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.
This is the top three Old World lists for the Old World Legends Open that took place in the United States on the 1st and 2nd of March. It saw 22 players vying to be crowned champion in a 5-game tournament.
Legacy armies were allowed (and encouraged), Allies were not allowed, but mercenaries were, and the rule of 3 was in place.
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
=== 1st OWL [1995 pts] Warhammer: The Old World, High Elf Realms ===
++ Characters [996 pts] ++
Prince [523 pts] – Hand weapon – Full plate armour – Shield – General – Star Dragon – Talisman of Protection – Dragon Helm – Biting Blade – Opal Amulet – Seed of Rebirth – Pure of Heart
Noble [273 pts] – Hand weapon – Full plate armour – Shield – Battle Standard Bearer – Griffon – Opal Amulet – Seed of Rebirth – Pure of Heart
Sean Langford: Eric’s list went undefeated at a 5 round GT taking the meta High Elf list and tweaking it to put it over the top, and take 1st place. I was able to catch up with him and get a lot of insight on his list.
Rather than the standard double dragon, he opts to run a noble on Griffon with a Battle Standard bearer, which is one of my favorite things about this list. This keeps the Mage out of combat to be able to continue to cast, while a dragon wants to be in combat. The griffon still adds a bit of the fast punch while maintaining the casting value of the Archmage.
He says, “My playstyle is rather different. You have to be comfortable to position your stuff to flee, and flee often as necessary. I even have my dragon flee from charges because with having 18” Battle Standard Bearer reroll on rallies, why take fights you don’t need to take”.
While being a little more fragile than a dragon, it does still have the 5+ regen and the 2+ one-time ward as well.
Another interesting playstyle he adheres to is different than most players that try to get mobility on their mages to worry about dispelling magic.
He says, “I call it handshaking my opponents mage, but all that means is that I don’t normally care about dispelling what my opponent wants to do. He can get all his spells off, and I’ll play around that while I will get mine off. This fits the Archmage well since lileath blessing let’s you reroll a failed cast per turn, meaning high elves are best at consistently getting spells off, not powering spells past opposing dispel like chaos or mort cult. The critical ones are double fireball each turn, pillar of fire, arcane urgency (probably the strongest spell in the game) and courage of aenarion to usually give my dragon unbreakable so I don’t have to care about my opponent’s combat resolution or when he tries to break the dragon with combat resolution. Since it’s remains in play and casts on a 10, my opponent needs to roll an 11 with fated dispell to remove.”
The Prince on the dragon is the typical 2+ armor, 5+ ward, 5+ regen, with a one-time 2+ ward to protect multi wound sources like monster killer or the errant cannon ball. He also uses a biting blade for magical attacks to help with ethereal problems like the Green Knight.
Dipping into the new Arcane Journal, he adds 2 rings of fury on a fast delivery system with the Silver Helms. While he says that mathematically they may not be reliable, there is value in your opponent needing to respect and play around them. He also brings Sisters of Avelorn as magic item carriers with the ruby ring of ruin and Bow of the Seafarer for extra punch as well as a third unit that will accompany the Archmage for protection.
Eric says, “Sisters are good enough that they trade well into almost every opposing shooter. 30″ BS5 bows with smart use of evasive should never lose a shooting battle against anything except 32″ BS5 bows with evasive from wood elves, and the rest of the army is fast enough to catch wood elves. This means my opponent has to voluntarily walk into dragon (and griffon and skycutter) charge ranges to threaten the shooting cause my army doesnt actually have to walk up into my opponents if it is not a dedicated gunline. Using these 3 units can help to weaken key armoured threats for the dragon, griffon, and skycutter. With 10 archers, 15 sisters, 6 bows from skycutters, and 1 fireball from ruby ring, and 1 fireball/pillar of fire from the mage you actually have a lot of shooting that your opponent actually has to respect and approach you to deal with. You do not need to send your dragon and griffon up into the opposing army’s face. A lot of the time, the 2 will hang out in the center of the board next to the shooting sisters and simply just wait.”
Another very interesting variation from the typical meta, is 2 skycutters that actually do not have the bolt thrower. Keeping them cheap saves points for other things and also allows greater mobility by not keeping them from marching to still be able to shoot.
He says, “I think they’re the best traditional heavy chariot. With fly 10, and can declare charges of 19 inches. You can basically always guarantee you get your impact hit charge off. They’re also just cheap enough to be tanky. 90 points for 4 wounds at Toughness 4 and 4+ save is a great value. They’re just tanky enough to go up a flank, help engage and win a combat, get shot at and be at 1-2 wounds, and then march 20” way out of the battle to hide behind terrain to deny points.”
