The heavy armor is a great advantage against most conventional troops. You just have to learn how to deploy it effectively. Again, have enough numbers, include fodder, flank with knights, and (not mentioned before here) don't have arbalests shooting into the main battle line, since they are one of the few missile types that can hurt your own men. Drain scale helps a bit with magic resistance.
While enemies may be able to out-produce your troops at first, you should generally be able to keep your troops alive longer, win more battles once you have enough of them, and they don't cost much gold, so you end up with a nice amount of extra cash, which means you can do lots of other things like hire independent mages, build castles that multiply the number of heavy ulm inf you can build, hire mercenaries, get more smiths, afford to raise and "use" a bunch of cannon fodder, hire knights, etc.
Practice makes perfect.
PvK
P.S. The other thing to realize is that like most things, Ulm units are good at some things, and not good at others. The thing to do about this is to make a point of acquiring other abilities (from research, the pretender, independents, summons, empowerment, etc.) so that you have other things with different strengths and weaknesses, so you can deal with different situations.
Removing the weaknesses will let you win without having to think (see Crusader mod), but isn't very interesting once you realize how overpowered it is. It's not a bad idea though for learning the game (a different way to give yourself an "easy" setting, I guess - just make a mod that gives Ulm units higher MR, or change Antimagic into an Earth spell.
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[ July 03, 2004, 21:25: Message edited by: PvK ]