Trident Realms Review
Video
Intro
What this army is about (Styles, tricks, or “thing” they do):
SK: This is the tricksy army. Movement shenanigans galore, weird spells, tons of tech units. Your favorite player’s favorite army to play on the side.
SM: TR has everything. The one thing they have that not a lot of other armies have is the ability to push and pull (like the waves) your opponent’s army.
TP: Trident Realms have a little bit of everything. They can be built to grind, fight, or just be a bag of tricks.
Models (Mantic and 3rd Party)
SK: The Mantic range is complete now I believe with a lot of plastic kits and STLs available. Claws in the sand introduced some new, really nice plastic sculpts to round out a range that got a refresh a couple years ago anyway. On top of that, there’s a myriad of underwater themed third party sculpts with really creative ideas. All roads lead to a very cool Trident Realms army.
SM: Mantic TR range is wonderful. One of their best. That said, there is a plethora of wonderful sculpts out there for whatever flavor of fish / frog people you want. I’ve seen ocean themes, pirate themes, and even a beautiful swamp army for TR.
TP: The Mantic range for these is pretty great IMHO. The majority of them are now plastic as well and I believe most are available as STLs too.
Commands & Unique Spells
Trawling [5+]: The unit gains the Enthral(5) spell.
SK: A tech spell that can be as helpful as it is hurtful if used recklessly. Will seem useless in a lot of situations but in the situations it’s useful, it’s worth its weight in gold.
SM: Some games you won’t use this at all. Some games you’ll use it the whole game. This command is as good as you are creative.
TP: It’s a neat utility. It won’t always be useful but there are times it’s nice to have.
Hardened Shell [4+]: Units with the Sea Monster trait only. The unit gains n Barkskin Tokens (see the Barkskin Spell), where n is the number of successful dice rolled to issue this order. The tokens are removed at the start of the unit’s next turn if still present.
SK: Barkskin is always useful! Good command.
SM: Barkskin rules. Plus, you can put it on something like gigas or other high defense units to make them REAL tanky.
TP: Barkskin is good.
Aqua-venom [5+]: Units with the Oceanspawn or Amphibian trait only. This unit damages the enemy on a 4+ with both combat and ranged attacks, regardless of modifiers.
SK: This is a really fun command that can synergize well with a lot of the units in the army that have no crush. In practice, however, you end up wanting a lot of other commands so I’ve personally found this command to be missing out.
SM: As Sam said, on paper this sounds fairly strong. In reality, it doesn’t usually matter a ton, but it is nice to have.
TP: It’s hammer of measured force in a command which can be super useful. On units like Naiad Ensnarers it can greatly increase the wound output.
Blood in the Water [5+]: The unit gains Vicious(combat) on any attacks it allocates in combat to an enemy unit that currently has one or more points of damage on it.
SK: Awesome, flavorful command. Super useful, especially in lists with plink shooting. I find I gravitate towards this command more than Aqua-venom for damage and it also has no unit restrictions.
SM: Flavorful as heck. Bring some light shooting to wound stuff, then go in for the kill.
TP: Good. Other commands should seek to emulate this. It’s flavorful and useful.
The Healing Tide [4+]: For each successful result on the dice rolled to issue this order, the unit removes one damage it previously suffered.
SK: Heal is always useful! Great command (I like this over barkskin for lack of restriction and permanence). There’s an error in the companion app I think making this a 5+, which wasn’t in the most recent errata so the originally printed 4+ should still be correct unless im stupid (possible).
SM: Heal commands are super good. They usually don’t win you the game or feel overpowered, but they allow you to shrug off the plink shooting or scratches from chaff. This combined with the amount of regeneration in the army makes TR strong at grinding down other armies. I bet this command would go bonkers in an army like Forces of Nature.
TP: Heal commands are great. There are usually times where your other commands don’t seem super useful so you can always fallback to heal.
Slime them! (3) [+25] 12" Magic Missile: Instead of causing damage, a successful hit causes the target unit to reduce its Sp by 1 for each hit scored, to a minimum of 3, and unable to use the Fly special rule if it has it, until the end of its next turn. This unit cannot also be affected by Frostbite at the same time.
