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February 14th, 2004, 01:30 PM
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Corporal
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Join Date: Dec 2003
Location: Sweden
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Caelum
Any good strategies for them that would be viable? can't think of any myself, i dont like that their sacred unit is walking not flying and that Ravenwhatever switch has no regular holy units whatsoever just commanders.
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February 14th, 2004, 01:59 PM
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Second Lieutenant
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Re: Caelum
Caelum works well with the "Holy bolts of Marignon" trick. That is, run a air10 pretender which renders your blessed units almost impervious to missiles and then use those high precision archers of Caelum on Fire Closest.
A number of iceclads kept in the rear and set to "hold and attack archers" will make short work of most leaders and pesky archers while your main forces deal with the infantery.
Since your pointmen would also be invulnerable to lightning and cold you can let loose all kinds of trouble with spells and summons without worry about attrition.
Mix ordinary wingless with mammoths, to improve the tramplers morale, and use this force to flatten "warm" foes.
Finding nature mages is top priority since you'll need to craft supply items to feed your winged battalions.
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February 14th, 2004, 04:19 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Caelum
No nation is a "kill all" answer. They all have their pros and cons. A player either decides that nation is one he can play well, or not.
Caelum does well in cold. If he pushes a strong dominion (maybe even with that extra cold-pushing theme) then his troops will often have an advantage in combat. (ok at the moment that needs fixed but it should be mentioned for later readers)
You can fly. I know that seems obvious but I cant believe how many people seem to try Caelum without considering it. Capture the area around your castle to get the admin points. But then pick and choose your provinces. You can jump over strong indeps and hit weak ones. You have flying scouts and can find the enemy quickly in early-game. You can reach them in 3-5 hops and attack them in early game. If you jump all the nasty indeps then to reach you might take a 20 province march of attack you, attack 2 indeps, attack you, attack 2 indeps, etc etc.
You have great "attack the rear" capability. Use indeps for front-line whenever possible.
You have a flying, stealthy, lvl 3 priest! Being able to get there quick, stay hidden, and preach dominion can be very useful.
And there is always the old original Caelum hints although you have to use a wayback machine to see them. Dom1 Caelum guide
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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February 14th, 2004, 05:34 PM
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Sergeant
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Re: Caelum
Wauthan and Gandalf, I know I'm not the original poster here but I'd like to say thanks for this info, as I've been very intrigued by Caelum and now am anxious to use their strengths.
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I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
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February 14th, 2004, 06:06 PM
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Corporal
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Re: Caelum
Being able to fly three provinces on the strategic map with most of their troops is absolutely huge. It forces opponents to build defense in depth in their empires, which is incredibly costly and weakens their defense overall. Build a Storm General/15 Blizzard Warrior/10 Spire Horn Warrior force or two and go around capturing weakly held enemy provinces, setting taxes to 200, and immediately skipping off to another province. You'll do severe damage to their economy, not even to mention the morale damage to the player (if human).
While you're having fun in their backfield with the light raiding parties, build an army with about 5-10 Mammoths and double their number in Wingless, with supporting troops, and attack their front line. With the very high morale of the Wingless, your Mammoths won't break very often and will do incredible damage to anything but Giants.
Caelum has an incredible one-two punch capability just with their troops - this is ignoring their cheap and powerful 3A mages who can cast a number of nasty, evil rituals and battleground spells.
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February 15th, 2004, 01:24 AM
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Corporal
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Location: Vienna, Austria
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Re: Caelum
As my question somehow fits into this thread: How do I kill Caelum with Vanheim?
(Vanheim -no Archers seems to be a bit of a problem. And the map is small -Targas 2-player-, so very long-term strategies are irrelevant.)
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February 15th, 2004, 01:47 AM
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Major General
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Re: Caelum
Quote:
Originally posted by Coffeedragon:
As my question somehow fits into this thread: How do I kill Caelum with Vanheim?
(Vanheim -no Archers seems to be a bit of a problem. And the map is small -Targas 2-player-, so very long-term strategies are irrelevant.)
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Well, what Caelum attempts with mobility, you could attempt with stealth. Vans are highly stealthy, and formidable units. Odds are pretty good that small raiding parties can easily penetrate enemy lines and start burning down all of your opponent's temples and disrupting his supply lines. as well. Over level ground, Vans move plenty fast, and on the coast, their mobility is comparable and sometimes even superior to that of Caelum's fliers. A lurking Vanherse or Vanjarl is likely to be able to easily retake anything Caelum takes once they move on, even if they jack the province defense. Van commanders are formidable fighters.
If you can apply as much annoyance and pain to your opponent as he can to you, you'll be able to hold your own there.
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February 15th, 2004, 02:13 AM
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Corporal
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Re: Caelum
Quote:
Originally posted by Norfleet:
If you can apply as much annoyance and pain to your opponent as he can to you, you'll be able to hold your own there.
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Appreciated as good advice, but Hit-and-Run is 180 from my playstyle, which is *ATTRITION*.
I believe attrition should work, because most of mine are cheaper than most of his, but there is one problem, so I rephrase:
I need a Vanheim battlefield tactic against Caelum´s bows. Everything else I´m unafraid of.
Is there a spell that simply stops bows from firing? Or anything that comes close?
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February 15th, 2004, 02:32 AM
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Corporal
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Re: Caelum
There are lots of spells that protect your troops from missile weapons, though some of them are slightly high level. Storm (air 4, evocation 5) calls a storm that ruins bows, Mist (air 3, evocation 3) lowers range on all bows and spells, a bunch of defensive spells in Alteration, Arrow Fend (air 3, Enchantment 6)... plus there are several magic items that protect commanders.
Also, any troops with shields are much more survivable against arrows. Troops with tower shields are almost impossible to kill with archers. You might try buying some heavy infantry to use as fodder for your einheres and skinshifters.
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February 15th, 2004, 02:33 AM
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Corporal
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Re: Caelum
Mist (Evocation 3) could be what we need. If he relies on Archers, this should prove frustrating. But I need a Vanadrott to cast it. Hmmmmm. 
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