
Tribal Warriors
B Tier
Cost: 105 | Nerve: 15 | Defense: 4 | Speed: 6
Avg Damage vs Def 5: 3.00 | Durability Index: 2,993 | Unit Index: 28.5
These are about as basic as Core infantry gets, but that’s not necessarily a bad thing. Speed 6, Pathfinder, and Thunderous Charge help separate them from the typical infantry units found in many factions.
I don’t think their damage output is particularly impressive, and I’m generally not taking them because I expect them to win fights on their own. Where they become useful is as a relatively inexpensive unlocking regiment that can still contribute if the opportunity presents itself.
The Horde is somewhat more interesting since the increased attacks start making the Thunderous Charge matter. Even then, I think Forces of Nature has stronger options available.
Verdict: A solid unlock that can contribute, but not a unit I build around.
Tribal Hunters
D Tier
Cost: 165 | Nerve: 15 | Defense: 4 | Speed: 6
Avg Damage vs Def 5: 2.00 (Melee) | 3.00 (Ranged) | Durability Index: 2,993 | Unit Index: 18.1
I struggle to find a role for Tribal Hunters.
Their shooting isn’t particularly dangerous, and their melee profile isn’t strong enough to compensate. The result is a unit that feels mediocre in both phases of the game.
I’ve generally found that shooting-heavy armies need a fairly substantial investment before the strategy starts paying dividends. Forces of Nature doesn’t naturally lean in that direction, which makes Tribal Hunters feel even more out of place.
I could see them being useful in a more casual environment, but from an efficiency standpoint they are difficult to justify.
Verdict: One of the easier units in the roster to leave at home.
Order of the Thorn
C Tier
Cost: 150 | Nerve: 16 | Defense: 5 | Speed: 5
Avg Damage vs Def 5: 3.33 | Durability Index: 5,120 | Unit Index: 34.1
This is one of those units that I really want to like.
Melee 3+, Def 5, and Phalanx create a profile that looks excellent at first glance. The problem is that a regiment with 16 nerve benefits far less from defensive special rules than a larger footprint with a larger nerve value.
The real issue, however, is the unlock tax. Being Auxiliary means you’re already jumping through hoops before you even start evaluating the unit itself.
If these had a little more nerve, or if the unlock requirements were less restrictive, I could see myself experimenting with them. As it stands, they feel like far more effort than they’re worth.
Verdict: Cool concept, but the unlock requirements make them difficult to justify.

Critters
A Tier
Cost: 65 | Nerve: 11 | Defense: 2 | Speed: 6
Avg Damage vs Def 5: 1.56 | Durability Index: 968 | Unit Index: 14.9
There aren’t many units in Kings of War that provide as much utility for 65 points.
They die to almost anything. Def 2 and 11 nerve ensure that. The funny thing is that being easy to kill is often exactly what you want from a chaff unit.
Fly, Pathfinder, Height 1, and an incredibly low cost allow them to get in the way, block charges, clear lanes, and generally make life annoying for your opponent.
The removal of the old quantity restriction was also a nice bonus. I don’t know how many lists will actually want large numbers of Critters, but having the option certainly doesn’t hurt.
Verdict: One of the best utility pieces in the army and an easy inclusion in many lists.

Forest Shamblers
A Tier
Cost: 165 | Nerve: 17 | Defense: 5 | Speed: 6
Avg Damage vs Def 5: 4.00 | Durability Index: 5,780 | Unit Index: 35.0
These remain one of my favorite Core units in Forces of Nature.
The Regiment is durable for the cost, but where I really find value is in the Troop. Scout combined with a solid defensive profile creates one of the better chaff units available in the faction.
The transition from Sylvan to Elemental greatly improved their synergy with the rest of the army. Rallying from Gladewalker Druids, Ancient Knowledge from the Wiltfather, and support from Tree Herders all fit together much more naturally now.
I don’t know if taking multiple troops is strictly correct, but it’s a choice I make frequently and have generally been happy with.
Verdict: One of the strongest Core choices available and a unit I find myself taking regularly.
Centaur Bray Striders
A Tier
Cost: 190 | Nerve: 16 | Defense: 4 | Speed: 8
Avg Damage vs Def 5: 7.11 | Durability Index: 3,405 | Unit Index: 17.9
The more I look at Bray Striders, the more I like them.
Speed 8 and Nimble provide an incredible amount of board control, and having both Crushing Strength 1 and Thunderous Charge 1 makes them significantly more threatening than many fast cavalry units.
Seven wounds into Defense 5 is a very respectable damage profile, especially on a Core unit that can maneuver as easily as these can. They don’t hit as hard as traditional heavy cavalry, but I don’t think that’s their job.
I probably need to buy more of these.
Verdict: Fast, flexible, and one of the better combat units in the Core section.
Nature’s Knights
B Tier
Cost: 205 | Nerve: 17 | Defense: 5 | Speed: 8
Avg Damage vs Def 5: 10.00 | Durability Index: 5,780 | Unit Index: 28.2
On paper, Nature’s Knights look fantastic.
Ten wounds into Defense 5 is excellent damage output, and the overall profile compares favorably with many cavalry units throughout Kings of War. The damage and durability are both there.
My issue isn’t with the unit itself. My issue is with the amount of investment required before I’m allowed to take it. Just like Order of the Thorn, the Auxiliary restriction creates an additional tax that makes the whole package less appealing.
When I compare them to Bray Striders, I often end up feeling that the Striders achieve a similar battlefield role with significantly less effort in list construction.
Verdict: Strong unit profile held back by awkward list-building requirements.


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