Kingdom of Men 4th Edition Review – Support

The Support section is one of the strangest parts of the Kingdoms of Men army list.

Some armies use their support choices to patch weaknesses. Kingdoms of Men uses its support section to provide entirely different ways of approaching the game.

Want artillery? It’s here.

Want monsters? They’re here.

Want mobile shooting support? It’s here.

Want arguably some of the strongest combat units in the faction? It’s here.

What I appreciate most is that the Support section doesn’t feel like a tax. Many armies have support options that exist primarily because every faction needs artillery or monsters. Kingdoms of Men has support choices that can become the centerpiece of entire army builds.

Let’s start with the unit that defines the section.


Beast Knights

Tier: S
Role: Elite Flying Hammer
Cost: 230 | Nerve: 17 | Defense: 5 | Speed: 7
Avg Damage vs Def 5: 11.11 | Durability Index: 5,780 | Unit Index: 143.6

At 4.83% damage per point, these guys are exceptional.

In fact, Beast Knights are one of the primary reasons I play Kingdoms of Men. They hit incredibly hard, grind better than most cavalry thanks to Crushing Strength (2), and are durable enough to survive longer than opponents expect.

The flying upgrade is expensive, but absolutely worth it. Speed 9 Fly creates flanking opportunities that many armies simply can’t defend against.

I genuinely hope a future Clash of Kings release gives us a way to make them Specialist, because I always find myself wanting more of them.

Verdict: One of the best units in Kingdoms of Men and a major reason to play the faction.


Shrine

Tier: A
Role: Mobile Support Platform
Cost: 165 | Nerve: 15 | Defense: 5 | Speed: 5
Avg Damage vs Def 5: 0.83 Melee / 3.00 Shooting | Durability Index: 4,500 | Unit Index: 49.6

I liked Shrines before Fracture. I think they’re even better now.

Faith in Humanity gives them a legitimate ranged threat, but the real attraction is Rally. Kingdoms of Men often relies on expensive infantry blocks and cavalry units, and Rally almost always keeps something important alive for an extra turn.

Height 5 is another huge advantage. Being able to shoot over your own infantry means the Shrine contributes damage throughout the game without requiring much setup.

Verdict: An outstanding support piece that contributes in every phase of the battle.


Cannon

Tier: A
Role: Direct Fire Artillery
Cost: 95 | Nerve: 11 | Defense: 4 | Speed: 5
Avg Damage vs Def 5: 2.50 Shooting | Durability Index: 1,609 | Unit Index: 44.6

I actually really like Cannons.

The shooting is respectable, Grapeshot gives useful protection against flyers, and Shattering D3 provides utility that remains relevant throughout the game.

Whenever I’m looking for reliable ranged support, this is usually where I start.

Verdict: My preferred artillery option and one of the most reliable support choices in the army.


Mammoth

Tier: B
Role: Monster Hammer
Cost: 250 | Nerve: 18 | Defense: 5 | Speed: 8
Avg Damage vs Def 5: 5.00 | Durability Index: 6,480 | Unit Index: 65.6

The Mammoth has a lot going for it.

Speed 8, Wild Charge, Fearless, and a collection of useful special rules create a solid monster profile.

The problem isn’t the Mammoth.

The problem is Beast Knights.

Every time I look at the Mammoth, I find myself comparing it to Beast Knights and preferring the cavalry instead.

Verdict: A solid monster that suffers mostly from internal competition.


Ballista

Tier: B
Role: Budget Artillery
Cost: 65 | Nerve: 11 | Defense: 4 | Speed: 5
Avg Damage vs Def 5: 1.33 Shooting | Durability Index: 1,609 | Unit Index: 50.7

Compared directly to a Cannon, the Ballista does less damage and offers less utility.

The advantage is cost.

At only 65 points, it’s one of the cheapest ways to add ranged support to a Kingdoms of Men army. Sometimes that’s exactly what a list needs.

Verdict: Not exciting, but impressively efficient for the points invested.


Siege Artillery

Tier: B
Role: Indirect Fire Support
Cost: 75 | Nerve: 11 | Defense: 4 | Speed: 5
Avg Damage vs Def 5: 1.67 Shooting | Durability Index: 1,609 | Unit Index: 47.8

If Cannons didn’t exist, I’d probably run Siege Artillery in most of my lists.

Indirect Fire is a genuinely powerful rule and gives Kingdoms of Men access to shooting angles that many opponents struggle to deal with.

Unfortunately, every time I compare it against the Cannon, I end up going back to the Cannon.

Verdict: A good artillery piece that happens to compete against a better one.


Giant

Tier: C
Role: Utility Monster
Cost: 225 | Nerve: 20 | Defense: 5 | Speed: 7
Avg Damage vs Def 5: 4.79 | Durability Index: 8,000 | Unit Index: 89.6

The Giant always looks better on paper than it performs on the table.

Twenty Nerve and Defense 5 make it durable, but Melee 4+ has always been difficult for me to justify on a premium combat piece.

It’s not bad.

I just struggle to find situations where it would be my first choice.

Verdict: Playable, but overshadowed by stronger offensive options elsewhere in the army.


Halfling Volley Gun

Tier: C
Role: Close-Range Fire Support
Cost: 75 | Nerve: 11 | Defense: 4 | Speed: 5
Avg Damage vs Def 5: 2.67 Shooting | Durability Index: 1,609 | Unit Index: 76.4

The numbers are incredibly attractive.

In fact, the Volley Gun has the highest damage-per-point ratio of any war machine in the army.

The problem is range.

Twenty-four inches makes it far too easy for a good opponent to minimize its impact. When it works, it works brilliantly. It just doesn’t work often enough.

Verdict: Excellent numbers, but the range limitation keeps it from reaching the top tiers.

Leave a Reply

Discover more from The Open Flank

Subscribe now to keep reading and get access to the full archive.

Continue reading