Kings of War 3rd Edition: Order of the Green Lady Army Review

Hello everyone! I bring you another Army Tier review, this one written by the Lord of Sportsmanship, Sir Kevin Spear!

If you want to read an Introduction to the Order of the Green Lady, you can find that, also written by Kevin, here.

Tier Rankings: 

Trying to rank units in Kings of War is not a perfect science.  By pure design, many units are meant to work in combination with other choices in the army and can be hard to judge on their own.  For this exercise, it’s assumed the unit is being used to its utmost potential within the army. This is not just a math problem to determine the most cost-effective unit but to also see how they compare in scope, role, and impact across not just within a single army but all kings of war armies. For the most part, units will be treated as one entry; however, if an option or size drastically improves a unit it will be separately mentioned. 

S Tier: Reserved for units that are widely acknowledged as either being significantly undercosted or have a combination of rules that perform well above units in similar roles.  These units are often called “auto includes” as any list stands to be made better with their inclusion. Expect these units to be addressed in future CoK book updates

A Tier: These units are some of the best the army has to offer. They excel in their specific roles, and commonly help form the core of most competitive lists. While not auto include, they are great in almost any army they are taken in and will be seen frequently.

B Tier: The unit choice has a mix of strengths and weaknesses that makes it very playable but balanced. These units work great with specific roles in mind; however, their weaknesses mean they do not help every list. In a perfect world, all units would fit into this category.

C Tier: C tier units may still shine in niche lists and roles; however, they will feel underpowered when compared to similar units in other armies. Decidedly suboptimal, you could make them work, but frequently will see other things that are just better.  You will rarely see many lists take these units.

D Tier: Units that need some considerable love and attention. You will struggle to find any role for this unit, that another unit couldn’t do better. Very often you will see these units labeled as “unplayable”.  

If you are interested in our other Army Tiers you can find them here.

Order of the Green Lady

On your reappearance, a broad grin spreads across the old, grizzled Exemplar’s face. His voice is a loud, booming baritone.

“Back again, I see. Well met, well met!” He nods approvingly and kicks a chair out for you.

“Well, you better order me a drink. My throat will be parched by the time we’re through.” A firm hand claps shoulder before pulling you in conspiratorially. “Let me tell how the Order goes about its business.”


“Welcome back, Noble Initiate!”

We’re back with Part 2 of “An Introduction to the Order of the Green Lady.” By selecting this article, you have yet again submitted yourself to listening to an old knight’s ramblings about an oft’ underused (but rather exceptional) army.

“Just A Moment of your Time Before We Begin…”

In my previous article, I mentioned how one of the greatest strengths in the Greenhood’s arsenal was its unit diversity/flexibility. If you didn’t actually read Part 1… Well, first off, shame on you for not reading these in order!

But, secondly, the Knights of the Green Lady have a hefty number of units that are “Jack-of-All-Trades-but-Master-of-None” types centered on movement and board control. As such, army list construction is HIGHLY flexible, making ranking units difficult. For example, an Exemplar-Commander could create an all infantry force, an elemental-themed list, or an all-knight crusade with relatively little problem, and each would be effective in its own right yet each list leads to an inevitable shift in unit ranking.

As such, I’ve created my personal ranking from what I feel is a place of “comfortably in the middle.” I personally enjoy using a bit of everything as I enjoy model size diversity (if it looks good on the table, it must be good!) and the feeling that I have some ability to take on any opposition.

With that in mind, I also have a word of caution when constructing competitive Greenhood lists. The Order has many “points traps.” Whether its hordes of Earth Elementals, illustrious Orders of Redemption, or fully decked out Beasts of Nature, a novice Exemplar-Commander can easily fall into constructing a list that takes all or multiple of these units and yet will find themselves consistently struggling on the tabletop. But, why?

This, strangely enough, is due to where you’ve chosen your points limit and that aforementioned unit diversity/flexibility. In smaller points games, your elite units (and lists!) will shine (or, at least, be competitive). They have enough special rules, board space, and nerve that they can weather the rare ultra-killy units and keep on fighting. But although many of our units will lean toward the expensive side, few Brohood units truly fill the role of “specialty” units and none can be called “true hammers.” So as your games move beyond 2000 pts, you’ll find that your opponents will have more access to and be able to present more of such wicked toys. By 2250, it’ll be a rare sight to find a list that doesn’t contain all the customary auto-include deadly choices.

