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Gregstrom
September 13th, 2008, 05:22 PM
This is more of a guide by a beginner than for beginners, but what the heck. It may provide insights for some of you lovely readers. Just don't expect it to save you from Baalz...

Lanka: Demon monkeys for the masses

Overview:

Lanka is a nation of monkeys, like Patala etc., but instead of silly Gandharvas and stuff they get bushels of demons. Kewl.


Troops:

First off, Lanka get three sizes of monkeys. Each size comes in two flavours: archer or infantry. They all count as animals, making them useless at sieging enemy forts. Baalz' guide to Bandar Log (http://forum.shrapnelgames.com/showthread.php?t=40568) has more ideas about the best things to do with monkey troops, by the way.

Marketa: These guys are usable against large units with little or no armour, but that's about it. They're too weak to get through even medium armour, even though their good defence means they're survivable in melee and their small size means they'll get hits in. They'll crumble against archery of any quality.

Atavi: Think of Atavi infantry as a slight improvement on militia and the archers as slightly cheaper indy archers. They have stealth, which could make them raiders, but they're less effective than many nations' PD.

Bandar: Great big apes with some strong points - the archers get longbows, which is pretty darn good for EA even with 9 precision. The infantry are heavy infantry with no helmets and bucklers. They have Str 15 and 18 HP, which may make up for their vulnerability to archers. Problem is, Bandar cost a hefty 20 gold each.

All monkey infantry get an interesting secondary weapon: Sticks and Stones. These have a damage and precision penalty, but... they also have 2 attacks and 30 ammunition! In the hands of the Bandar infantry, they're probably better than shortbows and I'd rate them well above javelins.

Next up are the sacreds.

Kala-Mukha Warriors are elite sacred heavy infantry. High strength and a Falchion mean they'll punch through any armour and frequently kill the armour's occupant. They have good EA armour and a helmet, which helps when arrows get past their measly buckler. 50% darkvision means you won't mind using them in the late game, and they're not demons - this is actually rather useful in Lanka sacreds. And they're recruitable anywhere, to boot. 65 gold and 20 resources are a heavy price to pay for these guys, but you may well end up biting the bullet.

You also get 3 capital-only sacred demon recruitables:

Asara are unarmoured demons with a apear and javelins. With 20 range and 8 precision, the javelins have pretty negligible effect unless you mass silly numbers of Asara together. Don't bother to do this. The spear they use isn't exactly the world's best weapon either, by the way.

Anusara (heh-heh, you said 'anus', dude :) ) are also unarmoured, but have a nice chunky mace to complement their high strength. These are safer than you might think against archers, because they have 20 AP (melee range is reached quickly) and a buckler that will take the edge off arrow salvoes.

Palankasha, the third capital sacred, are very nice. Strong, heavy armour, falchion... shame about the buckler and no helmet, but these guys are still very survivable. They can one-hit kill humans through most EA armour, and take a good deal of punishment on the way. With a couple of stars under their belt, you'd be hard-pushed to find a better sacred troop in the EA.


Leaders:

Marketa scouts are pretty funky, with a massive +40 stealth to help them along.

Atavi chieftains have stealth +0, which is their only benefit over indy commanders.

You're unlikely to recruit the other two pure commanders, to be honest.

Raktapata are a nice B1H1 priest, making them your blood hunter of choice. That's about the limit of their abilities, though.

Yogini should be your primary researchers. They're about as efficient as anything else you can recruit, and they have good paths too. The D1 lets you spam Dark Knowledge to find Death sites and N2 lets you do the same with Nature. This may be important, as you don't have reliable access to D2+ or N3+ for manual site searching. A booster or two lets these guys do the grunt work of Blood summoning instead of a Raksharaja or Rakshasi, too. And the final reason you should hire lots of these is that once you're done researching every single Yogini you've ever hired can be put to work spamming Storm of Thorns on the battlefield.

Kala-Mukha are a workhorse priest. H2 lets them summon Longdead, and 1 in 4 get B2 and can cast Bowl of Blood. They can blood hunt in a pinch, and of course they'll spread your Dominion as and when you need it. The rest of the time they'll be reanimating corpses, and for this reason you'll be wanting quite a few of them.

You get two capital-only sacred commanders, too:

Rakshasi have nice magical diversity, but in-depth access to any path is unlikely. They have a second shape which can use the Seduce command, letting them act as assassins if you need that function. Sadly, being a jack of all trades means they aren't very good at any of these functions. And they cost 350 gold, too. You'll end up buying these if you want N3 or D3, because they're the only way you'll see that on a national unit.

