Re: Why no love for Caelum?
In addition, the nerfers have been totally ignoring one thing : if Caelum (or another flying / stealthy army) raids behind enemy lines, what happens when they rout? Every single mage and troop is lost : they don't get to retreat to safe territory that's within easy flying range, they don't get to sneak into the neighboring province with their stealth.
Caelum's raiders, similar to Pan's stealth marauders, take a lot of casualties because of routing. A couple of roving bands of defenders can easily cause the routing.
Yes, Caelum's flying scouts (and Pan's harpies) can more easily keep track of armies than many nations. But even if they can blanket every enemy province, they still don't know which way the roving defenders are going to move, so raiding via normal means gives a good chance of running into the rovers, if there are enough roving bands - say archers / xbows, some 50-morale magic troops, and a mage or two.
Air Trapeze does allow them to airdrop in before the defenders can move. But then Caelum is spending gems to attack, can't bring any screening troops, and can still be busted if people reinforced the PD with a handful of other troops (archers, priests, fast moving cavalry, etc) and nailed even worse by hidden defenders with glamour - Vanheim and LoT Man can easily manage this, and both Vans and LoT infantry can sometimes be recruited via magic sites.
Apparently the AI / Sermon of Courage does need to be fixed. But Caelum doesn't need to have its advantages nerfed. First False Horror, then, oh my - two seraphs can route 20 PD all by themselves with Quickness and Lightning, so Lightning has to cost more fatigue too!
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Wormwood and wine, and the bitter taste of ashes.
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