This puts our elites increasingly on the backfoot as they just aren’t offensive enough to pop such enemy units in a single turn. My advice is to consider taking a more horde/unit heavy list centered on a certain theme (speed, power, durability, etc.) at these levels as the combination of maneuverability and weight in numbers will (1) overwhelm more elite-oriented lists and (2) jump more shooting-oriented lists. This ranking will also take such ideas into consideration.

Kevin had a few kernels of wisdom on how he grouped and thought of units. Rather than lose this in the structure of Tiers, I separated it out here; basically, this is how Sir Spear visualized his various choices.

Anvils: “So many choices…”
The Order of the Green Lady is spoiled when it comes to anvil types. Each unit is a solid choice when it comes to absorbing wounds and providing time for your hammers to get into position for devastating counter blows. Nonetheless, each provides its own unique secondary benefit that an aspiring Commander needs to consider when building his army.

Hammers: “An endless knight!” (Knight Jokes!)

As expected of a Brotherhood descendant, the Order comes with a diverse selection of knights. Like your anvils, each fills a niche but will serve you well if you have an overall goal in mind.

Heroes: “Sometimes cheaper truly is better.”
When it comes to Hero choices, the Order of the Green Lady is a dichotomy. On one side you have cheap, flexible hero choices (such as the Druid, Exemplars, and Adjutant), while on the other you have some of the few specialist choices in the entire list (Exemplar Redeemers, Unicorns, and Avatars). Although I love the “fluffiness” of these latter choices, in my experience you can build any of the expensive support units out of the cheaper choices, saving you valuable points.

Utility Units: “It’s always nice to have a little something for everything.” (Monsters, Swarms, etc.)

S Tier

Order of the Greenlady players looking for their S Tier unit

A Tier

  • Order of the Brotherhood (A): There are only a few units that I would say deserve an A Tier ranking in the Greenhood list, and the Order is one of them. There’s no two ways about it, the inclusion of the Sacred Banner of the Green Lady lifts them above their peers. With it, you’ve now created a poor man’s version of any elite unit you desire.

    Just keep in mind that the Order of the Brotherhood is one of diminishing returns. Your first unit is amazing (Sacred Banner + artifact), your second is good (most likely you’ve taken the PF item), and the third less so (most likely Boots of Striding). For most lists, I typically take two, but you’d be a snot-nosed initiate if you didn’t ride out with at least one.

    How to Use? Use this rare bit of insane flexibility to strengthen your army’s primary purpose. Want a cheaper version of the Order of Redemption? Throw a Brew of Sharpness and a Vial of Sacred Water for heal on there and hit on 2+ all day! Yearn for the Brothermark’s Order of the Abyssal Hunt? Give these guys the Brew of Strength and now you can really go questing! Want to really push that distance threat?  Want to try your hand at elf shenanigans? Sip the Wine of Elvenkind, march and nimble pivot at your leisure. Just look at some other army’s elite choices and ask yourself “what artifact can I add to my Bros?”
  • Druid (A): Ah, the humble druid. Who knew in your simple 65 pt package that you would be everything a Brotherhood army needed? Inspiring? Check. Healing? Check. Access to Bane Chant? Uhh… CHECK! By providing us the Druid, the Greenhood has finally achieved broad access to something they desperately needed… Bane Chant. This increased grinding power (because let’s face it by now, our Knights don’t pop units in a single go) immediately launches us into the competitive tiers of KoW. Even better, this is the go-to unit for mimicking the more expensive hero choices. Do not underestimate this piece!

