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March 27th, 2004, 05:18 PM
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Corporal
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Re: AAR-Neophyte with Caelum
Ok, I'm going to try and post this kind of like Arryn's later Posts. A post for results of my orders, then a post for the new orders for the turn. I'll post it like (Turn 2 Aftermath) and (Turn 3 Orders) or something.
Anyways, Turn 2 Aftermath.
I have been blessed by accurate intelligence. The Prophet and Seraph engage 9 Militia, 5 Archers, 3 HI, and 3 Commanders (I'll only post their equipment if asked), for a total of 20 enemies. I have, iirc, 18 Caelian Archers, 10 Spire Horn Warriors, and ~6 Wingless (who guard).
The enemy shoots off a volley, which doesn't even reach me. My return volley (after Wind Guide goes up) does seemingly no damage, but luckily for me, it breaks both the enemy militia and the archer squad! (Stray arrow hit an archer who advanced due to range). My second volley does no apparent damage to the advancing HI/Commanders, and my third volley does nothing but hit (damage, and afflict) one of my Spire Horn Warriors, who just charged. The Warriors then proceed to clean up the enemies, and I take no fatalities in the process.
The mercenary Burelk, in the meantime, hits 5 Crossbowmen, 2 HI, 15 Light Infantry (with Javelins), and 3 Commanders. I lose 6 of the mercenary militia taking the enemy out, and I'm up two provinces.
I finished researching Evocation Level 1, and am heading to level 2. Currently, my research plan is to get Evo 2, then Alt 2 (as I think it's kinda pointless to have quickness with nothing to cast), and then possibly Const 2, to get Owl Quills. I'd appreciate feedback concerning this plan.
Lastly, I find Ulm's second province just north of my prophet's province, which means I have my work cut out for against some of the best infantry in the game. If the computer is smart and goes for the shielded infantry, my archers won't be worth nearly as much. imo, this means that Mammoths are even more important to get started, because I think they'd do a decent level of damage to Ulm. Feedback on this is also appreciated.
My orders for turn 3 are coming up.
Wyatt
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March 27th, 2004, 05:21 PM
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Corporal
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Re: AAR-Neophyte with Caelum
Inigo, you are correct in all ways I think except one.
iirc, temple checks (due to anything) are not based on the prophet's priest level. They are based on your max dominion. In that case, the extra turn I get from the prophet is a direct advantage, and the only benefit of the Seraphine is her stealth. I think I'm going to need all the research I can get, so I'm working on that end. Besides, it's done, but I appreciate all the dialogue. As I said, later in the game, my plan is to replace the SG prophet with a Seraphine... who I'll use to Dominion push against Abysia/Machaka types (who like Heat).
That's my understanding of it.
Wyatt
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March 27th, 2004, 05:22 PM
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Corporal
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Re: AAR-Neophyte with Caelum
Aha! That makes perfect sense! Thanks for clearing that up for me.
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March 27th, 2004, 05:39 PM
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Corporal
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Re: AAR-Neophyte with Caelum
Turn 3 Orders:
Recruitment (at capital):
Storm General, Mammoth, 3 Wingless, and 4 Caelian Archers.
I was originally going to get another Seraph, but realized that I'm going to need another commander for the Mammoth force, and I can use this guy to also bring more Air Gems to the Seraph, and have her continue the Wind Guiding.
Move Urgek+Prophet army to the prov NE of the cap (which also has good income). Reported resistance: 20 (Archers/Militia)
Burelk moves to attack the Farmlands to the south.
New Seraph starts to help the research pile, while the Pretender also continues to research. I expect Evo2 in two turns.
I reduce taxes in both new provs to 60% to immediately quell the unrest there. It should work, as both unrests are ~11-12.
Ulm's starting army (plus a potential one turn recruitment) are north of the prophet's army (~20 Infantry of Ulm). Hoping they don't attack the prov I'm leaving. Their new prov has a magic site, which I hope to get from them, but not yet). I have 15G after recruitment, which I use to raise the PD of the prophet's prov to 5.
Luckily, I realized that I couldn't hop the Wingless to my proposed attack stop, so I defaulted back to my original plan, and have the foul spawn mercs and the prophet's army hit the province to the south. Urgek is my shock absorber (if he even saves two of my melee units, he'll have been a break even proposition).
Lastly, I'm moving the scout to Ulm's prov, to locate his capital. It appears from a rogue dominion plot that he has a minimum of Drain 1 and Misfortune 1 (and more likely higher in both). This might cause issues, but I am unconcerned as of right now.
I'm not using the Pretender to attack yet due to lack of a proper spell to cast. I may move her out to start attacking once I get Evo2 (due to getting both Lightning bolt and shock bLast). I also need to make her a Ring of Frost, to make her immune to my cold dominion.
