Woehammer Awards 2025: The Winners

2025 has been a year. One of many years. There have in fact been 25 of those years so far this century.

Models have been painted, games have been played and tournaments have been attended?

Over the past couple of weeks the Woehammer community voted on the best the worst things to come out of Warhammer in 2025. These weren’t carefully defined categories. We deliberately left them open to interpretation.

Best Warscroll

The first award is for the best Age of Sigmar warscroll this year. How people interpreted this was entirely up to them,  perhaps they thought it had the best rules or perhaps they thought it was the best looking model. There were two warscrolls that received an equal number of votes for the win:

Worst Warscroll

There were a lot of nominations for this category. Quite a few seemed to have a warscroll that had let them down at some point or another. Others perhaps loved the model and thought the rules didn’t live up to the model.

The winner is….

Arachnarok Spider with Spiderfang Warparty

Best Rules Change

There’s always a lot of people moaning about battlescrolls when they drop and how GW did their army dirty. So we asked everyone what GW had got right. The result was pretty unanimous….

Gorechosen Champions

The moment Gorechosen got nerfed, everyone breathed a sigh of relief.

Worst Rules Change

We couldn’t have the best rules change and then not have the worst. This one was also pretty unanimous…..

Yup, it’s Obscuring on Objectives.

Most Fair/Balanced Faction

We asked people to vote on the most balanced and fair faction this year and the results were surprisingly clear!

The winner is….

The Most Oppressive Faction

Everyone has that one faction they hate playing against. It seemed this year that the hate was mostly for….

I was convinced this one was going to be won by Nighthaunt but they only got a third of the votes that KO managed to get.

Best Non-Warhammer Tabletop Game

There were only a few nominations for this category, and it was fairly close with a single vote splitting the winner out….

Malifaux narrowly beat my personal choice of Silver Bayonet.

Best Warhammer Blog or Website

This was incredibly close, and was contested really by only two sites. The runner up is the much loved Goonhammer. While the winner is everyone’s favourite Destruction loving website…

PlasticCraic are awesome and I always have a good chuckle when reading their ramblings over there. I also recommend signing up to their Patreon, you’ll get access to their awesome Discord as well.

Best YouTube Channel

This one had quite a few nominations, but one clear winner did start to emerge. But first I wanted to shout out our runner-up, A Skaven Plays. Raybear who’s a member of our Discord and a top, top player records all his TTS games and hosts them here.

But in first place with a substantial number votes is…

Season of War have been going a few years now, and it’s easy to see after watching their videos why they’re so popular.

Best Warhammer Video Game

This wasn’t even close and we could have given this award out the second we dreamt it up. The winner is….

Best Warhammer Novel

What wasn’t an easy one to predict was the Best Warhammer Novel. Everyone had a favourite book and the votes were spread evenly across all the nominations. The winner is….

I’m ashamed to say that I’ve not actually read this one. But it is now on my list!

Best Non-Warhammer Book

Unlike the Warhammer Novel, this one had a clear winner, and possibly an obvious one with us being predominantly fantasy wargamers…..

Most Helpful Discord Member

We wanted to do an award where we recognised the members of the Discord that were always happy to help others. There were three nominations here and each one of them is a legend. The runners up were, Madigan Mason and Fabien Barbusse, both are always helping out on our Rules Lawyers channel, but the winner is…

Vallis

Vallus has been a member of our Discord since 2023 and is often the first one to help clear up any rules questions. Thanks Vallis!!!

Best Painted

The best painted was for any miniature that had been posted in our Discord Display Cabinet channel this year. The nominations were:

There were so many more as well that would have been worthy of nominations, but our winner, by 1 vote is…..

Rose of Winter has done an incredible job, we’re looking forward to seeing more from them next year.

WoePoints Winner 2025

Our final category is for the winner of our WoePoints in 2025. For those unsure what WoePoints is, its a points system where you gain points for buying models and reduce points for painting or selling models. The aim being to be as negative as you can by the end of the year.

Our 2025 winner is…..

Poots

December Battlescroll Review: Helsmiths of Hashut

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Helsmiths of Hashut Analysis

Win Rate: 41% (Rank: 25th)
Average Elo: 398.7 (Rank: 25th)
Popularity: 179 Games (Rank: 25th)

At face value, Helsmiths of Hashut are the weakest performing faction in the game. However, unlike most armies at the bottom of the rankings, context matters more here than almost anywhere else.

