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  #1  
Old February 15th, 2006, 02:32 PM

shovah shovah is offline
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Default Re: Caelum questions

would just like to remind everyone here that cb mod increases the fatigue of false horror so if your planning a prolonged battle try ghost wolves
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Old February 15th, 2006, 03:56 PM

Oversway Oversway is offline
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Default Re: Caelum questions

false horrors have some benefits over wolves, I think you have to consider the battle, even in cb
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Old February 15th, 2006, 04:05 PM

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Default Re: Caelum questions

flying and light fear are good and i use them alot but in bigger battles you should still have a few ghost wolf casters imo
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Old February 15th, 2006, 05:04 PM
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Default Re: Caelum questions

For the flying stacks, these could be a mix of melee and archers, or pure archers and mages. For armies with ground units, you really intend for atleast some of them to get into melee. I was asking (although not clearly) is basically, do you normally take archers, or melee support.

Thanks for the tips guys, most of the armies I have played had very survivable units. It was a bit of a surprise to watch these guys get hit so bad.
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Old February 15th, 2006, 05:07 PM

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Default Re: Caelum questions

the only time i use caelums melee units (not mammoths, i use them alot) are either when i desperately need to reach mages/archers or against a ton of ethereal undead (read SG ermor) but generally i stick with mammoths and archers (who often have wind guide and fire arrows from a pretender in large fights)
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Old February 15th, 2006, 09:01 PM
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Default Re: Caelum questions

Another quick question..both mages have easy access to quickness. But they putter out once the script is done it seems. Do you guys still cast quickness without reinvig items?
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Old February 15th, 2006, 09:20 PM
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Default Re: Caelum questions

depending on the mage and the equipment of the mage... quickness is one of the first spells I have him casting.
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