Kings of War Third Edition: Forces of Nature Army Review

This review has been updated for Clash of Kings 2022, all changes are put in red text.

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 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 having 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: These units have a mix of strengths and weaknesses that make them 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”.

Find our other army-tiered reviews here.

Welcome to another Dash28 army tier review! I have the esteemed privilege of analyzing the Forces of Nature, one of the greatest (and most balanced) armies in all of Pannithor. Being one of only two Forces of Nature players in the U.S. Masters this year, the Dash28 editors asked me to put this article together. To be fair, the other player, Dustin Howard, is a much more experienced general and far superior tactician. However, when Jake reached out to him for this review, Dustin replied, “Buzz off Pikachu, I’m trying to get these reps in. Do you even lift, bro?”

This left the task, for better or for worse, with me. I drafted some initial rankings and ran them by Jake Ciarapica, Tom Annis, and Alex Chavez for feedback. After a few tweaks, I arrived at what I think is a fairly accurate review. Also, when 3rd Edition dropped, I wrote a First Impressions Review of the Forces of Nature, which I encourage you to take a look at as a companion piece to this article.

The Forces of Nature

Formation – Nature’s Wrath

This formation is awesome from a lore perspective. You get two Air Elemental hordes and a Greater Air Elemental and imbue them with the power of the Water Elementals – Regeneration (5+) – to essentially create a tsunami. The Greater Air Elemental also gains the Aura (Brutal – Airbound & Waterbound only) special rule. The problem is that Air Elemental hordes aren’t very good, and Regeneration (5+) isn’t the upgrade they need to get better. I’d call this Formation C Tier.

S Tier

Tree Herder – The Tree Herder brings a lot to the table for 260 points. De 6, -/18 Ne, and the Radiance of Life special rule combine to make him a tank. Me 3, 9 Att, and Crushing Strength (3) mean that he can lay down some serious hurt in Melee. If that’s not enough, he has the Scout, Pathfinder, AND Strider special rules, making it easy to project a wide threat range. Top that off with Surge (8) and you have a really attractive unit. I usually run him with Hann’s Sanguinary Scripture or the Aegis of the Elohi to boost his survivability. What pushes this guy over the edge to S Tier is the Wiltfather [1] upgrade. For an additional 40 points, you gain an additional attack, an additional point of Nerve, Aura (Vicious – Verdant only), and exchange Radiance of Life for Cloak of Death.

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A Tier

Unicorn – It is difficult to underestimate the utility of Hero (Lrg Cav) units with the Fly and Nimble special rules. Their mobility is simply peerless. Add in the Pathfinder special rule, and the Unicorn can easily get anywhere on the board in the last few turns of the game to grab objectives or contribute a point of Unit Strength. While the wings are an optional upgrade, it is hard to imagine bringing a Unicorn without them. In addition to their utility in scenario play, the Unicorn can also support your army with an impressive Heal (5) and harass the enemy with an equally impressive Lightning Bolt (5). Both of those spells can, of course, be increased with magical artifacts. Lastly, the Unicorn has a respectable melee profile, especially if a flank/rear charge opens up. In short, Kevin Spear is a fool.

Gladewalker DruidThe Gladewalker Druid received two significant upgrades in Clash of Kings 2022, propelling them from B Tier to the upper echelons of A Tier. The new Nature in Balance special rule effectively means the Gladewalker Druid has Elite on most spells, Heal and Surge being the operative ones. The Ring of Harmony [1] upgrade means the Gladewalker Druid can cast two spells per turn, justifying their considerable price tag with their ultra-efficiency. I do not plan to leave home without a Gladewalker Druid equipped with the Shroud of the Saint and the Ring of Harmony [1]. For 170 points I effectively have two spellcasters, freeing up an unlock for something spicier.

Pegasus – For 80 points, the Pegasus is a steal. You get a Monster with Sp 10, Fly, and Pathfinder that dishes out a reliable 1-2 points of damage in Melee. They make an excellent chaff unit for blocking charges at key moments, they can hunt War Engines and Individuals, and they can aid you in scenario play just as well as the Unicorn. One or more of these units are a boon to any list.

Beast of Nature – I’m simply going to quote Brindley Smith here because I think he nailed it in his Herd Review. “I’m just assuming that if you take this unit, you are taking the wings and extra 2 attack upgrades. It’s a common saying that speed is king in this game, and typically the definition of this is exemplified by flying monsters who can reliably project threat over very wide areas of the table. With only costing 205 points for a ‘budget dragon,’ you can still cause major damage in a flank, grind out units such as cavalry, get into small areas relative to flying titans, and fly at the double into terrain thanks to Pathfinder. I almost always see these in pairs, and it’s rare to see a list without at least one. I am yet to see someone use the Noxious Mist upgrade, but I think it could be really effective to have Vicious Breath 10 for only 15 points!”

