Category Archives: Meta Analysis

Age of Sigmar: 4th Edition Meta Stats (December Battlescroll) – 25th January 2026

To view this content, you must be a member of WoeHammer's Patreon at $1 or more

Bringing Our GT Stats into Discord

Most Warhammer stats usually live in spreadsheets. Most Warhammer discussions don’t. They happen in Discord, Reddit threads, comment sections, and group chats. Usually fuelled by screenshots taken out of context, and the phrase “the stats says…” doing far more work than it should.

We’ve spent a long time saying the same thing now: win rates are summaries. Useful ones, but only if you’re prepared to ask what’s underneath them.

Recently, we started doing something slightly different. We brought the data into the conversation itself as something you can interrogate in real time.

If you’ve ever tried to have a discussion about balance online, you’ll know how it goes.

Someone posts a faction win rate, then someone else says it’s being “carried by top players.” Another person says “it’s actually fine if you look at usage“.

The conversation staggers because nobody is looking at the same thing.

A spreadsheet is great for analysis, but it’s terrible for conversation, which is where Discord comes in.

Discord Bot

The Discord stats bot we’ve made doesn’t add new data. It uses the same GT data we already publish, with the same filters and assumptions, but makes it accessible instantly.

Instead of saying “I think X is popular”, you can check.

Example: Stormcast Eternals

WoeBot doing WoeBot Things

At first glance, nothing looks unusual. Stormcast at time of publication have a win rate just over 50%.

This is usually where the conversation ends. But there are still questions worth asking:

– Why is the Elo gap so large?

– Why do most results sit in the 2-3 bracket?

– Why are undefeated runs relatively rare?

WoeBot Doing More WoeBot Things

Same faction. Just narrowed down to a specific formation.

The win rate increases and the Elo gap even flips direction.

We’re not saying Sentinels of the Bleak Citadels is “better”. But recognising that Stormcast performance can’t be taken at face value.

When people argue about faction strength, they’re often talking about different sets of players and builds without realising it.

That’s a disagreement about what data you’re actually describing.

Popular Doesn’t Always Mean Powerful

More WoeBot Things

These are the warscrolls Stormcast players use most often.

For example, the Knight-Relictor is currently the 4th most popular warscroll for Stormcast at GTs. But when it’s included it’s currently bringing Stormcast list performance down to 49%. Lists that don’t feature it are winning 57% of the time.

This is where the conversation usually gets more interesting. Here, warscrolls are measured against the faction’s own average, not against each other.

Some units show very high win rates, but only across a very small amount of games. Others show smaller lifts, but across dozens a larger sample size.

This is where questions start to matter:
Is this unit genuinely strong? Or being chosen by stronger players?

And some of them, statistically, drag results down.

Can I Use It?

Yes. Just jump on our Discord and head over to the Bot Action channel or call up the info in one of the faction channels.

We’ve further developments on the bot coming soon which will include;

  • When a warscroll is included, the average number of times its used in a list
  • Player history across the GHB
  • List recall for Top 3 lists at events.

There are currently no plans to allow the bot into other Discord servers as I don’t want my job to turn into IT helpline….

Woehammer Data Literacy: Same Win Rate, Different Stories

One of the most misleading things about faction win rates is how convincing they look when two armies sit next to each other on the chart.

Cities of Sigmar and Gloomspite Gitz are a good example. Across the September Battlescroll both faction finished with almost identical headline win rates of 53%. To many players that reads as balance. Two factions that are equal in strength.

They are not the same, and this article is about why similar win rates can hide very different player experiences, and why relying on that one number can lead players to the wrong conclusions about what a faction is like when being used at a tournament.

The Illusion of Equality

If you only looked at win rates, then Cities and Gitz would be interchangeable. Both win roughly half their games and neither sits at the extremes. Neither faction looks like it is broken.

But win rates, as we’ve mentioned earlier in our series, answers only one question: How often the faction won. It won’t tell you how those wins were achieved, who’s achieving them and how often players walk away from events feeling like they had a decent weekend.

Once you start looking beyond that percentage, the picture changes.

Who is Actually Playing the Faction?

The first difference between the factions is who is taking them to events.

Cities of Sigmar has a relatively high average Elo but lower player numbers. A larger proportion of its games are played by experienced players, though it still has representation across the middle of the skill curve. It has slightly more appeal to competitive players and rewards strong fundamentals.

