Category Archives: Beastmen Brayherds

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

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]

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

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

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

Final Tournament Placings

Top Three TOW Lists for Full Scale 1


This is the top three TOW lists for War for the Full Scale 1 that took place in the Nottingham, UK between the 3rd and 4th January 2026. It saw 21 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

– Characters [923 pts] –

Duke
[377 pts]
(Hand weapon, Heavy armour, Shield, General, Barded Pegasus, Ogre Blade, Sirienne’s Locket, Virtue of Knightly Temper)

Prophetess [295 pts]
(Hand weapon, Wizard [Level 3 Wizard], Royal Pegasus, Lore Familiar, Arch-Lightning Rod, Power Scroll, Battle Magic)

Paladin [251 pts]
(Hand weapon, Lance, Heavy armour, Shield, The Crusader’s Vow (replaces the Knight’s Vow), Battle Standard Bearer [Banner of the Lady’s Grace], Barded Pegasus, Falcon-horn of Fredemund, Virtue of the Impetuous Knight)

– Core Units [666 pts] –

6 Knights Errant
[126 pts]
(Hand weapons, Lances, Shields, Heavy armour, Barding, The Crusader’s Vow (replaces the Knight’s Vow), Gallant (champion), Musician)

6 Knights Errant [126 pts]
(Hand weapons, Lances, Shields, Heavy armour, Barding, The Crusader’s Vow (replaces the Knight’s Vow), Gallant (champion), Musician)

18 Squires [126 pts]
(Hand weapons, Longbows)

12 Squires [96 pts]
(Hand weapons, Longbows, Scouts)

12 Squires [96 pts]
(Hand weapons, Longbows, Scouts)

12 Squires [96 pts]
(Hand weapons, Longbows, Scouts)

– Special Units [411 pts] –

6 Pegasus Knights
[411 pts]
(Hand weapon, Lances, Shields, Heavy armour, Barding, The Crusader’s Vow (replaces the Knight’s Vow), Standard bearer [Totem of Wrath])

++ Characters [1289 pts] ++
Treeman Ancient
[295 pts]
(Oaken fists, Strangleroots, Full plate armour (Arboreal armour), Wizard [Level 3 Wizard], General, lore of the wilds)

Glade Lord [494 pts]
(Hand weapon, Great weapon, Light armour, Asrai longbow, Forest Dragon, Railarian’s Mantle, Enchanted Shield, An Annoyance of Netlings, A Resplendence of Luminescents, Aspect of the Boar)

Glade Lord [500 pts]
(Hand weapon, Light armour, Asrai longbow, Forest Dragon, Meteor Hammer, Talisman of Protection, Aspect of the Cat)

++ Core Units [881 pts] ++
5 Eternal Guard
[80 pts]
(Hand weapon, Asrai spears, Light armour, Shields, Drilled, Veteran)

20 Dryads [265 pts]
(Hand weapon, Light armour (Sapwood flesh), Nymph)

20 Dryads [265 pts]
(Hand weapon, Light armour (Sapwood flesh), Nymph)

19 Dryads [271 pts]
(Hand weapon, Light armour (Sapwood flesh), Ambushers, Nymph)

++ Rare Units [430 pts] ++
Treeman
[215 pts]
(Oaken fists, Strangleroots, Full plate armour (Arboreal armour))

Treeman [215 pts]
(Oaken fists, Strangleroots, Full plate armour (Arboreal armour))


Secret objectives
Dual of kings
Monster hunter
Bounty hunter
Capture the colours
Assassination
Calming of the winds

++ Characters [956 pts] ++
Slann Mage-Priest
[440 pts]
(Hand weapon, Level 4 Wizard, General, Battle Standard Bearer, Wand of Jet, Ruby Ring of Ruin, Becalming Cogitation, High Magic)

Saurus Scar-Veteran [117 pts]
(Great weapon, Heavy armour (Scaly skin), Cold One, Charmed Shield)

Saurus Oldblood [399 pts]
(Great weapon, Heavy armour (Scaly skin), Carnosaur, Armour of Silvered Steel, Glyph Necklace)

++ Core Units [633 pts] ++
17 Temple Guard
[318 pts]
(Hand weapons, Halberds, Shields, Heavy armour (Scaly skin), Revered Guardian (champion), Standard bearer [Monster Hunter’s Tapestry], Musician)

15 Skink Skirmishers [90 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts, Patrol Leader (champion))

15 Skink Skirmishers [80 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Patrol Leader (champion))

15 Skink Skirmishers [80 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Patrol Leader (champion))

12 Skink Skirmishers [65 pts]
(Hand weapons, Javelins, Shields, Light armour (Calloused hides), Patrol Leader (champion))

++ Special Units [811 pts] ++
Bastiladon
[175 pts]
(Hand weapons, Javelins, Thunderous bludgeon, Solar Engine)

Bastiladon [175 pts]
(Hand weapons, Javelins, Thunderous bludgeon, Solar Engine)

Bastiladon [175 pts]
(Hand weapons, Javelins, Thunderous bludgeon, Solar Engine)

6 Cold One Riders [286 pts]
(Cavalry spears, Shields, Heavy armour (Scaly skin), Drilled, Pack Leader (champion), Standard bearer, Totem of Wrath)


THE GREAT PLAN (secret objectives)
1. Magical Dominion
2. Wizard’s Bane
3. Duel of Kings
4. Beast Hunter
5. Hold the Line
6. Overwhelming Firepower

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

Final Tournament Placings

Top Three TOW Lists for GT Defcon 2026

This is the top three TOW lists for War for the GT Defcon 2026 that took place in the Sweden between the 3rd and 4th January 2026. It saw 22 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

++ Characters [996 pts] ++
Great Bray-Shaman
[260 pts]
(Braystaff, Wizard [Level 4 Wizard], On foot, Hagtree Fetish, Chalice of Dark Rain, Lore of Primal Magic)

Great Bray-Shaman [345 pts]
(Braystaff, Wizard [Level 3 Wizard], General, On foot, The Black Maul, Full Plate Chaos Armour, Gnarled Hide, Slug-skin, Uncanny Senses, Daemonology)

Bray-Shaman [125 pts]
(Braystaff, Wizard [Level 2 Wizard], On foot, Lore Familiar, Daemonology)

Bray-Shaman [80 pts]
(Braystaff, Wizard [Level 1 Wizard], On foot, Jagged Dagger, Elementalism)

Bray-Shaman [65 pts]
(Braystaff, Wizard [Level 1 Wizard], On foot, Lore of Primal Magic)

