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  #21  
Old February 27th, 2007, 09:18 AM

Covenant Covenant is offline
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Default Re: EA Ulm advice wanted

Let's assume that we don't even use the blesses for anything. What then is the purpose of our Pretender? Do we go with a SC to take out starting Indies, or with some kind of researcher/mage to compliment our magic summons?
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  #22  
Old February 27th, 2007, 11:27 AM

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Default Re: EA Ulm advice wanted

If you want blesses, I think the best for Ulm would be S9A4, more Air if you can afford it. This gives +3 MR, Twist fate and some arrow defense. If you go with a Dormant Oracle, you could easily go S9A6 and still have plenty left over for scales. Astral/Air bless covers your sacred's greatest weakness, no shield, and terrible MR (all of EA Ulm's units have 8), having twist fate also allow them to live longer, which is always a plus.

If you don't want blesses, the best path is to go for scales and/or an SC. My choice would be an awake D4 Prince of Death with 9 dominion. For scales, I'd go with a 2 Drain (to help your low MR troops), 3 production (to make lots of troops), 1 cold (your preference), the rest into order/growth (depends on how you like to play).
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  #23  
Old February 27th, 2007, 01:08 PM

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Default Re: EA Ulm advice wanted

I hadn't noticed that about the Ulmish warriors. Seems like they're in drastic need of a rebalance (with more #ambi bonus).

Personally I wouldn't consider playing EA Ulm without strong positive scales - you need to be able to crank out hordes to make up for dodgy sacreds and lack of magic firepower.
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  #24  
Old February 27th, 2007, 01:35 PM
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Default Re: EA Ulm advice wanted

Something to keep in mind about units with 2 attacks: -> 2 chances to score a hit. Someone could do math on whether or not that is worse than 1 attack with a little more attack rating.

That said, another problem they have is the lack of shields. Anyone can round up some some kind of missile force, so shields will often be the better choice.
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  #25  
Old February 27th, 2007, 03:02 PM
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Default Re: EA Ulm advice wanted

The thing about the Ulmish warriors is that they have an attack of 10 for warrior and axe warrior and 11 for forest and mountain warrior. Axe and forest warriors have 2 axes and a throwing axe while warriors and mountain warriors have axe and broad sword.

Penalties, 2 axes:
-1 attack on axe, axe+axe = ambidex penalty of 2, making for a total penalty of 3. Subtract ambidex rating of 1 and final penalty is 2, for 2 attacks at 8. This means that the second attack can be treated as if it were attack 10 against the target's normal defense.

Penalties axe + broadsword
lengths 1+2=3, axe -1 and broadsword 0 and ambidex reduces penalty by 1, Final result is attack ratings axe 7, broadsword 8 for a unit with base attack 10. Meaning attack 7 + attack 10 against normal defense of target. Not exactly something that fills you with confidence.

Then take a look at Steel Maiden: Attack 12, 2x shortsword and ambidex 1. Length 1+1=2, reduced to 1 by ambidex, gives you two attacks at base 11. The steel maiden is more heavily armored than the basic warrior and has only 2 points less body prot than the forest and mountain warriors, much better attack and defense, has a strat move of 2 plus stealth, whereas neither forest nor mountain warrior is stealthy and both have strat move of 1.

Shield maidens swap one short sword for a shield, giving them one attack at 12 and a def of 15, 11 without shield. Shield maidens, steel maidens and warrior maidens (the armored archer) all cost 13 resources to the warrior/axe warrior's 10 or forest/mountain warrior's 16.

Can ANYONE please tell me why anyone could possibly want to buy anything but shield, steel and warrior maidens as EA Ulm unless they really intend to use the axe warriors for shock effect with the throwing axes and then to soak up damage from the enemy while the women do the actual fighting and killing. Mixing half steel and half shield maidens will give some punch and improve overall squad survivability and lessen the morale effects of a rain of arrows.

E.g. Ermorian units eat Ulmish warriors for breakfast, but the maidens are a different story.

Edi
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  #26  
Old February 27th, 2007, 03:32 PM
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Default Re: EA Ulm advice wanted

One thing to keep in mind is that successive attacks in a round reduce the victim's defense value by 2 for each attack, so the second Axe Warrior attack will effectively 2 points higher. The extra defense penalties stack very nicely if your warriors outnumber high defense enemies, allowing them to hit their foes easily.
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  #27  
Old February 27th, 2007, 04:13 PM
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Default Re: EA Ulm advice wanted

Why bother with the axe warriors when the steel maidens can do the same thing for melee more effectively? And last longer because they substantially higher defense and better protection to boot. You might want them for the throwing axes, but then they will be reaching melee later because they pause to throw the axes first, and you can't make EA Ulm work solely with axe/forest warriors because their low defense gets them killed too quickly.

The difference of defense between steel maiden and the warriors is between 2 and 5 and shield maiden and warriors is between 5 and 8. You do the math.

Edi
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  #28  
Old February 27th, 2007, 07:44 PM

Covenant Covenant is offline
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Default Re: EA Ulm advice wanted

The sword warriors are pretty worthless. The axe guys are only minorly use it as cheap 10/10 axe-chuckers, but even then you gott ask yourself if a short-range axe chucker is worth the cost of an archer. Their accuracy is bad too.

Against most basic infantry the Steel Maidens are much more useful. Their weapons do more than enough damage to mangle troops, and they consistantly double-hit. If you divide them up into small groups instead of large lumps they can swarm over troops and really cut them up badly. Sending in a small pile of axemen is possible... but why?

It'd be better to use the Shield Maidens. Same cost, better use. So shield blockers with steel maidens on the sides.

Also, something that's rarely mentioned are the Iron Warriors. Attack of 12 with a Maul, they have excellent to-hit characteristics with high damage output. As always they lack shields and aren't exactly stealthy, but if you need to attack targets that are too durable for Steel Maidens, sending in Iron Warriors is a good alternative. They have heavy armor and can fend off attacks, and do serious damage to things. They're basically as good as the Steel Warrior sacreds, and your best mass-produced alternative to high-durability units outside of summons. They're also relatively cheap. But the Steel Maidens are still superior against most units due to their efficent 2-strike combos.
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  #29  
Old May 14th, 2007, 10:32 AM

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Default Re: EA Ulm advice wanted

Howdy,

So, it seems agreed that EA Ulm does not like elephants and many of their units are less than ideal. Let us get to the good stuff, what are they good at!

Seems to me that you need high scales for this nation, as gold and resources are most helpful. Their mages are not too exciting, but do have a range of paths and a forge bonus. I was thinking of researching conjuration and building up some thugs with cheap items.

Nature seems the only path you can get going without a pretender, so the usual Thistle Mace, empowerment, Gift of Health and mass protection have worked for me before. Others mentioned Panic. What other combat type spells can you roll out with this nation?

Where do you see taking this nation after the initial expansion?
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  #30  
Old May 14th, 2007, 12:06 PM

johnarryn johnarryn is offline
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Default Re: EA Ulm advice wanted

EA nation is a very strong nation, in my opinion. Steel Maidens are very strong with good defense, protection and attack.

Warrior Maidens are powerful archers...

In midgame, you should focus on diversifying your magic through constant site-searching to find powerful independent mages. Your steel maidens, shield maidens and warriors maidens can take most other nationals on a troop-for-troop basis... spells like flaming arrows, blade wind, strength of giants and others can help even the odds against tougher nations. Use your stealth to your advantage, raiding if you must... hiding in your own territory to confuse the enemy about your numbers is also helpful.
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