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dom6:ulm-ma

MA Ulm, Forges of Ulm

Lore

"Ulm is a young kingdom, risen from the Ulmic tribes conquered by the fallen Empire of Ermor. From the ashes of Ermor emerged a new kingdom true to its ancient legacy, the Enigma of Steel. Where Marignon relied on religion to build a kingdom, Ulm relied on steel. The mines of Ulm are famous for their riches and the smiths of Ulm work the iron into the blacksteel armor used by the knights and infantry of Ulm. The people of Ulm are heavily built by human standards. Their infantry use full chain or plate armor made of blacksteel. The feared Black Knights of Ulm are the most heavily armored troops known to man. The leaders of Ulm have never approved of magic and only the Master Smiths are allowed to use it. The smiths are used to working in conditions that are magically unfavorable and are therefore not adversely affected by provinces that have a strong Drain dominion. The smiths craft armor and weaponry for lords and kings, but the strength of steel is preferred over magic. Even religion is of secondary importance in Ulm, though an Iron Cult that worships steel in a more devout fashion has emerged in recent times." -Official Description

"Ulm of the later eras is inspired by, amongst others, Teutonic Knights and German Landsknechts." -Illknight

The Ulm of the Middle Ages is at the height of its industrial power. Following the fall of Ermor, their former regent, the Ulmic peoples have founded a new kingdom. At the heart of this kingdom is MA Ulm's signature Blacksteel, the Enigma of Steel long-sought by the Warrior Smiths of old, which is now used to provide Ulmic warriors with the heaviest armaments known to humankind.

Yet, tensions are stirring within the young kingdom. The Cult of the Iron Order is emerging to contest the power of the Master Smiths, proclaiming all magic outside their religion a heresy. During the transition from the Middle Ages to the Late Ages, these tensions plunge Ulm into civil war and a terrible Malediction is placed upon the land. The surviving remnants coalesce into the occult, gothic nation of LA Ulm.

General Overview

Ulm is a nation of good troops, magic items, and not much else. Its armies are robust, and strong, and its chaff is pretty good too. What it sorely lacks, like its Early Age counterpart, is magical diversity. Still, it is a good nation to learn the basic mechanics of the game with.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
earth 22 (rare 3)
fire 11 (rare 2)
air 11 (rare)
astral 11 (rare)
holy 22
Heavy Infantry
Crossbows & Arbalests
Knights
War Dogs
Iron Spells
Forge Bonus
Mundane Researcher
Standard Forts
Masons

Capitol Gems: 5earthgem

"Rare" is 5%, in this case; it's a much-more-generous rate than most "rare" paths, but it is by no means reliable. A 5% chances means that recruiting 20 mages gives a 65% chance of getting at least one mage with the desired random.

Industry: Forted provinces produce 25% more Resources, and some of Ulm's mages readily provide even more.

The Modern Ulmish are a proud, stiff-necked, and slightly narrow-minded people. Despite being humans, they have 12 HP instead of 10. They are master technicians who hone their bodies for their jobs; the soldiers and artisans who use heavy tools have 11 Strength instead of 10, for example, and the men who wear Ulm's enormously heavy armor have 2 Encumbrance instead of 3. They are rather brave when wearing full Blacksteel plate, boasting 11 Morale instead of 10, though the heavier armor comes with slower movement and more strain. Lastly, they are "magophobic" and have 9 Magic Resistance.

