Slann
Lord Agragax of Lunaxoatl
Eleventh Spawning
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Hello one and all!
Inspired by @NIGHTBRINGER’s ‘Best melee unit in all of Warhammer’ contest, I’ve been mulling over an idea I first thought of recently. Most of the units involved in @NIGHTBRINGER’s tourney are Infantry or Monstrous Cavalry, but I also think Monstrous Infantry can be a force to be reckoned with in combat even though they were underrepresented, so I’ve devised a contest where I pitch every Monstrous Infantry unit against each other in bloody Warhammer combat to decide who is on top in this Troop Type.
Da Fightaz
As mentioned before, I’m entering every Monstrous Infantry unit into my contest, so the brawlers slugging it out will be:
Albion/non-aligned
Fenbeasts
Beastmen
Minotaurs
Creatures of Chaos
Fimir Warriors
Skin Wolves
Chaos Dwarfs
K’daai Fireborn
Lizardmen
Kroxigors
Ogre Kingdoms
Ogre Bulls
Ironguts
Maneaters
Yhetees
Orcs and Goblins
River Trolls
Skaven
Rat Ogres
Tamurkhan’s Horde
Bile Trolls
Tomb Kings
Ushabti
Vampire Counts
Crypt Horrors
Vargheists
Warriors of Chaos
Chaos Ogres
Chaos Trolls
Wood Elves
Tree Kin
Of course, some of these units have additional options to play with, so I’m asking you, the Lustrian fans of Warhammer Fantasy, to choose which equipment loadouts of each of these units are the best, as in @NIGHTBRINGER’s contest. Specifically I would like those with a particular expertise in particular armies to recommend the best loadouts on those armies’ units, so I’m consulting @Lizards of Renown and @Charlemagne to give the best combos in each of the four Ogre units for example (remember this is purely the specific units on their own, so no characters allowed). As the only Greenskin player and the only one on this forum who has ever given Beastmen any consideration, I’ll be deciding the choices for the Minotaurs and Trolls.
Da Roolz
The rules will be akin to those of @NIGHTBRINGER’s contest:
So the last thing to do is to say PLACE YOUR BETS!
Da Scorez
I'm including a scoreboard in this inaugural post to keep track of the fortunes and failures of the different units throughout the contest. The current scores on the doors are:

Inspired by @NIGHTBRINGER’s ‘Best melee unit in all of Warhammer’ contest, I’ve been mulling over an idea I first thought of recently. Most of the units involved in @NIGHTBRINGER’s tourney are Infantry or Monstrous Cavalry, but I also think Monstrous Infantry can be a force to be reckoned with in combat even though they were underrepresented, so I’ve devised a contest where I pitch every Monstrous Infantry unit against each other in bloody Warhammer combat to decide who is on top in this Troop Type.
Da Fightaz
As mentioned before, I’m entering every Monstrous Infantry unit into my contest, so the brawlers slugging it out will be:
Albion/non-aligned
Fenbeasts
Beastmen
Minotaurs
Creatures of Chaos
Fimir Warriors
Skin Wolves
Chaos Dwarfs
K’daai Fireborn
Lizardmen
Kroxigors
Ogre Kingdoms
Ogre Bulls
Ironguts
Maneaters
Yhetees
Orcs and Goblins
River Trolls
Skaven
Rat Ogres
Tamurkhan’s Horde
Bile Trolls
Tomb Kings
Ushabti
Vampire Counts
Crypt Horrors
Vargheists
Warriors of Chaos
Chaos Ogres
Chaos Trolls
Wood Elves
Tree Kin
Of course, some of these units have additional options to play with, so I’m asking you, the Lustrian fans of Warhammer Fantasy, to choose which equipment loadouts of each of these units are the best, as in @NIGHTBRINGER’s contest. Specifically I would like those with a particular expertise in particular armies to recommend the best loadouts on those armies’ units, so I’m consulting @Lizards of Renown and @Charlemagne to give the best combos in each of the four Ogre units for example (remember this is purely the specific units on their own, so no characters allowed). As the only Greenskin player and the only one on this forum who has ever given Beastmen any consideration, I’ll be deciding the choices for the Minotaurs and Trolls.
