9th Edition takes its final bow this week, and there’s not going to be an encore because it’s 10th time. Most events the past weekend ran with 9th, but a couple of intrepid TOs pushed forward into the glorious new world of 10th Edition, so this week we’ll be looking at those two events in detail, and doing a quick summary of the results from the 9th Edition events afterwards.
How does it feel to be taking this column across an Edition boundary? Pretty good, honestly – it’s been both the bane of my existence and an incredibly rewarding part of my life for three years now, and there’s no end in sight. Many thanks to everyone who’s read and commented over those years, plus the other members of the Goonhammner crew who’ve pitched in at various times to make it possible.
This week in 10th Edition we’ll be looking at (with full top fours and showdowns):
- Boise Cup
- Brittany Open V10
- Hellstorm All-Stars Heat 3
- SIMP: Samozwańcze Indywidualne
Big shoutout to all four TOs for a.) giving us hungry analysts something to sink our teeth into and b.) putting the rules used for each round somewhere nice and clear – I was expecting finding those to be a nightmare.
For results roundups from 9th we’ve got:
- The Bristol UKTC Super-Major
- WarGamesCon 13 (major)
- GREX LEGENDS GT 2023
- Bugeater GT 2023
Boise Cup 40k GT 2023
51-player, 5-round Grand Tournament in Boise, ID US on June 24 2023. All the lists for this event can be found in Best Coast Pairings.
The Showdown
Matchup & Mission
Primary: Retrieve Servo Skulls
Mission Rule: Secret Intel
Deployment: Dawn of War
Jacob Gold – Thousand Sons: Heavy duty Thousand Sons with Magnus and big bricks of Rubricae/Scarabs.
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vs.
Adam Holland – Imperial Knights: An aggro-Crusader leading Warglaives out in front of a Crusader-buffed shooty backfield. Also, a Vindicare.
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Thoughts
Well isn’t this exciting – the very first showdown of the new edition, and not an elf in sight. They’re in some of the other ones. Here, we instead have two of the other factions that looked very promising on review, Imperial Knights and Thousand Sons. Imperial Knights can put together one of the most brutal pressure builds of any Index – all their stuff is very durable, with the jump to T10 on Armigers being particularly significant, and their damage is as spicy as ever. Unsurprisingly, most early builds are using at least one Warden, as the damage reduction Bondsman ability really doubles-down on the durability angle – there are very few things outside other big monsters and titanic stuff that can fight one in melee, and boositng the Armigers is welcome too. A lot of the early builds are going for Mythic Hero on the Warden to double-dip this on Armigers, but that’s on a Crusader instead here, making the backfield Helverins extra-accurate (especially with the re-roll 1s vow active). instead the Warden gets even tougher with Unyielding Paragon, largely mitigating the lack of melee invuln in a world where a lot of melee attacks now cap out at AP-2. Finally, get ready to see Vindicare Assassins everywhere in Imperium lists, as they’re super cheap and have very high spike potential, ideal for unpicking enemy Leader plans.
That’s certainly relevant here, because Ahriman going down early will make a big difference to the power of this Thousand Sons list. Thousand Sons aren’t quite as crunchy as Knights (though certainly not soft), but make up for it with an exceptional array of tricks, and the big failure case for the Knights here is definitely one of the big Knights getting vapourised by a flurry of Devastating Wounds and/or Doombolts. The unit with Ahriman can aslo take a decent swing at an Armiger thanks to +1 to wound, and Magnus can comfortably rip one apart in the Fight Phase, while being pretty resilient to the shooting.
All that said, the Thousand Sons definitely have an issue with the big Warden here because their damage stat largely caps out at flat 3, so going through Damage Reduction is exceptionally difficult for them. Even in a perfect world where Magnus goes into the Warden with Twist of Fate applied you’re looking at it losing maybe 10W, then plausbly punching Magnus to death on the swingback. The Tsons here are relying on being able to stack mortals and chip damage to handle big targets, and that’s just not quite going to work. Given the mission, that’s a big problem – even if the servants of Tzeentch can get the situation under control gradually, a slow start is absolutely killer on Servo Skulls, and liable to create the kind of momentum that’s really difficult to stop. They’re also much more vulnerable to sudden spikes, as if the Vindicare decides that a key buff character should just die immediately, it’s going to be rough for them. Sure enough, the Knights fairly convincingly routed the Thousand Sons here.
Result
Imperial Knights Victory – 81 – 29
Adam Holland – Imperial Knights – 1st Place