Gloomspite Gitz’ player base, while still high, is lower rated than Cities overall, with a much larger player base. It’s a faction that would appear to be chosen for its aesthetic and playstyle over being competitive.

That matters because a faction achieving a 53% win rate with a less experienced player base tells us something important. Gitz can generate wins without requiring tight, highly optimised play in every game.

Already we’re describing two different populations producing the same headline percentage.

What Does Success Look Like?

This is where faction win rate really starts to fall apart as player advice.

Cities of Sigmar shows a higher proportion of players finishing events with positive results. Almost 40% of players finished the weekend with 3-2 results, which reflects both consistency and the faction’s experienced player base.  Cities doesn’t spike events often, but many players walk away having felt competitive through the weekend.

While Gloomspite Gitz looks different. While its players are more likely than Cities to achieve three wins in the first three rounds of an event, there is a noticeable drop-off in later rounds. The 2-3 bracket is much larger, and far few players convert early success into strong final results.

What this suggests is a a faction that is tactically forgiving (players can win games even without perfect execution), but strategically volatile across a full tournament. As the event progresses Gitz struggle more at the top tables than Cities does.

Tactically Forgiving vs Strategically Forgiving

There is a difference. Gloomspite Gitz are tactically forgiving. Its mechanics and swing potential allow players to win games without flawless play or list optimisation. This helps explain why a lower Elo player base can still produce a strong overall win rate.

Cities of Sigmar is  less forgiving on a turn by turn bases. Mistakes can be punished more consistently and clean play matters.

But over the length of a weekend the roles reverse.

Cities is strategically forgiving. It recovers better across five rounds and produces steadier outcomes. Gitz by contrast are prone to late tournament collapse.

Both paths lead to the same win rate and the experience of getting there is very different.

How Fragile is Success?

Another difference lies in how dependent each faction is on certain choices.

Cities of Sigmar has reasonably large roster but would appear to have only a few viable builds. Its performance is spread across a smaller number of warscrolls with a vast amount of its roster being either ignored or experiencing very little play. Warscrolls like the Fusil-Major on Warhulk, Freeguild Cavaliers and Ironweld Great Cannon appear in the majority of lists.

This often happens when a smaller player bases identifies an optimised build and others follow. Success becomes concentrated, which can make the faction feel oppressive at times and fragile at others. Small rules or points changes may dramatically alter the performance even if the headline win rate barely moves.

Gitz shows broader warscroll usage. While not all choices are equally successful, far more of the roster sees meaningful pay. With a larger player base and lower average Elo, success is spread across different list types rather than being driven by a narrow core.

This contributes to both Gitz’ volatility and accessibility.

The Role of the Tournament Organiser and Battleplan Selections

Battleplans matter for each faction, but they matter unevenly.

Cities of Sigmars performs very well on five of the most popular battleplans, where it exceeds a 55% win rates, but struggles significantly on two others where their win rate is well below 45%.

Gits is more consistent across the battleplans with only one proving to be a significant advantage and one a clear problem.

As a result, Cities is more sensitive to the Battleplan selection than Gitz. Identical lists can feel dominant one weekend and underwhelming the next, depending entirely on which Battleplans the Tournament Organiser has chosen.

Again, this is invisible in the headline win rate.

Same Percentage, Different Questions

At this point the headline percentage of 53% becomes almost irrelevant.

Cities and Gitz may win their games at similar rates, but they ask very different things of their players.

Cities rewards experience, precision, and consistency. It performs better into top factions but pays for that with sensitivity to battleplans and narrower competitive cores.

Gloomspite Gitz is more accessible and tactically forgiving, allowing players to win games early and often, but struggles to convert that momentum into consistent late tournament success against top tier opposition.

Choosing between these factions based on the win rate alone, they are choosing blind.

What Players Should Take Away

This is the core of why I wrote the Data Literacy series.

Win rates aren’t lying to you, but they are summaries, and Summaries are dangerous when they’re treated as advice.

Two factions can sit on the same percentage and offer entirely different tournament experiences. One may feel consistent across battleplans but struggle into the top tier of factions. One may feel consistent but constrained. The other may feel explosive but unreliable.

Understanding which experience suits you matters more than the number reading 53%.

Final Thoughts

In our first article we talked about patience. In our second, interpretation. Now we’re talking above perspective.