Rakharaja are likely to be your preferred capital purchase. A2D1B2?1(ADB) means they'll all have a useful spell or two to cast. Their 10% chance of an ANDB random means you might get an A4 or B4 mage in time to be useful, too.

Summons:

Lanka get a host of national Blood summons. Most of them are pretty useful, too.

Rakshasa are like slow Anusara, and there are normally better uses of Blood Slaves.

Praghasa (Feast of Flesh) are only a little superior to the likes of the Anusara. However, you get to summon them in groups of 15. If you need numbers in a hurry, these can be very handy.

Asrapas are only a bit better than humans, stat-wise, and don't seem to gel well with your other sacred units. Their partial life drain athame helps a little, but probably not enough to make them look worthwhile. However, they are berserkers. Put a few in a squad of other troops, and you won't have nearly so many morale problems.

Rakshasa warriors are likely to be a staple. Good stats, body armour and a great big maul make them a force to be reckoned with in combat. By the time you have these, their vulnerability to arrows (no shield or helmet) may not be much of a problem anyway.

Sandhyabala are lovely. Armour, buckler, great in a fight, and Dark Power to boot. Dark Power is a big deal, by the way, for reasons you'll see later.

Davanas. Giants with 4 arms and 92 hp. I need hardly say more. These guys are the business, really. They are a bit costly though, at 75 slaves for 3. It's a price worth paying, as they GoR up to make a nice SC chassis.

Most Lanka summons have fire vulnerability, which can upset you against some nations. It's worth planning ahead to deal with this, so that Abysia and the other fire powers don't give you a reaming.

National Summon Commanders:

Dakini are going to be a staple. At A3D1B3, they've got better magic than Raksharajahs - they can all cast Thunder Strike and the like. They're also zero upkeep, which will be a benefit.

Samanishada are nicely equipped assassins, but that's all they are. You have other options for thuggery, so there's not much reason to summon them.

Mandaha on the other hand are going to be popular. They auto-cast Darkness, which is pretty nifty to start with. Any of your undead and demonic hordes with one of these guys in the area is going to have a huge advantage over mundane troops. They are at least a thug quality chassis (flight, nearby enemies get fatigued), and have A3D3B2 for casting buffs on themselves. Soul Vortex is a nice starter, for example. They have 100% fire vulnerability, so you will want several booster items. NB: Mandaha have an upkeep of 20. Summon a lot and you'll want to make sure you have a decent income.

NB: It appears that Solar Brilliance doesn't work near Mandaha, which is just icing on the cake if it's true. It certainly fits with the flavour text.

Undead:
All priests you recruit as Lanka will be able to animate and lead undead. Even the indy priests can (each point of holy you have lets you lead 15 undead, by the way). Since H1 priests aren't great reanimators and any H3 priests you have will normally be wanted for other duties, most of your reanimating is likely to be done by Kala-Mukha.

You don't get to reanimate undead horsemen as Lanka, but you do get to animate undead monkeys. Perhaps 1/2 of your longdead and soulless will be monkeys of various sorts. Dead Marketa and Vanara aren't better than normal undead, but dead Bandars get lots more strength and hit points than you'd expect of corpse. Some Bandar and Vanara corpses get armour, and are a nice heavy infantry type of undead.

That said, Longdead and Soulless of any type are going to end up as chaff. You'll be able to generate hundreds of them, and probably want to. In the early and mid game, these guys will help minimise demon casualties by drawing some missile and Banish firepower.

You can also summon Ghouls, which aren't mindless and so can defend against sieges. The bad news is that making ghouls reduces population, which isn't really compatible with blood hunting. The good news is that some of your ghouls will be Pisacha, who are stronger and tougher than your average ghoul. A good way to make ghouls is to find a province with under 2000 population and a gold mine or similar. Make ghouls until the province is depopulated, then put the taxes to 200% and watch the gold rolling in.


Pretender Design:

You're likely to want a bless for Lanka. Earth, Nature and Water are the usual candidates, and splashing Astral might be worthwhile to protect against Banish. Your sacreds are good enough to warrant a strong bless, and most choices will be pretty effective. I like to go with E9W9, for a variety of reasons. N9 is risky in the late game, when a Rain of Stones could send all your lovely sacred battle mages haring off into the teeth of the enemy. N9W9 is IMHO bad news, with berserk hasted demons hitting 50 fatigue after 6 rounds of combat. E9N9 is okay (barring unexpectedly berserk mages), but I think you get better combat power with E9W9. Also, it diversifies you into two useful magic paths you wouldn't have otherwise.

