Tag Archives: Idoneth Deepkin

Top Three AoS Lists for the Warhammer Open Newport

This is the top three AoS lists for the Warhammer Open Newport that took place in the UK between the 14th and 16th of August 2026. It saw 58 players vying to be crowned champion in a 8-game tournament.

Before we jump into the Top Three AoS Lists, I want to invite 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

Fyreslayers
Warrior Kinband
Points: 2000/2000 points
Drops: 4 drops
Battle Tactics: Siege of Ashes / Burning for Vengeance
Prayer Lore: Vulkyn Gifts (SoA)
Manifestation Lore: Magmic Invocations
Faction Terrain: Magmic Battleforge


General’s Regiment
Auric Runefather on Magmadroth (320)

• General
• Thickened Scales (20 pts)
9x SoA Vulkyn Flameseekers (160)


Regiment 1
Auric Runesmiter (90)

• Ash-cloud Rune
10x Auric Hearthguard (200)

• Reinforced
10x Hearthguard Berzerkers with Flamestrike Poleaxes (220)

• Reinforced
9x SoA Vulkyn Flameseekers (160)


Regiment 2
Auric Runesmiter (90)
10x Auric Hearthguard (200)

• Reinforced
10x Hearthguard Berzerkers with Flamestrike Poleaxes (220)

• Reinforced
9x SoA Vulkyn Flameseekers (160)


Regiment 3
Auric Runemaster (160)

• Ash-Beard

Kevin Lathers: Known Runefather and cool dude, Philip Springall, has managed notch quite an impressive 8-0 at this GW Open while playing against 8 different armies! Congratulations!

His list doesn’t use the usual SoA Runeson on Magmadroths and instead leans hard into infantry, including the newer SoA Flameseekers. This is supported by the subfaction ability encouraging charging infantry for the +1 to wound rolls.

The Runesmiter’s now-changed ability to take the entire regiment into deepstrike shines here because at the start of the game Philip can have the vast majority of his points in the tunnels leaving his opponent both little counter-deployment options and himself many possibilities on where to place these large regiments after the game has already begun.

The Runefather on Magmadroth exists as a support piece here, his thickened scales letting him tank more while he uses his rampage for save reduction on enemies and his once per game attack boost to buff nearby infantry units.

A Runemaster does its normal role of being a double-prayer priest and a battle trait buff piece: enhancing the runes can often alter the course of a battle, particularly for infantry where an additional boardwide +1 save (on the 5++ ward rune) or 1 rend (on the Crit(Mortal) rune) can make or break a fight.

The story here is the two large regiments in deepstrike though. Auric Hearthguard remain and incredibly swingy shooting hammer that often does 2 damage or 20 damage and you don’t know what you’ll get; their low range (12″) mitigated by being in deepstrike.

The Hearthguard Berserkers do their normal schtick of beating the hell out of anything they touch while the SoA Flameseekers have the ability to increase their movement by their fury level going a whopping 11″ of base movement, acting as a speedy threat in place of a magmadroth — plus they aren’t too bad on the attack and with the enhanced Crit(mortal) rune can reach 3 rend against monsters.

An important piece of this list is the ash-cloud rune on one of the Runesmiters. This allows for the entire regiment to be plopped down right in front of a murderers row of shooting units and be completely invulnerable to them. That sort of threat is ruinous to armies that rely on shooting for damage or support of their melee.

Thus the list is highly flexible through mobility and deepstrikes, hits very hard in both shooting and melee, tanks decently well with higher wound counts and potential 5+ wards, and gives the opponent no real ways to hide from it or get into it.

A big downside is that the list relies on synergy between pieces, including runes and priests, and knowing the perfect place to deepstrike the regiments. A single mistake on the deepstrike can leave the entire list falling apart without surrounding support and threats. Clearly Philip didn’t make any major errors for his part.

Disciples of Tzeentch
Mutants and Mad Things
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of Fate
Manifestation Lore – Manifestations of Tzeentch
Battle Tactics Cards: Burning for Vengeance and Flanking Firestorm


General’s Regiment
Lord of Change (390)

• General
• Fate Slicer
Blue Horrors and Brimstone Horrors (240)

• Reinforced
Chaos Spawn of Tzeentch (60)
Chaos Spawn of Tzeentch (60)
Fatemaster (150)

• Silver Summoner


Regiment 1
Fateskimmer, Herald of Tzeentch on Burning Chariot (140)
Burning Chariot of Tzeentch (140)

• Vision of Arcane Sacrifice
Scourge of Aqshy: Screamers of Tzeentch (110)
Scourge of Aqshy: Screamers of Tzeentch (110)


Regiment 2
Curseling, Eye of Tzeentch (170)
Kairic Acolytes (90)
Tzaangors (340)

• Reinforced


Faction Terrain
Argent Shard

Erich: Simon brought out the Mutants and Mad Things with this Tzeentch Daemon list. Central to the army is the Lord of Change that can recur Horrors, Screamers, and the odd Burning Chariot while providing -1 hit to protect those daemons. A Silver Summoner brings back heroes and the Kairics, with the latter able to use their Driven By Destiny to move surprisingly fast by mid game.

The pair of Spawn provide an opportunity to score Flanking Firestorm with relative ease while also holding up movement or swapping in to protect a key pieces. The real hammer in this list are Tzaangors, who can be buffed up via the Burning Sigil, Shield of Fate, and Screamers to become deadly attackers that disappear for one of the aforementioned spawn in between turns.

All these pieces taken together provide a resilient list that debuffs attacks, disappears from the board, and delivers damage at decisive points. Its speed and recursion also provide reliable scoring with mobile and disposable pieces for Flanking Firestorm and the ability to spread into Burning for Vengeance before converging with magic or a precision strike to remove an offending hero. Congratulations to Simon, the mental fortitude to take Tzeentch 5 rounds is impeessive and even more so with a complex movement and recursion based build.

Flesh-eater Courts
Royal Menagerie
General’s Handbook 2026-27
Drops: 2
Spell Lore – Lore of Madness
Prayer Lore – Rites of Delusion
Manifestation Lore – Manifested Insanity
Battle Tactics Cards: Burning for Vengeance and Siege of Ashes


General’s Regiment
Ushoran, Mortarch of Delusion (450)

* General
Royal Terrorgheist (240)
Royal Terrorgheist (240)
Royal Terrorgheist (240)
Royal Zombie Dragon (260)


Regiment 1
Abhorrant Ghoul King on Royal Terrorgheist (430)

* Stronger in Madness
* Charnel Vestments
Royal Beastflayers (110)

* Defenders of Chivalry

Woehammer Peter: Phil has taken Royal Menagerie very literally. Ushoran is accompanied by three Terrorgheists, a Zombie Dragon and a Ghoul King riding yet another Terrorgheist, leaving the Royal Beastflayers as the only unit in the army that couldn’t resonably be described as a very large problem.

The key is that these monsters are more than a collection of individual hammers. Royal Menagerie rewards the non-Hero beasts for remaining close to the court’s heroes, each can use the Rampage on its own warscroll even if another friendly Monster has already used that same Rampage that turn. An unmodified charge of 9+ also gives those monsters Strike-First. With three Royal Terrorgheists and a Zombie Dragon, Phil create several disruptive combats at once rather than relying on one monster to do all the work.

The Terrorgheists are particularly unpleasant once they get into combat. Shriek of Terror rolls against every model in an enemy Infantry unit and can also leave that unit at -1 to hit if enough damage gets through, while Wicked Predator increases their Skeletal Talon attacks against units containing champions, mussicians and standard bearers. The Zombie Dragon gives a different kind of pressure. On Rotten Wings can redeploy it more than 9″ from the enemy, while its Soaring Terror Rampage lets it surge through enemy combat ranges after charging and carry mortal damage into another engagement.

The Ghoul King is where several of the list’s support layers meet. Stronger in Madness ignores the first damage allocated to him in each phase and switches off most weapon abilities used against him, making an already substantial mounted Hero awkward to remove. Charnel Vestments then makes him a Priest alongside being a Wizard, giving Phil access to Rites of Delusion when prayer support is more valuable than another spell. Charnel Conviction can supply a 5+ ward, while The Summerking’s Favour can increase a Hero’s melee damage or, with a strong enough chant, offer a second Fight.

There’s also a potentially brutal “go turn” hidden in the faction rules. The Ghoul King’s A Majestic Menagerie Delusion adds an attack to nearby Companion melee weapons, while Feeding Frenzy can once per battle add another attack to melee weapons, including Companions, around a Flesh-eater Courts Hero. Meanwhile Ushoran’s Shroudcage Fragment can inflict Strike-last on up to three enemy units if the rolls beat their Control. Put that together with Royal Menagerie’s potential Strike-first charges and Phil can exert serious control over who gets to swing, and when.

The solitary Beastflayers provide something the monsters don’t want to spend their time doing: screening, trading and completing positional jobs, with Defenders of Chivalry giving their melee weapons additional Rend when fury reaches 7.

The pressure is keeping this enormous royal procession coordinated. Royal Menagerie wants the non-Hero monsters wholly within 12″ of a Flesh-eater Courts Hero, so opponents who can stretch the army apart, screen the large bases or force awkward engagements can reduce the value of those overlapping abilities.

That’s easier written than done, though. Phil deserves the praise for taking his mobile petting zoo 3rd place from 58 players at the Newport Open.

