Poison Golem: SotD, Pendant of Luck, a Shroud and Bracers of Defense. Season to taste, depending upon your indy mage finds (Rainbow Armor is good if you find Enchantresses, a Wraith Crown is also good if you have Forge of the Ancients up and/or have nothing better to do with your death gems).
Wraith Lord: Standard thug option, not much to say here. Soul Vortex, recuperation (from immortality), good stats and built-in ethereal.
Zamzummite: Surprisingly good thug for a mage, especially when blessed. Can self-bless. Negative encumbrance, regenerates, can cast Ironskin/Invulnerability/Body Ethereal/Personal Luck/Fire Shield/Soul Vortex. Try a brand sword, Shield of Gleaming Gold, and Bracers of Defense. If he picks up an affliction just pass the equipment to someone new. Cheap enough that you can use them in pairs.
Adon: He's pretty tough even naked, but try to get at least Bracers of Defense and Boots of the Messenger on him so he can self-buff without fatigue problems and also cover the weak head armor. (If you can't find any N1 indy mages and/or have no nature income you can also use Girdle of Strength.) E2 Adonim don't necessarily need either of those items if you have Summon Earthpower and Ironskin researched. Once you've got some gem income and some research, consider a Fire Brand and a Shield of Gleaming Gold. There's really not much else to say. The Astral ones are particularly nice because they can go ethereal and lucky, and with a starshine skullcap they can teleport to hotspots. The Fire Adonim are good in melee (higher attack rating), but not quite as good as either the Earth or Astral Adonim partly because there's no Fire buff that helps magic resistance. Therefore you may opt to use them as arty mages instead, with a screen of Ahimans: bless, bless, Phoenix Power, Flame Eruption, Flame Eruption, cast spells for example. Adonim are more durable than most mages so can be set close to the front lines where Flame Eruption is likely to do a lot of damage.
Ophan: Ridiculously good for the price. Give him a Pendant of Luck and let him go. His one weakness is his lack of slots, which means his MR won't go above 22 (w/ Amulet of Antimagic) when soloing provinces. Well, his other weakness is that he's Lifeless and thus doesn't regenerate, but honestly that's rarely a problem because he rarely takes damage from normal troops. He's not immune to cold, though, so watch out for Frozen Heart. And also watch out for swamp ground or extremely cold dominion, because that pushes his encumbrance up to 3 per trample, which is more than reinvig 5 from the E10 bless can handle (he tramples 3 or 4 squares per turn). Other than that, he's an extremely nice and effective thug for 39 pearls and change, and he also makes a nice addition to any army of Ahimans (since the Ophan is going to Divine Bless himself anyway, you don't have to spend time blessing your troops and/or mages). Note: if you're not worried about MR you can give him a little bit of extra Prot from Bracers of Defense (which will raise his Prot from 21 to 24 after the blessing).
Ditanu: Skip Dirge For the Dead and go straight to Banquet For the Dead. See "Malik."
Malik: Excellent SC. Just like an Adon, except with better MR, built-in Ethereal and better resistances,Morale 30 and Fear +7, zero encumbrance (works great with Stymphalian Wings or Boots of Quickness), the ability to cast Soul Vortex (and/or Blood Vengeance if you're into that sort of thing) if you use a booster or a death gem, and an escort of Ditanu, who are like undead Ahiman Anakites with Fear +0, better stats and MR and built-in ethereal. (Slightly worse Protection though.) For 50 death gems and a dead Zamzummite, this is a treat. On the other hand, I have to admit that there's not an extremely compelling case for using Malkim over Adonim, since most things that will take out an Adon will also take out a Malik (lightning, Petrify, Disintegrate, etc.). Malkim are, however, undead and thus immune to Frozen Heart and poison, friendly fire from Shadow Brands/Sunslayer, and they and their Ditanu are also less vulnerable to fatigue damage (from lightning, Sleep Cloud, etc.) because of their negative encumbrance. (Nor do you have to worry about Chest Wounds, which are the bane of Adon and Ahiman alike, or about fighting in swamps or extreme cold.) Morale 30 is nice, though (e.g. it gives immunity to Fear), and the cumulative Fear of the Malik and his Ditanu can sometimes be useful. (It synergizes well with Awe, and it can end some battles early.) Moreover, there are sometimes logistical benefits to summons over cap-only national troops/commanders. The upshot: in most respects, consider the Malik a significant quantitative but not a qualitative improvement over the Adon.
