Re: mictlan-blood
Mictlan units are crap, with the exception of sacred units. Their units are cheap, however, so you can afford to take Sloth 3. They also get points from Heat. High starting dominion is very important for them and big creatures tend to have strong starting dominion, and they have a hard time conquering indies in the beginning, so a big combat pretender sounds like a good idea.
Bone Fiends aren't very good, Imps have to be resummoned every battle so they become very expensive very quickly but can help to overpower some indies when you don't want to use time summoning other units. Devils, Frost Fiends and Storm Demons are more powerful, Devils being the most powerful. Fiends of Darkness are available little earlier AFAIR, and are already quite powerful. You should probably recruit Moon Priests to cast Mind Burn, Rain Priests to summon Frost Fiends. They have high enough morale not to rout even in enemy dominion and your own heat would hamper them, so it would be best to not let the blood flow to much.
You can use hordes of slaves (levy them with commanders and Priest Kings, the nature mages) to slow down the enemy and absorb hits while your few summons and Mind Burn/Frost Bolt do the killing. Dark Vines might be useful as well.
To really have fun, research Construction. Soul Contract is a Blood 4 item so it needs 80 gems, a Dwarven Hammer makes this down to 60. It summons a free Devil every turn so even without the hammer it pays off in 11 or so turns. And when you summon the unique blood baddies, Ice Demons, Archdevils, Heliphagii and possibly Demon Lords, they can really wreack havoc. They are about as powerful, or even *more* powerful, than the pretender chassices without too many boosting paths.
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