Kings of War 3rd Edition: Empire of Dust Army Review

Hello everyone, today we bring you the Empire of Dust army update for Clash of Kings 2024! A big thanks to US Master Adam Ballard for taking the time to prepare this army review for Empire of Dust!

Tier Rankings: 

Trying to rank units in Kings of War is not a perfect science.  By pure design, many units are meant to work in combination with other choices in the army and can be hard to judge on their own.  For this exercise, it’s assumed the unit is being used to its utmost potential within the army. This is not just a math problem to determine the most cost-effective unit but to also see how they compare in scope, role, and impact across not just within a single army but all kings of war armies. For the most part, units will be treated as one entry; however, if an option or size drastically improves a unit it will be separately mentioned. 

S Tier: Reserved for units that are widely acknowledged as either being significantly undercosted or have a combination of rules that perform well above units in similar roles.  These units are often called “auto includes” as any list stands to be made better with their inclusion. Expect these units to be addressed in future CoK book updates

A Tier: These units are some of the best the army has to offer. They excel in their specific roles, and commonly help form the core of most competitive lists. While not auto include, they are great in almost any army they are taken in and will be seen frequently.

B Tier: The unit choice has a mix of strengths and weaknesses that makes it very playable but balanced. These units work great with specific roles in mind; however, their weaknesses mean they do not help every list. In a perfect world, all units would fit into this category.

C Tier: C tier units may still shine in niche lists and roles; however, they will feel underpowered when compared to similar units in other armies. Decidedly suboptimal, you could make them work, but frequently will see other things that are just better.  You will rarely see many lists take these units.

D Tier: Units that need some considerable love and attention. You will struggle to find any role for this unit, that another unit couldn’t do better. Very often you will see these units labeled as “unplayable”.  

Find our other army tiered reviews here. And now, over to Adam!

In this review, I am grading units under the assumption that Empire of Dust (EoD) is being played as a Shambling / Surge army also focused on grinding. What I mean by grinding is focusing on defensive measures and recovering wounds. I believe EoD is the best faction for this style of play. Being 90%+ Fearless gives them a huge advantage. The main benefits of this play style are being able to withstand shooting by recovering wounds, taking control of board space, and playing for counterpunches against faster armies.

Empire of Dust Tier Review

S Tier

Monolith – All EoD armies need Surge, so why not take the best Surge caster in the game? For a bargain price of 120 points, the Monolith is scoring (Unit Strength 2 in Clash 2024!!), can never be Disordered, and ignores Line of Sight with a huge 24” range when casting Surge (not including its Speed 5 movement). On top of all that, the Monolith is a hard target to bring down with Defense (D) 5 -/17 Nerve.

The Monolith also fills the role of Loot Token carrier, which is very important for the EoD army as most units with Shambling do not want to carry tokens. Every EoD army should be running this bad boy and any army not taking it would be improved with its addition.

Soul Snare – The Soul Snare is a masterpiece of utility and simply put is the best Drain Life caster in the game. It has an 18” range, effectively 23” after moving, ignores Cover and Stealthy, and can shoot into combat. Any wounds caused can then heal any friendly target within 12”. The only downside to the Soul Snare is that it is a War Engine and therefore does not score, but even then, every EoD army should take this.

Idol of Shobik – When your army has the option to take a god, you take it — and Shobik is a god! He hits like a dragon with Crushing Strength (CS) 3 on 10 Attacks, is built like a brickhouse with D6 -/18 Nerve, and provides support and utility with Very Inspiring and Aura – Iron Resolve (even more useful in an army of all Fearless units). Another key factor, Shobik is Shambling, which in most other armies in the game would be a drawback, but for EoD this is a huge buff. Shobik is one of, if not the, best units in EoD to go hunting for Surge flanks.

A Tier

Mummies – Whether Troops for thicc chaff or regiments for a solid tank, these guys are awesome. D5 and the highest Nerve of any infantry in the game is a great combo, and then adding Regeneration on top means these guys will stick around forever if your opponent does not one-shot them. Mummies also have decent damage output with CS2.

Scavengers – These guys might come as a surprise to most people. Why are they A Tier? In my opinion, they are the best flying chaff in the game and they allow EoD to win scenarios that would otherwise be a struggle. For just 90 points you get D4, 11/13 Nerve, Speed 10, Fly, and Nimble. Sure, they don’t hit hard, but that isn’t their job. EoD struggles to get places quickly or even late in the game. Adding a couple of these to your list will give you more versatility in scenarios like Raze, Salt the Earth, and Pillage.

Enslaved Guardians – One thing lacking in the EoD army as a whole is a true hammer unit. Enslaved Guardians are the one true hammer of the army. They are the only unit in the army outside of Heroes and the Behemoth that hits on 3s, and with 18 Attacks CS2 they pack a mighty punch. Even when you look at them compared to other armies’ CS2 Large Infantry hammers, I think the Guardians are one of the best for their points. At 225 points and -/17 Nerve, they outshine Ogre Palace Guard, Siege Breakers, Molochs, and even Wights.

