A neat early expansion trick with Black Lords leading Black Knights: You get an extra discount on blacksteel items, so you can make blacksteel swords for only 2 gems with master smiths without hammers. Now, this might sound less than useful, given that you really want earth gems and it's a crappy item, but your Black Lords have a weapon that reduces their defence, and the blacksteel sword raises is instead. The difference in total is 4 defense, which is huge, moreso than it seems at first glance. See, after inspecting some of my unexpectedly failed expansions, I looked at the detailed logs, and most of the time, it was the Black Lord being killed by the enemies getting really lucky with damage rolls a few times in a row - and almost all these attacks passed his defense roll by less than 4. After equipping them with blacksteel swords, Black Lords almost always survive until most of their entourage is dead (in which case, attacking was a mistake in the first place), and I even had one survive having to cut his way through flanking heavy cav on the way out (admittedly ending with 1 hp, battle fright, and a chest wound, but alive none-the-less)
One important thing to consider with Ulm's infantry is that they all have very low defense (especially the guys without shields). While it is generally not much of a problem defensively because of the very high protection, it does mean that they are very easy to repel, so even basic spear infantry will repel a lot of their attacks, and any elite spearmen (or cav with light lances) who has high attack, will repel almost all their attacks. For this reason alone, I actually think that the pikes are the better option in many cases, as nobody is going to repel their length 5 pikes (not even giants with spears)
Yeah, hoplites in particular tend to do suprisingly well against Ulmish infantry. Another neat thing about pikeneers is that they have 1 more morale than the rest of the ulmish line troops.
Personally, I always viewed MA Ulm's infantry as a meat shields, so the variants with shields would serve to block the way, while knights will flank the enemy and arbalests destroying his melee forces stuck in my infantry's lines.
Yeah, pikes are best general purpose infantry, all others are specialized units (greataxe vs giants due to very respectable damage, flail vs elfs due to attack density, shields vs crossbows) only maul infantry feels lackluster
"It is only for their body" Lucid says while looking at the mail barding of the war dog, while it is clearly written right there, that it adds 14 protection to both head and body... :-)
One of my favourite nations, partially because it was the first one I played. Human, walking tanks going up against all kinds of mythic beasts. Pretty badass.
An astral random on your master smith gives you easy access to blessing other master smiths by allowing you to churn out the armor that gives you blessed for 1 astral gem.
I don't remember if you mentioned this, but the Master Smiths also give Ulm almost unparalleled research potential, provided you can get a moderate fire income early on. Rush construction 6, make a few dwarven hammers, and you can churn out 1-gem lightless lanterns in ungodly numbers. It doesn't even take that long to do if you go for construction 6 almost immediately after the game starts. You're a bit vulnerable in the early game if someone rushes you since you'd have less battle magic researched at first, but if you pull if off you can quickly surpass everyone else in research and get a huge lead.
Construction research does hurt Ulm's offensive capabilities a little, but Legions of Steel makes Ulm's infantry even better because it gives them 3 more protection, so you can have 26 protection infantry running around by the time you're done with construction 3.
I would hit Const 3, Evo 3 and Conj 3 before thinking of hitting Const 6. They are cheap enough to pick up quickly and will help you in any early war on the chance someone is stupid enough to rush you.
@@dartimosthatsit6001 Well you have to hit const 3 before hitting const 6 :), but yes, I agree about getting evo 3 and conj 3 first, I mostly mean going for const 6 as your first major research commitment.
Yup, playing as machaka who also has access to lightless lanterns, ulm beat my research into the dust, i could get them for the nice cost of 3 gems, but that doesn't beat 1 gem at all, oh the many possibilities if machaka could get 1 gem lanterns.
Actually the dogs' mail barding affects both body and head. They do a wonderful job of adding numbers to fights for harass penalties and eating damage that would otherwise hit real units and actually take legions of steel and strength of giants surprisingly well. Don't forget to mention the Ulm Special, the item based communions. Only nation that relies on item based communions due to price point and lack of good way to access higher levels of non-earth magic.
