Forces of Nature 4th Edition Review – Warlord

Gladewalker Druid

S Tier

Cost: 140 | Nerve: 14 | Defense: 5 | Speed: 5
Avg Damage vs Def 5: 0.11 | Durability Index: 3,920 | Unit Index: 28.0

The Gladewalker Druid seemed a bit too efficient before Fracture, and even after the update I think she remains one of the strongest support options available to Forces of Nature.

The removal of the Sylvan keyword ended up helping many of the units I already wanted to play. Rallying (Elemental) and Elemental Affinity now interact with Tree Herders, and Forest Shamblers in addition to the traditional elemental units – which is great!

There continues to be a legitimate Elemental-focused army build. Making Earth and Water Elementals Core creates army lists that previously weren’t possible, and the Gladewalker Druid is one of two ways to explore that path.

The offensive profile is almost irrelevant. You’re paying for support, synergies, and utility. Def 5 and Nerve 14 give her enough staying power to survive incidental pressure, while the Speed 9 mount upgrade remains one of the easiest upgrades to justify in the book.

Verdict: One of the easiest Warlords in the faction to justify and a unit I expect to keep showing up in competitive Forces of Nature lists.


Chieftain

B Tier

Cost: 185 | Nerve: 16 | Defense: 5 | Speed: 6
Avg Damage vs Def 5: 3.33 | Durability Index: 5,120 | Unit Index: 27.7

I was disappointed by the Fracture changes to the Chieftain. Going from 8 attacks down to 6 removed much of what made him unique in my mind.

An average of 3.33 damage into Defense 5 is still respectable, but it’s noticeably less threatening than before. Fortunately, the rule that matters most remains intact. Aura (Wild Charge +1) for Herd units still provides real value and remains the biggest reason to consider him.

The profile itself is solid enough. Def 5, Nerve 16, Speed 6, and Strider make him durable enough to stay near the front lines where his aura matters most.

I still think he has a place in Herd-heavy lists. I just don’t think he’s quite as exciting as he used to be.

Verdict: Still likely the default Warlord for dedicated Herd armies, but Fracture definitely took some of the shine off.


Avatar of the Green Lady

B Tier

Cost: 250 | Nerve: 15 | Defense: 5 | Speed: 8
Avg Damage vs Def 5: 2.11 | Durability Index: 4,500 | Unit Index: 18.0

At 250 points before purchasing additional spells, the Avatar of the Green Lady requires a significant investment.

The list of special rules is impressive. Fly, Very Inspiring, Cloak of Death, Radiance of Life, Fearless, Pathfinder, Heal (6), and access to additional spells all provide useful tools.

I can certainly see lists that want everything she offers, but I rarely find myself building an army and arriving at her organically. Usually there are less expensive characters providing most of the utility I actually need.

Verdict: Lots of useful rules, but not currently a character I build around.


Flaxhoof

C Tier

Cost: 205 | Nerve: 15 | Defense: 4 | Speed: 8
Avg Damage vs Def 5: 2.67 | Durability Index: 2,993 | Unit Index: 14.6

I’ve never really found a reason to run Flaxhoof.

The speed is good. Aura (Brutal) is useful. Pathfinder and Fearless are both nice additions. On paper none of the rules are bad.

The issue is that he feels caught between multiple roles without excelling at any of them. Def 4 leaves him less durable than most of the competing Warlords, while 2.67 average damage isn’t enough to make him a legitimate combat threat.

Every time I compare him against the Gladewalker Druid, Wiltfather, or Avatar of the Father, I end up struggling to find situations where Flaxhoof is the character I actually want.

I could be missing something, but I haven’t found enough value here to move him higher.

Verdict: Playable, but one of the easier Warlords to cut when building a list.


Avatar of the Father

A Tier

Cost: 310 | Nerve: 19 | Defense: 5 | Speed: 9
Avg Damage vs Def 5: 5.83 | Durability Index: 7,220 | Unit Index: 23.3

I was happy to see the Avatar of the Father return in Fracture. He essentially fills the dragon role for Forces of Nature and brings a level of speed and aggression that the faction otherwise lacks.

Almost six wounds into Defense 5 is respectable damage output, and Speed 9 with a 50x50mm base makes it far easier to find flanks and favorable engagements than many similarly-costed monsters.

The real attraction is Aura (Vicious) for Herd units. Herd units already hit hard and often rely on delivering decisive charges. Vicious fits that game plan perfectly.

The biggest challenge is purely competition. At 310 points, you’re standing next to the Wiltfather in the army list, and that’s a difficult comparison for any character.

Verdict: Strong profile with useful support abilities, but not an automatic inclusion at his price point.


The Wiltfather

S Tier

Cost: 310 | Nerve: 19 | Defense: 6 | Speed: 6
Avg Damage vs Def 5: 5.56 | Durability Index: 14,440 | Unit Index: 46.6

I’ve liked the Wiltfather for multiple editions, and Fracture certainly didn’t do anything to change that opinion.

What immediately stands out is the combination of reasonably strong damage output while also carrying one of the strongest defensive profiles in the entire game. Def 6 and Nerve 19 alone would make him attractive, but that’s only part of the story.

Cloak of Death, Inspiring, Fearless, and Ancient Knowledge ensure he’s contributing value throughout the entire game.

The removal of the old inspiring restrictions was another improvement. He now fits naturally into almost any Forces of Nature army instead of pushing you toward a specific style of list.

When a unit has one of the highest Durability Index values in the faction while still providing meaningful offensive output, it’s difficult to find many weaknesses.

Verdict: One of the safest investments in the army and still one of my favorite units in the roster.

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