Hi all, you may have seen that my Las Vegas Open coverage this year was greatly helped by using the Best Coast Pairings app (an event organisation and management app for tabletop games). Previously I’ve had some reservations about the app, however the team behind it have made significant improvements to it which addressed these concerns and added many new useful features. So I wanted to write this piece going through what it offers for those players and event organisers who may not be familiar with it.
Now, before I begin, I just want to make it clear that this is not a paid or sponsored piece, nor an advertorial. The Best Coast Pairings team provided a couple of teaser stats as part of my LVO coverage, but otherwise all the information I received was from my own use of the free and subscription versions of the app. I have also previously used both Best Coast Pairings and Tabletop.TO as an event organiser myself.
For more Las Vegas Open 2019 coverage, you can check out:
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Best Coast Pairings app
So let’s start with the basics. Best Coast Pairings is an American gaming app company. It has a partnership with Frontline Gaming, the major American games website, media company and organisation behind the Independent Tournament Circuit (ITC), probably most famous for Warhammer 40,000.
The different BCP apps
Best Coast Pairings has three different free apps: a Player app, a Tournament Organiser app and an Event Suite app. All are available on both iOS and Android and require an internet connection to work. These apps are supplemented by a paid subscription service which unlocks some features (which I’ll explain below). Let’s look at each briefly:
The TO App: The TO app, funnily enough, is the main app used by tournament organizers to run events. All features are free and Best Coast Pairings intends to keep it this way.
The Event Suite App: The Event Suite is more of an enterprise app used by game stores or organizations like Frontline Gaming that is used to manage multiple TOs of a store, or circuits and rankings like the ITC.
The Player App: The app used by players to manage their experience with events. As we will get into, players can input their scores, check in, see pairings, etc. The base app is free and there is a subscription service available for viewing lists and results from all events (not just the ones you attend or sponsored events).
Game systems supported by BCP
Best Coast Pairings supports 25 different games currently from 15 companies. This support includes customisation of the software for the scoring, pairings and placings approaches used by these different game systems.
Players can enter the total points they earned from the game in points. So regardless of your scoring system (for majors, minors, secondaries etc), the app can record the results. Tournament organisers can also choose the secondaries and tiebreakers (such as kill points or secondary missions). I’m also informed that Best Coast Pairings are adding the option for tournament organisers to select different scoring metrics and determine in which order they break ties (for instance, you could do Secondaries, then Best Sports, then Strength of Schedule). If a tournament organiser needs further customisation, they can contact Best Coast Pairings directly.
Ticketing via BCP or third party
These apps allow event organisers to run their events from ticketing to final results. The organiser creates an event in the TO app which creates an event listing in the app and on the Best Coast Pairings website.
Players can then find information on the event, sign up and purchase a ticket using credit or debit cards (or cash on the day).
Best Coast Pairings will handle refunds and ticket transfers. The standard processing fee is 5% plus .30 for each ticket sold which is subtracted from the funds that are deposited. Ticket funds are released 3 business days after the player has paid.
However, if you want to run your own ticketing (via Paypal, or a service associated with your venue for instance), you can set the event to free in the app and still use all the pre-registration features (such as self-check-in and list uploading). So you don’t have to use the Best Coast Pairings ticketing service to get the most out of the app.
NB: I have not used the ticketing feature myself. I’m interested to hear how other TOs have found this feature, or if you tend to keep ticketing separate (for instance, through a ticketing agent associated with your venue).
Player Registration: self check-in
At the event, players can check-in remotely (thereby reducing the amount of registration time needed at the desk before people hit the tables). The online check-in is tied to the event start time and the GPS location for the event (so late players can’t avoid a penalty by checking in from the freeway several miles away).
If a player has not checked in (i.e. not shown up) the player will not be paired into the next round. Organisers can also drop players at any time from the roster or add them in if they show up at round 2 or 3 for instance due to travel delays. The app will pair the newly arriving player into the event and automatically record losses for the previous rounds.
List Submission through BCP
One of the most exciting new features of Best Coast Pairings is plain text list submission. Increasingly in Age of Sigmar, event organisers are requiring players to submit lists via a plain text export from Warscroll Builder or Azyr. This is usually for ease of list-checking and also to aid compiling the lists for distribution to players and spectators in a list document.
Options for stats and analysis
Now players can upload their list in a plain text format to Best Coast Pairings. Not only does this put the list in a clear and readable format within the app for everyone to see, but it also means that the people at Best Coast Pairings can do some cool stats and analysis. For Las Vegas Open, we could see quickly what were the popular factions, spells, artefacts, traits and more. All because the lists were in a standard plain text format. This is a significant improvement on previous versions with pictures or non-OCR’d PDFs of lists.
Event Pairings
The Best Coast Pairings app will automatically assign pairings for the first round of your event (and then every round afterwards once scores are loaded).
By default, the app randomly sorts players for the first round and then operates under a battle-points Swiss pairings system (i.e. 1st plays 2nd, 3rd plays 4th etc). The app can also separate team and club mates so that they don’t play each other in the first round (nothing worse than travelling for a tournament and ending up playing the same guy you play every week at home). The event organiser can either re-draw the round (at the tap of a button) or manually assign match-ups in particular cases (for instance, if a couple of players have grudged each other for the first round.
At the moment, Best Coast Pairings assigns pairings as follows:
Wins (if the organiser wishes, this step can be skipped).
Battle Points (i.e. total from battleplan result, major victory etc and any secondary missions)
Points Destroyed
Strength of Schedule
As mentioned above, more options are coming for how pairings (and even placings) are determined by the app.
Historically, Best Coast Pairings has struggled with dealing with “soft scores” such as painting and sportsmanship. However, I understand that Best Coast Pairings are aware of the issues here and are working on developing a new system for how soft scores are recorded and handled.
The Event Rounds
The app has a customisable round time countdown clock that is displayed in both the app and the web version. This allows players (and the TOs/judges) to easily check how long is left in each round, regardless of whether they can see the any big screens at the venue.
Player score-entry: verifiable
After each round, the players can enter their scores directly into the app. The scores are verified by each player in the match-up (so there isn’t a risk of a mistake, unintentional or deliberate, by one of the players). This certainly saves on TO data entry between rounds.
Live updates and CSV export
All the scores are live-updated in the app so you can see the standings as they are during each round. And the event organiser can export a CSV at any point during the event (should you also want to be manipulating the data, running a back-up or doing stats as you go).
All a player’s information in one place
During the event, you can click on each player, see their list, every match-up in each round, their strength of schedule and their results throughout the event.
Results and ITC Rankings
Throughout the event, the live placings are available to see in the app. However, should you wish to keep the suspense for the final award ceremony, an event organiser can hide the placings for the final round (or at any point before that too).
If the tournament organiser wishes, the event’s results can be submitted to the ITC Age of Sigmar player rankings.
BCP Subscription Services
Finally, I mentioned that the Best Coast Pairings app is supported by a subscription service. So what does the subscription get you for USD$4.99/month:
Expanded search through the entire backlog of Best Coast Pairings events (not just those you attended or the sponsored large events)
Viewing of every submitted list
Exclusive rewards program from the Frontline Gaming store which you can redeem on discount codes in their store, or on tickets for Best Coast Pairings ticketed events. For example, for two months of being a subscriber you get a 10% discount at the Frontline Gaming store
Further features, including a full List Search function are being added shortly. You will be able to search for lists you want to find and see their event placings, so you can quickly see whether the fabulous list idea performed well. Not only that, you can search for lists based on location and will be able to see the winning lists in that local meta. Want to know how the East Coast meta compares to the West Coast? Here is your answer.
Conclusion
So that’s the wrap for now. Best Coast Pairings have made some exciting new changes and initiatives that will help all of us that are part of the Age of Sigmar event scene (whether as players, organisers and commentators).
If there are particular features about other apps or services, such as Tabletop TO or Warscore, get in touch and let me know.
Hey all, today I have an article written by Matt Campbell, 1st out of ~200 players at CanCon 2019, on his Blades of Khorne list and Age of Sigmar list writing for matched play. Matt covers his list and the factors which went into its creation and play on the tabletop – the battleplans, the likely opponents he would face and more.
If you want to read more coverage of CanCon 2019 you can check out:
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Introduction
Two weeks ago, the Heralds of War (Clint Mallet and the rest of his super team) held what is to date the largest Warhammer Age of Sigmar singles event the world has ever seen. After six great games spread over two days my Blades of Khorne were able to pull off first place with six major wins.
In this write up, I fully intended to provide an in-depth account of the way I go about playing Khorne in Age of Sigmar Second Edition. However recent revelations from the Las Vegas Open Studio Preview confirmed the next Age of Sigmar battletome will be Khorne! While this is of course awesome news for all the Khorne players out there it does mean that a write up of my specific list will have a relatively short shelf life.
With this in mind, I instead intend to shed some light on CanCon for those unfamiliar with the event and then elaborate on what I feel is the best way to plan for a large tournament if you have an aim of being competitive. Hopefully this advice will remain useful for tournament goers who either lack experience or even more experienced players who want to push on to achieve a higher success rate at tournaments.
Background to CanCon 2019
CanCon, as the name suggests, is a convention held in Canberra, specifically it is Australia’s preeminent wargaming convention and takes place over the Australia Day long weekend (late January). Since the inception of Age of Sigmar, Clint’s events, officially named ‘Call to Glory’ have essentially doubled in size each year (#makeit400). This year we saw 200 players attend (give or take) and was a wonderful, inviting, community driven event which served to showcase the Aussie Age of Sigmar scene in all its glory. If you didn’t go this year and love the hobby, if at all possible I urge you to come next year, 200 people went and i’m yet to hear about somebody who didn’t love it.
My plan for CanCon 2019
Although I consider myself a competitive player, my aim going into the weekend was not to win the event, but rather the aim was to enjoy six great games and hopefully compete for best Khorne. I reasoned that with so many great players and so many great armies attending, setting the goal of winning the whole thing would be too ambitious an aim. That being said my hobby is based around competitive play and as a result I planned my list accordingly.
Matt’s winning list
Allegiance: Khorne
Mortal Realm: Ghyran
Wrath of Khorne Bloodthirster (320) – General – Trait: Immense Power – Artefact: The Crimson Crown
Bloodthirster of Insensate Rage (260) – Artefact: Ghyrstrike
Bloodstoker (80)
Bloodsecrator (140)
Slaughterpriest (100)
Slaughterpriest with Hackblade and Wrathhammer (100)
5 x Blood Warriors (100) – Goreaxes
10 x Bloodreavers (70) – Reaver Blades
10 x Bloodreavers (70) – Reaver Blades
10 x Flesh Hounds (200)
10 x Skullreapers (340) – Daemonblades – 2x Soultearers
When designing my list I kept in mind both the battleplans we would be playing and the lists I would likely be playing against. In order to be competitive I knew that I would need the tools to cope with the sort of lists that form our current meta (Grimghast Reaper heavy Legions of Nagash, Deepkin lists with lots of eel cavalry, Daughters of Khaine, Sacrosanct Chamber, etc) as well as the tools to complete the objectives within the battleplans.
Tools to deal with different opponents
When dealing with the aforementioned lists, I ensured that I was able to remove chaff/target characters when dealing with Legions of Nagash and Daughters of Khaine (Range from Wrath of Khorne Bloodthirster, explosion from the Insensate Rage Bloodthirster and prayers from the priests to either move screens or inflict mortal wounds at range).
I also made sure I had the chaff to zone out the eels with my Blood Reavers, Warriors and at a push Flesh Hounds.
Lastly to combat the Sacrosanct Chamber I wanted to have the speed to ensure that I could pin their combat units in place as well as lessen the ranged threat of ballistas.
It’s an awful feeling when you are matched against an opponent whose army includes a mechanic that you can’t counter, planning like this can limit the chance of one of these moments occurring in a tournament and in theory should always leave you with a fighting chance.
Planning for battleplans
Planning around the battleplans is generally a more straightforward process, most of the match ups required models around objectives scoring. To achieve these scenarios I ensured that I included a sufficient amount of bodies which would either be mobile enough to get on objectives quickly or robust enough to hold them once they arrived.
The real challenge personally was Places of Arcane Power, a mission in which wizards or heros with artefacts count as 20 models. Considering no self respecting Khorne general would bring a wizard to an event I knew that having 2 Bloodthirsters holding artefacts would provide much needed numbers on the objectives as they are both fast and relatively robust.
It is important to note that all armies have different strengths and weaknesses, for example a Beastclaw Raiders army is unlikely to be high model count, while a Gloomspite Gitz army although often have a large amount of wizard, most of them are not particularly survivable. When designing a list it’s crucial to ensure that not only can you identify the weaknesses within but also take steps to strengthen them.
