As a blog on Kings of War data analytics, I would be remiss if I don’t include a statistical recap. 2024 was a fantastic year for gaming, as I managed to play 41 games of Kings of War—far surpassing my goal of 24 games. It was a year of exploration, experimentation, and learning, with some interesting trends and takeaways from the data. Let’s dive into the numbers and highlights.
Overall Stats
Here’s a quick summary of my overall performance in 2024:
Category | Wins | Losses | Draws | Win Percentage |
Overall | 19 | 17 | 5 | 52.4% |
While a 52.4% win rate isn’t overwhelming, it reflects a year of learning and growth, particularly with trying out my Brothermark penitent spam list(to a lot of losses).
Opponent-Based Stats
Below is my performance against different opponents:
Opponent | Wins | Losses | Draws | Win Percentage |
Abyssal Dwarfs | 2 | 1 | 0 | 66.7% |
Abyssals | 1 | 2 | 2 | 40% |
Brothermark | 0 | 1 | 0 | 0% |
Dwarfs | 3 | 0 | 0 | 100% |
Halflings | 1 | 1 | 0 | 50% |
Herd | 5 | 1 | 1 | 78.6% |
KoM | 3 | 0 | 1 | 87.5% |
Ogres | 0 | 1 | 0 | 0% |
Ratkin | 0 | 3 | 0 | 0% |
Team Game | 6 | 3 | 2 | 63.6% |
Twilight Kin | 0 | 1 | 0 | 0% |
Undead | 2 | 5 | 0 | 28.6% |
I struggled against Ratkin this year in particular: they mirror my Brothermark spam, but they do it better, so this wracked up a lot of losses for me. On the plus side, I continue to do well against Dwarf variations (despite refusing to run bane chant, which I generally see as a waste of points).
Faction-Based Stats
This year, I experimented heavily with the Brothermark, trying to make penitent spam work effectively. Despite my efforts, the results were mixed. Late in the year, I switched back to Northern Alliance to close out the year on a strong note. I also managed to get in a few games with my son’s Abyssal Dwarf list. Here’s how my factions performed:
Faction | Wins | Losses | Draws | Win Percentage |
Northern Alliance | 11 | 6 | 3 | 62.5% |
Brothermark | 1 | 8 | 2 | 18.2% |
Sylvan Kin | 5 | 3 | 0 | 62.5% |
Abyssal Dwarfs | 2 | 0 | 0 | 100.0% |
Note: You can read more about my Brothermark penitent spam journey here.
Scenario-Based Stats
Here’s a breakdown of my win percentages by scenario, showcasing how different scenarios aligned with my army builds and playstyle:
Scenario | Wins | Losses | Draws | Win Percentage |
Compass Points | 0 | 1 | 0 | 0.0% |
Control | 3 | 4 | 0 | 42.9% |
Dominate | 1 | 0 | 0 | 100.0% |
Hold the Line | 1 | 1 | 0 | 50.0% |
Invade | 2 | 1 | 1 | 62.5% |
Kill | 1 | 1 | 0 | 50.0% |
Loot | 0 | 3 | 1 | 12.5% |
Pillage | 1 | 1 | 1 | 50.0% |
Plunder | 1 | 2 | 1 | 37.5% |
Protect and Raze | 1 | 0 | 0 | 100.0% |
Push | 2 | 0 | 1 | 83.3% |
Raze | 1 | 2 | 0 | 33.3% |
Salt the Earth | 1 | 0 | 0 | 100.0% |
Stockpile | 1 | 0 | 0 | 100.0% |
These are pretty limited sample sizes (and note that I didn’t take perfect records, so the numbers don’t sum up to the full total). It’s hard to draw many conclusions from this, other than Loot being a particularly bad scenario for me. I continue to try to get in a variety of scenarios to build reps for future tournaments.
Game Length Analysis
One of the biggest shifts this year came with the November 2024 Clash of Kings (COK) rules update. This significantly impacted game lengths, as shown below:
Percentile | Pre-COK 2025 | Post-COK 2025 |
25th | 103.25 | 132.5 |
Median | 131.5 | 157.0 |
75th | 151.0 | 168.0 |
The rules update has led to longer games overall, with the median game time increasing from 131.5 minutes to 157.0 minutes. The introduction of command dice has added layers of decision-making, contributing to longer game durations. For a deeper analysis of how command dice impact gameplay complexity, you can read my detailed thoughts here. While these numbers likely will decrease in the future, in my (admittedly limited) sample size so far, command dice do appear to add 15% or so to game lengths, which isn’t great in my book.
Key Takeaways
- Exceeded Goals: My initial goal was 24 games, and I managed to play 41. This was a fantastic accomplishment that I’m happy with.
- Brothermark Experiment: Despite trying various configurations, I couldn’t quite crack the code for penitent spam. However, it was a fun and educational experience. I may take another run in 2025 to play around with it some more.
- Northern Alliance Success: Returning to Northern Alliance felt like coming home, and they performed consistently well in the latter part of the year.
- Scenario Strengths: Scenarios like “Protect and Raze” and “Stockpile” played to my strengths, while others like “Loot” were more challenging.
- Game Length Trends: The COK 2025 update has led to longer games. We’ll see if those game times come down with more experience. I continue to be lukewarm on command dice and wonder if others are seeing the same impacts.
2024 was a year of learning, growth, and plenty of dice rolling. I’m excited to see what 2025 holds, with new challenges, armies, and perhaps another ambitious game goal. Thanks for following along on this journey!