It Doesn't Rain But It Pours - 8th Edition Army-Off
Like locusts, camera-toting
tourists and (apparently) buses, subjects seem to do WFB media rounds in, erm…
flocks?…. I’m losing the simile here...
Suffice to say, no sooner had the
mighty Heelanhammer bowed to public pressure and answered what must be THE most
discussed casual topic of conversation in the hobby that the at-least-equally-mighty-and-definitely-more-accented
Bad Dice also weighed on what is effectively: What is the Best Army in Warhammer?
I loved the episodes. But…
Both (or all five, depending on
how you look at it) got the answer wrong, though that is to be expected.
Firstly, it’s a subjective thing (and Ben seemed determined only consider
comped Dark Elves compared to uncomped everything else), and secondly, you have
to establish the parameters of such a discussion when comparing different
armies:
Are we talking about generic
tournament armies? Or the best possible for each matchup? Under what comp?
Scenarios in play?
Furthermore, they largely ignored
available data. I am often told (by the same person, but he is insistent) that,
despite the many positives or negatives of the RHQ rankings system, it accurately
shows things such as general army power level. Whilst I philosophically
disagree with this (namely because I think, as with a lot of other things in
life, a sharp mind focused on the subject reveals more than the bumbling around
of drunken warhammer players, but more on that later), it is a decent starting
point.
Keeping a UK focus RHQ shows us
the following:
- Ogre Kingdoms
- Warriors Of Chaos
- Empire
- Lizardmen
- Daemons Of Chaos
- Vampire Counts
- Dark Elves
- High Elves
- Dwarfs
- Bretonnians
- Chaos Dwarfs
- Orcs & Goblins
- Beastmen
- Tomb Kings
- Wood Elves
Skaven are missing off the list
(technical glitch one expects) but one assumes they would be in the top 3 or
so. Obviously worth noting that RHQ uses 12 months-worth of data – so armies
such as WoC and DoC will include old books information.
Probably not an overly
surprisingly list, and one could look at reasons why some armies are where they
are etc – and maybe we will do it at some point.
What I want to look at, however,
is something slightly different.
8th vs 8th
What are the army power levels –
looking only at the new 8th edition army books?
It is often proclaimed that these
are balanced tomes, and I myself am fond of saying that an event with nothing
but the new books would not need any comp at all.
Is this true? Be great if so – a
quick feat of mathematical genius shows us that over half of the books have
been updated this edition.
What follows is, by necessity, a
product of my keen intellect, charisma and charm… or something I am pulling out
of my posterior, depending on how you look at it.
To do this I don’t think you
could consider tournament-standard lists – there are too many variables around
the various builds, and comp plays too much of a role. So, in out-of-the-book
“real warhammer” as it was arguably designed to be used (and where one
generally knows what army you are going to face), keeping scenarios rather in
the background, how do the armies stack against each other?
My conclusion is, to say the
least, FAR from conventional wisdom J
So, in classic reverse order of
winningness:
8. Ogre Kingdoms
The poster boys of 2012. The top
ranked army on RHQ. The “Easy-Button of WFB”. The biggest meta-changer in
years… comes in at last place. Even worse, on my win/loss matrix, they don’t
come out beating a single other new book!
It’s enough to make you question
the logic of the whole thing.
However, thinking about it, it’s
perhaps not surprising. In preparation for the upcoming 6 nations ETC practice
team event (more details at a later date) we discussed taking Ogres – but
concluded they were actually an army everyone wants to face these days. They
have limited builds (and no, taking a different magic lore does not make a
build “different”), small model count and utterly gigantic weaknesses. On a very
basic level all but one of the other books has access to death magic, which can
singlehandedly destroy an Ogre army (even if trying to reduce the risk), not to
mention their leadership issues.
7. Daemons of Chaos
The crazy kids on the block are
one thing above all else – exceptionally solid. I found these hard to place
really – they are a combat army with limited smash capabilities (and the
elements that smash are high priced, highly targetable, high priority targets),
limited magic without investing in the aforementioned targets, and extremely
limited magic defence. They are an army that is, however, much better than some
online would have us believe. The problem is that the weapons some of the other
books can bring to bear are simply too much. High strength, high power dice
Banishments, Death Magic (devastating against arguably the best selections in
the book), artillery, missile shooting and heavy armour all have the potential
to massively crimp their style (is style something that can be crimped?). A certain
banner in a pointy-eared booked is also a bit of a slap in the face. They will
win a lot of these games due to hot dice – Daemons only need you to role 5s to
win the game after all! Some matchups are hard to call – such as the WoC one…
but in my results matrix I had them winning only one game…
6. High Elves
Next up, the Elven
representatives amongst the new book. No one seems to know exactly how these
boys will do. Some neat tricks, but they suffer from one thing that is really
not ideal – being an elf. Access to 9 magic lores does give them answers to a
lot of problems… I just don’t think it’s quite enough. For all the shooting
they can put out (and it’s a hell of a lot), and for all the hiding they can do
behind banners or flapping with big used-to-be-on-fire-yet-is-now-made-of-ice
birds I am not sure they can put up with weight of combat/magic/heavy armour
other armies can. Only two wins on the matrix is a perhaps a bit harsh – they
could probably give WoC a very tight game all things considered.
