Thread: Blood SCs
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Old June 22nd, 2012, 08:02 PM
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Default Re: Blood SCs

Quote:
Originally Posted by brxbrx View Post
What happens if your caster is an Abysian warlock or has a stronger aura of another sort? Bye bye, blood slaves.
True, the difficulty of employing blood magic on the battlefield without killing your own blood slaves is one of the significant challenges of playing Abysia. They also burn indy recruits and nearly all summons and have horrible magic diversity, nothing but fire mages from non-cap forts. And yet, EA Abysia is one of my 2 most favorite non-mod nations. Go figure.


Quote:
Originally Posted by JonBrave View Post
While talking about the "Summon Imps" my blood mages seem to like, what are imps for, what do they do well, and how can I help them?
As lab summons, imps' bread and butter is the removal of poorly armored units from the battlefield, such as archers or mage communes. If they go hoof to toe with infantry, they are generally toast. Non-fire area affect spells are not their friend either.

When I am concerned about keeping them alive, my preference is to mix them with something beefier to demand the attention from whatever they are fighting. Flying thugs are the best. But, devils work OK too.

They also make effective, 0 upkeep patrollers for blood hunting. Especially nice is that they don't die when patrolling for EA Abysia and an enemy scout discovery triggers a battle where they mix with that nation's heat aura radiating PD.

The main utility of the battlefield spell, Summon Imps, in my practice is to tie up an assassin so the mage has a few turns to take him down with Blood Burst or another attack spell. When used via AI, I find it generally to be a means to finish off any leftover blood slaves so you have to replenish before the next fight. Just hope you don't have two battles the same turn.
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