The List
Army List - Click to Expand
Archetype
Double big Knight
Final Round Matchup
81 – 29 Victory against Jacob Gold – Thousand Sons.
Thoughts
Mostly covered in the showdown – a nice balance of high pressure from the Warden (who I think you’re basically never leaving home without) and exceptionally reliable D3 shooting from the back. Having a Vindicare to take advantage while that’s going on is just gravy. The name of Holland will be exalted forever for being at the tip of the spear going into 10th.
Ben Cromwell – Necrons – 2nd Place

The List
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Archetype
Crunchy Destroyers
Thoughts
Hell yeah Necrons. This list presents a very tough profile to the enemy, with pretty much everything that matters at T6+, and is very ready to try and kill big Damage Reduction targets with 2×3 Gauss Heavy Lokhusts and a Doomsday. Against more horde or synergy-based lists, two Hexmarks and the general high toughness can be very difficult to deal with, and in a game like that you can join the Lokhust Lord to the Enmitic Heavies for some of the wildest anti-infantry firepower available (especially with Protocol of the Conquering Tyrant). Finally, Monoliths kind of whip now, and one should be a serious consideration, especially if you want to deliver something like Skorpekh reliably. Super cool stuff, great to see skeletons getting it done.
Thad Benedict – Imperial Knights – 3rd Place

The List
Army List - Click to Expand
Archetype
Triple Big with Canis Rex
Thoughts
So Canis Rex is pretty good now. Like, extremely good. Yes you sacrifice some of the synergy that makes Knights go, but he’s just an absolutely unholy killing machine thanks to exploding 5s on his attacks all the time. Being able to wade into a big squad of 3W stuff and realistically expect to turn 5-6 of them into paste even through an invuln is incredibly valuable in the early metagame, the shooting is great, and free Stratagems is something you want lots of. We also see a Paladin get some use here, providing a nice mix of reliability and flexibility via their Bondsman effect, and also bearing the Banner of Macharius Triumphant. This is another great Knight enhancement, as in some missions in 10th you mostly don’t care about your home objective, so being able to just ditch it and head out, but keep it held on the offchance, can be strong on a low-model-count army. Knights continue to look great all round, well done to Thad on third.
Hunter Siems – Tau – 4th Place

