Category Archives: Games Workshop

December Battlescroll Review: Soulblight Gravelords

About This Series

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

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

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

Soulblight Gravelords Analysis

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

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

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

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

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

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

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

How Games Workshop Use Their Data

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

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

How Woehammer Uses Its Data

For this series, Woehammer takes a narrower approach.

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

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

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

Why Focus on GT Data?

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

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

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

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

How to Read These Articles

Each faction articles follows the same structure:

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

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

Final Note

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

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

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

December Battlescroll Review: Maggotkin of Nurgle

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.

Maggotkin of Nurgle Analysis

Win Rate: 49% (Rank: 16th)
Average Elo: 434.6 (Rank: 13th)
Popularity: 496 Games (Rank: 14th)

Maggotkin of Nurgle finish this battlescroll sitting just under the ideal midpoint at 49%, with middling popularity and an average Elo.

Given that a new Battletome is imminent, it’s no surprise that Games Workshop have chosen to leave Nurgle untouched.

Nurgle’s warscroll data paints a picture of wide usage but varied performance.

The most common units sit between 46–51% when included, with very few pushing above the faction average. Even the better-performing heroes such as the Lord of Afflictions top out around 55% and appear in lower numbers.

At the other end of the scale, there are plenty of underperformers but they are spread across different list builds. This suggests a faction that is playable but lacks a competitive edge.

Nurgle struggle to convert games at the top end. They win through attrition and board control, but they don’t spike hard enough to punish mistakes or close games decisively.

Maggotkin of Nurgle are close enough to 50%. They are not oppressive, and they are clearly waiting for structural changes rather than numerical 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: Ossiarch Bonereapers

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.

Ossiarch Bonereapers Analysis

Win Rate: 49% (Rank: 14th)
Average Elo: 437.4 (Rank: 12th)
Popularity: 587 Games (Rank: 12th)

Ossiarch Bonereapers finish this battlescroll just below the midpoint at 49%, placing them close to the target for a balanced faction. They are played at a healthy rate, by a broadly average-skilled player base, and produce consistent results.

By the standards we’ve applied throughout this series, Ossiarch Bonereapers are a well-balanced faction.

The most commonly used warscrolls sit between 47–52% when included, with very little variance when excluded. There are no standout units pushing lists well above the faction average, and no single warscroll that competitive players can lean on to gain an advantage.

Centrepieces such as Katakros and the various Mortisan heroes all perform close to the faction mean. This indicates a faction whose success comes from decent play and positioning, not from any one unit doing more work.

Importantly, this also means warscroll usage is wide. Competitive players are not converging on a single optimal build, and casual players are not being punished for thematic choices.

It’s tempting to read the absence of a dominant Ossiarch archetype as a weakness. But it’s actually a sign of healthy internal balance.

When a faction has a superior build, competitive players flock to it and abandon alternatives. That narrows the effective roster and often forces heavy balance corrections later.

Ossiarch Bonereapers avoid that problem entirely. Their flat performance curve ensures that multiple list types remain viable.

GW’s points changes for Ossiarch Bonereapers are minor, and appear to be deliberate.

Small reductions to units such as the Mortisan Boneshaper, Vokmortian, Mortek Crawler, and Morghast Harbingers target units that sit at the lower end of the faction’s performance.

Just as importantly, GW avoided introducing any major points increases or aggressive buffs. That restraint preserves the faction’s internal balance and avoids tipping players into one way to play the army.

Large characters like Nagash and Arkhan remain underwhelming in competitive play, but this is a design trade-off. These units offer narrative weight without dominating tournaments.

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: Skaven

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.

Skaven Analysis

Win Rate: 50% (Rank: 13th)
Average Elo: 420.2 (Rank: 22nd)
Popularity: 1181 Games (Rank 2nd)

Skaven land exactly where you’d want them, at 50%. Given their massive popularity and fairly low Elo this is another well balanced army.

GW have actually made me chuckle here. They’ve sent a message to the Skaven players over the Deathmaster – “You can’t be trusted!”. With a +10 to their points even though they’re at 50% win rate both when included and excluded GW are saying ‘Stop doing that!’ This is GW slapping those players on the wrist. Fair.