Overall, this is a very tough list to play against that I can see having a very high skill cap and requiring careful play. When in the hands of a skilled pilot like Eric running them, there are not a lot of armies that can handle this movement on these many hammer units. Fast moving with great combo charges with a dragon, BSB on griffon, and skycutters can take down most armies.
=== 2nd OWL [2000 pts] Warhammer: The Old World, Dwarfen Mountain Holds, Royal Clan ===
++ Characters [978 pts] ++
King [339 pts] – Hand weapon – Great weapon – Full plate armour – General – Shieldbearers – Master Rune of Smiting – Master Rune of Gromril – Rune of Preservation – Rune of the Furnace
Runesmith [279 pts] – Hand weapon – Great weapon – Full plate armour – Shield – Battle Standard Bearer [Master Rune of Grungni + Rune of Battle] – 3x Rune of Spellbreaking
Anvil of Doom [360 pts] – Hand weapons – Shields – Heavy armour – Master Rune of Adamant – Rune of Spellbreaking
++ Core Units [507 pts] ++
28 Longbeards [507 pts] – Hand weapons – Great weapons – Heavy armour – Shields – Drilled – Elder (champion) [Rune of Passage + Rune of the Furnace] – Standard bearer [Rune of Battle + Strollaz’ Rune + Rune of Courage]
++ Special Units [160 pts] ++
Grudge Thrower [95 pts] – Stone thrower – Hand weapons – Light armour
Dwarf Cart [65 pts] – Hand weapons – Bugman’s Cart
++ Rare Units [355 pts] ++
18 Irondrakes [355 pts] – Hand weapons – Drakeguns – Full plate armour – Drilled – Ironwarden (champion) [Trollhammer torpedo + Cinderblast bombs] – Standard bearer [Strollaz’ Rune]
— Created with “Old World Builder”
[https://old-world-builder.com]
Peter: This list is designed to take opponents by surprise and move up the field quickly, taking advantage of Strollaz’ Runes on both Units to give them a Vanguard move to get within range for the Irondrakes to start blasting. I suspect the Longbeards and Irondrakes would have both marched forward quickly on turn 1 with the king inside the Longbeards and the Runesmith in the Irondrakes. The Bugman’s Cart would have been placed just behind and between both units to give them a movement of 4″ rather than 3″.
Dwarfs move 4″ with their Vanguard move. They then get to move 12″ forward if they’re in column and marching, and if the Anvil of Doom casts Haste & Urgency, the Dwarfs can then move again. This has them halfway up the table on turn 1. The champion in the Longbeards having the Rune of Passage means they have the move through cover rule as well.
The Grudge Thrower would have smashed away at range while the Anvil of Doom would have continued casting spells like Wrath & Ruin for a magic Missile (27″ 2D6 Strength 4, -2 AP hits) or buffing the Dwarfs with Immune to Psychology or save rerolls.
The two units of Dwarfs will be a tough nut to crack as well. The BSB giving bith units a 6+ ward to shooting attacks and one of the units a 5+ ward against all attacks. It also has the Rune of Courage to automatically pass any Fear and Terror tests. While it’s Rune of Battle will give an additional +1 to any combat res.
The King is designed to stick around as well, he has immune to killing blows and multiple wounds while his Master Rune of Smiting gives his own weapon D6 multiple wounds. He also has a 2+ save from the Master Rune of Gromril and a 3+ Ward against any wounds suffered that were caused by an attack which has the Flaming Attacks special rule.
With a sprinkling of Runes of Spellbreaking. The list is designed to withstand the enemy onslaught while plugging away at them at range and wearing them down in combat.
