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How can i get to the faction unit overview in the in game wiki or whatever it's called where i can compare units side by side? Or did they remove it for this game?
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# ? Sep 30, 2017 00:44 |
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# ? Apr 28, 2024 07:04 |
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I was doing that Malekith quest battle where you're surrounded (spellshield I think?) by lizardmen, and you have some Dark Elf who tried to kill you set up to flank the ambushers. I won the battle without the reinforcements ever arriving and figured it was a joke that Malekith got betrayed by the same traitor twice. However, they didn't say anything about it so I'm not sure. Has anyone actually had the reinforcements show up in that battle?
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# ? Sep 30, 2017 00:45 |
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So the buttons that allow a mage that has spells from multiple schools to swap between those schools is conveniently located directly underneath any in-battle special abilities. So you can't click between the two schools. I had a High Magic mage in Tyrion's army during a siege after I did the Vaul rite thing, and yeah... I couldn't swap her over to Heavens or whatever in order to cast her lightning vortex because that ability was in the way. Minor gripe, but a weird oversight on their part. They're literally occupying the same screen space.
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# ? Sep 30, 2017 00:55 |
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AI seems way, way more willing to engage in this game, which is nice. Between that and the sheer number of stacks the various delf, helf, and pirate stacks the AI has floating around in my VH Tyrion game, I'm finding fun battles are a much more frequent occurrence. It maybe goes a little too far though as the AI keeps march stancing and parking right next to my stacks to get smashed.
Wafflecopper fucked around with this message at 01:09 on Sep 30, 2017 |
# ? Sep 30, 2017 01:06 |
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Ra Ra Rasputin posted:Pre-release I was expecting them to be another case of the luminark of hyst since the projectile looks similar and them being useless and never firing, is that not the case? They're luminarks with an empire cannon's firing rate and pinpoint accuracy. They do that stupid loving spin-in-place bullshit CA hasn't fixed since, Rome1??
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# ? Sep 30, 2017 01:08 |
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Wafflecopper posted:AI seems way, way more willing to engage in this game, which is nice. It maybe goes a little too far though as the AI keeps march stancing and parking right next to my stacks to get smashed. I've had multiple Skaven lords dive against my walled+garrisoned settlements with only a few clanrats for support. It was cute the first time, by the 6th it was getting worrying.
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# ? Sep 30, 2017 01:10 |
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The first mod I need is one that makes the hand of the gods a armor or magic item for kroq-gar. Why did you give him 2 weapons CA, he can only hold one?
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# ? Sep 30, 2017 01:13 |
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Dongattack posted:How can i get to the faction unit overview in the in game wiki or whatever it's called where i can compare units side by side? Or did they remove it for this game? The in game encylopedia isn't available for people on the web yet. Here are the urls for the second and first game. https://wh2enc.totalwar.com https://whenc.totalwar.com I don't know if they will bring it back or not because it really sucks browsing it in game. also re delfs I love how momrathi requires chaos taint and malakeith does not
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# ? Sep 30, 2017 01:14 |
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DeathSandwich posted:-I'll go ahead and say it: The best t1/t2 heavy infantry in the game. Sauruses are gold for gold, one of the killing-est units in either the first or the second game. They have less armor than Dwarf Warriors or Chaos Warriors, but they have significantly higher damage output compared to either and a not-insignificant chunk of that is armor piercing despite them not being dedicated AP. They sure are. It reminds me of Rome 1 where as the Romans you could make an army of Hastati and faceroll everything for the first half of the game.
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# ? Sep 30, 2017 01:19 |
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That unique White Lion Lord you can hire as Tyrion is really cool. He not only has that crazy White Lions bonus but he also has a unique armor item, unique model/stats, and even some unique skills. Makes me wonder if there's any other secret special characters like that.
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# ? Sep 30, 2017 01:23 |
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Ralepozozaxe posted:The first mod I need is one that makes the hand of the gods a armor or magic item for kroq-gar. Why did you give him 2 weapons CA, he can only hold one? Dude has a tail; he should be able to equip three weapons.
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# ? Sep 30, 2017 01:24 |
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If Deathmaster Snikch gets added and he doesn't get 3 weapon slots I'll riot.
SteelMentor fucked around with this message at 01:34 on Sep 30, 2017 |
# ? Sep 30, 2017 01:25 |
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Third World Reggin posted:also re delfs Apparently if you confederate to get her while playing as Malekith, she and her army take damage from her own Chaos corruption. There is no way around this.
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# ? Sep 30, 2017 01:25 |
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What are good army comps for Skaven? Am I supposed to be building a force of say, 5 or 6 clanrats, 4 of the skirmishing ranged units and then a few units of the more specialised units tailored towards fighting whichever factions I'm leaning towards warring with soon? Feeling like I'm having to relearn everything with the factions in this one, stuff seems to break much quicker but less severely and the battles quickly turn into pure chaos with guys breaking and sprinting off, especially in skaven vs skaven battles. As Skrolk am I supposed to beeline for the settlement to the northeast that has warpstone straight away? I took most of the lizardmen you start next to out and now that settlement has a garrison with a hellpit abomination and shitloads of ranged stuff that I think will be a real fucker to take.
