Army Review: Forces of Nature

Forces of Nature Review

Video

Intro
What this army is about (Styles, tricks, or “thing” they do):

NR: They are nature! Great healing, a wide range of unit types, truly 4 armies in a trench coat kind of feel to them. Many different ways to think about and approach this army.

SK: It would be jaded for me to write that this is a Herd army in a trenchcoat, right? Nature is a combined army of the forests comprising beastmen, druids, elementals, and other fantastical creatures with multiple ways to play them.

TP: Mixed bag a bit right now. It really feels like two armies poorly smashed together. There is a large herd contingent that is beast manish focused and then also the shambling elemental portion.

Models (Mantic and 3rd Party)

NR: I run 3rd party models for my army. Tons of different models out there for the unit types. A lot of different ways you can represent things while still keeping it WYSIWYG.

SK: Mantic has a mostly complete and mostly coherent line of models for this army! There’s a lot of good digital sculpts, new plastic kits, and some headscratching other ideas like a Gladewalker druid that inexplicably turned into a goat in between editions. In addition to official models, there are a TON of 3rd part sculpts for beastment and elementals and fantastical animals to find. However finding sculpts that look tonally similar across those categories can prove difficult.

TP: I really like the new mantic sculpts for the herd side of this army. The elemental ones are ok, but realistically there are tons of 3rd party out there for both sides.

Commands & Unique Spells

Blessing of the Lady [4+]: The unit gains n Barkskin Tokens (see the Barkskin Spell), where n is the number of successful dice rolled to issue this order. A unit with Barkskin tokens granted by this Command, cannot receive them by any other means this Turn.

NR: This is an autocast default for me. It’s not great compared to the actual spell, you can’t stack it with other commands or spells from different leaders but blocking wounds is never a bad thing. You only get 1-3 but that has saved me more than a few times.

SK: I miss the heal command. This also has more words and I don’t like that either. Not bad when you have nothing else to do.

TP: Barkskin is nice. The limit of no barkskin from other sources hurts this a bit. It’s also odd because TR doesn’t get the same restriction.

Nature Trails [5+]: Units with the Herd or Elemental Trait only. The unit gains the Strider special rule.

NR:Not great this got moved to a 5 up command for an army that’s forest themed. Losing it from even base units like tribal warriors feels like a large over correction. And the 5 up takes it to something that I assume isn’t gonna happen and when it happens to work I’m pleasantly surprised.

SK: This should be a 4+ for nature specifically and it feels like Guardian Brutes and Air Elementals dodged the flak and this command took the fall. It’s a pretty harsh correction for units that really didn’t need the nerf like forest shamblers and earth elementals but strider is in fact good so the command is good. Just unreliable right now.

TP: This command is really good. Going to a 5+ hurts a bit and it might be able to move back to a 4+ with the nerf guardian brutes got. Air elementals benefitting from this is always going to leave a bad taste in the mouth of your opponent though.

Stampede [5+]: Units with the Herd Trait only. An enemy unit that is Charged by this unit in this Movement Phase and Routed in Combat this Turn is treated by this unit as though it had the Yielding special rule. This unit with Stampede must then choose to go Forward! as its post-Combat Outcome, and if it contacts another unit, it will be Hindered.

NR:I’ve used this a few times, it’s a nice way to get some extra wounds on the new target before they have a chance to charge you. With it being only a 6 inch max straight forward it has limited use and seems to work best in going through a close chaff unit into a unit behind it. Also works great if they have thunderous or something that allows you to preempt it. Going into the second unit hindered normally not a lot of wounds but any is good.

SK: I hate this command with every bone in my body. Hate is probably a strong word but I have a penchant for drama and want to emphasize how NOT FUN this command is for both players when it goes off. I think this and Abyss’ Ultimate Betrayal are steps too far for what commands should be able to do in a healthy game and would prefer it be toned down or even removed. It’s really strong and game altering when it’s pulled off.

TP: This command is bad imho. It’s not fun for either party involved. It punishes you for using chaff and has little counterplay in many scenarios.

Elemental Force [4+]: Units with the Elemental Trait only. The unit gains the Rampage (n+2 - Combat) special rule where n is the number of successful dice rolled to issue this order.

NR:Situational but those 3-5 extra attacks can be enough to get you to rout something.

SK: This is a solid command with greater elementals if you’re running them but it feels like it takes a backseat to the strider and stampede commands pretty often. I think +nd3 like the Basilean command would be a healthier place to put the command.

TP: Situational but solid

Entanglement of Thorns [4+]: If this unit is Routed in Combat this Round, any units it was Engaged with can only be given a Hold! post-Combat order.

