Army Summary
Army Name: The Order of the Brothermark
Total Units: 32
Units with Crushing Strength ≥ 1: 10
Units with Piercing ≥ 1: 5
Avg Points: 153.3
Avg Defense: 4.1
Avg Melee: 3.7
Avg Speed: 6.0
Unique Keywords (count): 23
Top Keywords: Iron Resolve (22), Crushing Strength (10), Thunderous Charge (7), Phalanx (6), Piercing (5)
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 |
---|---|---|---|---|---|---|---|---|---|
Order of the Abyssal Hunt, T | 8 | 24 | 5.3 | 150 | -421 | 0.98 | 21.6% | 0.4% | Crushing Strength(1), Fury, Iron Resolve, Slayer(Melee - D3), Thunderous Charge(1), Vicious |
Men-at-Arms Spearmen, H | 5 | 32 | 14.9 | 190 | 1135 | 0.97 | 50.0% | 3.7% | Iron Resolve, Phalanx |
Paladin Monster Slayers, R | 5 | 33 | 7.9 | 155 | -27 | 0.87 | 11.4% | 0.1% | Fury, Iron Resolve, Vicious(Melee - Monsters and Titans only) |
Villein Penitents, L | 5 | 31 | 10.1 | 190 | 894 | 0.87 | 39.4% | 5.1% | Crushing Strength(1) |
Villein Penitents, H | 5 | 22 | 8.2 | 125 | -688 | 0.77 | 28.4% | 1.6% | Crushing Strength(1) |
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.
Takeaways
Ah, the much-maligned Brothermark! They got a number of changes in the last two CoKs, but are they viable? The buffs to the Order of the Abyssal Hunt cavalry make them surprisingly good! CS(1)/TC(1) with Fury, Iron Resolve, flat Vicious, and Slayer D3 make them a fun option. At Sp 8 they won't outrange other cavalry, but they should get the charge in against infantry-heavy builds. With CS(1) and Fury, they'll have more staying power as well.
Villein Penitents are another fun unit, essentially human zombies. A 75-pt 11/14 regiment isn't bad, especially if buffed by the rally character options. And in a 125-pt horde with CS(1), they can do a surprising amount of damage if left unchecked. It's exceedingly cheap unit strength to put on the table.
Though it doesn't rate well from a cost-effectiveness standpoint, the Phoenix is a good option as well. 18" shooting combined with heal and then radiance of life/cloak of death in the ancient option is an inexpensive support piece that can play multiple roles. They're especially effective at keeping alive hordes or legions of otherwise weak penitents.
Do I think we'll see Brothermark on top tables anytime soon? Probably not. But the changes they've gotten in the past two years put them in a spot that they're viable and can do work with the right match-ups.