Donnerstag, 27. Juni 2024

Steelheart Djinn - Sorcerer Kings Guide (english)

Steelheart Djinn

The Steelheart Djinn are a melee Brute unit of the Wind element, capable of impressing both in appearance and effectiveness on the battlefield.

Cost: 190 points: A bit expensive for what they achieve, but there are still synergy models missing for Wind.

Strengths:

  • High Movement: With Movement 7, they can sensibly move into zones from the flank even without a ritual or spell.
  • Cleave 2: In melee, they reduce the opponent's armor by 2 with a Clash attack.
  • Aetheric Guidance: When the Steelheart Djinn are base-to-base with an opponent, all friendly Wind spells gain an additional success against the enemy regiment without further conditions.
  • Elemental: If the last card was a ritual, the Steelheart Djinn gain an additional action, which they often gladly use.
  • Born of Air: Heals the regiment immediately by 2 wounds when a friendly sorcerer casts a Wind spell on them. Additionally, synergizes with other faction abilities.
  • Medium: As a medium regiment, the Steelheart Djinn can score.

Weaknesses:

  • Few Attacks: Despite Clash 3, Attack 4 and Impact 2 are relatively low for a melee unit, even though they can inflict significant damage thanks to Cleave 2.
  • Moderate Defense: Nearly all units of the Sorcerer Kings have Defense and Resolve 3. This is not bad, but not particularly good either. Since the characters themselves also do not have higher Resolve, they often suffer a lot of damage.

General Tactics: Personally, I use the Steelheart Djinn to eliminate already weakened regiments from the game. For this, I like to use a ritual to move 15 inches without rolling and still be allowed to perform a Clash action. There are situations where I also naturally need Cleave. If the Sandstorm of the sorcerer is laid down to target the regiment, the opposition will benefit from an additional reduction of the evasion through the Steelheart Djinn even in the face of elite opponents.

Currently, I cannot recommend placing a character in the unit, as none of them offer sufficient buffs that would justify the reduction in movement to 5, even remotely. Instead, they are currently most useful as MSU, in the formation with 3 Stands.

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