Hello,
with the significant boost CoK22 has supposed to Elemental armies I thought it worths to handle them in a new topic since the old one seems obsolete (otherwise I’d delete this new topic and continue with the previous thread for elementals).
Yesterday I played a slighted fixed list pre-cok (I just removed the standard druid and replaced with another overpowered gladewalker):
And these are my thoughts about the overall army:
Elemental Air
They are still too weak so I will continue use them as chaff. Pretty expensive but fearless / morale 14 makes them perfect to stand against other chaff and they superior threat range makes almos sure they will charge.
Greater Elemental Air
Now I think he’s amazing. Probably the best Greater elemental if backed with a Surge to find a flank /rear. And now a single druid can surge up to 2 units I’m considering adding a second one to the list.
Elemental Stone
They’re too slow for me. I think its Def 6 doesn’t worth the Spd 5’, and surging exposes them to unwilling flanks. I’m thinking in replacing them with another horde of Water Elementals and their Spd 7’.
Greater Elemental Stone
I love the mini I did for him but I haven’t played him yet. if he wasn’t a titan … Have you played him? Any feedback?
Elemental Water
I think they are the perfect anvil for my army. They move fast and having strider is a nice upgrade. They aren’t as though as stone ones but they compensate with Regeneration. I do really like them.
Greater Elemental Water
The same as the normal ones but moreover with a smaller footprint. My second favourite Greater Elemental.
Elemental Fire
They are nice. The perfect hammer with his CS2 + vicious.
Greater Elemental Fire
I really like this elemental, but now I’m thinking in replacing hime with a second air one. I will just keep testing some games more.
Druid
I only played him for his bane chant but now I think is widely outshined with the gladewalker one. Not considering playing him anymore.
Gladewalker Druid
I think it’s always worth running 2 of them.
- 1: for me is obvious with surge 8 + Heal 4 and casting 2 spells for turn (with the ring of Harmony) with extra range. I play him backing the core of the army.
- 2: I just replaced Heal with Surge and added the celestial restoration with his supreme range. I play him backing fastest units so in the late game he still can heal them. I only miss that with that spell he can’t rerolls 1s so in the end is a lottery (scrolling only 2 dices). Maybe I change him to Surge + Heal (with the shroud of the saints?)
Forest Shamblers
I don’t see the poinf of playing them in such a small army. If they go their own with scout they will be easily surrounded before the rest of the army arrives. Maybe you can play them in a full Air + Tree lists? I still have to mount and paint mines hehe
Tree Herder
This is a wonderful mini that heals near units. In an army that’s widely outnumbered I think is vital restoring your units. In any case I always play him because is a monster in a slot of a hero.
My major struggle with this army are the unlocks, so I always go with 3 hordes to have 3 heroes plus 3 monsters. I thought about 4 hordes but then I don’t have enough points to buy the extra monster. And only 2 hordes leaves me without a vital slot of heroe. Have you ever try another aproach of army building? (Sticking only with elementals).
Finally some pictures of my army: