Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
I don't think any one thinks LA ulm has problems with resources ... Rangers are well known to be one of the best units in the game and commonly spammed.
Also a few more critiques to your guide. I think you really should explain why drain 2 is better than magic one especially because the growth seems an odd choice in the build. Honestly, I don't think growth plays a huge factor for blood hunting (I rarely find the pop loss is the deterrant as opposed to raids on your blood hunters). Even if growth does play a part, misfortune 2 and sloth 1 is easily doable considering the fortune telling. Also some parts of the guide sounds very generic and overly optimistic. The lack of research seems just sort of glazed over and there's a very large gap between "this is my pretender" to all the sudden "I have forts and evo 6". I think you got the right idea that evo's the way to go but it got a bit blanked out. It's a good start but you should address some possible counters rather than skipping about. For example, what'd you do against early battle magics, arrow fend, do you find the knights worth using, etc, good commmunion spells, etc. LA Ulm's been one of my favored nations since dom 2 so I'm just offering some critiques here. =)
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