SK: I think this spell is substantially better than anybody is giving it credit for. The value cannot be overstated when this spell is used on battleline units or flying units hiding behind impassable terrain. The only gripe I have is that it feels incredibly weird to have the magic missile trait and do no damage.
SM: Slime them! fits in the category of stuff in this army that is FUN and FLAVORFUL and NOT THAT STRONG. It’s a good spell certainly. But it has all the drawbacks of a magic missile without any damage. That said, reducing enemy units to speed 3 can fully win you a flank or stop an enemy unit from burning all the tokens in raze (ask me how I know).
TP: This spell is sooooo much fun. It’s not always useful but in certain situations it can be the most useful thing. Slowing units and taking away fly can be super powerful in specific situations.
Units
Warlords
Naiad Centurion [Warlord Hero (Inf)]: Naiad Heartpiercer regiments become core
Role within the army:
SK: Gunline Enabler
SM: Heartpiercer enjoyer
TP: I want to shoot
Value:
SK: Generally this is only seeing the table for the core Heartpiercer regiments that will follow it but the unit itself is quite solid. D5 and Ensnare are some pretty great things to have on a foot warlord that usually ends up tying a unit up late game. Rally isn’t bad early game either. Pricey but not unuseable
SM: This unit would be better if heartpiercers were better. But as it stands, an ensnaring, d5, non-yielding individual is still valuable. Turn 5 go tie up a piece of the opponent’s army and watch them seethe. Plus rally is fun in an army with regeneration, healing, and barkskin.
TP: He lets you bring heartpiercers as core. Sadly heartpiecers aren’t great. On his own he’s ok but I think there are just better choices.
Ekter [U] [Warlord Hero (Inf)]
Role within the army:
SK: Doorstop/Tech/Combat Individual
SM: Tech warlord
TP: My GOAT
Value:
SK: Ekter got worse from 3rd edition and is still SO good. What a unit, please try and get it on the table if you’re hesitant of the 210 point price tag. It will not disappoint.
SM: Eckter is one of those units at 210 you look at and think “this is bad” based off the cost. But the ability to cast damaging wind blast (8) and be a d6 individual adds a fun piece to the army that can be used creatively.
TP: I love Ekter. D6 individual with decent attacks and he has a damaging Windblast(8). Couple this with the enthrall command, slime them and you can build a neat movement shenanigans list.
Depth Horror Eternal [Warlord Hero (Mon Inf)]
Role within the army:
SK: Force Multiplier and Speed Aura
SM: Alpha-ish enabler
TP: Wild Charge merchant
Value:
SK: I’ve been finding that a lot of the more standard sp6 hammers in the game get significantly better at sp7 and not in a linear way. Getting first jump with a unit like depth horrors or molochs or anything else that casts “bonk” is a substantial advantage. It doesn’t hurt that the eternal itself is a punchy unit. The mantic kit for this guy is putrid in quality but charming to some.
SM: Ever seen a depth horror eternal backing up 4 hordes of naiad ensnarers? It’s horrifying.
TP: He makes your already somewhat quick hammers in Depth Horrors faster. This is useful.
Pond Warden [Warlord Hero (Lrg Cav)]
Role within the army:
SK: Force Multiplier
SM: Running with frogs
TP: Frog Hero
Value:
SK: Sp7 fly doesn’t actually end up yielding very many noticeable results but strider and the attack profile mixed with h4 is quite nice. The unit doesn’t necessarily impress the pilot but it will cause headaches for the opponent trying to not give up flanks and heroes.
SM: The pond warden has the speed to run alongside frogs and I’ve seen it used effectively, but for 195 there are better options.
TP: He’s fast enough to keep up with the faster units of the army. Doesn’t bring much more to the table.
Naiad Wyrmrider Centurion [Warlord Hero (Lrg Cav)]
Role within the army:
SK: Force Multiplier
SM: Fast, expensive, inspiring chaff
TP: Wyrm Hero
Value:
SK: I’ve broken the spear off this guy more times than I’ve glued it on! Because I lost it the last time it broke… Unit is good though, I just wish it switched a unit to core or special or had a special aura or something as it feels like you take a warlord nowadays to do that. Or take a knucker if you want the same platform but without having to care about it dying. Maybe it’s not a good unit and I like my model for it?
