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Daughters of Khaine Review 2022

A new Daughters of Khaine battletome has dropped for Warhammer Age of Sigmar!  Games Workshop has sent me a review copy and I break down the book and the key competitive matched play questions here.  If there is a burning question that I haven’t covered, get in touch on Twitter or by email. 

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Daughters of Khaine 2022: Does the army feel like it should? 

For me, it is always important that a battletome encourages you to build armies that match the narrative background and pitch for the army.  If you are told that a faction is made up of fanatical murder machines without much armour then you want them to play like that on the tabletop.  

The new Daughters of Khaine battletome meets that goal.  You want to make an army that runs into combat and gets stuck in.  The Blood Rites allegiance ability and supporting abilities encourage you to power up your combat infantry and unleash high volume, efficient attacks on the opposing army.   

As with the last battletome, the Blood Rites table is a list of cumulatively acquired benefits which apply to DAUGHTERS OF KHAINE units in your army.  The biggest changes have been replacing rerolls with +1 (which is less powerful, but quicker in game) and changing Unquenchable Fervour to a 5+ ward save.  

  • 1) Quickening Bloodlust: +1 to run rolls (used to be reroll 1s)
  • 2) Headlong Fury: +1 to charge rolls (used to be reroll 1s)
  • 3) Zealot’s Rage: +1 to hit for melee weapons (used to be reroll 1s and animate Avatars of Khaine)
  • 4) Slaughterer’s Strength: +1 to wound for melee weapons (used to be reroll 1s)
  • 5) Unquenchable Fervour: friendly DOK units have a 5+ ward save (used to worsen Rend by 1 of attacks against you and do not take battleshock tests)

The battletome has multiple ways of accelerating your army, or particular units from your army, up the Blood Rites table.  All these abilities stack, so you can gain most of the benefits in the second and third battle-rounds when you are deep in combat. 

  • HAGG NAR units are always +1 to the battle round for the Blood Rites table
  • True Believer command trait: +1 to the battle round for the general
  • Sacrament of Blood prayer: adds +1 to the battle round for a target DOK unit wholly within 14”
  • Bloodwrack Shrine and the Bloodwrack Medusa both add +1 to the battle round for a friendly MELUSAI unit wholly within 12”
  • Witchbrew grants +1 to the battle round for a friendly DOK unit wholly within 12” (cannot be stacked on the same unit, but can be dished out from different sources to different units)

The other allegiance abilities include Fanatical Faith (DAUGHTERS OF KHAINE units have a 6+ ward save) and All Out Slaughter (a command ability that gives you a free Catechism of Murder). 


Is the new DoK battletome internally balanced? Are there multiple ways to play?

Early signs say yes, there are multiple ways to play and no clear stand-out build or broken units. 

So far in AoS3, Daughters of Khaine armies have largely been Morathi and the Bow Snakes.  What isn’t to like about a large unit that does mortal wounds at range in both the hero and shooting phases, supported by the game’s best tagging combat monster in the Shadow Queen?  Now the heart of this build still exists, but there are other options available too:

  • Hordes of Witch Aelves and Sisters of Slaughter backed up by a Cauldron and combat foot heroes will put out a large volume of efficient attacks and are likely to get even more useful with the new incentives coming in General’s Handbook 2022 – Season 1.
  • Combat snake builds have also been benefited by some of the new command traits and army construction rules. 

I’ll breakdown these builds further in the lists section below. 

As with all the new battletomes, the sub-faction allegiance abilities have been stripped back to a single special rule for each Temple of Khaine.  Personally, I love this change as you still get the narrative flavour of the different sub-factions while removing bloat and allowing people to build the armies that they want. 

I can see at least four of these temples seeing competitive play:

  • Hagg Nar: +1 to the number of the battle round for friendly HAGG NAR units on the Blood Rites table.  This ability stacks with other similar abilities, and several of these can be taken without compromising your army build.  If you want to do damage quick and get your army to be a great all-rounder then this is the temple for you. 
  • Draichi Ganeth:  +1 rend on the charge for the melee weapons of DRAICHI GANETH WITCH AELVES or SISTERS OF SLAUGHTER.  This ability works well with Mindrazor and the High Gladiatrix’s ability (or a cheeky ally such as the Aspect of the Sea or Chamon Battlemage).  Draichi Ganeth armies can also take a reinforced or double-reinforced unit of WITCH AELVES in addition to your usual number of reinforcement points.  So 3 x 30 infantry blocks is an option. 
  • Khelt Nar: Daughters of Khaine units can retreat and charge. Still a very useful ability on the Shadow Queen making sure she doesn’t get stuck in places that she doesn’t want to be. 
  • Khailebron: Command ability that can be used at the end of your movement phase.  Issued by a friendly KHAILEBRON HERO, received by a friendly KHAILEBRON unit.  Remove the unit from the battlefield and set it up again anywhere on the battlefield more than 9” from all enemy units.  So Khailebron have lost the -1 to hit from missile weapons which is a big blow, but the free teleport can also be game-winning in the right circumstances.  Khailebron armies can also have Khainite Shadowstalkers as battleline units. 
  • Kraith: After a friendly KRAITH SISTERS OF SLAUGHTER unit has fought for the first time in the combat phase, on a 4+ that unit can fight for a second time with the strike-last effect.  A handy ability if you are running multiple units of Sisters of Slaughter.
  • Zainthar Kai: Each time a model in a friendly ZAINTHAR KAI MELUSAI unit is slain, that model can fight before it is removed from play.  Very handy for combat snakes and it ensures that you are probably going to remove whatever enemy melee unit has come in to take your snakes off.  Great as a defensive protection for efficient trading of your units.  

As with some other recent battletomes, the number of command trait and artefact options has been trimmed back but there are a few standout choices that you will see again and again.  My picks from those items are:

  • Zealous Orator Command Trait: If the general issues the Rally command, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.  In line with the Battlesmith ability from Fyreslayers, I suspect this command trait will be errated to only work on friendly DAUGHTERS OF KHAINE units, rather than allies as well. 
  • Crown of Woe (DOK HERO artefact): Enemy units cannot receive Rally or Inspiring Presence command while within 9” of the bearer.  In addition, if any enemy models are slain by the bearer, increase the range of this ability to 15” for the rest of the battle. NB: the artefact doesn’t require the bearer to slay an enemy model with a melee attack, so feel free to shoot or magic someone to death and get the benefit of the larger bubble.  If this is on a hero on cauldron then the Avatar of Khaine missile attack should trigger this bubble.
  • Shadow Stone (DOK WIZARD artefact):  +1 to cast for the bearer when casting Lore of Shadows spells
  • Crystal Heart (DOK WIZARD artefact): When the bearer attempts to cast a spell that summons an endless spell, the range of that spell is doubled. 
  • Khainite Pendant (DOK PRIEST artefact):: once per game, before chanting, use the pendant and prayer automatically answered. 

Lore of Shadows

  • Mindrazor is unchanged, but at an 8 to cast is harder to achieve now that Morathi-Khaine no longer has an in-built +1 to casting. 
  • Pit of Shades has been reduced from a casting value of 7 to a 6.
  • Mirror Dance has been returned to its original form (switch the places of two DOK HEROES on the battlefield (within limits). 

Endless Spells and Invocations

  • All have dropped points
  • Heart of Fury unchanged but lower. 
  • Bloodwrack Viper has added the Monster of Blood rule: at the end of the charge phase, the commanding player can count the endless spell as a MONSTER for the purposes of the Monstrous Rampage rules, but they can only carry out a Stomp or Smash To Rubble monstrous rampage with it.  It cannot be picked to be the target of a monstrous rampage. 

Prayers haven’t changed.  A lot of viable options. 


Is the new DoK battletome externally balanced?

The current Daughters book is strong and I don’t see that changing.  The battletome has a number of strong builds which will pair well in a matched play season designed to encourage and support battletline choices. 

