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TheKDawg said:
Hi everyone, new Dom 2 player here.
I've played a few games as Ulm, and I'm not sure I'm playing right. I have some questions about what other players like to do and accomplish as the Ulm nation. I basically, at the moment, play a multiplayer game with one other person exclusively, along with single player.
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Welcome to the addiction, and to the forum!
You chose quite good nation to start playing Dominions with. It has simple mages, no random magic means you have very limited ways to use magic, you have strong units you can rely on (against AI) and you ask good questions.
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1 What are my best troops, strengths, weaknesses?
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Your greatest strength is your units' high protection.
Things that counter it include: units with high strength (beware Jotunheim!) and high-damage weapons (T'ien Ch'i provincial defence has dmg 10 Glaives!, and all crossbows are dangerous too) as well as spells with high damage (Bane Fire, Evoc. 6). ALL lightning (Evoc. in Air) spells totally NEGATE armor. Fire and Water have some armor-negating spells (atleast Frozen Heart (Alteration 6) and Incineration (Alt. 4), and some armor-negating spells (Evoc.)
Your best unit is the Black Knight. He is strong, moves two times as fast as your other units and has awesome protection but lower encumberance.
Sappers can quickly wear down destroy enemy fortresses, and they also have strategic move of two. Sappers and Black Knights are only non-commanders of Ulm who have Strat. move of 2.
Guardians are also good units: they have higher morale than generic Ulmish soldiers. They also have high-damage halberds. They require high resources and can only be built in your home citadel, so you might want to wait until you have another castle before recruiting Guardians en masse. Remember that they have very low defence, and before or later someone hits hard enough to kill them. They are very good at defending fortresses, and that is a nice little bonus.
Most of your units have high encumberance, meaning that they quickly get fatique. High fatique lets enemies to strike through your armor, and this means that in long battles Ulmish troops become very vulnerable.
All of your high-defence infatry is useful, but because the shielded ones are better in your specialty, choose them over the others if younhave the resources. Others have their uses against high-prot. units, weak low-prot. units (flail has two attacks) etc.
Your units' magic resistance is bad, so beware Astral spells. Enslave Mind and,
, Master Enslave are good examples, but also some Evocations like Astral Fires (Evoc. 6) and Nether Darts (Evoc. 7). There are also other spells that only Magic Resistance protects against, like Shadow BLast (Evoc. 5).
You have only limited access to magic paths. Some Earth (up to 3 with Earth Boots) and little Fire without pretender, empowerment or boosters not forgeable by Smiths without empowering/forge of the ancients.
Also, your Master Smiths have two unique abilities: they are not affected by Drain scale. This means that you can get 120 free design points by taking Drain 3. Only thing you lose is 3 research points from your pretender, because *he* is not immune to drain. The second ability, Forge Bonus, is also very good. One fourth of items' cost is taken away whenever they are making it... And this stacks! Get them Dwarven Hammer, and the bonus is 50%, Hammer of the Forge Lords (unique) or Hammer of the Cyclops (unique, non-forgeable), and it is 75%! Forge of the Ancients lowers this even more, but it does not stack to allow 100% bonus. Forge also gives your mages one virtual level in ALL magic paths, so your E2F1 Smiths can forge ANY item that needs F2, E3, N1, S1, A1... or any of their combinations!
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2 What sort of pretender is Ulm successful with? Any specific examples, or general hints?
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To take most of your Smiths' Forge Bonus, empower them. To do this you have to have lots of gems. The easiest way to get them is to have a pretender who can find them: a Rainbow Mage. Take 2 to 3 levels in all/most paths. Consider leaving Blood and Earth away, but be sure you can do some Fire boosters (Flaming Helmet at Constr. 4 is Fire 3, Skull of Fire at Constr. 6 is Fire 1+Death 1, Staves of elemental mastery are either F3+W3 or E3+A3), F2 and atleast D1 are probably the best. Remember that Death and Nature have spells for summoning mages with random picks (Summon Spectre and Contact Lamia Queen at Conjur. 6). Also check other boosters and be sure you can do as many of them as possible. The is an excel file listing all boosters somewhere, try SunrayBe's and Arryn's site.
You could also try taking a cheap pretender and getting as good scales as you can. Oracle or maybe Monolith, or maybe a moving mage so that you can look for some sites.
You could also go for high Earth mage. This would let you to use Legionst of Steel (the spell Ulm starts with) right from the start, and to cast The Forge of the Ancients. You might consider researching it right away. This would also give you easy access to other nice Earth globals like Earth Blood Deep Well, Riches from Beneath and Mechanical Militia. Depending on what you go for, level 4-6 is enough. Because you have no blessed troops, it's not worth going for highest levels.
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3 Are there any strategies, magic research, or item forging levels I should be looking to reach quickly?
