Donnerstag, 27. Juni 2024

Trinavarta - Sorcerer Kings Guide (english)

Trinavarta

Trinavarta is the monster of the Court of Air and primarily a medium regiment.

Cost: At 220 points, it is priced in the middle range.

Strengths:

  • High Mobility: With Movement 7 and being medium-sized, Trinavarta can effectively flank and occupy zones.
  • Deadshots: Trinavarta always benefits from the Aimed Shot special rule, effectively giving it Volley 4.
  • Whirling Storm: When Trinavarta is within range of a target zone, instead of a normal Volley action, it can perform a Volley action against all enemy regiments in the same zone. This situation rarely occurs but is interesting.
  • Eye of the Storm: If Trinavarta is destroyed in a zone, enemy regiments within range of that zone cannot benefit from the "Inspired" special rule until the end of the round. This is usually not relevant but better to have than not.
  • Loose Formation: Ranged attacks and attack spells against Trinavarta have half dice or hits. Combined with Evasion 2, this makes it robust against magic and ranged attacks.
  • Elemental: If the last card was a ritual, the Trinavarta gets an additional action. This makes Move, Move, Move, Volley or other absurd things possible. But it usually makes more sense on other regiments.
  • Born of Air: Immediately heals the regiment by 2 wounds when a friendly sorcerer casts a Wind spell on it. It also synergizes with other faction abilities.
  • Free Volley Action: Trinavarta can perform an additional Volley action during its activation and can even shoot in melee if in contact with an enemy regiment.
  • Height 3: Trinavarta can shoot over most obstacles and regiments.
  • Medium: Being a medium regiment allows it to score.

Weaknesses:

  • Few Attacks: While 10 Clash attacks and 12 Volley shots sound like a lot, only the Clash attacks cause morale damage. Against opponents with Defense 3 and Resolve 3, Trinavarta only inflicts 7 damage with Volley and Clash during a Charge. Thus, it doesn't excel against other regiments in its price range.
  • Moderate Defense: Almost all units of the Sorcerer Kings have Defense and Resolve 3. Therefore, prolonged melee engagements should be avoided despite its 16 hit points.

General Tactics: Some describe Trinavarta as excessively strong or even overrated, usually by those who haven't tested it or played against it. In my opinion, it is overall overrated, and I don't find lists with 4 or more Trinavartas particularly effective. However, one or two Trinavartas can be useful as they can operate well alone and function without a ritual. Resist the temptation to trigger Whirling Storm recklessly; it's more sensible to target significantly weaker objectives and eliminate them strategically. Using Trinavarta solely as a shooting platform would be too costly; it needs to engage in melee to recoup its points. Ideally, it benefits from Jadoo and Sandstorm; many other buffs are often more useful on other regiments.

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