
The Generals Hub: en el Arca Negra vol I
Greetings, generals!
On October 18th, El Arca Negra, one of the leading gaming stores in southern Madrid, hosted its first Age of Sigmar tournament.
And of course, we were there to fine-tune our lists ahead of the 1st Guarhammar GT!
Sergio and Juanma represented us and, to top it all off, they ended up facing each other in the third round!
Our lista
Sergio Leal
Maggotkin of Nurgle
Tallyband of Nurgle
Nurgloso pero sabroso 1990/2000 pts
—–
Grand Alliance Chaos | Maggotkin of Nurgle | Tallyband of Nurgle
General’s Handbook 2026-27
Drops: 3
Spell Lore – Lore of Malignance
Prayer Lore – Benedictions of Sickness
Manifestation Lore – Morbid Conjuration (20 Points)
Battle Tactics Cards: Blazing Onslaught and Siege of Ashes
—–
General’s Regiment
Rotigus (420)
• General
Plaguebearers (260)
• Reinforced
—
Regiment 1
Belga the Cystwitch (130)
Lord of Plagues (120)
• Gift of Febrile Frenzy
• The Witherstave
Rotswords (430)
• Reinforced
• Chuckling Murrain
Scourge of Aqshy: Putrid Blightkings (140)
—
Regiment 2
The Glottkin (470)
—–
Faction Terrain
Feculent Gnarlmaw
—–
Created with Warhammer Age of Sigmar: The App
App: v1.38.0 (1) | Data: v483
Juanma Izquierdo
Ogor Mawtribes
Maw-Cult Fanatics
Inclusive bodies 2000/2000 pts
Ogor Mawtribes
Maw-Cult Fanatics (10 Points)
General's Handbook 2026-27
Drops: 2
Spell Lore - Lore of Gut Magic
Prayer Lore - Lore of the Everwinter
Manifestation Lore - Krondspine Incarnate
Battle Tactic Cards: Blazing Onslaught, Siege of Ashes
General's Regiment
Redd the Maw, High Slaughtermaster (420)
• General
Butcher (170)
• A Choice Cut
Gluttons (420)
• Reinforced
Gorger Mawpack (240)
Gutseers (200)
Regiment 1
Bloodpelt Hunter (130)
• Dreaded Far and Wide
Frost Sabres (70)
Hunters with Sabrefangs (340)
• Reinforced
Faction Terrain
Mawpit
Created with Warhammer Age of Sigmar: The App
App: 1.38.1 | Data: 483
El Arca Negra
As we mentioned before, El Arca Negra is one of the leading gaming stores in southern Madrid, located in Leganés. Their main game is Warhammer 40K, but they’re looking to carve out a little space for Age of Sigmar, and this year they’ll be one of the venues for the AoS Madrid Championship circuit.
With Cipri leading the tournament, 12 skulls, as he likes to call them, battled it out, with some rather spicy results for Idoneth Deepkin: both players representing this faction finished with a perfect 3-0 record!
Congratulations to Josemi, from Pinpals, for taking first place, and to Javi, from DKHM, for finishing second. Our contributor Juanma completed the podium in third place.
We still don’t know how Josemi hacked the matrix and managed to score 85 points, but I’m sure we’ll find out in future posts!





