Balseraphs! Whee!

A_Hamster

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Dec 20, 2007
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Finished a game as Keelyn of the Balseraphs Saturday night. Going for Tower of Mastery but won by Domination since Hannah/Basium and Dain declared on me when I started building the final tower. That was fun, even though I suspect I wasn't using the psycho clowns optimally. What strats I did use from this forum were the Mokka's Cauldron + Arena with cheap mutated Warriors, and Druids promoted up from Harlequins so they have Chaos & Mind spheres with Channeling III in addition to the Nature sphere. Since the Harlequins to Druids was one my main reasons for giving the Balseraphs a try, I founded RoK to become neutral, and the monetary boost certainly helped. Unfortunately, I couldn't get Gems until very late, so no Stonewardens for some mutation cures. Pool of Tears was probably better anyway. (Yes, I was very lucky to get the Pool and the Pyre close to my starting position.)

Eventually, I founded OO even though I read Keelyn's Summoner trait is best leveraged with AV. My take on the Balseraphs is not that they want to destroy the world or even control it, but it is going to be their plaything. Tower of Mastery is for them a huge and elaborate practical joke on the rest of the world, who treat magic seriously (especially those stuffy Amurites!) Thus I went with OO for the odd units. Didn't get to use the Krakens though. As for divine spells, now that I see how potent Tsunami is, when I next play with conquest in mind I damn well will be prepping the landing zone with them!

Another thing I will do again is making Stygian Guard marines. Start with a Warrior at 25 hammers. Give him any buffing spells like Courage and Loyalty which can only be given to living units. Mutate him. If good enough, Drown him, then upgrade to Stygian Guard. The Stygian Guard (who normally does not have Water Walking) retains all the other promos including the Water Walking. If not good enough, then off to the Arena in the Mokka's Cauldron city until the Warrior is worth Drowning/Upgrading despite drawbacks. You'll still get a Flesh Golem for fodder purposes even if the Arena kills the Warrior. But as it was, I got five lvl 3 Stygian Guard with CR II or CR III to assault Hannah's cities and open the way for the Druids, Speakers, Harlequins and Mimics (And Immortals and War Chariots soon after.)

Since my primary military production city could pop out a Harlequin every other turn, and since it had the Tower of Eyes I did the mutate+Arena trick on them too. My luck wasn't as good with them as the Warriors. (Most of the survivors had Enraged and deserted. Gave other units exp hunting them down though.) However, I did get a few with decent mutations and exp. Two became Druids, if a bit quirky. (My other Druids were combat druids, from L6 Harlequins that started as Hunters. My best Harlequins became Beastmasters.)

To use Summoner, I went with Necromancy. Wraiths were good scouts and flank guards, since I did not want to risk quality units on detached duty. Of course, they also did the suicide charges. Also, from my previous games I've come to like Fire Elementals for the collateral damage, and now all the summons stick around longer.

Taskmasters and Courtesans were fun too, although the Courtesans were the best, being Invisible and able to explore rival territory and cities.

Some of you are probably familiar with the old saying, "God protects small children and fools." It certainly was the case in this game: the RND number generator was never so generous to me before, in any computer game I've ever played! From the Pyre and Pool near my start position, to mana nodes all over the place, to early barbarian battles I should have lost (Hill Giant attacks Warrior in desert -- Warrior wins!), life was good.

A question. Does an Asylum give Enraged promotions to all units built in the city? I was getting a lot of units with Enraged, even before I mutated them. (Okay, I guess the RND generator wasn't being nice to me in that area!)
 
An Asylum gives the Enraged and Crazed (which will randomly grant Enraged once it wears off) promotions to 10% of the living, non-world units built in the city.

Also, there is a 3% chance per chaos mana (which the Balseraphs get from their palace) that your units will start out mutated, and so could become enraged that way.
 
Hoo Boy! I was playing Lanun, who also come with Chaos. I built a Hawk without really thinking about the possibility it would be randomly mutated. But it was and had been Enraged and after a few turns it went Barbarian and abandoned its Hunter. At just that moment, I had temporarily vacated the nearest City to stop a Barbarian before it could start looting, and the Hawk returned and captured the City. Of course, it did not put up a fight when I recaptured the City, but it was quite a shock to see a City suddenly flip like that. It was only after I noticed the Hunter no longer had her Hawk that I figured out what had happened.
 
No arena action (req. bronze working)? I like to get scouts to 9+ xp before upgrading to harlequin then druid. Apprenticeship and conquest + surviving the arena twice does the trick. I also like 5xp on my assassins and defensive harls.

Max_Bals

This even beats unrestricted civs, luch/etc, playing card. IF you get in fast and lucky on a dominate. Druids can get mobility 2 as hunters/harls and move 4, but I usually get chaos and mind 3 and move 3 with yvain, assassins, mael+haste mages and harls. With yvain and company, discipline is required to get chaos 3 first because domination comes and goes but pit beast are forever; if you go charging in with domination and no chaos 3, you could get stuck. Leave Kith at home or he will die defending before your defensive harls. With a node and garrison mage, the garrison druid (I only leave one at home - the one who got nature promotions), moves 5 and can end on a peak for safety in emergency. If the dominate-strike force fails/dies, a scout in each city for a few turns + arena = new ones in ~10 turns quick speed. If you dominate a hero or units significant enough to defend you or kill him :evil: the war is over (I often use units dominated to burn a city because they come with moves).