SM: In a pinch this guy has their uses, but overall 230 is a lot for 7 attacks.
TP: You want a hero to keep up with fast units but Wyrm flavored?
Trident King [U] [Warlord Hero (Cht)]
Role within the army:
SK: Dragon (Poop Type)
SM: Dragon (derogatory)
TP: Dragon (Water Type)
Value:
SK: This is a dragon the same way Gyrados is considered a dragon in pokemon. It also is 5 billion points and kind of shitty. I run most of my IRL TR games anyway and don’t know why. This unit needs a substantial points decrease and a little more personality but D5 Ensnare is cool in concept.
SM: Dragons are in a weird spot in Kings of War generally speaking, which is a topic for another time. The Trident King is a funny unit that in smaller point and more casual games has a TON of play. I’ve seen him fully hold flanks by himself and run around going on side quests. That said, against a higher level of player with a more finely tuned list, 315 is just too expensive for what he brings.
TP: He’s a dragon. Dragons aren’t good by and large. He’s expensive and while neat his rules and utility don’t justify the price tag.
Champions
Thuul Aquamage [2] [Champion Hero (Inf) Spellcaster]
Role within the army:
SK: Whimzard
SM: You’re a squidzard, Harry
TP: Mage, it’s in the name
Value:
SK: I cant say this caster is good cuz somebody will start screaming about Forces of Nature druids. Inspiring spellcasters are great and this is no exception. Take two, you’re gonna need all the help you can get.
SM: Ensnaring, stealthy spellcaster. Surge (8) for 30 is nice and heal (3) backing up gigas, ensnarers, or other tanky units wins grind wars. Alternatively, you park one behind your army with blizzard (4) and laugh.
TP: Ensnaring and stealthy are useful on this guy to help overcome his low defense if he gets charged. Overall he’s a cheap spellcaster and that’s a useful piece in almost any army.
Naiad Envoy [2] [Champion Hero (Inf)]
Role within the army:
SK: ASB
SM: Banner bearer
TP: Banner guy
Value:
SK: This is what you take when you’ve taken two aquamages and need more. Otherwise take more aquamages.
SM: Cheapest access to very inspiring in the army. If you’re short on points and need another inspiring unit he’s your guy. But also, since the aquamage inspires for 5 points less you might as well bring a naked aquamage unless you’re dying for very inspiring.
TP: He’s cheap very inspiring. Sometimes you need inspiring and this is how many pts you have left.
Placoderm Tidewarden [2] [Champion Hero (Inf)]
Role within the army:
SK: Kid’s Table Ekter
SM: Combat hero
TP: Combat hero
Value:
SK: Fuck this guy. Take an Ekter.
SM: 5 attacks on a dedicated combat hero. Oof.
TP: He’s supposed to do combat but 5 attacks ain’t cutting it.
Riverguard Sentinel [2] [Champion Hero (Inf)]
Role within the army:
SK: Pest/Dart/Wasp
SM: Frog
TP: Wasp
Value:
SK: I quite like these units upon further play and reflection. They provide plink shooting like a wasp, project threat like a dart, and fly around the board like a pest. It doesn’t excel at any of those things but you normally need a couple units to cover that kind of toolbox accessibility so I don’t hate these at all.
SM: Sentinel can fulfill a similar role to the pond warden, but is cheaper (and also has worse stats as a result).
TP: He inspires which is always valuable but the fly and pathfinder make him more useful as a wasp or dart to go off on adventures and force units to make tough decisions on movement.
Siren [2] [Champion Hero (Inf) Spellcaster]
Role within the army:
SK: Tech
SM: Tech
TP: Tech
Value:
SK: Somebody will spend time getting really good with the siren and it will be really good. Most of us won’t and it will just become a really expensive aquamage most of the time unless you put in the effort to build a list around it and practice a lot.
SM: Skill ceiling on the siren is HIGH. The floor for the siren is LOW.
TP: Siren is neat but unless you really want the enthrall that comes on her for movement shenanigans I can’t see a great reason to take her over the aquamage.