    How to Use? Like your Order of Bros, the Druid can be kitted out as a cheap specialist that fits your needs. My traditional go-tos are (1) The Healer and (2) The Zapper. The healer will often run with just the Shroud of the Saint for Heal (5) as his primary role is hiding among the anvils, helping to maintain that all-important line. If I can afford it, I’ll give him Bane Chant, but only if I can afford it. The Zapper naturally carries a Boomstick to increase his LB to 5, and he always comes with Bane Chant. She runs among the Hammer units, often wavering chaff and enemy heroes to bits before giving our Knights that extra bit of Bane Chant love. A less common third Druid build would be one that runs Heal (2), Bane Chant (2), and the Conjurer’s Staff. Heck, you can even give it LB (2) for just 10 more points. It’s a real utility piece that works great in smaller points games.
  • Beast of Nature (A-): Ah, the infamous Beast of Nature. A true terror of second edition with its ability to have Fly (plus Nimble), 7 CS2 attacks, Lightning Bolt, and Pathfinder to boot! It’s taken a bit of a slightly warranted debuff, but it still fits nicely into two much-needed niches on the Greenhood Roster. One is as a replacement for our own Forsaken Beast (by The Green Lady, I miss you… please RC bring him back!). In this role, I think it only does a modest job. The ability to add ensnare to the Forsaken Beast made for an amazingly cost-efficient anvil and was one of the few standouts of the 2nd Edition Brotherhood’s list.

    The BoN can play this role for a turn (maybe 2), but it doesn’t love being there. The BoN clearly shines brightest in its role as Flying Monster (formerly the Exemplar Forsaker’s task). Many a KoW player knows (and rightly fears) the power of a flying/nimble Monster. These are amazing at floating down the board edge before pivoting inward, forcing your opponent to slow his advance and giving you greater board control. Just remember, the BoN comes with Vicious naturally now — don’t let anyone tell yah different!

    How to Use? You have to take Fly if only for Nimble. That particular ability is in short supply for Forest Knights with only two other non-individual units having natural access to it (Woodland Critters and the Exemplar Redeemer on a Winged Unicorn). After that it’s up to you as to what other option(s) you take. Personally, I lean toward Noxious Breath as my BoN are commonly used to stretch flanks, threaten exposed units, and chaff clear (another “ability” we are limited on). Actual combat only occurs once… MAYBE twice in a game. It’s hard for me to take all the options as now you’ve got a 220 pt unit that’s going to be hard-pressed to make up its points. Patience is a virtue with this piece. Looking for openings (rather than just front charging the first enemy it sees) will pay dividends.
  • Pegasus/Exemplar of the Brotherhood/Woodland Critters (A-/B-/C): (Here Kevin goes rogue again, three Tiers in one post! – Ed ) I’m sorry, but the Pegasus is just straight amazing. If you have the unlocks, then you need to take at least two. In 2nd Edition, I used to run two to three Exemplars of the Brotherhood on horses to be chaff, anti-chaff, war-machine hunters, and shooting/magic shut downers, but the Pegasus fills all these roles and more!

    It. Has. Unit. Strength!

    Thus, if these winged bad boys make it to the end of the game, expect them to be flying all over creation to swoop on objectives. And do you know the cherry on top? They are Height 4! This means they can lurk behind your knights, elementals, and infantry before striking. The only caveat, however, is they do NOT have Nimble, so a little finesse will be needed to make those key chaff moves. If you don’t like that, then I would suggest the Exemplar on Horse as you gain more movement flexibility but lose out on some chaffing options. The third option is Woodland Critters. They have Unit Strength, Fly, and Nimble, but mannnn… that Speed 6 gives me pause. If you’re strapped for unlocks, I could see them being a viable option.

    It has actually been FAQ’d that the Pegasus is Nimble. -Ed

B Tier

  • Men-at-Arms Retainers (Ranking B+): For me, there is nothing more stable than the Men-at-Arms horde. They are your ultimate utility piece in the Anvil category as they not only provide you with the most diverse additional drop options but tie for the highest US and Nerve in the infantry category. Consider them the best “all around” option out of all your anvil units.

    How to Use? As is standard with low cost but high number of attack infantry hordes, take them with the Hammer of Measured Force if you need something to threaten Def 6 opponents. Traditional Greenhood lists come with a ton of TC but are light on CS, which is a real killer in the current high-defense meta. No De 6 unit wants to be trading wounds with a unit like this; more often than not they’ll come out the loser. Still, keep shrewdness in mind. Only give this unit a Vial of Sacred Water if you’re a super aggressive player or want that “Sacred Water” key term.

