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Frog Act posted:Yeah I'm pumped to try some of the small-count lore appropriate units and mess around with the changes they've made to Dwarfs in general. My throngs last a lot longer in SFO, it seems, where they'd do okay against Boyz in vanilla, in SFO a solid frontline of Dwarf Warriors was able to hold off a force twice its size with just a grudge thrower, two quarrelers, and irondrakes as backup. I've also rarely seen the AI bring a full stack into the Dwarf's starting hold this early so it was fun to rush down and take them on. I find that money was the major progress gate for a fair bit of my early game SFO Dwarfs. Growth is slow, but remember your armies can adopt the Valaya's Will stance to boost growth by 25, which is both free and more than equivalent growth buildings will give you. It's definitely worth bunkering down while you build and tech up in the meantime. Keeping in mind if you have SFO's built-in faction/army unit caps enabled or not, you'll want whatever recruitment buildings for units you'll be including in your late game army composition in Karaz-a-Karak itself. This is because the T4-5 versions of them (this also includes non-recruitment buildings; for example Taverns for Rangers) will unlock runic research for that unit type, a selection of upgrades (with downsides) that you can only pick one from for 10k but boost their respective unit by a lot. For example, I use both varieties of unit caps, so I only have 4 Elite slots for Ironbreakers, Hammerers, Irondrakes, or Engineer squads. Engineers are loving bonkers, so I'll use all slots for them. This also means I can use Longbeards for all 6 Special slots. Thus, I would want the maxed-out Engineer building (a given, since they also increase Master Engineer cap), but also the maxed-out barracks chain instead of the Hall of Oaths chain in Karaz-a-Karak. Also, if you're a min-maxer like me, you'll want the toolmaker chain in Karaz-a-Karak for both Thunderer runes and also because the T4 version gives +5 armor to all recruited units in Karaz-a-Karak (add in the T5 Shrine to Smednir for another +5 armor, and more recruitment slots). Deep Mines for the two minor settlements. This is because the Sewer Watch dilemma and effect straight up removes 3 Skaven corruption from the province, which means you have 2 free "slots" for Deep Mines. Bear in mind you can get unlucky and have Skaven lairs pop up in other regions in the same province, which means that you'll have to take out a deep mine if you want no Skaven corruption at all.
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# ? Jan 14, 2019 16:05 |
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# ? Apr 27, 2024 22:45 |
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Frog Act posted:(I'm definitely not rolling in cash like vanilla Dwarfs) I'm fighting the Vampire Counts, Aranessa, Border Princes, and Squeek down there in the very south. And Chaos just spawned...
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# ? Jan 14, 2019 16:10 |
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Happy page 666 to Chaos, Beastmen, and Dark Elves ONLY!
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# ? Jan 14, 2019 16:12 |
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AAAAA! Real Muenster posted:What? In the Karak Kadrin game I was posting about up-page I have been Teutonic Poor the whole game. Maybe I've just been pushing my economy to its limits recruiting new armies? I have 8 armies, 6 of which are full stacks, running around protecting/expanding this empire: Are you playing vanilla? You probably do have too many armies, eight is quite a lot for turn 75. Typically with the Dwarfs I'm making 3k by turn 10, especially once you get gunbad. toasterwarrior posted:I find that money was the major progress gate for a fair bit of my early game SFO Dwarfs. Growth is slow, but remember your armies can adopt the Valaya's Will stance to boost growth by 25, which is both free and more than equivalent growth buildings will give you. It's definitely worth bunkering down while you build and tech up in the meantime. I didn't even realize that about the new stances - dope, thanks! I'll keep that stuff in mind for building, especially the unit cap stuff, since I tend to use Ironbreakers and Hammerers a lot, so my instinct wouldn't necessarily be to use Engineers instead. Another irritation I just found, though - you can't confederate with Zhufbar. It just can't be done. There isn't a grudge programmed for it and so there isn't an option to do it. Is there any way to remove this stupid green and the grudge garbage and just play Dwarfs without roadblocks to confederating? Like Zhufbar is just going to die and there isn't even a mission I can do to make confederating them possible.