Wargor [121 pts]
(Hand weapon, Heavy armour, Shield, Battle Standard Bearer, On foot, Pelt of Midnight)

++ Core Units [849 pts] ++
27 Gor Herd
[256 pts]
(Hand weapons, Additional hand weapons, True-horn [Great weapon + Scourge of the Burdened], Standard bearer [Monster Hunter’s Tapestry], Musician)

Primal Warherd [147 pts]
(Foe-render (champion) [Great weapon], Standard bearer, Musician, 10x Gors [10x Hand weapons + Shields], 10x Ungors [10x Thrusting spears + Shields])

5 Chaos Warhounds [35 pts]
(Hand weapons (Claws and fangs), Vanguard)

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

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

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

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

14 Ungor Herd [75 pts]
(Shortbows, Musician)

12 Ungor Herd [67 pts]
(Shortbows, Half-horn)

10 Ungor Herd [50 pts]
(Shortbows, Ambushers)

++ Special Units [155 pts] ++
Herdstone
[100 pts]

5 Harpies [55 pts]
(Hand weapons (claws))

===
Lizardmen [1997 pts]
Warhammer: The Old World, Lizardmen, Renegade, Grand Melee + Combined Arms
===

++ Characters [782 pts] ++

Slann Mage-Priest
[375 pts]
– Hand weapon
– Level 4 Wizard
– General
– Battle Standard Bearer [War Banner]
– Ruby Ring of Ruin
– Earthing Rod
– High Magic


Saurus Oldblood [407 pts]
– Hand weapon
– Heavy armour (Scaly skin)
– Shield
– Carnosaur
– Talisman of Protection
– Blade of Revered Tzunki


++ Core Units [619 pts] ++

17 Temple Guard
[309 pts]
– Hand weapons
– Halberds
– Shields
– Heavy armour (Scaly skin)
– Standard bearer [Totem of Prophecy]


14 Skink Skirmishers [80 pts]
– Hand weapons
– Javelins
– Shields
– Light armour (Calloused hides)
– Vanguard
– Patrol Leader (champion)


14 Skink Skirmishers [75 pts]
– Hand weapons
– Javelins
– Shields
– Light armour (Calloused hides)
– Patrol Leader (champion)


12 Skink Skirmishers [75 pts]
– Hand weapons
– Javelins
– Shields
– Light armour (Calloused hides)
– Scouts
– Patrol Leader (champion)


14 Skink Skirmishers [80 pts]
– Hand weapons
– Javelins
– Shields
– Light armour (Calloused hides)
– Vanguard
– Patrol Leader (champion)


++ Special Units [341 pts] ++

4 Ripperdactyl Riders
[166 pts]
Cavalry spears
– Shields
– Light armour (Calloused hides)
– Ripperdactyl Champion


Bastiladon [175 pts]
– Hand weapons
– Javelins
– Thunderous bludgeon
– Solar Engine


++ Rare Units [255 pts] ++

Ancient Stegadon
[255 pts]
– Hand weapons
– Javelins
– Great horns
– Engine of the Gods



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

++ Characters [701 pts] ++
Baron
[312 pts]
(Hand weapon, Heavy armour, Shield, The Exile’s Vow (replaces the Knight’s Vow), General, Royal Pegasus, Icon of Fortitude, Charmed Shield, Frontier Axe, Virtue of Knightly Temper)

Outcast Wizard [147 pts]
(Hand weapon, Wizard [Level 3 Wizard], Warhorse, Lore Familiar, Battle Magic)

Paladin [242 pts]
(Hand weapon, Heavy armour, Shield, The Exile’s Vow (replaces the Knight’s Vow), Battle Standard Bearer [Banner of Swirling Wind], Royal Pegasus, Spelleater Axe, Charmed Shield, Virtue of the Impetuous Knight)

++ Core Units [767 pts] ++
15 Peasant Bowmen
[75 pts]
(Hand weapons, Longbows, No armour, Skirmishers)

5 Knights of the Realm on Foot [55 pts]
(Hand weapons, Shields, The Exile’s Vow (replaces the Knight’s Vow))

7 Mounted Yeomen [112 pts]
(Hand weapons, Cavalry spears, Shortbows, Light armour, Shields)

25 Yeomen Guard [175 pts]
(Hand weapons, Halberds, Light armour, Shields, Warden (champion), Grail Monk [Blessed Triptych], Standard bearer, Musician)

25 Yeomen Guard [175 pts]
(Hand weapons, Halberds, Light armour, Shields, Warden (champion), Grail Monk [Blessed Triptych], Standard bearer, Musician)

25 Yeomen Guard [175 pts]
(Hand weapons, Halberds, Light armour, Shields, Warden (champion), Grail Monk [Blessed Triptych], Standard bearer, Musician)

++ Special Units [329 pts] ++
5 Pegasus Knights
[329 pts]
(Hand weapon, Lances, Shields, Heavy armour, Barding, The Exile’s Vow (replaces the Knight’s Vow), First Knight (champion), Standard bearer [Banner of Châlons])

++ Rare Units [200 pts] ++
Border Princes Bombard
[100 pts]
(Bombard, Hand weapons, Light armour)

Border Princes Bombard [100 pts]
(Bombard, Hand weapons, Light armour)


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

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

Final Tournament Placings

Top Three TOW Lists for War for the Old World 15

This is the top three TOW lists for War for the Old World 15 that took place in the UK between the 11th and 12th of October 2025. It saw 22 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 AoS Lists

++ Characters [989 pts] ++
Great Bray-Shaman [350 pts]
(Braystaff, Wizard [Level 4 Wizard], General, On foot, Full Plate Chaos Armour, The Black Maul, Gnarled Hide, Pelt of Midnight, Daemonology)

Great Bray-Shaman [270 pts]
(Braystaff, Wizard [Level 3 Wizard], On foot, Hagtree Fetish, Flying Carpet, Power Scroll, Heavy Chaos Armour, Lore of Primal Magic)

Bray-Shaman [90 pts]
(Braystaff, Ambushers, Wizard [Level 1 Wizard], On foot, Jagged Dagger, Lore of Primal Magic)

Bray-Shaman [75 pts]
(Braystaff, Ambushers, Wizard [Level 1 Wizard], On foot, Lore of Primal Magic)

Bray-Shaman [65 pts]
(Braystaff, Wizard [Level 1 Wizard], On foot, Lore of Primal Magic)

Wargor [139 pts]
(Hand weapon, Heavy armour, Battle Standard Bearer, On foot, Charmed Shield, Slug-skin)

