![]() Sigmar, its founder, is now a god, his influence still shepherding his chosen peoples. It is a beacon of civilisation in an untamed world. A balanced game is good for everyone.The Empire of Karl Franz stretches from the Sea of Claws in the north to the Black Mountains in the south, and beyond that perilous range, the wild and untamed lands of the Border Princes. It’s that “common language” for all the other types of games that can be played. Matched Play does dictate the framework of the overall game - even if you’re not a competitive player Matched Play still impacts your games. I think this is a really good Philosophy to have about the game overall. It’s not only the framework for thousands of games played at competitive events throughout the year, it also forms the common language of more casual games played on kitchen tables, at gaming clubs, and in stores around the world. “The Warhammer Studio takes matched play seriously. There’s two quotes we’re going to look at to discuss. We’ve already covered the win rates which is a good unit of measure. The last major topic we’re going to touch on is the Balance Philosophy of the Warhammer Studio. That may have skewed some of their numbers as a result. They aren’t quite as popular of an army but they also had a big bump in wins during the time period of this data collection. Harlequins are also an army that pops on the scene because of their high damage output, speed, and internal synergies. We won’t get into all the factors but they generally have the ability to play in all the phases, have good objective/secondary objective/board position management, can be super versatile/adaptable for the various missions, and have some great army synergy/rules to go along with it. Tyranids are in a very strong spot with their current codex. GW doesn’t go into specifics in the article on these two armies in particular but if you’ve been playing with or against these armies you have a good idea of why they are winning at these rates. On the top end of the spectrum we’ve got the Tyranids with a 59% win rate and the Harlequins following closely behind with a 58% win rate. I don’t know exactly how many games were played with it or if players are “sticking with it” long enough to really master it. Personally, I think a lot of it has to due with the learning curve of that particular army. So they are going to continue to monitor their results. But what about the Adeptus Mechanicus? There’s not much of a reason given by GW. It’s harder for the top end win rates to pull up the lower end when there are 10000 games play with a faction vs a faction with only 100 wins. This data includes a melting pot of Adeptus Astartes Armies. Not all events break out the Adeptus Astartes out into their individual Chapters.More new players means a lower win rate due to learning how to play the game.Space Marine armies are incredibly prevalent and are lots of players first army - this means most players know how to play them and how to play against them.So how do all the armies stack up?īy subscribing you agree to our Terms of Use and Privacy Policy. Ideally, they’d like every army to be right at 50% - but with that margin of error they are okay with armies being in the 45%-55% range. They also account for a 5% margin of error. ![]() It’s important to know that the win rate is the cornerstone for GW’s balancing attempts. Therefore, we afford a margin of error of 5% either way in the data we collect, and aim for each army to show win rates between 45% and 55% – if it’s higher, it suggests the faction’s overperforming relative to its rivals, and if it’s lower it suggests they’re struggling to keep up. In an ideal world each army would have a win rate of exactly 50%, but ideal worlds don’t exist in the grim darkness of the far future (where they are mostly on fire or being invaded by monsters). If an army has played 100 games and won 50, they’d have a 50% win rate. When assessing balance, we use an army’s Win Rate as the key metric – which, just like it sounds, is how many of their games they win. Today, Games Workshop covers the latest win rate data in the Metawatch and also dishes on the balance philosophy behind army updates and changes. So when you’re trying to pin down something to measure every army against you’ve only got a handful of things that you can compare evenly. There’s a lot of moving parts and variables to account for and to adjust. Warhammer 40,000 is a complicated game and it’s even more complex to try to balance. Games Workshop peels back the curtain to talk about Warhammer 40k’s balance philosophy and how they use win rate data. ![]()
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