Donnerstag, 27. Juni 2024

Rakshasa Bakasura - Sorcerer Kings Guide (engish)

Rakshasa Bakasura

The Rakshasa Bakasura is one of the two monsters of the Court of Flame, specialized in hunting down characters.

Cost: At 260 points, the Rakshasa Bakasura is quite expensive, perhaps even a bit overpriced for this monster. On the other hand, it can become extremely fast.

Strengths:

  • High Attack Power: With Clash 3, Attack 15, and Impact 5, the Rakshasa Bakasura can deal enormous melee damage against moderately armored opponents.
  • Aura of Death 5: Causes 5 automatic hits against enemy units in contact with the Rakshasa Bakasura when the regiment's card is drawn.
  • Cleave 1: Reduces the opponent's armor by 1 in melee with a Clash attack.
  • Terrifying 1: Reduces the Resolve of enemy units against Clash and Impact attacks from this regiment.
  • Elemental: If the last card was a ritual, the Bakasura gains an additional action, which is not necessary but always welcome.
  • Born of Flame: Heals the regiment for 2 wounds when a friendly sorcerer casts a fire spell on it. Additionally, there are synergies with other abilities of the faction.
  • Last Word: Even in death, the Bakasura remains a threat, causing 8 automatic hits on an enemy regiment within 8" of a friendly character or regiment with the Wizard rule. These hits do not cause morale tests and always hit the target's flank, regardless of where the Bakasura dies, as long as the target is within 8".
  • Arrogance: Allows the Bakasura to perform a duel action, paid with its two actions. If the opponent declines, we gain the Flurry special rule until the end of the turn, allowing all Clash attack dice to be rerolled. Additionally, the opponent suffers the usual penalties for declining the duel. Arrogance also grants the Bakasura +3 Movement on any charge against a regiment with a character, bringing its charge to 10" and allowing it to reach most regiments without rolling.

Weaknesses:

  • High Cost: Rakshasas are very expensive and take up a large portion of the total army cost. It is often more beneficial to invest the points in Brutes or Rajakur.
  • Moderate Defense: With Defense and Resolve 3, the Rakshasa Bakasura is not poorly protected, but not particularly well either. Its 16 hit points provide only limited protection.
  • Heavy: The Rakshasa is Heavy, meaning it enters the battlefield at the earliest in turn 3. While it can score points, it might spend half the game off the battlefield if there are multiple heavy units.

General Tactics: The offensive power of the Rakshasa Bakasura does not quite match its cost, but its ability to safely threaten regiments with characters at 11" and with a ritual even at 18" is remarkable. There are few characters who can survive a ritual with the Bakasura, making it a dangerous unit. The extra victory point is often satisfying, even if it rarely makes a significant difference. It is crucial to carefully consider which opponents to target with the Bakasura, as it often does not last long against truly robust regiments. Due to its speed, it is well-suited for attacking flanks or hunting down characters in the second row supporting the enemy army. It benefits greatly from buffs by the Wind Maharajah and the Wind Sorcerer, but also works well with a Sandstorm from the Fire Sorcerer.

A key tip: When executing Charge, Duel, and Clash, the duel action naturally benefits from Inspire. Duels without Inspire are sometimes less rewarding, as the opponent may accept to save the regiment and defeat the Bakasura.

Lastly, regarding Last Word: This rule is impressive, but often it is better to keep the Rakshasas alive until the end of the game. However, it can be worthwhile to sacrifice it deliberately to deal the final crucial damage to an opponent.

A Rakshasa can fit into almost any army, but playing multiple at the same time is not for everyone. Personally, I do not prefer it, but it can undoubtedly be effective.

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