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Deified Data
Nov 3, 2015


Fun Shoe
So as Chaos do you only get replenishment from sacking/awakening? The encampment stance says it provides replenishment like it does for every other race but I'm not getting it.

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McGavin
Sep 18, 2012

Decus posted:

edit: wait, what, if I'm reading this right apparently the black coach can only collide with 3 targets max? It's the same value as any other chariot though the steamtank has a 4 there. Not sure what that number actually, actually means since it can't mean 3 mens I don't think. Unless it's 3 on the lowest unit size? Though every other value that means number of men traditionally is based off of ultra sizes.

It means they can punch through 3 rows of infantry. If a unit has 4 rows it will stop when it hits the 4th row, get surrounded, and die.

Edit: Coincidentally, this is also why I make sure my units have at least 4 rows. It makes them invincible to chariots.

McGavin fucked around with this message at 04:30 on Jun 14, 2016

President Ark
May 16, 2010

:iiam:

Nasgate posted:

I've always killed the dwarf hold by turn 8, and you should be deep enough into norscan territory that kislev won't bother you yourself. They might gently caress your first tribe but that's whatever.

i'm curious how. like, seriously, i feel retarded, i need step by step instructions. what always happens is i flip the bearsonlings, head up, sack that other skraeling city, then head to the dwarf lands and then they have their doomstack sit in it staring at me behind their walls and if i try to attack they gently caress me and if i try to just run past them they either catch me in the open and cripple my army (although without their garrison i can usually beat them) or march directly into the other city's garrison. i can deal with them with chaos warriors but that's a ways away since i have to upgrade my army a bunch to recruit them in enough numbers to deal, and by then the other skraelings will have rolled through them and start hitting me with their own doomstacks

President Ark fucked around with this message at 04:34 on Jun 14, 2016

Decus
Feb 24, 2013
Yeah, I'm guessing Cairn Wraiths really are better in multiplayer where you'd actually have to worry about cost and where terror isn't competing against the AI having +10 base leadership + veterancy bonuses. Do you keep them bunched up for movement and then spread their file out before a charge?

McGavin posted:

It means they can punch through 3 rows of infantry. If a unit has 4 rows it will stop when it hits the 4th row, get surrounded, and die.

Aha, that makes much more sense. The issue with the black coach getting stuck must be from another value I found elsewhere--they have a timer for how long a unit ignores collisions after a charge in order to get out and re-charge and currently it seems to be zero.

Vargs
Mar 27, 2010

Captain Beans posted:

Don't use wraiths as infantry to fight other units in brawls. They are spooky ghosts so you must use them in a spooky manner (they are one of the cheapest units causing terror). Engage stuff from the front with skellymans and deploy wraiths to where ever enemy moral is lowest, terror can cause routs at 1/4 moral even for high leadership units. Make sure your skeletons, bats or zombie dogs chase the terror routed unit so they can't recover then move your spooky wraiths over to haunt some new friends. In quick battle I usually include 3-4 wraiths as VC.

I prefer them to cav in because their small unit size allows them to sneak through small gaps into to rear easily. Also they seem to take much less missile damage. Most importantly everyone brings tons of cheep anti large units which savage cav.

I dunno man. Taking a very low dps unit with terrible charge bonus and that's pretty bad in combat to be your flanker just because it has terror does not seem ideal. They're still moderately pricey too. I'm sure you can make it work, but I think you'd be better off with cav or some crypt horrors. Maybe a varghulf or a terrorgheist which also inflict terror. They may have issues in a straight up fight against anti-large, but wraiths have issues in a straight up fight against almost everything and get unbelievably owned by non-physical damage.

WarpedLichen
Aug 14, 2008


Vargs posted:

I dunno man. Taking a very low dps unit with terrible charge bonus and that's pretty bad in combat to be your flanker just because it has terror does not seem ideal. They're still moderately pricey too. I'm sure you can make it work, but I think you'd be better off with cav or some crypt horrors. Maybe a varghulf or a terrorgheist which also inflict terror. They may have issues in a straight up fight against anti-large, but wraiths have issues in a straight up fight against almost everything and get unbelievably owned by non-physical damage.

The thing with vargulf and to a lesser extent the terrorgheist is that they straight beat things with anti-large that they should lose to because cycle charging is amazing combined with free regen. The ai loves to spam slayers as the dwarves but my large monsters only army can still win without casualties easily because they couldn't close and force my units to stick in melee. When you bring those two units to compare to wraiths, it's just not really fair.

Pornographic Memory
Dec 17, 2008

Deified Data posted:

So as Chaos do you only get replenishment from sacking/awakening? The encampment stance says it provides replenishment like it does for every other race but I'm not getting it.

