Can a Random Forest Predict Your Kings of War Win Rate? A Sneak Peek at My New List-Strength Model

I’ve been quietly training an army—of decision trees. After months of crunching tournament spreadsheets and scraping results, I now have a working machine-learning model that predicts how hard your list is likely to punch above (or below) its weight before dice even hit the table. Here’s the elevator-pitch version of what’s happening under the hood—and why I’m excited.


Why Bother?

  • Gut checks are great, but numbers don’t lie (often). We already eyeball speed, nerve, and unlocks; the model lets us quantify how those trade-offs have actually translated into wins across real events.
  • Better seeding & streamlining for TOs. Imagine handing players a pre-event workbook that highlights spicy matchups and projected upsets.
  • Content fuel. More data means sharper blog posts, arm-chair coaching, and arguments that last well past round six.

How the Sausage Gets Made (Short Version)

StageWhat HappensTL;DR
1. Pre-Tourney ParsingPDFs → list stats (unit counts, avg speed, “Power Concentration,” etc.).Every army becomes a row of ~40 features.
2. Post-Tourney MergingScript marries those features with actual game results, normalizes names (because “Jon” ≠ “John”), and calculates _diff columns (my list – your list).One row per game with 80+ numbers.
3. Model TrainingRandomForestClassifier learns patterns from historical _diff features.Trees vote on who wins next time.
4. Future ReportsFor any fresh event, the model runs round-robin predictions, sums probabilities, and spits out an ML Score for each list plus a heat-mapped matchup matrix.Instant meta snapshot—no hindsight needed.

Early Findings (And a Healthy Caveat)

TL;DR: Speed gaps and “power-concentration” gaps keep bubbling to the top of the feature-importance charts… but remember this is Kings of War big, machine-learning small right now.

What I DidQuick TakeWhy You Shouldn’t Over-react
Gini + permutation importance flagged speed_diff and both concentration diffs as top-10 features across ≈2,800 game rows.Being ~2″ faster or spreading points wider shows a higher predicted win rate.Dataset skews toward English-language GTs; one meta’s gospel is another meta’s heresy.
Partial-dependence plots show a clean positive slope: faster or less concentrated lists ↔ higher predicted odds.Model “likes” combined-arms mobility more than death-star density.PDPs show average effect; single events can swing wildly.
Per-event cross-checks keep those variables near the top—so it’s not a one-tournament fluke.Signal seems robust across data set.We’re still missing tons of regional data, and player skill isn’t in v1.

Bottom line: early numbers suggest that speed and point-diversity matter, but the training set is a rounding error compared to the total KoW universe. Treat the model as an extra compass, not the gospel of list design—yet.


What You’ll See Soon

  1. Pre-Event ML Score column in my usual preview workbooks (think Elo, but trained on real match outcomes).
  2. Interactive matchup heatmaps—green where you’re favored, red where you probably get tabled.
  3. Post-Event retrospectives that compare the model’s predictions to reality (because accountability is fun, right?).

Help Me Help You

  • TOs: Want to beta-test the report template on your next GT? Ping me.
  • Data hoarders: If you’ve got clean result sheets or list dumps rotting on a hard drive, send them my way. More data = smarter trees.
  • Theorycrafters: Spot a metric I’m missing? Let’s geek out in the comments.

First live run drops with the next big event preview on Data & Dice. Until then, keep those PDFs tidy and your unit names consistent… my fuzzy-matching script thanks you in advance.

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