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ashdod-ma

Ashdod, Reign of the Anakim

Lore

"Hinnom, Ashdod and Gath are heavily influenced by ancient Israelite, Canaanite and Philistine concepts. I have always been intrigued and fascinated by biblical mythology, and had long I wanted to include the Nephilim and biblical Genesis myths into the game. However, I was worried that I would not do the sources justice, so it took a while before I finally got down to finish the nations. The Bible, the Book of Enoch, the Dead Sea scrolls and the Ras Shamra texts of Ugarit and interpretations of these texts are the main sources of the nations.

Hinnom draws more heavily on the biblical and Enochian tradition, while the veneration of the deified dead kings of Ashdod draws inspiration from the Ras Shamra and Canaanite/Ugaritic concepts of the dead. The rephaim/r'p'm of the Ugaritic texts are ghosts or deified dead rather than giants, so Ashdod turned out a bit different than I first intended, with death magic replacing blood. The shift from blood to death gave the nation a different and interesting mood." -Illwinter

Time had not been kind to Hinnom, though one could say that that bloodied land deserved little more than a great purge. By the end of the Early Age it had become clear that the Nephilim were dead, and their blood had begun to dilute as the Rephaites multiplied. Those who still had "pure" Rephaite blood became known as the Anakim and divided into three clans: Talmai, Sheshai, & Ahiman. They each lived in different cities, but this changed when the Talmai’s city of Kiriath Sepher was destroyed by the Abysian Anathemants in an invasion that became known as the Tide of Fire. The Fire-resistant Anakites quickly rebounded, and slew the invading force with the help of the lesser Rephaite archers of Gilead. Still, with the damage done being irreversible, only the Twin Cities of Ashdod and Ashkelon remained for the Anakites. With their best days and their best heroes behind them, the Giants of the new Rephaite state (led by Ashdod) transformed their bloody worship of the Nephilim to worship of their deceased Melqart ancestors, limiting the cannibalism that defined their Early Age forefathers to a funerary tradition meant to honor them.

General Overview

Despite the mood and the weird access to Magic, Ashdod is oppressively strong. You have to jump through hoops to get back to the Blood and Guts that defined the previous Age, but you don't need to do any of that stuff. All you really need to do is crank out Anakim from your capital, grab some popcorn, and watch your "small" armies of SCs curb-stomp everyone in the early game. Ashdod's flaws – which certainly exist, don't get me wrong – are pushed out of the picture frame by just how cool and powerful its capital guys are. You also get Old Testament Angels, which are neat.

National Features

Race Military Magic Access Priests Buildings
Prefers 2 Heat
Wasteland Survival
Size 3, 4, & 5 Giants
Gluttony
Fire Resistance
Expensive Heavies
Longbowmen
3 Misc Slots
death 44
fire 33 (rare 4)
earth 33 (rare 4)
astral 33 (rare 4)
Summons:
blood 22 (requires death 44holy 11)
nature 33 (requires astral 44nature 11)
air 44 (requires astral 77fire 33)
holy 22 Giant Castles

Capital Special Sites

The Twin Cities Mount Seir
* Enables recruitment of Zamzummim
* Enables recruitment of Adonim
* Enables recruitment of Talmai Elders
* Enables recruitment of Sheshai Anakim
* Enables recruitment of Ahiman Anakim
* Produces 1 per month
* Produces 2 per month
* Produces 1 per month
* Produces 1 per month

Notable Units

FIXME

All of your units that aren't immense, soul-crushing disappointments come from the Twin Cities of Ashdod & Ashkelon, which happen to be situated inside your capital province. They're also quite resource-intensive, to the point where you'll have trouble churning them out at a reasonable pace.

