Donnerstag, 27. Juni 2024

Ghols - Sorcerer Kings Guide (english)

Ghols

Ghols are a fast, light infantry unit that stands out primarily for their mobility.

Update October 2024: -1 Attacke, +1 Clash

Cost: 110 points might seem cheap at first, but for their rule package, it’s 30 points too much.

Strengths:

  • Elemental: If the last card was a Ritual, the Ghols gain a third action. However, there are much better targets for this. Almost every other Elemental unit benefits more from this.
  • Unstoppable: Ghols are the only Elementals allowed to reroll their charge roll.
  • Vanguard: This ability allows the Ghols to move further forward in the turn they enter the battlefield. This can effectively push the reinforcement line forward.
  • Children of Ash: When writing the army list, you can choose whether they receive the special rule Born of Flame or Born of Air.
  • Born of Flame/Air: When a friendly spellcaster casts a fire spell or a wind spell on the regiment, it heals 2 wounds immediately, depending on the chosen Born of... Additionally, there are synergies with other faction abilities.

Weaknesses:

  • Low Defense: With Defense 2 and Resolve 2 and 4 wounds per stand, they are vulnerable to concentrated attacks and can quickly suffer losses.
  • No Character Support: Character stands are not allowed to join the Ghols. This reduces their flexibility and ability to receive buffs or additional abilities but, more importantly, means we can't start rituals in the first round.

General Tactics: The Ghols have now received Clash 2, which would have improved their situation if they hadn’t lost an attack at the same time. As it stands, they're essentially in the same position as before. They have long been the most unpopular choice and, in my opinion, the second weakest unit in the book. The fact that they can't join characters, don't score by default, and until recently only had Clash 1 has made them a rare pick in most army lists. This is especially unfortunate, as regiments of this unit are included in both the current army box and the 2-player starter box.

In my opinion, you can run a regiment with the "Born of Flame" upgrade if you use a Fire Sorcerer with the "Ignite" spell. This allows her to count one Command Stand as two scoring stands, enabling the Sorcerer Kings to score in Round 2, which would otherwise be difficult in many scenarios. Additionally, Ghols are quite effective at pushing the reinforcement line forward, which is useful in scenarios like "Off Balance" or others where reaching a zone by Round 2 is important. Whether this is worth the 110 points is something each player will have to decide for themselves.

Keine Kommentare:

Kommentar veröffentlichen