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November 8th, 2005, 04:53 PM
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Ulm SP AAR- Swords Vs. Sorcery
I like Ulm, in concept. Poor magic, low morale, expensive units. . . I can see why it has a poor reputation in practice. However, I've done some thinking and I've developed a Three Phase Plan. [Phase Three is "get eaten by demons." I'm hoping by then I'll have a better idea. ] Swords against Sorcery- in memory of Fritz Leiber.
The One True God was dead, they said. All over the world, false prophets arose. Blood drinking demons, lunatic sorcerors and crazed beasts rose up and declared their godhood. In the forgotten caves beneath Mt. Ulmon, unbreakable chains. . . broke. Ulmon, ancient beyond Gods, Who had been imprisoned ages before, strode forth again to save His people from madness and magic. And the people of Ulm, the children of fire and steel, long-suffering and faithful, strode forth at his back.
Setup: I took the Cyclops, with Earth 8 and Nature 3. Indy strength 4. Ten pretenders total, none aquatic and no Ermor- I'm new and Ermor still cleans my clock. High productivity, high drain, and good fortresses- I'll need a lot of forts, both for supplies and troops. Ulm NEVER has enough troops.
My plan for Phase I is to send out my Cyclops as a low-end Supercombatant while I build up Smiths and troops.
I'm on a small ismuth- four provinces, and then natural bottlenecks to the north and south, water to east and west.
Ulm remembers much and says little. The Forges of Ulm started up again, producing the legendary Black Steel armor, and a Smith of Ulm reappeared- nobody asked where he came from. Ulmon Himself forged a Black Steel blade in the old true pattern, quenched it thrice, and raised it high.
TURN 1:
Results- none yet.
Shopping- I buy a Master Smith and a handful of crossbowmen.
Action- My dozen light infantry (well, light for Ulm) are in no position to fight anything. I send my spy to the northeast. Ulmon, Himself, is currently unarmed- totally unacceptable. I forge a Sword of Sharpness.
TURN 2:
Results- I have an alleged 60 mixed infantry and archers to the south, 10 militia and infantry to the north, and 30 barbarians to the northeast [as measured by my spy.]
Shopping- I call forth another Master Smith to the forges and request more crossbowmen. My Ulmites are powerful soldiers, but so few, so very few.
Actions- I, Ulmon, walk northeast to spread the Word of Myself. I send my spy farther north, to the first possible bottleneck, to measure and report. My Smith starts researching Evocation.
TURN 3:
Results- Ulmon takes up the mantle of war. The Barbarians flee after inflicting but little damage; however, one of the wounds scars badly. I take this as a reminder to be careful. My spy reports relatively weak resistance to the north of my new first province; less reliable reports put the northwestern strength at 10 soldiers, and the south at 20 [from 60?!].
Shopping- another Master Smith and some heavy infantry. I choose the Black Plate with flails- multiple weak attacks, but the survivors will get stronger. Later I'll want to switch to something with a shield. Predictably, my new province produces nothing but barbarians, and I don't want any of those.
Actions- my First Army is far from grand, but it is ready to attack a few militia and light infantry. 12 light Ulmish infantry, 10 crossbows, and my first general. I send them to the north of my capitol, and decide Myself to go north to the end of my isthmus, and to open combat with a barrage of stones [Legions of Steel took my damage resistance from 28 to 29.] . I send my spy further north still, lest I overrun my intelligence. My Smiths are all diligently researching.
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November 8th, 2005, 06:17 PM
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Second Lieutenant
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Re: Ulm SP AAR- Swords Vs. Sorcery
Personally, I'd forget about blacksteel and light infantry and just concentrate on churning out those Infantrys of Ulm. Get some mercenaries as well.
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November 8th, 2005, 06:44 PM
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Colonel
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Re: Ulm SP AAR- Swords Vs. Sorcery
or a ****load of sappers works for me
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November 8th, 2005, 07:10 PM
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Private
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Re: Ulm SP AAR- Swords Vs. Sorcery
(By the way, I've played the first 9 or so turns, but haven't posted all of them yet. The heavies are coming. . . the 12 light Ulmish infantry were my starting troops. )
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November 8th, 2005, 08:04 PM
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Colonel
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Re: Ulm SP AAR- Swords Vs. Sorcery
i believe sandman is suggesting you dont get heavies
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November 9th, 2005, 02:16 AM
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Re: Ulm SP AAR- Swords Vs. Sorcery
I'm new. . . We'll see. I have A Plan.
