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September 17th, 2004, 11:45 PM
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Captain
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Join Date: Jul 2004
Location: New York
Posts: 863
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Re: Players
What is going on with this game? Didn't five people stale Last turn from not being able to enter the game?
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September 18th, 2004, 12:34 AM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
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Re: Players
I staled the Last turn, but the current one seems to be fine. I guess we've escaped with just stale turns for few nations.
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September 18th, 2004, 12:40 AM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Players
Yep, I staled also, for the second frigging time this game! This is getting quite annoying indeed. I am just lucky that nothing too bad happened to me with those two stales, but I luckily escaped unharmed.
Not that it really matters, as this game is basically over due to the cheap false horror bunk. That spell needs to be nerfed for sure.
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September 18th, 2004, 04:39 AM
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Corporal
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Join Date: Jul 2004
Location: Toronto
Posts: 180
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Re: Players
well.. false horror is the best use of a Seraph. but you should know that Caelum's false horrors where pretty useless against Machaka's Black Hunters, and anything with really high moral will have no trouble against a group of FH.
one or two SCs with flying would also put a stop to Caelum's seraphs. so would any decent group of flying units in general. (as long as there's no storm.. and so far Caelum's been raiding nonstop without any Staff of Storms, making them very very vulnerable to flying units. luckily no one has summoned any)
false horror isn't unbalanced, it just requires deliberate effort to counter (which is why its so effective, since its such a pain to commit resources to counter a particular tactic early in the game), but i would have imagined that in a team game, someone would have focused entirely on countering Caelum, just like the others focus on defeating their nearest opponent.
In this case I'm surprised Pangaea hasn't attacked Caelum yet (since he's the closest). Obviously I'm ready and waiting, but still, you can't just ignore me!
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September 18th, 2004, 06:16 AM
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Sergeant
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Join Date: Jun 2004
Posts: 266
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Re: Players
Yeah I agree with lex that I have not yet got enough information on false horrors though it is unquestionably strong. It is the combination with flying that makes it so horrific. Mind you the fact that my 750 gps of spider plus a couple of leaders plus 25 PD could defeat 550 gp of seraph plus 6 troops is only what you hope would happen. I am not sure whether anything would counter the full mass of Caelum's seraph forces - must be over a dozen & could be 20 plus by now. I have not seen this though so who knows?
As to countering Caelum. As well as not being sure how to Caelum can choose to engage whoever it wishes & will avoid its counter pretty easily - provided it is not next door as our earlly power house Ulm was next to a good counter to it in Jotun.
The graphs are depressing though. I think our main weakness has been lack of communication. I never seem to get round to it & noone picked up on the email thing.
Anyway onwards & downwards!
Pickles
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September 18th, 2004, 08:35 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Players
This turn works now
So ONWARD MY MINIONS to victory ( trying to bolster myself  )
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September 18th, 2004, 10:44 AM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Players
False horrors are unbalanced because it makes 90+% of the national troops worthless much too early in the game. Even my power-blessed heart companions with very high morale are worthless against false horrors. My chariots and elephants, were I to build any, would be even more hopeless because trample fails miserably against ethereal troops. My many priests refuse to cast sermon of courage because of some problem about the horrors that I have yet to understand.
Ulm has pretty much no counter to the horrors either until he gets mechanical men, which occurs significantly later than Caelum gets horrors. The smiths cast bladewinds and magna bolts on their own troops when the horrors arrive.
There has been many a post on the forum on this very subject. You can argue against this all you want, but that does not make it any less true. That is one of the reasons that Caelum is frequently Banned in many a new game.
It looks like my turn will work now. Staling twice in the Last 4 turns is rough, but at least it means I have some extra gold now. Also I now have the research to counter the horrors if it happens again. But it is too little and too late for the good guys, I am afraid.
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September 18th, 2004, 11:01 AM
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Corporal
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Join Date: Jul 2004
Location: Toronto
Posts: 180
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Re: Players
Well, i'm pretty sure Flames from Afar would be quite painful to 20+ Seraphs. But in combat, I've never seen anything beat a large group of Seraphs. Maybe an army of Devils or other summons would work well. A lone SC wouldn't have a chance against the 200+ False Horrors, but a group of them would eventually push their way to the Seraphs, who would be asleep from exhaustion after so many turns.
Its also useful to know that Seraphs can't seige a fortification in a million years. Even a group of 20 Seraphs would need a half dozen turns sometimes. So building castles is a good defence against Caelum, since it means the worst they can do is cause unrest and disrupt income for a turn.
Also, is everybody forgetting that anything etheral can fly through a storm? That means etheral SCs or Ghosts or Vampires can attack Seraphs directly on the first turn. If you have more then Caelum has Seraphs, you'll win. In mid to late game, any player with a blood economy should have no problem attacking Caelum. And you don't need to attack Caelum's armies, obviously you attack Caelum's empire and force his armies into a defence posture.
Its just really expensive (or impossible) to defeat massive amounts of False Horrors with your "normal" units. And defeating it early game is almost impossible, which is why False Horror is level 6 research. But obviously it pays off to do the research and raid all you unsuspecting opponents before they can summon an army to stop you. That's simply a good strategy.
Anyways, I'm gonna stop telling you guys how to kick my ***, and get back to playing 
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September 18th, 2004, 11:15 AM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
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Re: Players
Quote:
Lex said:
Well, i'm pretty sure Flames from Afar would be quite painful to 20+ Seraphs.
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That's why you'd better move in small Groups of 1-2 seraphs
Quote:
Lex said:
But in combat, I've never seen anything beat a large group of Seraphs.
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You can beat the large group of Seraphs with just one SC of the right kind. I won't tell what is the right kind though  For now.
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September 18th, 2004, 11:18 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Players
Quote:
Lex said:
Its also useful to know that Seraphs can't seige a fortification in a million years. Even a group of 20 Seraphs would need a half dozen turns sometimes. So building castles is a good defence against Caelum, since it means the worst they can do is cause unrest and disrupt income for a turn.
Also, is everybody forgetting that anything etheral can fly through a storm? That means etheral SCs or Ghosts or Vampires can attack Seraphs directly on the first turn. If you have more then Caelum has Seraphs, you'll win. In mid to late game, any player with a blood economy should have no problem attacking Caelum. And you don't need to attack Caelum's armies, obviously you attack Caelum's empire and force his armies into a defence posture.
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Are you sure about vampires etc. flying during a storm ?!?
Afaik it doesn't work .
Your fortification hint is not very helpful .... .
First some nations like ulm play usually with a high admin fort so madcastling is not an option .
Second severe madcastling is so expensive that you fall behind in research or other important areas .
Third you don't need to really siege the castles just as you said taxing to 200% is enough .
On other provinces than the capitol you can normally keep anyways a small seiging force to put unrest >100 . Often there are no mages .
The false horror is too powerful but mainly because of the problem with the fear aura as Stormbinder / Arryn suppose .
2 or 3 seraphs with a few archers can't be beaten even by a small garrison + pd .
You would need to have everywhere mages or SCs but thats impossible for a long time .
Level 6 research is earlygame , at about turn 10-12 at least you have it researched and it gives you good SC buff magic as well .
Especially in a teamgame where you get probably gold from other players you can very quickly build 2-3 new castles and spam hordes of seraphs .
No enemy expect pan cw and ermor can beat that in early - midgame reliable and not too costintensive .
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