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# ? Jan 14, 2019 16:16 |
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Frog Act posted:I didn't even realize that about the new stances - dope, thanks! I'll keep that stuff in mind for building, especially the unit cap stuff, since I tend to use Ironbreakers and Hammerers a lot, so my instinct wouldn't necessarily be to use Engineers instead. No worries, Hammerers and Ironbreakers are both really powerful; it's just that I prefer ranged firepower over (substantially improved, mind you) melee. Also that's weird, I'm pretty sure there's a grudge for enabling confederation with Zhufbar, maybe one that involves capturing the province with the Brightstone Mine. If not, well, bummer.
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# ? Jan 14, 2019 16:19 |
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Frog Act posted:Are you playing vanilla? You probably do have too many armies, eight is quite a lot for turn 75. Typically with the Dwarfs I'm making 3k by turn 10, especially once you get gunbad. edit: most of my armies have a bunch of Miners as filler because lol money, too, haha One and a half of those armies are dealing with Sunken Cost Fallcy down in the south there because I'm close to taking a few settlements from the Skaven, but the Skaven corruption is pretty high and I have no way of reinforcing what I have down there any better, but it is a bunch of my Climate Preference land so therefore I should own it... AAAAA! Real Muenster fucked around with this message at 16:26 on Jan 14, 2019 |
# ? Jan 14, 2019 16:23 |
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toasterwarrior posted:No worries, Hammerers and Ironbreakers are both really powerful; it's just that I prefer ranged firepower over (substantially improved, mind you) melee. Googling it turns up one person with the same problem and no answers, and I just triple checked the book of grudges. I guess they just forgot to add Zhufbar, or something. I wish the modders put in a function to turn off some of these layers/functions but retain the rest of the changes because I mostly like the mod but some of these decisions seem less "fun challenge" and more "gently caress you we don't even play this game anymore" AAAAA! Real Muenster posted:Yep, its vanilla. Yeah I guess it is a bit much on the armies, but I wouldnt be this big if I didnt have the armies, soooo. I'm hoping sacking VC cities before I raze them for my bro Talabecland (who owns 11 settlements now lol) to occupy them will help me fix my economy. Most of my top level buildings are built but I'm usually a turn or two behind on all my city upgrades and need to prioritize my funds. I think I'm at +13k right now. I got Gunbad a little late and I want to put a Lord there who has a bunch of gold income boosts assigned to him but that would probably cost more than its worth. I'd actually say it is probably worth putting a lord there - just check to see what their individual per-turn maintenance is and you'll probably be able to make a profit by moving him there. Sacking poo poo is definitely tops for money, in my last campaign as Aranessa I had like 100k just sitting in my coffers at the end from raiding and ocean treasures. Ed: started over as Ungrim and he doesn’t require grudges to confederate, which I always felt is like critically important for Dwarfs lore wise and gameplay wise, so I’ll try him out Already missing those Grombrindal blue line buffs tho, they’re absurdly good Frog Act fucked around with this message at 16:49 on Jan 14, 2019 |
# ? Jan 14, 2019 16:27 |
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Mukip posted:A 'stack' is an army, not a unit. smh at this faux pas. jokes posted:A stack is the thing denoted by a lord on the campaign map. 20 cards (aka units) to a single stack. Semantics. alex314 posted:Or you could get a hero, park rest of your units outside knife-ears range and do a "dodge a fuckton of arrows" dance with your hero. Then zombies eat them. Chakan posted:Im confused as to why youd stack zombies instead of skeleton warriors as kemmler? They cost the same upkeep (0) and skeleton warriors have shields + better melee attack. Seems better against wood elves. Pure availability using Raise Dead ends up making the zombies more numerous, and the skelly shields don't seem to do much vs elf arrows compared to just having a pile more HP to sit and soak that poo poo up.
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# ? Jan 15, 2019 02:03 |
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Want to share this youtube channel I've been following for a bit. They make some good-to-great machinima and some excellent lore videos. The latest K8P video is awesome (weird Russian dwarf accent aside) https://www.youtube.com/watch?v=An77I-TaokI
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# ? Jan 15, 2019 02:11 |
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Posting on page 666 to ask if Chaos and Beastmen are worth my money: are Warriors of Chaos and Beastmen worth my money? I've played every other faction in TW1 and TW2 but not them.