Axel Tricklebrook [U] [Champion Hero (Inf)]
Role within the army:
SK: Trick(lebrook)
SM: Friend of gigas everywhere
TP: Adorable Little Guy
Value:
SK: I think this unit is too expensive to be tied to 3 gigas that are ALSO too expensive just for an elite aura on units with 12 dice each. It’s a very clean synergy but I personally squirm at the price point. If you want a non-hero individual to hold tokens, there’s plenty of others with better rules and stats.
SM: I agree with Sam to an extent that Axel is pricy and, more or less, exists to run around with gigas. Yet, I’ve seen the value he brings. Plus, Axel is legitimately my favorite model that Mantic makes for Kings of War. He’s so darn cute.
TP: He’s pricey but in specific builds–Gigas–he is invaluable. Giving Gigas elite on top of their innate vicious can help push those lower attacks they have into more wounds.
Riverguard Dambuster Sentinel [2] [Champion Hero (Lrg Cav)]
Role within the army:
SK: Pest/Force Multiplier
SM: Frog (again)
TP: Wasp
Value:
SK: It’s hard to justify this over a pond warden but it does that job. Albeit, worse.
SM: He’s a frog. He has 5 attacks. He’s expensive to not really add anything to combat. Wannabe pond warden.
TP: Similar to the Riverguard Sentinel just with no shooting and 1 more attack. He’s ok.
Core
Naiad Ensnarers [Core (Inf) Troop(aux)/Regiment/Horde]
Role within the army:
SK: Anvil
SM: Anvil
TP:Tarpit
Value:
SK: Solid unit in 3rd is a solid unit in 4th. Regiments of these are devious to remove for their price and a horde or two are a fantastic tar pit while also being the only horde the army has access to. Conventional wisdom will tell you to bring 1 horde with hammer of measured force but a radical genius(me) will tell you to bring 1 horde with chalice of wrath and maybe a second with hammer or even with nothing. They have a hammer of measured force command now so maybe just go nakey and enjoy the tar.
SM: These dudes are deceptively tanky. TR has the tools to keep them alive as they walk (or run with a depth horror eternal) toward your enemy to slow them down. Chalice of wrath and crystal pendant of retribution go brrr on them. But running naiads naked is good too.
TP:I’m a big fan of these guys. Between ensnare, barkskin, and regen a horde will live for almost forever. Invest in heal and these guys are practically eternal unless you invest heavily in shifting them.
Riverguard [Core (Inf) Troop(aux)/Regiment]
Role within the army:
SK: Dustin Howard’s Martyr (Utility)
SM: Mantic punching bag
TP: Battleline
Value:
SK: You cannot convince me the riverguard ranged upgrade increase was not a gross overcorrection. Those 50/60 points appear to be paying for not only the ranged attack they gain but also still for crush 1 they are losing. The melee unit is solid and fun in both forms with a lot of finesse and an acceptable amount of punch if you can hop into a flank or rear. The shooting unit is a submachine gun for the cost of a decimator horde which is kind of unacceptable. With the amount of 155 point regiments in this army it would be really nice to see these frogs get the red goblin treatment and come stock with both crush 1 and javelins for ~150/190 respectively. Would be a nice new role without ranged abuse and without overpaying for the shots.
SM: An example was made of these poor boys. If you’re not familiar, at the start of the edition they were INSANELY strong because their ranged upgrade was free. Mantic changed the cost to what it is now. That change ground them into dust and they haven’t seen much play since then. In theory, they’re an interesting unit, and 155 for the unlocking regiment isn’t bad. I just wouldn’t build an army around them.
TP: The others have covered it. These guys were interesting but got absolutely waxed by the nerfhammer. I don’t see them much in lists and haven’t really included them in any I make.
Placoderm Defenders [Core (Hvy Inf) Troop(aux)/Regiment]
Role within the army:
SK: Budget Anvil
SM: Anvil
TP: Anvil
Value:
SK: What if Ironguard regiments were speed 5 but kind of bad? No bane chant but hammer of measured force command and hitting on 4s instead of 3s. Speed 5 doesn’t really get you anything meaningful compared to ironguard either and phalanx isn’t super good right now. I personally like razorsword regiments more but I wouldnt knock somebody for running a bunch of these with the cool new plastic sculpts. The troops of these at 115 are stellar chaff tho. Super good if you are looking for a stick and flank kind of build.
