Tag Archives: Lumineth Realm-Lords

Lumineth Realm-Lords Battletome Review

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Poots
OK, I have returned from the dentist and all of my teeth are back in my head. Hopefully that remains the case for a while. Let’s talk Lumineth Realm-lords. Overall I’m pretty happy with what I’ve seen. The core rules of the army are flavorful, and encourage a very unique play-style. The Realm-lords are built to be the essential “Take All Comers” faction, and I think they will fit into that role well. The artifacts and command traits encourage players to build their heroes in such a way that emphasizes their strengths, and Teclis looks just as powerful as a god should be. I’m not completely happy with the internal balance of the book, which we can get into later, but there are plenty of viable builds presented. What are your thoughts on the core rules of the army?

Danny
I more or less echo that sentiment! High level – combined with what I’m hearing from my shiny, pointy-eared Clubmates, is that the feel of the army has changed significantly. On the overall plus side, the Great Nations are much better balanced now, offering a variety of contrasting play-styles. The main army rules are unchanged – and remain as useful and thematic as before. In true LRL fashion they have a lot of bling – i mean, enhancements – to choose from. But I think in many ways, discussing them will make more sense after considering the units. What were your gripes with the internal balance on the unit side?

Poots
Specifically with the durability of the Alarith units and rules. Taking the Ymetrica great nation allows your Alarith units to ignore Rend -1 and Rend -2, giving the Stoneguard units easy access to a 3+ that is potentially unrendable against many armies. They gain a 4+ ward when contesting an objective that is controlled by the LRL player, which means when those attacks do penetrate the armor, there is a 50% chance of the wound being shrugged. Overall I feel the combination makes those units so powerful that they overshadow many other elements of the book, and may encourage a mono-build faction.

The balancing point would be their relatively limited damage output, but if you can consistently hold primary objectives, you don’t necessarily need to destroy your opponent’s units. Ignoring that, however, the rest of the book is great. Most units seemed to come out of the new book without any major nerfs, and the Stoneguard and Windchargers are the only units that received major buffs (notably the Windchargers’ ability to ignore ward saves). Teclis took a minor blow, limiting his spellcasting slightly as he suffers wounds, but he received a points drop to counter that, which I think leaves him in a great position. Are there any warscroll winners in your opinion?

Danny
Yeah it does seem like Alarith and Stoneguard rules are very pushed in this book. Bear in mind the objective ward is only against MWs – but it’s still very strong and with Speed of Hysh it’s easy enough for them to zoom onto an objective to proc the ward. Pair that with generic or named Big Cow – who can target an enemy unit within 18″ for a -1 to hit (ranged AND melee) and Alarith can actually be insanely tanky on paper. You’re right they don’t slap the hardest but with a decent number of attacks – and the Stonemage giving them MWs on 5s to hit – they can still bring the pain! Agreed that Windchargers got a big glow up – ignoring wards and their extra shot being extended to 6″ is huge, both for zooming up to something and making it a pin-cushion or UH behind a screen.

The other biggest glow ups for me are Avalenor, Eltharion and the Ballistas. Eltharion now absolutely slaps, dealing extra damage to monsters and being on an unrendable 3+ by default kinda makes him a mini-Gotrek in some ways – certainly has rules befitting his beautiful model now. The Ballistas also got pretty reliable for their points, and adding one more source of targeted -1 to hit (once per battle in their case) is icing on the cake. Have GW finally figured out how to balance artillery!? How do you feel the Enhancements and streamlined spell lores fit in with the newly improved heroes?

Poots
The artefacts are all pretty viable, with some really standout choices for each type of hero. The Waystone would allow you to build a versatile Vannari hero, since it provides a free 13″ teleport with the ability to deploy at least 3″ from an enemy. This could either get your beatstick in range of an unprotected hero, or allow them to jump through terrain to grab an unoccupied objectve. The Silver Wand is a straightforward, but great artefact providing an extra spell cast for a Scinari hero, and while the Arcane Tome would do a similar job, I expect the balance scroll may make the Arcane Tome less appealing. The other artefacts are all decent, but I think that those two are the standouts for me.

The Command Traits set the book up to make list building interesting. All of them are good, and all of them buff the heroes to do the job they are designed for. This will make picking the general for your Realm-lords list a slightly difficult prospect, since you will wish for ways to take more than one. Almighty Blow and Swift are both simple, but deceptively good. The first allows for some pretty reliable mortal wound output, and the second makes it much easier to place your Wizard more efficiently.

There may be too many to dig into in this article, but what are your thoughts on the spells?

Danny
Agreed, the Artifacts/Command traits seem nicely balanced and should give a fair bit of flex and depth to your hero makeup. Spell lore wise, things have been streamlined a little – which was necessary, both from a book keeping standpoint and general external balance. Lambent Light has gone (re-rolling failed hits) which makes sense as that was the primary vector for abusing Sentinels. Solar Eclipse, another spell on the ‘watch list’ remains but had it’s CV increased to 9.

The new lores are mainly balance tweaks like this – but the higher CVs are mitigated by most casters now having a built in once per battle auto-cast on their warscroll. Either way, LRL still have an incredible magical toolkit – with Howling Gale for turning off CAs at 12″, the new Unbreakable Stoicism spell for allowing Stoneguard to do MWs on 5s instead of 6s, and the good old teleport spell ‘Transporting Vortex’, which when combined with Stoneguard and their mw ward of 4+ on objectives they control, will allow you to plonk them down T1 and ask your opponent some rock-hard questions.

How do you feel the tweaks to the Great Nations have ended up?

