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Re: Players
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The crux of the problem is that false horrors is a quick, easy research to level 6 in the preferred path for the fastest researching nation. Air queens are not only light years further away, they are impossible for our team in this game with no air races. I think for a possible rematch, we will have to ban Caelum to be fair. |
Re: Players
also, consider that Caelum has the absolutly perfect starting position for this team game. Its protected from almost all sides, and is far enough away from the other team that it would take considerable time for non-flying armies to try attacking it. In my opinion, that simple starting position is what made Caelum unstopable, and not the spell False Horror
Imagine how things would have been if Caelum started next to Ulm? Or next to two opponents. So far I think most people missed the point about how to defeat Caelum. Their biggest weakness is their near-inability to seige a castle. A good general would not try to mad-castle. A good opposing general would go straight for Caelum's capital and/or production centres and steal their castle with typically low defence (Watch Tower or Mauseleum). Once you have their production centres, Caelum is helpless, and will most likely never be able to get them back. They might have a few Seraphs left, but they are defeated. |
Re: Players
I admit that I did wonder what was the logic for placing Caelum in such a remote starting location on the map. Switching Jontunheim and Caelum start locations would have made a big difference, I think.
I still believe that Caelum does not really have any big weaknesses, though, except for being kind of weak early on with the wimpy national troops. Other than that, it is a solid race, the best in the mid-game for sure. |
Re: Players
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unhindered growth allowing him to quickly get required research and infrastructure. Quote:
Rematch sounds interesting. I would be for exchanging nations, we play Team A nations, you play Team B nations (which nations to choose from the allocated selection is up to each team). |
Re: Players
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Edit: granted you'd need Gate Cleavers at least to seige in one turn. and you'd have to hope that I haven't modified my strategy beyond False Horrors. But Caelum's defeat, had it been planned for, is at least in theory a real possibility. |
Re: Players
I vote for re-randomizing nations for a more fair game if we have a rematch. And maybe going with random starting locations. And maybe allowing Ermor; I've been wanting to play broken empire. And maybe taking out Caelum.
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Re: Players
I need to catch up and reading the rest of this page but Vampires DO NOT fly in a storm. Staff of storms was used against me in another game against my vampire army and my vamps didnt fly.
Oh and team A has NO air nations or blood nations so the counters I have read so far are impossible for us to do. Going to continue reading the rest of the Posts. |
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Re: Players
What air or blood nations did team A have that they didnt use?
The current 5 team A chose are not air or blood nations. The 6th nation was marignon and the 7th nation was tien chi. Well I guess you could say pangaea could of done blood with its 320gp blood hunters lol or bf ulm theme was chosen or use tien chi for a little bit of air but realisticly all of those options are not feasible. They are nowhere in comparison the same as what team b has which is complete blood and air dominance. The botton line is that getting raided on turn 15 by false horrors was able to put 5 players on lock down. One nation shouldnt be able to do that. It has nothing to do with the teams or the players it is just a balance issue in the game. It just happens that the nations that could counter it that early were not options to pick for team A such as vanheim and man. Bleh I still have to read the rest of these Posts because the forum went down right when I posted before. So if I am repeating anything it is because of that. |
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