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S1/S2 Stat Comparisions


Now that Season 1 and Season 2 are complete, we decided to take a numerical look at the various warbands and models available.  While we will be drawing some (possibly dubious) conclusions, the main purpose of this page will be to serve as a reference for comparing the available warbands on multiple different axes.

Movement

Let's start by looking at movement.  We'll compare each warband's average movement stat first.  We'll also look at the minimum and maximum movement score on any model in the warband.  Finally, we'll see how many models in the warband have alternative movement abilities on their base hero cards: abilities like the Thorns' ability to move through special hexes, the Warden's ability to move multiple models, or Mollog's ability to ignore a move token.  (Please note, we'll be considering uninspired and inspired models separately.  For example: The Warden can move his minions on either side, so for SG, we'll list two alternate movement abilities, one for each side of his card. Varclav has 2 alternative movement abilities, but we're counting models, not abilities.)


Average MvmtMin MvmtMax MvmtAlt Mv Models
Garrek's Reavers (GR)4.50450
Steelheart's Champions (SHC)3.00330
Sepulchral Guard (SG)2.50232
Ironskull's Boyz (IB)3.00330
Chosen Axes (CA)2.50330
Spiteclaw's Swarm (SS)5.00550
Farstriders (FS)3.33340
Magore's Fiends (MF)3.75350
Season 13.453.253.880.25
Stormsire's Cursbreakers (SSC)3.00330
Thorns of the Briar Queen (TB)3.573414
Eyes of the Nine (EN)3.80340
Zarbag's Gitz (ZG)3.110414
Mollog's Mob (MM)2.38054
Godsworn Hunt (GH)4.25450
Ylthari's Guardians (YG)4.13450
Thundrik's Profiteers (TP)2.80242
Season 23.382.384.254.25

It would seem that while S1 and S2 warbands have very similar average movements within their warbands, the variance between models is much greater in S2.  Additionally, S2 warbands have far more alternative movement abilities, allowing for much more versatility in positioning your models.

Wounds


Next, let's look at the wounds characteristic.  More wounds obviously means more survivability, but we can look at what constitutes "more wounds" in a number of ways.  First. we'll look at the total wounds a warband has (This number will not be doubled, like many others in this article.  If a model has a different number of wounds on its inspired/uninspired sides, we will average them).  This represents the total damage you need to do to annhilate an enemy's models.  Next, we can look at the average number of wounds on a model within a given warband, indicating how tough it is to eliminate a single model.  We'll also look at minimum and maximum model health among each warband.  Finally, we'll include the number of models with abilities that remove wounds. This will include both "standard" healing abilities like that on Ylthari, and ressurection abilities like those of Skritch and Vortemis.


Total WoundsAvg WoundsMin WoundsMax WoundsWound Abil
Garrek's Reavers (GR)142.80240
Steelheart's Champions (SHC)124.00440
Sepulchral Guard (SG)192.71242
Ironskull's Boyz (IB)174.25450
Chosen Axes (CA)153.75350
Spiteclaw's Swarm (SS)132.60242
Farstriders (FS)124.00440
Magore's Fiends (MF)164.00440
Season 114.753.413.134.250.50
Stormsire's Cursbreakers (SSC)124.00440
Thorns of the Briar Queen (TB)192.71240
Eyes of the Nine (EN)12.52.50142
Zarbag's Gitz (ZG)212.33230
Mollog's Mob (MM)133.25270
Godsworn Hunt (GH)152.50230
Ylthari's Guardians (YG)133.25342
Thundrik's Profiteers (TP)16.53.30250
Season 215.252.982.254.250.50


Both S1 and S2 warbands have an average maximum wound fighter of 4.25 across their warbands.  However, the average minimum wound count and average wound count are both lower in S2.  Conversely, the total wound count in an average warband is higher in S2.  This is largely due to the higher number of warbands in S2 that contain 5+ models (in which each model has a lower average wound count.). For example, Goblins top the charts in total wounds, but have the lowest average health per model; this means each individual model is relatively easy to kill, but it takes the most damage of any warband to wipe them completely off the table.

