This is the top three AoS lists for Grimnir’s Vengeance that took place in the USA on the 12th and 13th of August. It involved 13 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: Ossiarch Bonereapers – Subfaction: Crematorians – Grand Strategy: Control the Nexus
LEADERS Nagash (900) Arkhan the Black (380)* Mortisan Soulreaper (110)* – General – Command Traits: Diversionary Tactics – Artefacts of Power: Luminscythe – Spells: Merciless Blizzard
ENDLESS SPELLS & INVOCATIONS 1 x Nightmare Predator (40) 1 x Umbral Spellportal (80)
CORE BATTALIONS *Ossiarch Cohort
TOTAL POINTS: 1990/2000
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Army Faction: Sons of Behemat – Army Type: Taker Tribe – Grand Strategy: Make the Land Tremble! – Triumphs: Inspired
LEADER 1 x Gatebreaker (500)* – Artefacts: Arcane Tome 1 x Warstomper (450)** 1 x Kraken-Eater (480)** – General – Command Traits: Very Acquisitive – Artefacts: Amulet of Destiny, Glowy Shield of Protectiness 1 x Beast-skewer Killbow (Big Grikk’s Kruleshots) (290)***
BATTLELINE 1 x Mancrusher Gargant (140)* 1 x Mancrusher Gargant (140)*
OTHER 3 x Man-skewer Boltboyz 1 (Big Grikk’s Kruleshots) (290)*** 3 x Man-skewer Boltboyz 2 (Big Grikk’s Kruleshots) (290)***
CORE BATTALIONS: *Footsloggas **Bosses of the Stomp ***Regiment of Renown
TOTAL POINTS: (2000/2000)
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Allegiance: Skaven – Grand Strategy: None Chosen – Triumphs:
Battleline 20 x Clanrats (100)* – Rusty Blade – 2x Standard Bearers – 2x Standard Bell Ringers 20 x Clanrats (100) – Rusty Blade – 2x Standard Bearers – 2x Standard Bell Ringers 20 x Clanrats (100) – Rusty Blade – 2x Standard Bearers – 2x Standard Bell Ringers 10 x Plague Censer Bearers (180)*** – Reinforced x 1 10 x Plague Censer Bearers (180)*** – Reinforced x 1 20 x Plague Monks (180)*** – Foetid Blades – Reinforced x 1
Leaders Gordrakk the Fist of Gork (460) Megaboss on Maw-Krusha (450)* – General – Boss Gore-hacka and Choppa – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Fast ‘Un Orruk Warchanter (120)* – Warbeat: Get ‘Em Beat Orruk Warchanter (120)* – Warbeat: Fixin’ Beat
Battleline 6 x Orruk Gore-gruntas (340)* – Jagged Gore-hackas – Reinforced x 1 6 x Orruk Gore-gruntas (340)* – Jagged Gore-hackas – Reinforced x 1 3 x Orruk Gore-gruntas (170)* – Jagged Gore-hackas
This is the top three AoS lists for the Southern Fried Sigmar GT that took place in the USA on the 29th and 30th of July. It involved 37 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: Idoneth Deepkin – Subfaction: Fuethán – Grand Strategy: The Creeping Gloomtide
LEADERS Ellania and Ellathor (190)* Isharann Tidecaster (140)** – General – Command Traits: Teachings of the Túrscoll – Artefacts of Power: Dritchleech – Spells: Steed of Tides
Brett Martin: Shout out to Jon for his ASCII shark at the top of his shark list. Very clever.
Joshua Bennett: So what happens when you just get finished watching the Sharknado series and decide to go to a GT. Well, ask no further because Jon Anderson answered it for us. What should have been a meme list actually turns out to be a new meta for deepkin. How you might ask, as well you should. Let’s take a dive (see what I did there dive, and a shark list) and break this list down.
First we have the twins. What is the twin’s purpose you might ask. And that would be an amazing question to ask as the purpose seems unclear. And i’ll be honest after playing the list round five in this tournament other than a level 2 caster i could not answer that question for you other than Jon had to somehow still play Lumeth models in his new list. But much like the bermuda triangle the world may never know the true answer.
The tidecaster gives off a nice ritual that they can choose from. Against my all shooting list, he chose the ritual that does not allow line of sight outside of 12 inches, which you know isn’t cool but works great with this list. The artefact allows him to throw a ship on the board to shut down charge lanes and have a garrison terrain wherever he wants it.
Jon in action at the Southern Fried Open
Now let’s talk about the sharks, deepkin has the advantage in shooting bc the allegiance ability only allows your opponent to shoot the closest unit. While he maintains a 24” range for his shots, that added with his 14 inch move means nowhere on the board is safe. He on the other hand just feeds you one or two sharks a turn. So they are great at shooting, I’ll just charge them. I see this being the thought of most people but what you have to understand is that they are also decent in combat and can lift your units as well.
There are not a lot of good answers to this list and behind the piloting skills of Mr. Anderson, this list is very deadly. If you happen to be paired into him, make sure you bring a bigger boat.
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Army Faction: Hedonites of Slaanesh – Army Type: Pretenders – Grand Strategy: over shadow – Triumphs: Indomitable
LEADER 1 x Be’lakor (340)* 1 x Contorted Epitome (210)* – General – Command Traits: Strength of Godhood – Artefacts: The Crown of Dark Secrets – Spells: Flaming Weapon 1 x The Masque (140)*
BATTLELINE 22 x Blissbarb Archers (320)* 22 x Blissbarb Archers (320)* 11 x Blissbarb Archers (160)*
ENDLESS SPELL 1 x Dreadful Visage (60)
OTHER 5 x Blissbarb Seekers (210)* 5 x Blissbarb Seekers (210)*
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (1970/2000)
Jon Anderson: I’m a big fan of Josh’s listbuilding style, and it’s full send on efficiency.
Be’lakor was not a direct power player in our game, but he helps deal with the handful of bad matchups you had in the previous Generals Handbook so I think it’s perfectly valid to see it here.
In terms of raw efficiency, I don’t think much can outlast this list and I’d heavily advise anyone who is interested in a 40k-esque army to give this book and, more specifically, this list a look.
As much as it pains me to say, this was an uphill battle from the starting gun as forcing Josh to shoot the closest fish, as well as only being visible within 12″ due to the Isharann Ritual, meant that if Josh went first he would do nothing and then risk the double. Because this was the case, he had to give me top of 1, which allowed me to remove about 25% of his blissbarbs and subsequently present him with a single shark that he could shoot at when the turn went back to him. This was a case of Allegiance Ability supremacy and goes to show that if we do go into a shooting meta again, now that Deepkins points have dropped, it’s well within reason to believe that an MSU list of this sort could become a real power player in the meta.
Josh seized his moment at the bottom of turn one by getting his epitome into two sharks with a great charge however the curse of the single model unit came back to bite him and rolling 3 1’s to hit with the epitome left her exposed and vulnerable. After losing his epitome, 20 blissbarbs, and two seekers at the end of round 1, losing the priority roll was the last nail in the coffin. The mobility of sharks meant that I would be able to fly around the board and attack at every conceivable angle, and Josh didn’t have much recourse to play against it.
Don’t get it twisted. If you, as the reader, took Josh’s list to an event, you will do significantly better than if you took my shark list. Josh’s list is refined, honed, and deadly. My list was just the one thing he couldn’t deal with.
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Army Faction: Ossiarch Bonereapers – Subfaction: Null Myriad – Grand Strategy: Spellcasting Savant – Triumph: Bloodthirsty
Walter Brock: This player chose to use Null Myriad for the spell ignore. Adding a layer of protection from powerful spells from factions such as Tzeentch and Seraphon.
Spellcasting Savant works very well with the Boneshaper and Immortis Guard for getting a reliable battle tactic.
Starting off with the list itself, we have Katakros himself. The big boss himself has several abilities to support or disrupt the opponent. The main buff he provides is an absolutely massive 24” aura of +1 to hit and +1 to save rolls. It is important to note that He still has the Mortis Praetorians keyword. This means he cannot benefit from the Null Myriad sub faction.
The general of this list is a Boneshaper with a standard loadout with Artisans key and Aura of Sterility with Dark Acolyte. Aura of Sterility helps to protect your army from opposing shooting. Dark acolyte allowing for an easy battle tactic in magical dominance, and Artisans key potentially allowing a second use of it heal ability.
Next is an interesting choice in the form of a Soulreaper. These are not seen very often. The key difference from a reaper to an Ossifector or Boneshaper is first. It’s cheaper points wise, and it has a decent combat profile with potentially up to 5 attacks at rend 2. Meaning it can hit decently hard while spreading the Null Myriad aura and providing spell support. It’s a very cool thing to see on the table.
A unit of 3 Immortis Guard is a little bit of a difference from the Normal 6 Immortis we see in most lists. These are tanky, provide solid damage, and help protect the shaper for the grand stratagem.
Two units of 6 Stalkers. This player decided to step on the gas and keep going. Hunt and kill let them count as flying for moving over terrain, and they can run and charge. There are four different stances that allow them to adapt to different situations. Making for a tough to kill unit that can hit hard and move fast.
Lastly is a single unit of Deathriders. These can act as a nice screen. Provide an easy battle tactic and their speed to get into places to block enemy units off. Death riders have several uses, and the only limit is one’s imagination.
All of this fits nicely into a battle Regiment to be a single drop. Well done to this player.
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Allegiance: Fyreslayers – Lodge: Greyfyrd (+1w heroes, +2 artefacts) – Grand Strategy: Master of the Forge (Keep Invo. at end of battle) – Triumphs: Inspired
Leaders Auric Runefather (120)*** (OPG +1 attack aura) – Artefact: Axe of Grimnir (+1 rend, +1 dmg) Auric Runemaster (130)*** (knows all prayers, +1 CP) – General – Command Trait: Avatar of Vulcatrix (dying spawns infernoth) – Artefact: Volatile Brazier (reroll, 2x range on invos) – Universal Prayer Scripture: Curse (9″, mws on 6s to hit enemy) Battlesmith (160)* – Artefact: Nulsidian Icon (4+ spell ignore WW 12″) Grimhold Exile (140)*** (OPG MW nuke, OPG run+charge aura) – Nullstone Adornment: Hand-carved Nullstone Icon (unbind) Auric Flamekeeper (90)* (WW 12″ buff infantry) – Nullstone Adornment: Pouch of Nulldust (OPG 2s, 3s, miscast) Auric Flamekeeper (90)* Grimwrath Berzerker (110)** (fight on death, fight 2x) – Artefact: Draught of Magmalt Ale (double attacks char)
Battleline 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)** (on charge +1 attack) 10 x Vulkite Berzerkers with Bladed Slingshields (150)* (on charge, impacts on 6s, dice = models in unit) 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)*** 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)
Units 10 x Hearthguard Berzerkers (320)** (4+ ward, bodyguard Runefather) – Poleaxes (6s to hit do 2mws in addition) – Reinforced x 1 3 x Skywardens (130) – 1x Grapnel Launchers (opg relate to terrain piece within 15″ outside 9″)
Kevin Lathers: This list was a fun one that was brought due to a poll posted in various discords with lists. The denizens of those discords could vote and I would take the winner.
There were six lists. In this case, “I Was A Fyreslayer in My Previous Life But Now I’ve Been Reincarnated as a Balloon But I Have to Still Help My Old Lodge??!?!?” won the vote. Only twenty people voted, but it won with a resounding 6 out of 20 votes! The people crave Isekai, I guess. Originally it was supposed to have Brokk as the titular hero, but I couldn’t find my Brokk (I guess he’s on his own adventure or was kidnapped by a cat) so it ended up getting Wardens instead.
The list itself is very good at accomplishing tactics, in part due to the added mobility of the Wardens combined with Vulkites and a Grimwrath to aid in accomplishing FS tactics. The Wardens also added a bit of speed to a list lacking runesmiters and throughout the tournament assassinated four wizards and a priest. They ended up being quite potent.
Further, the new hero was actually quite useful. By sticking it near the HGB, along with the Runefather, you have a block of units all with a 4+ that can run+charge once per game and all get +1 to charge. This allows for heavy split pushing, with that trio going one place and the rest going another, the Grimwrath is a free agent going where he chooses due to oaths and self-sufficiency.
Despite being a bit of a fun list, and not particularly competitive, it ended up playing surprisingly well. My only loss was to a very solid Khorne player taking advantage of my mistakes while playing an unconventional list that actually was somewhat of a counter to this one. ‘
For anyone looking to ally in some KO and maybe look for a simpler list to run, this may work well for you.
This is the top three AoS lists for the GT de AoS: De Shyish a Ghyran that took place in Spain on the 22nd and 23rd of July. It involved players vying to be crowned champion in a 5-game tournament.
