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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. – Nation Description

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

Enables recruitment of Ghoul Commander, Ghoul Guardian
Produces 2deathgem per turn

Enables recruitment of Wolfherd, Fortune Teller
Produces 1naturegem1astralpearl per turn

Enables recruitment of Hochmeister, Black Templar

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Ranger Captain
Gold 45
Resources 8
Recruitment points 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, although much cheaper indie Scouts are relatively easy to find in the Late Ages.
Commander of Ulm
Gold 70
Resources 24
Recruitment points 1
Standard 80 leadership commander.
Black Acolyte
Gold 45
Resources 1
Recruitment points 1
holy 11random010%
Sacred
Inquisitor
National indie priest.
Illuminated One
Gold 75
Resources 1
Recruitment points 2
+ Foreign Recruit
astral 11
Stealthy (65)
Spy
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
Gold 150
Resources 1
Recruitment points 2
+ Foreign Recruit
astral 22blood 11random010%
Stealthy (75)
Spy
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
Gold 160
Resources 1
Recruitment points 2
earth 11holy 22random1100%
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
Gold 50
Resources 2
Recruitment points 1
Capital Only
Animal Awe (2)
Stealthy (40)
Mountain Survival
Forest Survival
Inspirational (-1)
Beastmaster (+3)
Summon Allies (Wolf×2)
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
Gold 100
Resources 42
Recruitment points 1
Capital Only
Resist Poison (25)
Undead
Need not Eat
Castle Defence Bonus (2)
Darkvision (50)
80 undead leadership for leading Ghoul Guardians.
Hochmeister
Gold 115
Resources 73
Recruitment points 1
Capital Only
holy 11
Sacred
Inquisitor
Combat Caster
Priest heavy cavalry commander. Similar to MA Ulm's Black Lords, this can act as a light thug with a Greatsword of Sharpness and Burning Pearl. Unfortunately it also competes for capital recruitment points.
Fortune Teller
Gold 95
Resources 1
Recruitment points 2
Capital Only
astral 11random1100%
Fortune Teller (15%)
Provides access to communicable Nature and Death. The Blood random also makes them more cost-effective blood hunters.

Troops

Sprite 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.

Heroes

Sprite Unit Name 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 fire 22astral 33blood 22
Stealthy +90
Spy
Member of the Third Tier astral 33nature 22blood 22
Stealthy +90
Spy
Member of the Third Tier air 22astral 33blood 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.

National Magic & Summons

Combat

  • Evocation 3 earth 11holy 11: Iron Darts
    The signature spell of Ulmish priests, firing a spread of 3 magic armor-piercing darts that deal double damage to magic beings. Now only castable by the Black Priests
  • Evocation 6 earth 11holy 11: Iron Blizzard
    Trades some range and damage for a truly astonishing 30 darts per cast. This is an powerful evocation spell which is particularly lethal to magic beings.
  • Enchantment 4 astral 11: Gift of the Moon
    Grants wolves 15 invulnerability. Makes wolf chaff somewhat more survivable against mundane weapons.
  • Thaumaturgy 5 earth 33: Tempering the Will
    Effectively a national version of the Antimagic spell against the usual MR-negates threats such as mind blasters or Charm. Unlike MA Ulm, LA Ulm's magic access makes Thuamaturgy a useful school to research, meaning this spell will often be picked up at some point on the way to spells like Soul Slay. However, earth 33 is also much less accessible for LA Ulm and the generic alternative, Antimagic, is much easier to cast.

Ritual

  • Conjuration 3 nature 22 for 8naturegem: Sloth of Bears ( Great Bear×10+lv)
    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.
  • Blood 0 blood 33death 33 for 44bloodslave: Sanguine Heritage
    Summons one of several unique, immortal Vampire Counts. These are similar to Curse of Blood's Vampire Lords at Blood 7, but each Count has special abilities and their own magic paths. This spell also requires no research whatsoever to cast!

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

Sprite Unit Name 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)
Erzsebet - 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

Notable Generic Magic

Magic Items

Strategy

Power Curve

Expansion Strategies

Example Pretenders

ulm-la.1644315131.txt.gz · Last modified: 2022/02/08 10:12 by wigglefig