Yeah, I was going to point out something similar. Iron Darts and Blizzard, you need E1H1, but the fatigue is based on your E level. If you can get a Priest in a communion then they can spam either one basically for very little fatigue. Plus you can drop Fanaticism or do Banish spam (if your bless has a good flavor and it makes more sense than just spamming Iron Blizzard). But my experience with MA Ulm has taught me something. You cannot count on getting the random, at least when you need it with this nation. I've recruited 40 Smiths and gotten an A or an S one. If Crystal items are part of your strategy, you have to depend on the Pretender to get things started. Because getting your first A or S Smith in year 3 kind of sucks. One of my favorite pretenders to use with MA Ulm is Volla. No real reason other than she can do some interesting things on the battlefield, particularly when the opponent doesn't expect it. She can do site searching, and the gem gen helps get things started. So many good N items you can make with MA Ulm if you can empower a Smith. And hey, who turns up their nose at 1 gem Frost Brands? Plus I've found Faerie Queens to be invaluable if you are Ulm.
The piercing and armor piercing of crossbows works independently, so that the overall piercing value becomes 60% (so for example 20 protection - 20% = 16 protection for the piercing and then 16 protection - 50% = 8 protection for the armor piercing)
I love my astral randoms more than any random other than air (A>S>E>F). They fill two of the largest holes in Ulm's armory: MR and communions/sabbaths Empowering once lets you start getting six pearl boosters for any astral mages that you have churning out. Fifteen turns of crafting pays them off AND allows your other S randoms to start at S2. Beyond that, they are crystal mages. Auto-communions, astral booster, extra-life giver and a turn 0 all-paths boosting item.
I remember playing MA Ulm way back in Don 3 in my first MP game. This country has a special place in my heart, I’m excited to see what you do with them.
I find Indy shortbows go very well with the heavy armoured infantry and cavalry in the early game, if the enemy have light armoured troops to target. The arbalests are too slow firing in most situations and can certainly inflict friendly fire while shortbows almost never do. In the middle game mages can supplement and replace the shortbows for firepower in battle but they are still useful fodder for patrolling and sieges.
@@Bill_Garthright I know this is a bit late to reply but think of it like one person shooting 7 crossbow bolts, they deviate as normal for ranged weapons. Each dart only hits one person but they all randomly spread out
Pikes are also good to fight various giants, especially those with weak head protection (which they can typically get away with as humans cant reach that high).
Someone please call a doctor, Lucid must not be feeling well... Not playing an undead nation?!? That'll be a very nice change of pace, I love MA Ulm! It'll be interesting to analyze how you handle the late game, past the Iron darts/Iron Blizzard's effectiveness. A few questions if I may ask? - How many nations is there in the game? - Who are they? (Any underwater nation?) - Can we have a peek at the map you'll be playing in? (Maybe during your pretender design video) - What made you choose MA Ulm? Was it because you felt it was a counterpick to most nation you'll be playing against or personal preference? - Are the Iron Angels good enough of a late game unit to actively research or are you planning for another lategame strategy? In any case I will be following this one for sure, thanks a lot for your hard work Lucid, your Dom series are always entertaining and informative! Regards, Lyra
Hey Lyra, Thanks & good questions. Here go some answers: - The map is peliwyr with 8 nations i believe (so a bit spacious). - There is an UW nation -> rlyeh. - I don't counter pick in my games b/c i pick first :) - I picked them because they can do some interesting stuff with forging and because its about time i play a proper human nation for you all. - Iron angels are good, but not worth prioritizing. They are just really expensive compared to all the budget stuff you can do with earth gems.
