Donnerstag, 27. Juni 2024

Efreet Flamecasters - Sorcerer Kings Guide (english)

Efreet Flamecasters

The Efreet Flamecasters are the brute ranged unit of the Element Fire, specializing in very short-range attacks.

Cost: At 160 points, they are expensive compared to the Dhanur Disciples. Compared to ranged units from other factions, such as Slingers, their position worsens further. Even the seemingly cheap 50 points for additional stands don’t help much.

Strengths:

  • Torrential Fire: This ability allows for additional hits on successful rolls, significantly increasing their firepower within 7".
  • Elemental: If the last card was a Ritual, the Flamecasters gain a third action, making them useful, though rituals are unfortunately rare.
  • Born of Flame: When a friendly spellcaster casts a fire spell on the regiment, it heals 2 wounds immediately. Additionally, there are synergies with other faction abilities.
  • Infernal Marker: After a Volley attack against an opponent, all friendly fire spellcasters gain an additional success against the targeted enemy regiment. It’s important to note that only the action needs to be performed—hits or wounds are optional.
  • Medium: Being a medium unit allows them to score points.
  • Brute: Flamecasters have a height of 2 and can shoot over infantry.

Weaknesses:

  • Range: With a range of 14", they need to get close to the enemy, making them more vulnerable to counterattacks. For Torrential Fire, they need to be within 7", with only a Volley stat of 2.
  • Close Combat: Despite having Impact 2, the Flamecasters have only Clash 2 and are not really suited for close combat. Sooner or later, they often end up in melee but usually die without support.

General Tactics: Despite their beautiful models, the Efreet Flamecasters often find a spot in my lists mainly because the Dhanur Disciples are simply more solid for their points. Flamecasters seem like weaker Slingers, heavily hindered by their short range of 14" and Volley 2. With Volley 3 or a range of 18", they would be acceptable, but as it stands, they are always dependent on a Ritual to be useful. Due to the lack of viable ranged units, they are still seen more often. If you have a Ritual available or can position them behind a unit, they are solid. Especially at 7", with aiming and Jadoo, many dice come together quickly. Additionally, they are surprisingly robust against shooting with D3 R3 W5.

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