Tag Archives: Old World

Old World Meta Stats (23rd February 2025)

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

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

Tournaments Included (Since Jul FAQ)

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

GT Win Rates

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

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

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

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

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

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

Muster List Popularity (Broken Down by Number of Wins)

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

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

Number of GT Wins as Percentage

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

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

Woehammer Database

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

The Old World: State of the Game – 10th November 2024

Introduction

If you follow the site, you’ll know that we do in-depth stats for Games Workshop’s Age of Sigmar system. We’ve also been tracking Old World stats at a very high level since it’s release. With the popularity of Old World as a tournament system, we’ve seen the number of events and games steadily increasing over the past year, so much so that we’ve reached a point where we can provide a little more detail into the figures that make up these win rates.

Firstly a disclaimer, these stats are based on events hosted on the website Best Coast Pairings, Stats & Ladders, and Ecksen. We do have plans to add further sites into the database in the future, and we are aware that T3 etc also have their own stats. Our advice is always to look at every source of statistics, this will give you a much more informed idea on the state of the game. Mistakes can be made, if they occur I will update the article as soon as I can with a note as to what has been changed.

The majority of our stats are taken from 2,000 point GT events where legacy factions have been allowed to take part. This is due to these being the most popular events in our database. If you wish to view the data, you can download the file at the end of this article.

Followers of Woehammer will be aware of our Elo ratings in Age of Sigmar, I have tracked these for Old World and do have the data, which is included in the matches tab on the file at the end of the document.

GT Win Rates

GT Win (2,000pts) Rates since 18th July FAQ

We’ve split out the various muster lists for factions that have already received their Arcane Journal. So for Dwarfen Mountain Holds, Kingdom of Bretonnia, Orc and Goblin Tribes, Tomb Kings of Khemri and Warriors of Chaos, you may see up to three different entries for each faction. Each of these are for the muster lists available to them, the Grand Army in the core Forces of Fantasy or Ravening Hordes books, then their two optional muster lists available inside the Arcane Journal. For simplicity we’ve cut any muster list that has less than 20 games on record at GTs.

The figure in brackets denotes the number of games where the Faction and Muster list have been used in a 2,000 point GT. Please note that mirror matches (i.e. Chaos Warriors v Chaos Warriors) have been excluded for the purpose of these statistics.

Faction/Muster List Popularity

The above shows the number of players that represented each combination of Faction and Muster Lists at 2,000 point GT events around the world.

Results Breakdown by % of Wins

The above shows the breakdown of the number of wins players finish with at 2,000 point GT with the given faction and muster list combination. The number in brackets denotes the number of games the faction and muster list combination was used at GT’s.

Once again, faction and muster list combinations with less than 20 games have been removed from this chart.

Faction % Race

Finally just for a bit of fun, the below bar chart race shows the faction % for the last 60 days at the date given at the bottom. This effectively shows the change over time.

Database

The Old World: Dwarfen Mountain Holds – Arcane Journal Review

Lore Review

The Dwarfen Mountain Holds are a series of mountain holds collectively known as the Karaz Ankor to the Dwarfs. The Dwarfs have a strong sense of identity and are an incredibly proud race. In times past, the Dwarfs were found throughout the mountain ranges of the Old World and beyond, mining for precious metals and creating a vast underground empire linked together by long tunnels known as they Underway.

However, the Dwarfs now find themselves besieged from all sides by the Ravening Hordes after a calamitous earthquake rocked the Worlds Edge Mountains where the majority of Dwarfen Holds stood. The Dwarfen empire is now in a slow decline as with each passing century, further holds are lost to the enemies that surround them. Don’t say that to the Dwarfs though….

There are three distinct flavours of Dwarfen army playable with the release of the new Arcane Journal, with options for you whether you want to run a traditional Dwarfen army of the sort that is constantly fighting to protect its holds, or a more focused force representing the experience troops that make up a Dwarf Kings throng, or the forces of an expeditionary force looking to reclaim a lost hold.

The lore section of the Arcane Journal focuses on the various Dwarf holds spread throughout the Old World, before expanding into exploring Dwarf society, from clans to the guilds.

The main focus of the lore is around Burlok Damminson and his expedition to reclaim the lost hold of Khazid Vosk, for which there is also a narrative scenario to allow you to recreate the battle. This section is perhaps the most detailed, going into the background of Burlok and the reasons for his expedition as well as the mustering of his troops. This is clearly intended to give some inspiration for creating a background for your own force.

The Book

As with our other Arcane Tome reviews, the core rules for an army from the Dwarfen Mountain Holds exist within the appropriate tome, with this one being the “Forces of Fantasy” book that also includes rules for Bretonnia, Empire, Wood Elves, and High Elves.

As a supplement to that, and the focus of this article, the Arcane Journal for the Dwarfen Mountain Holds includes two alternative ways to represent the Dwarfs, either as part of a Royal Clan Army or as an Expeditionary Force.

Besides containing two new “Armies of Infamy” as these alternative compositions are known, there is a selection of named characters, and a slew of extra runes and also runic tattoos that can be used both for these armies of infamy, many of which can also be selected as choices for your standard Dwarf army lists.

Armies of Infamy

The Armies of Infamy offers novel and thematic approaches to constructing your faction’s army lists. Introducing unique army-wide special rules and granting access to upgraded units that enhance specific playstyles. However, opting for an army of infamy imposes greater restrictions on your army composition compared to the base books by excluding certain units.

It’s important to mention that these Arcane Journals differ from traditional army books from previous editions. They act as supplements to the unit lists and army rules found in Ravening Hordes and Forces of Fantasy books. Playing a game in the Old World only using the Arcane Journals is not possible, as they rely on references to the special rules from Ravening Hordes and Forces of Fantasy. These journals provide new ways to play your faction, including special characters, but they don’t provide details on specific rules.

Royal Clan Army

The Royal Clan Army represents the throngs of the most experienced warriors available to the Kings and Queens of the Karaz Ankor. Notably for this army is the lack of Engineers and Slayers and black powder units such as the Cannon and Thunderers. However, this army list does allow your to field more than 1 King, but also an Anvil of Doom alongside of them. A Royal Clan army is all about the elite troops. Royal Clan Warriors replace the standard Dwarf Warriors, and, aside from points, there’s no limit on the number of Hammerers you can fit into your Special section.

