@Boss_Salvage it does what it did but You take 1 damage for every re-roll You make.
Did a small unit breakdown (hero breakdown still wait to be translated into English). I hope You like it.
Trident Realms 3.o
Let’s start from a small summary.
There are 30 units to choose from including 12 different hero choices two of which are Living Legends. We also have two new units straight from Vanguard stables. Dambuster sentinels and riverguard dambusters). There are unit we no longer have access to. Hidden Ones (legendary thuul) and Nk-ushi - legendary centurion are no longer available.
Trident is a finesse army You will succeed only when use combined-arms forces of unoptimized units in an effective way. This does not change in 3.0 and TR is even more synergy focused. I will break it down later in unit review.
Units are grouped by their size and function in a new list. We have infantry, ranged infantry, heavy infantry, engines, large cavalry etc. It makes reading the profiles so much easier to what we had before. Especially when we take into consideration that now unlocks are more complex and based on not only unit size but type.
Poison frogs
This is an update limited only to riverguard units. Cheap, one use only Brutal for 5 points which we can use before rolling to damage. Small but sexy upgrade.
INFANTRY
Not many changes here but some are essential. Naiads did not change at all… Their profile and rules are exactly as they were. Troop and regiment sized units got cheaper but it was to be expected. Thuul got more expensive in a regiment and it was another change we all were aware of. Now we have to pay 160 points for a regiment which is still fine. There is a trend towards making troops more playable and basically ALL troop sized units got cheaper or did not get more expensive. Troop of thuul is still 105 points for example. Naiad troop is now 90 not 100 etc. This might finally encourage players to play less horde-based armies and experiment with MSU/MMU which is what TR was always good at.
Placoderm lost a horde option and are now heavy infantry (25mm bases) and can be fielded as a troop. They are now 10 points cheaper despite phalanx getting better. Great unit to MSU unlocks and to form Your main battle line. League of Infamy offers an amazing Placoderm models too.
There is a new riverguard unit (already spoilered by Mastercrafted). We got more specialization in riverguard infantry. We either get combat oriented treeleapers or a support, ranged riverguard with javelins. New treeleapers has lost Vicious(too bad!) but has gained CS1 and kept their Def 4+ at the same time. No need to lower it to 3+ any more. Biggest change is their fly, nimble speed 7. Their cost is 110 for a troop and 170 for a regiment. Again. Troops are more tempting now than even before.
Ranged riverguard did not change much (although they are irregular now). SP7, Me5+, Re5+. 115 for a troop, 155 for a regiment. They did loose a point of nerve which is painful but they are a ranged, support unit. No vicious too and poison frogs are not the ideal choice for them but still a very nice option to have.
Heartpierces lost all buffs from CoK supplements and a pathfinder. Except Steady Aim. They are now a classic ranged support not a road block. Pure range support. 8/10 shots at 4+ even after moving (harpoons are now like a 18" “breath”). Interesting unit. Sadly irregular (like most ranged units in 3.0) which is intentional. Range is going to be a support piece is many armies.
SWARMS
We had one swarm-type unit. Now we have two. Nokken joined tidal swarms. And nokken is the unit that got the biggest change in 3.0. I will start by saying TS were too slow to be a chaff. They were great profile-wise but were to slow. It was even hard to screen gigas with them. Now, alter loosing few attacks and getting cheaper they can Scout! This solves the whole “chaff” problem.
Nokken on the other hand lost scout, got to a new base size and are shambling now (to support strong surge theme in the army). They are now cheap, ranged (“breath”) unit with ensnare, fearless and 7/14 Att for only 80 and 130 points.
LARGE INFANTRY
Depth Horros did not change at all. Same profile. Only regiments got 10 points cheaper. They also benefit indirectly from all to shooting changes that was their main problem.
Water elementals is a unit that also got a nice buff mostly due to indirect changes to our casters but they got strider instead of pathfinder so there is a direct buff too. The whole surge/enthral/windblast theme got a major buff it Trident and I expect more Water Elementals on a field of battle.
Gigas are no longer Large Infantry. They are now monstrous infantry (50mm bases). Which is good. Mantic giga models were to big for a 40x40 bases! 4 models was a max we could fit on a horde base anyway so a good change there. Gigas both lost one and gained some. They are now less offensive due to lower CS and no elite (is there anyone who was using Gigas outside of King Craks formation?) but are Def 5+ (with Big Shield), Vicious and … Nimble. Yes. Crabs can walk sideways. They have a new role now. More defensive but very flexible on a field (which seems to be the TR thing). They will also benefit from lower CS/TC across the 3.0.
CAVALRY
Wyrmriders is the only unit I do not get in 3.0. Sure they looks now like a light cavalry both defensively and offensively but they lost the most important thing about them from 2.0. Speed. SP8 and no TC1 for 25 points less does not look like a good trade especially IF we consider that they were not the optimal unit before the change. I am sure time will tell if I were wrong about them but it is hard to find a role for them based on their current profile.
We had one cavalry unit in 2.0. Now we have two. My visual favourite. Riverguard Dambusters. Our first heavy cavalry stright from vanguard range. What I like about them is that they are weird. cavalry SP7 with fly And nimble, strider, night Def of 5+ and with sticky tongue ranged attack. Me of 4+ typical for all Riverguard but CS1 and TC2. I like them a lot. Mostly because they offer weird options with fly and shooting.
MONSTERS
Greater Water Elemental is an amazing model we should see more often in 3.0. 10 points cheaper, with strider and with better support within the army.
Knucker did not change much. Few points more expansive. Lost TC3 for CS1 and TC1 which is a good change.
TITANS
Coral giant is now a Titan. 15 points more expensive with bigger base and one additional attack. Not bad. Not bad at all!
Until 3.0 Kraken was just a more offensive giant. Not any more. He is a very different monster now. Still speed of 7 but got a Wild Charge (D3) which combined with Rushing Tides can buff his charge range to 16"-18"!We have lost 3 attacks on him but with new no bounce back rule it will be harder for enemy to flank him.
WAR ENGINES
We still have only one balista to choose from but it has changed enough it will be a viable choice from now on. No more Re of 5+. 4+ is a new way to go. Leviathan Banes has lost (+1) damage and one point of piercing (it is now (3)) but it is still a cannon-like piercing! Banes also got a new harpoon option that can be used to mess with opponent’s positioning. The major change is how it hits. 4+ is a reliable enough we will see them more often on the field of battle.