Statistics don’t tell you what to play but they tell you what questions to ask.

Cities and Gitz look balanced at first glance. In practice, they are telling different stories and that gap is why win rates, taken alone, are such poor guides for players trying to understand their own results.

Same, same… but different.

Previous: Why Faction Win Rates Alone Are Bad

Age of Sigmar: 4th Edition Meta Stats (December Battlescroll) – 18th January 2026

We’ve updated the method of calculating the Elo ratings into our Age of Sigmar stats, this includes an attempt to reflect both the tournament strength and the faction strength.

All of the results in this article are taken from Best Coast Pairings, , Ecksen, New Recruit, ChampionshipHub, Milarki, Mini Headquarters, Tabletop Herald and Longshanks. They include GT (Two day events) or GT+ (6 or more rounds) only.

For patrons, you’ll be able to download and play with the database as well (which includes all the lists and stats for all the factions) as reading this weeks Patreon only analysis of Seraphon.

As always, if you’re struggling to read a chart, you should be able to right click and then either view or download the image.

Tournaments Included (Using December Battlescroll)

  • 2D6 Oslohammer #11
  • Age of Sigmar GT – Warhammer Open Palm Springs
  • Akron Brew Brawl – January GT – AoS
  • Masters 2025
  • Mercia Madness IV
  • PArabellum GT 2026
  • Realms 1: An Age of Sigmar Event
  • Saugus Shuffle GT 2026
  • Sigmar Calls 2026
  • Weekend Warlords IX – The Bad Moon
  • Winter Slaughter 2026
  • YHP New Years Smash! GT

SOURCES
Best Coast Pairings
Tabletop Herald
Milarki
Championshub.app
MiniHeadQuarters
Ecksen
Longshanks

GT Win Rates

As always, these are global stats from various sources around the internet.

Estimated Win Rates if the Player Skill Levels were Equal

That’s a mouthful of title isn’t it!?

Essentially, what I’m trying to do here is work out what the win rates would be if the skill levels of all the players were the same (Yes, I realise this is nearly impossible to calculateBut I’m playing around here).

How it works is by calculating the average Elo of all the players that have had matches since the December battlescroll dropped. This worked out as 404.7. I then calculated how much difference there was between a factions average Elo shown in our original win rate graph to this overall average. The difference between these two figures was then turned into a percentage difference over/under the 404.7 elo. I then increased or decreased their win rate by this percentage (But this isn’t as simple as deducting or adding the percentage different to the win rate – you have to work out for instance what 4% may be of say 53% and then apply that. For Example – 10% of 40% is 4%)

Faction Popularity (Broken Down by Player Elo Rating)

This is perhaps the most interesting chart to me personally. Here you can see the spread of the player skill levels for each faction according to our Elo rating system (updated each week in line with the Age of Sigmar stats).

The dark blue shows the really elite players of 700+ Elo. Interestingly, they don’t seem to give a damn about which faction is performing well in the meta and rely on their own skill (as they should!). Neither to 600-699 rated players. Where we start to see the swell in players possibly chasing the factions with more favourable rules is in players rated less than 600 Elo.

To make it a bit easier to see the effect of higher skilled players, I’ve added the below chart this week which breaks down each factions player base as a percentage.

Elite and Rookie Players by Faction

The blue section shows the percentage of a factions players which have an Elo rating of 500 or greater. While the Orange shows the number of new players to the faction where they have yet to attend a tournament (based on our database history).

The Fabien Chart

Fabien Barbusse is a top player in the AoS scene and a member of the Woehammer Discord who is one of many who points out any mistakes in the charts before we publish them. He stated he felt the most valuable chart would be a version of the one above, which shows the % of 4+ win results in a 5 game event compared to the other results.

% of Players with a Positive GT Result

Ideally you would want 50% of the players having a positive results for a truly balanced game system.

Consecutive Wins

This chart shows firstly the % of players with a negative result from 5 games at GT’s or GT+ in purple for each faction.

Dark blue shows the percentage of players who achieved 5 wins from 5 in the first five rounds of a GT or GT+.

Orange shows the players who achieved four wins from the first four rounds of a GT or GT+ but were unable to achieve the full house and lost their round 5 match.

Green shows the players who achieved three wins from three wins but were unable to win in their fourth round match.

Light blue shows all other players aside from those shown in the first three categories, who were able to achieve a positive result at a GT or GT+ i.e. 3 or more wins.

