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Ten wins, 23 comebacks and the clubs behind LGT 2026

3 days ago
4 min read

LGT 2026 in numbers | Part 6 of 6


Jean-Loup Genin's title run leads the story, but opening-round recoveries and strong club contingents show how much happened beyond the final table.


Jean-Loup Genin finished LGT 2026 with Adepta Sororitas, ten recorded wins and a 95-81 victory over Jack Tite's Orks in the final. That is the headline achievement. The route there also contains two much narrower scorelines: 61-53 against Orks in round three and 90-83 against Deathwatch in round six.


The results give us the outline of an exceptional run, without the need to invent the turns or decisions behind it. They also reveal other achievements worth recognising: 23 players recovering from an opening loss to finish 4-1, and club groups putting substantial numbers of players on four or more wins.


The champion's route


Genin reached 5-0 with 438 points, then added five more recorded wins to finish on 916. His opponents represented seven different factions across the ten rounds. The seven-point result in round six was his narrowest recorded win; the eight-point result in round three was his next closest.


Round-by-round scores for Jean-Loup Genin and his opponents, including the narrow round-three and round-six results and the final. Panel 1 of 2.

Round-by-round scores for Jean-Loup Genin and his opponents, including the narrow round-three and round-six results and the final. Panel 2 of 2.
Jean-Loup Genin recorded ten wins and 916 total points, ending with a 95-81 final. Round nine is recorded as 100-0; the export does not explain its circumstances.

The semi-final against Alex Nicolic is recorded as 100-0. The export does not establish whether that score reflects a played game, concession or an awarded result, so it should be reported as a recorded result rather than described as a battlefield rout. We can celebrate the championship without adding detail the data does not contain.


The final also shows why total points and the title are different measures. Tite finished with 923 total points, seven more than Genin, but Genin won their deciding game 95-81. The trophy was settled by the final result, not by comparing those cumulative totals.


Seven factions in the final eight


The final eight included Adepta Sororitas, Orks, Death Guard, Dark Angels, Grey Knights, Adeptus Custodes and Chaos Space Marines. Dark Angels supplied two players; each other faction supplied one. That is a broad spread of armies at the sharp end of this event, although it does not establish equal chances of getting there.


Bracket showing the quarter-final, semi-final and final recorded results for the last eight players.
Seven factions appeared in the final eight. Genin beat Tite 95-81 in the final; there is no third-place game recorded in the supplied pairings.

The closest quarter-final was Alex Nicolic's 91-87 win over Marco Santopadre. Jack Murphy beat Adam Tubby 90-71, Genin beat Will B 98-78 and Tite beat Samuel Smith 81-51. Nicolic and Murphy then lost their semi-finals; their third and fourth positions come from the placings export, not a recorded third-place playoff.


An opening loss did not end every strong weekend


Of the 509 players who lost round one, 23 won their next four rounds to finish 4-1. That is 4.5% of the opening-loss group. It was difficult, but it happened twenty-three times.


Comparison of four-win conversion after a first-round win or loss, highlighting the 23 players who recovered to 4-1.
Twenty-three of 509 opening-round losers finished with four wins. Among the 509 opening-round winners, 154 reached at least four wins.

For comparison, 154 of the 509 opening-round winners reached at least four wins, or 30.3%. Those groups had different routes available: after losing round one, a player needed to win every remaining game to reach four. The comparison is not a measure of confidence or momentum. It does make a concrete community point: a disappointing first result left a demanding but real path to a strong finish.


Club achievements beyond the podium


Among exact club labels with at least eight active players, Warmasters stood out. Seven of their eight players reached at least four wins, including three who went 5-0. Their four-win conversion was 87.5%. Team Sigil produced eight four-win players from fifteen, or 53.3%, with two undefeated. Carnage contributed five from twelve, including three undefeated.


Four-win conversion for club labels with at least eight active players, showing player counts and successful finishes.
Warmasters recorded seven four-win players from eight; Team Sigil recorded eight from fifteen. Club labels are used exactly as entered, so this is recognition rather than an official teams ranking.

Scale deserves recognition too. Pile of Shame Support Network was the largest exact named club group with 32 active players and six four-win finishes. Vanguard Tactics brought 26 players and produced five. These are different kinds of contribution to an event: concentrated strong results and a large contingent taking part.


Club names were not merged across spelling variants, and 224 active players entered no club. The data cannot measure coaching, preparation or the support behind a result. It can identify achievements worth asking people about. Alongside the champion's run, the recovery stories and club performances give us plenty of reasons to keep that conversation going.


About the data


Source: the LGT 2026 main-event placings and pairings exports. Champion and final-eight records include later rounds; recovery and club measures use rounds 1-5. Club labels are unmerged and the graph uses a minimum of eight active players. No game narrative is inferred from recorded scores.


Explore the LGT results series on the UKTC blog for faction performance, matchups, force dispositions and the stories behind the scores.


 
 
 

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