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dom6:abysia-ma [2025/01/24 11:12]
golfnut [Table]
dom6:abysia-ma [2025/01/24 11:36] (current)
golfnut [Expansion]
Line 152: Line 152:
 ==== Expansion ==== ==== Expansion ====
 Different expansion options. Different expansion options.
 +
 +In Caves:
 +
 +Pale ones - a walk in the park.  If you have a half-decent bless you can take these provinces with 5-10 Lava Warriors.  They’ll fall easily to Abysian infantry too.  Your easiest expansion targets.
 +
 +Zots – Protect your commander and Zots will die easily.  They tend to attack on round one.  Once you have zots of your own, send some on Attack Rear and you’ll kill the mage.   Your own zots will take high attrition from routed enemy troops so don’t send huge stacks of zots.
 +
 +Cavemen – easy once you have Zots.  Attack Rear with flyers or with troglodytes after you have baited the cavemen elsewhere.  If you go toe-to-toe with the troops, expect moderate losses as these boys hit hard.   Bakemono-Sho tend to help keep them at bay.
 +
 +Bekrydes – take these provinces through assassination.  If you have to fight, they will net and repel your troops but you’ll take minimal losses if you have even 40% of their numbers.
 +
 +Bakemono-Sho – Cheap to recruit and not too difficult to take.  Drop zots on “Attack Rear” and you’ll normally snipe the commander.  These guys help when fighting cavemen and are actually pretty handy chaff throughout the game.  Not good against tramplers.   If you have to fight them with conventional troops, they often have a few Ko-onis mixed in.
 +
 +Ko-Oni – they melt to Troglodytes (if you have some) but the easiest victory is the Zots again – attach rear and take out the commander.   Ko-onis are easy to kill, but they become ethereal spirits after dying, which can be harder to kill without magic weapons or priests.  
 +
 +Cynocephalians – the toughest fights in caves.  The berserking warriors don’t rout and they usually tuck a shaman in the middle of the army.  Go around these guys until you have numbers.  Chaff to tie them up (bakemono-Sho work well here).  If you see a small province with these guys, grab it early.  The Warriors are good indies for you to recruit and the Shamans break you into Nature and Air.
 +
 +Shades – Depending on your bless, the best avenue here can be the salamanders (which have very little function in expansion otherwise).  The suicidal little lizards can make a mess of shades, but you need enough of them and support them with troops to tie up the shades.  Bakemono-sho are good indies for this role.  
 +
 +Getting an early fort and lab going is worthwhile as it lets you recruit more of your resource-heavy troops and lets you focus you get more of your cap-only mages while still keeping up with research.  You will likely be building a blood economy so use Bakemono-Sho provinces to build your scouts.   
 +
 +Expansion armies of 10 sacreds will get you far, particularly if you have some chaff or Zots and you can pick your battles.
  
 ==== Early Game ==== ==== Early Game ====
dom6/abysia-ma.1737717159.txt.gz · Last modified: 2025/01/24 11:12 by golfnut