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Caeluin Faction Breakdown
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Darvin
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« on: August 21, 2007, 06:41:40 am »

As a faction, Caeluin is the underdog.  They have smaller armies of light units.  They don't have the force of arms to confront enemies in direct field battles, and suffer from being unable to muster decisive measures.  However, Caeluin is not without its strengths.  All its units are well equipped, stealthy, and mobile.  This gives them an edge in deployment, allowing them to extend themselves well despite their smaller numbers.

A key advantage of Caeluin is their low resource requirements.  In most cases, Caeluin can be competative with only a single resource node (based on the presumption that most maps will average three nodes per player; if we go for something like twelve nodes per player, this obviously will have to change, but the principle still holds).  This enables them to build bases for tactical value, and not necessarily conform to resource wealth.

Caeluin bases have excellent support functionality, but poor defenses, mustering little more than wooden palisades as their best conventional fortification.  Combined with their inability to be decisive, Caeluin players simply must accept the possibility that they will need to abandon their settlements.  As a result, it is prudent to spread assets between multiple bases, so the loss of any one is not too great.  Due to their already thrifty resource requirements, Caeluin can easily repair a base - even from ruins - if an enemy does not stay to control it.  This is another incentive to build away from resource nodes; the enemy cannot afford to occupy areas that have no tactical relevence to them.

This faction is one that is heavily reliant on heroes.  Their heroes are more combat oriented than support or leadership, and they excel at what they do.  However, Caeluin can field no fewer heroes than any other faction, despite the fact that their armies are quite smaller.  This means that heroes make up a larger proportion of their army.  They must be careful with their heroes, as their armies lack durability and cannot be counted upon to necessarily keep them safe.  High level Caeluin heroes can be devastating, however.

In terms of spellcasting, Caeluin lacks any spellcaster units.  This, again, compounds their issues in field battles where they have no equivilent to match dedicated spellcaster units in either supporting or offensive roles.  However, Caeluin heroes are quite proficiant with magic, which can alleviate the issue.  Caeluin uses two alternatives to field spellcasters: potions and shrines.

Alchemists are one of Caeluin's most critical weapons.  They produce and stockpile potent brews which can be used by their soldiers.  Right now, I am uncertain of the mechanics that distribution of completed potions should follow.  On the one hand, I want potion use to be planned ahead of time, limited to one per squad, and highly tactical in nature.  On the other hand, distribution has to be streamlined so as not to be management intensive.  Potions will be expensive to produce, and preparing your entire army with them will simply be out of the question.  Sample potion ideas:
- Healing Ointment:  can only be used when out of combat; healing ointment will instantly restore all units in the squad to full health.  The ointment does not take long to prepare.
- Manticore Venom:  a very rare and powerful toxin, this venom will cause the victim of the attack to experience uncontrolled convulsions until they stop breathing.  Only those who are promptly subjected to powerful restorative magic or have supernatural resistance to poison will survive.  The venom takes a considerable amount of time to produce.
- Fireblood Potion:  among the most vicious of concoctions is the fireblood potion.  The powerful elixer will cause the drinker to move - and attack - with astonishing speed, but it only lasts a short duration, and also increases stamina drain accordingly with the increase in speed.  It has an average preparation time.
- Smokebombs:  a trivial concoction to produce, smoke bombs enable units to produce a mask around themselves, hiding them from view.  This obscures everything behind the cloud, allowing units to escape to a range where their stealth is effecitve.
- Unseen Unguent:  a somewhat difficult potion to prepare, this special batch is capable of making the user completely invisible for the duration.  Although enemies may be taken by surprise, the unseen unguent is not foolproof.  Those who use it still make sounds, and dust which sticks to them makes attacking them possible in the melee.  They merely receive an advantage in such battles.  If archers fire arrows, their arrows will not be invisible, enabling enemies with leadership to pinpoint their position and return fire.