NR: Great to cast on chaff or a dying unit that can gum up a post combat reform. Has done a great job in the past of hampering a reform from a front and side charge as they really couldn’t get out of each others way well.

SK: THIS STILL ALLOWS THE ENEMY TO CHANGE FACE. Very VERY common mistake that makes it seem incredibly good when in correct use its situationally good. Nice to have but I usually prefer a barkskin instead.

TP:This seems OP until you read the rules and understand the enemy can still change face. Still can be situationally very good.

Life Awakening (4) [+25] 18” Difficult Terrain Only: Friendly units in or touching the target receive one Barkskin token (see the Barkskin Spell). In addition, for each successful hit, all enemy units in or touching the target (even if Engaged) immediately take a Piercing (2) hit (which is not against their front facing). Engaged enemy units do not take a Nerve test at the end of the Ranged Phase.

NR:Haven’t used this spell yet. This does not stack with the other barkskin command due to the wording of that command and since this is a spell it goes off after it. Feels highly situational and minor damage for the 25 pts.

SK: This is super situational and a little overcosted in my experience. I would like to see it drop to 15 points or go to 6 dice to make it a little more useful. Very creative mechanically!

TP: This one is so situational as to not be useful really.

Units

Warlords

Gladewalker Druid [Warlord Hero (Inf)]: Makes Earth and Water Elemental units core.
Role within the army:

NR:Low cost elemental unlocker

SK: Elemental Necessity

TP: Autotake if you want elementals

Value:

NR:Since the book update moved all the elementals to specialist this is the first warlord that moves some back to core, Im not a fan of warlords that cant effect the whole army unless you only carry that keyword The rallying for elemental only is rough, and elemental affinity giving the gladewalker elite is ok at best. Speed 5 will keep up with non surge units without a problem but can be mounted. Caster type stat line. 140 for a warlord without spells is super low, if your doing an all elemental army can put surge(8) and hea(4)l on for under 200pts with the rallying. Av of green lady starts at 250 without surge so if needing to free up some points something to consider

SK: I’ve watched this unit get worse and worse over editions and new books and it’s hard to get that taste out of my mouth. The final straw is making me have to take this unit to run elementals in an army that has had core elementals for years. Paywalling a unit that people built their armies around feels terrible from a player perspective and when you are finally able to look past that you realize this unit lost its double cast and got more expensive to pay for losing yielding and gaining def5 which is a bill nobody wants to foot on a druid. You could tell me this unit will file my taxes for me and I’d still be miffed about taking it.

TP: Expensive druid essentially but necessary if you want to go full elemental.

Chieftain [Warlord Hero (Inf)]
Role within the army:

NR:Low cost warlord for non yielding fun

SK: Door Stop

TP: Non-yielding combat individual

Value:

NR:185 to stand behind a unit and give it wildcharge or ruin someone’s charge. Mine has sat on the shelf.

SK: They massacred my pookie. My darling goat. One too many people asked for the Chieftain to get strider and the monkey’s paw curled and took two attacks with it. It’s still a serviceable unit and the wild charge aura works on critters now which is cool. It’s also the cheapest warlord (after a gladewalker gets spells) in an army where you really want 3 command dice. I use him still but it sure feels like somebody stole like 20 points of value from me…

TP: Better before fracture but still a decent piece. Losing attacks and getting strider is a side grade at best. The wildcharge aura is very nice though.

Avatar of the Green Lady [U] [Warlord Hero (Lrg Inf)]: All lesser elementals are core
Role within the army:

NR: Opps all air elemental list maker

SK: Air Elemental Spam

TP: Feeling spendy and want elementals?

Value:

NR:Well and truly broken. All elementals core allows for truly crazy lists like opps all fire elementals or opps all air elementals. She flies, she has a cloak of death and radiance of life, very inspiring, and heal 6 for no additional cost. Can pick up surge 8 as well so with her flight can keep up with airs for post wind blast charges. 250 without surge, 280 with. It’s a chunk of change but the heal kept multiple units up during the Ohio GT and the 3 dice adding in commands like barkskin makes her a one stop shop for keeping a unit in the fight. Pricey but in an elemental army worth it.

SK: I have a model for this but I can’t justify 5 bajillion points for a druid that can’t even host a single shadowbeast, let alone eight. I see some value in more heal oriented lists but that isn’t how I roll. I do like finally adding surge here for what its worth.

TP: Expensive but you can now spam air elementals if you want you nasty meta chaser.

