List Building is FUN Again! New Lists for Every Order Army

It’s been a while since the pre-game part of AoS has been enjoyable. Last season, tactics were so open and freely available that list building became exclusively an exercise in building the most violent lists possible. Linear, sledgehammer-type lists were strictly better because just straight up killing your opponent was more efficient than basically any other strategy around playing for tactics or primary–your opponent can’t score points if everyone is dead. 

This new GHB is different. In limited play experience so far the battleplans, tactics cards choices, and how tactics cards are scored have done a great job to crack open list building for the following reasons:

  • Battleplans
    • Outside of a few of the traditional Hold 1, Hold 2, Hold More scoring models, most battleplans have variable and sometimes outright wild scoring methods that require more flexibility and efficient trading pieces in order to out score your opponent.  A lot of the emphasis is that holding 1 objective is worth—usually—half the primary points each turn, meaning that most people will be scoring every turn up to half the possible points off of primary.  Without efficient trading pieces, you’ll be going on all in on the objectives each turn, which makes your list inflexible, which in turn impacts your ability to score your tactics. Speaking of:
  • Tactics Cards
    • Skill expression is now an integral part of list building, because it can be very easy to set yourself up for failure right from the beginning by picking the wrong cards for your list. For instance, imagine you decide to take Scouting Force and only have three eligible units to score your tactics cards.  What do you plan to do if one of those units dies before your able to score the first step of the tactics cards? Do you have a way to bring back a Scout unit if it dies?
    • Another example: does your tactic card require you to have your units wholly within 9” of a table corner? Do you have the speed to achieve that, or access to any kind of teleports? If not, do you have a game plan for getting there?
  • Scoring Tactics Cards
    • On top of needing to pick good tactics cards, you also need to carefully pay attention to when and HOW those cards are scored. Example: Scouting Force’s first step requires you to have three units wholly outside friendly territory to score. Step two then requires you to control a combination of three or more terrain pieces and/or objectives within your opponent’s territory. The last requires you to control a terrain piece wholly within your opponent’s territory more than 6” away from friendly territory.
    • Can you reliably get your troops to do all three of these things? (As a reminder for part two, units can contest/control a piece of terrain AND an objective at the same time). If you’re infantry focused, can you get your troops deep enough into their backlines fast enough?

All of these are questions that need some kind of answer from the list you play—and I’ve been having a blast trying to answer these questions! So, I went ahead and tried to make a list for each faction that both tries to answer these questions and showcases the new Scourge of Ghyran rules, starting with Order armies here and expanding to the rest of the Grand Alliances later to avoid having one novella length article.

Note: The goal in this article is not to write a 5-0 list for every army. I believe that every list here does have some play, but there are likely more competitive ways you could go in some cases. We are all in brave new world territory here, so let’s get weird with the lists, and don’t be afraid to try new things – having fun might even put you in a better mindset to learn.

So, lets jump in!

Cities of Sigmar

What Does the List Do?

This is one of those fabled “Combined Arms” lists that people talk about a lot, but that rarely worked out in practice this past season, because deathstars were all (and might still be) all the rage.  This is a Human-centric Cities list to take advantage of the absolute pile of shenanigans you can get up to:

  • The Veteran Cannoneers Battle Formation means that anyone standing out in the open, is a Monster, or has Fly is eating 6 shots each shooting phase with built-in rerolls. As we covered in this article, shooting isn’t as dead people think, and three Cannons are now at a bargain bin price of 300.
  • The new Freeguild Cavaliers lost an attack, but gained +1 to hit. They also lost impact mortals—which isn’t a small loss—but now they have a much, much more interesting ability in any charge phase: if they are in combat and did not charge, you can pick them and up to one Cavalier Marshal or Marshal on Griffon within combat range to count as having charged on a 4+. If that Cavaliers unit has fewer models than the total number of models within the enemy unit’s combat range, you add 1 to the roll.
    • Beyond just counting as have charged for the +1 damage, this also means that on your opponent’s turn you have your Cav Marshal pop their Run Down the Foe ability to hand out Strike-First to themselves and a Cavaliers unit within their combat range.
      • You could hide a Cav Marshal 3.1” away from the front of your line of Cavaliers, have them count as charged, pop the Strike First, and then pile-in to attack.
    • Because that unit counts as having charged, that nearby Cav Marshal can then hand out Strike Them Down to give a unit +1 attacks.
  • The new Cosmopolitan Leader Heroic Trait hands out +1 to wound on a 3+ to up to three Human units wholly within 12” of the bearer.  Getting Cavaliers to 3+ to wound means even on off turns they hit fairly hard, turning them into grinders that your opponent is crashing against.
    • Also, with the changes to All-Out Attack, +1 to wound is the new +1 to hit, in my opinion.
  • The Sacred Brazier artefact on a Marshal on Foot means as long as you keep your hero wholly within combat range of those Freeguild Command Corps, you get D3 Command Corps models back each turn that have a 5+ ward.  Trust me, the first time you do this it feels like cheating.
  • And then there’s Zenestra—hoo boy.
    • She’s the fabled Priest (2)—non-interactive Prayers are some of the most powerful abilities in the game. Each hero phase you pick a Wizard, Priest or Manifestation within 18” of Zenestra, roll a dice, and on a 3+:
      • Banish the Manifestation, or; Inflict mortal damage equal to the roll to the Wizard/Priest.
    • The REAL sauce with Zenestra is the absolute bullshit you can do with her warscroll Prayer:
      • The first two parts of the Prayer are neat and randomly useful, but the last part—Salvation—lets you pick up to three Cities of Sigmar units ANYWHERE ON THE BATTLEFIELD and teleport them from wherever they are—even if in combat—and set them up wholly within 12” of Zenestra, with the only restriction being they can’t be set up in combat.
      • Is your opponent using the Attuned to Ghyran tactics card, and on the second step requiring them to retreat two units and charge with two units? Well, the units they have that are in combat with your Cavaliers just watched those Cavaliers teleport out of combat. Congrats, you just denied your opponent five points! This is just a small taster—the implications for this ability are endless.

Recommended Tactics Cards:

  • Scouting Force
    • You have five eligible units to score this card, with two of them being ludicrouslyhard to kill. 
  • Master The Paths
    • If anyone has a Monster or Flying Hero, it’s likely getting shot to death by Cannons. The rest of the steps of this tactic are fairly easy thanks to the sheer numbers of units you have as well as the teleport and movement shenanigans you have available.

Daughters of Khaine

What Does the List Do?

  • Daughters of Khaine have artillery now in the new Bloodwrack Shrine, huzzah!
    • Three damage, fairly reliable shots! With Shoot in Combat!  And Crit 2 Hits! What a time to be alive. One Shrine can pick an enemy unit within 15”, roll a dice, and if the roll is equal to or lower than the target’s health characteristic it gets full re-rolls to hit—in any shooting phase. Also, these are all Wizard (2). You’ll run out of things to cast with them, but you’re also going to be banishing literally every Manifestation in sight every chance you get.
      • Someone is getting blown out by Covering Fire by one of these shrines. Mark my words.
    • Could these just be Blood Stalkers? Of course—they have higher damage output at range after all, and it reduces your drops. But because the Cauldrons are War Machines and not Monsters, the Cauldrons can hide in Obscuring MUCH easier. Also they’re Wizards so they have great utility, and unlike Blood Stalkers, they fight reasonably well in combat. Also, it’s a big bloody go kart.
  • The new Battle Formation in Arena Veterans means that you’re going to be taking the Sisters of Slaughter with Bladed Bucklers to make some of the toughest infantry in the game. Yes, I’m being serious:
    • A unit of 20 Sisters of Slaughter can, in combat, have the following buffs on them:
      • -1 to hit from their warscroll ability;
      • +1 to save from the Hag Queen on Cauldron of Blood;
      • -1 to wound from the new Scathscale prayer;
      • -1 to wound again from the Heart of Fury manifestation;
      • And a 5+ ward until they’ve fought thanks to Arena Veterans.
    • Lastly, there’s new Krethusa:
      • The fabled Priest (2) again! Thanks to a nearby Hag Queen on Cauldron of Blood, she gets +1 to pray on her prayers! She also gets D3 ritual points each enemy hero phase, which is great for topping up your god bucks for a big prayer.
      • Her own prayer—which only targets one Aelf Infantry/Cavalry—goes off on a 3+ and gives out one of the following buffs until the start of your next hero phase, or ALL of them if chanted on a 9+:
        • No commands for enemy units while in combat;
        • Non-Companion weapon abilities have no effect while in combat;
        • -1 to ward rolls for damage inflicted by the unit’s combat attacks
          • Congrats! Sisters of Slaughter are even tougher now.
      • And then, once per battle, she can bring back a dead unit of Aelf Infantry in your movement phase for 1 CP, wholly within 9” of a board edge more than 9” from enemy units.
        • Remember, replacement Scout units are still Scouts!

