The December 2021 Age of Sigmar Meta Analysis

As we close out the year there’s a lot to reflect on in the competitive Age of Sigmar space. Since the launch of the new edition we’ve had three new Battletomes, five Tomes Celestial (counting the one for Soulblight Gravelords currently hitting mailboxes), and a new General’s Handbook to completely upend the meta. Before we move on to 2022 and whatever the next battletome has to offer – plus the shake-ups guaranteed to happen thanks to the new FAQ, it’s worth taking a look at the existing meta and the lists that have defined it over the last few months.

What’s in Today’s Article

We’ve got a lot to cover today and a mix of both stats and list content to cover. We’re going to start by looking at some top headlines from recent events, looking at some of the key lists that emerged in the fourth quarter of 2021, and then we’ll move on to some stats around faction performance in third edition, which armies may be over- or under-performing, and how we expect things to change in 2022 with the new Battlescroll.

GW’s Final 2021 Tournament Shows Us What Fyreslayers Can Do

JoeK: Two weeks ago the first season of the Games Workshop US Open Roadshow came to a close with an Invitational Finals at their very own Warhammer Citadel Cafe in Grapevine, Texas. The event featured top players from each of their three events (Orlando, New Orleans, and Austin), pulled from the best generals and best overall categories. Two winners were crowned that weekend, Bill Souza (Best General) and Kalleb Walters (Best overall). 

Of particular interest was Bill “The Hot Souz” Souza’s list, which made a strong statement bringing Fyreslayers.

Allegiance: Fyreslayers
– Lodge: Lofnir
– Grand Strategy: ???  unfortunately this was not provided in the list we were given
Triumphs: 

Leaders
Auric Runemaster (115)
General
Auric Runemaster (115)
Auric Runesmiter (120)
Runic Iron
Battlesmith (125)
Artefact: The Nulsidian Icon  

Battleline
15 x Auric Hearthguard (375)
Reinforced x 2
5 x Auric Hearthguard (125)
5 x Auric Hearthguard (125)

Units
10 x Hearthguard Berzerkers (250)
Broadaxes
Reinforced x 1
10 x Hearthguard Berzerkers (250)
Poleaxes
Reinforced x 1
2 x Stormdrake Guard (340)
Drakerider’s Lance

Endless Spells & Invocations
Zharrgron Flame-spitter (60)

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 340 / 400
Wounds: 130
Drops: 2

Stand-Out Features

  • Two 10-model units of Hearthguard Berserkers
  • 25 Auric Hearthguard for shooting
  • Two Stormdrake Guards

The two 10-model units of Hearthguard Beserkers each have 20 wounds and while one of the army’s four heroes are within 10” of this unit (not wholly within, just within) they have a 4+ Ward instead of 6+ which means that on average you’ll need to deal 40 unsaved wounds past their armor saves to take out a unit. And while their armor save is only 5+ base it can be improved with the All Out Defence, Prayer of Ash, and the Battlesmith to a 4+ armor save that ignores the first 2 rend.

So these two blocks are built tough for screens or even just to act as bricks to sit on objectives (which is what Bill had them do most of the time). Each block of Hearthguard was weaponized with each loadout option, giving him the flexibility to deal either mortals or high-damage attacks, with 21 attacks each block. Having 42 damage threats from one block and 21 attacks that can trigger mortals on the other… very spicy.

And these two bricks aren’t even the main threat. They are supported by two five-model units of Auric Hearthguard, i.e. shooting dwarfs. With two shots each at 18” and one throwing axe at 8”, they can potentially fire off three shots per model, which is pretty wild. The two 18” shots are a decent 4+/ 3+/ -1/1 damage – not bad for a combat-based dwarf army. These shots gain an extra damage vs monsters, which is especially useful in the current meta where monsters mash about, and if they deal any wounds to a monster they have the potential to reduce its future hit rolls by 1 and halve its Move characteristic. 

And then there’s the 15-model unit of Aurics. The subfaction Bill is using, Lofnir, has a nifty Command Ability: 

You can use this command ability in your Shooting phase. If you do so, pick an enemy unit within 12″ of a friendly LOFNIR PRIEST. Until the end of that phase, add 1 to hit and wound rolls for attacks made with Magmapikes by friendly units that target that enemy unit. The same unit cannot be picked to be affected by this command ability more than once per phase.

