Re: Caelum questions
Casting spells, in general, is a good way to get your mages killed. Why keep them on the field for turn after turn when you can just retreat, and guarantee their survival?
As for myself, I prefer to base my tactics on making the other player retreat, and being able to get off twice as many spells in the first few rounds of combat ties nicely into this sort of approach.
On the one hand, you eliminate enemy troops and mages before they've a proper chance to retaliate. As any MoM player knows, first strikes are nothing to scoff at*.
On that same hand, your mages do pretty much all the damage they can within those selfsame rounds, so the enemy can't eliminate them before they do their damage. Which can be an edge when your foe's stocked up on archers, flankers, Magic Duelists, artillery spells and other mage-killers.
Still on that first hand, the first few rounds of a mostly-melee battle are the only chances you'll get to use low-precision, large-AoE spells like Sulfur Haze without risking your own troops.
But, on the other hand, this works best with precision-100 spells, or at least ones with a huge AoE in a target-rich environment. Your garden-variety quickened low-level fire mage will probably just end up exhausting himself before the enemy get within optimal range.
* Except in Civ IV, I suppose.
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