Tactics throughout the tournament
While planning for the meta can be crucial in terms of list building its important to alter your play style against each opponent and the different battleplan you are playing. I find the easiest way of doing this is to identify an achievable goal that will swing the game in your favour.
Focus on the heroes
For example, in my first game at CanCon 2019, I played Elisabeth Lockhart’s Legion of Blood army featuring 3 large heroes and a 40 block of skellies, in this case the heroes were Neferata (general), Vampire Lord on Zombie Dragon, Coven throne and a Banshee. When playing Legions of Nagash my first question will always be if i can kill the general, this is crucial as the general can bring back summonable units for free (such as the 40 skellies). Luckily for me, Neferata was left exposed and she like the other mortarchs is relatively squishy, this meant I was able to take her out with a Bloodthirster making the match far more manageable. Overall my approach to this game was largely aggressive because once Neferata died I knew that killing the Coven Throne and the skellies meant it would be extremely hard to for Elisabeth to come back into the game.
Know when to bide your time
Contrast this against my game with Matt Tyrell in round 4 who also ran Legion of Blood. However, a different opponent, different list and different battleplan (Relocating Orb) would mean I had to adopt a different play style. Matt had a Vampire Lord on Zombie Dragon as his general and rather than featuring multiple behemoths he instead invested in powerful combat units such a large blobs of spirit hosts, black knights and skellies. With a more resilient general and such powerful summonable units to bring back I played more conservatively, ensuring that I went up on the scenario each turn and put models over the gravesite near his Zombie Dragon so that he couldn’t bring back units. Eventually I did manage to kill the dragon (who rolled terribly) and grind out his army but the game was far more attritional than my first. Which is is never a bad thing as long as you identify it early and don’t throw away your key pieces early on.
Variety of challenges
Throughout the weekend I also played Beasts of Chaos (hard hitting Gavespawn list), Gloomspite Gitz (horde heavy), Daughters of Khaine (teleporting multiple threats around the board) and finally Kharadron Overlords (all the shooting in the world). Ultimately all of the armies I played were extremely different and using the same strategy against all of them would have resulted in getting found out against some very good players. Only by tailoring my tactics and strategy to each opponent was I able to pull out the win.
Closing thoughts
Ultimately for a lot of you, what I’ve said won’t be news, most experienced tournament goers will know that planning is crucial but reacting to your opponent is even more important. If however you’re relatively new to the tournament scene then hopefully some of this is useful and helps you get the results you want in future events. Just remember to plan for your own armies’ strong suits, plan for the meta, plan for the battleplan but be ready to adapt to your opponent and you shouldn’t go too far wrong.
The new Skaven battletome has reunited the clans and is likely to prove a defining moment for the future of Warhammer Age of Sigmar. Skaven are unique Games Workshop IP and have always been at the core of the Warhammer world (literally and figuratively). Now they have properly been brought into Age of Sigmar with all the toys of Age of Sigmar Second Edition. As we’ll see, there have been massive changes to both Skaven units’ warscrolls and the surrounding rules and abilities. This army has so many tools available to it that you will easily see it around the top tables at events.
In this post, we break down the book, the allegiance abilities, artefacts, spell lores, battalions and potential army builds. All while picking out our favourite bits. This will only scratch the surface of the book and I’m sure I’ll need to come back and write more on the rats. If you want a warscroll by warscroll breakdown you can check that out here. If you are interested in the other half of the Carrion Empire box-set, you can read my Flesh-Eater Courts battletome review.
Now I couldn’t have done this review without the informed help of two local Skaven experts – Aiden Nicol (unhealthily obsessed with Pestilens) and Julien Lestat (Skryre warlock and 2017 NZ Master).
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Overall assessment on Skaven
So up to this point, Skaven armies at events have either been full Pestilens (having the benefit of a book, plagues and buffed up plague monks) or full Skryre pop-up mortal wound explosion. That Skryre pop-up build is gone and the army is more balanced as a whole as a result.
What does new Skaven look like? Pure Pestilens is definitely viable and has increased in power, mixed lists will be much more common and the army will gain the benefit of its new range of 2-cast spell casters. Masterclan (the Verminlords, Thanquol and Grey Seers) are back with a vengeance and significantly powerful. I expect Skryre will now shift to long-range and support shooting sitting behind the walls of Clanrats and Plague Monks in suitable fashion (although I hear tales of Dan Brewer and Acolytes).
There are so many options in the Skaven book that I’m sure I can only scratch the surface in this review and I look forward to seeing what experienced players like Dan and others do once they have gnawed their way through the whole book and got games in.
The key quick points to note are:
The book has viable single clan armies as well as viable mixed clan army builds. Unsurprisingly, the battletome does not really have viable single-drop army builds, but you can get reasonably low.
Skaven are expected to have a defining impact on the meta. The combination of spell-casting, long-range damage, brutal melee damage beasts, significant anti-horde capability and large numbers of bodies themselves mean current successful armies will need to adapt, and you will need to plan to face Skaven at events. Their specific ability will be the potential to neutralise the effectiveness of small buff characters that are so important to some of the top armies (such as Hags, Necromancers, Knight-Vexillor and Branchwraiths).
Thanquol is now an absolute combat beast against hordes with four warpfire throwers or an effective combined-arms force multiplier with joint shooting and combat options. The difficulty will be getting him in to or close to combat with full health and power. However, he will be a massive threat and distraction piece at 400 points.
The Verminlord Corruptor is stand-out amazing. At 260 points you get a highly mobile and deadly combat character for hero-on-hero/behemoth combats, a two-cast wizard with an anti-horde spell with substantial mortal wound output. All other Verminlords are now much better. Which is awesome given how cool the models are.
Warp Lightning Cannons! ZZZZZAP! Points unchanged, more wounds and increased ability to do damage at 24″ with the risk of taking D3 mortal wounds back.
There are certain Skaven units which are no longer in the Skaven range. In particular, the Deathrunner and the Poison Wind Mortar – both models are no longer produced for sale and no longer have profiles. This reflects Games Workshop’s move to make the game more accessible for new players.
Another product direction is that unit rules match the options available in their plastic kit. For instance, you used to be able to equip Stormfiends within the same unit with identical weapon options, despite only one of each being available in the kit. This led to people paying large amounts for spare parts for popular powerful options or custom-building their own to make up for the absence of parts in the kit. Now the Stormfiends’ rules have changed so that you can only have one of each of the various options in the kit. This is main reason for the death of the Skryre pop-up build.
Allegiance abilities
In this section, we’ll go through the extensive options of the new Skaven battle and command traits. There is now so much choice for a Skaven general.
Battle Traits
Battle traits are divided into two sections. The first – the Teachings of the Horned Rat – comprises 4 traits/rules that apply to all Skaventide units. The second – the Ways of the Great Clans – comprises 6 traits/rules, one for each of the clan, which apply just to the units with the relevant clan keyword.
While you will need units from that clan to use the rule, many of the rules have a wider, greater impact on your army. For example, a single Grey Seer can generate extra command points using Skilled Manipulators from Masterclan, and a Plague Furnace will bring the Echoes of the Great Plagues to buff Clanrats. Therefore, there are incentives to taking a mixed clan Skaven force.
Teachings of the Horned Rat
The Teachings of the Horned Rat provide a collection of thematic rules for Skaven armies.
Lead from the Back allows Skaventide heroes (that aren’t monsters) to benefit from Look Out Sir! In combat as well as from missile weapons.
Scurry Away allows Skaventide heroes to disengage from combat and retreat when they are activated in combat.
Overwhelming Mass gives units of 20 or more models +1 to hit and 30 or more models +1 to wound as well.
Strength in Numbers adds 2, instead of 1, to the Bravery characteristic of Skaven units for every 10 models in the unit.
Ways of the Great Clans
The Ways of the Great Clans are available for Masterclan, Moulder, Eshin, Verminus, Skryre and Pestilens units. They work in a similar way to the battle traits in the Beasts of Chaos book in that clan units in a mixed clan Skaven army will still have the benefit of their battle traits.
Masterclan “Skilled Manipulators” – every time a Masterclan model uses a command point, on a 5+ you get an extra command point.
Moulder “Prized Creations” – at the start of the first battle round, each Master Moulder can pick a separate Hell Pit Abomination or Brood Horror and add D3 to its Wounds characteristic. That monster can also re-roll hit rolls of 1 for its melee attacks.
Eshin “Masters of Murder” – your Eshin heroes can pick an enemy hero at the start of the battle and you get to re-roll wound rolls for all attacks made by any Clan Eshin unit against the chosen enemy hero.
Verminus “Mighty Warlords” – you can pick 1 unique command trait for each of up to 6 Clawlords (no doubling up your picks).
Skryre “Warpstone Sparks” – if you have Skryre heroes, you can generate D3+3 warpstone sparks at the start of the battle. These can be used throughout the battle to do the following, however you can only use 1 spark per phase.
In the hero phase – re-roll casting, dispelling and unbinding rolls for a Skryre wizard until the end of the phase (useful for crucial times). At the end of the phase, roll a dice and on a 1, the wizard takes D3 mortal wounds.
In the shooting phase – pick 3 different Skryre units within 13” of a Skryre hero. Add 1 to the Damage characteristic of missile weapons used by those units until the end of the phase. Again roll a dice at the end of the phase and on a 1 the hero takes D3 wounds.
In the combat phase – re-roll hit rolls for the Clan Skryre hero. Again on a 1, D3 Mortal Wounds.
Pestilens “Echoes of the Great Plagues” – the Great Plagues are bonus effects that occur if the unmodified prayer roll for a Pestilens Priest is a 6. If you roll a 6, you can pick 1 of the following Great Plagues (to be resolved in addition to the normal effects of the prayer). Each Great Plague can only happen once per game, and you can also only have one Great Plague per turn.
Bubonic Blightplague – sets off a chain of mortal wounds between nearby enemy units, jumping from one to the next.
Crimsonweal Curse – does 1 mortal wound a turn to the target unit, slowly chipping away at a key hero for instance.
Redmaw Plague – allows you to take over an enemy hero in certain circumstances and use it as your own until the end of the combat phase.
The Neverplague – re-roll prayer rolls for all Pestilens priests for the rest of the battle.
Undulant Scourge – pick an enemy unit and roll 1 dice per model in the unit, 5+s are mortal wounds.
Command Traits
Skaven generals have access to 3 common command traits. In addition. there are 3 unique command traits available to each of the 6 Skaven clans.
The shared command traits are:
Re-roll wound rolls of 1 for the general’s melee attacks
An ability to bounce wounds or mortal wounds onto nearby Skaventide units
+1 to the Bravery characteristic of friendly Skaventide units wholly within 18” of the general
Of the unique command traits, my picks are:
Masterclan – Master of Magic: once per hero phase, add 1 to casting, dispelling or unbinding rolls for the general. Although, the command point stealing and generation abilities are also attractive.
Skryre – Overseer of Destruction: At the start of your shooting phase, pick up to 3 friendly weapons teams wholly within 13” of the general. Re-roll hit rolls for those units until the end of that phase. The Deranged Inventor does something similar but you select 1 Skryre unit (of any type).
Pestilens – Master of Rot and Ruin: Reroll all failed prayer rolls for the bearer. Pretty neat on a Verminlord if they have the Liber Bubonicus to let them pray. Pretty amazing on a Plague Furnace with Liber Bubonicus as they pray twice and reroll all fails.
Verminus – Brutal Fury: Once per battle, at the start of the combat phase, you can add 3 to the Attacks characteristic of this general’s melee weapons until the start of that phase.
Moulder – Moulder Supreme: When you use the Prized Creations battle trait and pick 1 friendly Clans Moulder Fighting Beat model for this general, you can either add 3 to that model’s Wound Characteristic, instead of D3, or add D6 instead of D3. A nice little gamble there.
Eshin – All are pretty thematic. Unrivalled Killer gives re-rolls to hit against the targeted hero, Incredible Agility which allows the general to fly and Shadowmaster allows the general to be invisible to units over 6” away if the general is hugging terrain.
Building a Skaven army
The Skaven book makes heavy use of the conditional “battleline if” formula for building armies. Clanrats are generic battleline, Stormvermin are Skaventide battleline and then there are a range of other options depending on your army build. However, most of these require you to pick an entire army from a single clan (no issue for Pestilens, bad for Eshin) with the only allowed exception being to take a Masterclan general.