This is a brand-new faction, released only in the last couple of months. Many players are still assembling and painting models, which naturally means they don’t feature as much yet and skews the sample toward early adopters and hobby-first players rather than hardened tournament grinders.

Not only are Helsmiths new, with Daemonic Power Points (DPP), they are not simple to play. DPP adds another layer of management to the game for Helsmiths players that can be hard to track and remember for newer players.

That matters because the early data can be affected by players learning the faction at events and suboptimal builds being tested on the fly.

Whats notable though is that no one warscroll appears to be pushing the win rate up. There’s nothing that allows the players a little forgiveness when playing which explains the early results.

But it does perhaps suggest that given time and experience the faction may begin to pay off for players who persist with them.

GWs points reductions are in line with these thoughts. They are reluctant (understandably) to make any massive changes to the faction in its infancy and would perhaps like to see what the results say once more players pick them up.

I expect we’ll see Helsmiths improve to just within the healthy band.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Sons of Behemat

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Sons of Behemat Analysis

Win Rate: 43% (Rank: 24th)
Average Elo: 422.9 (Rank: 21st)
Popularity: 494 Games (Rank: 15th)

Sons of Behemat close out the Battlescroll with 43% just outside the healthy band.

Regardless of what lists players build, all of the warscrolls sit below the ideal range, with perhaps builds that don’t feature the Kraken-eater getting near 50%.

The core issue is that Mega Gargants do not dominate the table the way they used to in 3rd edition. They don’t score efficiently and they struggle against a lot of factions who can bring a high volume of mortal wounds to the board. They’re easy to pin or even ignore.

There’s not much else to say, and we’ll continue seeing them propping up the tables in the next battlescroll.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Ogor Mawtribes

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Ogor Mawtribes Analysis

Win Rate: 43% (Rank: 23rd)
Average Elo: 412.4 (Rank: 24th)
Popularity: 332 Games (Rank: 22nd)

Ogor Mawtribes finish this battlescroll at 43%, placing them outside the healthy band. With low popularity and one of the lowest average Elos in the game, they struggle both in performance and accessibility.

Looking at warscroll usage, Ogors lack a reliable core package. There is no unit that consistently lifts the faction’s win rate when included.

The few spikes (such as Firebellies or Scraplaunchers) appear in low numbers and cannot be treated as serious indicators. There is no dominant build for competitive players to follow.

Perhaps the part of the data that hurts the most is how poorly Ogor centrepieces perform. Stonehorn variants, Thundertusks, and even Kragnos all sit in the low-40s or below. These are expensive models that should define games, but they struggle to justify their cost and are outperformed by cheaper, more flexible options in other factions. The monsters can’t bully the board and the rest of the army collapses around them.

Points reductions here will do very little.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Kruleboyz

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Kruleboyz Analysis

Win Rate: 44% (Rank: 22nd)
Average Elo: 441.1 (Rank: 8th)
Popularity: 462 Games (Rank: 18th)

Kruleboyz finish this battlescroll at 44%, placing them just outside the healthy band. What makes this story worse is the high average Elo of their player base. They’re not being dragged down by newer or inexperienced players. Strong players are choosing Kruleboyz, and still struggling to win.

Unlike some other low win rate factions, Kruleboyz do not have internal balance. Usage is relatively concentrated around the Swampcalla, Killaboss on Great-Gnashtoof, Monsta-Killaz, Gutrippaz and Boltboyz.

One interesting point though is the win rate without including Man-skewers, at 59% over 94 games it would seem some players have discovered a melee build which works more efficiently under the current handbook.

But GW seem to be focused more on Skumdrekk and Gobsprakk with 20 point reductions on each. If I had my business hat on, they perhaps found that the expensive Gobsprakk models sales were dwindling. But it could be more reflective of his use in lists and allows players to fit in a smidge more.

With an average Elo ranking of 8th, Kruleboyz players are clearly capable. Yet the faction sits near the bottom of the win rate table. That gap suggests the army asks more of its players than it gives back.