The army has a range of tools that will help it succeed:

  • High melee damage output sufficient to meet “DPS” checks and remove stubborn units.  Rend comes from the Blood Rites table, Mindrazor, and High Gladiatrix for a nice -3 rend on Witch Aelves and Sisters of Slaughter, and that’s before you think about taking allies
  • Ranged damage in order to hit behind the lines; and
  • Reasonable mobility with the addition of some movement-phase teleports to bounce units around the board and keep your opponent honest.

Daughters of Khaine lists

So what kind of lists might you see from the new book? And how will existing lists change?

Your Battleline choices are Witch Aelves and Sisters of Slaughter. Your Battleline If choices are Blood Sisters and Blood Stakers (both Battleline in a Zainthar Kai army or with a MELUSAI general) and Khainite Shadowstalkers (Battleline in a Khailebron army). 

Allies: Cities of Sigmar, Idoneth Deepkin, Lumineth Realm-lords, Stormcast Eternals and Sylvaneth.  The ally choices give you access to some useful support heroes and neat special rules. 

Infantry hordes

  • Blender witches and sisters – hitting and wounding on 2s with several options for increased rend.  
  • Bladed Bucklers give a 5+ save and unmodified save rolls of 6 bounce back a mortal wound. Shield changes makes them a lot more tanky than they were.  Can also be backed up by a Cauldron for +1 save bubble
  • Combine with small heroes – Hag Queen, Slaughter Queen and some High Gladiatrixes 
  • Sequencing shenanigans with fight first cauldron, snakes/witches and then sisters of slaughter with the long 6” pile in mean you can have cascading combats wiping out enemy units

Morathi and the Bow Snakes

  • Morathi command ability reduced to 18” bubble, but still gives the ability to fight or shoot in the hero phase.
  • Morathi and the Shadow Queen now 680
  • No change to the Two Bodies, One Soul or Iron Heart of Khaine
  • Morathi lost the +1 to cast
  • Snakes unchanged, and easy battleline with Zainthar Kai temple (allowing you to ditch the Melusai Ironscale and use points elsewhere if you wish)
  • Zealous Orator for an easy rally option
  • This build has also got stronger because with the new battletome they have dropped out of Battlescroll: The Hunt so will no longer be giving up extra victory points. 

Combat snakes

  • Fighty snakes in Zainthar Kai. 
  •  A 15 block with Martyrs Sacrifice will put out hurt.  
  • Remove casualties so that you are out of combat (which you can do with large base sizes) and then you can Rally back on a 4+ with Zealous Orator. 

Other notes

  • Avatars of Khaine no longer need to be activated, act as a +1 chant bubble and have their own ward.  They are also MONSTERS for the purpose of the Stomp or Smash to Rubble monstrous rampage rules. 
  • The Cauldrons give nice +1 to chanting bubbles
  • Doomfires used to be only able to use Arcane Bolt, Mystic Shield and their warscroll book, but they can now cast spells from realm rules and battlepacks.  They can’t cast Lore of Shadows spells as those are limited to DAUGHTERS OF KHAINE HERO WIZARDS only. 
  • Khainite Shadowstalkers have had their scroll stripped right back to just having the teleport and have increased in points.  However, they are also now battleline in Khailebron. 
UnitOldNewChange
Morathi-Khaine33034010
The Shadow Queen33034010
Melusai Ironscale1151150
Bloodwrack Medusa12013010
Bloodwrack Shrine19020010
Morgwaeth the Bloodied17518510
The Blade-coven000
Hag Queen1051105
Hag Queen on Cauldron of Blood25527015
Slaughter Queen11013020
Slaughter Queen on Cauldron of Blood30031515
High Gladiatrix10090-10
Witch Aelves120115-5
Sisters of Slaughter1351350
Blood Sisters1401400
Blood Stalkers1801800
Doomfire Warlocks1401455
Khainite Shadowstalkers12015030
Khinerai Heartrenders95950
Khinerai Lifetakers90900
Avatar of Khaine12015535
Bladewind8050-30
Bloodwrack Viper9580-15
Heart of Fury5545-10

Will you take the DoK core battalions?

I don’t think so. 

What about the DoK grand strategies and battle tactics?

Unlikely for the grand strategies. [Ed: Chris Welfare tells me I’m wrong and you will all be running Bloodthirsty Zealots]

  • Bloodbath: When the battle ends, you complete this grand strategy if all enemy HEROES and MONSTERS either have at least 1 wound allocated to them or have been slain and if all other enemy units on the battlefield have had at least 1 model slain.
    • I struggle to understand what this grand strategy requires.  Is everything after the “or” the same condition? Or does everything after the last “and” have to be achieved regardless? 
  • Conquered in the Name of Khaine: When the battle ends, you complete this grand strategy if there is a friendly AVATAR OF KHAINE or CAULDRON OF BLOOD wholly within enemy territory.
  • Bloodthirsty Zealots: When the battle ends, you complete this grand strategy if all friendly units either fought at least once during the battle or have been destroyed.
  • Naught But Destruction: If you pick this grand strategy, after deployment, pick 1 defensible terrain feature wholly within enemy territory.  If there are no defensible terrain features wholly within enemy territory, your opponent picks 1 defensible terrain feature anywhere on the battlefield.  When the battle ends, you complete this grand strategy if that terrain feature has been demolished. 
    • What if there is no defensible terrain on the battlefield?

Yes for the battle tactics.  The battletome includes DoK-specific battle tactics that receive extra victory points if they are achieved by particular units.  Even better, these are units that you are going to take anyway so I can see at least a couple of these being used in conjunction with the core battle tactics. 

  • Clash of Arms: You complete this tactic if 3 or more friendly units make a charge move this turn.  If 2 or more of those units are WITCH AELVES or SISTERS OF SLAUGHTER, score 1 additional victory point. 
    • Highly achievable
  • Cruel Delight: You complete this tactic if 2 or more friendly KHINERAI units move using their Fire and Flight ability or Fight and Flight ability this turn. 
  • Tide of Blades: You complete this tactic if there are 2 or more units from your starting army wholly within your opponent’s territory at the end of this turn.  If 2 or more of those units are WITCH AELVES, score 1 additional victory point.
    • Highly achievable 
  • Executioner’s Cult: You can pick this battle tactic only if there is a friendly HIGH GLADIATRIX on the battlefield.  You complete this tactic if an enemy HERO is slain by that unit’s Killing Stroke ability this turn. 
    • Very situational
  • Hatred of Chaos: You can pick this battle tactic only if you have a Hagg Nar or Khelt Nar army.  You complete this tactic if 2 or more CHAOS units are destroyed this turn. 
  • Unexpected Attack: You complete this tactic if a friendly KHAINITE SHADOWSTALKERS units uses its Shadow Leap ability and makes a charge move this turn. 
    • Don’t think I’d ever want to take the risk of failing the charge. 

Well, that’s about it for the initial review.  It will be interesting to see how the faction develops as players get games in on the tabletop.  Let me know anything interesting that I’ve missed or what you think are the cool ways to play the army. 

Idoneth Deepkin: First Thoughts

Hey all, today I have my first thoughts on the new Idoneth Deepkin battletome for Warhammer Age of Sigmar. Games Workshop kindly provided me a free review copy. Let’s get in to it!

