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I usually find myself running with a cleric, and a pile of grunts, and a totem. When ever I put a ton of models on the board, I feel naked without that totem. It takes them lizards from pretty good, to the same bang for your buck as the bull orcs.

 

 

I actually don't have a 1500 point list ::o: , because I have always played with 1000, or me vs a couple guys who each have 1000. I've been going away from my normal format lately though, just to try a few new things out. I have a game coming up in about a week, and it looks like I will be running with a pile of grunts, Uru and 2 of his boys, 4 archers, and a wizard. NO TOTEM :blink: !!!!! What am I gonna do? GASP

 

Edit: Here's the list. Tell me what you think.

 

Troop 1

*Chai-Uut

*Ssudai, lesser magic, 3 iceshards, F-storm

*Warriors x 3

Breakers x 4

 

Troop 2

*Audt

*warriors x 3

*Breakers x 4

 

Troop 3

*Audt

*Archers x 4

 

Toop 4

*Uru

 

Troops 5 and 6

*River trolls

 

6 troops

25 models

999 points

 

 

I have no idea what the other guys will be playing, or what the scenario is gonna be. This means the list needs to be sorta balanced, but still have a few tricks up it's sleeves. I was going for a kind of "come and get it" list. It's got more cards than my opponents are likely to bring, so I can porbably control the iniative and thus pick the fights. The idea would be to make the enemy cross the table to get to me. While he does that, I will weaken him up with the iceshards and archers. Once he gets to me, the trolls and grunts will hopefully smash whats left through the floor.

 

advice? suggested changes? I don't get to play much, so every list has to be worth it.

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I can't seem to decide if it is worth the bang-for-the-buck... giving up ~5-6 grunts for a +1 MAV across the force is awfully tempting, especially fielding 35-40 models. Of course, those extra 5-6 grunts could mean the ability to surround an opposing commander and wipe him out with superior numbers.
I'd say don't think of it as losing 5-6 grunts think of it as (in this sized game) loosing one in every 7-8 it sound a lot more reasonable that way and don't forget it also affects beasts so the krungbeast and the trolls also get an other wise unattainable bonus to there MAV.
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I'd say don't think of it as losing 5-6 grunts think of it as (in this sized game) loosing one in every 7-8 it sound a lot more reasonable that way and don't forget it also affects beasts so the krungbeast and the trolls also get an other wise unattainable bonus to there MAV.

 

You are absolutely correct with regards to the trolls; the MAV numbers with the totem make 3 or 4 of them on the battlefield look awfully appealing when surround by a number of grunts to keep them from getting too swarmed. And everytime I consider it, I hear the sickening smack of the impact of that big 'ol club with a +5 MAV... ::D:

 

I think I can do it with the totem and still manage enough archers to volley (if needed for the extra range), and still field about 35-36 models.

 

I'm still trying to get a good grasp on initiative cards; they are one per troop type (regardless of which"Troop" you may have them deployed in on the battlefield), and more is better, yes? So if I'm figuring this correctly, I'd have 10-11 initiative cards with this force...

 

~v

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You get one per troop/solo, you get another if you have a tactician in you list. But while more is usually a good thing is you have too many you want have enough models in a single troop to do damage in one turn forcing you to attack the big models in waves allowing more defensive strikes and more chances for you opponent to bandage. Long story short you need a good balance of cards and buck in a troop. The easiest way to do this is to through in a troll or two, which are also great for scaring the enemy costing a MASSIVE (cough, cough :blink: ) 52pt.

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You get one per troop/solo, you get another if you have a tactician in you list. But while more is usually a good thing is you have too many you want have enough models in a single troop to do damage in one turn forcing you to attack the big models in waves allowing more defensive strikes and more chances for you opponent to bandage. Long story short you need a good balance of cards and buck in a troop. The easiest way to do this is to through in a troll or two, which are also great for scaring the enemy costing a MASSIVE (cough, cough :blink: ) 52pt.

 

Ok, this didn't help clarify anything for me much. I think I'm having a hard time getting a clear understanding because the troop word is used two different ways in the book. First, there is the physical group of models of all the same kind that are considered a troop... for example, archers are one type of troop, warriors are another. Then there is the physical composition of your force, arranged into solos or groups of grunts and elites lead by a warlord, captain, or sergeant that are also called Troops.

 

If I get your post correctly, then if I have my various grunts broken up into four groups led by my warlord, captain, and sergeants, that would count as 4 initiative cards. A tactician would grant an additional card (hypothetically, two models that have tactician would grant two cards, yes? or would this be a case of an ability that only applies once? of course, I'm guessing it is possible that there may be only one Reptus model that has tactician, and if it is unique, then by default you could only get one extra initiative card). Would each solo count as an additional card? Or would only each solo of a different type grant a card?

 

Give me a damn d20 and let me hit something! ::P:

 

~v

 

P.S. And yes, I agree about the trolls. A handful of these are quite ugly for their point cost...

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Troop 1

*Chai-Uut

*Ssudai, lesser magic, 3 iceshards, F-storm

*Warriors x 3

Breakers x 4

 

Troop 2

*Audt

*warriors x 3

*Breakers x 4

 

Troop 3

*Audt

*Archers x 4

 

Troop 4

*Uru

 

Troops 5 and 6

*River trolls

 

6 troops = 6 initiative cards

since there are no tacticians in your list, there are no additional cards added.

 

then if I have my various grunts broken up into four groups led by my warlord, captain, and sergeants, that would count as 4 initiative cards. A tactician would grant an additional card (hypothetically, two models that have tactician would grant two cards, yes? or would this be a case of an ability that only applies once? of course, I'm guessing it is possible that there may be only one Reptus model that has tactician, and if it is unique, then by default you could only get one extra initiative card). Would each solo count as an additional card?

yes, four cards.

each tactician adds its own card. it is possible to have more than one tactician card in the deck.

at this time, yes, only one Reptus Model with tactician, Khong-To

each solo counts as a troop and would add a card to the deck.