The List
Army List - Click to Expand
Archetype
Tau Suits
Thoughts
Probably the biggest surprise of this week’s results compared to my predictions is this build. Tau’s big challenge in 10th is that they’re a bit too fragile compared to their level of deadliness, especially as they need to survive until later in the game to get maximum value from Kauyon. Like most Tau lists I’ve looked at so far, the solution appears to be to staple as many Shield Drones as possible to anyone who can carry them, and lean on that to get the army over the line. Seems to have worked pretty well here – 18W does start to look like a pretty daunting number on the Crisis units, and the Broadsides are fairly tasty killing machines. I also like skewing towards durability by exclusively taking Deep Strikers or units in Devilfish beyond that – even if individual units are a bit squishy on paper, only presenting hard-ish targets to the enemy will go a decent way towards compensating for that. Time will tell if Tau beat the spread or if this is a flash in the pan, but big congratulations to Hunter for taking fourth.
The Best of the Rest
There were 6 more players on 4-1 records. They were:
- 5th – Cole McGuire – Aeldari: Wraith-tastic Aeldari, packing triple Knight and a full brick of Wraithguard to boot, with powerful buff characters overseeing proceedings.
- 6th – Kevin Ward – Adeptus Custodes: A big brick of Guard backed by Wardens and Allarus, which is looking like the baseline way to run Custodians out the gate.
- 7th – Chance Hallinan – Orks: Highly aggro Orky goodness, taking Ghaz at the head of an array of Kommandos, Stormboyz and Squighogs, with two loaded Kill Rigs forming a central anchor.
- 8th – Jacob Gold – Thousand Sons: See Showdown.
- 9th – Glenn Simpson – Adeptus Custodes: 2×5 Custodians, a Land Raider to ferry one lot into battle, and then 3×6 Wardens.
- 10th – William McPherson – Adeptus Mechanicus: Two full units of Kastellan bots with Cawl in charge.
Brittany Open V10
All the lists for this event can be found in MiniHeadQuarters.
The Showdown
Matchup & Mission
Primary: Take and Hold
Mission Rule: Hidden Supplies
Deployment: Hammer and Anvil
Moyashi – Adeptus Custodes: Ultimate tarpit mode – 3×9 Custodian Guard with a Character each, small Sister units to screen/babysit objectives, and a Vindicare and Callidus Assassin to sow discord.
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vs.
Linker – Aeldari: Shooty Aeldari doom.
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Thoughts
Custodes are another strong early performer, largely off the back of being abnle to assemble the nastiest and hardest to charge tarpits of almost any army. Basic (insofar as any Custodian is “basic”) Custodian Guard are great in their Index, bringing a powerful suite of abilities to the table alongside being the only unit that can come in a 9 or 10-model brick. Most lists are running at least one large brick to dominate the mid-board, creating something almost unchargeable via access to Unwavering Sentinels. If one is good, why not just take three? It’s a strong theory, and made it to the finals, but then it encountered a mild-moderate elf issue, and was messily dispatched. No nice way to put it really – this mission should, on paper, be fantastic for a tanky Custodes build, but they only scored 38pts, meaning that realistically they must have gotten tabled on turn 3 at the latest. There’s really just not anything that list can do about it here – the pair of Wraithknights don’t die to anything they have, and the assembled firepower the Aeldari are packing will make short and reliable work of the Custodes. My initial read is that Custodes might be in one of the spots that sometimes develops in metagames – they’re very good, but die pretty badly to two of the other top armies (shooty Eldar and Imperial Knights), which will suppress them quite a bit. That’s still not the worst place to be, as it means that when the tall poppies suffer a metaphor, the Golden Host will be ready to ride. Right now though, try not to pair into Eldar.
Result
Aeldari Victory – 100-38
Linker – Aeldari – 1st Place

The List
See showdown
Archetype
Shooty Eldar
Thoughts
Lulled into a false sense of security by the first top four were we? I’m afraid the Aeldari reign of terror is very much on. Prepostorous firepower that’s almost impossible to hide from, supported by Characters that either can’t be shot or don’t need to poke their head out to do anything, and utility infantry who can move 24″ to seize control of positions once the enemy has been sucked into the warp. There are (spoilers) more Aeldari builds to come in this first article, and this is honestly the most direct of the bunch – no messing around with trying flex options, just pure killing power and the minimal glue needed to stitch it together. Seems to have worked.
Kasima – Imperial Knights – 2nd Place

The List
Army List - Click to Expand
Archetype
Double Bigs
Thoughts
More Imperial Knights next, once again suggesting that the trifecta of Warden, Crusader and Paladin are the main ones to pick from, and here going for the extra durability provides by a Mythic Hero Warden. Already not masses more to say here – the pressure is just intense, and backed by incredible shooting.
Modjette – Genestealer Cults – 3rd Place

