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#16 jdripley

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Posted 08 September 2009 - 03:03 PM

Earth spells are all about battlefield control - creating impassable areas, slowing the enemy down. Affliction is all about activation control - forcing models to divert their attention towards Purifying, slowing enemies down... And the Spy SA of course is all about neutering your opponent's god-send initiative draw. Po Wi Set is all about denial and manipulation. You ought to be using his Spy by turn two, maybe 3, so that when it's time for him to drop the denial/control focus you don't need to worry about losing Spy on top of losing Po Wi Set. To begin with, place walls, use Earthquake, whatever it takes to screw with your opponent's advance. Break up their formations and force them to come at you at a disadvantage. Use your Affliction tome to draw down their healers' SP. Hamstring their soldiers just before they try to engage yours. Save enough SP for a Molten Earth as the enemy moves to engage Po Wi Set to damage some of them and force the rest of them to come at you at odd angles. That ought to compound with his combat abilities to let him survive a bit longer.

That's how I'd play him at any rate.
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#17 ViciousPanzer

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Posted 08 September 2009 - 06:50 PM

See! 2 viable and completely different takes on effective ways to field Po-Wi. As I'm learning more and more it's less the model and more the player that limits possabilities. ^_^

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#18 Shakandara

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Posted 10 September 2009 - 03:12 PM

One of my favorite tactics with Po is to use some trolls and some Reptus Warriors in his troop (along with the obligatory snakes) and pin an opponent's unit between them. Po rolls up on the end of the group and drops Molten Earth right through the middle. Neither the Trolls nor the Reptus Warriors go down easy, so sit back and watch the enemy unit burn....

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#19 LizardRat

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Posted 10 September 2009 - 10:55 PM

Hey new to the forums just had a question for reptus players out there: have Reptus warriors become less effective? in last edition for about the same points IIRC they were a lot tougher and noticeably harder hitting. I used to be able to depend on them much more than I do now.

Were they overpowered and needed a nerf or what?

I've only played 3 games in this edition but I've been disappointed with them lately.

#20 Gus Landt

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Posted 11 September 2009 - 06:18 AM

Hey new to the forums just had a question for reptus players out there: have Reptus warriors become less effective? in last edition for about the same points IIRC they were a lot tougher and noticeably harder hitting. I used to be able to depend on them much more than I do now.

Were they overpowered and needed a nerf or what?

I've only played 3 games in this edition but I've been disappointed with them lately.

Datacards weren't 'changed' from previous versions of the game. They were all completely rebuilt from scratch. So if they are different, it has nothing to do with what they used to be like.

Reptus were one of my personal factions during playtest, and I really liked the warriors. What makes them stand out (and cost more) is that 3rd track. In Warlord 2.0, only 20% of all Soldier models have 3 damage tracks, and 2/3rds of the ones that do are more expensive than the Reptus Warriors. That DV 11 in combo with 3 DTs is what makes em shine. With their Deflect, archers pretty much ignore them, which lets you get all of their MAV 4 Cleave attacks to the other side of the board. ::):

With an average DV of 10 in the game, a MAV 4 Cleave has a 20% chance of Cleaving. Two of those each round, and you are certain to get at least 2-2 per game (between offense & defense).
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#21 Shakandara

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Posted 11 September 2009 - 10:26 AM

Yeah, you can't exactly compare old points with new points. There have been so many changes to SAs and fundamental game rules that there is really little basis for it. That being said, at 41 points they are the 3rd most expensive grunt model in the Reptus faction (behind only the Brood and the Trolls), so that means I generally don't bring a lot of them in a 1K build. As Gus suggests, with 3 DTs, a high DV + Deflect, and Cleave, they can give your opponent fits. Combined with the Jade Thorns FA, they become even harder to take down in the middle of massive melees, where their durability shines. Add them in to a troop with Khong-to, and when they die, they have a good chance to inflict another point or two of damage on the way down. Or, put them with the Broodmaster, and now they Fly for a short time.

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#22 Feanor

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Posted 16 September 2009 - 06:21 PM

So what would you reptus vets bring in a 1k game that can take a lickin and keep on tickin?
thanks for any tips
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#23 Stubbdog

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Posted 16 September 2009 - 08:41 PM

There are all sorts of fun combos for sure, but you implied that you are looking for all strength.. so here ya go a little fun.. not many models, but every one of them require lots of attention:

Reptus - 999 points

Troop 1
Broodmaster, Dragon Rider
Gaan-Hor Warrior x 3

Troop 2
Uru, River Troll Chief
Brood of Payanak x 3
Uszkuluz Grayhide, Troll Shaman

