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Saber Cherry said:
Yeah, this is an interesting problem for me with Jotuns and Vaetti as well. They are excellent to mix together, giving 2 Vaetti and 1 Jotun per square. But Jotuns run way ahead unless you start them on the far right of the tactical map.
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It is a fault of the game, really. A squad should attempt to stay together, even if it means moving as slow as the slowest unit (except if routing or some kind of special case). In the particular case of Ulm, my suggestion would be to just make all the "heavy" versions of each infantry have the same speed, speed 5 i believe. And all the light versions of the infantry have speed 7. That way you can mix and match to really get full use out of Ulm's only real assest, its armies.
Please note that I am not suggesting this to be done all across the board for all nations. I just think its valuable and viable in the case of Ulm since thier troops are all ***-slow anyway that I don't think anyone is going to complain about a loss of 2 movement points.
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I should note that you're expanding faster than anyone at this point 
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I am. But my expansion is almost entirely due to a very strong pretender and effective use of mercenaries. From my test games (without pretender or mercs) I found that Ulm expanded at a rate of about 1 prov/turn vs indy 9 on turns 3 thru 9 whereupon you can just barely squeak out a second force for an average of 1.5/2 provs/turn after that. Which, to me, didnt seem radically different from any of the other strong military nations (man, abysia, etc..)