5. Warriors of Chaos
Much talked about as one of THE
top armies at the moment… based on my calculations, and in this case extensive
experience, rather middling. It boils down to one thing really – for the most
part they need to get into combat to win (the odd Hellcannon leadership bomb
notwithstanding). The armies above them can either hit them with so much magic,
chaff them up for so cheap or weather the combat punch they bring. There is
little more to say than that really… rather a one-dimensional opinion on a one
dimensional book. I have them consistently beating 3 of the 8 armies –
unsurprisingly the 3 armies below them.
4. Orcs & Goblins
Tied in at number 3, the new
hotness, the green (static) tied, the oldest of the new books, Orcs &
Goblins. One thing is for sure, they really don’t play as they should. They are
really Dwarfs with more phases these days. And it works. The sheer amount of
shooting and hand grenade units causes a mess of a lot of the new books. That
they can back this up with incredibly effective (if static) combat units means
they don’t lose if their opponents get to them. Silly mechanics like allowing
fanatics and manglers to go through your own units just adds to the threat –
not even safe in combat (unlike other gunlines). The Big Waagh has two of the
best spells in the game in Hand and Foot, and the Little Waagh is a real
nuisance. Sure, they can fail animosity, and warmachines can fail to hit, but
the first if manageable and the second something you can’t account for. Coming
in at 5 wins the only reason they don’t get 3rd spot is that I
believe they lose to the army they are tied to:
3. Vampire Counts
The first of the “power” 7th
ed books to be redone, they have suffered on the conventional tournament scene
due simply to comp – and a couple of weaknesses they have. However, in
uncomped, and a decent idea of the army they are facing, they have tools to
deal with a lot of problems. With the single best combat character in the game
leading them, and a selection of ethereals, screams, tough Crypt Horrors,
flying threats, incredibly cheap chaff and cheap/free tarpits they can deal
with a lot. They can weather the barrage of magic and artillery most armies can
throw at them to a large extent. They do struggle to deal with large amounts of
armour, and obviously have some crippling weaknesses that become ever more
apparent when compared to the top two armies.
2. Tomb Kings
The most belittled of all the
army books, and with good reason in a comped tournament scene. In uncomped, and
with not having to design an all-comers list, these slow Nagash-hating
mummy-lacking wannabe Egyptians are a very serious threat. Magical dominance to
an extent no other new army comes remotely close to matching. Panic causing
artillery. Army-wide access to killing blow. Monsters by the handful if needed.
Cheap (Core) chaff. Numbers to provide roadblocks if needed/wanted (alongside a
very synergistic base lore of magic). Not to over stress the magic point, but
an Arkhan list backed up with a full on Light Council (and accompanying
Hierotitan and Caskets), backed up by army wide shooting and artillery, is a
truly devastating beast. Armies such as vampires can take the punishment to
make it across the field – only to face light magic-backed units with killing
blow floating around if the vampire lord gets a bit too cocky. Sure they are
epically slow – a major disadvantage in scenario play, and they have obvious
weaknesses, but galloping in with an epic 6 wins I put them just below the one
army that I think consistently beats them in a no-holes barred encounter…
1. The Empire
The dull centre of the WFB
universe, our Germanic friends have enough utility in their depressingly dull
army book to give you the tools to consistently take on the rest of the new
books. Incredibly cheap (including core) 1+ armour save units? Check. Wide
array of cheap magic lores? Check. Double Banishment potential? Check. 1+
armour save random moving unbreakable unit with 10 wounds? Check. Cheap
infantry hordes if you want to go in that direction? Check. Incredibly costed monstrous
cav? Check. Artillery? Check. More artillery? Check. The point may be
belaboured, but it’s true. An army with no weaknesses. Other than the one army
I have consistently beating them, the green wrench that is the O&G, other
armies in this list simply do not have a consistent way of dealing with them.
It’s a pity the book is not more fun, but then perhaps they have stayed as
close to the fluff – they appear modelled on nothing short of brutal Germanic
efficiency.