Battleplan Win Rates

For those of you who are counted among our legendary Patreons, you can download the stats database below which now includes warscroll win rates and lists.

On top of this there is some added extras in the form of a faction dive into Seraphon.


You can become a Patreon of Woehammer for as little as £2 a month!

Woehammer Database

To download out Age of Sigmar stats database, click on the button below.

Sorry! This part of content is hidden behind this box because it requires a higher contribution level ($1) at Patreon. Why not take this chance to increase your contribution?

Woehammer Data Literacy: Why Faction Win Rates Alone Are Bad

One of the most common statements after attending a tournament is often:

“My army is bad”

It’s understandable sometimes. You’ve just played five games over a long weekend and walked away with one win. Maybe none. You check the win rates and see your faction sitting at 47%. You feel like the answer is staring back at you in one simple percentage.

But this is where win rates are not helpful.

Faction win rates are not useless, but taken on their own, they’re one of the worst tools a player can use to understand their own experience of the game. It compresses too much and hides too much. It doesn’t answer the question that you’re actually asking.

This article isn’t about telling you to ignore win rates. Far from it, it’s about explaining why win rates are only meaningful when read alongside other data.

What a Faction Win Rate Actually Tells You

All a win rate can answer is “Across all games played, how often did this faction win?”. That’s it.

It won’t tell you:

  • How hard the faction is to play
  • Whether mistakes are punished severely
  • Whether most players go 3-2 or 0-5
  • Whether success is driven by a few elite players
  • Whether the faction is forgiving or swingy

A win rate doesn’t know the difference between winning a game by only one victory point on turn five or tabling an opponent on turn three. Losing narrowly to an elite player will look the same as having your army rolled up by a newcomer. All of that is flattened into a percentage.

For GW and balancing the games they produce, that flattening is perhaps acceptable. But for individual players trying to decide what to play, what to stick with, and what factions they need to look out for, it’s terrible advice.

The Compression Problem

Win rates take a lot of variables and then compresses it into a single number. Player skill, list construction, internal balance of warscrolls, matchup spread, battleplans, learning curves is all compressed, and that is the source of most bad takes in competitive Warhammer.

A 52% faction can be brutally unforgiving and hard to learn. But that faction could be being carried by elite players who know how to get the most out of playing them. A 48% faction could be easily accessible, consistent, and easy to learn. The win rate chart won’t tell you which is which.

Why We Publish More Than Win Rates

This is the part that can get missed. We publish the faction win rates, but we try to also provide context around them. While win rates are often the headline, they won’t tell you the whole story. This is why we’ve deliberately expanded what we publish over time.

Here are some of the other views that you should be using.

Average Elo by Faction: Who’s Actually Winning?

We’ve now gathered a database of thousands of players across hundreds of tournaments across both third and fourth editions. We’ve also calculated the Elo of each player. An average Elo can tell you who is succeeding with an army and not just whether it wins.

When a faction has a high win rate and a high average Elo that’s often a sign the faction is being carried by experienced players. The success is real, but it comes with a skill tax (the faction rewards experience and punishes mistakes).

But you may also have factions with a very average win rate and an average or lower than average Elo. These factions are often easier to learn. They may not spike, but players can have decent weekends with them and not feel bad afterwards.

This difference matters far more than the raw percentage.

Popularity and Representation: Who’s Actually Playing the Army?

Popularity doesn’t mean power, but it can shape the outcomes.

High popularity factions are usually the ones that attract new players into the game. These are factions like Stormcast Eternals in Age of Sigmar, or Space Marines in 40k. High popularity factions will often have lists shared more frequently, get faced by more practiced opponents and generate more mirror matches. As a result, these factions often get “solved” quicker. Lists are either honed quickly, or counters are quickly found.

Rare factions benefit from unfamiliarity and are often played by specialists. They can appear stronger than they really are.

A 53% faction played by 250 people is different from a 53% faction played by 40.

This is why we include mirror matches within our data. Mirror matches are not just noise; they’re a direct result of faction popularity and part of the tournament experience players have.

Our previous approach before 2025 was to remove them to isolate the pure faction strength. Which is fine, but it answers a different question. Now we’re being deliberate, “What does it feel like to bring this army to events right now?”

Consistency: How Do Players Actually Perform?