As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.
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: Ossiarch Bonereapers – Subfaction: Null Myriad – Grand Strategy: Spellcasting Savant – Triumph: Inspired
LEADERS Arkhan the Black (380) Katakros (460)* Mortisan Boneshaper (140)* – General – Command Traits: Diversionary Tactics – Artefacts of Power: Artisan’s Key – Spells: Hoarfrost
This is the top three AoS lists for the FLG Outlaw GT that took place in the USA on the 22nd and 23rd of July. It involved 46 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: Soulblight Gravelords – Army Type: Vyrkos – Grand Strategy: Empire of Corpses – Indomitable
LEADER 1 x Torgillius the Chamberlain (150)* – Spells: Fading Vigour 1 x Belladamma Volga (200)** – Spells: Spirit Gale 1 x Vampire Lord (140)** – Spells: blizzard 1 x Gorslav the Gravekeeper (120)** – General – Command Traits: Spoor Trackers – Artefacts: Ulfenkarni Phylactery
BATTLELINE 40 x Deadwalker Zombies (240)* 40 x Deadwalker Zombies (240)* 20 x Deadwalker Zombies (120)* 20 x Deadwalker Zombies (120)* 10 x Dire Wolves (140)** – Doom Wolf 40 x Deadwalker Zombies (240)** 20 x Deadwalker Zombies (120)**
OTHER 1 x Corpse Cart (80)* – Corpse Goad – Unholy Lodestone 1 x Corpse Cart (80)** – Corpse Goad – Unholy Lodestone
Soulblight continue their inevitable shamble towards victory with a Vyrkos list that proves why it’s the sub-faction of choice since the (entirely justified) LoB tweaks in the last battlescroll. Not that Vyrkos came off unscathed either, but it was probably a light touch – chances are, given the win-rates, lists like this get touched a little more in the near future…
But until then – zombies! A key sub-faction ability here is the ability to add d3 models back to a unit in the hero phase on top of the existing recursion, plus a once per game summon of 10 dogs – which combos savagely with the 5+++ bubble projected by Torgillius, and the slightly smaller 5+++ bubble of the Ulfenkarni Phylactery (try saying that 10 times fast) on Gorslav. This, obviously, makes the task of killing *quick maths* a FUCK TONNE of zombies, and 40 (factoring in the summon) wounds of DIre Wolf fairly arduous. The corpse cart – excuse me – carts equip the zombies with a nasty MW on 6s to wound in addition to their MW rolls on dying, equating to a hyper-nasty attrition game with insane board control – helped by the command trait on Gorslav, allowing deadwalkers to make a small hero phase move.
I don’t envy the man for having to push all those models around but with that weight of bodies, you can probably afford to be less than forensic with your positioning. Taking down a range of opponents who mostly have very respectable output and tricks of their own, Guan here proves that simply roleplaying a George Romero movie will get the job done.
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Army Faction: Sons of Behemat – Army Type: Breaker Tribe – Grand Strategy: Make the Land Tremble! – Triumphs: Inspired – Fierce Loathings: Idiots with Flags
LEADER 1 x Gatebreaker (500)* – General – Command Traits: Monstrously Tough – Artefacts: Amulet of Destiny 1 x Gatebreaker (500)* – Artefacts: Glowy Shield of Protectiness 1 x Warstomper (450)* 1 x Rabble-Rowza (Braggit’s Bottle-snatchaz) (500)**
OTHER 5 x Gobbapalooza (Braggit’s Bottle-snatchaz) (500)** 12 x Squig Herd (Braggit’s Bottle-snatchaz) (500)** 10 x Squig Hoppers (Braggit’s Bottle-snatchaz) (500)**
CORE BATTALIONS: *Bosses of the Stomp **Regiment of Renown
TOTAL POINTS: (1950/2000)
We’ve managed to nab him again! This list was so good I knew Pete would be interested in taking it on. Thanks again to Pete from PlasticCraic for helping us out!
It’s something that made SOB aficionados the world over issue a collective “Hmmm….”. What if we took the new Squigs Regiment of Renown, and added our three favourite Mega Gargants? A lot of people mentally went straight to the adrenaline-rush option of Trip Gatebreakers plus the Regiment for 2k on the nose and stopped there, filing the whole thing away as a thought experiment. But not Christopher Schelling – he backed himself in and put it on the table with glorious results. Chris earned this 4-1 the hard way, heading onto top tables in the final round with a 4-0 behind him, with wins against SBGL and Seraphon, meaning this was no bunny run.
Why does the regiment work well in Sons?
Screens! By default, your big boys will usually hold any objectives they’re near, and if you can hold them for 3 turns, you usually win the game. So, being able to protect the Megas from combat output for a turn gives you a 1-0 headstart in a race to 3. In that context, it doesn’t really matter that the screens themselves are not super-efficient. Because the Regiment starts off the board, it’s easy to position the Rabble Rowsa where you can run towards him; and since your whole army is Monsters, they can all do the run and charge thing.
It gives you a few scrappy units to work towards Battle Tactics (such as Surround and Destroy) and your Grand Strat (run or charge with a unit every turn). That latter can be tricky when your Megas get bogged down or you get swamped and tabled – just scattering a bunch of different bits and pieces to the 4 winds makes it much more likely to be achieved.
Couple of Unbinds from the Gobbapalooza? Don’t mind if I do. Their Warscroll spells are dope too, and because they’re both debuff spells, they benefit Sons despite having no direct keyword synergy – they don’t need it. Plus, ya know, Mystic Shield.
So this is a group that synergises extremely well with the Megas – it really is their natural home, and it works in so well with your gameplan that it overcomes any natural inefficiencies from not being reinforced. Big fan.
Chris’s chosen direction was two Breakers and a Stomper, which leaves room for a strong Triumph bid in a 2-drop package. The Gatebreakers are still great fun, with their 4D6 smash bypassing a lot of anti-combat bullshit since it’s not an attack, just an ability. Sons players will be all too familiar with those combat phases where your 500-point combat unit does zero damage, even if you don’t choose the smash – and I wish I was exaggerating here – so the Wartsomper’s greater volume of dice should give you some kind of semi-reliable output when you aren’t desperate to spike, but just really to do something.
Because you’ve got the upside and inherent brutality of the twin Gate Breakers, Chris has consolidated with his Enhancements, taking a full package of defensive tech. 40 wounds CT on his General plus a 6++ ward puts him on 46.7 effective wounds and the Glowy Shield ignores rend -1 specifically (as opposed to reducing rend by 1). As a Sons player myself, that’s something I’d love to see addressed in a future Battlescroll, because it feels slightly outdated in a world of rampant rend creep – there is still a fair amount of rend -1 in the game though, so it’s still a decent enough pick, especially with the dopamine hit when you spike the bounceback mortals that it also brings.
The list can win games passively or proactively, and while it may still struggle on Battle Tactics, the list choices here take a positive step to address that. All in all this army has a really refined feel, and it’s something I’d be happy to take to an event myself.
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Army Faction: Ossiarch Bonereapers – Subfaction: Null Myriad – Grand Strategy: Overshadow – Triumph: Inspired
LEADERS Katakros (460) Arkhan the Black (380)* Mortisan Boneshaper (140)* – General – Command Traits: Aura of Sterility – Artefacts of Power: Artisan’s Key – Spells: Hoarfrost
ENDLESS SPELLS & INVOCATIONS 1 x Malevolent Maelstrom (30)
TERRAIN 1 x Bone-tithe Nexus (0)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
Walter Brock: Going down the list we start with the sub faction choice of Null myriad. Allowing 2+ spell ignores for units wholly within 9” of Arkhan or the Boneshaper. Important to note that Katakros cannot benefit from this because he is still having the keyword for his own legion.
Overshadow is a different choice from the classic Savant grand strategy we usually see used. Overshadow means you would need to destroy all enemy battleline units while keeping one of your own alive. It’s a strong choice and unlike Spellcasting savant. You don’t have to focus on keeping one model alive and can spread out a bit more if the moment arises.
Starting off with the heroes. Katakros and Arkhan are a Dream team together. Katakros buffs the army to kingdom come with his command ability while also crippling the enemy with a few of his abilities. He may be slow but if he gets into combat with a hero nearby, he can hit incredibly hard. Arkhan on the other hand is the opposite of Katakros. Arkhan is fast, very fast, He doesn’t hit as hard as Katakros. Having three casts and denies at +2 lets him help stop important spells and cast important spells. They compliment each other very well and the synergies are endless.
The bone shaper rounds out the heroes. Taking Aura of sterility to cripple enemy shooting with -1 to hit and -1 to wound for friendly unit wholly within 12”. With Null Myriad and Aura of sterility this list is very resilient to heavy magic and shooting. Artisan’s keys let the Boneshaper potentially double down on is healing by letting it heal a second time on a 3+. This player opted to go with Hoarfrost since Arkhan already knows all the Ossiarch spells.
The Deathriders can do a couple of things. They can screen. They come with a relatively easy to use battle tactic. Because of their decent bulk they could also be used to block an opponent’s movement and stay in the way. These guys have a lot of uses.
This player has opted to go for a Unit of three Immortis guard and a unit six Stalkers. Stalkers being very fast with their hunt and kill command. Which plays well into the grand strat of trying to kill enemy batteline and supports an aggressive gameplan. The three Immortis guards are around for a few reasons. They can hit decently hard, bodyguard characters, and Unlock a Battle tactic in the form of Sculptures Entourage with the Boneshaper.
Lastly this player has made an interesting choice of using a unit of 10 Mortek Guard. We don’t see these little guys too often since the Harvester change. They have a few jobs that not a lot of other OBR units can do. They are the best points for the number of attacks in the book. At a nice 21 attacks for 150 where the Deathriders are 180 for the same number, and half of theirs don’t even have rend. They have a Unique command ability that basically gives them Ethereal at their 4+ save, letting them stand up to a few things that other units might not be able to. They are also the most Model counts for their points. So, 10 Mortek guards can run onto a point and have better chances of taking a point away from an opponent. A very cool choice with a lot of potential.
Finishing it out is the Maelstrom Endless spell. For 30 points this thing is a steal. The crazy thing about it is its damage is always going to happen. When it goes away it blows up so its guaranteed damage, and with Arkhan’s spell range increase it will reach a lot of places. All of this except for Katakros sitting inside of a Battle Regiment. Often this list will decide who goes first. With their score this player has done a good job at showing how they can make their choice effective. Well done to this player.
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Army Faction: Fyreslayers – Army Subfaction: Greyfyrd – Grand Strategy: Masters of the Forge
LEADER 1 x Auric Flamekeeper (90)* 1 x Auric Flamekeeper (90)* 1 x Grimhold Exile (140)* – Nullstone Adornments: Pouch of Nulldust 1 x Auric Runemaster (130)** – General – Command Traits: Avatar of Vulcatrix – Prayers: Curse 1 x Battlesmith (160)** – Artefacts: Nulsidian Icon 1 x Auric Runefather (120)** – Artefacts: Axe of Grimnir
BATTLELINE 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)* – Karl – 2 x Hornblower of Grimnir 10 x Vulkite Berzerkers with Bladed Slingshields (150)* – Karl – 2 x Hornblower of Grimnir – Fyresteel War-pick and Bladed Slingshield 10 x Vulkite Berzerkers with Bladed Slingshields (150)* – Karl – 2 x Hornblower of Grimnir – Fyresteel War-pick and Bladed Slingshield 10 x Vulkite Berzerkers with Fyresteel Handaxes (160)** – Karl – 2 x Hornblower of Grimnir
INVOCATION 1 x Runic Fyrewall (60)
TERRAIN 1 x Magmic Battleforge (0)
OTHER 10 x Hearthguard Berzerkers (320)* – Karl – Flamestrike Poleaxe 5 x Hearthguard Berzerkers (160)** – Karl – Berzerker Broadaxe 1 x Grimwrath Berzerker (110)** – Artefacts: Draught of Magmalt Ale
Kevin Lathers: Bringing out the new hero from the Regiments of Renown, the Grimhold Exile, Noe has put him in a list that is all about board control.
With only a single priest with Wrath of Vulcatrix (to secure the Grand Strat), this list foregoes the usual inclusion of a Runesmiter as well as any Magmadroths. Instead it relies on the Runemaster’s Ember Storm prayer and the new hero’s once per game 6″ bubble of Run + Charge to add any speed it needs. Further, the Grimwrath Berserker can be given Run + Charge as an oath or stick near the Grimhold to soak up the buff and take a different Oath. This makes the list surprisingly quick, albeit only one time.