SM: Both the troop and regiment options have their role. D6 ne12/16 is a tall ask for some armies. They have basically no damage output and the army has no access to bane chant, so aside from the hammer command they can’t be asked to do any damage to the stuff they tie up. Still, they have a singular job to do and they do it well enough for the cost.
TP: They’re D6 battle line units that are purely defensive. With no native crush they lack in damage output but combined with the wound on 4+ command they could put some wounds on things and win a grind.
Placoderm Razorswords [Core (Hvy Inf) Troop(aux)/Regiment]
Role within the army:
SK: Multi-purpose
SM: Tool
TP: Battleline
Value:
SK: In an army full of general purpose units that are “good” at a lot of things, this is the best at that. D5 Ne16 isnt nothing, 15 attacks with crush 1 isn’t nothing, but 155 for a core unlock is basically nothing. Troops with the Depth Horror Eternal Aura make for really good chaff at 120. There’s nothing to fawn over about razorswords but there also isn’t much to critique, they’re a nice unit in both flavors.
SM: I like defenders, but then I look at razorswords. For the same cost (for regiments) you get so much more utility to an army. They aren’t a pure anvil, but d5ne16 is not something you can just walk up to and bonk. You have to dedicate some firepower. 12/15 attacks on 3s, crush 1 and with the depth horror eternal behind them they can charge 12". This is a good unit. Not a great unit, but a good one.
TP: These guys are all around I think more useful than their Defender cousins. D5 is still beefy and they hit on 3s with Crush 1. That is an actual useful damage profile.
Tidal Swarm [Core (Lrg Inf) Troop(aux)]
Role within the army:
SK: Chaff
SM: Chaff
TP: Chaff
Value:
SK: Scouting 60 point chaff YUMMY. One of 4 non-yielding, 60 point units in the game AND it scouts? These are fantastic and a melee focused Trident army should try(dent) to have 3 of these in every build.
SM: 60 point chaff that does 60 point chaff stuff.
TP: These are great. They’re cheap, they scout, they are great to cast barkskin on with def 2. What’s not to love?
Depth Horrors [Core (Lrg Inf) Troop/Regiment]
Role within the army:
SK: HAMNER
SM: big bonk
TP: Smash!
Value:
SK: Bonk. These units barely even have special rules. Deliver them into combat and giggle.
SM: They hit stuff and hit it hard. If they get hit back they probably die.
TP: Your core hammer for the army. They are slightly squishy but very punchy.
Specialist
Naiad Heartpiercers [Specialist (Inf) Troop/Regiment]
Role within the army:
SK: Plink Shooting
SM: Small gun
TP: Plink
Value:
SK: Love Love Love me a Naiad Heartpiercer troop! They got a couple extra attacks this edition in both troop and regiment form and they work well on the table usually. Super cheap special units to get to those tasty support options that Trident Realm loves and shooting synergizes well with the way the army tends to want to play in most builds.
SM: I get why Sam loves these. But whenever I see them on the tabletop they do nothing and then die. I gave a rearcharge to a troop in a recent game (it was a choice, don’t judge me) and it did maybe 2 wounds then died. They can do some fun shooting shenanigans and allow you have unlocks for your supports, but they don’t do much else.
TP: Last edition these guys were great. Now as a specialist they are harder to justify IMHO. 18" shooting is tough this edition. In general games move faster and the lines close to battle sooner. 18" doesn’t get to shoot for as many turns. So you lack the overall volume of 24" and the punch of the 12" shots.
Thuul [Specialist (Inf) Troop/Regiment]
Role within the army:
SK: Flank-Hunter/Chaff-Killer
SM: Chaff arms race winner
TP: Chaffy Annoyances
Value:
SK: Losing the thunder aura from Kthur and losing access to bane chant put these squids in a really odd place. They used to work as sneaky, berserking, pseudo-hammers with a surprising amount of survivability in regiments and now their new role needs to be figured out and I sure haven’t been able to. Nestled in between battle lines to win chaff offs is the only way I’ve not been burned by Thuul in 4th edition and even then you’re building a list around 120/155 point units that can fail spectacularly. It’s hard to even justify getting them into the list a lot of times. If the Depth Horror Eternal’s aura stacked this unit would become super interesting.