Sean asked Eric how he went about beating this list in the fourth round, Eric had this to say:
“I used my mobility to kill off everything else but the anvil and the Longbeard unit. I had to sacrifice a skycutter to keep the Longbeards at bay for a critical turn but that was enough to secure 400 points from killing the Irondrakes. There is no reason to fight the Longbeard unit since its so slow. It is fast at marching with up to 27″ of movement on turn1, but their charge range is only up to 9 (10 if they slow down to keep the cart alongside).“
=== 3rd OWL [1999 pts] Warhammer: The Old World, Warriors of Chaos ===
++ Characters [963 pts] ++
Chaos Lord [622 pts] – Hand weapon – Full plate armour – Shield – Mark of Chaos [Mark of Nurgle] – General – Chaos Dragon – Ogre Blade – 2x Favour of the Gods – Brazen Collar – Enchanting Aura
Sorcerer Lord [341 pts] – Hand weapon – Heavy armour – Mark of Tzeentch – Level 4 Wizard – Chaos Steed – Armour of Meteoric Iron – Spell Familiar – Infernal Puppet – Favour of the Gods – Battle Magic
15 Forsaken [285 pts] – Mutated weapons (Hand weapons) – Heavy armour – Forsaken by Khorne
10 Marauder Horsemen [155 pts] – Hand weapons – Light armour – Shields – Mark of Chaos [Mark of Tzeentch] – Musician
++ Special Units [196 pts] ++
3 Dragon Ogres [196 pts] – Great weapons – Heavy armour – Shartak
++ Rare Units [340 pts] ++
Gigantic Spawn of Chaos [170 pts] – Slashing talons – Gnashing maws – Heavy armour (Scaly skin) – Gigantic Spawn of Nurgle
Gigantic Spawn of Chaos [170 pts] – Slashing talons – Gnashing maws – Heavy armour (Scaly skin) – Gigantic Spawn of Nurgle
— Created with “Old World Builder”
[https://old-world-builder.com]
Sean Langford: This Warriors of Chaos list starts off strong with a Chaos lord on dragon. This guy is a beast in combat and with the mark of Nurgle, becomes even harder to kill. Ogre blade adds some real killing power and enchanting aura helps to let him unleash first before the opponent and even buff other units as well by giving opposing units strike last when in combat with multiple units. When going into deathstar units with multiple units, this can be extra nice.
Sorcerer lord with infernal puppet is a must to help shut down opposing magic and adds some speed being on a steed. He can also join the marauders for the extra casting buff. Forsaken can really spike some damage with random attacks and the extra attack on the charge as well as the random buff from rampant mutation. Impetuous might be the downside but they can be easy to control, if necessary, with the Chaos Warhounds blocking charges until they are ready. The three Dragon Ogors are a must-have that can also do some serious damage with the Great Weapons as well.
Lastly, they add a little extra spice by throwing in 2 Gigantic Chaos Spawns of Nurgle. While they are a little less reliable with random movement and random attacks, D6+1 and D6 stomp attacks are still pretty good damage output. They also got a little buff with the last errata, changing the roll to being the maximum movement. They no longer need to go the full dice roll and can now set up some 3d6 charges instead of shambling into the opponent’s easy charge range, so expect to see these guys more. Plus having the Mark of Nurgle and Toughness 6 makes opponents figure out how to do 22 wounds between 2 of these and a Chaos Lord on Dragon, that all have the Mark of Nurgle to make them even harder to kill. This can be a pain for a lot of armies out there and they really need exceptional damage output to really handle these 3 units but if they really focus on bringing these down the Forsaken and Dragon Ogres shouldn’t be underestimated.
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
For the full tournament rankings and lists, please visit Best Coast Pairings.
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.
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.
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.
You may have seen a few posts we’ve done in the past highlighting our upcoming narrative event at Battlefield Hobbies in Daventry, UK.
We’re now a little over two weeks away from the event and players have started submitting their lists. But it wouldn’t be a Woehammer event without some last minute additions to the weekend narrative!
Background
I’ve mentioned previously that the campaign is taking place in the Border Princes, but I didn’t specify where. I mentioned a place called Valdorn briefly for the first scenario and this remains the same – however, what you don’t know is the whole background as to why the campaign is taking place.
Mortensholm is a city-state in the Border Princes near the mountain range of The Vaults.
Although the Border Princes are in a permanent state of change, during the last years and decades the colonisation of the area has increased; though far from completely pacified, the wild lands of the Border Princes now boast a handful of thriving city-states. The Free City of Mortensholm is one of these fortified settlements, situated on the road that comes from the Winter’s Teeth Pass, once it leaves the mountains.
This settlement was originally founded by the Norscan pirate and merchant Morten One-Eye, around the year 1992 IC. According to Morten’s Saga, which is still told around the winter fires in Norsca, the great jarl plowed through the Black Gulf towards the River Yetzin and continued upriver while navigable by boat. He set up a camp in the place that would later be known as Mortensholm; a plateau full of grasslands on the edge of the foothills. Over the next two centuries, this small camp grew and flourished; Morten and his men cleared the surrounding area of goblinoids and other monsters, and the Norse colony built an important junction point on the trade routes that depended on the Winter’s Teeth Pass.
Lord Ulrich Vael
Now, the city’s future hangs in the balance. Mortensholm’s current ruler Lord Ulrich Vael has sent an urgent call for aid, appealing to Bretonnia, the Empire, and the Dwarfs to defend the city from the tide of destruction sweeping through the Border Princes. But his motives remain unclear. Some whisper that he has turned to darker powers in his desperation. Others fear that the city’s true enemy lurks within its own walls.
