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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's Unfinished Ulm Guide======
 +
 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, you could possible gear out your black lords with bracers of protection, which makes them a lot better at expanding. 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.
guide/sevens-ma-ulm-guide.1580390438.txt.gz · Last modified: 2020/01/30 13:20 by timotej