SM: Thuul troops are mega chaff. For 120 they’re fast, ensnaring, and can’t really be shot off the board. I’m less sold on the regiments. But to Sam’s earlier point, TR needs cheap specialists to get those supports and thuul troops provide that.
TP: Thuul troops are great. They’re cheap and impossible to ignore in a flank. Spd 6 and wild charge d3 give them enough range to be threats to things that can’t threaten them.
Water Elementals [Specialist (Lrg Inf) Troop/Regiment]
Role within the army:
SK: Beefy Utility
SM: Tech that doesn’t die easily
TP: Shambling Meh
Value:
SK: Water elementals are not really bad at anything nor do they excel at anything. In certain situations and amounts they can be fantastic or bad which means they’re a solid unit if put in positions to succeed. Troops are the most infuriating chaff to kill and the regiments are really useful when the time comes. Wouldnt make an army around them but love 1 or 2 in the right builds. The regiments seem to really want items.
SM: Sp7 shambling is cool. Shambling as a whole in 4th edition is in a bit of a bad spot, though. Water elementals are not a bad unit, but they also aren’t a good unit. I could see a spot for one or two in an army with a surge (8) aquamage behind them. But I would not plan on them being the centerpiece of your army.
TP: I’ve tried to like these but shambling falls flat in 4th edition. Everything else got better at moving and shambling is left in the dust figuratively and on the table. There are builds where you can combine movement shenanigans and surge and get some value out of these guys but it requires a big investment and usually not worth it.
Gigas [Specialist (Mon Inf) Troop/Regiment]
Role within the army:
SK: Anvil or Thicc Chaff
SM: THICC
TP: Crab People?
Value:
SK: I’ll be brave and say that gigas are a trap, they’re paying too many points for CS3 and big shield and don’t have enough attacks in an edition where volume of attacks is significantly more important. Plus you feel obligated to axel tricklebrook who is also way too many points in my opinion. They can make acceptable anvils in bulk and their damage output is super reliable but it’s just not enough for a 140/200 point specialist. Erich please don’t read this.
SM: Rarely do Sam and I strongly disagree. This is one such case. Sam will tell you they’re overcosted, and sure that might be true. But they do their job and they do it WELL. They’re hard to kill and can walk you down on a flank.
TP: Gigas are weird. Low attacks but they are high quality with Me 3+ and CS3 viscous-Axel can also make them elite. The big shield makes them very hard to shift. I’ve seen lists that leverage these guys very well but I do think it’s a unit that you have to build into it and not something you just chuck in a list.
Naiad Wyrmriders [Specialist (Lrg Cav) Troop/Regiment]
Role within the army:
SK: Abusive Ex (Alpha?)
SM: What if an alpha unit was bad?
TP: Paper Weight
Value:
SK: I unironically think the next time I field a regiment of Wyrmriders, they will be fantastic. I think this thought every single time. Lo and behold, every single time I field them they die in a cartoonish, piano-from-the-sky way without recouping even half of their points. They lost nimble, pathfinder doesn’t unhinder them now, and they lost a step of regen. It’s a bad time to be a wyrm these days, but maybe next game….
SM: I don’t have Sam’s abusive relationship with wyrms so I can just say that they’re bad and move on. Now where did I put my ice elementals again? I’m sure they’ll carry my next game…
TP: Don’t try to bring these. They are the glassiest of glass hammers that I’m not sure they even justify that title. You’ll spend 5 turns trying to keep them alive and then they might score an objective. You brought them to kill stuff? Oh, sorry.
Riverguard Dambusters [Specialist (Lrg Cav) Troop/Regiment]
Role within the army:
SK: Master of None
SM: Flying Xirkaali
TP: Weird Cav?
Value:
SK: Dambusters have always been a fascinating unit but seem toeing the line of being a trap in most cases. The regiments almost mandate a brew of sharpness or blessing of the gods to be a threat on an otherwise excellent heavy cav platform (Strider, Fly, Sp7, D5). The troops make for really interesting flank hunting threats with their mobility and 50mm depth at 150pts. I dont hate either option in reserved quantities. Models are pretty cool too!
