|
|
|
 |

February 15th, 2006, 01:28 PM
|
Second Lieutenant
|
|
Join Date: Oct 2004
Location: Tucson Az
Posts: 463
Thanks: 11
Thanked 0 Times in 0 Posts
|
|
Re: Caelum questions
Caelum is a bit hard in the beginning as their troops are made out of thin paper so there is a bit of a critical mass effect going on but once you have a pile of them you can cast wind guide and they become pretty efficient.
1: 30+ caelum archers (I use the weak ones as the 9 resource type doesn't seem to have any more survivability) and as many seraphs as you can get. Archers on shoot closest pepper/block while mages false horror/lightning stuff.
2+3?: if you refer to flying melee types, screw em. They are weak in everyway and I have barely ever seen them do more than fly up to enemy, all miss, get poked back, flee and spread themselves alll over.
4: a couple and as many as possible. Seem to work very well in stacks of 10+
5: I never buy them so..
6: When running right it's 0% losses for me and 100% for them. If ground troops can get a significant body of soldiers in contact with my archer blocks it usually turns out ugly for me. My goal is to have 20+ false horrors a turn getting in the way of that happening.
7: Never had a game where it wasn't necessary to have secondary leaders running around picking up retreated troops and the 1-2 x-bow men various provinces make.
Rathar
|

February 15th, 2006, 02:32 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Caelum questions
would just like to remind everyone here that cb mod increases the fatigue of false horror so if your planning a prolonged battle try ghost wolves
|

February 15th, 2006, 03:56 PM
|
First Lieutenant
|
|
Join Date: Feb 2005
Posts: 693
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Caelum questions
false horrors have some benefits over wolves, I think you have to consider the battle, even in cb
|

February 15th, 2006, 04:05 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Caelum questions
flying and light fear are good and i use them alot but in bigger battles you should still have a few ghost wolf casters imo
|

February 15th, 2006, 05:04 PM
|
 |
Second Lieutenant
|
|
Join Date: Jan 2004
Posts: 590
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Caelum questions
For the flying stacks, these could be a mix of melee and archers, or pure archers and mages. For armies with ground units, you really intend for atleast some of them to get into melee. I was asking (although not clearly) is basically, do you normally take archers, or melee support.
Thanks for the tips guys, most of the armies I have played had very survivable units. It was a bit of a surprise to watch these guys get hit so bad.
|

February 15th, 2006, 05:07 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Caelum questions
the only time i use caelums melee units (not mammoths, i use them alot) are either when i desperately need to reach mages/archers or against a ton of ethereal undead (read SG ermor) but generally i stick with mammoths and archers (who often have wind guide and fire arrows from a pretender in large fights)
|

February 15th, 2006, 09:01 PM
|
 |
Second Lieutenant
|
|
Join Date: Jan 2004
Posts: 590
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Caelum questions
Another quick question..both mages have easy access to quickness. But they putter out once the script is done it seems. Do you guys still cast quickness without reinvig items?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|