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guide:sevens-ma-ulm-guide

Seven's Unfinished Ulm Guide

FIXME This guide belongs to me, I was told no one would touch it, plz don't touch it

Introduction

FIXME INTRODUCE THE ULM BOIZ

Unit Overview

FIXME GET PICTURES OF SEXY ULM BOIZ

Game plans throughout game states

This game plan, almost walk through, assuming that you are going to be a good and healthy Ulm boy through out the duration of the game. If you are weakened, for whatever reason, it's typically unexpected. And you should typically adapt to the situation.

Although, the Ulm way is rushing down someone in the early-mid game and choosing your next victim/s hopefully one at a time.

Turn 1-12 Early Game

Turn 1-12 is a very simple process. Summarizing everything, you expand with lightly armored axe wielding troops, with possibly black knights with a black lord leading them. For mages, you pretty much recruit master smiths, in hopes of a air/astral random to craft/site search or a earth random to possibly make a early dwarf hammer. For more details on how exactly this works, read bellow.

Turn 1-2

For your first turn, you recruit lightly armored axe wielding troops to help fill up your initial expansion. Set them up in a line in the very front, with your commander in the back, with the commands hold x5, stay behind troops.

Turn 3-5

You recruit the lightly armored axe wielding troops, in a group of 20-40 ideally, lead by a regular indy commander, if possible. Or recruit black knights 3-5, with a black lord leading them. You can also gear out the black lord with a stinger, to help him survive, but it's expensive without a hammer.

Typically, you want to use the regular troops against more heavily armored units, or units that don't do a lot of damage. But, typically, the black knights can typically kill a heavy amount of low damage and low armor troops easily.

Turn 6-12

It's hard to predict how exactly expansion would have worked out and how much of your cap circle you would have cleared. But hopefully you're making a expansion. If you've been researching construction, you could possible gear out your black lords with bracers of protection, which makes them a lot better at expanding.

At this point, you should be worrying about your first fort and should hopefully have the built itself starting construction no later than turn 8. Mainly to help deal and possibly avoid early game rushes, which can possible cripple you.

Turn 12-18 Early-Mid Game

guide/sevens-ma-ulm-guide.txt · Last modified: 2020/02/09 17:38 by timotej