++ Core Units [712 pts] ++
Primal Warherd [147 pts]
(Foe-render (champion) [Great weapon], Standard bearer, Musician, 10x Gors [10x Additional hand weapons], 10x Ungors [10x Thrusting spears + Shields])

25 Gor Herd [242 pts]
(Hand weapons, Additional hand weapons, True-horn [Great weapon + Scourge of the Burdened], Standard bearer [Banner of Outrage], Musician)

10 Ungor Herd [50 pts]
(Shortbows, Ambushers)

13 Ungor Herd [65 pts]
(Shortbows)

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

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

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 [298 pts] ++
Herdstone [100 pts]

3 Dragon Ogres [198 pts]
(Great weapons, Heavy armour)

Secret Objectives:
– Magical Domination
– Overwhelming Firepower
– Bounty Hunter
– Beast Hunter
– Calming of the Winds
– Cut Off Their Retreat

===
Expeditionary Force 1.1 [2000 pts]
Warhammer: The Old World, Dwarfen Mountain Holds, Expeditionary Force, Grand Melee + Combined Arms
===

++ Characters [960 pts] ++

Burlok Damminson [85 pts]
– Furnace hammer
– Rivet gun
– Heavy armour
– General

Thane [176 pts]
– Hand weapon
– Great weapon
– Full plate armour
– Shield
– Shieldbearers
– 2x Rune of Fury

Thane [196 pts]
– Hand weapon
– Great weapon
– Full plate armour
– Shield
– Shieldbearers
– Master Rune of Alaric the Mad
– Rune of Fury

Thane [283 pts]
– Hand weapon
– Handgun
– Full plate armour
– Shield
– Battle Standard Bearer [Master Rune of Grungni + Rune of Battle + Rune of Courage]
– On foot
– Master Rune of Bursting Flame
– Rune of Accuracy
– Rune of Rapid Fire

Engineer Sapper [82 pts]
– Hand weapon
– Heavy armour
– Great weapon
– Handgun

Runesmith [69 pts]
– Hand weapon
– Great weapon
– Heavy armour

Runesmith [69 pts]
– Hand weapon
– Great weapon
– Heavy armour

++ Core Units [820 pts] ++

18 Rangers [313 pts]
– Hand weapons
– Crossbows
– Throwing axes
– Heavy armour
– Great weapons
– Shields
– Ol’ Deadeye (champion) [Crossbow]
– Standard bearer [Rune of Battle]
– Musician

18 Rangers [267 pts]
– Hand weapons
– Crossbows
– Throwing axes
– Heavy armour
– Shields
– Ol’ Deadeye (champion) [Crossbow]
– Standard bearer [Rune of Courage]
– Musician

2 Scout Gyrocopters [120 pts]
– Hand weapons
– Clatterguns
– Heavy armour

2 Scout Gyrocopters [120 pts]
– Hand weapons
– Clatterguns
– Heavy armour

++ Special Units [220 pts] ++

Cannon [115 pts]
– Cannon
– Hand weapons
– Light armour
– Function over form
– Rune of Forging

Cannon [105 pts]
– Cannon
– Hand weapons
– Light armour
– Function over form
– Rune of Reloading

Calming of the Winds
Beast Hunter
Overwhelming firepower
Fire the artillery
Bounty Hunter
Duel of Kings

Bretonnia Imbalance

– Characters [947 pts] –

Duke, Kai von Allenstag [411 pts]
(Hand weapon, Lance, Heavy armour, Shield, General, Royal Pegasus, Gromril Great Helm, Healing Potion, Sirienne’s Locket, Virtue of Heroism)

Paladin [281 pts]
(Hand weapon, Lance, Heavy armour, Shield, Battle Standard Bearer [Banner of the Lady’s Grace], Royal Pegasus, Virtue of Knightly Temper)

Prophetess [255 pts]
(Hand weapon, Wizard [Level 3 Wizard], Royal Pegasus, Lore Familiar, Power Scroll, Battle Magic)

– Core Units [501 pts] –

10 Mounted Knights of the Realm [261 pts]
(Hand weapons, Lances, Shields, Heavy armour, First Knight (champion), Standard bearer, Musician)

16 Peasant Bowmen [80 pts]
(Hand weapons, Longbows, No armour)

16 Peasant Bowmen [80 pts]
(Hand weapons, Longbows, No armour)

16 Peasant Bowmen [80 pts]
(Hand weapons, Longbows, No armour)

– Special Units [552 pts] –

5 Pegasus Knights [336 pts]
(Hand weapon, Lances, Shields, Heavy armour, First Knight (champion), Standard bearer [Banner of Châlons], Musician)

3 Pegasus Knights [216 pts]
(Hand weapon, Lances, Shields, Heavy armour, First Knight (champion), Standard bearer [Banner of Honourable Warfare])

-Secret Objectives-
Assassination
Beast Hunter
Bounty Hunter
Magical Dominion
Calming of the Winds
Captured Colours

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

Final Tournament Placings

Old World Narrative Tournament: Return to Mortensholm

Location: Battlefield Hobbies – Daventry, Northamptonshire
Date: 8th & 9th November

1000058504

Event Ticket

Old World Narrative Event Ticket

£55.00

https://www.bestcoastpairings.com/event/MAOiXzv44wnB

It’s just over a month until our latest Old World narrative event opens its doors and kicks off.

Back in March 12 players got together and fought for either the Ravening Hordes or the Forces of Fantasy to decide the fate of Mortensholm. A key city that lay at the foot of the mountain pass between the Empire, Bretonnia and the Border Princes.

The Ravening Hordes emerged victorious that day and claimed dominion over the City of Mortensholm.

The Forces of Fantasy however, have not accepted this defeat. Even now they plan to return to Mortensholm and wrestle it from Evil’s grip.

Which brings us to our campaign in November!

EVENT RULES

Army Restrictions

  • Each player brings 1500 points
  • No more than 33% of points may be spent on Characters
  • Maximum Wizard Level: 3

Teams

  • Two teams of players
  • Each team starts in a different region
  • Five rounds of battles

Movement

  • At the start of each round, every player must choose one action:
    • Move into an adjacent region (a region that borders one your team currently controls)
    • Defend a region your team already controls
  • Players declare their moves to the TO before each round begins

Battles

  • Players are matched up based on where they have moved (if possible).
  • If more than one player attacks the same region, defenders and attackers will be paired up as evenly as possible.
  • Victory Points (VPs) decide the outcome:
    • If you win, the difference in VPs becomes your team’s Control Score for that region.
    • If the enemy already controls the region, your score if first used to reduce their Control Score. Any excess becomes your team’s Control Score.

