As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.
Last Weeks Poll Results for Orders
Here are the results from last weeks polls.
Based on these results, the following wording will be added to our living rules:
SHOOTING A TARGET When any unit wishes to shoot, they do so by rolling a number of D6 equal to their FIREPOWER capability. For example, a standard conscript infantry battalion will have a FIREPOWER 1rating, showing that the unit rolls one D6 when rolling to shoot at a unit.
HITTING A unit will need a certain number on their FIREPOWER dice in order to successfully shoot an enemy unit. All units start with a BASE SHOOTING SKILL (BSS)of 4+, this can be adjusted through the Faction creation process and each units RANGED ABILITY will be required on their FACTION SHEET.
Therefore, if a unit is targeting an enemy unit in the open that unit will need to equal or beat it’s RANGED ABILITY on its FIREPOWER dice to record a hit against that unit. However, before you roll the FIREPOWERdice you will need to check against the WEAPON RANGE of the weapon you’re using and apply any effects as below.
WEAPON RANGE Each weapon will have a range profile showing its EFFECTIVE RANGE and its MAXIMUM RANGE. When a unit is shooting, if the range to the target sits within the MAXIMUM RANGE profile, then that unit will need to deduct 1 from its dice roll when rolling its FIREPOWER dice. Firing a weapon inside it’s EFFECTIVE RANGE has no impact on the dice roll.
ARMOUR SAVES Once a unit has had hits allocated against it, if that unit possesses then it is allowed to make an ARMOUR SAVE roll for each successful hit against the unit. Use theFACTION SHEET to find the units ARMOUR SAVE. Cover also can have an affect on the save needed.
COVER Depending on the type of cover a unit is in will have an effect on that unit’s ARMOUR SAVE. Cover comes in three categories, SOFT COVER and HARD COVER. SOFT COVER includes terrain like swamps, fields and woods, this type of terrain allows the player to add +1 to their ARMOUR SAVE roll. HARD COVER includes terrain like built up areas or fortifications and add +2 to a unit’s ARMOUR SAVE.
MORALE DAMAGE All units begin the game with a **** MORALE STATUS. As unsaved hits are suffered by the unit this degrades, as it degrades the unit becomes harder to order and can eventually flee the battlefield.
THIS WEEKS POLLS
This does raise some additional questions in regards to Morale however:
With option two I can see each ship having a number of “systems” which can be damaged, i.e. the weapon system may take three hits before becoming completely disabled but each hit could mean -1 to hit with their FIREPOWER dice. Once a system has been completely destroyed hits have to be allocated elsewhere.
–Peter
Name Suggestions?
Do you have a name suggestion for the game or do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.
2,000 point, 3 game Age of Sigmar Tournament, 5th March 2022
On 5th March 2022, Rob Symes (of Honest Wargamer fame) ran another of his one dayer tournaments at his place in Nottingham. This is a great venue with 8 tables and plenty of space around each table meaning that the Vice doesn’t cause any issues! (Not that we played it). There is also lots of big scenary pieces with impassable and a better version of obscuring to make shooting more difficult. There are also some large garisonable buildings, but you can’t garrison into or out of combat.
Once again, I took my Big Waagh list which was identical to the list I took to Chumpionship last weekend.
Big Waaagh!
– Grand Strategy: Hold the Line – Triumphs:
Leaders Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth fist – Command Trait: Touched by the Waaagh! – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Fast ‘Un – Lore of the Weird: Da Great Big Green Hand of Gork Wurrgog Prophet (150)* – Artefact: Glowin’ Tattooz – Universal Spell Lore: Flaming Weapon Orruk Warchanter (115)* – Warbeat: Fixin’ Beat Orruk Warchanter (115)* – Warbeat: Fixin’ Beat
Battleline 10 x Orruk Brutes (320)** – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 10 x Orruk Brutes (320)** – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 5 x Orruk Ardboys (85)*** – 1x Gorkamorka Banner Bearers 5 x Orruk Ardboys (85)*** – 1x Gorkamorka Banner Bearers
Units 4 x Ironskull’s Boyz (80)*** 3 x Orruk Gore-gruntas (170)** – Jagged Gore-hackas 2 x Savage Big Stabbas (80)*
Core Battalions *Warlord **Hunters of the Heartlands ***Ironjawz Fist
After my success last weekend – going 3-0 and picking up first place – I was hoping for a 2-1 here… although the draw would affect this.
Game 1 v David (Stormcast) – Power Struggle – Won 19-1
David brought a Stormcast list that he had collected through the Mortal Realms magazine and this was his first tournament. David later got his first tournament win as well – Congratulations to him.
David’s Army – Stormcast armies are small in model count now!
This meant he had the Longstrikes with Relictor and Translocation (teleport on 2+, re-rollable) so he had output. He also brought and Imperatant, Bastian Carthalos, Fulminators, 2 x 5 Vindictors, and 6 (!) Annihilators.
He started with the Annihilators and Fulminators off the board and decided to take the first turn.
I zoned out my deployment zone and heavily weighted my left flank (after re-deploy) The Relictor is hiding behind the large Realm Gate in David’ deployment
Because the Maw Krusha could reach the Longstrikes turn 1, David took the first turn, moved the right hand (my view) Vindictors moved onto the central objective, and the other Vindictors moved up to protect the Longstrikes. The Longstrikes didn’t shoot in the hero phase, but in the shooting phase killed two of the Gore Gruntas. In my first turn I gave a unit of Brutes Violent Fury, then cast Hand of Gork successfully and teleported the Brutes onto the empty objective. This left them within 9″ of the Relictor! I charged; rolled the 9 and killed the Relictor.
