Kings of War/Tactics/Trident Realms of Neritica: Difference between revisions
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*'''Placoderms:''' Heavily armored, elite spear men. This is your Phalanx unit, which does not have Ensnare. Good for stopping a unit of charging cavalry. They can also reduce their defence by 1 to take two handed weapons for Crushing Strength (1), if you want them swinging back a bit harder. | *'''Placoderms:''' Heavily armored, elite spear men. This is your Phalanx unit, which does not have Ensnare. Good for stopping a unit of charging cavalry. They can also reduce their defence by 1 to take two handed weapons for Crushing Strength (1), if you want them swinging back a bit harder. | ||
*'''Riverguard:''' Flying infantry. They lack Ensnare, but they have Fly, Pathfinder, and Vicious. They also have ranged throwing weapons, unlike most of the infantry in the army, making them your quick and mobile attack unit. Use them to fly over or into terrain and strike at more elite enemy units. | *'''Riverguard:''' Flying infantry (well, technically it's leaping rather than flying, Riverguard are frogmen). They lack Ensnare, but they have Fly, Pathfinder, and Vicious. They also have ranged throwing weapons, unlike most of the infantry in the army, making them your quick and mobile attack unit. Use them to fly over or into terrain and strike at more elite enemy units. | ||
*'''Thuul:''' Not to be confused with the Thule Society. | *'''Thuul:''' Not to be confused with the Thule Society. |
Revision as of 07:09, 16 June 2016
Why Play Trident Realms of Neritica
You always wanted to play a fishman army, but never could before because there were no rules. You thought Aquaman was an under rated super hero.
Army Special Rules
- Bait and Switch: All units in this list have the Ensnare special rule, unless otherwise noted. Bizarrely this is actually more than half the army, so very few units actually have Ensnare. Giving -1 to hit to enemies facing you from the front is not something to be upset about though, when you can get it.
Unit Analysis
Hero
- Depth Horror Eternal: The hero version of the large infantry unit. Just like that unit, this watery beast is a glass hammer. It his on a 3+ with Crushing Strength (2), but has a poor defence of 3+ as well. It also gets Ensnare, Nimble, and Inspiring for other Depth Horrors only. This does make it decent for hero and monster hunting, but you should only really consider one if you are bringing Depth Horrors as well.
- Naiad Centurion: The upgraded version of the Naiad Envoy. For almost twice the points you get a slightly upgraded stat line and add Crushing Strength (1). You can also buy a harpoon gun with Piercing (1) for 20 points.
- Naiad Envoy: Your basic Army Standard hero. He comes with Ensnare, Individual, Inspiring, Pathfinder, and Regeneration (4+). One of the better versions of an Inspiring hero in the game. Not terrible and the upgrades are worth the points, you just often will be better served by taking Naiad Envoys for the extra source of Inspiring.
- Naiad Wyrmrider Centurion: The hero version of your large cavalry. Like the large cavalry unit version, they have Crushing Strength (1), Inspiring, Pathfinder, Regeneration (4+), and Thunderous Charge (1). These heroes are really hard to kill and they are very mobile with Pathfinder. They also double attacks on the flank and triple on the rear since they lack Individual. They are only 5 points short of a unit of three, so if you take one make sure you have it sneaking into tight spaces to harass flanks.
- Placoderm Defender: The hero version of a Placoderm. Individual, Inspiring for Placoderms, and Phalanx come base, but like his bros he can switch out his hand weapon and shield for a two-handed weapon for that Crushing Strength (1) and dropping defence by 1 point. He's cheap and has a high defence, but in a lot of ways is worse than a Naiad Envoy and less versatile. You're probably better served just taking one of those instead.
- Riverguard Captain: The hero version of a Riverguard. He does not come with Ensnare or Individual, but He does have Crushing Strength (1), Fly, Inspiring for Riverguard, Pathfinder, and Vicious base. You're probably better served with a Naiad Envoy, but this hero does have some advantages in certain situations. Fly and Pathfinder allow her to get places your Naiad Envoy just can't get to, so there are definitely situations where this is a better choice, but that is largely going to depend on how much terrain your play group likes to use.
- Siren: Possibly the best living legend in the game. For 140 points you get a pretty garbage stat line with a melee of 4+ and a defence of 3+ and only 1 attack, but She comes with an unique spell: Siren's Call. This spell is a Wind Blast (8) spell, except instead of pushing an unit away with each hit, it pulls them an inch closer. This also causes the enemy unit to be disordered and remain so through their next turn. This spell cannot target units with Shambling, but for anything else you can really disrupt your opponent's unit setup with minimal effort. She also comes with Ensnare, Individual, and Stealthy, making her very difficult to hurt with ranged attacks. Highly recommended.
