Originally this tournament army was going to be played at the ‘Age of the Dark Gods‘ tournament organised by Savage Hammer Gaming on 24th September. However, due to not enough interest in the event, I was invited instead to attend their event on 25th June ‘The Battle of the God-Kings‘. This is being held in Harrold, near Bedford. For those interested, there are still tickets available.
Last time we had one last vote and that was to decide on whether to keep the Warlord Battalion or change it to another Battle Regiment. The results are in!
With the overwhelming response being to change to the battle regiment, we’ve changed our list to a 3 drop. This should give me a good chance of deciding whether to go first or second.
The Final Tournament Army List
Army Faction: Orruk Warclans – Army Type: Kruleboyz – Subfaction: Big Yellers – Grand Strategy: Prized Sorcery – Triumph: Inspired
LEADERS Breaka-boss on Mirebrute Troggoth (180) – Mount Traits: Fast ’Un Gobsprakk (280)* Swampcalla Shaman and Pot-grot (105)** – Spells: Nasty Hex Snatchaboss on Sludgeraker Beast (315)** – General – Command Traits: Supa Sneaky – Artefacts of Power: Mork’s Eye Pebble Swampcalla Shaman and Pot-grot (105)** – Spells: Choking Mist
BATTLELINE Man-skewer Boltboyz (360)* – Boltboy Boss Man-skewer Boltboyz (240)* – Boltboy Boss Man-skewer Boltboyz (120)* – Boltboy Boss Gutrippaz (180)** – Gutrippa Banner Bearer – Gutrippa Drummer – Gutrippa Boss – Wicked Stikka
OTHER Hobgrot Slittaz (80)** – Scrap Totem Bearer – Noise-maker – Hobgrot Boss
That should do it! Now just to paint the last few models and then roll some dice. I hope I get to play some of my fellow Woehammerers, Ed, Declan and Rhys are all attending the event. I’ll let you know how I get on.
On Reddit Warhammer 40k has the Meta Mondays posted by the brilliant u/JCMS85 on r/WarhammerCompetitive. So why can’t we have one for AoS? Well we can….
Here are the stats for all the Grand Tournaments that have taken place between Monday 6th June and Sunday 12th June 2022. These are all the GT’s that I can locate on Tabletop.to or BestCoastPairing, if you know of any others please send me a link and I’ll add them.
There was a total of 10 Grand Tournaments last week, however only 9 had data available to analyse. Valleycon 2022 was a 26 player tournament but no lists were available at the time of publishing these stats.
286 players took part in 10 GT’s over the last week.
Grand Alliance
Win Rate
Armies
% Share of Armies
5-0 Wins
4+ Wins
Chaos
54.5%
56
19.6%
2
13
Order
51.0%
119
41.6%
6
22
Death
46.6%
48
16.8%
1
7
Destruction
46.1%
56
22.0%
0
5
Faction Stats
The below stat show the results for those factions represented by 5 armies or more only.
Faction
Win Rate
Armies
% Share of Armies
5-0 Wins
0-5 Losses
Seraphon
66.2%
13
2.27%
3
1
Legion of the First Prince
65.0%
8
1.40%
0
0
Maggotkin of Nurgle
58.6%
21
3.67%
2
0
Idoneth Deepkin
58.5%
11
1.92%
1
0
Soulblight Gravelords
57.7%
13
2.27%
1
0
Cities of Sigmar
57.0%
10
1.75%
2
0
Daughters of Khaine
56.4%
14
2.45%
0
1
Lumineth Realm-Lords
52.1%
10
1.75%
0
0
Ironjawz
50.8%
13
2.27%
0
0
Sons of Behemat
48.5%
14
2.45%
0
1
Ogor Mawtribes
47.2%
11
1.92%
0
0
Nighthaunt
46.7%
21
3.67%
0
2
Stormcast Eternals
45.0%
43
7.52%
0
3
Kruleboyz
44.3%
11
1.92%
0
1
Sylvaneth
40.0%
5
0.87%
0
1
Hedonites of Slaanesh
38.3%
6
1.05%
0
0
Skaventide
37.9%
7
1.22%
0
0
Fyreslayers
34.4%
9
1.57%
0
1
Ossiarch Bonereapers
31.1%
11
1.92%
0
1
Gloomspite Gitz
30.0%
6
1.05%
0
1
Despite Nighthaunt and Daughters of Khaine being released now for a couple of weeks, we still see Seraphon, Legion of the First Prince and Maggotkin of Nurgle topping the win rates. On top of that Seraphon managed to grab three 5-0 results this week.
