Road From: London Grand Tournament Bloodtithe

Road From: LGT Bloodtithe 

London Grand Tournament’s Age of Sigmar event, Bloodtithe, was a 4 person team event with 32 teams. I joined up with 3 guys I’d never met before thanks to social media and a friend tagging me in a post of them asking for a 4th. I thought “why not” and started prepping my Fyreslayers for the event. 

The Format

With 128 players in total, with incredibly no dropouts to my knowledge, each of the 32 teams was made up of 4 players each. Each team could only field one of each faction, and no two players could field the same Warscroll, Artefact, Grand Strategy, or Triumph. 

On my team I played Fyreslayers and the other lists were Daughters of Khaine (with Morathi), Cities of Sigmar (with Gotrek), and Ossiarch Bonereapers (with Nagash). Before each round the teams drew pairs against each other to determine who would play who exactly and get on with it. 

The Venue

Held at the Lee Valley Indoor Athletics Centre in Edmonton, North London, this event can just barely still claim to be the “London” Grand Tournament, and was far enough away from my home in SW London (out in Zone 6, also barely “London”) that it was easiest to just stay in a nearby hotel and take short rides to and from the venue.

The hall itself is massive, with the main event of the 40k GT taking up the centre of the building. I knew a few of the people playing in the 40k event and I absolutely did not want to be in their place, with tables bunched right up next to each other, old 6×4 mats overlapping unevenly in an attempt to make them the newer size, and the sheer heat that emanated from that part of the room. Bloodtithe on the other hand was in a separate section, with tables spaced out nicely with room either side for slain/reserve models, the 6×4 mats taped off for the 60”x44” size now used, and being able to walk around each other without bumping into someone every time. We were also near the exit which made it easy to get fresh air between games. 

As is common with venues, no outside food was allowed in (though not ever checked). Food was able to be pre-ordered and served from a food truck outside, with another food truck next to it serving burgers, veggie burgers, and chicken burgers as well as hot tea and coffee for those of us who forgot to pre-order their food. Fortunately this queue was also a good deal shorter and moved quickly.

Over all, when you have over 1000 people getting together for a big event, this is probably one of the best types of places to do it in. 

Insta: bair_paints

My List

This list will look shockingly familiar to anyone that saw the last article I wrote after a small 3 day event the weekend before this one, and that’s because it’s the exact same list. The only difference was that I chose to take the Run and Charge Oath on the Grimwrath most games, only opting for the Ward save in my last game (for obvious reasons) since he usually died before hitting combat anyways, this meant he also to get stuck in for at least a turn and do some damage. 

Allegiance: Fyreslayers
- Lodge: Hermdar
- Mortal Realm: Aqshy
- Grand Strategy: Hold the Line
- Triumphs: Bloodthirsty

Leaders
Auric Runefather on Magmadroth (285)*
- General
- Command Trait: Warrior Indominate
- Artefact: Amulet of Destiny (Universal Artefact)
- Magmadroth Trait: Coal-heart Ancient

Auric Runesmiter (120)*
- Forge Key
- Universal Prayer Scripture: Curse
- Prayer: Searing Heat

Auric Runesmiter (120)*
- Forge Key
- Universal Prayer Scripture: Curse
- Prayer: Prayer of Grimnir's Fury

Auric Runeson (90)**
- Ancestral War-axe

Battlesmith (125)**

Battlesmith (125)**

Grimwrath Berzerker (120)**
- Artefact: Tyrant Slayer

Battleline
10 x Hearthguard Berzerkers (250)***
- Broadaxes
- Reinforced x 1

10 x Hearthguard Berzerkers (250)***
- Broadaxes
- Reinforced x 1

10 x Hearthguard Berzerkers (250)***
- Broadaxes
- Reinforced x 1

Units
10 x Auric Hearthguard (250)*
- Reinforced x 1

Core Battalions
*Warlord
**Warlord
***Hunters of the Heartlands

Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 125
Drops: 11

The Games

Each of the 5 games started with the pairings process to match up players within each team and games lasted about 3 hours each, only one of my games came down to the last 5 minutes and were otherwise relatively quick. All missions from General’s Handbook 2021. 