With all these vulkites and Hearthguard Berserkers, the list can certainly sit on objectives and hold them, relying on the Flamekeeper buffs, Counterstrike, and Fight on Death to hold any charging waves of opponents to very poor trades.
And then, if opponents do trade into the Fyreslayers, the flamekeepers will often maintain their buffs for a counter charge on the next turn with devastating 3 damage attacks.
With wins against Slaanesh Blissbarbs, Ogors, SCE, and IDK, the list would certainly prove its tanky enough to take a punch and throw it right back. The 4++ ward saves on the HGB can prove a potent vanguard and objective holder. This is backed up by a Runefather that can swing with -2 rend 4 damage attacks on a 3″ reach which is nothing to sneeze at.
Overall this list is going to be a tough nut for many armies to crack. Opponents will need to choose their battles carefully, especially if the flamekeepers are ready to pop their buff.
This is the top three AoS lists for Summer Slaughter that took place in the United States on the 22nd and 23rd of July. It involved 113 players vying to be champion in a 5 round tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Disciples of Tzeentch – Army Subfaction: Guild of Summoners – Grand Strategy: Master of Destiny – Triumphs: Inspired
LEADER 1 x Magister on Disc of Tzeentch (160)* – Spells: Glimpse the Future, Hoarfrost – Bonding: Krondspine Incarnate of Ghur 1 x Ogroid Thaumaturge (170)** – Spells: Merciless Blizzard, Arcane Suggestion 1 x Lord of Change (380)** – General – Command Traits: Daemonspark – Staff of Tzeentch and Rod of Sorcery – Artefacts: Nine-Eyed Tome – Spells: Ghost-mist, Flaming Weapon 1 x Magister (140)** – Spells: Rupture, Merciless Blizzard
BATTLELINE 10 x Kairic Acolytes (120)* – Kairic Adept – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – 3 x Cursed Glaive and Arcanite Shield 10 x Tzaangors (180)* – Twistbray – Icon Bearer – Brayhorn Blower – 2 x Tzaangor Mutant – Pair of Savage Blades 10 x Kairic Acolytes (120)* – Kairic Adept – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – Cursed Glaive and Arcanite Shield
BEHEMOTH 1 x Krondspine Incarnate of Ghur (480)*
ENDLESS SPELL 1 x Umbral Spellportal (80) 1 x Purple Sun of Shyish (80) 1 x Burning Sigil Of Tzeentch (70)
Kieron Bailey: Kaleb Walters, the Lord of Lords of Change is at it again with yet another 5-0 and event victory in the bag. There are some Kaleb staples in this list: Guild of Summoners, a Krondspine, Kairics as screens that are just annoying enough to be a pain and a Lord of Change in place of Kairos.
Added to this are some tweaks added by the new GHB in the shape of all three new spells being represented. Hoarfrost in addition to Tzaangor could result in 30 rend -3 attacks from a unit that can run and charge; Merciless Blizzard for a close-range magical shotgun and, much to the relief of the Magister the Krondspine is bonded to, the spell Rupture can make the Krondspine go wild without having to kill the Magister using Destiny Dice. Just in case you haven’t come across this trick before, not only do you get the +1 to hit and run and charge but you can feed it the Umbral Spellportal each turn to keep it at top level for the whole game.
The Lord of Change load out also is a tip of the hat to the nerf to Chronomantic Cogs, with the Nine-eyed Tome being used to give the Big Bird full re-rolls to cast along with Daemonspark to give Kaleb a real headstart to getting the 9 Fate Points needed for a Lord of Change T1.
The other real strength of this list is its ability to pump up the rend in a variety of ways. We’ve already covered Hoarfrost, but the Ogroid also has Arcane Suggestion, with one of the options being to reduce the armour save by one of an enemy and then there’s the Purple Sun to subtract one from save rolls.
To summarise, you have a list that can really throttle the damage it can do, with a range of battle tactics at its disposal (all book tactics are achievable with this build) and driven by a general at the height of his powers. The end result – another well-deserved trophy for Kaleb!
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Army Faction: Ossiarch Bonereapers – Subfaction: Null Myriad – Grand Strategy: Spellcasting Savant
LEADERS Katakros (460)* Mortisan Boneshaper (140)* – Artefacts of Power: Artisan’s Key – Spells: Empower Nadirite Weapons Mortisan Soulmason (160)* – General – Command Traits: Dark Acolyte – Spells: Hoarfrost
Walter Brock: Today, we are looking at a Null Myriad list. Null Myriad has been popping up for a while this season, and we can expect them to be a staple for Bonereaper lists. An important thing to note is that Katakros is Mortis Preatorians so he will not be able to benefit from the 2+ spell ignore while wholly within 9” of a Mortisan hero, but proper positioning can easily mitigate that.
The Grand strategy of choice is spell casting savant. Combining this with the Immortis Guard. Means that pretty much almost half the list must die before the General can even die.
Katakros is a powerhouse. Giving a massive 24” bubble on +1 to hit and +1 to save makes everything in the list better and perform above their weight. Katakros himself is no slaker either in melee. He starts slow, but when he takes damage, he gets better and better. When he sees an enemy hero, he gets to work and acts at the most “fighty profile” being able to take down even the toughest of targets.
The Boneshaper bringing the artisans key allows it to potentially use its healing ability twice. Combining this with Katakros’s healing ability could allow this list to revive four Immortis guard a turn. Boneshaper uses its ability twice and Katakros can pick both Immortis units. Its war scroll spell is also very powerful for clearing large units. Rolling a dice for every model in a unit and doing a mortal for every 5+ can lead to very large amounts of damage.
The Soulmason helps cranks the army up and over the hill for list support. Masons know every spell in the Bonereapers lore so they can take Hoarfrost without giving anything up in return. They have two casts and could potentially get more casts of their war scroll spell “Soul- guide” at the end of the hero phase. Giving a Deathrider or Mortek unit +1 to wound. Dark acolyte causes their first spell from the Ossiarch Lore not stoppable. Imagine a unit of death riders hitting on twos, wounding on threes, at a potential Rend three because of hoarfrost and exploding 5s to hit for the riders because of Empower nadorite. Ouch.
The Deathriders can do many things. From acting as screen to taking very far objective. With the above-mentioned combo they can hit incredibly hard. With the ability to do mortal wounds on the charge, being able to charge over models with three or less wounds for a command ability and having a 6” inch pile in on the charge they can get into vary hard to reach places and snipe out important models or get into places that are very inconvenient for an opponent.
Lastly, we arrive on the Immortis Guard. Two whole units of these beasts of bone. These take the hurt and can dish them out in Return. Being able to bodyguard for heros is very powerful and means that the important support models usually won’t die until the models they are supporting are already gone. Just be careful, the Immortis’s bodyguard ability is not optional. Meaning a player might be able to get around the Immortis and hit the Boneshaper or Mason in the back and find it easier to do damage to Immortis that way.
All of this fits nicely inside a battle Regiment. Giving the Bonereapers player most of the time the option of deciding who will go first. A very cool list and very hard to take down. Well done to this player!
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Army Faction: Nighthaunt – Army Subfaction: The Emerald Host – Grand Strategy: Fright or Flight – Triumphs: Inspired
LEADER 1 x Guardian of Souls (150)* – Artefacts: Midnight Tome – Spells: Seal of Shyish 1 x Reikenor the Grimhailer (170)* – Spells: Shademist 1 x Knight of Shrouds on Ethereal Steed (130)* – General – Command Traits: Spiteful Spirit – Artefacts: Arcane Tome
BATTLELINE 10 x Hexwraiths (360) – Hellwraith 5 x Hexwraiths (180) – Hellwraith 5 x Hexwraiths (180) – Hellwraith 5 x Hexwraiths (180) – Hellwraith
ENDLESS SPELL 1 x Lauchon the Soulseeker (50) 1 x Mortalis Terminexus (80)
OTHER 10 x Craventhrone Guard (160) – Craven Huntmaster – 2 x Spectral Standard Bearer 5 x Craventhrone Guard (80) – Craven Huntmaster – 2 x Spectral Standard Bearer 5 x Craventhrone Guard (80) 4 x Myrmourn Banshees (90)* 4 x Myrmourn Banshees (90)*
CORE BATTALIONS: *Warlord
TOTAL POINTS: (1980/2000)
We’ve little in the way of Nighthaunt specialists at the Woe Towers, so I asked for Nighthaunt volunteers from our friendly discord, and Craig was up for the challenge! We’ll no doubt be hearing more from Craig in the future!
Craig Ellis: at this, a 5-0 Nighthaunt list! I’ll preface the breakdown by pointing out this was piloted by Nate Trentanelli who, as the #1 Nighthaunt player in the world, should probably start with a 500pt handicap or something. Anyway, on to the list, and this list is absolutely bonkers.
Running the subfaction Emerald host means he’ll pick D3+1 units at the start of the battle and at the end of each battle round can do D3 Mortal Wounds (on a 2+) to each of them. This is going to be great to put on those pesky Andtorian Loci to chip away and start finishing them off by Round 3 or 4. Fright or Flight as the Grand Strategy is pretty standard at this point and easily achieved due to the mobility of this list.
He’s gone magic heavy with the heroes in this list, clearly trying to make use of the Primal mechanic and the excellent utility in the NH spell lore. The Guardian of Souls is an AL and carries the Midnight Tome artefact, which autocasts an endless spell once per battle that cannot be unbound. Seal of Shyish will provide a 5+ ward to a nearby unit for added tankiness for holding objectives and his built in warscroll spell can heal (or resurrect) up to d6.
Reikenor the Grimhailer is an underrated caster who can get +3 to cast in exchange for taking a MW. This means he’s going to be getting Shademist off pretty reliably for that sweet -1 to Wound on a unit, making that objective holding bubble that much tougher to shift. He’ll also be great for hunting down wizards with his 14″ movement and bonus to attacks with Fellreaper for fighting priests and wizards. Then there’s the Knight of Shrouds on Steed, which is a bit of an off meta pick (which this list specialises in!). He has the Arcane Tome to make him a wizard (as well as an AL), which means he can jump for a ride with Lauchon the Bringy Dinghy (which you’re autocasting with the GoS). The 12″ movement of the KoSoES means you’re pretty much getting into combat with whatever you want in turn 1. He has a decent combat profile, meaning he’s going to be making short work of any annoying screens or enemy ALs. The command trait Spiteful Spirit means he’s going to be rolling a d6 for each wound on his wounds characteristic and for each 4+ will be a MW for every unit within 6″. Adding wounds to his characteristic throughout the battle with the Sword of Stolen Hours ability means this can get real nasty, real fast. The trigger for this is that he has to take damage and not die, but as long as you pick targets wisely, this can be wicked.
As for the Units. Hexwraiths (25 of them!) and 20 Crossboos. I mean, why wouldn’t you!? The Hexwraiths are going to be scattering, capping objectives, scoring tactics, doing impact hits on the charge, and just generally giving the opponent a lot to think about. The ability to move up to 30″ in a turn means they’re going to be wherever they want to be, and having 4 separate units of them is just going to give the opponent nightmares. Whilst they’re figuring out how to deal with that, he has 3 units of Craventhrone Guard blobbing up, getting made more tanky by spells and just generally being a bit of a pain to shift and doing chip damage with shooting attacks. The ability to put up to 3 units in the grave at the start of the battle also means these can pop up anywhere on the field outside of 9″ for some extra chip damage. Two blocks of Myrmourn Banshees provide spell eating capability to shore up one of the main weaknesses here (taking MWs) and being a decent melee hammer in their own right. The Mortalis Terminexus provides an additional Mortal Wound threat to round off the high MW damage theme this army has going on. It can also reverse time, meaning it can provide healing for his heroes as required. The aim here is to remove the opponents’ support & tech pieces early on to reduce threats. It just so happens that wins versus Khorne, Kruleboyz, OBR & SBGL (x2) all armies that are prone to being reliant on auras and buffs from small foot heroes, wizards & priests. With the added impetus on ALs in this GHB means this list has been tailor-made to carefully dismantle an armies’ tricks & capabilities rather than fight a pitched battle in the middle. To win with this clearly takes skill & intrinsic knowledge of the movement abilities and just the sheer ability to force your opponent into mistakes by giving them too many decisions to make. Nate is clearly a master of the army, and to go 5-0 with this is absolute genius. Well done!