I also have my notes with me for this post. I think I'm playing The Desert Eye- it's hard to tell, because of the wraparound. Which I didn't realize the map had. . . My enemies are Abysia, Pythium, Caelum, Pangaia, Vanheim, Jotunheim, Mictlan, T'ien Chi and Machaka. Plenty of Sorcery to go around.
Turn 4:
Results- Ulmon takes out some regular troops- about 30, again- while the First Army knocks out 3 commanders, 15 troops while taking no casualties- no kills, no injured. This turn, not last, is where Ulmon picks up his never-healing wound. Ulmon's new province has a Library- nice, but with the crippling Drain I don't think Sages are worth it.
Shopping- I recruit 7 archers in the First Army's new province. They can fire into melee with my Black Plate infantry and basically damage only the enemy. Also, more Black Plate and another Smith. I end the turn with 164 gold and big plans for a castle in the northern bottleneck.
Plans- my First Army goes back to the capital to collect the archers. I move Myself, alone, into the province where my spy waits- and keep him where he is.
Turn 5:
Results- Ulmon cleans out a variety of heavy infantry, light infantry, archers and militia. One gets a lucky hit on the side of his knee and I develop a slight limp. Time to stop Phase I- at least for now; My physical toughness isn't sufficient to keep me entirely safe, and the next affliction could be more serious.
Shopping- I buy a second Spy. My Spy starts building a fort in the bottleneck, and I raise 8 Province Defense. For Ulm, PD below 8 or above 20 is cost-effective. Desperate for cash, I convert 5 Earth vis into gold and buy more flailmen
Plans- the First Army goes back to pick up their archers. Ulmon, protecting his bottleneck, searches the province for gold and gems.
Turn 6:
Results- none.
Shopping- I buy a Priest. First Army is now 8 flailmen, about a dozen light Ulmish infantry, 10 crossbowmen and 7 archers.
Plans- I move Ulmon to the province with the Library. Spy keeps moving. First Army heads back to Ulm , with the goal of heading south and converting the rest of my isthmus. Pippin will become my Prophet. [I missed the chance to rename him, alas.]
Turn 7:
Results- Mictlan is the neighbor of my fort-to-be, which is protected by a spy and nine crossbowmen. . . it would be bad to lose that. Evocation 2 is reached.
Shopping- My planned push to glory- a Smith every turn, researching their hearts out- has been sapped by lack of money and focus, and the castle on my north. More troops, of course, but no Smith.
Plans- I will search My internal province, risking my expensive, expensive construction project. I am betting that the blood-drinkers of Mictlan will pause before starting a war. First Army heads south to conquest, with 18 Black Plate and nearly 50 troops in total.
Turn 8:
Results- Mictlan did, indeed, hold off. I found no magic sites in My province. First Army crushed the independent pagans, with neither deaths nor permanent afflictions.
Shopping- I can, barely, afford another Smith. And the Forges of Ulm continue running at full speed.
Plans- First Army will continue to a chain of islands to the south; I will move to protect My construction project. Pippin shall north with five of Ulm's finest flailmen as a personal guard.
Turn 9:
Results- First Army took the chain of islands, and along with it a magic site- the Wormwood Forest, producing 1 Nature gem. Truly fortunate. Evocation 3 has been researched, and my Smiths are now capable of sending Magma Bolts down on the unbeliever. Mictlan seems to have backed their army off, and my fort is complete.
Shopping- I, Myself, build a lab in my new fort- while I would like another Smith [I have six] the fort is maintenance-free and the cost of my army is starting to become significant. I purchase a Commander of Ulm along with the flailmen- my army is large enough for a second-in-command.
Plans- I send First Army agaisnt a large force of Woodsmen. This is the last "bottleneck" province I will be able to hold and I wish to move as far as possible before putting in the choke point. 210 gold of Point Defense is not a small investment.
Current status( start of turn 10):
Upkeep: 105 gold.
Income: 376 gold.
Treasury: 276 gold.
Research: partway through Evocation 4. 30 RP per turn.
Gem income: 5 Earth, 1 Nature.
Magic Resources: 40 Earth, 2 Nature.
Provinces: 8
Soldiers: 49 in First Army; 5 with Pippin; 10 in Capital.
Notes: Some of my turn-by-turn results are off; I didn't save the turns as they happened. I got sloppy on the latter turns- Pippin is still one province behind my fort, my spies are in my own territory, and my new fort has not turned out a single Black Plate Soldier. Second Army is forming as slowly as I feared.
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