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Warhammer Age of Sigmar World Championships 2024


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Haven't seen any chat about the 2024 AOS world championships - did anyone go and if so what was it like? 

Really interesting to see that the semi-finals consisted of SCE, Ossiarch Bonereapers, Disciples of Tzeentch and Kruleboyz, and that the event was won by the Stormcast Eternals list after seeing lots of Nighthaunt and Lumineth lists winning tournaments pre-Battlescroll and a few Disciples of Tzeentch armies since.

Warcom kindly posted the list as well, well done to Casper!

Stormcast Eternals | Sentinels of the Bleak Citadels

Drops: 2

Spell Lore - Lore of the Storm

Prayer Lore - Prayers of the Stormhosts

Manifestation Lore - Morbid Conjuration

General's Regiment

Krondys, Son of Dracothion
• General

Prosecutors
• Reinforced

Vanguard-Palladors with Starstrike Javelins
• Reinforced

Vanguard-Raptors with Longstrike Crossbows

Vigilors

 

Regiment 1

Lord-Relictor
• Mirrorshield
• Envoy of the Heavens

Prosecutors
• Reinforced

 

Faction Terrain

Stormreach Portal

 

So a super mobile, super shooty SCE army. 

One unit of Prosecutors per turn get a 5+ Ward from Sentinels of the Bleak Sentinel giving them some staying power whilst offering a mix of high Damage ranged shooting and versatile melee ability if they get stuck.

Vanguard-Raptors have been a staple unit of SCE for several editions now, and here they are again helping take down enemy characters and support pieces.

I'd read the Palladors with Javelins were a good unit but I've yet to field them on the table. I didn't overly pay too much attention to them but a reinforced unit has 30 wounds on a 3+ save with a 14" move making them good for capturing objectives, tying up units, and they get an extra round of shooting if they charge. Oh and the ability to charge and/or shoot if they ran or retreated. Hyper-mobile and very versatile.

Supporting all that are the Vigilors who grant +1 to hit for friendly SCE units if they do any damage from shooting themselves, reducing the need to spend any any command points of All Out Attack - though I imagine judicious use of Covering Fire was used.

The hero selections are interesting, with a Lord Relictor helping gift a 5+ Ward, plus buffs and boons from prayers, and can't easily be shot off the board. Continuing the theme of selecting fast, mobile, hard-hitting units, Krondys provides all the magical prowess being able to cast 2 spells with a +2 casting bonus for getting spells and the morbid conjurations out on the table.

Between Translocation, the Stormreach Portal, Scions of the Storm and the fast, mobile (and often flying) units make this a wildly agile and manoeuvrable army.

A really interesting execution of the concept of buffing highly-mobile shooting units seen with the Lumineth Huraken and Disciples of Tzeentch Skyfire builds. 

What do you think and did any other armies at the event stand out to you?

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13 hours ago, Starfyre said:

Stormcast Eternals | Sentinels of the Bleak Citadels

Drops: 2

Spell Lore - Lore of the Storm

Prayer Lore - Prayers of the Stormhosts

Manifestation Lore - Morbid Conjuration

General's Regiment

Krondys, Son of Dracothion
• General

Prosecutors
• Reinforced

Vanguard-Palladors with Starstrike Javelins
• Reinforced

Vanguard-Raptors with Longstrike Crossbows

Vigilors

 

Regiment 1

Lord-Relictor
• Mirrorshield
• Envoy of the Heavens

Prosecutors
• Reinforced

 

Faction Terrain

Stormreach Portal

Some of the decisions made in this list look pretty expected, like bringing a strong caster in Krondys together with Morbid Conjuration.

I think the decision to go hard on Prosecutors is at least somewhat surprising though. Personally, I always thought they were good, but I have mostly seen people online say that they are too fragile and don't deal enough damage.

I wonder if the Vanguard-Palladors with Starstrike Javelins are only in this list because the ones with shock handaxes would make the points go over the limit. They definitely kind of look like the worse version of the unit on paper.

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3 hours ago, Satyrical Sophist said:

Hi, reminder that if you make the text dark gray or black it's not readable in dark mode! 

Sorry, I didn’t change any fonts so it should be whatever the default is. What bits can’t be read? I copied the list across from warcom, maybe it carried some formatting across 

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2 hours ago, Neil Arthur Hotep said:

How do you think about them in relation to the portal? Is the 3d6 charge from teleport what makes them a good combo in your eyes?

Previously Prosecutors would always be put in reserve because they were too frail to leave on the battlefield, but being in reserve meant you couldn't buff them with hero phase abilities like Finest Hour, 5+ Ward (Envoy/Sentinels), and Bless Weapons. There was a huge opportunity cost and risk in using Translocation on them

With the Portal you can buff Prosecutors and then guaranteed teleport them anywhere on the board into a 3d6 charge, which is about 93% success rate if you have a re-roll available.

They teleport, ignore Covering Fire on a 4+, shoot, charge, fight, and usually wipe out whatever they hit (especially if they have Special Assignment for +1 rend). Then your opponent has to spend time clearing this unit or they'll take more damage from them the following turn. When they die they are a good unit to return with Heavens-Sent since they can shoot and charge immediately.

