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May 17th, 2004, 02:26 AM
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Sergeant
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Join Date: Apr 2004
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Re: success with Mictlan in MP?
I can't get a "build order" for typical games of indy strength 5+. In recent tests, even weaker indy provinces repelled my Warriors and early demons (FoD and Spine Devils) I can't seem to work the Mictlan dominion-spreading system, and I find myself unable to make enough Mictlan priests fast enough and have not enough cash for enough of the 2 blood priests to get a decent army generator going.
Anyone have a build order they'd like to share?
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May 18th, 2004, 02:04 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: success with Mictlan in MP?
Sounds like maybe the battlefield orders are the problem. Against indies, you should be able to win if you set up your army so your main body peppers the enemy with slings and javelins and then only has to fight for zero-to-two turns before the enemy routs because Fiends of Darkness and Eagle Warriors (on Hold and Attack Rearmost) have flown over and hit them and/or their leaders in the rear, causing panic and rout. The priest who leads the demons into battle and blesses the eagle warriors can also cast a juicy blood spell or two to help with tougher indies. Summon Imp on turn 3 is a well-timed accompanyment to the above, for instance.
PvK
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May 19th, 2004, 01:48 AM
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Sergeant
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Re: success with Mictlan in MP?
I've always viewed gem expenditure in minor battles as a serious waste, especially for a spell like Bleed. You've also lost 2 turns waiting for enough slaves to get a fiend (even though the first turn is wasted anyways getting recon on neighbors). But thanks, I'll try that.
BTW, what scales do you usually get? What type of Pretender? I'm guessing a Wyrm or Nataraja (smurf) for an early game powerhouse to help you get over this roadblock.
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May 19th, 2004, 07:29 AM
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National Security Advisor
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Re: success with Mictlan in MP?
Quote:
Originally posted by HotNifeThruButr:
I've always viewed gem expenditure in minor battles as a serious waste, especially for a spell like Bleed. You've also lost 2 turns waiting for enough slaves to get a fiend (even though the first turn is wasted anyways getting recon on neighbors). But thanks, I'll try that.
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Some battle spells do seem like they would often be a waste of gems or slaves. Bleed seems like a good example, unless you're using it to kill some very good enemy units. Blood mages also seem to LOVE to massacre blood slaves for any spell. However, some of the blood spells can be very effective, so as long as you ration the slave use (particularly with the sneaking scout technique), and choose which battles to use them in, it can be useful. For a major mid- or late-game battle, consider using a mass of Mictlan priests as Sabbath Slaves (and/or Hell Power) to invoke almighty blood terror.
Summon Imp is a good low-level one.
Agony is also good for getting the enemy to rout - time it with your demon strike.
Blood Lust is cheap and good with a demon army against particularly tough targets.
Hellbind Heart is fun.
Heat From Hell is a spell which I think isn't in the printed manual but Mictlan has, and is potentially a battle-winner if used with heat-tolerant units against heat-intolerant ones. (E.g., a devil army combined with a blood priest.)
Quote:
BTW, what scales do you usually get? What type of Pretender? I'm guessing a Wyrm or Nataraja (smurf) for an early game powerhouse to help you get over this roadblock.
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I guess a fighter would be a reasonable approach. I went with the national mage pretender, myself. I would recommend Luck, because the heroes are good. I personally did quite well with heat +2, Luck +2-3, and moderate others, against the AI.
PvK
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May 19th, 2004, 02:49 PM
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General
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Join Date: Nov 2000
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Re: success with Mictlan in MP?
Quote:
Originally posted by PvK:
Heat From Hell is a spell which I think isn't in the printed manual but Mictlan has,
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It's under enchantment 6, page 107.
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June 16th, 2004, 08:42 AM
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BANNED USER
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Join Date: May 2004
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Re: success with Mictlan in MP?
Hrm...
Personally, I have two favorite Mictlan approaches.
Using the water fountain as a god I go either
10 water, 10 astral, or
9 blood, 9 water, 9 astral,
I go -3, -3, +3, 0, 0, -3 on the scales and get at least dominion 6.
First turn build is a sorceror and 6 jag warriors.
I have never seen this first turn build, properly blessed.. fail to take out any but special hex indies.
In fact, mass produced, they rock eveyr standard troop. Twist of fate, Defence 15?, MR 14, and +50% move.. plus if wounded they regenerate.. Very hardy troops..and cheap.....
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