Turn 2, I got the double turn, Hand of Gorked a Warchanter to the Brutes in David’s deployment zone, and then charged the world! Brutes into the centre, Brutes into Longstrikes and Maw Krusha into Vindictors and Imperatant. They killed everything, leaving David with only Bastian on the board, who did 3 mortal wounds on the Maw Krusha, charged him and did another 10 wounds to it. The Maw Krusha then Krush’d him back. Meanwhile the Annihilators dropped onto my back left objective and took it back, killing a Warchanter and some Ardboyz but leaving them within 12″ of the Wurrgog.
David got third turn priority, took it and I destroyed the objective under the Annihilators. They finished off the Ardboyz, and the Fulminators dropped, but failed their charge after shooting off some more Ardboyz. Wurrgog stared down 4 Annihilators and the Maw Krusha headed back to my board side. Unfortunately, David was out of the game at this point, but he did get Savage Spearhead, and I failed Broken Ranks with a charging Maw Krusha which meant David got 1 tournament point. A great game, which would have been very different if I hadn’t got the double turn into 2.
Game 2 v Thomas Waller (Flesh Eater Courts) – Apex Predators – Won 13-7
Thomas & I have been to a lot of tournaments in the last 6 months, but not played against each other, so it was great to get a game. He brought his FEC with 2 Terrorgheists and a Zombie Dragon and lots of summoning!
The Big Beasties from Thomas’ Army. He also has 3 x 10 Ghouls!
I struggle with Apex Predators, because I don’t like putting my Warchanters & Wurrgog in the middle of danger. Thomas asked me to go first and I got Hand of Gork off again. Getting a 12″ charge I had a choice between the two small casters or a Terrorgheist. Because one of the casters was in cover, I went for the Terrorgheist and killed it. Thomas’ revenge was swift – his Zombie Dragon took one of the objectives, he summoned lots of units including a Vargulf near another objective. His other Terrorgheist took off the Brutes in his deployment. A fair swap I think!
I won Priority turn 2, but gave it to Thomas as he wasn’t set up to benefit hugely and his Zombie Dragon was effectively ‘stuck’ on the objective. His Vargulf took another objective and the Terrorgheist moved towards the centre. Quick turn but Top was 10-3 up now! Time to strike! The Maw Krusha trigged Fast Un and Mighty Destroyers to give me a charge on the Varghulf – I succeeded and he died, giving me the objective. The rest of my army cleared out some of the screens including the Ardboyz charging the centre Ghouls protected by the Terrorgheist in order to get me to 16 Waagh Points (+1 to hit). I was 10-6 down, but all to play for.
Thomas won priority 3, took it and I destroyed the objective which the Zombie Dragon was holding, this freed him up and he took the centre objective whilst the Terrorgheist went hunting my Wurgogg and Warchanters, who were guarded by a unit of Ardboyz. The Terrorgheist took a lot of damage, but killed the Ardboyz, and did some damage on the characters. Unfortunately Thomas forgot he had a Varghulf available to summon. My turn three, and the Wurrgog stared at the Zombie Dragon leaving it on three wounds. My Maw Krusha left his objective and charged the Zombie Dragon killing it, whilst the Warchanter killed the Terrorgheist – upon death it did 2 wounds to the Brutes and both Warchanters… killing both Warchanters (Thomas deliberately played for this – it was great to see)! So with only one character left for me, and Thomas having 2 who couldn’t dislodge the Maw Krusha plus a summons it was very tight. (11-13)
Turn four, Thomas won the Priority but was struggling with Battle tactics – the Varghulf came on ready for turn 5. I killed a unit of Ghouls whilst retaining the centre objective to take the lead (16-13). Turn five saw me win Priority getting me ‘hold one, hold more’ whilst Thomas moved the Varghulf to gain the 2nd objective in his turn. A very close 23-17!
Cheers to Thomas for the game – it was great to play eventually although I was glad it wasn’t against one of his Destruction armies, the FEC were still difficult to get over in this mission. Maw Krusha & Wurrgog once again shared model of the match for me!
Game 3 v Charles (Beasts of Chaos) – Feral Foray – Won 11-9
Charles (Twitter name Colonel Cabbage) is well known in the UK tournament scene but we’ve never played. He brought an old struggling army, but one which had just got the White Dwarf treatment… Beasts of Chaos. I was interested to see what they could do, but also a bit anxious… lots of summoning and massive rend – with some huge monsters.
All around the Herdstone – but what a great army!
Charles had 3 x 3 Bullgors, 5 Doombulls, and 3 Ghorgon’s. Plus some supporting units. Each hero would turn into a spawn when it died (one a 2+) which can be put into combat… so there were a lot of wounds to get through. Added to that everything gets -1 rend in turns 1 & 2 and then -2 rend in turns 3+. This meant the Doombulls were on -4/-5 at the end of the battle… who needs mortal wounds! They’ll even slice through Bastiladons.
As far back as possible (maybe next time I’ll deploy a little further foward.
I had the choice of first turn as Charles has 17 drops, so not being used to this, I gave the turn to Charles. His Ungor raiders captured the middle objective and did some small shooting, chipping a few wounds here and there. I then charged with pretty much my whole army giving my 7 Big Waagh points by turn 2, giving my +1 to hit. Not surprisingly the Ungor raiders vanished in a puff of blood!
Preparing for a counter charge.