For the Forces of Fantasy, Mortensholm represents a crucial last stand—if it falls, the Winter’s Teeth Pass will be lost, and the armies of Chaos will spill into the lands beyond. But even among their ranks, some question: Are they saving a city, or merely delaying the inevitable?
For the Ravening Hordes, Mortensholm is ripe for conquest. The warlords of Chaos see its fortifications and trade routes as key to their dominion. The Chaos Dwarfs and Dark Elves see a prize of slaves and resources. The Beastmen seek only to reduce it to ruin and carrion.
The battle for Mortensholm will determine the fate of the Border Princes and beyond.
Weekend Mechanics
As you all will be aware from reading the narrative pack, each scenario will have an objective which influences which alliance wins that round overall and determines a factor in the following battle. This still remains the case as do the scenarios and list building criteria – nothing has changed at all here – don’t worry! But I am introducing….
Political Agents and Court Influence
After a win, each player must roll a D6 – this roll will determine the amount of influence you hold over the court of Hortensholm through your court representative (who could be open an honest as to their identity in the case of the forces of Good, or a Wolf in Sheep clothing in the case of the evil factions). The court representatives whisper into the ear of Lord Ulrich Vael the benefits of your leadership, hoping to entice Ulrich to your influence. The influence roll will need to be performed either in front of your opponent or myself at the event and then communicated to me so that I can record it. I’ll then keep a record of both, the overall alliance influence over the court as well as each player’s individual influence.
Each player will have one political agent at their disposal. A political agent is your representatives right-hand man in the court and can only be used once during the campaign weekend. Following one of your victories in battle over the course of the weekend (or as a final gambit at the event’s conclusion), you may perform one of the following actions:
1) Bribery & Blackmail: Use your political agent to have a guaranteed 6 from your influence roll following victory in battle.
2) Sabotage: Use your political agent to reduce a chosen players influence by D6 – Yes, this can even be an allied player should you wish.
3) Spy in the Court: Instead of rolling D6 for your influence following a battle, you may instead steal D3 influence points from another player’s influence in the court which is then added to your total. Yes, again, this may also be an allied player.
4) Final Gambit: After all the games are complete, you may use your political agent on a final gambit, roll a D6 – On a 3+ you gain D6 influence points. On a 1-2 you lose D3 influence points.
Remember, these Political Agent’s may only be used once over the weekend, so use them wisely!
If you follow the site, you’ll know that we do in-depth stats for Games Workshop’s Age of Sigmar system. We’ve also been tracking Old World stats at a very high level since it’s release. With the popularity of Old World as a tournament system, we’ve seen the number of events and games steadily increasing over the past year, so much so that we’ve reached a point where we can provide a little more detail into the figures that make up these win rates.
Firstly a disclaimer, these stats are based on events hosted on the website Best Coast Pairings, Stats & Ladders, and Ecksen. We do have plans to add further sites into the database in the future, and we are aware that T3 etc also have their own stats. Our advice is always to look at every source of statistics, this will give you a much more informed idea on the state of the game. Mistakes can be made, if they occur I will update the article as soon as I can with a note as to what has been changed.
The majority of our stats are taken from 2,000 point GT events where legacy factions have been allowed to take part. This is due to these being the most popular events in our database. If you wish to view the data, you can download the file at the end of this article.
Followers of Woehammer will be aware of our Elo ratings in Age of Sigmar, I have tracked these for Old World and do have the data, which is included in the matches tab on the file at the end of the document.
GT Win Rates
GT Win (2,000pts) Rates since 18th July FAQ
We’ve split out the various muster lists for factions that have already received their Arcane Journal. So for Dwarfen Mountain Holds, Kingdom of Bretonnia, Orc and Goblin Tribes, Tomb Kings of Khemri and Warriors of Chaos, you may see up to three different entries for each faction. Each of these are for the muster lists available to them, the Grand Army in the core Forces of Fantasy or Ravening Hordes books, then their two optional muster lists available inside the Arcane Journal. For simplicity we’ve cut any muster list that has less than 20 games on record at GTs.
The figure in brackets denotes the number of games where the Faction and Muster list have been used in a 2,000 point GT. Please note that mirror matches (i.e. Chaos Warriors v Chaos Warriors) have been excluded for the purpose of these statistics.
Faction/Muster List Popularity
The above shows the number of players that represented each combination of Faction and Muster Lists at 2,000 point GT events around the world.