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Idoneth Deepkin Summary

  • The tide mechanic has been retained and strengthened as there are now several ways to stack multiple tide effects in the same turn. 
    • Ionarch enclave allowing you to stack Flood and Ebb Tide with other tides.  So you could have retreat and charge and strikes first in turn 3 in order to gain the charge benefits (such as on the Akhelian King’s Bladed Polearm)
    • Akhelian King command ability allowing you to have High Tide, in addition to the normal turn tide effects, in turns other than turn 3.  So if you are in place for a turn 2/3 double then you can have High Tide in turns 2 and 3 to make sure you are always hitting first. 
  • Forgotten Nightmares fixed to deal with Sentinels and the option for a ritual to limit shooting in the first turn to no longer than 12”.
    • “Friendly IDONETH DEEPKIN units can only be picked as the target of a shooting attack if they are the closest eligible target to the attacking model”
  • Multiple build options – with mixed arms or Namarti builds much more viable than previously. Namarti certainly have legs with their 2” reach, low points cost and combat output, as well as the enclave support of Dhom-Hain or Mor’Phann.
  • Strong push away from Akhelian Guard builds. 
    • No more +3 to charge from Soulscryer, 
    • Ishlaen Guard up 40 points and can no longer receive bonuses to save
    • The Eels’ Fangs and Lashing Tails have been reduced in range and strength
    • the Aspect of the Sea, Volturnos and Akhelian King bubble abilities now are smaller and don’t work on missile attacks or on mounts
  • All the Isharann heroes have increased survivability with improved armour and ward saves.  A great change given you will want at least one Isharann hero to take advantage of the new Rituals to affect the tides. 
  • High movement (with cavalry and Flood and Ebb Tides), but less likely to use off board deployment now that the Soulscryer has lost the +3 to charge. This also means opponents have to worry less about combat punch appearing in their back field or on an exposed flank.
  • Strong damage output with decent rend, but limited mortal wound output or ways to combat very high save stacking or ward saves.  The Aspect of the Sea Tsunami of Terror spell helps with reducing saves. Combine that with an Akhelian King hitting on the charge at -3 rend and you will lift even the toughest save stacked 2+ armour save characters.

Idoneth Deepkin: Battle Traits

Tides of Death

  • The tides are unchanged.
  • Now any ISHARANN HERO general can flip the tides.

Isharann Rituals

  • You can access a ritual to influence the tides if you have any ISHARANN units in your army (Tidecaster, Lotann, Soulscryer, Soulrender, Elthain Ill-Fated).  Pick one of the following:
    • During Low Tide, friendly IDK units cannot be picked as the target of a shooting attack unless the attacking model is within 12” of that unit
    • +1 to run and charge rolls for friendly IDK units affected by Flood Tide
    • Friendly NAMARTI units have a 5+ ward during High Tide
    • Before a friendly IDK unit retreats during Ebb Tide, roll a dice for each enemy unit within 3” of that unit.  On a 4+, that enemy unit suffers D3 mortal wounds. 
  • Rituals are selected in the first battle round, after command points have been generated, but before the turn starts, so you can tailor the ritual to fit your opponent.
  • A Tidecaster will allow you to pick two, and Lotann would allow you to pick one and apply it to a nearby IDK unit (so you could gain some shooting protection for your Akhelian King for instance).  

Enclaves

  • Enclaves reduced down to one special rule each. 
  • Several viable options.  Each tends to lead you down a particular army build path.  
    • Ionarch – Akhelians
    • Fuethan – Allopexes
    • Dhom-Hain or Mor’Phann – 
    • Nautilar – Leviadons

Ionarch

  • Gives you a replacement heroic action for an IONARCH AKHELIAN HERO (Volturnos or an Akhelian King).  Pick 1 friendly IONARCH AKHELIAN unit wholly within 12” of that HERO.  Until the end of that turn, you can choose for that unit to be affected by either the Flood Tide or Ebb Tide ability in addition to any other abilities from the Tides of Death table they are affected by. 

Nautilar

  • Gives you a replacement monstrous rampace for a NAUTILAR LEVIADON.  Change the Rend characteristic of that LEVIADON’s Massive Scythed Fins and Crushing Jaws to -3 until the end of the next combat phase. So assuming full health then that is
    • Scythed Fins 2” 4, 2+, 3+, -3, 4 damage
    • Crushing Jaws 1” 2, 2+, 2+. -3, 3 damage
  • Leviadons can be Battleline (useful for sticking them in Hunters of the Heartlands too)

Mor’Phann

  • Add 3 to the number of slain models returned to MOR’PHANN NAMARTI units returned by a MOR’PHANN SOULRENDER. So you will be adding 3+D3 a turn, or 6+2D3 a battle round.  NB: the Soulrender Lurelight ability does not stack on the same unit, so if you have multiple Soulrenders you need to pick different units.   

Fuethan 

  • Allopexes can be Battleline. 
  • Allopexes can also be bought as three single units in a Bloodthirsty Shiver (similar to the Rot Coven in Nurgle)
  • At the start of the combat phase, you can pick 1 unit from each Bloodthirsty Shiver in your army.  Until the end of that phase, unmodified hits of 6 for that unit’s Ferocious Bites score 2 hits instead of 1.  If the attacking unit is within 3” of at least 1 other Allopex from the same Bloodthirsty Shiver then you score 3 hits. 

Dhom-Hain

  • Settle in – this one is long and complex. Basically, Namarti go choppy-choppy or redeploy en masse.
  • If you take the first turn in the current battle round, in your combat phase, after a friendly DHOM-HAIN NAMARTI unit has fought for the first time in that phase, if there are no enemy units within 3” of that DHOM-HAIN NAMARTI unit, you can attempt a charge with that unit if it is within 12” of any enemy units.  If that DHOM-HAIN NAMARTI unit finishes that charge move within ½” of an enemy unit, you can pick that unit to fight for a second time in that phase when it is your turn to do so. 
  • If you take the second turn in the current battle round, when a friendly DHOM-HAIN HERO issues the Redeploy command to a friendly DHOM-HAIN NAMARTI unit, you can pick up to 3 friendly DHOM-HAIN NAMARTI units to receive the command instead of only 1 friendly unit. 

Briomdar

  • A BRIOMDAR SOULSCRYRER can bring 3 friendly BRIOMDAR IDONETH DEEPKIN units with them rather than 2.

Command Traits

My picks of the command traits.

Traits of the Akhelians

  • Unstoppable Fury – While this general is affected by the High Tide ability, for each enemy unit within 3” of them during the combat phase, add 2 to the Attacks characteristic of their melee weapons until the end of that phase. 

Traits of the Isharann

  • Teachings of the Turscoll – flips the tides (no longer on the Tidecaster warscroll).

Traits of the Eidolons

  • Ancient Pride – unmodified hit rolls of 1 or 2 made by melee weapons targeting this general fail and the attack sequence ends. NB: unmodified means after rerolls so sadly you don’t get to turn off reroll 1s abilities
  • Nightmare Legacy – Aspects of the Storm get to use a monstrous rampage at the end of the charge phase despite not being a MONSTER
  • Endless Sea Storm – Aspects of the Sea can attempt to cast 1 extra spell if they successful cast a spell that is not unbound with an unmodified casting roll of 7+.

Artefacts of Power

Akhelian Artefacts

  • Potion of Hateful Energy – once per battle, start of your hero phase, drink the potion.  Until end of that turn, +1 to hit and wound rolls for the bearer, +1 to attacks for the bearer’s melee weapons and +1 to run and charge rolls for the bearer.  However, at the start of the next hero phase, the bearer suffers D3 mortal wounds and cannot pile-in until the end of that turn. 

Isharann Artefacts

  • Dritchleech – subtract 1 from casting rolls, unbinding rolls and dispelling rolls for enemy WIZARDS within 18” of the bearer.  Doesn’t work on IDONETH DEEPKIN. 
  • Rune of the Surging Gloomtide – once per battle, at the end of your first movement phase, you can summon a Gloomtide Shipwreck.  Set it up within 12” of the bearer and more than 3” from all models, objectives, other terrain features, endless spells and invocations. 

Eidolon Artefacts

  • Bio-shock Shell – once per battle, start of the combat phase, use the Shell.  Pick one enemy HERO within 9” of the bearer that is visible and roll 3D6.  If roll is greater than that enemy HERO’s Bravery characteristic, the strike-last effect applies to that enemy HERO until the end of that phase. NB: There is a 50% chance of getting an 11 or more on 3D6, 62.5% of a 10 or more, 74% of a 9 or more. 
  • Kraken Tooth – once per battle in your shooting phase, pick 1 enemy unit within 12” of the bearer that is visible and roll a dice.
    • 1: D3 mortal wounds to the bearer
    • 2-5: D3 mortal wounds to the target
    • 6: pick 1 model in the target unit.  If the model has a Wounds characteristic less than 10 it is slain.  If it is 10 or more, that model suffers 2D6 mortal wounds

Mount Traits

You can give a mount trait to 1 DEEPMARE and 1 LEVIADON in your army. 

