Category Archives: The Old World

Woehammer: Slow-Grow 2026 – February

You may remember back at the beginning of January, we challenged our readers to paint one unit a month in 2026.

It,s time to see what everyone’s been up to this month!

If you want to take part, why not join our Discord?

Nurglings by Popliteal
Grey Seer by Connor
Kharadron Dude by Fittsy

The Old World Top 3 Doubles Clash

This is the top three lists for the Old World: Doubles Clash that took place in Milwaukee on the 31st of January 2026. It saw 8 teams with 16 total players vying to be crowned doubles champions in a 3-game tournament. One of each of the doubles scenarios from the Matched Play guide was used and alliances were allowed to be chosen freely so we were able to see some unorthodox team combinations.

This tournament also used the latest faq that was released just a few days prior to the tournament so enjoy the latest results from a tournament format that has always personally been my favorite to play in.

Before I jump into the Top Three Old World Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

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

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

This is a tournament that happened locally for me and they players requested it be covered so here we are. It is true if you would like us to cover something you ran or played in please let us know!

The Top Three Old World Lists

===
Chris Connolly

Ambush [1248 pts]
Warhammer: The Old World, Beastmen Brayherds, Wild Herd, Grand Melee + Combined Arms
===

++ Characters [504 pts] ++

Beastlord [282 pts]
– Hand weapon
– No armour
– Shield
– General
– On foot
– The Black Maul
– Full Plate Chaos Armour
– Gouge-tusks
– Gnarled Hide

Wargor [222 pts]
– Hand weapon
– No armour
– Shield
– Battle Standard Bearer [Monster Hunter’s Tapestry]
– On foot
– Horn of the Great Hunt
– Heavy Chaos Armour
– Slug-skin

++ Core Units [574 pts] ++

Primal Warherd [228 pts]
– Foe-render (champion) [Great weapon]
– Standard bearer [War Banner]
– Musician
– 18x Gors [10x Hand weapons + Shields]
– 10x Ungors [10x Thrusting spears + Shields]

15 Gor Herd [132 pts]
– Hand weapons
– Additional hand weapons
– Ambushers
– True-horn (champion) [Great weapon]
– Standard bearer

10 Ungor Herd [60 pts]
– Shortbows
– Ambushers

10 Ungor Herd [50 pts]
– Shortbows
– Ambushers

1 Razorgor Herd [52 pts]
– Hand weapons (tusks)
– Light armour (calloused hide)

1 Razorgor Herd [52 pts]
– Hand weapons (tusks)
– Light armour (calloused hide)

++ Special Units [170 pts] ++

Preyton [170 pts]
– Hand weapons (Claws and fangs)
– Twisted antlers
– Ambushers

===

Kellen Binder

1249pts Wood Elf Realms

===
++ Characters [485 pts] ++
Treeman Ancient [275 pts]
(Oaken fists, Strangleroots, Full plate armour (Arboreal armour), Wizard [Level 2 Wizard], Ambushers, General, Battle Magic)

Spellweaver [210 pts]
(Hand weapon, Wizard [Level 3 Wizard], Warhawk, Glamour Weave Kindred, Lore of the Wilds)

++ Core Units [331 pts] ++
10 Eternal Guard [130 pts]
(Hand weapon, Asrai spears, Light armour, Shields)

14 Dryads [201 pts]
(Hand weapon, Light armour (Sapwood flesh), Ambushers, Nymph)

++ Special Units [208 pts] ++
4 Tree Kin [208 pts]
(Hand weapon, Heavy armour (Hardwood flesh), Ambushers, Elder)

++ Rare Units [225 pts] ++
Treeman [225 pts]
(Oaken fists, Strangleroots, Full plate armour (Arboreal armour), Ambushers)

What was different about list building for doubles than singles tournaments? What was the process and what were the end goals of your list when building?

I’ll start with the end goal. That was effectively to build something that was off-meta. We were calling it the Meme list, because it was mostly Ambushers. I think we had 5 drops total. The difference in list building this time was just finding ways to compliment each others lists, but also have them stand on their own, if needed. I sort of brought the board presence gameplan with the big Primal Warherd brick, and multiple US10+ scoring units in Ambush, and Kellen brought more heavy hitting units like Treemen, Tree-kin and his Spellweaver. It made it easy in the games to know what our roles were.

What worked well with your armies? Did you have any surprise off meta units that did better than expected?

Honestly, running a majority Ambusher off-meta list actually worked extremely well for us. I don’t know if that would translate to singles 2k events, but a lot of our opponents had to play a very reactive game and didn’t really take some of the lower profile Ambushers into account, like the Ungors. They seemed prepared for the scarier units like Treemen, Tree-kin and Preyton, but the Ungors got our opponents’ baggage trains in the two scenarios it was there for and contributed heavily to the Domination secondaries. Having a low number of drops on the table for turn 1 and 2 forced our opponents’ to close in and engage lower value targets like the Razorgor. A bunch of our off-meta units did great. The Treeman Ancient and regular Treeman absolutely carried game 3 for us. That was an incredibly impressive showing from them. I think they collectively scored over 1,200 kill points. But the Preyton was also a surprisingly good unit. All 3 games it outperformed my expectations, and never gave up points. Turns out dropping a T5 monster with decent output into your opponents’ backlines is actually pretty good.

What was your general strategy going into the tournament?