Encampment does give you replenishment, but it's pretty slow. Are you in some kind of terrain that gives you attrition or have stacks close enough together to trigger infighting? That might cancel it out.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

WarpedLichen posted:

The thing with vargulf and to a lesser extent the terrorgheist is that they straight beat things with anti-large that they should lose to because cycle charging is amazing combined with free regen. The ai loves to spam slayers as the dwarves but my large monsters only army can still win without casualties easily because they couldn't close and force my units to stick in melee. When you bring those two units to compare to wraiths, it's just not really fair.

It's not fair to compare one unit to others that fill a similar role because the others are better at it?

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Vargulfs and Terrorgheists are just a bit more expensive than wraiths.

Ravenfood
Nov 4, 2011

wiegieman posted:

Vargulfs and Terrorgheists are just a bit more expensive than wraiths.
And on campaign, I might ever take Wraiths if they didn't take two turns to raise. They're fragile and do not come anywhere close to being lethal enough for their cost and time. Terror can be nice, but a flank charge should ideally kill something, which wraiths can't do.

WarpedLichen
Aug 14, 2008


Wafflecopper posted:

It's not fair to compare one unit to others that fill a similar role because the others are better at it?

I don't think it's fair to compare anything to things as broken awesome as varghulf/terrogeist.

I don't think it's fair that any unit gets to do this to its counter (varghulf started with 0 exp, never fought with the lord):

Deified Data
Nov 3, 2015


Fun Shoe

Pornographic Memory posted:

Encampment does give you replenishment, but it's pretty slow. Are you in some kind of terrain that gives you attrition or have stacks close enough together to trigger infighting? That might cancel it out.

Yep infighting was the culprit, seems the attrition from that cancels replenishment entirely. Maybe I'll see if I get lucky with a single horde of 20 for now.

Reik
Mar 8, 2004
So, armies in forced March should not deny the area around them in movement. Got stuck behind marching orcs in a valley and since I couldn't get around them they could reach my settlements before I could and raze them, marching out of my normal stance reach.

Dandywalken
Feb 11, 2014

WarpedLichen posted:

I don't think it's fair to compare anything to things as broken awesome as varghulf/terrogeist.

I don't think it's fair that any unit gets to do this to its counter (varghulf started with 0 exp, never fought with the lord):



This is definitely a bit much. Wonder how big a factor regeneration is in those results.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

WarpedLichen posted:

I don't think it's fair to compare anything to things as broken awesome as varghulf/terrogeist.

I don't think it's fair that any unit gets to do this to its counter (varghulf started with 0 exp, never fought with the lord):



But ultimately, broken or not, you have a choice (assuming you have sufficient money) of which unit to use to fill the linebreaking flanker role in your army. In order to choose you have to compare the units which might fill that role. Fair has nothing to do with it unless you're playing some kind of self-imposed challenge rules.

Ravenfood
Nov 4, 2011

Reik posted:

So, armies in forced March should not deny the area around them in movement. Got stuck behind marching orcs in a valley and since I couldn't get around them they could reach my settlements before I could and raze them, marching out of my normal stance reach.
The inability to deny movement to enemies even in the narrow mountain passes is absurdly frustrating.

e: Without agents.

Shumagorath
Jun 6, 2001

wiegieman posted:

I've found that Vargulf leadership literally does not matter because they win every fight they're in unless it's elite dedicated anti large like demigryph helberds or something. And it regens as long as it isn't crumbling.
Yesterday I ran Fluffy von Carstein into a unit of halberds and a unit of greatswords and didn't even need to check on him once. Can't do that with Spawn and I thought those were the best line breakers I'd ever seen in Total War.

Deified Data
Nov 3, 2015


Fun Shoe
So are there just some settlements that can't be awakened? The first city I came across I was able to sack and then awaken, but the next Varg city I found only let me sack.

WarpedLichen
Aug 14, 2008


Dandywalken posted:

This is definitely a bit much. Wonder how big a factor regeneration is in those results.

Whole fight took around 20 minutes game time so it saved the varghulf a ton of health. The biggest factor was the enemy lord was using foe seeker and the aoe buff on the slayers. Each time you try to cycle charge them with the buff on the varghulf eats around 200 return damage.

Wafflecopper posted:

But ultimately, broken or not, you have a choice (assuming you have sufficient money) of which unit to use to fill the linebreaking flanker role in your army. In order to choose you have to compare the units which might fill that role. Fair has nothing to do with it unless you're playing some kind of self-imposed challenge rules.

Given a choice you would never use anything non varghulf or terrorgeist in your vampire count army. There's no reason to bring anything else because vamps have no ability to bring balanced armies. But given the tech constraints, I don't think it's really fair to compare them the same reason you can't empire knights to demigryph knights on a pure cost basis either.