This hasn’t seen a ton – or any – competitive play, since normally sturdier/harder-hitting dwarfs were the go-to play. But here, those initial 10 Aurics, combined with the larger block of 15 Aurics and the Auric Runesmiter, who can deep strike them onto the battlefield using his Magmic Tunneling ability to get anywhere within 9” of an enemy unit means that opponents are going to have a hard time hiding those monsters from 30+ shots per turn at rend 1, damage 2, hitting on 3s and wounding on 2s (The Runesmiter can use their prayer Runic Empowerment to give a unit +1 to wound as well ). Plop that unit down on an objective and become a pretty grizzly anti-monster gun turret.

Normally, you would think that a single deep striking shooting blob and a handful of tough blocks would only be good for so many spots on the table at once. And if you avoid those little stunty legs you could avoid the problem all together. And normally you would be right.This is where the Stormdrake Guard come in to ruin that notion. Fresh off the conversion press due to the delay in model release: The fire-breathing, double-moving flying monster menace from the new Stormcast Eternal book. These give the army the reach it needed to grab the objectives or hunt down pesky opposing synergy pieces that those little legs couldn’t reach. 

This army has 130 wounds to deal with, and realistically since 40 of those will most likely come with a 4+ ward, in order to table this army you need to deal 170 failed armor saves. It also has some defense against magic, with the Stormdrake Guards’ innate Arcane Heritage ability and the Nullsidian Icon giving an aura of a 4+ spell ignore bubble. On top of that it will not leave you alone to have free reign of the table with its shooting and the dragons. 

These are the makings of a solid list but when you have someone like Bill Souza piloting it you’ve suddenly got a terrible force to be reckoned with.

Bair: As a predominantly Fyreslayer player it’s really interesting to see a Lofnir list, but with so many Aurics it makes sense. Stormdrake Guard even with their point increase are still an incredible ally to this army (and most Order armies) with their insane speed, mortal wound output at range, and hard hitting melee attacks. Only four foot heroes to keep the 4+ ward going on the HGB is risky since they can easily be sniped out by things like Sentinels but it has clearly paid off for him.

Credit: Robert “TheChirurgeon” Jones

Seraphon Dominated in the Back Half of the Year

As we’ll see in our win rate and TiWP analysis, Seraphon have dominated top 4 placings at events this year and won a number of them outright, including the 102-person War the Heartlands GT in Leicester in October. Mike Stewart piloted this Thunder Lizards list to a 5-0 first-place finish at the event.

Allegiance: Seraphon
– Constellation: Thunder Lizard
– Mortal Realm: Ghur
– Grand Strategy: Beast Master
– Triumphs: Inspired

Leaders
Engine of the Gods (265)
– Artefact: Fusil of Conflagration
– Universal Prayer Scripture: Curse
Slann Starmaster (265)

– General
– Command Trait: Arcane Might
– Spell: Celestial Apotheosis
Skink Priest (80)*
– Universal Prayer Scripture: Heal
Skink Priest (80)**
– Universal Prayer Scripture: Heal

Battleline
20 x Skinks (150)*
– Boltspitters & Moonstone Clubs
– Reinforced x 1
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
– Boltspitters Celestite Daggers & Star Bucklers

Units
2 x Salamander Hunting Pack (240)*
– Reinforced x 1
2 x Salamander Hunting Pack (240)*
– Reinforced x 1

Behemoths
Bastiladon with Solar Engine (235)*

Bastiladon with Solar Engine (235)**

Endless Spells & Invocations
Emerald Lifeswarm (60)

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 111
Drops: 2

Stand-Out Features

  • A Slann Starmaster and two Bastiladons with Solar Engines to put out a ton of shooting and mortals
  • A pair of Skink Priests for healing and +1 to hit buff to last a turn.

JoeK: There have been very few moments in AoS history when Seraphon have not been competitive (like, maybe once). And currently in 3.0, they are still shining. In particular the Thunder Lizards subfaction have been on the rise recently thanks to their innate “-1 damage” on all incoming attacks ability. Reducing all of those 2-damage weapons to just fancy damage 1 pokes is perfect for keeping your very large lizards alive in the current meta flooded with giants and dragons who pay a premium to do 2+ damage.