@@LucidTactics Thanks for the quick reply Lucid. Just for the sake of strategic discussion and constructive criticism, I would have some follow up questions for MA Ulm in general strategy and yours specifically. First just to clarify, I am aware that MA Ulm greatly benefits a heavy scale type of pretender/nation and also that only a few ''mage'' unit have an actual potential for blessings. That being said, how great or miserable would an Air/Earth pretender god with accuracy and attack skills or strength bless help the mages cast Iron darts/Iron blizzard for maximum effectiveness during mid-game or even late mid-game? Based on Dom4 (I know this is Dom 5 though, and Iron Blizzard might not be as good) personal experience, Iron Blizzard was, by a fair margin, the most damage any unit could do. Having 4-8 mages throwing Iron Blizzard with extra precision and strenght would be great, no? Is it too far fetched in your opinion? Another topic, is the recruiting shenanigans particularly strong for Ulm? When recruiting for example, one shielded unit then 2 guardians, 1 shielded unit, then 2 guardians, etc in the recruitment queue, so that each square has a good defensive unit accompanied by 2 offensive unit? Does that work? As for Rlyeh, any perticular attention to them? Will your pretender instead have some water incorporated in its design in an attempt to vie for water control? Maybe are you hoping to find an Amazon province with N1W1 to find water sites? Forgot to mention, since you're the first to pick a nation, do you feel like your opponents select their nation to counter you or just the nation they themselves like to play? Regards, Lyra
Flail and Battleaxe both with added Strength of Giants break even in nominal damage at around 6 protection, assuming a non-head hit. Anything above, the Battleaxe is clearly winning. Now head hits do exist, and the added DRN favors the weapon with lower damage. Still I would argue that the Battleaxe is superior in damage against anything wearing ring mail (prot 10) and up. IMO the flail is more of a niche item against troops with either low armor, or medium armor and shields, and the Battleaxe should be the mainstay of the ulmish army
Pre-SoG, slash-type causes axes to do more than the blunt type of the flails at 6 prot. I think Lucid forgot that. I did when I was doing my tests and went to prove you wrong :D However, post-Strength of Giants, the break even point is 11 protection. It's the double attack that amplifies SoG (damage : +4 SoG; +1 2-H bonus to SoG). Unless I'm forgetting something, the flail does 21 damage. Axes do 27. Flail does 10 post-prot damage twice. Axe does 20 post-prot damage. The only thing that would make the flail better is the double damage to the head which would pop any unit. It also has two chances to hit the head, two chances to crit and two chances to get exploding dice.
@@dartimosthatsit6001 That seems right, I guess I mixed up SoG versus normal somewhere. So with the extra head damage and added DRN I would locate the break even in effectiveness at 13 prot or close to that. With the added atk vs shields, that would probably move the flail to be the mainstay? Versus indies for sure
Middle Age Ulm is too easy to play. I used to love playing Ulm because they're very strong and can roll difficulty 7 independents from turn 1. Sure they don't have sacreds, but there other non-Ulm specific sacreds you can get later on. So it's not a big deal.
Sounds likes a Ulm communion before arrowfend would be veryyyyy scary (you got lucky on that 20% roll) also would the iron angels make good repel SCs/thugs?
Ulm's communions tend to be item based actually- their cost reduction puts master and slave matrix' at 6 gems, which isn't unreasonable for smaller communions to get specific spells or to have certain mages cast Iron Blizzard infinitely. Really helps though if you find the S1A1 indy or the N1S1 indy. It also means your communion spells typically get off faster than your opponents since you don't have to self buff you way into being a slave ro master, however they are almost always smaller. Iron Angels would probably make decent repel based thugs, but SC's really require the heavy magic buffs like phoenix pyre and similar level buffs to stay competitive. The inability to have any magic on the Angels really puts a hard cap on how impressive each individual angel can get. Further, the repel thug from Lucid's Yomi videos had an advantage in being size 6. Size 5 and 6 units get a bonus weapon length, so his base length 2 frost brand was actually length 3, long enough to repel anything shorter than spears (which are notorious for low damage outputs). Still, a dancing trident plus some attack buffs would probably make a fine item compliment for a repel based Iron Angel. They make EXCELLENT counter thugs is something that didn't get mentioned. No need to self buff so they are off immediately before enemy can fully buff, plus typically enemy thugs/SC's are sacred so even your innate weapons will put the enemy to sleep if you stack angels and forging specific counter thug weapons is usually pretty easy for Ulm in case you need something special. Flying helps them get in position/reclaim raided territory, however without magic phase attacks you do have to predict where the enemy will go rather than try to teleport onto them.