Have fun haha. We really didn’t think we’d do so well with this list, so our goal was to just play well and have fun. In seriousness though, we tried to use the terrain and our high mobility units (and Ambush deployment) to create smaller winnable combats rather than risking big open battles. Using the massive Warherd brick as a deterrent unit was very effective too. Nobody wants to engage a Beastlord with d6+4 S7 AP-4 attacks. Then using the Ambushers, generate as many points through objectives as we could.

What would you change in your lists going forward? I

t was so impressive, I’d find a way to fit a second Preyton haha

This tournament was days after the old world faq drop and this tournament went full send using all the new rules. Did you notice any differences with the new rules? What was better or worse with it?

Well we played against a list that had Cathay in round 1. And we immediately found that the balloons were less game dominating. They had a character balloon and a regular balloon. Since the output has been decently reduced on them, we just kind of ignored the character balloon and focused on taking out the regular one since its defensive profile is significantly weaker now. Worked in our favor quite well. Dryads having the extra pip of movement really worked well for us too. Bringing them out of Ambush, letting them get that bit closer to artillery and other favorable match-up units made them that bit more consistent, I think. Aside from that our armies didn’t really have anything impacted by the changes. But we like the changes overall.

Any closing thoughts?

Everyone should start running spam Ambushers, and if you’re a Beastmen player, run max Preytons, they’re actually much better in practice than I thought. S-tier unit.

===

Chris

Wolves of the Sea

===

### Characters [532 pts]
– Sorcerer Lord (Sraheda the Lord of Ravens) [301 pts]
-# (Hand weapon, Heavy armour, Mark of Chaos [Mark of Tzeentch], Wizard [Level 3 Wizard], General, Chaos Steed, Lore Familiar, Spell Familiar, Enchanting Aura, Daemonology)
– Exalted Sorcerer (Dymetri the Craven Crow) [231 pts]
-# (Hand weapon, Light armour, Mark of Chaos [Mark of Tzeentch], Wizard [Level 2 Wizard], Chaos Steed, Grimoire of Ogvold, Diabolic Splendour, Shadowlands)
### Core Units [315 pts]
– 5 Marauder Berserkers (The Mad Shadows) [68 pts]
-# (Hand weapons, Flails, Light armour, Ambushers, Headtaker (Champion), Unnatural Fortitude)
– 20 Chaos Marauders (The Tribe of Turui) [247 pts]
-# (Hand weapons, Great weapons, Light armour, Shields, Chaotic Cult [None], Formation [Close Order], Marauder Headman (champion) [Enchanted Shield], Standard bearer, Musician, Unnatural Fortitude)
### Special Units [402 pts]
– 8 Marauder Tribe Huscarls (The Hammers of Fate) [292 pts]
-# (Hand weapons, Flails, Light armour, Shields, Drilled, Mark of Chaos [Mark of Tzeentch], First Sword (champion) [Brazen Collar], Standard bearer [Totem of Wrath], Unnatural Fortitude)
– Chaos Chariot (The Ice Runner) [110 pts]
-# (Hand weapons, Halberds, Mark of Chaos Undivided)


===

Paul
Beastmen Brayherds [1246 pts]
===

++ Characters [301 pts] ++

Doombull [301 pts] (Gholgak the Brutalizer) *TEAM GENERAL*
– Hand weapon
– Heavy armour
– General
– The Black Maul
– Charmed Shield

++ Core Units [349 pts] ++

29 Gor Herd [245 pts] (Gholgak’s Manflayers)
– Hand weapons
– Additional hand weapons
– True-horn [Great weapon]
– Standard bearer [Banner of Outrage]
– Musician

1 Razorgor Herd [52 pts] (Chris P. Bacon)
– Hand weapons (tusks)
– Light armour (calloused hide)

1 Razorgor Herd [52 pts] (Wilbur)
– Hand weapons (tusks)
– Light armour (calloused hide)

++ Special Units [337 pts] ++

4 Dragon Ogres [264 pts] (Sons of Derghur)
– Great weapons
– Heavy armour

1 Dragon Ogres [73 pts] (Takshar the Shartak)
– Great weapons
– Heavy armour
– Shartak

++ Rare Units [259 pts] ++

Dragon Ogre Shaggoth [259 pts] (Derghur the Blackened)
– Great weapon
– Light armour
– Heavy Chaos Armour

What was different about list building for doubles than singles tournaments? What was the process and what were the end goals of your list when building?

The biggest difference between doubles and singles is looking out for all potential rules and gameplay interactions between you and your partner’s army. For example using my friend’s team, they ran a Cathay and Wood Elf double gunline list which on paper would have worked well, but in practice they forgot to account for the extra free forest terrain the Wood Elf player got to place, which REALLY blocked his cannons LOS and shooting arcs. The effects of stuff like that in play is hard to foresee unless you bring your lists to the table. So I recommend doing a trial run of your armies before joining any doubles tournaments.

What worked well with your armies? Did you have any surprise off meta units that did better than expected?

Our lists had great synergy; both wanted to get up the board as quickly and possible and both of us had super killy units (the Gor-Doombull brick and my Huscarls) that could carry the weight if the other got destroyed. In game 2 for example we lost the Doombull and his gors turn 1 due to some unlucky combat rolls, but my Huscarls were around to clean up the board and bring it to a draw instead of a loss. Off-meta wise, the Tzeentch Huscarl brick is something I haven’t seen a lot in tournament WotS lists but it just feels so strong. Enchanting Aura alongside Daemonic Vessel, Totem of Wrath, and two assailment spells that function like Viletide (Daemonic Familiars and Shadowed Assailants) is no joke. Three attacks on each rider at S6 with AP4 and rerolling 1s to wound while striking before them, even when counter charging is just insane.