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You start with Legions of Steel that gives your units even more protection. Your Smiths cannot cast it without gems, because they have only Earth 2. At Conjuration 3 there is Earth Power, that gives reinvigoration (fatique goes away) and one more level in Earth, Lasting to the end of that battle. You also get Phoenix Power (similar spell for Fire), and with some fire gems you Smiths can first cast PP and then, with another gem, F3 spells like Incineration or Falling Fires. You can also summon lesser Earth Elementals. They are very slow and use gems, so they are rarely useful. Cave Drakes have high protection, but they are slow and have weak attack, and are expensive. They can offer you tough meat shield, either to protect your own units or when you quickly have to get *something*.
Evocation has many nice toys for you. Blade Wind devastates armies of many low-prot. units giving little or no damage to your own units. It can also kill archers /crossbowmen in high numbers, and use up Mirror Images of Vans (I think). Magma Bolts gives enough damage to kill or atleast damage your own units, but is also good versus your enemies. Earthquake is similar in use to Blade Wind, but could catch unwary mages from other side of the battlefield. These could be your own mages too, so use this with care! Magme Eruption is very powerful, Flame Eruption is dangerous to use because the caster would have to be in the front. Gifts from Heaven would give high damage, but they would kill your own units with their low precision.
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4 What sort of armies should I build? (unit combinations)
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Fast Army:
Black Knights, Sappers, Master Smiths with access to Earth 3 (Earth power or Earth boots, generally), summons with strat. move of 2 or more
have some Black Knights or summons (hold and) attack closest while Sappers fire at closest (if many/if dangerous), large(if few big dangerous units) or archers (if enemy has crossbows or mages mixed with archers/crossbowmen). Remember that Sappers can be divided to many squads with different targets, but don't overdo it. Small squads rout easily. Some Black Knights can hold&attack rear, to catch enemy archers or mages. Master Smiths can fill the role of Sappers (Blade Wind, Earthquake) or cast more dangerous spells to kill enemy Knights/Heavy infatry (Magma Bolts, Magma Eruption). Summoned Earth Elementals are only useful if the battle Lasts long enough for them to reach the enemy, so they are mostly useless.
Your general armies would have shielded infantry attacking enemy closest, black knights in rear (hold&)attacking rear, closest or archers, maybe some arbalests if enemy had something with very high hp/prot. like Cyclops. About weapons and what they are good against:
pike: high length -> repel -> only good against units pikemen can easily hit and that have either bad morale (no hits get through) or high morale and few hits (few repels kill them)
flail: two attacks -> good against low def/low prot/units that only die to luck anyway
battleaxe: high damage -> good against heavy armor
maul: high damage but cheaper -> good against heavy armor
if you have enough money/units, use battleaxes, if you need numbers take mauls, if they die anyway take mauls.
morningstar & shield: high prot. + morningstars have bonus against shields (shield def. bonus is negated) -> good versus units that have big shields
hammer & shield: high prot., no defence penalty from morningstar -> better against enemies you don't want to get hit by (but independent militia or mercenaries and any kind of crossbows, archers or mages would be better.
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5 What sort of armies/nations should I be afraid of? What sort of nations/armies will I stack up well against?
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All nations with access to Air can negate your units' strength, so Caelum, Vanheim and Pythium are dangerous. Arcoscephale can also get Air 3, and after first they can make more boosters. Any nation that can have D2+ mage, lots of undead and lots of death gems to burn at you in the early/mid game can use Death BLast with some undead fodder to kill your elites.
Any nation that can access units you can't really hurt (Vanir with Water blessing, Temple Guards oe Caelum in cold provinces with Water blessing...) or super combatants, mainly blood summons, some of the elemental royalties (Earth/Fire Kings, Air/Water Queens), Bane Lords and Wraith lords to a lesser extent, many of the pretenders after equipping/if lots of design points are burned to paths. Mostly the same ones as earlier, but also Mictlan and Abysia. Abysia also has access to high-damage AoE battle spells their troops are immune to, and Mictlan has lots of mages so that you don't know what to be ready against.
Any nation that has units that can strike through your armour. Jotunheim with its giants, T'ien Ch'i with Glaive-armed warriors and crossbows (but they die easily to your troops, too, so this is a draw) and Celestial Warriors (which are much harder), Marignong has Crossbows, both two-handed swords and halberdiers, fire and astral magic -> access to AoE fire spells, magic resistance spells and the ultimate combination: Astral Fires.
Ulm has lots of problems against almost anything, if the other are ready for you. Air nations without air evocations cannot kill you, Mictlan without Blood Magic is a laugh (unfortunately, Mictlan players know this and *always* have Blood magic researched, even if you attack them by turn 7), Jotunheim doesn't have enough giants in the beginning.
You might also want to try Iron Faith. Iron Faith's Black Priests aren't immune to drain, so you can't take free points from that and are indeed *forced* to take some, but they get sacred Black Knights and Black Priests have forge bonus plus some random magic. If nothing else, the friend you play with doesn't know what to expect.