Speaking of multi damage: This army can produce upwards of 27 rend -1, damage 2 shots per turn at 24” rage, plus 16 rend -2, damage d3 shots at 12” range per turn that can turn into mortals on hit rolls of 6. And if all this shooting and mortals from the Solar engine and Slann aren’t enough to keep you off their backs, both priests have taken the heal prayer and they have Emerald Lifeswarm endless spell to most likely keep those monsters healing upwards of 3d3 wounds back on each of their turns.

The result of all this is a list that effectively combines powerful offensive shooting, damage reduction on your own attacks, and healing what damage they do take, forcing you to focus your efforts on targeting and killing one unit at a time or else risk wasting your efforts if you don’t. 

Credit: Robert “TheChirurgeon” Jones

Ironjawz and Lumineths Both Belong in the Upper Tiers

Lumineth Realm-Lords have been strong competitors since both of their late 2.0 battletome releases, while Ironjawz have risen quickly to prominence as one of the most competitive builds in the 2021 Orruk Warclans battletome. Both armies put up 5-0 performances at Games Workshop’s Austin Open event, rounding out a top 4 that had two Ironjawz lists, a Seraphon list, and Lumineth Realm-Lords.

Justin Gremminger’s Ironjawz 

Justin took this list to a 5-0 first place finish at Games Workshop’s US Open event in Austin, Texas in early December.

Allegiance: Ironjawz
– Warclan: Bloodtoofs
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
– Boss Choppa and Rip-tooth fist
– Artefact: Amulet of Destiny (Universal Artefact)
– Mount Trait: Fast ‘Un
Orruk Megaboss (140)**
Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat
Orruk Warchanter (115)**
– Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90)
– General
– Command Trait: Master of Magic
– Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
3 x Orruk Gore-gruntas (150)*
– Pig-iron Choppas
3 x Orruk Gore-gruntas (150)*
– Pig-iron Choppas
3 x Orruk Gore-gruntas (150)**
– Pig-iron Choppas
3 x Orruk Gore-gruntas (150)**
– Pig-iron Choppas

Behemoths
Rogue Idol (430)**

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1970 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 119
Drops: 3

Stand-Out Features

  • Mawkrusha with Amulet of Destiny 
  • Pigs (Gore Gruntas) 
  • A Rogue Idol

JoeK: Ironjaws have been on a Waaagh through the mortal realms recently, and this list has all the staples for those competitive lists, with a few interesting variations. Normally the Gore-Gruntas are armed with the Jagged Gore-Hackas for the additional rend and 2+ mortals on the charge, but this may have been before the FAQ to fix the weapons. Or Justin just liked the extra attacks. This list may also have been entered incorrectly and may actually have been a 2-drop list but mistakes happen.

These armies are known for definitely charging you on turn 1 and then smashing you in combat before you get a chance to retaliate. And they are fully capable of leaving so few things alive after the first charge that even potentially winning the priority roll going into turn 2, you won’t have the forces left to deal enough damage back to them to bother them. The quantity of high-rend attacks and the speed with which they can be delivered is the hallmark of this army and the recent Battletome did not disappoint when it came to giving them the tools to do that.

Here I imagine the Rogue Idol serves as a spicy flavor piece. Either that or Justin just enjoys smashing opponents with giant rock monsters! To each their own, sure.

 

Benjamin Richardson’s Lumineth Realm-Lords

The final army rounding out our top 4 at Austin was Benjamin’s Lumineth, which he piloted to a 5-0, third-place finish. 

Allegiance: Lumineth Realm Lords
– Great Nation: Syar
– Grand Strategy: Hold the Line
– Triumphs:

Leaders
Vanari Lord Regent (155)*
– General
– Command Trait: Goading Arrogance
– Artefact: The Perfect Blade
– Lore of Hysh: Speed of Hysh
Sevireth, Lord of the Seventh Wind (345)*
Scinari Cathallar (145)*
– Lore of Hysh: Total Eclipse

Battleline
20 x Vanari Auralan Wardens (290)*
– Lore of Hysh: Lambent Light
– Reinforced x 1
10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Lambent Light
30 x Vanari Auralan Sentinels (450)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 2
20 x Vanari Auralan Sentinels (300)*
– Lore of Hysh: Speed of Hysh
– Reinforced x 1

