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  #1  
Old October 12th, 2006, 01:55 PM

dirtywick dirtywick is offline
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Default Re: Demo Guide to Kailasa

I like Kailasa. There's a lot of room to play around with it. It reminds me of Machaka from Dom 2, which was my favorite nation to use for a long time
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Old October 25th, 2006, 11:20 AM

Saxon Saxon is offline
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Default Re: Demo Guide to Kailasa

That is a nice list of “slow ‘em down and wear them down” spells, I shall see what I can do. If you have a reasonable number of infantry, even heavy infantry from random provinces, their screening job is a lot easier if only half the enemy hits at once and half their armour is gone.

You say other nations are better at an archer based strat. Who did you have in mind? Also, given the tilt towards archers with the monkeys, I was wondering if you saw another way forward with them that did not use a lot of archers? Were you thinking lots of summons in the mid and late game? I am playing with ideas on this nation right now and welcome everyone’s thoughts!
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Old October 25th, 2006, 11:26 AM

PDF PDF is offline
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Default Re: Demo Guide to Kailasa

I'm still experimenting on how to make Kaisala EA sacred "usable" : with 1 (!!) prot it's not that obvious, plus the fact that the archers don't benefit from the Fire blessing (it only affects melee weapons...).

So currently the only idea I have is to have F9-blessed Yavanas made survivable by Protection (from Guru), Body Eth (Yogi), then Iron Warriors (Yaksha).
Not very effective, nor very fast, and difficult to properly succeed as you rely on AoE1 buffs ...
And even then they can be easily slaughtered by any sustained archer fire ...

As for Yavanas archers they are just overpriced longbowmen with very good precision but no armor, I think I'd rather field 4 Atavis Archers vs 1 Yavana for the same cost.
As Kaisala has no easy access to Wind Guide and more importantly to Flaming Arrows I don't think you can rely on archer strategies.

Do I miss stg ?
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Old October 25th, 2006, 10:52 AM

Saxon Saxon is offline
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Default Re: Demo Guide to Kailasa

As always, the Northerner has good information! Sorry, I got the Phoenixes mixed up and did not realize I can find out more about the randoms. Very good to know.

Helheim does look pretty good, but until my full version shows up, I can not see the costs of their units. I suspect there is some balance in that area, as their numbers seem pretty low in general. They can be beaten back, you just have to work a bit harder at it. I will be playing more with the earth spells that slow troops down, as the monkey’s have lots of earth magic and slowing down charging troops is generally useful for archers. An extra volley or two on Helheim would be nice…

Hmm, no air booster spell without storms... However, if I can summon a A2, that is enough for Wind Guide. I forget the exact effect of WG, so I am not sure how much it boosts precision. I used it in Dom2 and was not amazed, it was Flaming Arrows that impressed me more. Still, I am looking for any ideas on how to boost my archers. The sheer cheapness of the little monkeys can lead to massive armies and if I can improve their effectiveness, even a small percentage, the nation could be very dangerous. I suspect beta testing found this strategy too powerful, thus the limiting of the national mages getting those paths. I will also look for mercenaries with air or fire.
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