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  #1  
Old December 1st, 2003, 01:47 AM
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Raen Raen is offline
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Default Caelum tips?

I really want to like this nation. Flying units, and I'm a big fan of air magic. But I'm having trouble figuring out how to get off the ground (so to speak) with them.

The Spine Horn Warriors you start the game with seem incredibly weak, and this weakness is exacerbated by the fact that, since they can fly, they rush off to exposed positions far ahead of any mercenaries or non-national troops and get slaughtered. Maybe I need tips on how to handle infantry that can fly.

The AI seems to handle them well, since Caelum always seems to do pretty well when I'm not playing them.

Advice please?
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  #2  
Old December 1st, 2003, 01:50 AM

johan osterman johan osterman is offline
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Default Re: Caelum tips?

The mammoths are very good, if somewhat unreliable, versus independents.

[ November 30, 2003, 23:51: Message edited by: johan osterman ]
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  #3  
Old December 1st, 2003, 02:20 AM

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Default Re: Caelum tips?

Land Armies vs Independants composed of Wingless/Mammoths work well.

You *can* use your initial units for patrolling since they count double and get yourself a good sized army.

Iceclads are somewhat unreliable since they have such low hit points, but remember that map movement of 3.

The mages are inexpensive (175 Gold) and can cast Quickness/LB/Thunderstrike.

For initial expansion look at a mammoth/wingless army, they trample quite well
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Old December 1st, 2003, 02:36 AM
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Default Re: Caelum tips?

Quote:
Originally posted by Zen:
Land Armies vs Independants composed of Wingless/Mammoths work well.
Yes, that was the way I was starting to go, but then I had to ask myself why I took Caelum in the first place If I'd wanted Arco, I would have taken Arco.

And the only blessable units can't fly. You want blessable who can fly, take Vanheim.

So you have to ask yourself what the point of this race is, no?
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Old December 1st, 2003, 02:56 AM

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Default Re: Caelum tips?

Most of their normal non-Capital units fly. Are positivly affected by cold and have strong mages.

I don't know what the 'point' of the race is outside of a highly mobile, low hp race with a few things to compensate for it.

I thought you were asking for how to play them not why they were there.
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Old December 1st, 2003, 03:10 AM
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Default Re: Caelum tips?

>You want blessable who can fly, take Vanheim.

Vanheim has no commanders for those flyers. Thus can't take advantage of the flyers strategic movement. (not easily at least)

As to why you should try Caelum...
A> Mammoths (possibly add wingless)
B> Flying raiding squads
C> Quickness, Aim, Orb Lightning (possibly toss in a wind guide). High Seraphs rock!

And that's just getting "warmed" up...
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Old December 1st, 2003, 03:12 AM
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Default Re: Caelum tips?

Quote:
Originally posted by Zen:
Most of their normal non-Capital units fly. Are positivly affected by cold and have strong mages.
Yes, the High Seraph is quite a nice unit. Comparatively cheap, too.

Quote:
I don't know what the 'point' of the race is outside of a highly mobile, low hp race with a few things to compensate for it.


But if the "highly mobile" part basically sucks and you have to rely on the standard ground/big mama stuff to conquer provinces then isn't there a problem?

Quote:
I thought you were asking for how to play them not why they were there.
I was asking for how to play them consistently with their theme as an airmobile nation. I already know how to play an elephant nation.
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  #8  
Old December 1st, 2003, 03:20 AM

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Default Re: Caelum tips?

You don't "have" to. And you may appreciate those land units if your opponent ever casts say ... Storm? Or has a Staff of Storms that applies before combat movement, or ... Perpetual Storm?

Against Independant units Mammoths and Wingless are very nice.

For the sacrifice of being able to fly, having high movement them being weaker in combat than a normal unit is perfectly acceptable if you don't take the standard "I'm stronger I kill youz" approach.

Maybe they take more finesse than you are used to and that is why you do not appreciate all the facets of it, I do not know.

If you want a totally flying army that can stand up to non-flying counterparts maybe you should submit a 'balance' or 'theme' request and not ask how to play what was placed before you.
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Old December 1st, 2003, 03:22 AM
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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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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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