Tactically they're basically Annihilators with Grandhammers from 3rd edition but much easier to fit into lists and much easier to use. Very strong unit, one of my favourites in the Battletome.

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28 minutes ago, Dogmantra said:

yup, hadn't clocked it myself but commands don't have the CORE keyword, and ruination can ignore anything that's not CORE

Doesn't it just let the unit shoot though? Which is a core ability. Or is it the selecting the prosecutors as the target that activates Ruination?

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59 minutes ago, AdamR said:

Doesn't it just let the unit shoot though? Which is a core ability. Or is it the selecting the prosecutors as the target that activates Ruination?

Yeah, this was updated when the wording of the ability was changed. It's a non-core ability that targets now, so Ruination can ignore it.

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19 hours ago, PJetski said:

Previously Prosecutors would always be put in reserve because they were too frail to leave on the battlefield, but being in reserve meant you couldn't buff them with hero phase abilities like Finest Hour, 5+ Ward (Envoy/Sentinels), and Bless Weapons. There was a huge opportunity cost and risk in using Translocation on them

With the Portal you can buff Prosecutors and then guaranteed teleport them anywhere on the board into a 3d6 charge, which is about 93% success rate if you have a re-roll available.

They teleport, ignore Covering Fire on a 4+, shoot, charge, fight, and usually wipe out whatever they hit (especially if they have Special Assignment for +1 rend). Then your opponent has to spend time clearing this unit or they'll take more damage from them the following turn. When they die they are a good unit to return with Heavens-Sent since they can shoot and charge immediately.

Tactically they're basically Annihilators with Grandhammers from 3rd edition but much easier to fit into lists and much easier to use. Very strong unit, one of my favourites in the Battletome.

Really useful explanation, thanks. And interestingly there's two units of them so they can gang up and there's back-up if one units gets wiped out.
 

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And the Ossiarch Bonereapers list... I know less about OBR, what do we think of this? Somewhat surprised by the inclusion of two Crawlers myself.

Quote

Ossiarch Bonereapers | Mortek Ballistari

Drops: 2
Spell Lore - Lore of Ossian Sorcery
Manifestation Lore - Horrors of the Necropolis

 

General’s Regiment

Katakros, Mortarch of the Necropolis
• General

Kavalos Deathriders

Morghast Archai
• Reinforced

Mortek Crawler

 

Regiment 1

Mortisan Ossifector
• Diversionary Tactics
• Marrowpact

Mortek Crawler

Teratic Cohort

 

Faction Terrain

Bone-tithe Nexus

Just seen that there was in fact 3 SCE armies and 3 Disciples of Tzeentch armies in the last 8 which is pretty impressive. Anyone know anything about the semi-finalist lists?

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The Stormcast list also demonstrates that, as it has been since the game's inception, high movement and mobility tools are often king in AoS.

People keep telling me the Crawlers are good, and clearly they are, but they seem so swingy to me, the subfaction probably tips them over into being reliable output though.  Ranged threat is ranged threat, and throwing out strikes last is obviously valuable.  It looks like a fairly standard OBR list to me, it's often either this version with the Morghast block or, like, 30 Deathriders.

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18 hours ago, Lucentia said:

The Stormcast list also demonstrates that, as it has been since the game's inception, high movement and mobility tools are often king in AoS.

People keep telling me the Crawlers are good, and clearly they are, but they seem so swingy to me, the subfaction probably tips them over into being reliable output though.  Ranged threat is ranged threat, and throwing out strikes last is obviously valuable.  It looks like a fairly standard OBR list to me, it's often either this version with the Morghast block or, like, 30 Deathriders.

Crawlers are probably the best artillery unit in the game, although that is a dubious honor. I think what really makes them work is that they are the only shooting in OBR. Usually artillery suffers from having to compete against more efficient ranged infantry options. The strikes last is pretty great, though.

People used to run Katakros + 2 Crawlers in 2nd edition, although back then the idea was more to have ranged pressure to force opponents to engage your Mortek blocks. Current OBR lists are much more mobile with Morghasts and Deathriders, so I don't know if that reasoning still holds up. For what it's worth, two Crawlers put out pretty credible damage at very long range. They will definitely help fast anvil units win combats that way.

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4 attacks on a 3+/3+ (with Formation) profile seems good, paired with 24" range. and 3-5 damage is better than most artillery units (mainly, all KO heavy weapons). But for 260p, Imho, is a bit expensive if you have another source of ranged attacks. but the value of Attack-Last on a roll of 3+ or even 2+ seems to be good enough to use them on high competitive lists.

Still, I think that Artillery doesn't have a role, it's just "ranged damage" unless your artillery has an added value. Sadly, only a few artillery pieces have that.

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They have to be careful not to get pinned down, is the major downside, as they can't move (without losing the subfaction bonus) or shoot in combat and the list doesn't have a lot of stuff it often wants to be sending backwards to rescue the catapults from cheeky outflankers or manifestations.

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