LucidTactics In dominions 4 I spent an hour making a bless pretender for Middle Age Ulm only to find out after I started the game they had no sacred units. I haven’t forgiven them for that. The unit preview feature in Dominions 5 was a welcome improvement.
Can someone please explain to me why Ulm is such a big thing in video games? I am a German and Ulm is a City in Germany, is there some bad ass history I don’t know about?
Also in Dominions a lot of nations are named for pretty wierd things; Caelum is named for a constellation, Asphodel for a plant, Nazca you should know, Pangea after a continent
I think it is a homage to Johann Gambolputty de von Ausfern-schplenden-schlitter-crasscrenbon-fried-digger-dingle-dangle-dongle-dungle-burstein-von-knacker-thrasher-apple-banger-horowitz-ticolensic-grander-knotty-spelltinkle-grandlich-grumblemeyer-spelterwasser-kurstlich-himbleeisen-bahnwagen-gutenabend-bitte-ein-nürnburger-bratwustle-gerspurten-mitzweimache-luber-hundsfut-gumberaber-shönendanker-kalbsfleisch-mittler-aucher von Hautkopft of Ulm
i always wondered why the hell name a realm in a fantasy strategy game after a german city ? i mean how those dudes even know of the existence of Ulm. as far as i know its neither famous for vampires nor black steel ^^ anybody got info on that? :D
A lot of the Dominions nations are named after real world areas or mythological ones. British themed Man is named after the Isle of Man, which is in the British isles, Sumerian themed Ur is named after a Sumerian city, Irish themed Tir na n'Og is named after the same place from Irish mythology. Jomon is named after the Jomon period of Japanese history, Ashdod, Gath, and Hinnom are all named after areas in Israel. The list goes on. Really there are probably more nations named after locations that exist in real life or real mythology than not.
Pretty much almost all nations are named for real things. Nazca: en.wikipedia.org/wiki/Nazca_Lines Asphodel: www.britannica.com/plant/asphodel-plant Pangea: en.wikipedia.org/wiki/Pangaea Caelum: en.wikipedia.org/wiki/Caelum etc etc
@@Seraphim7996 well yea. i mean all i found for ulm is the europa universalis running gag to be the strongest nation and a monthy python sketch :D th-cam.com/video/UDPqB9i1ScY/w-d-xo.html no mythology or important history ^^
A neat early expansion trick with Black Lords leading Black Knights: You get an extra discount on blacksteel items, so you can make blacksteel swords for only 2 gems with master smiths without hammers. Now, this might sound less than useful, given that you really want earth gems and it's a crappy item, but your Black Lords have a weapon that reduces their defence, and the blacksteel sword raises is instead. The difference in total is 4 defense, which is huge, moreso than it seems at first glance. See, after inspecting some of my unexpectedly failed expansions, I looked at the detailed logs, and most of the time, it was the Black Lord being killed by the enemies getting really lucky with damage rolls a few times in a row - and almost all these attacks passed his defense roll by less than 4. After equipping them with blacksteel swords, Black Lords almost always survive until most of their entourage is dead (in which case, attacking was a mistake in the first place), and I even had one survive having to cut his way through flanking heavy cav on the way out (admittedly ending with 1 hp, battle fright, and a chest wound, but alive none-the-less)
One important thing to consider with Ulm's infantry is that they all have very low defense (especially the guys without shields). While it is generally not much of a problem defensively because of the very high protection, it does mean that they are very easy to repel, so even basic spear infantry will repel a lot of their attacks, and any elite spearmen (or cav with light lances) who has high attack, will repel almost all their attacks. For this reason alone, I actually think that the pikes are the better option in many cases, as nobody is going to repel their length 5 pikes (not even giants with spears)
Yeah, hoplites in particular tend to do suprisingly well against Ulmish infantry. Another neat thing about pikeneers is that they have 1 more morale than the rest of the ulmish line troops.
