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January 12th, 2004, 05:44 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Mid Game - Newb in Need
>5. Armies - Can anyone give an example, playing as Ulm, what their favorite Army Groups looked like....
Front: Blocks of HI. From capital, Guardians. From other forts, either Pikeneer or Battleaxe (pro-15 Version). Pike for light enemies, axe for armored enemies. Sometimes a block of Black Knights if I anticipate having to block size-3 tramplers like Minotaurs or Shambler Thralls.
Behind: Missile troops from independent conquests. Anything I can get that can be produced in bulk. Shortbow, longbow, crossbow, it's all good.
Add: Master Smiths, casting Summon Earth Power, Legions of Steel, Strength of Giants. Sometimes Blade Wind, Magma Eruption, or Earth Meld.
That's Ulm 101, and it's pretty good. 
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January 14th, 2004, 06:54 AM
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Second Lieutenant
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Join Date: Jan 2004
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Re: Mid Game - Newb in Need
Thanks a bunch guys. These tips really helped.
PDF - I hadn't thought about having 1 squad per commander. I guess that would make more sense, if you lose the only commander, its game over.
Do you guys send commanders in to fight? I had sent my god in at the start of the game. I picked a Maticore. Awesome combat machine, but now he has like 5 battle afflictions. That and he has about 100 times the HP of my commanders. Seems like a big gamble sending them in.
One more question: Are there any favorite item combos that you guys have? I noticed that some items have weaknesses that can be negated by other items. Was wondering if there are any uber combos.
General Example: Armor (Awesome protection, but spikes fatigue) + Bracer (Eliminates Fatigue)
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January 14th, 2004, 07:13 AM
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Re: Mid Game - Newb in Need
There are ways to get rid of afflictions on your Manticore.
1. Keeping him from getting them! The best and simplist way is to not get hit (High Protection, Defense, Spells). The second is Regeneration. You are less likely to recieve an affliction when regenerating.
2. Gift of Health (for you, but note some other nation/themes have some other options). This is a Nature spell at Enchantment 5.
3. Magic Artifact, the Chalice. Hard to get, but it will take away afflictions.
4. Kill your God and Call him back. He'll be less powerful magically (-1 to all magic paths) but he will come back fresh as a daisy (sometimes he'll have a minor affliction, but most of the time he'll be all good)
As for commanders, I usually will not have a commander who is commanding a squad fight, unless he is qualified as a 'super combatant'. Because if your commander dies you won't be able to command them unless you have one who can command the men in his place. Though if you have replacements, you can do so without fear.
This is not the case with the "Super Combatant". These usually have alot of survivability and are pretty well protected, though they may rout or die too so don't think they are invulnerable  . Most supercombatants are Pretenders and Summoned creatures.
With Ulm your magical 'combos' are pretty limited. For casting spells these are some of the better.
(As Alex noted) Summon Earthpower, Legions of Steel, Strength of Giants. Blade Wind, Magma Eruption, Earth Meld, Weapons of Sharpness
For items. There are so many it's hard to say unless you are asking what type of 'supercombatant' you are trying to equip. I wouldn't equip any normal commander with anything except maybe a Horn of Valor (to combat some of Ulm's Morale issues).
Edit: Changed the commander routing portion.
[ January 14, 2004, 06:10: Message edited by: Zen ]
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January 14th, 2004, 07:21 AM
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General
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Join Date: Nov 2000
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Re: Mid Game - Newb in Need
Quote:
Originally posted by Zen:
As for commanders, I usually will not have a commander who is commanding a squad fight, unless he is qualified as a 'super combatant'. Because if your commander routs (fails a morale check by getting hit or feared) or dies everyone under their command will rout.
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I don't think that this is true. Routing is only forced from commander death if you have no commanders on the field whatsoever, so a mage with a leadership of 10 can keep 2000 troops from autorouting.