W9E6N6(and maybe even S6) might be an option, too. It can be done with a rainbow pretender, but isn't eactly cheap.

As for scales, something like Order, Sloth, Heat, Growth, Misfortune, Drain. Order is a definite benefit in the early and mid game, possibly even late game because you need slightly less provinces to keep your income up (and can therefore blood hunt more). Heat is a requirement, and Growth is a big boost for sustainable long-term blood hunting. The other negative scales are survivable - even Drain, since you don't need as much research as other nations in the early game. You have a bless instead...

You'll want a minimum of 6 dominion, and a maximum of whatever you think you can afford.


Magic:

Lanka has access to only one elemental path: Air. Fortunately, that's the path any nation who's largest shield is a buckler really wants. You will generally have mages who can cast Arrow Fend available where you want them - after all, you can Cloud Trapeze. Buffs are limited in Air, but the ones you get are stonking - Arrow Fend I've already mentioned, Wind Guide is great for your archers, and Fog Warriors is just wonderful. Mass Flight has its place, as does Storm.

In sorcery, you get great access to Blood and good access to Nature, with enough access to Death to get you ramping up to cast Lichcraft. Nature can get you nice things like Mass Regeneration - don't go relying on Wooden Warriors etc., because you don't really want to give your troops an extra 25% fire vulnerability on top of what they have already. It's just asking for trouble.

Research goals are always going to depend on circumstance, but...

Blood 4 gets you Rakshasa Warriors and therefore a big supply of quality sacreds.

Blood 8 gets you Mandaahas and Davanas.

Con 4 gets you Skull Mentors, Skull Staffs, and Air and Blood boosters. Importantly, it gets you Sanguins Dowsing Rods.

Con 6 gets you Robes of the Magi, which are powerful trade fodder and important boosters. Also, if you have any fire income at this point it can turn into Lightless Lanterns and boost your research.

Evo 4 gives you Thunder Strike.

Ench 6 provides Arrow Fend.

Alt 4 supplies Wind Guide.

Goals:

You'll have goals and strategies in the short and long-term. Here are some suggested ones.

Early Game:
Buy squads of Anusara with Kala-Mukha leaders - script the Anusara to Hold and Attack and the Kala-Mukha to (bless)(bless)Cast Spells. You can put out one of these every turn or two initially, and they should take most regular indie forces. Your starting forces can be put on patrol orders to get you more taxes if you want - they won't do you much good if you send them to attack indies.

Get a second castle ASAP. If you're taxing and patrolling, that'll be easier. Otherwise, sacrifice a turn or two's troop production.

Once you can afford it, shift to making Palankasha as you may need them against a neighbour. Be careful about all-out wars though, as taking enemy forts can be tricky.

Mid-game:

Once you're established, you'll want to diversify your magic paths. This isn't too difficult, as what you'll need is Earth, Water, Fire and Astral. The elemental paths can all be found on Enchantresses, who live in Nature sites. Therefore, make sure to do thorough site searching in Nature early on. Use Yogini and Haruspex, and you'll find all the level 3 and 4 sites as you go.
Getting Astral is as easy as finding a Crystal Amazon or Lizard province. Hire a couple of S1 mages, start site searching and then once you have an Astral income start with the Arcane Probings to find all the interesting stuff.

When possible, do a complete search for Blood sites. The sites that give you a 40% or 60% discount off Blood spells will repay your investment within a couple of turn's use even if you've spent over 100 slaves on Bowl of Blood castings.

If you have an E9 pretender, get into searching for Earth sites ASAP. You might not find a use for the gems... until you cast a great big global, that is. If you can get a Forge up with a few hundred gems in it because you couldn't do much else with them, so much the better.

Assuming you've found Enchantresses, start clamming. You'll find a use for the pearls sooner or later.

You can blood hunt with 3 Raktapata (each with a Dowsing Rod) in a province at 0% taxation indefinitely, without running out of population. It may even grow.