Juanma Izquierdo
Another weekend, another tournament. After the rather disappointing experience at the previous tournament, where nothing worked (not the setup, not the list, not even my dice rolls), we made a few changes to the list for the first TGH tournament at El Arca Negra. Hopefully, the first of many! Especially thanks to the new partnership we’ve established with them, which we can finally tell you about.
The list
Now then, let’s talk about the list.
Redd and a unit of Gluttons form the core of the army, allowing us to handle almost any matchup or role, offering durability, plenty of potential damage and, above all, excellent control.
On the other hand, I’m bringing the Gargantuas for the first time (I’ll have the unit painted soon, I promise!). They can either surprise the opponent by arriving through Deep Strike or stick close to Redd to benefit from a 5+ Ward. That said, their initial 6+ save makes them a bit of a glass cannon, to be fair…
We’ve also got some Gutseers, alongside the Butcher and an Incarnate.
We round out the list with a Hunter and a reinforced unit of Hunters on foot, because, to be fair, I think running them as two separate units just gets in the way. This also gives us some serious anti-charge pressure, with 4 dogs and a potential 8 mortal wounds.
Finally, two Frost Sabres to score some points before they end up in Legends or straight in the bin, because what an absolute abomination of a miniature GW gave us… Seriously, just proxy this crap.
How Does the List Work?
Aside from the Redd-Gluttons duo (potentially a trio if we start with the Gargantuas on the board), we need to make sure we’re always taking advantage of the +1 to casting rolls from the Gutseers. This means we’ll end up running a small castle formation that also includes the Butcher.
The Hunter starts off the board thanks to his trait, the dogs thanks to their warscroll, while the Hunters on foot will start on the battlefield, allowing us to redeploy them wherever we want.
My recommendation? If the terrain allows it, secure an additional objective to prevent your opponent from scoring 10 points if they go first, while also setting up your first Siege battle tactic if possible.
Just remember, this unit consists of 10 models, so be careful with unit coherency.
As for artefacts and heroic traits, we ignore the first wound suffered each phase within 12″ of the Butcher, while the Bloodpelt ignores modifiers to hit rolls, dice rolls…
How Did the Tournament Go?
Two convincing victories against Nurgle in rounds one and three (this post will focus on round one), and a 10-point defeat in round two against Idoneth, who are incredibly strong right now.
Avoid this matchup whenever you can, because declaring against them is practically asking for trouble.
Round 1 vs Angel Nano
Maggotkin of Nurgle
75/18
Round 1: Glottkin Came for the Photo
My opponent went first, with a rather spread-out and flat deployment, positioning his units quite far from the tree.
Outside my unbind range, he failed to cast the -1 to wound spell on Glottkin, which would prove crucial later on.
My Hunters’ redeployment also gave me an advantage in objective control, so the difference was already starting to show. On top of that, his battle tactics weren’t particularly well chosen for this matchup, which also had a significant impact.

My first turn focused on completing the first Siege battle tactic with the Hunter and the Gutseers, while also shooting at Glottkin, who, after a knee-shattering redeploy, could only watch helplessly as he failed to avoid a single shot.
To sum up the dice rolls, he didn’t roll a single 6 on his save or Ward rolls against the 3 successful shots from the Bloodpelt, and only managed to make one successful Ward save against all the Hunters’ shots.

Round 2: Nurgle Advances

His second round consisted of charging the Rotswords into the Hunters, suffering defensive fire and mortal wounds from the dogs, which made the outcome disastrous for him.
On the other flank, he advanced with the Sloven to score points, bringing Rotigus closer. However, his magic phase achieved absolutely nothing, leaving his units within range for my turn.
My Incarnate came into play, managing to charge his Primal on one flank, while thanks to Redd’s D3+3 movement, the Gluttons had already reached the objective on the right.
On the other flank, the Rotswords were dropping at a steady rate and, given their numbers, there wasn’t much they could do about it.
I decided to charge the Primal but not the Sloven, holding off until turn 3, as I’d already completed my first Blazing battle tactic against the Rotswords and had the game completely under control in terms of points.

Turn 3: Rotigus and the Sloven vs. the World
From this point onwards, everything happened pretty quickly.
His Sloven charged into my practically unkillable Gluttons, essentially handing me the second Siege battle tactic for free.
But the second Blazing was even more of a freebie, as Rotigus, by pushing forward, left his hiding spot wide open for my disgusting metal Frostsabres to claim that terrain feature on my next turn.
On my turn, I spread my attacks as much as possible to keep the Sloven alive so I could complete the final Blazing battle tactic. Unfortunately, my Incarnate decided to deal 9 wounds to the last two models, making the Butcher very happy, but leaving me rather disappointed.

Rounds 4 y 5

With no enemy models left on the battlefield, our game came to an end.
One final battle tactic left uncompleted, but a game that was completely under control from start to finish.
Summary
If you can avoid being affected by Rotigus’ spell, Nurgle is a favourable matchup, as you can keep removing diseases almost constantly.
However, it’s essential to deploy everything more than 3″ apart to avoid spreading diseases and suffering the extra D3 later on.
Reducing Ward saves by 1 with the trait also helps a lot against units like the Rotswords.
Taking advantage of obscuring terrain to move around and trying to destroy the tree before attacking their units also helps (although everyone should be doing this, not just Ogors).
The Hunters can also deal some serious damage to their monsters, as I discovered again in round 3.
That’s all from me until the next tournament, which will be this weekend at Wargen. With a bit of luck, I won’t be facing Nurgle all day, and we’ll keep experimenting with different things.
By the way, which faction would you like to see me face in the next battle report?
Sergio
I haven’t been attending many tournaments lately, but taking part in the first Age of Sigmar tournament held at El Arca Negra was more than enough motivation. I don’t know if you’re familiar with the store, but it’s incredible. It has a huge space for gaming and even painting. On top of that, they have an enormous selection of products, not just from GW, but also from AK Interactive and Impriwars.
As for the tournament itself, we were treated to a juice and a muffin for breakfast, courtesy of the store. All the tables were ready with their respective gaming mats and terrain sets, with plenty of room for backpacks, units waiting to be deployed from Deep Strike, dice trays, and you could practically even park your car there!
Round 1 vs Jorge Rangel
Ironjawz
45/61