Shumagorath
Jun 6, 2001
As VC I have a pretty good mix between armies but the Monster armies (even the non Mannfred+Dragon one) feel like easy mode compared to the Wraith-heavy army where I need to actually use my brain to win. On the other hand Drakenhof is the only province I've been able to build the full tech tree for Varghulf + Terrorgheist and have anything else going on. Wraiths I can stand up as easily as Graveguard if I plan for them, but then again I can get loving Crypt Horrors out of even a minor region.

Deified Data posted:

So are there just some settlements that can't be awakened? The first city I came across I was able to sack and then awaken, but the next Varg city I found only let me sack.
It's been like this since Shogun 2. To awaken a faction you need to capture the city where they were eliminated. There are a bunch of pre-set cities in the north with "dead" tribes waiting for you to awaken them. Then you beat them into the dirt again because someone hasn't shortcutted Awaken to Subjugate with a mod. No idea what would happen if faction X's last city before being eliminated was also faction Y's pre-set city to be awakened.

Shumagorath fucked around with this message at 06:04 on Jun 14, 2016

Deified Data
Nov 3, 2015


Fun Shoe

Shumagorath posted:

As VC I have a pretty good mix between armies but the Monster armies (even the non Mannfred+Dragon one) feel like easy mode compared to the Wraith-heavy army where I need to actually use my brain to win. On the other hand Drakenhof is the only province I've been able to build the full tech tree for Varghulf + Terrorgheist and have anything else going on. Wraiths I can stand up as easily as Graveguard if I plan for them, but then again I can get loving Crypt Horrors out of even a minor region.

It's been like this since Shogun 2. To awaken a faction you need to capture the city where they were eliminated. There are a bunch of pre-set cities in the north with "dead" tribes waiting for you to awaken them. Then you beat them into the dirt again because someone hasn't shortcutted Awaken to Subjugate with a mod. No idea what would happen if faction X's last city before being eliminated was also faction Y's pre-set city to be awakened.

Is there a list of these cities anywhere?

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Note that auto resolve accounts for speed. So fast units (your monsters) will ram right into the enemy and grind against them and take massive damage before the slow poo poo shows up.


However as vc, why are you not having your lords and heros do literally everything? The only difficulty I have found is getting those huge casuality battle to produce the body piles for better recruitment... then I just started looting and occupying and letting rebellions of vc units build up then brutally murdering THOSE for the bonuses.

But if you get a good battle site or multiples (they stack!) you can easily recruit a full army of good units in one turn from nothing.

for example on 1.5k Spawn lord, raise 1 black cav with barding 4 ghouls 1 horrors 2 wraiths 3 grave guard 1 vargheists and some spear skeletons for filling out and because I do not like wolves and bats. Apparently military buildings in the region will change your stuff.

I mostly use chaff, if they crumble I literally go "eh" and keep killing poo poo with the vamp lord who is amazing on cycle charges into flanks at whim because if he get stuck? WELP regenerating hp in melee and I got magic if I ever take any damage.

course mannfred is just entirely his own insane thing as he can solo entire full armies

new phone who dis
May 24, 2007

by VideoGames
Morbid Hound

Shumagorath posted:

You had vamp generals around long enough to get Vargheists?

A while back, but yeah. I tech directly to Vargheists and the green vamp guys ended up being my bros for a little bit while I killed some Empire dudes. When i eventually killed them I got to snipe their lord. Also, sometimes you get to kill rebellious armies like that, too.

Nasgate
Jun 7, 2011

President Ark posted:

i'm curious how. like, seriously, i feel retarded, i need step by step instructions. what always happens is i flip the bearsonlings, head up, sack that other skraeling city, then head to the dwarf lands and then they have their doomstack sit in it staring at me behind their walls and if i try to attack they gently caress me and if i try to just run past them they either catch me in the open and cripple my army (although without their garrison i can usually beat them) or march directly into the other city's garrison. i can deal with them with chaos warriors but that's a ways away since i have to upgrade my army a bunch to recruit them in enough numbers to deal, and by then the other skraelings will have rolled through them and start hitting me with their own doomstacks

Basically there are 3 options.

1. luck into getting the sorcerer early and use block movement to get your two stacks a good 2v1 on open ground.
2. Abuse the fact that he will chase down a single unit that is weaker than him and keep your other stack just out of sight(basically ghetto ambush tactics using the mountains to block los)
3. Have two full stacks, take a turn of infighting as an acceptable loss to murdering that bearded bastard.

Ra Ra Rasputin
Apr 2, 2011
Was checking mods on the steam workshop, there is a mod to make Mannfred stronger because he is a "ancient vampire" because he can't already able to solo armies hard enough I guess?

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Ra Ra Rasputin posted:

Was checking mods on the steam workshop, there is a mod to make Mannfred stronger because he is a "ancient vampire" because he can't already able to solo armies hard enough I guess?

