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November 20th, 2003, 05:57 PM
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Private
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Join Date: Nov 2003
Location: Atlanta, Ga
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Ulm, Ulm and more Ulm !!!!
Ok...I must begin this by stating I am a complete newbie to the whole Dom1/Dom 2 world but I love it all very much.
Now...Ulm is bad ***. I love them...their units are rock solid albeit a bit pricey and except for the lack of decent spell power, I am very happy with them. I'm still getting my feet wet and am playing on easy so don't flame me too hard but these are a few of the things I've been doing that haev enabled success...please tell me how these are great strats or insanely crappy ones when I go against a good friend this friday on Aran.
First, I take a sage Pretender, give him 1 Fire, 2's across the board, except for 3 or 4 Astral, 1 Earth, and 3 or 4 in Nature and Wind. I then build 3 or 4 black plate axemen and have him research...now...this lets me have a small hard force that search territory very effectively. Every turn I'm pumping out a master smith until I have 8 and a few priests in my capital. All of the gems I am now getting will be used to empower a stay at home smith into a Magic Item producing factory. I then outfit BlackLords and other baddies with the best that I can...which is typically very good. As I'm going through and gaining territory, I raise the defences as much as possible...to at least 31 in most cases, I've gone as high as 92 in one game. How do I fund this? With the excess of Gems that I am producing. I grow much slower than my computer rivals but rarely lose territory and they always get a helluva bloody nose waltzing around my lands. The only guys who consistently put the smack down on me ar the damm squid heads. I hate them and am planning a nationwide fishfry in their honor one day soon!
Anyway, I know I can do better but Ulm is rock solid thus far...I mean I fought Ermor with some thing like 3 Priests, My Pretender, 4 Master Smiths, a Black Lord, 16 Black Knights and 30 Black Plate Axemen, he had his Wight Lord and 12 other commander, 32 regular units and 662 Undead. At the end of the battle-(I lost by the way)-I lost my Black Lord and roughly half my knights and foot troops, he lost none of his commanders, 16 of the 32 regular units and 447 Undead...those are damm fine numbers. You guys should have seen the ridiculousness of 3 or 4 Blade Winds every turn...it was a thin black line holding back this monstrous horde...truly the stuff of legends. That battle sold me on Ulm...they might need a little tweaking here and there and I would love Iron Faith to actually be worth something but for now...I plan on riding them out...tell me yuo don't trembl when the comp or a buddy shows up on your doorstep with a solid block of 30 Black Plate Infantry with two gGroups of 20 Black Knights on each Flank...there will be death that day!!! I look forward to the responses.
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November 20th, 2003, 06:21 PM
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Second Lieutenant
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Re: Ulm, Ulm and more Ulm !!!!
Everything I am about to state is opinion only. Everyone plays differently.
>and except for the lack of decent spell power
That's the main problem with Ulm.
>First, I take a sage Pretender
I'm not a fan of mage pretenders.
As a new Ulm player try a Great Mother.
Start her with at least 3 in earth. At game start have her behind the main troops and have her cast Legions of Steel. It starts pre-researched. This will help early expansion a lot. Later have the Smiths make the GM a set of magic equipment. She gets pretty fierce when equiped well.
For serious abuse try her with air-3 earth-3+. Give her a cloak of shadows, pendent of luck, charcoal shield, main gauch of parrying, boots of the messenger, horror helmet, and amulet of resilience. On entering combat have her cast Invulnerability, Mist Form, and Elemental Fortitude. She can still be killed, but it isn't easy.
>I raise the defences as much as possible...to at least 31 in most cases, I've gone as high as 92 in one game.
Ulm has very good province defense (arguably the best), but don't blow all your expansion gold on it or human players will outpace you handily.
>You guys should have seen the ridiculousness of 3 or 4 Blade Winds every turn
Research conjuration-3 for Summon Earth Power. Then all your Smiths can cast Blade Wind. (and legions of steel, strength of giants, and magma eruption)
For a simple and effective earth summons try the Clockwork Horrors (construction-5).
Also try adding in a bunch of archers from an indy province. They can barely scratch your armored troops, but can really help versus light troops... such as Ermonian undead.
[ November 20, 2003, 16:26: Message edited by: apoger ]
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November 20th, 2003, 06:32 PM
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Second Lieutenant
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Re: Ulm, Ulm and more Ulm !!!!
Quote:
For a simple and effective earth summons try the Clockwork Horrors (construction-5).
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I think the description of these guys is hilarious! Excuse me, I need to go find some Hoburgs...
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November 20th, 2003, 07:47 PM
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Re: Ulm, Ulm and more Ulm !!!!
Ugg...Earth Mother? I know most of this game takes place in our brains...heh heh heh...my imagination can outshine the latest graphics cards...but jeez...just something not in character about Ulm being led by a fat green chick...what about a cyclpos instead...that one eye thing bothers me though....how easy is it to get blinded ?
Clockwork? I love those guys...the description is funny too...I was just spanked by R'Lyeh?-(sp?) again but nearthe end i started using masses of clockwork and they tore through them pretty good....
Earth Power is cool...I tried doing the specific spell thing but it didn't cast what I wanted...is there something I did wrong? My spells all showed up in the parantheses and everything.
As for spell power...it is slow and arduous but empowerment seems to be working good for me so far. The crazy T'ienChi monkeys and the squid faces are still troublesome to me. T'ien Chi kept whacking me with fatige inducing spells...is there a counter for that ?
My buddy plays Abyssia...I ave absolutely destroyed the comp Abyssia time and time again. He's a bit smart than that though...Any item combos that I give heroes or Black Lords that will let them stand a chance against his Demon Lords? As a rule I go hard for Construction 6 and Evo 6..then split the rest of my points between the rest...
Thank you for the detailed response by the way...these Boards are by far the best I've been on.
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November 20th, 2003, 07:52 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvink��, Finland
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Re: Ulm, Ulm and more Ulm !!!!
I kinda afree with you on that...
I haven't realy used Cyclops, so i can't tell how easily they lose their eyes.
Maybe the mage found a better spell to cast?
Kill the mages who cast those spells.
In a nutshell:No
A long answer:Forbidden Ligth could help, but the Horror will eat you before you see the Demon Lords. Just summon big critters like Iron Dragons.
[ November 20, 2003, 18:22: Message edited by: Nerfix ]
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November 20th, 2003, 08:18 PM
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Major General
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Join Date: Aug 2000
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Re: Ulm, Ulm and more Ulm !!!!
Demon Lords are pretty buff, and make decent battle mages, but they can't wear armor and are just as vulnerable to Curse (Increases affliction chance, no MR check, requires Astral/Nature) / Vision's Foe (Takes out an eye, no MR check; requires Death/Air) / Bow of Botulf (Feeblemind, no MR check; requires death magic) as anybody else. Curse is a nice counter for supers in that it greatly increases the chance of getting an affliction when wounded, and it doesn't matter that much how powerful you are if you're blind and feebleminded.
They'll still be KO'd by Magebane, but that's an artifact...
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