Special Rules

Ancestral Fury – Units in a Royal Clan army that have made a charge of 3″ or more, or have made a follow up move gain a +1 modifier to their strength characteristic. Excellent for Dwarfs and encourages you to charge the enemy rather than standing and waiting to be charged.

Riches & Heirlooms – All character models in the army an spend an additional 25 points on runes. Units that have access to Standard runes may also spend an additional 25 points on Standard runes. The latter does not apply to the Royal Clan Warriors who have this bonus already included in their unit entry.

Striking a Grudge – You may nominate a single enemy character to become hated by all friendly models, regardless of the army you are facing. As well as this, you win a bonus of 75 victory points if the nominated character is slain, has fled or is fleeing the when the game ends.

List Composition

As a result of the army representing the experienced army of a King or Thane, there no limits on the amount of Royal Clan Warriors or Longbeards in an army.

There are enough changes to the general composition that it would make it a dull read to list them all here, but some highlights are that Royal Clan Warriors replace Dwarf Warriors as a core choice, Longbeards become an optional core choice, while Thunderers, Engineers, Slayers (of all kinds), Cannons and Flame Cannons have been removed entirely. Hammerers are now no longer limited to 1 per King of Thane (0-1 per 1k), and Ironbreakers move from Special to Rare.

Unique Units

Royal Clan Warriors are more experienced versions of Dwarf Warriors and are only available in Royal Clan armies. These come with shields as default, as well as gaining the Gromril Armour (re-roll natural 1 when making an armour save) and Gromril Weapons (Gives hand weapons Armour Piercing of -1) special rules. They can also spend 25 points more than Dwarf Warriors on Standard runes, while their champion gains access to Talismanic runes. 2pts more than the Dwarf Warriors, but I consider this a bargain when comparing the two units like for like.

Expeditionary Force

As a nice counter to the experienced Royal Clan Army, you have the option to create an Expeditionary Force. A force which may be tasked with testing a new invention created by the Engineers Guild, or tasked with reclaiming a lost hold and the treasures within. The Expeditionary Force selection features a lot of Black Powder weapons and no Kings or Runelords.

It goes to some length to explain the reason why Doomseekers and Slayers accompany these expeditionary forces and this does feel a little shoe-horned in. But it still makes for a nice read and still gives plenty of inspiration for players looking to create their own lore backgrounds.

Special Rules

Expeditionary Marksmen – As mentioned, the focus of the Expeditionary Force are it’s Engineers and black powder weapons. So one unit of Thunderers per 1,000 points may be upgraded to Expeditionary Marksmen for +1 point per model. This allows the unit to ignore the negative effects on hit modifiers for moving and shooting. It also allows any Dwarf Engineer to also have the same rule.

Function Over Form – To represent the Expeditionary Force being a mobile army, you can reduce the toughness of any Cannons, Organ Guns or Flame Cannons by 1, which then allows them to lose the Move or Shoot special rule.

Subterranean Ambush – If the army includes a unit of Miners, the Dwarf player may deploy two 32mm round Mine markers, plus one additional marker for each additional unit of Miners in the army. There are conditions on where these markers may be placed, for example, not within the enemy deployment zone or within 12″ of another marker. However, this does allow the Dwarf player to place Miner units held in reserve within 6″ of a mine marker rather than a board edge.

List Composition

No Kings, Runelords or Anvils of Doom here. However, you do gain access to the Engineer Sapper character.

In Core there are no more Quarrellers, but they have been replaced by Dwarf Carts. While the usual 0-1 Longbeards for a King have been replaced by 0-1 units of Scout Gyrocopters per 1,000. Joining them are the Rangers, but instead of a 0-1 per army, this is now 0-1 per 1,000 points.

Miners, Scout Gyrocopters and Gyrocopters are the main units in the Special category and are joined by 0-3 of Bolt Thrower, Grudge Thrower and Cannon.

In the Rare section, your choices have jumped up to 33% of your army from the usual 25%. Gyrobombers have no limit and are joined by up to 1 unit of Slayers and up to 2 war machines per 1,000 points, made up of, Organ Guns and Flame Cannons.

Unique Units

Dwarf Engineer Sapper – Is essentially the same as the standard Dwarf Engineer but for the additional 20 points in its price you lose the Entrenchment, “Stand Back Chief!” and Artillery Master abilities for the “Dig In!” special rule, which can be used during any Command sub-phase. This allows the character and any unit they are with to be considered behind partial cover. On top of this, you also have the Hostile Terrain special rule, causing any enemy model that ends its movement within the combat range of this character to make a Dangerous Terrain test.

Scout Gyrocopter – The Scout Gyrocopter are more manoeuverable than the regular versions, and have increased speed over less armour and weapons. They’re the same price as the regular Gyrocopter but in that price you lose the Dive Bomb special rule and gain a host of others. Gaining the Extended Formation, Fly (10) rather than Fly (9), and Hatred (Orcs & Goblins). They also lose a little armour and count as having heavy armour rather than full plate. They do gain Hit & Run, this allows them to Fall Back in Good Order rather than having to make a follow up or pursuit move after winning a round of combat. They have the clattergun as their only weapon.

Miner’s Cart – Dwarfs haul a lot of baggage when mounting an expedition, from barrels of Black Powder, to barrels of Bugman’s XXXXXX. There are two types of Dwarf Cart. The Miner’s Cart allows any unit within 3″ to make a Stand & Shoot charge reaction as if it were equipped with Blasting Charges. When it loses its last wound to an enemy in the combat phase, on a roll of 4+ it explodes and each unit within 3″ suffers D6 Strength 3 hits at AP -1 with the Flaming Attacks special rule.

Bugman’s Cart – Any Dwarf unit that is within 6″ of a friendly Bugman’s Cart in the Command sub-phase gains a +1 modifier to its Movement characteristic until the end of the turn (not cumulative).

Special Characters

The main army composition lists found in Ravening Hordes and Forces of Fantasy notably lacked the array of special characters that enthusiasts have grown fond of within their cherished factions. While it’s understandable considering the shift in time period, with many of these iconic figures potentially not yet existing, it leaves a void in the hearts of fans longing for something extraordinary to connect with. The Arcane Journals address this gap by introducing a selection of special characters, both familiar and new, to their respective armies

Thorgim Ulleksson, Kharl of the Dammaz Kron

At first you may not have realised that Thorgim Ulleksson is non other than Thorgrim Grudgebearer from the original Warhammer Fantasy Battle series and the Warhammer Total War franchise. (His ignominious death still hurts….).