SM: Sp7 fly strider unit that struggles to get their value. The aforementioned swamp army I played against earlier this year was built around these little nerds. I see the vision with them, they create a unique puzzle for your opponent to solve. But you need to be crafty to get value out of them. If you’re just going to run at your opponent, you’re better off with razorswords or depth horrors.
TP: These guys look like they’d be world beaters until you see that Me 4+. At 225 that’s a lot to pay for 9 hits out of a regiment. There are better hammers and the speed bump here isn’t enough to justify them.
Support
Treeleaper Dambusters [Support (Lrg Cav) Troop]
Role within the army:
SK: SHOTGUN
SM: BANG BANG
TP: What if the Frogs shoot really good for no reason?
Value:
SK: I think this might be one of the best units in the army. The shooting is incredibly potent, has frostbite for those sp6 matchups, and has a massive flying footprint to protect the things behind it in a pinch. 185 points for “chaff” is obscene so they really need to be used creatively in an army with multiple layers. These frogs don’t take a cover penalty behind tidal swarms due to height difference!
SM: These things are nuts. 185 may look steep, but just go play them. You’ll be surprised.
TP: These guys are wild. I love them. I don’t know if they are good but they are a hoot to play.
Riverguard Arbalest [2] [Support (Mon)]
Role within the army:
SK: BAD GUN
SM: Pretty paperweight
TP: Gun
Value:
SK: If you want to scratch the komodon itch, DO NOT TAKE THIS. It’s a 100 point, US2, Flying, SP7 unit that happens to have a shooting attack. Anything it contributes to a fight is gravy, focus on sending it to die or score objectives before you start expecting damage from this frog-mounted frog. The model is really cool though!
SM: Possibly the worst unit in the army. What is this idiot supposed to do? “But Sam, he’s only 100 points!” Yeah, 100 points of BOOTY.
TP: There’s a better gun just take it.
Knucker [Support (Mon)]
Role within the army:
SK: Pest
SM: Funny little guy who loves going on adventures
TP: What if we give it every special rule?
Value:
SK: This unit has all the juiciest keywords in the game and none of the useless ones. This mixed with break-neck speed and a small base makes it one of the best units in the whole game at causing psychological damage to your opponent. NOT real damage, that’s the trick. In the hands of the right player, Knuckers will have players cursing them under their breath.
SM: Knuckers exist to annoy and score and have fun and go on adventures. They aren’t going to kill anything (I watched one fail to kill a rabble regiment for 3 straight combats last week) but that’s not their job. Knuckers serve as a reflection of their player. If you think knuckers are bad, you’re telling on yourself.
TP: Knuckers are hilarious. They are fast, nimble, and just ignore terrain. They are the ultimate little pests. Hunt for flanks and rears. In the front they die horribly, but used correctly they can have your opponent spinning in circles
Greater Water Elemental [Support (Mon)]
Role within the army:
SK: Shambling Anvil
SM: Square based anvil
TP: Bad
Value:
SK: This unit is okay at living, okay fighting, and okay at being fast and its 225 points. Its better than a coral giant and strider is hard to come by on lesser waters unlike in Forces of Nature so I understand the appeal, it’s just not my jam. I’d take itemed up lesser water regiments with JBOO and Sharpness before I even considered this. Also if you print the official Mantic GWE, it is a hundred pounds with a precarious center of gravity for a 50mm base, be warned.
SM: GWE has potential. I’ve seen it used to great effect, but the reality of shambling in 4th is that it probably gets outshined by most of the other non-shambling options here.
TP: Shambling is bad, greater is worse than regular. Just pass.
Coral Giant [Support (Ti)]
Role within the army:
SK: Shambling Anvil
SM: Big shambling idiot
TP: anvil
Value:
SK: It’s amazing that a unit as widely accepted as bad in all flavors such as the Giant, can be outdone in terribleness by a cousin. I struggle to find a use for this unit when a greater water exists, and I don’t even like those. It will however, never die so if you wanna spend 195 points on that idea, go for it. It’s worth noting I actually kind of like the official Mantic coral giant and dont think it should get as much hate.
SM: I’ll be brave and say an unpopular opinion: giants are TERRIBLE. Phew it feels good to get that off my chest. You think you’re going to do a cool enthrall play into a surge from the giant. You aren’t. I’m sorry you had to find out this way.