Poots
I think the Great Nations are all pretty great (see what I did there?). Ymetrica has already been mentioned, and is the go-to for building extremely tanky Alarith units, but I won’t say that it’s a standout winner. All of the Great Nations strike me as useful, it’s just a matter of how you want to build your army. If you want to focus on spellcasting, Zaitrec provides your wizards with a +1 bonus to casting, dispelling, and unbinding rolls, which will help offset the high casting value of the Realm-lord spell lore. Meanwhile, if you want to have extremely powerful Vanari Sentinels, Helon increases the Attacks characteristic of your ranged weapons if your target is within 6″. Syar and Illiatha boost Aetherquartz reserves, and Alumnia rewards you for playing tight formations. Most tomes that have been released so far leave me thinking there are either one or two subfactions that are better than the rest, and here I can honestly say that I can see relatively equal value in all of what’s presented. I think that leaves us with the Matched Play rules. How do you feel about the Grand Strategies and Battle Tactics?

Danny
Interesting, I didn’t think of Sentinels as benefiting much from Helon – I think it’s Windchargers that become a real menace there though. A reinforced unit of 10 is able to fly forward 12″, ignoring terrain – say it can get within 6″ of an enemy unit, and then put out 31 attacks – with AoD on 2/3/-1/1, ignoring ward saves – before charging for 10 more attacks 3/3/-1/1 and 20 3/4/-/1 from the mounts OR proccing ‘Move Like The Wind’ to pile in 6″ in ANY direction – i.e. sling-shotting themselves out of engagement range. That’s a powerful drive..well, ride-by.

The Matched Play rules are seeming really quite pushed in the most recent books. We discussed how DoT’s bump them up a tier instantly – LRL fare pretty darn well too. In terms of Grand Strats, it’s a mixed bag, but ‘Alarith Aftershock: 2+ friendly Alarith units contesting 2+ objectives’ is very doable unless you’ve been tabled in which case, who cares. Battle Tacs are much easier. Now ballistas are good, ‘kill a monster with one’ is going to be an obvious pick, especially if you’ve taken 2, once you leave a monster on around 3-4 wounds. ‘Kill an enemy unit with a unit with an aetherquartz reserve, without spending that reserve’ is also going to be fairly trivial when the time is right. ‘Cast 4 spells’ is extra points for exactly what you want to do, and will be easily able to do against all but the most magic dominant armies, especially factoring in the auto-casts. ‘Have 2+ endless spells at the end of the turn’ will be super easy first turn most of the time. By and large, I think they’re just about within acceptable parameters. The main issue I have with them is, when the LRL picks then, 9/10 times they will just be utterly non-interactive and impossible to deny.

Mind you, given how techy the rest of the army is, maybe anything more complicated would have been the mental straw that broke the camel’s mind.

So to cap off – let’s pin our hats to the wall again – competitive rating guess?

Poots
I think this will be a top tier army, competitively, but I’m not sure if we’ll see spam lists the same way we do with other high performing armies. I suspect that players will lean heavily on windchargers and stoneguard, and a fair few of their battle tactics can be instantly scored by Teclis. Given what we’ve shown above, though, I’m not sure that the army composition is what will win games, so much as the battle tactics. I think the ability to easily score points will drive the win rate above 50%, but I honestly think there are other factions that will be good counters for them. DoT and ThunderKroak will counter their magic, and hard-hitting armies like DoK may be able to remove the problem units before they become an issue. Overall, I think their win rate will be above 50%, but I don’t know that they will break 55%.

Closing Comments
As we’ve been a little slow in posting this review, there’s been a chance for some new lists to meet the (searing) light of day – with some success, it seems!

Top Three AoS Lists for the Shakespeare Invitational 2022

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

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

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

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

The Top Three AoS Lists

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

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

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

Units
3 x The Farstriders (90)*

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

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Call for Aid

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

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

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

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

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

We’ll down to Owen for going 5-0!

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

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

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

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

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

Additional Enhancements
Spell

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

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

“Don’t leave the objective unattended…”

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

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

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

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

Endless Spells & Invocations
Rune of Petrification (40)

Core Battalions
*Expert Conquerors
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

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

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

Drive this floating rock closer, I want to hit them with my stave!
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Allegiance: Khorne
Slaughterhost: Reapers of Vengeance
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

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

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

Endless Spells & Invocations
Hexgorger Skulls (50)

Core Battalions
*Expert Conquerors
**Warlord

Additional Enhancements
Artefact

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

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

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

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

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

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

Final Tournament Placings

Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT

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This is the Top Three AoS Lists for the Shropshire Slaughter: Telford Onslaught AoS GT that took place in England, UK on 30th and 31st July. It involved 32 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Beasts of Chaos
Greatfray: Allherd
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Dominator
– Artefact: Blade of the Desecrator
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Tendrils of Atrophy
Be’Lakor, the Dark Master (360)***
Allies

Battleline
6 x Dragon Ogors (250)*
6x Paired Ancient Weapons
– Reinforced x 1
10 x Ungors (65)*
Mauls & Half-Shields
10 x Ungors (65)*
Mauls & Half-Shields

Units
1 x Cockatrice (95)*
1 x Cockatrice (95)*
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)**
1 x Cockatrice (95)***
1 x Cockatrice (95)***
1 x Cockatrice (95)***

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

Core Battalions
*Battle Regiment
**Battle Regiment
***Battle Regiment

Total: 1985 / 2000
Reinforced Units: 1 / 4
Allies: 360 / 400
Wounds: 159
Drops: 3

Brett: Beast of Chaos fresh (?) from their Tome Celestial update in the new infantry meta, at least according to GW, with a full monster list. Imagine being at the table, first round, and your opponent starts unpacking this. Finally a chance for Yndrasta to shine. If you are SCE anyway. It happened to Dan in the last round.