Flaxhoof [U] [Warlord Hero (Cav)]
Role within the army:

NR: Cav hero

SK: Horse

TP: Cav hero

Value:

NR: I have a hard time with centaur units in general, they tend to just die, so spending warlord level points to join them in death seems a lil silly.

SK: What if your chieftain got more expensive, lost defense, lost thunder, lost a nerve, was harder to hide from shooting, and gained a different aura that didn’t synergize very well with 2 herd units instead of 1 for a whopping 3 extra inches of threat?

TP: want a chieftain that’s part horse for no benefit?

Avatar of the Father [U] [Warlord Hero (Mon)]
Role within the army:

NR:Herd dragon

SK: Dragon

TP: dragon

Value:

NR:Vicious aura to herd only, D5 9 attacks crush 2. Very much a combat warlord. Fearless strider pathfinder flying and thunder 1 nerve 19 so can take some real punishment. Not an individual so can do more fun with side and back. 310 is a Huge cost, it does alot and I’m sure I’ll field one from time to time, but spending 13.5% of my army points on one unit that doesnt do any unlocking it better do my math homework or be a great conversationalist.

SK: 310 is a BIG number. The unit itself is quite solid once it’s on the table and the closest thing to a 3rd edition beast of nature we have. I really don’t hate it when looking at warlord options. If I didn’t feel obligated to have 14 drops in a list I think this would make more appearances for me.

TP: Expensive but this guy seems super cool. I haven’t seen him on the table but I’d love to see a build with him.

The Wiltfather [U] [Warlord Hero (Mon)]
Role within the army:

NR: The big daddy tree

SK: Daddy

TP: Wiltdaddy

Value:

NR a tree lists dream warlord, D6 10 attacks crush 3 fearless pathfinder strider no fly but scout very inspiring, not an individual plus cloak of death for some extra plink damage. Sound kinda familiar? He’s the elemental version of Avatar of the Father. Add in a +1 modifier to command dice when targeting elementals and barkskin and elemental force goes off on 3+, even making getting strider off easier. :310 for D6 more attacks and better command ability. If your willing to take the avatar of the father this is an even easier take, though no casting so if you want surge your out of luck on him. Would a gladewalker and a tree herder be a better combo? Maybe. Rally to all units around you with surge and heal and a very similar stat line in the tree herder for 135 pts more.

SK: Good unit with good rules. If you’re speaking for the trees, you best hire dad. Outside of shambler lists this starts to not synergize well so be warned.

TP: Good unit especially if you want to run trees. D6 warlord with a decent amount of attacks and very inspiring.

Champions

Druid [2] [Champion Hero (Inf)]
Role within the army:

NR: Best spell caster in the game

SK: Spellcaster

TP: Spellcaster

Value:

NR:Auto take, swiss army knife of a caster at a bargain basement price. Bchant, heal lighting surge wind blast all available, need them faster? Can be mounted. Take 2 be happy.

*base model 80 pts. Nicely trimmed out 135 with 3 spells. Get yours today.*

SK: Non-nature players are crying and screaming and kicking their feet that they don’t have what we have. Why are you playing nature and not running druids, that’s the whole damn point of course they’re gonna be awesome. It’s our thing! Paint two!

TP: Take this guy. There is no better spellcaster in the game imho. Inspiring, cheap, does what you need with no frills.

Tribal Songweaver [2] [Champion Hero (Inf)]
Role within the army:

NR:BSB model.

SK: Inspiring

TP:Banner

Value:

NR:95pts, buy yourself a druid.

SK: This stayed the same price from before fracture but lost rally and that hasn’t sat well with me. Pricey for a banner bearer that does nothing.

TP: meh. Why when druids are right there?

Ydrin Thorncreeper [U] [Champion Hero (Inf)]
Role within the army:

NR: Named hero sillyness

SK: Da champ

TP: assassin

Value:

NR:a hero that only inspires 1 keyword. Unless I’m playing only that keyword I have no use for that. Has crush and thunder and can fly during charges and D3 with only 7 attacks, is an individual and no duelist. So he can jump into combat and die there. 145 pts, want something to fly and die quick? Get 2 critters for that price.

SK: As far as shitty assassins go, this is one of the better ones. The flying leap rule is a really fresh way to let assassins get into heroes and is interesting to counterplay. Ydrin is a smidge pricey for what I’m trying to do with it but it’s not a terrible take in a list with Host Shadowbeast.

TP: This guy is neat; I just wish assassins were a better archetype in the game right now.

