Category Archives: Warhammer Fantasy

Old World: High Elf Realms 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.

High Elf Realms are very well balanced externally at 51%

The Archmage makes it into every single 2k point High Elf list to date. As opposed to the Mage, who only made it into 1 list. The Prince appears to be the go-to leader. The Star Dragon is the most popular of the three Dragon choices.

The other two dragons are seeing little play compared to the Star Dragon, and neither Phoenix appears to be attracting players either.

The above shows the win rates for units with more than 20 game results. With an overall win rate of 51% for the High Elf Realms, the only units currently exceeding this are the Lothern Sea Guard, the Star Dragon and the Ellyrian Reavers.

In terms of popularity of the Elven Honours, Pure of Heart (All units in command range use leadership of character and any unit the character has joined auto passes any Panic tests) and Loremaster (gains armour, has sword of Hoeth) are by far the most popular in lists.

There’s a more even distribution among the High Elf magic items. However, Seed of Rebirth (bearer has 5+ regeneration), Dragon Helm (improve armour save by +1 and 6+ ward against flaming attacks), and the Silvery Wand (Bearer knows one more spell than normal for their level) lead the way.

As we only include factions where there are more than 10 matches on record we are unable to show and matchups for the High Elves at present.

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Old World: Tomb Kings of Khemri 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.

Firstly, from what we can see, most of the forces are constructed using the army composition list inside the Ravening Hordes book rather than the Tomb Kings of Khemri: Arcane Journal.

The Tomb Kings are slightly overpowered externally at 58%. But this could yet fall with the new FAQ and people adjusting to the new edition.

It’ll be no surprise that units such as the Bone Dragon, Necrosphinx, and Casket of Spuls can be found on this list.

The least popular units are mostly those from the Arcane Journal, with the exception of Skeleton Horsemen, Tomb Prince, Khemrian Warsphinx, and SepulchralStalkers.

The above shows the win rates for units with more than 20 game results. With an overall win rate of 58% for the Tomb Kings, the only units currently exceeding this are the Mortuary Priest, Tomb King, Necrolith Bone Dragon, Necrosphinx, Skeleton Chariots and Royal Herald.

There’s a more even distribution among the Tomb Kings magic items. However, Armour of the Ages (Enemies reroll successful to wound rolls against the bearer), Icon of the Sacred Eye (+1 modifier to weapon skill), and Flail of Skulls (S+3, Multiple Wounds (3)) lead the way.

We’ve only included factions where there are more than 10 matches on record. While this is still low data, the trend shows a poor performance against Orc and Goblin Tribes. While appearing to perform well against Kingdom of Bretonnia and Warriors of Chaos.

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Old World: Kingdom of Bretonnia 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.

Firstly, from what we can see, most of the forces are constructed using the army composition list inside the Forces of Fantasy book rather than the Kingdom of Bretonnia: Arcane Journal.

The Kingdom of Bretonnia is perfectly balanced externally at 52%

It’ll be no surprise that many of these units are mandatory according to the Forces of Fantasy composition list.

The least popular units are mostly those from the Arcane Journal, with the exception of the Damsel, Squires, Foot Knights, and Sergeant-At-Arms.

The above shows the win rates for units with more than 20 game results. With an overall win rate of 52% for the Kingdom of Bretonnia, the only units currently exceeding this are the Knights Errant, the Duke and the Paladin.

In terms of popularity of the knightly virtues, the Virtue of Heroism (Killing Blow and Monster Slayer special rules- Excellent against what appears to be a Dragon dominated game at present) and the Virtue of Knightly Temper (extra D3 attacks and Hatred) are by far the most popular in lists.

There’s a more even distribution among the Bretonnians magic items. However, Gauntlet of the Duel (challenges can’tbe refused), Gromril Great Helm (improve armour save by +1 and reroll natural 1s on armour saves), and the Falcon Horn of Fredemund (cancel fly on enemy units) lead the way.

We’ve only included factions where there are more than 10 matches on record. While this is still low data, the trend shows a poor performance against Orc and Goblin Tribes and Tomb Kings of Khemri. While appearing to perform well against Wood Elf Realms.

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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.

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Old World: Forces of Fantasy Unit Performance

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Following on from yesterday’s 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.

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!

Tomb Kings of Khemri (Old World: Conquest)

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These rules are designed to be used alongside the Old World: Conquest rules.

Why not join our friendly Discord and help develop the system?

AN EMPIRE OF DUST

Across the arid deserts of Nehekhara, vast legions of skeletal warriors rise from beneath the baking sands to slaughter those who trespass into their domain. It is a lifeless realm of endless dunes, stained red from the blood of savages and barbarians. This is the Land of the Dead, where mummified kings are cursed to rule in perpetual unlife. But it was not always thus.

