Trident Realms in 3.0

They do fit on a base looking bad-ass.




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Playing around with TR listbuilding for the first time in ages and wow, hero slots are really competitive!

  • Centurion finally has Ensnare, so becomes a very useful roadblock, and the Trident of the Drowned Sea is very strong
  • Aquamage is a spellcaster lvl2, so a great choice for Veil of Shadows, Barkskin, or Scorched Earth, all of which work great in TR
  • Mythican is an inspiring combat hero that threatens 15" AND can take spells, for only 80pts
  • Depth Horror Eternal is still shockingly tough and scores, but now inspires everyone
  • Kyroqsh is still great, inspires, shoots, threatens 17", the best dragon defense in the list

Right now I’m thinking an Aquamage with Sacred Horn, Rising Tides, and Veil of Shadows for a very nice central support aura, and a Mythican with Knowledgeable and Barkskin. Another combat hero to protect the other flank would sure be nice, maybe a Mythican with Scorched Earth and Conjurer’s Staff? There’s so much utility on offer, it’s going to be easy to get to four Inspiring units!

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I would say hero choice highly depends on unit choice.

  • Centurion got his ensnare back! This is very solid. Def5, ensnare, regen 4+ - he is good even without a Trident. I think of using him instead of one of my mythicans constantly.

  • DHE with Spellward banner is a solid option.

  • Kyroqsh is a hero I used before. He is pricy (LB) but very fast and can benefit from Ineesha aura (I once attackes DwarfLord of a Beast with Ineesha and Kyroqsh - 15, CS1/TC1 attacks. Most with vicious :D)

  • Aquamage - I try to keep his cost low. Still 2 Auras with a 9" bubble is very cool. I still can not decide if I need Veil to protect my DHs…

  • Mythican and Scorched Earth - I like it but it did not work for me so far. I just throw a Mythican into combat too often to run him with spells.

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This is my 2100 list I am working ATM. I have a difficulty deciding between Veil/hero update and drops. 14 does not feel bad but I could go 14 and maby merge 2 TL troops into regiment and spend extra pts on updating Mythican and add Veil…

What I am happy about is adding DHE with banner.

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I have a Sylvan Kin friend that plays three Treeleaper troops and likes them, but it just doesn’t make sense to me.

This is basically what I’m looking at for heroes right now. It’s gotta be too many points, but each of them is soooo good, I don’t know how to make cuts!


Probably a bad call to put the Gnome-Glass Shield on the Mythican with Barkskin, since I really want to cast it every turn, but I figured if I’m being greedy, may as well be greedy.

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Why treelepers does not make sense?

I would cut Scorched earth. You will jump on most infantry lists and use chaff not to get jumper by cav. I see no space for Scorched earth. I also never liked bane chant in Trident. Mythican in CC adds basically the same amount of damage You gry from casting a spell.

2 aura Aquamage is great. I agree.

Maybe I owe treeleapers more tries, but I haven’t been able to get them to work.

I think Scorched Earth offers enough flexibility in how I push units forward that it’s worth taking. With Ensnare, it blunts 4+ attackers so insanely hard, and might actually convince me to use Ensnarers again. I’m not a big Bane Chant fan either honestly, but I figured since I already had the Conjurer’s Staff I’d throw it on.

You’re probably right that it’s just too much investment in casters. I’d need to do some testing and figure out what’s really a priority, plus build the rest of the list!

Thing is Scorched earth is very defensive. The slower the list is the better the spell.

In my list Barkskin is best. Other spells are not even close.

Had a game vs NA yesterday. Treelepers did well cicling around the whole NA army but also DHE was great. He can chaff, roadblock (14/16, def 4, ensnare!) And his damage output is 1:1 to treelepers. I have to test a list with 2 DHEs.