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January 14th, 2004, 07:28 AM
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Re: Mid Game - Newb in Need
Edit: Graeme is correct. Your army will only autorout if there are no commanders on the battlefield. I don't know if there is any negative penalty for being leaderless, it doesn't seem to have an effect.
[ January 14, 2004, 05:34: Message edited by: Zen ]
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January 14th, 2004, 03:15 PM
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Major
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Join Date: Sep 2003
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Re: Mid Game - Newb in Need
Others have answered the essential points. I'll add just one more tip:
It may not seem obvious, but don't neglect Blood Magic with Ulm. Empower a Smith in blood (up to blood 3). Forge Blood Stones and give them to your support mages so they can cast (with Earth Boots and Summon Earthpower) level 5 battle spells like Weapons of Sharpness (these mages can also Petrify/paralyze things with ease).
Don't lose time binding Demon Knights or Devils with that mage, though Hordes from Hell may be OK. Otherwise have him do what he's best for: a Lifelong Protections for 10 slaves, or a Soul Contract for 40 (pays for itself in 6 turns) are quite a bargain. And if you want that Father Illearth, it's unlikely someone will beat you to it - your competitors will rather race for Ice Devils.
__________________
God does not play dice, He plays Dominions Albert von Ulm
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January 16th, 2004, 09:30 PM
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Second Lieutenant
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Join Date: Jan 2004
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Re: Mid Game - Newb in Need
It is now close to turn 70, and although I have a huge domain, and by far the largest army, I am on the ropes, or atleast it feels like it.
I have about 6 or 7 provinces with forts, and all I can do is put an army together to replace one that just got destroyed. My Dominion is really spread out, so I am fighting everyone. And I can't advance. I have armies stationed at the border...but if I use them to take a enemy territory, the AI attacks the hole in my lines that just opened up.
My north eastern terriotories are all in danger, as I lost every border province and the armies defending them, and the AI is romping through very lightly defneded, or vacant provinces.
It sure is fun =)
Couple new questions:
1) As the game progresses, you gain access to indy mages with different paths. What is the best way to go through and search for magic sites? It is really painful to have to start the search all over again each time you get a new type of mage, especially when your dominion is huge.
2) As I mentioned before I am having a little bit of a problem kick starting an offensive on the border. What is the best strategy for advancing? This is a bit of a vague question, so I hope this narrows the focus, if I can explain it correctly. Many times an enemy can have 4 of its provinces bordering one of yours. If you launch an attack into one of those enemy provinces, you are still left with 3, and now instead of an army glaring back over the border, there is only local militia. This is what its like all over. Even with 7 provinces pumping out units every round, I am losing the war of attrition. Every time I get an army made, I have to park it in one of the border provinces, or send it to take back one of my provinces, and then park it there because the previous garrison was overrun. That and I am running out of gold every turn. Atleast one or 2 production centers are left with a surplus of resources because I have run out of gold.
3. SuperCombatants - after reading the replies in thsi thread about the subject, I scowered the forums and got a much better idea about the concept. Does anyone know of any specific threads that goes into more detail? I can't tell from the spell lists what summoned aren't and are. Also I understand that the list for items are huge, but normally in these types of games, some items while appearing equal to other items "on paper" (or in this case "in the description"), turn out to be uber tide turning items that every commander that has an applicable use for it, must have it. Even items you just particularly like.
4) Battlefiled Orders: I thought the system was fairly simple at first, especially since I am playing Ulm. Place HI w/Shields at the very front, then place spear/flail to each side. Place archers in the back somewhere. Then after seeing my defense force (value 30) win because my crossbows were deeper that got me thinking that there may be more to it then I thought.
Generally, what orders would you give to an army of this composition, and where would their starting positon be relative to back middle or front:
a) Block of Ulm Infantry Shield
b) Block of Ulm Infantry 2hnd Axe
c) Block of Ulm Infantry Spear
d) Block of Xbow
e) Block of Xbow
f) Block of Heavy Calv
g) 2 Ulm Smiths
Assume there are vanilla Ulm commanders as well.
Thanks again
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