Control & Contesting

  • Regions can change hands multiple times.
  • Higher Control Scores represent stronger holds over a region.
  • Multiple players can attack or defend the same region in a round, every battle fought there contributes to the regions Control Score.

The Broken Crown: Tournament Report for Old World

This tournament report is a little different as it won’t be from a single players perspective, but instead, cover key moments across all 27 games.

Firstly I want to thank everyone for coming, I had such fun running it and all the players were an absolute joy and took the entire event in the spirit it was intended.

Event Background

First, a little background on the tournament. I actually don’t play as much as I’d like to (1k game every three or four weeks), and Dave and I had talked about running an event where I could have a few games myself for the craic. It was always going to be some kind of narrative event as that is our preferred way to play.

I started cooking up a plot line, which was essentially the usual bad guys invading the Border Princes, and the good guys gather to kick them out. But this eventually changed after pouring over a few old school maps of the Warhammer World. I spotted a small town/city named Mortensholm in what would be a very strategic location within the region.

Its location alone meant that if it came under threat, then the Empire, Bretonnia, Wood Elves, and Dwarfs would all want it to be protected. After looking into it’s history as well, it was founded by a Norscan pirate named Morten One-eye and so it wouldn’t be a far stretch to see Chaos trying to corrupt the ruling family (descendents of Morten) back to the Old Gods.

No battle would take place at Mortensholm. Instead, the various armies would campaign around the region and attempt to sway Ulrich Vael, the current  Ruler of Mortensholm and the last of his line, towards their cause. After each victory, players would be able to roll for influence in the court, with the side having the most influence at the end of the weekend being the victor.

But here’s the twist, players also have a political agent they can use once per weekend to either steal D3 influence from another player, give themselves a guaranteed six on their influence roll, reduce another players influence by D6 or wait until the end of the tournament and gamble for a 2D6 influence roll.

All the players (of which we had 12) were encouraged to write some background and give their characters names so that they can appear in the campaign supplement we’ll eventually publish. Others can then attempt to decide the fate of Mortensholm.

Scenario 1 – The Crossroads at Valdorn

With the evil forces closing on Mortensholm from different directions, the forces of order attempt to stop these armies from linking up by securing the vital crossroads at Valdorn.

The scenario was simple, players had to be holding objectives at the end of the game. If either the evil or good players held more objectives then they would be victorious in this scenario and be the defender in the ambush scenario in the 2nd game.

Key Moments

The Wailing Dirge: A Symphony of Suffering

In a battle that had already seen its fair share of grim determination and Dwarfen resilience, Tom Corbett’s Vampire Counts decided to close things out with a truly soul-crushing finale… literally.

As the game neared its end, Gary Holden’s Thunderers and Organ Gun crew were holding the line, staunchly refusing to yield to the undead menace. Perhaps they thought their engineering prowess and black powder weaponry would be enough to send the undead scuttling back into the darkness. They were wrong.

With a cruel twist of fate and the worst possible timing, not one, but two nightmare-fuelled rolls for Wailing Dirge shattered any Dwarfen hopes. Rolling 11 twice in two turns, the first shrieking spectral energy ripped through the Thunderers, turning their disciplined ranks into a confused mess of beards and flying helmets. The Thunderers were not the only ones as the Organ Gun too had simply given up on life.

Some say the Thunderers were last seen wandering the battlefield with hollow, haunted eyes, unable to process the absolute nonsense that had just unfolded. Others claim the Organ Gun crew reappeared in a tavern later that night, drowning their sorrows and cursing “that thrice-damned screaming nonsense” between heavy gulps of ale.

The Duel of the Inept

Michael Appleton’s chariot-riding hero faced off against Lee Daniels’ equally chariot-mounted champion in a battle that tested the very limits of probability and endurance.

What followed was three full turns of the most inefficient, comically drawn-out combat imaginable.

A flurry of wild swings, glancing blows, and some truly embarrassing dice rolls left both warriors bruised, but very much alive. Their chariots, meanwhile, mostly just bounced off each other like particularly aggressive bumper carts.

Then, at long last, both heroes simultaneously landed a killing blow on each other. Their respective armies paused, looked at the wreckage, and collectively shrugged.

Battle Results

Court of Mortensholm

It was an early lead for the evil forces, with four wins to the Ravening Hordes and one to the Forces of Fantasy. Two evil players decided to use their political agent to guarantee themselves a six on the influence roll. The court of Ulrich Vael was swinging heavily towards the Ravening Hordes.

Scenario II: Ambush at Blackthorn Hollow

With the evil players’ success in the first scenario, it meant they would have to be the defenders of an ambush in the second scenario. The Forces of Fantasy lie in wait at Blackthorn Hollow, hoping to catch the Ravening Hordes by surprise.

To win, the Forces of Fantasy would have to either kill the enemy general or win on victory points. But this was no easy game for the Ravening Hordes. They would be deployed with their forces facing their right flanks table edge, with the general in the centre of the deployment area. They would also have to set up first, while th3 Forces of Fantasy would set up after them, up to halfway across the table and take the first turn!

Key Moments

The Deathshrieker Crew: Masters of Melee, Amateurs of Artillery

In a shocking display of battlefield incompetence-turned-heroism, James Viner’s Deathshrieker Rocket Launcher crew once again proved that their true calling in life was not launching rockets, but settling disputes the old-fashioned way: with fists, wrenches, and pure spite.

Tasked with delivering fiery death from afar, the Deathshrieker instead spent most of the game bravely whiffing its shots into irrelevant corners of the battlefield, ensuring the enemy had a clear and uninterrupted march directly towards them. By all accounts, Lee Daniels’ Dark Riders should have effortlessly cut them down, but no one told the artillery crew that they weren’t supposed to be frontline fighters.

Clinging to their last wound like a Chaos Dwarf clings to grudges, the crew stubbornly fended off the cavalry until the mighty Iron Daemon trundled up to finish the job. This moment in the second game cemented their reputation: in the first four games, they had officially done more damage in hand-to-hand combat than with their actual war machine.

Rumour has it, the Iron Daemon now carries an honorary banner for the ‘52nd Chaos Dwarf Close Combat Artillery Regiment’—because if the Deathshrieker can’t hit anything from range, at least it can punch it to death up close.

