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February 21st, 2009, 06:50 PM
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Lieutenant Colonel
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Re: EA Ulm - Flying Conans of Doom
One thing I think you missed to cover is the extremely low magic resistance on EA Ulm troops. Yes, it is 8. One small solution to that problem could be to take an astral bless for your steel warriors so at least you have one unit that can stand up in the magic heavy early age. Combine that with earth for nice effect.
Also, one shouldn't look down on the axe throwers as they will give immense pain to anything when they are massed. It doesn't matter that they can't hit as you got masses of them, and you could easily throw wind guide (balancing the -4 to precision) with your warrior smiths.
Another thing not to look down at is the broad sword/axe type warrior. Why? Because you have only length 1 weapons on all your other units (except iron and steel warrior). Short sword and axes will not have the upper hand against the very common short sword of early age, broad sword is length 2 however and will. All of them including iron (maul) and (great sword) steel warrior will have problem with the even more common spear. Only the shield maiden with her high defence and morale will have it easier when facing masses of spears, but with only a short sword, one attack and lower strength than the warriors she won't punch through heavy armour such as Abysias. In that case I would definitely go with the double wielding high strength and cheap axe throwing maniacs. Anything with no shield (no high parry) and medium to low defence (but maybe high protection) should get an axe to the head.
Another thing to take notice to is the very high HP (for humans) that EA Ulm has on their units. For maidens 12, for warriors 13. That don't totally makes up for few shields, short weapons and medium to low protection but it comes close. I say recruit in numbers. 10 gold for 13 HP is pretty good when you meet EA spear wielding (3 damage) 10 strength humans or short bow archers, it means you survive with only 8 body protection (good prot 15 helmet though).
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February 22nd, 2009, 12:28 PM
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Major
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Re: EA Ulm - Flying Conans of Doom
Thank you very much for another excellent guide!!!
Quote:
Originally Posted by Dedas
Another thing not to look down at is the broad sword/axe type warrior. Why? Because you have only length 1 weapons on all your other units (except iron and steel warrior). Short sword and axes will not have the upper hand against the very common short sword of early age, broad sword is length 2 however and will. All of them including iron (maul) and (great sword) steel warrior will have problem with the even more common spear. Only the shield maiden with her high defence and morale will have it easier when facing masses of spears, but with only a short sword, one attack and lower strength than the warriors she won't punch through heavy armour such as Abysias. In that case I would definitely go with the double wielding high strength and cheap axe throwing maniacs. Anything with no shield (no high parry) and medium to low defence (but maybe high protection) should get an axe to the head.
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You may not spotted it, but most short-sword or spear-carrying troops in EA do have shields. And spears repel your broadsword-carrying guys just as good as they do shortsword-wielding gals - better, actually, as both kinds of elite Maidens have bonuses to defense while your "mainacs" actually have penalties for their axes... (this is also why I am a loud proponent of an idea to arm them mainly with hatchets? by the way - -1 to both attack and defense with double weapons just can't be overcome with any ambidexterity...)
As for low MR I'm currently thinking about actually taking Drain with this nations - but possibly it won't work due to lack of high-end mages who can overcome Drain penalty...  On the other hand, you have access to all 3 research boosters and may forge them with discount. Plus, it's more thematic... 
To pyg:
When I tried them some time ago I always had 2 Death-2 Shamans on average by the end of year 2 - mid-year 3 iirc both in SP tests and in MP. Please don't forget that EA Ulm has cheap castles and all other Shamans you get are far from being useless (from each hundred you gain about 2 D2, 2 N2, 2 E3, 2 F2 - very useful all except N2 which you already have from Antlered ones - and all others can at least research or thug out)...
To Maraxus on tramplers:
Warrior maidens with their high-precision bows! In sufficient numbers they can make tramplers run even without buffs - and if numbers aren't sufficient they just fade back into woods... 