Charles won priority and charged in with the second line of attackers – the 3 Bullgor units, and a Ghorgon. The Ghorgon killed 5 Brutes (ouch) and could easily have killed more, whilst the Bullgors in the centre killed 5 Ardboyz. The Bullgors to left and right though fluffed completely doing 3 wounds in total to Ironskull’s Boyz and a unit of Ardboyz. The Brutes then killed the Ghorgon which had hurt them, and I did some wounds to the Bullgors. In my turn the Wurrgog did 10 wounds on one unit of Bullgors, whilst the Maw Krusha charged the ones in the centre, getting Broken Ranks. I had claered the next line out, and because I had killed a monster, was back to within a point (10-11)
Charles won priority, and I destroyed his objective on my right, whilst he brought in yet more ungors and Gor! There were almost litterally thousands of them! He was also getting -2 rend from now on… and it was sure to hurt. On came the Doombulls, supported by the Jaberslyth and one Ghorgon. They smashed into my lines killing 2 Gore Gruntas (and being unlucky not to kill a third) and some Brutes on my right. The Jaberslyth gave the Brutes an extra attack (but 1s would do mortals). After my attack the Jaberslyth was dead but so were 4 Brutes leaving one left (Brutal!). The Ghorgon on my right had to charge within 3″ of the brutes so the Ardboyz made way, and the Brutes killed the Ghorgon. He also took my left most objective with some Ungor Raiders.
In my turn 3, I counter charged, killed all the Doombulls and the Ungor Raiders. However I forgot the Spawn and one of them appeared on my unguarded right objective… oops!
Turn 4, and Charles moved his spawns to block me in between the three buildings, whilst yet more Gor appeared on my board edges. Some Ungor raiders re-took my objective despite me killing the Spawn, but couldn’t get within 1″ to destroy it; however Gor summoned in turn 3 destroyed my right-most objective. My Wurgogg killed one of the Spawn in the way allowing the Maw Krusha to charge off into Charles’ central objective killing his general and 3 ungor and taking the objective. There wasn’t a lot left and I was 21-22 behind… could I win a priority roll.
Well, no, Charles won it and took the turn. A summoned Gor unit took my central objective, burned it and gained a battle tactic (wow!), whilst his other units moved to ensure I couldn’t get his left objective. I fortunately still had a battleline alive (Brutes), and the Maw Krusha within 9″ of the Herdstone, so I walked to within 1″ of the objective and burned it. We were level at 27-27, but I had stopped Charles’ Grand Strategy giving me the narrowest of wins! (30-27)
I finished 3-0 in my second tournament in a row with Big Waaagh! They are doing a lot of heavy lifting and really fit my play style of sit back and wait. I still struggle to win ‘big’ in the 20-0 system because of the conservative approach but I prefer to take my Gitz to tournaments where this is primary.
I also picked up Best Sports which I am very happy with – it is after all the best trophy to win and the only other time I’ve won it at AOS3, is with Gitz.
Thanks to Rob, and I highly recommend his events – well run, great terrain, good location (and easy to get to).
Marvel: Crisis Protocol is a tabletop hobby miniatures game set in the Marvel Universe. Players assemble, paint, and collect an ever expanding line of highly detailed plastic miniatures representing iconic Marvel characters. Players choose characters from their collections to form their own Marvel inspired dream team and then pit their chosen forces against each other on an interactive tabletop where the very terrain itself can be thrown, crashed into, and destroyed during the super powered showdown.
Gamers Guild has a number of YouTube channel videos explaining how to play Marvel Crisis Protocol.
Part 1 – Key Concepts and Mechanics
Part 2 – Setting up the Game
Part 3 – Phases of the Game
Part 4 – Movement and Throws
Part 5 – Line of Sight and Cover
Miniatures
There are a number of websites that you can buy the miniatures and rules for this from. Our friends at SCN Hobby World being one and Asmodee being another. The core set can be a good place to start, but it will set you back around around $100.
My Genestealer Kill Team article is proving to be a bit of a slow burner hit, and I recently added some Termagaunts to the Kill Team to give me some slightly friendlier options if playing against new players, or irregular wargamers.
Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.
But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it.Membership is available from just £1/month (plus taxes!!)
I have long loved the Tyranids and have a large collection in various stages of painting. In the distant past I did manage to make a 2,000 point army but this is now from such an old edition it needs a complete re-write before it would be useable.
Whilst painting my Warlord Games Napoleonic British I got a bit stuck on the 14mm models, and – taking my own advice – decided to paint something different. I remembered I had a Broodlord somewhere and, after a little rummaging, found it and undercoated it before I could get distracted by something else.
The main paint scheme here is using Talassar Blue (still magic) with Teclis Blue drybrush. The base is from a 40mm sector imperialis base cut up to go around the pipe. And – as is normally the case with me – the base has more colours on it that the model. Oh well; I still think he looks good.
As I was completing him, I noticed a Space Marine helmet and had to decide what colour to paint it. Normally I would go red, because I collect Blood Angels as well, but it’s March so there was another option. Taking on the #MarchonMaggrage hashtag, I painted it blue for the Ultramarines (although it could be a Blood Angel Devastator of course)!
I don’t know what he’s pointing at, but I hope it’s not me.
With the Broodlord finished, I can now go back to Napoleonic troops… more small toys!
Hobby Bingo
This also means that I’ve done another Hobby Bingo Box!
The Brewdog AOS GT was a five game event that took place in Aberdeen, Scotland on 25th Feb. It saw 34 players fight it out to be claimed champion.
Most Selected Faction/Subfaction
Win Rate
The Top Three Lists
John B – Cities of Sigmar
John B won all five games beating Sons of Behemat/Taker Tribein Round 1, 3rd placed Mike Callaghan with his Ironjaws/Ironsuns in Round 2, 2nd placed Phil McGuinness with his Ironjaws/Bloodtoofs in Round 3, Bonesplitterz/Icebone in Round 4 and Maggotkin of Nurgle/Drowned Men in the last round.