What was your general strategy going into the tournament?

For me and my partner, his Big Gor-Doombull brick and Dragon Ogre heavy list did a great job of distracting the enemy. He just marched everything forward while my Tzeentch Huscarl brick made its way into position and destroyed anything it got into combat with. It was impossible to stop too because everyone was so focused on the Shaggoth and regular DOs that enemy cannonballs and other shooting that could have threatened it never made its way towards the Huscarls. The Doombull brick itself was also extremely good in combat, allowing it to chew through whatever the sent to deal with it (except the Ogre Butcher brick in the second game, which managed to beat it as mentioned).

What would you change in your lists going forward?

The Chaos Chariot didn’t really do much, so if I were to run this again I would drop that 100%. Two or three skinwolves would have done a better job of clearing out chaff and running through their backlines.

This tournament was days after the old world faq drop and this tournament went full send using all the new rules. Did you notice any differences with the new rules? What was better or worse with it?

The only difference was the change to how characters retire when not in combat. Before the FAQ it seemed most people played it as characters not fitting in the front rank had to retire to the back but could still cast spells, which was great since I could enter marching column with the Huscarls and still get my buffs off. With the new FAQ strongly implying they can’t contribute at all even outside combat, it meant there was never any reason to enter marching column anymore.

Any closing thoughts?

Doubles really feels like the most fun you can have playing The Old World. I recommend it to anyone on the fence 100%! You see more interesting lists and negotiating/strategizing with a teammate in game adds another layer that is both fun and tactical.

===
Steve Sorenson

Hostile Resolve [1250 pts]
Warhammer: The Old World, Dark Elves, Open War
===

++ Characters [225 pts] ++

Supreme Sorceress [225 pts]
– Hand weapon
– Wizard [Level 3 Wizard]
– General
– Dark Pegasus
– Pendant of Khaeleth
– Battle Magic

++ Core Units [321 pts] ++

6 Dark Riders [114 pts]
– Hand weapons
– Cavalry spears
– Repeater crossbows
– Light armour
– Musician

16 Repeater Crossbowmen [207 pts]
– Hand weapons
– Repeater crossbows
– Light armour
– Shields
– Lordling (champion)
– Standard bearer
– Musician

++ Special Units [504 pts] ++

17 Har Ganeth Executioners [273 pts]
– Hand weapons
– Har Ganeth greatswords
– Heavy armour
– Draich Master (champion)
– Standard bearer
– Musician

6 Cold One Knights [231 pts]
– Hand weapons
– Lances
– Shields
– Full plate armour
– Dread Knight (champion)
– Standard bearer
– Musician

++ Rare Units [200 pts] ++

War Hydra [200 pts]
– Wicked claws
– Serrated maws
– Hand weapons
– Whips
– 5+

===
Michael Sorenson

High Elf Realms [1247 pts]
Warhammer: The Old World, High Elf Realms, Open War
===

++ Characters [295 pts] ++

Archmage [295 pts]
– Hand weapon
– Wizard [Level 3 Wizard]
– General
– Great Eagle
– Seed of Rebirth
– Talisman of Protection
– Lore Familiar
– Elementalism

++ Core Units [397 pts] ++

21 Elven Spearmen [235 pts]
– Hand weapons
– Thrusting spears
– Light armour
– Shields
– Shieldwall
– Veteran
– Sentinel (champion)
– Standard bearer
– Musician

6 Silver Helms [162 pts]
– Hand weapons
– Lances
– Hand weapons (Hooves)
– Heavy armour
– Barding
– Shields
– High Helm (champion)
– Standard bearer
– Musician

++ Special Units [555 pts] ++

21 Swordmasters of Hoeth [312 pts]
– Swords of Hoeth
– Heavy armour
– Bladelord
– Standard bearer
– Musician

6 Dragon Princes [243 pts]
– Hand weapons
– Lances
– Full plate armour
– Shields
– Barding
– Drakemaster
– Standard bearer
– Musician

Woehammer: Circle of Blood – Old World Narrative Event (21st/22nd March)

I’m on countdown now to our narrative event, and to say I’m looking forward to it would be an understatement.

It’s taking place at Battlefield Hobbies in Daventry, UK on the 21st and 22nd of March.

As the title says, we’ll be playing through the Circle of Blood campaign book that old timers may remember from the 90s. Yes, I’m getting old….

Circle of Blood pitted the Undead against the Kingdom of Bretonnia, as the Red Duke sought to exact vengeance on his old foes and bring Aquitaine to its knees.

Our players will be split into two teams, good and evil. Over the course of the weekend we’ll be playing through the entire campaign book to see whether the Red Duke humbles Aquitaine, or whether the Forces of Good hold their ground and finish off the Red Duke once and for all.

We’ve a maximum 8 places for each side and we’ve a few spots left. We currently have 3 spots left on both teams, so if you’re interested email me on thewoehammer@gmail.com.

Each game round result will be determined by the overall result from the tables. I.e. if more of the tables see the Ravening Hordes victorious, then the conditions of the result will apply to all players going forwards.

