Donnerstag, 27. Juni 2024

Sardar Sorcerer Kings Guide (english)

Sardar

As the only non-Wizard character in the army, the Sardar greatly supports the living troops of the Sorcerer Kings.

Strengths:

  • Arcane Conduit: Each character stand of the Sorcerer Kings that ends the round in a zone grants us a Ritual Marker.
  • Fear and Discipline: Friendly infantry without the Elemental rule count as two stands more for scoring zones while the Sardar is on the field.
  • Word of the Voice: If a Ritual card was drawn at any point in this round, the regiment to which this character stand belongs gains the Unyielding special rule until the end of the round. This prevents enemy regiments from Target Holding or denying objectives touched by stands of this regiment. This rule is inactive if the regiment is currently broken.

Weaknesses:

  • Not a Wizard: As a non-Wizard character stand, the Sardar cannot perform Elemental Rites actions.
  • No Mortals: Currently, only Rajakur and Dhanur are affected by his rules.
  • Poor Attack Values: The Sardar is as useless in melee as an Imperial Officer and is better considered a tactical character.
  • Not a Warlord: The Sardar cannot be our Warlord.
  • Small Warband: The Sardar has only Rajakur and Dhanur as Mainstay and Mahut as Restricted.

Optional Patron's Gifts:

  • Banner of Elemental Dominion (30 points): Regiments with the Elemental rule within 10" of this character stand gain the Unstoppable special rule. However, due to its limited range, it is rarely worth the 30 points.
  • Dancing Scimitar (30 points): The character stand gains the Dancing Scimitar Draw Event, allowing it to inflict 3 automatic hits with Armor Piercing (2) on an enemy regiment or objective marker within 12", without triggering Resolve Tests. Very powerful, but it competes with Word of Voice for utility and might be better suited on other characters.
  • Prijm Khanjar (30 points): The character stand gains the Prijm Khanjar Draw Event, causing 5 hits on an enemy regiment in contact, bypassing the stand's special rules but requiring Morale Tests. Similar to the Scimitar, it's potent but faces similar drawbacks.

Optional Masteries:

  • Lord of Conflict (20 points): The Sardar gains +1 to its Clash, Attack, and Wound properties. This would make him okay in melee but still not great. In my opinion, there's no compelling reason to choose this.
  • Best Money Can Buy (30 points): The infantry regiment to which this character stand belongs gains the Hardened (+1) special rule. Rajakur would have Hardened 2 and Dhanur Hardened 1. Very strong, but mainly useful if the infantry regiment is a priority. Currently, it's a "nice to have" if points allow.

Tactics and Strategies:

The Sardar is a specialized support character, particularly useful for securing and defending zones. His abilities to support friendly regiments in zone control and prevent opponents from capturing those zones make him a valuable addition, especially if we acquire more living troops in the future. However, he's currently not very useful due to his inability to perform Elemental Rites actions, which limits his support for our strongest faction ability.

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