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# ? Jan 15, 2019 02:18 |
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Grand Prize Winner posted:Posting on page 666 to ask if Chaos and Beastmen are worth my money: are Warriors of Chaos and Beastmen worth my money? I've played every other faction in TW1 and TW2 but not them. Beastmen are an old faction and it shows in a lot of ways. Even so, I think they have one of the most fun campaigns since they focus on having a ninja army bounce around the map and hit soft targets and fade before the enemy can respond. None of the other factions really play the same way. Basically, I really like beastmen and would recommend them, despite not even really caring for their aesthetic and parts of their design having aged poorly. Chaos used to be the worst campaign in the game by a large margin. I have heard they are better now, but haven't played them since, so I can't say.
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# ? Jan 15, 2019 02:27 |
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Chaos used to be extremely terrible, but since the replenishment changes they're slightly better (but still rather ehhhh). Beastmen are at least pretty fun because the moon mechanic gives you some important bonuses, hidden encampments make it so the AI doesn't chase you across 1000000000000000000 miles to try and kill you all the time, and minotaurs are so good you can just have an army of your lord, 1-2 gorebulls, a caster, and fill the rest with minotaurs and pretty much delete anything in the game.
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# ? Jan 15, 2019 02:30 |
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Grand Prize Winner posted:Posting on page 666 to ask if Chaos and Beastmen are worth my money: are Warriors of Chaos and Beastmen worth my money? I've played every other faction in TW1 and TW2 but not them. I never bought Beastmen because Chaos was a huge waste of money I couldn't even get fifty turns into, they suck so much. Very poorly realized and despite having an ostensibly dope roster, they're actually super samey
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# ? Jan 15, 2019 02:45 |
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Ammanas posted:Want to share this youtube channel I've been following for a bit. They make some good-to-great machinima and some excellent lore videos. The latest K8P video is awesome (weird Russian dwarf accent aside) I've been subbed to this channel about two weeks now and they're generally pretty solid. There's some silly editing mistakes (like calling squigs "squids" in that video you linked), and they do reuse some b-roll video throughout, but I really enjoy it. I learned a lot about Azhag in their video on him.
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# ? Jan 15, 2019 03:14 |
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Grand Prize Winner posted:Posting on page 666 to ask if Chaos and Beastmen are worth my money: are Warriors of Chaos and Beastmen worth my money? I've played every other faction in TW1 and TW2 but not them. Beastmen are totally worth it, for reasons already mentioned. Chaos might be worth it if you really like horde factions, super duper heavy infantry, big monsters, and having no home base ever. Even 150 turns in, it's all horde. Also, very little ranged. You get some skirmish cav. Oh, and one (awesome) piece of artillery. They're wonderful if you're like me and zoom in to watch the action and just like watching daemon blessed super men carve through lesser beings. They're not wonderful if you enjoy complex formations or gun lines or any missiles really. Also, if you hate skirmishes cav, probably not for you. I'd only get them on sale. Don't be a sucker and pay full price. Like me
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# ? Jan 15, 2019 03:23 |
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MohawkSatan posted:Pure availability using Raise Dead ends up making the zombies more numerous, and the skelly shields don't seem to do much vs elf arrows compared to just having a pile more HP to sit and soak that poo poo up. For my Kemmler campaign, I had some necromancers rank up enough to max the +recruit ranks to zombie/skeleton skill and had them forever sit in a province with some other recruit capacity/rank buildings and crank out endless gold chevron skeletons and if I felt cheeky I'd add on a extra unit or two so the army wasn't all skeletons, though with the amount of all skeleton lords I had around, a unit of black knights would be 800 upkeep just 50 turns in.
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# ? Jan 15, 2019 03:53 |
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In on page 666
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# ? Jan 15, 2019 04:23 |
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Hail the ruinous powers.
