Dominions 6 Sauromatia Strategy at a Glance

A new series where I do my best to give my first impressions on how I would recommend playing some of the nations of Dominion 6. A lot has changed and I hope my perspective as a Dominions 5 veteran helps you get started! If you have other ideas or suggestions on playing the nation, please write them in the comments below for others to see and discuss! Shoutout to Sturm for creating the viewable summons at the pretender screen mod Here are also some discord guides from ExasperatedCultist, a fantastic dom6 theory crafter. Thugging 101:   / discord   Okay, Pretenders!:   / discord   Fort Placement:   / discord   00:00 Summary 00:28 Units 01:17 Commanders 02:48 Summons 04:38 Roster Gameplan 07:24 Spell Recommendations 08:31 Pretender Design 09:25 Gameplay Strategy Here are my written notes if that helps too Summary: This nation features many cavalry and archers, strong death and nature magic, and Access to water, blood, and astral magic. Can recruit hydras and tight rein leaders via capital only beast tamers. Choose between strong sacred cavalry, or scales focus. Unit Summary: Great composite bow archers that can come with poison arrows Broad array of inexpensive cavalry, both in horse archer or full lancer variety. High map move. All humans feature tattoos which provide limited invulnerability and minor stats when activated Sacred cavalry Access to hydras Commander Summary Labless recruitable mage. Fantastic any fort sorcerer, but with low morale Cheap researcher / reanimation spammer Good leader, priest, mage Hydra tamers (TIGHT REIN) Capital Only death mage / commander Summons Summary Ancestral Spirits (no) Immortal Hydra Non-National Summon - Lamia Wight Shade Beast Mandragora Leogryph Combined Roster Summary Absolutely use the archers if you can, but the cataphracts are stand out. Can try some horse archer stuff with the raiders however, composite bows are good. Dont forget the hydras with tight rein, or the poison arrow archers in the capital. Oiorpata are the premier sacred, but the Androphag can find use due to their ability to swim (which makes them better underwater). The entire roster has awful morale, so a gembased gameplan is necessary for the late game. Spell Recommendations (10) Shadowblast Horde of Skeletons Body Ethereal Awaken Tattoos Foul Vapors Invulnerability/Soul Vortex Bone Grinding Stygian Rains Immaculate Mounts Magic Duel Pretender Design I rate order / magic highly here Heavy Cavalry Bless Titan Full Scales Gameplay (Early) Don't forget to foreign recruit cavalry during expansion Composite bow archers are really strong, dont sleep on them. Or the poison variety from the capital. Or Hydras. Forts don't need a lab to recruit soothsayers, who can then build a lab. (sometimes) Awaken tattoos and body ethereal makes your cavalry terrifying to someone without magic weapons. Death magic doesn't mix well with cavalry. The horses have low mr and will outpace skeleton, lean more on nature/water/astral early. (Midgame) Site search heavy into death and nature magic as you'll need them to replace your army later. At least N3/D3 in all provinces Abuse tight rein where you think you can, its very strong. Command boosting items help here. Hydras are great if you can use them without killing your army. Starting adding summons to your army, shade beasts + Zots is a great combo if you find them. Cavalry may start falling off here in terms of offensive power, so this is where death magic might start shining. Aim to start a blood economy here. The goal is to have each b1 mage using a dowsing rod AND a blood thorn. (Late) Transition almost entirely out of cavalry for major army battles due to the low MR. You'll never escape them completely, but definitely need a backup. ** note the winds of death video for an example of why -- You can definitely have small raiding armies that are good enough to beat 6-10 pd. Find a use for all your gems, empower or trade. Wights/Lamias are pretty good under rigor mortis. Antimagic will help your mages too. Legion of wights is very efficient army making spell and just a step beyond well of misery, which is definitely a global you want(need). Use the blood economy that started in the midgame to supplement your forces: Vampires, lifelong protections, demons, and so on.