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LA Ulm, Black Forest

Lore

After years of civil war, the Iron Kingdom crumbled. During the Night of Treason, a great Malediction was placed upon the kingdom. The forests became dark and hostile. Wolves and creatures even worse stalked the land. Slowly the kingdom recovered, but it was not what it once was. The knightly order was all but destroyed, and the Master Smiths had disappeared. The secrets of blacksteel were forgotten. An order of Black Priests emerged in Ulm in the last days before the civil war. They formed an Iron Cult, consolidated their position, and forbade the use of magic. Magic outside religion was announced to be sacrilegious and the few surviving Master Smiths were put to the flames. Although magery is forbidden, there are some fortune tellers and members of the Order of the Illuminated Ones who secretly ply their trade in the arcane.

General Overview

FIXME

National Features

Race Military Magic Access Priests Buildings
Ulmite
+2 HP vs humans
-1 MR vs humans
+1 Strength vs humans
Gold efficient infantry

Efficient crossbows

High prot, hard hitting elites
astral 22 (rare 3)
earth 22
blood 11 (Rare 2)
death 11
fire 11
air 11
nature 11
Summonable blood 33, death 33*
*Cannot summon natively
Recruitable H2
All priests inquisitors
Standard Forts(Citadel)

Forts produce +25% resources

Foreign astral 11, astral 22blood 22

Capital Special Sites

The Ruined Keep The Black Forest The Black Temple

Ghoul Commander (Commander)
Ghoul Guardian
2 per turn

Wolfherd (Commander)
Fortune Teller (Commander)
1 per turn
1 per turn

Hochmeister (Commander)
Black Templar

National Units

Commanders

Img Unit Name Magic Special Attributes Comments
Ranger Captain
45
8
1
Forest Survival
Stealthy(40)
Stealthy commander, can be used to lead stealthy groups of rangers and packs of wolves. Also useable as a scout, however it's overcosted for that purpose (standard scout costs 25gp) so you will want to try to recruit indie scouts whenever possible.
Commander of Ulm
70
24
1
Standard 80 leadership commander.
Black Acolyte
45
1
1
holy 11
random010%
Sacred
Inquisitor
Excellent H1 when you need them
Illuminated One
75
1
2
astral 11 Stealthy (65)
Spy
Recruitable in any lab
These are your communion slaves, researchers, and spies. Being stealthy allows you to materialize a surprise communion, reinforce your existing communions safely, and stealth away from a bad situation whenever you'd like. Keep in mind that these have a low upfront cost, but not being sacred means they are less efficient researchers than many other nations research monkeys.( ). Watch your upkeep. The ability to recruit these in any lab does mean that you can accumulate many of these quickly, and without the upfront cost of a fort.
Member of the Second Tier
150
1
2
astral 22
blood 11
random010%
Stealthy (75)
Spy
Recruitable in any lab
Your blood hunters and one of your communion masters. Being stealthy and recruitable outside of fort are great traits for hunters. On the other hand, the great tragedy of LA Ulm is that these are very inefficient hunters. 150 and a high upkeep makes for relatively poor B access, particularly in LA where most of your blood nation competition will have sacred hunters or guaranteed access to B2 or above.
Black Priest
160
1
2
earth 11
random1100%
Sacred
Inquisitor
Forge Bonus (1)
A strict upgrade from the Middle Age, the Black Priests have done very well for themselves during the malediction. They're now recruit everywhere, so you can now recruit as many Iron Blizzard casters as you'd like to, and are virtually guaranteed access to S/E and A. Their roles will depend on their randoms and they will be important mages for you throughout the game.
Wolfherd
50
2
1
Capital Only
Animal Awe (2)
Stealthy (40)
Mountain Survival
Forest Survival
Inspirational(-1)
Beastmaster (+3)
Summon Allies (Wolf x2)
Can use Summon Allies to spawn two wolves per turn. These wolves are free patrollers for your blood hunts and having huge packs of patrolling wolves is an iconic image of LA Ulm. Make sure you recruit enough Wolfherds that you can spawn your patrol packs, but don't count on wolves doing much for you in a fight, other than helping your army HP rout.
Ghoul Commander
100
42
1
Capital Only
Resist Poison (25)
Undead
Need Not Eat
Castle Defence Bonus (2)
Darkvision (50)
Your undead commander.
Hochmeister
115
73
1
Capital Only
holy 11 Sacred
Inquisitor
Combat Caster
Fortune Teller
95
1
2
Capital Only
astral 11
random1100%
Fortune Teller() Provides access to communicable Nature and Death. The Blood random also makes them your more cost effective Blood Hunters.