With the Tome Celestial changes the Herdstone now provides a board wide -1 rend in turns 1 and 2 and then -2 from turn 3. The Cockatrice plays into this ability, it’s main attack has no rend but on the charge increases from 4 to 8 attacks. With 12″ move and fly they are hard to screen or stop from charging. As monsters themselves they aren’t subject to monstrous rampages (other than Titanic struggle) and aren’t Galletian Veterans. They also get access to Primal Roar – an extra summoning point and possibly 3. Potentially they could summon a Chimera a turn. Nice. Rally can return models on a 4+ (not 6+) within 12″ of the stone as well.

That lets you game the Bravery characteristic as well, you can render them virtually immune to battleshock and pull from the front removing them from combat. Rally them at the start of your turn and you have a very short charge to get them back into combat. The Dragon Ogors re-roll hit rolls of 1 within 12″ of the General as well. They are a little short on spell casting, Belakor doubles the number of spells/cast himself. There are few buffs to casting here so Geminids (casting on a 6) is a good choice putting out MW and stopping commands. Sundering Blades on the Shaggoth suggests he was kept forward most of the time (an additional Rend within 18″). Tendrils of Atrophy is more situational, the Bray-Shaman doesn’t want to get too close.

Lots of monsters to push up the board and, without Hunters in the Heartland available anymore, able to switch off commands at will. That makes taking damage both more likely and more risky. On top of that12″ movement with -1 Rend board wide, which near the Shaggoth was -2 and then -3, makes this very hard to contain. Structuring the army to fit into Battle Regiment battalion. A good example of a skew list taking advantage of the rules, well done on getting Beasts all the way to No 1.

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

Leaders
Sevireth, Lord of the Seventh Wind (345)*
Hurakan Spirit of the Wind (265)*
Scinari Loreseeker (170)*
General
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Extra Spell: Total Eclipse
– Lore of Hysh: Lambent Light

Battleline
20 x Vanari Auralan Wardens (290)*
Lore of Hysh: Protection of Hysh
– Reinforced x 1
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
30 x Vanari Auralan Sentinels (510)*
Lore of Hysh: Speed of Hysh
– Reinforced x 2

Endless Spells & Invocations
Chronomantic Cogs (40)
Emerald Lifeswarm (60)

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 96
Drops: 1

Brett: Big block of Sentinels, Wardens everywhere, Sevireth, Loreseeker and a Hurakan Spirit of the Wind. All of the favourites with Chronomatic Cogs and a Lifeswarm. The Lifeswarm making it much harder to remove those Sentinels.

I think most people know how this list works; Cogs is unusual but overall variations of this list have been around for a while. Battle regiment to try and go first (giving up the double), make sure you get Cogs out (for rerolls), apply Power of Hysh on the Sentinels and then use Lofted shot to fire 30″ ignoring terrain and line of sight. The plan is to get 5+’s for mortal wounds (around 12 per volley). Power of Hysh can be cast multiple times, here both the Sentinels and 20 man Wardens will probably cast it most turns. The two smaller Warden teams are screens that can also push out a bit to apply Lambent Light. That gives the Sentinels +1 to hit against one unit.

The Loreseeker, 20 man Warden and Sentinals are all hammers in this set up and very dangerous. Given his mobility the Loreseeker is a great choice for Lambent Light as well. The Sentinals extra spell is Speed of Hysh to double their movement if they are threatened or about to be out of range. It’s an effective list and played well into most of the armies until he met Dan. Dan’s army, they are team mates, is a counter to shooting lists. The Cockatrice are individual units so the wounds don’t carry across but you need the full 30 Sentinels to be sure of killing one with MW.

Since they fly it’s very hard to stop them reaching the Sentinels and from round 3 onwards they instakill Sentinels (rend -2 into a 5+ save). The Grand Strategy is an interesting choice, Lumineth aren’t the most interactive army and yet his GS requires him to have 2 units in the enemies territory. That said both Loremaster and Sevireth can easily accomplish that. With infantry and hordes more common will we see a Lumineth return?

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Allegiance: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Mortal Realm: Ghur
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Lord of Afflictions (210)***
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Harbinger of Decay (140)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Gift of Disease
Festus the Leechlord (150)*
Lore of Malignance: Gift of Disease
Orghotts Daemonspew (300)*

Battleline
5 x Putrid Blightkings (250)****
5 x Putrid Blightkings (250)****
2 x Pusgoyle Blightlords (220)**
2 x Pusgoyle Blightlords (220)**

Units
1 x Beasts of Nurgle (110)***
1 x Beasts of Nurgle (110)***

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

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

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 123
Drops: 10

Brett: Interesting variation on the popular Blightking/Blightlord armies we’ve started to see a fair bit in Season 1. More heroes and a mix of castle and some mobility through the Blightlords and Lord of Affliction. Also interesting to see a return to the high number of drops as if they didn’t care about turn order.

Aaron has chosen to take limited spell casting but included Geminids for that MW and command prevention utility. The spells double down on the rolling castle by increasing how many disease points are handed out. The Lord of Afflictions will provide his normal redeploy/teleport like abilities to the Blightlord allowing them to fly with him. That maximises their usefulness in Bounty Hunters. Festus provides heals, mostly to the Blightkings. Orghotts and the Beasts are a threat in themselves able to control an area and deny it due to their attacks and disease production. The Harbinger is a very interesting inclusion, his two warscroll abilities farm CP and deny commands.

Interesting approach, this is still a list that is going to try to outlast you but includes a reasonable mobile punch. With all of the big boys on the table they are going to take some time to kill and apply disease points all of the time making them a tough opponent.