Some of the most player relevant charts we publish barely get discussed. Charts like the percentage of players with positive results, the split between 4+ wins, 3-2, 2-3 finishes, and consecutive wins at events. These will help you shape your opinion a lot more than just the win rate alone.

A faction with lots of 3-2 finishes and very few highs or lows is often a better choice for most players than a spike army that occasionally wins events but collapses for the majority.

Most people don’t need to go 5-0 to enjoy a tournament, but they competitive games and a sense they were in the fight.

Battleplans and Battle Tactics

Another reason win rate is a poor advice on its own is that it ignores the situations that armies are playing in. Battleplan frequency, Battle Tactics pairing and faction performance by Battleplan all should be taken into account.

These charts show that some Battleplans favour certain playstyles and some Battle Tactic combinations are easier to score for some factions.

Results can be shaped by what Tournament Organiser’s decide is in the player pack, not just what you bring to the table. When an army feels strong one weekend and bland the next it can be the player pack talking and not the faction.

Transparency and the Database

One thing I think is important to say is that Woehammer doesn’t treat its charts as the final answers. For our Patreons we make the full Excel database available as a download. The database includes every list from every event we’ve recorded, the warcroll win rates (both included and excluded), Battle Tactic win rates by faction and breakdowns we don’t regularly publish on the site.

The point isn’t to overwhelm people with data. It’s to make the data we use and how we construct our charts visible. Anyone can see how the numbers are assembled, question our assumptions or explore the data themselves.

We’re trying really hard not to tell you what to think but to give you the tools to think more clearly.

What Should Players Do?

Look at the win rates, just don’t stop there.

If you’re choosing or judging an army ask a few questions:

  • Who is succeeding with it?
  • How many players are having decent weekends?
  • Is the success consistent or does it have spikes?
  • How popular is the faction?
  • How does it perform across the Battleplans?
  • How much data is there?

Win rate is the starting point, but to draw context you need to look at everything.

Final Thoughts

Faction win rates aren’t lying to you, they’re just summaries and summaries are dangerous when they’re treated as the be all and end all.

If our first article was about patience, then this one is about interpretation. We and others like us publish a lot of data because no single chart can explain what is a complex and evolving game. The aim is to give you some clarity not certainty. Statistics are just a tool in a toolbox.

In our next article we’ll compare two factions with similar win rates and look at just how differently they are when you take everything else into account.

Previous Article: Woehammer Data Literacy: Early Win Rates

Next Article: Same Win Rate, Different Story

Age of Sigmar Meta Stats: 11th January 2026

To view this content, you must be a member of WoeHammer's Patreon at $1 or more

Woehammer Data Literacy: Early Win Rates

This article is part of the Woehammer Data Literacy series, which focuses on how to read statistics.

Our aim is to explain what the data can reasonably tell us and what it’s limits are. We publish results once they become interesting, but we interpret them only when there is enough evidence to trust them. Statistics are a tool.

If you’re looking for instant tier lists, this series won’t give you those. If you want a clearer understanding of how to interpret the numbers, you’re in the right place.

Why Early Win Rates Lie

There is a familiar story to every Age of Sigmar rules cycle. A new battletome, or battlescroll lands and a handful of events are played. Someone posts a win rate chart and within days, the community has reached a conclusion. Sometimes within hours.

“This army is broken.”
“The army is dead.”
“GW didn’t test this.”

There’s nothing more certain, it’s like death and taxes, because the data never deserves it.

This article is the first in a new Woehammer Data Literacy series. It isn’t about defending or attacking any particular faction (Though I know you want to). It’s about how we read statistics, not just in Age of Sigmar, but for Old World and 40k as well. And how easily we mistake those early signals for final answers.

Because the biggest problem with data isn’t necessarily misinformation. It’s impatience.

Comfort in Numbers

Early win rates are enticing because they feel objective. A percentage carries an authority that anecdotes never seem to do. “Lumineth is on 60%” sounds strong, while “I keep losing with this army” does not.

The trouble is that early data is always fragile. At the start of a battlescroll, sample sizes are small. The meta hasn’t had time to adapt, and counter-play often hasn’t been identified yet. A single weekend of results can take up the picture. But that doesn’t make the data wrong, it just makes it provisional.

Pilot Effect

There is a pattern that appears again and again in early wargame statistics, the pilot effect.