Stuart Angleton: It’s time to party! Namarti party specifically. I miss the old Mor’phann builds…and when it was called Mor’phann, but I digress. You don’t see many Namarti lists do particularly well. Between their t-shirt saves, generally lack luster damage, and the need to be babysat by buff pieces, there’s just so many more efficient options in the book. The advantage Namarti have is that they can receive a majority of the buffs the army offers as their main damage does not come from companion weapons. So you have a conundrum; Namarti are cool (the models have held up very well over the editions), but you need a ton of points tied up in buff pieces to make them viable. Well apparently the answer to this problem was just make sure most of your buff pieces damage dealers.
Double Eidolon gives you a two-caster with a native +1 to casting rolls and a -1 to save spell, and a 100mm base with an aura of +1 to wound and strike-last debuff against an enemy hero. Eidolon of the Storm is a great target for Eruption of Fury.

The Akhelian King, lost to the whirlways since the passing of the Age of Smash King, can put up some respectable scalpel damage when supported by the Storm’s aura. In return, he can give the storm extra rend on the charge. Between the King and the Sea-delon, that’s potentially an effective rend 4.

The turtle’s damage suffers a bit as this list does not run Akhelian Beastmasters (there’s actually three whole other formations in the book!!!), but he can still provide a ward save to the King.

Speaking of formations, Ishrann council is a smart pick here. As long as the Soulrender and Tidecaster stay near each other, the Soulrender always returns Namarti to all three blocks (range permitting), and the Tidecaster’s rituals go from a 3+ to a 2+. With the reduction of obscuring terrain, the meta is shifting toward more shooting in many areas. Being able to turn that off outside of twelve inches is a game changer.

Lastly, two big bricks of Thralls and one brick of Reavers. Unfortunately, the reinforced units have a hard time getting into the turtle ward bubble, but they are hardly the most tantalizing target at first glance. Into a large enough target, Thralls are dishing out 41 attacks on 3s to hit (base), 3s to wound (+1 from Storm), potentially rend 4 (1 base + Sea’s spell + King + anti-infantry/monster) 1 damage. That’s just one reinforced unit.

Reavers have a good, albeit short ranged, shooting profile. Range isn’t so much of an issue when the rest of your army wants to be up close.
All-in-all, great list, great performance, and super fun to dive into (as a Deepkin fan I am bound by law to make at least one water/fish related pun. There is no escaping the puns).

Final Tournament Placings

4th Edition Faction Review: Idoneth Deepkin

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

Who are the Idoneth Deepkin?

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

Playstyle

Float like an Allopex, Sting like a Fangmora.

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

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

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

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

Battle Traits

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

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

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

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

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

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

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

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

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

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

Formations

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

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

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

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

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

Spells

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

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

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

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

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

Enhancements

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

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

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

Units

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

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

Turtle by Ben Adlem

Sadness over. Let’s talk about Eidolons.

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

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

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

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

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

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

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

Sample List

Akhelian King

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

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

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

Soulscryer

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

———————————-

Soulscryer

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

Volturnos, High King of the Deep

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

Tidecaster

  • 1×10 Reavers
  • 1×10 Reavers

Manifestation: Incarnate go brrr

Top Three AoS Lists for the False Alarm GT/24

This is the top three AoS lists for the False Alarm GT/24 that took place in Canada on the 13th and 14th of April. It saw 40 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: Maggotkin of Nurgle
– Subfaction: Blessed Sons
– Grand Strategy: Spellcasting Savant
– Triumphs: Bloodthirsty

Leaders
Bloab Rotspawned (310)

– Lore of Malignance: Gift of Disease
Morbidex Twiceborn (300)
The Glottkin (580)

– Lore of Malignance: Rancid Visitations
Orghotts Daemonspew (320)*
Rotbringer Sorcerer (120)*

– General
– Command Trait: Grandfather’s Blessing
– Artefact: The Splithorn Helm
– Lore of Primal Frost: Merciless Blizzard


Battleline
10 x Plaguebearers (120)*
10 x Plaguebearers (120)*
10 x Plaguebearers (120)*


Core Battalions
*Battle Regiment

Total: 1990 / 2000

Army Faction: Seraphon
– Army Type: Coalesced
– Army Subfaction: Koatl’s Claw
– Grand Strategy: Continuous Expansion


LEADER
1 x Skink Starseer (160)*

– Spells: Heavenly Frenzy
1 x Saurus Oldblood on Carnosaur (240)*
– Artefacts: Blade of Realities
1 x Saurus Astrolith Bearer (160)**
– General
1 x Saurus Oldblood on Carnosaur (240)**


BATTLELINE
10 x Saurus Warriors (180)*

– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club
5 x Saurus Guard (140)*
– Saurus Guard Alpha
– Icon Bearer
– War-drummer
20 x Saurus Warriors (180)**
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Spear
10 x Saurus Warriors (180)**
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club
10 x Saurus Warriors (180)**
– Saurus Warrior Alpha
– Icon Bearer
– War-drummer
– Celestite Club


TERRAIN
1 x Coalesced Realmshaper Engine (0)


OTHER

5 x Hunters of Huanchi with Starstone Bolas (80)*

– Chameleon Skink Alpha
– Huanchi’s Claw
– Hornblower
5 x Hunters of Huanchi with Starstone Bolas (80)**
– Chameleon Skink Alpha
– Hornblower
– Huanchi’s Claw


CORE BATTALIONS:
*Battle Regiment
**Battle Regiment


TOTAL POINTS: (2000/2000)

Allegiance: Idoneth Deepkin
– Enclave: Fuethan (sharks auto wound on 6s to hit)
– Grand Strategy: The Creeping Gloomtide (nothing near the boat at end of game)
– Triumphs: Ignore battleshock


Leaders
Akhelian King (220)* (can make stuff strike first)

– General
– Bladed Polearm
– Command Trait: Unstoppable Fury (+2 attacks for each units within 3″)
– Mount Trait: Voidchill Darkness (-1 to hit for units within 3″)
Isharann Soulrender (100)* (brings back d3 namarti and has a once per game auto kill ability)
– Artefact: Arcane Tome (Universal Artefact)
Lotann, Warden of the Soul Ledgers (110)* (+1 to wound aura and tides ability)


Battleline
30 x Namarti Reavers (480)*

– Reinforced x 2
20 x Namarti Thralls (220)*
– Reinforced x 1
1 x Bloodthirsty Shiver Akhelian Allopex (150)*
1 x Bloodthirsty Shiver Akhelian Allopex (150)*
1 x Bloodthirsty Shiver Akhelian Allopex (150)*


Behemoths
Akhelian Leviadon (400)* (aura of +1 to save and hit)

Terrain
Gloomtide Shipwreck (0) (5+ ward wholly within 6″ and can garrison stuff inside)


Core Battalions
*Battle Regiment


Total: 1980 / 2000

Army Faction: Orruk Warclans
– Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Waaagh!
– Triumph: Inspired


LEADERS
Snatchaboss on Sludgeraker Beast (290)*

– General
– Command Traits: Supa Sneaky
– Artefacts of Power: Mork’s Eye Pebble
– Mount Traits: Fast ’Un
Swampcalla Shaman and Pot-grot (100)*
– Spells: Merciless Blizzard
Killaboss with Stab-Grot (80)*
– Boss‑hacka and Skareshield
Swampboss Skumdrekk (280)**
Swampcalla Shaman and Pot-grot (100)**

– Spells: Choking Mist


BATTLELINE
Gutrippaz (300)*

– Gutrippa Drummer
– Gutrippa Hornblower
– Gutrippa Boss
– Wicked Stikka
– 2 x Gutrippa Banner Bearer
Man-skewer Boltboyz (360)**
– Boltboy Boss
Man-skewer Boltboyz (120)**
– Boltboy Boss
Man-skewer Boltboyz (120)**
– Boltboy Boss
Hobgrot Slittaz (80)**
– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss


OTHER
Daggok’s Stab-ladz (70)*
Hobgrot Slittaz (80)**

– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss


CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 1980/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/8728P4JQFE

Top Three AoS Lists for Dwellers Below AoS GT

This is the top three AoS lists for Dwellers Below AoS GT that took place in Canada on the 6th and 7th of April. It saw 26 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: Flesh-eater Courts
– Grand Court: Morgaunt
– Grand Strategy: Spellcasting Savant
– Triumphs: Indomitable


Leaders
Abhorrant Archregent (150)*

– Lore of Primal Frost: Hoarfrost
Abhorrant Archregent (150)*
– Lore of Primal Frost: Merciless Blizzard
Abhorrant Gorewarden (150)*
– General
– Command Trait: Feverish Scholar
– Lore of Madness: Deranged Transformation
Crypt Ghast Courtier (80)***
Marrowscroll Herald (100)**

– Artefact: Charnel Vestments
– Prayer: Charnel Conviction


Battleline
30 x Cryptguard (420)**

– Reinforced x 2
3 x Morbheg Knights (150)***
3 x Morbheg Knights (150)***
3 x Morbheg Knights (150)***


Units
20 x Royal Beastflayers (220)**
20 x Royal Beastflayers (220)***


Endless Spells & Invocations
Chalice of Ushoran (50)


Core Battalions
*Andtorian Acolytes
**Wizard-Finders of Andtor
***Battle Regiment


Total: 1990 / 2000

Allegiance: Skaven
– Grand Strategy: Arch-corruptors of the Mortal Realms
– Triumphs: Who needs em..