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# ? Sep 30, 2017 01:33 |
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Currently running around with two Skaven armies. One is Queek with a bunch of my most elite unlocked troops that wins normal slugging matches with the enemy. The other is a Plague Priest with like 15 slaves and 4 catapults who repeatedly uses the faction ability and his own spells to summon hordes upon hordes of clanrats who valiantly suicide into the enemy while I keep bombarding them with my artillery, before eventually dying as I turn them into warpstone bombs. Needless to say the second army is a million times funner and is the ultimate Skaven experience. Allahu Ratbar!
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# ? Sep 30, 2017 01:39 |
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It is really fun to suicide bomb a deployed unit of Clan Rats. The only tricky part seems that the warp bomb doesn't seem to work on routing units. Still, I managed to pull it off vs clumped high elves and that one bomb killed Luke 350 of them in one shot.
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# ? Sep 30, 2017 01:46 |
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I noticed underway now cannot pass forests, only mountains. I'm assuming world roots/beast path is the opposite limitation. While I understand it helps balance the factions and make their movement mode more unique, it's irritating for the Skaven because there's not many terribly useful places I've seen to use it. I'll look forward to invading the world's edge mountains with Queek though. Skaven are gonna turn the badlands into an absolute clusterfuck.
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# ? Sep 30, 2017 01:57 |
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It's also rather annoying that Vaul's Hammer Spell Thing has to target a unit, and then destroys the section of wall it's on rather than targetting a wall/gate/siege directly. Means you can't use it to sneak in on an undefended area
Kaza42 fucked around with this message at 02:09 on Sep 30, 2017 |
# ? Sep 30, 2017 02:02 |
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Clanrats can be goddamn heroes; I set like five units of them to keep a Hell Pit Abomination busy while I ran out a capture point timer and they just kept holding on.
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# ? Sep 30, 2017 02:22 |
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I am almost done with mazdamundi campaign, should i play tyrion or malekith next? (saving skaven for last because best for last obvs) jk nothing is gonna be better than playing a fatass frog
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# ? Sep 30, 2017 02:33 |
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I think the AI cheats at rituals. I have two ritual resource producing buildings to everyone else's one and while I'm ahead, that lead isn't getting any larger like you'd expect it would.
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# ? Sep 30, 2017 02:45 |
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Echoing what others have said I think they made the strategic AI too willing to engage with you. Bunches of times I've seen them sally forth on a siege before attrition sets in even if they had next to no chance of winning. My favorite was seeing a doom stack get sent my way causing me to treat causing them to pursue and attack my stack loosing their doomstack in the process. I took decent losses so it held off the siege but it was literally the only stack they had left. I think the strategic decisions are designed around slowing down the player as much as possible even at the determinant of it's overall goals. Which I guess makes sense since the objective is no longer paint many lands your color but I dunno.
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# ? Sep 30, 2017 02:49 |
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Stolen from reddit, 360 no scope from the cold bloods. https://gfycat.com/gifs/detail/AgitatedEducatedAfricanrockpython
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# ? Sep 30, 2017 02:50 |
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Arrrthritis posted:I am almost done with mazdamundi campaign, should i play tyrion or malekith next? I'm in the same boat Mazdamundi fat frog rules, now I think I'm gonna try a Tyrion campaign because I wanna save Skaven for last because they're amazing.
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# ? Sep 30, 2017 02:55 |
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The advisor praising Mazdamundi's bulk proves they know what's what in frogtown.
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# ? Sep 30, 2017 02:56 |
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I am waiting for Ikit Claw to get in the game before I play skaven
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# ? Sep 30, 2017 02:57 |
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Yeah, I'd argue wait on Skaven. Southlands is a deadzone and completely boring, which makes Queek not fun to play. Skrolk is a lot of fun to play as, but even then you feel the loss of the ranged Skaven units like Jezzails. It's not that they aren't fun, they are. It's just they'll be 10 times more fun in like a month when you can Queek vs Dwarfs/Goblins/Orks in the Badlands. Or when they get their cool ranged unique poo poo. Or when Tomb Kings/Araby get added in.
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# ? Sep 30, 2017 03:03 |
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Tardcore posted:I am waiting for Ikit Claw to get in the game before I play skaven Gimme playable Eshin
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# ? Sep 30, 2017 03:04 |
Tyrion is an extremely chill game, but also a game that, in theory, devolves moreso into naval combat. I don't think I've actually had any naval battles in mine 90~ turn game so far, but you do a lot of sailing around. edit: also everyone in this campaign seems to have aversion to one another god drat skaven hate everyone, lizards are cold-logic and just seem to hate you, delves and helves hate each other. And in race there's the usual factions that hate the player and the rest will happily confederate, eventually. Makes helf gimmick seem really weak. Gamerofthegame fucked around with this message at 03:11 on Sep 30, 2017 |
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# ? Sep 30, 2017 03:09 |
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I hate how the AI can move their army from a town being seiged.
