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View Poll Results: Do you think that MA Ulm is underpowered?
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Yes
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52 |
85.25% |
No
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9 |
14.75% |
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September 25th, 2007, 01:51 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: Some more tests.
Sombre, it looks like your ideas around Ulm are excellent, giving their priests a personnality, and solving the problems of morale ulm has. (en aparte : will he rest one day ?)
Could give them normal crossbowmen/archer at 10 gold, and make the arbalest an elite sharpshooters unit.
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September 25th, 2007, 02:10 PM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
Thanks: 1
Thanked 10 Times in 7 Posts
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Re: Some more tests.
I've been having a lot of fun with MA Ulm in SP... their mages are very entertaining to use early-game against the AI's chaffe hordes. With only Const-4, Evoc-4, and Conj-3, you can do the following:
1) Have each mage give himself a pair of earth boots
2) Script "summon earth power" for his first spell
3) watch Blade Wind consume his helpless armies
Is there any other race/age combo which allows so much devestation for so little investment (140au, 10 earth gems, L4 research in three paths)?
also, how effective would this be in MP?
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September 25th, 2007, 02:12 PM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Some more tests.
In MP I find that magma eruption is more common. It works better against armoured opponents.
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September 25th, 2007, 04:43 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: Some more tests.
I don't know, I think I'm in the very small minority that doesn't think MA Ulm is bottom of the barrel. Top tier? Certainly not. Unplayable? Far from it.
I'm not contending their weaknesses, a huge laundry list of them has been pointed out and they are mostly spot on. What I'd like to point out is some strengths that people tend to overlook.
1) Best forge bonus in the game and consequent diplomatic edge. The people calling "forge *****" need to work on their trading skills.
2) Their smiths are pretty cost effective in combat early on and just get better. Destruction + blade wind is pretty ugly. Legions of Steel & Strength of Giants grow into weapons of sharpness and marble warriors ending up at army of lead. Magma bolts is not terrible in a pinch, and magma eruption is one of the best mainline evo spells. Its not hard to forge a few blood stones and your combat mages should all have earth boots so you end up with pretty stout little casters once you throw in a summon earth power - on a 140 gold unit.
3) Gold cheap troops mean more castles, which mean more smiths. People complaining extra castles just gives you the ability to churn out more crap are not using the strengths of Ulm to their advantage. For the cost, you have a hard time having enough smiths, from forging cheap stuff for your thugs and forging goodwill for your neighbors, to researching and combat effectiveness, it's a very versatile unit for its cost. Have lots of smiths helps a bit with their magic diversity as you'll have S and A forgers as well as double F and triple E (real good combat mages).
4) Because of the excess gold, Ulm should have more castles than average, which lets you crap out loads of 30gp spies when you feel like taking a break from massing smiths. This should not be underrated, crapping out 10+ spies per turn mid game can be crippling. Spare gold also lets you bid well for mercenaries, which can help with your magic diversity.
5) The recruitable units are fairly good for indie expansion, and can hold their own against most other recruitable units until a bit of research is done. Once they start laying down poison, lighting, etc. you better damn well have your own research done and start hitting back with your own combat spells and cheap thugs outfitted to be immune to whatever they're throwing down. Screw lighthing, my favorite AN spell is destruction.
6) Ulm managing to get the FOTA up is just scary. Lightless lanterns, forgable by every one of your smiths cost just 1 fire gem apiece - crap 50 of them out the turn the forge goes up and you've made back your investment even if it's immediately dispelled. Manage to keep it up and fire brands, shields of beaten gold - 1f 1e. Amulet of Antimagic, luck pendants, rings of fire/lighting all one gem. Who cares if your black knights aren't invincible, at these prices they're expendable! Use that trade income you've got to crap out golems, use the quarter price blood stones your minting to crap out mechanical men and iron dragons playing linebacker for a hoard of phoenix rod wielding scouts and 5e righteous combat mages.
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September 25th, 2007, 05:09 PM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
Posts: 785
Thanks: 2
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Re: Some more tests.
God. Now I have to go play a game with MA Ulm. Its all your fault, everyone who posted on this thread. I have bettre things to do...grumble grumble
Oh and Baalz,there is way too much crapping going on
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September 25th, 2007, 08:31 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Some more tests.
I propose in the next team game, we put EA Ulm on the same team as EA Niefelheim, and see who's laughing now .
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September 25th, 2007, 09:59 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Some more tests.
someone who thinks ma ulm is "not so bad" sign up to play them in the Evermore game.
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September 26th, 2007, 12:25 AM
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Second Lieutenant
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Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
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Re: Some more tests.
Note that there is another variable too. Even the most pathetic race, if played agianst, say, me, would win easily.
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September 26th, 2007, 02:01 AM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: Some more tests.
Quote:
Baalz said:
6) Ulm managing to get the FOTA up is just scary. Lightless lanterns, forgable by every one of your smiths cost just 1 fire gem apiece - crap 50 of them out the turn the forge goes up and you've made back your investment even if it's immediately dispelled. Manage to keep it up and fire brands, shields of beaten gold - 1f 1e. Amulet of Antimagic, luck pendants, rings of fire/lighting all one gem. Who cares if your black knights aren't invincible, at these prices they're expendable! Use that trade income you've got to crap out golems, use the quarter price blood stones your minting to crap out mechanical men and iron dragons playing linebacker for a hoard of phoenix rod wielding scouts and 5e righteous combat mages.
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Well you could argue that forge is actually less useful to ulm because they are actually saving less gems off of the global than another nation would....
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September 26th, 2007, 02:01 AM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
Posts: 785
Thanks: 2
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Re: Some more tests.
Hey i played MA Ulm in Perpetuality, and i managed to be the second eliminated. Not the first!
A real victory.
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