The List
Army List - Click to Expand
Archetype
Horde-ish Cult
Thoughts
Cults seem to be doing best initially when they swing hard towards either full muscle beach (I’ve played into Aberrant bricks already and they sure are something) or horde. This build goes for the latter, bringing a bunch of endlessly re-upping Neophytes to the table alongside a big bike brick with the Alphus for the Mortal double-tap. This setup is augmented with a big Purestrain brick to punish opponents who try and reach out too far to clear an Ambush marker, and some nasty characters to mess with the heads of opponents (some figuratively, in the case of the Sanctus literally). Finally, a couple of Mortar Ridgerunners pull everything together, sacrificing their own damage output for Mortars so they can set up alpha strikes from the Neophyte bric. Cult look like a blast in this edition, squeezing an incredible amount of tricks out of their relatively short unit list, and it’s good to see them doing well.
Alariell – Aeldari – 4th Place

The List
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Archetype
All-rounder Aeldari
Thoughts
So the thing with the Aeldari Index is that it’s deep to a degree basically only ever matched by the launch 9th Tyranid book. There are so many nasty combos in it that you can comfortably pass up on just spamming Wraithknights and tanks to fill out with other vicious stuff. Perhaps you would like your opponents to simply not have any Leaders any more? Illic and his big Ranger blob with (presumably, from the Skyrunner) full re-rolls on hits and wounds have got you. Want to get a bit closer up before dragging the enemy into the warp? Wraithguard are also extremely great. Want a nightmare volume blender with Fights First to dominate the mid-board? Try the Visarch with a Troupe. There’s just so much of it. Kudos to Alariell for mixing it up.
The Rest of the Best
There were 3 more players on 4-1 records. They were:
- 5th – Moyashi – Adeptus Custodes: See Showdown.
- 6th – Ptit-Nico – Astra Militarum: Fairly crunchy guard with a pair of Dorns and lots of Bullgryn, backed up by Manticores and with a Callidus Assassin and Gaunt’s Ghosts to cause mischief and play for sneaky objectives.
- 7th – Gurvan_Michel – Aeldari: Shooty Aeldari with Wraithguard and Wraithblades for midfield play.
Hellstorm All-Stars Heat 3
All the lists for this event can be found in Best Coast Pairings.
The Showdown
Matchup & Mission
Primary: Retrieve Servo Skulls
Mission Rule: Secret Intel
Deployment: Dawn of War
Josh Roberts – Imperial Knights: Canis Rex and two big buddies lead the squires to war.
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vs.
Rafael Harbinson – Adeptus Custodes: Big Guard brick, Wardens and Allarus.
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Thoughts
Here we’ve got another pretty familiar-looking Knights build up against something that looks to me like one of the best early Custodes configurations. The big Custodian Brick (with options on three different buff Characters as-needed) is supplemented with two hefty Warden units, which are cheaper than more full guard blocks, but can be as durable when it matters thanks to once-per-game Feel No Pain 4+. Going with these cheaper secondary bricks opens up space for a smaller unit of the same (great for holding a position) and an Allarus unit, the latter providing fantastic anti-horde (the blast grenades will annihilate any large unit with a leader thanks to wound re-rolls from Slayers of Tyrants) and a big movement swing when needed via From Golden Light.
All good stuff, but as mentioned earlier Knights look challenging for Custodes to face down. A damage reduction Warden is super hard for them to kill, allowing the Knights to engage them directly in a way that pretty much nothing else can, and as long as they make sure to clear out the Allarus early, there’s not much else that will push back into the robot menace (Note: I am aware that one of the first big contested rules issues of the edition is whether Trajann’s buff bypasses Damage Reduction. This event was playing that it didn’t, before you all rush to correct me in the comments. I checked and everything). Canis Rex also whips in the matchup, as the D4 shots from his Impulsor and big D3 sweep are both incredibly potent here. All-told, and again especially on Servo Skulls where the Custodes will have to split up, things end up looking good for the Knights – if they go first, I figure they rush forward and punt two of the mid-field objectives out towards the board edge, after which the Custodes will get picked off a few at a time. From the score, that seems like a plausible way for this to have played out.
Result
Knights Victory – 85-34
Josh Roberts – Imperial Knights – 1st Place

