Prologue
This unholy beast of an article came about from two simple facts – I’m building a Forces of the Abyss army this year, and I unfortunately have very few opportunities to actually play Kings of War.
The second point has made it a challenge to build an Abyssal list to aim for, so I thought I’d do the next best thing – go through the army rules with a fine-tooth comb and write more than 2500 words about it. ![]()
I don’t profess to be an expert on Abyssals or even Kings of War, so don’t expect a treatise on the level of Sun Tsu’s Art of War! And please, please tell me where you disagree or think I’m wrong – it’s currently the only way I’ll learn!
Anyway, onto the meat and potatoes…
Command Orders
Burn the Sinners
There’s no unit restriction for this, so you could put it on anything from Imps to the Well of Souls. Even the odd isolated Fireball is handy for softening up units before melee, but the fact that it adds Shattering combines especially well with an existing base of Flame Bearers. So long as you’ve got a non-Flame Bearer unit to give it to.
Unholy Shield
A bit of a dud, unfortunately. Improving resilience to shooting is already a niche order, but with 5+ to succeed you can’t even rely on it to work when you want it to. Useful if you’re facing a lot of shooting, but not something to build an army around.
Core and Auxiliary
Lower Abyssals
Goblins with Regenerate*.* Regiments are your cheapest unlock, but Hordes have value as a big block of chaff to protect your heavy hitters until they engage. Regenerating after a Withdraw to keep them useful seems especially good.
A Horde will also be VERY hard to put down without a decent combat unit, so they might be handy for guarding isolated objectives from annoying flyers and the like.
Troops could potentially function as an alternative to Imps for expendable chaff… if you don’t need the Ht 1 of the Imps and are willing to pay 10pts for the questionable increase in survival. In other words, just take the Imps
Succubi
The high attack volume is great, but without any Crushing Strength they really need some support in the form of a magic item (Hammer of Measured Force?) or Bane Chant. Don’t rely on Stealthy and Ensnare to keep them alive, unless you can park them in cover for that sweet -2 to hit. Otherwise expect them to be more of a second-line, glass cannon-type unit.
Flame Bearers
Shoot 5+ and Piercing (1) make this a seriously capable shooting unit. A pack of 2-3 units should do a great job of softening up enemy units, both to break up your opponent’s battle line and allow your combat blocks to finish them off.
You’ll probably want Regiments, both for the unlock (Troops are Aux) and the improved resilience against opposing shooters.
Hellhounds
Your first and cheapest option for a fast flanker who can deal some decent damage. Nimble allows them to both avoid cover and navigate around other units for the odd sneaky flank charge. They won’t win a head-on fight, but they’re there fast and maneuverable enough to threaten flanks and give your opponent a headache.
Troops are a bit questionable – as an Aux unit they won’t unlock and you lose most of their melee punch. They might still work as a flanking threat but otherwise, it might be better to take the more maneuverable Gargoyles.
Imps
The cheapest of cheap chaff. Keep them away from any shooting and they’ll do their job as a speed bump to slow down enemy units before your big guys come in. Height 1 means other infantry can see over them. This allows for multi-charges and more importantly, lets your Flame Bearers shoot past them.
Gargoyles
Dies to a stiff breeze, but there’s no faster chaff unit. They’re just expensive enough that you won’t want to throw them away until absolutely necessary. Keep them safe until they’re needed, but don’t expect them to survive any attention at all.
But their biggest negative - an extra 30 points gives you a troop of Tortured Souls, which is slower and takes up a Specialist slot, but better in every other way. Something to think about.
Specialist
All three Specialist units in the Abyssal list occupy the same broad niche – fast and elite. So for this section I’ll be talking about them relative to each other.
Abyssal Horsemen
Fearless and Regeneration makes them almost impossible to stop via shooting. With Thunderous Charge (3) they’ll hit like a truck on the charge, but can’t keep dealing damage in protracted engagements. So you either make sure they kill what they hit (usually with supporting units), or you look at Withdrawing in subsequent rounds to finish them off later.
Combining the Withdrawal with a Burn the Sinners command has a lot of potential here, especially if you can use it to waver the unit you just pulled back from.
Berserkers
Not as tough, fast or damaging as the similarly costed Abyssal Horseman, and without Fearless they’re much more vulnerable to shooting. But with Crushing Strength instead of Thunderous Charge they’ll stay effective in subsequent rounds of combat. As non-flying large infantry they’re not completely neutered by Phalanx or a hindered charge either.
Under ideal circumstances I’d say the Horsemen are outright better… but Berserkers will prove more effective if you don’t get those ideal conditions.
Tortured Souls
Tortured Souls are overall less resilient and less damaging than the Horsemen and Berserkers. However Fly gives them the edge in maneuverability and Fearless means no risk of Wavering from ranged attacks. And importantly, their lower cost is a benefit in itself.
While the Horsemen and Berserkers are able to engage enemy units head on, Tortured Souls are a little better suited to either threatening flanks, picking on weak units or supporting a much more dangerous unit in combat.
Support
Molochs
The premium face beaters for Abyssals. Excellent damage output for their cost and with Regenerate they’ve got the potential to shrug off shooting and grind through enemy units over multiple combats. They’re only De 4+, so they’re vulnerable to getting taken off the table by a multi-charge. Best to use them as a second line unit to clean up whatever runs into your chaff.
Nagarri
With Rallying and Sp 7, these seem like a unit built to support your fast Specialists. Good damage output for their cost and being a chariot removes any weakness to the Phalanx and Rampage rules. Hindered charges will blunt their damage output a little, but not nearly as much as Abyssal Horsemen.