  • Voidchill Darkness – DEEPMARE – -1 to hit for attacks made by enemy units within 3” of this unit
  • Ancient – LEVIADON – if the Rend characteristic of a weapon used for an attack that targets this unit is -1, change it to – for that attack. 
  • Denizen of the Darkest Depths – LEVIADON – -1 to wound rolls for melee weapons with a Damage characteristic of 1 that target this unit. 
  • Reverberating Carapace – LEVIADON – increase the Void Drum range from 12” to 15”

Lore of the Deeps

  • Steed of Tides (5) – range of 6”.  If cast, pick 1 friendly HERO that is not a MONSTER and that is within range and visible to the caster.  Remove that HERO from the battlefield and set it up again on the battlefield more than 9” from all enemy units.  A unit set up with this ability cannot move in the following movement phase. NB: this isn’t limited to IDONETH DEEPKIN HERO, so could be an allied hero. 
  • Counter-current (6) – pick 1 enemy unit within 18” and visible.  Until your next hero phase, halve run rolls and charge rolls for that unit. 

Grand Strategies and Battle Tactics

Gloomtide Shipwreck

  • Gloomtide Shipwrecks now give a 5+ ward to unmounted IDONETH DEEPKIN units while they are wholly within 6”.  If a unit that does not have the IDONETH DEEPKIN keyword is within 3” of the shipwreck then the ward save is turned off. 
  • Gloomtide Shipwrecks can be garrisoned.  If it is a small piece, then it can be garrisoned by up to 5 IDONETH DEEPKIN models with a Wounds characteristic of 5 or less that do not have mounts.  If it is a large piece, then by up to 10 IDONETH DEEPKIN models (with the same conditions). 

Allies

  • Expanded to include Cities of Sigmar, Daughters of Khaine, Lumineth Realm-Lords, Stormcast Eternals, Sylvaneth.  So if you are feeling the absence of mortal wounds, just ally in 2 Stormdrake Guard. 

Warscrolls

Aspect of the Storm

  • Drench with Hate – the  +1 to wound bubble has now been limited so that it only applies to melee attacks and does not work on mounts.
  • Gained the TOTEM keyword for an increased range for command abilities (but the Aspect of the Sea does not).  

Aspect of the Sea

  • Missile attack range reduced from 15” to 12”
  • Deep Sea Sceptre lost an attack and is now 4+ to wound instead of 3+
  • Dormant Energies – the D3 wounds of healing now happens when you successful cast spells, rather than when you choose not to unbind or dispel.  Good change
  • Tranquility of the Abyss – grants a Bravery characteristic of 10 for friendly IDK units wholly within 18” rather than giving +3 to Bravery
  • Tsunami of Terror spell now reduced the save of D3 enemy units within range by 1 against melee attacks until your next hero phase.  NB: the Core Rules FAQ says you can select the same unit multiple times unless specified otherwise, so you could have up to -3 to save rolls on an enemy unit. However, there are no innate bonuses to cast so you are relying on Arcane terrain and the inbuilt re-roll to casting rolls to hit that 7 to cast.
  • Take an Arcane Tome for 3 spells rerolling and using the heal and debuff spells to support the rest of your army. 

Volturnos

  • Now Bravery 10 (as he should be) rather than 8
  • Astra Solus reduced from 5 attacks to 4 attacks, but is now -2 rend and a straight 3 damage (rather than -1 and D3)
  • Fangs and Talons now do D3 damage instead of just 1
  • Treated as a general, even if not picked as the general. 
  • The magic shield works against endless spells as well as against spells now. 
  • First Among Akhelians has changed from re-roll 1s for Akhelians wholly within 18” to +1 to hit for melee weapons by friendly Akhelian units (excluding mounts) wholly within 12”
  • The Supreme Lord of the Tides bubble has also dropped from wholly within 18” to wholly within 12”.

Akhelian King

  • A combat monster – can be made very killy with 10 attacks, 2s, 2s, rend 3, damage 3
  • Bladed Polearm now increased to 2+ to wound (from 3+) and a straight 2 damage, instead of D3 damage.  It also now has -3 Rend on the charge (as well as being 3 damage)
  • Greatsword up to 5 attacks and a flat 2 damage instead of D3
  • Falchion improved to 3+ to wound, from 4+
  • The Fang and Talons attacks have also improved from 1 damage to D3
  • The Akhelian Paragon bubble has also been reduced from 12” to 9” and only works on melee attacks and doesn’t cover mounts any more
  • Lord of Tides ability is now much better – once per battle, at the end of your charge phase, you can pick up to D3 different friendly IDK units wholly within 12” and until the end of that turn, the units picked are affected by High Tide as well as the other tide effects. 
  • Also increased to 10 Bravery

Isharann Tidecaster

  • Save increased from 6+ to 4+ and gained a 5+ ward (but no longer ignores the first wound allocated).
  • Bravery improved from 7 to 8. 
  • Now has two combat profiles
    • Staff – 1” 2, 4+, 3+, -1, 2
    • Bite – 1” 2, 3+, 4+, – , 1
  • No longer flips the tide, but allows you to select two Rituals instead of 1
  • Riptide spell has been changed so that the D3 mortal wounds happen immediately rather than at the next hero phase. 

Lotann Warden of the Soul Ledgers

  • Also now 4+ armour save, with a 5+ ward and 8 bravery
  • Catalogue of Souls has now been changed to +1 to wound for melee attacks by friendly IDK units wholly within 12”
  • New Fount of Willpower ability – once per battle, at the start of your hero phase, you can pick 1 Ritual and 1 friendly IDK unit wholly within 12” of this unit.  Until your next hero phase, the unit you picked is affected by that ritual in addition to any others it is affected by. 
    Whisper it, is Lotann actually an option now?

Isharann Soulscryer

  • Also now a 4+ armour save, 5+ ward save and 8 bravery
  • The missile attack is shorter range but deadlier – 12”, 8, 2+, 4+, -1, 1
  • Finger claw wounds on a 3+
  • Soulscryer has lost +3 to charge but kept the Finder of Ways. That change alone is now likely to see the Soulscryer not used. 

Isharann Soulrender

  • The Soulrender has gained a 5+ ward saver
  • The Talunhook has now doubled from 2 to 4 attacks and the Serrated Bill has changed from D3 to 3 attacks. 
  • The Lurelight bubble has grown from wholly within 12” to wholly within 18” and the bonus for slaying enemy models with your Talunhook has changed.  It is no longer +1 to the D3, but instead you can swap to a straight return of 3 slain models.  The proviso has been added that the Lurelight ability cannot be used more than once per turn on the same unit. 
  • The Hangman’s Knot ability has changed to once per battle, at the end of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a mount and is within 3” of this unit.  Roll 2D6, if the result is greater than the enemy model’s Wound characteristic, it is slain. 

Elthain’s Soulraid

  • Slightly improved combat profile and has gained the 5+ ward save common to Isharann heroes
  • Soulnet has changed to be the same as the Hangman’s Knot ability for the Soulrender
  • Lurelight has also been changed to match the new Soulrender ability. 
  • So if you want a Soulrender with the added bonus of ablative wounds from the Soulraid then here is your option.  Paying 60 points more for 4 extra wounds (one of which has a 6+ ward save) and a bit of extra damage. 

