analysis

The change to the bodyguard ability to work on any hero and not only on Runefathers is perfect. Hearthguard Berserkers are now going to give wards to everyone, including your priests and your Grimwrath berserkers. They will be the ultimate in backline protection as well as front line supporters. I foresee at least one single un-reinforced HGB being often taken just to protect the Runemaster and his other support heroes.

Further, toss on the Rune of Searing Heat or Fury, especially if either is enhanced, their Fires of Vengeance and the Runefathers bonus to attack and you got a unit that has 4 attacks each, hitting on 3s (with Crit(Mortal)), wounding on 3s or 2s, and rending at 1 or 2, slapping the snot out of opponents. 

While the 4+ ward will be missed greatly. The unit overall still has a nice spot in the army and has gained a lot of utility in bodyguarding more than a runefather/son.

Molten Infernoth – What Changed?

Everything. EVERYTHING. RIP my slot machine, you glorious beast, you gobbler of foot heroes, you bane of Mannfred. You will be forever mourned. But this is actually a pretty solid change.

This is now, effectively, a free unit that gets to go muck around enemy lines and possibly debuff them. Oh, it gained FLY, that’s nice.

Analysis

Raging Torrents is fairly short range at 8” and not very potent, but I can see it being a nice way to knock a couple wounds onto something. A shooting attack on this is certainly interesting though. Since it’s flying it also ignores obstructing terrain, too. Maybe he can kill the pesky wizards, still.

Molten Claws, now that’s an attack profile for a free unit. With Crit(Mortal) this thing is going to burn some people down.

Yea, even against a 2+ save this is punching through 3 damage. This is important because FLAMESCARRED triggers at the end of the turn if something does take damage. This gives minus one to wound rolls for a unit that has suffered a damage from this until the end of your next turn. That’s right, not until the start of your next turn, but the end of it. Incredible. When stacked with prayer of ash you’re looking at -2 to wound rolls against your units from this thing’s targets. Love it!

Battlesmith – What Changed?

We are going to assume that the abilities here are the same, or close to, the non-Spearhead version. With that in mind this is going back to the old 2e Battlesmith and gaining a +1 save Aura. Considering the above Hearthguard Berserkers’ save got worse, this fixes that right up.

Further, it can give out a 5+ ward aura. This part is iffier, at least as it’s written here, of surviving to the regular army. I would expect this to at least get Once Per Battle (Army) if anything so you can’t have multiple Battlesmiths using it. 

The lack of bonus to rally rolls here is concerning, but it’s hard to say if that will come back or not. Too many pieces of information could change with a spearhead warscroll.

Analysis

In an edition where GW claims save stacking is significantly reduced, getting a +1 save aura seems very good. This rectifies the Runemaster back to a 4+, the HGB back to a 5+, and puts the Magmadroth on a 3+. Combined with All-Out Defense and the enhanced Rune of Fiery Determination (Runemaster effect) and you can have +2 to save on multiple units and +3 to save on one unit. That’s some nice save stacking that Fyreslayers lack even in 3e.

Hopefully he keeps the Nulsidian Icon, but that’s outside the scope of this.

Bonus: Faction Terrain 

Forge – What Changed?

Sidegrade from +1 to chanting rolls wholly within 18” to +1 to chanting rolls on one priest within 3”. But this also gives Wizard (1) for unbinding. Unbinds are always welcome. 

Burning the forge down now heals all Fyreslayers for d3 as well. Oh, and it has Cover, Impassable, and Obscuring.

Analysis

Overall a sidegrade with a tinge of buff. Being able to heal the entire army is nice, but it’s only d3. Still, that can be clutch in certain instances. 

More importantly, giving out +1 chanting is still around. Parking a Priest (2) Runemaster next to this thing looks quite nice. +1 to chanting two prayers is a lot of priestly points acquired. Further, FS always lacked unbinds and this fixes that issue. 

The obscuring trait is also a good add-on for this terrain. This allows you to park a hero behind it, right in its little arm crook, and have it hidden from shooting from almost the entire battlefield. That’s quite nice.

Cooking With These Ingredients

It seems Fyreslayers will retain their identity as a hard-to-remove combat army. The magmadroth is extremely potent and the Hearthguard Berserkers, especially with fight first and defensive buffs, will outfight anyone. 

Just putting together what is shown you could have a list of a Runefather, Battlesmith, Runemaster, and Hearthguard Spam and it would absolutely smash things – assuming the points aren’t wildly overboard.

That’s very encouraging. If the little tidbits we have can already build something meaningful then adding more will only spice up the pot. 

Imagine a line of Hearthguard with 5+ ward, +1 (+2 save with all out defense), and -1 to wounds against them as well as possibly -1 to rend against them: that’s actually very tanky. For perspective, a Reinforced Squig Herd – which is no slouch in damage – would punch through only 7 wounds on average against that, killing 3 Hearthguard Berserkers, assuming you didn’t get to fight before them – with Strikes-First a 5-man Hearthguard unit wipes almost the entire Squig unit out before it even gets to kill those three Duardin.

These can be backed by a Runefather on Magmadroth which can swing for the fences and reduce enemies saves even further. With the new ability of all units to hit within 3″, placing a Droth behind a line of Hearthguard Berserkers is maybe not a bad idea — hand out the rampage and if opponents attack the Magmadroth instead they inadvertently buff the Hearthguard’s damage profile.

And don’t forget a Molten Infernoth handing out -1 to wound and mucking about in the opponent’s lines. Even if they banish it in their turn the -1 wound should persist.

Fyreslayers have always been about how all the units can work in concert to make your opponent’s life hell and there appears to be no change to that here.

That said, we are missing a few key ingredients here. The Runesmiter is MIA and his deepstrike is always an important consideration. Auric Hearthguard, the only shooting unit in Fyreslayers, is missing. Grimwrath Berserkers have a place in many players’ hearts: will they still be spammable? Will they keep their oaths? Who knows.

But a big one not shown here is the Flamekeeper. He has been a big boon to nearly every Fyreslayers list in 3e, with many running two. His ability is extremely potent and in 4e would see him be a near must have. Even one flamekeeper would cause Hearthguard’s searing heat Crit(mortal) to do three mortal damage on a 6, now that’s a big hit. Here’s hoping.

Conclusion

Good stuff. Please show us more. No further notes.

Top Three AoS Lists for Scorched Earth Open 2024

This is the top three AoS lists for Scorched Earth Open 2024 that took place in the US on the 6th and 7th of April. It saw 35 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: Hedonites of Slaanesh
– Army Type: Invaders
– Grand Strategy: Selfish Desire
– Triumph: Inspired


LEADERS
Keeper of Secrets (380)*

– General
– Command Traits: Hurler of Obscenities
– Shining Aegis
– Artefacts of Power: Icon of Infinite Excess
– Spells: Flaming Weapon
Lord of Pain (140)*
– General
– Artefacts of Power: Arcane Tome
The Masque (140)**
– General
Shalaxi Helbane (370)**
– General
– Shining Aegis
– Spells: Lash of Slaanesh
Sigvald (200)**
– General


BATTLELINE
Symbaresh Twinsouls (140)*

– Egopomp
Symbaresh Twinsouls (140)*
– Egopomp
Daemonettes (110)*


OTHER
Slaangor Fiendbloods (240)**

– Slake-Horn


ENDLESS SPELLS & INVOCATIONS
1 x Dreadful Visage (60)
1 x Mesmerising Mirror (60)


CORE BATTALIONS
*Battle Regiment
**Warlord


TOTAL POINTS: 1980/2000

Army Faction: Kharadron Overlords
– Army Subfaction: Barak-Nar
Honour is Everything (4+ rally)
Prosecute Wars Fast (1/turn 2d6 run)
No Reward No Risk (1/game 3d6 charge)


LEADER
1 x Aetheric Navigator (110)

– Artefacts: Voidstone Orb
1 x Brokk Grungsson (220)
1 x Endrinmaster with Endrinharness (90)
– General
– Command Traits: Stormcaller
– Nullstone Adornments: Pouch of Nulldust


BATTLELINE
10 x Arkanaut Company (90)
9 x Endrinriggers (130)
9 x Endrinriggers (130)


BEHEMOTH

1 x Arkanaut Ironclad (480)

– Great Sky Cannon
– Great Endrinworks: Prudency Chutes


OTHER
1 x Grundstok Gunhauler (180)

– Sky Cannon


Battalion: Battle regiment
Triumph: inspired

TOTAL POINTS: (1950/2000)

Army Faction: Slaves to Darkness
– Subfaction: Cabalists
– Grand Strategy: Spellcasting Savant
– Triumph: Inspired


LEADERS
Chaos Sorcerer Lord (120)*

– General
– Mark of Chaos: Tzeentch
– Command Traits: Master of Magic
– Spells: Chaotic Conduit, Merciless Blizzard, Warp Reality
Chaos Sorcerer Lord (120)*
– Mark of Chaos: Nurgle
– Spells: Chaotic Conduit, Hoarfrost
Ogroid Myrmidon (110)**
– Mark of Chaos: Undivided
– Artefacts of Power: Helm of the Oppressor
– Spells: Merciless Blizzard


BATTLELINE
Chaos Warriors (360)**
– Mark of Chaos: Nurgle
– Aspiring Champion
– Ensorcelled Halberd
– 2 x Standard Bearer
– 2 x Hornblower
– Ensorcelled Banner: The Eroding Icon
Ogroid Theridons (300)**
– Mark of Chaos: Nurgle
– Thorakon
– Goroan Great Axe
– 2 x Banner Bearer
– 2 x Charge-caller
Corvus Cabal (80)**


OTHER
Ogroid Theridons (300)**
– Mark of Chaos: Nurgle
– Thorakon
– Goroan Great Axe
– 2 x Banner Bearer
– 2 x Charge-caller
Ogroid Theridons (150)**
– Mark of Chaos: Khorne
– Thorakon
– Banner Bearer
– Charge-caller
– Goroan Great Axe
Ogroid Theridons (150)**
– Mark of Chaos: Khorne
– Thorakon
– Banner Bearer
– Charge-caller
– Goroan Great Axe
Ogroid Theridons (150)**
– Mark of Chaos: Khorne
– Thorakon
– Banner Bearer
– Charge-caller
– Goroan Great Axe
Ogroid Theridons (150)**
– Mark of Chaos: Khorne
– Thorakon
– Banner Bearer
– Charge-caller
– Goroan Great Axe


CORE BATTALIONS
*Andtorian Acolytes
**Chaos Warband

– Unified

TOTAL POINTS: 1990/2000

Army Faction: Fyreslayers
– Army Subfaction: Vostarg (vulkites will be +1 to attacks, hit, and wound on the charge)
– Grand Strategy: Masters of the Forge (Keep invocation on the field)


LEADER
1 x Auric Runefather on Magmadroth (340) (OPG +1 attacks wholly 12”, 4+ mw reflect)

– General
– Command Traits: Blood of the Berzerker (OPG fight twice fight last)
– Artefacts: Master Rune of Unbreakable Resolve (OPG 3+ ward)
– Mount Traits: Coal-heart Ancient (-1 damage)
1 x Auric Flamekeeper (90) (gives +1 damage, FOD unless already fought and/or charge at start of combat)
1 x Auric Flamekeeper (90) (gives +1 damage, FOD unless already fought and/or charge at start of combat)
1 x Battlesmith (140) (4+ rally, 6+ ward, OPG 5+ wholly 12”)

