Category Archives: Order

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.

Chat with the Champs: Predicting the Meta

To kick off 2026, we opened the doors on the Woehammer Discord for a Chat with the Champs. An informed discussion with experienced tournament players about where the Age of Sigmar meta might be heading next.

The intention isn’t to predict exact win rates, instead, it was to talk about what the players are feeling and which factions look  well placed into the new Battlescroll.

What follows is more coherent than it first appeared.

I have a sneaky suspicion that wound density is about to become a whole lot more important.

Roland Rivera

Wound Density Over Precision

Some of the strongest discussion was around whether the game is rewarding armies that can simply stay on the table.

Several players pointed out that many current top lists operate on thin margins. Lose one key unit, sometimes even a few models, and the list collapses. But armies that can put large amounts of wounds on the table, particularly with decent saves or wards, are better placed to absorb losses while still maintaining board control.

A lot of the top builds are operating on razor thin margins. Armies that can put 130+ health with good saves or wards on the table will be able to weather losses and maintain board position.

Roland Rivera

It’s not that damage output no longer matters, but that durability and redundancy are possibly becoming more important than efficiency. Lists that rely on perfect trades are fragile against chip damage and mortal wounds.

That fed into which factions players expect to rise.

Shooting Isn’t Dead

There was some debate around whether shooting is about to become more common again.

It was generally agreed that Kharadron Overlords have been hit hard, but several players noted that changes to obscuring may encourage targeted shooting elsewhere, particularly in Stormcast Eternals lists featuring Longstrikes.

The difference here is that nobody is expecting a return to shooting dominanting the games. Instead, it’s for targeted shooting supporting armies that can fight for space.

Shooting units have been included little by little. Obscuring has changed, and it’s easier now to justify bringing more shooting than before.

Luis Mendoza

Sylvaneth: Finally Turning Up?

Sylvaneth came up often and mostly positively.

There was agreement that Sylvaneth are now going to be where many players expected them to be earlier in the season. With strong internal balance and being able to pressure multiple parts of the board have made them competitive.

Some players commented that they’ve taken Sylvaneth into events with only a little practice and still felt comfortable.

My last GT I played Sylvaneth with only one practice game, and I don’t regret the decision. Really fun.

Luis Mendoza

Generally we think that Sylvaneth are making a real push, and a good example of a faction that benefits from flexibility.

Nighthaunt

Nighthaunt were a point of uncertainty.

While not many expect them to continue at their previous heights, there was no agreement that they’ve fallen off a cliff. Instead, the view is that Nighthaunt have been nudged back into the middle of the pack.

Some remain unconvinced they’ll still contend, while others are waiting to see whether a new list type emerges. Either way, the sense was that Nighthaunt are now suitably back im the middle of the field again.

Khorne, Powerful in the Right Hands

Many players felt Khorne is ready to rise, with several suggesting they’ll easily make the top ten. Recent buffs were mostly seen as meaningful.


That said, there was an important point, Khorne isn’t easy.

The trouble with Khorne is they’re not easy to play. Experienced players can make them sing, but newer players…

Peter Holland

Several players noted that while experienced players can do well with Khorne, newer players may struggle. That usually means a faction can get strong results without meta chasers running to them. This often allows a faction to fly under the radar longer than expected.

Tzeentch and Slaanesh

As well as Sylvaneth, there were a few other factions that had quietly avoided the gaze of GW.

Disciples of Tzeentch were described as largely untouched by the changes, with the opinion that their win rate may climb. Flesh-eater Courts were also mentioned as quietly well positioned thanks to their warscrolls and ability to pressure opponents.

Hedonites of Slaanesh have some optimism. While competitive, several players had concerns that they may struggle in a meta leaning towards chip damage and particularly if Nurgle becomes prevalent.

Nurgle

Speaking of Nurgle, almost everyone agreed that it was too early to be certain.

The new rules look strong, the mechanics appear decent in practice, and there’s a sense that Nurgle could be a problem. But, everything hinges on points. Several players stressed that without seeing costs and unit sizes, any prediction is just pure guess work.

New Nurgle has the potential to be extremely strong, but it’s points dependent, and we likely won’t see much of the new stuff until the next battlescroll.

Popliteal

That said, if Nurgle lands cheaply and brings large, resilient units to the table, many expect it to put pressure on factions reliant on recursion and healing.

Final Thoughts

If there’s a single takeaway from this chat, it’s that the next phase of the meta looks about discovering which factions are structurally sound.

Armies with large wound pools and multiple viable builds, as well as redundancy are the ones players are quietly backing.

Whether the data will show that remains to be seen, but the instincts of experienced players are a good indicator of where the meta is really heading.

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%

December Battlescroll Review: Seraphon

About This Series

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

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

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

Seraphon Analysis

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

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

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

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

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


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

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

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

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

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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

December Battlescroll Review: Idoneth Deepkin

About This Series

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

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

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

Idoneth Deepkin Analysis

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

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

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

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

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

sub-45% win rates when included.

