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  #1  
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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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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Old December 1st, 2003, 03:33 AM
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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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