Allegiance: Cities of Sigmar – Subfaction: Living City – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Freeguild General on Griffon (290)* – General – Lance – Command Trait: Ironoak Artisan – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Soaring Guardian – Lore of Leaves: Lifesurge Doralia ven Denst (115)* Sorceress (95)* – Lore of the Leaves: Ironoak Skin
Battleline 10 x Freeguild Crossbowmen (105)* 10 x Freeguild Crossbowmen (105)* 10 x Freeguild Crossbowmen (105)*
Units 4 x Stormdrake Guard (680)* – Drakerider’s Lance – Reinforced x 1 4 x Dracothian Guard Fulminators (460)* – Reinforced x 1
Declan – Peter’s found me a non-Stormcast, non-Seraphon 5-0 list… however this is a Stormcast list in disguise with two of the best units from the book included – Stardrake Guard and Dracothian Fulminators. Mortal range shooting is currently very powerful and with over half the army being from a different book is it really Cities?!
The Freeguild Crossbowmen provide some shooting whilst holding objectives and providing bodies, and the Freeguild General on Griffon can help take out screens and charge with the Stormdrake and Fulminators — have your own screens present.
It’s a very powerful list but does need practice to win, and a little luck to go 5-0; Well done John B.
Phil McGuinness – Ironjawz
Phil managed an impressive four wins and one loss, losing against John B and his Cities of Sigmar/Living City in Round 3. He beat Sylvaneth/Winterleaf in Round 1, Cities of Sigmar/Living City in Round 2, Beast of Chaos/Darkwalkers in Round 4and Sons of Behemat/Taker Tribe in Round 5.
Allegiance: Ironjawz – Subfaction: Bloodtoofs – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Megaboss on Maw-Krusha (480)* – Boss Choppa and Rip-Tooth Fist – Mount Trait: Fast ‘Un – Artefact: Destroyer Orruk Warchanter (115)* – Get ’em Beat Orruk Warchanter (115)* – Fixin’ Beat Orruk Weirdnob Shaman (90)** – Spell: Da Great Big Green Hand of Gork Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-Tooth Fist – Command Trait: Mighty Waaagh! Leader – Artefact: Arcane Tome – Lore of the Weird: Bash ‘Em Ladz
Declan – With the rise of Stormcast the Ironjawz may have been forgotten, but this list is still hard as nails and smashes and bashes it’s way through tournaments.
The two Maw Krushas are insanely quick and with Hand of Gork from the Shaman it is possible to have them on a 3″ charge at the end of the hero phase (teleport 12.5″ away, Mighty Destroyers). The Warchanters increase the damage output of the Krushas significantly and the Brutes (whilst small units) provide some solid defense of objectives. They can’t be taken out without an active effort.
Good to see Ironjawz in the top 3 again. I’m sure more will get there soon.
Mike Callaghan – Ironjawz
Like Phil, Mike won four games and lost only to eventual winner John B and his Cities of Sigmar/Living City list in Round 2. Along the way he beat the Flesh-eater Courts/Court of Delusion in Round 1, Cities of Sigmar/Living City in Round 3, Sons of Behemat/Taker Tribe in Round 4 and Lumineth Realm-Lords/Iliatha in Round 5.
– Army Faction: Ironjawz – subfaction: Ironsunz – Grand Strategy: Hold the Line – Triumph: Inspired
LEADERS ———-
Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth Fist – Command Trait: Master of Magic – Artefact: Arcane Tome – Spell: Da Great Big Green Hand of Gork Orruk Warchanter (115)* – Warbeat: Get ‘Em Beat Orruk Warchanter (115)* – Warbeat: Fixin’ Beat Megaboss on Maw-Krusha (480)* – Boss Choppa and Rip-tooth Fist – Artefact: Destroyer – Mount Trait: Fast ‘Un
BATTLELINE ———-
10x Orruk Brutes (320)** – Reinforced: Once 5 x Orruk Ardboys (85)* 5 x Orruk Brutes (160)**
Declan – … as if by magic, there’s a second one — like buses! Almost identifical in the character loadout, with the shaman being dropped, but the 2 Warchanters & 2 Maw Krushas being maintained. This allows for Phil to take Ironsunz which have a superb counter charge ability at the end of the opponent’s phase.
The 10 Brutes are a very damaging unit, especially when given the Warchanter Violent Fury buff (+1 damage) once the Maw Krushas are out of range or dead. With lots of Drops this army rarely has the choice to go first, but with 121 wounds and 2 Maw Krushas there’s not much in the game that will successfully alpha-strike it.
A final shout out for taking Rippas… Phil’s clearly a great strategist! Read here to find out why I think they’re one of the best units available to the Ironjawz.
Wildcard – Cara Newby – Beasts of Chaos
Cara managed to get three wins and a draw during her weekend and finishing 7th. Beating Cities of Sigmar/Living City in Round 1, drawing against Blades of Khorne/Reapers of Vengeance in Round 2, beating Lumineth Realm-Lords/Zaitrec in Round 3, losing against 2nd placed Phil and his Ironjawz/Bloodtoofs in Round 4 before beating Lumineth Realm-Lords/Syar in the final round.