A strong player picks up an army and they bring a sharp or unusual list. They go 5–0, sometimes the format of the event favours them, it could be a team events, an online TTS tournament, or a friendly local meta. Suddenly, the faction’s win rate spikes and screenshots circulate. Everyone then starts jumping to conclusions.

Nothing out of the ordinary happened. This is simply how small datasets behave. A single strong pilot can bend win rates out of shape, not because the army is dominant, but because skill differences matter when only a few games have been played.

The mistake comes later when those results are treated as universally replicable. Copying a list does not copy the decisions the player made when they went 5-0. Early win rates don’t really tell us whether we are seeing a powerful army, a powerful player, or a perfect matchup of factions on the way. They just flatten everything into one number and then we over-interpret it.

What a 5–0 Does to a Small Dataset

It’s easier to see the issue with an example.
Imagine a faction has 37 wins out of 68 games, thats a win rate of 54.4%. Now imagine the next event happens, and a strong player takes that faction and goes 5–0.

The new record becomes: 42 wins out of 73 games, the win rate jumps to around 57.5%.

No rules changed or points changed and the army didn’t get better overnight. One player simply added five wins to a small pool, and the conversation shifted from “healthy” to “dominant” in a single weekend.

Reverse the situation and the effect is just as dramatic. A new player goes 0–5, and the same faction suddenly looks mediocre or struggling. The only difference is a single player.

It’s not a flaw with the statistics; they’re just behaving as they should.

Decent Sample Sizes Aren’t Immune

Now take a sample size that feels more reassuring.

Imagine a faction with 80 wins out of 166 games, a win rate of 48.2%.

This looks stable. Then our strong player comes along (let’s call them Warson Chitlock), they add another 5 wins to that total. 85 wins out of 171 games, the win rate rises to 49.7%.

The shift is smaller than before, but it still has the potential to be meaningful. That could be enough to move a faction from “slightly underperforming” to “Ok”. Once again, nothing really changed, only five more wins were added.

This is what scale does. Larger sample sizes don’t remove variance, but they dampen it. Until you reach a point where individual players can’t move a number in a significant way, early conclusions are risky.

New Armies Don’t Start on a Level Playingfield

Another thing early data struggles to capture is who’s playing the faction.
Brand new armies like Helsmiths of Hashut attract new players to the hobby, and they attract people experimenting with unfamiliar mechanics. That often means a lower than average level of experience in the early days, combined with perhaps handful of very skilled players pushing the at the other end of the win rate scale. This results in polarisation.
Some players dominate and feel like the stats back their performance up. Others may struggle and feel as though the stats are telling them their experience doesn’t count. Both experiences are real and early win rates compress that complexity into a single percentage.

This is why early battlescroll debates so often feel like people talking past each other. They are describing different views of the same picture.

When Data Becomes a Conversation Killer

The most damaging misuse of early win rates is dismissal. Using a small, early dataset to tell someone that their frustration with a faction isn’t valid doesn’t help them improve and doesn’t help explain why they’re losing games. It simply shuts a conversation down.

Win rates are useful for spotting long term balance problems and identifying outliers. They are far less useful for explaining why someone went 1–4 at their local event, or why a new army feels punishing to learn.

A Note From Woehammer

It would be wrong of me to write an article like this without talking about our own history.

In the past, Woehammer has also published early win rates. We were keen to report what was happening in the first couple of weeks of a battlescroll. My intention was never to mislead, but I recognise now how easily those early numbers can be mis-interpreted.

I’ve learnt from my experiences, and while I still publish early results, I flag them clearly. On our win rate charts, factions that I feel do not yet have enough data are highlighted in bold italics to signal that the data set is small and should be treated with caution.

For me, a meaningful data set on a faction does not really begin until there are at least 100 GT games in the database. That’s a judgement call, based on watching early spikes. Below that threshold, it can still vary and pilot skill will skew results and conclusions. Sometimes the honest answer is simply: we don’t know yet.

A Calmer Take

Early win rates are not lies, but they are incomplete and easy to misinterpret. They should prompt questions, not panic and we should have more patience rather than treating them as a certainty.

Don’t let a two weeks worth of data convince you that the verdict is already in.

Next Article: Why Faction Win Rates Alone Are Bad

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.

What Happens When You Build Kruleboyz Without Boltboyz?