Greater Air Elemental – Me 3 is hard to come across in the Forces of Nature, but the Greater Air Elemental combines Sp 10, Fly, Nimble, Pathfinder, Shambling, Me 3, 10 Att, Crushing Strength (1), and Thunderous Charge (1), which makes for some epic Surge potential. It’s a very fragile unit, but it can Rout enemies with surgical precision. You also have the option to upgrade to Wind Blast (6) and Lightning Bolt (3), which can give you something to do while waiting to set up the perfect Surge. For 180 points, I honestly rate the Greater Air Elemental over the Beasts of Nature in many builds, causing me to increase his rank to A Tier for Clash of Kings 2022.

Earth Elementals – There’s a lot to love about Earth Elemental hordes. They offer Unit Strength 3 in a compact footprint. They have De 6 and -/18 Ne in an army with ample access to Heal and Radiance of Life. They have Shambling in an army with multiple sources of Surge. They have a mediocre damage output in Melee which is bolstered by the Brutal special rule, Bane Chant, and various magical artifacts. They literally form the foundation of many lists, including Dwarfs, Free Dwarfs, and the Herd.

Naiad Heartpiercers – Regiments of Naiad Heartpiercers are excellent. Ra 4, 18″ Range, Steady Aim, and Piercing (1) are about as good as it gets when it comes to ranged units. Regeneration (4+) and Pathfinder let you take a position in terrain and harass enemy units without worrying too much about return fire, and it also means you can move at the double on the last turn or two and claim objectives or contribute Unit Strength 2. The only knock against them is that they are Irregular, making it hard to fit them in a list. I could see three regiments of these, backed up with Lightning Bolt, making for a really unique combined-arms list. Seeing as how they are no longer Irregular, the Naiad Hearpiercers are moving up to A Tier.

B Tier

Druid – According to the background, Druids are the essential component of a Forces of Nature army. It makes sense, therefore, that they play such an integral part in list construction. Their power comes in their flexibility. For a base of 65 points, you get the Inspiring special rule and Heal (2). However, there are many spell options, upgrades, and magical artifacts available to tailor the Druid to a specific role. For a mere 10 points, you gain Surge (4), which is just enough to make the opposing general wary of moving to the flanks or rear of your line. Bane Chant (2) and the Conjurer’s Staff can consistently increase the damage output of a nearby unit. Heal (2) and Lightning Bolt (2) may seem insignificant, but remember that they can be increased with magical artifacts. The option to ride a Forest Steed and gain Sp 9 can also be compelling, depending on which unit(s) you want your Druid to support. I have downgraded the Druid from A Tier to B Tier simply because the Gladewalker Druid got so much better in comparison!

Fire Elementals – Fire Elemental hordes are one of a few hammer units in the Forces of Nature list. While they only have Me 4, their 18 Att are bolstered by Crushing Strength (2) and the Vicious (Melee) special rule. I think it’s tempting to add a magical artifact such as Blessing of the Gods or Brew of Sharpness, but it really irks me that they are so expensive. The new non-horde/horde prices on magical artifacts are a welcome change in most regards, but it feels like a heinous oversight that regiments of Soul Reaver Infantry, Huscarls, Longhorns, etc. can take these items for fewer points than a horde of Fire Elementals. Anyhow, I’d recommend running them “as-is” and planning to Rout most opposing units in two rounds of Melee rather than one. Grinding is an inherent strength of the Forces of Nature, so you might as well give in to it!

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Riverbourne Naiad WyrmridersThis unit got a massive overhaul in Clash of Kings 2022. While the changes are welcome, I still don’t love this unit. Yes, they are a true hammer at the horde level with Me 3, 18 Att, Crushing Strength (1), Thunderous Charge (2), and Pathfinder to boot. What worries me is their Sp 7, their 150mm wide frontage, and their relatively low De 4 and Ne 15/17. Regeneration (4+) is a nice touch but is much more important on units with higher Nerve (Naiad Ensnarers hordes) or with higher Defence (Water Elementals). In some circumstances, this unit will be ace. In others, it will evaporate quickly without accomplishing much.