Forest Warden [2] [Champion Hero (Lrg Inf)]
Role within the army:

NR:melee combat tree hero

SK: Slotmachine

TP: tree hero

Value:

NR:What Ydrin should have been, D6+3 attacks, scout, strider, can get surge, crush 2. Def 5. This is a hero to keep up with your scouting tree army. Not an individual so blocks and can get side charge extra fun. Like The Huorns appearing and swallowing the orcs fleeing from helms deep this hero moves with the forest.

SK: Used to love this unit when it was like 90 points and waddled around with surge and enough attacks to dream big into a flank. Now its not just as unreliable but a bajillion more points. Unit feels completely lost.

TP: I don’t see this guy on the board very often and it makes sense. There isn’t much he does that is worthwhile.

Centaur Chief [2] [Champion Hero (Cav)]
Role within the army:

NR:cheaper horse to die

SK: Shitty horse

TP: Requisite Centaur Hero

Value:

NR: Dont wanna pay for a warlord to go die with your centaurs, this works but takes a hero slot from a druid so your shooting yourself in both feet

SK: Flaxhoof’s nepotism cousin is an expensive slouch. No clue how to justify this in a list.

TP: We have centaurs so we gotta have a centaur hero right?

Knight Champion [U] [Champion Hero (Cav)]
Role within the army:

NR:3rd army in the trench coat makes an appearance

SK: Dart/Doorstop

TP: Brotherhood hero

Value:

NR: The brotherhood keyword don’t get a warlord option or any commands that have keywords targeted to them(can only give them barkskin or thorns cant even give them strider) but a hero to unlock the knights and order of the thorn which are completely unavailable without this unit. Im so lost as to why this was included. I’m sure there is a lore reason but it feels like a hand stapled to the middle of what is already an abomination of an army list. Since each faction gets the same approx number of unit choices I feel these were totally wasted where a beast cav unit that was herd related or a fast light elemental unit could be put in.

SK: I actually don’t hate this unit and what it brings at all. Nature’s Knights are a standard cav unit (Good) and Order of the Thorn are a really efficient thicc chaff type unit. D5 on the hero is great for being a doorstop.

TP: Brotherhood still exists I swear! This guy proves it. Are you a diehard narrative brotherhood player? Take him, otherwise leave him on the shelf.

Core

Tribal Warriors [Core (Inf) Troop(Aux)/Regiment/Horde]
Role within the army:

NR:base infantry

SK: Dudes

TP: infantry dudes

Value:

NR:can go to horde size, the spears option was a nice addition and takes them to 30 attacks(in horde). Feel more expensive and less capable then some of the other base infantry horde options like NA or Orces have. Thunder 1 really means if you want to be more than a tar pit for a round or 2 you need to be the aggressor and the base size makes it harder to double charge with it. Often find this needs a brew of sharpness to make it hit on 3s to have any type of offensive power but that with spears makes a horde 245pts and back it up with a druid with bane chant.

SK: I love 1 or 2 hordes of Tribal Warriors but find the regiments pretty spendy for the chaff I want them to be. Feels like I’m shorted about 10-20 points of value every time I run them which is a bummer. I think for another 15 points I would rather have a tree troop. Speaking of troops, don’t even look at them, just take critters.

TP: These guys are good. Cheap unlocks and cheap nerve block. Most lists will have a few of them.

Tribal Hunters [Core (Inf) Troop(Aux)/Regiment]
Role within the army:

NR: base range unit

SK: Range dudes

TP: ranged dudes

Value:

NR:scout and stealthy pierce +1 but hitting on 5s unless you dont move which i feel like negates alot, though you can scout up and hit turn 1 without moving but 12 shots on 4s isnt gonna knock alot out, maybe waiver a chaff. At 165pts that’s a losing proposition.

SK: I’ve used both flavors of these guys and they’re pretty darn good. I think I prefer the regiments as the troops are aux and I gots critters to buy! The regiments are sturdy and effective, I like 1 or 2 but I dont think the nature list can sustain are large shooting force with just hunters.

TP: haven’t seen these guys on the table yet. They’re new and most lists aren’t taking them.

Order of the Thorn [0] [Core (Inf) Regiment(Aux)]
Role within the army:

NR:infantry defense vs cav

SK: Thicc Chaff

TP: Brotherhood requirement

Value:

NR: 150pt Reg only Aux unit that has no crush or thunder only phalanx. You have to pay for a hero to even get access to but it’s aux so it doesn’t help with army list unlocks. I don’t see a reason for this to exist.

SK: This unit is unchanged from 3rd where I liked them a lot playing against them and a couple times with them. It’s heartbreaking these are AUX as I feel like you would see them decently often if they were core. I would certainly find some models if that were the case. Phalanx isnt quite what it used to be which hurts them as well. If you don’t already have these units made I would not recommend making them now with how turbulent releases have been for nature. If they gave longhorns the axe, I wouldn’t trust a weird aux flavor unit for anything.