– Artefacts: Nulsidian Icon (4+ spell ignore wholly 12”)
1 x Auric Runeson (80) (3+ body guard, 6’s are 3 MW’s to monsters)
– Ancestral War-axe
– Artefacts: Axe of Grimnir -2 rend 3 damage
– Nullstone Adornments: Hand-carved Nullstone Icon
1 x Auric Runemaster (130) (knows prayer lore, extra CP)
– Prayers: Curse


BATTLELINE
10 x Vulkite Berzerkers with Fyresteel Handaxes (160) (FOD OPG)
10 x Vulkite Berzerkers with Fyresteel Handaxes (160) (FOD OPG)
10 x Vulkite Berzerkers with Fyresteel Handaxes (160) (FOD OPG)
10 x Vulkite Berzerkers with Fyresteel Handaxes (160) (FOD OPG)
15 x Hearthguard Berzerkers (150)

– Flamestrike Poleaxe (6’s are 2 MW’s in addition, 4+ ward)


INVOCATION
1 x Zharrgron Flame-spitter (40) (12 dice 6’s are 1 MW’s, +1 for every 10 models max 4+)


CORE BATTALIONS:
*Warlord artifact
**Warlord artifact

TOTAL POINTS: (2000/2000)

Final Tournament Placings

https://www.bestcoastpairings.com/event/UQE32L7A70

Top Three AoS Lists for Fantasia Fanatic XLV

This is the top three AoS lists for Fantasia Fanatic XLV that took place in Sweden on the 20th and 21st of April. It saw 30 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: Seraphon
– Constellation: Fangs of Sotek
– Grand Strategy: Control the Nexus
– Triumphs: Indomitable

Leaders
Slann Starmaster (310)*

– General
– Command Trait: Lord of Celestial Resonance
– Spell: Comet’s Call
– Lore of Primal Frost: Merciless Blizzard
Lord Kroak (440)**
Skink Starseer (160)*

– Spell: Cosmic Crush
– Lore of Primal Frost: Merciless Blizzard
Skink Starseer (160)**
– Spell: Speed of Huanchi
– Lore of Primal Frost: Merciless Blizzard
Saurus Astrolith Bearer (160)**
– Artefact: Arcane Tome (Universal Artefact)


Battleline
10 x Saurus Warriors (180)

– Clubs
10 x Saurus Warriors (180)
– Clubs
5 x Saurus Guard (140)
10 x Skinks (90)**

– Meteoric Javelins Celestite Daggers & Star Bucklers


Endless Spells & Invocations
Aethervoid Pendulum (50)
Malevolent Maelstrom (50)
Umbral Spellportal (80)


Core Battalions
*Andtorian Acolytes
**Warlord


Additional Enhancements
Spell

Total: 2000 / 2000

Allegiance: Nighthaunt
– Procession: Quicksilver Dead
– Mortal Realm: Shyish
– Grand Strategy: Spellcasting Savant
– Triumphs: Bloodthirsty


Leaders
Lady Olynder, Mortarch of Grief (270)*

– Lore of the Underworlds: Shademist
Spirit Torment (120)**
Krulghast Cruciator (150)*
Guardian of Souls (150)*

– General
– Command Trait: Shaman of the Chilled Lands
– Artefact: Midnight Tome
– Lore of the Underworlds: Seal of Shyish


Battleline
20 x Dreadscythe Harridans (300)*

– Reinforced x 1
10 x Dreadscythe Harridans (150)*
10 x Dreadscythe Harridans (150)**
10 x Dreadscythe Harridans (150)**
3 x Spirit Hosts (130)*


Units
4 x Myrmourn Banshees (90)*


Behemoths
Black Coach (270)*


Endless Spells & Invocations
Chronomantic Cogs (50)


Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1980 / 2000

Army Faction: Soulblight Gravelords
– Army Type: Legion of Night
– Grand Strategy: Empire of Corpses
– Triumphs: Inspired


LEADER
1 x Vampire Lord (150)*

– General
– Command Traits: Unbending will
– Artefacts: Morbheg’s Claw
– Spells: Hoarfrost
1 x Necromancer (100)*
– Spells: Waste Away
1 x Katakros (Scions of the Necropolis) (840)**


BATTLELINE
3 x Fell Bats (100)*
3 x Fell Bats (100)*
20 x Deathrattle Skeletons (110)*

– Skeleton Champion
– 2 x Standard Bearer
10 x Deathrattle Skeletons (110)*
– Skeleton Champion
– Standard Bearer


ENDLESS SPELL
1 x Quicksilver Swords (50)


OTHER
20 x Grave Guard (160)*

– Seneschal
– 2 x Standard Bearer
– 2 x Hornblower
– Great Wight Blade
3 x Immortis Guard 1 (Scions of the Necropolis) (840)**
3 x Immortis Guard 2 (Scions of the Necropolis) (840)**


CORE BATTALIONS:
*Battle Regiment
**Regiment of Renown


TOTAL POINTS: (1990/2000)

Allegiance: Fyreslayers
– Lodge: Vostarg
– Grand Strategy: Master of the Forge
– Triumphs: Inspired


Leaders
Auric Runemaster (130)*

– General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runefather (110)**
Auric Runesmiter (110)*

– Runic Iron
– Prayer: Prayer of Ash
Battlesmith (140)*
– Artefact: Nulsidian Icon
Auric Flamekeeper (90)***
Auric Flamekeeper (90)***

– Nullstone Adornment: Hand-carved Nullstone Icon


Battleline
20 x Vulkite Berzerkers with Fyresteel Handaxes (320)**

– Reinforced x 1
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)**
10 x Vulkite Berzerkers with Bladed Slingshields (150)***
10 x Vulkite Berzerkers with Bladed Slingshields (150)***


Units
10 x Hearthguard Berzerkers (300)***

– Broadaxes
– Reinforced x 1
1 x Gyrocopters (80)***

1 x Gyrocopters (80)*


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


Core Battalions
*Warlord
**Wizard-Finders of Andtor
***Battle Regiment


Additional Enhancements
Artefact


Total: 2000 / 2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/1J734TMYF5

Tournament Battle Report: Fyreslayers at Warzone Level-Up Games 2024

The Setting

This event was held at Level-Up games, a game store in Duluth, GA. which is a Northeastern suburb of Atlanta. This was the first time the event had been run but it managed to pull 50 people, selling out the tournament. 

The venue is a game store with all the usual trappings that come with that. Level-Up is unique in that it is massive as far as these things go and not only was able to hold our 50-person GT but also large card gaming events at the same time. 

Calvin rambles on about nonsense while I try not to sleep

Surrounding the store is one of the largest Koreantowns in the US. Generally amazing food of all varieties can be found in the area. This usually leads to good after-tourney meal times. 

The List

In retrospect, due to differential scoring, I likely should have made this list Vostarg as it can often smash harder and run up the score better. But it’s hard to complain about a 5-0, so the list did what it had to do. I somewhat wish I’d taken my Ionus list from Cherokee simply because GW leveled a targeted nerf at that list specifically, with me being the only person who ever even took it to a GT. Sort of bizarre on GW’s part, really.

This list is a bit more control oriented while having multiple hammers still. High wound count infantry supplemented by a magmadroth and once-per-game-hit-super-hard-Grimwarth Berserker makes opponents’ choices in which hammer to deal with difficult.

The gyrocopter is there for a tactic and a little harassment. It’s cheap, it gets the tactic, it’s a fun little guy.

The Grimwrath also allows for Wizard-finders in addition to, instead of replacing, double warlord battalions. This was generally useless except for one instance where it became VERY useful, so I guess that was worth it.

When the pieces are put into place it turns into a big wall of dudes you can push around the board waiting for the right openings to smash the opponent’s key pieces.

- Army Faction: Fyreslayers
- Subfaction: Greyfyrd
- Grand Strategy: Masters of the Forge
- Triumph: Inspired
LEADERS
Auric Flamekeeper (90)**
Auric Flamekeeper (90)**
- Nullstone Adornments: Pouch of Nulldust
Auric Runefather on Magmadroth (340)**
- Artefacts of Power: Master Rune of Unbreakable Resolve
- Mount Traits: Coal-heart Ancient
Auric Runemaster (130)***
- General
- Command Traits: Master Priest
- Artefacts of Power: Volatile Brazier
Battlesmith (140)***
- Artefacts of Power: Nulsidian Icon
Auric Runesmiter (110)***
- Runic Iron
- Artefacts of Power: Ash-cloud Rune
- Prayers: Ember Storm
BATTLELINE
Vulkite Berzerkers with Fyresteel Handaxes (160)
Vulkite Berzerkers with Fyresteel Handaxes (160)
Vulkite Berzerkers with Fyresteel Handaxes (160)*
Vulkite Berzerkers with Fyresteel Handaxes (160)*
OTHER
Grimwrath Berzerker (110)*
- Artefacts of Power: Draught of Magmalt Ale
Vulkyn Flameseekers (140)**
Gyrocopter (80)***
- Brimstone Gun
ENDLESS SPELLS & INVOCATIONS
1 x Molten Infernoth (50)
1 x Runic Fyrewall (60)
CORE BATTALIONS
*Wizard-finders of Andtor
**Warlord
***Warlord
TOTAL POINTS: 1980/2000

Games Summary

I would end the tournament going 5-0, but these were not easy games. My win against Stuart was by 1 point and against Dave by 2.

Game 1 vs. Sung Kang’s Daughters of Khaine: Hagg Nar – My Archenemy

Game 2 vs. Sam Osborne’s Starborne: Fangs of Sotek –  Best Sport Winner

Game 3 vs. Connor Tolbert’s Cities of Sigmar: Lethis – Best Painted Winner

Game 4 vs. Stuart King’s Cities of Sigmar: Misthavn – Top of 4 win bracket

Game 5 vs. Dave Jones’ Sons of Behemat: Stomper Tribe  – Top of 3 Win bracket

Day 1: I Brought the Alcohol

Things start off with me attempting to not fall asleep because I hate waking up before 11 a.m. I did locate coffee, so things are looking up. There’s a players’ meeting, who listens to that? Not me, that’s who.

It’s a big store

Game 1 vs. Sung Kang’s DoK on Lines of Communication

In which naked men beat up naked women

Opponents List:

- Army Faction: Daughters of Khaine
- Subfaction: Hagg Nar
- Grand Strategy: Conquered in the Name of Khaine
- Triumph: Bloodthirsty
LEADERS
Bloodwrack Medusa (140)*
- Spells: Mindrazor
High Gladiatrix (90)*
- Artefacts of Power: Arcane Tome
Hag Queen on Cauldron of Blood (270)**
- General
- Command Traits: Zealous Orator
- Prayers: Crimson Rejuvenation, Heal
Slythael Shadestalker (200)**
Krethusa the Croneseer (170)**
- Prayers: Crimson Rejuvenation, Sacrament of Blood
BATTLELINE
Witch Aelves (110)
- Hag
- Sciansá and Bladed Buckler
- 2 x Death Pennant Bearer
- 2 x Hornblower
Witch Aelves (110)**
- Hag
- Sciansá and Bladed Buckler
- 2 x Death Pennant Bearer
- 2 x Hornblower
Witch Aelves (330)**
- Hag
- Paired Sciansá
- 6 x Death Pennant Bearer
- 6 x Hornblower
BEHEMOTH
Avatar of Khaine (130)
Avatar of Khaine (130)
Avatar of Khaine (130)
Avatar of Khaine (130)
OTHER
The Shadeborn (200)
ENDLESS SPELLS & INVOCATIONS
1 x Heart of Fury (50)
CORE BATTALIONS
*Andtorian Acolytes
**Warlord
TOTAL POINTS: 1990/2000

Sung is a chill dude and usually comes up with fun lists. He’s also the first person I ever played against when I started my Age of Sigmar journey at the very start of 3e: he beat my ass with Gitz. On that day I vowed to never lose to Sung again, and so far I have upheld that promise. 

