User Tools

Site Tools


ulm-ma

MA Ulm, Forges of Ulm

Lore

*Ulm of the later eras is inspired by, amongst others, Teutonic Knights and German Landsknechts. Late Ulm is an intended shift of style towards central and eastern Europe, southern Germany/Bavaria, and Transylvania. One of the classic ingredients of gothic novels is tainted bloodlines. Another feature common amongst the traditional, Anglo-Saxon and Protestant, gothic novel is that it takes place in some part of Catholic Europe, so making a Goethicized fantasy “Bavarian” Ulm is a natural step, I think.* - Illwinter

*Ulm is a young kingdom, risen from the Ulmic tribes conquered by the fallen Empire of Ermor. From the ashes of Ermor emerged a new kingdom true to its ancient legacy, the Enigma of Steel. Where Marignon relied on religion to build a kingdom, Ulm relied on steel. The mines of Ulm are famous for their riches and the smiths of Ulm work the iron into the blacksteel armor used by the knights and infantry of Ulm. The people of Ulm are heavily built by human standards. Their infantry use full chain or plate armor made of blacksteel. The feared Black Knights of Ulm are the most heavily armored troops known to man. The leaders of Ulm have never approved of magic and only the Master Smiths are allowed to use it. The smiths are used to working in conditions that are magically unfavorable and are therefore not adversely affected by provinces that have a strong Drain dominion. The smiths craft armor and weaponry for lords and kings, but the strength of steel is preferred over magic. Even religion is of secondary importance in Ulm, though an Iron Cult that worships steel in a more devout fashion has emerged in recent times. Ulm, recruitable commanders*

General Overview

Ulm is a nation of good troops, Magic Items, and not much else. Its armies are robust, and strong, and its chaff is pretty good too. What it sorely lacks, like its Early Age counterpart, is Magical diversity. Still, it's a good nation to learn the basic mechanics of the game with.

National Features

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

Crossbows & Arbalests

Heavy Armor & Weapons
earth 22 (rare 3)
fire 11 (rare 2)
air 11 (rare)
astral 11 (rare)
Average (holy 22)
Inquisitors
Standard Forts
Starts with a Citadel (3 Commander Pts.)
Masons
Forts produce +25% resources

Capital Special Sites

The Keep of Ulm The Forges of Ulm
Master Mason
Black Priest
Priest Smith
Lord Guardian
Guardian
Produce 5earthgem per turn

National Units

Most Ulmish infantry is divided into the 19 prot half Blacksteel infantry and the Full 23 prot Blacksteel infantry. the Half Blacksteel is easier to mass-produce while still being hard to kill by most indies, while Full Blacksteel is Resource intensive but having 23 prot infantry makes them nearly impossible to kill in melee without serious fatigue penalties or getting lucky.

Ulm's lineup's biggest weakness is their low MR and high encumbrance.

Commanders

Img Unit Name Special Attributes Comments
Black Acolyte
45
1
1
holy 11
Sacred
National indie priest. Potentially has some use for temple building or as a desperation measure against massed low-quality undead.
Master Mason
60
52
1
siege bonus(30)
castle defence bonus(20)
Mason
The siege and defence bonuses on these men can be used to very quickly pop forts, even those in areas with extremely poor supply. More importantly, these guys can also upgrade your forts into citadels, granting 3 commander points (or 1.5 mages) every turn from every fort.
Spy
60
5
2
spy
Stealthy(60)
Slower to make then a indie scout but will feed you a lot more intel, and can annoy opponents by causing unrest in their lands.
Commander of Ulm
70
30
1
Standard 80 leadership commander.
Their excellent protection and shields make them far less vulnerable than most other national commanders to unlucky arrow fire.
Commander of Ulm
70
41
1
Commander of Ulm
70
30
1
Commander of Ulm
70
41
1
Lord Guardian
80
44
1
Capital Only
halt heretic (3)
Castle Defence Bonus (2)
You can use these as a recruitable anti-thug, Specialising in dealing with sacreds with their special awe and fatiguing them out with their halberds. However, with minimal gear the black lords will do the job better, and without gear the troop versions of these will fill this role far more efficiently.
Black Priest
100
2
2
Capital Only
earth 11holy 22random010% 7
Sacred
Inquisitor
Your cheaper battle mage and preacher.
Proficient as spreading your Dominion and then acts as another Iron Blizzard caster.
Black Lord
105
68
1
Mounted Being a mounted knight clad in blacksteel with good stats makes him your best recruitable thug chassis. At const-3 with a mage along to cast legions of steel, a greatsword of Sharpness, and a bracer these guys can prot-tank most PD, and even cut through giants very effectively.
Master Smith
135
7
2
fire 11earth 22random020% 11
Resource Bonus(10)
Forge Bonus(2)
mundane researcher
your main mage.
You want so many because Ulm's troops demand a lot of Resources, which smiths produces more of.
They don't care about Drain Scales for researching, meaning that the nation ought to almost always take drain-3 scales.
Give them a Dwarven Hammer, and he will mass produce Earth Boots for 6 gems and Fire in a Jar for 1. Any 5-gem item can be made for 1 gem by these men, which can border on the gamebreaking when abused at scale.
Priest Smith
175
7
2
Capital Only
fire 11earth 22holy 11 11
Sacred
Resource Bonus(10)
Forge Bonus(1)
mundane researcher
The cap-only mage of ulm.
Trades a potential random for a Holy path.
with a mage bless and higher Earth paths make Spamming Iron Blizzard less fatiguing.