Akhelian Ishlaen Guard

  • You now ignore modifiers (both positive and negative) for save rolls that target this unit.  The Save still increases to 3+ on the charge. 
  • The Helsabre is now -1 rend instead of –
  • Fangs and Lashing Tails have been combined into a shorter range profile – 1” 3, 3+, 3+, -1, D3
  • Musician and Standard Bearer have both been changed to +1 rather than a re-roll 
  • Up to 7 Bravery (instead of 6)

Akhelian Morrsarr Guard

  • Biovoltaic Blast now happens after you make a charge move, rather than at the start of the combat phase.  Mortal wounds happen on a 4+, rather than 3+ (but you do add 1 to the roll if the number of models in the enemy unit is greater than the number of models in the Morrsarr Guard unit, so more chance of hitting the D3 mortals on a 5/6). 
  • Voltspear is now only 1” reach instead of 2”
  • Fangs and Lashing Tails have been combined into a shorter range profile – 1” 3, 3+, 3+, -1, D3
  • Musician and Standard Bearer have both been changed to +1 rather than a re-roll 
  • Up to 7 Bravery (instead of 6)

Akhelian Allopexes

  • Allopexes are back down to 8 wounds (presumably to benefit from the Leviadon aura) after their brief sojourn up to 10 wounds with Fury of the Deep. 
  • The Barbed Hooks and Blades have gone up to -1 Rend from -. 
  • NB: the Akhelian King and Volturnos’ bubble will work on the Barbed Hooks and Blades, but not the Allopexes’ Ferocious Bite. 

Akhelian Leviadon

  • A chunky increase to 500 points
  • The Harpoon Launchers are now D3 damage instead of 1 damage
  • Crushing Charge – has been changed to be an amended Stomp monstrous rampage.  If you Stomp against an enemy unit with a Wounds characteristic of 1 then the enemy unit suffers D6 mortal wounds on a 2+ instead of D3

Akhelian Thrallmaster

  • No change from Fury of the Deep

Namarti Thralls

  • No change from Fury of the Deep

Namarti Reavers

  • No change from Fury of the Deep

Points

UnitOldNewChange
Namarti Reavers1701700
Namarti Thralls1301300
Leviadon380500120
Aspect of the Sea3253250
Aspect of the Storm33035525
Volturnos26029030
Elthain’s Soulraid14521065
Akhelian King23025020
Thrallmaster1101100
Tidecaster10515045
Soulscryer14015010
Soulrender9012030
Lotann7511540
Allopex1651650
Bloodthirsty ShiverN/A495N/A
Morrsarr Guard1951950
Ishlaen Guard15519540

WitneyWarhammerOne: Secrets of Dinorwig

A new narrative 2-day event will take place in Witney, England UK, on the 17th-18th July 2021 (after some COVID-related postponement)!

Players’ armies will be fighting over the Brimstein Heartlands in Aqshy, the place where the Stormcast Eternals dealt the first blow against the forces of Chaos at the very beginning of the Age of Sigmar… and investigate what secrets lie in the ruins of Dinorwig, rumoured to contain a Stormvault.

Plots are forming and players are taking sides in the conflict!

We chatted with the NEOs behind the event, Phil Dodd @Phil_Kazic and Charles Nolan @CharlesKhorne, on what players can expect and what interesting Narrative Play tricks they will be using.


Q: Please summarize the event for us, and what players can expect.

A: The event will be a two day, six game event held in Witney, Oxfordshire in the UK. The games will be of different point vales ranging from 750 as the smallest to a full 2,000 pointer to finish off the weekend; there is an opportunity for a grudge match on Saturday if players feel so inclined.

There is more to the Secrets of Dinorwig event than winning six games. The players will start the event split into two teams, the Liberators (who are the combined forces of Order and Death) and the Resistance (who are Chaos and Destruction,).

The teams are aligned this way at the beginning of the event, but perhaps new factions will develop during the weekend, or players will try to solve the secret on their own.


Q: What Narrative innovations and rules will you be deploying in this event? We have heard rumours that players will have to discover clues throughout the event.

A: We have taken elements from some of our favourite narrative events and then added a few twists of our own. The biggest twist is that to win the players need to discover the Secret of Dinorwig. To do this they must answer three questions, what is it, where is it and how does it work.

The first two questions can be answered as players/teams solve clues, riddles and puzzles that they uncover during their games or earn over the weekend.

The answer to the last question, how does it work can only be solved by the collection of Knowledge Points (KP). The team/players with the greatest KP at the end of the sixth game will get the first shot at answering the other questions. If they are incorrect then the next team will have a chance to answer. The first to get it right will have uncovered the Secret of Dinorwig and secured the power that it holds.

When players gain clues, KP or items over the weekend they can choose to share them with their commander and team during the Command Phases between rounds. Perhaps they will choose to keep the information entirely for themselves, this risks alienating their allies and reduces the chance they will be trusted with other key information that could unravel the secret and alone they may not secure sufficient KP to get a shot at solving the puzzle.

Players may also get support from the shadowy figure seen in the general’s invitation video during the weekend.


Q: You have created an awesome detailed map for the event: will players be able to play on thematic tables representing each location?

A: I’m glad you like the map, we have put a lot of effort into the table design and each of the locations named in red on the region map will be fully recreated on the table top. We have also written table rules for each location trying to represent the character of these places within Aqshy. These add a unique flavour to each game without making the rules to complicated.

Within each location there will be ways to gain KP. This gives players the chance to gain something from every game even if they can’t complete their main objective. You don’t need to win every game to succeed or make a valuable contribution to your faction.

To try to add to the immersion of the event we have written a brief history of each area that players will find themselves fighting over. We hope that players will remember these stories from our twitter account when they come to the event and give them a personal attachment to the region.

If this event is successful we plan further events based in and around this region of Aqshy and will expand the map and corresponding tables accordingly.


Q: You are part of the Narrative Play scene in England, and the storyline of this event involves characters developed during previous Narrative Events, isn’t that right? Tell us more about that.

A: The plan was that the sides would each be led by a commander who would be a player as well as a character. We put the call out to our attendees and fortunately we had two great characters volunteer to lead the charge. This gave us a great opportunity to develop the events story organically.

The main protagonists in this narrative are Lord Dracothfoote (Steve Foote @tinracersteve) and Olrog (Ollie Grimwood @gr1mmas) who were working together at Realms at War 2019.

Lord Jarek Dracothfoote & Olrog of Da Faifful

The promise of power hidden in Dinorwig has driven a wedge between Dracothfoote’s winning coalition. The secret and the promise of a good scrap has encouraged Olrog to find new allies amongst the Chaos forces who hold Fort Ignis. They have both rallied their banners and recruited the other players coming for the weekend to one of their sides.


Q: The background details for Secrets of Dinorwig are quite involved and really well done. We have been following them on social media for a number of months, and seen players pitch in with their own backstories and rivalries… as well as the character of mayor Ulf Cywin being drawn into the political developments 😉 . What is this drama, mystery and comedy all about?

A: The story has been bubbling under the surface for a little while. For Christmas 2017 I wrote a narrative campaign for Charles, set around Fort Ignis where his character, Chartrek Beasttamer had to defeat the Stormcast Eternals around Fort Ignis and recover an Axe for Khorgos Khull.

Having created this region we decided to invite a couple of friends to join us and the following year, Charles wrote a campaign where the Stormcast Eternals assisted by the Seraphon (Steve Foote) tried to take back Fort Ignis being held by Chartrek, supported by the Iron Golem Ogres of Ben Foote. Unfortunately we failed and Chartrek opened a portal to the realm of Chaos and passed through it. We then decided to build on this and invite more people to play in our sand box and the idea of an event was born.

The story has developed as a way to let the players know how this situation has occurred and to fill in the history of the area, to help them immerse themselves in the game and the event. The feedback has been terrific and the development of player’s backstories is great to see.

One of the latest player stories is a collaboration written by Daniel Summerbell @HobbySummerbell (of Erynost fame) featuring the forces of “Jimbo” Warth @jimbo9jimbo (of the RAW NEOs and the ‘Mitzy & Jimbo Show’ fame)!

Phil created Mayor Ulf Cywin largely as an opportunity for a bit of fun and to promote the only part of our map that is still civilised and not ravaged by Chaos. He is a key player on this regional level but is much more interested in protecting Vorsprangs Bridge (and himself) than the unfounded rumours circulating about Dinorwig.

You can follow Mayor Cywin’s official communications @PhilDodd12.


Q: What would you like to say to players out there to motivate them to come to WWOne, or join you in future UK Narrative Events?