Caeluin's second magical tool is their shrines.  These places embody defensive magic which can be used to protect their settlements.  The shrine essentially acts like a static spellcaster, and can activate potent spells in the range of its power.  Caeluin is limited to one per settlement.  On smaller maps, these shrines will have a near global influence, giving Caeluin an offensive as well as defensive edge.  On larger maps where their stealth and mobility will be more advantageous, shrines will be limited and defensive in nature.  Shrines can all be upgraded with one special property, adding extra spells and benefits.  As well, settlements with both a shrine and an alchemist are capable of creating a magical guardian which will defend the village against attack.  This guardian will ressurrect indefinately so long as the shrine still stands, giving developed Caeluin settlements a significant edge in long-term battles.  It also receives benefits based on what upgrade was selected for the shrine.  However, this guardian is limited to a tight radius around the shrine, and if the shrine is destroyed, it shall instantly turn to dust.

Caeluin units are inherently light units.  Their "heavy" units would be described as "medium" by the other factions, as they trade off heavy armour for extra mobility to match the rest of Caeluin's forces.  Caeluin has the fastest cavalry and footsoldiers due to their lower level of burden, and their offensive value makes them great ambushers.  Almost all unmounted Caeluin units have the stealth ability.  Stealth enables Caeluin units to remain hidden from sight - even while moving - when they are in the outer half the line of sight of enemy units.  However, once they attack or are spotted, they must move outside of the enemy's line of sight to once again become stealthed.  Using forests (or smoke screens...) can be effective in doing this.  Although Caeluin forces benefit from cover, they can still remain stealthed in barren landscape.

Caeluin has three barracks type structures.  Each produces slightly different types of units with different limitations.  The outpost doubles as a defensive palisade, and it produces high firepower shock units.  Although it cannot produce cavalry, all the units it produces have the ability to scale enemy walls, making them invaluable for base raids.  This makes the outpost the perfect barracks selection for a forward base. 

The tavern doesn't produce very good archers (they're short range spear throwers), but produces Caeluin's heaviest units; tough, well armed, experienced mercenaries.  These units, unfortunately, lack the same level of stealth as the rest of Caeluin's army.  They make the best "tough" backbone for heavy assaults and defenses.  Taverns grant a nifty "backdoor" ability that enables units to move quickly throughout the settlement, even when enemies are running amok.

The lodge provides good support to injured or exhausted units, but aside from that it's a big liability in a battle as a large and relatively brittle structure.  However, it increases the labour available to a settlement, increasing its maximum size and resource potential.  The units from the lodge are some of the best ambushers and harassers in the game, but they lack the shock value of the outpost units or the durability of the tavern units.

Caeluin lacks siege weapons, forcing them to rely on their outpost units to scale walls and capture settlements from the inside.  However, sometimes they are too heavily garrisoned to make that happen.  In these cases, the alchemist can be called upon to produce powerful explosive charges.  These weapons produce tremendous explosions, collapsing large wall sections and creating enough havoc for Caeluin to achieve their objectives.  In siege battles, Caeluin must find some way to neutralize the advantage of enemy fortifications, as map control does not give them the advantage to win a war of attrician.

A list of Caeluin units (may add more):

Corsair
built from: outpost
prerequisits: none
The corsair is a melee fighting unit that is adept at skirmishes and disorganized melee.  They use quick attacks and a systematic yet sporadic strategy to take down their enemies with minimal hassle.  They're armed with short blades and excel at light flanking attacks.  Like all Caeluin units, they're stealthy and quick. The corsair will attempt to get behind enemies while in the melee, and is very mobile in the melee.
Throwing Knives:  corsairs may spontaneously throw knives in battle, giving them an added edge against enemies which think they have the range advantage over the short-sword weilding pirates.
Stealth: like most Caeluin units, the corsair is a master of stealth, and is invisible within the outer half of the line of sight of most enemy units.   The benefits of stealth are lost once the corsair reveals himself, and are only regained upon leaving that units' line of sight.  Stealth is improved when the unit is not moving.
Scale: like most Caeluin melee units, the corsair is capable of scaling walls without aid - so long as the wall is insufficiantly defended up top.

