Donnerstag, 27. Juni 2024

Dhanur Disciples - Sorcerer Kings Guide (english)

Dhanur Disciples

The Dhanur Disciples are a useful medium infantry unit with decent ranged attacks.


Cost: At 140 points, they are reasonably priced for their offensive capabilities and durability. The additional stands for 40 points each are a worthwhile addition.

Strengths:

  • Effective Ranged Attacks: Despite having a Volley stat of only 2, their Barrage value of 5 and a range of 20" allow the Dhanur Disciples to inflict consistent damage from a distance.
  • Arcing Fire: This ability enables them to shoot over obstacles and units, increasing their tactical positioning options. However, this always costs the advantage of aiming.
  • Movement: With a movement value of 6, the Dhanur Disciples are relatively mobile for an infantry unit.
  • Medium: Being a medium unit allows them to score points.

Weaknesses:

  • Close Combat: They are most effective from a distance and should avoid close combat whenever possible, given their Clash stat of 1.
  • Moderate Durability: With 4 wounds and D2, they can withstand some damage before being taken out. However, they fall quickly under concentrated attacks.

General Tactics:

The Dhanur Disciples are a valuable addition to any army, offering solid and cost-effective ranged combat. Additionally, they are the second unit that characters can easily join. However, characters typically prefer to move into a zone to collect ritual markers or get within 12" of the enemy to use their spells. In contrast, the Dhanur Disciples prefer to remain stationary and shoot. This does not necessarily make them the best choice as bodyguards for every character, but it allows for effective regiment play without attached characters.

The Disciples benefit greatly from the buffs provided by the Wind Maharajah or the Wind Sorcerer. Whether Homing Winds is always the best option is questionable, but rerolls always feel good. I find Air Step particularly useful for quick turns and being able to aim when the enemies weren't previously in sight. However, one should be cautious with buffs, as their hitting power, while high, diminishes significantly against well-armored enemies, whereas many other regiments benefit more from the buffs.

In my test games, I primarily used the Dhanur Disciples to weaken the enemy or deal the last two to three points of damage to finally destroy a regiment.

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