Troops

Img Unit Name Special Attributes Comments
Villain
10
5
4
Stealthy (40)
Mountain Survival
Forest Survival
undisciplined
Pikeneer
10
20
9
Halberdier
10
22
9
Castle Defence Bonus (1)
Infantry of Ulm
10
23
9
These are the only infantry you have that bring a shield into combat. This makes them the best to unit to hold the line for your crossbows.
Ranger of Ulm
12
8
14
Stealthy (40)
Forest Survival
Excellent, easily massable crossbows. At 12gp they're a little more expensive than other crossbows. However, they have the added bonus of better than average precision (12), as well as having a stronger melee attack than most ranged units with their Axes that swing for 19 Dmg. Consider using stealthy groups of rangers to take provinces as part of an initial strike.
Zweihander
14
36
18
With a protection value of 21 and a base attack of 22, these units are heavy hitters. Not having a shield means that they will suffer against crossbows, but their high protection should ensure that they survive to reach the front lines. Zweihanders absolutely love to be buffed with Body Ethereal and Luck, you can point buff them with your Illuminated Ones as part of an early strategy.
Ghoul Guardian
20
42
47
Capital Only
Resist Poison (25)
Undead
Need Not Eat
Castle Defence Bonus (2)
Darkvision (50)
Becoming undead gave the Guardian's slightly better stats, but now they suffer from all the weaknesses that come with being undead. They continue to use the Black Halberd, which have the Bane of Heresy Effect. Bane of Heresy applies 15 AoE 1 armor piercing fatigue damage to Gods and Sacreds on hit.
Black Templar
65
73
46
Capital Only
Sacred Your only sacred unit, and an expensive one at that. Can be used for expansion.

National Magic & Summons

Sanguine Heritage Path Requirement: blood 33 death 33 Cost: 44

During the Malediction, evil was let loose in the kingdom. The Hunger that was aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires thirsting for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. This ritual uses 44 blood slaves to awaken one of the sleeping nobles.

Ritual Summon Unique Vampire Commander:
Note that unless specified otherwise, all vampires have Regeneration 10%, Resist Fire -5, Resist Cold 15, Resist Poison 25, Darkvision 100%, Stealthy +40, Invulnerability 25, and Immortal (1 Month), and dominion spawn thralls

Img Unit Name Magic Special Attributes Comments
Ludolf von Achenbach
Vampire Count
blood 22death 22 Kills Population 10
Burkhard Nachtzehrer
Blood Marshal
blood 22 Does not have fire vulnerability
Pillager (20)
Erzebet
Blood Countess
blood 33 Blood Searcher +2
Mircalla
Vampire Countess
blood 22death 11 Seducer
Artur Von Dirksen
Vampire Count
death 22blood 22
Lothar Blumenreuter
Vivisectionist
death 22blood 22 Adept Researcher (8)
Causes Unrest (+1 Per Month)
Orlak
Vampire Count
death 33blood 11 Fear +8
Hellenbrecht
Blood Graf
earth 22death 11blood 33 Fear +6

Iron Darts Path Requirement: earth 11 holy 11 Combat

The Black Priest throws darts of cold iron against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.