Why no points increase for Plague Monks? 60% when included, 46% without and a large sample size. Prime candidate right? Because they are not the problem unit. They are cheap bodies and buff recipients. GW learned that taxing core infantry in Skaven tends to punish players and collapse list types. Instead GW chose to adjust the units around the Plague Monks.

Some of you may also be expecting a whole host of points drops for those underperformers at the bottom of the list. But if GW started handing out -10s everwhere you’d get the risk of broken lists and GW wouldn’t be able to track the cause of the break. Instead GW made selective reductions with Stormfiends, Stormvermin, Thanquol and Vizzik. There are all either centrepieces that should feel better or units that players actually want to use.

Units like Globadiers, Hell Pit Abomination, Plagueclaw, Grey Seer on foot and Warlock Engineer are all underperforming, but touching them all at once would be reckless.

This way GW leave the core intact but try and discourage those abusive lists. They’re also trying to encourage those much loved centrepieces.

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: Ironjawz

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.

Ironjawz Analysis

Win Rate: 52% (Rank: 12th)
Average Elo: 431.9 (Rank: 17th)
Popularity: 761 Games (Rank 7th)

Ironjawz finish the battlescroll nicely within the healthy band at 52%, with high popularity and a below average player base (no offense). This is important, as it means its performing well without being propper up by elite players or extreme builds.

I would argue that Ironjawz were perhaps the most balanced at the end of the battlescroll, so what did GW do?

The most commonly used warscrolls sit between 50–53% when included, with very little change to that when excluded. There are no widespread spikes, and no single unit appears to be doing more work.

Even pieces such as Kragnos, Megaboss on Maw-Krusha, and Gordrakk sit comfortably inside the healthy band. These are powerful centrepieces, but they are not dragging the faction upward on their own.

Perhaps most importantly, usage is spread across the book. Gore-gruntas, Brutes, Maw-gruntas, heroes, and support pieces all see meaningful play, and none of them materially distort results. That’s a good sign of internal balance.

However, GW have decided to increase the points on several units. None of these units show win rates or usage that justifies an increase. In most cases, their performance with and without them are very similar.

The explanation could be that Ironjawz are perceived as an army that hit hard and move fast. Winning decisively when things go right. That can feel oppressive, particularly in more casual events. However, when filtered through into 2 day data that normalises into a healthy 52%.

Balancing for ‘feels’ rather than results is understandable, but is also how armies can slowly get pushed down over time.

I will support the -10 to Brute Ragerz though. Our data backs this adjustment. 48% with (still in the healthy band) and 53% without. This unit drags lists downwards when included, and a small reduction is a sensible attempt to encourage variety. The Megaboss on Foot and Scourge of Ghyran Gore-Gruntas follow similar logic.

Overall, Ironjawz were not a problem in GT events. Their win rate, popularity and internal balance all point towards a healthy faction.

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.

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.

Announcing the Woehammer Awards

Welcome to the first annual Woehammer Awards. This will be a Community driven look back at the highs and lows of wargaming in 2025.

How it Works

We’re running this in two stages.

Stage One – Nominations

You can nominate anyone or anything you think would be suitable for the awards we’ve concocted later on in this article.

Nominations are open until Christmas Day, and you can nominate once per category.

Screenshot or anything else needed are encouraged.

To nominate just jump onto our discord server and fine the #woehammer-awards-2025 channel. Put the name of the award and who or what youre nominating for it. Simple.

Stage Two – Final Vote

We’ll shortlist the nominations into a final four for each category and then put them to vote in the same channel. Voting will start on 26th December and close on 30th December.

Winners and runners up will be announced on New Years Eve!

The Awards

Game Awards

  • Best Warscroll
  • Worst Warscroll (and why is it Be’Lakor?)
  • Best Rules Change
  • Worst Rules Change
  • Most Fair / Well-Balanced Faction
  • Most Oppressive Faction
  • Best Non-Warhammer Game

Content & Media

  • Best Blog
  • Best YouTube Channel
  • Best Warhammer Video Game
  • Best Warhammer Novel
  • Best Non-Warhammer Novel
  • Best Battle Report or Article (any site)

Discord User Awards

  • Most helpful Woehammer Discord members
  • Best painted unit in #display-cabinet
  • Worst dice luck
  • WoePoints winner (this is the only one that nominations won’t be required for)