Rift

From FaitH

Contents

Overview

Rift-Rift has an interesting blend of styles. It has high attack without completely neglecting defense and high trampling without neglecting healing. It also brings high unit numbers thanks to the low cost squires.

The Knight-Squire combination is very efficient for PS. This offsets the slight inefficiency of the Paladins, which are needed to balance the army and add healing.

One of the big problems with this church is the amount of time and cost it takes before you get an effective army.

Units

Starting Units

  Foot Soldier - 0 gold.
  Close Range: 1,  Long Range: 1, Defense: 1
  Unit Cost: 120,  Building Cost: 12000,  Unit per Building: 400
  Special Ability: Explores land
  Riftian Enchantress - 0 gold.
  Close Range: 3,  Long Range: 3, Defense: 12
  Unit Cost: 200,  Building Cost: 12000,  Unit per Building: 400
  Special Ability:  1% attack per 125 (Max 7% at 875 RE)
                    1% experience per 10 (Max 75% at 750 RE)

Level 2

  Defender of the Queen - 5000 gold.
  Close Range: 13,  Long Range: 13, Defense: 19
  Unit Cost: 260,  Building Cost: 22000,  Unit per Building: 400
  Special Ability: Cannot fight in an offensive wars

Level 5

  Knights of Nothingness - 6000 gold.
  Close Range: 9(20),  Long Range: 0, Defense: 11
  Unit Cost: 215,  Building Cost: 14000,  Unit per Building: 400
  Special Ability: Powered up by the Squires of Nothingness

Level 6

  Catapult - 7000 gold.
  Close Range: 0,  Long Range: 1, Defense: 20
  Unit Cost: 1700,  Building Cost: 40000,  Unit per Building: 133
  Special Ability: Negates towers (2 for war tower, 1 for watch/magic tower)

Level 7

  Squire of Nothingness - 11000 gold.
  Close Range: 0,  Long Range: 0, Defense: 1
  Unit Cost: 40,  Building Cost: 6000,  Unit per Building: 400
  Special Ability: Trampling
                   Powers up Knights of Nothingness if Squire > KoN

Level 12

  Paladin of Nothingness - 55000 gold.
  Close Range: 0,  Long Range: 20, Defense: 16
  Unit Cost: 325,  Building Cost: 28000,  Unit per Building: 400
  Special Ability: Healing
                   Converts enemy soldiers into Knights of Nothingness regardless of who won

Generals

Breech

Level 3

Cost 5000

Special Ability: Trampling II (15%)


Oliver lis Croen

Level 23

Cost 18000

Special Ability: Healing (10%)

Start Up

It takes a lot of time and planing to make it out of the early award stages with this church. To start you will want to build another Riftian Conservatory and fill up the unit buildings you start with. Since Foot Soldiers will be obsolete in the final army configuration you need to get as much exploration done as early as possible.

Build and fill a building with knights when you can get them. Once you can train squires, start making a lot of them. With them in the army and enough Foot soldiers and enchantresses to balance the knights you can stand a chance of winning against pre fusion genesis and other Riftians at a similar level of development.

Once you reach the level of paladins the big financial bite comes in. It costs 55000 for the unit tree, 28000 for the first building, and 130000 to fill the building with units. This gives a grand total of 213000 to roll out paladins. Try to plan on having some savings when you reach this level. When it is all ready, and hopefully all the exploration you need is done, destroy the foot soldier barracks to get rid of the rest of the foot soldiers. Now you have a fully functional Rift-Rift army and can start making up for the amount of cash put into it by hitting some underdeveloped armies.

Rift-Rift End Bonus takes a long time to reach (level 33!), but it is 300k, better than other Rift churches.

Army Configurations

Squires need to outnumber knights for two reasons. First they will die off at a much higher rate and need to cover most of the losses in battle. Second, since paladins add more knights to the army with every victory (about 30-45) even more squires are needed since each battle both adds knights and loses squires.

Ganelon says: I've found that a ratio of Squires to Knights of somewhere between 3 and 3.5 to 1 makes for a really nice army. This army performs much better than the "niels/cene strength rating" indicates that it will because of the huge trample. I am sure it is possible to tweak some church specifically to clobber this army, but it is pretty good all around. Wars are pretty bloody, hence good spoils, yet recovery doesn't cost much since squires are cheap.

Hints and Tips

  • Knights of Nothingness are significantly better than Paladins of Nothingness. You should try to maximise your number of knights, but make sure that your army remains balanced.