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Allegiance: Big Waaagh!
Grand Strategy: Tame the Land
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Mean ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Breaka-Boss on Mirebrute Troggoth (180)
Mount Trait: Fast ‘Un
Orruk Warchanter (115)
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Swampcalla Shaman with Pot-grot (105)
Lore of the Swamp: Nasty Hex
Wurrgog Prophet (150)
Artefact: Glowin’ Tattooz
Lore of the Savage Beast: Gorkamorka’s War Cry

Battleline
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)

Units
3 x Orruk Gore-gruntas (170)
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)
Jagged Gore-hackas
6 x Man-skewer Boltboyz (240)
Reinforced x 1

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

Additional Enhancements
Artefact
Mount Trait

Total: 1980 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 127
Drops: 12

Brett: Alex has been talking about his Big Waagh lists for most of this year taking the best of Ironjawz and increasing their flexibility with Kruleboyz. Double warlord for mount traits. Does it work? Is it fun? I suggest you look up Alex in discord (AosCoach) to find out.

The Mawcrusha build is interesting, instead of the IJ approach of Destroyer and Fast ‘Un, Alex has built the Mawcrusha with Arcane Tome for the teleport. He’s then given his mount Mean ‘Un increase the damage done by stomp. The Break-Boss has Fast ‘Un to get it into the enemy quicker, in the end it’s only moving 10″ though without might destroys. Warchanters to hand out ++1 damage and increase the charge of the Gore-gruntas, the Shaman for poisons on the Boltboyz and finally the Wurrgog for his nasty stare. If you can pull it off it’s a very tough list to counter. Going with Tame the Land is a tough call to, you almost need to table your opponent to control all of the objectives outside your territory. It can also spread your army fairly wide.

Unfortunately I think people are beginning to have a good handle on Boltboyz. They need to move (it can be only 1″) to use Hasty Shot and even then with poison they only average 8MW or a dead Cockatrice. But if it was Stormdrakes or Fulminators then they would either not remove a model or only take one. And die the next turn. With only 24″(or 12″ on hasty) it’s hard to keep them out of trouble with out a lot of screens. I think that’s what the ‘ard boyz are doing, but that’s 345+ points tied up. Still it’s innovative army and has some solid punch. If the Wurggog goes off it will remove something important and provide space for the Breaka Boss/Mawcrusha to wreck face. Which is always fun.

Final Tournament Placings

The full tournament results can be found on tabletop.to

Top Three AoS Lists for Boise Cup O AoS GT

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This is the Top Three AoS Lists for the Boise Cup O AoS GT that took place in Texas, USA on 30th and 31st July. It involved 52 players vying to be crowned champion in a 5 game tournament. A larger event with a good spread of lists in the Top 5. The tournament used the CORRECT scoring system which awards bonuses to the Battleplan scoring including for denying a Battle Tactic. Something for TOs to consider.

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: Soulblight Gravelords
Army Type: Legion of Blood
– Grand Strategy: Lust for Domination
– Triumphs: Bloodthirsty

LEADER
1 x Neferata (365)
Spells: Decrepify
1 x Vampire Lord (140)*
General
– Command Traits: Master of Magic
– Arcane
– Artefacts: Arcane Tome
– Spells: Levitate, Invigorating Aura
1 x Mannfred Von Carstein (380)*
Spells: Fading Vigour

BATTLELINE
5 x Black Knights (100)*
5 x Black Knights (100)*
10 x Deathrattle Skeletons (80)*

ENDLESS SPELL
1 x Horrorghast (40)
1 x Chronomantic Cogs (40)
1 x Purple Sun of Shyish (70)

OTHER
10 x Blood Knights (390)**
Standard Bearer
– Kastellan
20 x Grave Guard (280)**
Standard Bearer
– Hornblower
– Seneschal
– Great Wight Blade

CORE BATTALIONS:
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: (1985/2000)

Brett: It’s been a long time since we’ve seen Soulblight in the spotlight it seems. Quickly checking the stats it’s still a popular faction at tournaments (right around the middle in entries) but is slowly dropping in performance against newer books. After spending a year around a 50% win rate it’s now dropped in the last month to a 38% win rate. This underlines how good a performance this is. While in the states the army is interesting for taking a less popular Sub-faction and an uncommon battle line.

What this army does bring though is three Flying Vampires wizards (thank you for that nightmare), a whole mess of spells and a murder of summonable (not sure that’s a word – Peter) units that will keep coming back. Six casts across the three heros and the current staple Cogs and Purple Sun. Cogs for rerolls before casting the Purple Sun for it’s typical debuff and potential to eat something important. Lets assume you drop it near two units everytime (10″ separation is required to prevent the sun touching two units) then over the course of a tournament it will eat something 8 times. With flying multi cast Vampire Wizards that could drop it in a home objective castle on turn 2. I’m not saying that did happen, but lets say it ate a Bastiladon or a Storm Drake. Or even Thanquol. That’s possible.

The list has a lot of mobile threats with the Knights combining with Manfred and Neferata to give a lot of options on positioning. The Vampire Lord is most likely going to stay close to the Summonable (Still not sure – Peter) units he can heal. Importantly for the Vampire Lords they all have heals if they kill something. Otherwise they work to weaken their enemy and reduce their bravery. Combining Horrorghast with the effects of the army is a nice touch, you can potentially lose a lot of 1 wound models in a turn that way. Their spells mostly reduce the combat effectiveness of their opponents and, like most Death armies there is a 6+ ward

The Grand Strategy is an interesting one, it’s book specific and requires you to control more gravesites than your opponent. They either need to disperse their forces to cover one or two of them and risk being attacked by summonable units (like the Black Knights) or cede the GS to you. You pick how many points there are and where they are. Nasty.

It’s good to see a different list from a faction that is struggling do so well, congratulations to Jeremy for taking it all the way to number 1.

