Join Date: Dec 2009
Location: Dallas-Fort Worth Area
In balanced tournies, the armies are more balanced than before.
WoC is now much more competitive than in 7th edition. In fact, the preliminary list of armies for entires at a larger Indy GT I'm going to this weekend (Alamo in San Antonio) has more WoC armies than any other type. That's because the warshrines and warriors are now better than before (8th edition rewards toughness, strength, initiative and WS more than 7th edition) and the WoC Tzeentch Lore is much better in 8th edition due to remains in play spells being able to be cast and, yet, still allow the caster to cast additional spells and the ability to boost the casting value by the lvl of the caster +1 for Tzeentch. This has made Pandemonium a great spell to cast and Call to Glory a good spell to cast under Tzeentch Lore, and Gateway is downright too easy to cast under 8th edition. Chaos ogres are now viable options (GW and chaos armour, Mok, and command options) due to the new rank, supporting attack and stomp rules for monstrous infantry; Dragon Ogres are better than before (but too costly to rank up like ogres); Chosen are better than before; but chaos knights are not quite as dominant due to steadfast and step up rules allowing units charged to better fight back, hold steadfast for multiple rounds of combat, and the inability to break ranks in flank attacks unless one runs a chaos knight deathstar with mounted BSB and stubborn lord and bless it with warshrines. The primary limitations on WoC becoming a tier one/top army are: (i) the cost per model for the best points value models limits the size (number of models and units) of the army (marauder infantry are slightly overpriced relative to other armies and thus not as playable); (ii) shooting options are limited and expensive (horsemen with throwing axes or spears are interesting but expensive and easy to kill; and the Hellcannon is sort of a goofy mix between an overpriced and overpowered stone thrower and a fairly priced monster); and (iii) at the current standard army size of 2500 points, one cannot run both a stubborn and well-protected fighting Lord and a well-protected and efficient Lvl 4 sorceror, whereas some armies can run both an effective Lvl 4 and an effective fighting lord/general at that points level.
HE is better but definitely not top tier unless one can run Teclis or Book of Hoeth (which are both banned at the regional Indy GT's I go to), otherwise not as competitive.
Lizardmen are good only because of Lore of Light and Life and the +1 dice per casting attempt for the Slann. Also, LM need specific builds and combinations to be fully competitive and can get shot up by Empire and Dwarf armies with good magic defenses.
Skaven is competitive and top tier but the power scroll and Dreaded 13th spell combo with a Grey Seer puts it over the top and is being banned and leading to too many bad games at Tourneys. Without that combo, Skaven is still tough but is beatable.
Look for Dwarf armies with 2 cannons + grudge thrower with runes and engineers, Runelord (with extra power dice, dispel runes and ability to take a power dice from you for +1 DD), and horde units of warriors w GWs, rangers, and hammers (myabe some miners and shooters) with tough to kill BSBs do very well in some cases.
If Empire is run right, it can be extremely competitive and may approach top tier due to shooting cannons and good magic defense plus steam tank and popemobile.
We saw wood elves do very well at a tourney recently but the style of play and build is very different than in 7th edition. Ogres are being run more and are more competitive; as are beastmen, due to the stomp abilities and ability to run ranks with 3 models, instead of 5.
I even saw some Orc armies do surprisingly well of late.
Last edited by olderplayer; 11-04-10 at 11:07 PM.