In short:

← Best troop

← Not as good but still cool

← Put three misc. Items on this boi and call it a day

← Needs a bit more gear but is still workable

← Skele-daddy

← Ranged boi from outside the capital

Commanders

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (no h1 unless special qualities, no 40, 60 leadership dudes that are average, no scouts

Img Unit Name —-SpecialAttributes—- Comments
Edomite Scout
35
18
1
Stealthy(50)
Wasteland Survival
Mountain Survival
Forest Survival
Dec
Kohen
85
3
1
holy 11random010%
Sacred
Resist fire(5)
Gluttony (1)
Wasteland Survival
Dec
Rephaite Commander
100
35
1
Resist fire(5)
Gluttony (3)
Wasteland Survival
Dec
Emite
125
3
2
death 11random1100% 9
Resist fire(5)
Gluttony (1)
Wasteland Survival
Fortune Teller(10%)
Dec
Rephaite Sage
155
3
2
random2200% 13
Resist fire(5)
Gluttony (1)
Wasteland Survival
adept researcher(4)
Dec
Adon
305
91
4
Capital Only
holy 11random2200% 5
Sacred
Resist fire (6)
Wasteland Survival
Gluttony (8)
inept researcher (8)
Dec
Zamzummite
315
3
4
Capital Only
earth 11death 22holy 11random2100%+100% 15
Sacred
Resist fire(5)
Gluttony (1)
Wasteland Survival
spirit-sight
Dec
Talmai Elder
375
3
4
Capital Only
random3300%+10% 19
Sacred
Resist fire(6)
Gluttony (6)
adept researcher(8)
forge bonus(1)
Wasteland Survival
Dec

Troops

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.

Img Unit Name —-SpecialAttributes—- Comments
Human Slinger
7
2
int
slave Dec
Human Slave
7
3
int
slave Dec
Edomite
20
17
int
Wasteland Survival Dec
Amorite
40
27
int
Resist fire(5)
Gluttony (2)
Wasteland Survival
Dec
Gileadite
40
29
int
Resist fire(5)
Gluttony (2)
Wasteland Survival
Dec
Bashanite
50
33
int
Resist fire(5)
Gluttony (2)
Wasteland Survival
Dec
Gileadite Archer
40
47
int
Resist fire(5)
Gluttony (2)
Wasteland Survival
Dec
Sheshai Anakite
130
53
int
Capital Only
Sacred
berserker (2)
Resist fire (9)
Wasteland Survival
Gluttony (5)
Dec
Ahiman Anakite
130
96
int
Capital Only
Sacred
Resist fire (6)
Wasteland Survival
Gluttony (5)
Dec

Heroes

FIXME any breakout hits that might sway someone towards luck or away from it ?

Magic

National Spells

FIXME national spell or summon cost and usecase, judgment if it's good.

  • Battlefield Spells:
  • Strange Fire:
    Strangely, this battlefield spell is exclusive to Ashdod and Gath, despite the fact that both nations struggle to cast it. The only mage that can for Gath is a 10% random Kohen Gadol who gets the crosspath, which is a 2% chance. If you do luck into mages who can cast this, it is essentially a Falling Fires that does more 7 more untyped damage to undead or demons with better range and comes a research level earlier, making it quite powerful. However, as all your Kohens and Kohen Gadols can cast Banishment and Smite Demon effectively, you do not lack counters to demons or undead anyway.
  • Summon Se'irim blood 22 Blood 3 for 23bloodslave ( Se'irx2). is a national staple which produces outrageously good sacred demons called Se'irim and should be cast frequently throughout the game; any Kohen with a blood thorn can cast it.
  • Summon Shedim blood 33air 11 Blood 4 for 28bloodslave ( Shedx3). Also produces excellent demons, Shedim, although they are not sacred their storm power and ability to do high, armor negating, shock damage more than makes up for that, their only downside is the difficulty Hinnom has in summoning them, often needing to empower and air random Ammi and give them boosters.
  • Summon Mazzikim:
    A Mazzik is statistically almost identical to the Imp summoned in battle with Summon Imps. These are effective at jumping into the enemy back lines and messing with enemy mages and troop formations. This spell allows you to get 2.66 Imp-type units per naturegem, without using mage turns in combat. Furthermore, these flyers can be summoned in large numbers pre-battle and then attack rear en masse. As demons, their strength can be boosted with Blood Lust allowing them to actually do damage. This could be a powerful disruptive strategy in an early war and this spell can be used as an early-mid game "panic button", cast in volume by Iassacharite Sibyls to win a key battle. However, naturegem are valuable for many purposes, so it is important to get value from any Mazziks summoned.
  • Summon Lilot:
    Lilots are dream seducers, which is unfortunately the less effective kind of seduction, due to the extra MR check involved before the Morale check for the seduction itself. Lilots are also not mages, limiting their options in an assassination battle. 15naturegem is a significant investment already, and more gear is required for a Lilot to reliably survive their first assassination, making their use questionable.