As a rough guide factions should have win rates of between 45-55% to ensure the game is roughly balance (true balance being impossible). The above shows that 7 factions have exceeded this band (including the new Daughters of Khaine) with Seraphon and Legion of the First Prince have exceeded the 60% win rate barrier. There are also seven factions below this ideal range, including one of the new battletomes for 3rd Edition (Fyreslayers). While Stormcast Eternals have a win rate of 45% we have to bear in mind that this is the most popular faction and is often the ones new players use when first playing Age of Sigmar, so the range of skill of the players inside this faction will vary widely, while many of the other faction will have a dedicated fan base or have tournament players looking for a faction that provides them the best chance at good results.
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Subfaction Stats
The below stat show the results for those subfactions represented by 5 armies or more only.
Faction
Subfaction
Win Rate
Armies
5-0 Wins
0-5 Losses
Seraphon
Thunder Lizard
67.3%
11
2
1
Maggotkin of Nurgle
Drowned Men
65.5%
11
1
0
Legion of the First Prince
65.0%
8
0
0
Lumineth Realm-Lords
Zaitrec
60.9%
5
0
0
Idoneth Deepkin
Nautilar
58.6%
6
0
0
Cities of Sigmar
Living City
58.3%
6
2
0
Nighthaunt
Scarlet Doom
54.3%
7
0
0
Daughters of Khaine
Zainthar Kai
54.3%
7
0
0
Soulblight Gravelords
Vyrkos Dynasty
53.3%
6
0
0
Sons of Behemat
Breaker Tribe
53.1%
10
0
0
Stormcast Eternals
Astral Templars
50.0%
6
0
0
Stormcast Eternals
Hammers of Sigmar
49.1%
23
0
1
Ironjawz
Bloodtoofs
44.2%
9
0
0
Kruleboyz
Big Yellers
43.4%
8
0
1
Hedonites of Slaanesh
Lurid Haze
42.0%
5
0
0
Nighthaunt
Emerald Host
41.5%
13
0
2
Fyreslayers
Greyfyrd
38.6%
7
0
0
Skaventide
37.9%
7
0
0
Stormcast Eternals
Hallowed Knights
35.6%
9
0
1
Ossiarch Bonereapers
Petrifex Elite
32.3%
10
0
1
Gloomspite Gitz
24.0%
5
0
1
The faction stats are pretty much replicated above with Lumineth Realm-Lords/Zaitrec joining the +60% club this week. Meanwhile despite Anthony Trentanelli’s heroics with Skaven recently (claiming two GT’s and going 4-1 this week) they still sit below 45% with a miserable 37.9% win rate. Will their new battletome and the Generals Handbook see a change in this though? A new tome can’t come soon enough for Gloomspite Gitz and Ossiarch Bonereapers….
Bugeater AoS GT took place in Nebraska, USA on 4th and 5th June. It involved 19 players vying to be crowned champion in a 5 game tournament.
Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
Army Faction: Maggotkin of Nurgle – Army Subfaction: Befouling Host – Grand Strategy: Beast Master – Triumphs: Inspired
CORE BATTALIONS: * Battle Regiment ** Hunters of the Heartlands
TOTAL POINTS: (1990/2000)
Peter: A bit different to your usual Nurgle lists, but no less deadly! This list relies on building up Contagion Points so that you can summon in units onto the battlefield – in this case, that’s likely to be even more Beasts of Nurgle! Mainly because Horticulous will allow you to set up a third Gnarlmaw, as well as give all those cute Beasts of Nurgle re-rolls on their charges and +1 to hit rolls on their attacks. Sloppity can then give them +1 on their wound rolls to boot!