Game 1: Joe’s Tzeentch (with Archaon) – First Blood 

Allegiance: Tzeentch

- Change Coven: Hosts Arcanum
- Grand Strategy: Prized Sorcery
- Triumphs: indomitable

Leaders

Archaon the Everchosen (830)**
- Lore of Fate: Infusion Arcanum
- Lore of Fate: Shield of Fate

Kairos Fateweaver (435)*
- Lore of Change: Arcane Transformation
- Lore of Change: Bolt of Tzeentch

Magister (125)*
- General
- Command Trait: Spell Hunters
- Lore of Fate: Shield of Fate
- Lore of Fate: Arcane Suggestion

Great-Bray Shaman (100)*
- Artefact: The Fanged Circlet
- Universal Spell Lore: Ghost-mist
- Universal Spell Lore: Levitate

Battleline

10 x Kairic Acolytes (125)**
- 7x Cursed Blade & Arcanite Shield
- 3x Cursed Glaives

10 x Pink Horrors of Tzeentch (215)**

3 x Screamers of Tzeentch (100)**

Endless Spells & Invocations

Umbral Spellportal (70)

Core Battalions
*Command Entourage - Magnificent
**Battle Regiment

Additional Enhancements

Spell

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 73
Drops: 4

As a Fyreslayer player, any mission with 3 centre objectives is a favourite. Don’t have to worry about running too far (and not being able to) or about not having enough units on the table to be able to get to any more objectives either. 

That said, I didn’t really fancy my chances when I saw Joe’s list, having both Kairos Fateweaver AND Archaon didn’t leave too much space for units, however he still had a couple smaller wizards, a unit of 10 Horrors (which equates basically to 50 wounds that needs to be killed because of splits) and some Screamers (with of course the artefact that summons a unit of 6 as well). Plus, Tzeentch can summon too, very strong for planting more bodies on objectives. I did luck out however, as he managed to roll very low on his Destiny Dice with no 6’s for Archaon to auto-kill any of my heroes. 

The game was very close and hard-fought on both sides in the first few turns, with my slayers being given first turn with his hopes of a double turn into turn 2, which very fortunately didn’t happen. The Hearthguard Berzerkers advanced up, with another unit appearing on an objective at the end of my first movement phase via magmic tunneling with a Runesmiter giving me an early lead. 

Joe did double turn me into turn 3 however, making the tough call to either double turn or remove an objective from the game, but needed to do more damage from spells before I scored more points, but was just short of enough damage to get through. 

Archaon stayed basically unkillable throughout though with at least a +1 to save rolls each turn and often +2, meaning he was rolling 2+ saves against all of my -1 Rend, and re-rolling saves as well. This is a pretty prevalent issue in current AoS, save stacking with potential re-rolls on large heroes/units that make them virtually unkillable. Fortunately the game isn’t won with single units or models, however it can be incredibly frustrating. 

The game was over after turn 4, having run out of time for a 5th turn, with a score of 22 – 8.

Game 1: Fyreslayer victory

 

Game 2: Neil’s Lumineth Realm Lords – Veins of Ghur

Allegiance: Lumineth Realm Lords
- Great Nation: Zaitrec
- Grand Strategy: Prized Sorcery
- Triumphs: Indomitable

Leaders

Hurakan Windmage (120)*
- General
- Command Trait: Fast Learner
- Artefact: Gift of Celennar
- Extra Spell: Guiding Flurries
- Lore of the Winds: Transporting Vortex

Scinari Loreseeker (170)*
- Extra Spell: Lambent Light
- Lore of Hysh: Solar Flare

Archmage Teclis and Celennar, Spirit of Hysh(740)*

Battleline

20 x Vanari Auralan Sentinels (300)*
- Lore of Hysh: Lambent Light
- Reinforced x 1

10 x Vanari Auralan Wardens (145)*
- Lore of Hysh: Speed of Hysh

10 x Vanari Auralan Wardens (145)*
- Lore of Hysh: Speed of Hysh

5 x Vanari Dawnriders (140)*
- Lore of Hysh: Solar Flare

Unit

5 x Vanari Dawnriders (140)*
- Lore of Hysh: Solar Flare

Endless Spells & Invocations

Umbral Spellportal (70)

The Burning Head (20)

Core Battalions

*Battle Regiment

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 87
Drops: 1

After my entire team won our games, we went up to one of the top tables and were on the Honest Wargamer’s live stream, which was pretty cool. Pairings were done and I was to play Lumineth, with Teclis (of course). This mission strays from the “standard” scoring of many GHB21 missions, and the objectives appear mid-game in a slightly randomised location. Not ideal for slow duardin, and very ideal for speedy and teleporting aelves! 

I was able to take an early lead in the game, sprinting across the table with Auric Hearthguard and a unit of Hearthguard Berzerkers both tunneling up to get some early shots off against Teclis. They were also lucky enough for the 4+ to cause half move as well, which stunted his movement next turn. I crossed my fingers for a 9” charge, which they made itwith a command point re roll. 