The Dragon Ogres’: A Masterclass in Self-Destruction

In what can only be described as an incredibly unfortunate turn of events, Matt Swift’s Dragon Ogres attempted to prove their might against Gary Holden’s stalwart Dwarf Miners—and instead, delivered a stunning performance in how not to execute a charge.

It all started with a majestic, thunderous advance across the battlefield. The ground shook, lightning crackled in the sky… and then two of them immediately tripped over some loose rocks, lost their footing, and faceplanted. With a spectacular double roll of ones on their dangerous terrain test, they reminded everyone that even mighty Dragon Ogres are not immune to gravity.

But the humiliation was only just beginning. As the remaining bruised and confused beasts tried to salvage their charge, the Miners—seasoned veterans of swinging pickaxes in cramped tunnels—responded in the only way they knew how: by hurling a bag of high explosives directly into the Dragon Ogres’ path. The result? One very dead Dragon Ogre and a lot of confused grumbling from the survivors, who suddenly realised that charging headfirst into an army of demolition enthusiasts might not have been the best idea.

Finally making contact, the Dragon Ogres mustered what little dignity remained and prepared to unleash their fury. But instead of rampaging through the ranks, they were promptly out-fought, outnumbered, and out-dug by the Miners. The Dragon Ogres lost the combat, failed their break test, and were promptly run down by a bunch of angry, soot-covered Dwarfs swinging pickaxes.

The Miners were last seen polishing their picks and debating whether they should start taking on actual dragons next.

Kalagan the Vile’s Homeopathic Cannonball Therapy

Legends are forged on the battlefield. Some through acts of heroism, some through sheer brutality. And then there’s Matt Swift’s Chaos Lord, Kalagan the Vile, who achieved immortality through a far more scientific method: daily microdoses of cannonball.

Across the weekend, Kalagan found himself directly in the crosshairs of not one, not two, but FIVE direct hits from cannon shots. Any other warrior(mortal, daemon, or otherwise) would have been reduced to a fine mist. But not Kalagan. Through some unholy combination of dark blessings, sheer audacity, and a truly ludicrous streak of ward saves, he shrugged off every single shot.

At first, his Chaos retinue assumed it was divine favour. But after some consideration, it was decided that the real reason for his resilience was his strict daily regimen of eating small amounts of cannonball to build up immunity.

By the time the first cannon shot hit him in battle, Kalagan’s body simply rejected the concept of ballistic trauma altogether. His Chaos Sorcerers have already begun marketing Kalagan’s Method™ to the other warlords of the north. Early trials, however, have been less successful, with multiple aspiring champions being rapidly turned into high-velocity pâté.

Meanwhile, the Dwarfs and Empire gunners who fired the shots are still coming to terms with the absolute nonsense they witnessed.

Kalagan remains undefeated by artillery and is now actively seeking larger calibre weaponry to see if his diet needs further adjustments.

The Sneaky Gits’ Masterclass in Backstabbing

In a move that can only be described as textbook treachery, Edward Turns’ Chaos Dwarfs executed one of the filthiest, most underhanded, and outright disgraceful assaults of the tournament, which, of course, made it perfectly on brand for a unit of Sneaky Gits.

With beady eyes glinting and poisoned daggers at the ready, these underappreciated goblin-sized bundles of betrayal slipped through the battlefield’s shadows, weaving their way behind the Dwarfen battle lines. The Thunderers, confident in their firepower, had little reason to suspect the incoming act of treasonous nonsense about to unfold behind them.

Then, without so much as a warning cough, the Sneaky Gits pounced, launching an absolutely disgraceful rear attack that went so horrifically well it left even their own Chaos Dwarf overlords momentarily stunned.

One unit of Thunderer’s gone and Thorri Doreksson (Runesmith) brutally murdered. Any sense of battlefield security the Dwarfs had was completely shattered!

The Dwarfs barely had time to register what had happened before they were either dead, running, or having their possessions looted by giggling goblins.

It’s not how strong your troops are, but how devious you are with using them!

The Scraplauncher That Could(n’t)

War is a game of grand strategy, cunning manoeuvres, and decisive moments. And then there’s the Scraplauncher, which operates entirely on hope, desperation, and the belief that something vaguely useful might happen if you fling enough junk at the enemy.

Kieran Symington’s Ogre Kingdoms had one golden opportunity to turn the tide against Tom Corbett’s Vampire Counts. The target? A necromancer, recently stripped of his ghostly protections, standing perfectly still, ripe for obliteration.

With the greatest of expectations, the Scraplauncher crew cranked back the firing mechanism, took aim, and let loose a possibly game-winning shot.

Instead of launching a storm of jagged metal, broken bones, and whatever else the Ogres had been too lazy to clean out of their junk pile, the Scraplauncher simply collapsed in on itself like a dying star of pure incompetence.

The Halflings manning the Scraplauncher (yes, Halfings), visibly confused, prodded the wreckage, perhaps hoping it would somehow change its mind and start working again. The Necromancer, meanwhile, looked down at himself in mild disbelief, realising he had just survived one of the most perfectly aimed yet catastrophically executed assassination attempts in history.

Battle Results

Court of Mortensholm

The Ravening Hordes repel the ambush, but despite this victory for the Hordes, the Forces of Fantasy manage to gain momentum in the Court of Mortensholm, increasing their influence overall.

Scenario III: Cut off the Head

This battle was a pitched battle with the twist of trying to kill as many enemy characters as possible (not including unit champions). With most people taking around 2 or 3, it was a chance for Order to catch up.

Deployment for James Viner’s Chaos Dwarf v My Dwarfen Holds

Key Moments

The Great Blood Knight Wild Goose Chase

In a game that will go down in history as the least productive use of Blood Knights ever recorded, Tom Corbett’s undead cavalry found themselves the victims of a masterclass in tactical avoidance, courtesy of Sam Payne’s Road Wardens.

The Blood Knights, Vampiric, terrifying, and bred for high-speed decapitation had one job: charge in and murder things. Unfortunately, the Road Wardens had one counter-strategy:

“What if… we just didn’t let that happen?”

And so began The Great Chase. Every time the Blood Knights turned to charge, the Road Wardens weren’t there. Every time they closed the distance, the Road Wardens galloped just out of reach. Every time they thought they had them trapped, the Road Wardens simply trotted away, politely shooting them in the face as they left.

It was a masterclass in frustration. The mighty, unstoppable vampiric cavalry, creatures of pure bloodlust and fury, spent the entire game looking like a bunch of grumpy, dressage riders getting increasingly annoyed at a group of traffic police on fast horses.