TP: We promise brotherhood is still real…

Critters [Core (Lrg Inf) Troop(Aux)]
Role within the army:

NR:chaff

SK: CHADFF

TP:chaff

Value:

NR:oh i love critters, take 2-4, they can fly and are vicious. My models are chickens. They are 65pts what is there not to love.

SK: Best in the biz. If you have a nature list with ANYTHING less than 3 critters you are filling your diaper.

TP: I can’t praise these guys enough. 65 pts for spd6 flying chaff? Sign me up. Take at least 2 or even up to 4.

Forest Shamblers [Core (Lrg Inf) Troop/Regiment]
Role within the army:

NR:Main line attacker

SK: Thicc Chaff/Midsize Unit

TP: Tree infantry

Value:

NR:If you take wiltdaddy they can modify to hit on 3 def 4, though they do tend to melt when you take that. 16 attacks and they do get scout which is a nice addition to get to reach out and take some land control with a shambling unit. Crush 1 and fearless help against ranged armies. Oddly enough not even a pathfinder, cuz trees have a hard time walking through….other trees.

SK: Scout change and the way 4th ed shambling works are both hits to this unit in both flavors so be mindful of that when looking at the troop being unchanged in points from 3rd. I don’t hate the troop but the regiment for 165 feels like pretty solid value for a unit that was 200+ last edition. If you take a few and expect nothing from them you will find yourself pleasantly surprised. The oops all tree list is also mildly viable and certainly fun. Every time I have put a regiment or two on the board this edition I have left satisfied.

TP: Do you speak for the trees? These guys aren’t bad as a cheap core anvil or even to dish out some wounds if you take the lady’s reapers option.

Centaur Bray Striders [Core (Cav) Troop(Aux)/Regiment]
Role within the army:

NR:light cav

SK: Dainty Cav

TP: Core cav

Value:

NR:Light cav, at D4 they do have good reach at spd 8 and crush 1 thunder 1. I just can never find a role for them in my army, I wanna like them. I have a bunch but they just dont mesh with my playstyle. They do have nimble which is a bonus

SK: What if gores were kinda shitty? This unit is shaky and unreliable but has potential and decent upside if played and delivered well. Be warned that they are an artillery magnet.

TP: I want to like these guys as core cav is great. The 16 attacks and d4 hurt them a lot though. I think you can make these work but right now they seem to be in a bit of a tough spot.

Nature’s Knights [0] [Core (Cav) Regiment(Aux)]
Role within the army:

NR:heavy cav that costs to unlock

SK: Heavy Cav

TP: Brotherhood Knights

Value:

NR:The other unlock from the knight champ. They are heavy cav with thunder 3. 205pts for once again a Aux unit so no help with list building. To get this on the table will cost you 360pts and eating a druid slot. Just why

SK: This is a cav unit. One with JBOO is always good. See what I said in Order of the Thorn for thoughts on bringing this units and building it but that being said I really don’t hate 1 of these in a list even at aux.

TP: We swear you can totally field a brotherhood army…

Specialist

Spirit Walkers [Specialist (Inf) Troop/Regiment]
Role within the army:

NR:chaff/flanker

SK: Chaff Hunter

TP: chaff/unlock

Value:

NR:Ive never played with them but they look interesting, Dread aura and a troop only costing 115 might be fun but there always seems to be better choices in the specialist slots

SK: This is an underrated unit that is unfortunate to be stepping on damn near every toe in the nature army. Its one of 8 specialists where a LOT those specialists are really good and its also eerily similar to a premium tribal warrior regiment that its hard to find the points and slots to take the jump up. It would be awesome if these found a more defined role or had a way to make the regiments core in Arrogance as right now they’re losing out to all the Nature units that got demoted to specialist jail in Fracture.

TP: I think these guys could be really useful. Lately I’ve been finding a lot of value in cheap specialist troops. They unlock and are usually useful pieces. Dread on these is really interesting.

