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Army Builder – Free Warhammer: The Old World Army Creator

Looking for a convenient tool to create army lists for Warhammer: The Old World? Army Builder is a free online creator that lets you quickly compose a roster, check point limits, and export your finished list to PDF, JSON, or CSV.

Warhammer: The Old World is a miniature wargame by Games Workshop, set in a dark fantasy world — two centuries before the events of Warhammer Fantasy Battles. Players command armies of humans, elves, dwarfs, orcs, undead, and the forces of Chaos, fighting tactical battles on the tabletop.

General FAQ

QWhat is Army Builder?

Army Builder is a free fan-made tool for Warhammer: The Old World. It helps you build a roster faster, keep track of point limits, and organize your list before a game.

QIs Army Builder an official Games Workshop product?

No. This site is an independent community project and is not affiliated with, endorsed by, or licensed by Games Workshop.

QWhat can I do with the tool?

You can choose a faction, assemble a roster, review point totals, look up unit statistics, and export the finished list to PDF, JSON, or CSV.

QDo I need an account to use it?

No. You can use Army Builder directly in your browser without creating an account or signing in.

QWhich factions are supported?

Support covers multiple main factions and selected legacy armies. The faction selector on the homepage shows what is currently available in the tool.

QDoes Army Builder replace the official rulebooks?

No. Army Builder is meant to support list building and quick reference. You still need the official books and army rules for full gameplay details.

QCan I use Army Builder on mobile?

Yes. The site works in the browser on both desktop and mobile, so you can check rosters and unit profiles wherever you are.

QCan I export or print my roster?

Yes. Completed rosters can be exported to PDF, JSON, or CSV, and you can also print them for use at the table.

QWho is this tool for?

It is useful for new players learning army structure, returning players rebuilding collections, and regular players who want to test ideas quickly.

QHow often is the project updated?

The project is still evolving. Fixes, UI improvements, and content updates are added over time, and the changelog highlights the most visible changes.

Faction FAQ

QWhat is the core identity of this faction?

Beastmen are a momentum army built around aggression, ambush pressure, fast threat angles, and messy battlefield states. They rarely want a polite front-to-front battle line.

Their best turns feel chaotic for the opponent but deliberate for the Beastmen player: pressure from the front, pressure from the sides, and just enough disruption to stop the enemy from fighting on comfortable terms.

QWhat are the biggest strengths of the faction?

Their biggest strengths are speed, pressure, and the ability to create awkward combat decisions. They can threaten flanks, punish exposed units, and keep the enemy reacting instead of settling into a stable formation.

QWhat are the biggest weaknesses of the faction?

They are not usually a clean durability faction. If the list loses tempo or gets pinned into bad frontal grinds, it can start trading down quickly.

QIs this faction good for new players?

They are exciting, but not the easiest starting faction. Beastmen reward movement, timing, and a willingness to coordinate several threats rather than rely on one obvious hammer.

QWhat should I focus on in my first balanced list?

Start with a mix of dependable combat pieces, at least one fast pressure unit, and enough cheap support to contest space. A first Beastmen roster is stronger when it has several useful threats rather than one oversized monster package.

QWhat should the list usually be built around?

Build around layered pressure and combined charges. The army works best when one unit fixes the enemy in place and another punishes the exposed side of the fight.

QWhen does this faction want to take risks?

Beastmen usually want to take risks earlier than slower armies, but not blindly. The goal is to create confused battle lines before the opponent can fully organize their strongest pieces.

QHow important are support pieces, magic, or shooting?

Support tools are important because they make the aggression coherent. Fast utility pieces, ambush pressure, and any effect that opens lanes or removes enemy screens make the main combat units much better.

QWhat usually wins games for this faction?

They win by collapsing shape, not by politely exchanging units. If Beastmen can force two or three important combats to happen on uneven terms, the game often starts snowballing fast.

QWhat is the most common mistake in building or playing it?

The common mistake is charging in piecemeal. Beastmen feel aggressive, but unsupported aggression just feeds the opponent easy fights.

QWhat is the core identity of this faction?

Chaos Dwarfs are a control army with a cruel edge. They combine artillery, durable central pieces, and punishing short-range threats to force the opponent through a very uncomfortable approach.