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Army Faction: Disciples of Tzeentch – Army Subfaction: Hosts Arcanum – Grand Strategy: Prized Sorcery
LEADER Kairos Fateweaver (435)* – Spells: Bolt of Tzeentch Changecaster (135)* – General – Command Traits: Spell Hunters – Staff of Change and Arcane Tome – Spells: Tzeentch’s Firestorm The Blue Scribes (135)* – Spells: Fold Reality Be’lakor (360)** Ogroid Thaumaturge (165)** – Artefacts: The Fanged Circlet – Spells: Arcane Suggestion
BATTLELINE Kairic Acolytes (115)* – Cursed Blade and Arcanite Shield Kairic Acolytes (115)* – Cursed Blade and Arcanite Shield Kairic Acolytes (115)** – Cursed Blade and Arcanite Shield Horrors of Tzeentch (Pink) (250)** – Split and Split Again
ENDLESS SPELL Chronomantic Cogs (45) Umbral Spellportal (70) Tome of Eyes (55)
Peter: Lots of magic to contend with here. Starting with Big Bird who can cast and unbind 3 spells as well as knowing any spells of friendly wizards within 18″, which includes the Changecasters Pink Fire of Tzeentch which can cause D6 mortals on a single enemy model within 18″, this combined with the Changecasters Tzeentch’s Firestorm (fishing D3 mortals on 6’s with 9 dice!) – means between them, they’re a good monster killer (a good anything-killer really). Then you’ve got the Umbral Spellportal to extend the range of all these mortal wound dealing spells by another 18″. Chronomantic Cogs will potentially add +3 spells across those casters. While they’re sniping away with those mortals you’ll find summoned units popping up everywhere.
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Army Faction: Gloomspite Gitz – Grand Strategy: Hold the Line
LEADER Kragnos (720) Dankhold Troggboss (240)* – General – Command Traits: Alpha Trogg – Artefacts: Arcane Tome – Spells: Levitate
BATTLELINE 1 x Rockgut Troggoths (290)* Rockgut Troggoths (145)* 1 x Fellwater Troggoths (310)* Rockgut Troggoths (145)*
OTHER Marshcrawla Sloggoth (150)*
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (2000/2000)
Peter: Troggs, your time is coming (if the cover of the GHB 2022 is anything to go by). This list is fairly simple but effective. Kragnos will do much of the heavy lifting but the Troggs are no slouches when it comes to combat especially when combined with the Marshcrawla Sloggoth who gives them +1 to their hits, Kragnos who’ll give them a charge buff and the Dankhold who’ll allow them to re-roll 1’s to hit.
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Army Faction: Blades of Khorne – Army Subfaction: Reapers of Vengeance – Grand Strategy: Beastmaster – Triumph: Inspired
LEADER Slaves to Darkness Daemon Prince (210)** Skarbrand (380) Slaughterpriest (110)* – Prayer: Blood Sacrifice Bloodsecrator (125)* – General – Command Trait: The Mage Eater – Artefact: Skullshard Mantle Bloodthirster of Insensate Rage (280)* Bloodthirster of Unfettered Fury (295)* – Artefact: The Crimson Crown
UNITS 1 x Razorgors (55)* 1 x Mindstealer Sphiranx (95)*** – Allies 1 x Mindstealer Sphiranx (95)*** – Allies 1 x Mindstealer Sphiranx (95)*** – Allies 10 x Bloodreavers (80)** 10 x Bloodreavers (80)** 10 x Bloodreavers (80)**
CORE BATTALIONS: *Warlord **Vanguard ***Hunters of the Heartlands
ADDITIONAL ENHANCEMENTS Artefact
TOTAL POINTS: (1980/2000)
Peter: You’ll find the Bloodthirsters, Skarbrand and Daemon Prince running around trying to blend stuff while the rest of the army will essentially play back up and claim objectives. The Mindstealers are an interesting inclusion as they’ll subtract 2 from enemy bravery meaning the opponent should really suffer in the battleshock phase.
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
This cha appears in almost every tournament army, sometimes twice! With a high damage output that rivals the Breaka-Boss and buffs which compliment the Kruleboyz Venom-encrusted Weapons it’s hard to ignore. Yes, he’s expensive but the ability to give nearby units the ability to add 1 to the damage of their Venom-encrusted Weapons is huge. For example a unit of 10 Gutrippaz on average causes 3.5 mortal wounds, put them near a Sludgeraker and this increases to 7! That’s just a unit of 10…
He’s fairly squishy, so you’ll want to protect him with screens and the like. A common practice is to give him the artefact Mork’s Eye Pebble, which gives him and all units within 12″ a 5+ ward save in a single phase. That’s great for making a combat swing in your favour. He’s often made a General too as he’s the easiest to protect, plus when he does make it into combat he can hit hard.