Here, we’re treated to playing Thorgrim before he became High King, and you can read about his younger years and how he became intrinsically linked to the Book of Grudges.

At 250 points, Thorgim is already a beast of a model. Wielding Grudge-settler which is not classified as a great weapon and so does not have the Strike Last or Requires Two Hands special rules. It still has S+2 and -1 AP in combat, along with Armour Bane (1) and Magical Attacks. It is inscribed with the Master Rune of Smiting (Multiple Wounds – D6) and the Rune of Parrying (Enemies suffer a -1 to hit modifier when targeting Thogrim in the combat phase).

He wears the Armour of Skaldour, which is classified as heavy armour but with the benefit of a 4+ Ward save against a Killing Blow, or against any wounds suffered that has the Multiple Wounds (X) special rule.

He has the Grudgestone, which once set, allows Thogrim and any unit he has joined to gain the Unbreakable special rule and automatically pass any Panic tests they may be required to make. However, once placed, Thogrim and his unit cannot Flee as a charge reaction and cannot move other than to Give Ground or to make a follow up move or reform.

As well as this, being a master of Grudgelore, allows he and any unit he is with to replace the Hatred (Orcs & Goblins) with Hatred (all enemies) when the Grudgestone has been set.

Ungrim Ironfist, Slayer King of Karak Kadrin

Players of both the original series of Warhammer Fantasy Battle games, and the Warhammer Total War franchise will recognise the second special character to be listed in the book – Ungrim Ironfist.

Obviously a younger version than we’ve seen in previous editions, the lore talks about his background and how he became a Slayer King as did his father, and his father before him, for their Ancestor King Baragor. Who at the loss of his daughter on her way to wed the High King in Karaz-a-Karak, lost his battle against grief. Unable to to hold anyone else accountable other than his own decision not to travel with her, the King chose to shave his beard short and swore oaths to the Slayer Cult.

At 315 points, Ungrim Ironfist is available to any Dwarfen Mountain Holds army. As King of the Slayer Hold, Ungrim Ironfist allows for Daemon Slayers and Dragon Slayers to be taken as character choices in a Royal Clan army. He will also allow 1 unit of Slayers to be taken per 1,000 points as a core choice and up to 4 Doomseekers in every 1,000 points to be taken as Special choices.

Ungrim Ironfist can join a unit of Hammerers or Slayers. If he does join a unit of Hammerers, they benefit from gaining the Immune to Psychology and Unbreakable special rules for however long he remains with them.

Unlike other Slayers, Ungrim Ironfist does have armour, albeit only light armour. However, this is made up for with the Slayer Crown, which allows him to improve his armour value by 2 and have a 5+ Ward save against any wounds suffered.

His axe, the Axe of Dargo, is not classified as a great weapon, enabling Ungrim to attack at the Initiative 5 step, with both Magical Attacks and Monster Slayer at Strength +2 and -3 armour penetration. As with other, Slayer models, his rolls to wound of 4+ are always regarded as a success, regardless of the target’s toughness.

Burlok Damminson

It’s three for three with returning characters from the original Warhammer Fantasy battle series.

Following in the vein of the previous Arcane Journals released so far, Burlok Damminson is the prime focus of the lore within the first few pages of the book. This allows players to either recreate the historical battle in the book, or create new stories with the character.

Damminson is the cheapest of the three special characters in the book, coming in at only 85 points. This makes him only slightly more expensive than a regular Dwarf Engineer.

He has Range Finding Optics, which allows one friendly unit of Quarrellers, Thunders or Dwarf war machine to re-roll any rolls to hit of 1, or re-roll a single artillery dice. Provided that unit or war machine is not engaged in combat or fleeing. Any unit he accompanies do not suffer the usual -1 to hit modifier when shooting at long range either.

Mercenaries

Before we move to the two Armies of Infamy available in the journal, we should point out that there are three units provided in the book that can act as Mercenaries in any Dwarfen Mountain Holds force (Armies of Infamy or Grand Army) or Empire of Man Grand Army.

Doomseekers

Doomseekers are considered crazed individuals, even amongst the Slayers. Often covered in tattoos, Doomseekers throw themselves at the enemy without fore thought, flailing around themselves with axes attached to chains known as the whirling blades of death.

At 50 points, they’re cheap and versatile. They also have a host of options to tool them up Weapon runes and Runic Tattoos which we’ll cover later in this review.

Having no armour, you’d expect they wouldn’t survive long and you’d be right. However, the clever narrative influenced rule ‘Doomseeker‘ comes into play here. If you’re opponent does kill them during the battle, then they are worth no points to the enemy player. However, if the enemy player allows them to survive, they’ll gain bonus victory points equal to 100% of their points cost.

0-3 Doomseekers may be included as Mercenaries in any Dwarfen Mountain Holds or Empire of Man Grand Army. As a result they will be subject to the Misbehaving Mercenaries special rule.

Imperial Dwarf Mercenaries

Imperial Dwarfs, are those Dwarfs who have made homes for themselves within the Empire of Man. Here they’ll help humans build their homes, walls and craft weapons. When called to muster, they can be seen marching alongside the troops of the Empire, their weapons and armour often mimicking that of their Human allies.

Imperial Dwarf Mercenaries have a wide weapon selection, but come with light armour rather than the usual heavy armour as standard. Though this can be purchased as an upgrade. They have access to great weapons, thrusting spears, crossbows and handguns. As well as being able to purchase the Drilled or Veteran special rules for them, they can also take up to 50 points of Standard runes for one unit per 1,000 points.

However, only 1 unit of Imperial Dwarf Mercenaries can be included in any Dwarf Mountain Holds or Empire of Man Grand Army, and, like the Doomseekers, are subject to the Misbehaving Mercenaries rules.

Goblin-Hewer

The Goblin-hewer is rare amongst Dwarf armies due to its less than honourable origins. The original blueprints said to have been stolen from a famous engineer and rushed to completion by a thief. When unveiled, a fight broke out, resulting in many of the Engineering Guild shaving their beards in shame and taking the design with them.

The Goblin-hewer is a mercenary unit that may be taken in any Dwarf Army of Infamy and so, subject to the Misbehaving Mercenaries special rule.