His list is actually quite tricky. The Avatars push a similar angle to Grimwrath spam: high wound count MSU single model units which can slap decently in their own right. He also has Witch Aelves, including a unit of 30, which are known to muderzone anything and everything. 

Thankfully, between fighting on death and a Runefather Magmadroth the 30 block of Witch Aelves died in one round of combat while the Avatars were bogged down and slowly killed elsewhere. 

Of all the battleplans Sung would want to engage me on, this was not it. A three-objective plan means I can sit on two objectives and force his Witch Aelves to run into the buzzsaw of fight-first vulkites. That is not ideal for them at all. 

Fyreslayers win 28-16.

Game 2 vs. Sam Osborne’s Starborne on Fountains of Frost

Sam won this while playing Starborne. Ruminate on that.

Opponents List:

Army Faction: Seraphon
- Army Type: Starborne
- Army Subfaction: Fangs of Sotek
- Grand Strategy: Spellcasting Savant
- Triumphs: Inspired

LEADER
1 x Skink Oracle on Troglodon (270)
- Spells: Cosmic Crush, Speed of Huanchi
1 x Slann Starmaster (310)*
- General
- Command Traits: Shaman of the Chilled Lands
- Artefacts: Spacefolder’s Stave
- Spells: Comet’s Call, Mystical Unforging
1 x Skink Starseer (160)*
- Spells: Merciless Blizzard, Speed of Huanchi
1 x Lord Kroak (440)**
1 x Skink Starpriest (130)**
- Spells: Merciless Blizzard, Hoarfrost
1 x Saurus Astrolith Bearer (160)**

BATTLELINE
10 x Skinks (90)
- Skink Alpha
- Boltspitter
- Celestite Dagger and Star-buckler
5 x Raptadon Chargers (150)
- Raptadon Charger Alpha
- Icon Bearer
- Hornblower
5 x Saurus Guard (140)**
- Saurus Guard Alpha
- Icon Bearer
- War-drummer
ENDLESS SPELL
1 x Aethervoid Pendulum (50)
1 x Malevolent Maelstrom (50)
1 x Suffocating Gravetide (30)
TERRAIN
1 x Starborne Realmshaper Engine (0)

Sam is a super fun guy to be around. After this game I invited him out to the parking lot for some, what we’ll say is light, tailgating. I had brought a cooler with sweet tea vodka and peach moonshine. The moonshine was amazing. Sam and I, along with some others, managed to kill the jar and I got a nice buzz in the process. 

His list is a Highlander (only one of each unit) version of an otherwise typical starborne list. This is a matchup that is quite desirable for my list due to my heavy anti-magic bend and high amount of wounds. Even if he does burn my heroes down he probably doesn’t have enough dps to punish the infantry. If he punishes the infantry they are still getting rallied and spell ignores. 

This battleplan has 3 objectives on each side and I just don’t have the tactics which would let me sit on my side, he would definitely win that race. Instead, Round 1 sees me push hard up the middle since I know I need to break his fort apart. I keep the sides a bit back with a little infantry protection and protect against summons/deepstrikes. He throws out a bunch of spells, accomplishes not a ton, and then we move to round 2.

He had plopped down a double layer of Skinks in an effort to protect his heroes against any of my hammers. Sadly for him I rolled a double on my molten infernoth OBLITERATING one of his skink screens. The other is then easily thinned by built-up magmadroth breath and throwing axes. 

With Kroak et al unprotected the Grimwrath and Magmadroth make quick work of Kroak, his guard, and his Troglodon. When it goes to his turn again I have an ash-cloud rune to block any blizzards which mostly secures the game by this point. 

He backs up to protect the Slann after a horrible miscast and other horrible dice failures. At this point I barely have to do much as his dice are doing him in more than I am, but the game is already over, so his only chance was some massive dice swings in his favor and this just wasn’t it. 

I pull a victory: 25-15.

Game 3 vs. Connor Tolbert’s Cities on Nexus Collapse

Connor’s army and board are amazing

Opponents List:

Army Faction: Cities of Sigmar
- Army Subfaction: Lethis
- Grand Strategy: Banners Held High
- Triumphs: Inspired

LEADER
1 x Galen Ven Denst (160)*
- Prayers: Morrda’s Embrace
1 x Haskel Hexbane (180)*
- Prayers: Morrda’s Embrace
1 x Alchemite Warforger (100)**
- Artefacts: Mastro Vivetti’s Magnificent Macroscope
- Spells: Merciless Blizzard
1 x Freeguild Cavalier-Marshal (120)**
- Prayers: Curse
1 x Freeguild Marshal on Griffon (270)**
- General
- Command Traits: Grizzled Veteran
- Freeguild Lance
- Artefacts: Sigmarite Warhammer
- Prayers: Heal
1 x Pontifex Zenestra (180)***
- Prayers: Morrda’s Embrace

BATTLELINE
5 x Freeguild Cavaliers (180)*
- Arch-Knight
- Cavalier Herald
- Arch-Knight’s Blade
5 x Freeguild Cavaliers (180)*
- Cavalier Herald
- Arch-Knight
- Arch-Knight’s Blade
5 x Freeguild Cavaliers (180)*
- Cavalier Herald
- Arch-Knight
- Arch-Knight’s Blade
10 x Freeguild Steelhelms (100)**
- Sergeant-at-Arms
- Steelhelm Herald
- Battle Priest
11 x Wildercorps Hunters (130)***

OTHER
1 x Doralia ven Denst (160)*
- Prayers: Morrda’s Embrace
5 x Hexbane’s Hunters (180)*
6 x Freeguild Command Corps (200)***

CORE BATTALIONS:
*Battle Regiment
**Warlord
***Battle Regiment

Connor is a slightly newer player but is quite good. His army also absolutely SMASHES mine in the hobbying department, but sadly I can’t roll dice to make up for that skill inequality. I’m going to be honest, I’m still quite buzzed from the moonshine and only vaguely remember this match. So apologies to Connor if this is all bullshit.

His list is fast, it hits hard, and it has ample priests to attempt to banish my invocations; problematic to say the least. To make matters a bit more complicated, we’re on the thinking man’s map: Nexus Collapse, where the goal is to score less than your opponent until basically rounds 4 and 5, but not too much less. 

Connor’s game plan becomes pretty clear right on deployment: just straight outscore me and push hard forward, not even play the stupid score-less-game thing. With that I have basically one goal: castle as hard as I can and hope to burn him down to bring the score back round 4 and 5. 

Sure enough, he comes out the gate swinging, denying me a tactic on turn 1 then getting right in my face. I deleted his two objectives, but he was already leaving those in the dust anyway. 

His general pushes a bit too hard though and this results in it getting mulched by a unit of buffed vulkites while my magmadroth with a rend rune takes his cav out behind the shed to old yeller them boys.

My gameplan works out in my favor, though it is a VERY close call and I think a few dice rolls going differently might have seen me not able to catch back up.

My Victory: 20-14. That’s pretty high scoring for this battleplan!

Day 2: I’m Very Tired

The gods of sleep have forsaken me, but I have acquired donuts, so things are okay. I think I actually doze off for like 30 seconds while my game 4 opponent sets up the terrain.

The Final Game for 1st place and also me or something

Game 4 vs. Stuart King’s Cities on Geomantic Pulse

The Dojo has cooler shirts than GAW

Opponents List:

Army Faction: Cities of Sigmar
- Army Subfaction: Misthåvn
- Grand Strategy: Reclaim for Sigmar!

LEADER
1 x Sevireth (270)*
2 x Callis and Toll (350)*
1 x Alchemite Warforger (100)*
- Artefacts: Shemtek’s Grimoire
- Spells: Merciless Blizzard
1 x Haskel Hexbane (180)**
1 x Galen Ven Denst (160)**
1 x Freeguild Marshal on Griffon (270)***
- General
- Command Traits: Grizzled Veteran
- Freeguild Lance
- Artefacts: Sigmarite Warhammer

BATTLELINE
10 x Freeguild Steelhelms (100)*
- Sergeant-at-Arms
- Steelhelm Herald
- Battle Priest
11 x Wildercorps Hunters (130)**
5 x Freeguild Cavaliers (180)***
- Arch-Knight
- Cavalier Herald
- Arch-Knight’s Blade
5 x Freeguild Cavaliers (180)***
- Arch-Knight
- Cavalier Herald
- Arch-Knight’s Blade

OTHER
3 x Toll's Companions (350)**
5 x Hexbane’s Hunters (180)**
1 x Doralia ven Denst (160)**
1 x Gyrocopter (80)***
- Brimstone Gun

CORE BATTALIONS:
*Warlord
**Battle Regiment
***Battle Regiment

Stuart’s a super nice guy and I have played him in a couple tournaments now. I actually played him at the last Warzone tournament in Marietta. I was playing a much different list and he was playing CoS shooting in which I won through shear speed and dice luck.

Turns out the lists change but winning by dice luck stays the same. Stuart’s list is very different, but quite effective. The chip shooting is enough to be annoyingly dangerous while his army is fast and tanky.

The battleplan is Geomantic pulse, which is problematic for me, a slow as hell army against a very fast one. 

I castle up on the left and just hold the line trying to eke out points while I try to wear Stuart’s forces down through attrition and superior wound count. Luckily for me I win basically every priority against him to control the speed of the game. 

This lets me deny him a double, which I probably shouldn’t have done, and pick up his general. But doing so also leaves my own army completely out in the open against him. This costs me most of my Vulkites and most of my objective control.

But denying Stuart the 2-3 double I prevent myself from straight out losing and bring it back around in my favor. Still, Sevireth is annoying as hell, his heroes shoot well and slap hard, and I just can’t keep my heroes in the right spot as I try to spread across 3 of the 4 objectives. 

My only saving grace in the end was my vulkites killing his cav on the right side means that he has nothing left to hold the side as the pulse moves along. In round 5 he holds the adjacent objective but not the pulse which I do hold. This gives me the one point win while I’m basically tabled. This is also why it’s often a great idea to leave intimidate the invaders for last: you only need one unit to get it!

I won 29-28 in a match I believe I was outplayed and only saved by dice.