Leaders
Grey Seer (110)*

– General
– Command Trait: Shaman of the Chilled Lands
– Artefact: Skavenbrew
– Lore of Ruin: Death Frenzy
– Lore of Ruin: Skitterleap
Grey Seer on Screaming Bell (240)*
– Lore of Ruin: Death Frenzy
– Lore of Ruin: Skitterleap
Master Moulder (80)*
– Artefact: Foulhide
Plague Priest on Plague Furnace (270)**
– Universal Prayer Scripture: Heal
Skabbik Plagueseeker (140)**
– Noxious Prayers: Rabid-rabid!
Plague Priest (100)**
– Universal Prayer Scripture: Guidance


Battleline
20 x Clanrats (100)*

– Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
20 x Clanrats (100)**
– Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
4 x Rat Ogors (260)
– Reinforced x 1
4 x Rat Ogors (260)
– Reinforced x 1
5 x Plague Censer Bearers (100)


Units
1 x Warp-Grinder (60)
Skabbik’s Plaguepack (140)


Behemoths
Hell Pit Abomination (180)


Core Battalions
*Warlord
**Warlord


Additional Enhancements
Spell
Artefact


Total: 2000 / 2000

Army Faction: Slaves to Darkness
– Army Subfaction: Host of the Everchosen
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired


LEADER
1 x Chaos Sorcerer Lord (120)*

– Spells: Merciless Blizzard
– Mark of Chaos: Nurgle
1 x Chaos Lord (110)*
– General
– Command Traits: Master of Magic
– Reaperblade and Daemonbound Steel
– Artefacts: Arcane Tome
– Mark of Chaos: Slaanesh
1 x Slaves to Darkness Daemon Prince (150)**
– Daemonic Axe
– Wings
– Mark of Chaos: Nurgle


BATTLELINE
10 x Chaos Chosen (230)**

– Exalted Champion
– 2 x Icon Bearer
– 2 x Skull Drummer
– Ensorcelled Banner: The Banner of Screaming Flesh
– Mark of Chaos: Slaanesh
20 x Chaos Warriors (180)**
– Aspiring Champion
– 2 x Standard Bearer
– 2 x Hornblower
– Ensorcelled Halberd
– Ensorcelled Banner: The Eroding Icon
– Mark of Chaos: Nurgle
10 x Chaos Warriors (180)**
– Aspiring Champion
– Standard Bearer
– Hornblower
– Murderous Weapon
– Mark of Chaos: Nurgle
1 x Chaos Chariot (80)**
– Chaos Greatblade and Lashing Whip
– Mark of Chaos: Nurgle
1 x Chaos Chariot (80)**
– Chaos Greatblade and Lashing Whip
– Mark of Chaos: Nurgle
10 x Chaos Chosen (230)**
– Exalted Champion
– 2 x Icon Bearer
– 2 x Skull Drummer
– Mark of Chaos: Nurgle


CORE BATTALIONS:
*Andtorian Acolytes
**Chaos Warband
– Unified


TOTAL POINTS: (2000/2000)

Army Faction: Idoneth Deepkin
– Subfaction: Ionrach
– Grand Strategy: The Creeping Gloomtide
– Triumph: Inspired


LEADERS
Isharann Soulrender (100)*

– Nullstone Adornments: Hand-carved Nullstone Icon
Akhelian King (220)**
– General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts of Power: Potion of Hateful Frenzy
– Mount Traits: Voidchill Darkness


BATTLELINE
Namarti Reavers (160)*

– Icon Bearer
Namarti Thralls (110)**
– Icon Bearer
Namarti Thralls (110)**
– Icon Bearer
Namarti Thralls (110)**
– Icon Bearer
Akhelian Ishlaen Guard (160)**
– Lochian Prince
– Standard Bearer
– Musician
Akhelian Ishlaen Guard (160)**
– Lochian Prince
– Standard Bearer
– Musician


BEHEMOTH
Akhelian Leviadon (400)**
– Mount Traits: Reverberating Carapace


OTHER
Akhelian Allopexes (150)*

– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (150)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (150)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades


CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 1980/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/SPn5HTVKU2

Top Three AoS Lists for the VIC GT 2024

This is the top three AoS lists for the VIC GT 2024 that took place in Australia on the 16th and 17th of March. It saw 44 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: Skaven
– Grand Strategy: Arch-corruptors of the Mortal Realms
– Triumphs: Bloodthirsty

LEADER
1 x Grey Seer On Screaming Bell (240)
– Artefacts: Skavenbrew
– Spells: Skitterleap, Death Frenzy
1 x Grey Seer On Screaming Bell (240)*
– General
– Command Traits: Diabolical Schemer
– Spells: Levitate, Death Frenzy
1 x Plague Priest (100)**
– Prayers: Rabid-rabid!
1 x Grey Seer (110)***
– Spells: Hoarfrost, Merciless Blizzard
1 x Plague Priest On Plague Furnace (270)***
– Prayers: Disease-disease!
1 x Skabbik Plagueseeker (140)***
– Prayers: Filth-filth!

BATTLELINE
20 x Clanrats (100)*
– Rusty Blade
20 x Clanrats (100)*
– Rusty Blade
15 x Plague Censer Bearers (300)**
15 x Plague Censer Bearers (300)**

ENDLESS SPELL
1 x Soulscream Bridge (80)

OTHER
5 x Skabbik’s Plaguepack (140)***

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

TOTAL POINTS: (1980/2000)

Kieren Coates: Now this is my own list so i can provide a bit more insight into this one!

However, variants of this list have been floating around for some time, especially since it ran second place at the GW open in Atlanta – however I was personally destroyed by one of the OG’s of bells in the current meta, Stuart the iron gutsman in a skaven mirror months prior.

With the list facing a 120 point nerf in the recent battlescroll, changes were needed to be made and the most optimal change was reducing one bell down to a seer, but honestly… i think its better

By taking a seer instead, it gives access to both blizzard and hoarfrost which are incredibly pivotal spells, with hoarfrost greatly assisting in two of my wins (Big Waaagh and gargants), and now with the new wizard finders having a 3rd small hero means you have access to warlord, and then using the priest to provide wizard finders to the 30 censors for that critical 5+ spell block.

The concept of the list is simple – with 6 masterclan/pestilence heroes unless the enemy fights you, you have your grand strategy by default. Combined with simple tactics you can very easily score 28 points.

Now, that means if the enemy can do the same, it comes down to who can control the primaries for those critical turns – not only does this list have the bodies to outmuscle most lists, but skabbick’s prayer to automatically take an objective if his squad is on it is brutal in control matchups, game changingly so in some cases.

Sit in the most optimal zone of the board, force the enemy to have to take the risk into you, and if they are unable to piece through the screaming bells, furnaces and clanrats then expect them to be cleared by the powerhouse that is 2×15 censors.

on the charge with prayer, all out attack and skabbicks pack within 18″ its 75 attacks, 2’s, 2’s, rend 1 damage 2

For context thats 70 damage into a 4+ save enemy – thats without adding in hoarfrost, skavenbrew, or death frenzy to further fight again when your models die

Be aware however the list isnt without weakness – if your PCB’s die early by not protecting them, or they are shot down from a distance you will be left with all bodies and no teeth. Against ranged lists you must use smart positioning, soulscream bridge and gnawholes to close the gap and get into threat range while controlling the board with the remaining bodies

While the list has been nerfed by 120 points, it still certainly has its punch and can beat down on most melle armies, but be afraid of the ranged powerhouses that can take out your hammers before they get a chance to engage.

Allegiance: Sons of Behemat
– Tribe: King Brodd’s Stomp
– Grand Strategy: Overshadow
– Triumphs: Inspired

Leaders
King Brodd (520)
– General
– Command Trait: Big Eater
Gatebreaker Mega-Gargant (500)
– Artefact: Amulet of Destiny (Universal Artefact)
Warstomper Mega-Gargant (440)*
– Nullstone Adornment: Hand-carved Nullstone Icon

Battleline
1 x Mancrusher Gargants (130)*
1 x Mancrusher Gargants (130)*
1 x Mancrusher Gargants (130)*
1 x Mancrusher Gargants (130)*

Core Battalions
*Battle Regiment

Total: 1980 / 2000

Peter: I’ve been lucky enough to know the PlasticCraic team for a while now. So when Joel popped up in the listing, we decided to do something a little different for his list review!


Peter: Thanks for agreeing to do this! We don’t often see Sons topping the tables of events these days. What is it that separates your list from other Sons lists that gave you that little extra zing?

Joel: Funnily enough, the list i took seems to be ‘the’ brodds stomp list getting around at the moment, and I’d be wrong to take the credit for coming up with it. It does play vastly different to a regular sons list. Their biggest flaw was ironically survivability. Megas have been used as the yard stick for damage output since they were released, and in brodds stomp you kind of fix that flaw by getting a 5+ ward on brodds 40 wounds. The extra zing would have to be the kings stomp, which is the brodds stomp specific monstrous action. I used this pretty aggressively to tie up units and snipe out heroes. Throwing terrain is cool and all, but this one takes the cake for me.

Peter: Your only loss came to Kieren and his ratties. Was this just a weight of numbers issue that caused the issue for your megas? Not discounting that Kieren is probably the top Skaven player.

Joel: Kieren had a dream turn 1, applying every buff to 15 plague sensor bearers, including a -3 rend hoarfrost. I didn’t zone out the bridge properly, and he got into my guts, wiping out the warstomper and a mancrusher with a 12″ charge. Safe to say, the 20 attacks a model (sarcasm) comfortably lifted them with ease. Skaven can be a really tough matchup for sons, between the debuffs from the bells and weight of dice from stupidly cheap 2 wound rats. Full credit to Kieren, though. VICGT was his first 5-0, and he deserved the win. I doubt I’m the only one to say that I’m glad to see the back of PCBs leading into 4th!

Peter: So are there any changes you’d make to the lost following VICGT? Or are you looking to have fun with it all for the lame duck period?

Joel: There’s a good chance I’ll be playing sons again for fatal4play, which is a 4-player teams event in June. And after VICGT, I’ll most likely swap out the gatebreaker for a krakeneater. Hitting on 4+s really sucks, and I used the pulverising strike ability more than I’d like to admit. The krakeneater adds some objective kicking, which is always handy, especially when in brodds you dont want to spread out too much and lose the 5+ ward. Krakens do less damage, but atleast they hit on 3+s base and are another good choice to hurl terrain with as you get more milage out of an all out attack, given they come with a decent shooting profile already.

