Donnerstag, 27. Juni 2024

Maharajah - Sorcerer Kings Guide (english)

Maharajah

The grand leader of the mighty courts of magic himself.

Cost:

At 120 points, the Maharajah is not cheap but offers a solid overall package.

Strengths:

  • Arcane Conduit: Each character stand of the Sorcerer Kings that ends the round in a zone grants us a Ritual Marker.
  • Wizard (7): Every character of the Sorcerer Kings, except the Sardar, has 7 dice for spells. Even the Maharajah, reputedly the most powerful magician of the Sorcerer Kings, has only 7.
  • Rituals: The character stand has access to Elemental Rites actions and rituals. I explained that here: Sorcerer Kings Rituale.
  • Elemental Confluence: If the Maharajah is our Warlord, all character stands may place an additional marker on a different ritual during an Elemental Rites action.
  • Court of Flame or Court of Air: The Maharajah can choose between the Courts of Fire and Air, enhancing versatility and adaptability. Accordingly, he and his regiment gain the special rules Born of Flame or Born of Air.
    • Born of Flame: When a friendly wizard casts a fire spell on the regiment, it immediately heals 2 wounds. Additionally, synergies with other faction abilities.
    • Born of Air: When a friendly wizard casts a wind spell on the regiment, it immediately heals 2 wounds. Additionally, synergies with other faction abilities.
  • Flexible Warband: All Wizard character stands of the Sorcerer Kings have the option to choose Rajakur, Dhanur, and Ghols as Mainstay and utilize up to 5 regiments in the warband, provided one of them is Dhanur or Rajakur. Depending on the chosen Court, all fire models are either Mainstay or restricted. Additionally, the Maharajah may choose a Mahut as a restricted option.

Weaknesses:

  • Limited Mobility: With a movement range of 5, the Maharajah is not particularly fast and can slow down Dhanur or Elementals if he should join them.
  • Moderate Defense: Nearly everything in the Sorcerer Kings has Defense and Resolve 3. It's not bad, but far from great. Even the grand leader has Resolve 3, but at least 5 wounds to survive a duel.
  • Highlander: Only one Maharajah per Court may be in the army.

The Power of the Magical Courts:

The Maharajah must choose a Court of Magic and knows all spells of the corresponding discipline, both of which are useful and good.

Court of Fire:

  • Burn to Cinders (Range: 12", Attunement: 3): Causes a hit for each success and 3 additional hits if the target is in contact with a regiment with the Born of Flame special rule. It's the best attack spell of the Sorcerer Kings and the selling point for the Court of Fire.
  • Scorching Scirocco: Prevents the target regiment from triggering a Draw Event until the end of the round. Limited practical use due to its range and attunement.
  • Wreathed in Flames: Grants a friendly regiment within 12" the Aura of Death (2) special rule until the end of the round. Provides healing synergy with Born of Flame.

Court of Air:

  • Lifting Winds: Increases the movement range of a friendly regiment by 2" for the first march action in the round. Useful with Elemental synergies.
  • Lightning Bolt: Causes a hit for each success and additional hits based on the target's defense characteristic if in contact with a Born of Air regiment.
  • Homing Winds: Allows a friendly regiment to reroll all failed attack rolls during a volley action until the end of the round.

Optional Patron's Gifts: The Sorcerer Kings have a small selection of equipment, about one-third of which is useful, and the Maharajah can choose up to two. I will mention only those I find useful:

Banners:

  • Banner of Elemental Dominion (30 points): Regiments with the Elemental rule within 10" of this character stand gain the Unstoppable special rule. Since only Ghols have this by default, they benefit greatly, but the 30 points are rarely worth it due to the limited range.

Weapons:

  • Dancing Scimitar (30 points): The character stand gains the Dancing Scimitar Draw Event. This allows it to inflict 3 automatic hits with the Armor Piercing (2) special rule on an enemy regiment or target marker within 12", without triggering Resolve tests. Very strong and not cheap. If you have the points to spare, both the Scimitar and the Khanjar are solid options.
  • Prijm Khanjar (30 points): The character stand gains the Prijm Khanjar Draw Event. This causes 5 hits on an enemy regiment in contact with this character stand, without benefiting from any special rules of the character stand, but morale tests must be made. Very strong and not cheap. If you have the points to spare, both the Scimitar and the Khanjar are solid options.
  • Shu'laat (20 points): The character stand can always start rituals with two markers instead of one. A must-pick, ideally carried by the Maharajah Warlord. Additionally, the stand also gains Blessed, which only helps it in Clash.

Arcane:

  • Jadoo Kavach (30 points): If the sorcerer successfully casts a Fire or Wind spell, all regiments of the respective Court gain Reroll 6 on all attack dice. If you have a pure Fire army, your entire army can reroll every six on attack. Sounds good? It's better.
  • Eye of the Blazing Tempest (30 points): Heals all friendly regiments with the Elemental rule within 8" by 3 wounds after an Elemental Rites action. A bit expensive, but it provides a pulse healing. Overall good.
  • Niyantran (20 points): Grants Wizard (+1) and reduces the scaling for targets by 3 stands. This can be useful, but usually, you rarely have the points for it.

Optional Masteries:

  • Lord of Conflict (30 points): +1 to Clash, Attack, and Wound characteristics. This would make the Maharajah almost good in close combat, but that's not where he wants to be.
  • Best Money Can Buy (20 points): The infantry regiment this character stand belongs to gains the Hardened (+1) special rule. Rajakur go to Hardened 2 and Dhanur to Hardened 1. I find this very strong, but only if the infantry regiment requirement is removed. As it stands, it's a "nice to have" if points are available.
  • Favored of Hormus (15 points, Maharajah only): The character stand gains the Rider special rule and must ride a Mahut. The Mahut regiment loses its Barrage (X) special rule and gains the Terrifying (1) special rule. An option if you want nice sightlines for the Maharajah, but since the Mahut has Movement 6 Heavy, I don't find it remotely interesting.
  • Bound to the Elements (40 points): The character stand becomes a Brute and gains the Elemental special rule. If a member of the Court of Fire, it must join a regiment of Efreet Flamecasters or Efreet Sword Dancers. If Court of Wind, then Windborne Djinn or Steelheart Djinn. This is cool, but far too expensive. Additionally, it reduces the movement of the respective regiments.
  • Elemental Feedback (35 points): Heals the attached regiment by 2 wounds for every 2 successes when casting. Not cumulative with Born of Air or Flame, but with Niyantran and Conflagration, a lot of healing can be achieved. Often used with the Court of Fire Maharajah in 6 Rajakur.
  • Elemental Projection (30 points): Increases the range of all spells by 3". This is really good but also really expensive. Our dear Sorcerers and the Maharajah would want this if they belong to the Court of Fire, but for 30 points, you can also get Jadoo...

General Tactics:

The Maharajah is a versatile and powerful character and, with his Supremacy, the best choice as Warlord for the army. With the Court of Air, he strengthens the army in various ways, and with the Court of Fire, he burns his enemies to ashes. Currently, I would even recommend playing two Maharajahs, as the Court of Wind has the best combination of spells in the faction and Burn to Cinders is a statement in itself. For transport options, Wind naturally prefers Dhanur and Fire prefers Rajakur. With Burn to Cinders, we often find ourselves on the move, and the additional protection of Rajakur is welcomed. Additionally, the Maharajah of the Court of Fire tends to charge opponents to maximize Burn to Cinders.

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