Core Battalions
*Battle Regiment

Total: 1975 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 111
Drops: 1

Stand-Out Features

  • A whopping 50 Auralan Sentinels across two units
  • Sevireth for support
  • Wardens for screening

JoeK: Lumineth currently has one of the highest win rates at the moment – around 57% overall – and that climbs even higher if you just look at the Syar Subfaction, where they sport a winrate of 61%. Sentinels have been a staple in the meta since they released in late 2.0 and currently there is no indication showing that they will be leaving the meta any time soon. With the potential threat of dealing mortal wounds at 36-42” without line of sight on a consistent basis, they are one of the most efficient and self-sufficient units in the game.

And this list has 50 of them. Meaning there is a very real chance to have 48 shots at 36” dealing mortals on a 5+ every turn. And that’s not including Unleash Hell if you decide to charge them, during which those mortals will still be active and they can negate the -1 modifier for shooting with unleash hell thanks to their Aetherquartz Reserve and at such close range gain +1 rend for every non-mortal shot that makes it through. These units are ruthless.

The horde of sentinels is also backed up by my boy Sevireth. Four rend 3 shots at d3 damage, on a near-uncatchable platform, plus the ability to do some mortals after he moves for your trouble.

This army is very efficient, with the only “fat” in the army being the screen of wardens but even then, 30 wardens dealing 56 range 3 close combat attacks that can also be dealing mortals on 5’s in combat really aren’t what you could consider “dead weight.”

Credit: Robert “TheChirurgeon” Jones

Evaluating the Meta at the End of 2021

Rob: As we end 2021 it’s a good time to take a look at where the meta sits before the new year starts with events adopting the new Maggotkin book. Last time we looked at the meta it was early in third edition, this time we have significantly more data to trawl through and the resources to produce something that looks at more than just win rate.

Using data from Best Coast Pairings we looked at thousands of games of data from the second half of 2021. In particular, we looked at a sample of 28 GT level events, each with 28 or more players competing across five rounds, for a total of 7,328 games. 

About TiWP

Developed by Peter “The Falcon” Colosimo and Val Hefflefinger of 40kstats, Tournaments in Winning Position (TiWP) measures a faction’s ability to win events by counting the times when a list from that faction starts an event with a 4-0 record. Essentially we look at when a list scored its first loss, counting lists that go undefeated in a five round event as having lost in the sixth round. This count is then divided by the total number of TiWP slots to generate a percentage. If we compare that percentage to the faction’s field representation, we can generate a ratio that shows us how well above expectation a faction is performing. That is, in a very balanced game if a faction is 10% of the field, we’d generally expect to see them win around 10% of events and account for 10% of TiWP slots. If they instead account for 20%, then they’re showing up twice as often as expected, for a TiWP ratio of 2.0. In TiWP ratio anything above a 1 is good and anything above a 2 is considered to be exceptional.

JoeK: This data set has been interesting to browse since it shows not only the win rates of armies, as most people have already looked at and/seen, but also at which point their minimal, or in some cases considerable, losses start out in events. For the heavy hitters in the game, this gives us hard data that more often than not, you are almost guaranteed 1-2 wins just by showing up with that army. Regardless of player skill or matchups. And those are often going to be your first 2 games. 

Rob: The headlines here match up with a lot of what we’ve seen earlier – namely that Seraphon are the game’s dominant faction, with a TiWP% more than double what you’d expect given how often they show up at events – and that’s despite being one of the game’s more common armies. We can use these results to create a new army tiers list, but before we do that, there are a few specific points I want to call out:

Maggotkin of Nurgle

Although they’ve just received a new Battletome, it’s worth calling out the Maggotkin of Nurgle, who are one of the most peculiar armies in our sample. With a win rate of only 45% but a TiWP ratio of 1.82, it’s likely that Maggotkin are one of the armies with the largest discrepancies between good and bad players, where weaker players will struggle with the army’s lack of mobility and poor board coverage while better players may have the tools to overcome that and win with a more resilient army. These problems may be exacerbated with the new book, and overall the faction may be weaker competitively going into 2022.

Legion of the First Prince

There’s only one list for a successful Legion of the First Prince army but it’s a pretty good one. The result is an army that has the highest average first loss in the game (2.8), but only middling TiWP results to show for it.

