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==Why Play WAP Kingdoms of Ind== The mysterious lands of [[Kingdoms of Ind|Ind]], home to a thousand Gods, where the Nobles live in luxury and take to war on the back of mighty elephants. Put it quite simply you are a Hipster who does not want to play one of the more 'mainstream' WAP armies (Read: Any armies with official GW models) that finding models for is easy. You want to field massed Human armies backed up by Gods that actually bother to help their worshipers directly on the field of battle. ===Pros=== *Your Gods actually fight for you in the form of Not!Daemons unlike those of the Not!Europe who sit about as their worshipers are killed. *You get some very cost effective and useful Core choices. *You have ELEPHANTS!!! *The Caste system is basically the nesting doll of the Bretonnian Vow system and gives you lots of cannon fodder options. *The Devas bring some cool unit variety to the army list. Do you want flying Infantry? You got it. Do you want lucky Monstrous Infantry? You got it. ===Cons=== *Elephants though cool sounding will stampede if the enemy even sneezes at them. *Getting models for this army is going to be pretty difficult and probably expensive. *The Caste system limit your options for Character bunkers. *Low Armour saves across the board. *Outside Royal Elephants and Weapons of the Devas, you have no field artillery. *Unlike many of Eliasson's other army books this one suffers from poor wording especially in relation to Magic Items. This can lead to some disagreement with an opponent. Hopefully this will be rectified when the next mass update occurs.
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