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===Hero=== *'''Centaur Chief:''' He's only 110 points for a fast cavalry hero with moderate damage output (CS2), Inspiring (Centaurs only), and Pathfinder. Being Individual men's he can easily rush enemy War Engines or disorder missile units. He won't win the battle on his own, but is a great addition to a well rounded Nature army. He is also Migthy now and IMO the best individual hunter available in FoN at the moment. So great candidate for the Mournful blade item. *'''Druid:''' With Inspiring and Heal (2) by default, it's perfect for supporting your battle line. The Druid has access to pretty much all the important spells and is going to be your primary Surge source when fielding Elementals. Now you have two types of Druids. The regular druid, with lower healing and surge abilities but option to go for bane chant and lower points and the gladewalker druid which is more expensive but has greater magic abilities. Both have inspiring. Gladewalker druid also has better nerve values but if not intended for an elemental army default druid might be the way to go. *'''Forest Warden:''' This guy took a slight point increase, from 75 (awesome) to 90 (ok'ish) and not being an individual, the warden can act as a speed bump for an enemy unit if nothing else. Less interesting now without the formation but still a worthy choice in low points armies. Surge 4 could be useful, specially along the new item for +4 surge. And 6 attacks coming from the flank are always welcome. Plus you might secure an objective for only 90 points. *'''Keris:''' A very interesting option in 3rd edition. He has now not only the solar staff but also a customizable option to several spells (fireball, heal, and a few other). Main improvements, 1.- He is now cheaper and a better specilist for the role you want him and 2.- The solar staff is now a critters call spell (8att at 4+ and if a hit lands then you are disordered). I expect to see him more in the battlefield now. *'''Naiad Stalker:''' Speedy with a good melee attack and mediocre defense. Has Crushing Strength(1), Stealthy, Regeneration(4+) and is Inspiring(SELF only). He's pretty decent in melee but only has 4 attacks. His real benefit is he can get a Harpoon gun that gives him Piercing (1) making him a pain to deal with at a range due to having -2 to hit them(-1 for Stealthy and Individual), making him nigh immune to shooting from a good number of armies. Not to mention that he can just regenerate wounds back. This lets him plink away at a range against units to try and force routs. Decently costed at 95 points base. The main upgrade in this edition, she also gets Ensnare. The greatest use I see for this lady, stoping a horde of 4+ hitters on her own for several turns. Put her inside a forest and drink your opponent tears hitting at 6+ and then you regenerating half the damage. *'''Salamander Veteran:''' Unadulterated beatstick with a relatively low speed and no way to go faster (dang!). Crushing Strength(2), Individual and Inspiring(Salamanders Only). Can hit like a truck in melee with 4 attacks but with how Individual works and no way to go faster is sadly pretty low use. Maybe make him a threatening counter charge unit. He can take a cat to throw at people once per game at least and is pretty decently costed at 85 points. The most important upgrade is the 'guiding flame' option, granting an elite aura for salamanders only and denying the option of taking additional magic items. You could really enhance your salamanders with this guy. *'''Shaarlyot:''' A living legend caster and total Mary Sue. Comes with Lighting bolt (4) and Wind Blast (6) in her spell book. She also has Fly, Individual, and Inspiring, but only 1 attack. She has a speed of 10 though, so she can move out and fire off a spell. Unfortunately she only has a defence of 3+ with no other defensive measures beyond Individual, so expect to lose her quickly if she's in the front where she needs to be to cast effectively. The main rule from her falls short in my opinion. It grants the possibility of casting lighting bolt and then, out of the total damage inflicted directly cast that number of wind blast on the same target. Meh... *'''The Green Lady:''' Not overly expensive, but not very cheap for her role either. The Green Lady will compete with the Winged Unicorn as a support hero. But unlike the Winged Unicorn she has no combat abilities and her only spell is Heal (6). However she easily makes up for this by being much more resilient with Defense 5 and Regeneration (5+). Also, she now has the option of going for Radiance of Life or Cloak of death at the begining of the turn, making her a little more versatile but still not my main inclusion for the support role. *'''Tree Herder:''' Take this to surge your forest shamblers / elementals, inspire your troops and when the time comes wreck your enemies in the face. It's a monster that can take a magic item to increase its face raping power, ideally this item would be something like elite. Great inclusion in the army, providing support, strong melee and surge here and there. *'''Unicorn / Winged Unicorn:''' Now you only have the unicorn and you can buy him wings if you want. It's way more customizable than before. You can have a strong 5 lighting bolt (LB) inspiring folk for only 120 or 8 LB for 150 with boomstick. Or you can go for the whole package and take a 200ish character that does almost everything. Very strong option in 2k games going for 18LB spam.
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