A: WWOne is all sold out but keep an eye on your reserve emails because we have created a few new tables to accommodate additional players. For everyone else check out our Twitter account where we have posted all the lore and videos. If you like what you see join in with us @WarhammerWitney, give us a follow and stay up to date with all the fun. We will be posting updates during the event and some follow up afterwards as well.

We’d love to see your stories and how your armies are manoeuvering around our region of Aqshy so feel free to share it with us in the run up to the event.


This sounds like an awesome addition to the UK narrative scene!

Thank you, Charles & Phil!

You can also hear their interview by the EATBATS of Sigmar gaming club’s podcast!

Any interested players out there, sign up for that waitlist because you might still get a spot and play with a great crowd of narrative players!

Sign up and/or download the WWOne: Secrets of Dinorwig rules pack at TGA (requires login).

This article is brought to you by the Narrative Event Organizer Network.

Gloomspite Gitz vs Sons of Behemat Battle Report

The experienced team at Just Play Games in the UK have started streaming weekly Warhammer Age of Sigmar battle reports on their YouTube channel. The team are streaming every Thursday at 7pm GMT. I’ll be loading each of the battle reports here along with the lists used in the games.

In this report, Ritchie McCalley (Team England member, host of the JustSaying podcast) is taking on James Tinsdale (official playtester and Team England member). Tom Lees acts as master of ceremonies.


Gloomspite Gitz vs Sons of Behemat – army lists

Allegiance: Gloomspite Gitz

Leaders
Loonboss (70)
 General
 Command Trait: Dead Shouty
Fungoid Cave-Shaman (90)
 Lore of the Moonclans: The Hand of Gork
Fungoid Cave-Shaman (90)
 Lore of the Moonclans: The Great Green Spite
Madcap Shaman (80)
 Artefact: Moonface Mommet
 Lore of the Moonclans: Itchy Nuisance
Webspinner Shaman on Arachnarok Spider (280)
 Lore of the Spiderfangs: Sneaky Distraction
Webspinner Shaman (80)
 Lore of the Spiderfangs: Sneaky Distraction

Battleline
20 x Shootas (120)
 3x Barbed Nets
20 x Shootas (120)
 3x Barbed Nets
 1x Moonclan Flag Bearers
60 x Stabbas (360)
 Stabbas & Moon Shields
 9x Barbed Nets
 1x Moonclan Flag Bearers
 1x Badmoon Icon Bearers
60 x Stabbas (360)
 Pokin Spears & Moon Shields
 9x Barbed Nets
 1x Moonclan Flag Bearers
 1x Badmoon Icon Bearers

Units
5 x Sporesplatta Fanatics (120)
6 x Sneaky Snufflers (70)

Endless Spells / Terrain / CPs
Scuttletide (30)
Geminids of Uhl-Gysh (60)
Malevolent Moon (40)

Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 212


Allegiance: Sons of Behemat
– Tribe: Breaker Tribe (Fierce Loathing: Idiots with Flags)
Mortal Realm: Aqshy

Leaders
Gatebreaker Mega-Gargant (490)
 General
 Command Trait: Louder than Words
Gatebreaker Mega-Gargant (490)
 Artefact: Incandescent Rageblade

Battleline
3 x Mancrusher Gargants (480)
1 x Mancrusher Gargants (180)
1 x Mancrusher Gargants (180)
1 x Mancrusher Gargants (180)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 142


Get in touch!

If you like the reports, and analysis, get in touch with the team via their YouTube channel or on Twitter or on Facebook. Let them know what armies you would like to see on the channel!

Idoneth Deepkin vs Maggotkin of Nurgle Battle Report

The experienced team at Just Play Games in the UK have started streaming weekly Warhammer Age of Sigmar battle reports on their YouTube channel. The team are streaming every Thursday at 7pm GMT. I’ll be loading each of the battle reports here along with the lists used in the games.

In this report, Ritchie McCalley (Team England member, host of the JustSaying podcast) is taking on James Tinsdale (official playtester and Team England member). Tom Lees acts as master of ceremonies.


Idoneth Deepkin vs Maggotkin of Nurgle – army lists

Allegiance: Idoneth Deepkin
– Enclave: Dhom-Hain
Mortal Realm: Ulgu

Leaders
Akhelian King (230)
 General
 Bladed Polearm
 Command Trait: Born From Agony
 Mount Trait: Voidchill Darkness
Isharann Soulscryer (130)
 Artefact: Cloud of Midnight

Battleline
6 x Akhelian Morrsarr Guard (340)
3 x Akhelian Morrsarr Guard (170)
3 x Akhelian Morrsarr Guard (170)
3 x Akhelian Morrsarr Guard (170)
20 x Namarti Thralls (240)

Units
1 x Akhelian Allopexes (110)
 Retarius Net Launcher

Behemoths
Akhelian Leviadon (340)
 Mount Trait: Ancient

Battalions
Akhelian Corps (100)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 116


Allegiance: Nurgle
– Host of Chaos: Munificent Wanderers
Mortal Realm: Ghyran

Leaders
Great Unclean One (320)
 General
 Plague Flail & Doomsday Bell
 Command Trait: One Last Gift
 Artefact: Mucktalon
 Lore of Virulence: Favoured Poxes
Rotigus (320)
 Lore of Virulence: Glorious Afflictions
Lord of Blights (140)
Sloppity Bilepiper Herald of Nurgle (150)
Spoilpox Scrivener Herald of Nurgle (140)

Battleline
30 x Plaguebearers (300)
30 x Plaguebearers (300)
10 x Putrid Blightkings (280)

Endless Spells / Terrain / CPs
Extra Command Point (50)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 149



Get in touch!

If you like the reports, and analysis, get in touch with the team via their YouTube channel or on Twitter or on Facebook. Let them know what armies you would like to see on the channel!

Ironjawz vs Disciples of Tzeentch Battle Report

The experienced team at Just Play Games in the UK have started streaming weekly Warhammer Age of Sigmar battle reports on their YouTube channel. The team are streaming every Thursday at 7pm GMT. I’ll be loading each of the battle reports here along with the lists used in the games.

In this report, Ritchie McCalley (Team England member, host of the JustSaying podcast) is taking on James Tinsdale (official playtester and Team England member). Tom Lees acts as master of ceremonies.


Ironjawz vs Disciple of Tzeentch – army lists

Allegiance: Ironjawz
– Warclan: Ironsunz

Leaders
Megaboss on Maw-Krusha (460)
 General
 Boss Gore-hacka and Choppa
 Command Trait: Right Fist of Dakkbad
 Artefact: Sunzblessed Armour
 Mount Trait: Weird ‘Un
Orruk Warchanter (110)
 Warbeat: Get ‘Em Beat
Orruk Warchanter (110)
 Warbeat: Killa Beat
Orruk Weirdnob Shaman (120)
 Artefact: Shamanic Skullcape
 Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
15 x Orruk Ardboys (300)
 1x Gorkamorka Banner Bearers
 1x Gorkamorka Glyph Bearers
15 x Orruk Ardboys (300)
 1x Gorkamorka Banner Bearers
 1x Gorkamorka Glyph Bearers
6 x Orruk Gore-gruntas (320)
 Pig-iron Choppas

Units
5 x Orruk Ardboys (100)
 1x Gorkamorka Banner Bearers

Battalions
Ironfist (160)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 133


Allegiance: Tzeentch
– Change Coven: Eternal Conflaguration
Mortal Realm: Chamon

Leaders
Lord of Change (380)
 General
 Command Trait: Coruscating Flames
 Artefact: Shroud of Warpflame
 Lore of Change: Fold Reality
Fateskimmer, Herald of Tzeentch on Burning Chariot (140)
 Artefact: Aura of Mutability
 Lore of Change: Bolt of Tzeentch

Battleline
10 x Pink Horrors of Tzeentch (220)
10 x Pink Horrors of Tzeentch (220)
10 x Pink Horrors of Tzeentch (220)
6 x Flamers of Tzeentch (280)
3 x Flamers of Tzeentch (140)

Units
1 x Exalted Flamers of Tzeentch (100)
10 x Brimstone Horrors of Tzeentch (60)

Battalions
Changehost (180)

Endless Spells / Terrain / CPs
Extra Command Point (50)

Total: 1990 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 84


Get in touch!

