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EA Xibalba's most famous unit is probably the jaguar fiend at blood 4, which has 3 attacks and is a murder machine depending on your bless (though even with a minimal bless, simply casting blood lust on them will tear through all but the highest prot stuff). This is a useful tool and EA/LA Xibalba should make use of it regardless of build.
However, blood nations are not ONLY blood nations. You get significant access to death, and can also sabbath into earth, air, and fire with non-cap mages (cap mage adds nature). So you can do highly mobile skelly spam communions backed by fog warriors and wailing winds, or fluff iron warriors onto an Onaqui with gear and have that tear up unsupported armies with soul vortex, >30 prot, and regeneration (easy to get with gift of the first soul). Other than water and astral, you have national access to every path for battlefield magic (you might want to make some spectral mages to get those paths later).
The problem is living long enough. You are always going to make a tradeoff with pretender choice. You can go big bless, and try to kill stuff with sun guides/beast bats/early ozzies. You can pick an awake like earth serpent, and fluff it with gift of first soul as a deterrent to some nation setups. You can take an awake or dormant titan, which will be a bit harder to kill than fluffed monster at expense of some expansion turns. These each have plusses and minuses, but again if you're in a 1v3 you will need opponents to misplay to avoid dying. Better to avoid said 1v3. Your recruitable troops are pretty bad and everyone knows that, so bear that in mind when designing a pretender.
Also note that not all blood nations are generalizable. Xibalba is particularly good at blood hunting and particularly bad in terms of recruitable troops...that limitation does not extend to nations like Niefelheim, Pangaea, or Vanheim for example. They aren't as efficient at blood hunting, and their strengths/weaknesses are very different to Xibalba's.
But yeah, blood is about the summons first and foremost. National summons, fiends of darkness, bone fiends, imp spam...make lots of demon things, slap them with the 100% of battlefield (for demons) blood lust, and let them tear things up. Ozzies are better for Xibalba, but don't sleep on fiery imps generally. Blood lust gives then 12 strength, which means their fire ranged attack is 9AP fire and their melee attacks go all the way up to 18 damage due to pitchforks being 2h (12 x 1.25 + 3). 6 18pierce damage attacks per square on 11 attack is a lot of potential damage output, and it can even get some repels.
To get to that stage in MP, you need another tool or tools to get you through the endgame. Like a strong bless, other magic paths, powerful pretender.
Having said that if you get triple ganked, it doesn't really much matter what nation your playing in MP your likely doomed anyway.
A) plenty of options if i ever try this again
and
B) i don't feel like an idiot because i guess blood isn't great midgame, but nobody was condescending pointing that out.
thank you!
doesn't seem like blood is the best vs this. many blood spells are NUW
The list of land starts that can threaten UW nations is really small. Technically, LA Atlantis starts on land and they can beat LA R'lyeh in water. After that? Usually not, unless a UW player throws away a bunch of resources and then EA Agartha decides to clap them while they're weak or something.
Blood, bats, ozzies, even demon lords...not a lot there will do anything an UW nation cares about. You can summon all the undead you want but they'll still lose to a few water elementals when underwater. Best you can do is kick them off land or mostly off land and make a reasonable peace deal.
How is someone with 30% of the world's land not himself a target though?
do you really think epstein killed himself?
Well that's simple just take +4 attack +8 strength bless and only a crazy person would attack your 19 attack 29 damage magic weapon flying sacreds, not to mention the bats, jags, and flying jags.