– Army Faction: Beasts of Chaos – Subfaction: Darkwalkers – Grand Strategy: Predator’s Domain – Triumph: Indomitable
LEADERS ———-
Dragon Ogor Shaggoth (155)*** – Artefact: Tanglehorn Familiars – Spell: Hailstorm – Spell: Sundering Blades Grashrak Fellhoof (150)*** – Spell: Savage Dominion – Spell: Tendrils of Atrophy Great Bray-Shaman (100)*** – Spell: Wild Rampage – Spell: Tendrils of Atrophy Great Bray-Shaman (100)**** – Artefact: Desolate Shard – Spell: Wild Rampage – Spell: Vicious Stranglethorns Great Bray-Shaman (100)**** – Spell: Savage Dominion – Spell: Vicious Stranglethorns Doombull (115)**** – General – Command Trait: Nomadic Leader
BATTLELINE ———-
6x Bullgors (260)** – Reinforced: Once 30x Gors (225)** – Two Gor-Blades – Reinforced: Twice 20x Gors (150)** – Two Gor-Blades – Reinforced: Once 10x Ungor Raiders (90)*** 5x Grashrak’s Despoilers (0)****
Declan – Beasts of Chaos are having a resurgence following the recent White Dwarf article and it is good it see. Cara has gone full magic (I won’t pretend to know what it all does), with an additional spell for 5 characters, giving loads of options for all occasions, as well as all 3 Endless spells for the Beasts.
This is backed up by two Monsters allowing easy access to Monstrous Takeover and bonus points for other battle tactics. They are cheap enough to throw away as well once they’ve picked up the additional points available.
And it’s rounded off by some horde Battleline and 6 Bullgors. What an army… and hopefully I’ll see some Beasts of Chaos on my travels soon.
The below list are the tournaments that have been used to populate this data.
Quest of Champions – Heat 1 Columbus Brewhammer Ragnarok Hobbies Mindgames and Magic February AoS Tournament South Bend Age of Sigmar: February Tournament Da Great South Waagh Gods of War 2 Sunday Slaughter 7 Torna! (A Udine) AoS Bloodshed in the Shires Battle of Copenhagen Age of Sigmar 3rd Edition Tourney 2/12/2022 @Level Up Games Schlact Um Wiener Neustadt 3 Apotheosis – 22 Emerald City Open The Lone Star GT Giga King of the Hill Pt 1 Beginner Friendly Learner Tournament War Under the Mountain 11 Grot Gang RTT 3: Reloaded Atomic Age of Sigmar Lone Star GT Practice Tiny Fanatic I TTB Aos Open 2022 Leodis Legion AOS 19th February Age of Sigmar Hispania 2022 Loremaster #2 Cherokee Open – age of Sigmar GT Age of Sigmar Tournament Hosted by Oscar Lars & Warp Charged Gaming Slambo Age of Sigmar PCG Hosts Lightly Salted’s 1st Age of Sigmar RTT Old Town Throw Down AOS Milano – February Warm Up Brewdog AOS GT GT Pomeranian Little Alpacup III Mawtribes Massacre: Resurgence
Most Selected Grand Alliance
This month I’ve included a split as calculated by the number of battletomes for each Grand Alliance, the column on the far right shows each Grand Alliances variance to this ideal share. Order maintains its 40%+ share of all armies at tournaments. While Death still props up the rest with 13.3% in Feb falling from 15.4% in January.
Grand Alliance Win Rates
Order remain the top faction with a win rate of 50.7% but this has dropped from 53.3% last month. While last months second placed Grand Alliance, Destruction has fallen to last place with a win rate of 46.3%. Chaos climbed from last place in January to 2nd place in February, increasing their win rate to 48.5% from 42.9%.
Most Selected Battletome
Stormcast Eternals are still the most selected faction with 14.7% choosing to play the faction. Fyreslayers claim the wooden spoon with 1.1% allowing the Hedonites of Slaanesh to move up a position and increase their share from 0.6% to 1.3% or armies played.
Battletome Win Rates
Many articles I’ve read and players I’ve spoken too have said that for balance to be in the game each Battletome needs to have a win rate of between 45-55%. This of course is a pipe dream and an extremely difficult task to achieve, that being said this does show which Battletomes possibly need to be reviewed by GW in the future. More so if a Battletome is consistently underperforming such as Skaven or Gloomspite Gitz
Top 20 Most Selected Sub-Faction
It’ll probably come as no surprise that the Hammers of Sigmar still lead the table in the most played sub-faction.
Win rates for Sub-Factions with 50+ Games
Legion of the First Prince leads the way here with a disgustingly good 61.1% over Jan and Feb. While Skaventide prop up the rest with 34%.
5-0’s & 4-1’s
Below is a list of the number of times a faction/subfaction combo has achieved a 4-0-1 or better at a 5 game tournament
The AOS Milano – February Warm Up was a one day three game event that took place in Milan, Italy on 26th Feb. It saw 48 players fight it out to be crowned champion.
Most Selected Faction/Subfaction
Win Rate
The Top Three Lists
Bonalda Filippo – Stormcast Eternals
Bonalda won all three games beating Kharadron Overlords in Round 1, Daughters of Khaine/Khailebron in Round 2 and Ogor Mawtribes/Thunderbellies in Round 3.
Allegiance: Stormcast Eternals – Subfaction: Hammers of Sigmar – Grand Strategy: Dominating Presence – Triumphs: Inspired
Units 4x Stormdrake Guard (680)* – Reinforced x 1 6x Vanguard-Raptors with Longstrike Crossbows (480)* – Reinforced x 1
Core Battalions *Battle Regiment
Total: 1995 / 2000
Luca Onorati – Legion of the First Prince
Luca also managed three wins. He beat Bonesplitterz/Icebone in Round 1, Soulblight Gravelords/Kastelai Dynasty in Round 2 and Maggotkin of Nurgle/Befouling Host in Round 3.
Allegiance: Legion of the First Prince – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Be’Lakor the Dark Master (360) – Spell: The Master’s Command Great Unclean One (495)* – General – Command Trait: Ruinous Aura – Artefact: Fourfold Blade – Spell: Flaming Weapon Kairos Fateweaver (435) – Spell: The Master’s Command
Battleline 10x Pink Horrors of Tzeentch (250)* 10x Pink Horrors of Tzeentch (250) 5x Flesh Hounds (105)*
Roberto also won all of his games, beating Kharadron Overlords/Barak Thryng in Round 1, Stormcast Eternals/Hallowed Knights in Round 2 and Soulblight Gravelords/Kastelai Dynasty in Round 3.
