Category Archives: Orc and Goblin Tribes

The Old World Tournament Report – Empire of Man at the Alliance Open

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Second TOW event in the Netherlands, the support and interest is growing!

Another 1500 points event (the first ones are kind of warm-up events), organised by Stefan from Alliance Open (the Dutch organisation that does lots of events for all kinds of tabletop gaming). Rulespack could be found here: Rulespack & Information AO The Old World April 27th v1.2.pdf

Once more, amazing job by the TO, great venue, great organisation in every aspect. As a former TO myself of many years, I can appreciate the amount of effort that goes into these kinds of things. Especially since Stefan also played in the event as a substitute in case of an odd number of players (which ended up happening). You can see some more photos on their facebook page: https://www.facebook.com/media/set/?vanity=AllianceOpenTournaments&set=a.947550687376175

Now, onto my list! I played this all-mounted empire: https://www.newrecruit.eu/app/list/Wfirs

The Empire of Man – All Cav Lector – [1495pts]

# Main Force [1495pts]

## Characters [692pts]
Captain of the Empire [149pts]: Hand Weapon, Shield, Barded Warhorse, Barding, Hand Weapon, Full Plate Armour, Battle Standard Bearer, War Banner, Talisman Of Protection
Captain of the Empire [115pts]: Hand Weapon, Lance, Pegasus, Hand Weapon, Full Plate Armour, Charmed Shield, Dragon Bow
Lector of Sigmar [340pts]: Hand Weapon, Light Armour, War Altar of Sigmar, 2x Barded Warhorse, Barding, Hand Weapon, General, Mace of Helsturm, The White Cloak
Priest of Sigmar [88pts]: Hand Weapon, Heavy Armour, Barded Warhorse, Barding, Hand Weapon, Great Weapon, Charmed Shield

## Core [430pts]
Empire Knights [304pts]: Drilled
• 12x Empire Knight [22pts]: Barded Warhorse, Barding, Hand Weapon, Hand Weapon, Heavy Armour, Shield, Lance
• 1x Preceptor [6pts]
• 1x Musician [6pts]
• 1x Standard Bearer [16pts]: Banner of Duty
Empire Knights [126pts]: Stubborn
• 5x Empire Knight [22pts]: Barded Warhorse, Barding, Hand Weapon, Hand Weapon, Heavy Armour, Shield, Lance
• 1x Musician [6pts]

## Special [373pts]
Demigryph Knights [266pts]:
• 4x Demigryph Knight [63pts]: Demigryph, Barding, Hand Weapon, Wicked Claws, Hand Weapon, Shield, Full Plate Armour, Lance
• 1x Demigryph Preceptor [7pts]
• 1x Standard Bearer [7pts]
Outriders [107pts]:
• 5x Outrider [19pts]: Empire Warhorse, Hand Weapon, Hand Weapon, Heavy Armour, Pistol, Repeater Handgun
• 1x Sharpshooter [6pts]: Repeater Handgun
• 1x Musician [6pts]

A nice photo of the gang at 1:43 AM the night before the tournament 😂

I wanted to try out something new in TOW – a no-magic list, and to see if I can get somewhat reliable buffs from Warrior Priests by including several things:

  1. Include more than 1 warrior priest – this was an epiphany I had earlier that made me want to try this list out – what if you could use multiple warrior priests to force an important LD roll for an important buff? The range of all of the Sigmar Warrior Priests abilities is “This model and one unit in command range”. The nice bonus is that the command range of a general on a war altar is 18”!
  2. Include the banner to reroll a LD test. This is the only way to give a warrior priest a reroll of his ability (unlike undead BSBs, grumble, grumble), which can be used if I fail the test in a crucial turn.

The war altar has a nifty debuff for magic users within his 18” bubble (-2 to cast), MR2 of his own, plus the other warrior priest gives MR1 to the big knight unit. Wasn’t sure if it would work, but I was willing to give it a try.

Now, onto the games!

Round 1 vs High Elves

Opponent’s list was this:

High Elf Realms – Stuff from the Elf shelf – [1499pts]

# Main Force [1499pts]

## Characters [477pts]
Archmage [235pts]: Hand Weapon, Elementalism, Wizard Level 4, Lore Familiar, Seed of Rebirth, Pure of Heart
Noble [242pts]: Hand Weapon, Shield, Full Plate Armour, Great Weapon, Griffon, Heavy Armour, Serrated Maw, Wicked Claws, General, Dragon Helm, Seed of Rebirth, Pure of Heart

## Core [379pts]
Lothern Sea Guard [379pts]: Magic Standard, Veterans
• 24x Lothern Sea Guard [12pts]: Hand Weapon, Light Armour, Thrusting Spear, Warbow, Shield
• 1x Sea Master [17pts]: Enchanted Shield
• 1x Standard Bearer [45pts]: Razor Standard
• 1x Musician [5pts]

## Special [278pts]
White Lions of Chrace [278pts]:
• 14x White Lion [15pts]: Chracian Great Blade, Hand Weapon, Heavy Armour, Veteran
• 1x Guardian [6pts]
• 1x Standard Bearer [56pts]: Banner of Iron Resolve
• 1x Musician [6pts]

## Rare [365pts]
2x Eagle-Claw Bolt Thrower [80pts]: Bolt Thrower, Repeater Bolt Thrower, Sea Guard Crew
Frostheart Phoenix [205pts]: Full Plate Armour, Wicked Claws

His mage chose the Plague of Rust, Summon Elemental Spirit, Earthen Ramparts and Wind Blast. (I didn’t realize before this game that summon elemental spirit and wind blast make a nice combo where you can place the template behind the unit and then push them into the template with the wind blast)

No deployment photo, forgot to take one! Doh! But I remembered to take a lot of photos later on 🙂

He got the first turn and cast Ramparts on his sea guard block with his mage plus shot down some of my small knights (2 down).

On my first turn I moved up with everything to start threatening charges.Outriders on the right side marched to move out of the phoenix’s arc and threaten the charge on the bolt thrower, while demis were hiding behind them to not be easily shot at by the bolt throwers.

His turn 2, he put his Lord on a griffon in front of my knights. I didn’t take that huge knights bus not to charge, so charge I did, while also trying to charge my war altar and pegasus riding captain into the sea guard. Idea being that war altar will do some wounds, and pegasus guy will provide first charge rule and hopefully that would win us the combat. Unfortunately, war altar got 1 and 2 on his dice and didn’t make it, while the pegasus guy did. Egh, not ideal..

On the other flank, bolt thrower shot down 2 outriders who fell their panic test (unfortunately, would’ve been a nice charge there). The phoenix was able to get to the flank of my demigryphs, who then decided their best bet is not to get flanked by the bird. They went full ahead towards the bolt thrower, inviting the birdie into their rear. Outriders rallied, moved a bit and shot pistols at the bird and did two wounds! 

My knights didn’t really do that well into the griffon (as expected). My plan for a lot of knightly attacks (remember, entire first rank can attack with 1 attack each) doesn’t work that well if the enemy challenges, because me refusing the challenge means my opponent can retire my warrior priest and remove my prayer of rerolling 1s. In hindsight, maybe I should have just refused the challenge and strike at him without the rerolls… It was a tough decision.