Unless players begin ditching shooting builds, Kruleboyz will continue to struggle in the next battlescroll.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Slaves to Darkness

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Slaves to Darkness Analysis

Win Rate: 45% (Rank: 21st)
Average Elo: 427.6 (Rank: 20th)
Popularity: 971 Games (Rank: 4th)

Slaves to Darkness finish this battlescroll at 45%, placing them right on the lower end of the healthy band. With very high popularity and a slightly below-average Elo, this is a faction that is widely played but demands a lot from its players.

Slaves to Darkness have one of the largest warscroll pools in the game, and while most of them see play, we see a number of them feature in most of the lists at top tables. Those being Chaos Knight, Varaguard, Chosen, Warriors and Be’lakor.

The most commonly used warscrolls sit between 43–47% when included. Even units such as Archaon, Be’lakor, Varanguard, and Chaos Knights do not push the faction’s results. There are isolated spikes, such as the Centaurion Marshal and Eternus that stand out, but these appear in low numbers and do not affect the competitive meta.

A notable feature of this battlescroll is the attention given to Legion of the First Prince, with several daemon warscrolls receiving significant points reductions.

They suggest GW want to encourage this subfaction. While LotFP has not been dominating so far, GW appear to be attempting to nudge it into relevance through points efficiency.

Whether that turns into competitive success remains to be seen, but it is an attempt to broaden list types away from Varanguard, Knights and Be’lakor.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Blades of Khorne

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Blades of Khorne Analysis

Win Rate: 45% (Rank: 20th)
Average Elo: 433.7 (Rank: 14th)
Popularity: 527 Games (Rank: 13th)

Blades of Khorne close out this battlescroll sitting exactly on the lower boundary of the healthy band at 45%. With an average Elo and popularity, they’re not being propped up by elite players or dragged down by newer ones. This is an honest reflection of their current power level. They’re playable, but hard work.

The most common centrepieces such as Wrath of Khorne Bloodthirsters, Unfettered Fury, and Bloodcrushers sit around the 50–52% mark when included in lists. That’s fine individually, but there’s nothing here that makes up for the faction’s wider inefficiencies. As a result, players have to rely on tight play and correct sequencing.

Most of the points changes are as you would expect, reductions to underperforming units sitting in the low-40% range. These are adjustments aimed at bringing up the poorer performing units.

From a balance perspective, Blades of Khorne actually sit in a very “honest” place. They are inside the healthy band and reward good decision making.

The downside is, compared to factions sitting closer to 50–52%, Khorne players often need to do more for the same results.

We may see Khorne creep up towards 47-48% but I would be surprised to see anything more from them.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Seraphon

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Seraphon Analysis

Win Rate: 46% (Rank: 19th)
Average Elo: 429.7 (Rank: 19th)
Popularity: 652 Games (Rank: 9th)

Seraphon finish this battlescroll at 46%, placing them just inside the healthy band.

With above average popularity and the player skill base being lower in Elo than most other factions, the problem, could partly be the skill level of the population where novice players drag down the results of experienced ones.

However, any regular readers of our top 3 will note that Seraphon rarely feature.

Is this a faction being dragged down by inexperience? Or it is simply underperforming?


Unlike some other sub-50% factions, Seraphon do not suffer from a ‘single competitive list’ problem. Instead, they suffer from the opposite.

Looking at warscroll usage, aside from Aggradon Lancers, Seraphon are widely played across their warscrolls. Most core pieces see table time. On paper, this is exactly what we want to see from a healthy faction.

The problem is that this variety does not translate into results. The majority of commonly used warscrolls are between 44–49%, with very few units pushing above that range. Even traditional anchors such as Lord Kroak, Slann Starmaster, Kroxigor, and Hunters of Huanchi sit below 50% win rate when included.

The points changes here are reasonable and time will tell whether they are enough to see Seraphon climb back towards the middle of ideal range.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Idoneth Deepkin

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Idoneth Deepkin Analysis

Win Rate: 47% (Rank: 18th)
Average Elo: 432.9 (Rank: 15th)
Popularity: 635 Games (Rank: 11th)

Idoneth Deepkin sit on the lower side of the healthy band at 47%, with solid popularity and an average player skill base. Idoneth struggle to convert games despite consistent representation.

But, as always, their win rate only tells part of the story.

Looking at warscroll usage, Idoneth have lists made up of Akhelian Morrsarr Guard, Eidolon of Mathlann (Aspect of the Sea), Akhelian Allopex, and Akhelian Leviadon. That combination appears repeatedly and forms the backbone of most Idoneth lists.