– Army Faction: Stormcast Eternals – Subfaction: Hammers of Sigmar – Grand Strategy: Beast Master – Triumph: Inspired
Federico also won all his games with a Nighthaunt faction that rarely finishes in the top half of tournament tables, he eventually finished the event in 6th. He won against Legion of the First Prince in Round 1, Legion of the First Prince in Round 2 and Cities of Sigmar/Living City in Round 3.
– Army Faction: Nighthaunt – Subfaction: Emerald Host – Grand Strategy: Hold the Line – Triumph: Bloodthirsty
LEADERS ———-
Guardian of Souls (135)* – Artefact: Lightshard of the Harvest Moon – Spell: Soul Cage Knight of Shrouds on Ethereal Steed (120)* – Artefact: The Traitor Knight’s Bade Guardian of Souls (135)* – Artefact: Pendant of the Fell Wind – Spell: Soul Cage Lady Olynder (215)** – General – Spell: Shademist Krulghast Cruciator (120)** Krulghast Cruciator (120)**
The February Old Town Throw Down was a five game event over two days that took place in USA on 26th and 27th Feb. It saw 45 players fight it out to be claimed champion.
Most Selected Faction/Subfaction
Win Rate
The Top Three Lists
These were the top three lists from The February Old Town Throw Down.
Alexander Gonzalez – Soulblight Gravelords
Alexander won all five games beating Maggotkin of Nurgle/Blessed Sons in Round 1, Kruleboyz/Big Yellers in Round 2, Kruleboyz/Big Yellers in Round 3, Blades of Khorne/Reapers of Vengeance in Round 4 and Seraphon/Fangs of Sotek in the last round.
Leaders Vampire Lord on Zombie Dragon (435) – General – Deathlance – Command Trait: Pack Alpha – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Foetid Miasma – Universal Spell Lore: Flaming Weapon Radukar the Beast (315)** Mannfred von Carstein, Mortarch of Night (380) – Lore of the Deathmages: Fading Vigour
Battleline 10 x Deathrattle Skeletons (85)** 10 x Deathrattle Skeletons (85)** 10 x Dire Wolves (135)**
Units 20 x Grave Guard (280)* – Great Wight Blades – Reinforced x 1 20 x Grave Guard (280)* – Great Wight Blades – Reinforced x 1
Core Battalions *Hunters of the Heartlands **Battle Regiment
Declan – Alexander went 4-1 at Emerald City with the same list… and he’s gone one better here. It shows the benefit of playing multiple games of Age of Sigmar especially if you get two tournaments in two weekends. Not essential by any means, but I know I’ve improved playing in multiple tournaments!
But it’s been less than a week, I’ve not really learnt anything new here… so a repeat of the Emerald City comments!:
40 Grave Guard! Wow! I’ve fought 20 of them before and they can kill a Mega Gargant over a couple of rounds of combat. Backed up by Mannfred and a Zombie Dragon, this army can get where it needs to get to.
The really secret tech (may not be secret) is Mannfred’s command ability:
From: Wahapedia
Considering most armies pay 1 command point for a one phase +1 to hit this is amazing value for a command ability. Sure it’s a relatively small range but with the smaller boards and Mannfred’s ability to run away from combat this is almost impossible to stop. Then it’s Grave Guard for the win!
Christopher Hernandez – Seraphon
Christopher managed an impressive four wins and one draw over the weekend. He beat Soulblight Gravelords/Kastelai Dynasty in Round 1, drew against Maggotkin of Nurgle/Befouling Host in Round 2, Big Waaagh! in Round 3, Cities of Sigmar/Tempest’s Eye in Round 4and Cities of Sigmar/Living City in Round 5.
Declan – Ah Seraphon… how I’ve missed you. Although I’ve not had a lot of chance to do so. This is Seraphon… again … and they are as good as ever. As I’ve said before they have a great toolkit and you can almost pick what you like… except maybe Saurus foot and Carnosaurs.
The Battle Regiment is taken by Christopher, to reduce the drops – a very popular choice – and he’s taken Kroak. He’s a monster of a Wizard and can throw out loads of damage, much of it board wide or essentially board wide. Also, good luck killing him as he heals all his wounds each phase (sort of)!
Wahapedia
So you can kill him with only 2 wounds… but good luck trying! I’ve fought Kroak 3 times and not come close to killing him in any of the games. Bring guns… loads of guns!
Kroak is backed up by some great monsters including the ubiquitous Bastiladon. – what a great list!
Aaron Newbom – Big Waaagh!
Aaron won four of his five games, losing only in Round 3 against 2nd placed Christopher and his Seraphon/Thunder Lizard list. Along the way he beat the Daughters of Khaine/Hagg Nar in Round 1, Slaves to Darkness/Hosts of the Everchosen in Round 2, Slaves to Darkness/Despoilers in Round 4 and Maggotkin of Nurgle/Befouling Host in Round 5.