What happened next is quite a cool moment that opened the doors somewhat for me in the otherwise bad looking game. When my knights were rolling for their break test on my opponent’s turn, they rolled enough to Fall Back in Good Order (FBIGO), but as that is actually a unit broken from combat, it sent a panic wave in 6 inches around him. My war altar failed, and then rerolled the panic due to the war altar’s ability, and failed it again. But then I realized that that’s actually not at all a bad thing. The war altar fled, rallied automatically (because it is also a FBIGO when units fail a panic unless their model count is lower than when they started) and I was able to face the war altar to the griffon rider! And then charge him in my turn! And then bonk him in the face with Mace of Helstrum. Which I did! Huzzah! On the right flank, my demis failed to restrain their overrun move so they went out of the board after killing the bolt thrower.

All this time, my war altar was within 18” of the enemy mage trying to make him not succeed in casting. It did it a few times, but when enemy rolls 5-5 or 4-5 or similar results, -2 doesn’t really help there. But what I realized is that my mage dispelling would also probably not succeed in those rolls. This meant that Plague of Rust was constantly on my big unit of knights. At some point in this, my pegasus dude got shot down by magic and/or shooting. Sea guard with all those shots and AB2 banner is really nice way to get some anti-armour in your list.

Next few turns will be very easily described by the images below… Opposing mage got off Plague on my unit(s) one at a time and then killed and/or whittled down my Lord on the war altar and my big block of knights. Short range barrage of lothloren sea guard with AB2 banner + bolt thrower + some magic will do a number on ya, and a big flying bird can finish off what’s left.

My demigryps came way too late for the party, and in the end there was no point in me doing a turn 6 charge into his white lions, as I couldn’t really do enough damage for any points to be scored as they are stubborn.

Game ended like this.

My kills:

Noble [242pts], general +100, Eagle-Claw Bolt Thrower [80pts]. Total: 422 points

My losses:

Everything but the demis: 1229 + 100 general + 50 bsb banner + 50 knights banner = 1429

Overall: -1007 points difference. End result: 3-17 battle points.  Quite a rocky start. Note that for the tournament, as I was playing against the TO as the stand in, he always puts in a draw in case he wins. So it made my end score a bit better than I deserved.

Some post game thoughts – I’m not 100% sure what went wrong here for me… After I bonked the enemy general I thought I would be in a good shape, but turns out that I wasn’t. My war altar fell REALLY quickly once he focused it. I kind of remember lots of opponent’s spells going off (rolling 8-10 on 2d6 most of the time) and we also (mis)played it so that the AB2 banner works on spells as well (it doesn’t as Armour Bane only works on weapon attacks). But the problems started when I underestimated that unit from the start, and then didn’t get the charge into it via the chariot. No swiftstride really hurts its charge distance as you just need once a bad 2d6 roll and you’re not moving much… And the fact that everything in the battle took place right in front of the sea guard’s short range shooting range didn’t help either. But I was most likely supposed to keep my demigryphs close and get them involved against some infantry sooner. Them taking down a bolt thrower is just down to my bad tactical usage of them.


Round 2 vs Orks and Goblins

Game two was against the greenskins! Finally for me to see what the deal is with those fanatics… 🟢 😢

Opponent’s list was this:

Orc and Goblin Tribes – 1.5k Waaagh! – [1498pts]
Main Force [1498pts]
Characters [592pts]
Black Orc Warboss [342pts]: Full Plate Armour, Hand Weapon, Shield, Wyvern, Heavy Armour, Venomous Tail, Wicked claws, General, Trollhide Trousers, Da Choppiest Choppa
Night Goblin Bigboss [50pts]: Hand Weapon, Light Armour, Shield, Wollopa’s One Hit Wunds
Night Goblin Oddnob [200pts]: Hand Weapon, Wizard Level 4, Waaagh! Magic, Flying Carpet
Core [521pts]
Black Orc Mobs [243pts]: Stubborn
12x Black Orc [168pts]: Full Plate Armour, Hand Weapon, Great Weapon
1x Boss [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
1x Musician [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
1x Standard Bearer [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
Goblin Wolf Rider Mobs [50pts]:
5x Wolf Rider [10pts]: Giant Wolf, Claws and fangs, Hand Weapon, Shield, Cavalry Spear
Night Goblin Mobs [228pts]: Netters
29x Night Goblin [4pts]: Hand Weapon, Thrusting Spear, Shield
3x Fanatic [75pts]: Fanatic Ball & Chain
1x Boss [7pts]
1x Musician [5pts]
1x Standard Bearer [5pts]
Special [185pts]
2x Goblin Bolt Throwas [45pts]:
1x Bolt Throwa [45pts]: Goblin Crew, Hand Weapon, Bolt Thrower
Orc Boar Chariots [95pts]:
1x Orc Boar Chariot [95pts]: 2x War Boar, Tusks, 3x Orc Crew, Cavalry Spear, Hand Weapon
Rare [200pts]
Giants [200pts]:
1x Giant [200pts]: Callowared Hide, Giant’s Club

His mage rolled 3 (de)buff spells and one foot of mork (or gork?).

We played the diagonal deployment scenario and this time I’ve kept my units close. I’ve deployed the outriders so that they can have a good shooting from turn 1, and the pegasus guy so he can go warmachine hunting! I’ve moved the outriders more to the left with their vanguard move, and the first turn was mine.

I’ve moved the pegasus guy all the way to the left of the night gobbos so he can fly over them and get into the bolt throwers, and I’ve shot down the wolf riders (only 3 died) who failed their panic and fled behind the lines. On the right flank, I’ve drilled my unit of knights to do a 21” march towards the enemy. War altar and the demis and stubborn knight chaff unit moved up as well to get into the 18” range of the enemy mage to start using his -2 to cast.

Opponent then released 1 fanatic to try to tackle my pegasus guy, moved the fanatics up. Repositioned his general a bit, and moved his giant and boar chariot in a way so my knights don’t see them from the forest. In hindsight, I should’ve entered the forest a bit with my unit so that I could see through it. But it wasn’t a big deal, as I have counter charge, I can work around that.

Fanatic did just 1 wound to my pegasus dude, but I think a bolt thrower hit him and finished him off. Sad day for him 🙁 The goblin wolf riders rallied and moved to intercept my pegasus dude.

In my turn, I moved up with my knights to see the giant and the chariot, ready to counter charge them, alongside with my plan to drilled into redressing the ranks to bring A LOT of knights into the front rank for attacking. I also had my prayer off for rerolling 1s to hit and to wound. I was ready.

War altar repositioned itself to be able to start charging stuff next round, threatening the BONK to the enemy general, while my stubborn knights were offered to manslaughter to draw out charges and redirect.

On the left flank, I decided I won’t be shooting at the night goblins with my outriders, but I’ll march them to the far left, to be able to stand-and-shoot the wolf unit if they were to charge, and to otherwise charge/harass the back line of enemy’s forces. At this moment I felt good. I’ve lost the pegasus guy, but my outriders in his back, my full frontage is ready to charge – it’s going to be good! Onto the opponent’s turn…  (yes, this is dark premonition)

Opponent was about to declare several charges – his goblin wolf riders (2 models) into my full unit of outriders, his general into my stubborn knights, and his giant and chariot into my knights. However, he started with his giant. Which meant I had a terror test. Which I failed. Doh. But it’s ok, I have my reroll one LD test banner, I’ll just roll it again. Failed again. DOH. Ugh, fine, I guess I’ll flee… Oh, but behind me there’s impassable terrain. So how do I actually flee then? I have to go around the terrain, but I was so close that I can’t wheel to get around it at all… The judge ruled that they won’t pivot directly away from the giant 1” in front of the house, but that they’ll pivot so that they can wheel around the house. I’m not sure if that’s the correct way to do it rules wise… It is definitely in the spirit of “they want to get the fuck outta there” and facing the house without being able to wheel behind it surely doesn’t seem like something you’d do when you’re trying to get out of dodge. But, even with that, my knight rolled INCREDIBLY low, and had to wheel around the house, and the giant rolled 6 on his charge distance and he caught them. BAM! 550 points gone, 2 of my characters and one of my 2 main combat units. Yikes. To top it all off, my general failed a panic test after the giant caught the knights 6” away from his position. But, again, same as last time, this was actually to my benefit as he just got a 2d6 move towards the enemy, ready to charge his general in the next turn.