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# ? Sep 30, 2017 03:30 |
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I am on turn 4 and it won't let me end my turn despite having done everything I need to. Does anyone know what is going on? I'm playing the high elf campaign.
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# ? Sep 30, 2017 03:32 |
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Tenzarin posted:I hate how the AI can move their army from a town being seiged. They can only do this if it's a port. You can too
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# ? Sep 30, 2017 03:32 |
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Tenzarin posted:I hate how the AI can move their army from a town being seiged. It has always been able.to do this on port settlements.
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# ? Sep 30, 2017 03:33 |
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Spawning a skaven clanrat in a gate opening then exploding them is immensely powerful. I've beaten 2 no-win sieges using this trick. But do upgrade your settlements defences, the rat ogres, warp lightning cannons, etc help immensely.
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# ? Sep 30, 2017 03:42 |
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The chaos tribe lands always degrade into rebellions no matter what you to. Can't decide to leave a small army there forever or to just smash them to ruins. I'm loving the new AI agents too. Tenzarin fucked around with this message at 04:19 on Sep 30, 2017 |
# ? Sep 30, 2017 04:17 |
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I realized how to make wood elves and Norscans unique settlement properties work with tent climate system: Wood Elves wouldn't be affected by climate, they could grow outposts anywhere with no penalty. However by default they can only build a tier 1 outpost still, with the exception of other native elf areas like Ultulan. You can do mid-late game research to unlock the ability to upgrade the outpost settlements further. Norscans aren't affected by the climate of Port settlements, and have a broader tolerance elsewhere so they'll still face some penalties but it'll be more manageable.
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# ? Sep 30, 2017 04:24 |
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I'm liking my Malekith campaign much more than my Teclis one. Instead of taking over an entire continent, I just stuck to my initial province + 2 settlements next door with everything in extremely close proximity. Made friends with all of the surrounding Dark Elves so I'm in a pretty secure position. I also have an outpost at the High Elf Vaul's Anvil, for the central location and ritual resources. With so few cities, I can actual keep them defended from bullshit chaos doomstacks. I've mostly just been sailing around loving up rituals and sacking towns with my black ark. While it's kind of a bummer that I can't replace any of Malekith's core infantry if they go down (Black Guards), I can treat everything else as completely expendable since it's so easy to re-recruit them on the move. I just shove a bunch of future replacement units in the ark itself, which also helps keep it defended. Normally a monster like a hydra would be pretty precious since it would take like 8 turns and a ton of cash to globally recruit, but I can easily pop one out in 3 turns on the ark while Malekith is loving up some lizardmen or whatever. I have no problem throwing hydras and harpies to their inevitable deaths if it's helpful to do so, unlike Teclis where I had 2 Star Dragons in his army but barely ever committed them to pitched combat since it would be devastating to lose them.
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# ? Sep 30, 2017 04:33 |
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I am excited for the southern realm dlc when give you galleons like black arks and then coastal city norse stuff
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# ? Sep 30, 2017 04:37 |
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is there a more beautiful sight than warpfire throwers hosing down the backs of fleeing chaos chosen at night?
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# ? Sep 30, 2017 04:42 |
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# ? Apr 28, 2024 07:04 |
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I'm having a laugh dealing with some of the Norse factions right now. One of them up north turned into the last inheritors of Surtha Ek's legacy. Won't last once the Norsca DLC hits, but drat is it fun to see some nostalgic sights until then. Captain Oblivious posted:This is a really helpful post. What are your feelings on Kroxigor and Temple Guards? It's the only remaining question I have after suvh a comprehensive post. Temple Guards are the classic elite halberd infantry. They'll stick it out and survive a long time, do solid damage against enemy infantry and wreck monsters and cavalry. They also never rampage, so you can rely on them to hold the line instead of run after routing enemies. Mazdamundi's upkeep reduction and the Fallen Gates landmark plus some other bonuses (Rite of Ferocity, the Beacon of Dawn Landmark and/or the provincial commandment) mean you can later on recruit them at max rank and easily afford to make them the main line in his stack. They won't wreck enemy infantry (especially low-armor chaff) quite as fast as Saurus, let alone blessed Saurus, but their extra beefiness, reliability and ability to deal with any comers more than makes up for it IMO, especially once you get some Kroxigors and/or Stegadons out to gently caress up blobs of infantry with. Kroxies hit like a freakin' dump truck no matter what you throw them at and have 100 armor and good leadership, but they're pretty slow. They're still really good shocktroops for their cost, and shine in combination with normal infantry because they can bully right through your own line and start smashing into the enemy just like Trolls, Minotaurs etc. I personally really like to use a unit or two of them to beef up Skink-centric rear-area garrison stacks, and frequently use them in my frontline stacks, too. Magni fucked around with this message at 05:21 on Sep 30, 2017 |
# ? Sep 30, 2017 05:14 |