- Thuul Mythican: Your aquatic wizard. Strangely enough it doesn't have any spells by default, so you're going to have to spend more points to take what you need. It can buy Bane Chant (2), Lightning Bolt (3), Surge (7), or Wind Blast (5). If you're taking Water Elementals, then you definitely want one or two with Surge. If you're not taking Water Elementals, they're still your caster choice for the army if you're looking for some spell support.
- Trident King: Chariot riding sea kings. They're expansive and count as a living legend, but come with Breath Attack (12), Crushing Strength (1), Piercing (1), Thunderous Charge (1), and Very Inspiring. Their stat line is decent with a melee 4+, defence 5+, and 12 attacks with 8 speed, so they will do some damage. They also present a lot of modeling opportunities, if you're just going for rule of cool.
Infantry
- Naiad Ensnarers: A somewhat weak stat line, but they come with Ensnare, Pathfinder, and Regeneration (4+). They don't hit particularly hard, but they are very survivable and can tar pit most units at bigger sizes with their 50% chance to heal every wound, every movement phase. Solid infantry choice.
- Naiad Heartpiercers: More range oriented Naiads. They trade out Ensnare for harpoon guns with Piercing (1). They hit on a 4+ at ranged, which is better than most ranged units in the game, and still have that Regeneration (4+). Just like their melee cousins, they are a solid infantry choice.
- Nokken: Said to be surf demons, which probably means water sprite creatures, but could mean bloodletters on surf boards if you so desire. This is your cheap chaff unit as they probably aren't going to kill much of anything in melee. They do get Regeneration (5+) and Vanguard, plus a Breath Attack equal to their attack value. Move them straight up to your opponent's line and spew some watery death at them. Your opponent will have to deal with these nuisances or just keep getting sprayed.
- Placoderms: Heavily armored, elite spear men. This is your Phalanx unit, which does not have Ensnare. Good for stopping a unit of charging cavalry. They can also reduce their defence by 1 to take two handed weapons for Crushing Strength (1), if you want them swinging back a bit harder.
- Riverguard: Flying infantry (well, technically it's leaping rather than flying, Riverguard are frogmen). They lack Ensnare, but they have Fly, Pathfinder, and Vicious. They also have ranged throwing weapons, unlike most of the infantry in the army, making them your quick and mobile attack unit. Use them to fly over or into terrain and strike at more elite enemy units.
- Thuul: Not to be confused with the Thule Society.
Large Infantry
- Depth Horrors: Your glass cannon large infantry. Comes with Crushing Strength (1) and Ensnare and hits on a 3+ in melee. They only have a defence of 3+ though, so they die just as quick as they deal damage. They are cheaper than both Gigas and Water Elementals however, so they make a cheap choice for your large infantry or horde slots.
- Gigas: Crab people; taste like crab, talk like people. These are more elite than Depth Horrors. They have an additional point of defence and Big Shield, plus they have Crushing Strength (3) meaning anything they fight will take wounds. They do have less attacks than Depth Horrors, but they hit much harder. Sadly they don't have Ensnare either, so you're not looking at one unit being definitively better than the other. If you take them, use them to eat high defence monsters and heroes.
- Tidal Swarm: Height 0 fish swarms... that walk on land. They're cheap and have a lot of attacks, they just hit on a 5+ in melee and have a pitiful defence of 2+. They cannot be wavered however, making them a good screening or flak unit.
- Water Elementals: Water elemental infantry to support your fish people. They have Crushing Strength (1), Pathfinder, Regeneration (5+), and Shambling. They cannot be wavered and are decently tough. They also move faster than most large infantry and can be boosted with Surge by your Thuul Mythican. A solid beater unit that ignores most terrain and regains wounds every time it moves.
Cavalry
None.
Large Cavalry
- Naiad Wyrmriders: Naiads on large sea serpents. They have a better stat line, hitting in melee on a 3+ and an extra point in defense above their foot slogging sisters. They keep Regeneration (4+), but trade out Ensnare or harpoon guns for Crushing Strength (1) and Thunderous Charge (1). Don't forget they also get Pathfinder, so they can easily slither through terrain and not take any penalities on the charge. Very effective at getting to the enemy and destroying them, while still reaping the benefits of their Regeneration.
Monsters
- Coral Giant:
- Greater Water Elemental: The bigger cousin to your large infantry Water Elementals. This mass of water has Crushing Strength (2), Regeneration (5+), and Shambling. It is more survivable than a Coral Giant, but will probably do slightly less damage. It does have Shambling though, so if you're taking a Thuul Mythican this might be the better choice.
- Knucker:
- Kraken:
War Engines
- Leviathan's Bane: Your only war engine, a giant harpoon cannon. Has all the standard pros and cons of war engines. This one hits on a 5+ with 2 attacks that have Blast (D3+1) and Piercing (4). It does a lot of damage if it hits, but you're going to expect it to miss a turn or two any game it is taken.
Tactics
Tactica here.