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August 18th, 2007, 01:06 PM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: Opinions on Caelum (MA and other)
What I would love to do with EA Caelum is take some Eagle Kings, kit them out, put them on orders to attack archers or attack rear, and then spam Shock Wave or something similar. I think that would be cool, but I am too afraid to potentially waste such an expensive unit that way.
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August 18th, 2007, 01:24 PM
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Sergeant
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Join Date: Apr 2007
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Opinions on Caelum (MA and other)
With an E9 bless and a few buffs, Eagle Kings can be very effective when used this way. They don't really need to be kitted out, although reinvigoration items are useful.
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August 18th, 2007, 02:59 PM
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Corporal
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Join Date: Dec 2004
Posts: 138
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Opinions on Caelum (MA and other)
Quote:
There is a definite need for more wraparound maps.
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Yes, please More wrap arounds.
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I'd love to see "wraparound" as a random map feature.
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This.
//I haven't tried Caelum yet.
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August 18th, 2007, 03:03 PM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Opinions on Caelum (MA and other)
Its weak.
Troops are just bad. Archers are ok, though not stellar (shortbows). Infantry is crap. Mammoths are good, but lategame they are quite counterable. No reliable meat shield.
Mages - not stellar. High seraphs are ok with thunderstrike, but regular seraphs are so-so, even when orb lighting is researched. Lightning doesnt even reliably kill 1 regular unit anymore, quickness doesnt allow to shoot them twice per turn, etc etc.
Raiding - who said raiding?.. Decent flying infantry troops have movement 2 (not 3), take hellish amount of time to amass and dont fight that well. In fact, they die rather easily and rout all the time. And due to the fact they arent stealthy they are also vulnerable to teleporting and cloud trapezing responses, as well as global spells.
Magic paths diversity - poor. Just 2 paths, both inefficient against SC's and thugs. Also, Caelum has difficulties equipping SCs and thugs itself. There are no AOE lightning weapons, and cold AOE doesnt hurt undead, constructs etc.
So, bad troops, average mages, little sound lategame strategies I can think of. I'd rate Caelum as one of the worst nations atm.
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August 18th, 2007, 03:41 PM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: Opinions on Caelum (MA and other)
Although I don't agree with Kuritza, I think Caelum is not as powerful as it was in DOM2, and that making the High S. capitol only is not the way to go.
On the other hand, while I'd be concerned about making them too powerful, I've always wondered, thematicaly, why they don't have a blessable unit that flys...
__________________
Power is an illusion...
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August 18th, 2007, 03:50 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Opinions on Caelum (MA and other)
MA Caelum is not as weak as you make it out to be, it is true it doesn't have all that many possible angles in the early game, but what options it does have are very powerful. And it's true they can be screwed later on if they fail to diversify, but that's true of almost everyone.
The thing about raiding with Caelum is you really do have to just about ignore the flying infantry. Build your raid groups instead out of mages and archers, with decoy archers spread around. 20-30 archers and 1-2 mages properly deployed can deal with most reasonable PD.
They also have a lot of other little bonuses, virtual immunity to unrest from spies, extra points from cold 3, a mage with a forge bonus, flying scouts, ashema spentas for late game.
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August 18th, 2007, 06:37 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Opinions on Caelum (MA and other)
It sounds to me like the infantry need to get fixed up. Giving them +4 defence might do it. You want them powerfull enough so that they don't get killed so easy, but still weaker then other infantry. The slight weakness would be made up for by flying.
I have never played caelum in multiplayer, but if I did I would want to use the flying infantry.That is what is supposed to make Caelum unique. If Instead of using flying units you are forced to use mammoths, then a lot of the appeal of that nation is gone.
Personally from a themantic percpective I think that the high seraph should be capital only, flying infantry made stronger, and mammoths made slower.Mammoths should not be feared as much as elephants. They should be a strategic option that is handy at times, such as Pythiums Hydra, and not the only viable strategy.
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August 18th, 2007, 06:42 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Opinions on Caelum (MA and other)
+4 defense doesn't make a lot of sense by itself, you have to ask where it is coming from. If it's to represent the fact they fly, it would have to be added to every flying unit, most of which are already among the best in the game.
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August 18th, 2007, 06:56 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Opinions on Caelum (MA and other)
The +4 defense can be attributed to combination of being able to fly, of have extra brid like agility, and having gone through extensive training on how to make use of their agility and do hit and run tactics. Other flyers simpl;y woudn't have that same agility and training.
I see caelum ifantry as being very good at staying out of harms way until they see a momment to strike. I don't see units like draconians, angels or devils doing that.
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