He’s good against Alpha strike armies as you can give him the Smelly ‘Un mount trait, meaning your opponent will be -1 to hit him in combat when they charge.
Another reason to make him your General is that he will be surrounded by your troops so they benefit from the afore mentioned Sludgeraker poison, additionally because they’ll all be close by you can call the Kruleboyz Waagh meaning your General and two units close by can fight one after the other without the enemy interrupting you.
Personally, I think he’s the first choice for the General before any of the other Kruleboyz options. Yes he’s expensive, but the benefits outweigh this cost.
Combinations
Source
Ability
Description
Kruleboyz Allegiance Abilities
Skulbugz
When an enemy unit is picked to fight, roll a dice if it is within 3″ of any friendly SKULBUGZ units. Add 2 to the roll if that enemy unit is within 3″ of any friendly SKULBUGZ MONSTERS. On a roll of 6+, subtract 1 from hit rolls for attacks made by that enemy unit in that phase.
Kruleboyz Allegiance Abilities
Grinin’ Blades
During the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait
Egomaniak
If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command Trait
Supa Sneaky
If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Command Trait
Slippery Skumbag
This general can retreat and charge in the same turn.
Mount Trait
Tough ’Un
MONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.
Mount Trait
Fast ’Un
Once per battle, in your hero phase, this model can make a normal move.
Mount Trait
Mean ‘Un
MONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.
Mount Trait
Loud ‘Un
MONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1.
Mount Trait
Weird ‘Un
This model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.
Mount Trait
Smelly ‘Un
Subtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.
Kruleboyz Battle Traits
Venom-encrusted Weapons
If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle Traits
Kruleboyz Waaagh!
Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle Traits
Dirty Tricks
After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
Killaboss
All Part of Da Plan
If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
Murknob with Belcha-banna
Power of Kragnos
When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grot
Poisons and Elixirs
At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork
Summon Boggy Mist
Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of Mork
Mouth of Mork
If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk
Sludgeraker Venom
Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of Empires
The End of Empires
If a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue Idol
Livin’ Idol
Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.
Kruleboyz Wizard
Sneaky Miasma
Sneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
This model has weapon profiles for the boss and for his mount, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Sludgerakers Noisome Bite and Grasping Talons as well.
Attack
Av Threat Range
Av # of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Chain-linked Grappling Hook
15″
3
2.0
1.3
3.9
Grasping Talons
15″
5
1.7 +2mw
1.1 +2mw
2.2 +2mw
Noisome Bite
15″
1
0.6
0.5
2.5
Thrashing Tail
15″
2
1.3
1.1
2.2
Based on average dice rolls
Looking at the damage after saves:
Save
Chain-linked Grappling Hook
Grasping Talons
Noisome Bite
Thrashing Tail
–
3.9
2.2 +2mw
2.5
2.2
6+
3.9
2.2 +2mw
2.5
2.2
5+
3.2
1.8 +2mw
2.1
2.2
4+
2.6
1.5 +2mw
1.7
1.8
3+
2.0
1.1 +2mw
1.3
1.5
Amount of damage after saves based on average dice rolls
The chance of this units charge connecting:
Distance
Chance
11″
97%
12″
92%
13″
83%
14″
72%
15″
58%
16″
42%
17″
28%
18″
17%
19″
8%
20″
3%
Chance of making a charge (including movement)
Resilience
With 14 wounds and a 4+ save this model is surprisingly tough. It’ll need at least 28 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.
Following on from yesterday’s article about the Chaos Stats, today we have Death.
Faction Stats – Match Win Rates
Poor month for Death sees the highest win rate for any faction at 50.26% for SBGL, followed closely by Nighthaunt on 50.00%. This isn’t a bad thing though as it suggests these two factions are possibly fairly balanced (or have good pilots).
Subfaction Win Rates
These are the subfactions ranked by their win rates. Only armies that have been represented five times or more have been included.
Faction
Subfaction
Win Rate
# of Players
Flesh-eater Courts
Blisterskin
56.67%
6
Soulblight Gravelords
Vyrkos Dynasty
52.67%
15
Soulblight Gravelords
Kastelai Dynasty
50.60%
17
Nighthaunt
The Emerald Host
50.00%
8
Nighthaunt
Reikenor’s Comdemned
50.00%
6
Ossiarch Bonereapers
Petrifex Elite
48.44%
7
Ossiarch Bonereapers
Mortis Praetorians
38.00%
5
Subfactions Not Represented
The below list shows factions who were completely overlooked in the month of May and not represented at any GT.