Can't think of any other explanations needed. Questions welcome as always.
[Edit: Obscuro the Hidden Master was up for sale, but I don't think I need research badly enough to pay for him, and I certainly don't need an Air 2 mage, imo. ]
Wyatt
[ March 27, 2004, 15:50: Message edited by: Wyatt Hebert ]
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March 27th, 2004, 05:41 PM
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Re: AAR-Neophyte with Caelum
Wyatt,
Are you going to name your AAR anything particularly menacing and frightening? For when it's added to the AAR thread?
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March 27th, 2004, 05:44 PM
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Corporal
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Re: AAR-Neophyte with Caelum
Um, no.
This isn't supposed to be role-playing at all, really. Just me (the neophyte) playing Caelum basically with the entire forum second-guessing and laughing over my shoulder .
Still, I named it how I wanted it to show up.
If I'm right, I've already taught one thing to Inigo, which means the endeavor is paying off already. (If I'm not, oh, well... plenty more chances for the future). [Edit: My apologies for being rude, Inigo. You're quite welcome! ]
Your thoughts on my progress, Zen? (If you have the time)
Wyatt
[ March 27, 2004, 15:45: Message edited by: Wyatt Hebert ]
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March 27th, 2004, 07:12 PM
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Second Lieutenant
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Re: AAR-Neophyte with Caelum
Yo bro! (For those in the know, Wyatt is my twin brother who I suc^H^H^H got interested in this game.)
Nice AAR so far. I agree with most if not all of your decisions, except one. No fair taking Caelum! Guess I'll have to do one on Machaka...
One other thing: Obscuro IME always comes with Air gems, and you _can_ take them off of him. You could either have hired him into your main army to replenish your supply for Wind Guide or hired him in the capital to put them in the lab and start him researching. With Ulm on your doorstep, I really would have gotten him. An extra 7 research a turn is not too shabby.
Bayushi Tasogare
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March 27th, 2004, 07:16 PM
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Shrapnel Fanatic
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Re: AAR-Neophyte with Caelum
Quote:
Originally posted by Wyatt Hebert:
In that case, the extra turn I get from the prophet is a direct advantage, and the only benefit of the Seraphine is her stealth.
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Just a point for people to add to their hint-n-tips (dont we all have a notepad file we are adding to?). That flying stealthy +3 priest seraphine can be a useful tactic as a prophet. Its a great way to quickly find and hold the dominion of certain nations. Since you specifically mentioned leaving Ermor out of this game I didnt bring the point up earlier.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 27th, 2004, 07:23 PM
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Re: AAR-Neophyte with Caelum
I have a few observations, not particularly suggestions As it's your AAR. Normally with Caelum I tend to crank taxes in the beginning and not appoint a Storm General Prophet instead using him for Patrolling.
I also dislike the militia mercs (just because they are so fragile). So I usually will let them slide unless I have some desperate need for them. As they are mostly just fodder.
As your brother said, if you get Obscuro first, you get up to 8 Air Gems or something. I'll always bid on him his first turn out (and often later as I like having a free Air2 caster).
The Beast Brothers are great mercs, very cheap and very good at doing what they do best, dying.
With your current research strategy (Evo2, Alt 2?) I'd probably concentrate on Evo until you get Wrathful Skies after you get Quickness (that's usually my primary goal with Caelum regardless of my Pretender). Maybe even stop off to grab Alt 3 after you get Evo 4. Nothing quite hammers an Army like a few High Seraphs with Quickness, Air Shield, Mistform, Mirror Image, Resist Lightning, Shock Wave for a quick routing punch. Or if you are using alot Mammoths, you'll have your artillery.
But that may just be my preference as I tend to use my Air Gems early on for Wrathing.
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March 27th, 2004, 10:08 PM
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Corporal
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Re: AAR-Neophyte with Caelum
*nods* Agreed, Gandalf. Never said it wouldn't be useful, just not necessarily immediately in the beginning. I don't think it's made a difference the way I've done it this time, so maybe next time I'll try playing the Seraphine.
Guilty as charged with Obscuro. I guess I just wanted to get my Mammoth out the door. Ah, well, live and learn.
Surprisingly, Burelk has taken both his provinces thus far, but I don't have the money to rehire him, so I'm sending him on a difficult run to see if I can get most of his men killed in case someone paid to hire him.
Never having used Wrathful Skies, I'll bow to your superior wisdom and rush for it, just to see it. And, Zen, I'm specifically asking for feedback, so that anyone else who may ask why I do something, or if they think there's a better way to do something, can find out differing opinions. Also, I want to get better, personally, so I want feedback!
Turn 3 Aftermath coming up!
Wyatt
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