Donnerstag, 27. Juni 2024

Rajakur - Sorcerer Kings Guide (english)

Rajakur

The Rajakur are a medium infantry unit, ideally suited for occupying zones on the battlefield.


Cost:
The unit costs a total of 120 points. Similar to Man-at-Arms, but for a slim 10 points more, they gain Hardened and +1 Resolve.

Strengths:

  • Hardened 1: Opponents reduce their Brutal Impact, Cleave, or Armor Piercing by 1, down to a minimum of 0, when fighting against us.
  • Shield: In the front, they gain D3 against attacks. With Resolve 3 and Hardened, they are surprisingly stable for their points cost.
  • Standard Bearer: The standard is free and allows an additional movement action per round as well as a reroll of the charge roll.
  • Medium: As a medium regiment, the Rajakur can be deployed flexibly.

Weaknesses:

  • Low Attack Strength: With Clash 2 and Attack 4, their melee performance is limited.
  • Limited Mobility: Movement 5 is standard for infantry, but not particularly high, especially without additional bonuses like Vanguard.

General Tactics: The Rajakur are solid medium infantry units that, thanks to their shield and Hardened 1, are well protected against light shooting and a few attacks. This makes them a good choice for holding zones or bringing a character safely onto the battlefield. They are also one of the few options for transporting characters, although their offensive potential is limited.

It is also a sensible option to buy additional standards for 40 points each. This makes such units significantly more stable through Dread or suddenly dangerous offensively through Molten Blades. If the character has the Mastery Elemental Feedback, the unit can also heal itself quite effectively. Personally, I would lean towards the Maharajah, as both Djinns and Efreet increase successes and thus healing when they shoot or are in melee. Note, however, that additional hits from Burn to Cinder and Lightning Bolt are not successes and therefore do not count.

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