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Army Faction: Sons of Behemat – Army Type: Breaker Tribe – Grand Strategy: Make the Land Tremble! – Triumphs: Inspired – Fierce Loathings: Bossy Pants and Clever Clogs
LEADER 1 x Gatebreaker (500)* – General – Command Traits: Monstrously Tough – Artefacts: Glowy Shield of Protectiness 1 x Gatebreaker (500)* – Nullstone Adornments: Hand-carved Nullstone Icon 1 x Kraken-Eater (480)* – Artefacts: Extra-calloused Feet
BATTLELINE 1 x Mancrusher Gargant (140)** 1 x Mancrusher Gargant (140)** 1 x Mancrusher Gargant (140)**
CORE BATTALIONS: *Bosses of the Stomp – Magnificent **Footsloggas – Swift
TOTAL POINTS: (1900/2000)
Our next commentator needs no introduction! You’re probably on his discord and have watched all of his videos on the YouTubes. Coach is, as you’re all aware, a big Gargants fan, so I asked him if he’d be interested in commenting on this list and telling us a bit about Gargants in the new GHB.
G’day Stompers, let’s break down the deep options available to us Sons of Behemat players and how this list works.
Sons are in an interesting spot in the meta with the Generals Handbook ‘23. The latest Woehammer meta stats have shown that Sons of Behemat have a strong win rate but low representation at tournaments. We can’t play with Andtorian Locus (GW can we PLEASE ally some 70pt wizard) which not only stops me from Hoarfrosting my Gate-Breaker’s flail down to a 2+ to Hit but also restricts how many GHB battle tactics we can score. If you want to do well, you’ll need to build a list that makes the most of your Battletome BT’s.
The list starts with 2x Gate Breaker Mega Gargants who deals the most damage compared to the counterparts. Gate Breakers have recently enjoyed a points discount which has helped this list all but secure the +1 to wound Triumph at 1,900 points as it’s critical to getting the most out of their flail attack.
Sons power comes from staying alive as most armies struggle to claim an objective off a Mega Gargant. Monstrously Tough command trait adds +5 wounds to the General and the Glowy Shield of Protection will ignore rend -1 attacks and bounce some mortal wounds back on a save roll of a 6.
While we don’t get access to Hoarfrost or Merciless Blizzards we do get access to Primal Magic Dice and the Hand-carved Nullstone Icon is a great selection as it allows one of the Megas to attempt to unbind 1 spell or dispel 1 endless spell each round. Put some primal magic dice behind that unbind without fear of a primal miscast, and each time you unbind/dispel with this unit you’ll get 1 additional unbind.
Why not take a 4th Mega Gargant you might ask? The 3 independent Mancrushers bring a lot to a Sons army.
They can be left on an objective and will counting as 10 which makes it hard to steal from deep strikes and requires commitment to claim it off us.
In Breaker Tribe you can issue Ramming Speed to a Mancrusher for a 3D6” charge which brings greater consistency to your charge phase, be used to score Bait and Trap or Led into the Maelstrom battle tactic, as well as a few cheeky mortal wounds to your opponent when completing that charge.
Make the Land Tremble! grand strategy requires a unit to run or charge each turn and in a 4 Mega Gargant list you can find this hard to achieve if you’re grinding it out in combat.
Gargant players hate units that ignore rend and with ethereal vampire lords on zombie dragons or in the case of David’s first 2 matches, a really unfortunate double Nighthaunt match up, the Gate-Breakers come into their own with the ultimate gamble in Pulverising Strike where you trade your attacks for 1 single dice roll. If you can roll a 4+, 1 unit within 3” will suffer 4D6 mortal wounds. With the inconsistent attack profiles in Sons, this attack is worth the gamble because you’ll likely do more damage than trying to grind it out without rend.
I’d be curious to hear from David on the value that the Kraken Eater brought and if the army would have performed better with a Warstomper to clear the hordes or King Brodd with his 40 wounds and incredibly valuable set of prayers. Well done on stomping a mudhole mate!
The below table shows the current win rates for all the subfactions that have been used up to and including the 23rd July 2023. As at this date there have been a total of 42 players attending GT’s using Ossiarcj Bonereapers.
Subfaction
Used at GT’s
Win Rate
Null Myriad
32
59.5%
Mortis Praetorians
5
68.8%
Petrifex Elite
3
60.7%
Crematorians
2
60.0%
The above is a breakdown of ALL faction lists at GT’s, not just those with 4+ wins
OVERALL WIN RATE: 61%
4+ Lists, Units and Distinct Warscroll Counts
There have been a total of 9 lists that have achieved 4 or more wins at GT’s under the current General’s Handbook. These are broken down by Subfaction below. We have also included the average number of units that appear in each of these high performing subfactions list, and the number of distinct warscrolls.
Subfaction
Lists with 5-0 Results
Lists with 4+ Wins
Average # of Units Per List
Average # of Distinct Warscrolls Per List
Mortis Praetorians
1
2
7
6
Null Myriad
1
10
8
6
Creamtorians
0
1
8
6
Petrifex Elite
0
1
8
6
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Average Points Spending by Faction
Subfaction
Ld
BL
Bh
A
O
S
Mortis Praetorians (2)
885
1115
–
–
–
–
Null Myriad (10)
857
1116
–
–
–
22
Crematorians (1)
740
1240
–
–
–
–
Petrifex Elite (1)
760
1240
–
–
–
–
Ld – Leaders BL – Battleline Bh – Behemoths A – Artillery O – Other S – Spells
The above table shows what each player who achieves 4 or more wins at a GT are spending their points on, on average. The figure in brackets next to the subfaction shows the number of lists that have achieved 4+ wins.
Core Battalion Choices
Subfaction
Battalion Count
Most Common Drop Count
Mortis Praetorians (2)
1
1 & 2
Null Myriad (10)
1
2
Crematorians (1)
1
1
Petrifex Elite (1)
1
1
The average number of battalions that an average list which achieves 4 or more wins is shown in the second column in the table above. The third column shows the most common drop count for a list with 4+ wins from that subfaction.
The Battalion choices are shown below;
Battalion
M. Praetorians (2)
Null Myriad (10)
Crematorians (1)
Petrifex Elite (1)
B. Regiment
2
10
1
1
Andtorian Acolytes
–
1
–
–
Average Wound Count
Subfaction
Average Wound Count
Mortis Preatorians (2)
115.5
Null Myriad (10)
113.2
Crematorians (1)
121.0
Petrifex Elite (1)
121.0
The average wound count of lists that achieve 4+ wins
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Grand Strategy & Triumph Choices
The following table shows which Grand Strategies are being chosen by the subfaction players.
Strategy
M. Praetorians (2)
Null Myriad (10)
Crematorians (1)
Petrifex Elite (1)
Spellcasting Savant
2
9
1
1
Overshadow
–
1
–
–
While this next table shows which triumph players are choosing.
Triumph
M. Praetorians (2)
Null Myriad (10)
Crematorians (1)
Petrifex Elite(1)
Inspired
2
9
1
1
Bloodthirsty
–
1
–
–
Note that some players do not choose a triumph if their list is close to or at 2,000 points
Command Trait & Artefact Choices
The following table shows the Command Trait choices for the shown subfactions.
Command Trait
M. Praetorians (2)
Null Myriad (10)
Crematorians (1)
Petrifex Elite (1)
Aura of Sterility
–
6
–
–
Show of Superiority
–
1
–
–
Dark Acolyte
1
1
–
1
Diversionary Tactics
1
2
1
–
The next table shows the artefact choices players make. Note that in some lists players may choose more than one artefact.
Artefact
M. Praetorian (2)
Null Myriad (10)
Crematorians (1)
Petrifex Elite (1)
Artisan’s Key
2
7
1
1
Gothizzar Cartouche
–
2
–
–
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Spell Choices
We also have a table for which spells are being chosen by players from each subfaction.
Command Trait
M. Praetorians (2)
Null Myriad (10)
Crematorians (1)
Petrifex Elite (1)
Drain Vitality
1
1
–
–
Empower Nadirite Weapons
1
4
–
–
Hoarfrost
–
7
1
1
Merciless Blizzard
–
2
–
–
Protection of Nagash
–
1
–
–
Reinforce Constructs
–
–
–
1
Most Commonly Used Warscrolls by Subfaction
Taking our average number of Distinct Warscrolls for each Subfaction shown in the second table on this page, we show which of the Warscrolls in the faction are most commonly used and show them in a list equalling that Distinct Warscroll value.
Once again, the number of times the Warscoll appears in a 4+ winning list is shown in brackets.
Mortis Praetorians (2 Lists)
5x Kavalos Deathriders (3)
6x Immortis Guard (3)
Katakros (2)
Mortisan Boneshaper (2)
Arch-Kavalos Zandtos (1)
Arkhan the Black (1)
Null Myriad (10 Lists)
5x Kavalos Deathriders (15)
Mortisan Boneshaper (11)
6x Immortis Guard (9)
Katakros (8)
Arkhan the Black (7)
3x Immortis Guard (5)
Crematorians (1 List)
5x Kavalos Deathriders (2)
3x Necropolis Stalkers (2)
Mortisan Boneshaper (1)
6x Immortis Guard (1)
Katakros (1)
Vokmortian (1)
Petrifex Elite (1 List)
5x Kavalos Deathriders (2)
3x Necropolis Stalkers (2)
Mortisan Boneshaper (1)
6x Immortis Guard (1)
Katakros (1)
Mortisan Soulmason (1)
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Top 3 Lists Articles Featuring Ossiarch Bonereapers
This is the top three AoS lists for the US Open Tacoma that took place in the United States on the 15th and 16th of July. It involved 97 players vying to be champion.
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: Ossiarch Bonereapers – Subfaction: Mortis Praetorians – Grand Strategy: Spellcasting Savant – Triumph: Inspired
LEADERS Arkhan the Black (380) Katakros (460) Mortisan Boneshaper (140) – General – Command Traits: Dark Acolyte – Artefacts of Power: Artisan’s Key – Spells: Drain Vitality
Walter Brock: With the new season Ossiarch Bonereapers have started out of the gate running. This list uses Mortis Praetorians as the sub faction of choice, which allows a unit to counter charge after an enemy unit finishes a charge within 12”. This has a lot of potential things it can do. From stopping other units from charging, to taking objectives from the opponent when otherwise the objectives would have been lost. For mortis Praetorians the sky’s the limit when it comes to the crazy things it can do.
Spell casting savant means the Boneshaper needs to survive until the end of the game to score the grand strat. Because of the Immortis Guard can take hit for it. That means the opponent will need to chew through a lot of tanky models just to stop the grand strat.
Arkhan and Katakros are a two man wonder show. Each being able to heal three different units wholly within 24. Combine that with the Shapers Key and you could potentially return 4 Immortis guard each of your command phases, not to mention all the other things that can be healed too. Katakros has his very powerful Aura of +1 save and +1 hit. Arkhan is a spell casting master at +2 to cast and deny with three casts and unbinds. While also knowing all the lore spells. I could go on and on about what these two do, but we might actually be here all day
Dark acolyte gives the shaper access to an easy battle tactic with a powerful spell of the users choice. On top of it having a very potent healing ability.
Going into the units. Death riders grant access to a solid battle tactic while being able to play multiple roles in a list from screens to taking objectives or even trying to snipe out small heros with there impact hits. These add a lot of options and flexibility to an OBR gameplan.
Immortis Guard and are the Anvil and the hammer. They are very hard to take out. They can’t be ignored most of the time and they demand your attention. Being a 2+ save with katakros’s command ability and then you can stack defensive spells like mystic shield and reinforce construct makes them very difficult to take down. Now add all the healing abilities and it adds up to what feels like an immovable object. They also come with a once per game fight again so they can smack things around incredibly hard.
Stalkers are a unit with multiple choices. They can move fast with their command ability. They can become as tanky as Immortis guard in combat. They can even go full damage mode and take out large threats. They do a good job at rounding out the list and add another tool to the OBR arsonal. Well done to this player
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Army Faction: Seraphon – Army Type: Starborne – Army Subfaction: Fangs of Sotek – Grand Strategy: Spellcasting Savant – Triumphs: Indomitable
LEADER 1 x Lord Kroak (410)* 1 x Skink Starseer (150)* – Spells: Speed of Huanchi, Merciless Blizzard 1 x Skink Oracle on Troglodon (270)** – Spells: Cosmic Crush, Speed of Huanchi 1 x Slann Starmaster (275)** – General – Command Traits: Lord of Celestial Resonance – Artefacts: Spacefolder’s Stave – Spells: Comet’s Call, Hoarfrost 1 x Saurus Astrolith Bearer (140)**
BATTLELINE 5 x Saurus Guard (140)* – Saurus Guard Alpha – Icon Bearer – War-drummer 5 x Raptadon Chargers (150)* – Raptadon Charger Alpha – Icon Bearer – Hornblower 5 x Raptadon Chargers (150)* – Raptadon Charger Alpha – Icon Bearer – Hornblower} 5 x Drakespawn Knights (110)* – Standard Bearer – Hornblower – Dread Knight 10 x Skinks (90)* – Skink Alpha – Boltspitter – Celestite Dagger and Star-buckler
ENDLESS SPELL 1 x Malevolent Maelstrom (30) 1 x Suffocating Gravetide (30) 1 x Chronomantic Cogs (50)
It’s dooble-forg, with a Trog – just like the ‘good’ ‘old’ days. In fairness, I’ve always been bullish on the Trog as a utility piece – even when it’s not being used as a kamikaze spell portal, it has an excellent warscroll spell (halving charges is not to be underestimated), a clutch -1 to hit aura (one of the strongest defensive effects in the game), built-in healing, some modest spike damage potential and the Terror ability – what’s not to love?