Troops

Img Unit Name Special Attributes Comments
War Dog
7
7
int
Undisciplined
Animal
Well armored chaff that can go 6 to a square.
Not much of a line holder, unlike the normal Ulmish troops, but quick and able to intercept a lance charge. These have some niche value if you can line up mages to land buffs on them, but you will most likely use them exclusively to die to heavy cav lances in place of a unit you care about more during expansion.
Pikeneer
10
26
9
High prot and a long weapon for lots of repel checks makes these your infantry which die mostly slowly in melee. However, they are vulnerable to armour-piercing ranged fire, and inflict significantly less damage than most of your other infantry options.
Black Plate Pikeneer
10
37
9
Infantry of Ulm
10
27
9
The source of your highest Damage attacks, use these to cut through giants and other extremely high-prot targets.
Black Plate Infantry
10
38
9
Infantry of Ulm
10
25
9
Mauls fill a similar role to Battleaxes but use Bludgeoning damage, good for situations where your enemies are resistant to Slashing damage.
Black Plate Infantry
10
36
9
Infantry of Ulm
10
27
9
Flails have two attacks, making these units by far your best source of attack density. This makes these your best option for killing either large numbers of weak enemies (such as during expansion) or opponents which rely on high defence skill to survive (most notably eves).
The half-helm Infantry make quick expanders, while the full-helm Black Plate troops can deal with hoards from enemy players.
Black Plate Infantry
10
38
9
Infantry of Ulm
10
30
9
Trades a two-handed weapon for a shield to be even harder to kill.
You get to choose between higher-Dmg Hammers and higher-Att Morning Stars.
Black Plate Infantry
10
41
9
Infantry of Ulm
10
30
9
Black Plate Infantry
10
41
9
Crossbowman
10
28
9
These actually use a special form of a crossbow called an arbalest. While this means their shots are extremely dangerous, they fire only once every 3 rounds (unlike the once ever 2 rounds of a normal crossbow). This combined with the fact that the almost inevitable friendly fire from these units is actually capable killing your own troops (something your opponent's troops will often be unable to do unbuffed) makes them a very niche unit on ulm's roster.
Their arbalests punch through most armour, and have superior range that out-classes most Bows.
Guardian
20
44
31
Capital Only
Castle Defence Bonus (2) Their Siege Defence is secondary to their main role: countering enemy Sacred units.
Even if they miss with their Black Halberds, a square of Sacreds will still take a lot of Fatigue. This is an incredibly powerful effect, allowing MA Ulm, if it sees them coming, to defeat or dissuade most sacred rushes.
Sapper
20
37
31
Siege Bonus (5) These arbalest-armed units have a niche role in rapidly knocking down fort walls, but limited battlefield utility.
Black Knight
45
68
46
Mounted The Black Knights of Ulm are exceptional heavy cavalry units. A handful of them on guard commander lead by a Black Lord make an extremely powerful expansion party, capable of clearing most indies without attrition. They remain useful further into the game as in-battle flankers, PD raiders, and excellent targets for earth buffs.

Heroes

Img Unit Name Special Attributes Comments
Barthulf - Hero Mounted A Black Lord with 120Ld.
Qualifed to lead your big stacks.
Raterik - Hero recuperation
Mounted
Your best national thug Chassis: Better stats, 3 attacks + Lance, and heal injuries over time.
You only get one however, and the very low hp heavily limits how dangerous a thug this unit is able to be.
Hildegard - Heroine recuperation
Mounted
Female
A worse Raterik. She does similar things but needs full gear slots to be viable.

Magic

National Magic & Summons

  • Iron Darts Evocation 3, Path Requirement: earth 11holy 11 Combat: The signature spell of Ulmish Priests, firing a Spread of effectively Crossbow bolts that deal double damage to Magic Beings. Massing Black Priests and Black Smiths allows you to shower the enemy in shrapnel that ignores 60% of protection.
  • Iron Blizzard Evocation 6, Path Requirement: earth 11holy 11 Combat: Trades some range and damage for a greater spread of shrapnel. A spell that can Remove a lot of Troops that even a Black Priest can cast, but you rather have a Black Smith with Fatigue recovering items as the spell has a high fatigue cost. This is an excellent evocation spell which is particularly lethal to magic beings.
  • Tempering the Will Thaumaturgy 5, Path Requirement: earth 33 Combat: Effectively a national version of the Antimagic spell, this is vital to your armies' survival given the Low MR of Ulm. Cast a few times and you won't have as bad of time against Mind blasters and Charm casters.
  • Sloth of Bears Path Requirement: nature 22 Ritual Cost: 8naturegem: ( Great Bearx10+lv). Needs a Nature Indie to cast for High Str, HP blobs. Has some function as evocation-bait, as the bears represent more hp than your troops, with even lower relative mr.
  • Contact Iron Angel Path Requirement: earth 55astral 22 Ritual Cost: 25earthgem: ( Iron Angelx1). A unique antisacred commander summon. These can be thugged, but their lack of magic paths severely limits their functionality.

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are their any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

National Items

FIXME nation exclusive items

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

  • Blacksteel Full Plate Constr 0 earth 22, 8earthgem:
  • Blacksteel Helmet Constr 0 earth 11, 4earthgem:
  • Blacksteel Kite Shield Constr 0 earth 11, 4earthgem:
  • Blacksteel Plate Constr 0 earth 11, 4earthgem:
  • Blacksteel Sword Constr 0 earth 11, 4earthgem:
  • Blacksteel Tower Shield Constr 0 earth 11, 4earthgem:
  • The Copper Arm Constr 6 earth 33fire 11, 15earthgem5firegem:

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

ulm-ma.txt · Last modified: 2021/01/22 00:48 by nuke