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Nazca's big advantages are high mobility, very high siege power combined with easy fort storming/throne claiming, and ability to field 2 diametrically opposite types of armies supplemented by thugs.
First is the Win Now army, that tries to crush the enemy with a wave of lances, and win the battle in the first charge. This is ideal against enemies that want the time to buff up, or fire arrows, or spam evocations. It needs no research to start with, but becomes more powerful once you can supplement it with ironbane and a wave of shadowblasts turn 1, and even earthquake and suicidal Acllas/Incas. Slow acting spells don't really help here. Great at storming forts, since it minimizes exposure to tower fire, and doesn't give a mass of research mages the time to really pull any tricks. Storm hits this hard, despite the availability of a few stormflyers, since they can't get the mass needed.
Second is the Slow Grind army that relies on waves of skeletons, supplemented by archers and fireballs and battlefield spells like Rigor Mortis, Curse of Stones, Wailing Winds, Grip of Winter(if you find water mages), and also Ironbane. This takes a lot more research to bring on line, since it needs Enchantment on top of Conjuration/Alteration/Evocation, but is great against forces that would crush your lancers head on. An army of Ulmish blackplates for instance, would laugh at your lances, then chop your guys to bits. Only after building up fatigue do critical hits start getting through that armor.
Rarely is it a good idea to combine the two, since archers will shoot your lancers in the back, who will block skeletons from getting to the front, etc.
By using both types of forces and matching them against appropriate enemies using your superior mobility, you can get around most counters. Sometimes though you just won't have the research yet to field the desired tactic, leaving you no choice but to resort to guerilla warfare, which thankfully Nazca is excellent at. Slaves will hold up your forts while 2 dozen lancers will punch out any reasonable PD. Groups of flyers can easily recombine on lightly guarded forts and rapidly crack the walls. This is useful regardless of course, simply to deny the enemy resources.
Incas will be your senior generals, blessers, casters of flaming arrows and wind guide or alternatively mist to degrade enemies with superior firepower. Some more will join the suicidal assault corps, while a few will get gear and be thugs. Geared Inca thugs, serve 2 very important roles. Simply punching out PD is beneath them, when Nazca can so easily do that with troops. First they serve by using cloud trapeze to clear provinces in front of your armies so you get the defensive advantage, or taking a province in the path of the enemy army to stop enemy movement. With considerably more tailored equipment and the thug bless, they can also, thanks to their wide array of built in resistances, destroy mage supported armies with a cloud trapeze attack as long as the enemy are scripted to fight your armies and not the Inca. Thug may be a misnomer here, since PD is really not their job, though SC often implies something which may be impossible in Dom4, fighting an enemy army with mages scripted to face you.
Of course, it's true for all nations that one should ideally never fight the enemy head on, but instead trap them into battlefield spells while your main forces do other things elsewhere. Most other nations though have the excuse that they lack the mobility to avoid head on collisions. Nazca combines mobility with a large number of options for trapping armies. An E2 with boots can cast Earthquake turn 2. The utility combined with an all flying force should be obvious. An Air Priest with earthboots can cast Rain of Stones. An Inca with a bodyguard of Huacas can cast Firestorm with nationally forgeable boosters. The Huacas can then hold the line while Firestorm does its work. Some work with communions can even get you Storm/Wrathful Skies which Huacas are again immune to. Stacking these spells can defeat enemy counters. Mass protection and Fog Warriors against RoS get countered by Firestorm while even endgame Army of Gold might no sell Firestorm and RoS but only increases vulnerability to Wrathful Skies.
Against enemies trying traps against you, Nazca's main option is defensive fighting using Incas to clear the way plus a turn 1 charge to ensure those spells that need time to work don't and hopefully nail casters. Getting up to big battlefield buffs turn 1 is hard with Nazca's low paths, and most situations requiring them is probably better dealt with using a specifically geared Inca thug.