Da Roolz
The rules will be akin to those of @NIGHTBRINGER’s contest:
Guidelines:
Procedural rules utilized:
- focus only on non-character units, as an analysis of characters is better left for a separate thread
- consider the units on their own, without character support (i.e. if you feel the Gutstar unit is not viable without its characters, then don't list it)
- the focus is purely on close combat efficiency, regardless of core, special or rare categorization or troop type
- consider the unit's close combat power in relation to their points cost (overcosted units need not apply)
- for a unit to qualify, they should be able to beat most other units of equal points value in close combat
- units capable of winning combat in a wide range of circumstances should be given priority over units that only perform well under a very narrow range of circumstances (i.e. getting the charge)
- consider the units fielded in their very best setup (size, weapon options, magic standards, formation, etc.)
How unit formations are selected/considered:
- Combats will be treated as ongoing. So no charge bonuses for either side.
- Fear tests will be assumed as being passed
- Unit sizes will be adjusted to create the fairest possible balance in terms of points (obviously, single entity monster vs. monster matchups will be uneven)
- Each unit will be stuck using their overall best loadout, even if it is sub-optimal in a particular matchup. For example, Ensorcelled weapons are the best option for Skullcrushers in most situations, but not against the Banner of the World Dragon due to ensorcelled weapons being magical. While Skullcrushers would be better off not upgrading to Ensorcelled Weapons in this matchup, they will be forced to do so. This is is partially to avoid problems of counter picking, and the resultant doubling of the number of match calculations I would have to make.
- Unit formations will be optimized within the normal/typical range we find them on the battlefield. No unit will be narrower than 5 models wide and no unit will be wider than 10 models wide (horde).
- Partial wounds will be carried forward from one round of combat to another (i.e. a Hell Pit Abomination could be sitting on 4.2 wounds going into a subsequent round of combat).
- For the purpose of calculating combat results, partial wounds of 0.4 or lower will be rounded down and 0.5 or higher will be rounded up.
- abilities that are in effect for the first round of combat, but not charge dependent (i.e. hatred, Choppas, etc.) will be incorporated into the calculations for the first round.
- units losing combat and requiring a break test (or Daemonic Instability test), will be assumed to roll a "7". Meaning that if they required a roll of 6 or lower to pass, they will be assumed to have broken from combat and lose the contest right there and then. Units requiring a roll of 7, 8, 9 or 10 will be assumed to have passed their break test and the combat will move onto the next round.
- the goal is to make things as fair as possible for both sides, so I try to take on the viewpoint as the general of each unit. In a contentious matchup I'll flip back and forth between sides, playing devil's advocate.
- the key aim is to ensure that no one side gets the opportunity to "counter pick" their unit formation (unit width) against the other unit's formation. So for example, if a unit of Chaos Warriors were to be fielded 5-wide, I wouldn't field an opposing unit of Savage Orcs 7-wide if it gave them an unfair advantage (meaning that the Chaos Warriors would be better served going 7-wide themselves, or vice versa).
- when a matchup looks fishy, I'll run alternate scenarios to see if a victory was arrived at simply due to how the unit formations were selected.
- in the case of a Monster, the opposing unit will always be placed in the most advantageous formation, because in game terms, there is nothing the Monster general can do about it
- similarly to the point above, if a unit is completely fixed on a unit formation, regardless of the formation chosen by their opponent, then they are allowed to do so. For example if a unit of Witch Elves is best played as a Horde, regardless of the formation chosen by the opposing unit, then the Witch Elves are fielded as a horde (and the opponent in the best formation to face that horde)
- obviously I can't test every combination of opposing unit formations, but I try my best to make it as fair as possible. I also rely on you guys to give me feedback in the event that you come across something that I had not considered.
- usually, wider formations seem to work best, but there have been rare exceptions. Sometimes, I'll even post these "alternate scenarios" so you can see how events change based on variations in unit formation. For the purposes of the tournament though, only the result from what I think is the fairest representation of the matchup is used (unless there is significant feedback indicating otherwise.
So the last thing to do is to say PLACE YOUR BETS!
Da Scorez
I'm including a scoreboard in this inaugural post to keep track of the fortunes and failures of the different units throughout the contest. The current scores on the doors are:

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