Personally, I always viewed MA Ulm's infantry as a meat shields, so the variants with shields would serve to block the way, while knights will flank the enemy and arbalests destroying his melee forces stuck in my infantry's lines.
Yeah, pikes are best general purpose infantry, all others are specialized units (greataxe vs giants due to very respectable damage, flail vs elfs due to attack density, shields vs crossbows) only maul infantry feels lackluster
"It is only for their body" Lucid says while looking at the mail barding of the war dog, while it is clearly written right there, that it adds 14 protection to both head and body... :-)
One of my favourite nations, partially because it was the first one I played. Human, walking tanks going up against all kinds of mythic beasts. Pretty badass.
An astral random on your master smith gives you easy access to blessing other master smiths by allowing you to churn out the armor that gives you blessed for 1 astral gem.
MA Ulm feels like a classic nation and the new artwork is gorgeous! This series is starting out great Lucid!
Thanks!
I don't remember if you mentioned this, but the Master Smiths also give Ulm almost unparalleled research potential, provided you can get a moderate fire income early on. Rush construction 6, make a few dwarven hammers, and you can churn out 1-gem lightless lanterns in ungodly numbers. It doesn't even take that long to do if you go for construction 6 almost immediately after the game starts. You're a bit vulnerable in the early game if someone rushes you since you'd have less battle magic researched at first, but if you pull if off you can quickly surpass everyone else in research and get a huge lead.
Construction research does hurt Ulm's offensive capabilities a little, but Legions of Steel makes Ulm's infantry even better because it gives them 3 more protection, so you can have 26 protection infantry running around by the time you're done with construction 3.
I would hit Const 3, Evo 3 and Conj 3 before thinking of hitting Const 6. They are cheap enough to pick up quickly and will help you in any early war on the chance someone is stupid enough to rush you.
@@dartimosthatsit6001 Well you have to hit const 3 before hitting const 6 :), but yes, I agree about getting evo 3 and conj 3 first, I mostly mean going for const 6 as your first major research commitment.
Yup, playing as machaka who also has access to lightless lanterns, ulm beat my research into the dust, i could get them for the nice cost of 3 gems, but that doesn't beat 1 gem at all, oh the many possibilities if machaka could get 1 gem lanterns.
Actually the dogs' mail barding affects both body and head. They do a wonderful job of adding numbers to fights for harass penalties and eating damage that would otherwise hit real units and actually take legions of steel and strength of giants surprisingly well.
Don't forget to mention the Ulm Special, the item based communions. Only nation that relies on item based communions due to price point and lack of good way to access higher levels of non-earth magic.
Yeah, I was going to point out something similar. Iron Darts and Blizzard, you need E1H1, but the fatigue is based on your E level. If you can get a Priest in a communion then they can spam either one basically for very little fatigue. Plus you can drop Fanaticism or do Banish spam (if your bless has a good flavor and it makes more sense than just spamming Iron Blizzard).
But my experience with MA Ulm has taught me something. You cannot count on getting the random, at least when you need it with this nation. I've recruited 40 Smiths and gotten an A or an S one. If Crystal items are part of your strategy, you have to depend on the Pretender to get things started. Because getting your first A or S Smith in year 3 kind of sucks.
One of my favorite pretenders to use with MA Ulm is Volla. No real reason other than she can do some interesting things on the battlefield, particularly when the opponent doesn't expect it. She can do site searching, and the gem gen helps get things started. So many good N items you can make with MA Ulm if you can empower a Smith. And hey, who turns up their nose at 1 gem Frost Brands?
Plus I've found Faerie Queens to be invaluable if you are Ulm.