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Army Faction: Lumineth Realm-lords
Subfaction: Zaitrec
– Grand Strategy: No Place for the Weak
– Triumph: Indomitable

LEADERS
Sevireth (345)**
Scinari Cathallar (110)***
General
– Command Traits: Fast Learner
– Artefacts of Power: Gift of Celennar
– Spells: Overwhelming Heat, Protection of Hysh, Total Eclipse
Scinari Loreseeker (170)***
Artefacts of Power: Blade of Leaping Gold
– Spells: Flaming Weapon, Lambent Light, Overwhelming Heat
The Light of Eltharion (220)***

BATTLELINE
Vanari Dawnriders (140)*
Steedmaster
– Standard Bearer
– Spells: Overwhelming Heat, Total Eclipse
Vanari Auralan Wardens (145)**
High Warden
– Spells: Lambent Light, Overwhelming Heat
Vanari Auralan Wardens (145)**
High Warden
– Spells: Overwhelming Heat, Speed of Hysh
Vanari Auralan Sentinels (510)**
High Sentinel
– Spells: Overwhelming Heat, Speed of Hysh

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

ENDLESS SPELLS & INVOCATIONS
1 x Emerald Lifeswarm (60)

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

TOTAL POINTS: 1985/2000

Brett: This tournament has been a bit of a blast from the past, Lumineth on the podium with a massive block of Sentinals and sporting Emerald Lifeswarm. So 2021. Still it’s hard to argue with 30 Archers that can shoot you even behind cover from across the map. That’s the heart of the list, a big block of archers with Wardens as screens. With Power of Hysh the 30 are still averaging 10 Mortal Wounds per turn. Unleash hell while they have Power of Hysh up is very painful. The Dawnriders in Bounty Hunters provide flexibility and threat across the board with much needed increased damage. No MSU is safe, particularly Galletian Veterans.

Severith is a unique threat piece with his extraordinary movement and fire and fade abilities. Exposing small heroes offers him opportunities, the Light and Cathallar are most likely going to remain near the shooting castle offering improved saves. increased bravery and spell protection. The Light of Eltharion is a good covering piece with his MW ranged attack and multiple attacks. The Scinari Loreseeker having Flaming Weapon (+1 damage) with Blade of Leaping Gold (+3 attacks) is very interesting combined with his Lone Agent ability. Drop him within 3″ of something important and apply 7 attacks hitting on 2s wounding on 3s with -1 rend and D3+1 damage.

Beaten into 2nd by one point this is a strong list harking back to the hey day of Lumineth. His opponents, apart from Nighthaunt, mostly had something big that would be a deserving target and without which the army would find it hard to recover. The final match up with Teclis would have been interesting, Dustin couldn’t have relied on his spells at all. The mobility of the Loreseeker, Seviarath and the Dawnriders would appear to be the difference. Loreseeker could do a lot of damage to a Sentinal block in one turn (and die).

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

LEADER
1 x Sigvald (205)*
General
1 x Bladebringer, Herald on Seeker Chariot (185)*
General
– Spells: Hysterical Frenzy
1 x The Contorted Epitome (245)*
General
– Command Traits: Feverish Anticipation
– Artefacts: Oil of Exultation
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
22 x Blissbarb Archers (280)*
High Tempter
22 x Blissbarb Archers (280)*
High Tempter
11 x Blissbarb Archers (140)*
High Tempter

BEHEMOTH
1 x Krondspine Incarnate of Ghur (400)*

ENDLESS SPELL
1 x The Burning Head (20)
1 x Purple Sun of Shyish (70)

TERRAIN
1 x Fane of Slaanesh (0)

OTHER
5 x Centigors (85)*
5 x Centigors (85)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1995/2000)

Brett: Archer meta? Krondspine, Purple Sun, 55 Blissbard and Sigvald, what a fun army. The Krondspine to threaten your heroes, block the board and eat endless spells. You don’t want to engage him but his movement makes him hard to ignore and you definitely don’t want to feed him. But if you do try to deal with him you give the opportunity for either the Epitome or Sigvald to wreck face. Sigvald is going to try to come from a board edge and the Epitome can move very quickly.

There aren’t a lot of buffs to their casting but the Epitome has reroll casts. That’s a big buff to getting the Sun out. Flaming Weapon with the Lurid Haze artefact and trait is good combo. 9 attacks at 2 damage particularly if it gets Overwhelming Acquiescence off. Sigvald will typically be entering from a board edge and using his charge to get into something important. Lots of damage, very small screens (Centigors) and a reason to get into your deployment. This is a fun army that is going to be very determined. It’s interesting that Matt’s only lose was to Lumineth.

That list was built around Teclis, so no Purple Sun and included a block of Sentials, the natural enemy of Blissbard. The Epitome and Sigvald would struggle with Teclis as well, this would have been a difficult army to engage. 3rd in a big tournament is a solid effort and reflects the value of Slaanehi lists.

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Army Faction: Flesh-eater Courts: feast day
Grand Strategy: No Place for the Weak
– Triumph: Bloodthirsty

LEADERS
Abhorrant Archregent (245)**
General
– Command Traits: Dark Acolyte
– Artefacts of Power: The Dermal Robe
– Spells: Deranged Transformation
Abhorrant Ghoul King on Royal Terrorgheist (445)**
Artefacts of Power: The Grim Garland
– Mount Traits: Gruesome Bite
– Spells: Blood Feast
Varghulf Courtier (160)**

BATTLELINE
Crypt Ghouls (85)***
Crypt Ghouls (85)***
Crypt Ghouls (85)***

OTHER
Crypt Horrors (220)*
Crypt Horrors (220)*
Crypt Flayers (360)*

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

TERRAIN
1 x Charnel Throne (0)

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

TOTAL POINTS: 1975/2000
9 drops

Brett : An army that is currently among the lowest ranked in the current meta with some potential in this season 17th is a good result. Flesh Eater Courts work by applying overlapping buffs from their Nobles (or Heroes) to the Knights (Horrors and Flayers) and Serfs (Ghouls). That means, at least early on, you can expect a pretty big castle.