Late Game:

Start slaughtering Blood Slaves in their hundreds. You'll want lots of demons. Try to be the first to Heliophagii - you can't summon Arch Demons and Ice Demons easily. One of the Heliophagii will get you a chance at Arch Devils if no-one else took them, which is nice.
You can cast Infernal Tempest with only a couple of boosters. Storm Demons are among the best archers in the game, and can fire straight through storms, Air Shields and other obstacles. Get lots of them.

In fact, get lots of all the demons. Eventually, swamp the world with your demonic hordes. Then you've won.

Maybe I should have called this guide 'Monkeys? What monkeys?'

Edi
September 13th, 2008, 05:44 PM
This is a very good beginner's guide. :)

Gregstrom
September 14th, 2008, 04:19 AM
Thanks, Edi. :)

If anyone has comments or suggestions, I'll be happy to incorporate them (well, as long as I agree with them of course).

Baalz
September 15th, 2008, 11:47 AM
Great guide Greg. I think you've inspired me to write a Bandar Log guide so my beloved monkeys can have some spotlight to! :)

Zeldor
September 15th, 2008, 12:28 PM
Baalz:

Next guide? Huh, we can surely see some increase in Bandar popularity :D

I will write surely LA Agartha guide after I finish my Kingmaker game.

Gregstrom:

I am playing Lanka now, but just turn14, so hard to say anything yet.

ano
September 15th, 2008, 12:42 PM
Maybe one day I'll write my own guide about what I think about Lanka. I won a nice game with them and liked them a lot. Lanka is a real powerhouse that in many aspects is better than other blood nations.
First, if you want to use sacred demons, you need Astral bless. It may be not too good for you thugs but it is awesome for your troops. Palankashas are very good soldiers but they have low basic MR and can be banished easily. Even with MR boost from bless they can be banished very well and that's why I like Kala-Mukhas more in later stages.
Second, you have fantastic teleporting and VERY CHEAP thugs/scs. Raksharaja with proper bless even without equipment can conquer indy provinces easily and with some equipment he is very, very hard to kill. His cost is 270 gp which is very low cost even for a simple mage of such quality. And he is a warrior and a priest warrior!
Third, taking on account all this I went with imprisoned S9W6F4N4 Oracle with rather good scales. And I still think that it is a perfect pretender for Lanka. S9 helps your troops much and gives twist fate to your troops and thugs (which may be very important). You may use Asaras early on (I took sloth 2 and didn't regret it) because with S9 and many HP they kill the enemies fast and die rarely. Then you should switch to Palankashas and use Asaras as flankers and archers (they hurl javelins over really long distances). W6, N4 and F4 boost your thugs greatly and are very good for your troops. Also my oracle immediately forged Staff of Elemental Mastery and cast Gift of Health once he awoke.
And of your blood summons nearly only thing you need are Dakinis. They are awesome and VERY cost effective. Even lightly equipped they may raid enemy provinces and easily conquer them. I have no words to describe how cool Dakinis really are. They are just splendid and have a lot of uses.
I don't know why you could need Raksasas or other demon summons. Maybe for late game when heavily enchanted armies meet each other but they are absolutely useless in the mid and early-late game.
Also I was very unlucky with indy mages in that game (site frequency 55), the only luck being finding enchantress site (very cool for lanka as it gives you 3 elemental paths you lack) and ended up with a HUGE fetish, clam and blood stone economy.

ano
September 15th, 2008, 12:48 PM
Also I would never take drain with Lanka because blood nations obviously need more research than other nations. There are very few nations that should or even could take drain, I think

ano
September 15th, 2008, 12:50 PM
Also, minor correction. Mass protection(barkskin effect) adds 25% fire vulnerability, not 50.

Aezeal
September 15th, 2008, 02:49 PM
I'm not a very experienced bloodnation player Ano but I usually think that blood nations get quite a lot of options only researching in blood.. some globals, strong summons etc. They certainly have less reason to research conjuration for example so them needing more research isn't that clear to me. Then again I'd never take drain if I can prevent it anyway.

Edi
September 15th, 2008, 03:32 PM
I added this thread to the Strategy Index.

Gregstrom
September 15th, 2008, 03:59 PM
Ano, thanks for the correction. As for your other points, I think it's down to a difference in play style.

I like Rakshasa Warriors for a series of reasons over Palankasha (when I can summon them). They have an extra point of MR over Palankasha, helping against Banish, and they do fractionally more damage per hit. You can create more than a maximum of 10/turn, and you don't have to pay upkeep on them. This is quite nice, given that 20 Palankasha cost roughly the income provided by a blood-huntable province. As far as Asara go, definitely a matter of personal preference. Javelins with a net precision of 6 at a range of 20 aren't to my taste.