Alice: The ability to combine Kairos and a daemon prince of Khorne together for hilarious effect (specifically, the Daemon prince of khorne has a command ability that causes halved charges at 18″) is really powering a lot here but they don’t have a lot of wiggle room. It’s a bit of a gimmick faction where it just so happens that particular gimmick is very effective.

JoeK: They’re played very infrequently, but those who play them have been generally very good players, usually ending in the 4/1-5/0 bracket, in my personal experience, they only lose to the 1st place player.

Idoneth Deepkin

The Idoneth are interesting in that they have a solid win rate – 54.6% in our sample, the 7th highest, but a TiWP ratio below 1 and an average first loss of only 2.1, suggesting they may do very well winning their first game and post-loss games but don’t perform well enough to win events. 

JoeK: This is a very common trait of “gatekeeper” armies. They’re very capable of winning most games but when it comes to the upper echelon of competitive armies, they tend to fall short for various reasons, namely: 

  • Killing a mega gargant isn’t easy for this army to do in a single turn unless they focus everything into it. 
  • Mortal wounds are this army’s worst nightmare, whether from shooting or magic. 
  • The new Coherency rules may have also been an issue for the most common eel spam lists. 

And then there’s the other top Idoneth list: Shark spam has an upside but is very expensive on the “Production Meta” side of things – 8-10 sharks aren’t cheap and take a while to build and paint. 

Cities of Sigmar and Hosts of Slaanesh

Both the Cities of Sigmar and Hosts of Slaanesh have TiWP well above what you’d expect given their win rates in our sample, and Hosts appear to frequently end up in top 4s, where battle points are more likely to be the determining factor. But this is an area where Hosts have a terrible win rate, so maybe there’s a larger gap between their bottom and top players?

JoeK: Slaanesh are showing up here almost exclusively due to Bill Souza, and there were a few events in England that had Cities do well, along with Sean Troy in America winning one of the first AOS 3.0 events. Specifically, good players carrying a faction is something we see from time to time, and has happened with some other armies – The Honest Wargamer’s stat show observed this with Sylvaneth, where essentially one person was propping the army up with a 50% win rate at events, and since they’ve changed armies recently, the army has since fallen off.

More Stats

For our analysis we chose to focus on a relatively small but significant number of events that we could calculate TiWP from reliably. We’re confident these paint a solid picture, but there’s more data out there, and if you’re interested in other sources, we’d recommend you check out The Honest Wargamer’s stats work. They’ve compiled an incredible amount of stats and charts around each faction and their overall performance and done some great work putting it all in one place.

Credit: Robert “TheChirurgeon” Jones

Building a Tier List

So if we use this TiWP data to build an updated Tier list, what does it look like? Generally speaking, we’d propose the following:

Tier 1: The Seraphon Tier

The Seraphon are in fact so good they deserve their own tier. No other armies even come close right now in terms of statistical results.

Seraphon

Tier 2: The Top Competitors

These are the rest of the top competitors. These armies can reliably put up big results in capable hands, and win lots of games to boot. We’ve gone ahead and split Ironjawz out here from Orruk Warclans, as the Ironjawz faction is tier 2, while other Orruk factions not so much.

Disciples of Tzeentch
Slaves to Darkness
Lumineth
Ironjawz

Tier 3: Gatekeepers

These are factions that perform well enough at lower levels and are common enough that you need to be prepared for them, but may not finish in the top 4. They win lots of games, but that doesn’t always translate to winning an event, particularly if they come up against a Tier 1 or 2 army. That said, you’ll almost certainly need to have a plan for beating one of these.

Legion of the First Prince
Daughters of Khaine
Sons of Behemat
Maggotkin*

*We believe this will change as it reflects pre-battletome results only

Tier 4: Average

These factions have had mostly average results so far, either because of a mix of good and bad players across a large spectrum (Stormcast Eternals), or just consistently OK results.

Stormcast Eternals
Soulblight Gravelords
Cities of Sigmar
Idoneth Deepkin

Tier 5: Subpar

These factions may enjoy success at some point, but it’s an uphill battle and you’ll feel it when you play with them.