What also happened is that my knights who baited enemy’s general panicked the demigryphs, who again kind of got a free movement into the enemy (closer to the night goblins).

My outriders killed one goblin rider in stand and shoot and then killed the other one in combat and got a nice overrun move for their trouble, right in front of the enemy warmachines. Nice, some reckoning for that knight bus that got wiped out. 

However, what happened next will surprise no one who has seen fanatics in action already. Holy moly… Let’s begin.

Fanatics get released in command phase (before enemy charges) and then enemy charges through them, suffers damage, and then they move and can move through my charging unit AGAIN?!?! I’M SORRY WHAT?! Yikes!

So, what happened is that 1 fanatic completely wiped out my unit of outriders even though they successfully charged the war machine, and another fanatic did about 7-8 wounds on my Demigryph unit. JUST ONE FANATIC. OK, I rolled terribly on armor saves (I think I saved 0 or maybe 1 on 5+ on 9ish wounds), but still, that’s unbelievable damage output. Even if I knew everything about this, I’m not sure what is the counterplay to this, other than not having high value models near that unit?

Anyways, in other news, my war altar did the thing! He charged the enemy, bonked it, but didn’t kill it. I did 5 or 6 wounds in total (between impact hits and the mace) with the help of reroll 1s prayer. He even broke fully from combat because of my terror, but he fled enough to escape my wrath, and I didn’t flee enough to escape the black orks in my flank. Demis still managed to break the black goblins (even their boss rolled the S10 thingie)

In the opponent’s turn, everything rallied and I got the black orks in the flank of my war altar, which got some wounds on him. But he is stubborn so he was going to be fine afterwards.

He fled through the black gobbos and got even more damage thanks to that I think. But at the end of that flee he rallied (stubborn = FBIGO = rally at the end of the flee move) which YET AGAIN got him into a good position for a charge in my turn. He charged the night gobbos, together with the demigryphs. The gobbos fled and demis caught them, while war altar redirected into the enemy general again. This time I’ll finish him off! I did 6 wounds last time, I just need to finish up the last 2 wounds.

Errrm… nope. My impact hits didn’t do any damage, my mace bonked but was regenerated, and then the Ork general… killed my war altar… So instead of me having a commanding control of that flank with my general and 2 demis, it was just 2 demis surrounded by basically entire enemy army… I did some redirecting with my small knights, but in the end the demis got whacked as well.

In the end, my small knight unit was playing hide and seek with the enemy army and successfully did so. Also to note – other than the pegasus guy at start, enemy bolt throwers didn’t roll a single hit entire game. Still didn’t help me much 🙁

In the end, the result was quite devastating. I killed the gobbo unit and wolf riders, and the hero in that unit, but lost almost everything, lots of banners and general bonus. End result was 1-19 for the opponent.

Some post game thoughts – Well, this was a rough one. I’ve not done the math, but had I not failed that terror test (twice!), my knights would’ve probably killed the giant in a few rounds of combat, right? Lots of knights and horses attacks, rerolls of 1s to hit and to wound… And if that were to happen in a matter of let’s say 4 combat rounds, my knight bus would be in the rear/flank of the enemy causing all kinds of havoc and problems. It would be a completely different game. But even after that happened, I had a chance I think, and if my general managed to kill the enemy lord in the first or second charge it did, I would still be happy with how the game looked…

But, alas… The choice of having the War altar be the general (as a LD8 lord) was a conscious choice I made early in the list building so I could have him as a general so his bubble is 18” instead of 12”. Sure, failing that terror test with reroll was rough odds, but it’s not THAT rough. LD8 rerollable isn’t that great. Maybe I should’ve replaced the BSB captain in that unit with a cavalry grand master (lord or hero choice) to make them immune to psychology as well. Something to consider definitely. Minimize the number of potential failures of the list! Note that also this would’ve been avoided if I had placed one knight in the forest so I could see through it and be able to charge the giant myself instead of counting on counter-charge when he charges me. Small details are often very important…

In other news, if I remember correctly, I felt my magic defense was quite good in this game. Enemy got maybe a few spells off in the entire game (including one wandering foot of g/mork), and magic didn’t really do much in this game.

Round 3 vs Warriors of Chaos

Opponent’s list was this:

===
Order of the Moon [1494 pts]
Warhammer: The Old World, Warriors of Chaos
===

++ Characters [528 pts] ++

Sorcerer Lord [255 pts]
– Hand weapon
– Heavy armour
– Mark of Chaos Undivided
– Level 4 Wizard
– On foot
– Lore Familiar
– Daemonology

Chaos Lord [273 pts]
– Hand weapon
– Full plate armour
– Shield
– Mark of Slaanesh
– General
– Chaos Steed
– Dragon Slaying Sword

++ Core Units [385 pts] ++

5 Marauder Horsemen [92 pts]
– Cavalry spears
– Javelins
– Light armour
– Shields
– Mark of Slaanesh
– Marauder Horsemaster
– Musician

24 Chaos Marauders [233 pts]
– Flails
– Light armour
– Mark of Khorne
– Marauder Chieftain
– Standard bearer
– Musician

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

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

++ Special Units [581 pts] ++

Chaos Chariot [120 pts]
– Hand weapons
– Halberds
– Mark of Tzeentch

4 Chosen Chaos Knights [178 pts]
– Hand weapons
– Shields
– Full plate armour
– Mark of Slaanesh
– Champion
– Standard bearer

1 Dragon Ogres [59 pts]
– Hand weapons
– Heavy armour

2 Chaos Spawn [104 pts]
– Flailing Appendages (Hand weapons)
– Scaly Skin (Heavy Armour)
– Spawn of Nurgle

Chaos Chariot [120 pts]
– Hand weapons
– Halberds
– Mark of Tzeentch

The opponent rolled The Summoning, Daemonic Vessel, Daemonic Familiars, Daemonic Vigour.

The deployment was the “square box deployment zone” so all our deployment was quite central. I finished deploying first and vanguarded my outriders on the hill for some shooting action after I inescapably get the first turn.

Except I didn’t… Enemy got the first turn, moved all the hounds to bait/redirect my units, and magicked my outriders a bit (2 models down). I was certain that opponent moved his wolves like that so he can flee and then move my units out of cohesion. I didn’t really mind that for my knights bus, again  due to counter charge. I was happy to simultaneously charge his chosen knights and/or his dragon ogre with my unit. And the rightmost unit of wolves got charged by my small knight unit, who don’t really mind being up front baiting.

I charged, moved up the rest, stayed put with my pegasus guy and outriders to shoot up a bit the spawn unit. The pegasus dude needs 2+ to hit and 3+ to wound, and he hit every time and he rolled a 2 on to-wound roll every time when shooting at the spawn the entire game (this happened 3 or 4 times in total this game).