In similar vein, while I certainly summon a lot of Dakini I don't believe they're the only valid use of the hundreds of blood slaves I can pull in per turn. Sure, Samanishada aren't much use but Davana are a very nice SC chassis and possibly on par with Tartarians. They're not insane, for a start. And ignoring Mandaha is bad. A leader who halves the attack and defence scores of most enemy units in the game gets my vote.

As far as bless/scales go, I prefer the benefits of E9W9 over S9W6F4N4. It's a little difficult for me to compare the melee benefits of Twist Fate, +4 def, +2att and 2 hp of regen against those of +4 def, +4 armour, 50% haste and noticeably less fatigue. I think in the late game my choice is better - Lanka's sacred SCs have 18 MR base and you can cast Fog Warriors, which is pretty much Twist Fate but effective against more than one melee hit. OTOH bless haste, armour and extra reinvig are gifts that don't stop giving.

My pretender build was a sleeping Cyclops, E9W9, with Order 3, Sloth 2, Heat 3, Growth 1, Misfortune 3 and Drain 2. I can only blame my newbie status for that, but it worked well enough. The scales are bad, but not quite catastrophic - I should perhaps have taken Sloth3/Misfortune 2 and suffered a few less barbarian attacks early on. Having a mobile sleeping pretender instead of an immobile imprisoned one is yet again a matter of taste - while Lanka may not need an SC god, one who can quickly site search for 2 paths you otherwise lack is a nice bonus.

I think Drain 2 is survivable for a heavy bless nation, because you don't need so much research early on. I trailed badly in research until the late mid-game, at which point I forged research boosters like mad and more than rectified the situation. Drain necessitates a tight focus on achievable goals in research, and having hordes of thug-level sacreds means you don't need quite as much battle magic as other nations in the early and even mid game. Oh yes - a minor perk of Drain 2 is the bonus MR for your troops.

Your experience with Enchantresses matches my own pretty exactly. They seem to provice a huge boost for Lanka, and it seems that they're pretty likely to be available since Whispering Woods isn't a unique site.

ano
September 15th, 2008, 05:18 PM
Ano, thanks for the correction. As for your other points, I think it's down to a difference in play style.
Of course. Some people already know my playstyle here;);)...

I like Rakshasa Warriors for a series of reasons over Palankasha (when I can summon them). They have an extra point of MR over Palankasha, helping against Banish, and they do fractionally more damage per hit. You can create more than a maximum of 10/turn, and you don't have to pay upkeep on them. This is quite nice, given that 20 Palankasha cost roughly the income provided by a blood-huntable province.
Absolutely true, they are better in nearly all aspects but shield absence and if I needed troops I would summon them. But my point was that Lanka doesn't need troops in midgame at all. Raksharajas and Dakinis rule nearly everything and by that point you should have enough of your early-game army if you didn't lose it obviously... Once again, I agree that Rakshasa warriors are very good but I can't find much use for them unless some specific situation occurs.
As far as Asara go, definitely a matter of personal preference. Javelins with a net precision of 6 at a range of 20 aren't to my taste.
Did you try it? Of course these arrows are not too precise but against non-shielded EA troops each hit with Damage 23 is always a kill. Also, I didn't suggest to recruit Asaras later on, I just said that they have their niche when you have enough resources and can switch to Palankashas. Early on they are quite good especially with S and N bless.

In similar vein, while I certainly summon a lot of Dakini I don't believe they're the only valid use of the hundreds of blood slaves I can pull in per turn. Sure, Samanishada aren't much use but Davana are a very nice SC chassis and possibly on par with Tartarians. They're not insane, for a start.
Davanas are good and can make very potent SC's. However, their magic paths are rather limited and they can't be use for magic diversification - the purpose tartarians are very often summoned for. Lanka definitely doesn't need tartarians as sc's.

And ignoring Mandaha is bad. A leader who halves the attack and defence scores of most enemy units in the game gets my vote.
Did I say I ignore Mandaha? Of course they are very cool and you need one for each big fight but it is also late game. They are very expensive to be used as sc's and have not too good stats.