National Units

FIXME Commander blurb and highlights

Commanders

Sprite Unit Name Special Attributes Comments
Spy
80
5
2
Stealthy (60)
Spy
Commentary here.
Commander of Ulm
95
32
1
Excluding heroes, Ulm's best leadership per-guy is 100, just enough for line formations.
Commander of Ulm
95
43
1
Commander of Ulm
95
32
1
Commander of Ulm
95
43
1
Black Lord
150
72
1
Skilled Rider (2) Commentary here.
Black Destrier Animal Commentary here.
Black Acolyte
65
1
1
holy 11
Sacred
Commentary here.
Master Smith
185
7
2
fire 11earth 22random020%rp 1111
Resource Bonus (10)
Forge Bonus (2)
Mundane Researcher
Commentary here.
Master Mason
80
52
1
Capital Only
Siege Bonus (30)
Castle Defence Bonus (20)
Mason
The siege and defence bonuses on these men can be used to very quickly pop forts, even those in areas with extremely poor supply. More importantly, these guys can also upgrade your forts into citadels, granting 3 commander points (or 1.5 mages) every turn from every fort.
Lord Guardian
110
46
1
Capital Only
Halt Heretic (3)
Castle Defence Bonus (2)
Commentary here.
Black Priest
145
2
2
Capital Only
earth 11random010%holy 22rp 77
Sacred
Inquisitor
Commentary here.
Priest Smith
245
7
2
Capital Only
fire 11earth 22holy 11rp 1111
Sacred
Resource Bonus (10)
Forge Bonus (1)
Mundane Researcher
Commentary here.

Troops

Most Ulmish infantry is divided into the 19 Prot Half-Blacksteel Infantry and the 23 Prot Full-Blacksteel Infantry. Half-Blacksteel Infantry is easier to mass-produce while still being hard for most indies to kill, while full Blacksteel infantry is resource-intensive but nearly impossible to kill in melee without giant strength or big two-handed weapons.

Ulm's units are not without their weaknesses, however. They have low MR, making them vulnerable to MR-negates tactics like mind-blasters or mass Soul Slay. They also have incredibly low defense - this is not usually an issue due to their super-heavy armor, but makes them surprisingly easy to repel. Elite infantry with length 3 spears (or cavalry with light lances) will repel nearly all attacks from Ulmish infantry outside of Pikeneers and Guardians.

Sprite Unit Name Special Attributes Comments
War Dog
7
9
2
Undisciplined
Animal
Commentary here.
Infantry of Ulm
10
29
9
The source of your highest damage attacks, use these to cut through giants and other extremely High-Prot targets.
Black Plate Infantry
10
40
9
Infantry of Ulm
10
29
9
Flails have two attacks, making these units by far your best source of attack density. This makes these your best option for killing either large numbers of weak enemies, (such as during expansion,) or opponents which rely on high Defence Skill to survive, (most notably elves). They do, however, have the worst defence of any Ulmish infantry, so they are the most prone to being repelled by length 3+ weapons.
The half-helm infantry make quick expanders, while the full-helm Black Plate troops can deal with hordes from enemy players.
Black Plate Infantry
10
40
9
Infantry of Ulm
10
32
9
Trades a two-handed weapon for a shield to be even harder to kill.
You get to choose between higher-Dmg Hammers and higher-Att Morning Stars.
Black Plate Infantry
10
43
9
Infantry of Ulm
10
27
9
Mauls fill a similar role to battleaxes but deal Bludgeoning damage, good for situations where your enemies are resistant to Slashing damage. However, opponents that are resistant to one type of physical damage are often resistant to all of them, and in general Slashing is a better damage type.
Black Plate Infantry
10
38
9
Infantry of Ulm
10
32
9
Black Plate Infantry
10
43
9
Pikeneer
10
28
9
High prot and a long weapon for lots of repel checks make these your infantry which die mostly slowly in melee. Perhaps more importantly and, unlike Ulm's other infantry types, they cannot be repelled by most enemies. However, they are vulnerable to armor-piercing ranged fire, and inflict significantly less damage than most of your other infantry options.
Black Plate Pikeneer
10
39
9
Crossbowman
10
30
9
These actually use a special form of a crossbow called an arbalest. While this means their shots are extremely dangerous, they fire only once every 3 rounds (unlike the once ever 2 rounds of a normal crossbow). This combined with the fact that the almost inevitable friendly fire from these units is actually capable killing your own troops, (something your opponent's troops will often be unable to do unbuffed,) makes them a very niche unit on Ulm's roster.
Their arbalests punch through most armour, and have superior range that out-classes most Bows.
Guardian
20
46
31
Capital Only
Castle Defence Bonus (2) The Black Halberd has an aoe 1 effect, so even if the Guardian misses the attack will add fatigue to all sacreds in the target square. This is an incredibly powerful effect, which helps MA Ulm deal with sacred opponents at all stages of the game.
Their Siege Defence is secondary to their main role: countering enemy Sacred units.
Sapper
20
39
31
Siege Bonus (5) These crossbow-armed units have a niche role in rapidly knocking down fort walls. Unlike, Ulm's Crosswbowman, the Sapper's weapon has difficulty piercing Ulmish armor, reducing friendly fire incidents.
Black Knight
60
72
51
Mounted The Black Knights of Ulm are exceptional heavy cavalry units. A handful of them on guard commander lead by a Black Lord make an extremely powerful expansion party, capable of clearing most indies without attrition. They remain useful further into the game as in-battle flankers, PD raiders, and excellent targets for earth buffs.
Black Destrier Animal Commentary here.