We also see double Chargers here, which I’m also a big fan of – point for point they’re the best output in Starborne, and with Speed of Huanchi can be an absolute rocket. I’m guessing the allied Drakespawn are essentially a cheap and equally fast screen for them with that sweet 3+ save, but either way they won’t be long for this world…
With 5 wins, over what looks on the surface to be about the toughest variety of opponents going – such as the shifty BoC, anti-magic Khorne, swarming Gitz, and TWO SBGL – it’s clear that this list and Stark’s generalship truly adhere to The Great Plan!
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Army Faction: Beasts of Chaos – Army Subfaction: Darkwalkers – Grand strategy: Desecrating Brayherd
LEADER 1 x Doombull (180)* – General – Command Traits: Bestial Cunning – Artefacts: Bleating Gnarlstaff 1 x Great Bray-Shaman (100)* – Artefacts: Brayblast Trumpet – Spells: Hoarfrost 1 x Be’lakor (340)*
BATTLELINE 10 x Ungors (80) 10 x Ungors (80) 9 x Bullgors (630) – Warheard Drummer – Warheard Banner Bearer – Bloodkine – Cleaving Axe and Bullshield
BEHEMOTH 1 x Chaos Gargant (150)
ENDLESS SPELL 1 x Geminids of Uhl-Gysh (50)
OTHER 20 x Ungor Raiders (260)* 10 x Ungor Raiders (130)* CORE BATTALIONS: *Warlord
TOTAL POINTS: (2000/2000)
Roland Rivera: This Beasts of Chaos list, piloted by Worlds Team USA member Jiwan Noah Singh, is trying to do one thing: deliver a giant blob of Bullgors to the spot where they can do the most damage. To that effect, everything in this list is geared around getting them there. The Doombull General has the Bestial Cunning command trait to set up a full deepstrike within 7″, the Bray-Shaman has Hoarfrost to counteract their base 4+ to hit, the Chaos Gargant projects an aura of -1 save, and the Ungor Raiders provide volume shooting to clear screens and expose juicy targets. It also has a potent spell in Geminids of Uhl-Gysh to soften up the target by stripping them of the ability to use commands. The Bulls themselves straddle the line between offense and defense by wielding Axes & Shields – the difference in offense is not large, and a 4+ save can give them enough staying power to survive a counter-attack and crush a second target.
Speaking of survival, the list also has a potent disruption piece in Be’lakor, which can potentially neuter an enemy hammer long enough for your Bullgors to crush it, or prevent reprisals against the Bullgors once they have delivered their payload. It also has access to some emergency bodies via the Brayblast Trumpet, which can be used to summon another unit of Ungor Raiders for more shooting, or a unit of Gors to impose strikes-last in some matchups. Last but not least, a couple of Ungor units serve as cheap objective grabbers and screens for your Heroes or the Bullgors. All in all, this is a highly technical list that walks on a razor’s edge, but in the hands of a skilled pilot (as it was here), it can be devastatingly effective.
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Army Faction: Disciples of Tzeentch – Army Subfaction: Hosts Arcanum – Grand Strategy: Master of Destiny – Triumphs: Indomitable
LEADER 1 x Kairos Fateweaver (440)* 1 x Ephilim the Unknowable (190)** – Spells: Unchecked Mutation 1 x Fluxmaster (180)** – Artefacts: The Eternal Shroud – Spells: Hoarfrost 1 x Magister (140)*** – General – Command Traits: Arcane Sacrifice – Spells: Arcane Suggestion 1 x Gaunt Summoner of Tzeentch (230)*** – Spells: Merciless Blizzard
BATTLELINE 10 x Kairic Acolytes (120)* – Kairic Adept – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – 3 x Cursed Glaive and Arcanite Shield 10 x Kairic Acolytes (120)* – Kairic Adept – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – 3 x Cursed Glaive and Arcanite Shield 10 x Kairic Acolytes (120)* – Kairic Adept – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – 3 x Cursed Glaive and Arcanite Shield 10 x Ungors (80)** – Brayhorn Blower – Banner Bearer – Halfhorn – Pitted Blade
ENDLESS SPELL 1 x Burning Sigil Of Tzeentch (70) 1 x Aethervoid Pendulum (40) 1 x Umbral Spellportal (80)
OTHER 4 x Ephilim’s Pandaemonium (190)** 6 x Furies (80)** 6 x Furies (80)**
Kieron: So new GHB; new list building in this Tzeentch offering from Joe Krier with tonnes to unpack. Let’s start with what looks familiar. The Grand Strategy is the same, Master of Destiny, because there is absolutely no reason to take anything different, especially with Kairos returning a Destiny Dice once per turn and The Eternal Shroud returning them on a 5+ whenever they are used. Most Tzeentch lists tend to lean towards the sub-factions Guild of Summoners or Hosts Arcanum, with Hosts Arcanum being Joe’s choice here for an auto-unbind battle rounds 1, 3 and 5. Merciless Blizzard on a ridiculously high amount (but without a Primal Super-cast) – just unbind it. Bunch of chaff about to be buffed to the moon with Hoarfrost – Tzeentch says no.
When we look at the characters, Kairos is a staple of many lists and does work (just not in combat – hard to hit something if you can only see into the past or the future!). Magister on foot gets the benefit from not being able to be shot when close enough to another unit and can debuff a unit/turn into a spawn from an extended range with Arcane Sacrifice. Fluxmaster carries the Shroud and also is a good choice for Hoarfrost as they have the once per game re-roll with +3 to the cast and it is unlikely to be in range turn 1 of its warscroll spell for extra Fate Points for summoning (although see comments on Endless Spells below). Gaunt Summoner on foot is a great, flexible piece and with its innate +1 to cast hopefully buffed by Kairos to +2 it makes Merciless Blizzard more likely to go off, without having to sacrifice any of the spells you are taking the summoner with. Then it gets a bit funky!
Ephilim the Unknowable is a very appropriately named character as many of you are wondering who he is! He is an Underworlds one-cast wizard who has an entourage of 4 little freaky dudes – his Pandaemonium – that he can sacrifice for +2 to cast for a phase and then bring back some of a subsequent hero phase instead of casting. This little package costs 190 points, which is a lot, with a Curseling being only 10 points more and offering more immediate utility with re-rolling of unbinds. The only reason you would take him is because of his spell and the way it combines with other spells. While Lumineth have a teleport spell, Seraphon have a teleport heroic action and even Tzeentchian sorcerers in Slaves to Darkness have a pseudo-teleport, Disciples of Tzeentch don’t have one that completes in the same hero phase…until now. Ephilim allows a Tzeentch unit to be teleported 9″ away from the enemy, allowing Kairos to operate at maximum efficiency or putting the Gaunt Summoner in striking position for Merciless Blizzard. There are one or two restrictions though…seven to be precise:
Casts on an 8
Teleporting unit must be wholly within 18″
And visible to Ephilim
And within 6″ of an objective
And more than 3″ away from an enemy
And set up 9″ or more away
And be able to be placed within 6″ of an objective
It’s restriction 7 that really bites but the potential tactical advantage if it goes off is pretty huge. If you want to get hold of Ephilim and his Pandaemonium, time to get your converting skills on as I can’t find him anywhere!
That’s the characters covered: now onto the units. Joe has gone for three units of Kairics, cheap battleline that can add a couple of spells in for Fate Point generation and, if they pool their spells into one Kairic unit, can get up to rend -3 shooting. Still only 10 shots, but its something. They can also do chip damage on enemy wizards who cast within 18″, causing a mortal wound on a 4+ and maybe setting up the ‘kill with magic’ battle tactic. Even more chaff like are the Ungor Raiders with their pre-game move getting board control and maybe setting up space for Ephilim to do his thing. The last units are 6 Furies, who haven’t seen that much of an outing since the heady days of Legion of the First Prince and the least interactive army in history! They are fast, allowing Surround and Destroy to be an easy turn 1 tactic and have a neat warscroll ability that allows them to run away instead of fighting. They probably won’t last long, but long enough for the casters to get within 18″ and then annihilate whatever was being roadblocked. It’s a similar principle to the Krondspine – just slow down the enemy while scoring points.
Finally, the Endless Spells. Burning Sigil is a great spell to be able to set up T1 with their Arcane Armies rule that can potentially get a spawn created in your opponent’s lines. It is unlikely to do much damage, but it slows everything else down. Combine with the Magister’s spell that can do the same and the Ungors and the Furies, it’s going to take a while to get to the juicy stuff in this Tzeentch list. The next one is Umbral Spellportal which some feel is more of a luxury pick at 80 points, especially as the range at which the portal can be used has come down. Lots of good spells to potentially go through this though in the early game, with Kairos’ warscroll spell a great choice to snipe a key character, the Fluxmaster to build up some summoning or, potentially, the next Endless Spell (although damage would be delayed a turn.) The final Endless Spell is Aethervoid Pendulum, which can carve through units for D6 mortal wounds in its 8″ movement. Tzeentch really don’t like being rushed by multiple units as single-target damage is where they excel, so this spell helps cover up that weakness for a cheap 40 points.
No discussion of a Tzeentch book is complete without at least a passing reference to Disciples of Tzeentch’s superpower – Grand Strategy and Battle Tactics. As Joe showed, going over 20 points for every battle apart from his one loss, Tzeentch are good at scoring. The Grand Strategy is in the bag and then there are at least 7 Battle Tactics that are straightforward to complete (book tactics and GHB), with a couple others that are doable, if more risky, for example casting 3 with Mass Conjuration. However, even here, keep Kairos out of range of unbinds, spank 6 Destiny Dice and pick easy spells, it’s a battle tactic that the Tzeentch player is in control of.
Overall, a Tzeentch list that wants to keep you at arms length, until it doesn’t, and then smashes you into little bits with its mortal wound output. Great performance from Joe, also managing to dodge Khorne and any sneaky Null Myriad players on his path to victory!
This is the top three AoS lists for Slaughter in the Sun that took place in the UK on the 22nd and 23rd of July. It involved 12 players vying to be crowned champion in a 5-game tournament.
As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.
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: Ossiarch Bonereapers – Subfaction: Null Myriad – Grand Strategy: Spellcasting Savant – Triumph: Bloodthirsty
LEADERS Mortisan Boneshaper (140)* – Spells: Hoarfrost Mortisan Ossifector (120)* – General – Command Traits: Aura of Sterility – Artefacts of Power: Gothizzar Cartouche – Spells: Empower Nadirite Weapons Arkhan the Black (380)*
ENDLESS SPELLS & INVOCATIONS 1 x Nightmare Predator (40)
TERRAIN 1 x Bone-tithe Nexus (0)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
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Army Faction: Gloomspite Gitz – Subfaction: Jaws of Mork – Grand Strategy: Chasing the Moon – Triumph: Indomitable
LEADERS Grinkrak the Great (220)* Squigboss (110)* – General – Command Traits: The Clammy Hand Skragrott, the Loonking (230)* Madcap Shaman (70)** – Artefacts of Power: Moonface Mommet – Spells: Hoarfrost
BATTLELINE Boingrot Bounderz (300)* – Bounder Boss Squig Herd (420)* Moonclan Stabbas (240)* – Moonclan Boss – Stabba – 2 x Bad Moon Icon Bearer – 2 x Gong Basher – 2 x 3 Barbed Nets
This is the top three AoS lists for the Dwellers Below AoS GT that took place in Canada on the 15th and 16th of July. It involved 20 players vying to be champion.
