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I'm now doing my favorite Queek campaign. On turn 3, after I recruited enough units I sailed west to Lustria and started conquering all that desert to the south of Skrolk, and started wars against the Citadel of Dusk/Teclis. It's a bunch of empty land every game, and you can easily get there before Skrolk has a chance to do anything. I then declared war on Skrolk and took him over, because gently caress Skrolk, ratmen don't work together VORTEX VICTORY IS QUEEK VICTORY. All the lizards I fight here are normal and NOT loving KROQGAR.
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# ? Oct 20, 2017 14:53 |
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# ? Apr 25, 2024 09:40 |
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Plavski posted:That big empty space where Kislev should go... yah kislev is already there
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# ? Oct 20, 2017 14:58 |
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Third World Reggin posted:yah kislev is already there as a playable faction ofc
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# ? Oct 20, 2017 15:04 |
And the norse, later. I appreciate the big empty field but with the intentional inclusion that makes it really obvious Araby and the Tomb Kings are gonna be in. No western beastmen start tho
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# ? Oct 20, 2017 15:23 |
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Comstar posted:How is an Empire army going to last vs the 4 new ones? Everything seems outclassed at low-med-high tier in the Imperial army. You're out shot by Delves and Helves, out artilleried and out-steamtanked by Skaven and you're infantry won't cope with Lizards. Empire vs. Skaven, analysis by PartyElite https://www.youtube.com/watch?v=UVhJAtE8w4w
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# ? Oct 20, 2017 15:27 |
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Gamerofthegame posted:And the norse, later. I don't think there are any notable beastmen lords in the lore who have a western origin.
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# ? Oct 20, 2017 15:30 |
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I notice on that map the norse factions are still missing as playable, did CA mention how long it might take to update norse to warhammer 2? I imagine the delay is mostly setting up the quest markers for the many many hunt quests and maybe adding a dinosaur and hydra hunt and adding a new world capital tech tree for bonuses on the other continent.
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# ? Oct 20, 2017 15:42 |
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Gamerofthegame posted:And the norse, later. I would love a new beastmen start in Lustria or Naggarond. What all beastmen named lords are still free to be used, just the Brass Bull? I would also love to see some new empire starts and LLs. Add Markus Wulfheart to Talabheim or up along the northern coast bordering the Norse, make him a ranged LL and give him his crazy anti-large bow so he can snipe monsters and his huntsmen archer unit that aren't as effective as crossbows at general purpose shooting in exchange for megafucking large enemies. Add Elspeth Von Draken over to Ostland right between Kislev and VC, a lord that knows Death magic would certainly be unique for Empire considering they don't have death wizards in game at the moment, and she gets to ride around on a purple death magic infused dragon.
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# ? Oct 20, 2017 15:42 |
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So what QOL features are there in this game that improve upon WH1? Is the combat feedback better? Warhammer 1 was big on spectacle but I felt like the actual melee was a bit floaty and not as crunchy as Medieval 2 or as slicey as Shogun 2.
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# ? Oct 20, 2017 15:49 |
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Ra Ra Rasputin posted:I notice on that map the norse factions are still missing as playable, did CA mention how long it might take to update norse to warhammer 2? The delay is because the Norsca team are different to the ME one. By the time Norsca shipped, ME was too far along to incorporate them without missing their targets. When ME ships, they'll look at bringing it in, but no ETA was given other than "soon".
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# ? Oct 20, 2017 15:59 |
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Arcsquad12 posted:So what QOL features are there in this game that improve upon WH1? Is the combat feedback better? Warhammer 1 was big on spectacle but I felt like the actual melee was a bit floaty and not as crunchy as Medieval 2 or as slicey as Shogun 2. It's about the same, with a bit flashier animations. I thought they did a pretty good job of it here and in WH1 though. Certainly much, much better than Rome 2/Empire era games. Best QOL improvement is absolutely the bar that shows you what % of your army's movement you'll use when moving somewhere.
