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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?

Gaan-Hor Warriors are usually limited to 6 models or one troop in tournaments.

 

You could replace the first 9 Gaan-Hor with Brood of Payanak solders. They aren't flyers on their stat card, but the warlord ability can give them the flight SA for 2 rounds.

 

Also the Brood Master isn't released yet, so if they're new players you may want to lean him towards Khong-To and a ground based troop.

 

You also may want to lead them away from an all flying army, since for the most part flyers are a bit harder to take advantage of than other models.

Edited by shakhak
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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.

 

Thanks. They are nastys from my campaign world that I was dying to see get made in to metal. And while I wasn't responsible for their inclusion into Warlord, I did have the pleasure of being to one to get to write their fluff. Glad you like them.

 

~v

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So with the purchase of my warlord and an additional caster, my 1000 point army list is complete. The army is divided into four troops, each with a discrete purpose. Check it out:

 

Reptus Army [1000 points]

 

TROOP 1:

 

Khong-To

T'Kay, Reptus Cleric

Ra'am

Reptus Warrior [x3]

Reptus Skullbreaker [x3]

 

TROOP 2:

 

Somchai

Kulan, Nagendra Assassin

Raptor [x3]

Nagendra Venomspitter [x2]

 

TROOP 3:

 

Audt

Pakpao, Clutchling Caster

Clutchling Spearman [x2]

Clutchling Archer [x3]

 

TROOP 4:

 

Krungbeast

 

Luck Stone

 

 

Troop 1 is obviously the core fighting unit, with Ra'am and the Skullbreakers acting as shock troopers, supported by Khong-To and the Reptus Warriors, with T'Kay laying down troop-wide buffs and spot support. Troop 2 is the hunter-killer squad, seeking out enemy elites and spellcasters and disposing of them. The raptors act as a screen for Somchai and Kulan, blunting any charges against the group and using their Provoke ability to draw attacks towards themselves while the two Nagendra deliver the killing blow. The Venomspitters stick behind the two, using them for cover and softening up targets before they approach, as well as providing some defense against swift attacking flying units. Troop 3 is ranged support for the most part, with Pakpao and the Archers providing decent artillery, while Audt and the spearmen provide a defensive screen, or support Troop 1 as need be. The Krungbeast is of course a formation breaker, breaking through wherever a cluster of weaker units presents itself.

 

I haven't had a chance to field the full list yet, but I think it should do quite well. Eventually I plan on swapping out Troop 2 with a trio of Crymorian Warriors, but that's a way off.

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Hello guys. Sorry I haven't posted in a while. Now I know I haven't mentioned this but I have a reptus army i've been slowly putting together for a while now and finally have a list I like. Any and all input is welcome. So here we go.

 

Troop 1:

 

Kong-To

T'kay Reptus cleric

Reptus warriors x3

Reptus Skull Breaker x2

 

Troop 2:

 

Uru, river troll cheiftain

Uszkuluz Grayhide, Troll Shaman

River trolls x2

 

Troop 3:

 

Gam-Nan, Gaan-Hor Elder

Gaan-Hor Warrior x3

 

Troop 4:

 

Dragon Turtle

 

Total Points 997

 

Now most of this I have but I'm willing to hear any changes I need to make and stratagies that would work with this list. I put my first real list in your guys knowledgable hands.

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Looks like a solid list to me. I like that you've got a variety of really nasty models - the Dragon Turtle, Uru & gang, and Khong To are all models that will give your opponent fits, and an opponent probably will not have enough high quality soldiers to directly take on all of those at once, so chances are good that you'll be able to play wrecking ball with their army. I also like the layered threats you have, what with the Skullbreakers having Rush Attack and the Gaan Hors having Swift Attack and Flier.

 

My one critique is that you don't have any ranged attackers. Ranged attacks aren't necessary, strictly speaking, and I have certainly fielded my share of armies that have no ranged threat at all, but I can tell you that it can be limiting. When all you have are melee fighters, that means that every attack you make draws a defensive strike. Ranged attacks against models without ranged attacks of their own are "free" in that you don't get attacked back, and that an be huge. Consider finding space for Ssudai or Pakpao (mages) or even Klahan (archer). Or even just a single Nagendra Venomspitter - after all those models have an AOE attack and come with Poison as well, so you get plenty of bang for your buck there. That gives you the option of finishing off an enemy model at range instead of having to send in somebody to fight it out in melee. Often times a very powerful enemy model can wreck two or three of your own models, even on its last damage track - but an archer can seal the deal from safety.