Moulder: Giant Rats and Rat Ogors
Eshin: Gutter Runners and Night Runners
Pestilens: Plague Monks and Plague Censer Bearers
Skryre: Skryre Acolytes and Stormfiends
Artefacts
The Skaven battletome also has 6 artefacts available for each of the different clans. These are unique to each clan and give you a massive 36 options to choose from. Note the artefacts are just dependant on the keyword of the hero, so you don’t need to have a full Pestilens army to put an artefact on a Plague Priest or an Eshin artefact on an Assassin. Our picks are:
Masterclan – Suspicious Stone: a wound and mortal wound save on a 5+ for a series of units who already have something similar, turning your average Screaming Bell into a mobile fortress. The Verminlord Warpseer will be a tank.
Skryre – Vigordust Injector: Pick a SKAVENTIDE unit wholly within 12”, it adds 1 to all hit and charge rolls this turn, at the cost of d3 mortal wounds at the start of your next hero phase. This bad boy is a returner with a tweak, it used to only target SKRYRE units. Now this can hit Plague Monks, Rat Ogors and even other Verminlords. Cheeky.
Pestilens – Blistrevous, the Living Cyst: Add 2” to the bearer’s move, and reroll all failed hit rolls. From the second battle round onwards, it shifts to any Pestilens hero within 13”, even if that hero already has an artefact. Verminlord Corruptor with Sword of Judgement being passed this little trinket by a Plague Priest at the start of turn 2? It’s more likely than you think.
Verminus – Rustcursed Armour: Reroll save rolls of 1 for the bearer. Furthermore, if an enemy hero within 3” of the bearer at the start of the combat phase has an artefact of power you can roll 3D6. On a 13 that artefact is destroyed and its effects are lost for the rest of the game. Neat on a Verminlord Warbringer, who will have many heroes equipped with artefacts being sent to try and manage him (regardless of how slim your chance of actually rolling that 13 is (9.7%)).
Moulder – Snap-Snap Snarepole: Start of each combat phase, pick an enemy model within 3” of the bearer. That combat phase they subtract 1 from hit rolls. Good for managing hero and behemoth models, just remember you can’t hit a whole unit with it.
Eshin – Gnawbomb: Pick a terrain feature within 6” of the bearer. Until the next hero phase it gains all the scenery rules of the Gnawhole Skaven terrain in addition to its own rules.
There are also a myriad of Realm artefacts which will be useful for Skaven armies and I’m sure many great combinations to be had. Unfortunately, given the amount of information in the Skaven book, I just haven’t had a chance to sit down and crunch through it.
Spell Lores
Skaven have a total of 9 spells available to the army, as well as 3 Skaven Endless Spells. There are 6 spells of Ruin. These are exclusive to models with the Grey Seer keyword, while the spells of Warpvolt Galvanism are exclusive to Clan Skryre. Our picks of the bunch are:
Lore of Ruin (Grey Seers)
The Lore of Ruin is just so good it is hard to pick! However, they are mainly short range (one at 6”, 4 at 13” and 1 at 26”) so you need to make sure your Grey Seers are in the right positions and well-protected (or able to Gnawhole away to safety).
Skitterleap: The iconic Verminlord Deceiver spell can now be taken by any Grey Seer, though it’s had some tweaks. It’s cast on a 6 and you can pick 1 friendly Skaventide hero (with a Wounds characteristic of 12 or less, yes Verminlord, no Thanquol) within 13” of the caster and visible to them. Remove that hero and re-set-up the hero anywhere on the battlefield more than 9” away from the enemy. Still so useful.
Death Frenzy: Cast on a 7 (not hard in Skaven). Pick a friendly unit within 13” and, until your next hero phase, when a model in that unit dies (from anything, combat, shooting, magice etc) that model can immediately pile in and attack. Incredibly useful for units like Plague Monks with a lot of attacks but that will die in droves due to a weak save.
Both Scorch (cast on a 5) and Plague (on a 7) can do great damage to hordes. For both spells you pick an enemy unit within 13” and roll a dice for each model in the unit. With Scorch, 6s are mortal wounds, with Plague 5+s are.
Finally, Warpgale (8 to cast) has a great range (26”) and allows you to do D3 mortal wounds to a unit, but more importantly any run or charge rolls for that unit are halved until your next hero phase. AND the unit can no longer fly. Bam!
Lore of Warpvolt Galvanism (Skryre Wizard)
In the Skryre lore, my favourites are:
Chain Warp Lightning (cast on 6): D6 Units within 18” take 1 mortal wound. Fantastic for spreading mortal wounds across a large amount of mass units and heroes.
More-more-more Warp Power (cast on a 7): If successfully cast, pick 1 friendly Skryre unit wholly within 12 of the caster that they can see. Re-rpoll hit and wound rolls for that unit until your next hero phase. That unit takes D3 mortal wounds at the end of your next hero phase. Great for when you really need something to die and you need your Skryre warmachine to work!
Skaven Endless Spells
As with all new books, Skaven got three race-specific Endless Spells: Vermintide (a predatory board control wall which Skaven units can ignore), Warp Lightning Vortex (mortal wounds and movement restriction) and Bell of Doom (an Inspiring Presence bubble that might occasionally do some mortal wounds).
Both Vermintide and Bell of Doom look great value at 40 points. The Vermintide offers you a lot of movement control and some cheeky mortal wound output to enemy units (with no risk of getting hurt yourself). The Bell of Doom covers a gap in the Clan Verminus and Clan Moulder lists by giving battleshock protection. Other clans have their own ways of mitigating bravery or are too mobile to make effective use if the Bell. At 100 points, I had initially dismissed the Warp Lightning Vortex – however, several people I trust have suggested I reconsider. Seems it may be quite viable even at 100 points.
Generic Endless Spells
If we have a quick look at which generic Endless Spells will benefit Skaven armies.
Spell Portal will help with overcoming the generally short range of Skaven spells (like Dreaded Thirteenth Spell)
Aethervoid Pendulum is always a good pick for damage output with little downside (and thanks to casting buffs inside the Skaven army will not be too hard to cast)
Chronomantic Cogs will help those big blocks of Skaven get across the board quickly to establish board control.
Geminids complements the armies ability to threaten low wound buff models from other armies as well as the always reliable -1 to hit.
Gnawholes
Movement in Age of Sigmar is arguably the most important of all attributes. Gnawholes are the Skaven race-specific terrain piece and they come in threes. They are tunnels through reality that allow Skaven units to move around the Realms, and now the tabletop. They provide Skaven with board control and presence potential.
Setting up Gnawholes
After territories have been chosen but before armies are set up, you can set up your Gnawholes:
wholly within 8” of the battlefield
more than 3” away from enemy units or objectives
more than 1” away from any other terrain features
If both players can set up army-specific terrain, then you roll off and the winner chooses the order that the terrain is set up.
How Gnawholes work
At the start of your movement phase, you can use one Gnawhole to transport 1 friendly Skaventide unit. That transported unit must be wholly within 6” of the Gnawhole, and a friendly Skaventide hero must also be within 6” of the Gnawhole. You can then set up the transported unit wholly within 6” of a different Gnawhole and more than 9” away from enemy units. That counts as the move for the transporting unit in that movement phase.
The Gnawholes also count as Arcane for Skaventide units (useful for all the Skaven casting) and also add 1 to the prayer rolls for Skaventide priests. Enemy units count them as Deadly terrain.
Making the most of Gnawholes
Given the set-up restrictions on Gnawholes, I expect we will see people using Gnawholes in their own backfield in order to support their own casting and move crucial support heroes where they are needed late game. You could place one in your enemy’s deployment zone in order to divert some of their resources to keep it occupied. Finally, there is an Eshin artefact (the Gnawbomb) that allows you to turn another piece of normal terrain into a Gnawhole. This would allow you to create a Gnawhole nearer to the centre of the board and objectives.
Skaven Clan Run-down
Ok, now let’s check in with each of the Skaven clans and how they are sitting with the new battletome.
Clan Pestilens
The dark mirror of Clan Verminus, Pestilens is a horde army that trades the durability and discipline of the warlord clans for total destructive power at the cost of basically no survivability. Powerful support heroes back up a swarm of cheap bodies that with the right support can put out more damage than anything else in the book. An army not for the faint of heart, Pestilens rewards a willingness to commit 100% to every engagement just as well as it punishes any attempt at restraint. The Clans Pestilens are willing to pay for their victories with the blood of every last rat to don the cloth, the Great Corruptor cherishes no soul that does not fall to him in the pursuit of bringing about the Final Rotting. A Pestilens army can take many forms, but against them one can expect to see large Plague Furnaces surrounded by Plague Monks pushing them into combat, their support Plague Priests running up alongside the rest of the army keen to bring their deadly plague magic to bear.
Clan Moulder
Skaven artwork often depicts the Skaven soldiery fighting even as they half-wade through a tide of mutated rats swarming down across the enemy. You know have the power to BE that horrifying horde of biological monstrosities. Forged in the disgusting lairs of twisted scientists freed from petty mortal constraints of right and wrong, terrible creations of flesh, blood and warpstone drag themselves from the hell-pits to lay waste to the Mortal Realms in the service of the highest bidder. A Moulder army is all about swarming the table with cheap annoying rats while your hulking abominations march across the table, whipped into battle by Master Moulders and their Packmaster subordinates who oversee their twisted creation’s devastating effectiveness in battle… from a safe distance.
Clan Moulder is now a viable standalone army should you wish to run a tide of mutated rats at the enemy.
Clan Verminus
While bravery and discipline are rarer than honor and integrity in the dark places under the earth, rats have ran in packs for longer than even the Skaven have walked on two legs. Clan Verminus make use of that self-same mentality, massing Skaven into rank and file and putting their fragile pack mentality to deadly use. Ferocious Clawlords herd ranks of ill-equipped Clanrat infantry into the enemy, goaded on by the lethal Stormvermin elite and watched for signs of cowardice by their Verminlord Warbringer masters, horrifying rat-warlords from beyond the veil of reality and sanity. An army given to large numbers of quality (as far as one expects from a rat in rusted armor) infantry, Clan Verminus fight always in close combat, their abilities favoring mass charges like the Clans Pestilens, but with a dogged sense of self preservation that will see them cut and run to more favorable engagements with the turn of the tide. Discretion as ever, is the better part of valor.
Clan Skryre
Skaven with a predilection for fearsome displays of technological supremacy, Clan Skryre are just at home spraying the enemy at range with scintillating magical fire that consumes all in it’s path as they are driving enormous weaponized wheels directly into the thick of combat. Less given to enormous hordes, Skryre’s “infantry” are hulking monsters armed with the most deadly technology possible and well armed bombardiers armed with toxic gasses. A Skryre army trades numbers for overwhelming firepower and nightmarish shock infantry. Playing Skryre is all about embracing the “shock and awe” of mad science, embracing the fact that you are likely to lay half as much devastation at your own feet as you do the enemy, with most Skryre units having the ability to massively overload their potential… with no small risk. But the lives of rats are cheap, and there is always more besides. The Skryre Arch-Warlocks know that no life (save their own) is priceless in the cause of ultimate victory and discovery.
Clan Eshin
Striking from the shadows to lay the heads of the enemy at the feet of their allies, the Clans Eshin are the masters of the shadowed way, the skitterleap, and the blades in the dark. Favoring a unique playstyle that values hit and run combat and heroes ambushing from the centre of seemingly diminutive ranks of infantry to sink as many throwing stars, knives and punch daggers as possible into the enemy general before disappearing into the shadows. An Eshin army fights on the move, hurling waves of throwing weapons and harassing the enemy until they are ready to close the distance and cut the head from the enemy army in one sweep.
Potential Skaven Army Builds
The Skaven army presents a number of viable options for budding Skaven generals – whether magic heavy, Moulder rat swarms, Pestilens Plague Monk combat and magic builds, or straight mixed arms armies which can do a bit of everything. I’m not going to try and prescribe or pick any of these as a winner at this stage (unlike with the Flesh-Eater Courts book where I felt more comfortable to make a call). However, there are a number of viable components which we can go through.
Skaven Battalions
The Skaven battletome has 8 battalions in it. There is a large mega battalion for Clan Pestilens (made up of 2-3 smaller battalions) and other battalions for Skryre, Verminus, Moulder and Eshin (similar to the old large scale Clawpack battalions). Skryre’s battalion is unique in that it allows you to choose 2-5 Enginecovens (collections of Skryre units) to unlock certain Skryre abilities. As such, the battalions are all frameworks for building armies around for players interested in (largely) focusing on a single clan.
While these battalions fit a rather large number of units, comparatively to other recent books, they are light on heroes. And Skaven armies need support heroes to maximise the ability and efficiency of the main units. Therefore, I expect Skaven armies will be low-drop, but there won’t be any easy one-drop armies around. One-drop armies are truly a thing of the past (just wait for the next Sylvaneth battletome).
Some likely popular battalions are Clawhorde, Congregation of Filth and the Fleshmeld Menagerie.