FIXME Check the MR roll for dream seduction. Suggestion on when these are ever worth it?

  • Call Malakh: astral 22 Conj 4 for 9 ( Malakh). is a somewhat cheap thug chassis, that can be effective against certain troop types. They have Awe (4), which provides a lot of protection against troops with human morale, Invulnerability 15 with decent combat stats and holy 11 so they can self-bless. High map-move and flying lets them move unpredictably through enemy lands, they have solid MR for surviving Mind Hunt and they are stealthy, so can sneak away from counter-attacks. Lack of any combat magic and low HP (13) are their main weaknesses, and they are summoned with literally no gear, so at least need a weapon. With a 5-10 gem investment (e.g. Flesh Eater, Fire Plate, Dragon Helmet) and help from a bless, they can kill large quantities of human size PD, but they are easily countered by anything that hits hard and has decent morale. Coming at only Conjuration 4, they can be summoned before too many magical counters are available, and an early-midgame war can start with a small squadron of angels raiding to screen your armies advance.
  • Call Hashmal: astral 33fire 11 Conj 6 for 21astralpearl ( Hashmal). A Hashmal is a much upgraded version of the Malakh, gaining Ethereal, a strong (10) fire shield and an aoe 1 fire attack, as well as improved Awe (5), Invulnerability 20 and double the HP. However, it is still only a holy 22 mage, and Holy Avenger is hardly exciting. Outside of combat, Hashmal provide 120 leadership and Inquisitor for utility. Held back at interms of thuging with having only having hand and Misc slots, but can still a Deviatating raider.
  • Call Arel: astral 44nature 11 Conj 7 for 39 ( Arel). Castable by Abbot Magus Supreme to grant powerful nature mages to the nation. Arels are also strong healers and holy 33 mages as well as having the typical Angel attributes. With a Crystal Matrix and/or having a Thistle Mace, Armor of Twisting Thorns, and Moonvine Bracelet they cast big nature.
  • Call Ophan: astral 55fire 22 Conj 8 for 49 ( Ophan). A step up even for Hashmals, imporved stats all round, with better natrual prot instead of Invulnerability, and it Tramples. Works out well at quicly claring out large prtions of armys, but can't be a super combatent because it only has Misc slots.
  • Call Merkavah: astral 77fire 33 Conj 9 for 222 ( Chayot + Ophanx4). Pay a massive amount of Astral gems for a powerful Super-combatent. in addition to gaining four Ophan, you get a powerful angle with 4 forms, that is holy 44 and depending on current shape is a lv4 in Fire, Air, Earth, and astral while lv2s in the others. Having 4 seprate HP bars having all the thug magic, and a incredibly high fire shield, {:abilities:awe.png?20&nolink}} Awe, and Invulnerability make him incredabley hard to kill before you give a bless and gear.
  • Dirge for the Dead: death 33holy 11 Conj 6 for 25deathgem ( Ditanu).
  • Banquet for the Dead: death 44holy 11 Conj 8 for 55deathgem ( Malik, Ditanux4, ).

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

National Items

FIXME nation exclusive items

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

ashdod-ma.txt · Last modified: 2021/03/06 05:24 by fenrir