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Kremmet

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Posts posted by Kremmet

  1. On 7/30/2018 at 8:34 PM, Don't Panic said:

    yup one of my fave models!  also, why on earth CB decided to resculpt a naga sniper(which is already an amazing model... actually possibly my fave next to the dasyu hacker) instead of doing the boarding shotgun minelayer just blows my mind... as thats the profile i used in almost every game haha.

    CB has a stern policy on, if there is a sniper version, they make the sniper version. Never shall they drift from this path.

    • Haha 1
  2. I agree—I don't see this post as positive for FRRM let alone hopeful. I'm just glad they're not stringing people along about whether they're going to revisit them nor did they invalidate the current army people can play.

    Gamers—especially miniature gamers—fear change, but it is necessary and it's nice to see a company treating their consumers as adults rather than loonies.

    • Like 1
  3. 3 hours ago, Sgt. Rock said:

    Yeah, that [big bad swear word] just did a lot to sour me on CB. I really enjoy playing FRRM, and they're taking a fully functional sectorial with a full line of models and chucking it out the window. Not real pleased about that.

    But they're not doing that? The rules are still legal and the conversion policy would allow you to use their more-modern models (or your existing collection) to play FRRM if you want. They're just being honest about whether they're working on the sectorial instead of keeping fish on the line.

    • Like 1
  4. Calling that model only as good as the existing metals is more than a little hyperbolic, but I do agree that it's also not "worth the wait." It's demonstrates solid execution with some small design alterations, but it's also not really showing off what GW can do. A static-posed model with only minor design alterations does not make up for a 20+ year wait.

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  5. On 5/12/2018 at 1:03 PM, Treads-n-Wings said:

    Glorious.  I appreciate it that they're using the old artwork for their design cues.

    Eh, there can be a problem when the design is rooted in satire and that same satire has become more literal in the modern day. You shouldn't have the SoB in fetish gear and remove the satirical approach to the Imperium the game was founded in. 

    I think we see this understanding in the removal of the heels although I wish the corset had been redesigned slightly to showcase this as well. 

    • Like 1
  6. If only Lord Tremendous wasn't such a dbag. I've heard he's...adjusted a little since the old WHFB days, but I haven't seen any actual remorse for how he treated people just yet. 

    Mastercrafted makes a pretty good battle report, but they're a little too heavy on the catch phrases. Andy2d6 is pretty solid as well if you want something without constant mentions of Pizza Jesus. 

  7. 11 hours ago, Brother Glacius said:

    I would not agree with that. Sure, they can be a crapshoot, but sometimes that is what you need. No spell caster in the game will give you the same one hit impact that a catapult has.

    No, it won't give you the same one-hit impact, but it will give you more impact on average. Once an artillary piece is over 100 pts, you're often better off swapping it for something that can move and shoot, shift on its axis to deal with flankers, and take items. 

    Even the best artillary isn't worth it in terms of the math or opportunity costs all the time and neither the Undead nor the Trident Realms have anything close to the best. 

    That same one-shot impact that you're valuing is just too much of a gamble compared to spending your points safer elsewhere. It's like putting all your savings on 23 instead of in a Roth IRA: it could payoff big, but the retirement fund is waaaaaaaay more likely to. 

  8. Here's the thing about Trident Realms: they're a scenario army through and through. You're not going to out bash most dedicated combat armies, your nerve is around one pip lower than the average across the board, and you are a little more expensive than similar troops and pay for rules (Regen, Ensare, Phalanx, etc) that can be circumvented by a competent opponent. But none of that is actually bad because you're dominant in one area: time. Your opponent must spend time to get around all the weird rules your units have or suffer the consequences. Here's a link to a podcast that can explain what I'm talking about rather than me paraphrasing for the next few paragraphs: https://directmisfire.podbean.com/e/kings-of-war-trident-realms-review/

    As for your list in particular, I can provide a quick rundown of that.

    Quote

    Placoderm Horde
    Placoderm Horde
    Placoderm Defender
    Gigas Horde

    -these guys seem fantastic, do they still get Ensnare? Looks to be the best anvil units in the list and I’m paying a premium for them. Gigas are there to guard a flank and the Defender hangs around to inspire and help out in a fight. Are two placo hordes too much? Could I get away with Naiad Ensnarers instead (or just one horde of Placoderms instead of two)?