Results Breakdown by % of Wins
The above shows the breakdown of the number of wins players finish with at 2,000 point GT with the given faction and muster list combination. The number in brackets denotes the number of games the faction and muster list combination was used at GT’s.
Once again, faction and muster list combinations with less than 20 games have been removed from this chart.
Faction % Race
Finally just for a bit of fun, the below bar chart race shows the faction % for the last 60 days at the date given at the bottom. This effectively shows the change over time.
These stats are very high level and the information above is based on data collected from Best Coast Pairings, Eckson and Stats & Ladders for 2,000 point events which include Legacy armies.
The information above is based on data collected from Best Coast Pairings, Eckson and Stats & Ladders for 2,000 point 2-day events which include Legacy armies.
Bar Chart Race
Below is a bar chart race for all the factions involved in 2,000 point RTT or GT events since Old World’s release. This shows the factions win rate for the last 60 days at the given date.
This is the top three Old World lists for Horrors of the Old World that took place in the USA on the 28th and 29th of September. It saw 16 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
=== Sept TOW GT [2000 pts] Warhammer: The Old World, Kingdom of Bretonnia, Bretonnian Exiles ===
++ Characters [984 pts] ++
The Green Knight [275 pts] – The Dolorous Blade – Heavy armour – Shield – Barding
Baron [268 pts] – Hand weapon – Morning Star – Heavy armour – Royal Pegasus – Frontier Axe – Charmed Shield – Virtue of Knightly Temper
Outcast Wizard [147 pts] – Hand weapon – Level 3 Wizard – Warhorse – Lore Familiar – Dark Magic
Baron [294 pts] – Hand weapon – Lance – Heavy armour – General – Royal Pegasus – Gromril Great Helm – Lucky Heirloom – Charmed Shield – Virtue of Heroism
++ Core Units [502 pts] ++
10 Peasant Bowmen [50 pts] – Hand weapons – Longbows – No armour – Skirmishers
Orc and Goblin Tribes – Troll Horde – No Princess – [2000pts]
# ++ Main Force ++ [2000pts] ## Characters [975pts] Orc Weirdnob [350pts]: Hand Weapon, General, Wyvern (Heavy Armour, Venomous Tail, Wicked claws), Wizard Level 4, Battle Magic, Arcane Familiar, Glowy Green Amulet Orc Weirdnob [360pts]: Hand Weapon, Wyvern (Heavy Armour, Venomous Tail, Wicked claws), Wizard Level 4, Battle Magic, Idol of Mork, Ruby Ring of Ruin Troll Hag [265pts]: Hand Weapon, Heavy Armour, Troll Vomit, Wizard Level 1, Troll Magic, Talisman Of Protection
## Core [816pts] River Troll Mobs [424pts]: • 8x River Troll [53pts]:Calloused Hide, Hand Weapon, Troll Vomit, Great Weapon Stone Troll Mobs [196pts]: • 4x Stone Troll [49pts]:Calloused Hide, Hand Weapon, Troll Vomit, Great Weapon Stone Troll Mobs [196pts]: • 4x Stone Troll [49pts]:Calloused Hide, Hand Weapon, Troll Vomit, Great Weapon
## Special [209pts] Orc Boar Boy Mobs [209pts]:Heavy Armour, Big Un’s, Unit Options (Magic Standard) • 8x Boar Boy [17pts]:Hand Weapon, Cavalry Spear, Shield, War Boar (Tusks) • 1x Boss [8pts] • 1x Standard Bearer [41pts]:Da Banner of Butchery
If you’re a Patreon, you can view the wildcard list by simply clicking on the link below.
Sorry! This part of content is hidden behind this box because it requires a higher contribution level ($1) at Patreon. Why not take this chance to increase your contribution?
Back in the dark days of the mid-90s, I played a fair bit of Warhammer Fantasy. I played mainly 5th edition, which had many, many books and campaign supplements released for it. One of those was the Warhammer Battle Book, released in 1996, and I just so happened to have found while having a clear out.
This book was awesome. Not only did it give a guide to each faction in the fantasy game, it gave colour schemes, lore, terrain tips, and much more.
Modelling tipsBretonnian Models
There was even a very early version of Path to Glory, which I’m sure I’ll cover in a future article.
But I thought what may be nice for the Old Worlders is having access to the various scenarios included in the book.
I’ve updated these slightly for Old World, but other than the deployment maps and a few minor tweaks, they’re relatively the same as they were in 1996.
I will say that these are not competitive scenarios but rather narrative scenarios intended to be fun for both players.
So enjoy, and if you do play them, please let us know what you thought!