Though if your Grand Army or your Expeditionary Force includes a Slayer of Legend, you may include 0-1 Goblin-hewer per 1,000 points as a rare choice. If included in this way, they’re also not subject to the Misbehaving Mercenaries special rule.

The Goblin-hewer fires a salvo of axes at their foes. An artillery dice roll determines the number of shots it fires plus a D3 modifier per rank or file depending upon which facing of an enemy unit the war machine fires upon. The Goblin-hewer has a 36″ range at Strength 4 and AP -1, plus Armour Bane (1).

Runic Tattoos

Not available in the Forces of Fantasy book, GW have expanded here to allows Doomseekers, Daemon Slayers and Dragon Slayers runic tattoos. Doomseekers are allowed up to 3 tattoos, Daemon Slayers, two and Dragon Slayers One. They cannot be duplicated on the same model and no two characters may have the same combination of tattoos. But with 10 tattoos there’s a decent enough choice.

I’ve picked the most how powered to go through rather than list each tattoo.

At 50 points Rune of the Dishonoured will allow Daemon Slayers and Dragon Slayers to benefit from a 3+ Ward save when losing their final wound. This also allows the enemy player to score bonus victory points up to the models points cost if it is still alive at the games end.

Rune of Endless Battle will allow a model with this runic tattoo which charged to make an additional attack for each unsaved wound.

Rune of the Reckless gives the model the Frenzy special rule (+1 attack and automatically pass Fear, Panic or Terror tests) as well as a +1 modifier to its to hit roll in combat. However, this is offset by the opponent also gaining a +1 to hit in the combat phase.

Engineers’ Weapon Runes

The runes can only be inscribed upon a crossbow or handgun, and follow the normal rules for Weapon runes described in Forces of Fantasy.

With 8 runes available, each gives varying benefits. Perhaps the most needed considering the current game state is the Master Rune of Slaying. This allows a to wound roll of 3+ to always be considered a success against an enemy whose troop type is behemoth. It also gives the weapon the Multiple Wounds (D3) special rule.

The Master Rune of Piercing gives the weapon a +1 modifier on its Strength characteristic and allows the weapon to shoot like a Bolt Thrower with the Through & Through special rule.

The Master Rune of Bursting Flame will allow the weapon to cause 2D3 hits on the target for each successful to hit roll.

The lesser runes all have smaller benefits such as the target of the shooting attack suffering from the Stupidity special rule until the start of the next turn, or the weapon not suffering from any negative to hit modifiers.

Wrap Up

Overall I think the book is a great benefit to Dwarf players, both Armies of Infamy bring something new to the table, with the addition of some of the Runes from this book, the Dwarfs no longer have to be terrified when an opponent brings a behemoth to the table.

As a long time Fantasy player I was pleased to see younger versions of three returning special characters. Although it may have been nice to have a one special character that hadn’t featured in the original Warhammer Fantasy series.

The Armies of Infamy are full of flavour and counteract each other perfectly (for Dwarfs at least) in their unit compositions.

The additional runes will go someway to help Dwarf players to take on Behemoths as well, and at range. Well done GW.

Given the relatively low cost of the Arcane Journals and the amount of lore and new play options, it feels worth picking up regardless of the army you collect.


The Old World: Kingdom of Bretonnia – Arcane Journal Review

Lore Review

Bretonnia is a feudal kingdom in the west of the Old World known for its chivalric knights, mystical enchantresses, and… well… and peasants. Its knights live by a code of honour known as, “The Code Chivalric” that defines its society, promising to protect the weak from the wicked and to defend the lands of Bretonnia.

Once these lands were occupied by the High Elves of Ulthuan, who built many harbours and cities along the western coast and thrived on trade with the Dwarfs, however when this relationship broke down (impressively…) the land became a wilderness which orcs and humans fought to control until the Bretonni tribe emerged triumphant.

There are three distinct flavours of Bretonnian army playable with the release of the new Arcane Journal, with options for you whether you want to run a traditional Bretonnian army of the sort that is constantly fighting to protect its borders and forests, or a more focused force representing knights participating in an Errantry Crusade, or the forces of an outcast lord establishing his place in the Border Princes.

The lore section of the Arcane Journal focuses initially on the codes of chivalry that the knights are beholden to, before expanding into exploring the various areas of Bretonnia, from mountain frontiers to the great forests and walled towns that dot its landscape.

The main focus of the lore in there is on the Border Princes and the description of a crusade force riding to battle the undead legions, for which there is also a narrative battle plan to allow you to recreate the battle. The section on Outcast Nobility is somewhat shorter (2 pages vs 8) but gives some great ideas as to how and why a Lord may become an outcast and leaves plenty of narrative hooks for you to establish your own Lord’s background.

The Book

As with our Tomb Kings review, the core rules for an army from the Kingdoms of Bretonnia exist within the appropriate tome, with this one being the “Forces of Fantasy” book that also includes rules for Dwarfs, Empire, Wood Elves, and High Elves.

As a supplement to that, and the focus of this article, the Arcane Journal for the Kingdom of Bretonnia includes two alternative ways to represent the Bretonnians, either as part of an Errantry Crusade or as Outcast Exiles.

Besides containing two new “Armies of Infamy” as these alternative compositions are known, there is a selection of named characters, and a slew of extra magic items that can be used both for these armies of infamy, many of which can also be selected as choices for your standard Bretonnian army lists.

Armies of Infamy

The Armies of Infamy offers novel and thematic approaches to constructing your faction’s army lists. Introducing unique army-wide special rules and granting access to upgraded units that enhance specific playstyles. However, opting for an army of infamy imposes greater restrictions on your army composition compared to the base books by excluding certain units.

It’s important to mention that these Arcane Journals differ from traditional army books from previous editions. They act as supplements to the unit lists and army rules found in Ravening Hordes and Forces of Fantasy books. Playing a game in the Old World only using the Arcane Journals is not possible, as they rely on references to the special rules from Ravening Hordes and Forces of Fantasy. These journals provide new ways to play your faction, including special characters, but they don’t provide details on specific rules.

Bretonnian Exiles

The immediate standout for this army is the ability to bring outcast wizards and artillery. An army of Exiles will likely be looking to leverage the powerful Border Princes Bombard alongside some of the other unique units in this book.