Clawhorde
If you are willing to paint a lot, lot, lot of models (it’s a lot), this is for you. The quintessential Clan Verminus battalion takes a Clawlord, some Stormvermin, and more Clanrats than one could shake a Thing-Catcher at. The bonus for this is that the Clawlord’s command ability affects all eligible units within range of it, rather than just one. This battalion will turn your Verminus army from a 15 drop list to a 5 or 6 drop list, nothing to shrug at and create a solid bunker which, if equipped and marshalled properly, won’t care about battleshock.
Congregation of Filth
The mainstay Pestilens battalion before the book, and so it remains. A Plague Furnace accompanied by at least two Plague Monk units confers each unit with a 6+ ward save for staying within 18” of the Furnace. Monks need all the durability they can get, and with the Battalion specifying no limit on Plague Monk units… go wild.
Fleshmeld Menagerie
This basically allows a bold Moulder player to One-Drop their army and enhance their Master Moulder’s potent command ability. You can use the command ability once per phase when a friendly CLANS MOULDER PACK unit is destroyed. Roll a dice and on a 5+ a new unit identical to the one destroyed is added to your army. Set up the new unit wholly within your territory and wholly within 6” of the edge of the battlefield, more than 9” away from the enemy. In the battalion, you get a new unit on a 4+ instead.
Top Artefact + Trait combos
What follows is some combinations of units, artefacts and abilities that jump out of the page. There are others and this is no way intended to be comprehensive. Partly this is due to familiarity. I expect there are some awfully nasty things you can still do with Skryre and Warp-Lightning Cannons.
Verminlord Warpseer with Suspicious Stone and Supreme Manipulator
Has a rerollable 4+ armor save, a 5+ save against wounds and mortal wounds, and a further 5+ save against wounds and mortal wounds. Good luck getting through all that.
Farms command points, generating an extra one per turn on a 3+ or d3 on a 6.
The extra command points he earns can be spent on his amazing command ability. At the start of the battleshock phase, you do not take battleshock tests for friendly Skaven units while they are wholly within 26” of the Warpseer in that phase.
Then on a rerollable 5+ he gets the command point back for other command abilities to make use of after him.
260pts nets you all of the above plus his unique spell (which does mortal wounds and halves enemy run and charge rolls and prevents flying units from flying), two spellcasts, powerful close combat and a once-per-game d6 mortal wound attack.
Verminlord Corruptor with Sword of Judgement and Verminous Valor
Every 6 to hit inflicts 1+D6 mortal wounds, and he rerolls all fails with his command ability active.
12” move undamaged means he can easily close distance to get to targets.
Verminous Valor ensures the enemy can’t shave him down too easily as was the case pre-battletome.
260pts is a steal for the most deadly character in the game for hero-on-hero/behemoth combat.
Also has two casts and an anti-horde spell to stop him getting bogged down.
Plague Furnace with Liber Bubonicus and Master of Rot and Ruin
Prays twice, rerolls all fails.
Has access to all four of the prayers available to the various priests.
Confers battleshock immunity to nearby Skaven while enhancing them with support prayers and laying the pain on the enemy at range.
Ploughs into something and hits it with a MINIMUM of 5 mortal wounds.
Warpfire Throwers
One other thing that I think we will see is groups of Warpfire thrower weapons teams wrapped up in Clanrat units for a shield. The Warpfire throwers can then get nice and close before unleashing their very powerful short range damage. Ratling guns also have a lot of potential attack output, but suffer from a bit higher price point.
Allies and Forgeworld
Finally, let’s have a look at the Skaven allies and options hidden away over on the Forgeworld website. The Clawlord on Brood Horror, Brood Horror and Wolf Rats all remain unchanged outside of receiving the appropriate keywords. The Clawlord on Brood Horror is essentially an ordinary Clawlord but with the attack profile of the Brood Horror and healing profile to boot added, making him a powerful Clan Verminus general. The Brood Horror without the rider has the FIGHTING BEAST keyword for the Moulder allegiance, which makes it potentially even MORE survivable than it was beforehand, and Wolf Rats remain their blisteringly quick and hard hitting selves. The Forgeworld Moulder units embody the lore of the clan itself, you can have the most powerful and twisted monsters to ever walk the mortal realms… for the right price.
Skaventide can take Nurgle allies if the Skaven general is from Clan Pestilens, though the efficiency of this has been somewhat clipped now that Clan Pestilens can get powerful casters simply by taking a Masterclan wizard as the general. Niche options remain like using Epidemius to enhance the effectiveness of Plagueclaw catapults, but the trade-off is not being able to take incredibly powerful wizards like Thanquol and the Verminlord Warpseer. It seems to me that the need for allying in Nurgle units is now gone.
It has been an incredible whirlwind of two days to try and read and digest two new battletomes for Age of Sigmar. I hope these reviews are useful and I’ll come back to revisit both these books in a few months time.
Hey all, in this bumper week for Age of Sigmar, I now have my Flesh-Eater Courts battletome review. In this review, we will cover the new battletome, the Flesh-Eater Courts allegiance abilities, artefacts, spell lores, summoning and some early potential army builds. As always, the opinions in this battletome are predictive and subject to any changes that come in the two-week FAQ. We’ll come back and revisit the book after its had a couple of months out in the wild. If you want more, you can check out all the preview coverage from Games Workshop compiled in one place here, or check out the awesome Facehammer show.
I’d just like to thank both James Page and Shaun Tubman of the Notorious Age of Sigmar podcast, two of our top local Flesh-Eater Courts players, for contributing to this review and sharing their comments and insights with me.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Overall assessment
So what’s the postcard assessment of the Flesh-Eater Courts battletome? This is a significant power increase for Flesh-Eater Courts and I can easily see this army regularly getting 5 wins at events. It has a tools for dealing with the current popular armies (Legions of Nagash, Daughters of Khaine) and has a scary amount of speed and combat damage output. If playing against the army, make sure you bring sufficient quality ranged damage to take out key heroes on the first turn and have two or more decent chaff lines in place to screen your army. This is an army built for melee damage output with some strong support spells and situational ranged damage as well.
What’s changed with Flesh-Eater Courts?
Flesh-Eater Courts have now really been brought into the world of AoS 2 and the command point resource game. This is a significant change for an army which previously had limited uses for command points outside of summoning. The book also now has its own magic lore, more delusions, a custom terrain piece, a variety of command traits and artefacts as well as a range of competitive list builds. Finally, the Flesh-Eater Courts now have an equivalent to Stormcast Eternals Stormhosts, or Daughters of Khaine temples with the Grand Courts (which provide a combined package of abilities, traits and artefacts).
On the other side of the coin, the army has lost the previous crusading army delusion and the majestic horror command trait. Many of the battalions have been toned down (again in line with the prevailing them of recent books).
Strengths and weaknesses of the new Flesh-Eater Courts
Let’s have a quick run down through the strengths of the new Flesh-Eater Courts army:
several efficiently costed heroes because of the free summoning or re-generation
Sufficient bodies and movement for strong board control
An option for multiple small unit summoning builds
Several strong combat monsters
Strong spells on the warscrolls of Flesh-Eater Courts heroes and multi-cast wizards to take advantage of Endless Spells too
The army’s strongest weakness is its reliance on heroes that can either be brought down with early ranged damage from lower drop armies or whose spells can be unbound, and combos stopped, by a strong magic opponent.
The key stand-out features from the book are:
Abhorrant Ghoul King on Royal Terrorgheist: a flying wizard with summoning, a ranged mortal wound attack, and devastating combat output thanks to the ability to dish out substantial mortal wounds (with no opportunity for a save of any kind). Further, when combined with allegiance abilities (Gristlegore, Feeding Frenzy, Gruesome Bite), the unit can pile in and attack multiple times before the enemy gets to hit back. Expect 1 (or 3) in every army.
Abhorrant Archregent: the new character in the Carrion Empire box set is great at 200 points. It is a 7 wound, 2 cast and unbind wizard with free healing each turn. Once per game it can summon either 1 COURTIER, 1 unit of up to 3 KNIGHTS (Crypt Flayers or Crypt Horrors), or 1 unit of up to 20 Crypt Ghouls. This ability gives great summoning flexibility – you can have bodies for objectives, Horrors for dealing with hordes, Flayers for combat output, and Courtiers for healing. Finally, the Archregent has the amazing Ferocious Hunger spell which dramatically increases the attacks of your main combat threats. Many lists will have two.
Gristlegore Command Trait and Abilities: The Command Trait allows your general (Ghoul King on Terrorgheist) to fight at the start of the combat phase, before the players pick any other units to fight in that combat phase. The Peerless Ferocity ability says that if the unmodified hit roll for an attack made by a Gristlegore HERO or Gristlegore Monster is 6, that attack inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.
Feeding Frenzy: you can use this command ability after a friendly Flesh-Eater Courts unit has fought in the combat phase for the first time and is wholly within 12” of a friendly Flesh-Eater Courts hero, or wholly within 18” of your general. If you do so, that unit can immediately make a pile-in move and then attack with all of the melee weapons it is armed with for a second time. You cannot pick the same unit twice in the same phase. A great combo with Gristlegore.
Blisterkin Command Trait and Abilities: not only does this Grand Court boost your movement, and farms extra command points, but the command ability allows you to retreat and charge with your main combat units.
Chalice of Ushoran: cast on a 6, and at 40 points, this is an amazing value Endless Spell providing great healing to your units and big beasties. You keep track of the number of models that are slain within 12” of this model each turn. At the end of each turn, roll a dice for each model that slain within 12” of this model during that turn. For each 4+ heal 1 wound allocated to 1 Flesh-Eater Courts model within 12” of this model, or return 1 slain model to 1 Flesh-Eater Courts unit with a Wounds characteristic of 1 that is wholly within 12” of this model.
Allegiance abilities
The generic Flesh-Eater Courts allegiance ability remains the 6+ wound or mortal wound save if wholly within 12” of a friendly Flesh-Eater Court hero (or colloquially the 6+ Death save). As already mentioned, the Feeding Frenzy command ability is crazy, crazy good.
Building an army
In terms of building the army, your main battleline choice is Ghouls. While you can take Ghouls in large units and replenish them with Mustering (the new name for resurrection type abilities), they are still a tad overcosted for their role. So let’s take a look at the conditional battleline options:
Royal Terrorgheist and Royal Zombie Dragon are both Battleline if in a Gristlegore army
Crypt Flayers are battleline if the general is a Crypt Infernal Courtier (or if the Crypt Flayers are in a Blisterkin Grand Court)
Crypt Horrors are battleline if the general is a Crypt Haunter Courtier (or if the Crypt Horrors unit is in a Hollowmourne Grand Court).
I can see people using either the big beasties or the Flayers as battleline depending on the army build style that the player chooses to run.
Grand Courts and Delusions
You can choose to either align your Flesh-Eater Courts army to a Grand Court or pick a delusion. You can’t have both. Both apply only to friendly Flesh-Eater Courts units (so won’t apply to allies).
Both Blisterkin and Gristlegore are standout options and worth taking. Morgaunt may have some viable list options, but I don’t see much demand for the Hollowmourne.
Gristlegore Grand Court
Peerless Ferocity – The Peerless Ferocity ability says that if the unmodified hit roll for an attack made by a Gristlegore hero or Gristlegore Monster is 6, that attack inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.
Command Ability – Call to War – situational – you can use this command ability in the combat phase if a friendly Gristlegore hero or Gristlegore monster that has not fought in the phase is slain while it is wholly within 12” of a friendly g hero (or 18 if general). Before that model is removed from play, it can make a pile-in move and then attack with all of the melee weapons it has. You can’t stack it on the same model.
Command Trait – Savage Strike – amazing and no real opportunity cost because it is far better than any of the standard command traits. This general fights at the start of the combat phase before the players pick any other units to fight in that combat phase. This general cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. Add Feeding Frenxy and the Gruesome Bite and watch the damage mount up.
Artefact – Ghurish Mawshard – once per battle, at the start of the combat phase, pick 1 enemy model within 1” and roll a dice. If the roll is greater than the Wounds characteristic of the enemy then the enemy is slain.
Blisterkin Grand Court
Blistering Speed: Add 2” to move characteristic of Blisterkin units
Command Ability – Lords of the Burning Skies. Use at start of the movement phase. Pick 1 friendly Blisterkin unit that can fly and wholly within 12” of a friendly Blisterkin hero or 18” if general. Remove that unit from the battlefield and set it up again anywhere on the board more than 9” away from enemy models. That unit then can’t move in the subsequent movement phase.
Command Trait – Hellish Orator – if your general is on the battlefield at the start of your hero phase, roll a dice. On a 4+ , you gain an additional command point.
Artefact – Eye of Hysh – subtract 1 from hit rolls for attacks made within missile weapons that target a friendly Blisterkin unit wholly within 6” of the bearer.