There was a time when the ancient kingdom of Nehekhara stood as a crown of human civilisation; a golden age when its cities shone with majestic splendour, its armies conquered entire nations and its kings ruled as gods among men. But this realm was razed millennia ago by the treacherous sorcery of the reviled Nagash: in a stroke, the living perished and the dead rose from their tombs.

Death is no barrier to glory for the Tomb Kings however. In unlife, they will see the empire of Nehekhara restored to greatness!

Tomb Kings of Khemri march forth!

CANOPIC JARS

Canopic Jars are a unique resource for the Tomb Kings. Ancient containers filled with arcane energy, Canopic Jars can be collected through Quests and as post-battle loot. To give an extra narrative feel to your campaigns, replace the word gold in the aftermath sequence with Canopic Jars.


INCANTATIONS OF PRESERVATION

Each Tomb King unit when recruited to the roster is considered to have a strong ‘Soul Bind‘, as your campaign progresses this may decrease to a point where the Liche Priests are no longer able to bind souls to the corporeal forms of the unit anymore and they turn to dust.

Rather than following the aftermath sequence for injuries and casualties in section 8.2 you must instead roll on that table below taking into account the modifications listed:

  • +1 If the unit survived the battle
  • +1 If your General survived the battle
  • +1 for each Liche Priest in your army roster
  • -3 if the unit was destroyed in battle

This rule attempts to replicate the incantations that Liche Priests perform to maintain their or their Lords army.

2D6 RollResult
2The unit is lost to the sands of Time as it’s binding is tethered to the Liche Priests of your army. Remove the unit from your Order of Battle.
3-4The unit’s link to your Liche Priests is weakened following the battle. Decrease it’s Soul Bind level. If this results in ‘No Bind’ the unit is lost to the sands of time and you must remove it from your order of battle.
5-9The unit maintains it’s current bind level.
10-11The link to your Liche Priests is strengthened and this unit gains a level of binding.
12The unit has a ‘Strong Soul Bind’ to your army’s Liche Priests, in addition it gains D6 renown.

Tomb King units are always deemed to be full strength regardless of their binding level and do not suffere casualties from battle to battle like other Old World factions.

BINDING STRENGTH

  1. No Bind The unit has lost it’s bind to your Liche Priests and they are unble to keep the souls bound to the units skeletons. Turning to dust, the unit is lost to the Earth. Remove the unit from your army roster.
  2. Weak BindThe unit is on the verge of turning to dust.
  3. Effective BindThe Liche Priests still have a good bond with this unit.
  4. Strong Bind The bind between this unit and your Liche Priests is at its strongest.

HEROIC UPGRADES

During your Conquest campaign, you may be able to pick heroic upgrades for your CHARACTERS. A heroic upgrade replaces one type of character with another, more powerful one and represents them becoming a mighty champion in your army. You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the character entry the CHARACTER will be upgraded to, which unit entry is required, the amount of renown points that CHARACTER must have, and the amount of gold you must spend. Once you have picked a heroic upgrade, replace your CHARACTER’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence. If the new unit entry is a type that is limited on your order of battle – for example, if it is a MONSTER – you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

Unit EntryReplaced WithRenown RequiredGold Cost
Tomb PrinceTomb King303
Mortuary PriestHigh Priest153

LICHE PRIESTS WIZARD LEVELS AND UPGRADES

Mortuary Priests would still require a Wizards Tower to reach wizard level 2, and an Arcane Nexus to become level 3 and a High Priest. High Priests would still require an upgraded Arcane Nexus to become a level 4 wizard.

RENOWN, SPELLS AND MAGIC ITEMS

When you pick a heroic upgrade for a CHARACTER, they keep their renown points and any spells or magic items that they are still eligible for. If your CHARACTER had any spells or magic items that they are no longer eligible for, they lose them.


QUESTS

QUEST: Quash the Rebels

Mortal defiance is a difficult thing to break, pernicious as it is. Still, it never hurts to remind the living of their place every now and then.

At the end of each Conquest battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 6 or more quest points, you can fight Conquest battles using the ‘Defend the Temple’ battleplan. If you win a major victory when using that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST: DREAD MARK

In battle, hunt down the pretender and extinguish their soul.

You complete this quest if you slay an enemy General in battle.

Once you slay the General, you will receive an additional 10 Canopic Jars.

QUEST: UNDYING LEGIONS

Tomb Kings think little of expending their minions en masse. Occasionally, however, some of these resurrected regiments will attain their own notoriety.

At the end of a Conquest battle, you complete this quest if you won a major victory.