I mean Lore wise either him or Vlad died when they were grabbed and thrown off the side of some battlements into wooden spikes in an awesome murder suicide plan by the arch lector of the time.

Can't be that bad rear end.

The Lone Badger
Sep 24, 2007

Is Manny that much more dangerous in melee than a regular Vampire Lord? I thought LLs generally had similar stats to normal lords with just a couple of special skills and their legendary equipment.

Tehan
Jan 19, 2011
Apparently someone datamining uncovered that beastmen and wood elves will be DLC races in the current game.



Not unexpected, but good to have even dubious confirmation.

Grumio
Sep 20, 2001

in culina est
Awesome, I'm interested to see how they are implemented. Wood elves for how small an area they occupy and beast men for their campaign mechanics. Maybe horde-style armies that can go into the previously impassable heavy forests, or need to be in the forests to recruit?

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
My completely baseless speculation is that there will be a separate Athel Loren map that you can enter at certain points on the main map. Time and space is meant to be all weird in Athel Loren so it wouldn't be a stretch to make it bigger on the inside. Beastmen would work best as perma-stealthed hordes. If you go charging into a forest without agents going ahead to scout then you can expect to be ambushed and cut to pieces in lovely terrain that favours fast moving hit and run tactics.

sassassin
Apr 3, 2010

by Azathoth
No reason for Athel Loren to be a big contested map really. It's a secure home province/region for the wood elves, even if it is pretty weird.

The big question is how they plan on having them interact with the main map.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
I guess they could have a "Wild Hunt" type mechanic similar to grudges that requires them to hunt down and kill certain lords and their stacks. Then again Athel Loren has seen pretty big invasions from Greenskins, Beastmen and Dwarfs in the fluff so I wouldn't discount a detailed forest map.

haunted bear tale
May 14, 2013
Athel Loren is contested by the beastmen, the feral forest spirits and sometimes by the forest goblin tribes.

I'm thinking they're going to introduce a forest settlement type, somehow squeezed into the forested parts of the map, or possibly overlaid on the human settlements, with something like a "wild/settled" slider deciding who gets benefits from the province.

Kainser
Apr 27, 2010

O'er the sea from the north
there sails a ship
With the people of Hel
at the helm stands Loki
After the wolf
do wild men follow

Deified Data posted:

I would kill for some sort of function that let you save custom formations, at least on a per army basis. I don't know how swapping out units or losing units would effect that. Or at least some means of automatically entering checkerboard.

Yeah, I use the same formation in the vast majority of battles and having to spend a few minutes setting it up before every battle is a bit infuriating.

The Lone Badger
Sep 24, 2007

Dragging four priests along with your army to hang out in the same region is kind of amusing. Hit the Encamp button for one turn, all that attrition damage you took vanishes.
Thanks to whoever pointed out the +recuperation skills as being really valuable.

toasterwarrior
Nov 11, 2011
Wood Elves and Beastmen are cool to me as the first DLC; a threat that can help unite Bretonnia or stop Estalia from running a train on the not-French all the drat time is fine by me.

Fans
Jun 27, 2013

A reptile dysfunction
I'd imagine Wood Elves and Beastmen would populate Forests instead of Cities and would have their own Provinces and Regions completely separate to the main city map.

Deified Data
Nov 3, 2015


Fun Shoe
I made it to turn 60 as chaos (all in one sitting) and pretty much made it from the starting location to the tip of Norsca, sacking and razing every target along the way. I still only have one stack but I think I have a bit of breathing room with the momentum my sacking has created. Varg and Skaelings are still around and I didn't bother finishing off the northern dwarves either, I just razed two of their settlements and left them in their capital for the vikings to feud with while I'm away. I guess my plan, if I have one, is to work my way through Norsca from west to east and destroy any Varg or Skaeling in my way, hopefully eradicating them for good.

Autoresolve is a godsend. I think I've done like 1 manual battle so far, against the dwarfs, and just autoresolved every fight with the norse.

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

toasterwarrior posted:

Wood Elves and Beastmen are cool to me as the first DLC; a threat that can help unite Bretonnia or stop Estalia from running a train on the not-French all the drat time is fine by me.

I suspect the first DLC will be Brettonia, Beastmen, and Wood Elf campaigns.

Then they need to add High Elves, Dark Elves, Lizardmen, and the Skaven.

Maybe there will be an Elf DLC that focuses on the fighting around the elf continent, and then one that focuses on the Skaven invasion of the lizard men cities in the end times.

Skaven will be the most difficult to implement because they are everywhere but it's all underground.

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DiHK
Feb 4, 2013

by Azathoth
It may be that the forests are the first test of the map on map thing we've been floating. I really like that idea and I hope they go with it. The skaven underground could have events where holes to the surface open for pillaging opportunities.

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