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

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

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

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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

December Battlescroll Review: Stormcast Eternals

About This Series

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

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

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

Stormcast Eternals Analysis

Win Rate: 49% (Rank: 15th)
Average Elo: 419.4 (Rank: 23rd)
Popularity: 1244 Games (Rank: 1st)

Stormcast Eternals close out this battlescroll sitting just under the 50% mark at 49%, with the highest popularity in the game and one of the lowest average Elo ratings.

Stormcast are not weak. They are broad and heavily played by less experienced players, which drags their overall win rate down despite solid internal balance.

Stormcast have one the largest warscroll pools in the game, and because of that it is the hardest to balance.

The most common units sit between 47–53% when included, with very few spikes in either direction. Even units like Vanguard-Palladors with Starstrike Javelins, Tornus, and Dracothian Guard only nudge slightly above the faction.

Stormcast being the most played faction in the game matters. A huge portion of Stormcast games are coming from newer players and this pushes the average Elo down and the win rate toward 50%.

If Stormcast were overpowered, you’d expect to see experienced players exploiting one or two standout builds and dragging the faction well above average despite that popularity.

The points changes applied to Stormcast are targeted nudges. Vanguard-Palladors with Starstrike Javelins received a small increase, which makes sense given their efficiency and inclusion rate.

A handful of underperforming units received modest drops, with the aim being to widen internal choice.

Importantly, GW avoided trying to create any dominant builds. That keeps the faction flexible and accessible which is important when it’s the most common faction for entry into the game.

Stormcast Eternals are balanced, and for the flagship faction that’s excellent news. They don’t dominate tournaments, but they don’t struggle under competitive pressure either.

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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

December Battlescroll Review: Sylvaneth

About This Series

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

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

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

Sylvaneth Analysis

Win Rate: 52% (Rank: 11th)
Average Elo: 441.0 (Rank: 9th)
Popularity: 720 Games (Rank 8th)

Sylvaneth end the battlescroll firmly in the healthy band at 52% with good popularity and a slightly above average player skill base.

Looking at the warscroll data, Sylvaneth are on of the most tightly clustered factions in the game. The most commonly used units sit between 52-54% when included, and there are no widespread spikes into the 60%+ danger zone. Even high performers like the Spiterider Lancers (63%) and Spite-Revenant (59%) appear in relatively low numbers.

Major centrepieces like Alarielle, Belthanos and Durthu all site within the healthy band, showing that success with Sylvaneth is coming from play rather than efficiency of warscrolls.

Most notably the adjustments are points drops and not increases. All of the units were already playable. Their win rates sir around the faction average making the reductions an attempt to encourage variation in most cases.

It’s worth noting that points reductions apply to the baseline versions of Revenant Seekers and Drycha Hamadreth, rather than their Scourge of Ghyran counterparts, which are responsible for much of the higher performance currently seen in lists. These drops are defensible. However, in practice, they reduce the cost of entry into already well-established Sylvaneth builds.

This, along with the points drops to the Seed of Rebirth and Spellsinger can only improve the faction, particularly as several other factions have been reined in elsewhere.

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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

December Battlescroll Review: Cities of Sigmar

About This Series

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

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

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

Cities of Sigmar Analysis

Win Rate: 53% (Rank: 10th)
Average Elo: 462.7 (Rank: 1st)
Popularity: 408 Games (Rank 20th)

Cities of Sigmar finish this battlescroll inside the healthy 45–55% band at 53%. On the surface, that looks unremarkable. But when digging a little deeper the picture changes. Cities are being piloted by the strongest average player base in the game, while remaining relatively unpopular.

This is a faction winning because very good players are making the most of its warscroll pool.

Cities’ best-performing warscrolls skew heavily toward combined-arms pressure, rather than raw damage alone.

Units such as the Steam Tank Commander, Fusil-Major on Ogor Warhulk, Freeguild Command Corps, and Callis and Toll all sit comfortably above the faction average when included, in several cases pushing lists toward the top end of the healthy band or beyond.

The Fusil-Major on Ogor Warhulk stands out in particular. With a strong win rate when included and a dramatic drop-off when excluded, the +10 points increase here is entirely justified.

Similarly, the +20 to Callis and Toll is defensible. While their win rate isn’t outrageous, their consistency across successful builds makes them a clear efficiency piece rather than a flavour choice.

GW have applied a relatively broad spread of +10 point increases across its artillery and support heroes.

Individually, most of these increases are understandable. But altogether they risk overlapping too much on the same list type. Cities’ success comes from stacking good warscrolls together. Taxing all of those at once may have a larger effect than GW intend, especially considering the faction was already within the healthy band and not very popular. 

This is a case where the faction’s skilled player base may be doing some of the work that points changes are trying to correct.

One of the things that stands out in the data is just how many warscrolls sit well below 45% when included.

A large number of warscrolls, in particularly older Freeguild infantry, Duardin legacy units, and several Dark Elf options drag list performance down. They are units that struggle to justify their inclusion at all, especially with constant rumours of their imminent demise.

GW have largely left these untouched, which is understandable given sample sizes, but it reinforces the idea that Cities’ success comes from a narrow set of optimised builds, not from internal balance.

