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I've been playing an Outkast army for a while. The win record isn't great, but I have fun playing it (Except when I have to face Outek's Necropolis - Stooopid undead anyway!) I like using a band of Raptors in my builds. They make good shock troops. I also like to put Ssudai into Po's troop. They are usually good for some nasty one, two punches with spells. Inferno and Toxic cloud can really ruin the day of any grunts trying to swarm something. Stubbdog is right, Po's WA and the Outkast FA's are awesome!

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Hey guys, new to the forum, and have been playing Warlord for only about a month. I mostly run relatively small scale games (under 1000 points). I tried to make my Reptus force as balanced as possible, and the current army list looks like this:

 

Reptus Army [800 points]

 

Troop 1:

Somchai

Ra'am

T'Kay, Reptus Cleric

Reptus Warrior [x3]

Reptus Skullbreaker [x3]

Nagendra Venomspitter [x2]

 

Troop 2:

Audt

Kulan, Nagendra Assassin

Clutchling Spearman [x3]

Clutchling Archer [x3]

 

Troop 3:

Raptor [x3]

 

Troop 4:

Krungbeast

 

I noticed that most people here aren't playing with Archers much (or any ranged units, really). Are they even worth it in a Reptus army, or should I be focusing entirely on rushdown?

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Ranged models are a funny thing. Too many, and there's little else to slow your enemy from plowing through your ranks. Too few, and they are (or at least seem to be) ineffective for what you've spent on them. However, taken in the right numbers and used the right way, they can prove to be a tipping point between two otherwise well-matched lists. I have been known to field something akin to the following, and it works well:

 

Reptus - 1000 points

 

Troop 1

Po Wi-Set

Pakpao, Clutchling Caster

Book of Tactics

River Troll x 2

Nagendra Ranger x 2

Nagendra Warrior x 4

 

Troop 2

Chhaya

Spikeshell Warrior x 4

Clutchling Archer x 3

 

Troop 3

Chhaya

Spikeshell Warrior x 4

Clutchling Archer x 2

 

Troop 4

Dragon Turtle

 

~v

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I have a 750 pts game (considering bumping it up to 1,000) and I have a question I cannot for the life of me answer it on my own! My opponent will be either Darkspawn or Nefsokar, probably the former.

 

I have chosen an Outcast army to try the snakes out for the first time. I started out saying I wanted nothing to do with the Nagendra but after I found some suitable replacements I like (Urban War's Koralon) I'm eager to test them out. Thing is, I only have one type of snake - either Rangers or Warriors. I thought Warriors would be best because of their higher DV, but I've started doubting since the Rangers have one more MA...!

 

Veterans, please help, feel free to chime in with your experience.

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For my Nagendra army I started off using just warriors as the best meat shields. I've started toying with rangers, and I'm definately warming up to their extra attack. In my recent builds I've started adding a couple rangers to my troops. If you have to do one or the other, I would stick with warriors.

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They are both useful. I have, however, found myself taking warriors more than rangers (unless I have a specific reason for wanting the latter). To me, it boils down to a few things. Yes, Rangers have an extra attack. But Warriors:

 

a) are 3 points less per model. That means for every couple Warriors I take, I can afford a piece of gear or something somewhere else in my list. At 6-7 Warriors, it's another Spikeshell on the field.

b) have a higher DV. One point may not seem like much, but it becomes fairly important when you combine it with the fact that they:

c) have Disable. With snake soldiers only having one DT, Disable means that I can reduce the number of defensive strikes I'm taking, keeping them alive longer (theoretically).

 

All that being said, I still bring Rangers from time to time (or in addition to my Warriors). They are both solid datacards, especially when combined with Po's WA and Spikeshells to choke the enemy's lines.

 

~v

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Hey guys, played a small (500 point) game a few days back and decided to write up a short battle report for it. Hope people enjoy it!

 

My army was mostly based around a few models I had gotten a while back but never got to use before: Audt, Ra'am, T'Kay, and Kulan. I experimented with a few lists that could fit all of them in before deciding to settle on a somewhat risky rushdown build with no ranged support (Venomspitters don't really count).