– Army Faction: Orruk Warclans – Army Type: Big Waaagh! – Grand Strategy: Dominating Presence – Triumph: Indomitable
LEADERS ———-
Orruk Megaboss (140)* – Artefacts of Power: Destroyer Orruk Warchanter (115)* Orruk Warchanter (115)* Wurrgog Prophet (150)** – Artefacts of Power: Glowin’ Tattooz – Spells: Ghost-mist Orruk Megaboss (140)** – Artefacts of Power: Arcane Tome Orruk Weirdnob Shaman (90)** – General – Command Traits: Master of Magic – Spells: Da Great Big Green Hand of Gork
BATTLELINE ———-
5 x Orruk Ardboys (85)* 5 x Orruk Ardboys (85)** 15 x Orruk Brutes (480)*** -Reinforced: Twice 15 x Orruk Ardboys (255)*** – Reinforced: Twice 5 x Orruk Ardboys (85)***
ARTILLERY ———-
1 x Beast-skewer Killbow (130) 1 x Beast-skewer Killbow (130)
CORE BATTALIONS – *Warlord – **Warlord – ***Hunters of the Heartlands
TOTAL POINTS: 2000/2000
Declan – Ah… Big Waagh! It has had a mini-revival recently and I’ve been having fun leading this charge in the UK. Aaron only lost to Christopher’s Seraphon and has gone a very different route than my ‘almost Ironjawz’ approach.
The Wurrgog is great with his stare (beware of ending a turn within 12″ of him), and I love the double Megabosses on Foot which I’ve tried before in Ironjawz. When Big Waagh is up and running they are 2+/2+ which is difficult to better. The Hand of Gork allows Aaron to threaten teleport into any area of the board which keeps opponents honest and means they have to defend their territory.
Meanwhile the Killbows provide reach to go and get the enemy – although if you play with this be aware that the Big Waagh hit and wound bonuses don’t apply. A great army and a superb result.
Wildcard – Gregory Brewer – Kruleboyz
Gregory also won 4 games with a Kruleboyz faction that rarely finishes with more than 3 wins at tournaments, he eventually finished the event in 6th. He lost his third game against Lumineth Realm-Lords/Helon list. He won against Lumineth Realm-Lords/Ymetrica in Round 1, Kruleboyz/Big Yellers in Round 2, Soulblight Gravelords/Vyrkos Dynasty in Round 4 and Kruleboyz/Big Yellers in the last round.
– Army Faction: Orruk Warclans – Army Type: Kruleboyz – Subfaction: Big Yellers – Grand Strategy: Hold the Line – Triumph: Bloodthirsty
LEADERS ———-
Kragnos (720) Gobsprakk (280)* – Spells: Nasty Hex Swampcalla Shaman and Pot-grot (105)* – Artefacts of Power: Mork’s Eye Pebble – Spells: Nasty Hex Killaboss with Stab-Grot (110)* – General – Command Traits: Supa Sneaky – Boss‑hacka and Skareshield
BATTLELINE ———-
9 x Man-skewer Boltboyz (360)* – Reinforced: Twice 3 x Man-skewer Boltboyz (120)* 3 x Man-skewer Boltboyz (120)*
OTHER ———-
20 x Hobgrot Slittaz (160)* – Reinforced: Once
CORE BATTALIONS – *Battle Regiment TOTAL POINTS: 1975/2000
Declan – When Kruleboyz were first released, people immediately looked towards the Big Yellers and this is no expection. The Man Skewer Boltboyz remain a solid option, although maybe not up the shooting standards of other battletomes. They have the reach to do damage at range, and means that once Kragnos is in amongst your opponent’s troops causing damage left and right.
It’s great to see Kragnos starting to appear in 4-1 lists since his warscroll re-write in December. It certainly seems to be an improvement, and he’s scary to face as I found out at Chumpionship last weekend.
The Cherokee Open was a five game event over two days that took place in USA on 26th and 27th Feb. It saw 51 players fight it out to be claimed champion.
Most Selected Faction/Subfaction
Win Rate
The Top Three Lists
These were the top three lists from the Cherokee Open tournament.
David Fields – Stormcast Eternals
Astral Templars by Vincent Knotley
David won all five games beating Flesh-eater Courts/Gristlegore in Round 1, Sons of Behemat/Breaker Tribe in Round 2, Daughters of Khaine/Khelt Nar in Round 3, Maggotkin of Nurgle/Befoulding Host in Round 4 and Disciples of Tzeentch/Hosts Arcanum in the last round.
Allegiance: Stormcast Eternals – Stormhost: Astral Templars (Stormkeep) – Grand Strategy: Hold the Line – Triumphs: Indomitable
Leaders ———-
Karazai, The Scarred (600)* – General Lord-Relictor (145)* – Artefact: Arcane Tome (Universal Artefact) – Spell: Celestial Blades – Prayer: Bless Weapons
Battleline ———-
2 x Stormdrake Guard (340)* – Drakerider’s Lance 2 x Stormdrake Guard (340)* – Drakerider’s Lance 2 x Stormdrake Guard (340)* – Drakerider’s Lance 5 x Liberators (115)* – Heavens-wrought Weapon and Shield 5 x Liberators (115)* – Heavens-wrought Weapon and Shield
Core Battalions *Battle Regiment
Additional Enhancements Holy Command: Steadfast March
Declan – I don’t know how many times I can say / write ‘Dragons’ without the readers getting bored… but here’s one more time! Dragons!
But David has brought Karazai with him and – not having seen him much up to now – I checked out his warscroll.
Wahapedia
He’s effectively a more damaging version of the Maw Krusha (for more points) with great rend and the very little degredation in his profile. You need to do 12 wounds on him to even get the Jaws down to a 3+ to wound…! Wow!
So it’s not really a reduction in power, just a reduction in units. All in all a great result from David and his Dragons.
Mrigank Jha – Stormcast Eternals
Knight Excelsior Chapter
LVO 2022 top eight veteran Mrigank also managed an impressive five wins over the weekend. He beat SIronjaws/Bloodtoofs in Round 1, Soulblight Gravelords/Vyrkos Dynasty in Round 2, Kruleboyz/Big Yellers in Round 3, Kruleboyz/Big Yellers in Round 4and Daughters of Khaine/Khelt Nar in Round 5.