If you like the reports, and analysis, get in touch with the team via their YouTube channel or on Twitter or on Facebook. Let them know what armies you would like to see on the channel!

Victoria GT Preview

Hey all, today we have a preview of this weekend’s Victoria GT, held in Bendigo, Victoria, Australia. The event is shaping up to be the largest in-person event for Warhammer Age of Sigmar since the Sheffield Slaughter in February 2020.

Check out the excellent Plastic Craic blog for Pete’s preview, with guest commentary from players around the world.


Victoria GT pack

The Victoria GT is a 5 round, 2000 point, GHB20 event. The key points of the event pack are:

  • Battleplans
    • Shifting Objectives
      • 24” deploy – 3 obj – Battleline bonus VP
    • Forcing the Hand
      • 24” deploy – 6 obj – primary objective bonus
    • Knife to the Heart
      • 18″ deploy – 2 obj – instant win condition
    • Total Conquest
      • 18” deploy – 4 obj – Leader bonus VP, retake control bonus VP
    • Battle for the Pass
      • short edge deployment
  • Auxiliary Objectives not being used – so no minor victories or losses
  • Realms
    • Before each game players at each table roll off to see which realm the battle is fought in. Whoever wins the roll off can either fight in the selected realm on their army list, no realm at all, or choose table sides.
  • Scoring
    • Major Victory (10TP)
    • Draw (5TP)
    • Major Loss (0TP)
    • There are no minor wins or losses
  • The new Daughters of Khaine and Hedonites of Slaanesh books are NOT in play.

Victorian GT 2021 Lists!

Check out all the lists for Victoria GT 2021 and you can follow along with results over on Tabletop.TO.


Victoria GT 2021 Alliance and faction breakdown

As with many events, Grand Alliance Order is the most popular Grand Alliance.

  • Order – 32 lists (46%)
  • Death – 15 lists (21%)
  • Chaos – 12 lists (17%)
  • Destruction – 11 lists (16%)

Out of 70 players attending, there are 24 unique factions.

Ossiarch Bonereapers69%
Lumineth Realmlords69%
Idoneth Deepkin69%
Seraphon57%
Kharadron Overlords46%
Fyreslayers46%
Disciples of Tzeentch46%
Nighthaunt34%
Daughters of Khaine34%
Ogor Mawtribes34%
Blades of Khorne34%
Gloomspite Gitz34%
Flesh Eater Courts34%
Stormcast Eternals23%
Big Waaagh!23%
Sons of Behemat23%
Cities of Sigmar23%
Beasts of Chaos23%
Legions of Nagash23%
Slaves to Darkness11%
Skaventide11%
Ironjawz11%
Hedonites of Slaanesh11%
Legion of Grief11%
Total70

Wounds breakdown

WoundsAveMinMaxMed
Chaos11877168111
Death12599191117
Destruction13885205141
Order11684162113
All Armies12277205116

Drops breakdown

DropsAveMinMaxMed
Chaos5.41104.5
Death7.74197
Destruction5.43115
Order7.52158.5
All Armies6.91196
DropsPlayersCum.% same/low% higher
1223%97%
25710%90%
341116%84%
4132434%66%
573144%56%
653651%49%
744057%43%
844463%37%
985274%26%
1086086%14%
1146491%9%
1226694%6%
1326897%3%
1406897%3%
1516999%1%
1606999%1%
1706999%1%
1806999%1%
19170100%0%
20070100%0%

Here is what you can expect at each of the drop levels:

  • 1 drops – Bloodmarked Warband; Changehost
  • 2 drops – Phantasmagoria of Fate; Desolating Beastherd; Vyperic Guard; Auralan Legion; Iron Sky Command & Grundstok Escort Wing
  • 3 drops – Eurlbad; Torrbad; 2xAuralan Legion lists
  • 4 drops – 3 x Akhelian Corps; Iron Sky Command; Auralan legion; Royal Mordants; Mortek Shield-corps; Eurlbad; Supreme Sybarites; Pleasurebound Warband and more.

Triumph / Points Analysis

You are looking in a good spot for a triumph at 1970 or 1980.

PointsLists
200030
199022
19808
19704
19604
19502
Total43

I’ll be covering the event over the weekend on Twitter, and have a full review after the weekend. 

SAGT 2021 Lists & Preview!

Hey all, today we have a preview of the South Australian Grand Tournament 2021 (SAGT). SAGT 2021 is coming next weekend, 13/14 March, in Adelaide Australia. It is South Australia’s premier Warhammer Age of Sigmar tournament. You can also look back at my coverage from the SAGT 2020.

The SAGT is put on by Michael from Doom & Darkness and Mathew “The Wildform” Weiss. Michael is the pretty face while Mathew does the work and gets the important things done.

All proceeds from the Doom & Darkness YouTube channel go to charity so be sure to hit the like button, leave a comment and be sure to subscribe as all of these interactions help promote the video and in turn raise funds for Dementia research.


SAGT 2021 pack

The SAGT is a 5 round, 2000 point, GHB20 event. The key points of the event pack are:

  • Battleplans
    • Total Conquest
      • 18” deploy – 4 obj – Leader bonus VP, retake control bonus VP
    • Shifting Objectives
      • 24” deploy – 3 obj – Battleline bonus VP
    • Forcing the Hand
      • 24” deploy – 6 obj – primary objective bonus
    • The Blades Edge
      • 24” deploy – 6 obj – removal of objectives
    • Focal Points
      • 18” deploy – 5 obj – MONSTER/Behemoth bonus VP
  • Auxiliary Objectives not being used – so no minor victories or losses
  • Realms
    • No realmsphere magic, realmscape features or realm commands
    • Yes realm artefacts
    • Rounds not played in a named realm
  • Scoring
    • Major Victory (200)
    • Draw (100)
    • Major Loss (10)
    • +VPs in game
  • The new Daughters of Khaine and Hedonites of Slaanesh books are in play.

SAGT 2021 Lists!

Check out all the lists for SAGT 2021.


SAGT 2021 Alliance and faction breakdown

As with many events, Grand Alliance Order is the most popular Grand Alliance.

  • Order – 19 lists (44%)
  • Chaos – 9 lists (21%)
  • Destruction – 9 lists (21%)
  • Death – 6 lists (14%)

Out of 43 players attending, there are 21 unique factions.

  • Slaves to Darkness – 4 lists (9%)
  • Ossiarch Bonereapers – 4 lists (9%)
  • Daughters of Khaine – 4 lists (9%)
  • Ogor Mawtribes – 3 lists (7%)
  • Lumineth Realmlords – 3 lists (7%)
  • Stormcast Eternals – 3 lists (7%)
  • Skaventide – 2 lists (5%)
  • Big Waaagh! – 2 lists (5%)
  • Ironjawz – 2 lists (5%)
  • Sons of Behemat – 2 lists (5%)
  • Cities of Sigmar – 2 lists (5%)
  • Kharadron Overlords – 2 lists (5%)
  • Seraphon – 2 lists (5%)
  • Beasts of Chaos – 1 list (2%)
  • Blades of Khorne – 1 list (2%)
  • Maggotkin of Nurgle – 1 list (2%)
  • Death – 1 list (2%)
  • Legions of Nagash – 1 list (2%)
  • Fyreslayers – 1 list (2%)
  • Idoneth Deepkin – 1 list (2%)
  • Sylvaneth – 1 list (2%)

Surprisingly, there are no Disciples of Tzeentch, Flesh Eater Courts, Hedonites of Slaanesh or Gloomspite Gitz and some popular GHB20 armies are in lower numbers than usual (Fyreslayers, Idoneth Deepkin etc).