Sebekh-Rei – Another great Living Legend in the army, though not as highly rated as the S-Tier choices. I think Sebekh is an easy A- or B+. A dedicated support piece for EoD, Sebekh has Heal 5 and Surge 8 with the ability to cast both on the same target each turn. On top of that he can get up to two rerolls per casting if he has units with the Skeleton keyword within 6”. Very Inspiring is also useful to have. In an army built around Surge and recovering wounds, it is tough to leave Sebekh out.

B Tier

Skeleton Warriors – Perfectly balanced expendable infantry that also unlock, these are good in every size. The troop is the cheapest unit in the game with Unit Strength, the regiment is fairly priced (although I would check the Spearmen regiment before taking this), and the horde is EoD’s cheap unlock option with an exceptional -/22 Nerve (one of these unlocks all those S-Tier units). Don’t bother taking the upgrade for CS1 and dropping your defense; these guys just want to stick around as long as they can while everything else does the real damage.

Skeleton Spearmen – I cannot say enough good things about these guys — the regiment is perfect! Coming in at 100 points now, they have Unit Strength 3 and ideal defensive stats. With D4 -/15 and Phalanx, they mathematically hold against a single charge from any unit affected by Phalanx. Some players have success with the horde option, too, but the regiment could be considered A Tier.

Revenants – They are back, baby!! Revenants getting the option for CS1 or D5 instead of being locked into the CS1 option is what brings these guys up to B Tier this Clash of Kings 2024. Every option — troop, regiment, or horde — is very playable, but the horde at D5 -/24 for only 205 points is an absolute steal.

Dead-Eye Crossbows – The change to crossbow units being a Regular choice was not this year, but it seems to have gone unnoticed. These guys were unplayable when they didn’t unlock, but coming in at 120 points, having a respectable shooting attack, and losing the Pot Shot rule, they really open up options for EoD to have a formidable shooting build.

Revenant Cavalry – Troops are excellent chaff and with the Surge flank threat they force your opponent to respect the potential damage output. Regiments are not seen as much, but for only 175 points, getting Speed 8 and unlocks, they’re an excellent value.

Enslaved Guardian Archers – Updated in Clash of Kings 2024, EG Archers lose Pot Shot. These guys are still very potent and will definitely be played in a shooting list. They are the true switch hitters of the army with their potential for high damage at range and then mini hammers once your opponent is close enough to get flanked. The only thing keeping these guys out of a higher tier is that they do not unlock and they have very low Unit Strength.

Revenant Chariots – These units go unchanged this Clash of Kings 2024, but I think they are already very balanced. With all four unit sizes available and the ability to add shooting attacks as you see fit, Revenant Chariots fit into a large variety of lists.

Desert Swarm – Some consider this a mandatory upgrade for the Soul Snare because of Height 1, but I would tend to disagree. I like Swarms as chaff, but I do not think they are mandatory. I think the main thing going for these guys is their ability to scout and get into position without taking up valuable space in deployment. I put the swarms at B Tier, but I think they could easily be C Tier since EoD has so many other good chaff options.

Bone Giant – HERE WE GO!! This is the best change from Clash of Kings 2024. The Bone Giant has grown up and gets big-boy giant stats. Moving up to a Titan base (and gaining US2) he gets D6+8 Attacks with an additional D6 Slayer or Rampage. On top of that he goes up to -/19 Nerve. All of these buffs do come with a price bump, but I think 230 is a fair price and why the Bone Daddy is still just in B Tier. This is a big improvement from his obvious D Tier before the changes.

Undead Wyrm – The Wyrm gets a shadow buff with Greater Air Elementals going to 8 Attacks. EoD’s Shambling flier is not the ruler of the skies as it is very fragile at D4 and does not hit hard enough in the front, so it requires an experienced general to get the most out of it. In the hands of top-tier generals, this guy can easily be A Tier, but for consistency I am putting all the EoD Monsters and Titans in B Tier with the understanding that any one of them can be bumped up with the right level of skill.

Reanimated Behemoth – When you look at the Behemoth’s statline he seems like the obvious choice among the Monster / Titan options. D6 -/17 Nerve, hitting on 3s, for only 190 points — why wouldn’t you take two? Because of his base size. A Chariot base is not ideal for Shambling because you have blind spots that your opponent can exploit. Even with that major weakness, the Behemoth’s stats are too good to put him any lower than a B-Tier.

Ahmunite Pharaoh – Unlike many other expensive individuals the Pharaoh has a lot of versatility. You have the classic Wings of the Honeymaze flying Pharaoh or you can take the Eternal Guard Aura for Elite (Melee) Mummies. With either of these options, you absolutely want to take the Host Shadow Beast spell — I think this is what really makes him worth taking.

Revenant Champion – Instead of an expensive individual, you can always take the 65 point Revenant Champion. He is a great chaffing and Inspiring choice when taken naked, or you can add Surge 5 for 10 points more. He can also be mounted for 25 points. This guy is a great, cheap caster that also has a little damage output.

Ahmunite Army Standard Bearer – This guy is another great upgrade for the EoD army. He goes up to D5 and gains Very Inspiring and Aura – Strider (Infantry). EoD has very good infantry options especially with Revenants getting buffed; these changes resurrected the Standard Bearer from D to B Tier.

Rahs/Pharaoh on Chariot – Pharaoh on Chariot is our best option for a fast and Nimble scoring character. These guys are surprisingly durable with the ability to take a hit to the front, then turn and walk away from the combat. They can be played as a fast flanker or as a combo-charging main liner. If you take the ladder, Rahs becomes an enticing option. His upgrade has been changed to only affect one friendly Skeleton unit within 6” after he moves, but it also got cheaper at just 40 points. I think this is a good change as double charging with a chariot character ends up having awkward combat reform options.

C Tier

Casket of the Damned – This is not a unit, but I thought it would be important to discuss. The Casket option has been changed to give the receiving unit Scout for 5 points (10 points for Mummies), and it is now only available to Infantry that do not have a shooting attack. Scout is definitely an upgrade from what it was before, but I do not think this will be played outside of a couple niche builds or for more of a “fun” list. No longer D Tier at least.

Archer Cavalry – These guys are similar to chariots with bows. The main difference is that Archer Cavalry are Nimble, allowing them to get into better positions, but they lack punching power.

Balefire Catapult – Why take a War Engine that does not score when EoD has access to units with similar damage output with Unit Strength? These guys are borderline D Tier.

Apaphys – Like all other Titans, Pappy gained US2. He also got a bit cheaper coming in at 340 points, and he gained a flat Elite instead of Elite for his spells only. All good, minor adjustments, but I think this only bumps him up from the D Tier to C.

Cursed High Priest – This might be surprising to see in the C Tier because all things considered the CHP is a pretty good caster and Empire of Dust needs Surge to function, and really likes other means of wound recovery. I believe they are C Tier because EoD has better options to fill these roles, however, and other options do it better or cheaper.

CHP on Chariot – New unit for Clash of Kings 2024! I could see this guy in the B Tier because scoring is huge, but for now I am conservatively keeping him with his foot version in the C Tier.

Revenant King on Flying Wyrm – Like many other units in this tier, EoD has better options that fill this role. The Pharaoh on Chariot is just better, for example. While the Revenant King has Flying, he still suffers from normal dragon issues and on top of that he only hits on 4s.

Sandborne Wyrm Rider Champion – New unit in Clash of Kings 2024, but a copy/paste from the Revenant King above. Huge issue with this guy is he is only -/14 Nerve. I just do not see him being played when EoD has much better choices.

Arkhaten – New Revenant Champion caster? I am not sure what this guy is trying to do. He loses the best quality of a Revenant Champion — being cheap — in exchange for multiple low-dice spells that don’t really synergize with the army. I am sure someone will make him work, but I feel I’m being nice putting him at C Tier.

D Tier

Skeleton Archers – They gain Shattering… and yet they are still garbage. They do not unlock and we have better shooting options in the crossbows that do unlock. There is no reason to take these guys.

Sandborne Wyrm Riders – There are many things keeping these guys down in the bottom tier. First, they are a non-Shambling unit in an all-Shambling army. If you are playing EoD, you are paying for all the support pieces to play for Shambling and Surge. Second, they compete in the same space as Enslaved Guardians and Revenant Cavalry, but come in a distant third. Enslaved Guardians are just better in every way except being Speed 6 instead of Speed 7 (and even then it is more of a draw on speed). Revenant Cavalry win out because they are so much cheaper. If Wyrm Riders were Fearless and Shambling, they would probably go up to B Tier, but for now they will be the oddball of the army.

Revenant King on Burrowing Wyrm – Similar to the Wyrm Riders above, this guy competes with the Bone Giant and the Behemoth, and poorly. If I were to put something into an F Tier, it would be this guy.

Summary

While I am sure many people will disagree with some of my choices of tiers, I expect most disagreements will only be a difference of a tier at a time. EoD can be played many different ways, and some of these units shine more in some ways than others.

The army’s biggest strengths are being Fearless and having an abundance of Crushing Strength. The biggest weakness is definitely a lack of speed and having few elite options that hit on 3s.

Sample List

This army is built to grind and counterpunch opponents. It can withstand ranged pressure with the high Defense and amount of Healing. The infantry is the front line with Shobik and the Bone Giant sitting in between units. The Guardians are the second line and provide the heavy punches. I play a denied flank with the threat of surge to keep opponents honest on my weak flank. The gameplan is to walk down half of the board and force your opponent into a poor engagement. Once you’ve cleaned them up, make sure you are in range of the objectives to secure the victory.

About Jake Hutton

I am from Baltimore, Maryland; and have been in the wargaming hobby for 19 years, and a regular participant on the tournament circuit for 7. I am an avid hobbyist, and one of the hosts of the Unplugged Radio podcast. In addition to Kings of War I am a voracious reader, gravitating primarily to Fantasy/Science Fiction, Manga, and Graphic Novels, I also am a massive fan of Dungeons and Dragons, video games, and board games!

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