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shinuyama-ma

MA Shinuyama - Land of the Bakemono

Lore

FIXME Illwinter's Thematic Inspiration from the Manual goes here
later maybe additional Lore stuff picked from Hero and Event descriptions

General Overview

FIXME How the nation plays and what it is good at should go here, aka why would it be cool to play, what's good about it (in general terms) and where they falter.
How does this nation compare to other similar nations with similar units or specialties (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based, etc.)

National Features

Race Military Magic Access Priests Buildings
Bakemono Goblins
(Sizes 1 & 3)
Humans
Kappas ()
Weird Humanoids
Mostly-Stealthy
Cheap Size 1 Troops
Human Raiders
Size 3 Heavy Troops
No Sacred troops
Supernatural Commanders
fire 33 (rare 4)
earth 33 (rare 4)
death 33 (rare 4)
water 22 (rare 3)
nature 22
Heroes:
air 44earth 11nature 22, air 22astral 22nature 33
holy 11 Primitive (Fortresses)
Size 1 Bakemono don't need Forts in Highlands & Mountains
Can build Underwater Forts

Capital Special Sites

Mount Shinuyama
* Provides 2deathgem1firegem1watergem1earthgem per month

Notable Units

FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around

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
Bakemono Scout
Gold 20
5
1
+Highlands & Mountain RecMountain Rec
Stealthy(55)
Darkvision(50%)
Mountain Survival
Forest Survival
cheap scout.
Bakemono Chief
Gold 40
6
1
+Highlands & Mountain RecMountain Rec
Stealthy(40)
Darkvision(50%)
Mountain Survival
Forest Survival
Goblin leader that doubles as a scout.
Bandit Leader
Gold 45
16
1
Stealthy(40)
pillager(3)
Only reson you pick over Chief is he has Pillager.
Kappa Chief
Gold 50
1
1
+Underwater Rec
Land Encumberance(5)
amphibious
recuperation
Exists solely to get you underwater, in case there's a sea or two near your capital.
Bakemono Shaman
Gold 80
1
2
+Highlands & Mountain Rec
holy 11random1100% 5
Sacred
Stealthy(40)
Darkvision(50%)
Mountain Survival
Forest Survival
Ubas are more effective and efficient as Mages unless you need to swarm Lesser Elementals. Your only other options for Temple-building are your Prophet and your slow-to-recruit Mage, however, and you might as well queue some up where you can't make Ubas (yet).
Bakemono General
Gold 85
31
1
Darkvision(50%)
Mountain Survival
He won't die randomly if you pick your fights well, which is something you can't definitively say for the other Bakemono troop-shufflers. 80 Ld is a plus if you're using your disciplined troops.
Noppera-bo
Gold 100
5
1
Stealthy(70)
Assassin(3)
Fear(5)
blind
Forest Survival
spirit sight
female
A special kind of Assassin that kills by forcing her foes to rout with her Fear aura.
Probably massively overpriced, in all honesty, though she's unlikely to get caught if you use her as just a scout (or you could use a Bakeneko to save a fort turn).
Shuten-doji
Gold 100
1
1
Darkvision(50%)
invulnerability(15)
Sleep Aura(10)
Neat but overpriced, like the Noppera-bo.
Generals are cheaper and as effective in general situations if you're not in need of Resources, but the Sleep gimmick could be cool.
Uba
Gold 135
1
2
water 11death 11nature 11random1100%
13
Shape Changer: Ghost Cat
Forest Survival
Supply Bonus (10)
Female
Your most cost-effective Research monkey, though Shamans come close if you have 2 or 3 Magic on your Scales.
She has Nature instead of Fire, preventing her from summoning the better Oni, but allowing her to site-search for naturegem and summon Shinuyama's friendly furry critters.
Also, keep in mind she has a second big cat shape, so not your usual squishy mage.
Bakemono Sorcerer
Gold 390
2
4
fire 22water 11earth 22death 22holy 11random1100%+10% 21
Sacred
Darkvision(50%)
Mountain Survival
Twiceborn(Wight Mage)
The powerhouse of Shinuyama, hands-down.
Though it's a bit expensive, he's a prime candidate for the Twiceborn Ritual, which fixes a bunch of his problems and has a decent chance to bring him up to death 33/death 44.
It's because of this guy that you don't need to jump through many hurdles to summon Yomi's finest.