Troop 3
Nakaraat, Hydra

Troop 4
Krungbeast

Troop 5
Luck Stone

#24 Shakandara

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Posted 17 September 2009 - 12:13 AM

Well, if you are building for endurance, then in general you'll want to avoid the snakes. They can be wicked in combat (and the high DV in melee is really nice), but one hit, and they are gone. The turtles are a great support element; I consistently bring Chhaya and 4-8 Spikeshells (sometimes split with another Chhaya leading for 2 troops). Make no mistake tho, their DR gives them some protection, but against superior soldiers or models with good MAV and Mighty, they fold quickly. Use them to tie up "average" soldiers while the rest of your army deals with your opponent's big guns. Reptus Warriors are a nice inexpensive (relatively) high-end soldier, so 4-6 of them in your build should provide something for your opponent to chew on for a while. It's hard to go wrong with any of the solos, but the Dragon Turtle is DV 15 vs. ranged attacks and #MA 3 + Mighty in melee. The Trample of the Krungbeast is a nice compliment to an endurance list, as it gives the opportunity to roll over a number of weaker targets for inexpensive points. So, based on that, how about a list something like:

Reptus - 1000 points

Troop 1
Uru, River Troll Chief
Pakpao, Clutchling Caster
Reptus Warrior x 4
Reptus Skullbreaker x 2
Clutchling Spearman x 2

Troop 2
Ssathuss
Nagendra Warrior x 2
Nagendra Ranger x 2

Troop 3
Chhaya
Spikeshell Warrior x 8

Troop 4
Dragon Turtle

Troop 5
Krungbeast

I've added a small unit of snakes because they have nice speed, and effectively take the place of having a ranged unit. You could swap them for Chhaya and 4 Clutchling Archers (and 20 points to spare) or Gam-Nan and 4 Gaan-Hor (and 15 points to spare) if you'd rather avoid snakes entirely, and still have the same role filled.

As Jason suggests, however, the possibilities are limitless. Play what you want to! ::):

~v

Edited by Shakandara, 17 September 2009 - 12:14 AM.

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#25 Warwick

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Posted 26 October 2009 - 09:55 AM

This weekend I went to ArtistCon and wrangled me a whole new Reptus army! I'm doing all Outcasts - snakes, turtles, and trolls oh my! - and it's looking very fun. Very different from my usual army style and that's a good thing. Might take me some games to figure how it all works, but that's okay. The snakes look amazing to paint up. I snagged a Dragon Turtle because I thought I might put him in once in a while. Then I started making army lists and the Outcasts are so cheap I have to field him. Sweet. I can't wait to see what that beast can do to a Stone Spirit or Hill Giant. I'm using the DHL model Snakeman Champion 2935 as my Uru, mainly because the model is just too cool not to be in a snakeman army. If I could find other cool big snakes I would make them my River Trolls.
I sold all my Overlords for this and I don't regret it at all.

#26 jdripley

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Posted 26 October 2009 - 04:36 PM

wow, huge playstyle overhaul huh Warwick?? Congrats on the new army! I wish I had the guts to play a lower DV army... sometimes I look at all the neat things the other armies have and I start to ponder picking up another one... then I get nervous and hide behind my dwarves' shields.

Your opponents had better scramble for their Restore tomes to deal with all of the poison that will be coming their way soon!
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#27 Warwick

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Posted 26 October 2009 - 06:00 PM

A very big change from my usual high DV, high damage track army. These guys have ONE damage track! NOOOO!!!
Poison is neat against the living. However, lots of models that can ignore my poison, so I'm bringing some turtles and trolls. I even had cool poison tokens made a while back. Handy, huh? I think I'll go drool right now, then laugh like an evil genius, then start gluing snakes together.

#28 Warwick

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Posted 26 October 2009 - 09:05 PM

Another thing I was looking at. Outcast Doctrine gives Turtles and Trolls Tough/1. Dragon Turtle sure is a Turtle. But slapping Tough/1 on top of Tough/3 does nothing, I assume. Or does it? (fingers crossed)

#29 wildbill

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Posted 26 October 2009 - 09:19 PM

Another thing I was looking at. Outcast Doctrine gives Turtles and Trolls Tough/1. Dragon Turtle sure is a Turtle. But slapping Tough/1 on top of Tough/3 does nothing, I assume. Or does it? (fingers crossed)


My best guess is that it gives models with no Tough at all Tough/1. If it added to an existing ability, it would say "Tough/+1". Sorry man, no Tough/4 Dragon Turtle for you (thank GAWD!!!!!!!!!!!!!).

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#30 Warwick

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Posted 26 October 2009 - 09:45 PM

Your opinion is biased because you don't want to face it! Can I get a rational opinion from the crowd?




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