Today we have a guest article by Cyle Pool, discussing how he approaches list building. A big shout out of thanks to Cyle for taking the time to write this up and submit it!
Hey gamers! Here is the first of several upcoming articles looking at ways I have used to improve my gameplay in Kings of War. For those of you who don’t know me, my name is Cyle “Dino Lord” Pool. I am a predominantly Goblin player with a decent record in KoW, supported by loads of wargaming experience from historicals to skirmish, with scifi in-between.
Patrick Zoro Allen did a FANTASTIC article on his approach to list building, which I would consider mandatory reading for all players human or otherwise looking to improve their gameplay. You can find that here.
With that said, I approach list building from a different point of view, a modular plug and play style twist often referred to as the Battle Groups idea.
Battle Groups
At its core list building like this is not a new idea: this block of units is my hammer, this set of units is my anvil, and so on, but I find that a hard way to become consistent with an army.
The plug and play approach has been very successful for me, especially in Kings of War. This is a “modular” concept where I take unit blocks and swap them in and out in the same point range. Take out a 500 point block of models, then add in a different 475, 500, or 550 block. In the end you get a great list that’s easy to tweak!
This entails my favorite part of list building, creating piles of modular blocks to build my armies out of. For this article I will be using Goblins for my examples.
Components of a Block
- Self-contained legal combination
- Clearly defined role and function
- Most efficient version of the above two in purposes or functions
Examples
Core objective block
The purpose of this block is to provide solid objective play with mixed arms and infantry. Here is an example of what could be contained in it:
Sharpstick horde
Rabble regiment
Rabble regiment
King [1]- Jerath’s pendant
Mincer
Mincer
Giant
Mawpup launcher
(XX points)
Fast Hammer Block
The purpose of this block is to pressure flanks or break a hole in an enemy battle line. Here is an example of what could be contained in it:
Flea bag regiment
Chariot legion* (Pathfinder)
Chariot legion* (Strider Boots)
King on chariot
(XX) points
Fire Support Block
This block applies pressure and removes “hard” targets. Here is an example of what could be contained in it:
Rabble horde
Rabble regiment
Rabble regiment
Wingit with Eye in the Sky
Lobber
Lobber
Lobber
King
(XX) points
Big Guy Block
He’s big.
Rabble regiment
Giant
(XX) points
I get asked, how do you decide what goes in a block? The cop out answer is to find every combination. The real answer is I find a role, then I start brainstorming about what units do that role well. So with Goblins for example, if I need a can opener, the Mincer does that well.
Then I look at what variations and sizes I can bring, how they fit into a block, etc. Do I need to have multiple units to make this work, or can one or two pull it off? So the can opener, that one key idea is now many different potential blocks. Here are a few…
A basic opener, with some tactical flexibility:
Mincer troop*
Mincer troop*
Magwans[1]
King on chariot
Or a simpler answer:
Mincer troop*
(By bringing a legal list I should have plenty of * slots open, but hey, always check yourself.)
Or the really really wanna open that can, approach
Luggit regiment
Mincer
Mincer regiment*
Mincer regiment*
Now just build loads these for various applications until you have a nice collection. I actually have some index cards with blocks on them. Then you just start pulling blocks together to build an army that fits your needs. If you need small tweaks here or there, no biggy. Points seem a tad low? Add a magic item or a solo * unit. If I have an item already in a block, I hesitate to take it away because that item, to me, is now integral in how that set of units is supposed to play.
When pulling those blocks to make an army, it’s really important to build a core first. Pick a style of play you LOVE and design your core around that. The core should be a flexible collection able to play the MISSION while also embracing your playstyle.
Then I like to supplement my core with an exaggerated theme element. So if my core is alpha strike, I add a really alpha segment to the army. The next to last step is to make sure i have the support my army needs via inspiring, surge, heal, etc. These are often cheap filler blocks to add in.
Lastly, I review for what the hard counter to my list is and then look for a way to bring in something to beat this weakness, no matter how limited. This will greatly aid in surviving vs. a higher number of list types.
A super quick guide to get you started might be 50% core mission, with a flavor of your theme; 25% extreme theme; 25% support and weakness mitigation. As you get more comfortable, start shuffling up these values and really hone in on how you enjoy playing! After a while you sort of just fall into what seems like a good idea. Try it a few times and adjust as needed.
Why do I build armies like this? A, it’s how my mind sees the game. B, it cleans up my deployment and gameplay knowing how my armies’ components fit together as well as their roles. But the main reason is reason C: it allows me to develop a clean consistency when playing my army.
I can really focus on, let’s say, my Fast Hammer (line break) block, game after game improving on how that EXACT combo works and plays off each other. I can edit it if I find some part is taking away from its effectiveness or I don’t like how it plays.
Over time, as I got comfortable with each block, I found my play speed increased along with my win ratio! With 3rd edition all shiny and new, I have lots of new blocks to make!
I hope my approach to this game will help at least one player somewhere get excited about 3rd!
Always keep trying new ideas and I’ll see you on the table!