The List
See Showdown
Archetype
Triple Bigs with Rex
Thoughts
…see previous, I guess? I do think Mythic Hero on the Warden is probably the right play most of the time – with less Damage Reduction out there, opponents are going to plan around it less, and some matchups this get blown right open. Well done to (Goonhammer Belt holder) Josh on the win!
George McCoulough – Drukhari – 2nd Place

The List
Army List - Click to Expand
Archetype
Talos Spam
Thoughts
Everything that’s old is new again, and veterans of 9th (and in the UK, 8th) can quake in fear as the Talos return to the table. It’s not hard to see why, given the preponderence of Knights – as well as just being a strong all-round package on rate, twin haywire blasters are pretty much the perfect anti-Knight weapon, cheerfully hurling Mortals about without help, and even more with a Pain token. Drukhari also have the option of bringing further anti-tank goodness in the form of Scourges, who here have Dark Lances to keep options open against Monsters (but who are also good with Haywire again, just saying). After that the last serious unit here is the Reavers, providing yet more powerful shots that can reach the enemy easily, and just some general mobility. I guess the newly Deep-Striking Raider filled with Kabalites is that too, huh? The rest is glue – solo Cronos are great because they’re dirt cheap, durable enough to hold an objective for a bit and provide extra Pain, and you definitely want at least either a Succubus or Haemi for the starting tokens. This army has a frightening amount of anti-tank, a lot of which is hard to engage with, which stands it in very good stead for where things are at, well done George.
James Smith – Chaos Knights & Daemons – 3rd Place

The List
Army List - Click to Expand
Archetype
Dogs and Daemons
Thoughts
Don’t worry Chaos fans, your Knights get a look-in too. Chaos’s big strength appears to be their incredible shooting potential – Brigands with a Desecrator buffing them are ultra nasty, and this list looks very ready to just shoot anything off the board, while still having terrifying melee power thanks to how pushed Karnivores are. Having these two datasheets that just fully whip at the stuff they’re good at is the key asset here, and combining that with the confusion that can be caused by the army abilities can make this tough to handle. The Daemon detachment is a great complement to that – the Changeling rules at sitting on an objective and not getting dealt with, given that they have Lone Operative and multiple ways to stop nearby enemies shooting, while Flamers are cheap, fast and have good Overwatch (plus Fall Back/Shoot punish). A strong bolt-on, and nice to see Chaos also getting to dip into a well of flexible allies. Well done James for not letting the hated Imperialis have things entirely their way.
Alex Fowler – Thousand Sons – 4th Place

The List
Army List - Click to Expand
Archetype
Crunchy Thousand Sons
Thoughts
Magnus and the squad get a second outing, once again favouring crunchy, big units with potent Characters, but adding a bit more coverage here with Tzaangors. Pro tip – the greatbow Enlightened are finally good again, super cheap, fast and presenting just a little bit of actual concern to the enemy, ideal for this kind of role. For those calibrating their clocks on how long a unit that gets whole-army spammed has to stay in the wilderness before being allowed back, that would be a datapoint of about five and a half years. Great work from Alex.
The Rest of the Best
There were four more players on 4-1 records. They were:
- 5th – Gary Percival – Iron Hands: The hefty brigade, taking a full unit each of Heavy Intercessors and Aggressors overseen by Feirros and a Captain, then seasoning with Inceptors, Gladiators and the extremely unsurprising full Desolation unit.
- 6th – Ben Pearce – Aeldari: Aeldari nonsense, combining a Wraithknight, D-cannons and the Yncarne, and filling out with lots of small, pesty units and utility Characters.
- 7th – Jacob Whitehouse – Chaos Daemons: Monster mash with Be’lakor, a Great Unclean One and Shalxi, then various Battleline Daemons with a few characters sprinkled in (most notably Syll’Esske, who seems monstrously good in the new edition).
- 8th – Rafael Harbinson – Adeptus Custodes: See Showdown.
SIMP
All the lists for this event can be found in TourneyKeeper.
Primary: Priority Targets
Mission Rule: Scrambler Fields
Deployment: Hammer and Anvil
The Showdown
Matchup & Mission
Marcin Surma – Chaos Daemons: Mind-melting monster mash.
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vs.
Wiktor Schmidt – Aeldari: Full Aeldari nonsense with a big Avenger/Asurmen block, loads of Prisms/D-cannons and a Wraithknight.
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Thoughts
Look. Kudos to Marcin for hitting the top tables, as Daemons looked like an army that could struggle thanks to their very expensive Troops, and I really like the solution here, which is taking opponents to the Bird Zone. Three Big Birds of various sorts presents a very strong, hard to clear firebase, and Be’lakor and Shalaxi are fantastic counter-charge threats into anyone who comes to try and pressure them up close. However, I will now draw your attention to the Eldar list. Does this list look like it needs to get close to end the Daemon dreams? It does not.
Result
Aeldari Victory – 20-0
Wiktor Schmidt – Aeldari – 1st Place