My knights on the left punched through the dogs and failed to restrain pursuit, so they leapt forward like idiots (which is what would’ve happened if my opponent fled with his dogs in the first place). They then got charged by the chosen knights, lord and the dragon ogre, and they were more than happy to countercharge as well, using this opportunity to drilled-redress-the-ranks and add all but 2 models to the combat! I also had the reroll 1s to hit and to wound in effect, so I finally got what I was looking for there!

My other knights overrun/pursued their dogs as well, causing the enemy frenzied marauders to charge after them. The knights then fled, baiting them out their full charge distance, and they went through the demigryps. While rolling my LD8 rerollable panic test I was having flashbacks to the previous game, but there were no problems of that sort this time.

The spawn unit rolled quite a lot and managed to charge into the outriders! 

Spawns rolled double 1 for their attacks, so they killed only one outrider, but they didn’t do much in return and they gave ground.

Enemy on the left side killed 5 of my knights, but I didn’t do badly myself, I killed one chaos knight and a wound or two on the dragon ogre.

I FBIGOed and my opponent didn’t follow up, so I had the chance to reform and charge the solo dragon ogre in my turn with the knights, and to send my war altar after his chaos lord. My demigryps then charged his infantry unit, and my pegasus guy charged the marauder horsemen.

My knights cleaned up the dragon ogre, but my Lord bounced off the chosen knights (no damage whatsoever I think). My pegasus dude broke the marauder horsemen and decided not to pursue them, hoping they’d run out on their own in this or next turn (and they did in their initial flee, they needed 7 or more).

My demigryph knights charged and did a lot of damage to the marauder dudes, who then FBIGOed 9 inches, which got me ALMOST out of arc of both chariots. One did have an arc in the end and followed up with charging the flank of demis.

What happened next was the prime example of how combats are happening in TOW… Knights bus rear charged the chosen knights who had charged the front of my war altar, and then a chariot charged the knight bus, and things were FBIGOing all over the place. Chariot fleeing in my turn so it can charge back on its own turn, hilarity ensued! Battlefield didn’t move as his knights were sandwiched between my two units, and I kept not hitting with my mace for a while.

On the other side, my demigryphs (supported with 18” reroll 1s to hit and to wound buff from the War Altar) were decimating the marauders, but also getting charged by the chariot, which then bounces back to charge again next turn 🙂 More hilarity! 

Also, my pegasus dude was flying around the spawn unit trying to plink them off with his S6 2Wounds bow, but as you’ve read earlier, he failed to wound every single time! 

I won’t go into the details of every turn, but take a look at the photos below to see what was going on…

Near the end i managed to clear out his chosen, lord and the chariot, whereas he was able to clear out my demigryph unit. For the last turn of the game I gave him my small knights to charge so my big ones could counter charge next turn.

They managed to do that, but they didn’t get the chariot, but I did lose the small knight unit in the process. Not the best choice it would seem.

In the end, the final result was a 13-7 win for me.

Some post game thoughts – I was finally able to do some drilled shenanigans. And it worked! Kinda! My knights were able to dish out some damage and have managed to survive to tell the tale. I think my opponent made a mistake in not attacking my heroes at all, as their damage output and static CR (BSB and warbanner) were quite important. If he focused them down earlier, my bus would be much less potent. My Mace of Helstrum general took a long time (like 6 combat rounds?) to finally BOINK the empire general, and then did just 2 wounds (but I ran him down in that round of combat).

I was quite surprised by the fact that my demygryph knights didn’t chew through the marauder unit with their “reroll 1s to hit and to wound” buff, but it does make sense when I realised that I had a chaos chariot bumping me to my flank every few turns. Bit by bit I lost some wounds and damage throughput. I also “wasted” some attacks on the chaos sorcerer thinking I’d kill him, but after he absorbed 2 full rounds of combat without a wound to his name, I started going to the unit. Demis are good, but not that good.

Best thing I had going for me this game is that chaos lord was equipped with a weapon that my entire army was immune to, so he was relatively harmless for me in the challenge with war altar.

And for the end, some after tournament reflection on the list and the games.

The core empire knights bus is not to my liking in TOW. They lost their biggest asset they had before (from 1+ armour to just 3+ now). Everyone worth anything has at least AP2, and that makes their save 5+ which is just not that good. I much preferred the infantry block with demigryph heroes that I played in the previous list as my core tax unit.

Not enough chaff units. I’m going to start including at least 2 units of archers in my list. They’re 35 points each, and they will help me not lose the game in the deployment phase. I’ll have 2-3 units that can go anywhere and don’t really impact how I play the game and they don’t give away my deployment plan or strategy.

War altar was fine to very good. At no point I felt it was bad or not working. I did however have several times when I REALLY NEEDED those prayers to go off and they did. But what about the times when they don’t? The prayers are really good. Reroll 1s to hit and to wound is great on demigryphs and charging knights, and it’s SPLENDID on Mace of Helstrum (which hits on 4+ and wounds on 2+ in 99% of the cases). Altar has 8 wounds with a 4+ armour and 5+ ward and that serves it quite well I think. Except when it’s at short range of tons of arrows with AB2 I guess 😭

Lack of magic – defensively I think it ends up being the same as having a Lvl 4 dispeller. A lot of times when an opponent rolls average or below average, they fail to cast or roll so I have a chance at a fated dispel. When the opponent rolls 9-10+ on 2d6, well, my level 4 would probably not dispel that either. I want to try to run both and see if I can run this combination without too much interference on my side, while putting all the interference on the enemy side. If my war altar doesn’t have 18, but 12” radius for the effect, it could be possible to get the enemy mage in the bubble, but not my own mage, while still being inside of the enemy mage for dispel purposes.

The bow captasus on pegasus is very MEH to me. If he wants to shoot, he can’t march, and that’s a lot of effects of flying down the drain. If he marches so he can harass and get behind enemy lines, he can’t shoot. His shooting, although in theory good, is very prone to variance as it’s 3 dice rolls (to hit, to wound, enemy armour) that have to all go well, otherwise you’re just wasting points.

The failed terror is definitely making me rethink my LD approach. I don’t think I can play without LD9. I’ve also failed a lot of panic tests throughout the tournament. Why did GW have to nerf the warrior priests LD from 9/8 to 8/7? 🥹I think with 9/8 (lord/hero level characters), as it was before, their abilities would be somewhat consistent as opposed to this wildly inconsistent coin flip. Plus, you wouldn’t have to limit yourself to LD8 for your entire army with Altar as the general.

Things I want to try out next are

General/Mage Lord on Imperial Gryphon and a Steam Tank. Potentially in the same list! To be seen.

Thanks to everyone for reading this if you came to this point. I’m mostly doing this for self-reflection and to see what I can improve with my list and gameplay. If you have any thoughts, ideas, advice, let me know in the comments! 🙂

Top Three Old World Lists for Fantasia Fanatic XLV (2,000pts)

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This is the top three Old World lists for Fantasia Fanatic XLV that took place in Sweden on the 20th and 21st of March. It saw 26 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.

