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  #1  
Old December 1st, 2003, 03:22 AM
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apoger apoger is offline
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Default Re: Caelum tips?

>I was asking for how to play them consistently with their theme as an airmobile nation.

I don't think you'll have much luck trying to play them as a total "airmobile" nation.

Rather, think of the flyers as special forces. On the strategic map they move three provinces. In tactical battles they fly over the main body and strike at archers/mages/commanders.


If you must try an airmobile theme, try the Rise of the Raptors theme and use Raven Guard. The second attack gives them extra punch, and they aren't cold dependent. Use a fast building fort so you can get enough resources to crank lots of them.

Still, I thnk you'll have better luck with a "combined arms" approach.
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Old December 1st, 2003, 03:29 AM
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Raen Raen is offline
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Default Re: Caelum tips?

[this reply is to Zen, not to Alex]
I don't think I'll reply to this as I'd like to or tempers will flare.

Sure, a flying unit should be weaker. It should not however be totally ineffective.

I think the problem is the tactical AI. Flying units RUSH to engage the next target if the main enemy line has been routed....far ahead of any supporting troops. And, more often than not, get decimated.

[ December 01, 2003, 01:32: Message edited by: Raen ]
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Old December 1st, 2003, 03:33 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Caelum tips?

Did someone mention a "why use this" question? My territory.

Caelum can move a support army quickly.

They can use mercs or indeps to form a hold-attack front line, wait for the enemy to charge it, then attack at the rear.

Caelum as an AI loves to pester everyone with random attacks of "Call of the Wind". With alittle more intelligent targeting and followup that can be one effective tool.

Caelum can play checkers with the map. Use your scouts or dominion to find weak provinces. Jump OVER rougher indeps like knights and longbow. Caelum has the ability to bring up both mages and priests to build all structures. Leapfrogging that way you can move farther and faster than anyone. And attacking you with an army such as Ulm would be doubly hard because they would have to fight you for a few, then indeps while you recover, to reach some more of you to fight.

Caelums ability to leap over provinces also makes it a good ally. One of the common complaints about "lack of diplomacy" is that you cant move armies across an allies area. But there are nations (Caelum is one) who dont really have that problem. One small stepping stone province will let you move across alot of allied territory and QUICKLY come to the aid of a friend.

You have fast access to one of my favorite spells Wind Ride to snatch enemy commenders just before a battle. For nations who tend to assign alot of army to a few commanders this can cause much of his army to rout if even a scout attacks them.
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  #4  
Old December 1st, 2003, 03:35 AM

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Default Re: Caelum tips?

Perhaps you should test it a little more, if you are careless with them or set them the wrong orders, they will be decimated.

The same as if you group 3 elephants together in a squad and they rout and run through your army and over your commanders.
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Old December 1st, 2003, 03:43 AM
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Default Re: Caelum tips?

Quote:
Originally posted by Zen:
Perhaps you should test it a little more, if you are careless with them or set them the wrong orders, they will be decimated.
Fine, oh flawless one. Care to give me the order you assign to Spine Horn Warriors to keep them from rushing on to the next group after the first group has been routed?
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  #6  
Old December 1st, 2003, 03:52 AM

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Default Re: Caelum tips?

Depends on what you are fighting and why are you using Spire Horn warriors? Do you have any other units? What type of Commander(s) do you have? What type of spell levels?

I'm not flawless, but as is common to some people who play this game, they ask a question; don't like the answer or it doesn't fit what they wanted to do; and do not attempt to find a way to circumvent it and instead say broad generalizations like "I've played a Mammoth nation, I want to play a flying one" that don't take into account the whole and only a thin perspective of what they can't seem to get to work.
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  #7  
Old December 1st, 2003, 04:00 AM
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Default Re: Caelum tips?

Quote:
Originally posted by Zen:
Depends on what you are fighting and why are you using Spire Horn warriors?
I'm using Spine Horn Warriors because that's what Caelum starts the game with.

Quote:
I'm not flawless, but as is common to some people who play this game, they ask a question; don't like the answer or it doesn't fit what they wanted to do; and do not attempt to find a way to circumvent it and instead say broad generalizations like "I've played a Mammoth nation, I want to play a flying one" that don't take into account the whole and only a thin perspective of what they can't seem to get to work.
I'll resist the urge to reply in kind. Let's bank the fires a bit.

The point is, later on, do these flying things actually contribute, or are they just irritants?

What troops does Caelum field in the endgame?
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