Knight-Judicator with Gryph-Hounds (205)* – Artefact: Mirrorshield Lord-Imperatant (175)* Lord-Relictor (145)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Spell: Starfall – Prayer: Translocation
Battleline ———-
3 x Annihilators with Meteoric Grandhammers (240)** 3 x Annihilators with Meteoric Grandhammers (240)** 3 x Annihilators (200)* 5 x Liberators (115)** – Heavens-wrought Weapon and Shield – 1x Grandweapons
Units ———-
6 x Vanguard-Raptors with Longstrike Crossbows (480)* – Reinforced x 1 3 x Aetherwings (65) 3 x Prosecutors with Stormcall Javelins (115) – 1x Stormsurge Tridents
Core Battalions *Warlord **Hunters of the Heartlands
Declan – You can tell a Battletome is doing well when two players get 5-0 at a tournament with completely different armies. Mrigank has got a lot of different units in here, but it all revolves around the Longstrikes. They are well priced as a unit (480 points for 12 wounds is expensive), but it’s the support functions that operate with it that makes them crazy good.
The Thunderbolt Volley allows the player to teleport a unit on a 2+ (with re-roll), and then the Thunderbolt Volley allows the unit to shoot in the hero phase (once a game). Shooting at 30″ and doing mortal wounds with great rend, these models can take out whole units at once – with minimal risk to themselves. We’re seeing a lot of these in the UK meta at the moment!
Jon Anderson – Idoneth Deepkin
Jon won four of his five games, losing only in Round 1 against Ogor Mawtribes/Boulderhead. Along the way he beat the Ogor Mawtribes/Boulderhead in Round 2, Idoneth Deepkin/Fuethan in Round 3, Ogor Mwatribes/Boulderhead in Round 4 and Stormcast Eternals/Hammers of Sigmar in Round 5.
Allegiance: Idoneth Deepkin – Enclave: Fuethan – Grand Strategy: Hold the Line – Triumphs: Inspired
LEADERS ———-
Eidolon of Mathlann, Aspect of the Storm (330)* – Artefact: Cloud of Midnight Isharann Tidecaster (105)* – General – Command Trait: Master of Magic – Lore of the Deeps: Arcane Corrasion BATTLELINE ———-
20 x Namarti Reavers (340)* – Reinforced: Once 20 x Namarti Reavers (340)* – Reinforced: Once 10 x Namarti Reavers (170)*
UNITS ———-
3 x Akhelian Ishlaen Guard (155)* 3 x Akhelian Ishlaen Guard (155)*
BEHEMOTHS ———-
Akhelian Leviadon (380)* – Mount Trait: Reverberating Carapace
CORE BATTALIONS *Battle Regiment
Declan – Non-Stormcast – what a relief… and I struggle to comment on this as Idoneth are not well represented in the UK meta at the moment so I haven’t played against them recently.
Wahapedia Again!
So what do they do – A reasonable shot (4+/4+/-/1) and good melee weapons, they can do two roles in a game where movement and range is key – they look great. I ran Gitmob archers in AOS1 and know how much damage 60 shots at 4+/4+/-/1 can do, especially now that there is access to All Out Attack. A great result from Jon to be top of the 4-1 bracket.
Wildcard – Calvin Rarie – Bonesplitterz
Calvin also won 4 games with a rarely seen Bonesplitterz faction and finished the event in 6th. He lost his second game against Disciples of Tzeentch/Hosts Arcanum list. He won against Disciples of Tzeentch/Eternal Conflagration in Round 1, Stormcast Eternals/Knights Excelsior in Round 3, Flesh-eater Courts/Gristlegore in Round 4 and Sons of Behemat/Breaker Tribe in the last round.
Allegiance: Bonesplitterz – Warclan: Icebone – Grand Strategy: Hold the Line – Triumphs: Indomitable
Leaders Wurrgog Prophet (150)* – Artefact: Glowin’ Tattooz – Lore of the Savage Beast: Glowy Green Tusks Maniak Weirdnob (100)* – General – Command Trait: One Wiv Da Beast – Glowy Green Tusks – Mount Trait: Fast ‘Un – Lore of the Savage Beast: Gorkamorka’s War Cry Kragnos, The End of Empires (720)*
Battleline 15 x Savage Boarboys (420)* – Stikkas – Reinforced x 2 5 x Savage Boarboys (140)* – Stikkas 10 x Savage Orruks (165)* – Chompas
Units 10 x Savage Boarboy Maniaks (290)* – Reinforced x 1
Declan – Peter knows how to get my attention and Bonesplitterz is certainly a great call. Calvin has Kragnos (Kraggy) and 31 Boarboyz. This army can run straight forward and trap you in your own deployment stopping the opponent getting objectives.
And although Kraggy is a lot of points, there is still 123 wounds of 6+ (or better) ward saves backing him up, including one turn at 4+ in combat). Difficult to kill and the Boarboyz are not completely useless in combat – ignore them at your peril — and bring screens!
As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.
Last Weeks Poll Results for Orders
Here are the results from last weeks polls.
There was no wording to add to the current living rule book this week so the rules have been unchanged.
THIS WEEKS POLLS
We’ve covered movement, so the next step is to cover the all important shooting phase. It’s a big one this week with multiple polls! So buckle up!
Firstly as a unit on the table top can represent hundreds of individuals how should hits on that unit be treated? As Physical damage (i.e. the unit has a number of wounds and is removed from play once this reaches zero) or as morale where a unit can degrade from good to poor and so on but can have the ability to rest and recover.
Name Suggestions?
Do you have a name suggestion for the game or do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.