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Old February 15th, 2009, 12:31 AM
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Default Re: LA Ulm: Goths Gone Wild! or, Flying Immortal Vampire Harbingers of Doooooooom!

It's 30 for level 2. But still, you're going to want Air sooner or later, for battlefield enchants, and those all take gems to cast.

Personally, I do agree that in many cases, the Vampire Count is a superior thug chassis choice for LA Ulm. I just couldn't swallow poor Air access as a primary reasoning for it.

But bear in mind, that the Vampire Count *is* the easy way, and it *is* the expected answer. Especially if you let your opponent know (by using them) that you have Vampires, you might well give him a big surprise when your other choices start making appearances.

Generally, I try to make a point of always diversifying into every path (other than Blood, often too big a bother) during the course of a game. Taking your opponent off guard by introducing weapons that he didn't think you had any access to, can be a priceless advantage. Or in some cases, waiting until your enemy comes at you with his "secret weapon", only to find that with a little effort, you are already prepared to drop a Storm Warriors on your army. Honestly, for the small amount of actual effort required to diversify most paths (a couple of Priests manual searching, they're doing Holy as well anyways), I tend to feel that even just access to a few items you otherwise couldn't get, justifies the expense. Then I let the gems pile up, even at 4-5 a turn, you will have enough to pull off some interesting surprises eventually, and a couple of stray items won't tip off your opponent, as they could have come from victories in combat, or random events.
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