The List
See Showdown
Archetype
Shooty Aeldari
Thoughts
Even more Aeldari delights on show here, with super overwatch Avengers ready to crush the dreams of any hordes that present themselves, and a trio of D-cannons supplementing the Wraithknight’s hefty firepower. Also Fire Prisms. Don’t forget those.
Well done Wiktor.
Tomek Jósiak – Aeldari – 2nd Place

The List
Army List - Click to Expand
Archetype
Shooty Aeldari
Thoughts
At least there’s no Wraithknight? Instead, the big hulled hitters are supplemented by a bunch of speedy shooting threats, allowing the opponent to be sliced up from a multitude of angles. It’s also packing the big Illic/Ranger brick to sow havoc among the opponent’s ranks. All very powerful stuff, but at least slightly further towards something that actually interacts with the game, so well done Tomek.
Grzegorz Hellich – Dark Angels – 3rd Place

The List
Army List - Click to Expand
Archetype
Dark Angels Task Force
Thoughts
Despite the power of many Marine options, this first week hasn’t seem many of them at the top, with an honourable exception here. Dark Angels with the Gladius are essentially Marines+, packing some of the best datasheets out there on top of the core rules. Key among them and on show here is the Deathwing Command Squad, the ultimate bells and whistles Terminator brick (especially souped up with Belial) and the Lion, who is both a staggeringly potent killing machine and also gives the army game into Eldar via access to a 4+ Feel No Pain aura against Mortals. Those two take care of playing for the table, and the rest of the army just rams in as much Indirect as possible. Not super exciting, but clearly very effective, so well done to Grzegorz
Cyryl Wojewódzki – Imperial Knights – 4th Place