Peter: Thanks Joel!

Army Faction: Idoneth Deepkin
– Subfaction: Ionrach
– Grand Strategy: The Creeping Gloomtide
– Triumph: Inspired


LEADERS
Akhelian King (220)*

– General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts of Power: Potion of Hateful Frenzy
– Mount Traits: Voidchill Darkness
Lotann (110)*
Isharann Soulscryer (140)*

– Prayers: Curse
– Nullstone Adornments: Pouch of Nulldust


BATTLELINE
Akhelian Morrsarr Guard (320)*
Akhelian Morrsarr Guard (320)*
Namarti Reavers (160)*
Namarti Reavers (160)*


BEHEMOTH

Akhelian Leviadon (400)*

– Mount Traits: Reverberating Carapace


OTHER
Akhelian Allopexes (150)*

– Razorshell Harpoon Launcher


CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1980/2000

Allegiance: Slaves to Darkness
– Damned Legion: Knights of the Empty Throne
– Grand Strategy: Overshadow
– Triumphs: Bloodthirsty


Leaders
Be’Lakor, the Dark Master (340)*
– The Lore of the Damned: Binding Damnation
Chaos Sorcerer Lord (120)*
– General
– Command Trait: Shaman of the Chilled Lands
– Artefact: Chaos Familiar
– Mark of Chaos: Nurgle
– The Lore of the Damned: Daemonic Speed


Battleline
5 x Chaos Knights (220)*
-4x Cursed Lance
-plague Flail
-standard bearer
-hornblower
– Mark of Chaos: Nurgle
– Ensorcelled Banner: The Eroding Icon
9 x The Unmade (80)*
– Mark of Chaos: Undivided
9 x Untamed Beasts (80)*
– Mark of Chaos: Undivided
6 x Varanguard (560)*
– 6x Fellspear
– Mark of Chaos: Khorne
– Reinforced x 1
6 x Varanguard (560)*
– 3x Fellspear
– 3x Daemonforged Blade
– Mark of Chaos: Khorne
– Reinforced x 1


Core Battalions
*Battle Regiment

Total: 1960 / 2000

Final Tournament Placings

RankPlayer
Faction
WinDrawLossBP
1Kieren Coates
Skaven
50050
2Joel McGrath
Sons of Behemat
40140
3Joel Graham
Idoneth Deepkin
40140
4Jordan Maus
Slaves to Darkness
40139
5David Sulava
Gloomspite Gitz
40139
6Laslo Nedanovski
Flesh-Eater Courts
40138
7Sam Morgan
Soulblight Gravelords
40138
8Nathan Thompson
Kharadron Overlords
40138
9Tyson Gleeson
Blades of Khorne
40135
10Zak Rockman
Orruk Warclans
30230
11Alexander Krohn
Kharadron Overlords
30229
12Zenith Mills-Shorter
Flesh-Eater Courts
30228
13Peter Atkinson
Gloomspite Gitz
30228
14James Hallam
Kharadron Overlords
30228
15Daniel Bonaci
Ogor Mawtribes
30227
16Daniel Trotter
Kruleboyz
30227
17Lachlan Jago
Kharadron Overlords
30226
18Ethan Moon
Nighthaunt
30226
19Josh Clark
Skaven
30226
20Will Walters
Sons of Behemat
30226
21Jeremy Page
Seraphon
20319
22Jason Brown
Flesh-Eater Courts
20319
23Jarrad Coots
Ogor Mawtribes
20318
24Andrew Frankhuisen
Blades of Khorne
20318
25Jared Haggard
Stormcast Eternals
20318
26Nicholas Zambo
Ironjawz
20318
27James Anderson
Daughters of Khaine
20316
28Dave Cunning
Sylvaneth
20316
29Jason Spedding
Hedonites of Slaanesh
20316
30Tristan Smith
Ironjawz
20316
31Steve Woolgar
Ossiarch Bonereapers
20315
32Jason tipping
Flesh-Eater Courts
20315
33Justin Clark
Flesh-Eater Courts
20314
34Gene Mills
Gloomspite Gitz
1049
35Aaron McHours
Beasts of Chaos
1029
36John Fazakerley
Ogor Mawtribes
1048
37Jayden Andrea
Ogor Mawtribes
1048
38Corey Beilharz
Flesh-Eater Courts
1047
39Luke Ingram
Ironjawz
1047
40Jai Portelli
Sylvaneth
1046
41Anthony Quilty
Soulblight Gravelords
0105
42Sam Sims
Blades of Khorne
0105
43Adam Kotis
Kruleboyz
0010
44Brad Klimpsch
Flesh-Eater Courts
0050

Top Three AoS Lists for The South Coast AoS Singles

This is the top three AoS lists for The South Coast AoS Singles  that took place in the UK on the 2nd and 3rd of March. It saw 21 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: Ogor Mawtribes
– Mawtribe: Boulderhead
– Grand Strategy: Ready for Plunder
– Triumphs:

Leaders
Queen Divine (400)
Huskard on Stonehorn
– Blood Vulture
– Mount Trait: Metalcruncher
– Prayer: Keening Gale
Rishi (150)*
Tyrant
– Artefact: Splatter-cleaver
– Big Name: Deathcheater
Big Chungus (460)*
Frostlord on Stonehorn
– General
– Command Trait: Touched by the Everwinter
– Mount Trait: Rockmane Elder
– Prayer: Pulverising Hailstorm
– Nullstone Adornment: Pouch of Nulldust

Battleline

Behemoths
The TERF Eater (330)*
Stonehorn Beastriders
– Weapon: Blood Vulture
Netflix Comedy Special (330)*
Stonehorn Beastriders
– Weapon: Blood Vulture
Lesbian Bed Death (330)*
Stonehorn Beastriders
– Weapon: Blood Vulture

Core Battalions
*Battle Regiment

Total: 2000 / 2000

Roland Rivera: Hazel’s Ogors are back, and it’s like they never left. The name of the game is simple – play as many Stonehorns as you can afford to stuff into a list, and let their combination of durability, speed, damage, and capture power carry you to victory. The Tyrant is a fun complement to the big things, as it carries a source of AoE healing in the Splatter-Cleaver.

An interesting decision made by Hazel here is to not play any casters and instead opt for the Nullstone enhancement. I suspect this decision was spurred by the new Battle Tactic for the Nullstone enhancement bearer introduced in the latest Battlescroll. Otherwise, I think putting Arcane Tome on the Frostlord on Stonehorn would have been a very attractive option.

Hazel is perhaps one of the best Ogor players in the UK (if not the world), and she has showcased her skills once again with this list.

Allegiance: Stormcast Eternals
– Stormhost: Hammers of Sigmar (Scions)
– Mortal Realm: Ghur
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired


Leaders
Knight-Incantor (120)*
– General
– Command Trait: Eater of Magic
– Artefact: Mirrorshield
– Spell: Celestial Blades
Karazai, The Scarred (510)*
Ionus Cryptborn, Warden of Lost Souls (400)***

– Prayer: Divine Light
– Prayer: Translocation
Knight-Relictor (90)**
– Prayer: Bless Weapons
– Universal Prayer Scripture: Heal
The Light of Eltharion (230)*
– Allies


Battleline
5 x Vanquishers (100)***
5 x Vanquishers (100)***
2 x Dracothian Guard Fulminators (240)*


Units
6 x Questor Soulsworn (210)**

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


Additional Enhancements
Prayer
Holy Command: Call for Aid


Total: 2000 / 2000

Allegiance: Big Waaagh!
– Mortal Realm: Ghur
– Grand Strategy: Waaagh!
– Triumphs: Bloodthirsty

Leaders
Killaboss on Great Gnashtoof (110)***
– General
– Command Trait: Supa Sneaky
– Artefact: Mork’s Eye Pebble
– Mount Trait: Fast ‘Un
Orruk Warchanter (120)***
– Warbeat: Get ‘Em Beat
Orruk Warchanter (120)***
– Warbeat: Fixin’ Beat
Wurrgog Prophet (170)*
– Artefact: Glowin’ Tattooz
– Spell: Levitate
Orruk Weirdnob Shaman (90)*
– Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
10 x Orruk Ardboys (200)**
– Ardboy choppas
– 1x Gorkamorka Glyph Bearers
10 x Orruk Ardboys (200)**
– Ardboy choppas
– 1x Gorkamorka Glyph Bearers
10 x Gutrippaz (150)***

Units
6 x Orruk Gore-gruntas (340)**
– Jagged Gore-hackas- Reinforced x 1
3 x Orruk Gore-gruntas (170)**
– Jagged Gore-hackas

Behemoths
2x Maw-grunta Gougers (320)
– reinforced x1

Core Battalions
*Andtorian Acolytes
**Ironjawz Fist
***Warlord

Total: 1990 / 2000

Roland Rivera: The Big Waaagh list that took 3rd at this tournament is an interesting one – while the likes of a Wurrgog Prophet, Warchanters, and a Weirdnob Shaman are pretty standard fare for this army, this list has a few interesting picks that merit further discussion.

The first is the Killaboss on Gnashtoof – the recipient of yet another price cut (this unit was 200 points when 3rd edition launched!), GW is practically begging Orruk players to field it; its stats are very efficient by virtue of how cheap it is. Part of his job in this army is to be a Kruleboyz General to open up the gimme Battle Tactic that is Take Dat, Ya Suckers!, and the other part is to babysit the unit of Gutrippaz that is screening for their heavier-hitting Ironjawz cousins. Next is the reinforced unit of Maw-Grunta Gougers – this is so rarely seen, I had forgotten the unit could be reinforced until I saw this list. Ardboys, fresh off a much-needed points cut, are beginning to see more consistent play. Last but not least, Big Waaagh players rarely play more than 6 Gore-Gruntas, but Sebastian decided that wasn’t enough Pig for him, so he packed 3 more.