Special Rules

Banished Lords Barons and Paladins lose access to the Grail Vow, and instead, they and several other units get access to the Exiles Vow, granting them the Stubborn and Veteran rules, as well as not having to take panic tests from units with Levies or Peasantry rules.

Reclaimed GloryExiles cannot pray for the Blessings of the Lady at the beginning of a game. Instead, if a unit with the Blessings of the Lady special rule runs down an opponent’s unit, they get the benefits of this rule as if they had prayed at the start of the game. Alternatively, a character killing an enemy character in a challenge will do the same for them (and any unit they have joined)

List Composition

As a result of the army representing outcast nobility, there are restrictions in place on Grail Knights, Dukes and Prophetesses (Not present) and Damsels (1 per army).

There are enough changes to the general composition that it would make it a dull read to list them all here, but some highlights are that Yeoman Guard replace Men-at-Arms as a mandatory core choice, mounted yeomen become an optional core choice, battle pilgrims are more limited (0-1 per 1k), and Questing Knights move from Special to Rare.

Free Company Milita and Empire Archers can also be included as Mercenaries.

Unique Units

Outcast Wizards give the option to include a level 1-3 wizard in your Exiles army, with access to a wide variety of lores. These roll an extra dice when rolling on the Miscast table and discard the highest, but at 105pts for a level 3 come in very cheap.

Yeoman Guards seem to be more professional versions of Men-at-Arms… they lose Polearms as default and instead take a spear or halberd, but can buy them back for a point. BS and LD increases aren’t hugely important by the time you add a Yeoman to a unit of men at arms, so if we take that into account then, they gain an extra WS and Veteran for 2 points as well as having access to a 25pt magic banner. The extra WS may not seem huge but can offer significant defensive benefit vs other WS3 units (now hit on a 4+), or WS5 units (hit you on a 3+ instead of a 2+)

Border Princes Brigands are a rare choice in an Exiles army and have a huge amount of variety when choosing weaponry and special rules. They come default with Open Order but can change that to Close Order or Skirmishers, can Ambush, Scout, and have Motley Crew so can take a mix of weaponry within the unit. That weaponry can consist of anything from the default hand weapon to additional hand weapons, shields, pistols, blunderbuss, and crossbows, giving you many ways to run these. I’m interested to see what people come up with!

The Border Princes Bombard is perhaps the highlight here and the one that I think most people taking an Exiles army may be attracted to. Effectively this is something between a Cannon and a Great Cannon, with the strength and range of a cannon, but with the armour piercing and damage of the Great Cannon.

Errantry Crusade

A little less dramatic a change than with the Exiles, the main distinctive feature of Errantry Crusades are that Knights Errant are likely to be in much greater prevalence, and you can run a higher than normal points value of rare choices such as Grail Knights.

Special Rules

Crusading Knights – The majority of units, anything from Mounted Yeomen to Grail Knights, gain the “Crusader’s Zeal” special rule and can swap their knight’s vow with the crusader’s vow.

Crusader’s Zeal increases a unit’s charge range but gives them impetuous meaning they have to charge, a nice bonus to have, but with a significant drawback.

The Crusader’s Vow gives a unit the Veteran ability and makes them immune to panicking peasantry or levies.

Earn Your Spurs is the final special rule and is very useful, boosting Knights Errant by giving them re-rolls of 1 to hit when within 6” of a Lord of Bretonnia or a friendly model with the Grail Vow. Additionally, should they capture an enemy standard, it’s worth 100 points rather than the normal 50 points at the end of the game.

List Composition

Characters remain unchanged in the main although Paladins become 1+, you were likely taking one anyway though given they retain the ability to upgrade one Paladin to a Battle Standard Bearer for no cost.

Core and Rare immediately jump out as the percentages for these have changed, with you requiring 33% minimum in core, and up to 33% in Rare, rather than the usual 25% for each of these. That shouldn’t be a huge problem however as your mandatory unit is Knights Errant (1+ per 1000) and you will likely be building around an all-mounted force, with no requirement for Men-at-Arms or Peasant Bowmen in an Errantry Crusade. Notably, you could take a unit of Battle Pilgrims as core, but I feel most players will be spending their core on a mixture of Knights Errant and Knights of the Realm.

You retain the ability to run Pegasus Knights in Special, which I’m sure will continue to be very popular.

Empire Knights and Inner Circle Knights are available as Mercenaries should you wish to bring some knights along to support your knights…

Unique Units

N/A – No change here

Special Characters

The main army composition lists found in Ravening Hordes and Forces of Fantasy notably lacked the array of special characters that enthusiasts have grown fond of within their cherished factions. While it’s understandable considering the shift in time period, with many of these iconic figures potentially not yet existing, it leaves a void in the hearts of fans longing for something extraordinary to connect with. The Arcane Journals address this gap by introducing a selection of special characters, both familiar and new, to their respective armies

The Green Knight

One of the most recognisable characters and models available for Bretonnia, the Green Knight comes in at 275 points and is available to any Bretonnian army. Interestingly you don’t deploy him at the start of the battle but begin to roll from the first turn. On a 3+ he appears completely within a “natural” terrain feature (on most tables I imagine this will be a forest or water feature). He can’t (Edit: We stand corrected! 16/07/24) He can charge that turn. Being able to appear from nowhere, or even just the threat of him doing so, will keep an opponent thinking.

When removed from play, the Green Knight is not slain and may continue to appear, but becomes weaker each time, with -1 to the roll and -1 wound when he appears.

With ethereal, a 5+ ward, and terror, he can potentially hold up whole units by himself, and with the Dolorous Blade giving him a choice of D6 extra attacks (potentially 10 at ap-1) or +2 strength and multiple wounds, he can put out some hurt as well.

Sir Cecil Gastonne, The Worm Slayer

A named baron and the leader of the army of Bretonnian Exiles that stood in the path of Settra’s legions, Sir Cecil has a profile typical of a Bretonnian Baron, except for an extra weapon skill (WS7)

Notably, he is unmounted and comes with the Exiles Vow (Stubborn and Veteran) and a Dragonhide Cloak (a 3+ ward save vs flaming attacks as well as reducing AP of attacks against him by 2 and making him immune to Killing Blow and Multiple Wounds)

Sir Cecil wields an axe known as “Sorrow’s End” which means he’ll be striking at strength 5, with -1AP, Monster Slayer, and multiple wounds (2)

Overall though at 165 points and without an option for a mount I’m not sure how much we’ll see of the Wyrm Slayer.