QWhat are the biggest strengths of the faction?

Their strengths are board control, reliable damage from support elements, and the ability to make a few key zones of the table extremely dangerous.

QWhat are the biggest weaknesses of the faction?

They can be slow, compact, and vulnerable to being stretched out. If the list is too static, fast armies can attack the edges of the formation instead of the part you actually want to defend.

QIs this faction good for new players?

They are fairly approachable if you enjoy structured play and deliberate positioning. The army rewards patience and a clear deployment plan more than flashy improvisation.

QWhat should I focus on in my first balanced list?

Start with an anchored centre, enough ranged pressure to punish bad approaches, and at least one counter-charge element that stops the list from becoming a passive castle.

QWhat should the list usually be built around?

Build around layered punishment. The best Chaos Dwarf lists soften targets at range, control lanes with threat, and only commit the heavy hitters when the enemy is already compromised.

QWhen does this faction want to take risks?

They usually want to be patient early, then decisive in the middle turns. You do not need to rush if the opponent is the one taking damage and bad angles just by advancing.

QHow important are support pieces, magic, or shooting?

Support pieces are central to the faction. Artillery, ranged tools, and compact utility elements are what turn a slow army from predictable into oppressive.

QWhat usually wins games for this faction?

Chaos Dwarfs win when the opponent arrives damaged, disorganized, or funnelled into the wrong fights. After that, their sturdy core can finish the work.

QWhat is the most common mistake in building or playing it?

The common mistake is building too static a gunline. A control army still needs a way to own space after the first volleys are over.

QWhat is the core identity of this faction?

Daemons of Chaos are an extreme pressure faction. They tend to rely on sharply specialized threats, strong psychological presence, and a playstyle that asks the opponent many hard questions at once.

QWhat are the biggest strengths of the faction?

Their biggest strengths are threat saturation, unusual battlefield pressure, and the ability to field units that feel terrifying if they get the right fight.

QWhat are the biggest weaknesses of the faction?

They can be unforgiving. Many daemon pieces are excellent at one job and noticeably worse at the wrong one, so positioning errors or awkward pairings can be punished quickly.

QIs this faction good for new players?

They are usually not the easiest first faction. They can be powerful, but they ask the player to understand role definition and target selection early.

QWhat should I focus on in my first balanced list?

A first balanced daemon list should avoid too many gimmicks. Start with a stable centre of pressure, one or two fast threats, and enough support that the army fights as a package rather than as isolated missiles.

QWhat should the list usually be built around?

Build around synergy between threats. A daemon army is strongest when one element pins attention and another arrives where the opponent can no longer cover everything at once.

QWhen does this faction want to take risks?

The faction likes applying pressure early, but it still wants coordinated risk. Unsupported dives are one of the fastest ways to throw away premium units.

QHow important are support pieces, magic, or shooting?

Support is very important because it makes the extremes manageable. Magic, movement tools, and pressure pieces help the army choose fights that match each unit's specialty.

QWhat usually wins games for this faction?

Daemons usually win by overwhelming priority. If the opponent cannot answer every dangerous angle at the same time, the daemon list starts trading far above its model count.

QWhat is the most common mistake in building or playing it?

The common mistake is splitting the army into disconnected waves. A faction built on pressure still needs timing.

QWhat is the core identity of this faction?

Dark Elves are a sharp combined-arms faction. They want speed, aggression, and selective cruelty: fight where they are favoured, leave where they are not, and keep the opponent permanently off balance.

QWhat are the biggest strengths of the faction?

Their strengths are mobility, offensive reach, and the ability to mix pressure from several different unit types. They often feel flexible because they can threaten in more than one phase.

QWhat are the biggest weaknesses of the faction?

They are not usually a faction that enjoys prolonged mistakes. Many Dark Elf elements are powerful but do not like getting pinned in the wrong grind or exposed to a stronger counter-charge.

QIs this faction good for new players?

They are manageable for newer players, but they reward discipline more than raw bravery. A reckless Dark Elf list burns resources quickly.

QWhat should I focus on in my first balanced list?

Start with one dependable centrepiece, one or two fast flanking threats, and enough ranged or utility support to shape fights before the main charges happen.