While some of the choices made in listbuilding were definitely unorthodox, there’s no arguing with the results. This list did very well, demonstrating the depth of the Orruk Warclans unit lineup and the power of the Big Waaagh! allegiance abilities.

Army Faction: Idoneth Deepkin
– Subfaction: Ionrach
– Grand Strategy: The Creeping Gloomtide
– Triumph: Inspired


LEADERS
Akhelian King (220)*
– General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts of Power: Potion of Hateful Frenzy
– Mount Traits: Savage Ferocity
Volturnos (230)*
Isharann Soulrender (100)*

– Bonding: Krondspine Incarnate of Ghur
– Nullstone Adornments: Polished Nullstone Pebble


BATTLELINE
Akhelian Ishlaen Guard (160)*
– Lochian Prince
– Musician
– Standard Bearer
Akhelian Ishlaen Guard (160)*
– Lochian Prince
– Musician
– Standard Bearer
Akhelian Morrsarr Guard (320)*
– Lochian Prince
– 2 x Musician
– 2 x Standard Bearer
Akhelian Morrsarr Guard (320)*
– Lochian Prince
– 2 x Musician
– 2 x Standard Bearer


BEHEMOTH
Krondspine Incarnate of Ghur (480)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/D9BHD2A2XM

Top Three AoS Lists for the Gods of War IV

This is the top three AoS lists for the Gods of War IV that took place in Italy on the 10th and 11th of February. It saw 78 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: Maggotkin of Nurgle
– Army Subfaction: Befouling Host
– Grand Strategy: Corrupt Arcane Nexus
– Triumphs: Bloodthirsty


LEADER
1 x Bloab Rotspawned (310)

– Spells: Rancid Visitations
1 x Morbidex Twiceborn (290)
1 x Orghotts Daemonspew (320)
1 x The Glottkin (580)*

– Spells: Magnificent Buboes
1 x Sloppity Bilepiper (120)*
– General
– Command Traits: Pestilent Breath
– Artefacts: The Witherstave


BATTLELINE

10 x Plaguebearers (120)*

– Plagueridden
– Icon Bearer
– Piper
10 x Plaguebearers (120)*
– Plagueridden
– Icon Bearer
– Piper
10 x Plaguebearers (120)*
– Plagueridden
– Icon Bearer
– Piper


TERRAIN
1 x Feculent Gnarlmaw (0)
1 x Feculent Gnarlmaw (0)


CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1980/2000)

Army Faction: Orruk Warclans
– Army Type: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumph: Bloodthirsty


LEADERS
Orruk Weirdnob Shaman (90)*
– General
– Command Traits: Shaman of the Chilled Lands
– Spells: Da Great Big Green Hand of Gork, Foot of Gork
Wurrgog Prophet (170)*
– Artefacts of Power: Glowin’ Tattooz
– Spells: Hoarfrost, Levitate
Gobsprakk (240)**
– Spells: Sneaky Miasma
Orruk Warchanter (120)**
– Warbeats: Get ’Em Beat
Orruk Warchanter (120)**
– Warbeats: Fixin’ Beat


BATTLELINE
Orruk Brutes (140)
– Brute Boss
– Gore-choppa
– Jagged Gore-hacka
– Boss Choppa
Orruk Brutes (140)
– Brute Boss
– Gore-choppa
– Boss Choppa
– Jagged Gore-hacka
Orruk Brutes (140)
– Brute Boss
– Gore-choppa
– Jagged Gore-hacka
– Boss Choppa
Moonclan Stabbas (120)**
– Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
– 3 Barbed Nets
– Stabba


OTHER
Orruk Gore-gruntas (340)
– Gore-grunta Boss
– Jagged Gore-hacka
Brute Ragerz (200)
– 6 x Chain-smasha
Orruk Gore-gruntas (170)
– Gore-grunta Boss
– Jagged Gore-hacka


CORE BATTALIONS
*Andtorian Acolytes
**Warlord


TOTAL POINTS: 1990/2000

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


LEADERS
Bloodthirster of Unfettered Fury (330)*

– General
– Command Traits: Firebrand
– Artefacts of Power: Ar’gath, the King of Blades
– Prayers: Bloodbind, Bronzed Flesh, Killer Instinct
Korghos Khul (160)*
Realmgore Ritualist (110)*

– Prayers: Blood Sacrifice, Bloodbind, Killer Instinct
Skarbrand (380)**
Slaughterpriest (110)**

– Hackblade and Wrath-hammer
– Prayers: Blood Sacrifice, Bloodbind, Killer Instinct
– Nullstone Adornments: Pouch of Nulldust
Valkia the Bloody (140)**


BATTLELINE
Bloodreavers (80)
– Reaver Blades
Bloodreavers (80)
– Reaver Blades
Bloodreavers (80)
– Reaver Blades
Bloodreavers (80)
– Reaver Blades
Claws of Karanak (100)
Bloodreavers (80)

– Reaver Blades
Claws of Karanak (100)*
Claws of Karanak (100)**


ENDLESS SPELLS & INVOCATIONS
1 x Hexgorger Skulls (50)

TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Warlord
**Warlord


TOTAL POINTS: 1980/2000

Allegiance: Idoneth Deepkin
– Enclave: Fuethan
– Mortal Realm: Ulgu
– Grand Strategy: Dominion of the Deep Ones
– Triumphs:


LEADERS
Isharann Tidecaster (130)*

– General
– Command Trait: Teachings of the Turscoll
– Artefact: Rune of the Surging Gloomtide
– Lore of the Deeps: Steed of Tides
Sevireth, Lord of the Seventh Wind (270)**
– Allies

UNITS
1 x Bloodthirsty Shiver Akhelian Allopex (150)*
1 x Bloodthirsty Shiver Akhelian Allopex (150)*
1 x Bloodthirsty Shiver Akhelian Allopex (150)*
1 x Bloodthirsty Shiver Akhelian Allopex (150)**
1 x Bloodthirsty Shiver Akhelian Allopex (150)**
1 x Bloodthirsty Shiver Akhelian Allopex (150)**

1 x Akhelian Allopexes (150)**
– Razorshell Harpoon
1 x Akhelian Allopexes (150)**
– Razorshell Harpoon

BEHEMOTHS
Akhelian Leviadon (400)**
– Mount Trait: Reverberating Carapace
– Idoneth Deepkin Battleline (Enclave: Nautilar)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL: 2000/2000

Final Tournament Placings

https://www.bestcoastpairings.com/event/F56KKFDC9G

Top Three AoS Lists for the  Midwest Bash 2024 GT

This is the top three AoS lists for the Midwest Bash 2024 GT that took place in the USA on the 17th and 18th of February. It saw 28 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: Soulblight Gravelords
– Subfaction: Legion of Night
– Grand Strategy: Empire of Corpses
– Triumph: Inspired

Leaders
Mannfred von Carstein, Mortarch of Night (400)*
– Lore of the Deathmages: Waste Away
Lauka Vai, Mother of Nightmares (300)**
– Lore of the Vampires: Vile Transference
Vampire Lord (150)***
– General
– Command Trait: Unbending Will
– Artefact: Morbheg’s Claw
– Lore of Primal Frost: Hoarfrost
Necromancer (100)***
– Lore of Primal Frost: Merciless Blizzard

Battleline
3 x Fell Bats (100)*
3 x Vargheists (130)*
10 x Dire Wolves (150)**
10 x Deathrattle Skeletons (110)**
20 x Deadwalker Zombies (150)**

Units
20 x Grave Guard (320)**
– Great Wight Blades
– Reinforced x 1

Endless Spells & Invocations
Aethervoid Pendulum (50)
Suffocating Gravetide (30)

Core Battalions
*Battle Regiment
**Battle Regiment
***Andtorian Acolytes

Total: 1990 / 2000
Wounds: 126
Drops: 4

Roland Rivera: While we have seen Legion of Night lists starring Mannfred before, the tactical depth of being able to counter-charge enemy units (via Ageless Cunning), teleport your Heroes on demand (via Swift Form), or have Mannfred preemptively charge an opponent that merely gets near him (via Mortarch of Night) cannot be overstated. These tools (along with the gravesite deepstrikes that are available to every Soulblight player) let you dictate many engagements, which means you will have a strong chance to win almost any game.

Alongside Mannfred are the usual suspects – a Vampire Lord with Unbending Will magnifies the effectiveness of your Summonable objective sitters, Necromancers make good Blizzard caddies thanks to their bodyguard save, and Grave Guard make for a very reliable hammer that absorbs buffs extremely well.

There are some interesting additions in this list, however – Lauka Vai is a great independent operator that is also capable of some shenanigans if she resolves her 6″ pile-in spell, and a unit of Vargheists gives you a deepstriking unit with enough punch to force your opponent to respect the threat of it. All in all, this list has a seemingly endless bag of tricks to keep its opponents off balance, and has the results to prove its power.

