Re: Mod Nation Playing Guides
Sure, I'll take a stab at it....
Ulm Reborn (Late-Age Ulm mod by Sombre)
SCALES
Order / Turmoil: Well, your troops can be a bit expensive, especially the White Priests. On the other hand, your troops are also extremely resource-heavy. I mean, this is Ulm, right? So gold is not likely to be your limiting factor. Also, you can get some really nifty heroes, which argues for the Turmoil + Luck synergy. Overall, I'd probably go for a big zero here, and save your points for other scales, such as...
Production / Sloth: Production +3 is basically a requirement. All of your troops are super-heavy armored guys who need a lot of resources. We are talking about an Ulm variant here!
Growth / Death: With a lot of excellent troops and commanders, I'd encourage a little bit of Growth. Not only would the supply bonus be nice, but a little extra help to avoid aging is always appreciated.
Hot / Cold: Ulm Reborn prefers a balanced climate. If you really need the points, you can shift your scales a notch in either direction ... but I wouldn't go too far.
Luck / Misfortune: See the above comment about nifty heroes. I'd take at least a little bit of Luck in order to encourage your heroes to join you. Seriously, they're that cool.
Magic / Drain: Um, Drain. Once again, this is an Ulm variant.
DOMINION
You have some seriously good sacred units and a number of great priests with which to bless them. Granted, your resources will probably limit your recruitment more than your dominion ... but don't slack too much here. Also, your terrific preachers can easily score a dominion kill if you have enough candle-power to support them. I'd go for at least five (5) candles or more....
BLESS STRATEGY
You have heavy-hitting, heavily-armored sacred troops. Lots of 'em. Make good use of them!
Nature, Earth, and Fire blesses are probably the best for you:
Nature gives you Regeneration, which will keep you sacreds alive longer and keep them from racking up the afflictions too quickly. But all of your mages are also sacred (and squishy), so don't take so much Nature that you get a Berserk effect.
Earth will give you Reinvigoration to keep your sacred troops fighting longer and your mages casting longer. What's not to like? Lots of Earth will give your sacred troops extra armor, which is probably not needed. Stick with a mid-level Earth bless.
Fire is terrific for your sacred troops. Not only will they be able to hit better, but a high-level Fire bless will give them Flaming Weapons. Reborn Guardians and Black Templars with Flaming Weapons are really, really scary. The only downside to a Fire bless is that it won't help your mages. Well, you can't have everything....
Death bless could be useful, but not as much as the first three blesses. Then again, a Death-blessed Blade Wind can cause a lot of afflictions.
Astral bless could also be handy. Magic is Ulm's big weakness, and a little extra MR might be nice.
Blood bless is useless to you. Your sacred troops are plenty strong.
Air bless is basically useless to Ulm Reborn. Your sacred troops are so heavily armored that they laugh at arrows. The shock resistance might be handy, but that's a lot of points that could be used elsewhere, and the benefit is highly situational.
Water bless is basically useless to you. Ulm's defense is in their armor, not being hard to hit.
PRETENDER
Go ahead and throw your god in prison. Ulm Reborn has more than enough muscle to handle the early expansion phase without a pretender to help them, and you could certainly use the extra points.
Along those same lines, forget about a SC pretender. Not needed. Just pick the cheapest chassis that will give you the bless effects you want.
TROOPS OF NOTE
Um, all of them? Honestly, Ulm Reborn has so many cool troops that you'll never be at a loss for what to recruit.
Reborn Guardians and Black Templars will probably form the bulk of your killing armies. These guys are expensive and resource-heavy, but they're worth it. Buy lots of them.
Ulm's Crossbowmen are okay, but nothing too special. Augment them with some indy Longbowmen if you get the opportunity to do so. In fact, if you can switch over to nothing but Longbowmen, then you'll gain a few significant advantages. Your range and rate-of-fire will increase, and you'll also be effectively immune to "friendly" fire. Nifty, huh?
The lowly Penitent is actually useful. Free cheese with which to swarm your enemies! Simply add a couple of Black Priests to every army, and you'll have a nearly-endless supply of arrow fodder. Furthermore, when beefed up with a Fire-9 bless, any Penitents who survive long enough to engage the enemy will do some significant damage.
COMMANDERS
They're all good, each for his own purpose. Make that second castle a high priority, because you'll want to recruit more then one commander at a time.
|