Game 5 vs. Dave Jones’ Sons of Behemat on No Reward Without Risk

Ladies want to be with Dave and men want to be Dave

Opponents List:

Army Faction: Sons of Behemat
- Army Type: Stomper Tribe
- Grand Strategy: Slaughter of Sorcery
- Triumphs: Inspired

LEADER
1 x Warstomper (440)*
- General
- Command Traits: Monstrously Tough
- Artefacts: Club of the First Oak
1 x Gatebreaker (500)**
- Nullstone Adornments: Hand-carved Nullstone Icon

BATTLELINE
1 x Mancrusher Gargant (130)*
1 x Mancrusher Gargant (130)*
1 x Mancrusher Gargant (130)*
1 x Mancrusher Gargant (130)*
1 x Mancrusher Gargant (130)**
1 x Mancrusher Gargant (130)**
1 x Mancrusher Gargant (130)**
1 x Mancrusher Gargant (130)**

CORE BATTALIONS:
*Battle Regiment
**Battle Regiment

TOTAL POINTS: (1980/2000)

Games against Dave are always fun but always a grind. My last game against Dave saw him unable to kill a single Auric Hearthguard with a mega-gargant, which while highly amusing is also sad. 

This game proves to be very back-and-forth with the final result being both of us nearly tabled. My only remaining units being a magmadroth, a battlesmith, and a gyrocopter to his single mancrusher.

He takes the top of 1 and smashes into my lines, unexpected. This does allow me to follow up with a HARD counter punch, but not hard enough. My dice fail me and I find myself sorely missing Vostarg for its buffs. On top of that he roars away 5 vulkites with a boxcar roll against their bravery: back breaking! 

Still, if I can get the double, the game is over. I do not. The game turns into a slog. I just can’t take the objectives off his gargants and fall deeply behind in points. Further, I lose every priority allowing Dave to completely control the game’s pacing, similar to what I’d done to Stuart. I guess I’d used up all my luck! 

Dave masterfully puts to work each individual mancrusher and burns down my vulkites with me unable to spread the buffs out efficiently and more dying to shooting. I just can’t do enough DPS to take each mancrusher down. 

My saving grace turns out to be the magmadroth’s ability to murderzone things and my grimwrath berserker single-handedly killing two mancrushers. But even with that it’s not until the end that I scratch my way back and through denial of a tactic pull off a win. If he had managed to hurl a body in one turn then it turns into a true draw!

My victory 24-22!

Conclusion

The final top 10 players

Sadly Fyreslayers are not an army that wins by smashing opponents, at least not this list, unless they just mindlessly walk right into your buzzsaw. So it was always going to be difficult in a point differential system to take first place here. Still, it’s hard to complain about second place!

Best Order Prize: Cool trophy and some really cool measuring sticks by TifiretsTreasures

Top Three AoS Lists for Rocky Mountain Open AoS Championship

This is the top three AoS lists for the Rocky Mountain Open AoS Championship that took place in the US on the 16th and 17th of March. It saw 75 players vying to be crowned champion in a 6-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
– Army Subfaction: Greyfyrd
– Grand Strategy: Masters of the Forge
– Triumphs: Indomitable


LEADER
1 x Auric Runemaster (130)*
– General
– Command Traits: Master Priest
– Artefacts: Volatile Brazier
– Prayers: Curse
1 x Auric Runesmiter (110)*
– Forge Key
– Prayers: Ember Storm
1 x Battlesmith (140)*
– Artefacts: Nulsidian Icon
1 x Auric Flamekeeper (90)**
– Nullstone Adornments: Pouch of Nulldust

1 x Auric Flamekeeper (90)**
– Nullstone Adornments: Hand-carved Nullstone Icon
1 x Auric Runefather (110)**
– Artefacts: Axe of Grimnir


BATTLELINE
20 x Vulkite Berzerkers with Bladed Slingshields (150)**
– Karl
– 4 x Hornblower of Grimnir
– Fyresteel War-pick and Bladed Slingshield
5 x Auric Hearthguard (110)**
– Karl
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)***
– Karl
– 2 x Hornblower of Grimnir
10 x Vulkite Berzerkers with Fyresteel Handaxes (160)***
– Karl
– 2 x Hornblower of Grimnir


INVOCATION
1 x Zharrgron Flame-spitter (40)
1 x Molten Infernoth (50)


TERRAIN
1 x Magmic Battleforge (0)

OTHER
10 x Hearthguard Berzerkers (150)*
– Karl
– Flamestrike Poleaxe
9 x Vulkyn Flameseekers (140)*
1 x Doomseeker (70)***

– Artefacts: Draught of Magmalt Ale


CORE BATTALIONS:
*Warlord
**Warlord
***Wizard-finders of Andtor


TOTAL POINTS: (2000/2000)

Kevin Lathers: This an interesting list in that it makes use of a lot of different Fyreslayer units all together. Functionally it may perform similar to some Vostarg Vulkite-heavy lists but allows for a couple different board control strategies.

To that end, this list will be effecting heavy board control. Vulkites and Hearthguard Berserkers have a lot of wounds on them to burn through, and Shield Vulkites are 40 wounds under a 6+/5+ (with battlesmith) ward that can be rallied on a 4+ and feed the flamekeepers when they die. There’s just a lot of stuff for enemies to have to deal with this.

Furthering this board control is the ability for the Hearthguard Berserker group to split off with the Runefather — with possibly the Doomseeker and Flameseekers (for an extra hero and anti-monstrous actions) — to create one small castle while the Vulkites, Battlesmith, and Flamekeepers create another small castle. This list can split push if need be. That’s very dangerous because opponents can often break one castle, but two? That’s another thing entirely.

On top of this, dealing with these castles, and their high model count, not only causes other stuff to get stronger (via flamekeeper), but leaves opponents open to heavy mortal wound output from the infernoth, flamespitter, and the poleaxe berserkers. It’s notable that flameseekers benefit as well from flamekeepers as Vulkites do, as well.

As a treat, the Auric Hearthguard add a nice little bit of shooting as well as movement reduction on select units which is always good and can even be backbreaking occasionally. Dropping a units move by 2″ can sometimes be a difference maker in an opponent’s plans.

Functionally this list becomes a buzzsaw that can push onto objectives, be hard to remove, and punish opponents for even trying to do it.

Army Faction: Ossiarch Bonereapers
– Army Subfaction:
Mortis Praetorians
– Grand Strategy: Spellcasting Savant
-Triumphs
Inspired


LEADER
1 x Katakros (500)
1 x Arkhan the Black (380)*
1 x Mortisan Boneshaper (140)*

– General
– Command Traits: Diversionary Tactics
– Artefacts: Artisan’s Key
– Spells: Hoarfrost

BATTLELINE
6 x Necropolis Stalkers (220)*
3 x Immortis Guard (230)*
3 x Immortis Guard (230)*


ENDLESS SPELL
1 x Bone-tithe Shrieker (60)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1980/2000)

Allegiance: Khorne
– Slaughterhost: Reapers of Vengeance
– Grand Strategy: Slaughter of Sorcery
– Triumphs:


Leaders
Wrath of Khorne Bloodthirster (300)*
– General
– Command Trait: Firebrand
– Artefact: Halo of Blood
– Prayer: Unholy Flames
Bloodthirster of Unfettered Fury (330)
– Artefact: A’rgath the King of Blades
Skarbrand (380)
Skarr Bloodwrath (110)*
Slaughterpriest (110)*

– Prayer: Killer Instinct
Slaves to Darkness Daemon Prince (150)
– Axe
– Mark of Chaos: Khorne
– Nullstone Adornment: Pouch of Nulldust


Battleline
5 x Flesh Hounds (100)
5 x Flesh Hounds (100)
5 x Flesh Hounds (100)


Units
6 x Furies (80)*

Artillery
Skull Cannon (140)

Endless Spells & Invocations
Bleeding Icon (50)
Hexgorger Skulls (50)


Core Battalions
*Warlord

Additional Enhancements
Artefact

Total: 2000 / 2000

Army Faction: Ogor Mawtribes
– Subfaction: Meatfist
– Grand Strategy: Ready for Plunder
– Triumph: Inspired


LEADERS
Tyrant (150)*
– Artefacts of Power: Gruesome Trophy Rack
– Big Name: Brawlerguts
Tyrant (150)**
– General
– Command Traits: Battle-lust
– Big Name: Brawlerguts
Slaughtermaster (140)**
– Spells: Hoarfrost


BATTLELINE
Leadbelchers (150)*
– Thunderfist
Leadbelchers (150)*
– Thunderfist
Leadbelchers (150)*
Leadbelchers (150)**

– Thunderfist
Ogor Gluttons (240)**
– Crusher
– Bellower
– Tribal Banner Bearer with Lookout Gnoblar
– Paired Ogor Clubs or Bluntblades
Ogor Gluttons (240)**
– Crusher
– Bellower
– Tribal Banner Bearer with Lookout Gnoblar
– Paired Ogor Clubs or Bluntblades
Ironguts (240)**
– Bellower
– Rune Maw Bearer
– Gutlord


OTHER
Gnoblars (120)*
– Groinbiter
Gnoblars (120)*
– Groinbiter


TERRAIN
1 x Mawpit (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 2000/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/ffJFJaZakG

Top Three AoS Lists for the Soupendous Age of Sigmar Souptackular

This is the top three AoS lists for the Soupendous Age of Sigmar Souptackular that took place in the UK on the 27th and 28th of January. It saw 24 players vying to be crowned champion over 5 rounds.

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: Starborne
– Army Subfaction: Dracothion’s Tail
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired


LEADER
1 x Slann Starmaster (290)*

– General
– Command Traits: Lord of Celestial Resonance
– Artefacts: Spacefolder’s Stave
– Spells: Hoarfrost, Comet’s Call
1 x Lord Kroak (410)**
1 x Saurus Astrolith Bearer (140)**
1 x Skink Starseer (150)**

– Spells: Cosmic Crush, Merciless Blizzard


BATTLELINE
15 x Saurus Guard (140)*
5 x Saurus Guard (140)*
10 x Skinks (90)*
10 x Skinks (90)*


ENDLESS SPELL
1 x Aethervoid Pendulum (40)
1 x Malevolent Maelstrom (50)


OTHER
6 x Freeguild Command Corps (170)*


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


TOTAL POINTS: (1990/2000)

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


Leaders
Auric Runemaster (130)*

– General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runefather (120)**
– Artefact: Axe of Grimnir
Battlesmith (150)**
– Artefact: Nulsidian Icon
Grimhold Exile (140)**
Grimhold Exile (140)*
Ellania and Ellathor, Eclipsian Warsages (190)*

– Allies


Battleline
5 x Auric Hearthguard (120)*
10 x Vulkite Berzerkers with Bladed Slingshields (150)***
10 x Vulkite Berzerkers with Bladed Slingshields (150)***


Units
Grimwrath Berzerker (110)

– Artefact: The Daemon Slayer
Grimwrath Berzerker (110)
Doomseeker (80)***
– Artefact: Draught of Magmalt Ale
Doomseeker (80)
Doomseeker (80)
Doomseeker (80)
Doomseeker (80)


Endless Spells & Invocations
Aethervoid Pendulum (40)
Molten Infernoth (50)


Core Battalions
*Warlord
**Warlord
***Wizard-Finders of Andtor


Additional Enhancements
Artefact
Artefact


Total: 2000 / 2000

Allegiance: Gloomspite Gitz
– Gittish Horde: King’s Gitz
– Mortal Realm: Ghur
– Grand Strategy: Chasing the Moon
– Triumphs: Inspired


Leaders
Chupa the Chosen (210)*

Dankhold Troggboss
– General
– Command Trait: Loonskin – Scuttletide
– Artefact: Speaky-skull Fetish
Marv the Magic Mushroom (230)*
Skragrott, The Loonking
Madcap Max (70)*
Madcap Shaman
– Artefact: Moonface Mommet
– Lore of Primal Frost: Merciless Blizzard
King Trigg on Trugg (320)**
Trugg the Troggoth King