Grymbrocks [Specialist (Hvy Inf) Troop/Regiment]
Role within the army:

NR:Hammer

SK: Hammer (Weird)

TP: Weird slow cav

Value:

NR:when i first saw them i thought hey a unit tailor made for the over run command. Till you realise its thunder 3, and the second charge is hindered. Brutal 2 is fun though. Spd 5 isnt the best but in a second charge situation they might shine. They feel similar to a fire elemental though maybe slightly better? Having played they hung a lot longer than the fire due to Def5. This unit is quickly growing on me

SK: I will not talk about longhorns I will not talk about longhorns I will not talk about longhorns. This is a really efficient unit if you are a pilot that is really effective at delivering a sp5 tc3 unit with no innate strider. They are also Def5 which is pretty useful in an otherwise squishy herd list. Be prepared to have an abusive relationship with Grymbrocks because of their all or nothing damage and because they all look suspiciously like the love of your life that got away (Didn’t say the unit’s name I still win).

TP: These guys are interesting. Thunder 3 on spd 5 is odd but brutal 2 is very enticing. I can see these being useful but they will require some work to deliver them.

Earth Elementals [Specialist (Lrg Inf) Troop/Regiment]
Role within the army:

NR:main line anvil

SK: Anvil

TP: anvil

Value:

NR:Rocks, Def 6, stick some bark skin on them and have a healer nearby and take a big mean unit out of the game for 4 rounds to play the game of you cant kill me son.

SK: Good unit we all know what’s with rocks. It makes my ass itch that this is not a core nature unit and feels really wrong to have taken that from players to lock behind a glade-wall after starting the edition as core.

TP: Rocks. D6. They live forever and can grind many things to death before they die.

Air Elementals [Specialist (Lrg Inf) Troop/Regiment]
Role within the army:

NR:shenanigan makers

SK: Emotional Damage

TP: Bullshit

Value:

NR:its shambling, who cares its speed 10 flying with leaper. Hide behind a hill and wait for someone to charge that critter you set on an angle 16 inches away. 48 attacks later even wounding without crush or thunder they still are gonna be hurt. Added fun throw some wind blast or lightning bolt on there. Pair with Avatar of the green lady for 8 regiments all with wind blast and a few critters for you to confuse ppl with then lose.

SK: This unit is too strong, I’ll admit it in writing. Seeing over hills with the profile they have is egregious and evil and I am a skill-less, never-was, hack for building my list around them. This unit and Guardian Brutes are what needed changed in fracture, not the strider command.

TP: This unit is bullshit. Bullshit in the best way if you are the Nature pilot and the worst if you aren’t. Spd 10 flying unit with leaper means these guys can hide in complete safety behind hills, rocks, or a number of other units. They can see you but you can’t see them. 24 attacks is insane. These are an auto take.

Fire Elementals [Specialist (Lrg Inf) Troop/Regiment]
Role within the army:

NR:attacking elementals

SK: Hammer (Normal)

TP: elemental hammer

Value:

NR: stick them behind rocks, charge anything the rocks hold up. Kill them for fun and profit.

SK: Really solid unit in regiment form. I personally don’t like the troops and nature eats specialist slots up too quickly for them to be worth it. They take a hinder pretty well and love the rampage command a good bit. With guardian brutes going to def4 and grymbrocks being a headache to deliver, this unit has been waiting for you to come home to ol’ reliable. They’ll work just like you remembered them.

TP: These guys are very damage efficient but the low attacks can be a drawback. Full elemental lists can make good use of these and shambling isn’t quite as dead as I may have previously thought.

Water Elementals [Specialist (Lrg Inf) Troop/Regiment]
Role within the army:

NR:not as good as rocks,airs,fires

SK: Master of fucking nothing.

TP: Paper Weight

Value:

NR:airs are snipers, rocks are rocks, fires are shock troops, not sure where waters fit in, they regen thats nice, def 5, have crush and thunder, but hit on 4s so not as nice as fire, slower than airs and no flying, and not as defensive as rocks. Its like they do everything at 80% of the others.

SK: Troops are solid and hard to shift for 145, if they were core I would like them. The very first game of 4th edition I ever played had water elemental regiments in it. They did not make it to the painting desk after some testing. Then we played with them even more leading up to the the Trident Realms review and they were even worse in that army. This unit does not fundamentally work and is paying so many points to be mediocre to bad at everything it’s supposed to do. Why is it paying points for TC2 when it hits on 4s and the rest of the profile is that of a grinding unit (Def5 & Regen)? It’s footing the bill for a lot of jobs it’s never going to get done and it’s been stuck in that limbo for 2 editions now. I think the unit needs a rework and I would love to be able to justify painting some for my collection.

TP: These are not good imho. I’ve tried them numerous times and I can’t figure out what the bring to the army that other units don’t do better.

Centaur Bray Hunters [Specialist (Cav) Troop/Regiment]
Role within the army:

NR:shooting light cav

SK: Shooting Cav

TP: shooting cav

Value:

NR:highly mobile but shoot on 5s. No piercing either on the ranged attack. In melee combat will do even worse then the core version hitting on 4s and no crushing, all for 10 more pts. They just don’t seem to have a slot to fill in my army.