    As a side note, I think there is a wonderful opportunity to use M@As as sturdy chaff/blocking pieces due to their combination of 13/15 nerve and the Headstrong rule. Non-hammers and shooting will struggle to pop them in a single turn. Consider it an option.
  • Order of the Brotherhood on Foot (B-): In traditional Greenhood strategies, the cavalry gets all the glory while the footsloggers do their best to hold. As such, my footsloggers tend to jump up and provide area threat turn one, then slowly withdraw in the subsequent turns. This technique often gives the cavalry the time they need to run over their opposition and get in on the central combat. However, I find that means you need to really stress maximizing the number of points in the hammer and minimize the points in the anvil. The Bros on foot fit this bill well. They open up an additional unit choice with the added benefit of being relatively hard to budge (they are knights on foot after all).

    How to Use? As often stated in this category, keep ’em cheap. In most of your army compositions, they will take on other mainline standard infantry (usually two at once) as any good anvil should. But if you’re feeling frisky, regiments can serve as a strong buffer piece when running among your knight blocks. Many opponents tend to think of KoW combats in a “chess” like manner (i.e., I present this piece to be taken first, then I take their piece, etc.). Their inclusion in your “attack wing” will often throw a spanner into such thinking as they require serious resources to pop, forcing enemy commanders to present their vital hammers too early. Take the Vial if you can afford it and collect your opponent’s tears for another Vial when you recover three wounds.

    I’m uncertain of their potential as chaff as there are much better options (for 10 pts more, you get a REGIMENT of M@As), but they are possible.
  • Earth Elementals and Greater Earth Elemental (B/C+): “Gasp!” I hear you exclaim. “How can you give the Earth Elementals nothing less than an A?” “I’m not going to read any more of this!” “He has been hit too many times in the Joust!”

    Yes, I would never deny the very real advantages of running Earth Elementals in either of their forms (as seen by their frequent use in tournament armies). But both units are examples of our first “Points Traps” when choosing a Greenhood list, considering them in their role as true anvils. Although they may require a tad more finesse, both the M@As and the Bros on foot can fill the same role for substantially fewer points. So before bringing these, think carefully as to what you want from your list as a whole. If you’re going for a traditional Earth Elemental heavy list, then by all means. But if not, for the same points, you could take two M@A regiments instead.

    How to Use? Besides their obvious uses in hordes or as a monster when taking surge lists, when possible, consider turning your M@A or Brotherhood on Foot Regiments into Earth Elemental regiments. You give up a small amount of offensive firepower for huge leaps in defense. They have come up aces in so many of my recent matches that I’ve been kicking myself for not using these affordable, compact pieces earlier. Throw a Healing Brew on there for good measure.
  • Exemplar Redeemer (B or C): This unit entry actually gives you two distinct hammer types… although one is clearly better than the other. Mounted, the Exemplar Redeemer is a force to be reckoned with and is a massive upgrade from his 2nd Edition counterpart. You’d imagine when putting him on a Winged Unicorn that he’d be even better. Yet, you’d be wrong.

    The issue lies in his Nerve. At 13/15, both versions are a glass cannon (holy wavers, Batman!) but the Winged Unicorn option makes this far worse as it loses the all-important “individual” rule and gains Height 4, making him a target for shooting. If you want a flying monster, it’s best to go with a Beast of Nature with wings.

    How to Use? The Exemplar Redeemer feels like he really aligns with his fluff. It does really well when combo charging with a unit of knights into the front of an enemy (solving the “I can’t pop a unit in a single turn” issue) and, when the time calls for it, striking out against an enemy hero (even one who is pretty powerful). Therefore, any combat item you add to him really works well. Just remember, that average nerve means he can’t grind like Herja or the Cursed Pharaoh of old. So although the price point gives me pause (the Exemplar Hunter was a better combo combat hero in my opinion), there’s really no other Greenhood hero that fits this role. Just expect this guy to waver… a lot.

    Fun aside. A really uh… we’ll call it “heroic” idea would be to strap him into the Boots of the Seven Leagues. Imagine your opponent’s distress if you get the top of turn one!
  • Water Elementals (B-): Gosh darn it, I love me a horde of Water Elementals. In a weird way, they remind me of a “watered down” (pun intended) Order of Redemption, filling a role of “something between a Hammer and an Anvil.” And that is not a bad thing! Because of their Speed they can actually stay with your sweeping flank (I find most sweeping flanks only move up to their base speed on Turn 1 anyway) before serving as a grinding type of unit with a bit of punch (even more if Bane Chanted!). They are by no means an auto-include, but if you already have two units of Order of the Brotherhood in your list and are considering taking a third, why not try out a horde of WEs instead?