That makes a lovely target for some serious shooting if you have it. The army has 3 casts with the Archregent having +1 to cast, unbind or dispel from the Dermal Robe. The command trait appears to add a spell but they aren’t gaining the wizard trait (since it is a wizard) and he add Deranged Transformation to throw those Horrors further faster. The Ghoul King and his Terrorgheist have some “interesting” abilities but they are let down in the execution. Death Shriek is only really effective against Destruction armies or Cities but the other attacks inflict serious damage. The Gaping Maw/Gruesome bite combo is extremely nasty, reroll hit rolls, it has 3 attacks, where a 6 does 6 MW. Enough to one shot a Stormstrike Chariot. Twice. In the same game.

The Horrors have 3 attacks hitting on 4s that can be improved, doing 2 damage and 3 on wound rolls of 6. Flayers have 4 attacks only doing 1 damage but can redeploy quickly and does MW on 6s. The Archregent and Ghoul King can return models on top of their summoning which can make clearing the Horrors/Flayers more difficult. To stop the army you need to kill the heros or they will heal and summon. Unfortunately this army has effectively 6 screens to stop you doing that. You can play around the bigger units and pick up the screens through MW attrition and shooting. Like most death armies their strength is often in numbers and if you are patient you can deal with them.

Cody did very well taking the army to 17th dealing with Ironjawz, DoK and SCE all of who have strong play into this list, well done.

Final Tournament Placings

Top Three AoS Lists for the Miniparadice Anniversary Tournament

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This is the Top Three AoS Lists for the Miniparadice Anniversary Tournament that took place in Germany on 23rd and 24th July. It involved 38 players vying to be crowned champion in a 5 game tournament.

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

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

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

The Top Three AoS Lists

Allegiance: Tzeentch
Change Coven: Hosts Arcanum
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

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

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

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

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

Core Battalions
*Battle Regiment
**Command Entourage – Magnificent

Additional Enhancements
Artefact

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

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

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

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

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

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

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

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

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

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

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

Units
2 x Nurglings (105)**

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

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

Additional Enhancements
Spell

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

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

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

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

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

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

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

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

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

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

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

Units
1 x Pusgoyle Blightlords – Single (110)*

Core Battalions
*Battle Regiment
**Bounty Hunters

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

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

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

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

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

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

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

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

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

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

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

Core Battalions
*Battle Regiment

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

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

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

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

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

Final Tournament Placings

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

Top Three AoS Lists from Age of Sigmar Matched Play Event – 19/20th March 2022

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Age of Sigmar Matched Play Event was a five game event that took place at Willow Road (GW HQ) on 19th and 20th March. It saw 58 players fight it out to be crowned champion.

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1st Martin Morrin – Stormcast Eternals

Martin won all five games beating Slaves to Darkness/Hosts of the Everchosen in Round 1, Legion of the first Prince in Round 2, Soulblight Maggotkin of Nurgle/Drowned Men in Round 3, Beasts of Chaos/Allherd in Round 4 and Daughters of Khaine/Khelt Nar in the last round.

Allegiance: Stormcast Eternals
– Stormhost: Hammers of Sigmar (Scions of the Storm)
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Knight-Draconis
(300)*
– General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Thunderous Presence
– Universal Spell Lore: Flaming Weapon

Lord-Commander Bastian Carthalos (300)*

Battleline
5 x Liberators
(115)*
– Heavens-wrought Weapon and Shield
– 1x Grandweapons

5 x Liberators (115)*
– Heavens-wrought Weapon and Shield
– 1x Grandweapons

4 x Stormdrake Guard (680)*
– Drakerider’s Lance
– Reinforced x 1

Units
6 x Vanguard-Raptors with Longstrike Crossbows
(480)*
– Reinforced x 1

Core Battalions
*Battle Regiment

Additional Enhancements
Holy Command: Thunderbolt Volley

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 87
Drops: 1

Declan: Martin has been playing for ‘a while’, and I’ve even been lucky enough to play against him before COVID at the Team Brotherhood event – his team smashed us… and you can see when this is the list taken. It’s got everything I’ve spoken about before – the Thunderstrikes with Thunderbolt Volley dish out mortal wounds 6 times a game, and the lack of teleport isn’t hurting too much with their obscene 30″ range.

These are backed up by four dragons, and a hero dragon – for when speed is necessary. It’s got all the tools, a one-drop to ensure he chooses who goes first (most of the time) and even the 87 wounds have a lot of resilience (either because of distance or armour).

The Battlescroll March patch looked to hurt two of his units (Dragons and Longstrikes give up 2 additional VPs each if they die), but that obviously did affect him adversely. Still need more playing time of course, but it it doesn’t tone this down I’m not sure it’s going to work.

It’s not possible to go 5-0 without beating some of the other top armies and Martin has done this as well – congratulations to him.

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2nd Laurie Hugget-Wilde – Lumineth Realm-Lords

Laurie managed an impressive four wins and one draw, drawing against 3rd placed Andrew Currie and his Maggotkin of Nurgle/Drowned Men list in Round 5. He beat Sons of Behemat/Taker Tribe in Round 1, Sons of Behemat/Breaker Tribe in Round 2, Maggotkin of Nurgle/Drowned Men in Round 3 and tournament veteran Freddie Leggett and his Cities of Sigmar/Hallowheart in Round 4.

