Donnerstag, 27. Juni 2024

Trinavarta - Sorcerer Kings Guide (english)

Trinavarta

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

October Update: -1 Volley, -20 points, and Arcane Conduit.

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 3.
  • 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 gains an additional action. Note that the new rules state that you can only perform three actions per activation.
  • 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 5 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:

The Trinavarta is often described as overly strong or even exaggerated, usually by people who either haven't tested it or haven't played against it. In my opinion, it is generally overrated, and I don't consider lists with four or more Trinavartas to be particularly strong. However, one or two Trinavartas can make sense, as it can operate well on its own and function without needing a ritual. That being said, one should resist the temptation to trigger Whirling Storm at all costs. It's more effective to focus on weaker targets and eliminate them strategically. Using it solely as a shooting platform would be too expensive, as it wants and needs to engage in melee to earn back its points. Ideally, it benefits from Jadoo and Sandstorm; many other buffs are usually more useful on other regiments.

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