Game 1: Night Battle at Mercal – Saturday Morning

For this battle the Forces of Fantasy players will need a list of 1,000 points that features one character, either on foot or on a horse to take the place of a Holy Knight.

The Ravening Hordes will need a 1,500 point list that includes a Wizard of no more than level 2 either on foot or a horse to take the place of the Necromancer.

The Forces of Fantasy will be deployed around the centre of the table while the Ravening Hordes will be deployed along three edges.

If the Ravening Hordes Wizard manages to cast “Raise the Dead” on an 11+ within 6″ of the centre of the battlefield they will win. If the Wizard is slain during the battle the Forces of Fantasy will be victorious.

ROUND RESULT:
If the Ravening Hordes lose the battle, each Ravening Horde player will start the final battle with 100 points less in the final battle.

Game 2: Defence of the Tower – Saturday Lunch

The Forces of Fantasy players will be the defenders in this game, and will need an army of 1,500 points that must include one Wizard of no more than level 3 and mounted on nothing larger than a horse.

The Ravening Hordes player should also have a 1,500 point list that includes one combat hero either on foot or on a mount no larger than a horse.

The Forces of Fantasy will need to defend a tower and a lake that are in their deployment areas. To defend these they will need to have an unbroken unit within 6″ of either and no enemy models within 6″.

The Ravening Hordes can win a sudden death victory by slaying or routing the Forces of Fantasy Wizard.

ROUND RESULT:
If the Forces of Fantasy lose this battle, each Forces of Fantasy player will start the game with 100 points less in the final battle.

Game 3: Race for the Bridge – Saturday Afternoon

The Forces of Fantasy players should use their earlier 1,500 point list which must include one combat hero on foot or on nothing larger than a horse.

The Ravening Hordes players should have a 2,000 point list which should also include a combat hero either on foot or mounted on nothing larger than a horse.

The Forces of Fantasy will be deployed in one corner of the battlefield in a 24″ square. The Ravening Hordes will start on the opposite short table edge no more than 12″ from the edge.

Victory will be decided by whether there are any unbroken Ravening Hordes units inside the Forces of Fantasy deployment zone, If there are, the Ravening Hordes win the battle.

ROUND RESULT:
If the Ravening Hordes are victorious then the Forces of Fantasy players will be unable to use the deployment movement as specified in the Battle of Ceren Field. I.e. if they finish deploying first, they would be unable to use the movement mechanic while RH are still deploying.

Game 4: The Battle of Ceren Field – Sunday

This will be a doubles game with all the players using their 1,500 point lists in the final game. They will need to adjust these lists taking into account the results from the previous day, and any impact those games may have had.

The result of the final battle will determine whether Aquitaine is razed by the Red Duke or whether it survives.

The full campaign download is below if you wish to play this with your friends at home. Players in attendance at the event will receive a physical copy of the book to take home.

The Old World: The 2026 UK Season

It is a massive time for fans of Warhammer: The Old World. As the dust settles on a fantastic 2025 season, the UK & Ireland competitive scene is evolving. Following a community survey with over 200 responses, the National Chairpersons are making changes for the 2026 UK season to ensure the hobby stays transparent, inclusive, and competitive.

Here is everything you need to know about the 2026 UK season of Warhammer: The Old World.

Before I jump into the details, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

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

Please note, these rankings are not affiliated with Games Workshop, and are simply a way for the competitive community to get together and track their results.

What we’ve achieved together

To understand where we are going, it is worth looking back at what has been achieved by your National Chairpersons since The Old World released:

Establishing the Rankings: Built the formal system with the help of oldworldrankings.com.

Global Success: Coordinated Teams England, Wales, and Scotland for the World Team Championship, where Team England took the top spot!

Democratic Leadership: Held open applications and elections for Chair and Vice-Chair roles to ensure community accountability, with more elections planned in 2026.

Community Voice: Published the first masters and rankings survey to let player feedback drive our decisions and help other players and TOs, as well as promoting constructive discussion about everything Old World in a discord community of 170+ members.

TO Support: Created spaces for Tournament Organisers to share best practices and solve complex event issues, with over 43 TOs sharing their events and experiences.

A New Season and a New Structure

The 2026 season is already underway! It officially kicked off on 10th December 2025 and will run until 30th November 2026. This schedule gives the Masters organisers more breathing room to prepare and ensures the season wraps up before the busy festive period, with most players favouring a year long season.

Ireland Forges a New Path

The Irish community has seen incredible growth. With more players and Tournament Organisers (TOs) than ever, they have elected a new Chairperson and voted to create their own independent system.

While the UK organisers have spent two years advocating for Irish play, the community there is now ready to lead itself. This means the circuit is now formally known as the UK Masters & Rankings.

  • Northern Ireland: Players here have the best of both worlds. They can participate in both the UK and Irish systems.
  • Representation: Any Chairperson selected for Northern Ireland will be warmly welcomed onto the UK committee.
The Old World UK Community Rankings Image

The Rankings: What’s Changing?

The 2025 season was a huge success, featuring 1,203 players. The competition was fierce; in the top 100, the average gap between ranks was a tiny 1.5 points!

Based on your feedback, the system is being refined to reward skill and effort while keeping local events accessible for the 2026 UK season.

The oldworldrankings.com UK dashboard showing the 2026 season.