The piercing and armor piercing of crossbows works independently, so that the overall piercing value becomes 60% (so for example 20 protection - 20% = 16 protection for the piercing and then 16 protection - 50% = 8 protection for the armor piercing)
I love my astral randoms more than any random other than air (A>S>E>F). They fill two of the largest holes in Ulm's armory: MR and communions/sabbaths
Empowering once lets you start getting six pearl boosters for any astral mages that you have churning out. Fifteen turns of crafting pays them off AND allows your other S randoms to start at S2.
Beyond that, they are crystal mages. Auto-communions, astral booster, extra-life giver and a turn 0 all-paths boosting item.
That art work is awesome!
Thanks!
Yep my favorite of yours so far. I like the music pick too.
So exited for this new series! Ma Ulm is my favorite nation by far.
I remember playing MA Ulm way back in Don 3 in my first MP game. This country has a special place in my heart, I’m excited to see what you do with them.
I find Indy shortbows go very well with the heavy armoured infantry and cavalry in the early game, if the enemy have light armoured troops to target. The arbalests are too slow firing in most situations and can certainly inflict friendly fire while shortbows almost never do. In the middle game mages can supplement and replace the shortbows for firepower in battle but they are still useful fodder for patrolling and sieges.
Yeah good point; havent tried that but seems like it might work.
Awwwww yeah! I'm excited. Thematically this might be my favorite nation.
Iron Darts actually adds 2 additional projectiles per point of Earth over cost, so you would fire 7 bolts not 5 at Earth 3
The area of effect is one person, but I assume that they won't all hit the same spot, but spread out a bit, depending on precision?
@@Bill_Garthright I know this is a bit late to reply but think of it like one person shooting 7 crossbow bolts, they deviate as normal for ranged weapons. Each dart only hits one person but they all randomly spread out
@@njalbloodmine543
OK, thanks.
The new title art looks great, the only ting missing is someone in the foreground giving the viewer a rude gesture. 🔥
Pikes are also good to fight various giants, especially those with weak head protection (which they can typically get away with as humans cant reach that high).
Maybe I'll finally learn to play this on a reasonable level. Definitely following this series.
Time to start forging ahead. Fun fact my picture is from an Ulm game, it's one of the Master Smiths I got to name.
what did you name him?
Callum Finlayson-Palmer His name was Smith Masters
''Forging Ahead'' Reminded me of Marcus Aurelius' MA Ulm lets play.
@@watchmanlyra3198 You'd be correct!
Finally, something worthy to distract me from studying. Thank you
Now that you're MA Ulm I expect nothing but absolute victory >:)
Someone please call a doctor, Lucid must not be feeling well... Not playing an undead nation?!?
That'll be a very nice change of pace, I love MA Ulm! It'll be interesting to analyze how you handle the late game, past the Iron darts/Iron Blizzard's effectiveness.
A few questions if I may ask?
- How many nations is there in the game?
- Who are they? (Any underwater nation?)
- Can we have a peek at the map you'll be playing in? (Maybe during your pretender design video)
- What made you choose MA Ulm? Was it because you felt it was a counterpick to most nation you'll be playing against or personal preference?
- Are the Iron Angels good enough of a late game unit to actively research or are you planning for another lategame strategy?
In any case I will be following this one for sure, thanks a lot for your hard work Lucid, your Dom series are always entertaining and informative!
Regards,
Lyra
Hey Lyra, Thanks & good questions. Here go some answers:
- The map is peliwyr with 8 nations i believe (so a bit spacious).
- There is an UW nation -> rlyeh.
- I don't counter pick in my games b/c i pick first :)
- I picked them because they can do some interesting stuff with forging and because its about time i play a proper human nation for you all.
- Iron angels are good, but not worth prioritizing. They are just really expensive compared to all the budget stuff you can do with earth gems.
@@LucidTactics Thanks for the quick reply Lucid.
Just for the sake of strategic discussion and constructive criticism, I would have some follow up questions for MA Ulm in general strategy and yours specifically.