If you don’t take a Grand Court, then you could run a Crusading army with the Completely Delusional command trait, allowing you to switch from high movement to the free pile in trait when needed.
The Delusions
Of the delusions, the two stand out options are:
Crusading Army: add 1 to run and charge rolls for friendly Flesh-Eater Courts units.
The Feast Day – once per turn, you can use the Feeding Frenzy command ability without a command point being spent.
Command Traits
Command Traits are divided into two main sections, 6 for Royalty (for Abhorrant Heroes) and 6 for Nobility (for Courtier Heroes)
Abhorrants
Majestic horror – if this general is chosen as the model that uses a command ability that summons Flesh-Eater Courts models to the battlefield, they can use it without a command point having to be spent.
Dark wizardry – add 1 to casting, dispelling and unbinding rolls for this general
Completely delusional – Once per battle, if this general has not been slain, you can pick a new delusion in your hero phase to replace the original delusion you chose for your army. (Switch from Speed to Feast – or a particular tool needed)
Courtiers
Dark acolyte – your general becomes a Wizard and can cast and unbind spells just like an ABHORRANT GHOUL KING (gives access to Black Hunger – cast on a 5, if successfully cast, pick 1 friendly Flesh-Eater Courts unit wholly within 24” of the caster and visible to them. Add 1 to the attacks characteristic of melee weapons used by that unit until your next hero phase) and presumably a spell from the Lore of Madness.
Cruel task master – If the general uses a Muster ability you can re-roll the dice for this general that determine if slain models are returned to units (you must re-roll all of the dice).
Artefacts
There are 12 generic artefacts in the book with six in the Routan Treasury (for Abhorrant heroes) and six Noble Heirlooms (for Courtier heroes). I’ve set out my personal picks below.
Abhorrant heroes
Splintervane brooch – subtract 1 from casting rolls for enemy WIZARDS while within 18” of the bearer
Grim Garland – subtract 2 from the Bravery characteristic of enemy units while within 6” of the bearer
Dermal robe – +1 to casting, dispelling and unbinding rolls for the bearer.
Courtier
Medal of Madness – once per battle the hero can use its command ability for free (even if the hero is not your general and its command ability would normally require the hero to be the general to use it)
Flayed pennant – re-roll charge rolls for all friendly Flesh-Eater Courts units wholly within 12”
Outside the artefacts in the book, the most likely realm artefacts I expect we will see are Aetherquartz Brooch (for a command point heavy army), Doppelgänger cloak and Ethereal Amulet (still just as good on 3+ armour save models).
The Lore of Madness
Flesh-Eater Courts now have the Lore of Madness a custom spell lore available to all Flesh-Water Courts wizards. For me, the spell lore itself doesn’t exactly set the world on fire (with the exception of the stand-out Spectal Host). However, the two-cast wizards allow you to make the most of the excellent spells on the Flesh-Eater Courts warscrolls and Endless Spells (both army specific and generic spells).
Spectral Host is cast on a 6. If successfully cast, pick 1 friendly unit wholly within 12” of the caster that is visible to them. That unit can fly until your next hero phase. If it can already fly, until your next hero phase it can run and still charge in the same turn. If cast on a modified 10 or more, you can pick up to 3 friendly units to be affected by the spell instead of 1.
Flesh-Eater Courts Endless Spells
The Flesh-Eater Courts got three Endless Spells (the usual prescription of AoS2). A healing spell (Chalice of Ushoran), a flying mortal wound spell (Corpsemare Stampede) and a barricade board control spell (Cadaverous Barricade – #ghostfence). The standout is the Chalice.
The Chalice costs 40 points and is only a 6 to cast. It can be cast by Nagash and Abhorrants and is set up wholly within 24” of the caster (a real decent size range). The Soul Stealer rule asks you to keep track of the number of models (from either army) slain within 12” each turn. At the end of each turn, roll a dice for each model slain. On a 4+, heal 1 wound allocated to 1 Flesh-Eater Courts model within 12” or return 1 slain model to 1 Flesh-Eater Courts unit with a wounds characteristic of 1 wholly within 12”. A bargain..
In terms of the generic Endless Spells, Geminids and Chronomantic Cogs would both be popular (just as they always are).
Mount Traits
Just like Stormcast Eternals, the Flesh-Eater Courts now have traits for both Terrorgheists and Zombie Dragons. There is a lot of good options but Gruesome Bite stands out for the sheer combo potential of Fanged Maw, Feeding Frenzy and Peerless Ferocity.
The Terrorgheist traits:
Gruesome Bite – re-roll failed hit rolls for attacks made with the Fanged Maw
Deathly fast – run and shoot
Razor-clawed – increase rend of mount’s melee weapons by 1
Horribly resilient – heal 3, rather than D3, wounds a turn
Devastating Scream – add 1 to the Death Shriek values on the mount’s table
The Zombie Dragon shares many of these traits, but also has the ability to deploy off the board and at the end of your first movement phase you set up the Dragon anywhere on the board more than 9” away from the enemy.
Summoning, Mustering and the Charnel Throne
Flesh-Eater Courts have two ways to add new models and units to the army: Summoning and Mustering.
Summoning vs Mustering
Summoning is adding an entire new unit to the army and is done by using a hero’s command ability and spending a command point (usually). The new unit must be set up at the end of the movement phase on the table wholly within 6” of any board edge and more than 9” away from enemy units.
Mustering is the revival of slain models to an existing unit. It doesn’t allow the addition of more models above the unit’s starting size. Revived models need to be set up within 1” of another model in the unit (revived models themselves count for this) and can only be set up within 3” of the enemy if any models from that unit are already within 3”. So this means you can’t “tag” or lock new units into combat through Mustering but, depending on the base size, you may be able to encircle them to stop them retreating.
Charnel Throne
The Charnel Throne is the Flesh-Eater Courts terrain piece. After territories have been chosen, but before set-up, set-up the Throne wholly within your territory, wholly within 12” of the edge of the battlefield and more than 1” from any objectives or other terrain features. If both players have terrain to set up, you dice off and the winner chooses the order.
So what does it do? The Charnel Throne is treated as inspiring for Flesh-Eater Courts units and Sinister for others (increase and decrease to Bravery). It also has the Ruler of All He Surveys rule.
Ruler of All He Surveys: An Abhorrant Archregent that is within 1” of this terrain feature can use the Summon Imperial Guard command ability without a command point being spent. In addition, an Abhorrant Ghoul King (unclear if includes the Terrorgheist version, expect an FAQ) that is within 1” of this terrain feature can use the Summon Men-at-arms command ability (once per battle, summon 1 unit of up to 10 Ghouls) without a command point being spent.
So how will it play? If you pack all your heroes around the Throne to maximise summoning turn 1 then you may find you’ve sacrificed board position or left your key heroes vulnerable to an area of effect counterattack (Comet, Heraldor etc).
Summoning
So what options can you summon?
Ghoul King on Terrorgheist – 1 unit of 3 Knights (Flayers or Horrors)
Ghoul King on Zombie Dragon – 1 Courtier
Abhorrant Archregent – 1 Courtier, or 1 unit of 3 knights, or 20 ghouls
Ghoul King – 10 ghouls
The rules around the set up of summoned units mean that you won’t be summoning defensive chaff screens in front of your army. Instead, you’ll be summoning bodies to hold your home objectives (if you have a low model count build) or using Horrors and Flayers to threaten the enemy backlines. By having the option to summon to your opponent’s board edge, you ensure that your opponent needs to take this into account when deploying and moving through the game. No one wants a large number of bodies popping up in their backfield late game in Knife to the Heart. Plus a unit of 3 Flayers/Horrors will take out a support hero or small objective holding units like Judicators.
Flesh-Eater Courts summoning used to be limited by the constant need to use command points to summon the extra troops using high points cost heroes. Now you have cheaper heroes and several abilities that allow you to summon without spending command points. Now Flesh-Eater Courts can summon what they need and have some command points left over for other plans.
From a sheer points value perspective this is a bargain. A 200 point Archregent can summon a 200pt unit of Ghouls for free. A Ghoul King on Terrorgheist at 400 points is going to give you a nice unit of Flayers as well as being an incredibly cheap and versatile killing machine. .
Mustering
Mustering works (generally) by rolling 6 dice in your hero phase for each of the qualifying heroes in your army. You then have options to add slain models back to units depending on the results. So what can you Muster?
Varghulf Courtier – 1 slain model to Ghouls (for each 2+) or 1 slain model to Knights (for each 5+)
Crypt Ghast Courtier – 1 slain model to Ghouls (2+)
Crypt Infernal Courtier – 1 slain model to Flayers (5+)
Crypt Horror Courtier – 1 slain model to Horrors (5+)
I need to consider it more, but at the moment I don’t think it’s worth building around maximising a regeneration build. It just feels like too much overinvestment given the other army builds available (which I’ll touch on below) and also pushes you towards taking the first turn to protect your heroes.
Flesh-Eater Courts Battalions
The Flesh-Eater Courts now have 9 battalions. They are in the style of the recent battletomes and are a mix of small and large battalions, but no real strong single drop army battalions. I expect the battalions we will see the most of are the Royal Mordants, Deadwatch and the Royal Menagerie.
Royal Mordants
1 Varghulf Courtier
1 unit Horrors
1 unit Flayers
1 unit Ghouls
In your hero phase, pick 1 unit from this battalion wholly within 16” of the Varghulf Courtier. Make a normal move in the hero phase.
Deadwatch
1 Crypt Infernal Courtier
3 units of Flayers
In your hero phase, 1 unit from battalion within 3” of enemy can pile in and attack with all melee weapons.
Royal Menageries
3+ Terrorgheists or Zombie Dragrons (in any combination)
In your hero phase heal up to D3 wounds allocated to each model from this battalion within 5” of any other model from battalion.
If you are running this bestie army you want as few drops as possible to ensure you get your alpha strike and all your big death birds hit and pile in twice turn 1.
Potential Army Builds
So what are the core building blocks around which you’ll be making lists? Many of these should be familiar from the review so far. I’m going to focus on two builds: the Gristlegore Monster build and the Blisterkin Royal Mordants Flayers build.
Gristlegore Monster Build
The Ghoul King on Terrorgheist and Abhorrant Archregent are just such powerful choices with Feeding Frenzy, the Fanged Maw not allowing any save at all to its 6 mortal wounds, the Gristlegore pile in and extra hits abilities, the spells which add attacks to all of a unit’s melee profiles (+D3+1 attacks) and the Gruesome bite (re-roll failed hits) that many people will be building armies around this build. That is a ridiculous amount of damage once they hit. The army looks great on the table too with the big beasties.
These builds will all be about maximising the damage output and survivability of the big beasts while relying on summoning to bring on bodies. Supporting these builds will be things like the Mortis Engine, Corpse Cart, and Cogs to lower the risk your key buff spells don’t go off.
The decision points will be around whether you take a Ghoul King on Terrorgheist and 3 Terrorgheists, if you swap in a Zombie Dragon, or if you just go for 3 Ghoul Kings on Terrorgheist. The Ghoul King is a massive force multiplier that he is worth the extra points in my view. The Ghoul King on Terrorgheist plays the same role as Alarielle but is 50% cheaper. It summons more, has strong healing (like Alarielle), is fast, flies, has a ranged attack and good combat power.
Blisterskin High Movement
Before Flesh-Eater Courts were slow, now they have several ways to make them fast. Whether it comes from +2 inches across the board from Blisterskin, the Royal Mordants battalion allowing a unit to move twice in one turn, a spell allowing added movement equal to the wound characteristic up to 6 or the delusion that adds 1 to run and charge rolls or hollowmourne allowing run and charges and giving +1 to both (a command ability that can be stacked) or the spell which lets flyers run and charge. That is a whole lot of added movement options that which many of them can be stacked together where required.
For me, Blisterkin Royal Mordants lists are going to be Flayer-heavy and make full use of that improved warscroll.
As with most things from this release it will be about taking only what you need without hindering other tactical elements such as damage or defense.
Flesh-Eater Courts Allies
Flesh-Eater Courts can take allies from Deadwalkers, Deathlords, and Deathmages. The most likely ally choices I expect to see are for supporting casting (Arkhan, Mortis Engine, Corpse Cary) or to add cheap fast chaff into a monster build (Dire Wolves).
Concluding predictions – how will Flesh-Eater Courts do with the meta?
So me and the team here have tried to make some predictions of how popular Flesh-Eater Courts armies would do in the current and upcoming tournament meta.
We expect the army to be strong against Gloomspite Gitz and Sylvaneth (especially given the changes to the Flayers scream which will be devastating against Bravery 6 Dryads).
