Dienstag, 19. März 2024

Order of the Sealed Temple - Unit Guide for the Hundred Kingdoms

After a few tournament games with the Sealed Temple and numerous test matches, there is now an expansion for the unit guide for newcomers of the brave humans


Characteristics:

  • Defense Values: The defense values of the Sealed Temple correspond to classic human knights: they have 4 life with D3 + Shield, and as Order Knights, they have an additional Resolve value of 4.
  • Attack Abilities: 4 attacks and 4 impacts may not seem convincing at first glance for 190 points, but in conjunction with their mobility, they are devastating against many targets.
  • Availability: As a mainstay with the Priory Commander if he himself belongs to the order. Otherwise, restricted.

Mobility and Tactics:

  • Mobility and Fluid Formation: With Movement 8 and Fluid Formation, the Sealed Temples can move very far and flexibly. Fluid Formation alone could have its own article, given the many clever possibilities it offers. The cheapest effect is that Fluid Formation usually increases charge range by at least 2.5", allowing them to hide behind terrain structures to protect themselves from shots and charges while still threatening. This works by placing a foot in/on the terrain piece during their activation, thus drawing a line of sight. Quick flanking maneuvers, retreats, or luring opponents who haven't expected it are easily possible.
  • Target Selection: The correct target selection is crucial, as they are a typical impact cavalry reliant on the charge. Once they get stuck, they often need help to break free. Their preferred targets are regiments with D2 + shields and R2-3. Often, the 4 impacts are enough, but if you also have the Commander with them or give them Blessed, you can easily wipe out many in one round with Move Charge.
  • Behind Enemy Lines: With the range and Fluid Formation, there are so many situations where you can easily get behind enemy lines and thus into the flanks or backs of regiments. Against troops with shields, phalanx, and/or a high Resolve value, this dramatically increases damage. Even against Centaur in the flank with D3 R4, that's 23 attacks you get with Charge Clash. That's 8-10 wounds. However, one should consider this carefully beforehand, as it likely binds the riders for a longer period. Often, it is more advisable to gradually clear the opponent's backfield.
  • Banner: The Standard Bearer is not cheap at 15 points, and they don't necessarily need it. But it significantly increases their threat range; just the fact that the opponent knows that likely 20" 12 impacts with possibly Blessed are coming changes their formation.
  • Szenario: The Sealed Temple come onto any zone that lies on the midline or on our side of the field. Sometimes you need a fourth stand for this, such as the Commander, or come from the flank, but this allows for good scenario play. Additionally, the regiment can simply move 16" (17 with banner) in any direction, denying or holding another zone.

Deployment and Conclusion: That they are not exactly cheap at 190 points is unfortunately justified, and the only reason I don't always play two units.

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