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# ? Oct 20, 2017 16:01 |
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I think I'll skip ME until Norsca is in, just because I can't be bothered fighting the repetitive Norscan stacks anymore.Valiantman posted:Empire vs. Skaven, analysis by PartyElite If it's not on standard settings (large funds, etc) then I don't think it's very useful, since the MP meta revolves around the best army comps vs factions for the funds setting. On ultra funds with a 20-unit limit, Skaven are much less likely to severely outnumber the opponent and the Empire's ranged units will perform much better from the additional weight of focus-firing + a beefier front line to let them do it for longer, whereas Skaven don't have traditional missile unit to trade shots with them. So ultra funds it a totally different meta.
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# ? Oct 20, 2017 16:04 |
Arcsquad12 posted:So what QOL features are there in this game that improve upon WH1? Is the combat feedback better? Warhammer 1 was big on spectacle but I felt like the actual melee was a bit floaty and not as crunchy as Medieval 2 or as slicey as Shogun 2. Never before have I seen a weirder take of ME2 having more mechanics to it's combat then Hams. Still, a lot of battle stuff, yeah. Everything from 2 except for Rites for the old factions are going to be in, you should know. You need WH1 and 2 to do ME.
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# ? Oct 20, 2017 16:04 |
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Mukip posted:I think I'll skip ME until Norsca is in, just because I can't be bothered fighting the repetitive Norscan stacks anymore. Eh, the nice thing about ME is that you can play a race that's far enough away from the north that you don't have to really deal with it. Or you start as Druthu and boat your happy rear end up there to stomp all horse marauders out with overwhelming archer fire and wild riders and not have to worry about raider stacks.
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# ? Oct 20, 2017 16:09 |
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Gamerofthegame posted:Never before have I seen a weirder take of ME2 having more mechanics to it's combat then Hams. I didn't say it was mechanically better. The unit pathfinding in me2 drives me up the wall. My point was that actual melee has a level of brutality in ME2 that wasn't as well done for me in hams. It's the sound design really. The impact and death sounds in medieval are so good and cavalry charges are wonderful. Hams cavalry charges are good too but I prefer a front line evaporating under hooves to the front line flying twenty feet in the air.
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# ? Oct 20, 2017 16:10 |
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DOCTOR ZIMBARDO posted:Another question I'm going to keep asking anywhere I can until I get an answer: What's a "Mlexigaur"? it is either an extremely silly british people injoke, or
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# ? Oct 20, 2017 16:22 |
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Rookersh posted:I'm now doing my favorite Queek campaign. ...well, that's my ratmen playthrough gimmick established gently caress to pestilens, Clan Mors superior
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# ? Oct 20, 2017 16:28 |
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Ze Pollack posted:it is either an extremely silly british people injoke, or I’m applying for dual citizenship with the Orangutan Surfing Civilization
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# ? Oct 20, 2017 16:32 |
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Jum-Jum posted:Less water is better considering naval combat is just autoresolve anyway. And to be fair I don't feel like I am missing out on that much, you want all the different factions brawling on each other asap. I'm pretty sure you can deliberately lose your starting capital and the game will count one of your new Estalian conquests as a new capital for trade purposes. Could be wrong though.
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# ? Oct 20, 2017 16:49 |
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Played a decent amount last night. Complete change from before after watching tactic videos at work and reading some of the thread. Lost some battles against chaos because I didn't have nearly enough armor piercing to make it work but I learned my lesson. I think. I've got Tyrion to united Ulthuan and confederate with Teclis and am using any extra influence to make Nagarond and whatever other group of Dark Elves next to them hate eachother in hopes they busy themselves there while I clear out those goddamn pirates and chaos raiders to the east and south. This game is too much goddamn fun. I'm talking "Cancel plans with friends this weekend" fun. E: When you open a front and start trying to take down a rival nation, it's best to send two armies, isn't it? A battle where I got reserves coming in off the board (didn't even know you could do that!) was insanely easy for a change.