As far as bless/scales go, I prefer the benefits of E9W9 over S9W6F4N4. It's a little difficult for me to compare the melee benefits of Twist Fate, +4 def, +2att and 2 hp of regen against those of +4 def, +4 armour, 50% haste and noticeably less fatigue.
Did you see how a legion of Palankashas stands against, say, 20 mictlan priests spamming Banishment? I did see, it was miserable. If not my Kala-Mukhas I wouldn't conquer that castle and please note that my troops had +3 MR. Rakshasas without S bless would die very fast there. That's why I prefer to have non-demons in every army.
I think in the late game my choice is better - Lanka's sacred SCs have 18 MR base and you can cast Fog Warriors, which is pretty much Twist Fate but effective against more than one melee hit. OTOH bless haste, armour and extra reinvig are gifts that don't stop giving.
Once again I say that bless I'm speaking about was aimed manly for sc's and it's hard to underestimate the meaning of these minor bonuses for Raksharaja or Dakini. Your bless is aimed mainly for troops, OTOH.
Enc of Lankan troops is rather low and I don't think they really need that bonus to reinvigoration and they don't need quickness because they don't have too many attacks. In the late game quickness can easily be cast, btw.
One more point here. Of all Lanka summons I find Asrapas the best for the late game. When you can cast some armor-raising spell on them (the best being Army of Gold) combined with Fog warriors they start shining. Their stats are very good, they are not vulnerable to fire and have life drain weapon meaning they don't gather fatigue and berserk. All that being said, they are VERY good troops for battlefield-wide spells.

My pretender build was a sleeping Cyclops, E9W9, with Order 3, Sloth 2, Heat 3, Growth 1, Misfortune 3 and Drain 2. I can only blame my newbie status for that, but it worked well enough. The scales are bad, but not quite catastrophic - I should perhaps have taken Sloth3/Misfortune 2 and suffered a few less barbarian attacks early on. Having a mobile sleeping pretender instead of an immobile imprisoned one is yet again a matter of taste - while Lanka may not need an SC god, one who can quickly site search for 2 paths you otherwise lack is a nice bonus.
Yes, a bonus they don't need:). S9 Oracle is one of the best pretenders for the late game, btw.

I think Drain 2 is survivable for a heavy bless nation, because you don't need so much research early on.
Of coure it is survivable. Many things are. But why do you need it? Instead of rushing into const for rods, alt for buffs, thau, evo and conj for site searchings and at last blood for dakinis you invest into troops and heavy bless that will definitely leave you behind later on.
Oh yes - a minor perk of Drain 2 is the bonus MR for your troops.
Take astral bless instead. Also, you will mainly need bonus to MR in enemy lands and you can't really hope that your rather low dominion will be there to help you.

Your experience with Enchantresses matches my own pretty exactly. They seem to provice a huge boost for Lanka, and it seems that they're pretty likely to be available since Whispering Woods isn't a unique site.
There's another site that gives N1W1 and Enchantresses. Forest of thousand streams, IIRC.

ano
September 15th, 2008, 05:43 PM
I decided to attach a turn from the game I mentioned (password: egg). I'd like to note that I had a very hard early-mid game being in simultaneous war with Mictlan, Niefelheim and Tir'nan'og (which was controlled by a very good player and made the most trouble). Near turn 30 I was going to set myself to AI but at that very time Tir'nan'og suggested to end the pointless war and sign eternal peace. That was when I understood I should win the game instead of quitting.
This turn was the beginning of the end and of the total blood festival. End came in 10 turns.

p.s. Also you didn't mention legions of undead chaff lankan priests can and should produce.

ano
September 15th, 2008, 06:07 PM
I'm not a very experienced bloodnation player Ano but I usually think that blood nations get quite a lot of options only researching in blood.. some globals, strong summons etc. They certainly have less reason to research conjuration for example so them needing more research isn't that clear to me. Then again I'd never take drain if I can prevent it anyway.
Conjuration is not limited with summons. There're some spells there that you won't find in any other school, Earth attack, Manifestation and Ghost riders being the most obvious examples (Mictlan can cast horrors but it is hard to do for Lanka). There're other examples, of course. Probably, you don't want to rush into tartarians with a blood nation but there're very useful spells in each school which you should have in your disposal in the late game. You should never be satisfied with blood only if you're a blood nation. Also, you definitely want those pretty unique artifacts and many, many other things. Of course you can live without them but it is always better to live with them and have your troops in major battle buffed not only with Fog Warriors but also Will of the Fates from the Sword of Aurgelmer. Why not?:)

Wrana
September 15th, 2008, 08:10 PM
Good guide, thank you. Actually, my own strategy was somewhat similar in that game. I also thought that another thing which allows Lanka to take drain is that its priests can reanimate, which, together with bless, allows a strong early/mid game without researching many spells. And starting with Const 2-4, you can boost your research enough to overcome this penalty...

