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  #11  
Old April 21st, 2011, 05:53 AM

Finalgenesis Finalgenesis is offline
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Default Re: davanas

Agree they all occupy different roles.

-Dakini for hunting / raiding / casting. Mobile

-Mandeha for Army support. Mobile

-Davana for SC and anti-SC. 4 arms is made for anti-SC almost, and if I remember right they are the toughest 4 armed summonable units in the game. Think EDM Ettin on crack, with bonus possible B for reverse line backer communion. They are sadly not mobile (economically), and probably best used as army escort SC/anti-SC duty.
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  #12  
Old April 21st, 2011, 10:03 AM
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Default Re: davanas

Another positive thing about Davanas is that when you GoR them they have 2x50% chance to get air magic. 1 in 4 will get A2 and can thus cast funny things like Mistform and Cloud Trapeze. Ad to that the fact that they can bless themselves and you have a thug right there that can take on an arbitrary number of enemy PD anywhere in the world. You dont even need to equip them.
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  #13  
Old April 23rd, 2011, 03:39 PM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: davanas

They are the single best troop summon in the game and late-game Lankan armies in the final struggle are likely to consist almost entirely of them.

When you only have the blood income to summon a few, it is usually better to go for Rakshasa Warriors or Dakini thugs, but once you have the income rolling in, which you eventually will unless you are losing the game, mass summoning of Davanas is where it is at.

As Lanka, you are practically guaranteed to have a good blessing and there's always room to squeeze in N4 or better when designing that blessing and you should do so.

The thing that makes Davanas so scary when they are massed is that they are natural counters to several strong endgame tactics that are common in MP. Unlike Rakshasas, they have magical weapons, which means they cut through etherealness and (more importantly) mistform from Fog Warriors without problems. Their three magic weapons also have the Halt Sacred property making them exceptional at fighting other nations' sacred national troops and summons. Finally, they have high strength and three attacks with high attack skill, so their attacks are going to hit more often than not, and when they hit, they hurt.

A bunch of blessed Davanas will stand toe to toe with anything and give it a real fight. Sure, they are more vulnerable to single-target no-MR spells than a larger mass of Rakshasa Warriors would be, but on the other hand they come with MR18 rather than the Rakshasa Warriors MR13, which means they stand a very reasonable chance of living through a hail of spells negated by MR and of not being flipped by a Master Enslave.


...I played a very silly MP game recently as Lanka in the CBM version where you got 4 Davanas for 65 blood slaves. I was terribly pressed in the start of the game but once I got the blood economy rolling I began mass summoning of Davanas. Hilarity ensued as my enemies one by one failed to come up with a strong enough counter to my "add more Davanas" solution in time to stem the tide. I think I summoned a grand total of 60-70 Rakshasa Warriors, 8 or 9 Dakinis, the Arch Devils and the Demon Lords, and the rest of the 150-200+ (ending up around 300/turn in the very endgame) was spent on ever more Davanas. I had more than 300 at game end.

The obvious counter (in CBM) is massed Bells of Cleansing and casting the Demon Cleansing spell, but that solution counts on a battle lasting enough turns for the bells to chew through the Davana hordes - and at that time the 20 damage in AOE1 of the bells (changed in later CBMs) just wasn't enough because none of my opponents managed to amass more than 15-20 of them in one battle and most had much fewer than that.

It isn't that they can't be stopped. Of course they can be stopped. But they can absorb a lot of punishment and they can do a lot of damage before they are stopped so long as one uses them massed with a decent blessing. (Mine was a modest W9E4S4N4, which allowed for decent scales and an astral endgame).
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  #14  
Old April 23rd, 2011, 07:11 PM
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Default Re: davanas

is there a bloodhunting strategy guide you guise could point me to?
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  #15  
Old April 23rd, 2011, 07:18 PM

PriestyMan PriestyMan is offline
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Default Re: davanas

read baalz's mictlan guide
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  #16  
Old April 24th, 2011, 01:19 PM
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Default Re: davanas

Quote:
Originally Posted by Peter Ebbesen View Post
The obvious counter (in CBM) is massed Bells of Cleansing and casting the Demon Cleansing spell, but that solution counts on a battle lasting enough turns for the bells to chew through the Davana hordes - and at that time the 20 damage in AOE1 of the bells (changed in later CBMs) just wasn't enough because none of my opponents managed to amass more than 15-20 of them in one battle and most had much fewer than that.
It's usually a sucker's bet to try and kill regenerating giants in traditional ways (ie whacking on their hit points). You're usually better off attacking their fatigue. Skellispam with grip of winter/rigormortis or vinecritters/sleep cloud/sprites or stellar cascades/ghost grip or ice pebble staffs/dispossessed spirits or some more creative stuff. Davanas are good troops, but (fortunately) they're not a silver bullet. Being size 6 they don't chew through chaff all that fast - particularly if they're trying to storm a castle gate.
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  #17  
Old April 24th, 2011, 07:24 PM

Knai Knai is offline
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Default Re: davanas

[quote=Baalz;776147It's usually a sucker's bet to try and kill regenerating giants in traditional ways (ie whacking on their hit points). You're usually better off attacking their fatigue. Skellispam with grip of winter/rigormortis or vinecritters/sleep cloud/sprites or stellar cascades/ghost grip or ice pebble staffs/dispossessed spirits or some more creative stuff. Davanas are good troops, but (fortunately) they're not a silver bullet. Being size 6 they don't chew through chaff all that fast - particularly if they're trying to storm a castle gate.[/QUOTE]

There is also a matter of instant kill spells, though the 18 MR makes that a bit difficult in this case. Still, there are plenty of regenerating giants for whom a Soul Slay or two is a wonderful option, though being able to switch them to your side is obviously better.
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  #18  
Old April 24th, 2011, 08:13 PM
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Default Re: davanas

Skrattir in wolf form die pretty quickly vs soul slay communions. Esp if you do not use MR boosting items.
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  #19  
Old April 25th, 2011, 04:38 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: davanas

Quote:
Originally Posted by Baalz View Post
It's usually a sucker's bet to try and kill regenerating giants in traditional ways (ie whacking on their hit points). You're usually better off attacking their fatigue. Skellispam with grip of winter/rigormortis or vinecritters/sleep cloud/sprites or stellar cascades/ghost grip or ice pebble staffs/dispossessed spirits or some more creative stuff. Davanas are good troops, but (fortunately) they're not a silver bullet. Being size 6 they don't chew through chaff all that fast - particularly if they're trying to storm a castle gate.
You are right in general, of course, since most magical attacks outside blood magic deal low damage compared to a giant's hitpoint pool, but with a Bell of Cleansing in that version of CBM doing 20 damage to a single target (well AOE1, but that meant single target for Davanas) and 40 with Demon Cleansing active, it makes a very viable alternative due to the E4 component of my blessing and deploying relief on a regular basis, so long as you have tough enough or many enough troops to hold back the tide.

In general, my opponents in that game just didn't (EA Ulm, Formoria, C'tis), though it is fair to say that at least the C'tis player, who was last opponent standing, should have been able to do so with his host of Sauromancers.

Needless to say, fortress assaults were a nightmare and something generally not attempted without very significant magical backup.
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