Heroes

Keeping with the nation's themes, MA Ulm's heroes totally lack magic but are very hardy for ordinary humans. They fulfil the same role as the fort-recruitable Black Lords, but are slightly better at the job in different ways.

Sprite Unit Name Special Attributes Comments
Barthulf - Hero Skilled Rider (3) A Black Lord with 150 Leadership.
Qualified to lead your big stacks.
Black Destrier Animal
Raterik - Hero Skilled Rider (4)
Recuperation
Your best national thug chassis: better stats, 3 attacks + lance, and Recuperation.
You only get one, however, and the very low HP heavily limits how dangerous a thug this unit is able to be.
Armored Black Unicorn Stealthy (40)
Smart Mount (100)
Animal
Forest Survival
Recuperation
Hildegard - Heroine Patrol Bonus (25)
Skilled Rider (5)
Female
Notable for having extremely low Protection for an Ulmite. Has very high defense, but needs more gear to compete with the rest of Ulm's Black Lords.
Black Unicorn Stealthy (40)
Smart Mount (100)
Animal
Forest Survival
Recuperation

Magic

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

Great Bear x 15+
Undisciplined
Animal
Mountain Survival
Forest Survival
Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable.
Contact Iron Angel
(Conjuration 8)
earth 55astral 22 and 25earthgem

Iron Angel
Fire Resistance (5)
Shock Resistance (5)
Halt Heretic (9)
Ambidextrous (2)
Reinvigoration (4)
Flying
Need Not Eat
Can't Learn Magic
An antisacred commander summon. Although they seem very durable, their lack of magic paths severely limits their utility as thugs.

Other Spells

Combat
  • Iron Darts (Evocation 3) earth 11holy 11
    The signature spell of Ulmish Priests, firing a spread of 3 magic armor-piercing darts that deal double damage to magic beings. Massing Black Priests and Black Smiths allows you to shower the enemy in shrapnel that ignores 60% of protection.
  • Iron Blizzard (Evocation 6) earth 11holy 11
    Trades some range and damage for a truly astonishing 30 darts per cast. Can be casted by even a lowly Black Priest, but the high fatigue cost makes it more practical for Priest Smiths to spam. This is an powerful evocation spell which is particularly lethal to magic beings.
  • Tempering the Will (Thaumaturgy 5) earth 33
    Effectively a national version of the Antimagic spell against the usual MR-negates threats such as mind blasters or Charm. However, Thaumaturgy is of limited use to MA Ulm aside from this spell, making this an awkward research target. Alternatively, an astral random Master Smith can Power of the Spheres up to astral 22 and burn pearls to cast Antimagic for a total of 3astralpearl.

Magic Access

See Magic Access for a general guide to climbing magic paths.

Ulm is known for its lack of Magic Access, but don't let that stop you from trying to climb with as little investment as possible.