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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
Black Orc Warboss [341 pts]
Hand weapon
– Great weapon
– Full plate armour
– Shield
– General
– Wyvern
– Talisman of Protection
– Trollhide Trousers
Orc Weirdnob [240 pts]
Hand weapon
– Level 4 Wizard
– Ruby Ring of Ruin
– Idol Of Gork
– Waaagh! Magic
Black Orc Bigboss [170 pts]
Hand weapon
– Plate armour
– Battle Standard Bearer
– Charmed Shield
– Trollhide Trousers
– War Banner
Night Goblin Warboss [89 pts]
Great weapon
– Light armour
– Shield
– Giant Cave Squig
Night Goblin Warboss [89 pts]
Great weapon
– Light armour
– Shield
– Giant Cave Squig

CORE
18 Black Orc Mob [319 pts]
Hand weapon
– Full Plate
– Veteran
– 11x Shields
– 3x Great weapon
– Boss
– Standard bearer [The Big Red Raggedy Flag]
– Musician
24 Night Goblin Mob [159 pts]
Hand weapon
– Shield
– 3x Fanatics
– Boss
– Standard bearer
24 Night Goblin Mob [159 pts]
Hand weapon
– Shield
– 3x Fanatics
– Boss
– Standard bearer

SPECIAL
5 Black Orc Mob [63 pts]
Hand weapon
– Full Plate
– 3x Shields
1 River Troll Mob [53 pts]
Great weapon
1 River Troll Mob [53 pts]
Great weapon

RARE
Goblin Rock Lobber [75 pts]
Doom Diver Catapult [95 pts]
Doom Diver Catapult [95 pts]

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CHARACTERS
Chaos Lord [491pts]
Hand Weapon
– Full Plate Armour
– Shield
– Great Weapon
– Chaos Dragon
– Dark Fire of Chaos
– Full Plate Armour
– Fumes of Contagion
– Wicked Claws
– General
– Favour of the Gods
– Mark of Chaos Undivided
Exalted Sorcerer [175pts]
Hand Weapon
– Light Armour
– Wizard Level 2
– Battle Magic
– Mark of Tzeentch
– Spell Familiar
– Ruby Ring of Ruin
Sorcerer Lord [310pts]
Hand Weapon
– Heavy Armour
– Wizard Level 4
– Battle Magic
– Mark of Tzeentch
– Spell Familiar
– Skull of Katam

CORE
2x Chaos Warhounds [35pts]
Vanguard
– Chaos Warhound
– Hand Weapon
Chaos Warriors [256pts]
14x Chaos Warrior
– Hand Weapon
– Heavy ArmouR
– Shield
– Mark of Tzeentch
– 1x Champion
– Brazen Collar
– 1x Standard Bearer
2x Marauder Horsemen [87pts]
5x Marauder Horsemen
– Warhorse
– Hand Weapon
– Light Armour
– Shield
– Mark of Khorne
– Flail
– Marauder Horsemaster

SPECIAL
Chaos Ogres [120pts]
3x Chaos Ogre
– Hand Weapon
– Heavy Armour
– Mark of Khorne
– Great Weapon
Chimera [205pts]
Heavy Armour
– Hand Weapon
– Regeneration (5+)
– Fiend Tail
Dragon Ogres [196pts]
3x Dragon Ogre
– Hand Weapon
– Heavy Armour
– Great Weapon
– Shartak

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CHARACTERS
Great Bray-Shaman [180 pts]
Braystaff
– Level 4 Wizard
– General
– On foot
– Elementalism
Great Bray-Shaman [355 pts]
Braystaff
– Level 4 Wizard
– Tuskgor Chariot
– Talisman of Protection
– Hagtree Fetish
– Ruby Ring of Ruin
– Elementalism
Wargor [169 pts]
Great weapon
– No armour
– Battle Standard Bearer
– Tuskgor Chariot
Gorebull [205 pts]
Hand weapon
– No armour
– Armour of Meteoric Iron
– Charmed Shield
– Slug-skin

CORE
19 Gor Herd [145 pts]
Hand weapons
– Additional hand weapons
– True-horn [Great weapon]
– Standard bearer
5 Gor Herd [40 pts]
Hand weapons
– Additional hand weapons
– Ambushers
10 Ungor Herd [60 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)
Tuskgor Chariot [85 pts]
Bestigor Crew x 1 – Hand weapons
– Great weapons
– Gor Crew x 1 – Hand weapon and cavalry spear
– Tuskgor x 2 – Hand weapon (tusks)
Tuskgor Chariot [85 pts]
Bestigor Crew x 1 – Hand weapons
– Great weapons
– Gor Crew x 1 – Hand weapon and cavalry spear
– Tuskgor x 2 – Hand weapon (tusks)

SPECIAL
2 Minotaur Herd [110 pts]
Hand weapon
– Light armour
– 2x Shield
– Ambushers
– Bloodkine
3 Dragon Ogres [196 pts]
Great weapons
– Heavy armour
– Shartak
3 Dragon Ogres [196 pts]
Great weapons
– Heavy armour
– Shartak
1 Dragon Ogres [70 pts]
Great weapons
– Heavy armour
– Shartak

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CHARACTERS
Duke [400 pts]
– Morning Star
– Heavy armour
– Shield
– General
– Royal Pegasus
– Sirienne’s Locket
– Healing Potion
– Gromril Great Helm
– Virtue of Heroism
The Green Knight [275 pts]
Paladin [107 pts]
Hand weapon
– Heavy armour
– Shield
– Battle Standard Bearer
– On foot
– Falcon-horn of Fredemund
– Virtue of Empathy
Prophetess [207 pts]
Hand weapon
– Level 4 Wizard
– Warhorse
– Ruby Ring of Ruin
– Battle Magic

CORE
29 Men-At-Arms [165 pts]
Hand weapons
– Polearms
– Shields
– Light armour
– Yeoman (champion)
– Standard bearer
– Musician
– Grail Monk [Blessed Triptych]
6 Mounted Knights of the Realm [165 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician
6 Mounted Knights of the Realm [165 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician
10 Peasant Bowmen [57 pts]
Hand weapons
– Longbows
– Unarmoured
– Skirmishers
– Villein (champion)

SPECIAL
3 Pegasus Knights [179 pts]
Hand weapon
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
3 Pegasus Knights [179 pts]
Hand weapon
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer

RARE
Field Trebuchet [100 pts]
Field Trebuchet
– Hand weapons

Final Tournament Placings

Old World Win Rates: 21st April 2024

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Below are the Old World win rates for each faction since the release of Old World. These win rates are for every 2,000 point event that has 10 or more participants and that include legacy factions. Mirror matches have been excluded, as have matches where information is not available for both participants.

Points LevelNumber of Events
2,500 Points1 Event
2,250 Points1 Event
2,000 Points41 Events (Inc 5 GTs)
1,999 Points6 Events
1,750 Points1 Event
1,500 Points23 Events (Inc 1 GT)
1,250 Points13 Events
1,000 Points3 Events
500 Points1 Event

The above table shows the number of events with meaningful data available to us on Best Coast Pairings, Stats and Ladders and Ecksen since the release of Old World. This does show that 2,000 and 1,500 points are the more popular points values for tournaments.

The above chart shows the win rates for 2,000 point events under the January FAQ only. The chart below shows all 2k events for the current FAQ released in April. As with the first chart, these events have at least 10 participants and include legacy factions. They also exclude mirror matches and matches where the information isn’t available for both players.

This is very early days, so take with a heavy dose of salt.

Want to view our database? Download the Excel file below. Why not come and join our friendly Discord while you’re here?