Following on from yesterday’s article about the Grand Alliance stats for May, I bring you the first of the Alliance ‘dives’. Where better to start than the main baddies themselves, Chaos?
Faction Stats – Match Win Rates
I bet you all thought Maggotkin and Legion would be leading this table didn’t you? Well you’re half right. But the recent results which saw Trentanelli take two GT’s using Skaven (an under used faction) has seen them climb to 2nd here. With win rates of 63.83% and 62.00% they are two of three factions that have rates that exceed the ‘balanced range’.
Many players state that for the game to be balanced, then all factions are required to have a win rate of between 45-55%. Legion and Skaven both vastly exceed that range this month. While Nurgle only just creep over at 55.29%. be aware though, that this is the faction as a whole, there are subfactions within Nurgle and others that both exceed this range and fall below this range.
Subfaction Win Rates
These are the subfactions ranked by their win rates. Only armies that have been represented five times or more have been included.
Faction
Subfaction
Win Rate
# of Players
Maggotkin of Nurgle
Drowned Men
64.29%
21
Legion of the First Prince
–
63.83%
19
Skaventide
–
62.00%
10
Blades of Khorne
Reapers of Vengeance
54.35%
5
Maggotkin of Nurgle
Befouling Host
53.18%
22
Beasts of Chaos
Gavespawn
50.00%
14
Maggotkin of Nurgle
Blessed Sons
46.00%
5
Maggotkin of Nurgle
Droning Guard
38.33%
6
Subfactions Not Represented
The below list shows factions who were completely overlooked in the month of May and not represented at any GT.
We have previously produced stats back in January and February, but have not done these for a little while. This was mainly because of the amount of work needed to keep up with all the one and two day events. On top of this, I wasn’t overly happy with the presentation standard.
I’ve since regrouped and worked on a way of producing these that is less time heavy and in a way that’s appealing. Going forwards (and possibly backwards over missed months), I will only produce stats that we have written a Top Three Lists article on. This saves me trawling through Best Coast Pairing and Tabletop.to for every event with more than 10 players! As we’re hoping to cover all GT’s going forward we should still have a reasonable snap shot of the meta for that month
That all being said, I’m starting this month’s stats with the win rate for the various Grand Alliance’s. This is the combined win rate of all that Alliance’s battletomes:
There are a few other stats included above as well. For example the number of armies from each GA and what that represents as a percentage of the total field for the month. We also have included how many battletomes each Alliance has, how many 5/0/0 results they’ve claimed, how many results with 4 wins or more and how many results where an army fought an entire GT without a win.
Player Distribution among Alliances
Firstly, with representation we have 25 Battletomes (Inc Bel’akor) across 4 Grand Alliance’s. So in theory, for an even mix of armies each Battletome should have a representative figure of 4.16% or 22 armies per Battletome (550 Armies / 24 Battletomes).
Grand Alliance
Battletomes
Armies per Battletome
Destruction
4
27
Order
9
26
Death
4
20
Chaos
7 +Bel’akor
17
In an ideal world the Battletomes would have a fair split of the armies. However, here we can see that Order and Destruction have more players than you would expect while both Death and Chaos have less.
5 Wins
There have been a total of 18 results where players have gone to claim 5 wins over a tournament. In theory each army should have an equal chance of achieving this. Meaning based on the actual number of armies each faction was represented by you would expect:
Grand Alliance
Split of 5-0’s based on # of Armies
Actual # of 5-0 Wins
Chaos
4
10
Order
8
7
Death
3
1
Destruction
3
0
This shows it’s probably easiest to get that elusive 5-0 with a Chaos faction than it is any other. While, trying to achieve this with Death or Destruction is difficult.
4+ Wins
Likewise there were a total of 93 results where players claimed 4 wins or more over the weekend. Using the same math based on how many armies represented each Alliance:
Grand Alliance
Split of 4+ Wins based on army distribution
Actual 4+ Wins
Order
39
40
Chaos
22
23
Death
14
14
Destruction
18
16
Surprisingly this shows that each Grand Alliance is roughly meeting it’s quota on 4+ wins based on the number of armies they had present. This initially suggests that each faction has an equal chance of getting 4+ wins.
But we’d need to look at the factions individually to check whether this is the case…