First just to clarify, I am aware that MA Ulm greatly benefits a heavy scale type of pretender/nation and also that only a few ''mage'' unit have an actual potential for blessings. That being said, how great or miserable would an Air/Earth pretender god with accuracy and attack skills or strength bless help the mages cast Iron darts/Iron blizzard for maximum effectiveness during mid-game or even late mid-game?
Based on Dom4 (I know this is Dom 5 though, and Iron Blizzard might not be as good) personal experience, Iron Blizzard was, by a fair margin, the most damage any unit could do. Having 4-8 mages throwing Iron Blizzard with extra precision and strenght would be great, no? Is it too far fetched in your opinion?
Another topic, is the recruiting shenanigans particularly strong for Ulm? When recruiting for example, one shielded unit then 2 guardians, 1 shielded unit, then 2 guardians, etc in the recruitment queue, so that each square has a good defensive unit accompanied by 2 offensive unit? Does that work?
As for Rlyeh, any perticular attention to them? Will your pretender instead have some water incorporated in its design in an attempt to vie for water control? Maybe are you hoping to find an Amazon province with N1W1 to find water sites?
Forgot to mention, since you're the first to pick a nation, do you feel
like your opponents select their nation to counter you or just the
nation they themselves like to play?
Regards,
Lyra
Flail and Battleaxe both with added Strength of Giants break even in nominal damage at around 6 protection, assuming a non-head hit. Anything above, the Battleaxe is clearly winning. Now head hits do exist, and the added DRN favors the weapon with lower damage. Still I would argue that the Battleaxe is superior in damage against anything wearing ring mail (prot 10) and up. IMO the flail is more of a niche item against troops with either low armor, or medium armor and shields, and the Battleaxe should be the mainstay of the ulmish army
Pre-SoG, slash-type causes axes to do more than the blunt type of the flails at 6 prot. I think Lucid forgot that. I did when I was doing my tests and went to prove you wrong :D
However, post-Strength of Giants, the break even point is 11 protection. It's the double attack that amplifies SoG (damage : +4 SoG; +1 2-H bonus to SoG). Unless I'm forgetting something, the flail does 21 damage. Axes do 27. Flail does 10 post-prot damage twice. Axe does 20 post-prot damage.
The only thing that would make the flail better is the double damage to the head which would pop any unit. It also has two chances to hit the head, two chances to crit and two chances to get exploding dice.
@@dartimosthatsit6001 That seems right, I guess I mixed up SoG versus normal somewhere. So with the extra head damage and added DRN I would locate the break even in effectiveness at 13 prot or close to that. With the added atk vs shields, that would probably move the flail to be the mainstay? Versus indies for sure
Thank you, sir
ULM HYPE!!!
It looks like you meant to talk about their national variety of longdead but forgot to?
Whoops, i dont think i do it in the immediate episodes, but we will look at them when i eventually summon them. :)
2:37 it clearly says that they armor protects their head too, though.
Let loose the chainmailed battlewoofers of war!
imgur.com/gallery/o4Pyv
Middle Age Ulm is too easy to play. I used to love playing Ulm because they're very strong and can roll difficulty 7 independents from turn 1. Sure they don't have sacreds, but there other non-Ulm specific sacreds you can get later on. So it's not a big deal.
Sounds likes a Ulm communion before arrowfend would be veryyyyy scary (you got lucky on that 20% roll) also would the iron angels make good repel SCs/thugs?
Ulm's communions tend to be item based actually- their cost reduction puts master and slave matrix' at 6 gems, which isn't unreasonable for smaller communions to get specific spells or to have certain mages cast Iron Blizzard infinitely. Really helps though if you find the S1A1 indy or the N1S1 indy. It also means your communion spells typically get off faster than your opponents since you don't have to self buff you way into being a slave ro master, however they are almost always smaller.
Iron Angels would probably make decent repel based thugs, but SC's really require the heavy magic buffs like phoenix pyre and similar level buffs to stay competitive. The inability to have any magic on the Angels really puts a hard cap on how impressive each individual angel can get.
