Kings of War/Tactics/Forces of Nature
Why Play Forces of Nature
Are you a hippie? Do you like shambling but don't want to play undead? Do you have a grab-bag collection of d&d minis sitting around? Do you not give a shit about artillery? If you answered yes, then forces of nature are the force for you.
Army Special Rules
- Creatures of Nature: All units in this army have Pathfinder unless otherwise noted.
Unit Analysis
Hero
- Centaur Chief:
- Druid: With Inspiring and Heal (2) by default, it's perfect for supporting your battle line.
- Forest Warden: at only 75pts and not an individual, the warden can act as a speed bump for an enemy unit if nothing else.
- Keris:
- Naiad Stalker:
- Pegasus: The spell-less horse-like hero. It's like a Winged Unicorn, but doesn't have any spells or Inspiring. It also loses a point in Thunderous Charge. On the positive side, it is less than half as many points as a Winged Unicorn.
- Salamander Veteran:
- Shaarlyot: A living legend caster and total Mary Sue. Comes with Fireball (10) and Wind Blast (7) 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. You can also buy her pet Tiffee, which counts as a Wild Companion, for 10 points, but she's already 150 points so it's not looking like an effective use of points already.
- The Green Lady:
- Tree Herder: take this to surge your forest shamblers, 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.
- Unicorn: The ground based cousin to the Winged Unicorn. This one only has Heal (5) and cannot take any other spells. It still moves 10" and has Thunderous Charge (2) at a reduction of 50 points from it's flying counterpart. Do note that it does not having Inspiring either, which needs to be taken into account when buying one.
- Winged Unicorn: Magical flying unicorns for those from /mlp. Flies and inspiring to all, it also doubles as a caster. They come with Heal (7) by default, but can also buy Bane-Chant, Lightning Bolt, and Wind Blast. They also come with Thunderous Charge (2) and hit in melee on a 3+, making them somewhat of a jack of all trades hero choice. They are really expensive, however, so aren't going to be the choice for everyone.
Infantry
- Hunters of the Wild: Rangers to compliment your wild animals. They have Vanguard, and Pathfinder by default, and a lot of attacks for their unit size. Rush them out at deployment into some terrain and then charge at the enemy on turn one. They'll almost certainly get destroyed early game, but will at a minimum eat up a lot of your opponent's attacks and even possibly demolish some of their front line.
- Naiad Ensnarers: A somewhat weak stat line, but they come with Ensnare, Pathfinder, and Regeneration (4+). They don't hit particularly hard, but they are very survivable and can tar pit most units at bigger sizes with their 50% chance to heal every wound, every movement phase. Solid infantry choice.
- Naiad Heartpiercers: More range oriented Naiads. They trade out Ensnare for harpoon guns with Piercing (1). They hit on a 4+ at ranged, which is better than most ranged units in the game, and still have that Regeneration (4+). Just like their melee cousins, they are a solid infantry choice.
- Salamanders: Dinosaur infantry. These are your elite heavy-hitters, but they interestingly enough aren't as survivable as Naiads. They're the same price as Naiad Ensnarers, trading out Regeneration for Crushing Strength (1), an extra point of nerve, and 2 points of defence. They have the option to increase to Crushing Strength (2) and lose a point of defence. You're better served in this army by taking Naiad Ensnarers.
Large Infantry
- Elementals: The most customization you're going to find in any non-hero unit in this army. They come with Crushing Strength (1), Pathfinder, and Shambling base, but you must turn them into one of four elemental types. These are largely the same as other armies when they get "Air Elementals" or "Fire Elementals," you just have access to all four. Earth get an additional defence. Fire get an additional speed and point of Crushing Strength. Air get speed of 10 and Fly, but lose Crushing Strength altogether. Water gain 2 points of speed and Regeneration (5+).
- Which one you want is going to depend on what you want them to do. Earth is good for tar pits. Fire is good for hitting units hard. Air is a more expensive distraction unit than Forest Shamblers. Water are a more mobile, but also more expensive, tar pit than Earth. Decide which of these roles you want this unit to fulfill and build your unit towards that goal.
- Forest Shamblers: The cheaper large infantry unit that has much less customization than your Elementals. These have mostly the same stat line as Elementals, but add a single point of speed and gain Vanguard. This makes them ideal for jutting out at the beginning of the game to function as a DISTRACTION CARNIFEX. They're actually moderately difficult to kill, meaning you'll probably even get a round of melee combat out of them if you take a horde. Solid choice. Don't forget they come with Pathfinder from the army special rules.
Cavalry
- Centaur Bray-Hunters: Shooting centaur. They're really low on attacks, but on the flip side of they cost less than most of your infantry. The problem is that Naiad Heartpiercers are better shooters and more survivable, while Centaur Bray-Striders are better cavalry and are cheaper. Not a good choice.
- Centaur Bray-Striders: Your basic cavalry. They're not as good as Naiad Wyrmriders, but they are cheaper. Their low number of attacks, however, really hurts them. You're better served just taking Hunters of the Wild if you want a harassing flak unit and Naiad Wyrmriders if you want a hard-hitting cavalry unit.
Large Cavalry
- Naiad Wyrmriders: Naiads on large sea serpents. They have a better stat line, hitting in melee on a 3+ and an extra point in defense above their foot slogging sisters. They keep Regeneration (4+), but trade out Ensnare or harpoon guns for Crushing Strength (1) and Thunderous Charge (1). Don't forget they also get Pathfinder, so they can easily slither through terrain and not take any penalities on the charge. Very effective at getting to the enemy and destroying them, while still reaping the benefits of their Regeneration.
- Sylph Talonriders: Your eagle riders from the beta list. Don't expect them to take any hits very well with their low defense and no regen. Their ability to fly is what really makes their use different from Naiad Wyrmriders. Fly them over a foe to the flank and turn ninety degrees before opening up with an arrow barrage, forcing your opponent to spin around to face them or risk a rear charge.
Monsters
- Beast of Nature: fully customizable monster. Kit it out with the option to be viscous with 7 attacks for some respectable fire power. Flying is nice too.
- Greater Elemental:
- Hydra: Brutal monster that gets stronger the more wounds it has on it. Starts with 5 attacks that hit on a 4+, but for every wound it has on it you gain an extra attack. It routs on a nerve of 17, so there is plenty of potential to expand attacks. It also has Crushing Strength (2) and Regeneration (5+), making it a beast to deal with. Experienced players will probably just ignore it, so you need to force them to respond to it to get the most use from this sea beast.
War Engines
None. Their carbon footprint is too high.
Tactics
Their shambling units have good firepower for their cost, but don't over use them. You'll want one or two shambling hordes, but anymore and you'll be forced to waste hero slots to support your shamblers. Druids are soft high value targets for you opponents. They can surge, heal, bane chant and inspire. I can't think of any other way to buff a unit. Protect them.