Range: 40 - Casting Time: 100% - Number of Effects: 3(+2/Level) - Precision: 5 - Fatigue: 10 - Damage (x2 vs Magic Beings): 13

Iron Blizzard Path Requirement: earth 11 holy 11 Combat

The Black Priest throws a swarm of cold iron darts against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.

Range: 30 - Casting Time: 100% - Number of Effects: 30(+5/Level) - Precision: 3 - Fatigue: 50 - Damage (x2 vs Magic Beings): 10

Gift of the Moon Path Requirement: astral 11 Combat

The caster calls on the powers of the moon and enchants his wolven companions with invulnerability. Magic weapons and spells will still harm the wolves. The spell can only target wolves.

Range: 30+ - Casting Time: 100% - Area of Affect: 1
Grants Wolves Invulnerability 15

Tempering the Will Path Requirement: earth 33 Combat

The forces of Ulm have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell.

Casting Time: 100% - Area of effect: 100% of the battlefield - Easy MR Resist
Raises the Magic Resistance of any unit which fails the check to resist

Sloth of Bears Path Requirement: nature 22 Ritual Cost: 8

The caster summons a sloth of Great Bears and binds them to service.

Summons 10 Great Bears + 1 per cast level.

Heroes

Img Unit Name Magic Special Attributes Comments
Ulrich Patrifagus
Ghoul Baron
Resist Poison 25
Dark Vision 100%
Halt Heretic +7
Castle Defense +5
Summon Allies: Ghoul x5
Undead
Need Not Eat
Member of the Third Tier air 22
astral 33
blood 22
Stealthy +90
Spy
Member of the Third Tier nature 22
astral 33
blood 22
Stealthy +90
Spy
Member of the Third Tier fire 22
astral 33
blood 22
Stealthy +90
Spy

Magic

Magic Access

At a glance Astral (2, rare 3), Earth (2), Blood (1, rare 2), Death (1), Fire (1), Air (1), Nature (1)
Summonable blood 33, death 33, but cannot summon natively
Heroes give fire 22, air 22, nature 22.

LA Ulm has a widespread of path access but at very low levels. Luckily, you have easy access to cheap communion slaves, so in battle, this isn't a problem; your wide path access allows you to cast any non-water spell you'd like. However, this will require forging Communion Matrices for your Black Priests. (An important use for their Astral random.)

Outside of battle, LA Ulm will struggle to move up magical paths to cast big rituals. Your vampire summons will give you death 33 and blood 33, though you'll likely already have this on your pretender in order to cast Sanguine Heritage in the first place. Your vampires can be used to site search for better income. Since LA Ulm cannot reliably recruit blood over blood 11, there is a strong argument to lean into the vampire theme and summon Vampire Lords. With blood thorns and brazen vessels, you can get them up to blood 55, which gives access to many important spells. Once you have Blood 9 researched, you can empower a select few one further to cast Forces of Darkness.

Your heroes will give you limited access to extremely useful blood cross paths, especially fire and air. Use blood/fire to summon Arch Demons, which will break you into higher fire magic as well as give you some excellent commanders. Blood/air will allow you to summon storm demons (which are excellent).

LA Ulm's most common cross path is astral 22 blood 11, which comes out of the box on every Member of the Second Tier. This allows Ulm to summon lots of horrors, and with an astral booster and blood-booster any of your Members can cast Call Lesser Horror.

When designing a pretender, be sure to consider how you can build them to cast Sanguine Heritage. While your summons aren't absolutely necessary for your success, without at least death 22 (ideally, you'll want death 33) and blood 33 you'll be locking them away from your reach for some time. In doing so you'll also lock yourself out of further access to blood and death.

Combat Magic

Ritual Magic

Magic Items

Strategy

Early Game

Mid Game

Late Game

ulm-la.1635050603.txt.gz · Last modified: 2021/10/24 04:43 by wigglefig