Over last few months, the community has been getting a gradual dripfeed of game data from the excellent Andrew at Tabletop Admiral. This data involves winrates, number of games played, average percentages at which armies win or lose, and some breakdown by points values.
Having access to this data is a genuinely great thing for
the game, and not just because it gives me lots of easy ideas for content (see:
this article). Having access to real data on a decent scale allows for broader
statistical analysis than has been possible before.
However, there are real risks in drawing the wrong conclusions from this data (as Andrew notes himself). In order to use it, we need to take it with many grains of salt, and remember the factors that influence and skew these kinds of statistics. By taking them into account, we can start to draw sounder conclusions from the available noise.
Sample sizes
The Tabletop Admiral data when I was writing this had 1500
games entered (i.e. 3000 datapoints, two for each game). That seems like a big
number, but it’s one that can still be easily skewed. One excellent player
going on a tear at a tournament can drag a faction’s winrate up quite a long
way when the numbers are small, and same thing for someone’s tragic 0:5 result.
As an example, the 1000-game data dump had a breakdown of
list performance by points value. Out of curiosity, I looked up the Eagles to
see how they had done above 800 points, only to discover that literally all 8
games logged were played by me. At that point I'm not just skewing the data, I am
the data! That makes it less of an indicator of the faction's strength at this
points level, and more an indication of how well I'm doing personally.
More generally, the smaller the number of games for a
particular faction/points value, the less reliable, and the more subject it is to
individual players skewing it. One excellent Three Trolls player could take
them to a couple of tournaments and entirely skew their winrate at the moment,
and the same goes for a new player diligently logging all of their Minas Morgul
games as they get pummelled again and again.
As such, it’s best to only pay much attention to these
numbers where the sample sizes are on the larger end. 100 games with Minas
Morgul is enough that we can start to comment on the trends (subject to the
other factors I’ll raise below). Much below 100 games, however, and these
numbers are strictly for fun.
Skewing factors
Even once there is sufficient data to determine a winrate
for a faction, it's important to understand and take into account the factors
that skew these winrates away from a ‘fair’ representation of the strength of
an army. These factors may make a list seem artificially stronger or weaker
than it really is, and we should remain aware of them when looking at data like
this.
In general, these factors are ones that ‘skew’ a faction’s player
representation away from the standard. What I mean by ‘standard’ here is that an
ordinary, middle-of-the-pack faction will have a bunch of players logging data,
of which some will be new players who win maybe 1/3 of their games, some will
be average players who win about half, and some will be veterans who win about
2/3 of their games. If you increase the ratios of one of these groups then the
faction winrate will rise and fall accordingly. So if all the veterans jump
ship to a marginally better faction, then the winrate will drop substantially.
And similarly…
The new player effect
Where a list is likely to attract a lot of new players, its
winrate will be deceptively lower than it ought. This attraction can be because
it's the flavour of the month, because it's an easy army for new players to
access (perhaps because you can make it with a Battlehost or starter set easily),
or because it's particularly 'iconic' (e.g. Riders of Theoden or Depths of
Moria).
An influx of new players to a faction drags down the winrate,
both because those players will be new to the faction and not know its tricks,
and also because those players will be less experienced players who are more
likely to lose games anyway.
This is likely impacting Muster of Isengard and Minas Morgul
a lot currently: new players are bringing sub-optimal versions of these lists
to match their Mordor or Isengard battlehosts and getting thumped. Both of those
lists really are genuinely strong from my playtesting of them, but may be
having their winrates dragged down by the influx of new players.
The flipside of all this is also that armies that are
unusual will tend to have an artificially higher winrate because players
running them will be more likely to be faction experts. Last edition there were
not many players with Arnor or Far Harad because of the difficulties in
collecting them, so they tended to be experienced ones who knew all the
factions' tricks. No one is going to the effort of sourcing a full Mahud list
and not getting in a heap of games with them, after all! These players also tended to benefit from many
of their games being the first time that their opponents had played into the
faction, and thus not knowing how best to counter them.
Skill floor effect
Another key aspect is whether a list is dependent on high
player skill to succeed. Something like Angmar or (at high points) Eagles will
be powerful in the right hands but fall apart for most players. As such, these
lists will tend to have lower winrates, even if they can still win tournaments
in the hands of a good player. And on the flipside, something like last
edition's Dragon Emperor was excellent in anyone's hands, so would not be
substantially dragged down by newer players.
Snowball effect
Winrates and event wins are also often skewed by whether
better players are running them. This can mean that a strong list will be further
boosted by having lots of good players running it, while a slightly-worse
variant will be left in the doldrums.
The classic example of this effect from last edition
involved the famous Witch King/Suladân builds. These lists weren’t really that much better
than pure Mordor, because while Suladân was clearly undercosted he wasn’t doing
anything unique or gamebreaking. As such, you might have expected pure Mordor
builds that replaced him with Shagrat or the Shadow Lord to have done nearly as
well at tournaments and had similar winrates.
However, because Mordor/Serpent Horde was clearly better than pure Mordor (not by much, but definitively), better players would never tend to run pure Mordor. As a result, Mordor/Serpent Horde builds won many more events and presumably had a much higher winrate than pure Mordor, despite only being slightly stronger. This cuts both ways as well: pure Mordor's winrate and event wins were likely lower than they ought to have been, because very few strong players tended to run them, so it was mostly left to newer players.
Conclusion: Log your games!
All of these factors skew winrate data, making it less
reflective of the real power of the lists. This can result in a legitimately
powerful list ending up with a weirdly low winrate, or an average army being
artificially pumped up more than it should be.
As I said at the start, none of this is at all to knock the
excellent data being collected on TTA. If anything, I'd encourage you all to
log your games diligently to make the most of it. This is a tool that will
become progressively more useful the more games people log, and we should all
aim to do our part.
But at the same time, be cautious when interpreting this
data, and bear in mind the ways in which it can end up pointing you in the
wrong directions. I’m sure that there are probably plenty more skewing factors
that I haven’t identified here, so please let me know in the comments if you’ve
got any great ones to flag.
In any case, keep an eye out for a followup article in which
I gleefully ignore all of my own good advice and rhapsodise about the Top 5
Armies in the Game based on Tabletop Admiral data.
And until then, may your factions always have lots of juicy datapoints to analyse!
These are some really good pointers to use the data that is solwly emerging from TTA. What I would add is that the selection of players is somewhat skewed as well – I would assume that only a fraction of all the games that are being played are actually logged. And I would suspect that the players logging their games will be more enfranchised i.e. play more often / have a bigger collection of miniatures etc. Maybe a survey of TTA users would be nice to get a feel for the userbase.
ReplyDeleteStill, I really like the feature! Both as a repository of my own matches as well the comparison with the larger community.