Scout:
built from: outpost
prerequisit: none
The scout is a light archer unit trained to patrol the Caeluin borders and act as a supporting soldier in combat.  The scout is swift on foot, and remarkably effective in mid-range combat with their composite bows.  Scouts can be upgraded with flaming arrows if an alchemist is available.
Scale: like most Caeluin melee units, the scout is capable of scaling walls without aid - so long as the wall is insufficiantly defended up top.
Stealth: like most Caeluin units, the scout is a master of stealth, and is invisible within the outer half of the line of sight of most enemy units.   The benefits of stealth are lost once the corsair reveals himself, and are only regained upon leaving that units' line of sight.  Stealth is improved when the unit is not moving.

Grenadier:
built from: outpost
prerequisits: alchemist's lab in any base
Being seafaring warriors first, Caeluites know well the power of fire.  Their alchemists have perfected a volatile concoction of elements that can cause fear, panic, and grievous injury to their enemies.  These grenades can be thrown to cause great disruption among enemy ranks.  The grenadier is also a proficiant swordsmen.
Throw Grenade:  these powerful grenades explode to create a wreath of flames.  En mass, they can create a wall of fire which is difficult for an enemy to cross.  They can also break even the tightest formation.
Scale: like most Caeluin melee units, the grenadier is capable of scaling walls without aid - so long as the wall is insufficiantly defended up top.
Stealth: like most Caeluin units, the corsair is a master of stealth, and is invisible within the outer half of the line of sight of most enemy units.   The benefits of stealth are lost once the corsair reveals himself, and are only regained upon leaving that units' line of sight.  Stealth is improved when the unit is not moving.

Mercenary
built from: tavern
Opportunists and disenfranchised soldiers have swelled the number of mercenaries available in recent years to unprecedented numbers, and many are now in the employ of Caeluin.  These warriors are hardened veterans of the conflicts which plague the continent, and prove to be both well armed and effective soldiers.  Organized into tightly knit companies, these mercenary forces are generalists capable of using a variety of weapons and strategies.
Formation Toggle:   swap between tight formations and loose skirmishing formations at will
Ambush: although not a master of stealth, the mercenary is better than most when it comes to remaining unseen, and while still it is difficult to spot.

Lancer
built from: tavern
prerequisit: stables in same base
Mercenaries on horseback, these warriors are fearsome on the open plains, moving quickly and unburdened and striking down any enemies they may encounter.  Their light armour can catch up to them if they can be surrounded, but these seasoned soldiers seek to prevent that from happening.
Trample: the lancer is an experienced horsemen and adept at trampling enemy units.

Skirmisher
built from: tavern
Lighter mercenaries, these skirmishers hurl javalins at enemies before engaging them with their vicious weaponry.  They stay light in order to move freely on the battlefield, using shields to protect themselves while they approach to use their deadly weapons.
Ambush: although not a master of stealth, the skirmisher is better than most when it comes to remaining unseen, and while still it is difficult to spot.

Hunter:
built from: lodge
prerequisit: none
Often of elven descent, these hunters are experts at tracking enemies and scouting their positions.  Hunters use their longbows to make attacks at ranges most enemy units are incapable of retaliating from.  With an excellent line of sight, the hunter also makes one of the best scouting units in the Caeluin army.  The hunter is equipped with knives in the case of melee battle.
Scatter:  useful for disappearing in wooded areas, as well as avoiding concentrated enemy fire
Stealth: like all Caeluin units, the hunter is a master of stealth, and is invisible within the outer half of the line of sight of most enemy units.   The benefits of stealth are lost once the hunter reveals himself, and are only regained upon leaving that units' line of sight.  Stealth is improved when the hunter is not moving.

Horse Archer
built from: lodge
prerequisit: stables in same base
A traditional way of battle among the plains dwelling elves has been from horseback, and Caeluin has adapted these traditions in its land-based battles.  Armed with a composite bow, this horse archer makes for a potent harasser of enemy forces, and its speed gives it an edge in reaching the battlefield.  Its range isn't as great as archers on foot, but it makes up with its sheer mobility.  The horse archer can attempt to trample enemy units.
Trample: the horse archer, being unarmoured, is not the ideal trampler, but can still attempt to do so.