Old World: Orc and Goblin Tribes Deep Dive

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Following on from our Forces of Fantasy and Ravening Hordes unit performance posts, I thought it may be interesting to take a deep dive into each faction at 2,000 point events. All of these results are taken from competitive 2k events that included Legacy factions and a minimum of 10 players.

Orc and Goblin Tribes currently sit at 55%, which is perhaps a little high, but still within the tolerance.

The Night Goblins appear to be perhaps the more popular part of the Orc and Goblin Tribes army at present.

The Trolls are among the least popular units, along with my favourite, the Snotling Pump Wagon.

While the Night Goblins appear to be more popular with players, the Orcs appear to have more success on the battlefield.

Trollhide Trousers (bearer earns +1 to their save and has 5+ regeneration) and the Big Red Raggedy Flag (+1 to a units WS and +1 to combat results) lead the way in the most popular magic items.

Interestingly, the Orc and Goblins appear to do well against both the Tomb Kings and Kingdlm of Bretonnia but appear to struggle at first glance against Warriors of Chaos.

If you like what we do, why not join our Patreon to help keep the site running? Or by joining our friendly Discord server?

Old World: Ravening Hordes Unit Performance

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Following on from our post in regards to the external balance of factions, today we’re looking at the internal balance of units within each faction.

Units have only been included in the stats if they have at least 30 games minimum. Anything less than that have been excluded. These stats cover ALL tournaments and point levels.

Units shown in Green are what we considered to be balanced (within the 45-55% win rate range). Anything red, is outside of this ideal range.

Win rates for units are calculated by working out the win rates for the games where that unit was included in the list (shown in brackets). These games are for all the games in our database and not just those at 2k points.

They’ll be a separate post for legacy factions on Friday.

If you like what we do, why not join our friendly Discord  by clicking on the image below?

Old World Win Rates

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With the new FAQ out last week, I’ve decided to reset the stats at that point. So, going forward, any events that have taken place before the recent FAQ won’t be included in our statistics.

The statistics below show the stats for 2,000 point events before the new FAQ. For ease, we’re referring to this as v1.1 of Old World. Version 1 is the initial release in January, v1.1, being the FAQ release on 22nd January.

Let me give you the parameters to show how we’ve reached these figures.

  • Our database holds a total of 68 events (worldwide) consisting of a total of 1,461 pairings. These are all drawn from Bestcoastpairings.com, Statsandladders.com, and Ecksen.com.  We are also in the process of adding tourneykeeper.net to our database, which you should see in the next few weeks. Once that has been added, we will work on adding T3 and others.
  • As 2,000 points are the most common total for events (and not 1999+1), we used this as our first parameter. This filtered our data to 671 pairings.
  • We’ve only included events that allowed legacy factions, filtering us to 636 pairings.
  • Only events with 10 or more attendees have been selected, filtering our games further to 584 pairings.
  • We’ve excluded mirror matches from the results, e.g. High Elves v High Elves. 540 pairings.
  • We’ve also only included games we’re we’re fully confident we have the lists and data for both players. 515 pairings.
  • On top of this, we’ve also decided to count a draw as 0.5 win and 0.5 loss.

The results are shown above. However, I would not put much weight on the results where there are less than 40 pairings on record.

Using the same parameters as above, we’ve also carried out the same exercise for 1500 point events.

If you would like to play with the database, we’ve included it below.

If you like what we do, why not join our friendly Discord? Click on the image below.

The Old World: Stats Database

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I’ve not had time to update the database this week.

But I’ve included our entire database below, along with a system to filter it so that you can check win rates based on your own parameters.

We have removed players’ lists, as much of the data comes from BCP, and we do not wish to circumvent their subscription system.

The 2nd tab, titled “Tournaments Included” is what drives the stats side of the database.

By using the filters on columns C to H, you can decide which factors you would like to include. Then, once you’ve decided, click the indicator for that tournament in column J to either Y or N.

Tournament Filters
Inclusion Column

Once you’ve decided which tournaments to include or exclude head over to the tab titled “Win Rate Based on Filters”.

At the top, you’ll see a bar where you can either count as a loss of include them as 50% win and 50% loss.

Once that’s done, the table below will automatically populate.

Enjoy! If you did enjoy this, why not join our friendly Discord?

Also, below is a sneak preview of a little something I’m working on…..

Come and join the Discord if you’d like to help!

Old World: Conquest – The Dwarfs of Bhurali-Dwar (Part 2: Game 1)

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Last time, I went into detail about the lore behind my list and how I decided upon my unit choices. The result felt solid and lore accurate with enough punch to hopefully put some halt in the step of an opponent.

With the list made, I challenged Dave to a game at 500 points. We rolled for the battle plan when we met and got Breakthrough.

If you want to find out more about Old World: Conquest, our narrative system for Old World, based on the Age of Sigmar Path to Glory system, then click here.

We’ve also a friendly Discord server, where you can share your own suggestions for Conquest.

The Story So Far

(Epic American Voiceover Guy) Previously, on the Dwarfs of Bhurali-Dwar

Fimbur Grimsson had spent his entire adolescence behind his father’s beard-tails.   His father, Grim Fimbursson, had amassed a large fortune and was among the wealthier Dwarfs of Karak-Norn.

Fimbur had heard tale of a lost haunted hold called Bhurali-Dwar while in the ‘Grobi’s Head’, a rather run down Tavern in the lower levels of Karak-Norn. Wanting nothing more than to make a name for himself, Fimbur  began planning an expedition to find the hold and reclaim it.

Fimbur, having a good relationship with his father, ran the expedition plans past him one evening. His father, who wanted nothing more than for Fimbur to succeed in life, decided to fund the expedition.

After months of preparation, the expedition was ready to leave the gates of Karak-Norn. Bidding his father goodbye, Fimbur took his force southwards, heading towards the mine of Grung Gandaz.

After 3 days, the scouts began reporting killing the odd Night Goblin here and there who seemed to be fleeing away from the mine. As the day progressed and the army marched closer, the number of reports increased, each one the same. Night Goblins fleeing southwards in terror away from the mine.

It wasn’t long before his rangers reported a large army of Night Goblins fleeing southwards from the mine. Seeing an opportunity to cross out some Grudges from the Dammaz Kron, Fimbur deployed his force across the road, aiming to wipe these Grobi out as they fled.

The Battleplan

With only a couple of hours to spare, Dave and I rolled our battleplan at random from those in the Old World: Conquest battlepack, rolling Breakthrough.

We rolled off, and Dave was allocated the role of Invader (very suitable being the filthy Grobi).

My aim was simple, stop as much as I could of Dave’s army from leaving my table edge. If I could stop more than half of Dave’s army from leaving my table edge and kill his general, then I’d get a minor victory. If none of his units left my table edge, I would get a major victory. Anything less than that would result in defeat for the Dwarfs.

The beauty of a game like this is that my head cannon for the game can be completely different from Dave’s. So, while my Dwarfs are attempting to destroy a load of fleeing Gobbos, Dave’s may well be something different that fits within his narrative story plot.