To win the game rather than mere battles, Nazca should exploit its ability to rapidly claim thrones; being able to fly in a force, crack the fort in 1 turn, then storm and claim. Its endgame is very much avoiding direct contact unless absolutely necessary and cracking throne forts quickly. Intelligence is critical, to identify moments when rivals, thanks to ongoing wars or troop movements, simply cannot react fast enough to your throne rush, which Nazca can pull off earlier and faster than most. Obviously, this does work better in games that don't set extremely high throne requirements.
Specific Notes:
Longdead, and Supayas without a bless to let them kill things, are sidelines to solve niche problems rather than a mainline. The largest niche is fighting underwater. Also, a small number of N9 Supayas with iron warriors buffed can tank nonmagical attacks as well as Agarthan statues. The question of course becomes how that ability fits into Nazcan needs, and it really doesn't.
Nazca is well suited to Lammashtas, albeit not as well as LA Ulm. Summon and retreat. If the Hurin Priest (use air ones since they are less useful en mass) dies, he'll just go home and raise longdead. It's a relatively low research way to chew up mageless armies when you don't have enough troops, or they are better used elsewhere.
Ice Armor is really dangerous in your and their cold dominion. It turns Caelians into Ulmish but without their crap mobility. And ice weapons laugh at Supayas if you field any, and Lammashtas too. Enough skeletons and slaves to soak their thunderstrikes and fatigue out ice armor works well enough, but again, lots of research, at which Caelum is better, and Caelum can always drop a mass of air elementals and wreck the skellis. Caelum is just straight up stronger than Nazca in their matchup, so little choice except to play better.
An N9 bless lets Nazca pull off mini-communions with 2 slaves and 5 masters, including an N mage plugged in by crystal to buff regen. They are hardly a match to the kind fielded by Pythium, but Pythium's can't fly. With Alteration 6, this becomes legit communion power, when you can propagate soul vortex to the comslaves, and surround the slaves with a pack of condors. The condors both regenerate and helpfully have low MR to help in their own lifedraining. 10 masters is easily doable on 2 slaves. An Inca with a master crystal and some gear can sit up front and spam shockwave and flame eruption on anyone that gets close, while other Hurin Priests spam skeletons and drop Gifts from Heaven. Needless to say, this is pretty vulnerable to magic duel against strong astral nations.
An E2 Hurin Priest with a skull staff, girdle of might, and boots of the messenger, plus E4 bless and earthpower, can skelespam indefinitely, twice every 3 turns even after fatiguing out. Use these guys instead of astral against astral nations.
Research path starts out easy, but gets much more complicated later. Evo 3 and Conjuration 4 are the initial targets. That gets Phoenix Power, Earth Power, Lammashtas, Strength of Gaia, Shockwave, Fireball, and Sleep Cloud (for the pretender). A good initial set of spells. At this point, Alteration/Construction/Enchantment all offer abilities that you can't research at once, so you have to pick depending on enemies and what would be most effective against them. Each additional step in any path gives more immediately useful magic out to 6 for everything but blood and thaumaturgy. This may be Nazca's great weakness, since its large array of options is split between a large number of schools, and it's no Bogarus at research.
Teleporters dropping on top of your forces and to a lesser extent remote attacks are a serious problem. A big part of Nazca's schtick is to use its mobility to ensure the right force fights the right enemy, but teleporters and remotes turn that around since the enemy gets to design the attack and know what it's going up against. There is no easy solution that I know of. You certainly should spend some effort wiping out enemy scout networks with slave patrollers to limit enemy intelligence on how to hit your forces.
Nazca's national advantages peak around when it hits Evo7, and 6s elsewhere. While it certainly still gains power with greater research like anyone else, its relative power starts falling once anyone can get mobile armies, teleporting thugs, 1 turn fort cracking, ability to resist battlefield spells, etc. This is exacerbated by Nazca's low path access, only partially ameliorated by boosters, once more high path magic starts popping out. You should seriously consider turning everyone out of the lab at this point and going for the win.
Comments?
1) You may want to mention that the Sun Guard is also the heaviest armored troop in Nazca's recruit roster at 12 prot with a shield, sad as that is. That comes in handy now and then.