Battleline
20 x Moonclan Stabbas (120)**
6 x Rockgut Troggoths (340)**

– Reinforced x 1
6 x Rockgut Troggoths (340)**
– Reinforced x 1


Units
5 x Gobbapalooza (170)*
– Spell1: Lore of the Moonclans: The Hand of Gork
5 x Loonsmasha Fanatics (110)**
5 x Sporesplatta Fanatics (90)**


Core Battalions
*Warlord
**Battle Regiment


Total: 2000 / 2000

Army Faction: Blades of Khorne
– Subfaction: Reapers of Vengeance
– Grand Strategy: Slaughter of Sorcery
– Triumph: Bloodthirsty


LEADERS
Bloodmaster (110)*

– Prayers: Blood Sacrifice, Killer Instinct
– Nullstone Adornments: Pouch of Nulldust
Bloodsecrator (120)*
– Artefacts of Power: Banner of Blood
Skarbrand (380)*
Bloodthirster of Unfettered Fury (330)**

– General
– Command Traits: Firebrand
– Artefacts of Power: Ar’gath, the King of Blades
– Prayers: Bloodbind, Unholy Flames
Slaughterpriest (110)**
– Hackblade and Wrath-hammer
– Prayers: Bronzed Flesh, Killer Instinct
Valkia the Bloody (140)**


BATTLELINE
Flesh Hounds (100)
Blood Warriors (190)*

– Icon Bearer
– Blood Champion
– Goreaxe and Gorefist
Bloodreavers (80)*
– Blood Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
Bloodreavers (80)**
– Blood Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
Claws of Karanak (100)**


OTHER
Magore’s Fiends (140)


ENDLESS SPELLS & INVOCATIONS
1 x Wrath-Axe (70)
1 x Hexgorger Skulls (50)


TERRAIN
1 x Skull Altar (0)


CORE BATTALIONS
*Warlord
**Warlord


TOTAL POINTS: 2000/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/3VVTNJTXK0

Tournament Report: Fyreslayers at LVO 2024.

The Tournament and Setting

Some of us GAW people

The 2023 2024 Las Vegas Open Age of Sigmar Championships had the most participants ever! Since the last LVO I have played in a few more GTs and they’ve become a bit more routine but still fun. 

This tournament uses the GHB 2023-2024 (aka Andtor aka “God I hate blizzard”) and a battlescroll that has passed its expiration date. Once again it was held at the Rio, an off-strip hotel in Las Vegas. The Rio is still kind of a dump, but it’s improving! We celebrate improvements here, folks. I personally stayed on the strip in the (cheap af) Flamingo.

I was attending with some of my Georgia Warband teammates (big congrats to teammate Jon Anderson on his stellar 5-0 with LRL). Sadly we had fewer of us going this year, but still enough to be called a crowd. I got in a few days early to do some hiking this time instead of Vegas shenanigans. The parks were cooler than the hotels anyway, so that was well worth it.

It’s da desert

I ended up going 4-1, placing 56th out of 345 (lower in the 4-1 bracket) in the main event, and 3-0 in the doubles, placing us 5th out of 65.

My List

Army Faction: Fyreslayers
- Subfaction: Greyfyrd
- Grand Strategy: Masters of the Forge
- Triumph: Inspired
LEADERS
Auric Runemaster (130)*
- General
- Command Traits: Master Priest
- Artefacts of Power: Volatile Brazier
- Prayers: Heal
Auric Runesmiter (130)*
- Forge Key
- Artefacts of Power: Ash-cloud Rune
- Prayers: Prayer Of Ash
Ionus Cryptborn (400)*
Battlesmith (150)**
- Artefacts of Power: Nulsidian Icon
Auric Flamekeeper (90)**
- Artefacts of Power: Arcane Tome
Auric Runeson on Magmadroth (320)**
- Ancestral War-axe
- Artefacts of Power: Master Rune of Unbreakable Resolve
- Mount Traits: Coal-heart Ancient
BATTLELINE
Auric Hearthguard (360)
Vulkite Berzerkers with Bladed Slingshields (150)*
Vulkite Berzerkers with Fyresteel Handaxes (160)**
ENDLESS SPELLS & INVOCATIONS
1 x Molten Infernoth (50)
1 x Runic Fyrewall (60)
CORE BATTALIONS
*Warlord (+1 artefact)
**Warlord (+1 artefact)
TOTAL POINTS: 2000/2000
Created with Warhammer Age of Sigmar: The App

Dragon

Fyreslayers are not in the best spot in the meta, but I still had a couple lists to choose from. While more match-up dependent, I decided on an Ionus ally list because he’s cool and I like dragons. This year I got a little more practice so I at least knew the gist of the list. An alternative list idea that seemed to work well was a Flameseeker spamming Greyfyrd or Lofnir, but I was uncertain about it with so little practice.

This list itself plays as a grinding control list. It’s attempting to shift the battlefield in such a way that Ionus, the droth, and the AHG are all frustrating opponents, hurting their damage or objective staying power, while you slowly grind them down. Further, Ionus’ ability to instantly put out invocations means that on turn 1 you can use your Runemaster for either invocation (depending on needed ranges and invocations)  and then not worry about failing the other.

Ionus’ breath attack + soul burn, his -1 attacks characteristic ability, and his halting of inspiring presence all add up to make him a potent ally in Fyreslayers. Not only does it add to the army’s ability to take a hit, but it ensures that any damage hangs on the opponents sticks. Killing 20 skeletons and watching the rest flee to battleshock is very nice. He also adds ranged mortal wound output on top of the infernoth’s and AHG’s (with searing heat) to burn down high save targets.

The list is tricky to play though: it has fewer wounds than most Fyreslayers lists and damage is concentrated in three key hammers. The single flamekeeper means that Vulkites can become somewhat of a hammer too, and that turned out to be  very important in a couple matchups. But with fewer bodies, getting them there is tricky when they might well be the unit that dies. The flamekeeper also means that even the AHG can hang some two damage attacks onto opponents. 31 attacks at a 2 damage isn’t anything to ignore even if they have no rend.

Games Summary:

Every one of my opponents were great and fun. I liked all my games. I do have awful memory so the exact details of these events are probably slightly different from reality, but this is as best as I can remember. Sometimes memories blur the rounds together.

Game 1: Win vs. Jules Nguyen on Kharadron Ovelords. 
Game 2: Win vs. Landon Jennings on Ossiarch Bonereaper.
Game 3: Win vs. Steaphen Isaac on Ogor Mawtribes. 
Game 4: Loss vs. Gavin Grigar on Cities of Sigmar. 
Game 5: Win vs. Josh Chournos on Soulblight Gravelords.

Day 1: Games 1-3

Tourney space: it’s big and full of nerds

Game 1 vs. Jules Nguyen’s KO on Power Flux

Army Faction: Kharadron Overlords
- Army Subfaction: Barak-Zon
- Grand Strategy: Rule the Skies
- Triumphs: Indomitable
- Stick To The Code (Amendments): Prosecute Wars With All Haste
- Stick To The Code (Artycles): Settle the Grudges
- Stick To The Code (Footnotes): There’s No Reward Without Risk
LEADER
1 x Aetheric Navigator (100)*
- Artefacts: Voidstone Orb
1 x Arkanaut Admiral (140)*
- General
- Command Traits: Stormcaller
- Nullstone Adornments: Hand-carved Nullstone Icon
1 x Endrinmaster with Dirigible Suit (170)**
BATTLELINE
6 x Endrinriggers (120)*
3 x Endrinriggers (120)*
10 x Arkanaut Company (90)**
- Skypike
6 x Endrinriggers (120)**
- Mizzenmaster
3 x Skywardens (130)**
- Custodian
BEHEMOTH
1 x Arkanaut Frigate (300)*
- Heavy Sky Cannon
- The Admiral's Flagship: The Admiral's Flagship
- Great Endrinworks: Prudency Chutes
1 x Arkanaut Frigate (300)**
- Heavy Sky Cannon
OTHER
1 x Grundstok Gunhauler (170)*
- Drill Cannon
CORE BATTALIONS:
*Battle Regiment
**Battle Regiment
TOTAL POINTS: (2000/2000)

Jules was a fantastic opponent who took the impending infernoth incineration like a champion. Her list was a mostly-melee KO list which can be quite potent and could potentially get around my screens to dismantle my key pieces. 

With that in mind I set up with a HEAVY screen surrounding my core, setting up my vulkites to ensure a top of 1 attack will do nothing but kill them at best while getting bled for some wounds with their fight on death. Her shooting could potentially clear some of them, but probably not enough to completely remove a screen. I measure to ensure my infernoth will easily be getting into range of at least one boat as well.

With that, she gives me top of turn 1 and I proceed to end the game through sheer luck. I plop the Molten Infernoth between her two boats, roll doubles, and proceed to kill half her army. I did somewhere in the neighborhood of 30 mortal wounds total, possibly more. I note her bravery and losses, then move Ionus up to ensure no inspiring presence, the rest run. I also manage to put soulburn on some stuff and lock him in a spot to tank her if she does want a reprisal. But that’s basically the game.

KO being KO she still completes multiple tactics as she instead opts to just score points and avoid combat at all costs. As your battle points are based on tactics achievement/denial, this does deny me some points and garner her some. Very clever on her part and just good play in the face of a bad situation in which she was diced. Hats off to her for not only staying cool but staying fun. 

I win a major victory, 25-10.

Game 2: Win vs. Landon Jennings’ OBR on Fountains of Frost

Fyrewalls are dickbags

Army Faction: Ossiarch Bonereapers
- Subfaction: Ivory Host
- Grand Strategy: Overshadow
LEADERS
Arkhan the Black (380)*
Liege-Kavalos (180)*
- Artefacts of Power: Marrowpact
Mortisan Soulmason (160)*
- General
- Command Traits: Aura of Sterility
- Spells: Hoarfrost
BATTLELINE
Kavalos Deathriders (190)*
- Necrophoros
- Mortek Hekatos
- Nadirite Blade
Morghast Archai (440)*
- Spirit Halberd
Immortis Guard (220)*
Kavalos Deathriders (190)*
- Necrophoros
- Mortek Hekatos
- Nadirite Blade
Kavalos Deathriders (190)*
- Necrophoros
- Mortek Hekatos
- Nadirite Blade
ENDLESS SPELLS & INVOCATIONS
1 x Malevolent Maelstrom (50)
TERRAIN
1 x Bone-tithe Nexus (0)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 2000/2000

A non-null myriad list! Actually one of my larger fears as this gives tanky/strong OBR access to more tools that could destroy me. Meanwhile, null myriad does nothing against me. Ivory Host is particularly potent and allows for the deathriders to absolutely SLAP. 

Landon decides to give me the top of 1 and I proceed to plop a fyrewall immediately in front of his Immortis. I move up and toe tap objectives while I keep my guys spread out and behind terrain. Sadly I make a massive misplay here and forget to account for the drop location of my AHG, causing them to be weirdly split by terrain. 

Still, I have screened my big boys well and his only option is to kill the AHG and shield vulkites while also getting hit back by my own monsters. He rams the deathriders down my throat and picks up a large amount of my Auric Hearthguard. Luckily my Shield Vulkites stay strong and hold him. He also runs the Morghast to get over the terrain and positions for a double. 

