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| + | =====LA Bogarus By Cybertron2===== | ||
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| + | ===What is the draw to this nation over other nations (mechanically)=== | ||
| + | LA Bogarus has arguably the best research mage in dominions. Otherwise, a roster of astral blood mages scales incredibly well into the midgame and lategame. This is a very linear nation in that regard, you research a lot, create a deathball and walk at someone. But your research is strong enough that the deathball is going to be hard to deal with | ||
| + | ===What are your ‘anchors’ in troops=== | ||
| + | Most of your troops are awful. The Malalia Druzhina is your main workhorse infantry unit and is respectable – if expensive in RP and resources (so hard to mass early). Your heavy infantry are about as strong as heavy infantry with poort stats and morale – and generally should be avoided. Mage-wise, you have morale commanders and Master of names as your main recruits, with your cap only starets for diversity in the midgame, and in the lategame fivefold angels. Awkwardly – since you want your capital to churn out mages – one of your anchors is independent commanders – whom should continually be ferrying units back and forth. | ||
| + | ===Are your sacreds worth building around.=== | ||
| + | No, they’re awful. Although anyfort, stealthy and cheap, they are considerably worse than flagellants. In theory you could do some cute things with blood vengeance specifically, | ||
| + | ===What are your core research targets=== | ||
| + | Alteration2 Evocation1 with lucids research so your S2 mages can help expand. Otherwise, Conj3 is very nice early for Sirins – which are functionally an early way to convert S gems into actual power (seducers). Alt 3 for body ethereal, tham 1 for communions and Evocation 5 for all the impactful S spells (and falling fires etc) are obvious targets. The nation naturally runs down evocation. | ||
| + | ===Typically what sort of pretender does the nation want? Why=== | ||
| + | Always an expander – you need help clearing your cap circle and have real problems with recruitment until you do. Trying anything fancier like a devies of the sun for Eternal Pyre / firebird line is a bit pie-in-the-sky. There’s a few options for which expander to take – the author is partial to the dracolich, but arguments can be made for a few choices. Ultimately though – most BP will be wasted since you functionally are sacredless. Personally I take a misfortune dracolich with mending bones – it expands well, doesn’t cost much, and maxes most scales beyond luck – so you get the misfortune/ | ||
| + | ===What are your expansion troops/ | ||
| + | Troops, mages and gift of cheated fate X3 into starfires, or a bunch of Malalia Druzhina. Those are the two basic formations and for the most part they outperform the rest. There are some lines where you have horse units filter behind the troops, or pairs/trios of horsemen on attack rear, but your basic formations are quite straightforward. | ||
| + | What magic do you want for early wars | ||
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| + | Evocation 5 is the big one – and since you have a citadel + master of names + presumably 2 magic, you can rush it. Your nation makes about +28.5RP/ | ||
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| + | Otherwise, you have the basic techs at alt 3, and a basic glowup at conj3 via the bonus mages/ | ||
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| + | ===What are your biggest weaknesses.=== | ||
| + | Your mapmove is painfully slow and armies are begging to get hit by a supercombatant pretender. Your troops are fine but unexciting for LA, you are functionally sacredless, and there’s not a whole lot of nuance to bogarus in the early to midgame – your options only really open up later. | ||
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| + | ===In broad-brush terms – what is your midgame and lategame plan=== | ||
| + | Midgame the plan is to throw a deathball at someone and grow in size. Most nations will struggle to withstand a properly researched bogarus army – just because it’s so damn far ahead in research and it has all those pesky S2 mages. | ||
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| + | Lategame at around 7 in all researches there should be a hard blood pivot. This is expensive and takes 5-10 turns to build up the mages/ | ||
| + | What are some ‘national traps’ players are likely to fall into (mistakes) | ||
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| + | Trying to use anything but an expander is wishful thinking on this nation – you have troop problems and high resource/RP costs. | ||
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| + | There is a temptation to over-rely on the alchemists and occultists. They’re generally unexciting units, and although they have their place in giving path access, generally you’re best off with the master of names or the other 2+ path mages (s2 is usually best). | ||
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| + | It’s easy to forget most things don’t have snow move and mess up on logistics – thinking things can move 2 tiles in dominion when its 1 in actuality. | ||
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| + | Your blood transition is very expensive. Don’t get cute and try it too early in research (5-6ish). You have such good mages/power outside of blood, you’re best served by hitting your powerspikes outside blood – then finally doing a pivot into it. This also is more natural, as all that research will mean you just shoot up the blood tree. | ||
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| + | Your magic isn’t suited to raiding. Evocation and slow mages and low steath and low mapmove tends to a deathball. It’s easy to see variety and imagine lots of fringe raiders, but generally this nations magic works best in a ball. | ||
| + | ===What are some important national ‘tricks’=== | ||
| + | If you take heat 0 (-2) the income is costly but a lot of troops can move further. This is both a significant cost and a significant boon. In short – many of your units/mages lack snow move You can shuffled around indie cav commanders when doing this to get 2 mapmove on your horse armies. | ||
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| + | Sirins can steal throne mages as well as enemy mages. Throne mages often come with a lot of gems – and sirin’s have high seduce skill. | ||
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| + | Styags (any plains recruit) add a morale to their attached unit. It’s easy to forget but if you remember it’s useful for the big army v army fights. | ||
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| + | You’re very good at spending your gems – especially in conj early. The sirin’s aren’t just a seducer, they’re a way to turn gems into a lot of power earlier than most opponents. | ||