2) Supayas, at least when I was playing them a patch or two ago, could fly underwater, which was pretty amazing. Worth noting.
3) I didn't know the Coya trick, that's very nice. You can Twiceborn suicide the Coyas even with Incas in play?
4) The Lammashtas are also not something I'd thought of. Mostly I'd just field my E Hurins specced for Earthquake when I wanted to put the hurt on armies.
5) I really can't recommend Incas as thugs, ever. They're worse than Eagle Kings in almost all respects, and Eagle Kings aren't worth thugging themselves.
How's that work?
Coya twiceborn does indeed work with Incas out, as long as she dies before her husband. Twiceborn will not save her if she has it cast but hasn't died yet when her husband dies. This is because, as the Immortal Coya description says, it involves doing an endaround the Hurin Priest hierarchy by trapping her soul outside of a mummy bundle, and presenting them with a fait accompli. I think it's pretty neat that this ability is alluded to in a Pretender description. It would be a lot neater if Nazca gets a national version that grants immortality like the Immortal Coya pulled off. High research and cost, so that it's more lore than actually used.
Lammashtas are less because it's amazing, and more because it's low research and is a panic ability when your army is elsewhere but an enemy comes knocking. They don't work at all against magic. But I find Nazca really needs a plan for when they need something done now, but the best tactic for it won't be researched for half a year. Nazca's just not good enough at research, between their startup costs, flying expansion (which might be great, but cuts year 1 research), and average researchers.
And as I mentioned in the guide, Inca thugs are not used because they are good or efficient, and certainly not to take PD. They are used because they are the only viable means of launching teleport attacks, which offer a whole slew of tactical and strategic advantages. And frankly, as thugs, they are greatly superior to Eagle Kings. They are cheaper, they are useful even when killed (so can take more risk), they have better resistances, they are in a nation that gains more from a thug bless, and they are much worse casters (so lower opportunity cost).
Not sure what you are asking.
Still, that part could certainly be improved.
If it's the latter, I think they'd do okay scaring up a sufficient number of Nature gems to be competitive on globals, depending on who they're playing against (obviously Pangaea is in a league of its own).
Mind explaining this? I see F2 on the Inca, and forgeable Fire Skulls from Royal Mallqui, but that only gets you to F3. With Phoenix Power you are at F4 but as Fire Storm is F5 and 5 gems I'm struggling to see how you can pull it off.
Paqos don't need a fort, but then neither do the still ubiquitous in the MA nature indies which are probably cheaper than Paqos. I have my doubts on being able to do much with what N1s scrounge up when Nazca will probably spend everything it gets on gear, boots of the messenger and nature shields. It kind of sucks how the only good encumbrance 0 shields are nature.
Nazca's shallow path access really blows, so it takes some work. A Coya can forge a Crystal Shield. Alternatively, since that eats up astral pearls that could go to more Huacas instead, a fire skull on an Inca can summon a Flame Spirit, which can with that skull forge a Fire Helmet. Either way, double boosters gets you up to F4, which means Firestorm turn 2. If you ever get A3 somehow, either the Apostate hero or a rare random on an Inca, you can just use the Flame Spirit with a skull plus helmet plus flying carpet to get turn 1 firestorm. Spirits not having feet sucks, but you could also just try for a nonflying defensive movement trap without A3 to get turn 1 firestorm.
Finally, you can use 2 astral Hurins with forged fire plate armor, and an Inca with a skull plus Master Crystal. Communion slave on the Hurins, then Phoenix Power plus Firestorm on the Inca. With N9 and only 1 Master, the slaves won't die. This means vulnerability to magic duel, and the clumsiness inherent in communions, but has the advantage that you now have a powered up Inca awake after the Firestorm casting to back up the Huacas with battlemagic.
A 4 slave 2 Inca variant of this gets you Storm + Wrathful Skies. Super awkward to manage, and so many ways to go wrong, but it takes way less research at Conj5/Evo6/Cons4 instead of Conj5/Evo7/Cons6.