Umh, I'm pretty new to the game, but I really like Caelum (but not the awful Raptor Theme), but I still state my stratgey for Caleum here, since I would appreciate comments whether my thoughts are right or wrong:
- Caelum fights well in the cold, so having a very high dominion strength (8-9) and using your pretender and prophet on the front lines to spread it seems reasonable to me.
- If your dominion strength is high anyway, then use your scales as well as the effect of the scales depend on the dominion strength as well: Order 2, Prod 2, Cold -3, Growth 2, Luck 1, Magic -1. Maybe Prod or Growth 3. No theme.
- I choose the 60-point Castle. Caelum troops are quick, so a strong fortification allows me to bring in helping troops from the outside in case of sieges, without lossing the accopanying temple/lab. (But I have to think about that wizard tower again...good point!)
- This leaves no design points for magic, and since I need a strong front-line pretender I decided to take the Blue Dragon with no additional magic. (I agree that cold resistance is a must have for the caelum pretender!)
True, this renders blessing useless, but my sneaky preachers serve other purposes anyway and I dont like those temple guards anyway. I'd rather build more mammoths and wingless if I want a non flying army.
In addition, the mages of caelum are indeed really nice, so they must take care for item creation and spells. My Dragon's Breath and his fly ability allow a fast start and I rely on my good scales to produce more troops to compensate the lack of a useful spell casting pretender in mid or end game, so I really put my pretender in the front line in the beginning. Once he is crippled with afflictions, he just "takes care of the reinforcements", ie. sits just behind my front line to spread his dominion.
I dont know whether those extra-heros appear always or whether it depends on my luck scale set to 1, but so far I always obtained that raptor-seraphine skilled in Death-Magic which complements my magic neatly.
- If there is no underwater nation in play, I usually try to send a water 3 mage or my pretender with a mammoth to an oceanic province as early as possible. Building aquatic troops goes slowly, but its neat to build temples at your enemies coastline...
- I prioritize research in construction in order to produce owl quills (you have +3 air gems from the start) to compensate my drain scale. If I have that Death-Magic heroine and she found a death gem site so far, I will even go for that cool research boosting skull. Otherwise I go for Alteration (Mistform/GhostWolves are good to conquer underwater) or Evocation.
- I disagree with the "heart of winter"-dominon. I think those 50 points are more worth on growth, production or even order, since you can spread with sneaky preachers anyway.
I'm usually not sure who I am going to turn into my prophet. A mage who accompanies my front line troops? A seraphine for stealth? I think that having a prophet-strom general in raiding party is a bad idea, as my raiding parties usually wont return home...
I dont like building non-caelum troops. As long as I manage to fight in the cold, I feel fine. Why hire other archers? Money is rarely a problem, and caelum archers require only 4 resources and are quite effective, so I dont want to build other archers. Protecting my archers is done with thos spire horn warriors. Depending on my scouts, I use them either to stand fast and protect my archers (via guard commander, who is set on hold or fire if he has a bow already), or, if the enemy has mages or plenty of archers himself on "hold and attack archers/rear" as said before in this thread. I always adjust my army setup before each battle.
So far I have only battled against normal AI's, but i intend to start a game with local friends soon. What do you think, how will they beat me up?
