Army Summary
Army Name: Forces of the Abyss
Total Units: 31
Units with Crushing Strength ≥ 1: 13
Units with Piercing ≥ 1: 4
Avg Points: 155.8
Avg Defense: 4.1
Avg Melee: 3.9
Avg Speed: 6.5
Unique Keywords (count): 20
Top Keywords: Fury (19), Regeneration (14), Crushing Strength (12), Vicious (6), Thunderous Charge (6)
Note: This summary only includes non-individual units.
Most Cost-Effective Units
Unit Name, Size | Speed | Shots to 6 Nerve | Avg Hits | Points | Elo | Cost Effectiveness | % Kills vs Def 4 | % Kills vs Def 5 | Keywords |
---|---|---|---|---|---|---|---|---|---|
Lower Abyssals, H | 5 | 32 | 12.5 | 180 | 1366 | 1.21 | 36.8% | 1.8% | Fury, Regeneration(5+) |
Succubi, R | 6 | 15 | 13.3 | 150 | 355 | 1.14 | 38.9% | 2.1% | Ensnare, Fury, Stealthy |
Abyssal Fiend, Ti | 7 | 33 | 4.6 | 175 | 170 | 0.93 | 17.5% | 0.1% | Brutal, Crushing Strength(2), Fury, Inspiring, Vicious(Melee) |
Abyssal Guard, R | 5 | 30 | 8.1 | 150 | -119 | 0.88 | 10.1% | 0.1% | Regeneration(5+) |
Abyssal Ghouls, H | 5 | 34 | 8.3 | 150 | 22 | 0.88 | 15.2% | 0.1% | Fury |
Understanding the Table
Elo Ratings and Cost-Effectiveness:
This table is based on 1.25 million combat simulations to determine Elo ratings, reflecting each unit’s combat performance. Key metrics for cost-effectiveness are:
- Elo per Point: Measures efficiency by dividing Elo rating by point cost, showing unit performance relative to cost.
- Elo Difference: A regression-based metric showing the difference between actual Elo and expected performance. Positive values mean better-than-expected performance; negative values indicate underperformance.
Combined Cost-Effectiveness:
I combine Elo per Point and Elo Difference, using a weighted formula (60% Elo per Point, 40% Elo Difference), to calculate ‘Combined Cost-Effectiveness’. This reflects cost and expected performance.
Combat Metrics:
The table also includes:
- Shots to 6 Nerve: Number of shots needed to reach a 50-50 combat breakpoint.
- Avg Hits: Average number of hits a unit achieves in combat.
- % of Kills vs Def 4 and Def 5: Unit’s kill percentage against Defense 4 and Defense 5 profiles in simulations.
These metrics, along with cost and Elo rating, offer a comprehensive view of each unit’s effectiveness in combat.
Analysis
The FoA have a number of interesting units to build around. One, which I don’t often see but I think is underused, is a regiment of succubi. Succubi are a quintessential berserker-style unit within the Forces of the Abyss. Despite their relatively low defense and nerve, they compensate with a set of abilities that make them formidable in the right conditions.
- Low Defense and Nerve: Succubi have lower defense and nerve, which means they are vulnerable if exposed. However, their Stealthy and Ensnare abilities significantly enhance their survivability by making them harder to hit and reducing incoming damage.
- Fury: This ability ensures that even when they take damage, they can still fight back, maintaining their offensive presence on the battlefield.
- Speed 6: With a speed of 6, Succubi can outrange most infantry units, allowing them to engage on their terms.
- Damage Output: When they can get into combat, Succubi are highly effective, capable of taking off almost 40% of Defense 4, 14/16 units in one go. This makes them a cost-effective way to deliver a significant hit if they can be protected and positioned correctly.
In addition to the succubi, the Lower Abyssal Horde are worth considering. It’s a great unit that serves as a robust anvil in the Forces of the Abyss army composition.
- High Nerve: With a high nerve value, this unit can absorb a significant amount of damage before being routed.
- Resilience: The combination of 32 shots to 6 nerve and Regeneration (5+) makes the Lower Abyssal Horde surprisingly resilient. This regeneration allows them to recover from damage over time, enhancing their sustainability in prolonged engagements.
They’re not generally going to one-shot enemies, but they can occupy space at a good price point and cause fits for opponents who really need to focus to move them.
Molochs (18 attacks on 3s with crushing 2) are the best hammer option for the FoA. Unfortunately, they’re only def 4, 16/18, at 225 points, which makes them a juicy target for opposing shooting. If they can get into combat, they’re fantastic, but you have to babysit them to deliver them.
Overall Army Composition for the Forces of the Abyss
The Forces of the Abyss are in an interesting position in terms of cost-effectiveness. According to my Unit Cost-Effectiveness: Army vs Army Comparisons, they rank #6 in the army cost-effectiveness rankings. This positioning highlights several key aspects of the army:
- Above-Average Units: The Forces of the Abyss boast many above-average units, although few are considered exceptional. This balanced composition means the army doesn’t rely on a few standout units but rather a broader range of effective options.
- Regeneration and Grind: The army has a mix of units with regeneration and grinding capabilities, allowing them to sustain prolonged engagements and wear down the enemy over time.
- Support Units: Units like the 175-point Abyssal Fiend provide valuable support, adding versatility and strategic options to the army
Community Feedback
The community’s opinions on the Forces of the Abyss reflect their nuanced strengths and weaknesses. While they may not have the standout stars of some other armies, their mix of resilience, strategic options, and cost-effectiveness makes them a compelling choice. The army’s ability to field a variety of units that can fulfill different roles on the battlefield allows for flexible and adaptive playstyles.
What do you think? Do you agree with this assessment, or do you have a different perspective on the Forces of the Abyss?
Additional Resources
- Kings of War 3rd Edition: Forces of the Abyss Review – dash28.org
- Battle Report vs Goblins & Elves
- Battle Report vs Orcs
- Three-Minute Army Primer