QWhat should the list usually be built around?

Build around coordination. Dark Elves are strongest when pressure arrives from several sources at once, not when one expensive unit is asked to solve the whole board alone.

QWhen does this faction want to take risks?

They usually want to play opportunistically. You do not need to rush every turn, but once the opponent exposes a weak section, Dark Elves should be ready to punish it immediately.

QHow important are support pieces, magic, or shooting?

Support pieces matter a lot because they create the openings the faction wants. Shooting, utility units, and threat projection all help make the decisive combat happen on your terms.

QWhat usually wins games for this faction?

Dark Elves often win by picking apart formation integrity and then landing one or two sharply favourable combats that the opponent cannot easily recover from.

QWhat is the most common mistake in building or playing it?

The common mistake is overexposing elite offensive units too early. Dark Elves want violent turns, not careless ones.

QWhat is the core identity of this faction?

Dwarfen Mountain Holds are a reliability faction. They usually prefer firm positioning, disciplined shooting, and hard-to-shift infantry that turns the table into a problem of approach and patience.

QWhat are the biggest strengths of the faction?

Their strengths are durability, consistency, and punishing enemy mistakes. They often make opponents feel rushed because the Dwarf line is comfortable simply existing where it wants to be.

QWhat are the biggest weaknesses of the faction?

Their biggest weakness is speed. If the battle develops away from their preferred lanes, or if they need to redeploy quickly, they can feel clumsy and overcommitted.

QIs this faction good for new players?

Yes, they are often good for new players who like clear plans and dependable units. The faction tends to reward careful setup and straightforward battlefield logic.

QWhat should I focus on in my first balanced list?

A first balanced Dwarf list should have a stable infantry core, enough ranged pressure to force movement, and a counter-charge or elite support element so the line is not purely passive.

QWhat should the list usually be built around?

Build around a battle line that supports itself. Dwarfs are strongest when each piece can help the ones beside it instead of playing as isolated islands.

QWhen does this faction want to take risks?

They usually want the opponent to take the first uncomfortable risk. Dwarfs are often at their best when they can punish impatience rather than manufacture chaos themselves.

QHow important are support pieces, magic, or shooting?

Support is extremely important even in a durable faction. Shooting, engineers, and well-placed elite defenders help turn a solid line into a punishing one.

QWhat usually wins games for this faction?

Dwarfs win by making the approach expensive and then holding the right fights long enough for that earlier damage to matter.

QWhat is the most common mistake in building or playing it?

The common mistake is being too static. A disciplined army still needs to care about scenarios, table space, and where the game will actually be decided.

QWhat is the core identity of this faction?

Empire of Man is a true combined-arms toolbox. It is usually strongest when different unit types support each other and the list wins through structure rather than raw stat advantage.

QWhat are the biggest strengths of the faction?

The faction's big strength is flexibility. Empire can approach problems with infantry, cavalry, artillery, characters, and support pieces instead of relying on one narrow plan.

QWhat are the biggest weaknesses of the faction?

That flexibility comes with a cost: many Empire units are good because of context, not because they dominate on their own. A disconnected Empire list often feels weaker than the sum of its parts.

QIs this faction good for new players?

It is a good learning faction if you want to understand fundamentals. It teaches deployment, layered support, and why battlefield roles matter.

QWhat should I focus on in my first balanced list?

Start with a sensible centre, some mobile threat or counter-charge potential, and just enough ranged support to force the opponent to respect your setup.

QWhat should the list usually be built around?

Build around role overlap. Empire lists feel best when one unit threatens, another screens, a third supports, and none of them has to do every job alone.

QWhen does this faction want to take risks?

Empire usually wants to adapt to the matchup. Some games reward patience, while others reward early board occupation and active pressure.

QHow important are support pieces, magic, or shooting?

Support is the whole point of the faction. Officers, artillery, magic, and utility elements are what turn average profiles into a coherent army.

QWhat usually wins games for this faction?

Empire wins when the opponent is repeatedly pushed into fair fights against an army designed to make those fights unfair through support.

QWhat is the most common mistake in building or playing it?

The common mistake is taking a little of everything without a plan for how the pieces interact.