The Pregame Lists

The Dwarfs of Bhurali-Dwar

===
The Dwarfs of Bhurali-Dwar [497 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

Gold: 5
Stronghold: Bazaar
Quest: Search for the Artefact
Quest Points: 0
Vault: Empty

Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 1

===

++ Characters [79 pts] ++

Thane [79 pts]
Hand weapon
– Great weapon
– Full plate armour
– General
– Oathstone

++ Core Units [358 pts] ++

10 Longbeards [148 pts]
Hand weapons
– Heavy armour
– Shields
– Elder (champion)
– Standard bearer
– Musician

10 Rangers [110 pts]
Hand weapons
– Crossbows
– Heavy armour

10 Thunderers [100 pts]
Hand weapons
– Handguns
– Heavy armour

++ Special Units [60 pts] ++

1 Gyrocopters [60 pts]
Hand weapons
– Steam guns
– Full plate armour (armoured fuselage)

===

Dave’s Night Goblins

===
Path to Sporey [497 pts]
Warhammer: The Old World, Orc & Goblin Tribes
===

++ Characters [90 pts] ++

Night Goblin Oddgit [55 pts]
Hand weapon
– General
– On foot

Night Goblin Bigboss [35 pts]
Hand weapon
– Light armour
– Shield
– On foot

++ Core Units [254 pts] ++

30 Night Goblin Mob [182 pts]
Hand weapons
– Thrusting spears
– Shields
– Netters
– 1 Fanatics
– Boss (champion)
– Standard bearer
– Musician

15 Night Goblin Mob [72 pts]
Hand weapons
– Shortbows
– Boss (champion)
– Standard bearer

++ Special Units [58 pts] ++

1 Goblin Wolf Chariot [58 pts]
Hand weapons
– Cavalry spears
– Shortbows
– Standard bearer

++ Rare Units [95 pts] ++

Mangler Squigs [95 pts]
Colossal fang-filled gob
– Heavy armour

===

The Battle of Grung Gandaz

Deployment

Following the battleplan deployed our forces, luckily for me, I had the unit of Rangers, which I could place right in the centre of that tunnel out of my territory. With them in the middle, the thunderers on my right flank, and the gyrocopter and Longbeards on my left, my aim was to create a killing zone in the centre as the Goblins charged forward.

The view of the Grobi line from the Dwarf left flank

Turn 1

The Grobi charged forward towards the stalwart Dwarfs. The Wolf Chariot, having sipped on some particular potent fungus brew before the battle, managed to crash straight into the Thunderers on the Dwarf left, killing two in the process. The Thunderers fled (Break test roll of 10, against a 9 needed!), and the Chariot continued to cut them down. While the Mangler smashed through the trees on the right peering down at Fimbur and his Longbeards as they ignored it and charged into the Grobi Spears in the centre of the battlefield, the Gyrocopter taking up position nearby intending to at least put some hurt on the Mangler.

Goblin Wolf Chariot makes a long bomb charge

The Grobi leader issued a guttural challenge to the Dwarfs which the leader of the Fimbur’s Guard quickly accepted by cutting the Grobi’s head off. It wasn’t enough for the Dwarfs to win the combat, however, and they promptly broke and fled (another break test roll of 10!).

Meanwhile, in the centre, the Rangers ploughed bolt after bolt into the Grobi archers, felling them at a distance with the Goblins unable to mount and serious challenge to these sharpshooters.

The Longbeards Flee from the spearmen

Turn 2

The Goblin spearmen pursue Fimbur and his Longbeard Guards southwards (off the table).

The massive Mangler Squig swings around and with massive leap managers to jump on top of the Gyrocopter, crushing the machine and pilot to the ground in a shower of metal.

In the centre, the Rangers continue their toll on the Grobi archers, felling five more. However, these Grobi are more scared of whatever they’re running from than the Dwarfs blocking their path and refuse to flee.

The Mangler makes short work of the Gyro

Turn 3

With little to stop them on the Dwarf right the Mangler and the Grobi warboss Flee past the Dwarf lines.

The Rangers kill the remaining Grobi archers. With nothing remaining on the battlefield, the Dwarfs are dumbstruck at what just took place. Helping the wounded to their feet, the Ranger set off to find Fimbur and his guard.

Post Battle Review

Wow. I mean, that, was, brutal. The Wolf Chariots’ long bomb charge in the first turn at max range meant it managed to kill a thunderer through impact hits and then somehow beat them in combat after they whiffed. I needed an 8 or less to stay put and fight again or a 9 to fall back in good order. I rolled a 10.

The loss of the thunderers was huge, as I felt they could have beaten the chariot normally and then taken care of the Archers with shooting. This would have allowed my rangers to keep a steady rate of fire at the Mangler and Spearmen, but alas.

Then this was further compounded by the Longbeards, somehow losing combat in my turn against the spearmen, rolling a 10 for their break test as well. They fled, but we’re then charged and fled off the table next turn.

Still, it was immense fun, and I’m looking forward to getting my revenge against @hamsfan and his Grobi in the future.

Aftermath Sequence

With the game over, it was time to sort out my army for the campaign in the aftermath sequence as defined in Old World: Conquest.

Step 1 – Earn Gold

Nice and simple, we played a 500-point game, and so got I got 5 gold. I did not win, and my General ended off the table, so there was no additional gold. This, with the 5 gold you get at the start of a campaign, gave me 10 in total.

Step 2 – Resolve Injuries and Casualties

I had a fair bit to do here, as I had lost a lot of Dwarfs.

First up, my general, Fimbur. Rolling 2D6, I got a 4. A critical injury! I chose to reroll at a cost of 1 gold, this as otherwise, my character would start with D3 less wounds in the next battle. 11, much better! This was a minor injury and had no effect on him.

Next, it was time for casualties. First the Lonbeards. As they had all fled the table, I’d need to do rolls for each of them, with any 1s being a casualty. 3 casualties! The dice were not with me. Deciding to spend another gold piece, I rerolled the result. Not a single 1 the second time around, thank goodness!

Next, the Thunderers, 2 casualties here. I decided I would keep this result as I would need to spend the 8 gold elsewhere in the aftermath sequence.

The Rangers suffered 1 loss in the battle, but this was healed up.

The Gyrocopter having a wounds characteristic of less than 8 got to roll as a casualty and luckily rolled a 4. We decided the pilot would have jumped out at the last moments and survived to rebuild his machine.

Step 3 – Gain Renown Points

The bonus renown didn’t apply to anything in my army, so all I had was Favoured Warriors, which I gave to the Rangers. Mainly due to them being the only effective unit in the game! Rolling a 3, I marked this down next to the unit on my roster.

Step 4 – Complete Quests.

I didn’t get any Quest Points from the game as my units had to be in Dave’s half of the table.

Step 5 – Manage Stronghold

With a unit cap of 6 and 5 units in my roster, I would need to buy barracks soon to increase my unit cap to 9. Hiwever for now, we’ll leave this.

Step 6 – Manage Your Territories

So rolling a D66, I got 42 for an Ancient Road, which would increase my Allies cap to 2. I decided not to take this as with only two more slots for territory available to me at this point, I wanted to reserve them for something I really needed.

Step 7 – Manage Your Order of Battle

Here I spent 4 gold. Deciding that being a Dwarf, Fimbur would really love having some artillery to support his little expedition. So I recruited an organ gun to mow down those pesky Grobi.