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Here’s where I’m leaning for 2300:

The Hidden Ones [1] (Formation) 0

  • Thuul (F) (Regiment) 170
  • Thuul (F) (Regiment) 170
  • Thuul Mythican (F) 90
    Gnome-Glass Shield 10
    Knowledgeable [1] - Spellcaster tier +1 10
    Library Barkskin 1 25
  • Depth Horrors (Horde) 185
  • Depth Horrors (Horde) 185
  • Naiad Ensnarers (Horde) 230
  • Tidal Swarm* (Regiment) 70
  • Tidal Swarm* (Regiment) 70
  • Knucker 150
  • Knucker 150
  • Greater Water Elemental 180
  • Coral Giant 215
  • Thuul Aquamage 90
    Sacred Horn 15
    Rising Tides [1] - Aura (Wild Charge (+1)) 15
    Library Veil of Shadows 1 30
  • Depth Horror Eternal 115
  • Thuul Mythican 80
    Conjurer’s Staff 10
    Library Mindfog (2) 10
    Library Scorched Earth (2) 20
    Liliana’s Tear 5

Total Unit Strength: 23
Total Units: 15
Target Points: 2300

It’s been a long time since I used Ensnarers - as time went on, I found that the way I needed to play them to make them survive meant that they couldn’t contribute to the game much, but I think the spells give them new life. Stacking Ensnare and Hindered in the open and on Strider units means they can take even combo charges from big hitters, and I’m really looking forward to Barkskin keeping them alive long enough for regeneration to get big numbers.

I would have liked to get my Gigas on the table, but they new spells don’t support them nearly as well as the squishy Ensnare stuff. I thought about taking Celestial Restoration, but I just don’t think it works as well.

3 Likes

Impressive number of support casters! The only time I remember seeing 3+ hero casters is if they’re spamming lightning. This many of them also means you can go deep on the new spells, for science if not great victory.

I did have a thought, seeing all those upgrades (especially the Knowledgeable on Ineesha), that if you rearrange your spells and drop the various upgrades that may or may not get used, you actually have significant points left:

Aquamage - Rising Tides, Barkskin (5)
Ineesha - Scorched Earth (2)
Mythican - Veil of Shadows (2), Bane Chant (2)

The above avoids paying for Knowledgeable, puts Veil on the most flexible of the casters (I’m assuming it stands by the Depth Horrors most often?) while also giving it something else to do up close or when not facing much shooting. It also leaves 45 points leftover for whatever - you had Sacred Horn on the Aquamage I think to double up on Tides + Veil, but I’d go whole hog and give the Ensnarers +1 CS or +1 to hit.

3 Likes

Yeah, strong chance it’s too many points spent on individuals, particularly since those Mythicans are no slouches in melee. I’m basically unwilling to take a spell that has a 25% chance of failing, hence the Conjurer’s Staff and Knowledgeable. I did consider a build that dropped Veil of Shadows altogether and swapped a unit of Depth Horrors for Gigas, but that eats up 20 of those points to begin with, and with Barkskin and Scorched Earth, Depth Horrors can outperform Gigas anyhow.

I unfortunately won’t get much time to test it before the next event, but I intend to carefully grade each caster and their contribution.

2 Likes

I do feel spells on mythican, especially Ineesha puts You in a difficult position. To keep up with the rest od thuul or to cast.

Veil is a solid choice. Problem with shooting is that we need both banner and veil to get a nice protection. That is why I take only banner and gry more bodies.

3 Likes

What kind of spell builds are you facing that the Banner is necessary? Just Lightning Bolt?

LB is the prime reason BUT there are other benefits. When I get close to those ogre warlock nonsense they can drain life my at 5+. Same with healing things I wound in combat.

I would say it is not a must have but a small investment can be crucial vs several things.

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Test colours tunerd out to be ok. Time to paint remining 4 before next tournament.




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Test Eternal looks superb! Pale flesh and rusted iron is wonderful.

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I am happy with the corroded steel. Brown followed by red leather and then orange brown washes.

I hope to finish the unit within few days. 2nd one will have only 2 models.

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As a 40k Ork player, I’ve painted a lot of rust in my time, and for me, the best tip i could give is this… use a small bit of sponge and lightly dapple the rust on with Orange ( i used Citadel foundation Macharius Solar Orange) .
I do love that anchor @MiSiO_1 The Orange wash on the chain is a great idea.

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Thanks!

I usually use 2 pigments for rust. Did that on all my Veer-myn bases. Problem is I want to varnish those Depth Horrors as paint does not stick great to PVC. Adding pigments after varnishing is what I sometimes do but I want to keep the wet feel. So… Brown paints.

I use hair spray to do rust and chipping on vehicles (when I rarely paint any) but this is a different story.

3 browns is a quick method.

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Almost done. Not Perfect but should do. I like rust on them.


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