QWhat is the core identity of this faction?

Grand Cathay is a disciplined combined-arms faction that wants cohesion, measured pressure, and a battlefield where each element reinforces the next instead of racing ahead alone.

QWhat are the biggest strengths of the faction?

Its strengths are balance, structure, and a dependable centre. Cathay often performs best when the army can hold shape while applying steady ranged and combat pressure.

QWhat are the biggest weaknesses of the faction?

It can struggle if the formation becomes fragmented. A Cathay list that loses mutual support often starts looking much less impressive piece by piece.

QIs this faction good for new players?

Yes, it can be a strong entry faction if you like organized play and clear battlefield roles. The army usually rewards calm sequencing over reckless heroics.

QWhat should I focus on in my first balanced list?

A good first list should have a stable line, at least one meaningful ranged threat, and one mobile or elite element that can punish the enemy once the centre has done its job.

QWhat should the list usually be built around?

Build around cohesion. Cathay lists become stronger when their damage, defence, and pressure all happen in connected layers rather than in separate corners of the table.

QWhen does this faction want to take risks?

Cathay usually wants a measured pace. It does not need to sprint into risk if the army is already controlling the shape of the game through good positioning.

QHow important are support pieces, magic, or shooting?

Support pieces are important because they preserve the army's structure. Magic, ranged fire, and disciplined positioning are what keep the faction feeling greater than the sum of its units.

QWhat usually wins games for this faction?

Cathay wins when the enemy has to fight a prepared line after already losing tempo on the way in.

QWhat is the most common mistake in building or playing it?

The common mistake is sending one wing too far forward and breaking the faction's natural coherence.

QWhat is the core identity of this faction?

High Elf Realms are a precision elite army. They want quality, timing, and the freedom to choose when their expensive units actually commit.

QWhat are the biggest strengths of the faction?

Their strengths are strong all-round profiles, excellent finesse tools, and the ability to threaten through combat, magic, and support without needing a huge model count.

QWhat are the biggest weaknesses of the faction?

They are expensive, so mistakes are costly. A High Elf list that trades premium units inefficiently can run out of board presence very quickly.

QIs this faction good for new players?

They are playable for newer users, but they do punish overconfidence. High Elves feel smooth when handled carefully and very fragile when handled casually.

QWhat should I focus on in my first balanced list?

A first balanced list should include a steady core, at least one high-quality mobile threat, and enough support that your elite pieces are not taking every fight unassisted.

QWhat should the list usually be built around?

Build around selective superiority. High Elves do not want every combat; they want the right combats, with the right tools already in place.

QWhen does this faction want to take risks?

They usually prefer patience early and commitment late. If the opponent exposes a weak section, High Elves can strike hard, but they do not need to force low-value fights first.

QHow important are support pieces, magic, or shooting?

Support matters because it protects your investment. Shooting, magic, and utility pieces help expensive combat units arrive in conditions where they can justify their cost.

QWhat usually wins games for this faction?

High Elves often win by preserving quality while taking a handful of clean, decisive exchanges.

QWhat is the most common mistake in building or playing it?

The common mistake is treating an elite army like it can absorb sloppy trades forever.

QWhat is the core identity of this faction?

Kingdom of Bretonnia is a charge-focused faction built around mobility, tempo, and the threat of decisive cavalry impact. It wants the table arranged into lanes, not traffic jams.

QWhat are the biggest strengths of the faction?

Its biggest strengths are speed, pressure, and the ability to make one successful charge reshape the battle far beyond the damage of that single combat.

QWhat are the biggest weaknesses of the faction?

If the charge plan stalls, the army can feel awkward. Bretonnia does not usually want to stand still in prolonged, inefficient fights where the momentum has already gone.

QIs this faction good for new players?

It is a strong thematic faction, but movement discipline matters. New players can enjoy it a lot if they are willing to think a turn ahead instead of charging just because a target exists.

QWhat should I focus on in my first balanced list?

Start with multiple meaningful threats, not one superstar lance. A balanced Bretonnian list wants redundancy, screens, and enough support that your cavalry is not taking every impact test alone.

QWhat should the list usually be built around?