Kandros
Hidden Path
ether for charm
bronze for arena
handling, inspire cities with garrison harl
warcraft for CR pits or military for GC/?
sorcery for maelstrom?
Commune
Mastery (best defensive harlequin becomes unhittable in terrain and immune to fireballs even in the open+forge)

Straight to commune, it is earlier than archmages when grig could bulb ele/sorc/arcane/str. It's not fair MP, only simul-turn gives them a chance.

And don't lecture me about unrestricted. I don't think the game should be balanced without options. If people want to compete, they can create their own balance with any civs they like to play via settings. If people want to enjoy a very early domination strike-force, they can do that too... cool.

Now if I could just get early vamp -> eid.
 
Oh, about Mimics ... Not that happy with them, since I don't like the Str 5, but if one can use experienced Swordsmen as the base, they ain't bad. Capturing the same Combat 1 promo over and over is also irritating. Got very lucky with one of them though. The Azer event occurred, and I had a nearby Mimic. I miscalculated, and the Mimic ran short of movement adjacent to the target tile. The tile was forested, and so the Mimic survived the Azer's attack. Promotion stolen - Flight! Score! That was exactly what I hoped would happen!

@MagisterCultuum: Thanks. I did know about the Chaos mana mutation chance, but not about the rest of it, and Crazed was showing up too often based on a 3% chance.

@charleswatkins: I got a Crazed Hawk too, and was amused by it. "Oooh, what's it going to do? Turn barbarian and poop on me? I'm SO scared!" Now if it can take ungarrisoned cities, then one has to take it somewhat seriously.

No arena action (req. bronze working)? I like to get scouts to 9+ xp before upgrading to harlequin then druid. Apprenticeship and conquest + surviving the arena twice does the trick. I also like 5xp on my assassins and defensive harls.
Howdy! It was from you I learned the Chaos Druid trick. Thanks!

As for Arena action, not too much until I got the Cauldron. I wanted to get something either way, so I delayed. Perhaps next time I'll be more aggressive and use the Arenas earlier. The Balseraphs do have a good Recon line, and it pays to build the basic types up early.

Max_Bals
<Snip>
Thanks for the tip. Can one do it without Kandros? It just seems like it would take longer with the side trip to RoK for neutrality.

And, no, I won't lecture you about Unrestricted Leaders. "In matters of taste, there is no argument." My preference is to build early and war late, or just pure Builder. We have different game play preferences; as long as you don't tell me I'm wrong to play as I do, I won't criticize your preferences.

IIRC, in another thread you mentioned you don't understand Builders: if you like, I can explain why it is my preferred play style for Sid Meier's Civ-type games.

By the way, could you explain the synergy from Chalid/Crown of Brilliance, Svaratlfar and Air Elementals? I've used all, but not at the same time,
 
As for Arena action, not too much until I got the Cauldron. I wanted to get something either way, so I delayed. Perhaps next time I'll be more aggressive and use the Arenas earlier. The Balseraphs do have a good Recon line, and it pays to build the basic types up early.

Having a scout get 5-9 xp (you need warfare for conquest civ) and then become a hunter makes capturing animals and fortifying on forest hills for xp easy. Those units later become the primary defenders for your army (having guerilla, forest, and combat promos).

Thanks for the tip. Can one do it without Kandros? It just seems like it would take longer with the side trip to RoK for neutrality.
Or Empy, you get radiants/rathas which are awesome.
By the way, could you explain the synergy from Chalid/Crown of Brilliance, Svaratlfar and Air Elementals? I've used all, but not at the same time,
Chalid has an 80% damage spell, which can be compounded with pillar of fire. Crown goes off for a few turns, so sometimes you get both. That, followed by 8-10 kills with alazkan (mobility 2 + possible haste). Then 3 air elementals (assuming you left one arch at home). Then, all of the (perm) lightning elementals that have been created by air elementals getting kills. What makes it absurd is, your arches can also dominate with palace mana. Three (or 6 if you get commune) dominating units, assuming you leave one of each type at home for defense, air elementals creating perm blitzing 3s to mop up units obliterated by chalid (and air elementals OR pit beasts) and alazkan is just silly.

http://forums.civfanatics.com/showpost.php?p=6735796&postcount=25
 
Or Empy, you get radiants/rathas which are awesome.
Yes, they are. I have to force myself to experiment with the other religions because just from my first game I've become fond of them, and the Vicar's Revelation.

Chalid has an 80% damage spell, which can be compounded with pillar of fire. Crown goes off for a few turns, so sometimes you get both. That, followed by 8-10 kills with alazkan (mobility 2 + possible haste). Then 3 air elementals (assuming you left one arch at home). Then, all of the (perm) lightning elementals that have been created by air elementals getting kills. What makes it absurd is, your arches can also dominate with palace mana. Three (or 6 if you get commune) dominating units, assuming you leave one of each type at home for defense, air elementals creating perm blitzing 3s to mop up units obliterated by chalid (and air elementals OR pit beasts) and alazkan is just silly.

http://forums.civfanatics.com/showpost.php?p=6735796&postcount=25
Okay, thanks. (Have bookmarked link.)

I've only played Svartalfar once, but Alazkan seems overpowered compared to Gilden.
 
Last night Orthus attacked my Mimic and I got his Hero promotion.
 
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