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: Ossiarch Bonereapers – Subfaction: Null Myriad – Grand Strategy: Spellcasting Savant – Triumph: Inspired
LEADERS Mortisan Boneshaper (140)* – Artefacts of Power: Artisan’s Key – Spells: Merciless Blizzard Mortisan Soulreaper (110)* – General – Command Traits: Show of Superiority – Spells: Hoarfrost Katakros (460)**
Roland Rivera: A new season is upon us, and the Ossiarch Bonereapers are off to a great start with a tournament win. This list showcases one of the Bonereapers’ competitive advantages in this Wizard-focused season in Null Myriad, which gives units a 2+ spell ignore when within 9″ of Arkhan or one of their Mortisans. While this benefit might require some positional fiddling with some of the larger unit, it combines with the buffs and recursion provided by Katakros (who notably does NOT benefit from the Null Myriad spell ignore) and the Mortisan Boneshaper to make a potent defensive bulwark that covers the army’s advance (which is important, as this list is on the slow side).
And once they get into melee, they are quite formidable. A 30(!) man unit of Mortek Guard with the aforementioned buffs and recursion backing them up can own the middle, Immortis Guard are formidable on offense and defense, and Kavalos Deathriders are a very efficient utility unit that can screen or provide reach to threaten Heroes or finish off wounded units. Of course, any combat army worth its salt has access to some strong buffs, and this list is no exception. Katakros’ +1 to hit and +1 to save bubble is the bedrock most Bonereapers lists are built on, and Hoarfrost is very nice on large blobs of Mortek, as it is a way to make them wound on 2+, which is something that a mere +1 to wound could not accomplish.
An interesting choice in this list is the use of the Andtorian Acolytes Battalion. While this Battalion increases the drop count for the list, the extra primal dice are very important because both the Boneshaper and the Soulreaper are pretty mediocre casters, so they need all the help they can get in getting some of the tougher spells off (Hoarfrost casts on an 8, and Blizzard needs a whopping 12 to go off). All in all, Null Myriad Bonereapers lists look to be strongly positioned into the coming metagame, and I expect to see more of it going forward.
Army Faction: Cities of Sigmar – Army Type: Hallowheart – Grand Strategy: Mighty Beachhead – Triumphs: Inspired
LEADER 1 x Celestial Hurricanum with Celestial Battlemage (290)* – Spells: Roaming Wildfire, Elemental Cyclone, Sear Wounds 1 x Battlemage (100)* – General’s Adjutant – Spells: Merciless Blizzard, Ignite Weapons, Elemental Cyclone – Magic of the Realms: Pha’s Protection (Hysh) 1 x Battlemage (100)* – Spells: Crystal Aegis, Warding Brand, Hoarfrost – Magic of the Realms: Wildform (Ghur) 1 x Anointed on Frostheart Phoenix (320)** – General – Command Traits: Veteran of the Blazing Crusade – Artefacts: Whitefire Tome – Spells: Ignite Weapons 1 x Sorceress (90)** – Spells: Rupture, Ignite Weapons, Sear Wounds
BATTLELINE 20 x Phoenix Guard (340)* – Keeper of the Flame – 2 x Standard Bearer – 2 x Drummer 20 x Phoenix Guard (340)** – Keeper of the Flame – 2 x Standard Bearer – 2 x Drummer 30 x Darkshards (330)** – Guardmaster – 3 x Standard Bearer – 3 x Hornblower
ENDLESS SPELL 1 x Malevolent Maelstrom (30) 1 x Horrorghast (60)
CORE BATTALIONS: *Warlord **Battle Regiment
TOTAL POINTS: (2000/2000)
Codrin: The new Cities of Sigmar battletome is getting close, and the pheonix guard are sadly going away when this book arrives, but Matt Kowalyk’s Hallowheart list is putting the Aelves to good use.
This list builds on a core that has been actually quite popular during AoS 2.0 – beginnings of 3.0, and seems well adapted to the new GHB rules.
This army is very synergistic, and almost all of its pieces benefit from being close to each other.
The backbone of the army are the two big blocks of Pheonix Guard that can get buffed to the heavens. They fare well in big formations due to their 25mm bases and 2″ reach halberds. A 4+ save and 4+ ward makes them quite durable while also packing a punch.
Potential buffs that could go on a unit like this are as follows:
Reroll wound rolls from a command ability coming from the Anointed on Frostheart Pheonix
-1 to be hit (Battlemage’s Pha’s protection spell) and – 1 to be wounded (from the Pheonix’s aura)
Dish out mortal wounds on a 4+, each time a model from this unit dies (ability coming from the Warding Brand spell)
The Hurricanum plays a very important role in this list, using it to suffer wounds in the hero phase for buffing the casting rolls of friendly wizards, while dishing out a significant number of mortal wounds through its shooting attacks, warscroll spell and the faction spells he’s been granted.
Sorceress and Darkshards are yet again an example of good synergies exploited to the maximum in this list. Thus this shooting unit can be given run and shoot (command ability of the Sorceress) and can potentially imbue their attacks with +1 to hit (if in the aura of the Hurricanum) and +1 to wound (from Ignite Weapons spell). To sum it up, we are looking at a unit with a range of 28″ that will put out 61 attacks, hitting on 3+ and wounding on 3+.
The malevolent maelstrom and aethervoid pendulum are very good and reliable additions that add to mortal wounds output this list has.
In a nutshell, we have an amazingly durable castle with walls made out of super buffed halberd wielding elves all while a storm of spells, mortal wounds and arrows are hitting enemies with surgical precision.
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Army Faction: Hedonites of Slaanesh – Army Type: Pretenders – Grand Strategy: Selfish Desire – Triumph: Inspired
LEADERS Contorted Epitome (210)* – General – Command Traits: Strength of Godhood – Artefacts of Power: The Crown of Dark Secrets – Spells: Hoarfrost – Bonding: Krondspine Incarnate of Ghur Glutos Orscollion (480)* – Spells: Born of Damnation Sigvald (200)*
Joshua Bennett: Welcome readers to another event, Dwellers below, where we take a look at Slaanesh in the new GHB. Mitch Khwaja took 3rd in this event with the Pretenders subfaction. (not much has changed it seems) but with a breath of fresh air even though there are still three units of them its not a mass amount of the archers. This list likes models that are very hard to take down. The contorted is the general in this list. Even though losing Fueled by Gurish Rage hurts her effectiveness in combat, she still packs one heck of a punch. This list has her listed with the new hoarfrost spell that we can safely assume will be in every list that has a wizard that can take it.
The interesting part about this list is the Incarnate that is bound to the contorted. Where typically your opponent wants her dead as soon as possible this becomes a little more problematic when doing so causes the incarnate to go wild. Which is already going to be doing well with the obvious rise in endless spells that we are going to be seeing in this new GHB. The issue with the incarnate is that you can not pick it up in one turn, you have to wait at least two combats to kill it and by that time it may have already caused too much damage to your army.
Now the third issue you have to deal with when going up against this list is the Glutos. Not only is he super tanky with the ability to heal a ton of wounds, he also scales in power as the turns progress. Gaining new abilities at the start of each turn alongside the ever growing abilities of the Slaanesh army the more depravity the army gains. The other issue with him is that he is a great support for any Slaanesh army as he gives a minus one to hit for any enemy 12 inches around him. Stack that with the -1 to hit caused by depravity not even All out attack can help you.
Then the ever faithful blissbarb archers. Even at MSU you’re still looking at 60 shots at a thirty inch threat range hitting on twos wounding on threes. These units will still punish an army and can cripple hammers giving the list the edge that it needs. You also have to worry about not getting caught up into glutos and the incarnate which allows two units to tank your main hammers while the archers chip away from afar.
Last but not least you have the twin souls that reduce the number of attacks that you can throw into this army, tag that alongside the potentially -2 to hit your not having fun as a melee army trying its best to chew through this list.
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Army Faction: Nighthaunt – Army Subfaction: The Emerald Host – Grand Strategy: Dismantle the Brave
LEADER 1 x Guardian of Souls (150)* – Chill Blade – Spells: Hoarfrost 1 x Guardian of Souls (150)* – Chill Blade – Spells: Merciless Blizzard 1 x Spirit Torment (120)** – General – Command Traits: Ruler of the Spirit Hosts 1 x Spirit Torment (120)*** – Artefacts: Beacon of Nagashizzar
BATTLELINE 10 x Chainrasps (100)** 10 x Chainrasps (100)** 6 x Spirit Hosts (260)** 20 x Grimghast Reapers (300)**
BEHEMOTH 1 x Black Coach (270)*** – Reaper Scythe
OTHER 2 x Chainghasts (90)*** 10 x Dreadscythe Harridans (170)*** 10 x Dreadscythe Harridans (170)***
Kel Pigg: Going into the new ghb with nighthaunt is something that should be applauded. While the army recently received some love in the form of some internal balancing that made some underutilized a touch cheaper the problem is that nighthaunt lost a lot going into this GHB. From the loss of galatian veterans in all forms, the recent arcane tome change, and even the loss of the previous ghb heroic action most players do not have a positive outlook going into this ghb. Michael here plans to prove that wrong!
His list follows a standard infantry hammer list that was common in the previous edition and has to make some concessions for the things we lost that I listed above. Using chainrasps and grimghast reapers Michael can get around needing galatian veterans and still fighting in two ranks. He also brings two units of harridans but they are left in 10 mans as it is still manageable to get that many into melee range using different methods. His big switch up here is bringing the black coach. A unit that nighthaunt players have all been dying to take off their shelf and put back onto their table it just now might be it’s time to shine. The black coach has dropped recently in points again but really it’s value to any nighthaunt list is in its tactic. It allows nighthaunt players to have one solid book tactic that they can rely on in any game and possibly one they could get on turn 1, albeit not the easiest turn 1 tactic.
2 spirit torments might be the standard for an infantry based nighthaunt list but 2 guardian of souls is something new. Likely a change to match the season the guardian of souls is the only nighthaunt wizard that isn’t unique, meaning he can get those juicy lore of frost spells, and that’s just what Michael did opting for hoarfrost and blizzard and hoping those primal dice will carry those spells home.
All in all the list is a modern ghb version of a recognizable nighthaunt standard and one we are likely to see other variations of. Only time will tell.
This is the top three AoS lists for Renegades of the Realm that took place in the UK at the TSN Arena on the 8th and 9th of July. It involved 24 players vying to be crowned champion in a 5-game tournament.
I invited Trogg of the Dankold (Stuart Hodges) to comment on Dom’s list this week, and boy, he didn’t disappoint. Trogg even gave us a quick synopsis of the new GHB, which is gold.
For those unaware, the Dankhold is a site which lists all the upcoming Age of Sigmar tournaments in the UK that Trogg knows about. Its a fantastic resource and one I know gets used by a lot of the top players in the UK.
Without any further rambling from me, here’s what Trogg says about the GHB.
Ello ummies,
Trogg been asked by Trogg friend Woehammer, to review recent Gloomspite list that come second at UK event, Renegades in the Realms.
So go tell local Brewgit to make some yummy mushroom juice and come join Trogg for Trogg Talks Lists.
Now Trogg been kept awake recently by stupid local moonclan grot, bashing swamp symbals shouting about new Generals Handbook coming with new points. Now despite lack of sleep, (if you see this stupid grot, let me know), Trogg been doing bestest to keep Troggs under gaze of GW by going 1-4 and 1-1-3, so Trogg know Trogg points coming down. Clever Trogg.
Mugshot 1 – Local Swamp Symbal Culprit – If seen report to Trogg
So Trogg look at Gloomspite Gitz list and see list by fellow Troggboss, Dominic Stonebridge. Dom been running Trogg heavy lists for while, and currently number 17 (checks fingers, toes and fingers again) in UK rankings.
Trogg tell Dom is silly Troggboss, as Dom obviously read recent Trogg memo sent by Madcap Mail wrong way round. Rather than follow Trogg lead and get 1-1-3 or 1-4 results, so GW drop Trogg points, Dom been doing opposite and ‘Troggsmashing’ events with number of 5-0 or 4-1 results. Silly Dom! Rumours in da dankholds say Dom now responsible for GW upping Trogg points. Sad face.
Talking about 4-1 results, Trogg look over Doms list for Renegades of the Realm. Now Trogg understand, Renegades of the Realms event was first event all over da realms to run new Generals Handbook rules and points. So lets look at Doms List and interaction with da new GHB.
Da new GHB
Now before Trogg look at Doms list, Trogg think good idea to have quick look at new features in new GHB in relation to Gloomspite Gitz. Trogg notice that first pages of GHB see focus on Realm of Andtor. Andtor is northern region of Ghur, with a focus on Magic. Realm of Andtor brings number of new Realm spells and command traits for your Andtorian Locus Wizard Heroes and for ummies that have no wizards, you get to choose new shiny enhancements that give additional help to prevent magic being used against you.