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
Bakemono-Sho
Gold 7
1
3
+Highlands & Mountain Rec
Undisciplined
Stealthy(40)
Darkvision(50%)
Mountain Survival
mountain recruitment(2)
The grunt swarm of Yomi, only costing 5Gold in mountain providences.
Low morale, easy to kill, and unscriptable. They compensate by fighting 6 in a square, sneak and raid, and don't mind Darkness.
They will die in droves but Easy to replace.
The spear variant is often superior to clubs for a measly one more reasons and it deals more damage and ignores 20% of enemy prot.
Bakemono-Sho
Gold 7
2
3
+Highlands & Mountain Rec
Undisciplined
Stealthy(40)
Darkvision(50%)
Mountain Survival
Forest Survival
mountain recruitment(2)
Bakemono-Sho
Gold 8
4
9
Darkvision(50%)
Mountain Survival
Forest Survival
mountain recruitment(1)
a controable vertion of the Bakemono-Sho hord.
They can now be told to hold and make full use of their ability to fit 6 troops in a single square.
if you don't have a plan other then have them rush forward from combat round one, paying extra is not worth it.
Bakemono Warrior
Gold 9
6
12
Darkvision(50%)
Mountain Survival
Forest Survival
mountain recruitment(1)
getting into the most elite of the small goblins.
They may have only human stats, but that is only becomes more imporentnet when you facter in you opponent will be suffer greatly from the harrasiment penelty from your swarms.
Bakemono Archer
Gold 7
2
3
+Highlands & Mountain Rec
Undisciplined
Stealthy(40)
Darkvision(50%)
Mountain Survival
Forest Survival
mountain recruitment(2)
Spamable archers recruable from any mounian.
Easly to bless squares of 6, but being undisplaced makes them unevenly spread and can't control their target priorities.
Bakemono Archer
Gold 8
5
9
Darkvision(50%)
Mountain Survival
Forest Survival
mountain recruitment(1)
Better trained Bakemono Archers. Better body but still no head armor.
Your actuly paying for if you want those size1 bows be scriptable and thus easier to point buff.
Bandit
Gold 9
11
5
Stealthy(40)
pillager(1)
Humans in armour and two handing a big spear.
controllable and pillagers.
Held back by the fact most players prefer to dump Productivity scales, prefer the 6 attacks per square of Bakemono compared to 3 per square attack of humans and can only be made in forts.
Bandit
Gold 9
16
5
Stealthy(40)
pillager(1)
Human Shortbows and have decent attack skill from their unique sword.
Situation compared to Bakemono Archer but you can scrip them to shoot a particular targets.
Kappa
Gold 20
1
8
+Underwater Rec
Land Encumberance(5)
amphibious
recuperation
Your Underwater expander troops, expensive but will handle most indies so you can profit from underwater resoreces.
O-bakemono
Gold 25
2
4
Undisciplined
Darkvision(50%)
Mountain Survival
Big Ogre brutes. they will smash the enemiey with lots of prot. downside is they are also easily to kill so good idea to mix in with the Bakemono-Sho go give them the needed puch during expantion.
Dai Bakemono
Gold 25
31
19
Darkvision(50%)
Mountain Survival
Dec
Dai Bakemono
Gold 25
35
19
Darkvision(50%)
Mountain Survival
Dec

Heroes

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

Img Unit Name —-SpecialAttributes—- Comments
Yukinaga - Heart Hider fire 11death 11 9
Darkvision(50%)
immortal
Always good to have a commander that can't die.
Having a bow and shoot banefire also gives him something to do.
Sojobo - Tengu King
Hero turn arrival limit(10)
air 44earth 11nature 22holy 22 19
sacred
resist shock(7)
supply bonus(20)
flying
mountain Survival
storm immunity
Gives you that important Air 4 to break you into air boosters and Queens.