The army can play equally well with the choice of the first or second turn but there are viable low drop builds which will beat most armies (with the exception of the older one-drop books).
Against the higher performing armies such as Legion of Nagash, Daughters of Khaine and Stormcast Eternals, it is going to be about ensuring you have the right tools for the job.
Daughters of Khaine: your monsters allow a unique advantage vs some of their defensive abilities such as Sisters of Slaughter’s abilities to rebound mortals on save rolls of 6. This really isn’t going to do much against monsters with lower amount of attacks but high damage. Flesh-Eater Courts can be also much faster than Daughters of Khaine allowing Flesh-Eater Courts to choose which fights it takes.
Legions of Nagash: you are going to be faster and have more damage output in most cases allowing you to pick your fights once again, if you can overwhelm Legions of Nagash with board position then you should do ok. However, you need to be careful your main supporting spells don’t get unbound.
Stormcast Eternals: could be a much harder army to face for Flesh-Eater Courts given the ability to re deploy and take out key units (depending on what flavour Stormcast Eternals is being run of course -an Anvils of Heldenhammer shooting list would cause trouble). Flesh-Eater Courts is largely reliant on its heroes to stay alive for all its potential if these go down you are left with units that really lack any ability by themselves.
The army is likely to be weaker against strong ranged damage armies: Stormcast Eternals, Kharadron Overlords and Disciples of Tzeentch.
Phew. So that’s the review for now. I can’t wait to see how the army gets on when the world’s players get hold of it and get some games in. We’ll revisit the book in a few months and see how it is holding up.
Hey all, today I have a guest post by Mitch on the amazing and truly unique WaaaghPaca 2019. WaaaghPaca is an annual Warhammer event held in the frozen north of Waupaca, Wisconsin. Its known for its strong emphasis on enjoyment, collegial atmosphere amongst Midwest gaming clubs, and multiple side events (beer pint hold, feats of strength, moustache content). It is probably best summarised by its motto: “We play. We lose. We play again“.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
WaaaghPaca 2019 Overview
Tucked away in the frostbitten cold of the northern Midwest, USA is the town of Waupaca, Wisconsin and a convention that’s brought tabletop gamers gleefully coming back for the last ten years. Waaaghpaca! is a tabletop gaming tournament held at the end of January each year, originally focusing on Warhammer Fantasy Battle and now is solely centered around Age of Sigmar. Paca, as it is known by tournament-goers, brings in both casual gamers and tournament-ready players from all over the region.
The eccentricities of the tournament don’t stop with the remote location. Clubs travel from all directions to compete in team-centric challenges and the spirit of the event thrives off light-hearted competition. This year’s Waaaghpaca featured 60 players competing in a five-game tournament setting, windchill temperatures below -20 degrees, and even a wedding proposal between two attendees.
Scoring (Tournament)
A well-organized event can make all the difference between players having a disappointing experience and walking out of the event glowing about the weekend regardless of their army’s placement in the standings. Waaaghpaca most certainly falls in the latter category.
For Paca, the event places players having a good time over cut-throat competition, and this is set forward clearly by how the scoring is broken down. First and foremost, you do not need to win all five games to come out on top of the pack. The scoring is broken into quarters: 25% is games won, 25% is attending, 25% painting and the final 25% is sportsmanship.
Soft scores weigh heavily into your final placement at the event, and it is difficult for players to achieve maximum points in both painting and sports categories.
With soft scores such as these weighing so heavily into your final placement at the event, players place more of a premium on having a good time rolling dice than maxing out on competitive point scoring.
Scoring (Team
Event)
Leaving out the team aspect of Paca would sorely short change what makes the event something that has become special to those who attend each year. Several Midwest Warhammer clubs traveled to Waaaghpaca to compete together in a separate team event. The scoring for teams begins with a median player score determining initial standings and this year, culminated with the event’s signature beer pint holding competition to determine the champion between the top two clubs. The team with the higher score is allowed a time handicap equal to their score difference – a whopping 36 seconds this year.
Clubs featured over the weekend were the Detroit Warhammers (eventual first place finishers), the Guys from Milwaukee (2nd) as well as Screw City Gamers, Barroom Heroes, Skull Bros and Twisted Troop. Altogether, gaming clubs made up roughly 50% of all tournament attendees and are a large part of why Paca-goers credit the event for having such a friendly atmosphere. As opposed to many gaming events, winning is hardly the spirit of Waaaghpaca.
Most attendees credit the friendly environment and tournament organizer Rodge’s thoughtful and well-executed vision of the event for its continued success and what keeps players coming year after year in harsh winter conditions to Paca. On top of Rodge’s effort, at Paca’s core for its entire existence has been an enigmatic figure known simply as “The Bear,” who, alongside his wife contributes a large portion of the terrain and to the Paca charity raffle to boot. The terrain is always among the top mentioned highlights of Waaaghpaca, and when you see the quality of the two-foot-high dwarven hall or working water wheel feature, it is easy to see why. If that weren’t enough “the Bear” also contributes the tournament’s striking prizes, one year winners took home life size Chaos shields for their efforts. All from scratch and his pure giving nature.
The heart of Paca is perhaps most notably exemplified in the way the congregation brings in players who are unable to attend the event. Regular Paca attendee and founder of the Detroit Warhammer Club, Brad Schwandt (@Rhellion) was memorialized by fellow Waaaghpaca attendees with this image, which presided over the top table all weekend.
Like many others Schwandt was Skyped in for award ceremonies. Others were represented as best as the assembly could muster, like first place winner Ryan Nicol whose stand in was simply a nickel from someone’s pocket change (ED: don’t leave early, unless there is a snowstorm…). Truly, a podium ceremony unlike any other in Warhammer.
Waaghpaca 2019 Awards and Synopsis
Top three placements went to Ryan Nicol and his Khorne army for Best Overall. The Silver Pumpkin (or “The Bridemaids Award”) for Second Place to Donnie Goerlitz running Tzeentch, and Best General (most battle points) to Jake L’Ecuyer with his Legions of Nagash list.
All in all, Waaaghpaca receives glowing reviews from all involved for its player-first structure, all encompassing location (it helps not to have to leave the hotel venue when it’s below freezing outside), and good-natured play environment.
Next year’s Waaaghpaca plans have already begun and if the last week of January 2020 is free on your calendars, the frigid Wisconsin town of Waupaca would love to have you. Registration starts September 1st, 2019 over at the Waaaghpaca site.
So we have had a smashing three days of Warhammer Age of Sigmar at the Las Vegas Open 2019 (LVO 2019) and now its time for the final results, awards and top lists. Who came out on top from the 125+ players at the event? The first five rounds were held over Friday and Saturday and the top 8 players battled it out in a straight knockout over three rounds today.
Congrats to Scott Read and his team, Frontline Gaming and Best Coast Pairings for an absolutely stellar event to follow!
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
LVO 2019 – Top 8 Shootout
So here is the tale of the Top 8 knockout at LVO 2019! The players entered three further rounds with the scenarios and realm rules announced just before each round. They were:
Round 6 – Focal Points in Ghur using Savage Hinterlands (no effect)!
Round 7 – Total Conquest in Aqshy with the realmscape feature that has no effect.
Round 8 – Blood and Glory in Ghyran with the Seeds of Hope realmscape feature.
Round 6
Bill Souza (1, FEC) beat Joe Krier (8, DoT)
Jeff Paynter (5, SCE) beat Roger Barker (4, Grand Host)
Matthew Pashby (6, Deepkin) beat Alan Bajramovic (3, Grand Host)
Andrew Standiferd (7, SCE) beat Olivier Gandouet (2, Deepkin)
Round 7
Bill Souza (1, FEC) beat Jeff Paynter (5, SCE)
Andrew Standiferd (7, SCE) beat Matthew Pashby (6, Deepkin) – with a minor victory tied at 14-14 at the end of the game!
Round 8
So we were left with a mouth-watering match-up between Bill Souza, ITC #1 for the year and Team America ETC captain vs two-time defending champion Andrew Standiferd. Andrew fought hard, but Bill ultimately took it out at the bottom of Turn 4.
LVO 2019 – Age of Sigmar Awards
[To come – award ceremony in progress]
LVO 2019 – Age of Sigmar Results
You can find a full list of all the results in the Best Coast Pairings app but the top 24 (after the top 8 knockout) were:
Now you can also see all the placings here:
LVO 2019 – Top 10 Lists
All the lists for the Las Vegas Open 2019 are in the Best Coast Pairings app and also available via my list breakdown. However, here are the top 10 lists (from before the top 8 knockout) from the event. A really diverse field this year:
Bill Souza (Flesh-Eater Courts)
Olivier Gandouet (Idoneth Deepkin)
Alan Bajramovic (Grand Host of Nagash)
Roger Barker (Legion of Sacrament)
Jeff Paynter (Stormcast Eternals)
Matthew Pashby (Idoneth Deepkkin)
Andrew Standiferd (Stromcast Eternals)
Joe Krier (Disciples of Tzeetnch)
Rodrigo Duarte (Vorgaroth!)
Mathew Jones (Grand Host of Nagash)
1. Bill Souza (Flesh-Eater Courts)
2. Olivier Gandouet (Idoneth Deepkin)
3. Alan Bajramovic (Grand Host of Nagash)
4. Roger Barker (Legion of Sacrament)
5. Jeff Paynter (Stormcast Eternals)
6. Matthew Pashby (Idoneth Deepkin)
7. Andrew Standiferd (Stromcast Eternals)
8. Joe Krier (Disciples of Tzeetnch)
9. Rodrigo Duarte (Blades of Khorne)
10. Mathew Jones (Grand Host of Nagash)
LVO 2019 Picture Gallery
Thanks to all the people who sent me photos throughout the weekend for the coverage!
LVO 2019 Coverage
Frontline Gaming had streaming throughout the weekend on their Twitch channel (Warhammer TV was busy with the 40k). I understand they didn’t have much commentary, but did have the players mic’d up through the games. I also have a selection of videos from people at the event.
Hey all, Games Workshop have hit us with two Warhammer Age of Sigmar battletomes at once! and I’m here with the AoS Shorts Skaven Battletome Review: Part 1. Now this is an initial run through all the warscroll changes. Part 2 of the review is also now up and has a more detailed analysis of the allegiance abilities and some early list possibilities. Also, you can check out all the preview coverage.
Now this part of the review could not have been possible without the help of local New Zealand Skaven expert, Aiden (@PestilentPest). Aiden spent his Sunday going through all the changes and feeding me all the details. Aiden has a great Pestilens blog over on TGA and I highly recommend you check it out if that is your flavour of rat.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
New Skaven Warscrolls – Every Change!
Now thanks to Aiden, he is going to run us through each of the Skaven warscrolls in this Skaven Battletome Review. There have been massive changes so it is worth working through them all.
Masterclan
There are some significant changes to the head honchos of the Skaven, and most if not all of them good. Let’s get stuck in with the rulers of the Rat-Race.
Grey Seer
Increased 20 points
Unique spell replaced with Wither, a powerful short range debuff.
Warpstone mechanic reworked to be more risk/reward.
Can cast 2 spells now.
Command ability has been removed.
Finally the Grey Seer actually behaves like the erratic uber-caster he is meant to be. The ability to cast two spells is a great buff considering the Lore specifically for Grey Seers and the Warpstone mechanic is neat and thematic.
Screaming Bell
Points unchanged
Confers battleshock immunity to nearby units.
Can’t move without being pushed now
Same 2 spell buff as the Grey Seer on foot
Peal of Doom reworked slightly
Cracks Call range shortened
Now has a 5+ ward save
I was sold from the first point and this thing just gets better as you go down. Everything about the bell is neat and it’s thematic and most importantly, powerful.
Verminlord Warpseer
Points unchanged
Doom Glaive damage is d3 instead of 3 but attacks 6 times instead of 4.
Now has a 5+ ward save.
Has the ability to accrue extra Command Points.
Command Ability now confers Battleshock Immunity.
Unique spell does d6 damage to target, rather than d3 or 3 to a flyer.
Received the new Verminlord bravery debuff effect.
Another big winner, the Warpseer will find himself in a similar position to the Fungoid Cave Shaman, a powerful utility character that can farm command points and therefore get allied to everything that can take him ideally.
Lord Skreech Vermining
Points unchanged
Same Doom Glaive change as Warpseer.
Thirteen Headed One mechanic reworked so all options are viable.
Now can cast 2 spells instead of one.
Verminlord bravery debuff effect added.
Thirteenth Dreaded Spell unchanged.
My favorite Skaven character, Verminking received only a handful of changes specific to himself but they’re highly impactful. His access to 2 spells instead of 1 works well with his Knowledge of the Arcane rule to let him really lay the magical pain. Otherwise Skreech remains a reasonable option for Mixed Skaven, and a bit outclassed by the Warpseer for ally potential.