 

Just a thought to consider. The tough part about fitting just a little range into an army like this is that it looks so tight and you'd have to pull something important in order to fit in the range.

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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?

 

Is 6 Crymorians ok in an army? They are solitary and you can have only 1 for each leader, right?

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It's definitely a sweet looking army. Loads of theme and loads of visual appeal. Numerically, 22 models is right there at the sweet spot. My only criticism for this army is that it's a one trick pony. It will certainly give many players fits, BUT a well-prepared opponent who has plenty of options built into his army will likely have some counters. Swift Attack and Flier ensures that they'll need to put on a good game though, so as far as one trick ponies go, it is a heck of a trick!

 

I think that a player with a mage with an AOE attack, at least a handful of archers, and a solid core of high DV models would give this list a run for its money. Also, watch out for the super solos - they can still rip apart your swift attackers. They have high enough DV that your first strikes are not guaranteed to put a big dent in them, and if you attack with multiple Gaan Hor, they'll split their defensive strikes up amongst all of them and make you pay for the strafing run.

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I will soon play my first game of Warlord and will make a 500 pt army:

 

1 x Uru, River Troll Chief 91

1 x Dragon Claw 25

1 x Brood of Payanak 73

3 x Gaan-Hor Warrior 81

 

3 x Crymorian Warrior 177

 

Totem of battle 50

Luck Stone 3

 

TOTAL 500

 

Maybe a little wierd but I think the totem will give all my models a real edge - even though they are not that many. My Crymorians will be deadly and my gaan-hor will hit more often. Crymorians will have 4 attacks each at MAV 7 with the totem and support.

 

As a variant I can exchange the totem for one more Brood of Payanak but the totem would be nice for this army imo.

 

I will pick the Jade doctrine.

 

Feedback???

 

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Agreed it is a nice build. Everyone hits hard, and has a decent number of swings. No magic or range, but the speed of the flyers make up for that to a point.

 

Only change I might make (and that is really only cause of the Jade Doctrine) would be to trade in Uru and the Dragon Claw for two more dragon models, Chai-Uut and Pakpao. This would give you some magic to toss in as well.

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Here is the list that I am gonna play with tonight. I will report back how it plays..

 

Reptus - 998 points

 

Troop 1

Po Wi-Set

Ssudai, Nagendra Mystic - Familiar

Nagendra Venomspitter x 4

Nagendra Warrior x 6

 

Troop 2

Uru, River Troll Chief

River Troll x 3

Spikeshell Warrior x 3

 

Troop 3

Nakaraat, Hydra

 

Extra

Luck Stone

 

The list of course is built around the combination of Po's Warlord ability of having the poison take affect at the activation rather than the turn and also the fact that the faction doctrine gives rush attack to the snakes. Troll and turtle faction kick-ins are just a bonus.

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Used the list in that last post. Ended up playing against Kragmarr Dwarves. Was extremely successful this go round. My opponent went first and moved his main troop towards me. I went next and Po Wi Set's troop did exactly what I needed it to do. Tossed some spells, spit some poison, and then run up and melee attack.

 

The big win for me of the game was having two spies for the beginning of turn 2. My opponent's card came up twice, but i buried them both and then my card came up and he did not have a spy to trump me. So, I was able to use troop 1 again to much success. His forces had successfully clogged up an area not letting me get behind his line. But, in so doing he instead clumped together for both my AOE spells and my AOE poison spits.

 

He played one part great, when he used a purify spell to get rid of a ton of model affects that I had on him. But, at that point it was too late, I had already had my lucky swing and put a couple of pings on his warlord. On turn 3 I was able to swarm and finish him off.

 

My opponent still had a line of Guardsmen with their lockshields working well. But, I just had too much left on the table including an unhurt hydra and Po Wi Set still with plenty of spell points. My opponent called the game at that point.

 

Obviously everyone wants to win. But, I admit I dont like it when it turns into landslides... It was just my night and the dice liked me..

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