Earth is your only path that you can craft boosters for; Boots bring you to earth 33 (earth 44 on 5% of your Masters). Cast Summon Earthpower for +earth 11 in combat.

Fire is your only other guaranteed path. It's at fire 11, though 5% of your Masters will have fire 22. With a 1- or 3-gem Fire in a Jar, a fire 11 mage can cast Summon Phoenix Power to become fire 22 in combat.

Air & Astral are each found only on 10-or-20% randoms. Getting access to at least one of each is important for forging and magic diversity.

Ulm has several ways of increasing their magic capabilities:

  1. Your astral 11 randoms can join communions of Independent astral 11 to try and boost their casting to higher levels in combat.
  2. Ulm can craft relatively cheap Crystal Matrix and Slave Matrix to bring any mage into a communion.
  3. Earth Boots, Crystal Shield and Fire in a Jar can increase magic paths in combat.

Apart from that there's Empowerment, Pretender Design, and leaning heavily on what respectable levels of Earth give you. At least Ulm had the wisdom to begrudgingly respect a good path.

Since Ulm has no nature 22 mages natively they need to find one early to safeguard against the armor-negating damage of Foul Vapors. A pretender with nature 22 can forge a Thistle Mace to make any nature 11 indie mage capable of casting Poison Ward

Notable Generic Magic

Ulm's narrow path focus makes their magic significantly more straightforward than most nations.

Combat

Ubiquitous earth 22 in Ulm's mage corps makes Earth Meld a very potent early combat spell, reducing the defence of affected enemies by 75% and making it much easier for your infantry's attacks to land. It also prevents enemies from attacking, which is particularly relevant for giants with their high-damage attacks. Maws of the Earth later in Alteration allows Ulm's mages to deal more direct damage and immobilize swathes of opponents at once, though at the cost of gems.

With Summon Earthpower, Ulm's Master Smiths and Priest Smiths become earth 33 and are able to cast the vast majority of earth buffs without spending additional gems. Very early in the game, Strength of Giants makes the Ulmish frontline grinder even more powerful than it already is while Legions of Steel provides a minor protection buff. Ulm has a major power spike when it researches Alteration 7 for Marble Warriors, which brings their full Blacksteel infantry up to an eye-watering 29 protection (31 with Legions of Steel) that even giants will struggle to deal damage through. Construction 7 for Weapons of Sharpness completes the suite of earth buffs that makes midgame MA Ulm an absolute monster in straight-up fights.

Master Smiths can eat a fire gem to cast Phoenix Power, become fire 22, and eat 2 more fire gems to cast Summon Fire Elemental. Large Fire Elementals buffed with Iron Warriors can kill hordes upon hordes of chaff (such as those fielded by MA Sceleria or MA Ermor). Earthquake and Fire Storm can serve a similar purpose, though the latter is very difficult to cast with Ulm's magic paths.

Ritual

Ulm's narrow and shallow paths means that most rituals will require the help of a Pretender to cast. However, Ulm benefits greatly from being able to cast a few key rituals.

Riches from Beneath synergizes with Ulm's resource-intensive lineup, allowing Ulm to more quickly mass its infantry as well as providing a nice income boost. However, it does not stack on the resource bonuses provided by Ulm's Master Smiths, making it less effective than it may seem at first. Eternal Pyre is also a useful global to control, as it allows Ulm to produce huge quantities of Lightless Lanterns. Having a healthy treasury of fire gems also enables more gem-hungry moves such as summoning Flame Spirits for better depth in fire magic.

Earth Blood Deep Well is fantastic for Ulm as almost all of Ulm's more powerful combat magic (Maws of the Earth, Marble Warriors, Earthquake etc.) consumes earth gems. A strong earth income makes Ulm much more resilient against gem-baiting tactics and more tenacious on prolonged campaigns. However, given Ulm's voracious appetite for earth gems, it may be difficult to save up the 80 gems required to actually cast EBDW.