Warden:
built from: lodge
prerequisit: none
The wardens are those warriors who survived the horrors of having their lands, homes, and families destroyed by the constant fighting that has engulfed the lands.  They are brutal fighters who have lost themselves to the conflict that has claimed everything they cherish.  Armed with greatswords and a penchent for cleaving foes, they are a terror to meet on the battlefield.
Stealth: like all Caeluin units, the warden is a master of stealth, and is invisible within the outer half of the line of sight of most enemy units.   The benefits of stealth are lost once the hunter reveals himself, and are only regained upon leaving that units' line of sight.  Stealth is improved when the hunter is not moving.
Rage: in combat, wardens enter a feral rage, causing them to fight with incredible furocity.  However, this drains their stamina incredibly quickly, leaving them unfit for battle shortly after.

Explosive Charge
built from: alchemist's lab
prerequisit: none
Caeluin lacks the luxury of being able to field massive engines of war, and has little option when confronted with defenses it must break.  The solution has been the explosive charge.  This relatively lightweight construct holds inside of it a chemical similar to the grenadier's bombs, but it's designed to go off on a considerably larger scale.  The explosive charge is usually given a fuse that will cause it to explode in a set amount of time, but if enemies can get to it first it can be easily disabled.  Although its external casing is highly flame resistant, prolonged exposure will cause an explosion.

Guardian:
built from: alchemist's lab
prerequisit: spire in same settlement ; one guardian per settlement
The cities of Caeluin do not have the great engineering of the dwarves, nor the vast numbers of labourers available to the men and elves of Tharwain and Nisyrra.  As such, they have no great walls to defend their settlements, and they turn to their men of knowledge and learning for assistance.  They have produced these wonderous creatures called guardians.  Requiring both an alchemist's lab and spire in the same village, a single guardian can be summoned to defend the land.  So long as the spire still stands, the guardian shall reform endlessly, no matter how many times it is struck down.  However, the guardians are also bound by their spire, and cannot leave the sphere of influence about it.  They are fuelled by the very spirits of the people of Caeluin, and those who have entrusted their protection to the Caeluites.  The guardians take many shapes, and will inherit the properties of any upgrade to their home spire.
« Last Edit: August 21, 2007, 06:46:12 am by Darvin » Logged
Darvin
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« Reply #1 on: August 21, 2007, 06:31:55 pm »

I forgot to list Caeluin's heroes!  Silly me:

Captain:
A melee hero, the Captain is a cross between a leader and a fighter, with a good sampling of both types of abilities.  His versitility makes him useful in all types of battles against all types of enemies.  The captain has the ability to scale walls, much like the outpost units, making him the ideal leader for a group of base raiders.  The captain's ability to keep fragile Caeluin units fighting for longer makes him one of the best offensive and defensive hero choices.

Sorcerer:
Of all the dedicated spellcaster heroes in the game, the sorcerer is the only one which can be thought of to be proficiant in melee combat.  The sorcerer is a potent spellcaster with a good range of offensive and defensive spellcasting abilities.  Combined with his ability to represent himself well in the melee, he can be one of the harder spellcasters to counter.  The sorcerer is not a leadership hero, but has several supporting spells that make him useful in larger groups.

Ranger:
Caeluin's range specialist hero, the ranger excels at ambushes and harassment.  He's fast on foot and wicked at long ranges.  His melee combat abilities also do not suffer.  He has the ability to improve the stealth of nearby friend units.  Combined with the longest line of sight and range in the game, this hero can be quite effective.  The weakness of the ranger is that he lacks the offensive punch of powerful spells or spell-like abilities, and has little in the way of leadership.


All Caeluin heroes have the stealth ability, allowing them to be used without fear of giving away other unit types.  If grouped with cavalry units, all heroes are capable of mounting to keep up with the units.
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