Revolution
September 15th, 2008, 10:06 PM
I decided to attach a turn from the game I mentioned (password: egg). I'd like to note that I had a very hard early-mid game being in simultaneous war with Mictlan, Niefelheim and Tir'nan'og (which was controlled by a very good player and made the most trouble). Near turn 30 I was going to set myself to AI but at that very time Tir'nan'og suggested to end the pointless war and sign eternal peace. That was when I understood I should win the game instead of quitting.
This turn was the beginning of the end and of the total blood festival. End came in 10 turns.

p.s. Also you didn't mention legions of undead chaff lankan priests can and should produce.


Ahhhh memories...

It's cool to see that from the other side.

ano
September 16th, 2008, 05:31 AM
Ahhhh memories...
It's cool to see that from the other side.
Yes, that game made me realize that in most cases troops are not what you really need. It is absolutely possible to conquer nearly all the lands of opposing nation on turn 1 of the war with the teleporting thugs (of EA nations Lanka and Fomoria can easily do it) and this automatically means that you win even if your opponent has a great overall army gathered in one place.

Baalz
September 16th, 2008, 11:36 PM
Yes, that game made me realize that in most cases troops are not what you really need. It is absolutely possible to conquer nearly all the lands of opposing nation on turn 1 of the war with the teleporting thugs (of EA nations Lanka and Fomoria can easily do it)

As this is a bit of my M.O., gotta point out my favs:

Marverni, Tir Na blah, Vanhiem, Kalaisia, Helheim, Hinnom, and Ry'leh also all have recriutable + teleportable national mages capable of smashing most PD, and several more have good choices with stealth and or flying (mostly with flying boots) who can cover most nations in 2 turns.

Gregstrom
September 19th, 2008, 03:33 AM
Link added to Baalz' BL guide, for extra hints about monkey troops, and notes on undead added (thanks to Ano for the reminder).

chrispedersen
October 23rd, 2008, 08:36 PM
Lankas blessed troops are good enough to stay relevent all the way to the end game. There are not many things that can't be solved by throwing an appropriate number of KMacs, Asaras, or Pals.

Try a +3-3+3--3 -2 -3. F9w9s6 or F9W9n4..

SlipperyJim
December 9th, 2008, 01:26 PM
Thanks very much for this guide. I'm nearing the endgame as Lanka (playing on Edi's Faerun Adventure map), and your advice has been very helpful.

I'll add a few of my own thoughts to your guide, all centered around the national summons.

Rakshasa warriors are likely to be a staple. Good stats, body armour and a great big maul make them a force to be reckoned with in combat. By the time you have these, their vulnerability to arrows (no shield or helmet) may not be much of a problem anyway.
Big winner in the midgame. Rakshasa Warriors are well worth a beeline to Blood-4. Summon them anywhere? No upkeep? Sweet! Once you get to Blood-4, you can probably stop recruiting national troops completely. Spend all of your gold on commanders (mages) and buildings....

Sandhyabala are lovely. Armour, buckler, great in a fight, and Dark Power to boot. Dark Power is a big deal, by the way, for reasons you'll see later.
And here's my favorite endgame troop. These guys just kill anything with a Mandaha leading the way. Expensive? Sure! But they're absolutely priceless.

Davanas. Giants with 4 arms and 92 hp. I need hardly say more. These guys are the business, really. They are a bit costly though, at 75 slaves for 3. It's a price worth paying, as they GoR up to make a nice SC chassis.
Great SC chassis. Just remember to do something about that Fire vulnerability, or you'll be in real trouble. I like the following kit, all available at Construction-6:

Fire Brand
Frost Brand
Blood Thorn (a little bit of life drain and fatigue recovery)
Fire Shield (can't remember the name, but it's the shield that grants +50% fire resistance and a weak Fire Shield to kill chaff)
Wraith Crown
Rainbow Armor (not great armor, but good enough for most purposes, and you get a bonus to magic resistance)
Boots of Quickness
Amulet of Resilience


Dakini are going to be a staple. At A3D1B3, they've got better magic than Raksharajahs - they can all cast Thunder Strike and the like. They're also zero upkeep, which will be a benefit.
The coolest thing about Dakini is that they can summon more Dakini! As long as you can bring in enough blood slaves, you can use each turn's Dakini to summon more Dakini, and more Dakini, and more Dakini....

