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shock-and-awe-caelum-in-the-early-age [2020/12/26 22:54]
disnegativ minor clarifications and corrections
shock-and-awe-caelum-in-the-early-age [2021/09/05 09:17] (current)
naaira
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-====== Shock and Awe - Caelum in the Early Age (v1.1) ======+====== Shock and Awe - Caelum in the Early Age ======
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 +**Author:** disnegativ \\ **Version:** 1.1 \\ \\
 {{:nations:flags:ea_caelum.png?48 |}}All Caelians are blessed with wings and with beauty. Many even with various resistances and magic weapons. This is so common among them that Caelians barely notice and they aren't considered sacred despite these blessings bestowed upon them. But there can be no doubt that Caelians are meant to rule the world - why else should they be so blessed? {{:nations:flags:ea_caelum.png?48 |}}All Caelians are blessed with wings and with beauty. Many even with various resistances and magic weapons. This is so common among them that Caelians barely notice and they aren't considered sacred despite these blessings bestowed upon them. But there can be no doubt that Caelians are meant to rule the world - why else should they be so blessed?
  
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 {{:nations:ea:caelum:spire_horn_archer.png?43&nolink |}}**??Spire Horn Archer#2565??s** are precise, very mobile shortbow archers. They - and all your other archers - suffer from the antisynergy of shooting arrows while you have light infantry both able to fly much more damaging lances right into the enemy and said lancers being very susceptible to friendly fire. They still are eminently useful. A good way to take on heavy barbarian or lizard indies early in the game and an option throughout the game. They can be combined with a flaming arrows cast to add a significant and unexpected fire damage output to your armies. {{:nations:ea:caelum:spire_horn_archer.png?43&nolink |}}**??Spire Horn Archer#2565??s** are precise, very mobile shortbow archers. They - and all your other archers - suffer from the antisynergy of shooting arrows while you have light infantry both able to fly much more damaging lances right into the enemy and said lancers being very susceptible to friendly fire. They still are eminently useful. A good way to take on heavy barbarian or lizard indies early in the game and an option throughout the game. They can be combined with a flaming arrows cast to add a significant and unexpected fire damage output to your armies.
  
-{{:nations:ea:caelum:blizzard_warrior.png?43&nolink |}}**??Blizzard Warrior??s** are precise, very mobile shortbow archers as well, the only stormimmune Airyas and only available in your capital. They are famed for their frostbows. Magic bows - that don't take fire blesses (and flaming arrows?) - and do significant cold fatigue damage. This is an important tool against any elite force, pretender or thug marching into Caelum under the assumption that shock resistance is enough. Many a sacred - that people tell you to cower from - can be cut to size once it feels the need to sit down and sleep.+{{:nations:ea:caelum:blizzard_warrior.png?43&nolink |}}**??Blizzard Warrior??s** are precise, very mobile shortbow archers as well, the only stormimmune Airyas and only available in your capital. They are famed for their frostbows. Magic bows - that ignore fire blesses and flaming arrows - and do significant cold fatigue damage. This is an important tool against any elite force, pretender or thug marching into Caelum under the assumption that shock resistance is enough. Many a sacred - that people tell you to cower from - can be cut to size once it feels the need to sit down and sleep.
  
 {{:nations:ea:caelum:kavi_archer.png?43&nolink |}}**??Kavi Archer??s** are very precise, very mobile, sacred shortbow archers. They are rather cheap at 16 gold. They come with stormpower 2 that is sadly wasted for their lack of a better sidearm. They still are sacred archers, however. And if you are feeling fancy it is entirely possible to give them a weapon bless that allows you to rain down arrows featuring yet another damage type, in addition to the pierce, fire, cold damage your other archers can already inflict on the enemy. {{:nations:ea:caelum:kavi_archer.png?43&nolink |}}**??Kavi Archer??s** are very precise, very mobile, sacred shortbow archers. They are rather cheap at 16 gold. They come with stormpower 2 that is sadly wasted for their lack of a better sidearm. They still are sacred archers, however. And if you are feeling fancy it is entirely possible to give them a weapon bless that allows you to rain down arrows featuring yet another damage type, in addition to the pierce, fire, cold damage your other archers can already inflict on the enemy.
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 You can concentrate forces better, you can outmanoeuvre almost all your opponents, you should know what you are facing. Even under siege, you can often just put up enough siege defence, that you are not forced to take battle on the opponent's terms. You should only fight battles you are confident of winning. You come with overwhelming force and target the weakest point.  You can concentrate forces better, you can outmanoeuvre almost all your opponents, you should know what you are facing. Even under siege, you can often just put up enough siege defence, that you are not forced to take battle on the opponent's terms. You should only fight battles you are confident of winning. You come with overwhelming force and target the weakest point. 
  