Chayot: Insanely good either as a thug or as a mage. Master Enslave? Astral Tempest? Flame Storm? Will of the Fates? Antimagic? Army of Lead? Fog Warriors? Petrify? They can do all of this and more. (For Master Enslave you'll want a Crystal Shield, a Starshine Skullcap, and a RoW + RoS, bringing them up to S8. That leaves one hand conveniently free for a Rune Smasher.) One caution: don't cast Phoenix Pyre unless you're planning to spend time in Earth form. Chayot already have a #secondshape on death, and Phoenix Pyre overrides it--if you die with more than 100 fatigue you don't go to your next form, you just die. Of course if you're planning to be in the E4 form then you might as well Phoenix Pyre to your heart's content. You can cast cross-path spells if you use a booster (RoW works fine) to boost your levels back up from zero, since Chayot's "natural" levels are at 4 in all paths with a negative #magicboost for all paths but one. E.g. the E4 form becomes E4F1 if you give it a skull of fire, thus conveniently allowing it to cast Magma Eruption. Honestly, though, Chayot are so awesome that using them as an arty mage is a waste. It's your call whether you want to use the Ophanim that come with them as their bodyguards or split some or all off into another army. Even with no slots and thus no luck or antimagic pendant, Ophanim are still ridiculously good, and you get FOUR of them along with your Chayot when you cast Call Merkavah. (Of course, it also costs a ridiculous amount of gems.)
8.37.2.12 Other tips and strats:
Bloodstones: If you can bootstrap into a blood economy (usually takes 2-3 provinces full of indy scouts blood hunting), you can empower an Earth Talmai Elder to Blood-2. Using a ring of sorcery and a ring of wizardry, he can then forge himself a Blood Thorn and a Brazen Vessel (15 slaves each w/ hammer because of the 15% Talmai Elder forge bonus). He can start forging Bloodstones for 6 earth gems and 9 slaves apiece. 80 blood slaves brings another forger online (50 to empower to Blood-1, then 30 to forge the Brazen Vessel and Blood Thorn). It's up to you whether it's more useful to hoard the bloodstones in the lab or use them on battlemages (or scouts on gem-carrying duty). Note also that you can also get to Bloodstones via Malkim, although you will probably have better things to do with Malkim than having them hunt for slaves or forge Bloodstones in the lab.
Fever Fetishing: Ashdod has no particular advantages in fever fetishing. Indy scouts are more cost-efficient receptacles for fetishes than any of your national troops (although Kohanim or Edomite Scouts come within 20% or so and take less micromanagement), and you are reliant on luck to find forgers. If, however, you are lucky enough to find one of the sites that allows Enchantress recruitment (some of them are N1 sites), consider putting Fever Fetishes on your blood hunting indy scouts. Ashdod can always use more Fire gem income to empower Astral Talmai Elders for summoning national summons, for Fire Arrows or Fire Storm in combat, for forging brands and shields, and for Flames From the Sky.
8.37.2.13 Magic Diversification:
Your pretender can summon a Fairy Queen via Fairy Court to get you into Air and Nature, if you still haven't gotten any through site searching w/ N1 mages and/or sites captured from other nations. Arelot (plural of Arel) would also be useful for bootstrapping into Nature, if you were able to find a lizard shaman to summon one for you (w/ Crystal Coin + Starshine Skullcap + Ring of Sorcery).
You can bootstrap into low Water by summoning a spectral mage (Summon Spectre) and leveraging the easy water boosters + Ring of Wizardry from your national mages.
You can bootstrap into Blood via indy scouts + empowerment as mentioned above, via Malkim, or by summoning Tartarians (Tartarian Monstras have the best chance of Blood randoms), and from there to vampires. I don't have much experience with Blood, though, so there might be a better way, and anyway I'm not sure it's worth doing without recruitable B1 blood hunters.
8.37.2.14 Conclusion:
Ashdod early game is gold-hungry and resource-hungry, but your strong sacreds help you to expand ferociously and put you in a good position in mid-game to begin utilizing your excellent battlemages and thugs. Ashdod's strong death and astral magic remain useful into the endgame. This nation has everything it needs to compete with any other nation in any era. Good luck!