Wounds breakdown

WoundsAveMinMaxMed
Chaos14094210131
Death127109156126
Destruction133106153141
Order12375205119
All Armies12975210126

Drops breakdown

DropsAveMinMaxMed
Chaos4.9195
Death8.05108
Destruction4.8195
Order7.63128
All Armies6.51127
DropsListsCumulative% same/low% higher
1337%93%
2149%91%
34819%81%
441228%72%
561842%58%
632149%51%
722353%47%
893274%26%
933581%19%
1043991%9%
1124195%5%
12243100%0%

Here is what you can expect at each of the drop levels:

  • 1 drops – Desolating Brayherd; Knights of the Empty Throne Plaguetouched Warband; Jorlbad
  • 2 drops – Eurlbad
  • 3 drops – Fleshmeld Menagerie; Vyperic Guard; Ymetrica; Sylvaneth
  • 4 drops – Blight Cyst; 2 x Sons Triple Mega-Gargants; Iron Sky Command

Triumph / Points Analysis

You are looking in a good spot for a triumph at 1970 or 1980.

PointsLists
200022
199012
19806
19701
19601
19500
19401
Total43

I’ll be covering the event over the weekend on Twitter, and have a full review after the weekend. 

Team Wars 2020 Preview

Down here in New Zealand we are getting super excited for Team Wars 2020, a four person Age of Sigmar team event coming up on 15 and 16 August. Today we cover the event’s pack and all the lists of the event.


Team Wars 2020 Pack

The key elements of the pack are:

  • five rounds
  • 2,000 points per army
  • battleplans from General’s Handbook 2019 (2 battleplans per round)
  • points and FAQs from General’s Handbook 2020
  • Malign Sorcery artifacts are in
  • GHB2020 realm rules are out
  • No team can double-up on allegiances, with exceptions made for the sub-allegiances in Legions of Nagash and Cities of Sigmar.
  • Each team cannot double-up warscrolls across lists.

Read the full pack for more details.

Scoring

  • Major Win – 16
  • Minor Win – 12
  • Draw – 8
  • Minor Loss – 4
  • Major Loss – 0
  • Complete Secondary – 1
  • Deny Opponent’s Secondary – 1
  • Destroyed 1000pts of Opponent’s Army – 1
  • Preserved 1000pts of your army – 1

Each round the total team score is capped at 65 points. The first tie-breaker will be uncapped team score.

Scenarios

  • Round 1
    • Battle for the Pass (2019)
    • Border War (Core)
  • Round 2
    • Take and Hold (Core)
    • Places of Arcane Power (2019)
  • Round 3
    • Knife to the Heart (2019)
    • Blood and Glory (Core)
  • Round 4
    • Scorched Earth (2019)
    • Escalation (Core)
  • Round 5
    • Starstrike (2019)
    • Relocation Orb (2019)

Match-up Process


Team Wars 2020 Lists

And here are all the lists for Team Wars 2020.

Team Nice and Reasonable

  • Ogor Mawtribes
  • Seraphon
  • Gloomspite Gitz
  • Tzeentch

The Hutt Indomitable Competitive Crew

  • Soulblight
  • Ironjawz
  • Slaves to Darkness
  • Gloomspite Gitz

Dazed and Confused

  • Tzeentch
  • Ogor Mawtribes
  • Fyreslayers
  • Nighthaunt

Stream Wargaming

  • Fyreslayers
  • Skaventide
  • Flesh Eater Courts
  • Grand Host of Nagash

Cold Warhammer

  • Ossiarch Bonereapers
  • Flesh Eater Courts
  • Tzeentch
  • Idoneth Deepkin

Sigmar’s Misfits

  • Stormcast Eternals
  • The Living City
  • Nurgle
  • Hallowheart

Grand Host of the Garage

  • Nighthaunt
  • Legion of Blood
  • Ossiarch Bonereapers
  • Grand Host of Nagash

Drinking Culture

  • Stormcast Eternals
  • Kharadron Overlords
  • Ossiarch Bonereapers
  • Tzeentch

Mostly Harmless

  • Anvilgard
  • Ogor Mawtribes
  • Nurgle
  • Seraphon

Auckland Model Citizens

  • Legion of Grief
  • Skaventide
  • Flesh Eater Courts
  • Ossiarch Bonereapers

ACE

  • Big Waaagh!
  • Idoneth Deepkin
  • Tzeentch
  • Stormcast Eternals

Tronhammer+

  • Tzeentch
  • Ossiarch Bonereapers
  • Idoneth Deepkin
  • Nurgle

Cinderfall District GT Preview

Good morning all, we are now back with our first post-COVID-19 event preview: the Cinderfall District GT on 1/2 August 2020. The event is a classic 5 games, 2000 points, individual matched play tournament held in Adelaide, South Australia and hosted by Luke Stone of Cinderfall Gaming. South Australia has a great scene (as you’d see from the annual South Australia GT).

Cinderfall District GT Pack

Here are the key pack details:

  • All games set in Aqshy, the Realm of Fire using all realm rules;
  • Mysterious Terrain is pre-set for the event;
  • General’s Handbook 2020 matched play rules in play;
  • No legacy warscrolls;
  • Battleplans:
    • Total Conquest
    • Scorched Earth
    • Focal Points
    • Forcing the Hand
    • The Blades Edge

You can read the full pack for more details.

Scoring

The scoring system is trying something different, by adding Victory Points Scored to points for a result:

  • Your army list submitted late or incorrectly: -5 points
  • Major Victory: 100 points
  • Minor Victory: 80 points
  • Draw: 50 points
  • Minor Loss: 30 points
  • Major Loss: 10 points

The total amount of victory points scored at the end of the game will be added to your overall tournament point score. Games that do not finish a full five rounds will not be allowed to calculate an estimated amount of victory points, only victory points scored when dice down is called will be added to the total score. All Games are expected to try to be played until the end of turn 5 so that an accurate score can be calculated. For example: If you won a major victory and scored 18 Victory points in the game, you would get 118 Tournament Points.

Cinderfall District GT Lists

There are 20 people coming to the Cinderfall District GT this year. Unfortunately, South Australia closed its borders with NSW and Victoria in the last few weeks being the 20 players travelling from other states could no longer attend. But the South Australian crew are well represented.

Here is the faction breakdown:

  • 3 Gloomspite Gitz (up the gitz!)
  • 2 Blades of Khorne
  • 2 Stormcast Eternals
  • 1 Big Waaagh!
  • 1 Daughters of Khaine
  • 1 Flesh Eater Courts
  • 1 Fyreslayers
  • 1 Hedonites of Slaanesh
  • 1 Kharadron Overlords (Khron, Khron, Khron!)
  • 1 Nighthaunt
  • 1 Ogor Mawtribes
  • 1 Ossiarch Bonereapers
  • 1 Skaven
  • 1 Slaves to Darkness
  • 1 Sylvaneth

You can read all the lists here.

My personal favourites from the lists are:

  • Alex Khron (CanKhron) taking his Barak Zilfin Kharadron Overlords for another spin. This list is a further evolution of his list from pre-lockdown events.
  • Jason Dowley running the 2,000 point version of Shootcast Stormcast Eternals and taking advantage of the points reductions. This build works very well at 2.500 points so it will be interesting to see if it has enough at 2,000.
  • Kris Becker running the Squigalanche – purely because SQUIGS!
  • Kyle Tregloan because he is taking 3 massive spiders, 20 baby spiders and the Troggoth Hag!
  • Luke Doman running an All Stars style Slaanesh build with Chaos Marauders. I can see this list either smashing or flopping depending on the match-up.
  • Doom and Darkness himself running a Junkmob Boulderhead with 2 Scraplaunchers! I remember someone trying to tell me that Scraplaunchers were great in 8th ed and didn’t believe them. Maybe their time is now?
  • Finally, Wayne Buck for running a Skaven list that in some games will go absolutely bonkers! 2 Warp Lightning Cannons, 3 Doomwheels, 40 Acolytes and a whole load of more-more-more Warp Power!

So those are some of my favourite lists. I’ll be back with a wrap up and results from the event.