Updated List

===
The Dwarfs of Bhurali-Dwar [617 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

Gold: 4
Stronghold: Bazaar
Quest: Search for the Artefact
Quest Points: 0
Vault: Empty

Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 1

===

++ Characters [79 pts] ++

Thane [79 pts]
Fimbur Grimsson
– Hand weapon
– Great weapon
– Full plate armour
– General
– Oathstone
– 5 Renown

++ Core Units [358 pts] ++

10 Longbeards [148 pts]
Fimbur’s Guard
– Hand weapons
– Heavy armour
– Shields
– Elder (champion)
– Standard bearer
– Musician

10 Rangers [110 pts]
Karak-Norn Sharpshooters
– Hand weapons
– Crossbows
– Heavy armour
– 3 Renown

10 Thunderers [100 pts]
Grindir’s Raiders
– Hand weapons
– Handguns
– Heavy armour
– 2x Casualties

++ Special Units [60 pts] ++

1 Gyrocopters [60 pts]
Hambir’s Flyer
– Hand weapons
– Steam guns
– Full plate armour (armoured fuselage)

++ Rare Units [120 pts] ++

1 Organ Gun [120pts]
Helga
– Organ gun
– Hand weapons
– Light armour

===

Post Battle Lore

Fimbur and his Guard trudged back towards the site of the battle. The amount of Grobi bodies fleeing through the Dwarf lines had simply been too much. It was like holding back a flood.

Whatever had scared the Grobi had been more terrifying than the Dwarfs that stood in their path. That being said, Fimbur still felt some shame for not being able to cut the filth down.

Meeting up with the rest of the force, the Dwarfs took stock of their losses, two dead from the Thunderers and the Gyrocopter badly damaged. There were a few walking wounded, but considering what they had just experienced, it wasn’t too bad.

The Dwarfs marched up the approach road to the mine entrance, dead Grobi lay everywhere, all looking as if they had been running from the mine itself. At the entrance to the mine, they found the wooden doors cracked and buckled. But the damage had been from the inside rather than outside.

Walking in through the entrance, a cavern opened up around them. Sunk into the expertly carved walls of the cavern were many dwellings and workings that you would associate with a small mine of this size. The buildings mostly seemed undamaged, though the main thoroughfare through the settlement looked as if a Stampede of thundertusks had been there. The familiar sight of Grobi bodies lay everywhere. On a ledge further up the cavern wall from the entrance they had just arrived through, Fimbur could see an organ gun and its crew resting and enjoying some ale.

After a few rounds of Ale the Dwarfs of Grung Gandaz, who had mostly survived the attack unharmed, told Fimbur about how the Grobi had fled from the lower depths of the mine and out of the entrance.  The crew of the Organ Gun, who had been stationed on the ledge to provide it with line of fire not only over the entrance but also to the mouth of the actual mine, had been enjoying themselves exterminating the filth as they ran, but barely made a dent in their numbers.

They had no idea what had terrified the Night Goblins so much that they had not only been willing to charge through a Dwarf settlement but also run out into the full glare of the sun.

Wanting to “kill the Grobi filth,” Bindor, the engineer of the Organ Gun ‘Helga‘, offered to lead Fimbur and his expedition through the mines and into the underway. to tag along with Fimbur’s expedition.

Bindor had heard the rumours about Bhurali-Dwar but had no idea whereabouts it could be located. Eing at the southern part of the Grey Mountains, they decided the best policy would be to move northwards from Grung Gandaz.

The Old World – Meta Stats: 24th March 2024

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A few weeks ago, we announced that we would be looking at the Old World stats. Since then, we’ve received numerous requests for updates.

We’ve also recently created an Old World discord server so that you can discuss everything Fanstasy with like-minded people.

Also, if you get a chance, what not check out our Old World: Conquest narrative system, based on Age of Sigmar’s Path to Glory.

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Tournament Data
Faction Data

Tournament Data

With around 3-4 tournaments each weekend, the data is gathering at a steady pace. However, all the events have been single day tournaments so far.

All of the current data are for events hosted on Best Coast Pairings, Stats and Ladders and Ecksen. Our thanks goes to these sites for their continued support with our stats projects.

Next week’s data should also include all tournaments posted to Tourneykeeper.net

The points size for one day events varies, but 2,000 points appears to be the most common limit at present. However, without any GW events having taken place yet, there are a few at smaller point values.

All of these results have been used in the stats to date. As we gather more data, we will begin to split out the Grand Tournaments from the rest of the pack. We may also split out the 2,000 point RTT (single day) events. But we’re happy to be led by the community on this. We would love suggestions as to what you would like to see.

Faction Data

We calculate the win rates by adding the number of game wins and half their number of draws. We then divide the result by the factions’ total games to give a win percentage.

We then exclude mirror matches (e.g. Dwarfs v Dwarfs), and matches where one of the players is missing faction data (usually a bye round).

We’ve now also split out events of 2000 points from the above data.

Disregarding some of the smaller datasets (those below 40 games) we currently have, Orc and Goblin Tribes are doing very well at 2000 competitive play with 59%. This, when compared to the previous chart, shows that they perform better at 2000 points than at lower points levels. Wood Elf Realms, meanwhile, are hitting 58% fairly consistently across the board. Tomb Kings are sitting at 55%, which is much healthier than the 66% initially given a few weeks ago.

At the bottom of the table Dwarfs appear to struggle regardless of the points level. Likewise for the Empire of Man.

The Old World – Meta Stats: 17th March 2024

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Following our a few weeks ago, we announced that we would be looking at the Old World stats. Since then, we’ve received numerous requests for updates.

We’ve also recently created an Old World discord server so that you can discuss everything Fanstasy with like-minded people.

Also, if you get a chance, what not check out our Old World: Conquest narrative system, based on Age of Sigmar’s Path to Glory.

Menu

Tournament Data
Faction Data

Tournament Data

With around 3-4 tournaments each weekend, the data is gathering at a steady pace. However, all the events have been single day tournaments so far.

All of the current data are for events hosted on Best Coast Pairings, Stats and Ladders and Ecksen. Our thanks goes to these sites for their continued support with our stats projects.

The points size for one day events varies, but 2,000 points appears to be the most common limit at present. However, without any GW events having taken place yet, there are a few at smaller point values.

3 tournaments held no army lists and no reference to points limit

All of these results have been used in the stats to date. As we gather more data, we will begin to split out the Grand Tournaments from the rest of the pack. We may also split out the 2,000 point RTT (single day) events. But we’re happy to be led by the community on this. We would love suggestions as to what you would like to see.

Faction Data

We’ve chosen a minimum limit of 60 games featuring the faction, for them to be included in the statistics. With the games being drawn from single day events, this means it represents a minimum of 20 players per faction. This should provide a varied enough data set in terms of individual skill.

We calculate the win rates by adding the number of game wins and half their number of draws. We then divide the result by the factions total games to give a win percentage.

There are a number of factions who haven’t yet managed the 60 game target. These are;

Beastmen Brayherds – 55 Games Played
Chaos Dwarfs – 27 Games Played
Daemons of Chaos – 44 Games Played
Dark Elves – 51 Games Played
Lizardmen – 41 Games Played
Ogre Kingdoms – 56 Games Played
Skaven – 40 Games Played

I can reveal that out of the above, three of those factions are outside the ideal 45-55% win rate range.

So out of the gate, the stats look very good. Tomb Kings have fallen from their 66% two weeks ago to 60%, but this is a good result. Especially considering this is a new system, and Games Workshop hasn’t done any balance updates as yet. Only four factions so far are outside the 45-55% win rate range. With two of those only marginally outside that bracket.

In terms of popularity, the Kingdom of Bretonnia is the most popular faction. Followed by the Orc and Goblin Tribes and Warriors of Chaos, both of which have always been popular in Warhammer Fantasy.

There we have it, is there any specific data you’d like to see included in the future? If so, drop us a comment below.