Allegiance: Lumineth Realm-lords
– Great Nation: Alumnia
– Grand Strategy: Prized Sorcery
– Triumphs: Indomitable

Leaders
Archmage Teclis and Celennar, Spirit of Hysh
(740)*
– General

Scinari Calligrave (115)*
– Artefact: Waystone
– Lore of Hysh: Total Eclipse

Battleline
30 x Vanari Auralan Wardens
(435)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 2

20 x Vanari Auralan Wardens (290)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 1

10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Speed of Hysh

5 x Vanari Dawnriders (140)*
– Lore of Hysh: Speed of Hysh

Endless Spells & Invocations
Emerald Lifeswarm (60)
Umbral Spellportal (70)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 91
Drops: 1

Declan: Laurie HW has been smashing up tables and opponents since we were allowed to see each other again… and with lots of different armies. Here he is again with LRL with zero (yes nil) Sentinels… was he mad, or did he just click the wrong unit on Warscroll Builder? Well it seems to have worked – who knew that 30 Wardens with -1 to hit, great speed and all backed up by a caster who can’t be dispelled would be good?

The good news is that there are alternative builds, the bad news that is a lot of pikes to accidentally break – I would be in fear with my hamfists that I’d break half the army by accident. An impressive run to remain undefeated at GW’s flagship UK event.

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3rd Andrew Currie – Maggotkin of Nurgle

Andrew also managed to get four wins with a single draw during their weekend, drawing to 2nd placed Laurie in the final round. Along the way he beat Fyreslayers/Greyfyrd in Round 1, Daughters of Khaine/Khailebron in Round 2, Kharadron Overlords/Barak Zilfin in Round 3, and another tournament veteran James Eveleigh and his Sons of Behemat/Breaker Tribe in Round 4.

Allegiance: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Grand Strategy: Prized Sorcery
– Triumphs: Bloodthirsty

Leaders
Festus the Leechlord
(150)**
– Lore of Malignance: Gift of Disease

The Glottkin (700)**
– Lore of Malignance: Rancid Visitations

Lord of Afflictions (210)**
– General
– Command Trait: Overpowering Stench
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

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

Units
1 x Pusgoyle Blightlords – Single
(110)**
1 x Mindstealer Sphiranx (95)**
1 x Mindstealer Sphiranx (95)**

Core Battalions
*Hunters of the Heartlands
**Battle Regiment

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 117
Drops: 4

Declan: Nurgle are back … and they have changed significantly. No more rushing across the board faster than a stead of Slaanesh they are much more resilient than before and the disease points is a very thematic rule – they really do feel like Nurgle.

Of course, it wouldn’t be a Chaos list without some cheeky allies and Andrew has gone for 2 monsters in the form of the Mindstealers. I’ve written about these in other lists and in a game where they can be used to get extra points and give access to Monstrous Takeover, they are very good value! With the Glottkin I imagine Andrew got lots of bonus VPs for doing things with monsters.

What is interesting here though, is that there are no Beasts of Nurgle in the list which I haven’t seen since the booked dropped. All the Nurgle players I have spoken too swear by them – so it’s even more impressive that Andrew has gone against conventional wisdom and remained undefeated.

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Wildcard – Adam Sinclair – Kharadron Overlords

Adam finished 8th overall with a very impressive 4 wins with Kharadron Overlords! Losing only in the 3rd Round to Andrew Currie who eventually finished third. Along the way he beat Legion of the First Prince in Round 1, tournament veteran Pete Brizio and his Stormcast Eternals/Hammers of Sigmar list in Round 2, Maggotkin of Nurgle/Drowned Men in Round 4 and Flesh-eater Courts/Gristlegore in Round 5.

Army Faction: Kharadron Overlords
– Subfaction: Barak-Zilfin
– Grand Strategy: Hold the Line
Triumph: Large-calibre Augmentation

LEADERS
Aether-Khemist
(90)*
– General
– Command Traits: Collector
– Artefacts of Power: Staff of Ocular Optimisation

Endrinmaster with Dirigible Suit (180)*
– Artefacts of Power: Phosphorite Bomblets


BATTLELINE
1 x Arkanaut Frigate
(250)*
– Heavy Sky Cannon

1 x Arkanaut Frigate (250)*
– Heavy Sky Cannon

10 x Arkanaut Company (100)*
– Volley Pistol


BEHEMOTH
1 x Arkanaut Ironclad
(490)*
– Great Sky Cannon


OTHER
1 x Gotrek Gurnisson
(485)*
1 x Grundstok Gunhauler (155)*
– Drill Cannon


CORE BATTALIONS
– *Battle Regiment

TOTAL POINTS: 2000/2000

Declan: 4 wins with KO – and with a little Ginger Ninja (Gotrek) as well. Okay he is Duardin, so it’s difficult to argue with his inclusion but he is a great addition to the list allowing Adam to close off large chunks of the board. Sure he only moves 4″, but if a double turn is possible his exclusion zone is huge.

I played against a similar list run by Ben at Reading Warfare last year and it’s a good mobile list which can pick it’s target, kill it and then move to the other side of the board, making it very difficult to catch.

A great result to take KO to 4-1 though and Adam should definitely be proud of the achievement.

Tournament Placings

Top Three AoS Lists from Da Great South Waagh – 12th/13th February 2022

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Da Great South Waagh! was a five game event over two days that took place in the UK on 12th and 13th Feb. It saw a massive 72 players duking it out to be claimed champion.

Most Selected Faction/Subfaction

Stormcast Eternals/Hammers of Sigmar once again see themselves at the top of the most selected faction/Sub-faction sheet making up 10% of all the armies present. Stormcast were also represented by 13 armies from differing sub-factions. If you’re planning to go to an event, its almost worth making sure your army can counter Stormcast, Cities and Seraphon at the moment.

Win Rate

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The Top Three Lists

These were the top three lists from the Da Great South Waagh.