The Grimwrath Berzerker made an insane charge turn 1 after moving 12” with a run (and rune for the extra move) and then making an incredible 11” charge into the Aelven lines, it might be hard to see in the picture but he single-handedly held up 3 units of Lumineth for a turn before Hearthguard Berzerkers made it in next turn. Tying up Lumineth units before they’re able to break Shining Company can be very powerful, since they’re only allowed 1” pile ins and need to retreat (or die) to break that formation.

However, as the objectives came down and Teclis did D3 wounds to each of my characters each turn the slayers started to fall apart without killing quite enough of the Lumineth to make a difference in the late game. With each objective counting for more points the later in the game it was, the Lumineth were able to overcome the Fyreslayer’s early lead and take the win in the end: 23 – 37.

Game 2: Fyreslayer loss

Game 3: Andy’s Nurgle – Power in Numbers

Allegiance: Nurgle
- Host of Chaos: Munificent Wanderers
- Grand Strategy: Beast Master
- Triumphs: Bloodthirsty

Leaders
Great Unclean One (350)*
- General
- Bile Blade & Doomsday Bell
- Command Trait: One Last Gift
- Artefact: Mucktalon
- Universal Spell Lore: Levitate
Great Unclean One (350)
- Plague Flail & Massive Bilesword
- Artefact: The Witherstave
- Universal Spell Lore: Flaming Weapon
Rotigus (345)
- Lore of Virulence: Glorious Afflictions
The Glottkin (395)
- Lore of Malignance: Blades of Putrefaction
Sloppity Bilepiper Herald of Nurgle (130)*
Plague Priest (85)*
- Universal Prayer Scripture: Heal

Battleline
10 x Plaguebearers (110)*
10 x Plaguebearers (110)**
10 x Plaguebearers (110)**

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact
Total: 1985 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 106
Drops: 9

This was a very top heavy nurgle list, with the Glottkin, Rotigus, 2 Great Unclean Ones, a Plague Priest, Sloppity Bilepiper, and 3 units of 10 Plaguebearers. 

Anyone that’s played in a 3+ game event will tell you that by the third game of the day you are tired and just not quite mentally there. Or that’s the case for me anyways, this could be one reason I don’t like to play armies that require too many buffs at once to work. It also means that I don’t always pay as close attention as I should, or don’t question unfamiliar rules enough. More on that in a bit. I also forgot to take any pics of this game. 

This is another mission where you could score more points later in the game, you only score by destroying an objective you control and gain a number of points depending on how many consecutive turns you controlled it. Here’s where I didn’t pay enough attention: I did not realise you can burn multiple objectives in a turn to score, but more importantly to stop your opponent from scoring.  Also, if Battleline are on an objective then only battleline count towards contesting that objective, and it was ruled before the event that summoned units with the Battleline profile would not count for this either. 

The big thing here though was that I was informed by Andy that I cannot take Wards from a “bounce back” effect and that the mortal wounds caused from my hit rolls of 1 in combat counted as this. If there’s anything anyone knows about Fyreslayers, it’s that Hearthguard rely heavily on their Wards to not die and take objectives. This is where not questioning and reading into things enough comes into play. Now, mortal wounds and wards is something that has been FAQ’d more than once since 3rd edition dropped, however after the game reading into it more and talking with others about this, I feel like this isn’t the correct ruling. I probably should have asked a TO for a ruling but as I stated before I was tired and wanted it to be over. Can I say for certain that this alone lead to my loss in this game? It’s hard to say, because it’s still then relying on rolling those wards enough to have made a difference. Definitely annoying, but with the majority of my army dead turn 4 and losing the roll off into turn 5, being double turned before being able to burn an objective for maximum points I lost 15 – 27

Game 3: Fyreslayer loss

Game 4: Eddie’s Thunderlizards (Seraphon) – Survival of the Fittest

Allegiance: Seraphon

- Constellation: Thunder Lizard
- Grand Strategy: Dominating Presence
- Triumphs:

Leaders

Engine of the Gods (W. Curse) (265)*

Engine of the Gods
- General
- Command Trait: Prime Warbeast
- Artefact: Cloak of Feathers

Slann Starmaster (265)*
- Artefact: Itxi Grubs
- Spell: Celestial Equilibrium

Skink Starpriest (130)*
- Spell: Hand of Glory

Skink Starseer (145)**
- Artefact: Fusil of Conflaguration
- Spell: Hand of Glory

