Karla
From FaitH
== Overview ==
Karla is one of the Riftian Churches, and so shares many of the same units. It is probably the hardest church to play well. Its difficulty comes from having so many units to manage, getting each in their proper ratio, as well as having a very weak Close Range unit that you want to have as few of as possible. After going through all this trouble, you end up with a playable church. Really, in my opinion, play Karla to say you took the challenge and succeeded. There are better churches for every other purpose.
Contents |
Start Up
Yoou begin with 400 Foot soldiers (with room for 1200) and 400 Riftian Enchantresses (with room for 800). Initial builds should take the Foot soldiers to 800 for exploration, allowing you to blow up the additional troop building to save on Power Score. Enchantresses should be increased to 1200, to gain the largest XP bonus and the full 7% attack bonus. Some people only build to 800 REs, but they are a decent unit, and the extra 400 gives you another 1% attack bonus and a LOT of early experience, which is always important.
Levelling is quick in Renaissance, so getting Knights of Nothingness (KoN) and Virgin Lovers (VL) comes fairly quickly. With Virgin Lovers (VL) at level 6, Priestesses of Rift (PoR) at Level 9, and catapults at Level 5, you can field a balanced army with trample, healing, and negators by the time you drop WF, or shortly thereafter. Of course, you probably won't need to build negators right away - the 2k PS for the building is NOT worth it. Just be careful that you map first and don't run into towers.
At first, it isn't worth bothering with ratios very much. Just use the same number of KoN and VL, and the same number of PoR as VL. These things will sort themselves out later.
Army Configurations
Heal and Trample
Priestesses of Rift (PoR) are pretty weak (unlike the Celeste version, Priests of Rift), so you don't want many of them. However, Heal is pretty important, and you need PoR to power VL. My personal preference is 1 VL / 1 PoR. You should keep about 50 extra PoR though, because otherwise a lucky tornado or something could kill some PoR and then your VL wouldn't be powered, and you would lose.
VL and KoN
Your success with Karla is more dependent on managing KoN than anything else. The basic idea is to have as few KoN as possible. This is especially tough because KoN have the second lowest defense of all Karla's units, so they die really easily. Assuming you have Military Academies (it's not worth playing Karla without them), I think that 3 VL / 2 KoN is fairly reasonable, at most PS ranges. However, make sure you check with the battle calculator in the war room to make sure the ratios are ok. You will almost never win a battle if you are not perfectly balanced.
Recommended Setup
This is for an army with 15-20 Catapults // 200 FS // 1200 RE // 1600 KoN // 2400 VL // 2400 PoR // 800 Maidens
PE General
- 15-20 Catapults
- 50 FS
- 400 RE
Otto
- 150 FS
- 1600 KoN
- 2400 VL
Chastity
- 800 RE
- 2400 PoR
- 800 Maidens
Hints and Tips
Knights of Nothingness are not a very good unit for the cost. Make use of the 10% variation allowed in Close Range/Long Range Balance to run more Virgin Lovers. Military Academies (which allow a 16% variation) are a must buy if you want to get the most out of Karla. Remember that since "Close Range" and "Long Range" includes units that have both (Foot Soldiers, Riftian Enchantresses, Maidens of Rift, Priestesses of Rift), you can actually have about 60% more VL than KoN if you use Military Academies.
Units
Foot Soldier (FS)
- Stats: 1 LR, 1 CR, 1 Def
- Cost: 120
- Time to Train: 3 days
- Ratio: 1 (400/building)
- Required building: Barrack
- Building Cost: 12000
- Time to build Building: 9 days
- Notes: Exploration unit. Trim down to 400 before attacking, keep 200 at low and middling PS, 400 at high PS.
Knight of Nothingness (KoN)
- Stats: 0 LR, 9 CR, 11 Def
- Cost: 215
- Time to Train: 10
- Ratio: 1 (400/building)
- Required building: Council of the Knights
- Building Cost: 14000
- Time to build Building: 12
- Notes: Worst Karla unit. So bad, in fact, that Karla is pretty much unplayable without Military Academies (100 WF ToK). After MA, you can get away with about 3 VL per 2 KoN. Push this to the limit... your army gets much stronger... but always stay balanced.