Build around charge timing and follow-up positioning. Bretonnia is strongest when the first impact opens the door for the second, not when one unit dives in unsupported.

QWhen does this faction want to take risks?

The army usually wants to be proactive, but the best risks are prepared ones. Bretonnia does not need the earliest charge; it needs the charge that breaks shape.

QHow important are support pieces, magic, or shooting?

Support pieces are more important than new players often expect. They protect lanes, clear interference, and stop elite cavalry from getting trapped by cheap enemy units.

QWhat usually wins games for this faction?

Bretonnia wins when it keeps initiative, chains momentum, and turns superior mobility into a sequence of favourable combats.

QWhat is the most common mistake in building or playing it?

The classic mistake is committing a single lance in isolation and asking it to solve the board by itself.

QWhat is the core identity of this faction?

Lizardmen are a resilient combined-arms faction with strong characters, reliable bodies, and access to monsters and skirmishing support. They often feel calm even when the board gets messy.

QWhat are the biggest strengths of the faction?

Their biggest strengths are durability, flexibility, and the ability to mix sturdy battleline pieces with agile support and large threats.

QWhat are the biggest weaknesses of the faction?

They can become clumsy if the list leans too hard into expensive centrepieces without enough utility. Some Lizardmen rosters look powerful on paper but struggle to cover enough table space.

QIs this faction good for new players?

Yes, they are often friendly to new players because many of their pieces are naturally solid. The army usually forgives small errors better than glass-cannon factions do.

QWhat should I focus on in my first balanced list?

A good first list should combine one stable central package, some mobile support, and one or two premium threats instead of spending everything on the flashiest monsters.

QWhat should the list usually be built around?

Build around a durable centre supported by utility. Lizardmen are strongest when the hard pieces hold attention and the faster pieces shape the rest of the table.

QWhen does this faction want to take risks?

They usually like a steady pace. Lizardmen do not need to rush if their board position is already improving each turn.

QHow important are support pieces, magic, or shooting?

Support is crucial because it turns a sturdy army into a flexible one. Skirmishers, magic, and mobile utility pieces help the heavy hitters actually reach the fights they want.

QWhat usually wins games for this faction?

Lizardmen often win by surviving the first serious contact, preserving their important assets, and then overpowering the table with better pieces in the middle turns.

QWhat is the most common mistake in building or playing it?

The common mistake is buying only monsters and elite threats while neglecting the support network that makes them practical.

QWhat is the core identity of this faction?

Ogre Kingdoms are an aggressive mid-model-count army built around impact, board presence, and units that threaten serious damage the moment they get a clean fight.

QWhat are the biggest strengths of the faction?

Their strengths are mobility for an army of large models, heavy pressure, and the ability to make even a small number of successful combats feel devastating.

QWhat are the biggest weaknesses of the faction?

They do not usually enjoy being stalled, redirected, or thinned out before impact. A list with too few units can run out of practical options very quickly.

QIs this faction good for new players?

They are more approachable than they first appear, but movement and spacing still matter a lot. Large bases make mistakes visible.

QWhat should I focus on in my first balanced list?

Start with enough separate units to play the table, not just one overloaded hammer. A balanced Ogre roster wants real pressure from several places at once.

QWhat should the list usually be built around?

Build around threat saturation. Ogres feel strongest when the opponent cannot comfortably stop every dangerous approach lane in one turn.

QWhen does this faction want to take risks?

They usually want to apply pressure early, but not without support. Ogres hit hard enough that they do not need reckless charges to stay dangerous.

QHow important are support pieces, magic, or shooting?

Support matters because it protects expensive combat pieces from being dragged into bad trades. Utility, screens, and smart positioning are what make the hammers land cleanly.

QWhat usually wins games for this faction?

Ogre Kingdoms win when several meaningful threats arrive close enough together that the opponent cannot blunt all of them.

QWhat is the most common mistake in building or playing it?

The common mistake is spending too many points on one deathstar and not enough on drops, pressure, and table coverage.

QWhat is the core identity of this faction?

Orc and Goblin Tribes are a layered pressure faction with lots of bodies, lots of tools, and a natural talent for turning the table into a noisy, contested mess.

QWhat are the biggest strengths of the faction?

