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Made in us
Been Around the Block




Indianapolis, IN

Looking at starting a Nature army for KoW v2. I am wanting to focus on the elementals as I can use a ton of the plastics from Reaper, DDM and Pathfinder. Here's a quick list I came up with from the Beta 2.5 Army Lists, which are supposed to be finalized:

Fire Elementals (Horde of 6) - 200
Fire Elementals (Horde of 6) - 200
Air Elementals (Regiment of 3) - 150
Air Elementals (Regiment of 3) - 150
Air Elementals (Regiment of 3) - 150
Earth Elementals (Horde of 6) - 200
Earth Elementals (Horde of 6) - 200
Greater Fire Elemental - 160
Greater Air Elemental - 190
Greater Earth Elemental - 160
Druid (Surge (7), mounted) - 120
Druid (Surge (7), mounted) - 120

2000 points

I probably wouldn't bother with the Druids, but I hear Inspiring is good.
Should I drop some of the hordes down to Regiments?
I would like to incorporate Water Elementals or maybe some of the wood guys, but I like having multiples of any given unit.

Thoughts?

   
Made in gb
Smokin' Skorcha Driver





I would definitely look at getting more inspiring coverage - it's that essential! With two Inspiring sources you're going to struggle to get them to cover your entire line, as well as being able to get to the right place to cast Surge at the right time. If one of them gets taken out (more than possible with decent enemy spellcasters or a couple of lucky rolls from your opponent) then your entire battle line will start crumbling fast without Inspiring cover.

I'd replace one of your greater Elementals with a couple of mounted druids with no spells, just so they can zip about the place topping up your line with Inspiring (plus they can throw Heal(2) about if they don't move too far), while leaving your Surging druids to get to where they need to be to cast Surge without having to worry as much about covering your army for Inspiring.
   
 
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