name_here wrote:Apparently the repel changes really helped out MA Ulm, since they've got a heavily armored pike unit.
Yes, and they have less encumberance so they aren't committing mass suicide just by fighting. Essentially, the 18-Prot pikemen now shrug off most arrow fire (and Crossbows are relatively rare in MA, and one of the few Xbowmen of the age are actually Ulmish) and do pretty damn good in melee due to repel.
You'll still want shields for decoy / arrow-catching and the Maul/Axe dudes for kneecapping giants, but the pikemen finally give Ulm a good all-around option (until evocation spam arises and you need to switch to cheap chaff, in which case you might even go war dogs just to have bodies to spend).
That all sounds reasonable, although I find the early, heavy Priest Smith recruitment surprising. The importance of Master Smith randoms is so great I find it hard to recruit anything else from my capital until I've got a second fort up and running. Plus, the upkeep savings from recruiting a Priest Smith over a Master Smith (3 1/6gp) takes just over 12 turns to equal the difference in recruitment costs; you won't be seeing the savings for at least a full year.
Well, first of all consider Iron Blizzard. Each Priest-Smith fires off 30 armor-piercing shots every turn, that does 10 damage (x2 against magic creatures). This makes one smith basically the equivalent of 60 crossbowmen, since unlike crossbowmen you're firing every turn. True, regular Smiths can still magma blast, but due to high fatigue you'll do maybe 3-4 of them only; compared to the Iron Blizzard dude who's doing it all battle long (especially with earthpower)
Secondly, think about what the With-Random Smiths are actually good for - they give you basic site-searching, forging, and alternate battle magic (but still earth-centric, like Rain of Stones); and you only get a few of them for every dozen.
In the early game, the only role they can actually perform is site-searching, because you won't be having stuff to forge (except maybe Owl Quills) and the alternate spells aren't up yet. And it will be pretty weak (and in many ways inefficient) site-searching because you're only getting 1 path searching for Air, 2 at most for Fire, and 1 for Astral.
That's why I think a "smoother" curve for MA Ulm is to start getting Smiths only with your second fort onwards; and to put magic paths on your Pretender for early Year 2 site-searching if that's so critical to your strategy. Having a Pretender with multiple (possibly high paths) is probably more efficient and effective.
Once you have Evoc 6, those 12 extra Priest-Smiths you recruited will then help you by firing 360 armor-piercing shots per round of combat; which won't have any really good counters save Arrow Fend (but that just mitigates the carnage, not stop it). I really think you have a good shot of winning a war outright with these guys on your side.