Dragonlord (340)

- General

- Shield & Dragon Lance

- Trait: Legendary Fighter

- Artefact: Obstinate Blade

Aventis Firestrike Magister of Hammerhal (360)

Knight-Incantor (140)

Freeguild General On Griffon (260)

- Lance


10 x Warriors (80)

- Axes or Hammers

10 x Warriors (80)

- Axes or Hammers

10 x Warriors (80)

- Axes or Hammers


10 x Skinks (60)

- Meteoric Javelins & Star Bucklers

10 x Skinks (60)

- Meteoric Javelins & Star Bucklers

1 x Razordons (40)

1 x Razordons (40)

3 x Kurnoth Hunters (200)

- Greatbows

5 x Khinerai Heartrenders (80)

5 x Khinerai Heartrenders (80)

Endless Spells

Everblaze Comet (100)

Total: 2000 / 2000

Extra Command Points: 0

Allies: 0 / 400

Wounds: 123


The list is basically designed to be able to be active in all phases, allowing good range and good close combat options depending on what I fight . having so many drops means I can hold back my stronger elements and place after ive seen where my opponent places thiers and then inturn gives me a good deployment counter should I need it

Also due to the build of this list im good to either take first turn or second should I be given either

Artefacts, Command Traits & Abilities

I’ve picked legendary fighter just to give the dragon lord that extra whack as I play fairly full on . the weapon however is not the best of choices and there is better out there like giving a minus 3 rend instead of only 2 but I just didn’t like the sound of it Are there alternate picks

However with the extra attack and rend the dragon lord still chews through troops effectively


Heroes are a various option but on their own are strong in their own right giving me the ability to change direction fast and re think strategy Aventis himself provides a lot of different options weather you chose to sacrifice him and send him into a unit like witch elves where he will get wounded a lot and as he dies mortal wound back …… or have him as your caster who gets close enough to weaker elements to cause havoc

The knight incantor with the abilty to auto unbind put pressure on your opponent on when and what spells to cast as you can stop a vital spell combo wich makes the strategy they take less reliable

Other Units

Skinks play as objective grabs and sneaky aggro play as we all know how they dart around getting to places fast

Dwarfs warriors are really strong at holding their own against some of the toughest of foes with reroll amour save and the ability to negate spells is extreme value for the points

Heart renders are fantastic addition as they help hinder your opponents play as they can come down claim objectives or even snipe characters should it become open Generally speaking the whole army works with the rest of the army weather on its own merit or with the support of other units like razordons hiding behind the warriors so when the warriors get charged you add a little sneaky defensive shot option improving the chance those little legged warriors hold the line

Magic, Endless & Realm Spells

Everblaze comet is just great due to its range …. It means you can pretty much always be sure you’ll be going second as no one can unbind it when cast as it range is 36 inches so a wizard deployed deep in your own territory is a big threat

In-Game Guide

There is no one way to play this list as is can and is very versatile so you will play accordingly to what you face which is the strength of this list its not strong against any one list but it means any game you play you’ll be unlucky to be in a game where you don’t have options for the win and glory.

Honest Goblin

United Kingdom


Bruce hammer

My Bio:

English based In The south I’m a subtle competitive player plays hard but not often play mostly order but will play any and all faction if it looks fun

Gaming style:

Gambler all the way to the bank

Event Results:

Happy ones 

More rundowns by Chris Myhill