Just Like Atlantis.
A definitive review of trident realm in 3rd edition
By a guy that didn't just play fury of the sea.
My oh my trident realm changed massively as a faction through second edition. Here is the long and short of it they were awful and not competitively playable until COK19, although many people appreciated the aesthetic and the playstyle.
So roll on COK 19 where pretty much everyone played
Depth horrors/Thuul/Hidden ones *3 (sometimes kraken)
Fury of sea(ensnarer horde, 2 heartpiercers, flying centurion)
2 knuckers
2 wizards
Ekhter
Siren
a filler if points
essentially this list was a heavy board control and amazingly fun list to play if you enjoy saying no to your opponent, ultimately you threatened the middle and rolled enough dice with individuals and heart piercers people had to engage while saying no with ensnarers and the toys protected the flanks.
Its issues were it can get shot off and flying was horrendous for it, those that say knuckers and centurion and ekhter shut down flanks form flyers are not playing against great players with multiple flyers. The pull and push disrupting, teleporting ehkter, healing regen etc etc made this list fun and unique to play I loved it.
The builds I played though were hard to kill melee builds and a world apart from this,
giga formation (2 hordes)
Kraken or 2
2 Knuckers (sometimes one became trident king)
2 water elemental hordes
depth horror horde
hidden ones
thuul (I varying amounts ad sizes)
healing and weakness magic Asbs
flying centurion
mythican
other resilient bits make cameos
you can see previous blogs for more details, basically I played this like most people play undead but without the chaff, a lot of people thought they did more damage than they did and it ground so well
I also less often played (for fun I knew it was suboptimal) msu trident realm
frog troops
thuul
centaurs
heartpiercer troops
wyrm rider regiments
3 knuckers
trident king
etc etc
this was a giggle tbh but showed me all the problems the faction had and that were hidden by fury of the sea.
In my irrelevant opinion all the fury of the sea was played the most trident realm was actual bought alive by the new spells, critters call, weakness, teleport, and to a lesser extent alchemists curse, but also who could take all of these spells.
I think breaking TR in a competitive respect will be a Mammoth challenge without spam in this edition, however it deserves a review even though I feel it will become very very rare this edition, I feel this because its my feeling the character that had been put in seems to have been taken out of the army for me anyway.
Any way lets review the units
Unit review
Units scored 1-10 on how much I think you should see them in competitive lists
troop/reg/horde
Poison frog upgrade, brutal when you chose for cheap, yes please 10
Naaid ensnarers.
I'm not a fan as these guys have never done any work for me and I feel that the formation made them work by deleting things while they held a key objective at 250 points doing not a lot. However they are a good scenario piece and can be reasonably self sufficient with hammer of measured force which is what I suggest. In terms of size I think its horde or go home to get use out of the regen, I think troops aren't great and should be thuul or TL, regiments are ok but should be placoderms in most lists, and the horde is decent enough but should probably be depth horrors. Sorry if you disagree but how may of these do you see in nature armies? they take salamanders right (sorry guys i'm biased with these but I genuinely feel it was the formation that made these strong)
1/5/6
Thuul
The little fellas went up in price to the correct price, hidden ones left us which makes me sad. Both sizes are valid, I think will be a mainstay this edition, I think when people see how much steady aim, pierce 1, range 4 shooting is out there the depth horrors that people are spamming will soon add more thuul.
6/7
Riverguard treeleapers
These are a large improvement from the edition before if you go with the troop, however the regiment is just so costly for its output, that I cant see it seeing play much unless an unlock is really needed. Either way its nice to have some skirmishers that are just unpredictable enough with Bastion up that people wont want to risk getting stuck on them and flanked.
6/4
Placoderms
Phalanx troops are irrelevant usually and a waste of print, but then def 6 ones aren't, regiments are a cock block for people to hit and get stuck. The output on these guys is poor but DEF6 is amazing, with phalanx its even better, these have definitely become the correct price point and rules, speed 5 means everything, I love these guys with healing items or diadem. I think most people wont take them, I think they are wrong, and I think those who do will only consider regiments and I think they are wrong. 4 troops to me seems amazingly interesting in front of a wall of depth horrors, thuul or dam busters.