My opponent, Jorge, was running an Ironjawz (IJ) list in true Mike Tyson style: starts strong, hits hard, and finishes strong.
The battleplan was Caverns of Slaughter, and the name couldn’t have been more fitting, because it turned into an absolute bloodbath. It was a clash between a durable army and a highly aggressive one.
Deployment was pretty standard: all the mortal units wholly within 12″ of the tree; Glottkin and Rotigus wholly within 12″ of each other (to benefit from Rotigus’ +1 bonus), with Belga positioned between them to also provide that +1 to casting rolls.
The Rotswords were positioned inside a forest to gain that +1 to save rolls, in case my opponent decided to charge straight into them. The Plaguebearers were deployed on one of the flanks, also wholly within 12″ of one of the wizards to benefit from the -1 to wound spell.
On the other hand, the Ironjawz deployment was heavily influenced by my Tallyband of Nurgle Battle Trait. My opponent positioned everything more than 3″ apart from the units that, in theory, were most likely to become infected. And sure enough, I managed to infect one of his Brutes units with this ability.
Turn 1: The Maw-Krusha Crashes and Burns

The first turn was a bit of a feeling-out process for me. Since I had more drops, my opponent decided to let me go first.
I tried to score as many points as possible, complete my first Siege of Ashes battle tactic, and position my units as effectively as I could while avoiding the big monsters.
I screened the Maw-Krusha with the Suffocating Gravetide (a mistake on my part), as I didn’t know its combat ability allowed it to move up to 2D6″ (that’s what happens when you don’t play much). This gave it enough movement to get past the endless spell and engage Belga and five Putrid.
But, as fate would have it, the Maw-Krusha bounced hard. Not only did it fail to kill Belga, but the Putrid also gave it a proper beating. On the following turn, the prayer that deals mortal wounds was enough to finish it off.
Turn 2: The Pressure from Ironjawz

Despite this, the game was still pretty evenly matched, and the second turn was just as close.
It’s true that the pressure Ironjawz can apply with their movement in the hero phase and the ability to charge on 3D6 thanks to Kragnos forces you to screen your units and avoid taking risks, giving them a slight advantage when it comes to scoring points.
I left the Plaguebearers holding an objective, with Glottkin behind them and the Rotswords alongside them.
Kragnos and ten Brutes charged into the twenty Plaguebearers, sending the poor things straight back to the Garden of Nurgle in a single blow.
But their sacrifice left Kragnos and the ten Brutes perfectly positioned to receive a charge of less than 7″ from the twenty Rotswords and Glottkin on the following turn.
But of course, it all sounded great in theory…
Turn 3: The Decisive Double Turn
The Ironjawz player won the priority roll for the third turn. I tried using the reroll because the entire game depended on that roll and… surprise! I lost it again, so the Ironjawz player kept the initiative.
As expected, Kragnos and the Brutes charged into Glottkin, who managed to take down quite a few Brutes. However, between the mortal wounds from the charge, Kragnos’ attacks in combat, and the Brutes’ attacks afterwards, Glottkin was slain.

Despite being unable to complete any battle tactics, the Ironjawz managed to score the maximum possible points, and that’s where my third turn began.
The Rotswords charged into Kragnos and the Brutes, who were already badly weakened by their fight against Glottkin and the diseases. In the end, Kragnos and several more Brutes were taken down.
But despite this small victory, my positioning was far from ideal. On top of that, completing further battle tactics was becoming increasingly difficult for both me and my opponent.
Turns 4 and 5: Scraping Together Whatever Points We Can
The final two turns were pretty much the same. Both of us focused on scoring as many points as possible from objectives, as completing any further battle tactics was almost impossible.
The final score was 61–46, with that double turn between rounds two and three really costing me dearly.
But in the end, that’s what happens when you face lists like this: a double turn can knock you out cold.
Tournament Conclusions
All in all, it was a great tournament, organised by our friend Cipri, who, as always, did a fantastic job. A solid 10/10.
I’m sure we at The Generals Hub will be back at El Arca Negra for their future tournaments because, as I mentioned earlier, it’s a really comfortable place to play.
My only minor criticism, and I say this purely as constructive feedback, is that the terrain could use a little improvement, as some tables felt a bit sparse.
But as I said, a 10/10 tournament with 10/10 organisation!
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