 

My Army [Jade Doctrine]:

 

Troop 1

Somchai

Ra'am

T'Kay, Reptus Cleric

Reptus Skullbreaker [x3]

Raptor [x3]

 

Troop 2

Audt

Kulan, Nagendra Assassin

Clutching Spearman [x2]

Nagendra Venomspitter [x2]

 

 

My opponent played a more orthodox Darkspawn army:

 

Enemy Army [Demonic Conclave Doctrine]:

 

Troop 1

Javolith

Thuusia, Pain Mage

Demon Warrior [x2]

Isiri Warrior [x3]

 

Troop 2

Ashakia

Nasithe

Succubus Warrior [x2]

Isiri Archer [x3]

 

Luck Stone

 

 

Having won the right to set up the playing field, I created a lightly wooded valley with a few brush patches and Size 1 walls peppered within, including one wall on a hill on the east side of the field. Sensing a good position for his archers, my opponent set up on the east side of the board, near the walled hill. I set up across from him on the west side, with a wall and a stand of trees separating me from the hill.

 

My Strategy: Blitzkrieg! Send my Raptors on a line drive to engage his archers and draw them into melee combat before he manages to swing his defenders around the wall to block their approach. Smash through his melee units with my own and clean up. Pretty simple.

 

Their Strategy: This being as far as I could tell from what happened: Fortify their archers behind the wall, and catch my troops in a pincher movement in front of the hill, keeping my army contained in the archer's kill zone so they could be picked apart.

 

Both strategies ended up going a little haywire; I charge my forces forward by terrain kept me from focusing on a single point in the line. My forces did however manage to prove too fast to be pinchered in, though only one raptor got to the wall after the archers and succubi were done with them. I'm a little torn on the Raptor's effectiveness overall; assaulting an entrenched line is no small task, but I was slightly disappointed by their performance. I suppose one can't ask too much from a unit that costs 19 point, though. The rest of my units acquitted themselves very well, however: T'kay was particularly useful with her Troop-wide Bless, and Divine Vigor is an excellent 0 MP spell. Ra'am managed to crash through the enemy defenses nearly single-handedly, and Audt killed Javolith in a one-on-one duel. After wrestling to find a role for my Venomspitters, I figured out that using them as roving hunter-killer units to kill weakened units or stragglers seemed to be the role they were best suited for. I ended up winning with Audt, T'Kay, Ra'am and a Venomspitter on the field, though Ra'am as near death, having succeeded on a Tough save the turn before.

 

This week I decided to buy up the ability to build a 1000 point force, grabbing Khong-To and Pakpao to round out my previous list. This will probably be my last purchases for a while, but I'm debating what flying units to add to my force in the mean time: Gaan-Hor Warriors are relatively inexpensive (we usually play lower-point games around here), and their First Strike SA would make their swift attacks much more effective than the other flying units I've seen, which usually come out of any swift attack altercation just as bad off as their opponent. But right now I'm leaning towards Crymorian Warriors; they're a lot tougher and landing behind enemy lines and causing chaos seems to be a stronger strategy than swift attacking to me. What are your thoughts?

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I like Banding a handful of Crymorians and treating them like a big Solo. For 177 points, you get 9 DTs and 12 attacks at MAV 6 (including Support). Not too shabby, and you always have the option to split them up and field them as a couple solos instead.

 

Of course, I might have a slight personal bias when it comes to the model... :lol:

 

~v

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Recommending factions to some players that are just getting introduced to the game and trying to suggest them some fun armies. What do you guys think about the following army?

 

Troop 1

Broodmaster, Dragon Rider

Gaan-Hor Warrior x 9

 

Troop 2

Gam-Nan, Gaan-Hor Elder

Gaan-Hor Warrior x 6

 

Troop 3

Crymorian Warrior x 6

 

Seems like it would be a great all flying army - it could take most by surprise and with the Gaan-Hor warriors you'd use broodmaster/crymorian warriors to take out any spell casters / ranged models / first strike models. Once you've accomplished that it seems like the game would be yours for the taking. It seems like the only troubles it would have would be against heavy caster armies, but even then you've got some serious move range before they can take you out of flight. Thougths?

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Of course, I might have a slight personal bias when it comes to the model... :lol:

 

~v

ya think?

 

P.S. For the uninitiated, The Crymorians are Shakandara's "Design Your Own Miniature" model from RCon 2008.

 

Really! They're a slick-looking model; you did good. Plus since I've read their fluff every time I look at one I hear "Screaming for Vengeance" by Judas Priest echoing in my mind.

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