He gets the double, brings back a deathrider and heals his boys up. I deny him crucial spellcasting with Ash-Cloud Rune; this puts his plans in a bit of disarray as it catches even some of his own units disallowing mystic shield. I had specifically dropped my AHG earlier than I wanted just to have the ash-cloud in place for this. He sends the Morghast in along with the Liege-Kavalos and finishes off the AHG and most of the shield vulkites. However, importantly, Ionus, my droth, and my axe vulkites live. 

On the bottom of two I proceed to dumpster his deathriders with axe vulkites + flamekeeper, his morghast with the magmadroth, and Ionus seals Arkhan back in his tomb. His morghast don’t completely die, but they die enough. The Immortis are locked up doing the slow walk around the entire back end of the board while trying to keep their hero in range of the shrug.

Round 3 sees me finish tabling his army with his only remaining units being his general, and the Immortis. At this point he’s on his back foot and can’t get enough done in this round to do much to me. 

Round 4 and 5 are basically a talk out at this point and I win a major victory, 23-18, denying him his grand strategy.

Game 3: Win vs. Steaphen Isaac’s Ogors on Lines of Communication

Allegiance: Ogor Mawtribes
- Mawtribe: Boulderhead
- Grand Strategy: Ready for Plunder
- Triumphs: Bloodthirsty
Leaders
Butcher (140)*
- Cleaver
- Lore of Gutmagic: Blood Feast
Huskard on Thundertusk (330)
- Blood Vulture
- Mount Trait: Rimefrost Hide
- Prayer: Pulverising Hailstorm
Frostlord on Stonehorn (460)*
- General
- Command Trait: Touched by the Everwinter
- Artefact: The Seat of Alvagr
- Mount Trait: Rockmane Elder
- Universal Prayer Scripture: Heal
Battleline
4 x Mournfang Pack (340)*
- Culling Clubs and Hackers with Ironfists
- Reinforced x 1
4 x Mournfang Pack (340)*
- Culling Clubs and Hackers with Ironfists
- Reinforced x 1
4 x Mournfang Pack (340)*
- Culling Clubs and Hackers with Ironfists
- Reinforced x 1
Endless Spells & Invocations
Suffocating Gravetide (30)
Faction Terrain
The Great Mawpot
Core Battalions
*Battle Regiment
Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 108

Steaphan is probably my favorite opponent of the event. A cool guy and I appreciate how chill he was. This match is a grind and basically hinges on me being able to slowly, but surely, do wounds to his army before he can table me with charges. 

This works great as he has low mortal wound protection outside his two mounted heroes. 

I also opt to counter-deploy far from his Stonehorn and Huskard, I know this will eat up one whole turn for him to run them over. This gives me the screening potential to eat up a double and be completely fine.

As expected the game devolves into us both smushing our armies together in the center. Through the power of a 3+ ward and an enhanced rend rune (fyreslayer heroic action) I am able to kill his Stonehorn and then his Huskard. The attack reduction from Ionus is CLUTCH and is an immense help in letting me tank his army. Premeasuring to always ensure any hits onto my vulkites/AHG receive a -1 attack is great. Proper screening goes a long way here. 

Once his stonehorn and huskard die the mournfangs aren’t long for this world and I proceed to table him. While it comes at great cost to me, I still am able to clear him from the table. The slow soul burn, shooting damage, fight on death, and magamdroth swings really help the list grind. I win a major victory, 24-19.

Day 2: Games 4-5

Game 4: Loss vs. Gavin Grigar’s Cities of Sigmar on Limited Resources

Allegiance: Cities of Sigmar
- City: Hallowheart
- Mortal Realm: Ghur
- Grand Strategy: Reclaim for Sigmar!
- Triumphs: Inspired
Leaders
Battlemage on Celestial Hurricanum (260)*
- Universal Spell Lore: Levitate
Battlemage (100)**
- Arcane Trinkey: Realmstone Orb
- Lore of the Collegiate Arcane: Wildform
Alchemite Warforger (110)*
- Lore of Primal Frost: Merciless Blizzard
Steam Tank Commander (270)**
- General
- Command Trait: Divine Champion
- Artefact: Mastro Vivetti's Magnificent Macroscope
- Universal Prayer Scripture: Heal
Battleline
Steam Tank (230)*
Steam Tank (230)*
Steam Tank (230)**
Steam Tank (230)**
Units
6 x Freeguild Command Corps (170)*
6 x Freeguild Command Corps (170)**
Core Battalions
*Battle Regiment
**Battle Regiment
Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 118
Drops: 2

A night of drinking and eating sees me entering day two a bit hungover but having a good time. I find that I get my worst possible match-up: CoS tanks. I know full well they can not only shoot me off the board but also fully heal any and all mortal wound damage I can apply while tanking on a 1+ save.

Round 1 I set up the fyrewall to block and bank on it not going away. However, I have a choice: put Ionus up far enough to hang his prayer on the opponent if he doesn’t die or keep him back and get a few more points next round but he can’t accomplish anything effectively.

I choose poorly. His tanks easily do 16 wounds to Ionus, taking only 3 tanks to kill him despite +2 to save. Almost all wounds are from the mortal wound output of the alchemite warforger, so there isn’t a lot to be done.

Ionus goes down and he gives me the top of 2. I can’t accomplish anything except a tactic and point capture as I have no way to do damage to his tanks. I hang some more wounds on the tanks, which he heals. He kills the droth.

At the top of 3 I accomplish another tactic then scoop. He was easily going to table me in his turn. My army has no way to deal with shooting damage of that magnitude, especially against a great player with good target selection. Major Loss, 27-17.

Game 5: Win vs. Josh Chournos’ SBGL on Geomantic Pulse

Army Faction: Soulblight Gravelords
- Army Type: Legion of Night
- Grand Strategy: Empire of Corpses
LEADER
1 x Vampire Lord (150)*
- General
- Command Traits: Master of Magic
- Artefacts: Morbheg’s Claw
- Spells: Hoarfrost
- Aspects of the Champion
1 x Vampire Lord (150)*
- Spells: Merciless Blizzard
1 x Mannfred Von Carstein (400)**
- Spells: Fading Vigour
BATTLELINE
30 x Deathrattle Skeletons (110)**
10 x Deathrattle Skeletons (110)**
3 x Fell Bats (90)**
20 x Deadwalker Zombies (150)**
OTHER
10 x Grave Guard (160)
5 x Black Knights (130)
20 x Grave Guard (160)**
CORE BATTALIONS:
*Andtorian Acolytes
**Battle Regiment
TOTAL POINTS: (1990/2000)

The benefit of losing is that you are free to drink to your heart’s desire. My heart has a great desire! Josh is chill and really nice. So it’ll be a good match. 

His list relies on swamping down opponents with his deathrattle then hammering the enemy with grave guard. Theoretically this should be potent, but I have enough damage and tank that I think I can deal with it.

As always, I punish my opponent for giving me turn 1 by walling them off. But the wall has to be 1” from terrain so his skeletons can still swarm around it. My infernoth goes off and does a lot of mortal wounds to various units on his side of the board. Most will come back but it’s a good start. I shoot the black knights, killing a few and slowing them.

His turn sees him just running forward and banking on a double by dropping his units from the graves and smashing into my screens. He then proceeds to nail a 9+ charge on some guard.

He gets the double and it’s looking grim after those charges. But he fails to kill my smith by 1 wound and can’t touch Ionus or the droth. This is his doom as I turn it around, killing basically everything in his army with Ionus, the droth, and my vulkites which had swung wide to deal with the zombies. The infernoth plus Ionus prayer and shooting finish off all of his heroes.

I get the turnaround double here and he calls it. Even bringing back units he wouldn’t be able to do anything and I notch the win. We talk out some objective play and tactics then go to eat and drink more! I win a major victory, 28-14.

Day 3: Doubles Event

Big naked guys and little naked guys burn down a forest and beat up some murderous women.

I am roped into the doubles event on day 3. I initially did not sign up, but my teammate Fred convinced me as he was injured and could not play in the main tournament. He has one arm, so between us both we have three. I name the team “Team Eric” in honor of my good friend, and usual doubles partner, Eric Urbas.

He plays King Brodd’s warstomp and I play a cobbled together slapfather 1k list. It’s a good time and I maintain a “slow drip” of beer buckets. By round 3 I am quite drunk against our final opponents. 

Round 1 sees us play “The Everchosen.” An Ironjawz and S2D combo that could be a potent round 1. However, with proper screening and the ability to tank anything for at least one combat, Fred and I clear them. Oh, not to mention an early infernoth double that clears a lot of models off the field. Major Victory, 24-20.

Round 2 sees us play “Bigs and Littles” which is a match of King Brodd’s in a mirror plus Squiggy Gitz. Both Gargant armies do basically nothing. Between two King Brodds almost no damage is applied. I particularly enjoy both just not hitting anything with terrain ever. Luckily a magmadroth fighting twice can down a gargant. Once that happens their army falls apart and we get a win. Awesome dudes, though. Zachary’s ward saves will haunt my nightmares forever.  Fred is amped and I’m happy it’s a good time.

Round 3 has me slurring my words and entering a match versus “Season of War’s” Sylvaneth plus DoK combo. Oliver and Jordan are cool guys and very chill. In stark contrast to Fred who has gone off the deep end and destruction is in his veins now. Fred hits full ahead on the gargants, losing their ward as they spread. Luckily my magmadroth easily clears the Swords and through the power of lava blood kills the Cauldron. King Brodd dies, but he tanks long enough. We end up clearing all of DoK and leaving Belthanos to try to do it on his own. But he can’t and we end up winning it. Major Victory, 27-24.

Oh, and in all three rounds we had King Brodd throw the forge at the opponent’s. It was free ammunition!

We manage a 3-0 somehow and finish 5th out of 65 teams. A good showing. 

Conclusion:

Good times with good people. I did worse this year than last, but the only way to do better was a 5-0. I think one was in the cards, but sadly I fell short. 

The list itself turned out to be quite potent. I feared it was actually an 0-5 list, but it performed admirably. Still, it has a huge hole against mortal wound shooting armies, so it just wants to dodge those matchups. Sadly, one of them happens to be meta at this moment.

Like last LVO, the molten infernoth is a monster that can’t be stopped or reasoned with. It simply must destroy all.

The real takeaway for this list was that deployment is THE most important game time for this list and how you move on turn 1 can make or break things. Properly spacing and screening won me most of my games more than anything.

My highlight might be the hiking before LVO. The desert’s beauty is in stark contrast to the usual tree-filled east coast. Such an alien landscape was a treat to explore in The Valley of Fire.

ROCK AND STONE!

It seems that no one can escape travel frustrations during LVO. Our flight was delayed, but luckily it was with friends and we played narrative Age of Sigmar in the airport. Azyr is now without power after the Big Waagh! orruks stuck a fork in it. Otherwise we got home safe and everyone started getting LVO-Covid, as is tradition.

Airport Narrative Event: Plugs are the objectives

Will I go to LVO again? We’ll see. I may skip next year and instead go to Japan or something.