A significant portion of the Idoneth range sees either very low pick rates, or

sub-45% win rates when included.

Namarti builds seem to struggle, despite being one of the main themes of the army. Even with points drops applied to support heroes and Namarti options, they’ll remain unattractive compared to the Akhelian core.

This creates a pattern of competitive players using the same lists. Experimental builds underperform, and internal balance becomes non-existent

The points reductions in this battlescroll appear sensible, targeting lesser used warscrolls without touching the faction’s strongest units. However, much like Soulblight, these changes lower the cost of entry into current meta lists rather than creating new ones.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.

December Battlescroll Review: Soulblight Gravelords

About This Series

With the release of the latest Battlescroll, Games Workshop have once again adjusted points across multiple factions in an effort to keep Age of Sigmar balanced and competitive. As always, these changes have sparked plenty of discussion, with more than a little debate.

This article is part of a wider Woehammer series examining those points changes through a data-led view. Each faction is analysed using real tournament results to assess whether Games Workshop’s adjustments align with how armies and warscrolls are actually performing on the table.

Our full thoughts on methodology and where it differs to Games Workshop are explained after our faction analysis.

Soulblight Gravelords Analysis

Win Rate: 48% (Rank: 17th)
Average Elo: 432.0 (Rank: 16th)
Popularity: 865 Games (Rank: 6th)

At first glance, Soulblight look like a balanced faction sitting just under the 50% mark. However, once usage is taken into account, a picture starts to emerge.

Prince Vhordrai appears in nearly half of all Soulblight lists. He is frequently paired with Vargheists and Blood Knights, which also show high inclusion rates when compared to the other warscrolls.

That combination is the faction’s competitive look right now. This build isn’t overpowered, but everything else struggles to compete with them.

Prince Vhordrai, Blood Knights, Vargheists, Barrow Knights, Deathrattle Skeletons, and the Vengorian Lord are what players are relying on.

These appear to be keeping the faction above the surface and without Vhordrai, their win rate would be slightly worse.

The points drops handed out target underperformers, but they don’t challenge the Vhordrai lists. This means that the competitive players are unlikely to change up their warscroll usage and the internal balance will remain…. unbalanced.

How Games Workshop Use Their Data

Games Workshop have previously stated that their balance decisions are informed by results from the last 60 days of events, primarily drawn from Best Coast Pairings. This dataset includes both one and two day events.

This approach gives GW a very broad view of the game, capturing everything from highly competitive play to more casual, experimental lists. From an accessibility and participation standpoint this does makes sense. It reflects how the majority of players experience the game.

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

Our analysis is based exclusively on two-day events (typically five-round tournaments), drawn from multiple platforms, including:

  • Best Coast Pairings
  • Milarki
  • Ecksen
  • Mini Head Quarters
  • Longshanks
  • Tabletop Herald
  • Championshub.app

These events are competitions where lists are refined, and player skill is more consistent across the field.

Why Focus on GT Data?

One day events and casual tournaments introduce significant variance when used for balance decisions:

  • Fewer rounds mean higher randomness
  • Greater spread in player skill
  • More thematic or experimental lists
  • Less pressure to optimise for the meta

Two-day events, by contrast, are where balance issues reliably surface. Strong warscrolls and strong combinations tend to rise quickly, while weaker options are filtered. If a unit or build is genuinely pushing an army beyond a healthy win rate, it will almost always show up here first.

For that reason, Woehammer prioritises signal over volume. The dataset is smaller, but the conclusions are clearer.

How to Read These Articles

Each faction articles follows the same structure:

  • Overall faction performance (win rate, average Elo, Popularity)
  • Warscroll performance when included vs excluded
  • A review of the points changes and whether they’re supported by our data
  • Pointing out any changes that appear questionable or which we think may be missing.

Throughout the series, we use a 45–55% win-rate band as a reference point for healthy balance. Units or factions consistently operating outside this range are flagged as potential problems in either direction.

Final Note

This analysis isn’t intended to dismiss the value of casual play. Instead, it offers a view on how the game may behave being pushed in its competitive format.

Games Workshop looks wide, aiming to satisfy all players in the hobby, whether thats with pick-up games, or at competitive events.

Woehammer looks deeper at the competitive side, believing that balance for casual play can fall from balancing the game for competitive play.