Their strengths are numbers, redundancy, and variety. They can pressure with blocks, cheap utility, monsters, cavalry, and weird support pieces all in the same roster.

QWhat are the biggest weaknesses of the faction?

Reliability can be an issue, and not every unit is individually impressive. If the list relies too much on one trick or one premium hammer, it stops using its biggest advantage.

QIs this faction good for new players?

They are fun for new players, but not always simple. The faction rewards learning how to use lots of medium-value tools rather than searching for perfect control every turn.

QWhat should I focus on in my first balanced list?

A first balanced list should mix steady combat pieces with cheap board control and at least one or two serious damage dealers. The army wants layers, not just bulk.

QWhat should the list usually be built around?

Build around redundancy and board presence. Orcs and Goblins get stronger when losing one unit does not collapse the plan.

QWhen does this faction want to take risks?

The faction can play both proactively and reactively, but it usually wants to occupy space early and make the opponent work around your cluttered threat map.

QHow important are support pieces, magic, or shooting?

Support tools matter because they turn a broad army into an awkward one to face. Cheap disruption, flank guards, and secondary threats make the main combat blocks much harder to manage.

QWhat usually wins games for this faction?

Orc and Goblin lists often win by exhausting the enemy's ability to solve everything. Sooner or later, one wing slips, one unit sticks, or one hammer lands where it should not have been allowed to.

QWhat is the most common mistake in building or playing it?

The common mistake is leaning too hard into randomness or trying to build a list with no stable core.

QWhat is the core identity of this faction?

Renegade Crowns are a scrappy mortal faction that tends to win through numbers, awkward trading, and lists that look rough around the edges but keep functioning under pressure.

QWhat are the biggest strengths of the faction?

Their strengths are board coverage, layered bodies, and the ability to make the opponent spend time and resources clearing units that are not individually glamorous but still matter.

QWhat are the biggest weaknesses of the faction?

They do not usually beat elite factions by matching quality. If the list is too honest and too thin, it can lose key fights simply because the enemy's premium units are better at the point of impact.

QIs this faction good for new players?

They are workable for new players who enjoy practical armies, but they do reward understanding roles and cheap trading more than headline power pieces.

QWhat should I focus on in my first balanced list?

A first balanced list should have enough bodies to matter, a few real threats to punish disrespect, and support elements that stop the army from becoming a wall of low-pressure units.

QWhat should the list usually be built around?

Build around awkward efficiency. Renegade Crowns are strongest when the opponent feels forced to waste premium time and energy removing pieces that still bought you space and tempo.

QWhen does this faction want to take risks?

They usually prefer a patient but active pace. You do not want to sprint into elite enemies, but you also do not want to give up table control for free.

QHow important are support pieces, magic, or shooting?

Support is important because it lifts the baseline quality of the army. Characters, utility units, and positioning help the faction stop fights from becoming simple stat comparisons.

QWhat usually wins games for this faction?

Renegade Crowns win by making the game inefficient for the opponent and then collecting value from the pieces that survive that grind best.

QWhat is the most common mistake in building or playing it?

The common mistake is trying to build them like a premium elite faction instead of a faction that wins through pressure, coverage, and practical trades.

QWhat is the core identity of this faction?

Skaven are a high-ceiling pressure faction built around numbers, tricks, support layers, and the constant sense that the battlefield is one bad decision away from complete collapse.

QWhat are the biggest strengths of the faction?

Their strengths are board control, disruptive tools, and the ability to make the opponent fight through screens, threats, and weird angles before ever reaching the part of the army that actually matters.

QWhat are the biggest weaknesses of the faction?

They can be fragile, volatile, and harder to pilot than they first appear. A Skaven list with no backbone behind the tricks can fold once the first line is removed.

QIs this faction good for new players?

Usually not as a first-ever faction. They are rewarding, but they ask the player to think in layers and accept that not every unit is meant to survive or look impressive on its own.

QWhat should I focus on in my first balanced list?

A good first Skaven roster should balance bodies, screens, and payoff units. You want enough real combat or damage output behind the noise that the army actually cashes in on the chaos it creates.

QWhat should the list usually be built around?