Army Faction: Idoneth Deepkin
– Army Subfaction: Ionrach
– Grand Strategy: Overshadow
– Triumphs: Inspired

LEADER
1 x Akhelian King (220)*
– General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Mount Traits: Voidchill Darkness
1 x Eidolon of Mathlann Aspect of the Storm (300)*
– Artefacts: Bio-shock Shell
1 x Neave Blacktalon (The Blacktalons) (340)**

BATTLELINE
6 x Akhelian Morrsarr Guard (160)*
– Lochian Prince
– 2 x Standard Bearer
– 2 x Musician
6 x Akhelian Morrsarr Guard (160)*
– Lochian Prince
– 2 x Musician
– 2 x Standard Bearer
10 x Namarti Reavers (160)*
10 x Namarti Reavers (160)*
10 x Namarti Reavers (160)*

OTHER
1 x Lorai (The Blacktalons) (340)**
3 x Neave’s Companions (The Blacktalons) (340)**

CORE BATTALIONS:
*Battle Regiment
**Regiment of Renown

TOTAL POINTS: (1980/2000)

Jake Bentrup: This list revolves around a core of 2×6 eels and an akhelian king with the typical unstoppable fury, voidchill darkness load out. The game plan is to make the opponent go first in round 1 and stay in position to give away priority in 2–that way bottom of 2 the eel+king combo can pop Lord of Tides for d3 units fight first, and I get to remove key pieces without my opponent getting a turn to slap back before my high tide in turn 3. The supporting cast is a not-so-typical eidolon of the storm and The Blacktalons. The Eidolon is there for its +1 to wound(excluding mounts) aura and as an unexpectedly durable hammer. It also gets my Artefact choice of bioshock shell for a once per game chance to make an enemy hero fight last in case any big punchy heroes want to get in my face turn 1. The Blacktalons work rather well in Idoneth as Lorai has all the right keywords to get a ritual option, and the companions do a great job as a mid board anchor for Neave Neave herself is an absolute bully and works great either for harassing units that I’d rather not stay in combat with or taking out small heroes and then popping back to safety to repeat the process. Finally, we have 3 MSU reaver squads to act as a screen turn 1 and chip through screens or soften up priority targets.

Allegiance: Beasts of Chaos
– Greatfray: Darkwalkers
– Grand Strategy: Spellcasting Savant
– Triumphs:

Leaders
Great Bray-Shaman (100)*
– General
– Command Trait: Slakefray Reveller
– Artefact: Brayblast Trumpet
– Universal Spell Lore: Ghost-mist
Beasts of Chaos Tzaangor Shaman (120)*
– Artefact: Bleating Gnarlstaff
– Lore of Primal Frost: Merciless Blizzard
Grashrak Fellhoof (180)*
– Lore of the Twisted Wilds: Tendrils of Atrophy
Magister – The Coven of Thryx (320)**
– Allies

Battleline
10 x Ungors (80)
– Mauls & Half-Shields
10 x Ungors (80)
– Mauls & Half-Shields
10 x Ungors (80)
– Mauls & Half-Shields
10 x Ungor Raiders (130)
10 x Ungor Raiders (130)

Units
5 x Grashrak’s Despoilers (0)*
6 x Beasts of Chaos Tzaangor Enlightened (180)
– Reinforced x 1
6 x Beasts of Chaos Tzaangor Enlightened (180)
– Reinforced x 1
6 x Beasts of Chaos Tzaangor Enlightened on Discs of Tzeentch (420)
– Reinforced x 1
10 x Horrors of Tzeentch – The Coven of Thryx (0)**
– Allies

Endless Spells & Invocations
Burning Sigil of Tzeentch – The Coven of Thryx (0)
Daemonic Simulacrum – The Coven of Thryx (0)
Tome of Eyes – The Coven of Thryx (0)

Core Battalions
*Warlord
**Regiment of Renown

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 320 / 400
Wounds: 151
Drops: 14

Eli Sweatt: I started originally with a plan to make a BoC list that worked without Be’lakor or Bullgors. It evolved into a list that punishes opponents that make me go first and counter deploying. Then harassing my opponent with chip dmg from while flooding the board and then following up with an Enlightended counter punch once turn 2 rend kicks in.

The punch of this list is the Enlightened Tzaangor. The ones on disc can be anywhere they need to be with their movement for the counterpunch. And the ones on foot are cheap and can trade up at an amazing price price. The only downside for the foot variant is their movement but Slakefray Reveller (+3 normal move for all units on field if unit is within 6″ of terrain) fixes that making their movement a respectable 9″ with some planning. Plus, denying cmds in the combat phase really messes with opponents’ expectations.

The ungor and ungor raiders are the workhorses. They screen, they poke, they darkwalkers away, they steal objectives and are my main battle tactic scorers.

As for heroes, my Brayshaman General’s whole life is one of solitude living behind a herdstone in the corner. Doing so helps keep the odds of the grand strategy spellcasting savant high and keeps my Slakefray Reveller active.

Fellhoof is just the best point cost for ritual of ruins off the table. He does ritual of ruins at 18″ like bray shamans but has 6 wounds so he can typically survive the 2d3 mortals to himself it costs for turn 1 and 2. Then he comes in with an amazing warscroll spell of +1 to hit and d3 mortals to a target. The extra lads that he comes with are just a bonus and a usually a throw-away screen or to contest an unappealing objective at the start of a game. Overall, he saves me 20 points vs. two shamans, and I get an extra screen.

The Tzaangor shaman is my Blizzard wizard due to his once per game cast at +3. But he does more his ability to zip around the table and use Bleating Gnarlstaff on terrain and objectives (End of my movement if he is within 6 of one on a 2+ he does d3 mortals to all Non BoC units within 6″ of that terrain or objective). That alone is amazing and made it my favorite artefact in the book, but even better, it combos with the Coven.

Now, the Coven of Thryx is the secret spice. Originally, I added it in to prevent all ins from opponents on turn 1. While it does that decently, It does something more to armies that want to give me the first turn and bunker. I realized that with Bleating Gnarlstaff hitting non BoC units, I can force the endless spells of the coven to swap during the end of movement so I can get a double tap off of the sigil switch. I call it the Coven trick.

The typical plan for this list goes like this. Once my opponent finishes dropping, I deploy the Coven with the magister outside of 30 of any opponent heroes. If giving second turn, I summon a sigil defensively before the game starts, but if given first, the Coven trick is on. I summon the Simulacrum before the start of the game from the magister. Do magical Dominance turn 1 and cast the Tome of Eyes. Run the magister, run forward 11, and move the pink horrors near a terrain. Use Tzaangor Shaman’s Bleating Gnarlstaff at end of movement on the terrain and hit the horrors. Turn the Tome of eyes into the sigil via Coven of Thryx end of phase ability creating a sigil in the opponents face that activates twice. Once for the swap (via Coven of Thryx warscroll) and again for the normal Sigil end of movement activation.

In the recent battlescroll the Coven did get a rewrite to clean up some of the wording and change some slight behavior of the trick (like make it easier to repeat) but the core basis of the Coven trick remained and still functions.

I suspect a hidden control build exists in Slaves to Darkness featuring this trick via a Fomoroid Crusher and include Belakor for more control but someone else can figure that out.

Army Faction: Gloomspite Gitz
– Subfaction: King’s Gitz
– Grand Strategy: Chasing the Moon
– Triumph: Inspired

LEADERS
Rabble-Rowza (100)*
– General
– Command Traits: The Clammy Hand
– Artefacts of Power: Arcane Tome
Grinkrak the Great (220)**
Skragrott, the Loonking (230)***

BATTLELINE
Moonclan Shootas (120)*
– Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
Moonclan Shootas (120)*
– Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher
Moonclan Shootas (120)*
– Moonclan Boss
– Bad Moon Icon Bearer
– Gong Basher

OTHER
Fellwater Troggoths (170)*
Fellwater Troggoths (170)*
Gobbapalooza (180)**
– Spells: The Hand of Gork
Grinkrak’s Looncourt (220)**
Marshcrawla Sloggoth (170)**
Loonsmasha Fanatics (110)***
Loonsmasha Fanatics (110)***
Loonsmasha Fanatics (110)***

ENDLESS SPELLS & INVOCATIONS
1 x Ravenak’s Gnashing Jaws (70)

TERRAIN
1 x Bad Moon Loonshrine (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment
***Battle Regiment

TOTAL POINTS: 2000/2000

David Erger: There is not much to say about the list, other than it’s all about deception. Only the gitz player knows where the fanatics are hiding at and with the clammy hand command trait, plus the King’s Gitz battle trait. You bring back almost guaranteed two units at the end of the turn.

A fun thing to do is to put your shoota units in a horseshoe formation. Depending on what is going to charge the shoota unit, you can put your fanatics in the open part, and they can swing over the shoota unit due to them having 3 inch melee range. And Grinkrak can “I Dub Thee” on them.

Final Tournament Placings

Best Coast Pairings

Top Three AoS Lists for the Pomeranian GT

This is the top three AoS lists for the Pomeranian GT that took place in Poland on the 17th and 18th of February. It saw 49 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: Blades of Khorne
– Subfaction: Skullfiend Tribe
– Grand Strategy: The Blood Legions March

LEADERS
Realmgore Ritualist (110)*
– Prayers: Blood Sacrifice, Killer Instinct
Bloodmaster (110)*
– General
– Command Traits: Favoured of Khorne
– Artefacts of Power: Ar’gath, the King of Blades
– Prayers: Bloodbind, Bronzed Flesh
Slaughterpriest (110)*
– Bloodbathed Axe
– Prayers: Blood Sacrifice, Unholy Flames
Bloodstoker (90)**
– Nullstone Adornments: Pouch of Nulldust
Skarr Bloodwrath (110)**
Bloodsecrator (120)**
– Artefacts of Power: Banner of Blood

BATTLELINE
Bloodreavers (80)
– Icon Bearer
– Blood Chieftain
– Hornblower
– Meatripper Axe
Bloodreavers (80)
– Blood Chieftain
– Icon Bearer
– Hornblower
– Meatripper Axe
Bloodreavers (80)
– Icon Bearer
– Blood Chieftain
– Hornblower
– Meatripper Axe
Bloodreavers (80)
– Icon Bearer
– Blood Chieftain
– Hornblower
– Meatripper Axe
Untamed Beasts (80)
Untamed Beasts (80)
Skullreapers (380)*
– Skullseeker
– 2 x Icon Bearer

OTHER
Wrathmongers (140)
– Wrathmaster
Wrathmongers (140)
– Wrathmaster
Magore’s Fiends (140)**

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

TERRAIN
1 x Skull Altar (0)

CORE BATTALIONS
*Warlord
**Warlord

TOTAL POINTS: 2000/2000

Tomasz Mucha: This Khorne build is an MSU style control list. Early in the game it is trying to flood objectives with bodies and run at the opponent forcing multiple combats. Bloodstoker helps with a quick delivery and Skullfiend Tribe (unmodified charge rolls of 8 = strike first) combined with the banner of blood artifact (re-roll charges aura) helps apply the damage before the opponent has a chance to respond. When the opponent eventually responds, it triggers another wave of damage from the Murderous to the Last battle trait and eventually units dying generate Blood Tithe Points for Khorne. This is when the summoning engine kicks in, and the army that just shrinked into very few pieces starts growing again, summoning hordes of daemons (mostly Bloodletters and Flesh Hounds). When the dust settles and the grind is over, Khorne’s ability to pin stuff down and control the late game puts people into tough positions, often denying battle tactics or easily manouvering around the board.