7/7
Naaid heartpiercers
Interesting unit, you will see them, but i'm not confident TR are a combined arms army anymore, I think these are the single biggest losers of the edition, irregular/no ensnare, however 2-3 troops with enthral to pull things out of inspire is still a thing. Regiments are meta dependant to only where you had shooting before, I think these will be mainly in the roll skaven weapon teams took in the last edition.
6/4
Riverguard
Nerfed river guard and they were awful before, plus irregular. I cant see these making lists they are not quite as bad as chariots, but im guessing mantics moulds are broken but they have loads of upgrade kits hanging about :)
3/1
Tidal swarm
Interesting piece, they are not my style but have something the rest of the chaff doesn't for a big discount and that's fearless. Definitely good enough with scout, I thought were poor before so I will uprate appropriately, the regiment is the money for me 3 points of nerve for nearly double cost is eye watering, although I guess 40 flank attacks is interesting.
6/4
Nokken
These guys lost scout and gained (got nerfed with) shambling. Used to have occasional uses hanging around mid table breathing asking people to trade, the double move nerf in most situations is pretty bad. Surging into terrain so they don't take cover is cute I guess, but i think will being in a meaningless location for it to matter, I could be wrong here but I think for the second edition running they have saved me building a set.
4/4
Depth horrors
These are one of the main stays, ensnare /15 on the regiment is amazing, the horde offer more of a hit than anything else TR have. Will see them, will see regiments this edition also, I cant think of a list without 1 horde in
7/9
Water elementals
the slight buff with strider has been massively offset with these guys, having been "the only" guy I know that tried and made these really work, I will say critters call and casual healing we had, and the efficacy of BC surge and myrmiddans fireamulet are the reasons they worked. They are still ok but remember the extra cost in the surge caster I think these go from a around a 7-8 because we needed the flyer protection, down but not to much as you will save points in not supporting them and leave them to fend for themselves
6/6
Naaid wyrm riders
perplexed why they needed nerfing or what anyone was smoking, they are quick pathfinder, they see over some hills, that's their use I think, im maybe being harsh I didn't mind the regiment before and its still ok,
5/2
Gigas
Another unit got overhauled, lost elite and a point of cs, gained nimble, vicious and def 5 in flank/rear.
Still playable but used to be 7 damage a turn now probably 5-6, nimble is interesting, gained 5 points a unit (when you - formation cost) def 5 in flank is useful. I went on a rant with these initially ill apologise later to Matt for that, they are not amazing but they are serviceable, I just wish they benefitted from horn of the ocean, I mean another def 6 unit is pretty sweet and where I think nimble does little for the horde, the regiment can now get out of the way very easily
6/6
Riverguard dambusters
these are proof power creep isn't yet real, however they are not in box set form yet and if they get a nuclear blast next year it also proves the business model.
Its all interesting stuff, but where I apologised to Matt James before i'd love to know these guys roll.
Its almost like they were designed to always be undisrupted in a flank, regen 6 is meh, sticky tongue is bizarre on a tc 2 unit, the lack of path finder is perplexing and I consider strider a downgrade here.
I mean they are not terrible but very expensive, someone could unlock them and rule the world, in my mind I have no doubt about that, but I don't have a key
5/5
Greater water elemental
Barry the barrel he got strider, he still needs to be more hitty, but hes ok as a beat stick and the model is ace
5
Knucker
fair size nerf here that may seem like a buff, but ultimately change the way the model plays, these were simple 4 damage front, 8 flank, 11 rear. However losing 2 points of TC and replacing it with CS1 means the odds of not damaging a flyer are great, def 5 stuff can possibly laugh them off on a flank or even a rear if it must. This monster is more bad player friendly for the grind, but for precision players they will feel this nerf bad, however due to the fact tr have virtually zero defence for flyers or warmachines all of what I said is irrelevant and his stock goes up
8
Coral Giant
Used to find these interesting im now perplexed as were not common before gained 1 attack, 15 points more and a much bigger base meaning the ensnare is less relevant. On the fence here tbh I guess again could be some gold to pan as speed 7 is good and cs 3 now rarer
6
Kraken
Gained wild charge D3 for 10 points, seems fair and were good before, however I feel the cs4, pierce 1 shooting and warmachines mean he may disappear fast from lists, maybe regen is enough who knows
7
Leviathans bane
had potential range 4 is interesting, but enthral only being able to be used once is a bit meh, I just think they are a lot of points when they take ever defensive penalty going and TR don't sit back and defend them but instead get in the way.
