The Core section is where Kingdoms of Men starts to separate itself from most armies in Kings of War.
Many factions treat Core as a tax. You bring the minimum required unlocks and spend the rest of your points on the exciting stuff.
Kingdoms of Men is different.
Several of the army’s best units live in the Core section, and because of that, army construction often revolves around finding the right balance between efficient unlocks and legitimately powerful combat units.
The other thing I appreciate about the Core section is the variety. You can build around infantry, cavalry, hordes, shooting, or even large blocks of expendable troops. Not every option is competitive, but there are enough good choices here that list building never feels restrictive.
Let’s start with one of the best units in the entire faction.

Knights (Regiment)
Tier: S
Role: Heavy Cavalry Hammer
Cost: 200 | Nerve: 16 | Defense: 5 | Speed: 8
Avg Damage vs Def 5: 10.00 | Durability Index: 5,120 | Unit Index: 161.9
The efficiency numbers shocked me when I ran them.
This level of damage on a Defense 5, Speed 8 Core unit is fantastic.
I’ve always known Knights were good. I’ve included them in countless lists and they’ve consistently performed well. Seeing the math simply confirmed what tabletop experience had already suggested.
Ideally you clear your target after a single charge, but with Melee 3+ and 18 attacks, they remain relevant even after becoming bogged down in prolonged combat. Their combination of speed, durability, and offensive output makes them one of the most complete units in the army.
The fact that they’re Core only makes them better.
Verdict: One of the best units in Kingdoms of Men and an easy starting point for competitive army construction.

Halberdiers
Tier: A
Role: Offensive Unlock
Cost: 90 | Nerve: 15 | Defense: 3 | Speed: 5
Avg Damage vs Def 5: 3.00 | Durability Index: 2,250 | Unit Index: 83.3
I really like Halberdiers.
They provide exactly what I want from a Core unlocking unit: low cost, respectable damage, and enough threat that opponents cannot completely ignore them.
Crushing Strength significantly improves the profile, and I think the additional damage is usually worth giving up some durability compared to Shield Wall.
The Regiment is one of my preferred unlocks in the army because it remains inexpensive while still contributing meaningful damage. The Horde is interesting as well, bringing enough nerve to stick around longer while maintaining the same offensive mindset. Unlike Men-at-Arms, though, I don’t really want this unit absorbing charges. I want it fighting.
Verdict: My preferred infantry unlock and one of the better Core infantry options in the army.
Shield Wall
Tier: B
Role: Defensive Unlock
Cost: 90 | Nerve: 15 | Defense: 4 | Speed: 5
Avg Damage vs Def 5: 2.00 | Durability Index: 2,993 | Unit Index: 73.9
Shield Wall might be the most basic infantry unit in Kings of War.
They don’t hit particularly hard and they don’t do anything flashy. They simply provide unlocks, hold objectives, and take up space.
The Regiment is a dependable unlock choice when all you need is a cheap Core unit. The Horde benefits significantly from Iron Resolve and can become surprisingly annoying to remove for its cost.
The problem is that neither version really stands out. I usually prefer Halberdiers if I want damage or Men-at-Arms if I want a larger infantry block.
Verdict: Reliable and efficient, but rarely my first choice.
Frenzied Rabble
Tier: C
Role: Auxiliary Damage Dealer
Cost: 140 | Nerve: 15 | Defense: 3 | Speed: 5
Avg Damage vs Def 5: 4.44 | Durability Index: 2,250 | Unit Index: 51.0
The frustrating thing about Frenzied Rabble is that the profile is actually pretty good.
The problem is that they’re Auxiliary.
Kingdoms of Men already has strong Core options, which makes it difficult to justify spending points here. If they were Core, I would probably rate them significantly higher.
Verdict: Decent unit held back by army construction restrictions.
Bowmen
Tier: C
Role: Ranged Support
Cost: 95 | Nerve: 15 | Defense: 3 | Speed: 5
Avg Damage vs Def 5: 1.11 | Durability Index: 2,250 | Unit Index: 27.7
Like many basic shooting units in Kings of War, the biggest problem is range.
Twenty-four inches simply isn’t enough to consistently influence games against experienced opponents. The Regiment often struggles to contribute enough damage before enemies reach combat.
The Horde improves the damage output enough to become noticeable, but it doesn’t solve the range problem.
If I want shooting in Kingdoms of Men, I’m usually looking at Cannons, Shrines, or other dedicated ranged support pieces instead.
Verdict: Playable, but I generally spend my shooting points elsewhere.
Militia Mob
Tier: D
Role: Mass Infantry
Cost: 70 | Nerve: 14 | Defense: 3 | Speed: 5
Avg Damage vs Def 5: 1.33 | Durability Index: 1,960 | Unit Index: 53.2
If your goal is to put as many infantry models on the table as possible, Militia Mob can absolutely do that.
If your goal is efficiency, there are much better options available.
Verdict: Fun for themed armies, but difficult to recommend competitively.


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