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guide:sevens-ma-ulm-guide [2020/01/30 13:20] timotej moved seven's work from ulm-ma to guide namespace |
guide:sevens-ma-ulm-guide [2020/02/09 17:38] (current) timotej heading |
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| + | ======Seven' | ||
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| FIXME This guide belongs to me, I was told no one would touch it, plz don't touch it | FIXME This guide belongs to me, I was told no one would touch it, plz don't touch it | ||
| - | ====== Introduction | + | ===== Introduction ===== |
| FIXME INTRODUCE THE ULM BOIZ | FIXME INTRODUCE THE ULM BOIZ | ||
| - | ====== Unit Overview ===== | + | ===== Unit Overview ===== |
| FIXME GET PICTURES OF SEXY ULM BOIZ | FIXME GET PICTURES OF SEXY ULM BOIZ | ||
| - | ====== Game plans throughout game states | + | ===== 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. | 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. | ||
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| 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. | 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 === | + | ==== 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. | 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. | ||
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| 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. | 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 === | + | ==== 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, | 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, | ||