Tamamo-no-Mae - Kitsune
Hero turn arrival limit(10)
air 22astral 22nature 33 19
animal
glamour
spy
Forest Survival
stealthy(100)
resist poison(5)
supply bonus(30)
shape changer(Kitsune)
Female
Dec

Zennyo Ryuo - Dragon of the Cave
Hero turn arrival limit(10)
water 22nature 22 13
sacred
resist Fire(5)
resist poison(15)
resist shock(5)
supply bonus(20)
Darkvision(50%)
amphibious
flying
Cast at start of battle(Natural Rain)
shape changer(Dragon of the Cave)
Female
Dec

Magic

National Spells

Most summoned commanders havemagic Power.

  • Ambush of Tigers: nature 33 Conj 3 for 10 (summon 10+ Tigers). fast beasts with two attacks.
  • Summon Okami: nature 11 Conj 3 for 6 (summon 10+ Okami). more Gem efficient than Tigers, Okami is good guards for important mages. They can also be used like fast cavalry, especially in High Magic scales Providences.
  • Contact Nushi: water 22 1 Conj 5 for 25. Need a Swamp. Nushi are basically Naiads with death 11nature 22 instead of nature 33. Homesickness prevents them from moving far. They are very useful in opening up your magic diversity with crosspaths. She can't be away from her home Swamp for long but can be defensive by casting Bone Melter and Foul Vapors At invading army. She can also help you climb other paths as she can cast Contact Naiad, Streams from Hades (with a boost), or Hidden in Snow (with Mapmove boosting boots).
  • Summon Omukade earth 22death 11 Conj 4 for 6earthgem. ( Omukadex1)
  • Ghost General death 33 Conj 4 for 10deathgem. Shura are ghost commanders that can lead undead Ld and are Ethereal with Cold Aura, Fear, and a Bane Blade. Ok for light raids and counter particular Super combatants.
  • Summon Gozu Mezu death 33 Conj 6 for 7deathgem. The point to summon ( Ox-head and Horse-face) is for thier polearms that inflict Trap Soul against thugs.
  • Call of the Drugvant death 44fire 11 thaum 7 for 15deathgem.

Tengus
They are Sacred storm immunity Flyers. They have high Att and Def skill with their two-handed Katanas, and they throw a single very weak Lighting bolt. Tengus Are not strong themselves, but they are an ok trick in your pocket. After stunning enemy chaff for around with their lighting, With some buffs and a minor blessing, they can kill mages and archers if they do not expect flyers.

  • Summon Karasu Tengus: nature 11air 11 Conj 1 for 3naturegem (summon 3 Karasu Tengu). Your better tangu summon with the highest Attack and Defence Skill
  • Summon Konoha Tengus: air 11earth 11 Conj 3 for 5airgem (summon 5 Konoha Tengu) + 1/2*overcast). Weaker then Karasu but more gem efficient but counted by the fact Airgems are more valued for other more important uses.
  • Contact Dai Tengu: air 22earth 11 Conj 5 for 55airgem (summon 15 Karasu Tengu + 10 Tengu Warrior + a Dai Tengu). You get a lot of Tengu from this spell + a Flying air 33earth 11nature 11holy 22 mage. The Dai Tengu is still a power full mage that can bring down a surprise Storm.

Hengeyoka
Most don't offer new magic diversity but give you a mage with an animal form with some of the highest stealth values, high Map move, and a slightly less stealthy humanoid form with other utility. They each excel at infiltrating and be disrupting in enemy territory. Beware, they are animals so susceptible to nature mages.

