Quick reference checklist for building Mage Knight 1.0 armies
Archive Notice: This content was originally published at mk.strats-welt.at. I’m working to archive as much Mage Knight 1.0 content as I can find before it disappears from the web.
WarLord H0urg1ass’s Army Checklist
Many beginning and advanced players alike have trouble remembering all of the little nuances of the game. To get the most use out of this checklist, build your armies while referencing either this page or a printed copy.
Most players will not be able to place a check beside every box listed. This is only intended to be a reminder sheet of things that you may have forgotten while building your army. In fact, I haven’t constructed an army yet that used all of the items.
Army Theme
- Tangle & Flank
- Sling Blade
- Single Formation
- Necromancy
- Capture
- Faction Based
- Weenie Swarm
Units and Formations
- Unique/Heavy Hitter
- Ranged Formation
- Melee Formation
- Blocking Unit(s)
- Capturing Unit(s)
- Special Ability Unit(s)
- Push Spawn
- Healer(s)
Important Reminders
- All intended movement formations have at least 3 units of the same faction
- All intended movement formations have a maximum of 5 units of the same faction
- All intended ranged combat formations have at least 3 ranged units
- All intended capturing units do not have Battle Fury or Berserk
- All intended blocking units have a movement rate at least as high as the units they will be blocking
- All intended healing units are paired with units that they can heal (i.e. Don’t use Mending Priestess in a Magic Immunity army)
- All intended flying units are not in movement formations (They can’t have movement formations)
- All intended magical enhancement formations are ranged (Only ranged attacks can be magically enhanced)
- There are no more than one of the same unique included in the army
—WarLord H0urg1ass
Copyright © 2001 Vincent Barnes (aka. “WarLord H0urg1ass”). All rights reserved.
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