Thanquol and Boneripper
Points unchanged
Warpflame mechanic changed to anti-horde focus. Massive mortal wound output.
Can mix and match whichever weapon options he wants per arm.
Command ability changed.
Received the Monster keyword.
Unique spell changed to anti-hero spell.
Arkhan the Black level casting buff from Staff of the Horned Rat.
The cockroach of the Skaven clans, no amount of stepping on this little monster will ever keep him down. Thanquol emerges in the new book as one of the strongest named characters in the game with a swathe of devastating abilities that keep him strong in all phases of the game. Looking good, Prophet of the Horned One.
Masterclan Verdict
The Masterclan are looking fantastic after their changes. I’m definitely convinced these guys are the undisputed masters of Blight City.
The Clans Verminus
The soldiery of the rat clans, Verminus bring cheap chaff infantry and heavy hitting elites supported by small affordable leaders and the dread Verminlord Warbringer. Let’s dig in.
Verminlord Warbringer
Down 20 points.
Standard Doom Glaive change.
Verminlord bravery debuff added.
5+ ward save added.
Punch Dagger has the chance to massively increase damage on a 6 to wound.
Receives combat bonuses for nearby rats rather than for charging.
Command ability is now wholly within.
Can now cast 2 spells.
Death Frenzy spell upgraded to target d3 units instead of just one.
This guy saunters in and single-handedly makes Verminus Allegiance viable. We don’t even have the full picture and I can safely, SAFELY say this is a thing and this guy will lead it. Fantastic changes across the board that turn this lad from a brutal close combat sledgehammer to a powerful leader and support character… and a brutal close combat sledgehammer.
Clawlord
Points unchanged – the old Skaven Warlord.
Scurry Away mechanic replaces original retreat after fighting ability.
May only take the Warpforged weapon option now.
Command ability unchanged.
Losing the other weapon options isn’t exactly a big deal as no one ran them anyway. Scurry Away isn’t as good as the old ability where he would fight then have a chance to run immediately after, but at least Scurry Away isn’t on a dice roll. In Verminus armies this guy can take a command trait along with every other Clawlord, so that should be quite interesting.
Clanrats
Points unchanged.
No longer receives combat buffs for being a large unit.
Shields now work against any damage rather than turning off against damage higher than 1.
Changes to these guys are more in the Allegiance Abilities for the army than on their scroll. They still retreat and charge which is all anyone ever wanted from them anyway. Stay golden pony boy.
Stormvermin
Points unchanged.
Exact same shield change as Clanrats.
No longer get buffs for outnumbering their opponents.
The changes to these are more in line with the fact that they are receiving so much else from the rest of the army with battleshock immunity, buffs to hit and wound and rerolls being thrown around hard and fast.
Stormvermin are an expensive unit that require support to be good, but when they are supported there won’t be much this deadly utility unit can’t do.
Clan Verminus Verdict
A solid, well rounded series of warscrolls that are now believable as their own real, tactical force.
The Clans Pestilens
My once and future army. My hard-cover Pestilens battletome was bought a week after their release, and it’s no secret my desire to play and win the army borders on the fanatical and unhealthy. I’ve annoyed many a person with constant deranged rants about why its fair the Plague Monk warscroll has more words than the Old Testament and I feel not just qualified but entitled to review and break down this section of the clans.
Verminlord Corruptor
Increased 40 points
Unique Spell changed so that it does more damage, but no longer spreads.
Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit.
Plaguemaster now does Area of Effect mortals around the Verminlord rather than tick off creatures that have already been hurt by it.
Received a 5+ ward save.
Received a passive bravery debuff to nearby enemies.
Command ability now grants rerolls rather than additional attacks.
Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good.
Plague Furnace
Points unchanged
Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock.
The wrecking ball does far more damage but is a single target instead of Area of Effect now.
The Plague Monk crew actually have attacks now.
It has the same ward save as the Verminlord Corruptor.
It has keywords that prevent it from receiving Look Out Sir now.
Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4.
Plague Priest (Both Variants)
Points unchanged
Tumbled into one warscroll.
Gained the attack profiles of both original priests.
The Plague Tome once per game activation is gone.
Pestilent Prayers are all reworked (addressed at the bottom of the post)
This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver.
Plague Monks
Points unchanged.
All once per game effects removed from command options.
Improved Rend on 6s and rats doing damage when they die left untouched.
Banner now causes 6s to wound to do double damage.
Doom Gong now boosts running and charge rolls.
Rerolls for two swords is still here, as is +1 attack for charging.
The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally).
Plague Censer Bearers
Points unchanged.
Aura of damage effect is slightly better.
They receive bonuses for being near monks at a slightly larger range now.
I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW.
Plagueclaw Catapult
Points unchanged
Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10.
Does a bravery debuff to victims.
I was afraid this thing would get worse not because I use it (I have 3 fully painted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better.
Changes to Pestilent Prayers and Noxious Prayers
The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different.
Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss.
Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat.
Filth-Filth (Formerly Bless with Filth): Thanks it’s still the same. No changes here, and what a boon that is.
Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad.
Clan Pestilens Verdict
With widespread buffs to everything in the army and very few points increases, none of which could be called unjustified, Clan Pestilens is shaping up as the big winner of the clans so far. Saddle up lads, I will be your captain for this journey and the destination is, indeed, the podium.
The Clans Skryre
Blegh, really wanted to not do this one because of the sheer amount of reading and writing involved. I’ll save you some reading if you’re just here for Stormfiends: Yes, they got changed.
Arch Warlock
Increased 20 points.
Warpflame Gauntlet hits on a 2+ rather than being auto hit.
Can increase the damage of his melee weapon and spell at a risk.
This could have gone a lot worse for Skryre players given the popularity of this lad. He’s still an excellent caster and his ability to take risk death to churn more damage is purely optional so really he plays the same as he did before. Also Skryre have their own whole table of spells for this guy to reap. 20pts isn’t much of an increase considering that.
Warlock Engineer
Points unchanged
Slight rework to risk/reward spell mechanic.
Almost entirely the same guy. As ever the devil is in the details and the devil here is Skryre’s new warp lore table. It will be interesting to see if other clans take him purely for that given his affordability.
Stormfiends
Decreased 30 points
Can now only take squads of mixed weapons, what the box provides (look out Arkanauts and others with similar rules different from the box options)
Warpflame reworked, see Thanquol and Boneripper.
6+ triggers are now Unmodified 6 triggers.
I’m hoping this leads to greater variety and interaction with Clan Skryre, but it will be a shame if people hang up their fiends for other options.
Dan: I can still see a use for Stormfiends – although they are more of a toolkit option. Its harder to fill a defined role. I’ll cover them in more detail later in the week.
Skryre Acolytes
Points unchanged.
Can run and shoot now.
Can’t shoot things they can’t see anymore.
You were worthless cheap Skryre battleline before Acolytes and that is EXACTLY where you will remain unless the Skryre Battalion brings you fresh spice. No one would take these in mixed Skaven over Gutter Runners, and no one would play Skryre just to have these as battleline. Hopefully you catch this hard pass better than you throw globes.
The Weapon Teams
All overload mechanics guarantee the death of the unit after its attacks are resolved now.
The drill comes up whenever you want but can inflict mortal wounds on the units tunnelling up.
Warpflamer changed to be in line with other warpflame weapons.
The only one of these that will see any use outside of being mandatory for battalions is the drill, which now is a lot better given the risk of my 500pt unit of Stormvermin simply never surfacing isn’t a thing anymore.
Warp Lightning Cannon
Points unchanged.
Can double the dice for shooting at the risk of blowing the weapon up.
Now has 8 wounds instead of 6.
Being able to choose to double the dice to fire the cannon is pretty awesome, even with the risk it entails. Just remember you have to choose to do it before rolling the power dice… pray you don’t roll a 6.
Doomwheel
Increased 40 points
Can double it’s shooting attack at a risk.
Hurts every unit it roams over rather than just one.
Still a chance the enemy can move it instead of you.
I was sold till I saw it can still run over and kill my own things on a bad dice roll and no matter how Skaven that may be, it gets a pass.
Warplock Jezzails
Points unchanged
6+ is now Unmodified 6 to hit.
No real changes. Convert some up and drop them out a Gnawhole into shooting range. Not much else to say, they’re still good and they will see use.
Clans Skryre Verdict
All I see here is a faction better suited to being allied than ran by itself. A lot will turn on the allegiance abilities and spell lore.
The Clans Moulder
Ah Moulder, I’ve been looking forward to this. Every Skaven player (and every Skaven player reading this knows this to be true) wants Moulder to be good. And with an Allegiance ability of their own and a new Battalion, this may not be far from the truth. Let’s see how they fare.
Master Moulder – 100pts (New Warscroll)
Whole new unit.
Has the Packmaster whip ability.
Has a command ability that summons destroyed Moulder units to the table.
Powerful range of attacks.
Games Workshop you magnificent ******. This with the Packmaster change is exactly what Moulder needed. A powerful support hero that can hold his own with a command ability tailored the clan he belongs to. 10/10, great work.
Packmasters
Points unchanged.
Can now be taken in groups of up to 3.
Same whip effect as the Master Moulder.
Lost a few weapon options.
Packmasters now come in… packs? Neat and fun, I like it. A neat and expendable option to roam the table following Ogors and Abominations while the Master Moulder does Master Moulder things.
Rat Ogors
Points unchanged.
6+ changed to unmodified 6 to hit.
Attacks generate additional hits rather than additional attacks.
Nothing significant changed, just rules tweaks for consistency. Hopefully see more use with buffs and their own allegiance rules. If I catch anyone taking these because they have a shooting attack their house is getting shot with a Plagueclaw.
Giant Rats
Points unchanged
Horde bonus now increases weapon range rather than attack bonus.
This change makes sense and it’s thematic, and I suppose it’s a good thing that we won’t be seeing Moulder armies with nothing but Giant Rats. That being said, they were always a quiet favourite of mine though I rarely if ever ran them. I see them still seeing a lot of use as an annoying battleshock immune objective camper.
Rat Swarms
Decreased 50 points!
Rules updated to be similar to restoring dead models to a unit.
Was cutting the cost of this unit so dramatically potentially a disaster that will see Moulder players catapulting to the top tables as they drown us in 40mm bases covered in plastic rats they bought from their local Pestilens player? God I hope so.
Hell-Pit Abomination
Points unchanged
Avalanche of Flesh attack similar to Slaanesh Chariots impact but has a 3” range over their 1”
Warpstone Spikes enable the model to have a chance to straight up ignore magic.
Solid changes to a severely underutilized unit. A powerful centrepiece of any Moulder army, I will be shocked if there isn’t at least one in all the Moulder lists to come.
Clans Moudler Verdict
Damn Moudler, they tweak a few of your scrolls and give you one character and suddenly you’re a real army that poses a real threat. We haven’t even seen their allegiance abilities yet. We will watch your career with great interest, Moulder players.
The Clans Eshin
The sneakiest come last as ever, but no one will call them the least of the lot once they’ve read these changes.
Verminlord Deceiver
Points unchanged
5+ ward save added.
Verminlord bravery debuff added.
Can cast 2 spells instead of 1.
Skitterleap is no longer a global teleport and can’t target models with more than 12 wounds.
Necessary changes. Deceiver enthusiasts should just be grateful they came out without a point increase. Further increased survivability ensures that this master assassin continues to do what he does best, assassinate.
Deathmaster
Points unchanged – renamed from Skaven Assassin
Throwing stars pop into multiple hits on 6s.
Has a LOT more attacks with Fighting Claws.
Largely the same old boy by a different name. He does his job a little better now and with so many attacks with his Fighting Claws, the smart Eshin player will close this guide and start digging through the Realm Artefacts. I recommend starting with Ulgu…
Gutter Runners
Points unchanged.
Throwing stars pop into multiple hits on 6s.
They remain the once and future premium ally choice as far as Skaven units go. No changes made, no changes necessary. Stay awesome.
Night Runners
Decreased 20 points and get a max size unit bonus
Throwing stars pop into multiple hits on 6s.
They make a 2d6 move now after deployment rather than just a free move.
Same as Gutter Runners, the only change necessary was to stop them moving 20+ inches turn one. Otherwise they’re still what they were before, a niche option but a good one.
Clans Eshin Verdict
Without knowing the Allegiance Abilities of Clan Eshin I’d call these the least stand-alone army with no specific spell lore. They’re niche, but I may yet be proven wrong when the rules are shown.
