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Old May 18th, 2005, 05:34 AM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I found base Ulm to be capable. Tho I would probably not play them in a game without the Level 4 Limit. If any of the battlefield-wide spells had been in play I would probably have been annihilated since I could not counter it with limited Ulm magic.

Here is the limited set of units I purchased as Ulm:
Ultra Heavy Morningstar inf (general purpose troops)
Black Knights
Ultra Heavy Pikemen (for repel vs Jots or later Pan centaurs)
Ultra Heavy Flail, which i actually never got a chance to use, but they seemed like great units to attack a fort gate.

I basically never mixed light and heavy units, building only heavy pretty much uniformly. Occassionally I built some light pikemen to beef up production since I only cared about thier repel anyway.

Never bought a battleaxe, probably wouldnt ever if mauls were still AP. Tho I never bought any mauls either, for that matter.

Never bought any arbalestiers. The super slow rate of fire of the arbalest just cripples that unit. Maybe bump it up to 1/2 rounds with less precision and more damage or something? Can't see anyone ever buying it. Made for a tolerable PD tho.

Never bought any guardians, either commanders or troops. They were decent troops but not worth thier pricetag in terms of combat power and thier defense bonus didnt make up for it either given how easy it is to seige. I'd say bump that defense value up to.. say 5 for the troop and maybe 10 for the commander. Put thier gold cost inline with the normal troops (10-20gp) and count on their captial-only nature to keep production under control. Then you give ulm an interesting advantage in that it can make a couple of forts quite difficult to seige. Seems like a reasonable thing for ulm tho, eh?

Longbowmen were the archer of choice, but of course you've already changed that.

The 3g militia were very useful as patrollers and chaff. Never bought any of the other indy types.
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