Army Faction: Skaven
– Grand Strategy: Arch-corruptors of the Mortal Realms
– Triumph: Bloodthirsty

LEADERS
Plague Priest On Plague Furnace (270)
– Prayers: Disease-disease!
Grey Seer On Screaming Bell (240)*
– General
– Command Traits: Diabolical Schemer
– Artefacts of Power: Staff of Rightful Supremacy
– Spells: Skitterleap
Plague Priest (100)**
– Prayers: Rabid-rabid!
Grey Seer On Screaming Bell (240)***
– Artefacts of Power: Skavenbrew
– Spells: Death Frenzy
Skabbik Plagueseeker (140)***
– Prayers: Filth-filth!
Grey Seer (110)***
– Spells: Hoarfrost

BATTLELINE
Clanrats (100)*
– Clawleader
– Clanrat Standard Bearer
– Clanrat Bell-ringer
– Rusty Blade
Clanrats (100)*
– Clawleader
– Clanrat Bell-ringer
– Clanrat Standard Bearer
– Rusty Blade
Plague Censer Bearers (300)**

BEHEMOTH
Hell Pit Abomination (180)*

OTHER
Plague Censer Bearers (100)**
Skabbik’s Plaguepack (140)***

ENDLESS SPELLS & INVOCATIONS
1 x Soulscream Bridge (80)

TERRAIN
1 x Gnawhole (0)

CORE BATTALIONS
*Battle Regiment
**Wizard-finders of Andtor
***Warlord

TOTAL POINTS: 1960/2000

Oskar Jeszke: Skaven after small adjustments with the new battlescroll.. Army that basically cheats on most of the core mechanics by  turning off objectives with skabbik, copying charges, spreading dmg from bells, blocking CP while you can do absurd amounts of dmg from Plague Censer Bearers. Most armies have a really hard time trying to fight you because after being forced to hit bells and having to deal with glass atomic bomb of PCB, opponents usually realize that they can’t score obj and you win

Army Faction: Maggotkin of Nurgle
– Subfaction: Befouling Host
– Grand Strategy: Control the Nexus
– Triumph: Bloodthirsty

LEADERS
Bloab Rotspawned (310)
– Spells: Gift of Disease
Morbidex Twiceborn (300)
The Glottkin (580)*
– Spells: Rancid Visitations
Poxbringer (130)*
– General
– Command Traits: Nurgling Infestation
– Artefacts of Power: The Witherstave
– Spells: Hoarfrost
Gutrot Spume (140)*

BATTLELINE
Plaguebearers (120)*
– Icon Bearer
– Piper
– Plagueridden
Plaguebearers (120)*
– Plagueridden
– Icon Bearer
– Piper
Plaguebearers (120)*
– Plagueridden
– Icon Bearer
– Piper

OTHER
Rotmire Creed (140)*

TERRAIN
1 x Feculent Gnarlmaw (0)
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1960/2000

Mariusz Dotka: Nurgle did what Nurgle does best – slow grind with Glottkin in the middle. Despite the nerf of Sloppity, Plaguebearers are still a solid battleline able to withstand a lot of attacks. They would have been even better if not the error in the list – Hoarfrost instead of Fleshy Abundance. Fortunately it was not a game changer as the buffed Beast of Nurgle was able to deal a lot of damage. Beside Glottkin, Bloab was a solid second pick. Miasma of Pestilence is a very good spell with effect that can be triggered in almost every phase. Bloab’s ability for -1 to hit and shoot combined with a roar is a good way to keep him alive. I hesitated a little with the last big hero but in the end I decided to go with Morbidex because of his healing ability. Poxbringer is a good choice for a general (when you choose the right spell he is even better) and fits well for Grand Strategy (Control the Nexus). When everybody was busy with Glottkin and Maggoth Lord’s, he was slowly moving to the table center. Last pick was Gutrot. Thanks to his and Rotmire’s point decrease, they were a solid pick (changed at the last moment from another last Maggoth). They turned out to be a great choice – durable, providing disease points, sniping small heroes or capturing the objectives. As for the summons – best pick for me is still a Beast of Nurgle and in the endgame another Poxbringer if needed. Plaguebearers are good blockers however and Nurglings are good for stealing objectives from small heroes.
In the end, thanks to Grandfather’s blessing, Nurgle is a very durable army, despite being very slow. Glottkin in the middle of the table is a very big threat and with his ability he can block enemy tactics or push forward even the slowest units. I only hoped that other battlelines would decrease in points as well, but Chaos Gods decided differently.

Army Faction: Idoneth Deepkin
– Subfaction: Fuethán
– Grand Strategy: The Creeping Gloomtide
– Triumph: Inspired

LEADERS
Akhelian King (220)*
– General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts of Power: Armour of the Cythai
– Mount Traits: Voidchill Darkness
Lotann (110)**

BATTLELINE
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Namarti Reavers (160)**
– Icon Bearer
Namarti Reavers (160)**
– Icon Bearer

BEHEMOTH
Akhelian Leviadon (400)*
– Mount Traits: Reverberating Carapace

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1950/2000

Krzysztof Jezierski: I made this list with the idea of wanting to utilize a newly buffed Fuethán that gave sharks (best freaking unit) exploding unmodified 6 which was recently changed to auto-wounding instead of additional hit, and my dear and beloved Smashking. My variation of Sharknado utilizes Smashking with armour of the Cythai that gives him a huge survivability boost against anything that has effects on 6 as it’s simply denied.  The list plays mostly as a loaded barrel that is waiting for that one opening, either made by an enemy mistake in movement or due to screens dying from endless shooting, and being 2 drops allows me to dictate who goes first most of the time. Turn 1 Idoneth is quite tanky not only by being in army-wide cover thanks to the Tides but also with an additional +1 save from Turtle and the ability to deny shooting if the enemy is over 12 inches away. If he manages to get close enough, he is forced to shoot on the closest Idoneth unit, which is usually my screen that consists of 2×10 reavers who have +2 save and 5+ ward wholly 6″ of the ship. Turn 2 is where almost 80% of the games are decided if I was able to get close enough in turn 1 that my Smashking can unleash his wrath and kill over double or triple his points cost thanks to his command trait Unstoppable Fury that gives him additional 2attack for each enemy unit within 3inches of him (my record was 6 with gave me +15 attack on Polearm 2/2/-3/3). If after all of this, there are some units left in the enemy army turn 3 is usually a clean-up as Idoneth has strike first and the dmg output of sharks is very good, especially with the silent MVP of list Lotann that gives +1 to wound rolls wholly within 12 inches.

Final Tournament Placings

Pomeranian GT – Championshub.app

Top Three AoS Lists for the War In The Heartlands – Act 3

This is the top three AoS lists for the War In The Heartlands – Act 3 that took place in the UK on the 18th and 19th of November. It saw 100 players vying to be crowned champion in a 5-game tournament.

With a very large field of players in. a five round competition four players achieved five wins and no losses (5/0/0). I’ve included all of those lists instead of just the top 3.

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

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

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

The Top Three AoS Lists

Army Faction: Maggotkin of Nurgle
– Army Subfaction: Befouling Host
– Grand Strategy: Corrupt Arcane Nexus
– Triumphs: Bloodthirsty

LEADER
1 x Great Unclean One (430)
– General
– Command Traits: Nurgling Infestation – Doomsday Bell and Plague Flail
– Artefacts: The Witherstave
– Spells: Fleshy Abundance
1 x The Glottkin (580)
– Spells: Rancid Visitations
1 x Orghotts Daemonspew (320)
1 x Morbidex Twiceborn (290)*

BATTLELINE
10 x Plaguebearers (120)*
– Plagueridden
– Icon Bearer
– Piper
10 x Plaguebearers (120)*
– Plagueridden
– Icon Bearer
– Piper
10 x Plaguebearers (120)*
– Plagueridden
– Icon Bearer
– Piper

TERRAIN
1 x Feculent Gnarlmaw (0)
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1980/2000)

Fresh (for Nurgle!) from being part of England’s victorious 6 Nations team, Max brought his beautifully painted and very pus-filled army to take out War in the Heartlands. And what a difference a few points changes make! The Garden of Nurgle has gone through a bit of a feculent regrowth recently with points drops to a couple of the big chaps and the little chaps, meaning that Max’s list is 80 points cheaper than it would have been before the recent battle scroll update allowing to squeeze even more into the list. In addition, with the double-Gnarlmaw and Befouling Host combo, Max is certainly summoning something in, from a Beast of Nurgle, more Plaguebearers or even a Great Unclean One.