Matthew Davies – Lumineth Realm-Lords

Lumineth at the top of the pile once more

Matthew won all five games beating Maggotkin of Nurgle/Befouling Host in Round 1, Seraphon/Thunder Lizard in Round 2, Flesh-eater Courts/Feastday in Round 3, Slaves to Darkness/Hosts of the Everchosen in Round 4 and Stormcast Eternals/Hammers of Sigmar in the last round.

Allegiance: Lumineth Realm-lords
– Great Nation: Zaitrec
Grand Strategy: Prized Sorcery
– Triumphs: Indomitable

LEADERS
Sevireth, Lord of the Seventh Wind (345)*
Vanari Lord Regent (155)*
– General
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Extra Spell: Protection of Hysh
– Lore of Hysh: Speed of Hysh

Scinari Loreseeker (170)*
– Extra Spell: Protection of Hysh
– Lore of Hysh: Lambent Light

BATTLELINE
30 x Vanari Auralan Sentinels (510)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 2

10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Lambent Light

10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Total Eclipse

10 x Vanari Auralan Sentinels (170)*
– Lore of Hysh: Total Eclipse

UNITS
1 x Hurakan Spirit of the Wind (265)*

ENDLESS SPELLS
Emerald Lifeswarm (60)

CORE BATTALIONS
*Battle Regiment

Total: 1965 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 92
Drops: 1

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Pete Wlodarczyk – Seraphon

Pete won four of his games and drew the fifth. He beat Soulblight Gravelords/Vyrkos Dynasty in Round 1, Ogor Mawtribes/Boulderhead in Round 2, Daughters of Khaine/Hagg Nar in Round 3. Drew against 3rd placed Daniel Arnold and his Stormcast Eternals/Tempest Lords in Round 4 before beating Daughters of Khaine/Hagg Nar again in Round 5.

Allegiance: Seraphon
– Constellation: Thunder Lizard
Grand Strategy: Beast Master
– Triumphs: Inspired

LEADERS
Slann Starmaster (265)*
– Spell: Stellar Tempest

Skink Priest (80)*
– Universal Prayer Scripture: Heal

Engine of the Gods (265)*
– General
– Command Trait: Prime Warbeast
– Artefact: Fusil of Conflaguration
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse

BATTLELINE
10 x Skinks (75)*
– Boltspitters Celestite Daggers & Star Bucklers

10 x Skinks (75)*
– Boltspitters Celestite Daggers & Star Bucklers

Stegadon (265)*
– Weapon: Skystreak Bow

Stegadon (265)*
– Weapon: Skystreak Bow

UNITS
5 x Chameleon Skinks (115)**
2 x Salamander Hunting Pack (280)**
– Reinforced x 1

BEHEMOTHS
Bastiladon with Solar Engine (250)*

ENDLESS SPELLS
Emerald Lifeswarm (60)

CORE BATTALIONS
*Battle Regiment
**Hunters of the Heartlands

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 90
Drops: 3

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Daniel Arnold – Stormcast Eternals

Space Marines of the Tempest Lords Chapter

Daniel also won four games, and drew against second place Pete. Along the way he beat the Soulblight Gravelords/Kastelai Dynasty in Round 1, Stormcast Eternals/Knights Excelsior in Round 2, Daughters of Khaine/Khailebron in Round 3, drew against 2nd placed Pete and his Seraphon/Thunder Lizards in Round 4 and beat Stormcast Eternals/Hammers of Sigmar in Round 5.

Allegiance: Stormcast Eternals
– Stormhost: Tempest Lords (Scions of the Storm)
Grand Strategy: Beast Master
– Triumphs:

LEADERS
Karazai, The Scarred (600)
Knight-Draconis (300)*
– General
– Command Trait: Shock and Awe
– Artefact: Luckstone
– Mount Trait: Thunderous Presence

BATTLELINE
2 x Stormdrake Guard (340)*
– Drakerider’s Lance

2 x Stormdrake Guard (340)*
– Drakerider’s Lance

2 x Stormdrake Guard (340)*
– Drakerider’s Lance

UNITS
5 x Tree-Revenants (80)*
– Allies

CORE BATTALIONS
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 80 / 400
Wounds: 88
Drops: 2

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WILDCARD – Cole Wright – Kruleboyz

It’s not that often you see Kruleboyz armies at tournaments and its even rarer to see them go 4-1 over a weekend like Cole Wright managed eventually finishing 8th!

Over the course of the weekend he beat Idoneth Deepkin/Fuethan in Round 1, Stormcast Eternals/Hammers of Sigmar in Round 2, Blades of Khorne/Repaers of Vengeance in Round 3. Lost against Stormcast Eternals/Hammers of Sigmar in Round 4 and then beat Stormcast Eternals/Hammers of Sigmar in Round 5. Yes, thats three games against Hammers of Sigmar…..

Allegiance: Kruleboyz
– Warclan: Big Yellers
– Grand Strategy: Predator’s Domain
Triumphs: Indomitable

LEADERS
Snatchaboss on Sludgeraker Beast (315)*
– General
– Command Trait: Supa Sneaky
– Artefact: Mork’s Eye Pebble

Murknob with Belcha-banna (95)*
Swampcalla Shaman with Pot-grot (105)*
– Lore of the Swamp: Choking Mist

Killaboss on Great Gnashtoof (170)**
– Mount Trait: Fast ‘Un

Swampcalla Shaman with Pot-grot (105)**
– Lore of the Swamp: Da Black Pit

BATTLELINE
10 x Gutrippaz (180)**
10 x Gutrippaz (180)**
6 x Man-skewer Boltboyz (240)*
– Reinforced x 1

3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)*

UNITS
10 x Hobgrot Slittaz (80)**

ARTILLERY
Beast-skewer Killbow (130)*
Beast-skewer Killbow (130)**

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 126
Drops: 2

The Final Tournament Placings

Woeful Wargaming