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Ok, this didn't help clarify anything for me much. I think I'm having a hard time getting a clear understanding because the troop word is used two different ways in the book. First, there is the physical group of models of all the same kind that are considered a troop... for example, archers are one type of troop, warriors are another. Then there is the physical composition of your force, arranged into solos or groups of grunts and elites lead by a warlord, captain, or sergeant that are also called Troops.

 

Actually, "Troop" is only used to describe the organizational structure. From page 50:

 

A Troop is one of two things:

• A Group of Soldiers and Elite Models under the

command of a single Leader Model

• A single Solo Model

 

Archers are a type of soldier model, warriors are a type of soldier model, breakers are a type of soldier model, etc. The book doesn't describe these as troops, at least not in the rules section (fluff, well, I make no claims...).

 

PS

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Alrighty, I think I understand the initiative card business now, at least from the standpoint of how many cards are generated when prepping a game. Much thanks to everyone that chimed in to help.

 

This also seems to make more sense on why a moderate number of initiative cards is better than a larger or smaller number. If you have too few cards, there is a very strong chance that your opponent's entire force could act before you get to do a single thing. Too many cards, and your soldiers are likely spread too thin across too many troops, giving your opponent the opportunity to overwhelm the smaller troops with superior numbers. Therefore, in battles with higher point values, it seems to be in your own best interest to field the maximum soldiers per leader model possible, maximizing the force you can bring to bear in a single combat phase. In theory, at least...

 

I still want that damn d20... and give me AoOs over this any day. ::P:

 

~v

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Newbie questions...

1. The reptus box set is 739 points "as is". What would you add to it to get it up to 1000 points?

2. How the bleep do you get the 2-hands-plus-weapon piece to fit onto that warrior body? I think we've tried each of the nine possible combinations of body+hands, and none of them fit. <_<

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Newbie questions...

2. How the bleep do you get the 2-hands-plus-weapon piece to fit onto that warrior body? I think we've tried each of the nine possible combinations of body+hands, and none of them fit. <_<

 

I use a pair of snips to remove the extra material between the two hands, then take an exacto and some fine files to the snipped area to clean it up. Then I bend the snot out of the two arms to bring the two hands closer together and line the joints up. I add a drop of super glue between the two hands to help support the joint. Finally, if I'm feeling particularly ambitious, I drill and pin each side before I glue the hand-and-weapon piece to the body to give it extra support. Hope that helps!

 

~v

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I agree that that particular sculpt will not go together without some work. But, I was able to take some non-toothed plaiers and bend the hands a little closer together and make it work just fine.

 

As for the 739 to 1000... First, if it is possible I would add models as this would be extremely low number of models for 1000 army. But I am assuming here that you are meaning that you only want to use the contents of the box and not add or change out to other minis. So, I will try to make a couple of suggestions based on that.

 

So let's compare what comes in the box (with the suggested spells and equipment):

 

Khong-to (mod weapon, greater armor, lesser MD protection) 326

T'Kay (familiar, lesser CP up, crimson embrace, cure, cure) 206

9x warriors 207

--------------------------------

739

 

Well, two ideas for you:

 

1. Keeping the same exact list, just changing spells and equipment:

 

Battle Totem 100

Khong-to (mod weapon, greater armor, lesser lMD protection) 326

TKay (familiar, improved protection, divine favor, lesser CP up, hold, bandage, cure, bless) 191

8x warriors (lesser armor) 304

warrior (lesser armor, musician, standard) 63

--------------------------------

999

 

2. Since Chai-uut is still not released, it is valid to proxy the included Khong-to as Chai-Uut which could produce:

 

Battle Totem 100

Chai-Uut (mod weapon, greater armor, lesser lMD protection) 152

TKay (familiar, improved protection, divine favor, lesser CP up, hold, bandage, cure, bless) 191

8x warriors (greater armor) 424

warrior (greater armor, musician, standard) 78

--------------------------------

945

 

Again, without adding models its really kinda hard to make this one stretch to 1000. With TKay only have 6 spots to fill you cant fill points with spells that much like you could a mage and those firestorms...

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I rarely field my lizards without a little archery support. Even if its just two or three models they can either soften up a target before my warriors get there or harass the enemy archers. As to breakers they are good in a mix but I've found that their lower DV tends to get them wiped out before they do as much damage as my warriors do. Clutchlings are awesome for reach support and with Runner they can make it to where they are needed fast. And I have to make a plug for the big dumb squad, River Trolls. These boys are fairly cheap and hard hitting. Even if they don't kill all that much (which isn't often) they distract your opponent and make them allocate troops to take care of them which leaves a weaker force for your other troops to hit.

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Thx for the suggestions... we aren't adverse to getting more minis; as we still have store credit left from the auction, it's more a question of *what* to get. I saw Audt mentioned, and archers or breakers...?

 

Get a few archers, not too many. One blister should be enough to start you out. Same with Breakers, tho some folks use more of them. Get some trolls! Uru is a must for the Reptus, and River Trolls are great too.

 

Sergeants are always good, since they let you make cheap troops. Audt is fine, and Ssathas is a rogue if you can make that work. I find rogues on the table add a level of anxiety to your foes...

 

If you want more magic you'll want a Ssudai, and T'kay isn't unique, so you can use multiple copies of her.

 

This thread has a lot of examples of lists folks have built, so go back and look at some of them.

 

PS

 

edit: apparently what I meant was "what Outkast said!"

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