4
Heros
Naaid centurion
this model makes me wants to cry, so she lost ensnare and she lost the ability fly at def 5 and she lost the ability to take a heart piercer and went up 5 points, sadly the difference between -1 to hit def 5 over being flat def 4 with wings of honey maze is massive also obviously misses fury from the formation, up a pip of nerve. Not unplayable but definitely not what she was and wont see much play
3
Naaid stalker
Cheap mans centurion that cant tank like the centurion did but can disrupt flyers and hunt with wings, and without wings still contributes with a heartpiercer, so is very reasonable, and likely choice
7
Naaid Centurion Wyrmrider
so this guy is the reason the knucker didn't need changing, he's a better knucker in most situations but takes a character slot so isn't seen much
5
Depth horror eternal
A heavy hitter is he gets that flank with nimble, I like models like him tbh and should find more room for him yet ever seem to
6
Thuul aquamage
this new boy has some inspiring for elemetals, the options of weakness, wild charge aura, surge and icy breath. I like him overall isn't 1 + but wild charge aura is cute especially if stacked with speed items. A 1+ if taking elementals
6
Thuul Mythican
Hes what he always was hes ok, hes a support caster that can be a melee guy also, hes well better than average but not amazing he ca be important just to guard from flyers, I think he will be seen a fair amount at least until boomstick gets nerfed
7
Naaid envoy
not what they were when they had the choice of a million spells but equally they shouldn't be, will often see one just because bastion a a fury aura are a thing, but that's how may you will see, as imho TR need all the fighting heros they can to try and control flyers.
7 with the two (1) 5 otherwise
Siren
oh how the mighty have fallen, used to have a unique a flavourful spell, now has enthral, which you will use I occasional gunline or surge builds where even then you may see her. No longer (1) but most lists will have zero unless they are taking her for heal in a gunline, maybe see her if she inspired
5
Riverguard sentinel
great little combat character, all the rules except strealth, but 4 attack duellist ? give him 5 and he might have been seen, inspiring the same, but at 135 hes sadly overcosted, which is a shame as hes cool
4
Riverguard dambuster sentinel
scroll up to dam busters, a mess of rules that costs lots, I like that his nimble on a single base can get you out of the way
5-6
Eckter
still the same guy add the fact alchemist curse is gone but also teleport gone, trident realms only decent tech against flyers and cav is right here
9
Trident king
I took him no one else did, I played Dan King he spent the whole gaming killing a regiment of carrion, hes now gone up in cost and breath has bee nuked, bizarre but I burned mine on you tube
4
Tactics and lists.
Trident realms have 2 builds I my mind
a slow pretty decent melee build that is decent in scenario, you can play lots of units, you can make it mixed arms but why live a lie, a list of thuul and depth horrors spammed is this build.
if you metas shot heavy add heal or add individuals for speed
the other build is a mixed arms gunline, similar to last edition but no where near as strong, however a lot more troops leads to an msu control space build, its interesting it may be ok, it requires a top player where the first doesn't to work.
