Re: Guide to Middle-Age Mictlan
Zeldor, I often don't see then randoms as something to rely on. I generally just see their existence as a bonus. I suppose I did however make a bigger deal of it then I meant to. When I get the time I'll correct the wording. I wanted most of my ravings to be about how good the fixed qualities of the nahualli are.
mathusalem, I do not hold to your ideal that blood is something MA Mictlan needs. They only have one old unit and more then 1 out of four of those aren't old due to nature randoms. I'm playing a game with death 3 and I have yet to lose a high priest of the sky to disease. You may have had bad luck, or I might have had good luck. In my opinion you don't need many high priests as you won't have that many armies and priest kings can fill the needs of normal troop movement.
Rytek , I'm sorry but the Moloch is not available for the Middle Age. Though I down-played the importance of the pretender selection in the guide it is worth noting that the selection is drastically different.
In regards to a blood/fire combo I've played around with the pretender selection. I found that spite the attempts to use pretenders with fire magic already, I do believe the oracle is the most cost effective choice.
An imprisoned Oracle with dominion 8, fire 9, and blood 4 leaves you with 26 points remaining. This is before taking things like heat and sloth. An imprisoned Arch Mage with dominion 8, fire 9, and blood 4 leaves you only 4 points left. This also doesn't mention that the oracle also has 3 astral as a bonus and a higher starting dominion, so dominion 9 and 10 will be progressively cheaper with the Oracle. That said a reasonable pretender design exists.
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