8.37.3
8.38 Hinnom
8.38.1 HINNOM EATS EVERYTHING
Article Author: Baalz
Well, those of you familiar with my other guides know I tend to fall a bit in love with a nation as I write a guide for it. That said, I¿m just astounded at the strength that Hinnom can bring to bear. They are absolutely first class early, middle, and late game and have so many really good options that the biggest problem is remembering not to try and spread yourself too thin across strategies. With no chink in their armor that a pretender must fill, I¿d suggest going with an imprisoned blood fountain with just enough blood to summon the Lords of Civilization and max out all your scales. Order for income, production for awesome troops, luck for awesome (and plentiful) national heroes, heat because it¿s free, magic because you can, and growth because HINNOM EATS EVERYTHING and your population will be dropping wherever your big giants are. You¿ll want a decently high dominion score to help spread that glorious dominion, and don¿t forget you can blood sacrifice to push it even faster.
Expansion. I can¿t think of another nation with expansion potential this good. The troops you *start* with are capable of taking out the vast majority of indies, from heavy cavalry to barbarians. With good scales, by the time you¿ve captured a couple provinces around your capital you¿re able to field 2 (!) expansion parties a turn from your capital. The chariots in groups of 4 will take out pretty much any non-barbarian human infantry, supplement this with groups of a dozen Dawn Guard to take out almost anything else. Under ideal province neighboring conditions you should be able to land 30+ provinces by the end of year one without even burning through an obscene amount of gold as each expansion party is relatively cheap.
Castles. Most terrain yields a terrible 1400 gold Tel City, but forests give you an 800 gold forest fortress. With your insane expansion you shouldn¿t have a problem capturing several forests this is pretty much the only place you want to build castes. Fortunately with your nitro-charged expansion and frugal spending you should be able to start putting up an 800 gold castle per turn roughly turns 6-12. You should have about 5 castles by the end of year one.
If you¿re feeling frisky, feel free to roll over an opponent or two at this point. Between your chariot (size 6, high protection tramplers) and dawn guard (high hp, 16 defense, high strength, magic weapon wielding), 5 castles with production-3 scales should leave you able to steamroll most opponents. If you¿re fighting somebody using a fire bless, look at using Rephaite Warrior as their fire resistance pretty much negates the flaming weapons. If you¿re opponent refuses to acknowledge his death at the hands of your troops, your Ammi with a tiny bit of research and a few gems can lay down everything from fireballs and thunder strikes to paralyze and destruction. Just research whatever you need to put the hurt down on your opponent. Don¿t feel remorse as you scrape your neighbor off the bottom of your boots, just remember HINNOM EATS EVERYTHING.
Research. All those castles going up have a tremendous advantage. Due to the fact that they lack any hard-coded magic paths, you can recruit Ammi without needing either a lab or a temple! That¿s right, while other nations are spending anywhere from 1200-2000 gold for the cheapest mage factory they have available, yours cost 800. This is on top of your ridiculous gold income from your ridiculous expansion and ridiculous scales. Recruit them out of your new castles and move them back to your capital (or any lab).
Gems. With national mages and no boosters Hinnom can remote site search Every. Single. Path¿.except water. They also have pretty good manual site searchers in the Horite Shaman to prime the pump. Use shamans to lead your first few initial expansion parties, then as soon as you can, replace them with indie commanders and have them site search. This will give you earth, death and nature gems along with your capitol¿s earth, fire, astral and blood income to start some heavy site searching. You can also do a little bit of manual site searching with the Ammis who get air randoms until you¿ve got a few gems for auspex.
So, before hitting mid game you will likely have more provinces, income, gems, and research than any other nation. Potentially a lot more. Hit the construction research and start recruiting a Ba¿al every turn from your capital and Kohen/Ammi from the castles you¿re now putting labs and temples in (hey, spread that glorious dominion around!). Note, HINNOM EATS EVERYTHING, so you¿ll want to designate a sacrificial province to keep your main mages at. As they start piling up the population will all be eaten, it¿s a good idea to do this outside of your capital. It¿s also a good idea to do this in a castle so that your enemies cannot force a fight on their own terms.