  • Contact Bakeneko: An important early and cheap summon at nature 22 Conj 3 for 8naturegem. Bakeneko Bakenekos. Turns nature gems into a stealthier Shaman. You do have better nature summons but there are pinches when you need more fire 11 or death 11 mages.
  • Contact Mujina: nature 22 Conj 5 for 21naturegem. Mujina Mujinas are when Ninjas are not Cutting it. She has so much you may not feel it necessary to take gear on "lesser target". Has that combo of Blind, Spirit Sight, magic power, fear, thug paths in earth 11nature 22random150%, and 15 Shock Resistance. and then with gear, she can easily dual thugs.
  • Contact Tanuki: nature 22 Conj 5 for 26naturegem. Tanuki Tanuki. Sneaky earth 11nature 22random2100%+50% mage that is likely to be an lv5 mage. They cause unrest and are Heretics, but you need a lot of them to hurt your opponent. Still decent for Shinuyama as a strong and very stealthy nature and possible fire mage, getting more paths than a Uba.
  • Contact Kitsune: nature 22 Conj 6 for 30naturegem. Kitsune Kitsune are the Highest level of the sneaky mages nature 33random250%+50%+50%+50% and are spys. The real appeal is if you can get a random, letting her and participate in communions with boster and casting high-level Nature and astral spells like Army of Rats
  • Contact Jorogumo: nature 22death 11 Conj 6 for 30naturegem. Jorogumo Jorogumo. A good solo raider, not only followed by chaff spiders, she gets the web and two claw attacks. Knowing Water, Death, and Nature mage will make up for her lack of protection in human form, and she can start a fight with casting Foul Vapors. She is suited to take down those tougher PD dumps or harass an army with some army wipe spells before running. Notably, can cast twiceborn in the size 2 humanoid form, change shape to size 5, die, then produces a size 5 Wight Mage chassis. This used to also be possible on the MA Machaka Black Sorcerer, but was patched out, making the Jorogumo the only remaining example of this interaction in the game.

Oni Summons

The rulers of EA Yomi before the portals closed. Demons with Chaos Power and pillager but have Undisciplined, Gluttony and cause unrest. the Simpler Oni doesn't have protection but has a secondary ethereal ghost form to keep them alive so they can hopefully resurrect after winning. The MA makes the best use of them as getting to choose when the elite brutes appear is more reliable than building temples and crossing fingers.

  • Summon Ko-Oni 1 Conj 1 for 7 (summon 5 Ko-Oni + 1/2*overcast). Are Demonic Bakomono-sho. They are useful early game chaff as most troops at that time doesn't have a proper way to deal with ghosts. Good chaff if being rushed by conveniently stronger troop nations.
  • Summon Ao-Oni 1 1 Conj 2 for 10 (summon 5 Ao-Oni + 1/2*overcast). Situational, They are still naked demons but have a attack that inficts 20 Cold Fatigue Damage
  • Summon Aka-Oni 1 1 Conj 3 for 10 (summon 5 Aka-Oni+ 1/2*overcast). They Throw Armor Piercing Fire. Not use fire gems for much else, so spam on close range crossbows
  • Summon Oni earth 11death 11 Conj 4 for 12earthgem (summon 5 Oni + 1/2*overcast). Big Damons with a high damage sword and Javalin. Like Dai bakomono but no armor but better stats especly in TurmoilTurmoil scales.
  • Summon Kuro-Oni death 22fire 11 Conj 5 for 10deathgem. (summon 4 Kuro-Oni). Oni but throw fire and spits poison
  • Summon Oni General death 22fire 11 Conj 6 for 20deathgem. ( Oni Shugo) would have been a light thug in EA, but they are predominantly Death casters in LA. use the first one to find Death sights your Bakenekos misted and then they can cast higher level death and its cross paths with boosters
  • Summon Dai Oni 4 1 Conj 8 for 45. ( Dai Oni) would have been Super combating if most of their tricks are well known. Jomon makes the best use of them as powerful Death Casters casters.

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?

Dharmapala of the Underworld
If you feel really silly you can take a hellbless expansion titan and use them with recruitable thugs such as Bakemono Sorcerers functioning as miniature expansion titans. Please note that this specific build is untested and very memey and is offered more as inspiration than as a ready-to-go build.

Chassis: Awake
Dharmapala of the Underworld
Paths: fire 77death 1010nature 77
Bless: Awe, Fear, Regeneration
Scales: Dominion strength6Turmoil3Sloth3Cold3Death3Misfortune3Magic3
See The Virtues of Expansion Titans

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

shinuyama-ma.txt · Last modified: 2021/03/28 13:48 by joste