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Old November 10th, 2004, 11:28 AM

alexti alexti is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
PDF said:
Looks like the thread degenerated into Yet Another "Caelum overpowered" thread
From my experience Caelum is unbalanced from turn 6 to at least 50, because of :
- Good cheap mages everywhere
- Mammoths against indies
- Lightning spells quite early, then effective Ghost/False summons
- And ability to shift front in one wing buffet - The same army can take out an enemy army, then fly to another point, make a raid, come back, giving Caelum a power multiplied bu its number of enemies eventually

A typical Caelian army is my games is like 12 Seraphs, 30-40 archers, and 20-25 infantry. Archers can take out light troops using Wind Guide (BTW, main use of WG is indeed to give +5 prec to the Seraphs, an exploit IMO), Inf main use is to buy time when the enemy try to get to contact and/or disrupt the archers.
You're making good points why Caelum is very powerful early on (I may only disagree about Mammoths - too expensive and not reusable), but that advantage won't Last until turn 50. I think it's more like until turn 25-30 (standard research). Nothing good will happen to such army if it gets into the rain of stones Effectively, enemy's pretender alone can stop this kind of army. And with cloud trapeze available it will mean that such army can not be used in the open anymore. Caelum will still have their superior raiding ability (with lone seraphs), but it brings back the defense problem).
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