Wednesday, 20 March 2013

Swedish competition

From the nation that brought you a modestly popular beat combo, well-travelled pillagers, a manic-depressive chef, enough bookshelves to redecorate The Beast's library, and the occasional blog from Kraken Wakes, comes another fine export: Swedish Comp Scores.

The one on the left is the Dancing Queen.

During my ceaseless trawling of the internet, I'd heard of Comp Scores before. For the uninitiated - it's essentially a golf handicap for Warhammer Tournaments, calculated on the beardiness of your army list. Your army gets a Comp Score from 0-20, and the difference between you and your opponent is added to the final tally.

i.e. Army A (Comp Score 14) fights Army B (Comp Score 10). Army B wins 12-8, and with a Comp Score modifier of 4, his total is 16-4.

(Before I am set upon with pointy sticks - I am in no way suggesting we introduce this to the WoffBoot. I merely find it an interesting exercise in how competitive - consciously or otherwise - our lists prove to be).

(and besides, adding up random number combinations for armies is at least 10% of this hobby)

Looking around at other reports, Comp Scores always seemed to be calculated by tournament judges, or peers. Essentially no use at all for the casual game, as it is all subjective, and requires a far more in-depth knowledge of rules and combinations that any of us possess. (How would I know what Dark Elf magic items would bestow an unfair advantage, over the ones taken for fluff reasons?).

But now we have a comprehensive document that will give you scores for every item in your army (of course the author's view is subjective, but there you go).

Now for the fun part: let's see how competitive we all were at WoffBoot VI...
(note: the Swedish Comp Scores were for armies of 2400, so I have reduced the numbers - deducting from a total of 150 to get a Score from 0-10)

M’grash and the Skullcrushers

Ogre Kingdoms, Kasfunatu
Comp Score: 4

Notes: The two magic items - Crown of Command and Hellheart - really hurt the score here. Unsurprising, as they proved useful to victory on several occasions.

Gnashbad da Bad

Orcs & Goblins, Kraken Wakes
Comp Score: 9

Notes: A very generous score - the system doesn't seem to rate Spider Riders or Giants (whose point penalty is the same as a single fanatic!)

Clan Slavish

Skaven, Leofa
Comp Score: 4

Notes: It was going fine until the rule: "-1 for each Slave after 45"...

The Enterprise of Campogrotta

Empire, Stylus
Comp Score: 10

Notes: If I'd swapped the Volley Gun for a Great Cannon - like I damn well should have - my score would have dropped two places.

The Lizards of Leapaquins

Lizardmen, Wolfgang
Comp Score: 9

Notes: No big-ticket penalties, just a lot of deductions across the board (guess Lizardmen are considered a good all-round army)

The Vicked Wampires of the Vest

Vampire Counts, East
Comp Score: 10

Notes: This Score would be even higher if the system didn't penalise Death magic so much (the penalties stack for using it more than once). Also, the Black Coach was (unsurprisingly) a big penalty point.


So there you have it: according to Sweden, General East and myself are the fairest of them all. It's not a bad reflection that the two most competitive-rated armies finished in the top half, while the two least-competitive ended up in the bottom three.


  1. What's the definition of competitive here? 'Likely to win' or 'fair to opponents'?

    I love trawling the net for tactical analysis of WFB, it's so enormously partisan. Most of the advice I've ever found boils down to 'I lost to this recently so it needs nerfing' or 'I won with this recently so it's well worth the £240/model I paid'.

  2. I think the definition of 'competitive' is both likely to win and fair to opponents - trying to create a level playing field between players who like to exploit the rules to maximise their odds of doing well, and those who like an army to have a thematic feel.

    Both are valid ways of approaching a game, I might add, which is where the Comp system comes into play: a couple of 'power gamers' will cancel each other out when they play; while a power gamer will likely crush a fluff monkey (I'm just making these terms up now), but has to really, really, crush them to overcome his disadvantageous Comp score.

    I agree there are pockets of internet outrage over what seems like minor things (after reading a 400-post rant about the Hellpit Abomination, if the model doesn't turn up at WoffBoot VII and kill every single player before lunch - on the table and off it, I shall be disappointed), but the advantage of communal rules (like the Swedish Comp) is that it does have the agreement of a collective of players.

  3. In the fifth draft of my army list, I've now moved away from its origins as a robust and complimentary fighting force and gone further into the realms of: "Ooh, I really like the look of this model. I'm having that."

    (Card-carrying member of the Fluff Monkeys)

    1. I did wonder what the 'Fluff Moneys' were :)

    2. It's never normally taken me three edits to get rid of all the typos, but I persevered...

  4. Do you know if they update the doc regularly?
    As this update was Feb it was before the Daemons updated book.

    1. Not sure. But as it seemed to be a part of the 'tournament scene' and looks to be updated regularly (this is version 7.1 or something?), the new daemons should be due an inclusion.

      Maybe it takes a while for new lists to bed in, before the beardy combinations are proclaimed.