Once you hit construction-4 is when the real fun starts. All your Kohen will crank out sanguine rods and start blood hunting. Remember, keep just three per province because HINNOM EATS EVERYTHING. Your growth scales will help, but if possible you¿re gonna want to target slightly higher population provinces for blood hunting than otherwise. Check out my guide to blood hunting as a section of my Mictlan guide, but remember to adjust your spending as you suddenly start massive blood hunting, you¿re gonna go from having more gold than you know what to do with to a very frugal budget (and having more blood slaves than you know what to do with)
Do a bit of real quick alteration and enchantment research, and swing up for thau-3 and now those Ba¿al are supertroopers indeed. You almost can¿t go wrong with equipment, the extra gore attack means you don¿t even really need the standard AOE weapons a sword of sharpness and horned helm (second gore attack!) will often clear a whole tile as well as any frost brand. You¿ll want some reinvig, and regen always helps, but in a pinch these guys can be sent out with just a few very cheap items. Earth Ba¿als summon earth power, iron will, iron skin (invulnerability) and smash away. Fire Ba¿als (the weakest) fire shield and eventually phoenix pyre (you¿ve got national healers to fix the inevitable owies). Astral Ba¿als can teleport with no boosters and drop luck & body ethereal. Any of these will easily solo anything short of a real army. Put some good equipment on them and they¿re top shelf SCs. Heck, in a pinch, con-2 and thau-3 are enough to give you a teleporting thug who can take out plenty of PD! Just equip an astral Ba¿al with an amulet of breathing to jump right in and start swiping some water provinces in that lake across the map that doesn¿t have a water nation in it before anybody else can get there! Control a huge chunk of land *and* grab a big chunk of water because HINNOM EATS EVERYTHING.
Far from being one trick ponies though, Ba¿als are also extremely powerful at home in a lab. Earth Ba¿als will leverage your solid earth income and crank out first dwarven hammers, then blood stones. That¿s right, as if Hinnom wasn¿t already over the top they have probably the best synergy for gem producing items of any nation. Blood slaves are cheap and they¿ve already have a strong earth income¿doesn¿t take much to see where that¿s going. Additionally, take those blood stones you¿re minting and stick them on Kohen who get an earth random. Now do a very cheap blood empowering (30 slaves) and set him to month casting of summon demon knight. Demon knights are very effective in groups of about 10 (particularly buffed with bloodlust, legions of steel, and weapons of sharpness), so once you get 4-5 of these summoners set up you¿ll have a significant supply, and the earth gems will start rolling in.
On the topic of low level demon summons Hinnom also has a very effective national summon in the Shedim. What makes it so effective is the fact that unlike other low level blood summons, you summon 3 per casting so you don¿t need too many dedicated casters. A single mage can mass 30 of these lightning throwing uber-archers in under a year, which is enough to absolutely decimate most armies, particularly buffed with wind guide and arrow fend (your opponent will likely be trying to ¿fire archers¿ with their own archers). It¿s good you don¿t need too many mages because getting them can be difficult, but a couple of your national heroes can cast the spell and there are worse investments with your auspex fueled gem income than a single empowering (with a little bit of work you can leverage this into robes of the magi as well). Unless you need flying commanders you can skip the Arch Devils¿.they¿re inferior to the Ba¿al you¿re recruiting every turn. Instead, extra blood slaves can also be poured into ritual of the five gates, which is in easy reach for your Ba¿al. But the real joy of all those blood slaves is....
Oh the Horror. Hinnom has some really nasty horror spam potential. Everyone knows (I guess) that horrors are scary, but I¿m continually surprised at how many people scoff when I claim that lesser horrors are even better in most situations for the cost. Every astral Ba¿al can send a lesser horror with no boosters, and they only cost 9 slaves (you¿ll have plenty). A single lesser horror will, with good regularity (something like 70-90% of the time) take out medium to heavy PD so long as you target the right PD. Any PD composed of troops dealing 13 or less damage (by and large humans wielding spears, which are hugely represented among PD) will have trouble stopping the lesser horrors. Ethereal + high defense + 15 protection + a life draining attack means they¿re usually healing faster than spear infantry can damage them, and the fear aura (against PD¿s generally bleh moral) means they don¿t have to kill all that many. Use scouts to conquer the freshly cleared province, and I¿ll let you in on a little secret. If you have a scout hidden in an enemy province, and you give him orders to attack a different enemy province, then horrors take out the PD in both¿magic phase -> you¿re the only one left in province A so you gain control, movement phase -> you walk into empty province B and claim it. Note: horrors stack extremely well, so if you need to take out something stronger, just send more lesser horrors.