Defense


Next, let's examine the defense stat.  We will start simple at first, by simply looking at the prevalence of the various starting defense stats in each warband.
 

1D2D3D1S2S1G
Garrek's Reavers (GR)1000000
Steelheart's Champions (SHC)000330
Sepulchral Guard (SG)1400000
Ironskull's Boyz (IB)000800
Chosen Axes (CA)000800
Spiteclaw's Swarm (SS)350110
Farstriders (FS)000330
Magore's Fiends (MF)110600
Season 1 Total28602970
Season 1 Proportion40%9%0%41%10%0%
Stormsire's Cursbreakers (SSC)000312
Thorns of the Briar Queen (TB)590000
Eyes of the Nine (EN)510400
Zarbag's Gitz (ZG)781200
Mollog's Mob (MM)121220
Godsworn Hunt (GH)920100
Ylthari's Guardians (YG)130220
Thundrik's Profiteers (TP)200710
Season 2 Total302522162
Season 2 Proportion35%29%2%24%7%2%


A few things stand out here immediately.  S2 warbands have a much lower chance of presenting with a 1 die defense than S1 warbands.  Additionally, they are drastically more likely to have a 2-dodge defense than S1 warbands. While not reflected in the above chart it is also worth noting that only one of the models in S1 started with 2 defense dice on their uninspired side (a random dangle-rat), while in S2 this has become quite common for leaders and has begun to creep onto non-leaders as well.

Lets look at this data in another way.  Defense stats are only good in the context of attacks, so we should look at what the defense stats across the warbands actually mean, ie. how likely is it that a model in your warband will get hit by some common attacks?

In the next chart, we'll look at how likely your models are to be hit by a mediocre (2-sword) attack and a highly accurate (3-hammer) attack.  We'll give the data for the worst defense in your warband, the best defense, and a weighted average based on all of the possible base defenses of your warband.  Remember: in this case, low numbers are good (we're looking at the chance of getting hit).


2S Best2S Worst2S Avg3H Best3H Worst3H Avg
Garrek's Reavers (GR)44%44%44%74%74%74%
Steelheart's Champions (SHC)30%40%35%54%70%62%
Sepulchral Guard (SG)44%44%44%74%74%74%
Ironskull's Boyz (IB)40%40%40%70%70%70%
Chosen Axes (CA)40%40%40%70%70%70%
Spiteclaw's Swarm (SS)30%44%38%54%74%65%
Farstriders (FS)30%40%35%54%70%62%
Magore's Fiends (MF)35%44%40%61%74%69%
Season 1 Average37%42%39%64%72%68%
Stormsire's Cursbreakers (SSC)30%40%37%54%70%66%
Thorns of the Briar Queen (TB)35%44%38%61%74%66%
Eyes of the Nine (EN)35%44%42%61%74%71%
Zarbag's Gitz (ZG)28%44%39%51%74%67%
Mollog's Mob (MM)28%44%35%51%74%62%
Godsworn Hunt (GH)35%44%42%61%74%72%
Ylthari's Guardians (YG)30%44%36%54%74%63%
Thundrik's Profiteers (TP)30%44%40%54%74%69%
Season 2 Total31%44%40%56%74%67%


Much like the prior stat comparisons, the average chance to get hit by attacks is very similar among the total S1 and S2 warbands.  However, there are some significant differences that are worth pointing out.  The models with the best defenses in any given S2 warband are much more likely to avoid an attack than the equivalent models in any given S1 warband.  This is significant because it means your heavy-hitters are more likely to survive.  Additionally, all of the best percentages fall in the S2 warbands: Gitz and Mollog are tied for having the model with the best overall defense.  Ylthari's is most likely to avoid a mediocre attack of any warband.  Mollog's Mob is most likely to avoid a highly accurate attack (tied with SHC and FS).  Conversely, all of the worst overall stats lie in S1, due to the heavy prevalence of 1-die defenses.