The Dwarfen Artillery School of Wildly Ineffective Point-Blank Firepower

In a battle that will go down as a cautionary tale for Dwarfen gunners everywhere, my own artillery crews managed to deliver one of the most bafflingly ineffective performances of the entire tournament, despite being close enough to poke their targets with the barrels of their guns.

It started off promisingly. Matt Swift’s Warriors of Chaos were bearing down, a mere 5 inches away. The Organ Gun and Cannon crews, knowing they had one shot at survival, let loose with a combined 16 shots of grapeshot. The result?

Absolutely nothing.

Somehow, the warp-forged armour of Chaos, dumb luck, and possibly divine intervention ensured that not a single wound was caused. The Chaos Warriors, completely unfazed, likely paused mid-charge to mock the Dwarfs’ marksmanship before resuming their rampage.

But just as it seemed the artillery was doomed, unexpected heroes arrived, Ironbreakers. Fresh off running down a Chaos Chariot on their stout little legs, these metal-clad Dawi battering rams charged into the rear of the Chaos Warriors saving the utterly incompetent gun crews from an extremely well-earned demise.

However, the Dwarfs were not done failing spectacularly.

Seeing an opportunity for redemption, the Cannon and Organ Gun crews turned their sights on a fresh target, three Chaos Knights who had just chased the King and his Longbeards off the battlefield. Now a mere 3 inches away, the artillery crews unleashed 20 shots in a last desperate bid to prove they were worth their weight in black powder.

And yet, despite being so close that the Knights could probably smell the gunpowder… They did absolutely nothing. Again.

The Ironbreakers, now officially carrying the entire battle on their backs, were last seen muttering under their breath about how “next time, we’ll just throw the bloody guns at them instead.”

Battle Results

Court of Mortensholm

Scenario IV: Rescue at Duskwatch

With the forces of Order having to rescue the hostage taken after the third scenario, things were looking bleak!

Key Moments

Sir Tiny, Slayer of Dawi-Zharr

Amongst the many noble knights of Bretonnia, there are paragons of virtue, masters of chivalry, and defenders of the weak. And then there’s Sir Tiny, the towering, bewildered, slightly malodorous giant in the service of Paul Shipman’s army.

Facing Edward Turns’ Chaos Dwarfs, who had barricaded themselves into the corner of the battlefield like particularly aggressive accountants, Sir Tiny found himself the primary target of their magical onslaught. As Edward tried with all his might to stop the giant reaching his castle. Sorcerous blasts of wind and curses beyond mortal comprehension were hurled at him, only for the enormous oaf to scratch his head and mutter, “No believe magic…”—a declaration that seemed to function as an anti-magic field powered by sheer stubbornness.

Undeterred by reality, Sir Tiny waded through the enemy lines in the final turn of the battle, his colossal feet reducing Chaos Dwarfs to unfortunate stains. Most critically, he squashed the regiment tasked with guarding the campaign’s captive, securing a victory for the forces of Bretonnia!

Unfortunately, in his enthusiasm, Sir Tiny’s mighty stomps may have also, technically, led to the captive’s untimely demise. A tragedy? Perhaps. But let the record show that Sir Tiny did free them. Permanently.

Thus, victory was secured, the Chaos Dwarfs were sent packing, and Sir Tiny was last seen trying to shake a very flat hostage off the bottom of his foot.

Zharduz Snarltusk: The Dawi-Dodging Duelist

Some Chaos Dwarf Sorcerer-Prophets command the battlefield with dark sorcery. Others lead from the rear, directing their infernal legions with calculated precision. And then there’s Zharduz Snarltusk, who upon finding himself surrounded, simply decided that he was built different.

Facing down Gary Holden’s miners and dwarf warriors, Zharduz and his trusty Lammasu should, by all logic, have been overwhelmed. The miners had the flank, the warriors had the numbers, and the forces of Order had one very well-inked grudge ready to be removed from the Dammaz-Kron.

But Zharduz had something stronger than logic, he had sheer bloody-minded stubbornness. He held his ground, shrugging off axe blows and miner’s pick strikes (the same miner’s that destroyed Matt Swifts Dragon Ogres) with the same casual indifference as a Dwarf Ironbreaker. The Lammasu, meanwhile, delivered hoof-based justice to anyone who dared get too close, turning what should have been a swift defeat into an increasingly awkward stalemate.

By the time the dust settled, Zharduz was still standing. While the Dwarfs were exhausted and slightly demoralised. Some say Zharduz has now entered Chaos Dwarf legend as “The Beard Who Would Not Budge.”

An Honourable Yet Completely Pointless Duel

Game 4 saw Tom Corbett’s Blood Knights charging gloriously into the fray, eager to spill blood, claim skulls, and do all the dramatic things that Vampire Cavalry are meant to do. But instead of a glorious rampage, they instead found themselves locked in the most tedious, legally binding duel in Warhammer history.

Caught in an unending cycle of challenges, the Blood Knights clashed again and again with Lee Daniels’ Dark Elf Battle Standard Bearer, a single, incredibly stubborn warrior who simply refused to die.

With Vampiric fury and Dark Elf arrogance locking blades endlessly, the rest of the battlefield moved on while these two units reenacted an eternal struggle of mildly disappointing dice rolls.

Meanwhile, across the field, actual progress was being made.

Tom’s Grave Guard and Wight King, realising that the Blood Knights were too busy dealing with duelling etiquette, took matters into their own skeletal hands. They proceeded to absolutely steamroll Lee’s General and his accompanying unit, smashing through with brutal efficiency before setting their unblinking, murder-filled sockets on the Hydra.

What followed was a relentless, undead beatdown of biblical proportions as the Wights methodically dismantled the Hydra not once, not twice, but repeatedly, smashing the regenerating beast all the way to the board’s edge. Escorting the Hydra off the battlefield like an embarrassing drunk relative.

Battle Results

Having secured three of the hostages it was a narrow order victory, putting everything on a knife edge going into the final game.

Court of Mortensholm

With Order trying to desperately catch up, three of order players took the opportunity to steal influence points from other players to attempt and swing the infleunce of the Court in their favour. Well, at least most of them did. Lee decided as a Dark Elf player, he’d rather steal influence from Gary’s Dwarfs instead….

Scenario V: Battle of Dreadmoor

The final game was an opportunity for us to create a dramatic battle with doubles of 3,000 points a side. Nothing fancy, just a simple pitched battle, 2v2.

Key Moments

The Overkill of the Century: How Many Undead Does It Take to Kill an Organ Gun?