    I think you're going a little too hard on the Placoderm package here. The Defender isn't necessary and could easily be swapped out for the Siren for more list flexibility (on top of the ever-important ranged attack) and true Inspiring. I'd find the 30 pts to nab her by swapping one horde of Placoderms for a horde of Ensarers with the Dragonshard Shield (-40 pts for the list). This will give you a better rounded list through a mix of defensive measures while also allowing you one turn of nightmare defense (the Dragonshard Shield is an on-use item that gives you +2 DEF to any unit provided it doesn't move).

    As for the Gigas, they're good and that's about all there is to it. They'd benefit from the Brew of Strength if you can find the points.

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    Necromancer
    Wraith Troop
    Wraith Troop
    Zombie Regiment

    -the undead allies help with the center line. Zombies anchor the other flank with the help of the two Wraiths to wipe any units that engage them or the Placoderms. Does the necro need to inspire them at all given that they’re mostly throw away units? Or should he have lightning bolts instead?

    First off, I'll start with a rules clarification: allies cannot take items so there's no way to make the Necromancer inspire their troops. You could swap for a Liche or Revenant, but I don't think that's necessary. Speaking of what's necessary, I don't think these allies really are. If you want undead-themed sea creatures, just convert up some units that are in Trident Realms or, if you really want allies, try Night-Stalkers for spoopy allies or even Forces of Nature. The problem with undead is that they're just terrible at being allies due to their need for support and allies not getting any from the parent list. Right now, you've added four units that are pretty immune to that need for support because they're just chaff, but then you've also added four units that are chaff and are not well suited to support your list.

    I get that you want theme, but theme is more than just unit listings. I'd personally be more impressed if you found ways to work up reasonable counts-as units than shoehorning actual undead in. 

    Quote

    Wyrmrider Centurion
    Wyrmrider Horde

    -my first hammer, they seem awesome. Should I run one of the Wraiths ahead of them for cover and diversion or is the Fog good enough as extra protection.


    This is great stuff. I'd put some sort of offensive magical item on the horde like the Brew of Strength or Chalice of Hatred, but otherwise this is perfect. The one thing to keep in mind with Wyrmriders is that, like the rest of the list, they don't hit as hard as their points would suggest nor are they the toughest. They're meant to confuse, disrupt, and take opportunistic kills. Don't just slam into the enemy line and expect them to Get [big bad swear word] Done.

    Quote

    Kraken

    -my second hammer, he must be released


    Personally, I prefer the giant to the Kraken, but he's still a good choice. Just remember that CoK18 made the base longer on these things (giggidy).

    Quote

    Knucker

    -my anti warmachine and anything else that doesn’t want to be hit by a fish missile. Should I take two?

    Despite what has been written above, the Knucker is widely considered one of the best units in Trident Realms which really comes down to one thing: speed. To repeat the theme of the army, the Knucker is not a blunt tool. To be used effectively, you need to be running behind enemy lines with it to set up lose-lose scenarios for your opponent. If they turn to face the Knucker, they should be facing a flank charge from another combat-capable unit. If they don't, the Knucker can flank charge them to support or just continue on its merry to setup even worse charges. 

    The same can be said about ranged options against the Knucker. Use terrain to your advantage to force bad shots while also always giving your opponent options about shooting the Knucker or shooting another unit closing in. That said, a major weakness of Trident Realms—and what holds them back from being a terror on the tournament scene—is that they're incredibly weak to heavy-shooting lists.

    Quote

    Thuul Mythican + Lightning Bolts

    I like this guy. He has a surprising number of attacks for a caster and, with the Inspiring Amulet, looks like he could even replace the Placoderm Defender. Lightning helps pick off chaff and lingering units. Do I need him?


    Thuul Mythicans are great, but should always have Bane Chant on them. Trident Realms units don't hit super hard, but need to break whatever they do choose to fight due to the finesse nature of the list. The biggest boost you can have against almost anything is an additional +1 to wound. As a basic rule, always take Bane Chant when you can.

    Quote

    My plan would he to deploy as an Oblique Line, the Placo hordes anchoring along one table edge while the faster units move from side to side like a window wiper.

    This is a good theory, but in practice is more likely to get you killed. You need to be less focused on your battle strategy and more on disruption of the scenario. Your hordes would benefit more from looking for whatever zone they can camp in to worry the opponent (all the better if there's a forest/other significant difficult terrain there) while your faster units constantly threaten flank charges and immediacy of threat to slow the opposition down. It's all about running down the clock here—you're going for a decision victory rather than a KO.

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