Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!
Again, if the main advantage of ghoul gardians is that they count 2x as defense then why the #@$# would you buy them again? (they are also undead right?)
Because their upkeep is lower for the amount of defense you get? You can't reliably patrol with them anyway, since if you lose they will not be in your castle defending anyway...
That is if you need patrolers you are going to use wolves or thralls or whatever free chaff you can come up with.
And to mass them quickly you NEED not just order (which you still don't really need, but whatever) you NEED to take production which further cuts into the real advantage LA Ulm has. Production becomes more and more useless the longer the game goes on anyway, no amount of ulmish infantry is going to stand up to proper SCs or likely even a handful of thugs designed to counter them. Their magic resistance isn't even the issue, it's still their mobility which makes them expensive targets who are unlikely to be where you actually need them. And if nothing else, provide no kind of strategic problem for your opponents, who are more than happy (at least i would be) to see you turtle up in your 'impregnable' fortresses while they just do whatever they want. On a small map I can see them providing enough of an early advantage that different scales may be warrented. On mid-large maps, not so much.
But I think Chris has the right idea with his test game, though I'm not so sure about the 100 counts in 40 turns, but what the hell, even half that would still be giving you a ton of chaff and rapid defense/offense.
You don't need to give your counts much equipment to make them reliable raiders afterall, and Ulm (even LA) can still manage to out forge just about anyone else.
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