Re: Caelum pretender design
First turn buy 1 seraph and as many of the low resource (4) archers as you can afford.
Second turn. Equip seraph with air gem and script to wind guide. Take seraph and storm general maxed out with archers to indy province. SG has 21 archer in one unit, 1 archer in the other 4 units. The units with only one archer are spread across the front of the battlefield. Seraph has 6 archers in one unit, and 4 units with 1 archer. Again spread the single unit archers around the front of the battlefield.
The scattered archers does two things. First any missile file will target them, likely missing entirely, or killing 1. Second the ground units will zig zag around targeting your scattered archers before they advance towards your main force.
This gives your main wind guided archer force many turns to attack and hopefully route the enemy.
Anything with low armor or only a few HI is fair game.
Each turn you can bring another seraph with an air gem and another 10 archers. Once you have reached a critical mass you can have the storm general carry excess gems for wind guide. Then your mages can stay at home to research, site search, or form another conquering party.
The real key is researching Evo2. Once you have lighting then nearly any Indy province is available to you (including knights). Wind guide, combined with naturally high precision, and the precision bonus from lighting make almost every bolt hit. 4 seraphs and 50 archers (with as many scattered as possible) can take almost any province with a lost of 6 or 7 archers.
Once I hit Evo2 I generally go toward con2 for clams, and then conjuration to 5 or even 7 (for queens). It helps to avoid alteration so your seraphs stay focused on casting lighting instead of phantom warriors.
Anyways... this works well for me. And its fun to not depending on SC pretender for expansion. Or choosing the GK like most other nations end up doing.
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