Recommended Tactics Cards:

  • Scouting Force
    • That one unit of Khinerai Lifetakers is basically designed to score step three of this tactics cards. Meanwhile, 60 Sisters of Slaughter are going to take an actual eternity to die, and you only need two out of the three alive at the end of the game to score your tactics card.
  • Wrathful Cycles
    • This list is designed to grind your opponents to death, and you can slow roll your tactics points to guarantee you get the underdog at least once to score step two of this tactic. Pro tip: try to score this on a turn early in the game when you don’t have the Lifetakers on the table, since you have 9 units total and need to fight with half of them rounded up. That’s the difference between needing to fight with 5 units and 4, which could be a big deal. Also, reminder than fighting faction terrain is great in these scenarios.

Fyreslayers

What Does the List Do?

  • This list makes Magmadroths the best Monster heroes in the game. That’s my hot take anyway:
    • The new Prayer Lore is crafted specifically to make Droths better:
      • Need extra movement? How about a hero phase move prayer.Need extra bonuses to hit, or even extra attacks on those Companion Weapons? Fury of Vulcatrix has you covered.
        • Reminder: Magmadroth shooting attacks are companion attacks.
        The really spicy one is the Ichor of the Ur-Salamander:
        • Basically, you pick one Magmadroth and it adds 3 to the mortal damage inflicted by the Volcanic Blood ability that Droths have, and if you roll a 6+ to chant, it’s D3+3 instead.I had a unit of 20 Ardboyz fight a Magmadroth on my turn, and 7 Ardboyz died before my activation was done.  This is a ludicrously strong ability when it goes right.
      The Droth Helm handing out a +1 to hit bubble, Scales of Vulcatrix giving out +2 wounds, and the new Peerless Lineage mount trait lets your Runefather on Droth hand out -1 to save to two different units.
    • In addition, the Fyreslayers Runes work overtime on Droths, as having Strike First, +1 to hit Runesons mean they will absolutely maul enemy units on the way in—and even past that handing out a 5+ ward to your 16 Health Monsters will make them much harder to kill.
      • The above gets even better when you have your Priest (2) Auric Runemaster super charging those runes with his Master of the Runes ability. +1 save, 5+ ward Droths? Yes please!
  • The Runesmiter is there to be a mobile prayers platform that can keep up with the Runefather and his Runesons running around. The Runefather, like any good dad, is an enabler for his sons, because while ol’ pop-pop has a paper scratch those Runesons are PISSED OFF, adding 1 to the damage of all of their attacks while he is injured. Add on the +1 to hit bubble and occasional +2 attacks from the Fury of Vulcatrix prayer and you’ve got some reliable, hard-hitting Monsters.
  • Lastly, you’ve got a unit of reinforced Auric Hearthguard to trudge into the middle of the table and provide meaningful fire support for your heroes as well as Vulkyn Flameseekers who remain the most efficient unit in the book.
  • The Ol Reliable Manifestation lore is the Fyreslayers Manifestation Lore, by the way!

Recommended Tactics Cards:

  • Wrathful Cycles
    • Just a reminder that tactics DON’T have to be scored immediately. You can purposefully wait to score them so that you can guarantee underdog, and with the mobility of Droths it’s relatively easy to get at least half of your army in combat and fighting to score step 2.
  • Master the Paths
    • Kill a hero? Check.  The only tough part with Master the Paths is that no-neutral territory missions are a pain since step 2 require there be no enemy units in your territory at ALL. Check your event pack for this one. Otherwise, Intercept and Recover might be more your jam.

Idoneth Deepkin (pre-book)

What Does the List Do?

