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
Optimal Damage vs Def 5: 10.00
Damage per Point: 5.00%
Review
The efficiency numbers shocked me when I ran them.
Five percent damage per point on a Defense 5, Speed 8 Core unit is absolutely absurd.
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 years of tabletop experience had already suggested.
The biggest strength of Knights is that they don’t stop being dangerous once they make contact.
Many cavalry units in Kings of War are built entirely around the first charge. After that initial impact, they become dramatically less threatening.
Knights don’t have that problem.
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 (Regiment)
Tier: A
Role: Offensive Unlock
Optimal Damage vs Def 5: 3.00
Damage per Point: 3.33%
Review
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 alters the profile. In most situations you’re increasing your offensive output by roughly thirty-three percent while sacrificing a similar amount of durability.
For some armies that would be a poor trade.
For Kingdoms of Men, I think it’s worthwhile.
These units are rarely expected to hold the center of your battle line indefinitely. Their job is to unlock the rest of your army while still contributing enough damage to matter.
Halberdiers accomplish that role extremely efficiently.
Verdict
My preferred infantry unlock. Cheap, dangerous, and easy to justify.
Shield Wall (Regiment)
Tier: B
Role: Defensive Unlock
Optimal Damage vs Def 5: 2.00
Damage per Point: 2.22%
Review
Shield Wall may be the most basic infantry unit in Kings of War.
They don’t have special tricks.
They don’t hit particularly hard.
They aren’t especially exciting.
What they are is efficient.
When building Kingdoms of Men armies, I often find myself appreciating units that simply do exactly what they’re supposed to do. Shield Wall holds objectives, provides unlocks, absorbs damage, and occasionally contributes to combat.
There is real value in that simplicity.
The problem is that Kingdoms of Men has access to several unlock units capable of providing additional utility or increased offensive output. As a result, Shield Wall often feels like the safe choice rather than the optimal one.
Verdict
A dependable unit that never disappoints, but rarely excites.
Frenzied Rabble
Tier: C
Role: Auxiliary Damage Dealer
Optimal Damage vs Def 5: 4.44
Damage per Point: 3.17%
Review
The frustrating thing about Frenzied Rabble is that the numbers are actually pretty good.
Their damage-per-point compares favorably to several units that rank significantly higher on this list.
The problem isn’t their profile.
The problem is that they’re Auxiliary.
Kingdoms of Men already has access to strong Core options, and every time I look at Frenzied Rabble I find myself wishing they occupied a different category.
If you’ve already got the models painted and enjoy the theme, there are certainly worse options available. Their offensive output is respectable for the points invested.
I just struggle to find a reason to prioritize them over the alternatives.
Verdict
Decent stats held back by army construction limitations.
Bowmen (Regiment)
Tier: C
Role: Ranged Support
Optimal Shooting Damage vs Def 5: 1.11
Damage per Point: 1.17%
Review
Like many basic shooting units in Kings of War, Bowmen suffer from a simple problem.
Twenty-four-inch range isn’t enough.
Even when the statistics look acceptable, they often struggle to generate meaningful impact over the course of a game. A smart opponent can frequently limit them to one or two productive rounds of shooting.
Upgrading to Crossbows or Black Powder certainly improves the numbers. Black Powder, in particular, pushes them into much more respectable territory.
The issue is efficiency.
If I’m spending additional points on shooting support, I would rather invest those points into dedicated war machines that perform the role more effectively.
Bowmen are playable.
They’re simply not the best shooting option available.
Verdict
Usable but overshadowed by stronger ranged alternatives elsewhere in the army.
Militia Mob
Tier: D
Role: Mass Infantry
Optimal Damage vs Def 5: 1.33
Damage per Point: 1.90%
Review
Every army has a unit that exists primarily for thematic reasons.
For Kingdoms of Men, that unit is Militia Mob.
If your dream is fielding enormous blocks of infantry and covering as much table space as possible, Militia Mob can absolutely deliver that experience.
Competitive efficiency, however, is another story.
Even when scaled up to Legion size, the damage output remains disappointing. The unit’s offensive contribution simply doesn’t justify the space and points investment required.
There are certainly narrative and casual environments where Militia Mob can be entertaining.
When discussing competitive play, though, it’s difficult to recommend them.
Verdict
Fun for theme lists but difficult to justify in competitive settings.
Final Thoughts
The Core section is one of the biggest reasons I enjoy Kingdoms of Men.
Most factions have one or two standout Core choices. Kingdoms of Men has several legitimate options depending on how you want to build your army.
That said, one unit clearly separates itself from the pack.
If someone asked me which Kingdoms of Men Core unit defines the faction, the answer would be Knights. They’re fast, durable, efficient, and genuinely scary for their points. Everything else in the Core section is competing for second place.


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