Kings of War/Tactics/Trident Realms of Neritica
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:
- Naiad Centurion:
- Naiad Envoy:
- Naiad Wyrmrider Centurion:
- Placoderm Defender:
- Riverguard Captain:
- 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:
- Riverguard:
- Thuul:
Large Infantry
- Depth Horrors:
- Gigas:
- Tidal Swarm:
- 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.