The Matrix of Doom |
So, there we have it – and I can
guarantee no one will agree with me – that the beauty of this subject, we are
all wrong, and we are all right J
I like what you've done but disagree in part. That said I'm mostly looking at this from having played my TK a lot in 8th under both comped and uncomped. That said I must caveat my answer by saying the one build I've not run is the light council. Probably recognised as the best build but at the same time so soulcrushingly dull.
ReplyDeleteI'd say WoC and Empire both give TK a seriously hard time, a full WOC army running at TK may lose something to the banishment but T2 the WoC should be hitting them all over the board and at that point TK lack the ability to put out the volume of high Str attacks to win the combat. And once they hit your chaff they're getting protection from the magic and shooting when stuck in combat.
OK can also do this to an extent but have the lovely vulnerability built in of Arkhan just purple sunning the gutstar through a combat unit and killing most of it, so agree they're less of a bad matchup uncomped.
O&G are generally good for TK, just need to kill the doomdivers and the standard 2 big snake units pummel most stuff in an O&G list.
VC is the big 'it depends' matchup. Vamp is scared to death but with the list you're talking about there's no nehek magic so the KB is restricted to a few units, so gives the VC player something to aim for. If the list is tailored for VC then it's a bit trickier.
I said TK beat daemons once the new (daemons) book came out and from my couple of games that's still my opinion. This is a really fun game to play though and not totally 1 sided but advantage TK.
HE - I think it's a lot better than the old book but by no means a gimmie.
My take would be TK vs:
Emp, WoC - Lose
HE, OK, VC - can go either way
DoC, O&G - Win
But none of these I look at as a easy 20-0. I've faced both Empire and WoC and had incredibly tight games and I've struggled against an O&G list when their artillery did the stuff T1 and I was on the back foot from there.
To me that does say a lot about the 8th ed books being very close though.
Also I'd say you're O&G list looks a bit rosy, DOC and HE could easily flip to the lose column for them I reckon.
I do totally agree that Empire are by far the standout book of the edition though, but due to flexibility rather than being leagues ahead (as was the case with Daemons & DE under 7th).
Now add in the rulebook scenarios and reconsider your list, who is the most flexible to cope with random deployment, hold a building in the middle of the board, units starting off the board and fortitude.
Tk - Hate random deployment, they're so synergy reliant and lack the movement to react well.
Hate holding a building steadfast means nothing and the troops are garbage in combat plus it takes them longer to get there with no marching
units not turning up, generally not too awful, unless it's the casket which is a disaster, but so slow it makes an issue for getting in the right place after.
Fortitude - Basically sucks away points from the list as wouldn't ever both with standards on most units otherwise and unlikely to ever take a bsb.
Cheers Dave.
DeleteRe Light Council – good on you! It is indeed a soul-crushing experience.
Agree to a large extent – think that a lot of the matchups are sort of knife edges… so had to make a call :)
The massive caveat to the whole thing (other than general insanity) is that we are talking about
a) None tournament games where you pick your army knowing what you are going to face
b) No comp, so winning by 100pts is a win.
My on-the-spot calculations resulted in a one-sided looking result, but in all honesty I am not sure any of the games are close to very easy one way or the other. I honestly do think you probably don’t need any comp if only using the new books.
Scenarios do indeed change everything. Its an intriguing subject in its own right really. Both VC and TK (often to a greater extent) suffer incredibly from both random deployment and the watchtower
Raf
I agree with most of your chart and thoughts, buy TKs are seriously put of the picture.
ReplyDeleteFirst, no serious tournament use no-comp. That said, even in ETC you can make a tough magic-heavy list, but just too many armies out there can get into CC too quick. Overall, you're betting you can do enough damage quick enough. Not a wise tournament choice.
I would put WoC on 2-3 place. They have a good advantage on the top army, Empire, but are less solid overall.
Also, Demons and Vampire should really switch place. The latter depends too much on comp and matchups.
Nice blog btw!
Hi Frank,
DeleteI don't disagree with you one little bit.
The purpose of this particular exercise was to very much remove it from the tournament fold (for a change!) and look at it from a very basic level. You have the TK book, your mate you play has the VC book (or whatever) - "as the designers intended" (according to people who claim they know what was intended)as they say.
In practical reality of tournament play this is entirely out of the window. Comp has massive impact on several of the armies - VC for example are often entirely shaped by what they are allowed. And obviously you can design your list for each opponent.
Decided to keep it away from tournaments because the two podcasts had covered general tournament rankings. Am thinking, once LM book out to do one comparing tournament lists you see, if the tournament was just new books - issue of course is comp.
Thanks for taking the time to read the blog, and thanks for the comment - much appreciated!
And just to prove me wrong, a friend won a 50 players tournament last weekend with tomb kings, with etc rules, winning 4 games out of 5.
ReplyDelete