Once you can get a Storm going (see below), I like to script these guys to: Summon Storm Power, Aim, Thunder Strike * 3

Mandaha on the other hand are going to be popular. They auto-cast Darkness, which is pretty nifty to start with. Any of your undead and demonic hordes with one of these guys in the area is going to have a huge advantage over mundane troops. They are at least a thug quality chassis (flight, nearby enemies get fatigued), and have A3D3B2 for casting buffs on themselves. Soul Vortex is a nice starter, for example. They have 100% fire vulnerability, so you will want several booster items. NB: Mandaha have an upkeep of 20. Summon a lot and you'll want to make sure you have a decent income.
If you can afford it, you'll want a Mandaha to lead every army. Yes, they're that good. If you can manage to bring a Mandaha to the battlefield, your demons will kill nearly anything they encounter without breaking a sweat (or taking any casualties).

OTOH, I find my Mandahas too valuable to risk as thugs. They sit in the back lines, scripted to: Divine Blessing, Summon Storm Power, Aim, Thunder Strike * 2

---

Staff of Storms is a great item for Lanka. Get one. Get several. Give a Staff to every Mandaha!

Storm allows all of your Air mages to boost their power. More importantly, it virtually eliminates any threat from missiles or most enemy spells. Most importantly, it protects you from Banishment by dropping the enemy priests' Precision!

Storm also includes the effect of Rain, so any evil Fire mages will pay extra fatigue to roast your demons. Considering Lanka's weakness to Fire, that's a valuable extra benefit.

---

Again, thanks for the guide, Gregstrom! As a Lanka beginner, your advice was tremendously helpful. :up:

Gregstrom
December 9th, 2008, 02:53 PM
[QUOTE=SlipperyJim;658509]
Staff of Storms is a great item for Lanka. Get one. Get several. Give a Staff to every Mandaha!
[QUOTE]

I certainly had a few of these around in my mid- to endgames. They do interfere with flight though, which meant I didn't always want one around. I guess I could have put them on stealth units, so that I had control over whether they showed in battles or not.

[QUOTE=SlipperyJim;658509]
Storm allows all of your Air mages to boost their power. More importantly, it virtually eliminates any threat from missiles or most enemy spells. Most importantly, it protects you from Banishment by dropping the enemy priests' Precision!
[QUOTE]

I hadn't thought of that nice little extra protection from Banishment. Good one :)

[QUOTE=SlipperyJim;658509]
Storm also includes the effect of Rain, so any evil Fire mages will pay extra fatigue to roast your demons. Considering Lanka's weakness to Fire, that's a valuable extra benefit.
[QUOTE]
...although in a cold dominion, you'll get snow with a storm instead. Always worth bearing that in mind.

Endoperez
December 10th, 2008, 04:59 AM
Great SC chassis. Just remember to do something about that Fire vulnerability, or you'll be in real trouble. I like the following kit, all available at Construction-6:

Fire Brand
Frost Brand
Blood Thorn (a little bit of life drain and fatigue recovery)



Blood Thorn would probably help a lot more if it was the FIRST weapon. I think weapons are resolved from first-to-last order, and one turn's worth of attacks will all be directed at one square. If the brands kill everyone in the square, there's no one left for the Blood Thorn to drain life from.

TheMenacer
December 10th, 2008, 01:47 PM
OTOH, I find my Mandahas too valuable to risk as thugs. They sit in the back lines, scripted to: Divine Blessing, Summon Storm Power, Aim, Thunder Strike * 2


Honestly I find Mandahas too valuable not to use as thugs. I mean you can foist off a staff of storms on any old mage and it sort of hurts to have my crazy expensive giant *** kicking demon gorilla tossing down thunder strikes for exactly the same amount of damage as my national mages. It's not really worth worrying about getting them killed I think because as capable SCs as they are (and good god are they capable), they're more built to command giant armies of demons so it's not like they're going to be the only target for all the enemy priests. The plethora of targets, plus their auto-darkness, plus the random commander with a staff of storms means that odds are good they aren't going to get tagged by too many harmful spells, and you've got equipment for what they do wind up getting hit by.