Top 5 Improved Monsters: Clash of Kings ’22

Greetings Dash28! In the lead-up to Clash of Kings ’22 release, a frequent hint I heard was that Monsters, and specifically Titans, were getting a much-needed boost. While some of the big beasties were doing just fine pre-CoK, many languished in the unused bin, too expensive for too little impact, particularly in a game that uses Unit Strength as a victory condition about half the time.

I have to confess, I was hoping that this boost would include something to change all Titans, the much hinted at Rampage rule seemed an obvious choice, after all smashing tons of infantry fit monsters perfectly; however, that was not to be.

It’s been a few weeks, I have had some time to pause and reflect, so what beasties do I think we will actually see more? Here is my list for the top 5 most improved Monsters and Titans!

Number 5: Steel Behemoth

Ah, Mantic’s first in their wave of new monster kits. When it first came out, it was a terror with way too good rules, you would see 2-3 in most Dwarf armies. Then it got toned down and disappeared. In 3rd edition, it pops up semi-frequently, but only as Golloch’s Fury Living Legend.

Under Clash ’22 it gained Speed 5 and Wild Charge D3, this improves its original 8″ threat zone to a modest, but much better 11-13″ allowing it to outspeed most Infantry and potentially Large Infantry. It is by no means fast, but at least now it isn’t Dwarf slow! Accompanying this boost was a points deduction to 245 points, 15 points cheaper. A boost and cheaper cost, win-win! I think we may start seeing this version some on the tabletop; however, it is Golloch’s Fury that I think really got a huge boost.

The Golloch Fury Living Legend gets the benefits from all the above changes. Its Iron Resolve is now an Iron Resolve Aura (Dwarf only). This lets Goloch’s Fury create a solid core for any Dwarf infantry list, Inspiring a huge swath of your battleline, and letting the Dwarfs stick around longer thanks to Iron Resolve. Once the enemy gets close, the improved 11-13″ threat range means they won’t be able to easily move into charge range, while avoiding getting hit by the Dwarf line. We were seeing Golloch’s Fury semi-frequently before it’s boost, now I think it will just be that much more common, and we may even see a regular Steel Behemoth here and there.

Number 4: Rakawas the Pale Rider

This Mantic mini might be too small for the Pale Rider, but its still pretty cool!

This is a new option, so technically it isn’t a choice CoK improved, but it is a great Living Legend for Salamander army. They come in at a bargain 245 points, for that you get Speed 6, Melee 3+, Ranged 4+, Defense 5+, 1 Unit Stregnth, 12 Attacks, 18/20 Nerve, Crushing Strength 2, Nimble, Inspiring, Vicious, and a 12″ Steady Aim shooting attack!!! 12 attacks is bonkers for a Titan that hits on 3s, and with Vicious those hits will stick!

The Pale Rider is slower, with only Speed 6; however, with proper support it’s Nimble and Steady aim means it can jockey for position while lobbing breath weapons at vulnerable targets. It’s Titan height is going to make those shots tough to avoid. Look out Wizards and other squishy support characters!

I think this gives the Salamander a really well costed, but incredibly smashy, Titan. I’m not certain if the Pale Rider is a must take, but I think it will be tempting for most Salamander generals.


Number 3: Greater Water/Fire Elemental

I really couldn’t pick between the Greater Fire and Greater Water, both of these choices are extremely interesting now. In the past, they suffered from never being as good as Beast of Nature, but now, I think both have a distinct role, and come in at bargain prices of 175 points for the Fire and 180 for the Water!

Under CoK, the Greater Fire Elemental now hits on 3s, and in the Salamander army for 10 points it gains a Wild Charge 1 aura for Salamanders. The Greater Water Elemental meanwhile gains 1 more attack, putting it at 9 total, and Regeneration 4+!!! In Order of the Green Lady it gains a really good formation, and Radiance of Life (Sacred Water Units) for 15 points.

The Greater Water Elemental will probably be in most Order armies, where I don’t necessarily think the Fire one will make every Salamander list; however, in Forces of Nature, particularly with the new synergy with Druids, I think both choices can really shine. 180 and 175 points is a bargain, if you need more hitting powere, take the Fire Elemental. Want something that serves as more of an anvil? Then Regenerating Greater Water Elementals are for you.

I am really excited to see Mantic making efforts for each of the Greater Elemental choices to have a place, and feel unique. I think the Greater Water is better then the Greater Fire, but I still think we will see some Greater Fires strolling around. Overall, amazing change, and its great to think maybe Nature will take more then Greater Earth Elementals and Beast of Nature!