Key Technical Updates

Working alongside oldworldrankings.com, the national chairs have introduced several tweaks, based in community feedback from 2025:

  • Base Points: The base points allowance is moving from 80 to 78. This means 32-player tournaments now provide the top base score, accounting for incremental growth.
  • Introductory Events: To keep small games (under 1,000pts) beginner-friendly, these will be capped at the minimum score. This prevents “rank farming” at events designed for new players and quicker, smaller games.
  • Strength of Field (SoF): This is the big one. Events will now get a bonus (0.1 to 0.25 points) for every player attending who finished in the Top 50 of the 2025 rankings. Succeeding against a tough crowd will now give you the extra credit you deserve.

What Counts?

The rankings will continue to include a wide variety of events, ensuring that competitive play counts, no matter where it happens. As the community grows and matures, people are experimenting with what and how to play. We expect things to settle down as Games Workshop continues to support the game, but to accommodate for the breadth of our hobby we will only exclude the following types of event from the rankings:

  1. Narrative Events: These focus on story rather than pure competition.
  2. Teams & Doubles: These require a different tracking method (stay tuned for updates on this!).

The 2026 Masters

Huge thanks go to Forgotten North Gaming for a stellar event last month, celebrating the best of the 2025 season. Bids to host The Masters 2026 will open in a few months. The committee is aiming for a date in late January or February 2027.

If you are a TO interested in hosting the prestigious finale, start getting your plans ready now!

Scott and Ed at the inaugural Masters in January 2026

Get Involved: Community Roles

Covering the Cairgorms of Scotland, The Dee Valley National Park in Wales, the Antrim Coast of Northern Ireland and the New Forest of England, this community is vast. To keep it running smoothly, the National Chairs are looking for help.

In the coming weeks, several elected community roles will be announced. These volunteers will help:

  • Support local TOs with their setups.
  • Represent player interests across the UK.
  • Scrutinise decisions to ensure fairness and transparency.

Tournament veteran or a casual observer, your voice matters in the 2026 UK season and in future.

Join the Conversation: Use the Rankings Discord to reach out, ask questions, find out about events or volunteer.

Next: Take a look at our reflections on the 2025 season of the Old World in the UK & Ireland.

Woehammer: Slow-Grow 2026

You may remember back at the beginning of January, we challenged our readers to paint one unit a month in 2026.

With the first month over its time to see what everyone’s been up to!

If you want to take part, why not join our Discord?

Top Three TOW Lists for the Durham GT: Middenheim Massacre


This is the top three TOW lists for the Durham GT: Middenheim Massacre that took place in the United Kingdom between the 31st of January and the 2nd February 2026. It saw 35 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three Old World Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

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

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three Old World Lists

299 – Tomb King, The Language Of The Priest, Great Weapon, Bedazzling Helm, Charmed Shield, Staff Of Quietude – General & Hierophant
55 – Mortuary Priest, Wizard Level 1, Illusion
55 – Mortuary Priest, Wizard Level 1, Illusion
55 – Mortuary Priest, Wizard Level 1, Illusion
190 – Royal Herald, Battle Standard Bearer, Banner Of The Desert Winds, Destroyer of Eternities
149 – Royal Herald, Skeleton Chariot, Great Weapon, Armour of Meteoric Iron, Talisman Of Protection
101 – Royal Herald, Shield, Great Weapon, Warding Splint
94 – Tomb Prince, Great Weapon


60 – 12 Skeleton Archers, Detachment
41 – Skeleton Chariots

450 – 69 Skeleton Infantry Cohort
• 59x Royal Host Archer
• 1x Royal Host Warrior, Standard Bearer, Icon of the Sacred Eye
• 1x Royal Host Warrior, Master of Arms, Amulet of the Serpent
• 1x Royal Host Warrior, Musician
• 7x Royal Host Warrior, Nehekharan Phalanx
400 – 70 Skeleton Infantry Cohort
• 60x Royal Host Archer
• 1x Royal Host Warrior, Standard Bearer, Monster Hunter’s Tapestry
• 1x Royal Host Warrior, Master of Arms
• 1x Royal Host Warrior, Musician
• 7x Royal Host Warrior, Nehekharan Phalanx

50 – 10 Skeleton Skirmishers, Warbow, Ambushers (Lay in Wait)

The Moon-Warped Kin [2000 points]
Beastmen Brayherds

==== Characters [1000 points] ====

(Great Bray-Shaman) Malagor the Dark Omen
[260 points]
– Braystaff
– Level 4 Wizard
– Flying Carpet
– Hagtree Fetish
– Uncanny Senses
– Elementalism


(Great Bray-Shaman) Morthuun Foulhoof [335 points]
– Braystaff
– General
– Level 3 Wizard
– The Black Maul
– Full Plate Chaos Armour
– Slug-skin
– Gnarled Hide
– Lore of Primal Magic


(Bray-Shaman) Ygresh Gut-reader [180 points]
– Braystaff
– Level 2 Wizard
– Lore Familiar
– Obsidian Lodestone
– Pelt of Midnight
– Daemonology


(Bray-Shaman) Gallak Bloodbreath [130 points]
– Braystaff
– Level 1 Wizard
– Chalice of Dark Rain
– Jagged Dagger
– Dark Magic


(Bray-Shaman) Ragush Ash-Tongue [95 points]
– Braystaff
– Level 1 Wizard
– Tome of Spellcraft
– Lore of Primal Magic