  • New Namarti Thralls finally let Deepkin feel like the hit and run experts the lore says they are, with their new special fight ability that lets them pile-in, attack, and then move 6” on a 3+. This does not count as a retreat—they just move away.
    • This means that 66% of the time, you can charge, attack, and then exit combat entirely without taking damage.
    • On High Tide turns, there is a legitimate chance that all those Thrall units fight and then ALL of them exit combat after Striking First.
  • The New Akhelian Thrallmaster has two things going for him now:
    • First, he hands out a pre-game move to himself and up to 3 Thrall units wholly within 12” of himself in the Deployment Phase. 
      • As a long time Bonesplitterz player, being able to pre-game capture objectives in certain cases can REALLY start ratcheting up the pressure on your opponent to do something—which is how mistakes are made.
    • Secondly, he has a wholly within 12” bubble of -1 rend to attacks made against himself and Namarti units.
      • While this won’t make Namarti as tough as those Sisters of Silence above, blocks of Namarti near both a Thrallmaster and a Leviadon become much harder to one-shot off the table.
  • The Soulrender is back—and while not as good as it used to be back in 3rd edition, the new Lord of Storm and Sea heroic trait means keeping your Thralls topped up is easier than ever. This is also works on Rally too, which is a big, big deal for recursion Morrsarr Guard—two eels back for 1 CP is a hell of a bargain.
  • Battle Formation-wise I went with Outflank, because this really isn’t an army that wants to fight in the center of the table anyway. Extra maneuverability is never a bad thing, since the control zone of an objective is usually 9-12” away from a board edge anyway.
    • If you want to go all in on the recursion, you could take Isharann Council and even swap out the Soulscryer for another Soulrender—that’s 6-10 Namarti back at the end of each turn!
    • That said, the Soulscryer is great because having a Wizard never hurts, and being able to drop in Morrsarr Guard wherever you want is a great feeling.

Recommended Tactics Cards:

  • Scouting Force
    • Come on, you’re Deepkin. This Tactics Card is basically THE card for Deepkin.
  • Wrathful Cycles
    • With the mobility of Deepkin, getting to dictate fights at your speed as well as deciding on when to go all in on your tactics card means you’re going to these cards done reliably.

Kharadron Overlords

What Does the List Do?

  • It’s KO. It shoots people.
    • Between Arkanaut Company getting +1 to hit in both shooting AND melee against enemy units contesting on objective, the Ironclad getting free All Out Attack commands from the Arkanaut Admiral, and the sum of shooting from literally every part of the army, you can seriously lay into units not standing near obscuring terrain/objectives.
  • Ok, that said, this is a list that has benefited from a few things:
    • 1) MUCH easier tactics choices for the army, since now you have options that don’t involve needing to suicide units into combat to score a tactic.
    • 2) The shift in how primaries score means that KO does not need to stretch itself out so much to score primary points, and;
    • 3) An absolute pile of points drops.  Seriously, this list alone went down 160 points without considering the 20 points increase for the Forbidden Power manifestation lore.
      • There is so much room for playing around with points now, with only minor modifications!
  • I went with the Expeditionary Force Battle Formation for the extra Artefact, because man does KO have some great ones:
    • The Celestium Burst Grenade is the anchor artefact. Turning off wards in army that has this much offensive output is excellent, and it lasts until the end of the turn, not just the phase!
    • The secondary artefact choices are usually gonna be either:
      • Spell in a Bottle to throw out things like a Soulscream Bridge to deny charges/teleport stranded Arkanaut Company, or Shards of Valagharr to block off deepstrikes.
      • Voidstone Orb to counter a critical teleport spell.
      • The new Combat Rig to make that Endrinmaster punch harder and obnoxiously tough to kill.
  • In a world of obscuring, shooting isn’t going to get everything done—despite the raw output of this list.  That’s where the Frigate, Skywardens, and Brokk Samson come into play. Mind you, the Frigate can only bring two total units (up to 12 models) with it when it moves, but that’s generally not going to be a problem thanks to Brokk’s mobility, since you’ll be charging with the Frigate—which carries the Skywardens with it—and then also charging with Brokk, who can easily keep up with the Frigate.
    • Speaking of charging, the new Battle Ram Skyvessel Upgrades means getting impact damage on the charge, which can randomly kill small heroes or finish off a tough target.

Recommended Tactics Cards:

  • Potentially Intercept and Recover
    • Look, KO is an army that lives and dies by precision pruning units off the board every turn.  This is not a good tactic in general, as there are many drawbacks and armies can just play keep away with their treasure holders, but if there is an army that can reliably get 2+ steps of this tactics card it’s KO.
  • Master the Paths
    • If your opponent has Monster Heroes, this is a fairly easy one to score. Shoot the Monster hero dead, move your entire army into Neutral Territory, and you’re golden. Only downside is if you play on a map that has no Neutral Territory because you’ve got to keep ALL enemy units out of your territory to score it, so pay attention to your event pack.

Lumineth Realm-Lords

What Does the List Do?

  • The new Eltharion kicks the shit out of people is what it does! Damage 3 attacks go brr.
  • The rest of the list is pretty straight forward, designed to create a roving castle (literally) of the New Vanari Bannerblade hanging out in the Shrine Luminor projecting a bubble of +2” to move thanks to its new Flawless Commander heroic trait.
    • You can also put in the Scinari Enlightener to try casting Protection of Hysh and projecting that bubble, but most of the time you’ll want them on the ground for the Vanari Bladelords to give them a guaranteed 5+ ward from their bodyguard effect.
  • The game plan is pretty simple: keep your defensive buffs up, move up your Shrine with a Bannerblade on it on to an objective, and keep as much of your infantry at least tip-toeing that objective as possible for the +1 to save that the new Bannerblade provides to Vanari units contesting the same objective as them.
    • Vanari Bladelords with -1 to hit, +1 to save, and a 5++ ward are insanely hard to kill.
  • The rest of the list—Riverblades and Dawnriders—are there to help score your tactics and to potentially deny your opponent’s tactics too.
    • If your opponent ever chooses Intercept and Recover as their tactic, pick your two Riverblade units and whoever is going into the Shrine and watch your opponent be sad.

Recommended Tactics Cards:

  • Scouting Force
    • 1350 points of this list qualifies for this tactic. You won’t be unhappy.
  • Wrathful Cycles
    • This is not a list that wins in the first three rounds.  This is a list that wins in R4-R5, so you can reasonably expect to be underdog at least once.

Seraphon

What Does the List Do?

  • Gets you ready for the premier of Jurassic Park 7: Jurassic World 4: Rebirth. 
  • The New Saurus Oldblood on Carnosaur (referred to as Oldblood from here on out) hits like a freight train, between getting +1 damage on companion weapons when within 6” of damage enemy units (either with damage points or had models slain that turn), +1 to hit from the Monstrous Trait, and a new Rampage turning off commands for an enemy unit in combat range on a 3+.  Oh, and the rider has Charge +1 damage as well.  Whatever it gets into is going to get absolutely mauled.
    • Instead of Ancient Defender, you can go for Armour Cruncher, which can worsen save rolls by 1 for one enemy unit within combat range if you roll a dice result equal to or greater than the target’s save characteristic.
  • To help enable the Oldblood live his best life, we’ve got a pair of Stegadons and a Bastiladon with Solar Engine to help put some damage on a target at range, as well as some Terradon Riders who are able to take some points off a target—and are pretty handy at nabbing objectives left unattended, or scoring certain tactics.
  • What’s with the Engine of the Gods? It’s a healing platform with a rampage that gives it +1 to save while in combat.  This is a list starring a big monster with not-so-great saves, so you really need all the healing you can get to keep them in top shape, which comes from:
    • 2 extra health from the Battle Formation;D3 healing from the EngineD3 healing from the Oldblood’s artefactD3 healing from the TroglodonHealing from the Primal Jungle spell
    • And healing from the Emerald Lifeswarm manifestation, as well as some cheeky rallying.
  • Lastly, you have a unit of Aggradon Lancers to play bully since the Beastmaster heroic trait helps them keep up with the big dinosaurs, and the Sotek the Deliverer asterism means you’ve got some very fast cavalry zooming around barreling into your opponent at breakneck speeds.
    • Thanks to the new Oldblood’s Alpha Predator ability, Lancers wholly within 12” of them don’t lose Rage tokens at the end of the turn!

Recommended Tactics Cards:

  • Wrathful Cycles
    • I know this is a broken record at this point, but in my opinion, this is the most accessible tactic out there. Being conscious of your VPs means scoring step two isn’t that hard, and the good thing is this list is loaded with fast moving units that can get into combat quickly to score step two.
  • Master the Paths
    • This is an aggressive list. You don’t have reliable ways to create defensive castles, so turtling up isn’t going to be much of an option. Instead, you’re out to break your opponent apart in waves of cascading violence, so play into your strengths.

Stormcast Eternals

What Does the List Do?

