Thread: Mod MA Ulm : \
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Old April 26th, 2007, 10:47 PM

Xietor Xietor is offline
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Default Re: [Mod] MA Ulm : \"Black Steel of Ulm\"

The "fix" reduced the number of summons from 5 to 3. How are 3 additional slow units a turn over powering Ulm?

I can see where if you had 10 dukes summoning 3 a turn, that could change the balance some. The issue is they are high resource troops. if purchased, they would eat up a good bit of resources to make. But the Dukes are capital only.

Maybe some sort of limit per turn needs to be in place to avoid abuse if you get someone buying a ton of dukes and they all sit around summoning. Just a suggestion, maybe a duke should summon only 2 per turn. I am not sure it is overpowered as it is. Not when you consider Ulm's magical limitations. And Ulm's infantry is very slow. And they have crappy defense, most of mine get afflictions early and often.

Taking away conscription, or limiting it even more, would not take away at all from the mod. The new commanders are cool, and the addition of a magical sword on the knights, the raising of the mr, and the armor changes makes Ulm more competitive. it gives them a fighting chance. I certainly would not bet on them against several other MA races, even with the boost.

Sure they'd own argatha, micitan, and a handful of other races, but not the upper tier races, Ermor, Pythium, Arcos.,
Vanaheim, Maragon, and i still would take my favorite race over them, Pangaea, even though they are magically limited as well.

Ulm still has glaring weaknesses of level 1 priests, limited mages, and resource hog troops. So it is not suddenly a super power race.
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