==== Core Units [746 points] ====

(Primal Warherd) The Warp Howled
[290 points]
– Gor x23 [Hand weapon, Shields]
– Ungor x12 [Thrusting spear, Shields]
– Foe-render (champion) [Shields, Great Weapon, Cacophonous Dirge]
– Standard Bearer [Monster Hunter’s Tapestry]
– Musician


(Razorgor) Akhash [52 points]
– Tusks
– Calloused Hide


(Razorgor) Dhar [52 points]
– Tusks
– Calloused Hide

10 (Ungor Herd) Bloodbriar Stalkers [55 points]
– Hand Weapon
– Shortbows
– Ambushers
– Musician


10 (Gor Herd) Redhide Maulers [77 points]
– Hand Weapon
– Additional Hand Weapon
– Ambushers
– True-horn (champion) [Great Weapon]


14 (Gor Herd) Fellmoon Savagers [135 points]
– Hand Weapon
– Additional Hand Weapon
– True-horn (champion) [Great Weapon, Scourge of the Burdened]
– Musician


(Tuskgor Chariot) The Skullrend Carriage [85 points]
– Armor Value 4+
– Bestigor Crew [Hand Weapon, Great Weapon]
– Gor Crew [Hand Weapon, Cavalry Spear]
– Tuskgors x2 [Hand Weapon]

==== Special Units [254 points] ====

(Herdstone) The Gallows-root
[100 points]

7 (Harpies) The Fellwing Brood [77 points]
– Claws

7 (Harpies) The Nightmaw Furies [77 points]
– Claws

Exported from 2nd in Command: The Old World

===
Durham Vamps [1999 pts]
Warhammer: The Old World, Vampire Counts, Grand Melee + Combined Arms
==

++ Characters [1000 pts] ++

Master Necromancer
[245 pts]
– Hand weapon
– Wizard [Level 4 Wizard]
– General
– On foot
– Sceptre of De Noirot
– Spell Familiar
– Ruby Ring of Ruin
– Necromancy


Master Necromancer [385 pts]
– Hand weapon
– Wizard [Level 3 Wizard]
– Mortis Engine
– Lore Familiar
– Talisman of Protection
– Dark Magic


Tomb Banshee [90 pts]
– Hand weapon

Tomb Banshee [90 pts]
– Hand weapon

Wight Lord [130 pts]
– Hand weapon
– Heavy armour
– Battle Standard Bearer [Monster Hunter’s Tapestry]
– On foot
– Helm of Commandment


Necromantic Acolyte [60 pts]
– Hand weapon
– Wizard [Level 1 Wizard]
– On foot
– Illusion


++ Core Units [526 pts] ++

27 Grave Guard
[466 pts]
– Great weapons (replace shields)
– Heavy armour
– Drilled (0-1 per 1000 points)
– Seneschal [Obsidian Lodestone]
– Standard bearer [Drakenhof Banner]
– Musician


20 Zombies [60 pts]
– Hand weapons

++ Special Units [45 pts] ++

3 Fell Bats
[45 pts]
– Claws and fangs (Hand weapons)

++ Rare Units [428 pts] ++

7 Hexwraiths
[223 pts]
– Hand weapons
– Great weapons
– Skeletal hooves (Hand weapons)
– Hellwraith


Black Coach [205 pts]
– Spectral scythe
– Iron-shod hooves (Hand weapons)



Created with “Old World Builder”
[https://old-world-builder.com]

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Final Tournament Placings

Top Three TOW Lists for Uprising: The Old World 2026


This is the top three TOW lists for Uprising: The Old World that took place in Australia between the 24th and 25th January 2026. It saw 14 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three Old World Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

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

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three Old World Lists

Uprising [1999 pts]
Ogre Kingdoms, Grand Melee

Slaughtermaster
(355)
– Wizard [Level 4 Wizard]
– General
– Meteor Hammer
– Grut’s Sickle
– Illusion


Bruiser (415)
– Great weapon
– Light armour
– Battle Standard Bearer
– [Monster Hunter’s Tapestry]
– Stonehorn
– Armour of Meteoric Iron
– Talisman of Protection
– Beastkiller

6 Ironguts (312)
– Great weapons
– Heavy armour
– Veteran
– Gutlord (champion)
– [Fistful of Laurels]
– Standard bearer
– [Cannibal Totem]
– Full Command


3 Ogre Bulls (93)
Light armour

20 Gnoblar Fighters (40)
– Throwing weapons (Sharp stuff)

20 Gnoblar Fighters (40)
– Throwing weapons (Sharp stuff)

2 Sabretusk Pack
(34)
– Hand weapons (Claws and fangs)

4 Mournfang Cavalry (340)
Monstrous tusks (Mournfang)
– Great weapon
– Heavy armour
– Crusher (champion) [Fistful of Laurels]
– Standard bearer [Bull Standard]
– Full Command


Ironblaster (185)
– Cannon of the Sky-titans

Ironblaster (185)
– Cannon of the Sky-titans

===
Beastmen Brayherds [2000 pts]
Warhammer: The Old World, Beastmen Brayherds, Open War
===

++ Characters [714 pts] ++
Beastlord
[247 pts]
– Hand weapon
– No armour
– Shield
– General
– On foot
– Full Plate Chaos Armour
– The Axes of Khorgor
– Slug-skin


Great Bray-Shaman [210 pts]
– Braystaff
– Wizard [Level 4 Wizard]
– On foot
– Lore Familiar
– Dark Magic