Credit: Pendulin
The List
Army List - Click to Expand
Archetype
Shooty Knights
Thoughts
We end as we began, with Imperial Knights. This time we’re looking at pretty much a pure dakka build, doubling up on Crusaders and taking loads of Helverins. I feel like you’re maybe leaving some value on the table by not planning to pressure the opponent, but it’s still an incredibly tough damage race for anyone to win, so congratulations to Cyryl for coming up with it.
The Rest of the Best
No one else finished on 4-1 or better.
9th Edition Events
The Bristol Super-Major
152-player, 7-round Supermajor in Stoke Gifford, England United Kingdom on June 24 2023. All the lists for this event can be found in Best Coast Pairings.
The Four undefeated players entered the top cut, and there was one more player on 4.5-0.5.
- 1st – Daniel Whitaker – Craftworlds & Harlequins: Swift Strikes with Spiders, Shrouds and Phoenix Lords plus a Light Saedath detachment with a full stack of Voidweavers. Very nasty into what it faced in the finals, which was…
- 2nd – Martyn Cooper – Astra Militarum: Born Soldiers Goodstuff with all the big hits and a Scion detachment.
- 3rd – John Guevara-Millan – Grey Knights: Rapiers Dreadknights and Interceptors. Had to type it one last time, but I’m free now.
- 4th – Byron Sidhu – Chaos Daemons: Board-control heavy Daemons with Be’lakor and the big Bloodthirster then lots of Troops, Fiends and Flamers.
- 5th – Luke Melvin – Chaos Daemons: Ultra monster mash with Be’lakor, Skarbrand, Kairos and a Bloodthirster.
WarGamesCon 13 Warhammer 40K Championship
86-player, 6-round Grand Tournament in Bastrop, TX US on June 24 2023. All the lists for this event can be found in Best Coast Pairings.
There were 9 players on 5-1 or better, with only the first place player undefeated.
- 1st – Colin McDade – Slaanesh Daemons: Speedy melee Daemons with lots of Daemonettes and Fiends, a bit Seeker brick, an Enrapturess for emergency Deep Strike and Shalxi/Be’lakor tag-teaming at the top.
- 2nd – Jared Gomez – Ultramarines: All-rounder Ultramarines with a bit of everything, mixing up various killy infantry units, some Dreadnoughts and a laser Vindicator, with Calgar overseeing things instead of Bobby G.
- 3rd – Ryan Bridges – Drukhari: Transport-heavy Cult/Kabal goodstuff.
- 4th – Samuel Cook – Astra Militarum: Born Soldiers goodstuff with extra tank, taking five Russes and a Dorn.
- 5th – Justin Moore – Adeptus Mechanicus: Lucius horde/pressure, going all-in on Skitarii and Sydonian Dragoons to try and overwhelm the enemy.
- 6th – Mathew Tweedel – World Eaters: Invocatus Eightbound spam, diverging a bit from the norm by going light on Berserkers to fit in two Daemon Princes.
- 7th – David Hall – World Eaters: Similar, just with a Juggerlord instead of one of the Princes.
- 8th – Greg Harris – Adeptus Custodes: Emissaries with a mixture of Sagittarum and bikes.
- 9th – Ryan Scott – Space Wolves Successors: Upgrade/infantry spam with a bit Desolation squad.
GREX LEGENDS GT 2023
49-player, 5-round Grand Tournament in Singapore, undefined Singapore on June 24 2023. All the lists for this event can be found in Best Coast Pairings.
There were 7 players on 4-1 or better records. Only the winner was undefeated.
- 1st – Nachai Limsettho – Iron Warriors: An unusual board control build mixing loads of Iron Warrior Legionaries with some Fiends out of Daemons.
- 2nd – Yong Qiang Ong – Ultramarines: Bobby G with lots of Infantry (notably Aggressors) and Warsuits.
- 3rd – Victor Koh – Iron Hands: Iron Hands Gladiator spam.
- 4th – Jason Wang – Tau: Bork’an with a big suit brick and Sun Sharks.
- 5th – Dylan Lee – Astra Militarum: Born Soldiers goofstuff with extra tanks.
- 6th – Kian Tan – Adepta Sororitas: Valorous Heart with max Sacresants and big Retributor squads.
- 7th – Benjamin Chia – Space Wolves Successors: Infantry/upgrade spam.
Bugeater GT 2023
30-player, 5-round Grand Tournament in Omaha, Nebraska US on June 24 2023. All the lists for this event can be found in Best Coast Pairings.
There were 6 more players on 4-1 records or better records. Only the winner was undefeated.
- 1st – Kyle McCord – Astra Militarum: Double Dorn Born Soldiers.
- 2nd – Scott Blegen – Adeptus Astartes: Black Templars Impulsor/Gladiator spam with a Repulsor on top.
- 3rd – Matthew Doughman – Imperial Knights: Freeblade Lance with a Herald Paladin and loads of Armigers.
- 4th – David Clark – Iron Hands Successors: Red Scorpion Successors with all the shooty goodness you could want.
- 5th – Scott Sasser – Ultramarines: Bobby G and friends, including a full brick of regular Terminators.
- 6th – Cam Wageman – Blood Angels: Ultra elite Blood Angels, bringing Mephiston, the Sanguinor and Dante alongside lots of Guard, backed by some Helverins.
Wrap Up
So long 9th Edition – we’ve been through a lot together, but now it’s time for a change. You were pretty OK most of the time.