The 4th Edition of Kings of War is here, and for those of us who live and breathe the data behind the dice, it is a bittersweet inflection point.
My work on the Kings of War utilities suite has been an 18-month undertaking of iterative design and logic mapping. However, the edition shift has rendered that scaffolding effectively rubble. To provide the level of insight this community expects, I need to rearchitect the suite from the ground up.
Execution timing is impacted by a recent promotion (my sixth distinct role since 2022). The ramp-up for these new professional responsibilities is significant. While my commitment to 4th Edition content remains firm, the output is contingent on rebuilding the underlying data analytics driver first. Accurate analysis requires a stable engine.
Before the forge is fully cleared for the new build, here is the final post-mortem of 3rd Edition, processed through the data I captured over the last era.
The High-Level View: By the Numbers
Across the span of 3rd Edition, I tracked 96 games with full granularity. When analyzing these, I’ve adjusted the Win Percentage (WPCT) where a win is 1.0, a draw is 0.5, and a loss is 0.
- Overall Record: 50 wins, 39 losses, 7 draws.
- Adjusted Win Rate: 55.7%.
- Total Casualties Tracked: Over 2,400 units processed.
Much of this data comes from games played against my most frequent opponent, Tasty Bagel. If you want to see the narrative side of these statistics, check out his battle reports over at Regnum Aeternum. He’s been a fantastic opponent throughout 3rd edition, and many of my “L”s in the chart below are courtesy of his tactical prowess.
Faction Results
| My Faction | Win | Loss | Draw | Total |
|---|---|---|---|---|
| Northern Alliance | 27 | 16 | 4 | 47 |
| The Order of the Brothermark | 17 | 19 | 2 | 38 |
| Sylvan Kin | 5 | 3 | 0 | 8 |
| Basileans | 1 | 1 | 1 | 3 |
| Grand Total | 50 | 39 | 7 | 96 |
Top Scenarios
| Scenario | Win | Loss | Draw |
|---|---|---|---|
| Invade | 9 | 8 | 0 |
| Control | 7 | 8 | 1 |
| Dominate | 7 | 2 | 2 |
| Loot | 7 | 5 | 1 |
| Push | 5 | 0 | 1 |
Unit MVPs: The Statistical Standouts
To avoid “one-game wonders,” I’ve filtered these lists for units that hit the table at least 5 times.
1. The Damage Dealers (Avg Damage Dealt)
These are the units that physically removed the enemy from the board.
- Hearthguard (Regiment): 25.6 avg dam over 17 games.
- Tree Herder (Monster): 25.1 avg dam over 8 games.
- Paladin Monster Slayers (Horde): 24.1 avg dam over 28 games.
- Ogre Palace Guard (Horde): 22.4 avg dam over 27 games.
- Stormwind Cavalry (Regiment): 22.2 avg dam over 5 games.
2. The Workhorses (Total Activity: Dealt + Received)
This metric identifies the units that were constantly in the thick of it, contributing value even when they were dying.
- Paladin Monster Slayers (Horde): 37.8.
- Hearthguard (Regiment): 37.5.
- Sir Roderick (Titan): 34.5.
- Ogre Palace Guard (Horde): 33.9.
- Order of the Abyssal Hunt (Regiment): 33.1.
3. The Critic’s Choice (Avg Star Rating)
How I felt about their performance, irrespective of raw damage.
- Tree Herder: 4.8.
- Elven King: 4.4.
- Exemplar Paladin: 4.4.
- Nimue Waydancer: 4.2.
- Serakina: 4.1.
The first full unit to appear on the list is the Order of the Abyssal Hunt at 4.1.
Statistical Summary: Unit Performance Analysis
The data highlights a clear hierarchy of efficiency. Hearthguard and Tree Herders dominated the damage curve, consistently exceeding 25 average damage per game. The “Workhorse” metric—measuring total engagement (Damage Dealt + Received)—was led by Paladin Monster Slayers (37.8) and Hearthguard (37.5), identifying them as the primary anchors of the battleline. In terms of qualitative value, the Tree Herder remains the gold standard with a 4.8/5.0 star rating.
Analysis & Strategic Context
The numbers validate the eye test. Early in 3rd Edition, I pivoted from Snow Trolls to Hearthguard, and the data justifies the switch. With a 3+ To Hit and inherent Crushing Strength, their reliability as damage dealers is unparalleled. While Snow Trolls offer the sustain of Regeneration, I prioritize early-game deletions and reduced terrain penalties over attritional grind.
Similarly, the presence of Paladin Monster Slayers and Ogre Palace Guard at the top of the charts is expected. While my previous analysis advocated for the efficiency of “Brothermark Penitent Spam“—effectively reimagining human units as goblin-tier chaff—you cannot win on board presence alone. You need these heavy-hitting hammers to actually clear the board and convert positional advantages into casualties.
What’s Next?
The 4th Edition rebuild is underway. I’m currently mapping out the new unit attributes and looking at how to better track “Secondary Objectives” and “Attritional Value” in the next iteration of the toolset.
3rd Edition was a fantastic era for the game, but the data suggests it’s time for a change. Stay tuned to the blog for updates on the new utility suite development.
The dice are rolling. The data is waiting.