Build around layers. Skaven are strongest when the opponent has to clear one annoyance just to discover another problem waiting behind it.

QWhen does this faction want to take risks?

They often want to pressure the board early, but the key is controlled pressure. Skaven do not need every unit forward at once; they need the right units buying time for the dangerous ones.

QHow important are support pieces, magic, or shooting?

Support is essential. Magic, shooting, utility pieces, and disposable screens are what make the rest of the roster function like a machine instead of a pile of rats.

QWhat usually wins games for this faction?

Skaven usually win when the opponent gets dragged into inefficient turns and the key payoff units are still alive when that frustration peaks.

QWhat is the most common mistake in building or playing it?

The common mistake is bringing every trick in the book but not enough stable damage or board control to convert that disruption into a win.

QWhat is the core identity of this faction?

Tomb Kings are a measured undead synergy faction. They often want an orderly battlefield where support, characters, and mainline units all do their jobs in sequence.

QWhat are the biggest strengths of the faction?

Their strengths are structure, resilience in the plan, and access to a mix of infantry, cavalry, constructs, and support that can create a very complete army when assembled well.

QWhat are the biggest weaknesses of the faction?

Some Tomb Kings units are excellent in the right context but underwhelming without support. The faction can feel flatter than expected if the important buffs and anchor pieces are spread too thin.

QIs this faction good for new players?

They are a reasonable choice for players who enjoy synergy and steady positioning. They are less forgiving than pure stat-line armies, but more orderly than many trick factions.

QWhat should I focus on in my first balanced list?

Start with a reliable centre, one or two genuine payoff threats, and the character package needed to keep the army functioning as a system rather than as a pile of separate units.

QWhat should the list usually be built around?

Build around support chains. Tomb Kings are strongest when the right units are near the right characters and every important combat happens with those links still intact.

QWhen does this faction want to take risks?

They usually want a steady pace. Tomb Kings do not need to rush if each turn improves the quality of the eventual engagements.

QHow important are support pieces, magic, or shooting?

Support is central to the faction. Characters, magic, and positioning make an enormous difference in whether the army feels merely present or genuinely powerful.

QWhat usually wins games for this faction?

Tomb Kings often win by keeping their structure cleaner than the opponent's and making the later turns belong to their supported threats rather than to random attrition.

QWhat is the most common mistake in building or playing it?

The common mistake is assuming the baseline units will carry the game without the support shell that makes them efficient.

QWhat is the core identity of this faction?

Vampire Counts are an aggressive synergy faction built around characters, magical pressure, and the ability to turn one successful section of the battlefield into a rolling advantage.

QWhat are the biggest strengths of the faction?

Their biggest strengths are powerful character-led threats, strong thematic pressure, and the way the faction can keep pushing once momentum starts to build.

QWhat are the biggest weaknesses of the faction?

They are often dependent on key pieces. If the support structure is wrong or the premium threats are exposed too early, the list can stop feeling resilient very quickly.

QIs this faction good for new players?

They are playable for newer users, but they usually reward some planning. The army looks forgiving from a distance, yet a lot depends on where the important characters are and what they are supporting.

QWhat should I focus on in my first balanced list?

A strong first list should have one dependable central package, one or two active threats, and a character setup that supports the whole army instead of eating too many points by itself.

QWhat should the list usually be built around?

Build around pressure led by support. Vampire Counts are strongest when their dangerous pieces are enabled, screened, and pointed at fights that matter.

QWhen does this faction want to take risks?

They often want to be assertive, but not scattered. The faction is happiest when pressure is concentrated enough to snowball rather than spread thinly across the table.

QHow important are support pieces, magic, or shooting?

Support is crucial because it defines whether the roster feels elegant or bloated. Characters and magical tools are what hold the army's best turns together.

QWhat usually wins games for this faction?

Vampire Counts win when a supported threat breaks one section of the table and the rest of the army is close enough to exploit that opening immediately.

QWhat is the most common mistake in building or playing it?

The common mistake is overspending on characters and not leaving enough room for the rest of the army to actually play the board.

QWhat is the core identity of this faction?

Warriors of Chaos are an elite pressure army. Their identity is built around durable fighters, dangerous characters, heavy cavalry, and a steady advance that turns the table into a series of brutal close-range fights.

