Category Archives: Big Waaagh!

Age of Sigmar General’s Handbook 2026–27: Living Review

Here we go again! A new season has dropped! People are already getting games in with and will be deciding which armies it will suit (or not) the best. I’m going to try and avoid that.

Not because those impressions are worthless (they aren’t). The early reactions can identify real strengths and weaknesses. But they rarely tell the full story.

The real problem with reviewing a General’s Handbook on the week of release week is that we lack data and we don’t know how reliable the future data will be.

That is perhaps especially true for the 2026–27 handbook. Only because it may be harder to evaluate the GHB by win rate alone may be one of the most difficult GHBs yet to evaluate using raw win rate alone.

The introduction of the Rage Mechanic may introduce additional swing, which may require deeper analysis.

So rather than declaring instant winners and losers, I’ll do what I always try to do. First, review the early impressions, and then, once there’s enough GT data, I’ll start plugging in some numbers:

– Battleplan usage
– Battleplan win rates
– Battle tactic usage
– Battle tactic win rates
– Tournament pack adoption

First Impressions – More Depth, More Complexity

My first reaction after reading the new handbook was straightforward:

See PlasticCraic, I can use GIFs too!

My old brain can’t seem to cope with this level of complexity at first glance.

But this complexity isn’t necessarily a bad thing, as it can create better tactical depth and skill expression. But Age of Sigmar 4th Edition launched in a relatively clean, and what was intended to be a streamlined state. This GHB feels like a step back towards heavier rules overhead.

Players are now going to be asked to track their Fury levels and Rage Dice on top of the usual admin of an Age of Sigmar game and their own army mechanics. That is a lot.

Several players I’ve spoken to described the same experience: after their first read-through, they felt interested but slightly overwhelmed. One comment in particular stuck with me as it echoed my own thoughts:
Maybe I’m getting old, but this feels like a lot to keep track of.”

I think many players will feel the same initially. But, will the extra complexity will be worth it?

Lore and Presentation

It would be bad if I did not mention the presentation of the GHB, because as always GW have done a great job.

The Aqshy setting feels fleshed out and with the locations of Embergard, the Adamantine Chain and others, you have a believable (if that can be applied to fantasy) setting for a campaign with multiple fronts.

For competitive players this may not matter much, but for everyone else the added flavour and world building is always a welcome bonus.

Are we getting hints of the end of the Mortal Realms here before 5th Edition rebuilds the world again?

Aqshian Crusades

The Aqshian Crusades are basically pre-built mission packs for RTTs, GTs and longer running campaigns. They’re curated battleplan sets with some thematic flavour layered on top.

But will TOs uses them? Some will no doubt embrace the pre-built packs initially, while others will continue curating their own.

I’ll be tracking that out of interest through the stats where I can.

Fury and Rage Dice

The headline mechanic of the Aqshy season is Fury and Rage Dice. As the battle progresses, armies generate Rage Dice that can be spent offensively or defensively.

After reading the rules, I’m less worried about pure randomness than I initially was. In practice, Rage is another resource management system. They function as a damage amplifier and a way to protect your troops. Spending the dice aggressively can swing combat, but banking them for reducing future damage may prove equally powerful.

My main concern is over who benefits the most, combat armies already built to dominate in melee will gain more value from Rage than armies that prefer pressure or precision I think. If that is the case then we could see games coming down to midboard fighting which brings us to…

Battleplans – Welcome to the Midboard

The battleplans are always the most important part of the handbook, and it would seem that the early feedback suggests that there’s a shift towards controlling the centre of the board as many objective layouts reward controlling the middle of the table.

An overlooked factor in this GHB may be that several battleplans now directly interact with terrain pieces in ways that previous seasons rarely did.

Previous GHBs had allowed scoring through mobility and objective trading, whereas this GHB could be down to who wins the centre. This could favour armies with tough infantry that are able to create a strong board presence. Armies that prefer precision strikes may struggle a bit more.

But as with every GHB, not all the Battleplans are created equal, some look excellent while some will see very little play at all (Some have already been given nicknames).

Objective heat map across all the battleplans. Thanks to Warhammex

Hidden Under Ash-Clouds, for example, fundamentally alters movement, deployment and visibility, which could create very different win conditions for shooting, magic and melee armies.

Battle Tactics – Skill Expression or List Tax?

The new battle tactics look to be well thought out this season. Previous seasons often included tactics that felt too passive and that you could achieve without thinking too hard.

That may not be the case now as many have said the tactics feel a lot more deliberate and that lists may now need to be written with achieving the tactics you choose in mind. Some tactics may appear to be broadly achievable while others will reward access to specific tools such as ranged damage, magic or movement tricks.