Bray-Shaman [95 pts]
– Braystaff
– Wizard [Level 1 Wizard]
– On foot
– Hagtree Fetish
– Daemonology


Wargor [162 pts]
Hand weapon
– No armour
– Shield
– Battle Standard Bearer [The Beast Banner]
– On foot
– Full Plate Chaos Armour


++ Core Units [640 pts] ++

19 Bestigor Herd
[286 pts]
– Hand weapons
– Great weapons
– Heavy armour
– Stubborn
– Gouge-horn [Great weapon]
– Standard bearer
– Musician


10 Gor Herd [92 pts]
– Hand weapons
– Additional hand weapons
– Ambushers
– True-horn [Great weapon]
– Musician


10 Gor Herd [92 pts]
– Hand weapons
– Additional hand weapons
– Ambushers
– True-horn [Great weapon]
– Musician


17 Ungor Herd [85 pts]
– Shortbows

Tuskgor Chariot [85 pts]
– Hand weapons
– Great weapons (Bestigor Crew)
– Cavalry spears (Gor Crew)


++ Special Units [386 pts] ++

3 Dragon Ogres
[220 pts]
– Great weapons
– Heavy armour
– Shartak
– Gnarled Hide


Herdstone [100 pts]

6 Harpies [66 pts]
– Hand weapons (claws)

++ Rare Units [260 pts] ++

Dragon Ogre Shaggoth
[260 pts]
– Great weapon
– Heavy armour
– The Blackened Plate



Created with “Old World Builder”
[https://old-world-builder.com]

===
Warriors of Chaos [1999 pts]
Warhammer: The Old World, Warriors of Chaos, Grand Melee
===

++ Characters [688 pts] ++

Chaos Lord
[417 pts]
– Hand weapon
– Full plate armour
– Shield
– Mark of Chaos [Mark of Chaos Undivided]
– General
– Manticore
– Ogre Blade
– Favour of the Gods
– Brazen Collar
– Waaaghh Opps sorry wrong army


Sorcerer Lord [271 pts]
– Hand weapon
– Heavy armour
– Mark of Chaos [Mark of Tzeentch]
– Wizard [Level 3 Wizard]
– Chaos Steed
– Grimoire of Ogvold
– Daemonology


++ Core Units [543 pts] ++

25 Chaos Marauders
[227 pts]
– Hand weapons
– Light armour
– Shields
– Chaotic Cult [None]
– Formation [Close Order]
– Marauder Headman (champion)
– Standard bearer [War Banner]
– Musician
– Battle Hunger +1d3 swift stride
– Not Again – All marauders get sacrificed so snobby gits don’t have to fight.


5 Marauder Horsemen [82 pts]
– Hand weapons
– Cavalry spears
– Light armour
– Shields
– Chaotic Cult [None]
– Formation [Skirmishers]
– Marauder Horsemaster (champion)
– Musician
– Unnatural Fortitude +1T


5 Marauder Horsemen [87 pts]
– Hand weapons
– Cavalry spears
– Light armour
– Shields
– Chaotic Cult [None]
– Ambushers
– Formation [Open Order]
– Marauder Horsemaster (champion)
– Musician
– Unnatural Fortitude +1 T


5 Marauder Horsemen [87 pts]
– Hand weapons
– Cavalry spears
– Light armour
– Shields
– Chaotic Cult [None]
– Ambushers
– Formation [Open Order]
– Marauder Horsemaster (champion)
– Musician
– Unnatural Fortitude +1 T
– Very Smelly Farting will cause opponents to leave table


5 Chaos Warhounds [30 pts] Woof woof
– Claws and fangs (Hand weapons)


5 Chaos Warhounds [30 pts] Bark bark
– Claws and fangs (Hand weapons)


++ Special Units [768 pts] ++

5 Chosen Chaos Knights
[276 pts]
– Lances
– Shields
– Full plate armour
– Barding
– Mark of Chaos [Mark of Tzeentch] Fire attacks MR 1 +1 cast
– Drilled
– Champion
– Standard bearer [Icon of Darkness] -1 shooting
– Musician
– Dark Hearts -1LD vs Non terror/Immune to Psych
– Enhanced Reflexes
– A bit snobby – Won’t fight you unless they must


18 Chosen Chaos Warriors [492 pts]
– Halberds
– Full plate armour
– Shields
– Mark of Chaos [Mark of Chaos Undivided]
– Drilled
– Champion [Taskmaster’s Scourge] 1d3 M/On succesful LD test
– Standard bearer [Monster Hunter’s Tapestry] Immune to stomp attacks
– Musician
– Battle Hunger +1d3 Swift Stride
– Brazen Will MR 1
– It’s all Over – Opponents folds on turn 3

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Final Tournament Placings

Woehammer Data Literacy: Same Win Rate, Different Stories

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

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

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

The Illusion of Equality

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

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

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

Who is Actually Playing the Faction?

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

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

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

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

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

What Does Success Look Like?

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

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

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

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

Tactically Forgiving vs Strategically Forgiving

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

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

But over the length of a weekend the roles reverse.

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

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

How Fragile is Success?

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

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

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

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

This contributes to both Gitz’ volatility and accessibility.

The Role of the Tournament Organiser and Battleplan Selections

Battleplans matter for each faction, but they matter unevenly.

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

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

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

Again, this is invisible in the headline win rate.

Same Percentage, Different Questions

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

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

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

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

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

What Players Should Take Away

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

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

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

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

Final Thoughts

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

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

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

Same, same… but different.