Magic Items

National Discounts

Unfortunately MA Ulm has little use for discounted Blacksteel equipment, as the Black Lord thug chassis already comes with a full complement of Blacksteel gear.

  • Blacksteel Full Plate (Const. 0) earth 22 and 8earthgem
  • Blacksteel Helmet (Const. 0) earth 11 and 4earthgem
  • Blacksteel Kite Shield (Const. 0) earth 11 and 4earthgem
  • Blacksteel Plate (Const. 0) earth 11 and 4earthgem
  • Blacksteel Sword (Const. 0) earth 11 and 4earthgem
  • Blacksteel Tower Shield (Const. 0) earth 11 and 4earthgem
  • The Copper Arm (Const. 6) earth 33fire 11 and 12earthgem4firegem

Generic Items

  • Ulm can add very cheap high-damage thugs to its armies in the form of Black Lords equipped with a Greatsword of Sharpness and Burning Pearl.
  • Master Smiths holding Dwarven Hammers can forge any 5-gem item for the low low price of 1 gem. Aside from making thug gear very affordable, this enables the exceptionally cheap mass-production of Lightless Lanterns at Construction 6, dramatically accelerating Ulm's research and allowing it to bring its midgame magic online much sooner than other nations.
  • The Crystal Matrix and Slave Matrix allow Ulm to bring some diversity to its combat magic, though at significant cost (in mage turns if not necessarily in gems).

Strategy

Power Curve

Power Curve Census

Respondents: 12

  • Expansion: 4,08
  • Early game: 4,58
  • Midgame: 4,17
  • Late game: 2,4

As a resource-dependent nation Ulm needs to clear several provinces in its cap circle to enjoy the full potential of its quality troops. Once the ball starts rolling Ulm has excellent expansion potential with comparatively few losses using its regular troops.

The quality of its troops carry Ulm in the early game before your opponents get magic online. The Guardians provide a strong answer to enemy sacreds.

In the midgame Ulm’s ability to ramp research fast and cheap lets Ulm stay ahead in the research race while the gem discount means that Ulm can do more with less - provided Ulm finds an answer to Foul Vapors and other effects that care little about Protection.

As late game approaches the inherent weaknesses of Ulm become more easy to exploit: abysmal magic resistance across the line, a lack of magic diversity and magic depth, and the challenges of playing a 10 hp human nation in the very late game. An Ulmish player will need to find ways to deal with these issues - or better yet, win the game before their opponents reach the late game themselves.

Expansion Strategies

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Example Pretender Builds

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

Johnny's "Early Forts"
An awake boar guarantees a strong early expansion so you can clear your cap circle early, build early forts and use that to gain the advantage in your first war.

Here are two variations on the chassis: The first one is by Johnny.
The second one is by Not-Lola

Chassis: Awake Thrice Horned Boar

Paths: earth 66nature 22
Bless: Hard Skin
Scales: Dominion strength3Order3Productivity3Cold3Growth1Luck1Drain3


Paths: earth 22nature 22
Scales: Dominion strength3Order2Productivity3Cold3Growth2Misfortune2Magic3

Not-Lola's Global Caster
Essentially Not-Lola's global caster from this guide on a cheaper chassis. Allows MA Ulm to cast Eternal Pyre and Riches from Beneath by the end of the second year, provided the gems are available. It may be difficult to cast Eternal Pyre if there are no fire nations or they are not willing to trade their fire gems. Also provides a safety net from Foul Vapors by forging Thistle Maces for indie nature mages.

Alternatively, swap Magic3 for Drain3 and use the points to buy Order3 and Luck3.

Chassis: Dormant Master Alchemist

Paths: fire 66earth 55nature 22
Bless: FR+5, Inspirational Presence, Mountain Survival, Reinvigoration×2
Scales: Dominion strength3Order2Productivity3Cold3Growth2Misfortune2Magic3

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dom6/ulm-ma.txt · Last modified: 2024/04/17 23:55 by johnnydown