TP: Giants are bad and somehow they made this one worse. Just no.
Kraken [Support (Ti)]
Role within the army:
SK: Anvil (?)
SM: Rampaging anvil
TP: Beast
Value:
SK: Rampage stonks are as high as they’ve ever been and the Kraken is thriving! This is a uniquely cool anvil in that it’s kind of fast and also kind of lethal in the right circumstances. It’s very versatile and one of the few centerpiece/hobby units in Kings of War that is legit good.
SM: Titans as a whole are starving in 4th. Not the kraken. This bad boy offers so much to your army.
TP: This guy is great! Ensnare and rampage, set him on a flank and just hold it. With the amount of infantry in this edition rampage is GOATED and this guy is extremely hard to shift on top of dishing out damage on the clap back. Also regen 4+?!
Leviathan’s Bane [2] [Support (War Eng)]
Role within the army:
SK: GUN
SM: Suction cup dart gun
TP: Endlessly funny harpoon gun
Value:
SK: Generally good. The harpoon ability to drag is often wasted outside of designed builds for it but the shooting is cheap and solid.
SM: 2 war machines in an army, with or without shooting, is a nice tool in most matchups. The ability to drag is fun but most of the time it won’t swing a matchup too much.
TP: I just hooked me a marlin and now I’ll reel it in. Seriously it’s a good War Engine but the movement shenanigans push it over the top. Your opponent put every unit somewhere for a reason, moving it is usually helpful for you.
Conclusions
How good the army is within the game: compared to other armies
SK: Fucking awful holy shit. I have played countless games with Trident Realms grasping at competency with the deepest toolbox in Kings and that has culminated in me feeling frustrated at the thought of having to either bring a shitty meathead list of ensnarers and gigas that will go 2-3 or bring a highly tuned trickbox that takes 15 times the mental load and clock compared to the opponent just eek out a narrow win or fail your elaborate rube goldberg and lose HARD. If we had written this review a month ago I would have sang the praises of the funny movement circus army as an engaging side gig but then another month happened and every ounce of that charm has been lost.
SM: Trident Realms have some of the coolest units in Kings. So much fun stuff. Buuuut all that cool stuff doesn’t add up to the most cohesive army. Trident Realms are your favorite player’s favorite side army. For casual settings, or for players who want to challenge themselves to build a cool list with the tools here, TR is a blast. In the right hands, any army can win a tournament but TR will struggle more in that regard than the best of the best right now.
TP: Trident Realms are like a guilty pleasure for me. I find them endlessly fun to play and I can make a completely different type of army every time. That said they sadly aren’t very good competitively at the moment. There are some lists that can perform well piloted by extremely good generals but overall they seem to be missing a few key pieces I think. The lack of true cavalry and speed hurts them quite a bit I think.
Build archetypes or styles possible within the army: MSU, shooting, alpha, etc
SK: Hammer&Anvil, Shooting, or Movement shenanigans seem to be the 3 buckets most TR lists are falling into that actually synergize well. There’s ideas of MSU within the list as well as Chaff&Hammer but they aren’t fully fully explored and aren’t making it to GTs.
SM: Shooting with riverguard and war engines, alpha with frogs, grindy army with ensnarers and gigas, Trident Realms can do it all (poorly). In my opinion, their tools are best used to grind with ensnarers as their core.
TP: Honestly almost anything. There are 5 different army types bundled in here. Sadly they aren’t all good, but happily they are all fun.
Highest placing GT lists:
Kyle Pietsch 1st Lake Swatt 1-day (22 Players)
Naiad Centurion, Aquamage w/ Blizzard, Axel Tricklebrook, 2x Ensnarer Regiment, Placoderm Defender Regiment, Tidal Swarm, 2x Heartpiercer Regiment, 2x Giga Regiment, 2x Dambuster Troop, 2x Knucker, 2x Riverguard Arbalest
Chris Murphy 34th US Masters (64 Players)
Depth Horror Eternal, Aquamage w/ Barkskin, Axel Tricklebrook, Ensnarer Horde, 2x Placoderm Defender Regiment, 3x Tidal Swarm, 2x Giga Regiment, Dambuster Regiment w/ Sharpness, 2x Kraken