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# ? Oct 20, 2017 16:58 |
Ze Pollack posted:it is either an extremely silly british people injoke, or
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# ? Oct 20, 2017 17:16 |
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Motherfuckers didn't put Ungrim in Karak Kadrin
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# ? Oct 20, 2017 17:21 |
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I've head good things about the Kanga Rat Murder society faction!
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# ? Oct 20, 2017 17:23 |
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MilitantBlackGuy posted:Motherfuckers didn't put Ungrim in Karak Kadrin Into the book of grudges they go
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# ? Oct 20, 2017 17:25 |
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Karak Kadrin seems like a kinda lovely start location. Very little room to expand.
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# ? Oct 20, 2017 17:31 |
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MilitantBlackGuy posted:Motherfuckers didn't put Ungrim in Karak Kadrin I would've had Ungrim in Karak Kadrin and modify the unique building to let you get Slayers earlier and not need a forge. Combined with the reduced cost and buffs from Ungrim you can have much more Slayers in your army. For variety, put Grombrindal in Karak Azul (or hell, Karak Zorn). He's already insanely good, so it would be more interesting to have him in a unique region where you need to press his advantages. Also Boris Toddbringer exists, but I don't think he gets any particularly unique skills. It would be cool to have a playable Middeheim faction with him and give him anti horde mechanic/beastmen skills (increased beast path interception, reduced horde growth, leadership and combat bonuses vs beastmen, etc). Vargs posted:Karak Kadrin seems like a kinda lovely start location. Very little room to expand. What? You have Mt Gunbad to the south and the northernmost provinces. And now you can also settle anywhere.
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# ? Oct 20, 2017 17:34 |
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Panfilo posted:What? You have Mt Gunbad to the south and the northernmost provinces. And now you can also settle anywhere. There are very few settlements to the north, and very few before you hit the main Dwarf faction to the south that cuts you off from everything else. You can settle anywhere now, but do you really want to have the majority of your empire in unsuitable climate Vamp/Empire lands?
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# ? Oct 20, 2017 17:37 |
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Did not know they released any maps of the new Warhammer setting. Vargs posted:There are very few settlements to the north, and very few before you hit the main Dwarf faction to the south that cuts you off from everything else. You can settle anywhere now, but do you really want to have the majority of your empire in unsuitable climate Vamp/Empire lands? There is an entire island of elves to slaughter right there, why do you need to fight anyone else? Rincewinds fucked around with this message at 17:48 on Oct 20, 2017 |
# ? Oct 20, 2017 17:46 |
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crime fighting hog posted:Played a decent amount last night. Complete change from before after watching tactic videos at work and reading some of the thread. Lost some battles against chaos because I didn't have nearly enough armor piercing to make it work but I learned my lesson. I think. yeah, as rats that's basically the only way you can stand up to other factions before you get artillery after you get artillery suddenly the game becomes "can they kill all my rats before they are all plagueclaw catapulted to death"
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# ? Oct 20, 2017 17:46 |
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Rincewinds posted:Did not know they released any maps of the new Warhammer setting. i would play KAMANDI Total War so loving hard you have no idea
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# ? Oct 20, 2017 17:46 |
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Vargs posted:There are very few settlements to the north, and very few before you hit the main Dwarf faction to the south that cuts you off from everything else. You can settle anywhere now, but do you really want to have the majority of your empire in unsuitable climate Vamp/Empire lands? Eh, there's two provinces up there, you can confederate with Zhufbar to the South, and Kislev is up to you. It's true that corruption will be an issue, but I'd look forward to fighting vampires and Norsca instead of just greenskins.
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# ? Oct 20, 2017 17:50 |
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Panfilo posted:I would've had Ungrim in Karak Kadrin and modify the unique building to let you get Slayers earlier and not need a forge. Combined with the reduced cost and buffs from Ungrim you can have much more Slayers in your army. The interviews about Mortal Empires stated that CA want to give the different LLs their own starting positions but that it won't be immediate. I would be extremely surprised if Ungrim didn't get shifted to Karak Kadrin when this finally happens.