This raises a question though, are the tactics testing player skill or simply rewarding armies that naturally tick more boxes during list building?

Credit: Warhammer Community

Initial Verdict

This has the potential to be one of the most tactical General’s Handbooks in recent memory. Strong competitive players will likely enjoy the increased decision making and complexity while casual players may find a steep learning curve with the additional bookkeeping.

The Stats

Battleplan Usage

Coming soon.

Battleplan Win Rates

Coming soon.

Tactic Usage

Coming soon.

Tactic Win Rates

Coming soon.

Pre-Built GT Pack Adoption

Coming soon.

Are New Battletomes Stronger?

Every edition of 40k and Age of Sigmar eventually reaches the same point. A few battletomes are released and once the tournament results start to settle, the strong factions show their heads.

Sooner or later someone asks: “Are the newer books better than the old ones? Are we seeing power creep?”

Recently I was chatting to PlasticCraic and the Craic Heads about this exact thing over on his discord. Pete had suggested that perhaps we were headed towards a two-tier meta where newer battletomes operate at a different level while the older ones struggle to keep up.

We’ve enough tournament data now that we thought we’d have a go at answering the question.

Does the data support it?

Rather than looking at the armies individually, I grouped armies based on their release date into cohorts, 6 month windows based on their release date.

Index Factions (still waiting for Battletomes as of writing): Cities of Sigmar, Fyreslayers, Hedonites of Slaanesh, Ogor Mawtribes, Seraphon and Sons of Behemat

1st Cohort (Battletomes released between July 2024 to December 2024): Orruk Warclans, Skaven, Slaves to Darkness and Stormcast Eternals

2nd Cohort (Battletomes released between January 2025 to June 2025): Gloomspite Gitz and Soulblight Gravelords

3rd Cohort (Battletomes released between July 2025 to December 2025): Blades of Khorne, Flesh-eater Courts, Helsmiths of Hashut, Idoneth Deepkin, Kharadron Overlords and Nighthaunt

4th Cohort (Battletomes released between January 2026 to Present): Daughters of Khaine, Disciples of Tzeentch, Lumineth Realm-lords, Maggotkin of Nurgle, Ossiarch Bonereapers and Sylvaneth

If newer battletomes are stronger, we should see the third and fourth cohorts win more games and reach the top tables more often.

Overall Win Rates

The newest battletome cohort currently sits at 54% as a collective, while the third cohort is a bit further behind at 51%. The remaining indices and 1st and 2nd cohorts site around 46-47%.

That’s already noticeable. the newer books aren’t just marginally ahead, as a group they’re threatening to break out of the 45-55% bracket. Six battletomes that together have a 54% win rate.

But we’ve spoken before about taking win rates in isolation. So what else?

Well first off, we know that a number of these factions have a strong player base.

Top of the Meta

Looking at the current faction rankings, this backs up our previous table. The top six factions by win rate are:

  • Daughters of Khaine (4th Cohort) – 62%
  • Lumineth Realm-lords (4th Cohort) – 55%
  • Flesh-eater Courts (3rd Cohort) – 54%
  • Disciples of Tzeentch (4th Cohort) – 54%
  • Sylvaneth (4th Cohort) – 54%
  • Maggotkin of Nurgle (4th Cohort) – 53%

Five of the six strongest performing factions have been released since January this year. That’s difficult to dismiss, especially when many of the older battletomes and index factions are clustering towards the bottom.

What Happens as Tournaments Progress?

Theoretically if newer books bully weaker players we would expect newer tomes to fade as events continue. Instead we’re seeing the opposite.

The newest cohort dominates in the first three rounds of an event. The above shows the percentage of players who achieve 3 wins from the first 3 rounds of an event and head in to the 2nd day of a GT undefeated.

Daughters lead, followed by Lumineth and Sylvaneth. By round three players are no longer facing random opponents, the players begin to meets the more elite of the tournament.

The pattern remains at the start of the 2nd day. The above, once more, shows the percentage of players who are achieving four wins from four rounds at a GT, going undefeated into the final round.

Easy games have gone now, and the armies are increasingly fighting one another.

Daughters of Khaine sit clear of everyone with the highest percentage of players achieving 5 wins at GTs. What is interesting though is we do see some drop off in the newer books. Maggotkin of Nurgle really suffer in the last round and while 7% of their players go four from four, they cannot break the armies they’re facing in the last round, the likes of Daughters and Slaanesh and they often cannot convert that final win.