    How to Use? I like to make my Water Elementals a little more combat-oriented with low-cost items such as the Pipes of Terror or the Mead of Madness, but you could always go more toward survival with Hann’s Sanguinary Scripture. In the previous edition, I used to run the Brew of Haste (that extra 5 pts has given me pause) or the Brew of Sharpness (I’d rather put that on a regiment of knights). Those could still work, but my gut screams they aren’t nearly as points efficient.

C Tier

  • Naiad Ensnarers (C): Our second in a rather long list of “Points Traps,” the Naiad Ensnarers are another good unit (leaning toward exceptional when in the woods) with an even heavier cost than the Earth Elementals. Combined with their lack of unlocks, I’ve struggled to fit them into any of my tournament lists. That said, when used effectively, they can hold up against some of the strongest units in the game.

    How to Use? When it comes to specialist units like this, I feel you need to lean hard into their strengths. Give our fishy friends the Hammer of Measured Force to make them combat effective (at 250 pts, it needs to be) before running ’em into difficult terrain or behind obstacles for grinding combats. I’ve seen this work wonders for FoN, but as with all our point trap units, you’ve got to consider your army list’s purpose. If you’re just looking for an infantry horde, go for the M@A.
  • Order of the Forsaken (C+): Ah, Pegasus Knights. You have had such a tumultuous history. In ancient times (read as “WHFB”), you were the terror of the skies. In more recent (read as “previous edition”), you were just too overcosted to be considered good… especially when compared to others of your kind (read as “Elohi” or “Drakon Riders”).

    Yet, those days of mediocrity have seen you make the transition to 3rd Edition fairly well. Like all flying Large Cavalry, you’ve lost that beautiful Nimble, sadly narrowing your role in an army list bursting with utility. But unlike those others, you’ve kept your offensive power. So if a Knight-Commander can play you with some finesse (read as “you need to be good at movement, dummy!”), you can be a real asset.

    How to Use? I’ve found the most success is found when force-feeding them a Brew of Strength and using their firepower in the true anvil format. For best results, this changes their position when deploying (something many newer commanders do not consider). Often, Nimble flyers find the greatest success when placed on the extreme edges, attempting to turn flanks. However, this new, “simpler” version thrives about 1.5 feet from the board edge, looking to make its presence known in projecting huge areas of threat before jumping into flanking or central combats as needed.
  • Order of Redemption (B-): Who doesn’t love a Grail Knight? Apparently, every tabletop game company, that’s who. But maybe it’s just my own fault? The Game-that-Was built them up so in my mind (damn you, Anthony Reynolds!) that I expect them to be something akin to good-aligned Soul Reaver Cavalry. Unfortunately, they fall way short of this and appear as another one of our dreaded point traps. I’m not saying they’re not “okay,” but for 50 points more than a regiment of mounted Bros, you get 4 extra attacks, Inspiring, and Regeneration (5+).

    All those rules definitely attract many an Exemplar-Commander to add at least one to their list. However, under closer inspection, these additions don’t make the Redemption “great.” Those 4 attacks will only add 1.5-2 more wounds in a combat (not guaranteeing a pop on the first charge), and relying on a unit that will inevitably be in the thick of battle to have Inspiring is risky at the best of times. Regen 5+ is not enough to swing them back from an easy pop when fighting elite opponents.

    How to Use? Look to use them effectively in smaller games (up to and around 2000 pts) as they are points efficient when compared to other units. I’m not saying NOT to use them (gosh darn it, they are “Grail Knights”! They are SO cool!) but just know that as you go beyond this level, your opponents will reach a point where they can take a bunch of much nastier offensive units than you. At that moment the Order of Redemption becomes a distinct liability. My recommendation? Break their points up into a unit of Order of the Brotherhood and a Druid. You get more flexibility for the relatively same price.

