- Lodge: Vostarg

Auric Runefather on Magmadroth (270)

- General
- Command Trait: Fiery Endurance
- Artefact: Vosaxe
- Magmadroth Trait: Coal-heart Ancient

Auric Runesmiter on Magmadroth (250)

- Forge Key
- Artefact: Droth-helm
- Magmadroth Trait: Ash-horn Ancient
- Prayer: Gilded Claws

Auric Runesmiter on Magmadroth (250)

- Forge Key
- Prayer: Searing Heat

Auric Runemaster (120)

- Prayer: Prayer of Ash

Battlesmith (140)

20 x Hearthguard Berzerkers (400)

- Broadaxes

10 x Hearthguard Berzerkers (240)

- Broadaxes

10 x Vulkite Berzerkers (140)

- Handaxes & Slingshields

Lords of the Lodge (150)

Runic Fyrewall (40)

Total: 2000 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 133


Ran this list at a two Heat 6 game tournament and went 5-1 finishing second.

Wanted to take Fyreslayers and bring a more fun list but it still had to have some bite.

Allegience Ability

Vostarg – I’ve been playing Fyreslayers since the book came out and this has always been my go to Lodge. The 6 inch run first turn and the Run and Charge command trait can really catch people out, and helps a slow army shift across the board…..who doesn’t want 18″ move and charge Magmadroths! 

Artefacts, Command Traits & Abilities


Fiery Endurance: Allows everyone within 12″ of the General Run and Charge, combined with the Auto 6″ run turn 1 and the Movement rune, allows your Magmadroths to move 20″ then a charge with +1. So a threat range of 33″ on the 3 beasts!

Droth-Helm: Allows you to re-roll Hits for all Magmadroths Claws and Horns within 6″ of the bearer.

Coal-heart Ancient: The Runefather’s mount trait allows him to ignore 1 point of rend.

Ash-horn Ancient: The Runsmiter’s mount Trait allows all Magmadroths within 6″ to re-roll saves of 1.

In-Game Guide

The List has two working parts:

1. The Three Magmadroths

My plan with these three is to run them straight up the board turn 1, engage the opponents army and hopefully keep them there for 2-3 turns.

The 2 runesmiters can eat their nuggets once per game which give all 3 Magadroths a 2up save – Rerolling 1s . Which allows you to give away the turn so they have the 2up save for 2 turns.

All 3 Droths are re-rolling Hits on their Claws and Horns and all 3 of them are re-rolling wounds…so they can do a bit of damage, but don’t expect them to destroy half a army. 

The main use of the Droths is a huge distraction that can not be ignored and needs considerable resources to be dealt with (Unless you play against Kroak…and Skinks ..)

2. Lords of the Lodge

We all know what 20 HGB can do, and these guys are coming up the board behind the Droth to deliver the Killing blow. 

Other Units: The 10 HGB and Runesmitter I normally left on my home objective. The 10 Vulkites were either used as a screen or to run off and claim side objectives, if you can get these guys in cover within range of an objective your golden.

The list is a 5 Drop so in all my games I had the choice of first turn. You either Armour up the Droths, alphastrike and give your opponent the double vs your 2up save Droths. Our give the turn away and play for the double yourself.

Its a fast and fun list to play, although you will struggle against the heavy shooting and Magic of the top tier armies. But its a different and fun list to give a go at your next local 1 dayer.

Honest Goblin

United Kingdom