By Game 5, Tom Corbett and Edward Turns had had enough of Peter Holland’s Dwarfen Organ Gun. No longer content to let it rain fiery death upon their ranks, they devised a foolproof strategy:

Throw everything, absolutely everything, at the problem.

Thus, in a spectacular display of excessive force, the Organ Gun found itself completely surrounded by Blood Knights, Zharduz Snarltusk, a Lammasu riding Prophet and Tomb Banshee.

This one lonely Organ Gun and its terrified crew suddenly had the distinct honour of being the most targeted, most aggressively over-killed war machine in the tournament.

However, Dwarfs do not go down quietly.

As the unholy horde descended upon them, the crew took one final, desperate shot in their Stand and Shoot reaction—and somehow, in a moment of sheer defiance, blasted the Lammasu down to just one wound!

Did it change the outcome? No. Did it make the incoming nightmare even angrier? Absolutely.

Seconds later, the Blood Knights, a prophet of Hashut, and a screaming undead wraith all collectively deleted the Organ Gun from existence in an over-the-top, apocalyptic display of murder.

– 1 Dead Organ Gun
– 3 Entire units committed to killing it
– 1 Near-dead but very annoyed Lammasu
– 0 Regrets

The Firebelly’s Fiery… Rescue?

Some heroes charge into battle, weapons drawn, ready to save the day. Others rally their troops with inspiring speeches, leading their comrades to victory. And then there’s Kieran Symington’s Firebelly, who, upon attempting to heroically rescue Peter Holland’s Runesmith, instead caused one of the most catastrophic ‘rescues’ in history.

It all started with the best of intentions. The Runesmith was in trouble. Dark magic loomed. The Firebelly, sensing an opportunity for glory and selfless heroism, stepped forward.

Then came the miscast. And with it, a catastrophic magical explosion that immediately incinerated half a unit of halflings (yes, halfings) who were presumably just stood there minding their own business and wondering why they were on a battlefield with Chaos Dwarfs, Dwarfs, Ogres and Vampires. Not only that, but he also managed to wound the very Runesmith he was trying to save. This ensured that the problem he had intended to fix, remained, very much, unfixed.

Battle Results

Court Influence

With the final battle over, the court was in favour of the Ravening Hordes and the Warriors of Chaos in particular. Ulrich Vael would retain his power by answering the call of the Old Gods that his ancestors left behind.

Final Positions

1st Place: Simon Stevens – Wolves of the Sea
2nd Place: Matt Swift – Warriors of Chaos
3rd Place: Michael Appleton – Beastmen Brayherds
4th Place: Edward Turns – Chaos Dwarfs
5th Place: Lee Daniels – Dark Elves
6th Place: Tom Corbett – Vampire Counts
7th Place: Sam Payne – Empire of Man
8th Place: James Viner – Chaos Dwarfs
9th Place: Peter Holland – Dwarfen Mountain Holds
10th Place: Kieran Symington – Ogre Kingdoms
11th Place: Gary Holden – Expeditionary Force
12th Place: Paul Shipman – Bretonnian Exiles

Best Painted: Paul Shipman

Most Sporting: Lee Daniels

Team Player (Ravening Hordes)*: Michael Appleton
Team Player (Forces of Fantasy)*: Sam Payne

*Awarded to the player who completed the most in-game objectives for their side, regardless of their wins.

Shadows Over the Border Princes – Live Feed Day 1

19:45 Peter Holland: The sun has settled on the first day and the forces of evil find themselves in a commanding position, having successfully captured an enemy general in the third battle of the campaign. Can the forces of Order mount a successful rescue mission?

Court Influence following the 3rd battle
Chaos Dwarfs line up against the Dwarfen Mountain Holds

15:15 Peter Holland: The forces of evil have repelled the ambush and go into the third battle as victors! In an attempt to defeat the enemy the Ravening hordes taunt the enemy into battle with the aim to strike down their general and to leave the enemy leaderless.

14:20 Peter Holland: We’ve a little photo shoot area set up for the event, and we’ve already had a few armies on display.

Warriors of Chaos: Matt Swift
Dark Elves: Lee Daniels
Dwarfen Mountain Holds: Peter Holland

12:00 Peter Holland: The first round is over, and it was a stunning victory for the forces of Evil at the crossroads of Valdorn. But Order will not easily be cowed.

As the dust settles on the blood-soaked crossroads, the victors push forward, their forces emboldened by the triumph. But war in the Border Princes is rarely straightforward. The narrow passes and shadowed gullies of Blackthorn Hollow provide the perfect terrain for treachery.

Lying in wait the Order forces have set a cunning trap, using the rough terrain to their advantage. Their aim is simple: cripple their enemy’s vanguard and disrupt their advance before they can consolidate their gains. For the victors, the march becomes a desperate struggle for survival as the clamour of battle rings out once more, this time from the shadows.

Court influence following the battle at the Crossroads.

08:30 Peter Holland: It’s day one of our Warhammer: Old World narrative event here at Battlefield Hobbies in Daventry, UK.

This is not a Grand Tournament, but rather a two-day narrative event where our 12 players will help shape the story of the fate of Mortensholm in the Border Princes. The city-state, a critical point in the region, now finds itself at the crossroads of destruction or survival.

Image Credit: Games Workshop

Our players have been divided into two even sides: those loyal to the Forces of Fantasy, and those who serve the Ravening Hordes. Both sides seek to gain favor with Lord Ulrich Vael, the enigmatic ruler of Mortensholm, whose decisions will steer the future of the city and the surrounding lands leading to the Winter’s Teeth Pass.

The Court of Mortensholm is a place of whispers, subtle manipulations, and power plays. After each victory, players gain the opportunity to sway Lord Ulrich Vael, shaping the future of the city-state. But remember, these political agents can only be used once per player during the campaign. The choices made now will echo through the rest of the event.

How Political Agents Work:

Each player has a Member of the Court who whispers sweet words into the ears of Ulrich Vael, when a player wins a battle, they roll a D6 to determine their influence in the court of Mortensholm. However, they can also choose to use a Political Agent once during the course of the weekend to:

Bribery & Blackmail: Force a guaranteed 6 on their influence roll to sway the court in their favour.

Sabotage: Reduce a rival’s influence by D6 points, potentially weakening their position.

Spy in the Court: Steal D3 influence points from another player and add them to your own.

Final Gambit: Use this action at the end of the event, rolling for a chance to gain or lose influence. On a roll of 2+ gain, 2D6 influence, but on a 1-2 lose D6 influence.

