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August 30th, 2004, 01:42 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Caelum pretender design
3D for soul vortex
i love GK's, but here we see another indication that they really are a bit underpriced. even upping initial path costs to 30 would work, I think.
Nat's have fatigue problems, so you need to use a slot to give them cold resistance right away.
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August 30th, 2004, 02:52 PM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 566
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Re: Caelum pretender design
Right. 3D for soul vortex, and to be within range of things like Harvester of Sorrows and Ghost Riders with 1 booster, or Wraith Lords with 2. If the GK's paths were changed to 30, (which probably is needed - Ghost Kings are very common), I'd probably drop the water, forgo breath of winter, and get quickness from boots.
Lately I've been thinking that nations really need access to death more than any other path - for wraith swords, if nothing else. Life-draining has become a topic of frequent discussion in my Dom2 circle, with a general consensus developing that its too powerful.
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August 30th, 2004, 03:59 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Caelum pretender design
Quote:
Truper said:
Life-draining has become a topic of frequent discussion in my Dom2 circle, with a general consensus developing that its too powerful.
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Too powerful because "everyone" is using it (ie: nerf-bait), or because it's "too cheap"? These are the two most-frequently cited opinions on the subject, from what I've seen. I'm curious as to your opinion and reason (especially since I know you're one of Zen's "disciples", as I am).
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August 30th, 2004, 03:00 PM
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Corporal
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Join Date: Jul 2004
Location: Toronto
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Re: Caelum pretender design
weird, I've always found that Caelum's starting troops die off too fast against indies.. I've found that keeping the starting troops on patrol, getting double income on my capital, and clearing indies with a Wyrm loaded with A3W2D3E3 works better. The income boost from using your inital troops to patrol lets you build a fortification on the second turn, which lets you start recruiting more seraphs sooner.
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August 30th, 2004, 03:40 PM
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Second Lieutenant
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Join Date: Apr 2004
Location: Ohio
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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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August 30th, 2004, 03:46 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: Caelum pretender design
I've rather enjoyed using a PoD with Caelum, adding on several magic paths on top of death - typically fire, earth, and some nature, to complement Caelum's national mages for site searching, forging, and summoning.
While not immune to cold, being undead means that it doesn't suffer increased fatigue from Caelum's cold weather, and it doesn't require use of boots for flight, meaning that it can keep up with all the flying mages and troops.
__________________
Wormwood and wine, and the bitter taste of ashes.
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