Hosts of Slaanesh
Flesheater Courts
Other Orruks (non-Ironjawz)
Ossiarch Bonereapers
Blades of Khorne
Sylvaneth

Tier 7: The Dregs

You don’t want to be here. Succeeding with these factions will likely require either adding in units from another faction or being one of the best players in the world (or both).

Kharadron Overlords
Skaventide
Ogor Mawtribes
Nighthaunt
Fyreslayers (As we’ve seen at the most recent GW:USA Invitational.)
Beasts of Chaos

Gloomspite Tier

These factions are literally the Gloomspite Gitz.

Gloomspite Gitz

Credit: Robert “TheChirurgeon” Jones

How Will the Battlescroll Change Things?

Of course, while we were working on all this stats data, GW up and released a new Battlescroll with significant balance changes for the game. So now the big question is: What do we expect to change in the next few months as a result, and what do we expect to stay the same? Are there shifts we expect to see?

JoeK: Following this Battlescroll I foresee an uptick in all destruction armies due to Kragnos’s new warscroll (yes, even Gloomspite). Nighthaunt and Flesheater courts may see an uptick as well due to Nagash now being allowed in their battletomes. 

Beasts of chaos got the shaft again though, unfortunately (hopefully a Battletome is around the corner for them?). On a similar note, Kharadron and Skaventide always baffle me when they seem both underrepresented and to have such low performance. I imagine that this is because KO is just probably one of the least fun armies to play when fully optimized.

The “Production meta” was also a big hitter when it comes to Stormcast Eternals and their current state (Rob: This is something we saw happen in 40k pretty often, even in the before times – Impulsors, anyone?). The dragons taking two months to release, and Fulminators being potentially hard to come by, as well as a decent amount of newer/casual players can also be what have been weighing the faction down in terms of performance. 

Daughters of Khaine got a buff with a minor points increase, otherwise almost every top army was unaffected in any major way – Lumineth having their sentinels go up 20 points isn’t the change we needed to make the army balanced.

Bair: Agree with Joe above about the changes from Kragnos and Nagash helping some of the armies in mid-tiers at the moment. The points increase on Lumineth Sentinels is pretty big as well though, the list above is now 100 points more expensive; what gets dropped is anyone’s guess but I’d assume just 10 less Sentinels/Wardens to begin with. This doesn’t fix the army overnight, but does make it harder to fit in 50 of them while also trying to take an otherwise balanced army.  The units that received points drops from the update are still not likely to be seen, but Beasts of Chaos in the right hands could see some play now from them. 

Maggotkin I’m very interested to see going forwards. The army is slower and fields less models but is overall harder to kill and have new tricks, especially with Disease the Glottkin’s counter-charge command. Unfortunately competitive games are basically won by getting to objectives, having more models on them, and removing the enemy from them and now having a harder time of the first two doesn’t bode well. 

 

What Do All These Stats Mean for You?

So what does all of this – the stats, the TiWP, the win percentages, the tiers list – mean for you, an average player going to an event? Well, that’s an interesting question. A few thoughts about this:

  • Understanding these percentages can help you when it comes to picking your next army – you may want to have an easier time of things, and so go for a build that’s more advantaged. Or you may want to play on Hard Mode, in which case take your pick of the lower tiers.
  • Understanding who the top armies and gatekeepers are will help you understand the field, what you can expect to see, and what you’ll need to build your army around if you want to win an event. It’s not particularly vital that you be able to beat all of them, but your army should have a plan to take down Megagargants if you want to be able to do well at an event.
  • TiWP can help us identify some hidden gems – which armies are under- or overrated in the field? Is there something to Idoneth Deepkin we aren’t seeing? What about Hosts of Slaanesh?

 

Closing Thoughts

The December Battlescroll and the Maggotkin Battletome definitely shake up the meta, though there are some areas we’d still like to see more – we’re still waiting on/hoping for a winter FAQ that solves some of the issues we’ve been working through (Bair is once again asking me to mention garrisoning sky boats). We’ll likely revisit these stats and more lists in the coming weeks, and look to publish some kind of meta analysis on a quarterly basis moving forward. 

If you have any questions or feedback, drop us a note in the comments below or email us at contact@goonhammer.com

If you’d like coaching and list building help from JoeK directly, consider supporting him on his Patreon, where he offers custom coaching services and advice.