Chroneas
The best “Giant” type monster in the list. Strider, Cloak of Death and the ability to heal other units make him great for supporting your main blocks of Infantry in combat, though he can’t heal the one unit you’d care about most – Molochs.
Fiend
The cheaper cousin of the Chroneas. For 30 pts less you get a Titan who can’t heal, is less damaging and slightly less resilient. However the Fireball (5) and Rallying for your Upper Circle units gives him a role in supporting your main battle line or (thanks to Sp7) your faster Tortured Souls and Abyssal Horsemen.
I think the Fiend is a perfectly fine unit to support any part of your army that consists of Lower Circle units. But if you can find 30 pts and he’s only keeping up with Sp 5-6 infantry, the Chroneas is the better option.
The Well of Souls
Treat this like a dragon who can suck damage off your own units. But like a Dragon it’s also very expensive, so getting value out of them is not easy. If you have a plan, and know how to get the best use out of them, then they’ve got the potential to be a serious threat. At the very least they’re best used in close support with other units (for the damage transfer), so resist the temptation to let it fly off on its own!
Champion
Despoiler
The melee Champion. He’ll do some decent damage in combat and can threaten the flanks of an unwary opponent. Regenerate can help him shrug off shooting and keep fighting, but with De 4+ he’s still going to fall to a decent counter-attack. Basically anything that can take out a basic Shield Wall regiment will have no trouble doing the same to a Despoiler.
In short, you need to be careful about when you choose to engage with a Despoiler. Avoid charging him out alone and wait for combats you expect to win, or when your opponent is more likely to focus on a much bigger threat (like Molochs).
Warlock
There’s no doubt that a spellcaster like the Warlock is invaluable for your army – Inspiring, Commands and a great array of spells give them excellent utility. But you’re paying through the nose for the privilege. With two spells you can expect a Warlock to easily hit at least 170pts – worth it for what they bring, but you’ll want to keep him safe to get a return on that investment.
Choosing spells for the Warlock is almost an article in itself, but I think a good rule of thumb is to pick two – one for melee like Drain Life or Bane Chant, and another for range like Blood Boil, Barkskin or Scorched Earth. If you’re hurting for points, then drop the range spell and stick with his Firebolt for shooting. Amulet of Fireheart could be useful for getting two spells off in a single turn. But your Warlocks are already going to be expensive, so it’s not mandatory.
Resist the temptation to get off a cheeky flank charge with the Warlock. 2x5 Attacks is nice, but they lack Crushing Strength and will go down very easily if you let your opponent hit him back.
Harbinger
A cheap source of Very Inspiring and Commands, but little else. A spell-granting artifact like Shroud of the Saint gives them some extra utility if you can spare the points, but otherwise they’re mostly there as the cheapest way to spread out the Inspiring.
Efreet
Shooting from a single Efreet is roughly equivalent to a regiment of Flamer Bearers. The Firepower they add is great for supporting those Flame Bearers, and their mobility can help them stay safe throughout the game, all the while throwing out those Fireballs each turn.
No Inspring is a big problem though, since you really want at least three Inspiring sources in any game of at least 2000pts. So that Efreet will either need an Inspiring Talisman, or be taken as your 4th Champion.
The Bloody Cardinal
Functionally almost identical to the Despoiler. Dread is superior to the Despoilers Brutal, but the Despoiler is slightly better in combat thanks to Vicious. The Despoiler is also slightly faster, Regenerate beats out Lifeleech vs shooting and he has the opportunity to take a magic item. Besides that, the cheaper cost makes the Bloody Cardinal a marginally better choice.
Warlord
Seductress
If you want a Flying Hero to Inspire and work with your fast units, then the Seductress is your cheapest option. Adding Wind Blast or Enthrall could be fun, but in general I wouldn’t bother. If you’re taking a Seductress over the other Flying Warlords below, it’s because she’s the cheapest.
Abyssal Warlord
The cheapest Warlord available, and also the only one who can’t fly! If the Abyssals had enough good Commands to make use of every turn, then the Warlord would be worth considering. But as it stands, you’re better off either downgrading to a Despoiler or Cardinal, or upgrading to a Flying Warlord.
Archfiend
The “Dragon” Hero – fast, expensive, tough and very dangerous if you can hit a flank. Iron Resolve and Regenerate 5+ in particular is just ridiculous on a unit like this. Still, the Archfiend can be hard to get enough value from to justify their cost. If they can’t roll a flank, or are delayed for multiple turns in a standoff with enemy units, then your huge points sink is going to be wasted. Other, better players than me can probably make good use of them, so maybe talk to one of those!
Lord of Lies
Almost identical to the Archfiend, except with Slayer (3) and his Seeds of Distrust rule to turn off enemy Commands. That’s arguably worth the extra 30 pts so if you’re going to splurge on a “Dragon”, it’s easy to justify upgrading to a Lord of Lies.
Ba’su’su the Vile
Fast, capable in combat and with good resilience thanks to the combination of Regenerate, a high Defense and decent Nerve. He won’t do much on his own, but pair him up with some other fast units and you can cause all sorts of trouble. Short of splurging on an Archfiend or Lord of Lies, this is one of the “premium” Flying Warlords available.
Mau’ti-Bu-Su
The other “premium” flying Warlord. Honestly there’s not much separating Mau’ti-bu-su and Ba’su’su. Mauti’s Brutal D3 accounts for her reduced damage output and her lack of Regeneration is balanced out by Ensnare and Stealthy. They’re almost the same cost, so which one you prefer is really a matter of personal choice.