Lady Élisse Duchaard, Prophetess of Brionne

Lady Élisse is a little different in that as a Prophetess she is not available to an army of Exiles, although will find a place in generic Bretonnian lists and Errantry Crusades. She was tutored by the Fae Enchantress and as a result, is exceptionally gifted at dispelling an enemy’s magic.

225 points is expensive for a level 3 wizard but with 5 wounds, the ability to switch two of her randomly generated spells rather than one, and the “Arcane Backlash” special rule that allows her to dominate an opponent’s wizards, it feels like she is great value.

Likely, the reason that you’re bringing Lady Élisse (other than that awesome model!) is her ability to dispel. She dispels at +4 due to an additional +1 to the roll, but more importantly, any natural double on that roll (not including a double 1) means the spell is immediately unbound and additionally the caster immediately loses a wound.

Magic Items

Within this section are 18 new magical items usable for Bretonnian armies. Of these four are usable only in an Errantry crusade army, six are reserved for Exiles, and the remaining eight are freely available to any Bretonnian army. I’ve picked a few that jumped out at first read below:

The Frontier Axe, reserved for Exiles and acting similarly to a great weapon with an extra point of AP, Multiple Wounds (2) and without Always Strikes Last (S+2, AP -3, MW(2), Requires two hands) which at 30pts seems pretty solid.

Ironspike Shield, another that’s locked to Exiles, is a shield that causes a strength 3 hit at AP-1 whenever an opponent rolls a natural 1 to hit or wound.

Crusaders Clarion, an enchanted item reserved for Erranty Crusade armies and giving mounts in the unit +1 strength when they charge

Of the items not locked to an Army of Infamy, I don’t feel many are particularly competitive, perhaps the choice is the Banner of Honourable Warfare which for 25pts gives re-rolls to hit in the first round of combat if the enemy is equipped with any missile weapons.

Wrap Up

Overall I think the book delivers well, two Special Characters are likely to see play, both Armies of Infamy bring something new to the table, and we’re seeing some good results competitively from them. (As I write this there’s an Errantry Crusade army undefeated from the first four games in a 100-player online tournament)

I do think I would have preferred if the armies of infamy locked down the Pegasus Knights in the same way that the Orc and Goblin book restricts access to Night Goblin Fanatics, as I feel they seem so much better than other units in the book it’s a shame to see competitive lists rush straight to take as many as they can so perhaps a missed opportunity there.

Given the relatively low cost of the Arcane Journals and the amount of lore and new play options, it feels worth picking up regardless of the army you collect.


Top Three Old World Lists for the Mids GT (2,000pts)

This is the top three Old World lists the Mids GT that took place in the United Kingdom on the 20th and 21st of April. It saw 18 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three Old World Lists

===
Mids GT Woodies [2000 pts]
Warhammer: The Old World, Wood Elf Realms
===

++ Characters [775 pts] ++

Glade Lord [530 pts]
– Default Weapons
– Light armour
– Asrai Longbow
– Forest Dragon
– Talisman of Protection
– Ogre Blade
– An Annoyance Of Netlings
– A Resplendence Of Luminescents

Spellweaver [245 pts]
Hand weapon
– Level 4 Wizard
– On foot
– Ruby Ring of Ruin
– Lore Familiar
– Illusion

++ Core Units [510 pts] ++

11 Deepwood Scouts [165 pts]
Hand Weapon and Asrai Longbows
– Hagbane Tips

10 Deepwood Scouts [150 pts]
Hand Weapon and Asrai Longbows
– Hagbane Tips

8 Glade Guard [104 pts]
Hand Weapon
– Asrai Longbow
– Hagbane Tips

7 Glade Guard [91 pts]
Hand Weapon
– Asrai Longbow
– Hagbane Tips

++ Special Units [715 pts] ++

9 Deepwood Scouts [135 pts]
Hand Weapon and Asrai Longbows
– Hagbane Tips

5 Wild Riders [140 pts]
Hand weapon
– Hunting Spear
– Light armour
– Shields

5 Wild Riders [172 pts]
Hand weapon
– Hunting Spear
– Light armour
– Shields
– Standard bearer [Banner Of The Hunter King]

5 Sisters of the Thorn [134 pts]
Hand weapons
– Blackbriar Javelins
– Handmaiden of the Thorn
– Standard bearer

5 Sisters of the Thorn [134 pts]
Hand weapons
– Blackbriar Javelins
– Handmaiden of the Thorn
– Standard bearer

===
Dwarfen Mountain Holds [2000 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

++ Characters [235 pts] ++

Anvil of Doom [235 pts]
Hand weapons
– Shields
– Heavy armour
– General

++ Core Units [505 pts] ++

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

5 Quarrellers [55 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields
– Veteran (champion) [Crossbow]

10 Rangers [120 pts]
Hand weapons
– Crossbows
– Heavy armour
– Shields

++ Special Units [780 pts] ++

Bolt Thrower [60 pts]
Bolt thrower
– Hand weapons
– Light armour
– Rune of Reloading

Bolt Thrower [60 pts]
Bolt thrower
– Hand weapons
– Light armour
– Stalwart Rune

Bolt Thrower [55 pts]
Bolt thrower
– Hand weapons
– Light armour

Bolt Thrower [55 pts]
Bolt thrower
– Hand weapons
– Light armour

2 Gyrocopters [130 pts]
Hand weapons
– Brimstone guns
– Full plate armour (armoured fuselage)

2 Gyrocopters [140 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

2 Gyrocopters [140 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

1 Gyrocopters [70 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

1 Gyrocopters [70 pts]
Hand weapons
– Clatterguns
– Full plate armour (armoured fuselage)

++ Rare Units [480 pts] ++

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

5 Irondrakes [96 pts]
Hand weapons
– Drakeguns
– Full plate armour
– Ironwarden (champion) [Trollhammer torpedo]

===
Beastmen Brayherds [1996 pts]
Warhammer: The Old World, Beastmen Brayherds
===

++ Characters [240 pts] ++

Great Bray-Shaman [240 pts]
Braystaff
– Level 4 Wizard
– General
– On foot
– Hagtree Fetish
– Horn of the First Beast
– Elementalism