New Battleplans, Battle tactics, Command Traits, Grand Strategies and Battalions are available for ummies that not have updated battletomes or apparently struggled with tactics last season (Looking at you silly gargants)
Whats an Andtorian Locus Wizard Trogg? Well as Trogg mention, Andtor is realm with focus on magic, and new GHB, in particular looks to buff Wizard Heroes or armies with access to magic. New GHB provides Lore of Primal Frost, 3 new realm spells rather than just 1 as was in older GHBs. However only Andtorian Locus Wizards gain access to this lore.
An Andtorian Locus Wizard is wizard with wounds characteristic of 9 or less and are not Unique. (so no new spells for your Teclis or Nagash). These models get keyword of Andtorian Locus. Troggs not have any wizard heroes anymore (long live Dankdame, forever in Troggs heart) and whilst Trogg continue to petition GW to make cousin Mollog a wizard, he unfortunately is unique and Trogg wishes continue to fall on deaf ears. Silly Mollog.
Trogg off to ‘petiton’ GW to make Mollog wizard
Now as mentioned, Dom running Gloomspite Gitz who rely on Moonclan and Spiderfang Wizards to bring magic to army. Trogg think we will see gloomspite armies include lots of Andtorian Locuses.
Trogg identify Madcap Shaman (4 wounds), Fungoid Cave Shaman (5 Wounds) and Webspinner Shaman on foot (4 Wounds) that all fall into Andtorian Locus category
Now Trogg point out that new GHB also change Look out Sir Rule. First, shooting units must subtract 1 from hit roll for attacks made by missile weapons if target of weapon Is enemy hero within 3” of enemy unit with 3 or more models.
But rule also state that Hero that not have mount cannot be targeted by attacks made by missile weapons, if attacking unit is more than 12” away. This Rule not work for hero if have 10 wounds or more though.
So Trogg say be careful not to get to close to silly Aelf with bows or flying dwarfs with guns. Stupid Shooting.
Another new GHB rule is that at start of round, if taking second turn you can choose either one Andtorian Locus hero cast 1 additional spell and attempt 1 additonal dispel or non Andtorian Hero receive 1 extra command point that must be used by that hero.
This mean If taking second turn this help Andtorian Locus Hero to cast extra spell that sometime need or mean can now cast mystic shield AND an endless spell, some of which have gotten nice improvements. Trogg notice that this rule have impact in Doms list which Trogg explain later.
Finally Primal Magic. so Trogg think this will be biggerist impact of new GHB. Every hero phase each player roll a dice and on 4+ both players get 1 Primal Magic Dice. Whenever cast, unbind or dispel, player can use Primal magic dice by rolling them and adding primal magic dice to roll. Players can add as many primal dice to roll as player want until satisfied with roll or run out of Primal dice. Now Trogg see that Wizards get to roll casting, unbinding or dispelling roll first before adding Primal dice.
However if use Primal Magic Dice and roll two 1’s in roll, instead of normal miscast, this causes Primal Miscast where wizard take d3+3 mortals and deal d3 mortal wounds to each unit within 3”. So Trogg advise don’t stand too close to wizards!
At end of each battleround any Primal Magic dice not used are lost.
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: Blades of Khorne – Subfaction: Reapers of Vengeance – Grand Strategy: Slaughter of Sorcery – Triumph: Inspired
LEADERS Skarbrand (380)* Skarr Bloodwrath (110)** Bloodmaster (110)* – Prayers: Blood Sacrifice, Bronzed Flesh Bloodmaster (110)* – Prayers: Blood Sacrifice, Killer Instinct Bloodthirster of Unfettered Fury (330)** – General – Command Traits: Firebrand – Artefacts of Power: Ar’gath, the King of Blades – Nullstone Adornment: Pouch of Nulldust – Prayers: Killer Instinct, Unholy Flames
Here we gooo – new season, new meta – new Khorne lists! Pre-season guesswork pegged Khorne as a probable winner due to the clustered nature of a bunch of the battleplans (which a combat army like Khorne enjoy for obvious reasons) and their ability to resist magic/focus on using Primal Dice (PDs) purely for unbinds. And it looks like the predictions were bang on.
Immediately, we can see way more Flesh Hounds than a ‘normal’ Khorne list, whose stonks are suddenly up this season due to each unit having an in-built unbind. Since the new book they’ve always been solid all-rounders in general, offering speed, reliable charges given their +2 to rolls – more for tying stuff up than killing it, but still – for a good price point.
They’re backed by Skarbrand, Skarr (for blood tithe farming and cheeky backfield harassment, given he comes back to life on an 8+), and two Bloodmasters for access to the wonderful prayer lore. The final HQ slot is filled by the common all-round utility piece of an Unfettered Fury Thirster – with Firebrand to make him a priest, Ar’Gath for turning off wards, and now also the Pouch of Nulldust for really playing mindgames with Casters.
Finally, Peter squeezes in a unit of Skullcrushers – still a great, fast, durable grabber or screen despite their slight price hike – and a unit of Bloodcrushers as a small missile unit.
So all in all, it’s a strong mix of bodies, objective play, blood tithe generation and one massive, angry hammer – a lovely balanced combo which overcame both flavours of Seraphon, Gitz and OBR – proving it has the tools to deal with the other top-meta threats. A great result for Peter to kick off the season with!
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Army Faction: Gloomspite Gitz – Army Subfaction: Badsnatchers
LEADER 1 x Madcap Shaman (70)* – Artefacts: Moonface Mommet – Spells: Itchy Nuisance 1 x Madcap Shaman (70)* – Spells: Merciless Blizzard 1 x Dankhold Troggboss (210)** – General – Command Traits: Alpha Trogg – Artefacts: Speaky-skull Fetish
BATTLELINE 20 x Moonclan Stabbas (120) 6 x Rockgut Troggoths (340) 6 x Rockgut Troggoths (340) 3 x Fellwater Troggoths (170)
OTHER 5 x Boingrot Bounderz (150) 5 x Boingrot Bounderz (150) 5 x Gobbapalooza (170) – Spells: The Hand of Gork 1 x Dankhold Troggoths (190)**
Trogg: Trogg notice that whilst Doms list lean into Troggoth side of Gloomspite gitz, Dom opt for Badsnatchers subfaction.
What is Badsnatchers Trogg hear you ask. Well Badsnatchers is new gittish horde in Gloomspite battletome encompassed by the Harbingers of the Everdank.
Now Trogg look at the Harbingers of the Everdank and Doms list. Trogg sees that first units in Doms list are two Madcap Shamans. This mean that Dom have more reliability in casting spells with madcap shamans, as Harbingers of the Everdank ability allow Dom to re-roll 1 casting dice should Dom need to, as long as Madcap shamans wholly within 9” of each other.
As Trogg mention earlier, Madcap Shamans also Andtorian Locus! This mean if Dom take second turn, and if Dom choose Madcap Shaman, this Madcap Shaman can cast 1 additional spell and attempt unbind 1 extra enemy spell that battleround. This mean that Madcap shaman can cast 2 spells that round! But this not stop here. Trogg bring to your attention the ability on Madcap Shaman warscroll, Madcap Mushroom.
Crazy Caverns! This ability mean that once per battle, if Dom decide go second, Madcap Shaman can attempt to cast 3 spells in battle round! And Dom pick two Madcap shamans, meaning Dom could use this ability twice per game and Madcap Shaman only cost 70 points each! Add Primal dice to this, mean Dom can really dominate magic phase. Clever Dom!
Trogg notice 1 Madcap shaman have Moonclan spell, Itchy Nuisance, this has casting value 6 with 18” range, if successfully cast on unit, that unit have strike last affect till end of turn. This great spell and allow Dom to pick combats for some true Troggsmashing. This madcap shaman also have artefact Moonface Mommet.
Moonface Mommet is little doll that only wizards can wave at enemy. At start of combat phase, wizard wave moonface mommet at enemy within 12”. Subtract 1 from save rolls that target enemy till end of phase. This mean that enemy targets must subtract 1 from saves when in combat, which if against rockgut units means rockgut units have effective rend 3 attacks!
Second spell come from new Lore of Primal Magic and called Merciless Blizzard. This have casting value of 12 and range of 12”. If successful pick one enemy unit in range and deal 4d6 mortal wounds, however for each roll of 1 on damage, caster takes d3 mortals that cannot be negated. Also the range of this spell cannot be modified (silly portals). Sensational Spiteshrooms, that’s a high casting value! However Trogg remind you that Badsnatchers get to reroll 1 dice of casting roll, which could help in maintaining trove of primal dice, or push casting value high enough for primal dice to be used to get casting value.
Now from Trogg experience, while Troggs have big muscles and bash lots of skulls for high damage, Troggs lack ability to deal lots of mortal wounds. So this spell help to bash skulls of most armoured of enemies. But where reward also come risk. Who doesn’t like to see silly shaman head blow up if roll lots of 1’s on damage – note to Trogg, put through order for new dankhold dice.
Finally last leader is Dankhold Troggboss, or in Dom case Troggboss Trev. Now Troggboss must be general to unlock smelly fellwater troggs and tough Rockgut Troggs as battleline, and Dom done just this. Troggboss is good option for general as not named so can take command abilities and artefacts. Trogg see Dom chosen Alpha Trogg as command Ability with Speaky Skull Fetish as Artefact. Alpha Trogg mean Troggboss gain 2+ wounds, taking Troggboss to 14 wounds but also gains Monster Keyword. This give Dom access to Monstrous Rampages such as Roar, Stomp but also Smash to Rubble for Mirror Match or Smashing other enemy terrain features, (Trogg see you stupid Realmshaper Engines) Trogg note Dom pick Speaky Skull Fetish. Now confuse bamboozle Trogg brain at first, as popular Troggboss artefact is Glowy Howzit, which give Troggboss 4+ ward save against wounds and mortal wounds and togetherer with Greater Regeneration Troggboss ability, makes Troggboss hard to kill. Clever Troggbosses.
However Trogg note new Battletactic – Reprisal, which completed if enemy unit that destroyed friendly general earlier in battle is destroyed that turn. Now Dom have lots of ways to deal damage using units mentioned later, but as Trogg mention above Glowy Howzit helps survivability of Troggboss meaning that this battletactic may be hard to achieve if glowy howzit taken. so this also may be reason Dom take Speaky Skull Fetish Speaky Skull Fetish, is described below
Trogg think hard but see benefits of Speaky Skull Fetish. Trogg armies not have unit champions for shouting out commands. Sad face. Therefore Speaky Skull Fetish give Dom chance to get 3 extra command points at start of hero phase.
Most time gitz armies rely on low wound heroes to give commands, but small heroes usually have 6+ save, meaning small heroes die fast, if hero silly and wander to far into battlefield.
But Speaky Skull Fetish allow Troggboss to shout loud above noise of battlefield and give same command to two different units. These commands possibly aimed at both Rockgut units or both Boingrot Bounder units who stomp/bounce across battlefield ready to bash some skulls.
For instance, Rockgut units have big feet but only move 6, so command ‘At the Double’ used with Speaky Skull Fetish mean both Rockgut units can run 6 on top of move, meaning Rockgut units get to fights quicker. Atern Alturni Also most of Dom list have bravery 5 or less. This mean that losing models via battleshock big worry. With Speaky Skull Fetish, Dom able to Inspire Prescence two units at once, meaning units remain on battlefield longer or command can be crucial if battling for control of objectives.
Speaky Skull Fetish also work with Troggboss ability Shepherd of Destruction. This mean that when Troggboss shout and give All out attack (+1 to hit), ability also give +1 attack. This only work on friendly Troggoth Units, but allow Dom to give both Rockgut units +1 to hit and +1 Attacks, meaning Rockguts now have 3 attacks each, now hitting on 2s, wounding on 3s, at -2 rend for 3 dmg each! That’s potential of 18 attacks from each full rockgut unit, which if all go through would be 54 damage! Trogg told you that big muscles equal big damage!
Final thing Trogg point out is now GHB focus on magic and high damage magic spells, Troggboss have ability called Magical Resistance. This mean that when Troggboss affected by spell or ability of endless spell, Troggboss ignore effects of spell or endless spell on 4+. Clever Troggboss.
Da Battleline
Onto battleline units and first unit Trogg see is unit of 20 Moonclan stabbas. Moonclan grots are much smallerer than big troggs so have only 1 wound, but da moonclan grots can be effective screen against first turn alpha armies. They have save of 5+ but when bad moon icon bearer joins unit, this becomes 4+ save against missile weapons.