There is an assumption so deeply ingrained into Kruleboyz list building that it rarely gets questioned. If you’re playing Kruleboyz,  you’re playing Man-Skewer Boltboyz.

They are treated like an auto-include in nearly every Kruleboyz list. How many can you fit in, how do you protect them and how do you get the most out of their shooting?

But when we stepped back and asked a much simpler question, what actually happens when you don’t take them? The answer was uncomfortable, and clear.

The Data

Across 462 recorded GT level Kruleboyz games, Man-Skewer Boltboyz appeared in 371 of them. That alone tells you how relied upon they are.

But those lists posted a win rate of just 40%.

The remaining 91 games, where Boltboyz weren’t included, tells a very different story. Those lists won 59% of their games.
That’s not a marginal difference.

At this point, the question stops being “are Boltboyz good?” and becomes “are Kruleboyz good when they’re not built around them?

Data Without Boltboyz

Once Boltboyz were removed from the dataset, a pattern emerged almost immediately.

The units that performed best were not exotic picks, but the core units of the army.

Gutrippaz: 61% win rate across 51 games
Monsta-killaz: 60% across 66 games.
Swampcalla Shamans: 57% across 76 games
Gobsprakk jumps to 67%, albeit in a smaller sample of 15 games.

Even support pieces like the Marshcrawla Sloggoth gets away with 58%. This all strengthens the idea that this version of Kruleboyz may have legs.

Boltboyz aren’t bad. The issue is what they force the army to become. Taking them encourages castle builds and investment in screens. That also means predictable deployment and a narrow game plan.

Without them, Kruleboyz revert to something far more aligned with their ruleset: an army that wants to sit on objectives, while having units that can flank and ambush.

Boltboyz aren’t useless, just that building around them may be actively holding the faction back.

So, what’s the list?

Starting from the idea of “what does Kruleboyz look like without Boltboyz?” this is where the numbers led me.

The backbone of the list is simply reinforced Gutrippaz units doing the work of occupying space, supported by the Shaman. While Monsta-killaz provide the damage with Crit Mortals.

Gobsprakk features in the list not as a disruptive presence. He’s here to bully the enemies spellcasters.

The Scourge of Ghyran Killaboss on Great Gnashtoof is included to assassinate any unprotected heroes and harass the flanks of the enemy. I’ve given him the Slippery Skumbag to help with this.

Remember though, this is an experiment. This is data led and matches up the list with units that win more often when Boltboyz aren’t included. But the data can’t tell you about local metas or player skill.

If you’re playing Kruleboyz and struggling, the answer might be stepping back and asking whether you’re trying to force the army to play a game it doesn’t actually win.

The most interesting part of this exercise isn’t the list itself. It’s the implication that Kruleboyz have been competitive all along in the way most players didn’t expect.

New Battlescroll Strength: Woehammer Estimates

Over the last couple of weeks you’ll have seen we’ve published an article for each faction discussing the recent points adjustments.

We normally don’t do tier lists and we won’t be now. Instead ill be giving each faction an estimation of where I think their win rate will be in the next Battlescroll. I’ve gone in order of how they finished within our win rates under the last battlescroll.

So let’s jump in.

Nighthaunt

Nighthaunt we’re hit heavily by points increaaesand a nerf to the Pyregheist ability.

September Battlescroll: 57%

Estimated Win rate: 51-53%

Disciples of Tzeentch

Disciples escaped the update pretty much unscathed with 10 point increases to Tzaangors and the Thaumaturge. I don’t expect them to shift too much and I think they’ll remain one of the top factions.

September Battlescroll: 57%

Estimated Win Rate: 55-57%

Daughters of Khaine

Daughters quietly went about their business last battlescroll sitting in 3rd with 57% but as one of the most unrepresented. They’ve been piloted by high elo players so far, I expect if we see more players flock to them that win rate will drop despite very little changes to their points. But if their player base remains the same I can’t see them moving too much.

September Battlescroll: 57%

Estimated Win Rate: 54-56%

Hedonites of Slaanesh

Hedonites had the second lowest popularity but one of the highest Elos and I don’t expect that to change. Hedonites appeared to benefit from the latest points update rather than being hindered,so I expect we’ll see them near the top of the pile.

September Battlescroll: 56%

Estimated Win Rate: 55-57%

Lumineth Realm-lords

This was another faction who managed to walk away pretty from the points update. With only minor points increases and a number of points drops I expect we’ll see Lumineth in the top 6 factions.