Previous: Why Faction Win Rates Alone Are Bad

Woehammer Data Literacy: Why Faction Win Rates Alone Are Bad

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

“My army is bad”

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

But this is where win rates are not helpful.

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

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

What a Faction Win Rate Actually Tells You

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

It won’t tell you:

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

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

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

The Compression Problem

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

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

Why We Publish More Than Win Rates

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

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

Average Elo by Faction: Who’s Actually Winning?

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

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

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

This difference matters far more than the raw percentage.

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

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

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

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

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

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

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

Consistency: How Do Players Actually Perform?

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

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

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

Battleplans and Battle Tactics

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

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

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

Transparency and the Database

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

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

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

What Should Players Do?

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

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

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

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

Final Thoughts

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

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

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

Previous Article: Woehammer Data Literacy: Early Win Rates

Next Article: Same Win Rate, Different Story

The Old World: The First Ranked Season in the UK & Ireland

The 2025 season has been an incredible debut for Warhammer: The Old World across the UK and Ireland. From local game stores to major tournament halls, the community has come together to celebrate the return of rank-and-file fantasy wargaming in a way that is positive, transparent, and more inclusive than ever before.

Whether you are a veteran general or a newcomer still painting your first unit of Peasant Bowmen, here is everything you need to know about our first ranked season and how you can get involved in 2026.

Before I jump into the details, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

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

Please note, these rankings are not affiliated with Games Workshop, and are simply a way for the competitive community to get together and track their results.

The 2025 Season by the Numbers

The scale of the first season was immense, the largest in the world. Across the UK and Ireland, the community hosted 201 events, welcoming over 1,200 unique players. In total, more than 3,300 tournament spots were filled, proving that the hunger for The Old World is stronger than ever.

While Nottingham and London hosted the highest density of events, players from every corner of the nations took part, contributing an estimated £355,000–£500,000 to the regional economies through travel and hobby support.

Reflections on the First Ranked Season of Warhammer: The Old World in the UK & Ireland. Some highlight results from our community survey.

More Than Just Winning: A Community-First Approach

For those who might be “rankings-wary,” it is important to know that in-person play is built on a foundation of inclusivity and social hobbying. While the competitive drive is there, the 2025 survey revealed that 71% of players attend events primarily to meet new people, and 68% attend because of their friends.

The community atmosphere has been a standout highlight of the year. Players have praised the “welcoming, friendly, and inclusive nature” of the scene, which often contrasts with more “cut-throat” environments found elsewhere. From rewarding “Best Painted” and “Passion Projects” to ensuring a healthy mix of 3-round and 5-round events, the goal is to make tournament play accessible to everyone—including busy parents and hobbyists with full-time jobs.

Find out more by taking a look at the results of our community survey, completed by a massive 207 players.

A community survey summary: It's the people, people, showing stats about why people attend tournaments.

A Transparent and Fair System

Transparency is at the heart of the UK & Ireland rankings. The system is overseen by elected National Chairpersons who represent each nation, ensuring that the community has a direct voice in how the rankings are governed.

To keep things fair and clear:

  • Track Your Progress: All results are tracked via oldworldrankings.com, a free tool that allows you to compare results and find upcoming events.
  • Consistent Rules: Smaller ranked events have the freedom to cater to their communities using house rules. Major, top-scoring events tend to follow GW rules and FAQs with minor tweaks for clarity or balance to ensure out-of-the book play. Explicitly narrative, doubles and teams events are not included.
  • Inclusive Hobbying: The scene is very comfortable with the use of non-GW models and creative hobby expressions, keeping the barrier to entry low for new players
A community survey summary: looking to 2026 for the Old World.

The Grand Finale: The 2025 UK Masters in Newcastle

The Old World 2025 season reached its spectacular conclusion on the 10th–11th of January 2026, as the top-ranked players from across the nations descended upon Newcastle for the UK&I Masters.

This invitational event represented the pinnacle of tactical play, where the year’s most consistent generals faced off in a high-stakes, five-round showdown to crown the ultimate champion. The podium featured three entirely different tactical approaches, from three different, high-performing factions.

Pasha Korniyenko took the top spot, navigating the disciplined ranks of The Jade Fleet (Grand Cathay) to a well-deserved victory. Scott Reid, whose Royal Host (Tomb Kings) proved that the sands of Nehekhara are as dangerous as ever in second, while Charlie Hanley-Nickolls secured third place with a masterfully played Vampire Counts.

If you missed the tactical masterclasses or want to see the decisive manoeuvres that defined the weekend, you can catch the final game streamed live by the team at Forgotten North Gaming right here:

UK MASTERS – GAME FIVE- Charlie (Vampires) Vs Keith Wilkinson (Vampires)

Get Involved!

If you’ve been thinking about “catching the tournament bug,” there has never been a better time.

Visit: oldworldrankings.com to find your next local event.

Join: The conversation on the rankings Discord to meet fellow generals.

Organise: Reach out in the comments, on the discord or take a look at the results of the community survey to find out more about how you can organise a ranked event in your local community.

Play: Whether you lead the charge with Warriors of Chaos or Bretonnia (the most popular factions of 2025) or bring a unique “legacy” army, there is a place for you on the battlefield.

We look forward to seeing you across The Old World table in 2026!

Next: Take a look at the results from The Nottingham GT on the same weekend.