SK: How can there be a worse thing than silverbreeze? How.

TP: Mobile shooters are struggling right now and these guys are no different.

Beast of Nature [Specialist (Mon)]
Role within the army:

NR:flanker/harrasser.

SK: Asshole

TP: Flanker, Anvil trap

Value:

NR:OMG my fav unit. Others will complain they are worse then last edition, I say get outa the past live in the now i love these guys. They picked up enrage from last editions hydra but without the regen. They fly, they can get into tight spaces with the 50mm base, put 7-8 wounds on them and watch them rip things apart. You can’t ignore them or they will kill you. If you can’t kill me in 1 round then all your gonna do is make the clap back stronger. My record was 12 wounds and still up swinging 19 dice on 3s with crush 2 and viscous. Ive spent whole games spinning a 370 pt heavy cav unit around and around.

SK: Super funky unit being stuck at speed 7 now even with wings. It’s less my style now than last edition but I see the value and don’t hate it. Again specialist slots are at a premium and I would almost prefer this to get shuffled to support so it’s not competing with so many units that are hammers and anvils and main parts of an army. I loved my owlbear, it’s just not for me right now.

TP: Beasts of nature are a weird unit right now. They aren’t as fast as 3rd edition but they still have some play. Woe be to anyone that underestimates these guys and fails to kill it in one charge; you just made a nuke.

Support

Primal Chorus [U] [Support (Lrg Inf) Regiment]
Role within the army:

NR:Developer fever dream

SK: TERRIBLE

TP: weird

Value:

NR: I get the idea but it feels really close to a water elemental regiment, just not doing it well enough to justify the points, and it’s a Unique unit.

SK: This unit absolutely sucks. When you chuck all the keywords in the game on a unit, you end up with a magnificent unit or a complete turd and there is no in between. To the design team’s credit, this probably needed to be launched as tame as could be as I could see the idea getting really out of hand and being way too strong. Time has now passed and it is clear it needs some love.

TP: This thing combines all the elementals and unfortunately you got all the worst parts. You got a bunch of keywords that don’t mean much and it doesn’t do anything better than something else.

Guardian Brutes [Support (Mon Inf)]
Role within the army:

NR:to break my heart

SK: Hammer

TP: Hammer/heartbreaker

Value:

NR:Got new models for them and spent the time to make new bases, they now sit on my shelf. They have lost their role and moving to support hurts even more.

SK: I think the actual biggest nerf these dudes took from fracture was the base size. At least with how I was using them. They cant get out of the way on reforms nearly as easily and the def4 is shockingly painful on ne17 units that you care about like this and centaurs. I dont fully hate them but fires certainly look more and more appealing every game…

TP:These are your main hammers…on paper. 20 attacks can break your heart and if they don’t kill they don’t survive. I still think you take one but they aren’t anywhere like what they were before Fracture.

Scorchwings [Support (Lrg Cav)]
Role within the army:

NR:flanker/harrasser

SK: Bird

TP:pest

Value:

NR:a spd 10 flyer with a bit of shooting for harassing back lines. I like to use them for caster killing. I tend to take other things in a support slot but they do have some value.

SK: Regiments of these are way too expensive as most fast shooting units are right now and they never made it out of testing to any events for me. The troops were more interesting but ultimately got cut leading up to masters as I didn’t feel they were ever worth it over two critters.

TP: a speed 10 flyer that can effectively harass but a bit too pricey at this time.

Tree Herder [2] [Support (Mon)]
Role within the army:

NR:Tree Hammer

SK: Anvil

TP: anvil monster

Value:

NR:scouts to keep up with the rest of your tree list. There’s A LOT to this unit, very inspiring and radiance of life means it can hold its own area. Crush 3 Def 6 means it can def hang on the front line to fight. 255 is a premium but taking this allows for a tree warden in a hero slot so you can keep the board inspired. For a tree list, great if you can find the points.

SK: Solid unit in the tree lists. Kind of weird in other builds. Does exactly what you pay for and can take nifty items like tome or orb which I like. I like radiance in the tree list more than the cloak of death from the wiltfather and find 1 of these to be a near must when going that route.

TP: A d6 monster can be a real problem that a lot of lists don’t have an answer for. Throw this in a flank or a front of something you don’t want to move for a bit.