Centaur Bray Striders – The Centaur Bray Striders are one of the most unique units in the Forces of Nature. They don’t have enough attacks to be considered a true hammer unit, but their profile is much more reliable and threatening than most other “light cavalry” units (such as Fleabag Riders or Mounted Sergeants). They also come equipped with Pathfinder, which is the traditional weakness of cavalry units. I’ve found that a regiment with the Frenzied Otter upgrade does consistently enough damage to be worth the 165 points — just don’t expect them to survive for very long. I think one or two of these regiments make a great addition to a list. With Clash of Kings 2022, you can now field Centaur Bray Striders in hordes, adding another true hammer unit to the Forces of Nature arsenal. I’m not convinced this is a great idea, given that their massive 250mm wide footprint is a liability and there are many counters to Cavalry in the meta, but I’d love to be proven wrong! For me, one or two regiments are still the way to go.

Greater Earth Elemental – He’s obviously a tank with De 6 and -/19 Ne. He’s also a serious threat in Melee with Me 4, 12 Att, Crushing Strength (3), and the Strider and Brutal special rules. But what makes him a real threat is the combination of the Shambling special rule and a 75x75mm square base. This makes it very difficult for the opposing general to prevent him from being surged into the flanks once your lines collide. At Masters, I even managed to pull a few rear charges with this bad boy. I originally placed the Greater Earth Elemental in A Tier, but his high cost (230 points) and the boosts to the other Greater Elementals caused his ranking to sink like a rock (Ba Dum Tss).

Keris [1] – Keris is a Druid with less flexibility but several nice enhancements. The main reason to include Keris is the Solar Staff, which is a 24″ Ranged Attack that can fairly reliably Disorder an enemy unit. Once you have successfully hit with it, you can’t use it for the rest of the game. You also get an increased Ne and access to Heal (4) and Surge (8).

Naiad Wyrmrider Centurion – This is probably my favorite unit in the army. It is a great utility unit that can fulfill many roles depending on the situation. Sp 8, Nimble, and Pathfinder on a 50x50mm square base make it easy to get into position. Me 3, 5 Att, Crushing Strength (1), and Thunderous Charge (1) let you consistently deal damage in Melee. De 5, Regeneration (4+), and 13/15 Ne mean that you can tie up many different units for a long time. If you’re fielding this unit, you pretty much have to include the Chalice of Wrath, as being Wavered in Melee really hampers its utility. The Ne is a little too low to warrant a higher rating, but when this unit works, it’s a beautiful thing.

Greater Water Elemental – The Greater Water Elemental isn’t quite as survivable and doesn’t pack as much punch as the Greater Earth Elemental, but it’s also 50 points cheaper. Sp 7, Strider, and Shambling on a 50x50mm square make for quite the threat range. And if the opposing general doesn’t rout you in one go, Regeneration (4+) and Heal will wash away the damage.

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Water Elementals – Just like the Greater variety, the Water Elemental horde doesn’t quite live up to the standard of the Earth Elemental horde. However, they clock in at the same price. This is by no means a bad unit, and Regeneration (5+) is excellent if you don’t get routed in one go, but I’d rather stick with the Earth Elementals.

Scorchwings – They have Sp 10, Fly, Nimble, and Pathfinder to help them zip around the battlefield; they have Me 3 and Thunderous Charge (1) to dish out some damage in Melee; and they have Ra 4, 18″ Range, and Steady Aim. They come in at only 7/14 Att for the regiment/horde levels and cost a whopping 120/200 points. Combine that with De 4 and a low Ne and they seem worth a serious look. I didn’t rate this unit highly at the start of 3rd edition, but with a few upgrades, the fact that they are an extremely mobile chunk of Unit Strength (2 for a regiment and 3 for a horde), and the fact that you can build a much more ranged-attack heavy list with Naiad Heartpiercers as your unlocks, I’d say this unit has been given new life.

Forest Shamblers – You know how Undead generals love to brag about troops of Revenant Cavalry? Well, I’d argue that regiments of Forest Shamblers are even better. For 120 points you get a very useful unit. Sp 6, Scout, Pathfinder, and Shambling allow you to get them into good position and dictate the movement phase. De 5 and -/14 Ne mean they can shrug off quite a bit of damage. Me 4 and 9 Att are just enough to help them fight off other chaff units or pose a threat when surged into a flank, and Unit Strength 2 is a nice little bonus. I always run two regiments and am never disappointed.

Naiad Ensnarers – There really isn’t a substitute for a Naiad Ensnarers horde. They are notoriously difficult to rout and for good reason. 20/22 Ne, Regeneration (4+), and Ensnare backed up with Heal means they can take a lot of punishment. They also boast Unit Strength 4. I’ve seen Forces of Nature players equip them with the Hammer of Measured Force, but I’d rather save the points and let them focus on their main role – surviving the battle.