Top Three AoS Lists for Duckstravaganza 2: Battle For the Pond

This is the top three AoS lists for Duckstravaganza 2: Battle For the Pond that took place in the US on the 21st and 22nd of October. It saw 36players 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: Disciples of Tzeentch
– Army Subfaction: Guild of Summoners
– Grand Strategy: Master of Destiny
– Triumphs: Inspired


LEADER
1 x Lord of Change (380)
– General
– Command Traits: Daemonspark
– Staff of Tzeentch and Rod of Sorcery
– Artefacts: Nine-Eyed Tome
– Spells: Levitate
1 x Magister (140)
– Spells: Arcane Suggestion
1 x Magister (140)
– Spells: Shield of Fate


BATTLELINE
11 x Blissbarb Archers (170)
10 x Kairic Acolytes (120)

– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
10 x Kairic Acolytes (120)
– Kairic Adept
– Scroll of the Dark Arts
– Vulcharc
– Cursed Blade and Arcanite Shield
– 3 x Cursed Glaive and Arcanite Shield
10 x Tzaangors (180)
– Twistbray
– Icon Bearer
– Brayhorn Blower
– 2 x Tzaangor Mutant
– Pair of Savage Blades and Vicious Beak
– Pair of Savage Blades


ENDLESS SPELL
1 x Umbral Spellportal (80)
1 x Burning Sigil Of Tzeentch (70)
1 x Suffocating Gravetide (30)


OTHER
6 x Varanguard (280)
– 6 x Fellspear


TOTAL POINTS: (1990/2000)

Kieron Bailey: With the prevalence of Khorne and Null Myriad in the meta, combined with the challenge to magical dominance offered by Seraphon and various Nagash builds, the number of Tzeentch lists in the wild has dropped off somewhat as this GHB continues. One person who has continued to push around the servants of the Architect of Fate is the Lord of Change himself, Kaleb Walters. But while this list does still opt for Guild of Summoners for an extra battle tactic on command (summoning a Lord of Change), Kaleb’s customary Krondspine is absent from this list, replaced instead with 6 Varanguard.

In terms of the overall army construction, the army is a one-drop, allowing Kaleb to give away first in many matchups, get the enemy in range and then blast them with spells, maybe get the double and then do it all over again. The Varanguard might be able to activate three times in two turns due to their warscroll ability Relentless Killers. Being a one-drop is always a dilemma for Tzeentch as they need the casts to get the summoning points, but don’t really want to have that extra drop if they can avoid it. Kaleb’s elegant solution is to take two Magisters on Foot who can potentially cast two times each. Add the two casts from the Kairics, the two casts from the Lord of Change (with full re-rolls thanks to the Nine-Eyed Tome), the autocast Sigil from Arcane Armies and three fate points from Daemonspark, that’s twelve fate points to bring in that Lord of Change with.

The spells chosen also are a nod to the anti-magic of Khorne and Null Myriad as two out of three affect the Tzeentch units, therefore no spell ignores can be made. Shield of Fate can be put on the Varanguard, meaning that they have a 4+ ward against mortal wounds and a 5+ against all other wounds AND a spell ignore of a 4+ if the spell is cast while Kaleb has seven or more Destiny Dice. Add a Mystic Shield and All Out Defense and those Varanguard are a nightmare to get through. The chosen spell that affects others is the very flexible Arcane Suggestion that can shut off commands, subtract 1 from hit and wound rolls or subtract 1 from save rolls, maximising the impact of the charging Varanguard.

Other units that Kaleb have taken all complement the Varanguard well, with 42 ranged shots pummelling any screens and then 43 attacks from the run and charge Tzaangor finishing off whatever is left. While the Varanguard are not Disciples of Tzeentch so can’t auto charge with Destiny Dice, they certainly won’t have to be committed to taking out any chaff.

The list might be frustrated somewhat by hordes, but Suffocating Gravetide will help with that, in addition to the Sigil of Tzeentch and Bolt of Change from either of the Magisters popping up Spawns within 3″ of units that take damage. While the Spawns themselves probably won’t do a tonne of damage, they will pin those hordes in place if they aren’t killed in the ensuing combat phase.

All in all, a great twist on a Tzeentch list, congratulations to Kaleb and I’m now off to get some Varanguard off eBay!

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


LEADER
1 x Orruk Warchanter (120)
– Warbeats: Fixin’ Beat
1 x Orruk Weirdnob Shaman (90)
– Spells: Hoarfrost
1 x Megaboss on Maw-krusha (450)*
– General
– Command Traits: Hulking Brute
– Boss Choppa and Rip-toof Fist
– Artefacts: Destroyer
1 x Orruk Warchanter (120)*
– Warbeats: Get ’Em Beat
1 x Skragrott, the Loonking (230)*


BATTLELINE
6 x Orruk Gore-gruntas (170)*
– Gore-grunta Boss
6 x Orruk Gore-gruntas (170)*
– Gore-grunta Boss
– Jagged Gore-hacka
10 x Orruk Brutes (140)*
– Brute Boss
– Jagged Gore-hacka
– 2 x Gore-choppa


CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1970/2000)

Roland Rivera: Here’s an interesting Ironjawz list earning a podium result, which have been few and far between for the faction of late. Interestingly, it does not feature any of the units in the new Ironjawz supplement. What it does feature, however, is 4 big scary combat units in the Maw-krusha, 10 Brutes, and 2 units of 6 Gore-gruntas. Those units all have a ton of hitting power, and will put a hole in your opponent’s army if you deliver them properly.

The big combat units are complemented by an interesting selection of support Heroes. Warchanters are no surprise, of course, but a Weirdnob lets the list make use of primal dice offensively by giving the list a Hail Mary shot at Hoarfrost, which can be quite a potent offensive buff. Furthermore, it features an interesting Ally choice in Skragrott, which is decently durable, helps ease the burden on the list’s command points and has an interesting offensive spell.

The list is a bit light on chaff and other complementary units, but who needs that when you can just crash into the enemy with overwhelming force? That’s the approach this list took, and it seems to have done well.

Army Faction: Kharadron Overlords
– Subfaction: Grundstok Expeditionary Force
– Grand Strategy: Acceptable Profit Margin
– Triumph: Inspired

LEADERS
Aether-Khemist (100)*
Aether-Khemist (100)*
Aetheric Navigator (100)*
– Artefacts of Power: Aetheric Nullifier
Endrinmaster with Dirigible Suit (170)**
– General
– Command Traits: Entrenchment Expert
– Artefacts of Power: Arcane Tome

BATTLELINE
Grundstok Gunhauler (170)*
– Sky Cannon
Grundstok Gunhauler (170)**
– Sky Cannon
Grundstok Gunhauler (170)**
– Sky Cannon
Grundstok Thunderers (480)**
– Gunnery Sergeant
– 3 x Honour Bearer
– 3 x Grundstok Mortar
– 3 x Aethercannon
– 3 x Aetheric Fumigator
– 3 x Decksweeper
Grundstok Thunderers (480)**
– Gunnery Sergeant
– 3 x Honour Bearer
– 3 x Grundstok Mortar
– 3 x Aethercannon
– 3 x Aetheric Fumigator
– 3 x Decksweeper

CORE BATTALIONS
*Warlord
**Battle Regiment

TOTAL POINTS: 1940/2000

Carl Stokes: So this list is very much the classic approach to the Grundstock Regiment of Renown. You’ve got the thunderers, the gunhaulers to tote them around, and the khemists to turn them into unstoppable killing machines. Interestingly, there’s no admiral in the list, but they’re not very important here since you don’t have a flagship. A fast flying endrimmaster is an interesting addition, but since arcane tome lets him cast mystic shield on the thunderers and allows KO to get that sweet sweet magical dominance battle tactic, he’s an excellent dwarf-of-all-trades that can provide some flexibility in an otherwise very straightforward list.

The mechanics of this list are very straightforward and honestly, not particularly interesting. The army moves insanely fast (pre-nerf) and shoots harder than anything else in the game. A 50% chance to double the shots of 15 thunderers allows KO to ace basically any unit in the game. And then they get to try for double shots again during unleash hell…

What’s much more interesting is looking at the matchups and seeing what conclusions we can draw about this style of army and the KO book as a whole.

It’s no secret that KO is an extremely powerful book in a game that heavily emphasizes asymmetric threat extension (I hurt you and you’re not allowed to hurt me back) and movement (objectives, battle tactics, etc). This army of renown exemplifies the best of both worlds, where the cheapest boat in the book can ferry the largest threat in the book anywhere they need to go.

So let’s see how this played out:
Darkwalkers is an extremely interesting matchup where Frank would have had to do an excellent job balancing the removal of extremely mobile chaff units while still keeping his movement tight to avoid the ol’ “shaman rips a unit out of position where it then gets eaten by something scary” play that BoC specialize in. Here, I could see the flying endrinmaster really pulling his weight, being able to clear out ungor units while the thunderer blocks dare anything to get in blastin range. Gunhaulers are also excellent here, as they’re fantastic and blowing up squishy infantry units/characters.

Slaves to Darkness is an honest army (except for Belakor). Strong saves, good melee, and horribly unprepared for this KO build. Varanguard can’t do much against a double volley (possibly quadruple after unleash hell) from the thunderers, and gunhaulers can clear screens (with the endrinmaster).
Ironjawz, being the only loss, is also not surprising in the slightest. KO, as a book, is very susceptible to fast chunky melee threats, and that’s exactly what IJ are. Frank’s list doesn’t really play for the double turn and KO shooting is relatively short ranged, which means that being doubled by a Mawkrusha and friends could easily result in an unstoppable green tide sweeping away poor innocent dawi. IJ have enough movement and shenanigans to end up in combat immediately, and even a few surviving pigs can be an enormous threat to KO.

Slaanesh can’t really deal with massed 3+ armor units that outmove, outshoot, and outcompete them for objectives. D3 MW from temptation dice don’t matter to a 30 wound thunderer unit that just removes your army immediately.

And finally, seraphon can pose some trouble for traditional KO that rely on the admiral and maybe one khemist to make the army hum along. This is not traditional KO. I’d imagine pretty much anything seraphon brought to the table just got immediately removed by the thunderers and that sprinkling some mortal wounds around the units simply couldn’t reduce their efficacy in a meaningful way.

In short, although GW recognized that this army of renown was horribly unbalanced and made some sweeping changes to their power, it’s nice to see that we didn’t end up in a “10th ed Aeldari” situation with AoS. Good work to Admiral Sylvester for upholding the honor of the fleet and congratulations on a very successful Grundstock Expedition!

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


LEADER
1 x Auric Runemaster (130)
– Prayers: Heal
1 x Arch-Revenant (Elthwin’s Thorns) (310)*
1 x Auric Runefather on Magmadroth (360)**

– General
– Command Traits: Blood of the Berzerker
– Artefacts: Master Rune of Unbreakable Resolve
– Mount Traits: Coal-heart Ancient
1 x Battlesmith (150)**
– Artefacts: Nulsidian Icon
1 x Auric Runemaster (130)**
– Artefacts: Volatile Brazier
– Prayers: Heal
1 x Auric Flamekeeper (90)***
– Artefacts: Arcane Tome


BATTLELINE
10 x Vulkite Berzerkers with Bladed Slingshields (150)**
– Fyresteel War-pick and Bladed Slingshield
15 x Hearthguard Berzerkers (160)***
– Berzerker Broadaxe
10 x Vulkite Berzerkers with Bladed Slingshields (150)***
– Fyresteel War-pick and Bladed Slingshield


INVOCATION
1 x Molten Infernoth (50)

TERRAIN
1 x Magmic Battleforge (0)

OTHER
5 x Gossamid Archers (Elthwin’s Thorns) (310)*

CORE BATTALIONS:
*Regiment of Renown
**Warlord
***Wizard-finders of Andtor


TOTAL POINTS: (2000/2000)

Kevin Lathers: This list is a what I like to call a “dual threat” list. A big block of Hearthguard Berserkers (HGB) to hold down an objective or two (dependent on map) and a Runefather with all the things in order to make him a single turn absolute monster where he will kill almost anything in the game.