Greater Air Elemental [2] [Support (Mon)]
Role within the army:

NR:Flying shinagans now with crush

SK: Jerk

TP: flying monster

Value:

NR:that great 20 inch threat you loved before now with crushing strength. Ht 5 means you cant hide behind hills anymore but 12 attacks is still a mean mean side charge with the crushing to help get through to turn those hits to wounds. 195pts makes it a reasonably priced hammer unit. With shocking range

SK: Of the greater elementals, this is the most acceptable. I don’t hate it and I keep flirting with it and testing it in my lists to decent success. It’s not quite lessers but it absolutely works and I wouldn’t bat an eye if I saw somebody running 1 or 2. The strider and cs1 make the unit more self sufficient than lesser airs.

TP: This unit is growing on me. The small base still fits places and a 20” charge range means business. The ability to rampage it can help the low attacks.

Greater Fire Elemental [2] [Support (Mon)]
Role within the army:

NR: large strike monster

SK: MONTER

TP: Monster

Value:

NR: Strider with crush 3 and viscous so basically any of the 10 attacks on 3s that hit is gonna wound. Great choice for the elemental force command if its the right unit type. Fireball 4 for free gives it a lil plink shooting. 225 makes it a not terribly attractive choice.

SK: This is the 2nd best greater and the last one where I wouldn’t hate seeing one in a list. Would love to see it be a bit cheaper.

TP: I am coming around on this unit as well. I still like the air more because of the fly but a monster fits in a lot of places and if you are fighting in a phone booth you can find some flanks with surge.

Greater Water Elemental [2] [Support (Mon)]
Role within the army:

NR:see earlier comments but now bigger

SK: Monter

TP:paper weight

Value:

NR:maintains its 80% as good as the other elemental types.

SK: A wise man once said something along the lines of “This unit is okay at living, okay fighting, and okay at being fast and its 225 points. I’d take itemed up lesser water regiments with JBOO and Sharpness before I even considered this. Also if you print the official Mantic GWE, it is a hundred pounds with a precarious center of gravity for a 50mm base, be warned.”

TP: monster version of bad unit.

Greater Earth Elemental [2] [Support (Ti)]
Role within the army:

NR: Titan based rock

SK: Sad Monter

TP: Titan rock/sadness

Value:

NR: +1 crush +1 Nerve, strider and losing 4 attacks all for the low low price of 10 more points. A 75mm base allows for easier double charges though. Why does my brain feel like this isn’t the worst idea in the world. A smaller main line anvil with more nerve then a Normal earth elemental regiment. In my head its almost like bringing more reasonably priced Siege breakers in an ogre army. .

SK: The Mantic Greater Earth is the actual reason I got into Kings of War. I love it dearly and it is still one of my favorite models I own. Even with all this love in my heart, it didn’t even make it to the end of 3rd edition before being removed from my list and now it is a complete turd.

TP: Greater rock is just worse than rock reg across the board. Stick with the reg.

Greater Totem [U] [Support (War Eng)]
Role within the army:

NR:Love totem

SK:

TP: Gimmick

Value:

NR: can cast commands and gives a 9 inch aura rallying the whole army(what???) and very inspiring to boot. In a non moveable thing you have to put out in front of your army. Its a war engine so it gets triple attacks against it and is a giant KILL ME NOW sign to the opposing army. Seriously every time ive ever played it its the first unit off the board.

SK:

TP: I don’t like this thing. At best it gives commands and vicious, at worst it’s something you opponent can charge to move further than they otherwise could and it can’t fight back.

Conclusions
How good the army is within the game: compared to other armies

NR: Coming from herd army 3rd edition it just feels odd. Core choices right now without choosing an elemental unlocking warlord just feel bad. 2 of the choices require a hero to unlock and then are Aux so dont help build the rest of your army. Tribal warriors compared to a base horde unit of say NA or orcs are woefully lacking and both of are 5def and have crush for within 5-10 pts..Brutes have talked themselves out of a job. Shooting is not a strong suit and building a theme army with trees is fun though in practice it doesn’t stand up well in an actual game. They have some strong healing choices/Druids are top notch. I try my best to not compare them to 3rd edition but they lack a feature that makes them feel any better than a 3 and a half racoons in a trench coat army.

SK:

TP: Nature is in a bit of a weird place. There were massive changes with 4th edition and then it went into the blender again with the Fracture book. I think there is a lot of good here but folks are still trying to find the best builds.

Build archetypes or styles possible within the army: MSU, shooting, alpha, etc

NR: Heavy elementals, Scout tree list. Random stuff with heals behind it.

SK:

TP: Elementals, Herd spam, Trees if you are feeling it.

Highest placing GT lists:

Sean Troy Lady of the Lake


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