Likewise for Kharadon Overlords who have 9% of their players going four wins from four, but then struggle in the final round, with only 2% achieving five from five.

Ironjawz perform a little better and do creep up the table.

But why are we seeing this?

Some factions seem excellent at generating momentum early in events.

Others prove much better at surviving increasingly difficult pairings.

If battletome age alone explained success, Hedonites should not be here. Yet somehow, despite remaining on Index rules, the faction continues converting strong starts into tournament-winning finishes at an impressive rate.

Clearly, there are exceptions. But exceptions do not necessarily erase broader trends.

The Broader Pattern Still Exists

But, unfortunately the newest cohort still appears overly represented among factions that have undefeated starts and stay in contention after harder pairings.

Age of Sigmar Early Meta Stats 12th April 2026

I have the very early win rate stats. But I will not be publishing this wider than those who are Patreon members for now as their is very little data to go on at the moment.

There was a fair amount of events both on BCP and Milarki this week

While there are a lot of factions in the red at both ends of the table, I must remind you all that this is often the case once a new battlescroll drops.

Also, players are still getting used to both the new rules and the new points and finding what works. What may be competitive now, could well be obsolete within a week or two as the other factions find effective replies etc.

That being said, Maggotkin of Nurgle who had close to 100 games under their belt look to be fairly balanced early on with a win rate of 53%. I wouldn’t be able to comment on the other factions at this stage though.

Age of Sigmar Meta Stats: 11th January 2026

A little different this week as there’s still very little data to digest for GTs at present.

But there’s enough data to give us some interesting tidbits and that’s what I’ll be covering today.

This isn’t about the ‘best faction’ but more about looking at patterns and what tournament players are putting on the table.

What We Can Say With Confidence

Across the GT events played to date, raw win rates on their own are not telling the full story. Once player skill (Elo) is factored in, several factions begin to look very different.

We are already seeing factions overperform relative to their average player skill, while others are being pushed by a highly experienced player base.

Ossiarch Bonereapers are currently sitting with 60% win rate after 25 games, but with an average Elo of only 411. Comparing this to Helsmiths of Hashut, who also have a win rate of 57% after 30 games, but with a higher average Elo of 440.

This suggests two things so far. The first is that Ossiarch Bonereapers are forgiving to play for newer players, the second is that Helsmiths are being carried slightly by their experienced players.

This isn’t to say that either army is better, only that its a useful distinction for anyone asking whether the faction is right for them.

Blades of Khorne are near the top of the pile at first glance with 63% after 67 games. But, and this is a big but I cannot lie, their average Elo is way up there at 544.3. For the players with sub 500 Elo, their win rate with Khorne is currently sat at around 52-53%. This shows what a difference having a large experienced player base can do for a faction.

Also, looking at Khorne lists the majority are running multiple Bloodthirsters with little of anything else currently seeing play. Success is coming from narrow optimised builds rather than broad internal balance.

As more data comes in, some of these patterns will hold while others may collapse, and that’s normal.

Below is the current early win rate chart which includes the number of games played and the average Elo of its players. This will give more information to the numbers rather than reading a flat percentage.

Win Rates

What is Meta Volatility?

When players talk about Volatility, what they usually mean is visibility. A faction appears at the top of the results tables, dominates discussions for a few weeks, and is immediately declared “the problem”.

But genuine volatility isn’t about where a faction sits at a single point in time. It’s about the sustained rises or falls that persist for that faction.

Once you start looking at it that way, a large part of the perceived instability soon disappears.

For example, take Lumineth Realm-lords. They are often talked about, spells, builds and interactions. And yet their win rate barely moves. Across the last three battlescrolls,  December 2024, April, June and September they sit stubbornly in the mid 50s. (April: 54%, June: 55%, September: 55%). They exist, reliably, near the top of the pack, but importantly, within the healthy range. Flesh-eater Courts show a similar pattern (April: 52%, June: 51%, September: 54%). Minor drift, but nothing resembling real instability. 

These factions aren’t volatile, they’re stable but with very loud community conversations around them.

True volatility does exist, but it’s far rarer and much more informative when it does appear. Blades of Khorne are a textbook example. In April they sat comfortably around the 50% mark. But with the release of their new battletome, specific builds, particularly the much discussed Gorechosen Champions, were posting extraordinary results, pushing the faction well beyond what most players would consider healthy. But GW soon corrected this and the faction dropped sharply, landing well below its peak.

Kruleboyz (April: 50%, June: 58%, September: 44%) followed a similar arc. A moment of success and then a clear fall. Short-term dominance was identified and brought back into line. When players point to these swings to prove instability, they’re actually pointing at one of the healthiest signs a competitive game can show, that outliers are temporary.