But what about combat armies Trogg? That icon bearer doesn’t help against them! Well that where moonclan netter comes in. Holding a torn piece of rag pinched from a local ummie settlement, this grot netter means that combat units with 1” of any units including him are -1 to hit. Now if Dom lose some stabbas via shooting or combat, Dom can use command point to rally back on 6+ as long as more than 3” away from enemy units, but if stabbas affected by light of bad moon they rally back on 4+ due to Moonclan Keyword! This hopefully allow Dom to get full unit of 20 back, as stabbas can then use Anarchic Hordes ability. Anarchic hordes allow stabba unit of 20 or more models to contest objective 9” away rather than 6”. This mean that despite little legs and movement 5, moonclan stabbas have threat range of 20” for objectives, this allow Dom to push out and contest objectives early in battle.
Trogg already talk about Rockgut Troggs a bit. Along with smelly Fellwaters, these units are battleline when Troggboss is general. Both Rockguts and fellwaters have 4 wounds each on 4+ save, but both units can increase save to 3+ when affected by Light of da Badmoon. Within Gloomspite Gitz book many things give out aura of Light of da Badmoon, like Badmoon itself, da Loonshrine, Skragrott da Loonking and endless spell, Malevonent Moon. However with increase in points, some of these missing from Doms list, so only loonshrine and gloomspite ability Da Bad Moon are included
To achieve +3 save on troggoth units, Dom may have to ‘castle’ around loonshrine, making sure troggoth units wholly within 12” on badmoon loonshrine, or make sure all troggoth units in same quadrant of battlefield as Da Badmoon.
Rockgut Troggoths also have Stony Skin, this give Rockgut troggoth units +5 ward against all damage. Clever Rockguts. This make rockgut units hard to kill, as coupled with 4+ save or even improved 3+ save under moon and 4 wounds, mean rockguts have good chance of avoiding lots of damage. Rockgut Troggoths also have shooting ability called ‘Thrownin Boulders’. As Rockguts have big muscles they each throw 1 boulder 9”. If roll 4+ , enemy unit suffers 1 mortal wound. This ability can be increased by +1 if enemy unit have 5 or more models so then enemy unit suffer mortal wound on 3+.
This good ability for command ‘Unleash hell’ as allow rockgut unit to sit behind Monnclan Stabba unit for example and then when enemy charge stabbas, rockgut unit can unleash hell as long as with 6” to deal damage to charging unit.
Trogg look at Fellwaters (but not too close as fellwaters very stinky!). Fellwaters not have stony skin, so not have ward against damage however Fellwaters have Terrible Stench ability.
Terrible Stench mean that enemy unit must subtract 1 from hit roll for attacks with melee weapons when within 3” of fellwater unit. Trogg see patten here, Clever Trogg.
Again if castle up against alpha strike armies, Dom can screen army with Stabba unit with moonclan netter and have stinky fellwater troggs behind, so charging unit be at -2 to hit in combat! Now Trogg before ummies start messaging Trogg, Trogg know cannot modify hit roll more than -1, however this mean if enemy use all out attack, enemy still be -1 to hit.
Like Rockgut brothers, stinky fellwaters also have shooting attack called Noxious Vomit. This attack has 6” range and if cause any wounds mean that enemy unit subtract -1 to saves. However Trogg also notice that Noxious Vomit cause enemy unit to ignore positive modifiers to saves! This mean that Noxious vomit remove mystic shields and other spells or artefacts that increase saves. Now Trogg remember earlier Moonface Mommet artefact used by Madcap shaman. So if Fellwater troggs vomit on unit and Madcap Shaman within 12” of same unit and wave mommet doll, this mean enemy unit at -2 to saves. This mean that even stabba unit with no rend on weapons can cause lots of damage so trogg imagine what rockgut or troggboss unit do with rend -2 weapons!
Da Other Units
Now as Trogg mention before, despite troggs having big feet, troggs only move 6”. This mean that Troggs can be slow to get across battlefield or slow to react to moving objectives. Because of this Dom include two units of Boingrot Bounders.
Boingrot Bounders have movement of d6+7 and give Dom potential fast unit to move out grab objectives, tag enemy units or claim objectives. Bounders have 2 wounds each with 4+ save and Trogg see bounders have Moonclan keyword as mention earlier. This mean if Bounders lose some models and affected by Light of Da Badmoon in hero phase, Bounders rally on 4+.
Now not only Bounders rally on 4+ in Light of da Badmoon but Bounders also charge under light of badmoon even if ran. This mean Bounder unit have threat range of 31” if roll lots of 6’s.
Bounders also good target for all out attack command, which as Trogg mention earlier can be given to both units from Troggboss with Speaky Skull Fetish. Bounders have ability Boing, Smash that when charge into enemy, Bounders roll number of dice equal to models in Bounders unit and for each 4+ cause 1 Mortal Wound. Then Bounders ability Lances of Bounderz mean that bounders get +1 to damage and rend of Pokin Lance weapons when charging. This means 11 attacks (1 extra for boss bounder), 2s to hit, 3s to wound, rend 2, 2 damage each! Add mortal wounds from charge and both bounder units cause lots of damage even before bounder fang filled gob attacks!
Bounders also have fly keyword. This means bounderz can bounce over screens to get to juicy targets like enemy Andtorian Wizards or support heroes.
Da Gobbapalooza next on Dom list. Trogg see Gobbapalooza unit have Wizard Keyword. Now Remember what Trogg speak about first about Faction? Yes, Gobbapalooza affecteded by Harbingers of Everdank ability from Badsnatchers faction. Trogg see that Gobbapalooza given Hand of Gork spell. This spell is teleport spell with casting value of 7, where wizard pick one unit within 24” and outside of 3” from enemy unit and teleport friendly unit anywhere on battlefield outside of 9” from enemy unit. With ability to re-roll one casting dice, this spell good for challenging back field objectives or achieving new battle tactics like Intimidate Invaders or Surround and Destroy.
Not only Gobbapalooza have Hand of Gork spell but also have warscroll spells Mesmarise and Fungoid Cloud. Both spells cast on 6 with 12” range. Mesmarise mean enemy unit in range not able able to issue or receive command. This good for turning off all out defense or inspiring presence which coupled with Noxious vomit from fellwaters and Moonface mommet from madcap shaman can cause big damage and battleshock losses.
Gobbapalooza also support unit for Doms army. In Dom hero phase gobbapalooza able use one Know-Wots. These know-wots include Glareface Dance – add 1 to run and charge rolls. This good to put onto Boingrot bounders, Peddled Potion – add 1 to hit and wound rolls to Heros melee attacks. Aimed at the Dankhold Troggboss meaning Troggboss hitting and wounding on 2s with troggboss 4 attacks at rend 2 for d6 damage each! and
Finally Nasty Poisons improve rend of friendly unit by 1 within 12”. For units already with high rend such as rockgut troggoths or charging boingrot bounders, this again mean Dom dish out proper Troggsmashing to any opponent Dom face.
Final Unit on Dom list is Dankhold Troggoth. This unit big troggoth with biggerer muscles than rockguts troggs. Dankhold Troggoth is big bully unit, that like Troggboss have Magical Resistance ability. Dankhold Troggoth also have 4 attacks but wound on 2s rather than 3s like Troggboss and also have more reliable damage with D3+3 Damage.
Da Battalions
Trogg finally look at battalions that Dom choose. Dom choose two battalions, first battalion called Andtorian Acolytes which battalion from new GHB. Trogg see that battalion need 2 or more Andtorian Locus to fill requirements which Dom has with both Madcap Shamans. Battalion say that as long as 2 or more friendly Andtorian Locus in battalion on battlefield, at start of hero phase Dom roll a dice and on 3+ get 1 primal magic dice. This mean that Dom can edge out opponent with more primal magic dice to help with casting or unbinding magic spells.
Final Battalion called Dankhold Heavies. For this battalion Dom need 1 Troggboss and 1 Dankhold Troggoth, and this battalion allow Dom to choose 1 extra enhancement for army. Dom use this to add extra artefact, giving Dom both Speaky Skull Fetish and Moonface Mommet in army.
Dom army cost 1980 points in new GHB but 1870 points in old GHB meaning Dom could of included endless spells or even an additional andtorian locus if points stay samed, but that Dom fault for doing well in old GHB. Silly Dom!
Da Conclusion.
After looking over Dom list and speaking to Dom throughout last GHB, clear to Trogg that Dom like overlapping buff units with multiple tech pieces to help achieve new battletactics. Dom also have ways of benefitting from new GHB focus of magic using Badsnatchers faction and multicast wizards like Madcap Shamans.
With points increases to gloomspite gitz across board, and some nerfs to units such as squig herd that been doing well in events, Trogg think will see uptake in Badsnatchers faction for Gloomspite Gitz so as to benefit from new magical energies running through Andtor. Trogg excited to see new gloomspite gitz lists written for new GHB and see how fair in new season of Age of Sigmar.
Trogg hope you enjoy Trogg thoughts on Dom list and look forward to seeing you on the tabletop in future events.
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Army Faction: Seraphon – Army Type: Starborne – Subfaction: Fangs of Sotek – Grand Strategy: Continuous Expansion – Triumph: Indomitable
LEADERS Lord Kroak (410)* Saurus Astrolith Bearer (140)* Slann Starmaster (275)* – General – Command Traits: Lord of Celestial Resonance – Artefacts of Power: Spacefolder’s Stave – Spells: Comet’s Call Skink Starseer (150)** – Spells: Speed of Huanchi
We all knew it wasn’t long for this world – but the question was always whether the new lizard book had scaly legs without it. Luckily the latest battlescroll suddenly put Coalesced back on the menu, but Paul here has stuck with the space-skinks in a successful attempt to prove that double-frog (or dooble-forg, as I like to call it) is going nowhere fast.
So, the core remains unchanged – Kroak, Slann with Lord of Resonance for double star points, and a Starseer for mucho star point generation and many, many casts of good spells.
With that many wizards, you obviously need Saurus Guard – 2x 5 in this case – to help keep them alive. The battleline is rounded out by a unit of Chargers, who’re really excellent value and offer surprising output – and 2×10 skinks as screens and grabbers. Notably, in Fangs of Sotek, you get 3 redeploys for the price of 1, and this can really screw up opponent scoring and plans given the on-foot skinks can also re-roll their redeploy. Tricksy!
With the points saved by dropping the Trog, Paul has also squeezed in an Ark of Sotek – who I imagine is getting heroic action teleported onto an objective early doors – and some Huanchis with dartpipes – an excellent tech/scoring piece who can repeatedly go into reserves and are invisible when in cover. Personally, I’ve never thought the MW chip damage from the blowpipes is worth the 50 pts over the Bola variant, but I suppose it does allow them to participate more than just ‘being there’.
Finally, we see Geminids and Maelstrom as endless spell picks, both of which have had a glow up. Maelstrom can easily be powered up by the many Seraphon casts – even though it risks blowing up in their face – and Geminids is an excellent control piece in an army that really wants to dictate the pace and shut down their opponents plans.
With wins over some tough opponents, it’s clear Seraphon are still in the game! Dooble forg is back, baby.
We’ve a new commentator join us this week in the shape of Walter Brock! Walter has managed to climb all the way to #1 Ossiarch Bonereaper player in the ITC rankings. You may have seen Walters name crop up in the past as well on a few of our Top Three Articles.
Walter Brock: The first thing that jumps out to me is no Katakros. The main reason Katakros is brought is for his +1 to save and +1 to hit command ability. Instead, this player has opted to go all in on spell casting and maximizing heroes that can spread the Null Myriad affect. Giving the army the ability to ignore a lot of spells.
Arkhan is a spell casting powerhouse with 3 casts and 3 denies with +2 to both those rolls. Being a lore master means Arkhan can pick the right tool for any situation. He also increases the range of spells so he can go on some solo missions while still being in range.
Arkhan and the Boneshaper provide a lot of healing. Aura of Sterility provides protection against shooting. The grand strategy is tied in with the Boneshaper. If the Boneshaper lives until the end of the game. The grand strategy will be scored. With the Cartouche on the Ossifector, you have three very solid support heroes that crank the army up to 11. The Immortis and Stalkers can take a hit, hit hard, and get work done. Stalkers will move fast with hunt and kill to get into places the Immortis Guard cannot. The Immortis Guard likes to stand on key objectives and protect the heroes because they can take hits for the heroes. This combos very nicely with the grand strategy to keep the Boneshaper alive. With the healing abilities from Arkhan and Boneshaper, you can revive several of these key models over the course of the game.
The Archai are a very powerful unit. They stop enemy units within 3 inches from using commands. This effect is very powerful and can stop the gameplan of lists that need to use commands such as Unleash Hell or Inspiring Presence.
Tie this all in with an endless spell that does a massive amount of damage. Remember, Arkhan increases the ranges of spells. So, this endless spell is going out even further up the board to get into tasty targets in the back. The list has a lot of tools and very scary threats while also having the ability to shrug off several threats. Well done to this player.