But wait, there¿s more! Lesser horrors are also very, very effective at taking out SCs. Go ahead and scoff, I¿m used to it¿.until I start brining down kitted out angels and tartarians. How this works is like this use horrors (or anything really) to take all the provinces surrounding the SC in the magic phase, this is usually very easy when the SC is on offense. Now, send 6+ lesser horrors in at the SC. The horrors have an AN attack so who cares about the SCs protection? They¿re size 3 with 2 attacks, and are apparently scripted to attack large enemy monsters, so if you sent 16 of them the SC would be surrounded and attacked 32 times before he can buff good luck with defense. Here¿s the dirty little secret though you don¿t need to send 16 lesser horrors, 6 will do regardless of how tough the SC is because of the fear aura. Surrounded by 6 lesser horrors the SC will end up with a negative 10 moral or so and flee, with no place to flee to. Anything not berserking, mindless, or immortal won¿t have a chance (and those that are will at most require a few more lesser horrors).
Ah, but the joy of horrors isn¿t over yet. Every astral Ba¿al can also cast call (greater) horror, blood rain, and teleport, and is tough enough to live through some archer fire. So, your opponent¿s large army is marching into a heat 3 strong dominion (starvation, enemy dominion), you can pretty easily cut off escape routes (lesser horrors, teleporting SCs), and you can at will teleport in, reduce their moral by another 4, summon a couple very high fear aura guys (cast a couple horror marks first to make sure that *they* get attacked!), then either cast returning, or if the enemy army is particularly high moral maybe cast a couple bloodlettings before you go. If they retreat, they all die. If you¿re particularly evil (like me) you¿ll consider casting dark skies to make it practically impossible to invade you with non-mindless troops. SCs get eaten alive by lesser horrors and armies flee every time you fart. Blood sacrifice out of your copious temples and with your strong dominion your opponents will be worried about a dominion loss on top of everything else.
But wait, there¿s more! Ba¿als are uniquely suited to cast a spell that otherwise is very hard to use effectively hell power. With enough hps to survive a couple AN hits from a horror, and readily available horror killing body guards (dawn guards good attack skill, high damage, magic weapons), and enough blood magic to cast it without passing out, they can cast it with a fair amount of imperviousness. Hellpower + phoenix power + 2 boosters = 8F. Or 8E, or 8S. If you want to show off, toss in a crystal shield, robe of the magi, and ring of wizardry and scoff at your opponent pretender¿s puny magic paths. Without being showy though, you¿re talking aout 6f/e/s with no boosters. I¿ll leave the effective use of this as an exercise to the student.
Honestly, I don¿t even know how you can get to your best stuff without having already EATEN EVERYTHING, but if you¿re just goofing around I guess you can get up to the Lords of Civilization. I think these guys are pretty self explanatory and have gotten enough attention already so I won¿t expound on the obvious advantage these guys bring. On top of that, you¿ll also now be casting infernal crusade and infernal forces, have the mages to single handedly cast master enslave, army of lead, and firestorm, have a very good gem income (in everything other than possibly water) and are running out of commanders to stick blood stones on. Oh, and you¿ve got national healers if anybody gets an owie.
Comments:
[WL], I think mild or single path bless with good scales is also worth it. Melqarts can be made into thugs/SCs quite easily so they have their uses.
8.39 Bandar Log
8.39.1 Bandar Log - you whipped me with what?!?
Article Author: Baalz
Bandar Log is a nation sorely in need of a guide. They have a truly awesome arsenal at their disposal, but unlike other superpowers it is not obvious how bad-*** their stuff is. I¿d say Bandar Log is one of the most powerful nations for a good player, but one of the worst for a new or inexperienced player because of the finesse required to make this precision machine hum. Note, almost everything I lay out here is applicable to Kalaisia and Patala, though they add a few twists I won¿t explore here.
Bandar¿s recruitable troops are a variety of special forces. Generally they¿re gonna struggle holding the line in a pitched fight, but applied correctly in the right applications they show a devastating range of abilities. Used as a blunt instrument they¿ll be cut to pieces though, so¿don¿t do that. Fortunately their large variety of summons will fill the ranks if staying power is what you need. Bandar is a nation of summons, conjuration is going to be of critical research priority.
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