Greater Fire ElementalThis Monster received a very important upgrade to Me 3 in Clash of Kings 2022, making his 8 Att with Crushing Strength (3) considerably more effective. He also benefits from the new Shattering special rule on Fireball. These new benefits warrant a boost from C Tier to B Tier, in my opinion. It’s still not going to break through enemy units in the front, but if you can set up a flank charge via Surge then it should melt the opposition (Ba Dum Tss)!

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C Tier

Air Elementals – These are the one flavor of Elementals that I would consider fielding in regiments. Sp 10, Fly, Nimble, Pathfinder, Shambling, Me 3, and 9 Att make them a decent chaff unit for 130 points. I know some Forces of Nature generals have been running a horde with the Hammer of Measured Force. I appreciate the potential of that unit, but I think it’s just too fragile and not quite effective enough for 240 points.

Naiad Stalker – This unit has an excellent combination of special rules with Individual, Ensnare, and Stealthy, making it very difficult for the opposing general to pin down. I’d consider running one with the Wings of Honeymaze or the Boots of Seven Leagues in order to best hunt enemy War Engines and Individuals. The Ranged Attack is decent, as well. Not an auto-include, but it does fill a specialized role quite nicely.

Avatar of the Green Lady [1] – In 2nd Edition, you could argue that the Green Lady was too good, and you’d probably be right. Sadly, in 3rd Edition, you could argue that the Green Lady is not good enough, and you’d probably be right. For 150 points she just doesn’t bring anything all that amazing to the table. I’d rather take a Unicorn for the Heal and a Tree Herder for the Radiance of Life.

Forest Warden – This guy is just okay at a lot of things, which is why he finds himself in the C Tier. Sp 6, Scout, Pathfinder, and Nimble are nice, but I’d rather take Forest Shambler regiments and a Tree Herder to fill those roles. Surge (4) is cool, but I’d rather have that on a Druid. It’s a real shame because I love the model!

Salamander Veteran – If you’re fielding two Salamander Prime hordes, this unit becomes pretty attractive with his Guiding Flame [1] upgrade, which gives Aura (Elite (Melee) – Salamanders only). Otherwise, there’s no real reason to include this unit in your list.

Centaur Chief – A Mighty Individual with Sp 8, Pathfinder, and a few decent attacks in Melee is certainly not bad. However, I struggle to see past his abysmal De 4 and 11/13 Ne, which hardly seem worth the 110 point price tag.

Salamander Primes – Salamander Prime hordes offer the highest Ne in the army at 21/23. They also boast De 5 and Crushing Strength (1) or De 4 and Crushing Strength (2). Designing an army around two Salamander Prime hordes and a Salamander Veteran with the Guiding Flame [1] upgrade is not a bad way to go. Otherwise, you’re probably better off leaving the Salamanders at home.

Hunters of the Wild – Hunters of the Wild troops suffer from the same problem as Woodland Critters — they’re perfectly okay chaff units, but Forest Shambler regiments and Pegasi are simply better. Hunters of the Wild regiments are interesting to use as unlocks at 160 points, but I don’t really see them doing anything amazing.

Kapoka, the Hidden Saviour [1] – This hero is pretty much only making an appearance on the battlefield if you are running a Verdant-heavy list. While Kapoka certainly adds a lot of utility to that list with Aura (Phalanx – Verdant only) and Weakness (3), I don’t think a Verdant-heavy list is all that great.

D Tier

Shaarlyot [1] – Another Druid variant, this time with questionable utility. The only spells she has are Lightning Bolt (4) and Wind Blast (6), which she can combine with a unique Static Shock ability. It’s a cute trick, but not worth the 135 points unless perhaps you’re trying to spam Lightning Bolt and have already maxed out the other sources.

Hydra – The Multiple Head special rule is thematic and fun, but not very useful. The Hydra just doesn’t put out much damage in Melee. Its only saving grace is De 5 and 16/18 Ne for 150 points, but I’d rather spend my Monster/Titan slot on literally anything else.

Woodland Critters – Woodland Critters are a perfectly mediocre chaff unit, if a little slow. I’d rather spend my points on Forest Shambler regiments and Pegasi.

Centaur Bray Hunters – Similar to the Scorchwings, the Centaur Bray Hunters combine mobility, melee, and ranged attacks in a single unit. However, the Centaur Bray Hunters do all of those things worse than the Scorchwings. They’re a little less expensive, but still a questionable investment of points.

About Greg

Greg is an avid Kings of War hobbyist, gamer, and podcast host from the Northeastern United States. On -/28 he'll be providing you with a range of different articles, mostly focused on the hobby and narrative sides of Kings of War.

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