Catapult (Cat)
- Stats: 1 LR, 0 CR, 20 Def
- Cost: 1700
- Time to Train: 7
- Ratio: 3 (133/building)
- Required building: War Engine Workshop
- Building Cost: 40000
- Time to build Building: 10
- Notes: These are the Riftian negators. Don't attack across towers without enough of these.
Priestess of Rift (PoR)
- Stats: 4 LR, 4 CR, 15 Def
- Cost: 195
- Time to Train: 16
- Ratio: 1 (400/building)
- Required building: Temple of Rift
- Building Cost: 16000
- Time to build Building: 16
- Notes: PoR are Karla's healers. These are not a particularly good unit, but you need healing and they power up the VL. I recommend exactly 1 PoR per VL (for the powering)
Virgin Lovers (VL)
- Stats: 12(17) LR, 0 CR, 12 Def
- Cost: 220
- Time to Train: 16
- Ratio: 1 (400/building)
- Required building: Tomb of Lost Souls
- Building Cost: 18000
- Time to build Building: 7
- Notes: VL are the tramplers in Karla. This unit is pretty strong. Have as many of these as PoR (maybe always 50 fewer), because PoR are needed to power (getting you the LR number in parentheses).
Daughters of Shadow (DoS)
- Stats: 1 LR, 1 CR, 19 Def
- Cost: 325
- Time to Train: 3
- Ratio: 1 (400/building)
- Required building: Nexus of Reality
- Building Cost: 3000
- Time to build Building: 42
- Notes: Every 5 Daughters add 1% to your Shadow Defense, to a max of 40% (at 200 DoS), allowing a Shadow Defense of 90%. DoS only cost half the PS costs that they should, and the building is dirt cheap. I don't advise keeping them around all the time, but don't be afraid to build some for a particular battle.
Riftian Enchantress (RE)
- Stats: 3 LR, 3 CR, 12 Def
- Cost: 175
- Time to Train: 3
- Ratio: 1 (400/building)
- Required building: Riftian Conservatory
- Building Cost: 12000
- Time to build Building: 9
- Notes: Every 125 Enchantresses give a 1% bonus to attack (max 7%), every 10 Enchantresses give a 1% bonus to experience (max 75%). I suggest building 1200, although 800 is good, too. If you have keeps, definitely two buildings full.
Defenders of the Queen (DotQ)
- Stats: 13 LR, 13 CR, 19 Def
- Cost: 260
- Time to Train: 3
- Ratio: 1 (400/building)
- Required building: Woods of Veluchi
- Building Cost: 22000
- Time to build Building: 12 days
- Notes: These stay in your castle defense at all times. Too bad, so sad. I suggest building a single Woods of Veluchi once you can afford the PS cost, then surprise an attack with 400 of these ladies.
Nymph of Mist
- Stats: 0 LR, 0 CR, 20 Def
- Cost: 750
- Time to Train: 7
- Ratio: 3 (133/building)
- Required building: Misty Woods
- Building Cost: 20000
- Time to build Building: 42
- Notes: Lures peons during an attack (regardless of outcome). Effect maxes at 66 Nymphs. Peons suck. Avoid at all costs.
Maidens of Rift (Maidens)
- Stats: 18 (20) LR, 18 (20) CR, 19 Def
- Cost: 275
- Time to Train: 16
- Ratio: 2 (200/building)
- Required building: Sanctuary of Rift
- Building Cost: 32000
- Time to build Building: 26 days
- Notes: the numbers in parentheses are for when battling non-Riftian churches. A super-unit worth using. Yay! I like 1 Maiden per 3 VL
Generals
Otto Dragonslayer: Special ability is Trample ( 10%).
Chastity: Godhood III ( 10% to Heal and Trample).