-"Hold + attack rear" - You still have it scripted on your raiding parties and it is definitely a good way to deploy flyers. It should not be the only one. Any competent opposition will have troops guarding the rear. Did you scout properly? Then you should know the script before battle. Rare are the players that rescript an army for every battle, especially if it is already on a generic anti-flyer script. Is the defence relying on the two turn preparation time granted by your hold command? You can attack rear at once. Is the front open and only filled turn 2 and later with battle summons? Maybe you want to attack closest? Is there a vulnerable contingent of archers? Maybe you want to attack them?  You really don't want to fly in this time? Maybe you walk into battle for a changeThe flexibility that you enjoy on the strategic map continues on the battlefield. If you want success with your army of light and medium infantry, you have to use it.+"Hold + attack rear" - You still have it scripted on your raiding parties and it is definitely a good way to deploy flyers. It should not be the only one. Any competent opposition will have troops guarding the rear. Did you scout properly? Then you should know the script before battle. Rare are the players that rescript an army for every battle, especially if it is already on a generic anti-flyer script. Is the defence relying on the two turn preparation time granted by your hold command? You can attack rear at once. Is the front open and only filled turn 2 and later with battle summons? Maybe you want to attack closest? Is there a vulnerable contingent of archers? Maybe you want to attack them?  You really don't want to fly in this time? You can walk into the battle for a change. (Put your troops in line formation, tell them to "attack" and they will slowly walk forward instead of flying.) The flexibility that you enjoy on the strategic map continues on the battlefield. If you want success with your army of light and medium infantry, you have to use it.
  
 A common strategy to counter the threat of flyers is the blob. Mages huddled together in a blob of troops. Or various forms of advanced blobs with doubles lines, that are still ultimately a high density formation. This sets up another tactic you can employ early, thunderstrike. A blob reduces both your risk of missing and the chance of friendly fire. ??Thunder Strike?? is a strong, albeit expensive spell and will do a lot of damage when you catch unresisting enemies in a suitable position. But as described earlier, you will face shock-resisting troops as well. A common strategy to counter the threat of flyers is the blob. Mages huddled together in a blob of troops. Or various forms of advanced blobs with doubles lines, that are still ultimately a high density formation. This sets up another tactic you can employ early, thunderstrike. A blob reduces both your risk of missing and the chance of friendly fire. ??Thunder Strike?? is a strong, albeit expensive spell and will do a lot of damage when you catch unresisting enemies in a suitable position. But as described earlier, you will face shock-resisting troops as well.
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   * ??Staff of Storms?? ({{gems>40A}}, Construction 6): ultimately a luxury item, but a very useful one. It neutralises most flying threats you might face. It also eases scripting of your second turn. Casting storm manually on turn 1 will be too late for many of your mages to benefit from storm power in their second turn cast, messing up or at least slowing scripts considerably.   * ??Staff of Storms?? ({{gems>40A}}, Construction 6): ultimately a luxury item, but a very useful one. It neutralises most flying threats you might face. It also eases scripting of your second turn. Casting storm manually on turn 1 will be too late for many of your mages to benefit from storm power in their second turn cast, messing up or at least slowing scripts considerably.
  
-Your battlemagic runs off air gems. First and foremost, any summon of Air Elementals. You also pay gems for ??Storm?? ({{gems>1A}}), ??Wind Guide?? ({{gems>1A}}), ??Fog Warriors?? ({{gems>3A}}), ??Phantasmal Army?? ({{gems>1A}}) and, if you run with it, ??Wrathful Skies?? (({{gems>2A}}) to just name your more common battle magic.+Your battlemagic runs off air gems. First and foremost, any summon of Air Elementals. You also pay gems for ??Storm?? ({{gems>1A}}), ??Wind Guide?? ({{gems>1A}}), ??Fog Warriors?? ({{gems>3A}}), ??Phantasmal Army?? ({{gems>1A}}) and, if you run with it, ??Wrathful Skies?? ({{gems>2A}}) to just name your more common battle magic.
  
-And you want to spend air gems elsewhere, too. Corpse Constructs (({{gems>1A}}), Conjuration 1) are an important part of national strategy, but no need to overdo it. {{gems>5A}} a turn is already a big investment, though. ??Raven Feast?? on good opportunities cost {{gems>3A}} each, but are a welcome boost to your death income. Occasionally a ??Cloud Trapeze?? cast is called for, but keep in mind the cost is significant at {{gems>3A}}. Finally, a medium to long term cast of ??Trade Wind??s ({{gems>30A}}-{{gems>40A}}) is by a margin the best spell to turn gems into gold if you have a coastal cap or cap-like province.+And you want to spend air gems elsewhere, too. Corpse Constructs ({{gems>1A}}, Conjuration 1) are an important part of national strategy, but no need to overdo it. {{gems>5A}} a turn is already a big investment, though. ??Raven Feast?? on good opportunities cost {{gems>3A}} each, but are a welcome boost to your death income. Occasionally a ??Cloud Trapeze?? cast is called for, but keep in mind the cost is significant at {{gems>3A}}. Finally, a medium to long term cast of ??Trade Wind??s ({{gems>30A}}-{{gems>40A}}) is by a margin the best spell to turn gems into gold if you have a coastal cap or cap-like province.
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shock-and-awe-caelum-in-the-early-age.1609023262.txt.gz · Last modified: 2020/12/26 22:54 by disnegativ