Attack Accuracy


Next, we'll examine the attacks available to each warband.  As with defenses, we're going to look first at the distribution of the various attack accuracies within each warband.  Please note: since the accuracy of a 2-swirly magic attack is the same as that of a 2-hammer attack, we've combined the two.


1S2S3S4S1H2H3H
Garrek's Reavers (GR)0350040
Steelheart's Champions (SHC)0000072
Sepulchral Guard (SG)0440033
Ironskull's Boyz (IB)0220040
Chosen Axes (CA)0030052
Spiteclaw's Swarm (SS)0220150
Farstriders (FS)0090040
Magore's Fiends (MF)2220042
Season 1 Total2132701369
Season 1 Proportion2%15%31%0%1%41%10%
Stormsire's Cursbreakers (SSC)0030072
Thorns of the Briar Queen (TB)2330150
Eyes of the Nine (EN)0730060
Zarbag's Gitz (ZG)1620044
Mollog's Mob (MM)0510130
Godsworn Hunt (GH)0460040
Ylthari's Guardians (YG)0100091
Thundrik's Profiteers (TP)03210100
Season 2 Total3292012487
Season 2 Proportion3%26%18%1%2%44%6%

The addition of S2 warbands really upped the raw number of mediocre (2-sword) and average (2-Hammer) attacks in the game, while not doing a lot to alter the likelihood that you'll encounter any given attack overall (the most drastic increase being 2-sword attacks).  Additionally, the last warband released in S2 did introduce the game's first 4-sword base attack.

Now let's look at how likely your best, worst, and average fighter are to land a hit on some common defenses: 1-dodge and 2-shield.  Remember we're back to high numbers being good for these charts.


1D Best1D Worst1D Avg2S Best2S Worst2S Avg
Garrek's Reavers (GR)59%44%55%43%30%38%
Steelheart's Champions (SHC)74%59%62%54%39%42%
Sepulchral Guard (SG)74%44%58%54%30%41%
Ironskull's Boyz (IB)59%44%55%43%30%38%
Chosen Axes (CA)74%58%62%54%39%43%
Spiteclaw's Swarm (SS)59%36%54%43%20%36%
Farstriders (FS)59%58%58%43%39%42%
Magore's Fiends (MF)74%25%53%54%16%37%
Season 1 Average67%46%57%49%30%40%
Stormsire's Cursbreakers (SSC)74%58%61%54%39%43%
Thorns of the Briar Queen (TB)59%25%49%43%16%33%
Eyes of the Nine (EN)59%44%52%43%30%36%
Zarbag's Gitz (ZG)74%25%55%54%16%38%
Mollog's Mob (MM)59%36%49%43%20%33%
Godsworn Hunt (GH)59%44%54%43%30%38%
Ylthari's Guardians (YG)74%44%59%54%30%40%
Thundrik's Profiteers (TP)69%44%57%54%30%39%
Season 2 Average66%40%55%49%26%37%


S1 and S2 armies stack up pretty evenly here, with perhaps a slight advantage given to S1 armies thanks to the relative lack of Narvias and Turoshes.  As mentioned above, the proliferation of 2-sword attacks in S2 makes the average S2 warband a little less accurate than those in S1. 

Attack Damage


Just how much damage do the various warbands do when they do manage to hit with an attack? 


1 dam2 dam3 dam4 damAVG
Garrek's Reavers (GR)45301.92
Steelheart's Champions (SHC)13502.44
Sepulchral Guard (SG)76101.57
Ironskull's Boyz (IB)23302.13
Chosen Axes (CA)23312.33
Spiteclaw's Swarm (SS)63101.50
Farstriders (FS)75101.54
Magore's Fiends (MF)46201.83
Season 1 Average4.134.252.380.131.86
Stormsire's Cursbreakers (SSC)27101.90
Thorns of the Briar Queen (TB)48201.86
Eyes of the Nine (EN)95201.56
Zarbag's Gitz (ZG)88101.59
Mollog's Mob (MM)35112.00
Godsworn Hunt (GH)84201.57
Ylthari's Guardians (YG)47001.64
Thundrik's Profiteers (TP)114101.38
Season 2 Average6.136.001.250.131.66


