You heard it here folks! The data says 4’s are indeed swingy, and Rampage Giants are better than Slayer Giants! 
I enjoyed catching up on these entries today! I skimmed them when they were posted originally, but wasn’t able to take any notes or think too deeply at the time.
I would agree with DarkBlack, that the complexity question shoots up severely if you try to account for Command Dice being introduced. It’s been neat seeing more Keyword changes and support (Undead Ghast getting the TC aura for free now, for example), and I wish they leaned a little more into keywords instead of the new Orders mechanic. I think there is a lot of untapped design space here for a lot of armies.
There are some neat standouts in the meatgrinder simulation! I know you kinda ranked them in the presentation, but adding the column for “Cost Effectiveness” in each section might be beneficial for readers. (For example, it looks like the KoM Beast Cav are the best Monster Cav… but don’t make the cut for cost effective units in this overview.)
I appreciate the shoutout in write up. As the basis for so many armies, the Kingdoms of Men are certainly peculiar to analyze. Really intriguing to see the Militia Mob horde come out as the biggest winner, but yeah, I suppose that is a lot of Nerve to get through for 105 points. They are cheaper than Zombies even! I might need to try them out sometime, though I don’t think the army has the other fun tools for those more “trashy” lists. Neat to see the Foot Guard (Keyworded with Knight) do so well too. Clever Generals might notice that the Monarch has a neat upgrade to give Knights Rally as well… I liked it, but have only run it… maybe once so far? The Kingdoms of Men are definitely a neat army with some interesting build options.
-Neat to see the Rampage Giant beat out the Slayer Giant, as mentioned. More targets probably helped with that a bit, as I’ve seen in my own testing a bit as well. Neat to see the basic Monarch ranked above them as well.
-Crazy to see the Mammoth rank above them though. I haven’t really liked the Mammoth since they took my light ballista away, and felt like the 5 points between them and the Giant got you a lot of value. Could be rampage targets coming into play though, or swinginess with the Giants more variable attack number?
I’m having more fun than I probably should hunting through the big graph. A few missing entries I think are worth mentioning:
-Pikes (upgrade from Spears). I think Pikes are way more common than their baseline spear units.
-Rifles (upgrade from Crossbow Block). Infantry shooting isn’t common, but this might be neat to throw on the chart as well, especially as there is so little difference between the Bowmen and Crossbows currently.
-Foot Guard with two-handers. A personal musing! We’ve seen two-handers make for more effective infantry hordes (I believe with the old Melee 4+ Lower Abyssal profile?) Might be illustrative to run the numbers on the potential swap here too.
-Mounted Scouts with Blackpowder Weapons upgrade. Another personal musing. I have always liked the concept of these skirmish units, but they have been tough to get value from. I’m not too surprised to see them at the very bottom of the the chart! My gut says giving this unit an edge (good stats + elite for elves, TC for Centaur Hunters) makes them better units, so I’m wondering if buying Piercing helps or hurts their effectiveness.
Thanks for the articles! Interesting reads as always!