Another great option for Max to bring in is Sloppity Bilepiper who is able to use his Jolly Gutpipes to play such classics as My Love Is Like a Ripe, Ripe Fart that prevents pile-in moves. With the four big Nurgle heroes doing most of the lifting in this list, preventing enemies from getting their maximum number of attacks by piling in while being at their own maximum efficiency is a real force-divider for the opponent.

Of the big boys, Orghotts is probably the most straightforward, but is still an absolute beatstick, with 5 damage 3 and 7 damage 2 attacks with a D6 damage shooting attack thrown in there too. He also comes with a free CP per turn if you want that D6 damage attack to be hitting and wounding on 2s.

Next up is Morbidex Twiceborn, who can bring back Nurgling bases, but what he mainly brings to the party is that at the end of the battleshock phase (so the opponent’s too) he heals half his wounds, rounding up. So get him down to 1 wound in your combat phase to see that go up to 7 wounds, then heal D3 in the opponent’s hero phase followed by a few more at the end of the next battleshock phase. If you can’t kill him in one go, don’t bother, but easier said than done on a 3+ save and 12 wounds on a 5+ ward.

The Great Unclean One is one of the Loci of Fecundity, which means that Nurgle models heal D3 within 14″ of one of these Loci instead of just the 1 wound, helping Morbidex to be the irritant that he is. It also has its own Monstrous Action to do 4 mortals on a 2+ when at top bracket and is no slouch in combat either, especially with all the Nurglings doing a tonne of attacks that can spread disease, which will then proc on a 3+ because of the Witherstave.

The second Locus of Fecundity is The Glottkin on a truly monstrous 27ish wounds, after factoring in the 5+ ward, is a two cast wizard and has one of the coolest named warscroll abilities in Sigmar called Blightkrieg when The Glottkin and another unit can make a charge at the end of the enemy movement phase. Anyone who has faced Khorne knows exactly how powerful this is and being able to give this lump of pustulant flesh any free movement while also stomping something at the other end is fantastic.

Plaguebearers are also in the list and, while they won’t kill much, they are absolutely non-trivial kills themselves as they have 2 wounds, a 5+ ward, can go up to 3 wounds a model with a spell and can return models on a battleshock roll of a 1, which can be enough to tip an objective in Max’s favour…something that I discovered in our Round 5 game, costing me 2 points as the extra Plaguebearer dropped me from Hold 1, Hold 2, Hold More to just Hold 1.

So what did I learn about how the list plays? It is a very tough list and when piloted by someone with Max’s skill expression, a couple of breaks need to go your way to have a shot. There are aspects of a DPS-check army (i.e. can you do enough damage to it before it kills you) that has some similarities with Gargants, but with the extra mechanic of 5+ wards, summoning, the healing and having some really cheap battlelines being able to grab objectives, it’s one of the top armies at the moment. But it was a really fun game and Max is a true gentleman and a worthy winner of the event.

Army Faction: Seraphon
– Army Type: Starborne
– Subfaction: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumph: Inspired


LEADERS
Skink Oracle on Troglodon (270)
– Artefacts of Power: Sacred Stegadon Helm
– Spells: Cosmic Crush
Skink Starseer (150)*
– General
– Command Traits: Shaman of the Chilled Lands
– Spells: Speed of Huanchi
Skink Starpriest (130)*
– Spells: Merciless Blizzard
Lord Kroak (410)**
Saurus Astrolith Bearer (140)**


BATTLELINE
Saurus Guard (140)**
Raptadon Chargers (300)**

– Raptadon Charger Alpha
– 2 x Hornblower
– 2 x Icon Bearer
Saurus Warriors (360)**
– Saurus Warrior Alpha
– Celestite Club
– 2 x War-drummer
– 2 x Icon Bearer


ENDLESS SPELLS & INVOCATIONS
1 x Malevolent Maelstrom (50)
1 x Aethervoid Pendulum (40)


TERRAIN
1 x Starborne Realmshaper Engine (0)

CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment


TOTAL POINTS: 1990/2000

Army Faction: Idoneth Deepkin
– Subfaction: Fuethán
– Grand Strategy: Overshadow
– Triumph: Inspired


LEADERS
Isharann Tidecaster (130)*
– General
– Command Traits: Teachings of the Túrscoll
– Artefacts of Power: Rune of the Surging Gloomtide
– Spells: Steed of Tides
Lotann (110)**


BATTLELINE
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**

– Razorshell Harpoon Launcher, Barbed Hooks and Blades

BEHEMOTH
Akhelian Leviadon (400)*
– Mount Traits: Reverberating Carapace


TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 1990/2000


Akhelian Allopexes are costed as units of 3 but shown as singles. There are 3 units of 3 with each unit costing 450pt.

Army Faction: Idoneth Deepkin
– Subfaction: Fuethán
– Grand Strategy: Akhelian Pursuit
– Triumph: Inspired


LEADERS
Lotann (110)*
Isharann Tidecaster (130)**

– General
– Command Traits: Teachings of the Túrscoll
– Artefacts of Power: Rune of the Surging Gloomtide
– Spells: Steed of Tides


BATTLELINE
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)*
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**
– Razorshell Harpoon Launcher, Barbed Hooks and Blades
Akhelian Allopexes (Bloodthirsty Shiver) (450)**

– Razorshell Harpoon Launcher, Barbed Hooks and Blades

BEHEMOTH
Akhelian Leviadon (400)**
– Mount Traits: Reverberating Carapace


TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment


TOTAL POINTS: 1990/2000


Akhelian Allopexes are costed as units of 3 but shown as singles. There are 3 units of 3 with each unit costing 450pt.

Army Faction: Orruk Warclans
– Army Type: Big Waaagh!
– Grand Strategy: Spellcasting Savant

LEADERS
Swampcalla Shaman and Pot-grot (100)*
– General
– Command Traits: Eye of the Blizzard
– Spells: Merciless Blizzard
Wurrgog Prophet (170)*
– Artefacts of Power: Glowin’ Tattooz
– Spells: Hoarfrost
Gobsprakk (240)**
Orruk Megaboss (140)**
– Artefacts of Power: Destroyer
Orruk Warchanter (120)**
– Warbeats: Fixin’ Beat
Swampboss Skumdrekk (280)***

BATTLELINE
Gutrippaz (150)***
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikka
Orruk Brutes (280)***
– Brute Boss
– Jagged Gore-hacka
– Boss Choppa
– 2 x Gore-choppa
Hobgrot Slittaz (80)***
– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss

OTHER
Brute Ragerz (200)***
– 6 x Mighty Gore-hacka
Man-skewer Boltboyz (240)***
– Boltboy Boss

CORE BATTALIONS
*Andtorian Acolytes
**Command Entourage
– Magnificent
***Battle Regiment

TOTAL POINTS: 2000/2000

After doing reasonably well with Kruleboyz and Tzeentch, but never cracking that 4-1 wall, I was really chuffed to finally be able to get there at Heartlands in such a great field of opponents. The new Orruk battle tactics have definitely helped Big Waaagh recently and the list is build with these in mind. Sneak Up is a great early or late battle tactics for putting all Kruleboyz units within 3″ of a terrain feature; Dat’s Our Turf Now! just needs two Ironjawz units within 6″ of the centre; the general is a Kruleboyz general, opening up Take Dat You Suckas! for doing 10 wounds and not taking 10 in return; Wait For It, Ladz just needs 30 Waaagh points. If you can do all of these very doable tactics and then get one more from the GHB, often Intimidate the Invaders or Magical Dominance, then you practically have to be tabled not to score 5 battle tactics.

With the general being the Swampcalla to access Take Dat You Suckas!, it made sense to also make him the focus of the Grand Strategy too as the other common option, Waaagh, needs him or a battleline unit to also not only be alive, but in your opponent’s territory too. On a turn-by-turn basis, he’s mostly there to buff the boltboyz, but by putting Merciless Blizzard on him too means that I have a 12″ exclusion zone around him and the Wurrgog has his own 12″ no-go zone too. Speaking of the Wurrgog, he did win me game two by staring off Alarielle the bottom of turn 5, but don’t sleep on his warscroll spell either. It is a ‘roll the number of dice in the unit spell’ but, if cast on a 10+ (and Primals can modify), it does mortals on 4s at 24″ away. That spell took out 18 Blissbarbs of 30 in one hero phase and gives him a bit of extra utility.

Speaking of Primals, I wanted to maximise my number of these so had the Andtorian Acolytes battalion and the Command Ability to get an extra one in my hero phase on a 5+. While sometimes these missed, there were several hero phases when I had 5 Primal Dice ready to go, either for my own casting or for Gobsprakk to do his thing and cause D6 mortals to wizards. Though he didn’t actually take out any wizards at this event, the threat was always there and, with the number of Primal Dice I often had, many opponents just skipped casting magic.

Other honourable mentions go to the Megaboss on Foot with the Destroyer artifact, who has the fight-on-death ability to make him a real thorn in any opponent’s side for the bargain price of 140pts. It allows you to attack elsewhere first, knowing that the Megaboss will definitely get to attack and, if the Megaboss somehow survives, then, unless your opponent shoots him off or kills him with magic (but see Gobsprakk above), he’s going to get to hit again. The other big winner from this list is the point when you hit 20 Waaagh points and have +1 to hit and +1 to wound. Having this on your whole army is spectacularly good, making the output really consistent AND allowing you to use CP for All Out Defense while not reducing the damage.

All my opponents were absolutely fantastic to play, with nailbiting moments in every game and Mark and Liam run a fantastic event with Cameos this year from the Cookie Monster, Admiral Adama and Hodor encouraging us to hold the objectives! If you get a chance, grab a ticket and I’ll hopefully see you next year!

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/OjuGotVRnm