++ Core Units [769 pts] ++

13 Gor Herd [98 pts]
Hand weapons
– Shields
– True-horn

4 Razorgor Herd [208 pts]
Hand weapons (tusks)
– Light armour (calloused hide)

4 Razorgor Herd [208 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)

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 Units [683 pts] ++

4 Dragon Ogres [259 pts]
Great weapons
– Heavy armour
– Shartak

4 Dragon Ogres [259 pts]
Great weapons
– Heavy armour
– Shartak

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

5 Harpies [55 pts]
Hand weapons (claws)

5 Harpies [55 pts]
Hand weapons (claws)

++ Rare Units [304 pts] ++

Dragon Ogre Shaggoth [304 pts]
Great weapon
– Light armour
– The Blackened Plate
– Slug-skin

===
Ogres v2 [1999 pts]
Warhammer: The Old World, Ogre Kingdoms
===

++ Characters [626 pts] ++

Tyrant [293 pts]
Hand weapon
– Heavy armour
– On Foot
– Talisman of Protection
– Tenderiser
– Deathcheater

Bruiser [193 pts]
Great weapon
– Heavy armour
– Battle Standard Bearer [Dragonhide Banner]
– On Foot
– Deathcheater

Butcher [140 pts]
Hand weapon
– Be a Level 2 Wizard
– Battle Magic

++ Core Units [512 pts] ++

8 Ironguts [333 pts]
Gutlord
– Standard bearer
– Bellower

3 Ogre Bulls [111 pts]
Ironfists
– Crusher

2 Sabretusk Packs [34 pts]

2 Sabretusk Packs [34 pts]

++ Special Units [861 pts] ++

4 Maneaters [265 pts]
Great weapon
– Heavy armour
– Poisoned Attacks
– Vanguard
– Maneater Captain
– Standard bearer
– Bellower

4 Mournfang Cavalry [298 pts]
Great weapon
– Heavy armour
– Crusher
– Standard bearer

4 Mournfang Cavalry [298 pts]
Great weapon
– Heavy armour
– Crusher
– Standard bearer

Final Tournament Placings

For all the lists, visit the Mids GT event on New Recruit.

Top Three Old World Lists for the Old World First GT

This is the top three Old World lists for the Old World First GT that took place in Sweden on the 2nd and 3rd of March. It saw 34 players vying to be crowned champion in a 5-game tournament.

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

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

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

The Top Three Old World Lists

CHARACTERS
Night Goblin Big Boss (112)
  – Great Weapon
  – Light Armour
  – Battle Standard Bearer
  – The Big Red Raggedy Flag
Night Goblin Oddgit (85)
  – Wizard Level 2
Night Goblin Oddnob (215)
  – General
  – Wizard Level 4
  – Dispel Scroll
  – Buzgob’s Gnobbly Staff
Orc Warboss (340)
  – Shield
  – Heavy Armour
  – Wyvern
  – Ogre Blade
  – Talisman of Protection

CORE
10x Goblins (41)
  – Short Bows
5x Wolf Riders (70)
  – Short Bows
  – Standard Bearer
30x Night Goblins (207)
  – Short Bows
  – Standard Bearer
  – Boss
  – 3x Fanatics
40x Night Goblins (322)
  – Thrusting Spears
  – Shields
  – Musician
  – Standard Bearer
  – Banner of Iron Resolve
  – Boss
  – 3x Fanatics
6x Night Goblin Squig Herd (53)
  – 1x Squig Herder
  – 5x Cave Squigs

SPECIAL
1x Goblin Bolt Thrower (45)
5x Night Goblin Squig Hoppers (60)

RARE
1x Doom Diver Catapult (95)
1x Doom Diver Catapult (95)

Peter: I think every list in this top three features the Talisman of Protection.

We also see a Night Goblin Big Boss with the Big Red Raggedy Flag, and I imagine this fella will be sat with the big group of 40 Night Goblin Spearmen.

With that unit also carrying the Banner of Iron Resolve. They won’t be going anywhere.

Then we two wizards, one at level 2 and one at level 4, which I think will be a fairly common split.  The level 4 also has Buzgob’s Gnobly staff to avoid any nasty miscast when trying to boost their potential spell output.

This list revolves around the  40x Night Goblins being the anvil and the Orc Warboss being the Hammer.

This list has plenty of range to harrass the enemy from afar and a nice screen of squigs to move  ahead of the big block of gobbos.

There’s also a nice unit of Wolves to be used as march blockers or to try and take out enemy war machines?

Dave: Yes, I agree. There’s also the two squig units, which can cause chaos and actually hit surprisingly hard with impact hits, AP 1 and armour bane. They’re also Immune to Psychology, so don’t risk panic.

Lore of Mork is excellent too, Itchy Nuisance and Mork’s Curse are really effective debuffs.

A key point to remember with the Night Goblin units is that in this edition, you get to choose how many fanatics are released. That means they can’t be baited out by fast cavalry, and that threat can linger into the late game.

Some players have had a bit of a downer on stone throwers, but the doom divers are more accurate, allowing a D3 inch correction to the shot. Bolt throwers are also good, cheap, and effective artillery.

Peter: It’s a list that’s beaten Tomb Kings, Lizardmen, and Beastmen. Tomb Kings, I believe, are quite tough at the moment.

Dave: I’ve not had the pleasure of facing Tomb Kings yet, but from an early look at the stats and a peruse of their list, they do seem strong. Their infantry look weak at first blush but unbreakable, and regeneration for such a low cost is good, and they synergise well with the initiative shenanigans Tomb Kings can bring.

CHARACTERS
Glade Lord (525)
  – General
  – Shield
  – Forest Dragon
  – Ogre Blade
  – Talisman of Protection
  – An Annoyance of Netlings
Shadowdancer (135)
  – Trickster’s Blades
  – Dragon Slaying Sword
Spellweaver (225)
  – Level 4 Wizard
  – Oaken Stave

CORE
9x Glade Guard (129)
  – Trueflight Arrows
  – Lord’s Bowman
  – Musician
  – Fire & Flee
8x Deepwood Scouts (132)
  – Arcane Bodkins
  – Lord’s Bowman
  – Musician
6x Deepwood Scouts (102)
  – Arcane Bodkins
  – Lord’s Bowman
  – Musician
6x Glade Riders (138)
  – Hagbane Tips
  – Reserve Move
  – Glade Knight
  – Musician

SPECIAL
7x Wardancers (135)
  – 5x Additional Hand Weapons
  – 2x Throwing Spear
  – Bladesinger
  – Standard Bearer
  – Musician
7x Wild Riders (203)
  – Shields
  – Musician

RARE
1x Great Eagle (60)
1x Treeman (215)

Peter: Then we’ve got Elves……

Plus, this list features another monster and the Talisman of Protection again. That Eagle is the perfect war machine hunter.