Cities of Sigmar are balanced at the faction level, but unbalanced internally. Their 53% win rate is heavily influenced by a skilled player base selecting from a small number of efficient warscrolls.

GW’s points changes largely target the right units, but the number of increases risks overcorrecting a faction that was generally behaving itself.

If Cities fall back slightly in the next cycle, that will likely reflect points pressure stacking up.

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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

December Battlescroll Review: Kharadron Overlords

About This Series

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

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

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

Kharadron Overlords Analysis

Win Rate: 54% (Rank: 8th)
Average Elo: 448.3 (Rank: 6th)
Popularity: 639 Games (Rank 10th)

Kharadron Overlords are yet another faction that are just inside the healthy band at 54%, with solid popularity and an above-average player base. KO are strong, but not running away with it and that framing is important when assessing GW’s points changes.

Several of the warscroll increases make sense when looking at their performance.

The Vongrim Harpoon Crew with +10 stands out as the clearest data-backed increase. Lists including them sit at 59%, while lists without drop to 47%. That is a meaningful swing, on good volume, and comfortably outside the healthy range.

The Codewright with +10 is also a reasonable adjustment. With a 56% win rate when included and with widespread use, this feels like a small efficiency tax.

The Grundstok Thunderers also have a +10 increase, and this is more debatable. Their win rates when included sit at 53%, while lists without them actually perform slightly better. This suggests Thunderers are more of a choice than a power piece, and the points hike could feel undeserved.

Elsewhere, most commonly used units cluster tightly around 52–54%, both with and without inclusion. This indicates strong internal balance.

For the first time in the series, I’m going to look at the Battle Formations too. +10 increase to Pioneers & Scavengers is perhaps warranted. At 57% it sists just outside the healthy range and has enough games to give a decent sample.

The increase to Endrineers Guild Expeditionary Force is harder to justify other than an attempt to encourage players to use other battle formations. With 51% win rate it sits comfortably inside the healthy range and on a large volume of games.

GW appear to have prioritised formations with higher usage. That’s defensible if the goal is stability.

If KO rise above the healthy band in future, it is more likely to be driven by formation choices rather than warscroll abuse.

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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

December Battlescroll Review: Fyreslayers

About This Series

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

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

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

Fyreslayers Analysis

Win Rate: 54% (Rank: 6th)
Average Elo: 462.6 (Rank: 2nd)
Popularity: 484 Games (Rank 16th)

Fyreslayers sit at 54%, which keeps them inside the healthy 45–55% band, but they do so while being piloted by an elite player base. With the second-highest average Elo in the dataset, this faction rewards experience and reps. Fyreslayers aren’t dominating the field, but they are strong in the right hands.

With these point adjustments I think GW are trying to stop the best Fyreslayers lists from creeping upwards.

The clearest target is the Auric Runesmiter on Magmadroth who has had its points increased by 20. During this last battlescroll it had a 56% win rate over 238 games, and lists without is were worse off at 52%. This meant it was pushing lists towards the top end of the healthy band, +20 here feels justifiable.

The Auric Runeson with +10 is defensible. This isn’t due to raw win rate but rather an efficiency tax on a support unit. It’s not outrageous, but neither is it strongly demanded by the numbers.

You may be wondering why the Vulkite Berzerkers with Fyresteel Weapons didn’t cop a points hike? At first glance, 57% looks like a prime candidate for it. But GW will be looking a context, not just the stats. They likely left them alone because the swing between with and without win rates is 4%. GW appear to leave points increases for units pushing 60%+ or units that stack with other offenders to break lists. Vulkite Berzerkers with Fyresteel Weapons aren’t quite there. They are a battleline unit and I think GW are cautious about point adjustments on core infantry unless its unavoidable. Hitting them would be a tax for playing Fyreslayers.

Where it perhaps becomes questionable in the Vulkyn Flameseeker receiving a 10 point hike. With a 50% win rate when included against a 56% without, this would be a unit that would actually need a points reduction in my eyes. Including them correlates with having slightly worse results. A points increase here risks discouraging internal variety and pushing players into the best-performing options.

A 10 point increase on the Auric Runesmiter feels hard to justify, and perhaps is another one where it would have benefited from a points drop. If GW are seeing something in their broader dataset, it isn’t showing up in two day GT results.

Auric Runefather, Grimwrath Berzerker appear to have received a points decrease to perhaps encourage their use a little more.

I do want to talk about the Battlesmith though. Lists featuring this unit have a 64% win rate as opposed to 53% without. This is a large uplift, although I admit it is on a more modest sample size. If the Fyreslayers continue to push the win rates in the couple of months this is the kind of warscroll that could become a problem. Not adjusting is defensible due to the number of games, but it’s one to keep an eye on.

Overall GW are making aggressive and inconsistent adjustments with Fyreslayers according to our data. The Runesmiter on Magmadroth increase is sensible and some of the smaller hero taxes are understandable but the Flameseeker and Runesmiter on foot increase run against what the GT data suggests and risks reducing the internal balance rather than improving it.

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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