Donnerstag, 27. Juni 2024

Ghols - Sorcerer Kings Guide (english)

Ghols

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

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.
  • Low Attack Values: Despite their high number of 7 attacks, Ghols have only Clash 1. With three stands, that still means 7 hits, but overall it’s rather inadequate.
  • 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: Currently the least popular choice of the Sorcerer Kings and, in my opinion, the second worst in the book. If characters could join them, if they could score points inherently, and/or if they had Clash 2, they might be worth considering. As it stands, they are rarely present in most army lists. This is unfortunate, as regiments are included in both the current army box and the 2-player starter box. In my opinion, you can play a regiment with Born of Flame if you use a fire sorcerer with Ignite. This allows her to count a command stand as two scoring stands. This enables the Sorcerer Kings to score in round 2, which is otherwise not possible in many scenarios. Additionally, they can effectively push the reinforcement line forward, allowing you to reach a zone in round two for scenarios like Off Balance. Whether this is worth the 110 points is something everyone must decide for themselves.

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