This allows the list to function as a sort of split pushing list or as a castle army and capable of fluidly shifting between either. If the shield vulkites and/or HGB can shield the runefather until he has the right opening, he can remove the key pieces of the opponents army in one round of combat.

Of course, the list will struggle against anything with multiple smaller threats or anything that can not only ignore wards, but then effectively do huge damage to the HGB to instantly lift them (such as Sigvald!).

The inclusion of Elthwin’s thorns, instead of a second flamekeeper or Grimhold exile (run+charge on the HGB), is clearly for easy tactics. Fyreslayers struggle immensely with tactics and this can go a long way to shoring that up while also providing a mobile threat piece that opponents can’t just roam around doing whatever it wants.

Final Tournament Placings

To view all of the results for the tournament please follow the link below to Best Coast Pairings

https://www.bestcoastpairings.com/event/PB43q2UZ9s

Top Three AoS Lists for Ragnarok Rumble

This is the top three AoS lists for Ragnarok Rumble that took place in the UK on the 18th and 19th of November. It saw 12 players vying to be crowned champion in a 5-game tournament.

Because this tournament is a bit smaller, with less then 20 players, we won’t be commenting on the individual lists.

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

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

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

The Top Three AoS Lists

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


Leaders
Auric Runemaster (130)*
– General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Heal
Auric Runefather (120)**
– Artefact: Axe of Grimnir
Battlesmith (150)***
– Artefact: Nulsidian Icon
Grimhold Exile (140)****
Grimhold Exile (140)*
Ellania and Ellathor, Eclipsian Warsages (190)*

– Universal Spell Lore: Levitate
– Allies


Battleline
5 x Auric Hearthguard (120)*
10 x Vulkite Berzerkers with Bladed Slingshields (150)*****
10 x Vulkite Berzerkers with Bladed Slingshields (150)*****


Units
Grimwrath Berzerker (110)***
Grimwrath Berzerker (110)****
Doomseeker (80)*****

– Artefact: Draught of Magmalt Ale
Doomseeker (80)**
Doomseeker (80)**
Doomseeker (80)***
Doomseeker (80)****


Endless Spells & Invocations
Aethervoid Pendulum (40)
Molten Infernoth (50)


Core Battalions
*Warlord
**Vanguard
***Vanguard
****Vanguard
*****Wizard-Finders of Andtor


Additional Enhancements
Artefact

Total: 2000 / 2000

Army Faction: Blades of Khorne
– Subfaction: Reapers of Vengeance
– Grand Strategy: Barren Icescape
– Triumph: Bloodthirsty


LEADERS
Wrath of Khorne Bloodthirster (300)
– Artefacts of Power: Halo of Blood
Bloodthirster of Insensate Rage (310)
– General
– Command Traits: Firebrand
– Artefacts of Power: Ar’gath, the King of Blades
– Prayers: Bloodbind
Skarbrand (380)*
Bloodmaster (110)*

– Prayers: Blood Sacrifice
Slaughterpriest (110)*
– Bloodbathed Axe
– Prayers: Killer Instinct
Be’lakor (340)**


BATTLELINE
Claws of Karanak (100)*
Bloodreavers (80)**

– Blood Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
Flesh Hounds (100)**


OTHER
Ogroid Theridons (150)**

– Thorakon
– Banner Bearer
– Charge-caller
– Goroan Great Axe


CORE BATTALIONS
*Warlord
**Battle Regiment


TOTAL POINTS: 1980/2000

Roland Rivera: The big boys are back in town! This is another strong result for the Bloodthirster-heavy Reapers of Vengeance lists, featuring another Daemonic centerpiece in Be’lakor. While not as potent a fighter as the likes of Skarbrand or a Bloodthirster of Insensate Rage, Be’lakor adds tactical depth by giving the Khorne player access to spellcasting as well as a once-per-game shutdown ability which can buy you precious time for your big Daemons to do the necessary damage.

As is to be expected from a list investing so heavily in its big centerpiece, this army is rather light on troops, with only the bare minimum of chaff units needed to satisfy Battleline requirements present. An interesting choice was the inclusion of Ogroid Theridons as a Coalition unit from Slaves to Darkness. While they feature a weak save and aren’t the fastest, they offer hitting power that is likely difficult for the Khorne roster to match, and so they make for a good secondary combatant to clean up any messes your big Daemons get into.

All in all, this list is walking on a razor’s edge in terms of the bodies on the table, but the power of a bunch of flying Daemons will likely see you through.

Army Faction: Sons of Behemat
– Army Type: King Brodd’s Stomp
– Grand Strategy: Slaughter of Sorcery
– Triumphs: Inspired


LEADER
1 x King Brodd (520)
1 x Gatebreaker (500)

– General
– Command Traits: Big Eater
– Artefacts: Amulet of Destiny
1 x Gatebreaker (500)*
– Nullstone Adornments: Polished Nullstone Pebble

BATTLELINE
1 x Mancrusher Gargant (140)*
1 x Mancrusher Gargant (140)*
1 x Mancrusher Gargant (140)*


CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1940/2000)

Army Faction: Stormcast Eternals
– Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired


LEADER
1 x Lord-Castellant (160)*
1 x Knight-Zephyros (100)**

– General
– Command Traits: Master of Magic
Artefacts: Arcane Tome
1 x Lord-Relictor (130)**
– Prayers: Translocation
1 x Knight-Zephyros (100)**
– Artefacts: Luckstone

BATTLELINE
2 x Dracothian Guard Fulminators (240)*
2 x Dracothian Guard Fulminators (240)*
5 x Vindictors (110)*


OTHER
4 x Stormdrake Guard (340)*
– Stormdrake-Prime
– Drakerider’s Lance
3 x Vanguard-Raptors with Longstrike Crossbows (230)*


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


TOTAL POINTS: (1990/2000)

Final Tournament Placings

To view all of the results for the tournament please follow the link below to Best Coast Pairings

https://www.bestcoastpairings.com/event/fSj9yapU5p

Top Three AoS Lists for the Ragnarok : Autumn 2023 AoS GT

This is the top three AoS lists for the Ragnarok : Autumn 2023 AoS GT  that took place in the UK on the 28th and 29th of October. It saw 14 players vying to be crowned champion in a 5-game tournament.

Because the tournament has 20 or less players we won’t be commenting on the lists.

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: Flesh-eater Courts
– Subfaction: Hollowmourne
– Grand Strategy: overshadow
– Triumph: Inspired


LEADERS
Abhorrant Ghoul King on Royal Terrorgheist (450)*
– General
– Command Traits: Grave Robber
– Artefacts of Power: Corpsefane Gauntlet
– Mount Traits: Gruesome Bite
– Spells: Spectral Host
Varghulf Courtier (160)*
Abhorrant Ghoul King (170)*

– Spells: Merciless Blizzard
Abhorrant Archregent (240)**
– Artefacts of Power: The Dermal Robe
– Spells: Hoarfrost
Abhorrant Archregent (240)**
– Spells: Deranged Transformation


BATTLELINE
Crypt Ghouls (80)
Crypt Horrors (330)*
Crypt Horrors (330)*


TERRAIN
1 x Charnel Throne (0)

CORE BATTALIONS
*Warlord
**Andtorian Acolytes


TOTAL POINTS: 2000/2000

Army Faction: Blades of Khorne
– Subfaction: Reapers of Vengeance
– Grand Strategy: Slaughter of Sorcery
– Triumph: Inspired


LEADERS
Bloodmaster (110)*
– Prayers: Blood Sacrifice
Bloodthirster of Unfettered Fury (330)*
– General
– Command Traits: Firebrand
– Artefacts of Power: Ar’gath, the King of Blades
– Prayers: Bronzed Flesh
Bloodsecrator (120)*
– Nullstone Adornments: Hand-carved Nullstone Icon
Bloodmaster (110)**
– Artefacts of Power: Halo of Blood
– Prayers: Killer Instinct


BATTLELINE
Bloodletters (360)**
– Bloodreaper
– Icon Bearer
– Hornblower
Flesh Hounds (100)**
Bloodreavers (80)**

– Hornblower
– Icon Bearer
– Blood Chieftain
– Reaver Blades
Bloodletters (360)**
– Bloodreaper
– Icon Bearer
– Hornblower


OTHER
Mighty Skullcrushers (420)**
– Skullhunter
– Ensorcelled Axe
– 2 x Standard Bearer
– 2 x Hornblower


TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Command Entourage
– Magnificent
**Battle Regiment


TOTAL POINTS: 1990/2000

Army Faction: Stormcast Eternals
– Army Type: Scions of the Storm
– Army Subfaction: Hammers of Sigmar
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired
– Call for Aid


LEADER
1 x Lord-Arcanum on Gryph-Charger (170)*
– General
– Command Traits: Shaman of the Chilled Lands
– Spells: Thundershock
1 x Lord-Relictor (130)*
– Prayers: Translocation
1 x Lord-Celestant on Dracoth (170)*
– Stormstrike Glaive
– Artefacts: Luckstone
– Mount Traits: Celestial Instincts


BATTLELINE
4 x Dracothian Guard Tempestors (210)*
4 x Dracothian Guard Tempestors (210)*
5 x Sequitors (110)*
2 x Dracothian Guard Fulminators (240)*


ENDLESS SPELL
1 x Everblaze Comet (90)

OTHER
3 x Evocators on Celestial Dracolines (240)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1990/2000)

Army Faction: Fyreslayers
– Army Subfaction: Greyfyrd
– Grand Strategy: Masters of the Forge
– Triumphs: Indomitable


LEADER
1 x Auric Runemaster (130)
– Artefacts: Volatile Brazier
– Prayers: Heal
1 x Auric Runefather on Magmadroth (360)*
– General
– Command Traits: Blood of the Berzerker
– Artefacts: Master Rune of Unbreakable Resolve
– Mount Traits: Coal-heart Ancient
1 x Battlesmith (160)*
– Artefacts: Nulsidian Icon
1 x Auric Flamekeeper (90)*
– Nullstone Adornments: Hand-carved Nullstone Icon
1 x Auric Runeson (80)**
– Ancestral War-axe
– Artefacts: Axe of Grimnir


BATTLELINE
10 x Vulkite Berzerkers with Bladed Slingshields (150)*
– Karl
– Hornblower of Grimnir
– Fyresteel War-pick and Bladed Slingshield
15 x Hearthguard Berzerkers (480)**
– Karl
– Berzerker Broadaxe
15 x Hearthguard Berzerkers (480)**
– Karl
– Berzerker Broadaxe


INVOCATION
1 x Molten Infernoth (50)

TERRAIN
1 x Magmic Battleforge (0)

CORE BATTALIONS:
*Warlord
**Wizard-finders of Andtor


TOTAL POINTS: (1980/2000)

Final Tournament Placings

For the complete results please follow the link below to Best Coast Pairing:

https://www.bestcoastpairings.com/event/L5FY3PLDTN