When you complete this quest, in the next Conquest battle you fight against an opponent using a Conquest army, before deployment, you can give each friendly SKELETON WARRIORS and SKELETON ARCHERS unit 1 veteran ability that can only be used in that battle.

QUEST: MASS GRAVES

A Liche Priest who can secure a Necropolis has access to nearly limitless reserves of soldiery.

At the end of a Conquest battle, you complete this quest if you won a major victory, and the model picked to be your general was not slain.

When you complete this quest, in the next Conquest battle you fight against an opponent using a Conquest army, at the end of your movement phase, you can summon 1 unit of 20 SKEKETON WARRIORS or 20 SKELETON ARCHERS and add it to your army. That unit must be set up wholly within 12″ of a friendly LICHE PRIEST and more than 3″ from all enemy units.


VETERAN ABILITIES

Hatred of the Living: These warriors have a deep loathing of all living creatures.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, add 1 to the attack characteristic for models in this unit.

Immortal Legionaries: It is nigh impossible to extinguish the souls of these warriors.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, this unit has a ward of 5+.

Bludgeoning Goliaths: These monstrous shock troops can smash aside even the most hardy defence.
USHABTI unit, SEPULCHRAL KNIGHTS unit or NECROPOLIS STALKERS unit only. This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, improve the armour penetration characteristic of this unit’s weapons by 1.


March of a Thousand Corpses: Just as the living dare to hope that the last of these Skeletons have fallen, they stagger to their feet once more.
TOMB GUARD, SKELETON WARRIORS, SKELETON ARCHERS and SKELETON SKIRMISHERS only. This unit can use this veteran ability once per battle, at the end of the movement phase. You can return any number of slain models to this unit.


BATTLEPLAN: DEFEND THE TEMPLE

QUEST BATTLEPLAN This battleplan is used with the Old World: Conquest battlepack. You can use this battleplan if one player is using a Tomb Kings of Khemri army, has embarked on the ‘Quash the Rebels’ quest, and has earned 6 or more quest points.

THE ARMIES The player on the ‘Quash the Rebels’ quest is the Tomb Kings player and their opponent is the rebel. The Tomb Kings player must use a Tomb Kings army.

TERRAIN Place terrain as described on page 268 of the core rules. The Tomb King player has a suitable piece of terrain to represent their Temple in the center of their territory.

DEPLOYMENT Both players set up their units as shown on the map below and more than 9″ away from the centre of the battlefield. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

FIRST TURN The rebels takes the first turn in the first battle round.

HATEFUL DESPERATION For this battle the Rebels are Immune to Psychology.

TEARING DOWN THE TEMPLE
Units in the rebel’s army treat the Temple as an enemy model and can attack it with melee weapons (it is not affected by spells). The Temple is considered to have a Toughness characteristic of 8, Wounds characteristic of 20 and a Save characteristic of 3+.

A unit in the rebel’s army cannot target the Temple if that unit is within 3″ of any units in the Tomb Kings of Khemri player’s army. Once the number of wounds allocated to the Temple equals its Wounds characteristic, it is destroyed and removed from play.

GAME LENGTH The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached, as described on page 286 of the core rules.

GLORIOUS VICTORY If the Temple is destroyed, the rebel wins a major victory.

If the Temple has not been destroyed and there are no units in the rebel’s army within 3″ of it at the end of the battle, the Tomb Kings of Khemri player wins a major victory.

If neither player has won a major victory, each player scores a number of victory points equal to the combined Wounds characteristics of all friendly models within 6″ of the Temple. The player with the most victory points wins a minor victory. If neither player has the most victory points, the battle is a draw.

CONQUEST REWARDS If the Tomb Kings of Khemri player wins a major victory, they complete the ‘Quash the Rebels’ quest, gain 10 Canopic Jars (Gold) and can make 2 exploration rolls in step 6 of the aftermath sequence of that battle instead of 1.


TERRITORIES

61-62 OUTPOST OF THE LIVING
The mortals who have settled are a useful source of intelligence – once they have been broken to your will.
You receive 3 extra Canopic Jars (Gold) in step 1 of the aftermath sequence.

63-64 CURSED RUINS
You have discovered a nexus of death magic, the perfect site on which to found a new fortress.
You can never have more than 1 territory of this type. Add 1 to the number of territories your stronghold can control, the number of barracks it can have and the number of outposts it can establish.

65-66 NECROPOLIS FOUNDATIONS
Your Spymasters have found an ideal site upon which the core of a new necropolis could be erected. A foothold in this region will see your Empire grow at an accelerated rate.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 15G] Fortress: Each time you win a major victory in a Conquest battle, you receive 1 extra Canopic Jar (Gold) in step 1 of the aftermath sequence for each friendly Tomb Kings of Khemri unit that survived the battle.

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.