More interesting than the spikes, are the factions that never leave. Disciples of Tzeentch (April: 51%, June: 50%, September: 57%) barely register in community panic circles, yet quietly climb from average performance to sitting firmly among the top factions.

The most dangerous armies in any meta aren’t the ones that spike and attract attention, they’re the ones that survive corrections.  They are harder to tech against and show more reliable tournament success.

What the data shows is a meta that is elastic. Strong factions often remain strong without becoming oppressive. Weak factions don’t magically solve themselves. Most of the movement happens in the middle, where small advantages are increased by player behaviour  and the local metas. What players interpret as instability is usually just reaction time and social media moving faster than the data.

The lesson is simple. Chasing hot lists and sudden spikes may reward the short term, but will leave players with redundant models in the long term. How many players now have a ton of Pyregheist?

The AoS Meta favours armies with depth and resilience. The game isn’t unstable, players just panic quicker than the numbers can change.

The next time someone says the meta is broken, it may be worth asking how many battlescrolls they checked before deciding that.

Top Three AoS Lists for Bendigo’s Bush Bash Bonanza 2025

This is the top three for Bendigo’s Bush Bash Bonanza 2025 that took place in Australia on the 11th and 12th of October. It saw 24 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three AoS Lists, 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.

If you like what we’re doing, why not join our Patreon and help keep it going?

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.

The Top Three AoS Lists

Seraphon
Shadowstrike Starhost
General’s Handbook 2025-26
Drops: 2
Spell Lore – Lore of Celestial Manipulation (20 Points)
Manifestation Lore – Morbid Conjuration (30 Points)
Battle Tactic Cards: Wrathful Cycles, Intercept and Recover


General’s Regiment
Lord Kroak (440)

• General
Aggradon Lancers (420)

• Reinforced
Kroxigor (400)

• Reinforced


Regiment 1
Skink Starpriest (90)

• Incandescent Rectrices
• Beastmaster
Hunters of Huanchi with Dartpipes (80)
Raptadon Chargers (260)

• Reinforced
Raptadon Chargers (260)

• Reinforced


Faction Terrain
Realmshaper Engine

Ossiarch Bonereapers
Mortisan Council
General’s Handbook 2025-26
Drops: 4
Spell Lore – Lore of Ossian Sorcery
Manifestation Lore – Horrors of the Necropolis
Battle Tactic Cards: Attuned to Ghyran, Master The Paths


General’s Regiment
Arch-Kavalos Zandtos (190)

• General
Kavalos Deathriders (400)

• Reinforced


Regiment 1
Mortisan Soulreaper (90)
Necropolis Stalkers (280)

• Reinforced
Necropolis Stalkers (280)

• Reinforced


Regiment 2
Mortisan Soulmason (150)

• Helm of Tyranny
Gothizzar Harvester (140)


Regiment 3
Scourge of Ghyran Mortisan Boneshaper (100)

• Aura of Sterility
Gothizzar Harvester (140)
Mortek Guard (220)

• Reinforced


Faction Terrain
Bone-tithe Nexus

Sons of Behemat
Taker Tribe
General’s Handbook 2025-26
Drops: 2
Battle Tactics Cards: Intercept and Recover and Wrathful Cycles


General’s Regiment
King Brodd (540)

• General
Beast-smasher Mega-Gargant (470)


Regiment 1
Gatebreaker Mega-Gargant (500)
Warstomper Mega-Gargant (470)

• Extra-calloused Feet
• Furious Temper

[ppp_patron_only level=1]

Orruk WARCLANS
Big Waaagh!
Army of Renown
General’s Handbook 2025-26
Drops: 4
Spell Lore – Big Waaagh! Spell Lore
Manifestation Lore – Big Waaagh! Manifestation Lore
Battle Tactics Cards: Intercept and Recover and Wrathful Cycles


General’s Regiment
Scourge of Ghyran Killaboss on Great Gnashtoof (160)

• General
• Da Sneaky Stab-slab
Gutrippaz (320)

• Reinforced
Kruleboyz Monsta-killaz (120)
Kruleboyz Monsta-killaz (120)


Regiment 1
Zoggrok Anvilsmasha (160)

• 1 Grunta-tongs
Brutes (360)

• Reinforced
Maw-grunta Gougers (190)


Regiment 2
Swampcalla Shaman with Pot-grot (120)


Regiment 3
Ardboy Big Boss (110)

• A Proper Sneak
Ardboyz (340)

• Reinforced

[/ppp_patron_only]

Final Tournament Placings