Hey all, so it has been a rollicking two days for the 125+ players playing Warhammer Age of Sigmar at the Las Vegas Open 2019 (LVO 2019). The first five rounds were held over Friday and Saturday and we have now found our top 8 players to go into Sunday’s knockout elimination! The champion will be the winner of the ITC’s grand finale for the 2018 season and, as it happens, the winner could also finish top of the ITC rankings for the year. Here I’ll wrap up the weekend’s action and preview the top 8 shootout! Check back tomorrow for the full results, awards and accolades.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
LVO 2019 – Age of Sigmar
The Las Vegas Open 2019 ran a truly unique format for competitive Warhammer Age of Sigmar – eight rounds over three days, with the last three rounds only being contested by the top eight players!
The Age of Sigmar tournament was 2,000 points and General’s Handbook 2018. Realms, Realmscape features, Realm Artefacts and Realm Spells were all in play.
The weekend was dominated (largely) by the members of the Team America ETC team and the two-time defending champion Andrew Standiferd. These guys really showed both their competitive pedigree and their current form.
I spent the weekend following along on the Best Coast Pairings app watching the results come in and the pairings for each round. Having the lists and results for each individual player to hand was fun.
So here is where the day ended:
Bill Souza (Flesh-Eater Courts)
Olivier Gandouet (Idoneth Deepkin)
Alan Bajramovic (Grand Host of Nagash)
Roger Barker (Legion of Sacrament)
Jeff Paynter (Stormcast Eternals)
Matthew Pashby (Idoneth Deepkkin)
Andrew Standiferd (Stromcast Eternals)
Joe Krier (Disciples of Tzeetnch)
A remarkably different field than at last year’s LVO dominated by Changehost and Vanguard Wing lists. You can find the full results and all the scores, pairings and more in the Best Coast Pairings app.
LVO 2019 – Top 8 Shootout
Now, the top 8 players will be going into a straight knockout over three rounds on Sunday. Think March Madness but for Warhammer Age of Sigmar! The Realms and Battleplans are secret and will only be announced to the players just before each round. But let’s run through each player, their list, their route to the top 8 and a bit about each of them.
Bill Souza (Flesh-Eater Courts)
Bill Souza, captain of Team America ETC, currently 2nd in the ITC rankings and 1st after 5 rounds. Bill has been smashing face this year with Flesh-Eater Courts and knows how to play the list really well (who needs a new book?).
Over the weekend, Bill has taken 5 major victories and secured all his secondaries for a perfect score. He faced Gloomspite, Hammers of Sigmar, Sylvaneth, Fyreslayers and Stormcast.
In the top 8, he will be facing Joe Krier and his Disciples of Tzeentch.
Olivier Gandouet (Idoneth Deepkin)
Olivier came 4th at the LVO 20189 with a Mixed Order list but is running Idoneth Deepkin this year. He is taking 24(!) eels backed up by Drycha and a Spelllweaver (for the auto-dispell) – both of those are ally choices you don’t often see in Deepkin lists.
Olivier has 5 major victories but dropped one secondary. He faced Mixed Order, Legion of Sacrament, Hagg Nar, Joe Krier’s Disciples of Tzeentch, and Matt Pashby’s Idoneth Deepkin!
In round 6, he is facing the two-time defending champ Andrew Standiferd and his Stormcast.
Alan Bajramovic (Grand Host of Nagash)
Alan is a Team America ETC player, currently 7th in the ITC rankings and I understand was a convert to Age of Sigmar from competitive 40k. Alan has been running an interesting triple threat Grand Host of Nagash list with Vhordrai, Vampire Lord on Zombie Dragon and 30 Grimghast Reapers, with Arkhan for support.
Alan achieved 4 major wins, 5 secondaries and a draw across the weekend. He faced Astral Templars, Celestial Vindicators, Hammers of Sigmar, Legion of Night, and Roger Barker’s Legion of Sacrament.
In Round 6, he has Matthew Pashby and his Idoneth Deepkin.
Roger Barker (Legion of Sacrament)
Roger Barker is another Team America ETC player. He has 90 Grimghast Reapers (but no Nagash, just Arkhan) says it all really.
Roger also had 4 major wins, 5 secondaries and a draw across the weekend. He played against Blades of Khorne, Nighthaunt, Anvils of the Heldenhammer, Grand Host of Nagash x 2.
In Round 6, Roger has Jeff Paynter and his Hammers of Sigmar Surecharge Bomb.
Jeff Paynter (Stormcast Eternals)
Jeff came 9th at LVO 2018 with a Skyfire heavy Disciples of Tzeentch list and now he is back again with the Gavriel Surecharge Stormcast list.
Jeff got 4 major victories, a minor loss and 5 secondaries. He played Beasts of Chaos, Slaanesh (Pretenders), Blades of Khorne (x2) and Idoneth Deepkin (Dhom-Hain).
In Round 6, he has Roger’s Legion of Sacrament.
Matthew Pashby (Idoneth Deepkin)
Matthew Pashby, the only non-Team America or previous top 10 LVO placeholder in the top 8 shootout! Not only that, but he is running a Dhom-Hain list with only 15 eels, as well as Eternal Guard (!) and Heartrenders as allies. Go this guy!
Matt achieved 4 major wins, a major loss and 5 secondaries. He faced Destruction, Beastclaw Raiders, Grand Host of Nagash (x2) and Olivier’s Dhom-Hain in a killer mirror-match in round 5.
Andrew Standiferd (Stromcast Eternals)
Two-time defending champion of the Las Vegas Open, Mr Andrew Standiferd. Andrew is most known for off-the-wall Stormcast lists which exceed all expectations (or maybe he’s just a great player). Andrew is fighting to defend his crown.
Andrew has only dropped points once this weekend and that was against Bill Souza in the final round. Andrew credits it down to a small mistake in his deployment which ultimately proved costly. Will Andrew get revenge and redemption on Sunday?
Andrew faced Seraphon, Blades of Khorne, Mixed Order, Slaanesh (Seekers), and Bill’s Flesh-Eater Courts.
Joe Krier (Disciples of Tzeetnch)
Joe Krier, currently 1st in the ITC rankings, Team America ETC player, and 6th at last year’s LVO is a man on the mission, again with Disciples of Tzeentch.
Joe had 4 major wins, 5 secondaries and one major loss over the weekend. He faced Gloomspite Gitz, Hagg Nar, Pestilens, Olivier’s Deepkin, and Everchosen – what a mixed bag!
So that’s the run down. Check back tomorrow for the full results, awards and wrap-up from the event.
Hey all, this weekend is LVO 2019, or the Las Vegas Open, the first US major Age of Sigmar event for the year. Hosted in Bally’s Casino, Las Vegas, the LVO is a three day, eight round Age of Sigmar event with 130+ players, and a single-day Doubles tournament. You can read all my coverage of the unique event pack here, or read on further for all the lists from the event.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
LVO 2019 Lists
This year, the Las Vegas Open asked for all lists to be submitted in text format via the Best Coast Pairings app. Previously the app relied on photographs of people’s lists, but now a world of possibilities is opened up by having the lists in a standard text format (i.e. Warscroll Builder output). You can find all 130 lists in one PDF here or check out my analysis below.
LVO 2019 Lists – Faction Breakdown
Now thanks to changes to Best Coast Pairings, the Frontline Gaming app for tournaments, and plain text list submission, we can now do easy faction breakdowns and unit analysis. I’m going to have another post this week going into all the new features. But for now, here are the breakdowns:
LVO 2019 Faction Breakdown
“Stormcast Eternals”: 18,
“Nurgle”: 9,
“Grand Host of Nagash”: 8,
“Khorne”: 8,
“Sylvaneth”: 7,
“Gloomspite Gitz”: 7,
“Legion of Sacrament”: 6,
“Beasts of Chaos”: 6,
“Idoneth Deepkin”: 6,
“Daughters of Khaine”: 6,
“Ironjawz”: 5,
“Order”: 5,
“Skryre”: 5,
“Tzeentch”: 4,
“Seraphon”: 3,
“Flesh Eater Courts”: 3,
“Slaanesh”: 3,
“Nighthaunt”: 3,
“Free Peoples”: 3,
“Kharadron Overlords”: 2,
“Beastclaw Raiders”: 2,
“Legion of Night”: 2,
“Fyreslayers”: 2,
“Destruction”: 2,
“Bonesplitterz”: 1,
“Darkling Covens”: 1,
“Legion of Blood”: 1,
“Pestilens”: 1,
“Chaos”: 1,
“Brayherd”: 1,
“Everchosen”: 1
LVO 2019 Unit Analysis
Some quick stats breakdowns from the guys at Best Coast Pairings:
Most common models
Witch Aelves 11 units / 260 models
Plague Monks, 8/290
Chainrasp Horde, 17/300
Grimghast Reapers, 18/470
Stabbas, 9/480
Skeleton Warriors, 15/480
Most common units
27 Necromancers
26 Sequitors
20 Evocators
20 Blightkings
Realm selections per army
No Realm selected – 36
Ghur – 20
Aqshy – 17
Hysh – 16
Shyish – 14
Ulgu – 14
Ghyran – 11
Chamon – 4
We’ll have more stats breakdowns over the week to come.
LVO 2019 Lists – Who to Watch?
So what are the lists that last year’s top 10 are bringing? Do we think they will repeat their great performance from a year ago?
Mike Scaletti – Gore Pilgrims [Not attending 2019]
So much Disciples of Tzeentch…. Really glad the tournament meta has become more diversified since AoS 2 and General’s Handbook 2018.
Andrew Standiferd
Andrew Standiferd, two-time LVO winner and on for a three-peat? Not often you see the Stardrake in the current Stormcast meta so will be interesting to see how Andrew goes with the list.
Oliver Gandouet
Eels, eels and more eels. Drycha and a Spellweaver (auto-dispel) are interesting and unusual allies choices.
Michael Burch
50 Reapers, a Pallisade, Mortality Glass, Olynder and a Corpse Cart. Interested to see how the synergies play out in this list.
Jarrett Zazuetta
Interesting Grand Host list with Vhodrai, some big skellie blocks and Reapers for punch.
Jeff Paynter
Surecharge bomb.
LVO 2019 Lists – Team America ETC
It is also interesting to see what Team America are bringing to the event in their preparation for the ETC. Some of these lists are competitive practice, while others are more on the fun end of the spectrum.
Alan Bajramovic
Interesting triple threat with Vhodrai, VLOZD, 30 Reapers backed by Arkhan.
Roger Barker
90 Reapers. Says it all.
Greg Goede (Coach)
Daughters of Khaine with a whole load of snakes. Interesting to see the Hag Queen on Cauldron for a point of difference from the usual.
Joe Krier
A Tzeentch list with Acolytes must mean chaff around which the Englighted, Skyfires and Skyfires operate.
Bill Souza (Captain)
Bill has been running the FEC list for a while with success. Looking forward to what he does when the new book comes out too!
Hey all, so the Ulster Warlords 2019 team tournament for Warhammer Age of Sigmar was held in Northern Ireland this last weekend. 14 teams of 4 players from across the UK fought it out for gold and glory.
You can check out my preview post covering the pack, the pairing process and all the team lists. Also, have a listen to my show with Jack Armstrong, UK #1, about how to compete effectively at team tournaments.
And, finally, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Ulster Warlords 2019 Results
The Ulster Warlords events had a number of top prizes, trophies and swag up for grabs. The awards are set out below and the full results are here.
The Ulster Warlords (1st Place): Bangor Bad Boiz
David Robinson (Stormcast)
Michael Brough (Beasts of Chaos)
Andrew Johnston (Daughters of Khaine)
Robby Wright (Grand Host of Nagash)
The Ulster Marshalls (2nd Place): Shia Lebeouf
Dean McLaughlin (Sylvaneth)
Darren Watson (Stormcast)
Stephen Mitchell (Legion of Sacrament)
Neil Montgomery (Gloomspite Gitz)
The Ulster Scions (3rd Place): Balls Deep Brucies
Chris Myhill (Idoneth Deepkin)
Chris Caves Jr (Grand Host of Nagash)
Ric Myhill (Beasts of Chaos)
Colin Ruddell (Sylvaneth)
The Ulster Minions (Last Place): Plastic Craic
Ulster Warlords Jester Award (most sporting votes)
Essex Rollin Machines (Jani Szaniszlo, Anthony Lewis, Dan Harston, Mark Carrigher)
So The Honest Wargamer broke new ground this weekend with coverage from all four tables between the top teams simultaneously. You can check back through the coverage on Twitch or YouTube. It’s great to see these innovations and developments in coverage of competitive Warhammer Age of Sigmar.
A selection of pictures of the Ulster Warlords 2019 event.
The Hero’s Journey
Players traveled from across the UK to attend.
Match-ups and Swag
Team events are all about the pairing process, team banter and swag. The event organiser, Bastion Games, and the teams certainly turned it on with tournament books, team gear and match-up cards.