Number 2: The Well of Souls

The Well of Souls used to be a staple of Forces of the Abyss armies, then in 3rd it lost Life Leech 5 and faded into memory…

Well, under CoK ’22 it’s back! Reduced to 290 points, it also gained Life Leech 5 back, giving it the ability to reliably heal back damage it pulls off fellow Abyssal Units. An extra 2 Life Leech may not seem like a huge deal to everyone, but just wait until you see a Well of Souls with 10 wounds drop to 5 after one round of combat… then it all clicks together.

It used to be a staple, now that it has been restored to former glory, and its in a list that is arguable one of the best in the game, I think Well of Souls will be a very common sight on the battlefield.

An honorable mention here should go to the Chroneas, which also got a much needed buff, and creates the potential for a very durable, perpetually healing, line of Abyssals.

Number 1: Mammoth

The Mammoth has always been the never seen Monster choice in Ogres. The late Jesse Cornwell led a successful internet campaign to get the Mammoth Strider with many, many hilarious asides during various Youtube videos and podcasts. (I don’t actually know if Jesse is what persuaded people, but in my mind it did)

Unfortuantely, even with Strider, the poor Mammoth wasn’t really seen. Well in Clash of Kings the Mammoth is coming, and in a big way. First it gains Rampage D6, giving it some much needed extra impact in combat. However, the thing that take the Mammoth from shelf to tabletop is it’s new Living Legend variant “The Big Deal.”

(As a friend of Jesse’s, I couldn’t help but smile at seeing this nod to one of Jesse’s catch phrases, that he was ‘Kind of a Big Deal’ miss you buddy!)

The Big Deal give the Mammoth Brutal 2, Very Inspiring, and the Call to Greatness rule. This rule allows the Mammoth, as long as it is alive and on the table, to select a single core unit with the Ogre keyword within 12″, and give it Brutal +1 at the start of the combat phase, until the start of your next turn! Brutal 2, able to pop onto something within 12″!!!! This is amzing.

It gains all this for a bargain +30 points (only one Big Deal per army).

Anyone who has regularly faced Ogres know that Brutal can really swing combats, Brutal 2 is even better. With the Mammoth and one other unit able to have it gives amazing coverage on the board. For a total of only 250 points, I think the Big Deal will be in nearly every single Ogre list.

The Left Behind

If these 5 picks show you anything, it’s that some Monsters and Titans are coming to the table in a big way; however, I don’t think Titans got the boost across the board that I at least was hoping for. Many “Dragon” choices are too expensive for what they bring to the game, particularly for only Unit Strength 1. Many got a 5-10 point reduction, and the Archfiend even gained an attack, but this is not going to be enough to get people who weren’t already taking them to try them out.

The exciting Monsters and Titans gained new rules, new synergies in their lists, and often a point reduction. I can’t help but look at choices that are decent, like the Archfiend, the Undead Vampire Lord on Dragon, and the Avatar of the Father and think these are at the cusp of being worth taking. However, in a game that often is defined by the ability to put Unit Strength on the board, and break enemy units in one charge, big Titans without addition roles, just are too expensive. Golloch’s Fury and the Big Deal are great because they do more then just look for Flank charges. The change the dynamic of a battle line, which is completely worth their price tag.

And I say this as someone who stubbornly takes a Undead Vampire Lord on Dragon because I like it.

Then there are the truly abyssmal Titans that were never taken and probably still won’t be. Looking at you Supreme-Iron Caster on Great Winged Halfbreed….

Overall, yes many Titans and Monsters got a nice boost, but I do not think the option themselves got boosted, rather specifc choices gained increased synergies within their specific armies that greatly increases their viability. Other choices that just got a small points reduction, or a small stat change, just didn’t get enough in my view to sway people enmass.

But what do you think? What Monsters and Titans are you excited to use? Which do you expect to face frequently?

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!

View all posts by Jake Hutton →

One Comment on “Top 5 Improved Monsters: Clash of Kings ’22”

  1. I was surprised the goblin slasher didn’t make the list, but this line towards the end may explain it: “…rather, specific choices gained increased synergies within their specific armies that greatly increases their viability”.

    The slasher saw VERY little use previously…too expensive for its mediocre melee and ranged combo. A common problem for hybrid units. With CoK 2022, the melee buff alone won’t be enough to see it, but the rampage aura for beasts will get a lot of experimentation, at least at first. Ultimately, it still seems a little tricky to work out on the tabletop, so I don’t think it will be an auto-include in every goblin list (thankfully), but it’ll finally see some play time.

    Works great, considering Mantic released a decent model for it.

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