D Tier

  • Unicorn and the Avatar of the Green Lady (C+ and D+): “So why doesn’t the Unicorn rank as high, Sir Spear? You can make a better healer or zapper out of them. And why are you combining the Unicorn in with the Green Lady?” (Sir Spear combined these two, making it tough to place them in the correct Tier; I decided D, as several units based on his description I felt maybe deserved to be here anyway -Ed)

    For me, it always comes down to points efficiency. Many of the great additional stats (CS, TC, 3 Attacks, Regen 5+, Cloak or Radiance) are either points inefficient or completely wasted (are you really going to charge a Unicorn into combat?), inflating the price of each to an amount that’s meant for exceptional heroes. Quite simply, the Druid can do it nearly as well for a lot cheaper. Heck, throw a Forest Steed on one of the aforementioned Druids and even the Unicorn/Avatar’s high speed is negated while netting you another 30-95 points to play with. Yes, you can make better versions of The Healer and The Zapper with the Unicorn, but is the extra 55 points you’ve spent on this graceful beast REALLY worth it?

    How to Use? Like with many of these higher points options, in smaller point games when you need a unit that has a lot of special rules, the Unicorn can be your go-to choice (no idea when you would use the Avatar though… maybe in fluff games?). But past the 2000 pt mark, I think you’re hamstringing yourself. You can go with the triple Unicorn build to have an ungodly 17 LB and 17 Heal, but that screams to me of a more defensive mindset… something closer to the FoN style of play and not best utilizing your ability to swarm the board with units.
  • Devoted (D+): Why, oh why do the Gods hate the Devoted? I mean, all they want to do is serve! In my mind’s eye, I can see what they are meant to be… semi-Fae enchanters and enchantresses that support their allies with Life Magic (i.e., a healer/support build among your blessed knights). But to achieve that, the Devoted (or how the Greenhood’s Sacred Water special rule works) NEED an overhaul. They feel like they can be in one of two spots (1) among mainline anvils or (2) with the Order of Redemption. Lets briefly talk about the issues with both…

    If you’re going to be among the anvils you need to have Inspiring. Thus, you’re forced to buy the Talisman and hindering you from any meaningful healing. You could give her the Radiance of Life and the units beside her the Sacred Vial of Water to attempt an area heal, but this feels situational at best. I mean, don’t get me wrong, I love what it’s attempting to do, but in a game whose strength is creating streamlined mechanics, this feels overly complicated/difficult to pull off.

    Therefore, the natural synergy pulls us toward the Order of Redemption and another unit of the Sacred Water keyword. This allows us to take the Shroud and Radiance of Life, making for a potent combination with the knight’s innate Regen 5+. But that’s it. Are you willing to spend 105-120 points on a heal (6+1) that will most likely be glued to two other units? If it had the ability to either hurt chaff (Icy Breath is just too short-ranged) or support units in other ways (Weakness or Bane Chant), it would be worth it. As it stands, I don’t know that all the points spent are worth the railroading it forces you to take.

    How to Use? Take her if you want to try a Sacred Water themed list. It’s probably not the most cost-effective, but it would be amazing to see! She can Heal and Surge those Water/Earth Elementals when the time comes.

    A crazier idea would be to put her on a Forest Steed, swap the Heal out for Icy Breath, and give her a Trickster’s Wand. She becomes a roaming supporter, slowing down enemy units and making enemy casters think twice on dropping those big dice spells. I don’t know… the RC needs to make changes, point shifts, or make the Sacred Water rule easier for her to be competitive with the other hero choices.

“That’s it.”

You fully snap out of your revelry when the Knight leant back in his chair, arms outstretched and gave a big, weighty yawn. You begin to speak, but he waves you off dismissively.

“I knows whats ye’ thinking.. ‘but there’s still so much more to be said!’ Well, dear initiate..” He stated as he turned over a pitcher of ale. It made a hollow clunk amidst the now empty tavern. “… the clock has struck. I’ve given all I know. Maybe ye’ agree. Maybe ye’ don’t. Regardless, I hope it got ye thinkin’,” and that broad grin returned, “that you might want to be searching out The Green Lady for yourself.”

About Jake Hutton

I am from Baltimore, Maryland; and have been in the wargaming hobby for 19 years, and a regular participant on the tournament circuit for 7. I am an avid hobbyist, and one of the hosts of the Unplugged Radio podcast. In addition to Kings of War I am a voracious reader, gravitating primarily to Fantasy/Science Fiction, Manga, and Graphic Novels, I also am a massive fan of Dungeons and Dragons, video games, and board games!

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