Before we set the decimal correctly on this chart, every warband but one had the same average attack damage: 2.  While the small variations do make a difference, it's worth noting that the S2 warbands have many more attacks than the S1 warbands.  While this can partially be accounted for in the higher number of models, this variance is also partially owed to the fact that far more models in S2 have multiple attacks than those in S1.   The proliferation of multiple attacks on models (along with the large number of Narvia/Turosh level scrub-models) in S2 also helps to explain their slightly lower average damage.  No one would dare to call Mollog's Mob a low damage warband, but it's average attack damage suffers from the inclusion of Mollog's 3 pets in the warband.

Nonetheless, it's worth noting that S1 warbands do have a slightly higher damage per attack output. 

Attack Miscellany

This part of the analysis will attempt to track how many models have some of the more common attack enhancements.  The following chart will list out which models in each warband have these common abilities: Cleave, Knockback, Crit Effects (including Cleave on Crit, Knockback on Crit, and Extra Damage on Crit), Multiple Targets, and Die Rerolls.  While this doesn't cover every possible attack effect, it should give us an idea of which warbands' attack effectiveness isn't wholly portrayed by the accuracy and damage numbers above.


CLKBCRTMTRR
Garrek's Reavers (GR)10210
Steelheart's Champions (SHC)12010
Sepulchral Guard (SG)22020
Ironskull's Boyz (IB)00401
Chosen Axes (CA)11101
Spiteclaw's Swarm (SS)00200
Farstriders (FS)10100
Magore's Fiends (MF)22200
Season 1 Average1.000.881.500.500.25
Stormsire's Cursbreakers (SSC)22000
Thorns of the Briar Queen (TB)21000
Eyes of the Nine (EN)10011
Zarbag's Gitz (ZG)30000
Mollog's Mob (MM)02040
Godsworn Hunt (GH)10000
Ylthari's Guardians (YG)11430
Thundrik's Profiteers (TP)32000
Season 2 Average1.631.000.501.000.13


There's not a lot of meat on this particular chart, but we are including it here as a reference.  One thing does stand out: Cleave and Multiple Target attacks have become significantly more common as the game has evolved.

Attack Range


Lastly, let's take a look at the range characteristic of the attacks available to the various warbands.


1234
Garrek's Reavers (GR)10200
Steelheart's Champions (SHC)9000
Sepulchral Guard (SG)12200
Ironskull's Boyz (IB)8000
Chosen Axes (CA)9000
Spiteclaw's Swarm (SS)8200
Farstriders (FS)6061
Magore's Fiends (MF)12000
Season 1 Average9.250.750.750.13
Stormsire's Cursbreakers (SSC)6220
Thorns of the Briar Queen (TB)12200
Eyes of the Nine (EN)6280
Zarbag's Gitz (ZG)11060
Mollog's Mob (MM)8200
Godsworn Hunt (GH)10040
Ylthari's Guardians (YG)5231
Thundrik's Profiteers (TP)42100
Season 2 Average7.751.504.130.13


Oh - there's the problem. 

Prior to the release of S2, were a total of 13 base attacks in the game with range of greater than 1 hex;  Thundrik's Profiteers have 12 on their own.   Additionally, in S1, fully half of the available warbands had no attack with a range of greater than 1 - every warband in S2 has at least 2 attacks of range greater than 1.  While this doesn't fully account for the competitive differences between S1 and S2 warbands, it does seem to be the most drastic difference between the two seasons, in terms of card characteristics.  The introduction of Spell Cards, an improvement in the quality of gambits and upgrades, and the vagaries of the Banned and Restricted list also no doubt contribute to the imbalance between the Seasons, but the wide availability of long-range attacks in S2 definitely adds to the mix as well.

Summary 


As GW begins the process of previewing S3 elements (and hones their sloth-like competitive balancing reflexes), we sincerely hope that the game continues to evolve and change.  We here at Call it Shadespire would love to see a rotation that removes some or all of the S1 content from competitive play, we aren't holding our breath.  Whatever S3 brings, we'll be there to share it with you.

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