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# ? Oct 20, 2017 17:52 |
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John Charity Spring posted:The interviews about Mortal Empires stated that CA want to give the different LLs their own starting positions but that it won't be immediate. I would be extremely surprised if Ungrim didn't get shifted to Karak Kadrin when this finally happens. They'd probably have to do some tweaks to starting buildings too. Your unique building there is normally tier 4 or 5.it would make more sense to make it a tier 2/3/4/5 progression, with the starting tier giving access to Slayers and higher tiers adding more untainted and other bonuses to the region. They also get a brewery there which helps. It'll certainly be harder than Silver Road but also more unique.
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# ? Oct 20, 2017 17:57 |
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Panfilo posted:They'd probably have to do some tweaks to starting buildings too. Your unique building there is normally tier 4 or 5.it would make more sense to make it a tier 2/3/4/5 progression, with the starting tier giving access to Slayers and higher tiers adding more untainted and other bonuses to the region. They also get a brewery there which helps. It'll certainly be harder than Silver Road but also more unique. Yeah, it'd be cool. They could do it like Skrolk's start is with having extra plague monks and start Ungrim with more than just one unit of slayers, too.
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# ? Oct 20, 2017 17:59 |
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Started my first Skaven game as Skrolk and all I can say is gently caress dorfs. Had to siege down a city the Spine of Sotek dwarves had just taken. Even with them damaged from that and me having two stacks it was a loving slog. If it wasn't for the six units of plagueclaw catapults it'd be impossible. Still ended up having to attrition them down until I could swarm the cap point for the time limit. Like I had my censure bearers laying into a damaged unit of basic warriors, who were being flanked by more clanrats and they just wouldn't loving die or break. Even after I popped whither to remove a bunch of their armour.
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# ? Oct 20, 2017 18:06 |
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madmac posted:I can see what they were going for with Teclis. He's basically on another island on the flip-side of Lustria, so it's almost the same position, just closer to Ulthuan. Is a weak capital a problem long term, apart from having a slower start? If I conquer/confederate Lothern later, I can treat it as my de facto capital. Do you have any disadvantages from your lovely starting island? Trade wise it shouldn't matter, since you have a port anyway. Or am I missing something?
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# ? Oct 20, 2017 18:09 |
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Mr Luxury Yacht posted:Started my first Skaven game as Skrolk and all I can say is gently caress dorfs. Vs dwarves in sieges you really want to rush to the town center and for there. Engage as many of their units with poison units as possible. Use menace below charges to support fighting in town square. You can also summon Rats right behind the gate and when Defenders rush forward they will accidentally open the gate and your attackers on the other side can flood in. Death Runners are also great for sieges. They're sneaky and you can have them climb over walls on an undefended section and flank enemies.
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# ? Oct 20, 2017 18:14 |
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Torrannor posted:Is a weak capital a problem long term, apart from having a slower start? If I conquer/confederate Lothern later, I can treat it as my de facto capital. Do you have any disadvantages from your lovely starting island? Trade wise it shouldn't matter, since you have a port anyway. Or am I missing something? It's kinda crappy since it means Teclis' capital doesn't earn him as much money as his brother's capital, but that's pretty easy to compensate for.
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# ? Oct 20, 2017 18:25 |
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Teclis' start position looks like the one off-shore settlement that's part of the Vampire Coast. Which means that on one hand, you have to deal with vampiric corruption from local population. On the other hand, it's a pretty insane money-maker province, especially for High Elves, because every settlement in the province has a port.
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# ? Oct 20, 2017 18:42 |
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# ? Apr 25, 2024 09:40 |
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So, the elven port settlements provide a bonus to port income. Does anyone know how much? Is it only for that province?
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# ? Oct 20, 2017 18:52 |