September Battlescroll: 55%

Estimated Win Rate: 55-57%

Fyreslayers

This one will have hurt our angry little friends. With points increases across their pool, GW have decided they don’t like them that much. But perhaps there’s some hope on the horizon with the upcoming Battletome.

September Battlescroll: 54%

Estimated Win Rate: 49-51%

Flesh-eater Courts

Since writing the article linked, I’ve actually changed my mind slightly. I think FEC should have probably had a little more in the way of points increases. I believe as a result we’ll see them slightly improve.

September Battlescroll: 54%

Estimated Win Rate: 54-56%

Kharadron Overlords

Kharadron Overlords had some targeted points increases and I don’t think these will pull the most oppressive faction down in the ratings slightly.

September Battlescroll: 54%

Estimated Win Rate: 48-50%

Gloomspite Gitz

Sun Stealas suffered quite heavily in this round of points hand outs and as a result many players will feel their lists are now unplayable. That’s perhaps a tad dramatic.

September Battlescroll: 53%

Estimated Win Rate: 50-52%

Cities of Sigmar

Cities were fairly balanced before the adjustments and the points changes were perhaps a little too wide for them to maintain their current position.

September Battlescroll: 53%

Estimated Win Rate: 48-50%

Sylvaneth

I believe Sylvaneth benefitted quite a bit from this Battlescroll and along with thr nerfs to factions above them, I think we’ll see them place quite highly.

September Battlescroll: 52%

Estimated Win Rate: 55-57%

Ironjawz

The points reductions target genuine underperforming units, which is good. The points increases, however, don’t feel necessary and risk nudging them downwards for reasons not supported by GT results.

September Battlescroll: 52%

Estimated Win Rate: 48-50%

Skaven

GW quite rightly punished the abuse of the Deathmaster lists, but otherwise they were  given points reductions elsewhere. I expect to see them climb.

September Battlescroll: 50%

Estimated Win Rate: 50-52%

Ossiarch Bonereapers

A few points reductions may improve the Bonereapers slightly, but don’t expect them to be lighting up the tables.

September Battlescroll: 49%

Estimated Win Rate: 49-51%

Stormcast Eternals

Very little changes here. I think that perhaps the largest effect on the win rate will be the player base and whether mix of experienced and newer players changes.

September Battlescroll: 49%

Estimated Win Rate: 48-50%

Maggotkin of Nurgle

A new slate for Nurgle with the new Battletome. First impressions appear to be decent enough.

September Battlescroll: 49%

Estimated Win Rate: 49-51%

Soulblight Gravelords

Soulblight are well balanced at 48%, and GW recognised that with light point reductions mainly on under achievers. Expect the same.

September Battlescroll: 48%

Estimated Win Rate: 48-50%

Idoneth Deepkin

Idoneth recieved a number of points cuts to underperforming units. But these will have very little affect on the rates of the faction.

September Battlescroll: 47%

Estimated Win Rate: 47-49%

Seraphon

The majority of their warscrolls sit at 44-49% and players are certainly experimenting. The points changes are reasonable, and they may claw a few percentiles up the rankings.

September Battlescroll: 46%

Estimated Win Rate: 46-48%

Blades of Khorne

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.

September Battlescroll: 45%

Estimated Win Rate: 47-49%

Slaves to Darkness

GW are attempting to encourage more Legion of the First Prince and tempting them away from the usual Varanguard lists. I doubt whether they’ve managed this.

September Battlescroll: 45%

Estimated Win Rate: 45-47%

Kruleboyz

Points reductions for the named characters will help a little. But shooting lists are not working out for Kruleboyz. A switch to melee builds may help.

September Battlescroll: 44%

Estimated Win Rate: 43-45%

Ogor Mawtribes

Ogors got a number of points drops. It may help them, but overall they’re performing poorly (apart from players like @carsonwhitlock123). Perhaps they’ll improve.

September Battlescroll: 43%

Estimated Win Rate: 45-47%

Sons of Behemat

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.

September Battlescroll: 43%

Estimated Win Rate: 42-44%

Helsmiths of Hashut

Helsmiths are complicated to play and there are no easy win warscrolls. Players are learning the faction as they go. The win rates will improve, but not by too much.

September Battlescroll: 41%

Estimated Win Rate: 44-46%