They usually do best when the list has a clear centre of gravity. Instead of trying to answer everything equally, Chaos armies often win by pushing one strong battle plan harder than the opponent can comfortably absorb.

QWhat are the biggest strengths of the faction?

The main strengths are quality and threat. Even a relatively compact Warriors of Chaos army can hit hard, survive punishment, and make every successful charge matter.

The army also scales well with support pieces. A strong character, a reliable hammer unit, and one or two fast threats can make the whole roster feel more dangerous than its model count suggests.

QWhat are the biggest weaknesses of the faction?

The usual downside is low model count. If you spend too many points on elite toys, you can run out of bodies, board coverage, and backup plans.

Warriors of Chaos can also struggle if they are forced to chase skirmishing, mobile, or shooting-heavy armies without enough tools to control space and threaten flanks.

QIs this faction good for new players?

Yes, often they are. The army is forgiving in some important ways because individual units tend to be resilient and impactful.

That said, the list can become difficult for beginners if it is overloaded with upgrades, characters, and too many specialized pieces. A cleaner list with obvious battlefield roles is usually the better place to start.

QWhat should I focus on in my first balanced list?

Start with a stable core: one dependable combat block, one or two support units that can protect angles or contest space, and at least one fast threat that punishes positioning mistakes.

Then add a character package that supports your plan instead of distracting from it. A first roster is usually stronger when the army works as a team, not as a collection of separate power pieces.

QWhat should the list usually be built around?

Build around quality pressure. Warriors of Chaos want a reliable centre and enough secondary threats that the opponent cannot simply stall the one thing that matters.

QWhen does this faction want to take risks?

The army usually wants a firm but measured pace. It does not need reckless risk, but it does want the board to feel smaller and more dangerous with each turn.

QHow important are support pieces, magic, or shooting?

Support matters because it stops an elite roster from becoming predictable. Characters, fast utility, and pressure pieces make the main combat units much harder to manage.

QWhat usually wins games for this faction?

Good threat timing. Warriors of Chaos often win when they force the opponent into layered pressure: a dangerous centre, pressure on one flank, and a character or fast unit waiting to punish the wrong reaction.

If the important combats happen on Chaos terms, the army's elite quality starts to matter much more.

QWhat is the most common mistake in building or playing it?

Trying to buy too much power on too few models. It is easy to create a list that looks terrifying on paper but has too little board presence once the game starts.

A safer question for every inclusion is simple: does this unit help me reach combat on my terms, hold the table, or punish the enemy when they slip?

QWhat is the core identity of this faction?

Wood Elf Realms are a mobility and precision faction. They prefer selective combat, ranged pressure, and battlefield states where the opponent never quite catches what they actually want to hit.

QWhat are the biggest strengths of the faction?

Their biggest strengths are movement, board control, and the ability to take value from fights that other factions would struggle even to create.

QWhat are the biggest weaknesses of the faction?

They are fragile and often unforgiving. If a Wood Elf list gets trapped in blunt, static combat or loses room to manoeuvre, its advantages disappear quickly.

QIs this faction good for new players?

They are harder than they look. The army can feel elegant, but elegance in practice usually means a lot of positioning discipline.

QWhat should I focus on in my first balanced list?

A first balanced list should mix ranged pressure, mobile utility, and one or two units that can actually finish a favourable engagement once the setup work is done.

QWhat should the list usually be built around?

Build around movement and selective commitment. Wood Elves are strongest when each unit asks the opponent a slightly different problem and none of those problems is easy to solve in one turn.

QWhen does this faction want to take risks?

They usually want patience more than raw aggression. Wood Elves take risks when the enemy has already been stretched, screened, or baited out of position.

QHow important are support pieces, magic, or shooting?

Support is everything because the whole faction is about context. Shooting, mobile control pieces, and angle management are what make the later combats favourable.

QWhat usually wins games for this faction?

Wood Elves win by denying bad fights, collecting efficient damage, and only committing hard when the enemy formation is no longer coherent enough to answer cleanly.

QWhat is the most common mistake in building or playing it?

The common mistake is committing to a static brawl too early and giving up the movement edge that makes the faction special.