As for research, I'd say that with this nation the main theme would be a Construction. With Alteration and Enchantment as secondary obiections (Probably Ench 3-4 first for Strength of Giants). On the other hand, if you have Magic scale, you will probably need to study Thaumathurgy quite soon - you have no problem with research but need more gems to forge with.
And on Pretender design - Forge Lord would be very thematic, but we are severely pressed to put additional paths on him. So I think that Rainbow or even Immobile would be better here. Actually, some time ago I've toyed with an idea of a Drain scale offset with an Awakened Sage... What would Your Baalziness say?
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February 22nd, 2009, 02:16 PM
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Major General
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Re: EA Ulm - Flying Conans of Doom
Quote:
Originally Posted by Wrana
(from each hundred you gain about 2 D2, 2 N2, 2 E3, 2 F2 - very useful all except N2 which you already have from Antlered ones - and all others can at least research or thug out)...
As for research, I'd say that with this nation the main theme would be a Construction. With Alteration and Enchantment as secondary obiections (Probably Ench 3-4 first for Strength of Giants). On the other hand, if you have Magic scale, you will probably need to study Thaumathurgy quite soon - you have no problem with research but need more gems to forge with.
And on Pretender design - Forge Lord would be very thematic, but we are severely pressed to put additional paths on him. So I think that Rainbow or even Immobile would be better here. Actually, some time ago I've toyed with an idea of a Drain scale offset with an Awakened Sage... What would Your Baalziness say?
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No way, the N2 shamans rock so much. It's kind of like trying to pick my favorite child, my favorite one is whatever one I'm looking at now. Put a cheap rune smasher and thistle mace on him (and a void eye if you can find one), a couple of these all over the place and even high MR thugs are suddenly very shy - charm works almost better as a deterrent than a unit grabber. In the early part of the game he's dropping wooden warriors using no gems or boosters (as in with every small army in every fight), later dropping mass protection using just two gems and no booster! This is the guy that makes me comfortable figuring most of my infantry has barkskin for most fights through the whole game. These guys can also cast strength of gia, so with just a thistle mace you're dropping mass regeneration, serpents blessing, relief, add in one of those blood stones and you're dropping gai's blessing and summoning cave drakes with dragon master. True, he can't do anything the antlered shaman doesn't have covered, but that doesn't mean he's not a serious workhorse.
As to where to focus your research, it really depends. There's a couple reasonable ways to go which you can to a certain extent play by ear depending on how a particular game is going. That said, *very* roughly here's how I look at your priorities.
Priority 1: Alteration gives you a *lot* of bang for the buck without spending many gems - which are very tight initially. I already highlighted wooden warriors, but realize you can also pass out a few earth gems and drop a bunch of destructions which works...um...well with dual weapon warriors. You're also looking at wind guide for all those archers and iron skin for your mages and swarm for aggressive enemy pretenders.
Priority 2: Site searching spells. Doesn't take too much research and your alteration buffed super-infantry should carry you nicely in the mean time
Priority 3: Evocation (along with conj-3 for summon * power). you've got awesome evocations.
Priority 4: Construction. It's all the way down here because 1) you have other stuff which is more *immediately* useful and 2) you have had time to stockpile some gems to make the most use out of it.
I see what you're saying re: drain, I don't think I could stomach it on a nation I'm so heavily relying on mages for. You have to always be aware that sometimes trying to be efficient means you don't win the race so it's always a balancing act between finding a good value and making sure you're not bringing a knife to a gunfight because your gun is on layaway. Who cares if I spent 4 times as much as you did for my gun, I'm the only one with a gun in this fight.
As to the forge lord, I certainly agree that he's expensive and there are other ways you can play it. However, how much is it worth to be able to forge air boosters for barely double digit gems (single digit if you can snag the forge lord hammer)? How much is it worth to be able to pass out several elemental staffs to your combat mages and some rings of sorcery to your relatively small death mages? It's very expensive, no doubt, but it can also really mean you're fighting at a whole other level if you can pull it off. There's a really, *really* big difference between fielding several A5 mages (2 boosters + crystal shield) and one guy you've squeezed up to A3.
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