i'm going to try both tbh (approx. builds)
my meat build will be
Water elemental hordes *2
thuul regiment
thuul troop
Depth horror hordes *2
Tidal swarm reg
Kraken
Knucker
Naaid Centurion
Thuul aquamage
Eckter
My msu/mmu high def build with shooting will be
2 giga hordes
2 depth horror hordes
4 placoderm troops
3 heartpiercer troops
Siren (heal and ethrall)
Eckter
Envoy with bastion as horn
I worry about TR in this edition, I worry about warmachines, I worry about flyers and I worry about pierce 1 steady aim shooting. Flying centurions erf, siren nerf, critterscall, envoy nerf, wyrmrider nerf, no cavalry individuals, teleport gone and a plethora of other things, have meant at least in my mind our tools have nearly all gone, this army is essential a mash of infantry/monstrous and some decent monsters. I think overall the faction is lower middle tier but as per usual in any faction is a spam list that's good, when oh when will the RC bring in unit caps its a huge issue imho and putting me off the game a little.
On paper I think they have reasonable parts, but in reality I feel the parts don't add up to as good a sum as you like because of the lack of tools.
I think they will be an enjoyable challenge but you need to be of a mind set of rebuilding to every meta you face and permanently reconstructing as they don't have all comers lists and do have terrible match ups, if you want better TR just play salamanders or orcs which are similar but seem better on paper and I think in reality by a fair margin, however I love the aesthetic
I know there are real TR fanatics out there hit me up, explain to me why im wrong ad tell me the lists I've missed, have they sunk like Atlantis or do we think they will submerge ?
great little combat character, all the rules except strealth, but 4 attack duellist ? give him 5 and he might have been seen, inspiring the same, but at 135 hes sadly overcosted, which is a shame as hes cool
4
Riverguard dambuster sentinel
scroll up to dam busters, a mess of rules that costs lots, I like that his nimble on a single base can get you out of the way
5-6
Eckter
still the same guy add the fact alchemist curse is gone but also teleport gone, trident realms only decent tech against flyers and cav is right here
9
Trident king
I took him no one else did, I played Dan King he spent the whole gaming killing a regiment of carrion, hes now gone up in cost and breath has bee nuked, bizarre but I burned mine on you tube
4
Tactics and lists.
Trident realms have 2 builds I my mind
a slow pretty decent melee build that is decent in scenario, you can play lots of units, you can make it mixed arms but why live a lie, a list of thuul and depth horrors spammed is this build.
if you metas shot heavy add heal or add individuals for speed
the other build is a mixed arms gunline, similar to last edition but no where near as strong, however a lot more troops leads to an msu control space build, its interesting it may be ok, it requires a top player where the first doesn't to work.
i'm going to try both tbh (approx. builds)
my meat build will be
Water elemental hordes *2
thuul regiment
thuul troop
Depth horror hordes *2
Tidal swarm reg
Kraken
Knucker
Naaid Centurion
Thuul aquamage
Eckter
My msu/mmu high def build with shooting will be
2 giga hordes
2 depth horror hordes
4 placoderm troops
3 heartpiercer troops
Siren (heal and ethrall)
Eckter
Envoy with bastion as horn
I worry about TR in this edition, I worry about warmachines, I worry about flyers and I worry about pierce 1 steady aim shooting. Flying centurions erf, siren nerf, critterscall, envoy nerf, wyrmrider nerf, no cavalry individuals, teleport gone and a plethora of other things, have meant at least in my mind our tools have nearly all gone, this army is essential a mash of infantry/monstrous and some decent monsters. I think overall the faction is lower middle tier but as per usual in any faction is a spam list that's good, when oh when will the RC bring in unit caps its a huge issue imho and putting me off the game a little.
On paper I think they have reasonable parts, but in reality I feel the parts don't add up to as good a sum as you like because of the lack of tools.
I think they will be an enjoyable challenge but you need to be of a mind set of rebuilding to every meta you face and permanently reconstructing as they don't have all comers lists and do have terrible match ups, if you want better TR just play salamanders or orcs which are similar but seem better on paper and I think in reality by a fair margin, however I love the aesthetic
I know there are real TR fanatics out there hit me up, explain to me why im wrong ad tell me the lists I've missed, have they sunk like Atlantis or do we think they will submerge ?
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