Further, the repel thug from Lucid's Yomi videos had an advantage in being size 6. Size 5 and 6 units get a bonus weapon length, so his base length 2 frost brand was actually length 3, long enough to repel anything shorter than spears (which are notorious for low damage outputs). Still, a dancing trident plus some attack buffs would probably make a fine item compliment for a repel based Iron Angel.
They make EXCELLENT counter thugs is something that didn't get mentioned. No need to self buff so they are off immediately before enemy can fully buff, plus typically enemy thugs/SC's are sacred so even your innate weapons will put the enemy to sleep if you stack angels and forging specific counter thug weapons is usually pretty easy for Ulm in case you need something special. Flying helps them get in position/reclaim raided territory, however without magic phase attacks you do have to predict where the enemy will go rather than try to teleport onto them.
I always forget about the communion items!
no playlist btw!
German hype !
Bracers of Protection stack? What? How did I now know this? I thought duplicate items never stacked. Anything else stacking that I should be aware of?
only exception i know
Water bottles I think
@@mazirian9332 not anymore in dom5
I like early age Ulm but after that not so much.
You dont like all the really strong ulms?
Wadestar'nst likeths onlys glamourous't Viking'st drinkin'gnts thou're average alcohol... and only drunk Viking's diplomat. :)
LucidTactics In dominions 4 I spent an hour making a bless pretender for Middle Age Ulm only to find out after I started the game they had no sacred units. I haven’t forgiven them for that. The unit preview feature in Dominions 5 was a welcome improvement.
Lyra Dawnbringer this is what a drunk Viking sounds like!
Can someone please explain to me why Ulm is such a big thing in video games? I am a German and Ulm is a City in Germany, is there some bad ass history I don’t know about?
Ulm is where a lot of German oral histories and folklore were recorded, so it's generally associated with medieval fantasy not-Germans.
Also in Dominions a lot of nations are named for pretty wierd things; Caelum is named for a constellation, Asphodel for a plant, Nazca you should know, Pangea after a continent
Well the folklore bit explains it thanks.
I think it is a homage to Johann Gambolputty de von Ausfern-schplenden-schlitter-crasscrenbon-fried-digger-dingle-dangle-dongle-dungle-burstein-von-knacker-thrasher-apple-banger-horowitz-ticolensic-grander-knotty-spelltinkle-grandlich-grumblemeyer-spelterwasser-kurstlich-himbleeisen-bahnwagen-gutenabend-bitte-ein-nürnburger-bratwustle-gerspurten-mitzweimache-luber-hundsfut-gumberaber-shönendanker-kalbsfleisch-mittler-aucher von Hautkopft of Ulm
Do you make the artwork by yourself ? :o
i always wondered why the hell name a realm in a fantasy strategy game after a german city ? i mean how those dudes even know of the existence of Ulm. as far as i know its neither famous for vampires nor black steel ^^
anybody got info on that? :D
A lot of the Dominions nations are named after real world areas or mythological ones. British themed Man is named after the Isle of Man, which is in the British isles, Sumerian themed Ur is named after a Sumerian city, Irish themed Tir na n'Og is named after the same place from Irish mythology. Jomon is named after the Jomon period of Japanese history, Ashdod, Gath, and Hinnom are all named after areas in Israel. The list goes on. Really there are probably more nations named after locations that exist in real life or real mythology than not.
Pretty much almost all nations are named for real things.
Nazca: en.wikipedia.org/wiki/Nazca_Lines
Asphodel: www.britannica.com/plant/asphodel-plant
Pangea: en.wikipedia.org/wiki/Pangaea
Caelum: en.wikipedia.org/wiki/Caelum
etc etc
Not sure the fantasy appeal would be as great if they were called MA Berlin. :) Ulm just sounds a bit more ''Exotic'' and yet, german.
@@Seraphim7996 well yea. i mean all i found for ulm is the europa universalis running gag to be the strongest nation and a monthy python sketch :D th-cam.com/video/UDPqB9i1ScY/w-d-xo.html no mythology or important history ^^
Yes I made 100 likes :)
Sweet thats a lot!