Dave: Dragons and ToP do seem to be a big part of the developing meta, and that may well why Tomb Kings look strong, with access to a cheap Monster Slayer in the Scorpion.

I guess that’s the purpose of them, and that would allow the Wood Elves to better control the tempo.

The Dragon Lord is effective in challenges and so may be used as an assassin in some match-ups.

Peter: Interesting low model count on this one.

Dave: Yes, small but very effective and lean.

Peter: Both lists so far also feature a lot of bows.

Dave: Yes, and neither look like they’ll give up points easily.

I’m interested in the Treemen pick as it’s not something I’d looked at closely. It’s a big stompy terror causer with some interesting but swingy short-range shooting. A terror causer is always nice, but it’s a little slow. I do wonder if it was used as an anvil or as a distraction carnifex.

Perer: I think it’s likely a distraction more than anything. With the few models on the table, I imagine he wants the enemy to focus on the treeman and Dragon so as not to whittle down their numbers too much.

Dave: Important to remember too that the Wood Elves can use trees to block up enemy units and also magically move their characters for a bit of bait and switch.

CHARACTERS
Royal Herald (126)
  – Shield
  – Skeletal Chariot
Settra The Imperishable, The Great King Of Nehekhara (445)
Tomb King (279)
  – Great Weapon
  – Heavy Armour
  – Skeletal Chariot
  – Armour of the Ages
  – Talisman of Protection
Mortuary Priest (85)
  – Level 2 Wizard

CORE
25x Tomb Guard (358)
  – Halberds
  – Nehekharan Phalanx
  – Tomb Captain
  – Standard Bearer
  – Icon of Rakaph
  – Musician
6x Skeletal Chariots (306)
  – Master Charioteer
  – Standard Bearer
  – Rampaging Banner
  – Musician
8x Skeleton Skirmishers (40)
  – Warbows

SPECIAL
3x Necropolis Knights (162)

RARE
1x Necrosphinx (195)

Peter: Oh, look. Talisman of Protection.

This army is fast. Lots of chariots and Knights, then a large block of infantry marching up the centre with the priest. Perhaps the aim being to get the impact hits and hit the enemy hard enough in the early game so that they struggle to keep up in the later turns?

Dave: I think you may well be right. Interesting bit of rules-tech, Killing Blow works on Infantry and Cavalry and Monster Slayer works on monsters….. Well, Chariots drive straight through the middle of that (loophole?) and aren’t affected by either. This means one of the natural predators of the big mounted character isn’t effective.

I really like the Icon of Rakaph on the Tomb Guard. A single free reform at any point in its movement will help get that big block where and how you want it.

The Necrosphinx is nice, a good source of Monster Slayer to keep Dragons honest.

Rampaging Banner on the Chariots is also a nice touch. The reroll charge gives more dependability to a high point unit that really needs to make those charges to get value.

CHARACTERS
Chaos Lord (566)
  – General
  – Great Weapon
  – Shield
  – Chaos Dragon
  – Mark of Chaos Undivided
  – Favour of the Gods
  – Crown of Everlasting Conquest
  – Enchanting Aura
Exalted Sorcerer (175)
  – Mark of Tzeentch
  – Level 2 Wizard
  – Battle Magic
  – Spell Familiar
  – Ruby Ring of Ruin
Sorcerer Lord (250)
  – Heavy Armour
  – Mark of Tzeentch
  – Level 4 Wizard
  – Battle Magic
  – Spell Faniliar

CORE
9x Chaos Marauders (71)
  – Skirmishers
  – Mark of Khorne
  – Flails
  – Marauder Chieftain
5x Chaos Warhounds (30)
14x Chaos Warriors (236)
  – Shield
  – Mark of Tzeentch
  – Musician
  – Standard Bearer
6x Marauder Horsemen (82)
  – Mark of Khorne
  – Flails
  – Marauder Horsemaster

SPECIAL
1x Chaos Chariot (110)
  – Mark of Chaos Undivided
3x Chaos Ogres (126)
  – Mark of Khorne
  – Great Weapons
  – Champion
1x Dragon Ogre (70)
  – Shartak
  – Great Weapon

RARE
1x Chaos Giant (200)

Peter: Then, finally, we have one of your favourite factions, I believe. There is no Talisman here, but we do have another monster.

Dave: Yeah, the Chaos Lord doesn’t need the ToP as their Chaos Armour already gives them the 5+ Ward. They’ve supplemented that with 5+ Regeneration from the Crown of Everlasting Conquest and Enchanting Aura to force Strikes Last on opponents. Nasty.

I’ve tried a variation on this list with the bunkered Tzeentch Sorcerers, though I opted for Daemonology.

The Tzeentch Warriors block will buff the Sorcerers if they join it with a +1 to cast while the spell familiar gives them an extra spell. This build can pump out magic missiles at high casting values, plus the Ruby Ring adds in a little more.

I suspect the small Marauder unit and Marauder Horseman unit may be used a bit like missiles. That horseman unit can churn out attacks, and I’ve seen minotaurs suffer under their attention.

There’s still some nice chaff, though in the hounds and even the Dragon Ogre. Let’s not forget that the Dragon Ogre can also challenge.

Chaos Chariots are excellent, in my opinion, and also surprisingly durable. Ogres are Ogres, but Mark of Khorne makes them that bit more Killy.

Finally, I love a giant. They’re fun, they’re cool, and I’ve taken one in every game I’ve played bar one.

Final Tournament Placings

The Old World – Meta Stats: 3rd March 2024

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

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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. We’ve yet to have the first 2 day event come through.

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.

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 – 29 Games Played
Chaos Dwarfs – 23 Games Played
Daemons of Chaos – 35 Games Played
Dark Elves – 36 Games Played
Lizardmen – 26 Games Played
Ogre Kingdoms – 38 Games Played
Skaven – 23 Games Played

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

So out of the gate, the stats look very good. Tomb Kings are at 66%, but this is a good result. Especially considering this is a new system and Games Workshop haven’t done any balance updates as yet. Only three 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.