Celts¶
Dive Siege fast infantry + elite siege carry.
| Spawn unit | Starting age | Kills to Castle | Kills to Imp | Razes to vill | Cap | Interval |
|---|---|---|---|---|---|---|
| Woad Raider (Elite on unlock) | Feudal | 200 | 400 | 2 | 100 | 8 s |
⚡ Quick reference¶
- Baseline: faster Lumberjacks, infantry speed by age, Siege +25% atk speed, team Siege Workshops faster. UU Woad Raider. UT Furor Celtica.
- Requiem v294: starting age Feudal; kills-to-Castle 200; kills-to-Imperial 400; razes-to-vill 2.
- CBA role: fast infantry + elite siege carry.
- Post-vill: Woad/Halb front + fast-firing Celtic Onager/Siege Onager.
- Weak vs: archers, Hand Cannoneers.
📜 Deep playbook¶
🏛️ Standard DE profile
- Civ bonuses
- Infantry moves +15% faster.
- Siege Workshop units fire/reload +25% faster.
- Lumberjacks work +15% faster.
- Sheep not converted if a Celt unit is within 6 tiles.
- Team: Siege Workshops work +20% faster.
- Unique units
- Castle UU: Woad Raider (fast infantry).
- Unique techs
- Castle Age — Stronghold (Castles and Towers fire +25% faster).
- Imperial Age — Furor Celtica (Siege Workshop units +40% HP).
- Notable missing techs
- No Camel Rider, no Ring Archer Armor, no Bracer, no Paladin (Cavalier max), no Bombard Tower, no Heresy.
- Walls: full set.
🏰 CBA REQUIEM v294 profile
(v294 numbers: Fandom wiki, retrieved 2026-08-21)
- Starting age: Feudal (Requiem v294 start table).
- Spawn unit: Woad Raider (Elite on unlock).
- Spawn interval / cap: 8 s per Castle; cap 100.
- Kills to Castle / Imperial: 200 (Castle) / 400 (Imperial).
- Razes: standard.
- Free starting tech: none listed in the v294 wiki table.
- Elite unlock: on Imperial promotion.
- Available buildings after villagers: Barracks, Archery Range, Stable, Siege Workshop. Elephants disabled. Siege Onager available (Celts signature). Trebuchet enabled.
CBA role & archetype
- Primary role: Fast dive infantry. Woad Raiders are the fastest non-cavalry infantry.
- Secondary role: Siege core post-villagers (Siege Onager + Furor Celtica).
🌅 Opening play
- Minute 0–3: dive-patrol into fragile ranged units. Woads close gaps faster than any archer can kite.
- Patrol: attack-move; Woads want short arcs.
- Preferred fights: archer civs, siege units, monks.
- Refuse: cavalry masses (Franks, Persians elephants), Halb walls.
⚔️ Kill accumulation strategy
- Safe farm: Britons, Mayans, Ethiopians, Vietnamese, Turks (Janissaries).
- Avoid: Franks, Persians, Cumans.
🏚️ Raze allocation
- First or second raze — Celt Siege Onager is a top-tier late-game unit that needs villagers to produce.
👷 Post-villager composition
- Wall order: back diagonal.
- Standard build: 2 Siege Workshops (Siege Onager pump), 2 Barracks (Woad + Halb), 1 Range (Skirm).
- Imperial composition: Elite Woad Raider + Siege Onager (with Furor Celtica) + Halberdier + Skirmisher.
- Silver-UT priority: Furor Celtica — Siege Onagers with +40% HP are the game-winner. Priority #1.
⚖️ Strong against / Weak against
- Strong vs: Britons, Mayans, Ethiopians, Vietnamese, Turks, archer civs generally.
- Weak vs: Franks (TA), Persians (elephant), Cumans (Kipchak kite), Bohemians (Hussite tanks Siege Onager).
🤝 Team synergies
- Best pairs: Britons (Longbow + Siege Onager back-line demolisher), Persians (elephant + Siege Onager), Aztecs (Jaguar + Woad double-dive).
- Conflicts: Ethiopians (redundant Siege Onager role).
🎮 Key micro rules
- Woads dive first, Siege Onager arrives second.
- Furor Celtica before all else.
- Never let Siege Onagers get caught alone — Halb screen them.
- Attack-move Woads; do not right-click.
⚠️ Common mistakes
- Sitting back with Woads (waste of speed bonus).
- Skipping Furor Celtica.
🔒 Version-locked (Requiem v294)
- Siege Onager availability post-villagers is central to Celt viability. Confirm v294 whitelist.