Monday, 23 June 2014
"You called, my master?" Al-Djinn are described as spirits whom dared to defy the gods, imprisoned and isolated as punishment for their foolishness. Constrained by the bonds imposed by their imprisonment, they can still use their great powers to alter the destiny of the world.
In game terms they are one of the trickier Summons to use I suspect. That is largely due to their Action that allows them to copy the abilities of another unit. They had a rules adjustment with the 2013 Saga III & IV Update, reducing the maximum Level of a unit they can copy, as well as a Level cost increase for the Al-Djinn themselves, which reinforces that they were probably overdue for rules re-balancing.
The other tactic to use with an Al-Djinn is to create Ash Slaves: Level 20 or 25 Agents (their Level is dependent on whether your take the lesser of greater Al-Djinn option). Each Al-Djinn can create and maintain up to 3 concurrent Ash Slaves. This can allow the Al-Djinn player to exploit the opportunity for extra units to block Charge lanes, protect other units with Intercepts, add a little extra Attack capacity, or protect objectives.
Anima Tactics Units: 160 (added: nothing - but still waiting on 2 minis)
Anima Tactics Units Painted: 56 (54 different models)
Painted Units Percentage: 35.0% (percentage of AT minis owned and painted)
Anima Tactics Range: 151 units (including 2 LE minis; added September as he still is due for imminent release)
Percentage of Whole Range Painted: 35.7%
Year to Date Target: 15 of 18 units (3 per month target; 83%)
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