Kings of War/Tactics/Trident Realms of Neritica: Difference between revisions

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Unit Analysis: Added some unit descriptions
Added various units
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==Unit Analysis==
==Unit Analysis==
===Hero===
===Hero===
*'''Depth Horror Eternal:'''  
*'''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:'''  
*'''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:'''  
*'''Naiad Envoy:''' Your basic Army Standard hero. She 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:'''  
*'''Naiad Wyrmrider Centurion:'''  


*'''Placoderm Defender:'''  
*'''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:'''  
*'''Riverguard Captain:''' The hero version of a Riverguard. She does not come with Ensnare or Individual, but she 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:'''  
*'''Siren:'''  
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*'''Nokken:'''  
*'''Nokken:'''  


*'''Placoderms:'''  
*'''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:'''  
*'''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.


*'''Thuul:'''  
*'''Thuul:'''  


===Large Infantry===
===Large Infantry===
*'''Depth Horrors:'''  
*'''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:'''  
*'''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:'''  
*'''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.
*'''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.

Revision as of 03:09, 18 January 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. She 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:
  • 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. She does not come with Ensnare or Individual, but she 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:
  • 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:

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:
  • 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.
  • Thuul:

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.