  • Yes, I purposefully left off Vigilors—and yes, this list is probably better with Vigilors, but this is a thought experiment article.
  • Double Finest Hour Lord Celestant on Stardrake means that you have a missile that you can reliably chuck at your opponent over and over again. Combined with the +5 OC and you’re reliably taking objectives from the majority of units in the game.
  • The New Iridan goes a long way in making everything in their regiment less susceptible to random abilities, letting Ruination units re-roll their Resistance Rolls—reminder that re-rolling a 4+ is a 75% chance of success!
    • In addition, their new rampage lets them pick an enemy unit in combat with them and on a 3+ they get removed from the battlefield and set back up within 1” of that enemy unit, and if that target had charged that turn now they also get -1 to hit rolls for the rest of that turn.
  • The Beacon of Azyr artefact means that once per battle you have every single prayer and spell on tap at any given time. Need to set up Strike First or Strike Last? Have that Stormcoven cast their warscroll spell, or even cast Thundershock.  Need extra rend on two different units? Iridan’s warscroll prayer Demands of the Witness lets you pick two units to get +1 rend on their melee attacks on a 7.  Need a get-out-of-jail-free card? Auto-chant Translocation.
  • The Questor Soulsworn meanwhile are there to pick one objective and say “this one is mine.” Teleporting them onto their chosen objective is likely what the Stormreach Portal will be used for.

Recommended Tactics Cards:

  • Attuned to Ghyran
    • Step One: Put the Reclusians and the Lord Terminos in the sky. Step Two: Teleport them in the center of the table. Step Three: Profit.
  • Wrathful Cycles
    • Just don’t score this T1 or T2 and you’ll be golden. All it takes is someone to score 20 before R3 and then you are off to the races.

Sylvaneth

What Does the List Do?

  • It’s Alarielle and friends—new and improved friends! Most of which heal from Lords of the Clan.
  • This is a list that hits very fast, and very hard at times.  Elite, low model armies are always susceptible to swingy dice, so adding in a unit of fast moving Revenant Seekers means you have something that can reach out and cause damage quickly before striking and fading into the mists.
    • The new Seekers always being damage two is an IMMENSE glow up for their warscroll, especially combined with their ability to give something a 5+ ward once per turn for the rest of the turn.
  • Speaking of glow ups, Drycha got a big change. Gone are the Nicholas Cage beeswarm shots, but instead she now just has a super reliable combat profile that hits pretty hard and a couple of really sweet abilities:
    • Her new Rampage lets you pick an enemy unit that is declaring a charge and the opponent either subtracts d3 from the charge roll, or that unit gets -1 to hit and all your units get +1 to hit against them. Messing with charges can really, REALLY disrupt your opponent’s game plan.
    • As a reminder: being a Reaction, this is subject to the Rules of One.
    • Her warscroll spell Twisted Spirit Song is basically tailor made for Sylvaneth’s bug cavalry, and especially for the new Revenant seekers. Basically, you pick a unit wholly within 12” of Drycha and they get +1 to wound for ALL attacks—including Companion weapons—and if they aren’t Kurnothi they also get +1 attacks.  That results in some eye watering amounts of damage.
  • Gone is the Spellsinger trait, since it went up in points—but replacing it is Warsinger, giving Durthu (usually) the extra speed buff to help him get into combat faster.
    • If you really want Spellsinger, drop Alarielle for a Warsong Revenant, and take something like a reinforced unit of Kurnoth Hunters.

Recommended Tactics Cards:

  • Scouting Force
    • Yes, you only have three units that qualify, but thanks to an abundance of teleporting and high speed, keeping them safe isn’t too difficult. A reminder that units brought back by Alarielle also count as Scouting units. Just be patient and score this late, and you’ll be golden.
  • Wrathful Cycles/Master the Paths
    • Honestly you could go either way here.  Wrathful Cycles punishes your opponent for scoring big early, while Master the Paths is pretty well made for Sylvaneth, since you have great mobility to reach out and kill random heroes, and the last two steps of Master are ezpz for Sylvaneth thanks to their ludicrous mobility.

Conclusion

I want to give the rules team a big shout out here–for the first time in a long, long time it doesn’t feel like the rules for actually winning the game–tactics, namely–are heavily weighted towards any given alliance. Preliminary testing gives at least the feel of parity between armies, which is a step in the right direction. A result of this parity is that list building is far more open than it has been before, and you can expect a lot of diversity, at least in the early days, while everyone is trying to figure out what’s going on.

I’m having a lot of fun list building even with armies that I don’t own, and hopefully something in here helps you get cooking in the kitchen! And if you’ve got any sweet ideas for your armies in 2025, feel free to let us know!

Credit for artwork to Games Workshop.

If you’d like to help us continue our work, we’d love to have your support. All Patreon Tiers include Discord access, exclusive articles and regular contests. Our Tiers are priced to be within everyone’s reach, so please click here to join us today!

2 thoughts on “List Building is FUN Again! New Lists for Every Order Army

Leave a comment