Lord Ulrich Vael says: You think you can outwit me? You think you can turn my own council against me? I have weathered the storm of a hundred years, and I will weather this. I will crush any who stand in my way, for Mortensholm is mine by right—and none shall take it from me”

Today marks the beginning of the struggle. Scenario 1: The Crossroads of Valdorn will see both sides vying for control of this key strategic location. The Forces of Order hope to hold the line, but the Ravening Hordes have other plans. Who will secure the vital crossroads, and who will fall?

The First Round of Battles:

Table 1: Matt Swift (Warriors of Chaos) vs Lee Daniels (Dark Elves) The forces of Chaos move with ferocity, led by Kalagan the Vile and his horde. Meanwhile, the Dark Elves, ever calculating, are ready to strike in the shadows.

Table 2: Gary Holden (Dwarfs) vs Tom Corbett (Vampire Counts) The stout Dwarfs of the Copperpot Clan clash with the necromantic legions of the Vampire Counts.

Table 3: Edward Turns (Chaos Dwarfs) vs Paul Shipman (Bretonnia) The infernal might of the Chaos Dwarfs faces the noble knights of Bretonnia.

Table 4: Simon Stevens (Warriors of Chaos) vs Kieran Symington (Ogre Kingdoms) The heavy hands of the Trinovanye Tribe clash against the massive bulk of the Ogres. A contest of pure strength and carnage.

Table 5: Michael Appleton (Beastmen Brayherds) vs Peter Holland (Dwarfs) The forces of Chaos move again, this time led by the ferocious Beastmen under Odius the Tidebringer. Can the Dwarfs of Bhurali-Dwar hold them back?

Table 6: James Viner (Chaos Dwarfs) vs Sam Payne (Empire of Man) The Empire faces a well-placed foe in the form of the Chaos Dwarfs.

As our players set foot on the battlefield today, the winds of fate swirl, and the political machinations in the court of Mortensholm grow ever more critical. Each victory not only reshapes the field of battle but brings its victors closer to influencing the course of the city’s future.

Victory here is more than just a battle won—it’s a chance to influence the very future of Mortensholm.

Stay tuned for further updates as the first battle of the day unfolds, and the fate of the Border Princes begins to take shape.

Old World Meta Stats (23rd February 2025)

All of the results in this article are taken from Best Coast Pairings, Stats and Ladders and Ecksen. They include GT (Two day events) or GT+ (6 or more rounds) only.

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

Tournaments Included (Since Jul FAQ)

  • [ Lexby Games ] – Warhammer the Old World, a 2-day Event
  • A Clash on the Borders
  • A Foray in Cathay
  • A War of Grudges
  • Alpine: Old World
  • Battle at the Beltway
  • Battle for GreenHollow Old World
  • Battle for Yuletide
  • Battle of Leodis Fields
  • Battles in the Old World
  • Bay Area Open Old World event
  • Beachhead: The Old World
  • CCBB WARHAMMER: THE OLD WORLD – Singles Grand Tournament
  • Coventry TOW GT
  • Coventry TOW GT
  • DaBoyz GT Rochester 2024 Warhammer The Old World
  • Durham GT: Talabec Throwdown
  • Fantasia Fanatic XLVI – The Old World
  • Forgotten North GT 2024
  • Gathering of Dragon Hunters
  • Geekfest – Winter Warzone – The old world
  • Green Dice Games Winter Ruin Old World GT
  • Grip Figurspel 2 Day Tournament
  • Herocon 2024 Old World Tournament
  • Horrors of the Old World !
  • Invasion Old World 2024
  • LSO: The Summer Kriegsort
  • LVO 2025 Warhammer Old World Champs
  • Rise of the Chaos Champions
  • Saffron Fantasy Slam III
  • Salt Lake Open 2024 – Warhammer: The Old World Grand Tournament
  • Slaget mellan drakbergen
  • SoCal Open 2024 – The Old World Tournament
  • Square Based Open Toronto
  • Texas Open – Warhammer The Old World Champs
  • The Affair of Miscasting Wizards
  • The Great MaW – The Old World GT
  • The Leicester ToW GT
  • The LGT Old World GT
  • The Nottingham TOW GT
  • The Old World GT at the Renegade Open
  • The Old World: Throne of Skulls
  • The Squarehammer “Make Infantry Great Again” GT @ Battlegrounds
  • TOW Grand Clash 2025
  • Uprising: The Old World
  • War for the Old World GT 2
  • War for the Old World GT 3
  • War for the Riverlands
  • War for the Troll Trousers
  • War in the Heartlands Act 4
  • Warhammer the old world GT Defcon

GT Win Rates

Firstly, all of these games have occurred since the July 2024 FAQ and have been part of a 2,000pt GT or GT+ event hosted on Best Coast Pairings, Stats & Ladders and Ecksen. Yes, we’re looking to add New Recruit and TourneyKeeper to this data as soon as we can.

Discounting the muster lists with a lower sample size shown in bold, we have seven over-performing and 5 under-performing. Four of the muster list that are overperforming belong to the Tomb Kings of Khemri and Kingdom of Bretonnia. Both of whom have been at the top of the pile since the release of Old World in January last year. While two are the legacy factions of Chaos Dwarfs and Vampire Counts.

At the other end of the table we have (as always) the Empire of Man, Skaven and Orc and Goblin Tribes. Though time till tell yet whether the Empire of Man Arcane Journal has given them the boost they need to climb the table a little.

As much as I’m a GW fanboy, the balancing of Old World leaves something to be desired. Here we’ll hear the pre-Old World players shout about how its not a tournament game etc etc etc. Even if it’s not a tournament game, the game should be balanced as much as possible for all players to have a fairly even shot at winning regardless of whether taking part in competitive play or friendly play. These win rated would suggest that the game itself is fairly unbalanced at present, and if newer players are picking up factions like the Orc and Goblin Tribes, it may put them off if they’re forever fighting an uphill battle against the likes of Tomb Kings of Khemri and the Kingdom of Bretonnia. At this point, the beta rules can’t come soon enough.

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

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

Muster List Popularity (Broken Down by Number of Wins)

The above chart breaks down the faction popularity by the number of wins each player achieved in the first 5 rounds of games at GT’s or GT+’s.

This merely shows that Warrios of Chaos and Orc and Goblin Tribes are by the most popular factions in the game at present.

Number of GT Wins as Percentage

This chart shows the % breakdown for the number of wins players are achieving in the first 5 rounds at GT and GT+ events.

The perfect split for each faction, if everything was perfectly balanced across factions would like:

Woehammer Database

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