Skink Starpriest (130)**
- Spell: Hand of Glory

Skink Priest (80)**
- Universal Prayer Scripture: Curse

Battleline

20 x Saurus Warriors (210)***
- Spears
- Reinforced x 1

30 x Saurus Warriors (315)***
- Spears
- Reinforced x 2

10 x Skinks (75)*
- Boltspitters Celestite Daggers & Star Bucklers

Units

1 x Razordon Hunting Pack (95)***

5 x Chameleon Skinks (115)*

5 x Chameleon Skinks (115)

Endless Spells & Invocations

Emerald Lifeswarm (60)

Core Battalions

*Warlord
**Warlord
***Hunters of the Heartlands

Total: 2000 / 2000

Reinforced Units: 3 / 4

Allies: 0 / 400

Wounds: 112

Drops: 12

This is the toughest faction for my army to play against. Coalesced Seraphon subtract 1 from incoming damage, and my entire army is essentially damage 2 weapons, halving the number of wounds I’m causing is huge. This one will be pretty short, because the game was pretty short. 

Between the Realmshaper Engine, a Slann, an Engine of the Gods, and Chameleon skinks I didn’t have any Heroes on the table past turn 2 after charging the Magmadroth and Grimwrath straight into their lines turn 1 to try and slow the advance and deal some semblance of damage.

I could have potentially played a little more defensively, but with a block of 30 Saurus gaining mortal wounds on 6’s to wound and an Emerald Lifeswarm bringing a few back there was no way of holding objectives for nearly long enough. After turn 3 I basically had to no army left at all and we just talked through the remaining turns to work out the points difference for tournament points, ending 13 – 27.

Game 4: Fyreslayer loss

Game 5: Steve’s Sons of Behemat – Feral Foray

Allegiance: Sons of Behemat

- Tribe: Taker Tribe
- Mortal Realm: Ghur
- Grand Strategy: Beast Master
- Triumphs:

Leaders

Kraken-eater Mega-Gargant (490)**
- General
- Command Trait: Very Acquisitive –
- Artefact: Glowy Lantern
- Spell: Flaming Weapon
- Artefact: Krakenskin Sandals

Gatebreaker Mega-Gargant (525)**
- Artefact: Amulet of Destiny (Universal Artefact)

Warstomper Mega-Gargant (470)*

Battleline

1 x Mancrusher Gargants (170)*
1 x Mancrusher Gargants (170)*
1 x Mancrusher Gargants (170)*

Core Battalions

*Battle Regiment
**Bosses of the Stomp - Magnificent

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 141
Drops: 3

 

This was by far the closest game of AoS I’ve ever played, and one of the best too. I don’t find Sons of Behemat particularly interesting to play against normally, either you can kill the big thing or you can’t, and it involves very little play in terms of manoeuvring and decision making compared to most armies. That said, the mission did make it a little more interesting at least, and we both had to play far more defensively than either would have normally. 

Steve fielded a Take Tribe, with 1 of each Mega Gargant and 3 individual Gargants instead of a unit of 3, for board control purposes. The Kraken Eater spent most of the game kicking around one of the objectives in his own territory back into a corner I would never reach after suffering some wounds from Auric Hearthguard turn 1 and being half move; the Gargants and Gatebreaker stomped towards my lines. 

I held one of my Runesmiters with 10 Hearthguard Berzerkers off table until turn 3 after burning an objective on his side of the table, but it forced him to keep units back there until then because of the threat of the unit appearing and destroying an objective. They failed their 9” charge even with a re-roll against the Warstomper, which was defending an objective all game, and were simply a frustration from then on. 

My Grimwrath was an absolute unit this game, fighting twice every phase he attacked in and dealing a great number of wounds against the Gatebreaker alongside some Hearthguard Berzerkers bringing it down turn 2.

By the end of turn 4 the only Behemat Son alive was the Warstomper with about a dozen wounds, and survived my turn 5 with a handful of wounds. The only chance of tying the game at this point for Steve was to be able to achieve the White Dwarf battle tactic to pick up, throw, and cause wounds with the Warstomper which failed because of my own Ward. The mega-gargant survived my attacks back after some horrendous hit and wound rolls with only 2 wounds left! Final tally: 25 – 24 

Game 5: Fyreslayer victory

Wrapping it all up

In the end I personally finished 2-3 and my team came 11th of 32, which I’m pretty happy with, all things considered. I have some ideas on how to improve my list, but more on that later! My teammates were fantastic from start to finish and I hope to keep in touch and see them again at events in future. Just about all of the people at LGT were wonderful, a nice reminder why I enjoy going to these big events: not just to play games, but to meet and befriend more of the people in the wider tabletop gaming community.

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