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# ? Jan 15, 2019 04:24 |
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Grand Prize Winner posted:Posting on page 666 to ask if Chaos and Beastmen are worth my money: are Warriors of Chaos and Beastmen worth my money? I've played every other faction in TW1 and TW2 but not them. https://www.youtube.com/watch?v=FIU6BmuHtI0 [edit] Warriors of Chaos are better than they were at release, but they're still the faction with the least amount of stuff going for them. They have no unique mechanics other than the ability to Awaken Norscan Factions and their roster is pretty samey, though they do have the best line infantry in the game, and Dragon Ogres are cool. I didn't have high hopes for Beastmen, but they're pretty fun and my favorite MP faction. They are a rush army, everything they have is high mobility (except for Cygors, who are still more mobile than most artillery) and while they suffer from being the first DLC faction and being a horde, they still offer a pretty unique guerrilla campaign as you do hit and run actions around the map as the vanguard for the Chaos Invasion. ZearothK fucked around with this message at 04:54 on Jan 15, 2019 |
# ? Jan 15, 2019 04:47 |
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Panfilo posted:Did something happen with CeltiK? I heard he pulled all his mods and has gone radio silent. https://www.reddit.com/r/totalwar/comments/ae5tjp/advanced_ai_mod_is_down/ Apparently he got fed up with negative comments and made them private, possibly may transfer ownership. There's a link in that thread for the mods as they are now, if you want to get them back. Need a mod manager to make them work right though.
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# ? Jan 15, 2019 04:48 |
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ZearothK posted:https://www.youtube.com/watch?v=FIU6BmuHtI0 I'll have to pick up Beastmen next sale. I don't have them or Wood Elves from WH1 (and I'll probably never buy Wood Elves. )
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# ? Jan 15, 2019 05:49 |
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Started a ME Brettonia campaign as the lady of the lake, my starting hero was assassinated by my neighboring dwarves on turn 3, not wounded, assassinated so I won't get her back. I had an non-aggression pact with them lmao
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# ? Jan 15, 2019 06:12 |
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Venom Snake posted:Started a ME Brettonia campaign as the lady of the lake, my starting hero was assassinated by my neighboring dwarves on turn 3, not wounded, assassinated so I won't get her back. I had an non-aggression pact with them lmao 'no ai agent' mods are essential to every tw game
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# ? Jan 15, 2019 06:13 |
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MohawkSatan posted:
It might be because you've got no ranged of your own that AI acts differently. I've tried dancing the arrows away as TK a couple of times against elves and it worked with a couple of Skelly Archers in the second line.
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# ? Jan 15, 2019 09:33 |
Kroq'gar's Vortex start is an unending hellspiral. So many rats. They can't actually beat you, but they can make every fight a slog that reduces you to tears.
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# ? Jan 15, 2019 09:49 |
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Vortex question: do rival factions need to put their stack at the vortex to fight the last battle? I'm behind others in rituals, but hold most of Ulthuan. I can easily fortify it by the time they get to the last.
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# ? Jan 15, 2019 10:33 |
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alex314 posted:Vortex question: do rival factions need to put their stack at the vortex to fight the last battle? I'm behind others in rituals, but hold most of Ulthuan. I can easily fortify it by the time they get to the last. When the AI gets to the final part of their run for the Vortex, you'll be prompted to teleport an army to fight against them in their version of the final battle. When you beat them, they can no longer win the campaign. Period. Don't worry about it, as long as your LL's stack is nice and strong (IIRC), you'll always have a chance to prevent the AI from winning.
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# ? Jan 15, 2019 10:43 |
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Thanks, it looks like I didn't have to sprint to take ritual sites from enemies in my previous campaign. Still it was pretty fun experience.
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# ? Jan 15, 2019 11:00 |
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After 6-7 attempts at a Lokhir campaign, I've finally succeeded by just building up at the start and marching inland to Itza. Having some walls to fight off these endless rebel stacks makes all the difference.
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# ? Jan 15, 2019 14:03 |
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Does AI norsca get the same usurp/join archeon dilemma the player does? In my current game they're at war with chaos and it owns but I thought they auto-allied
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# ? Jan 15, 2019 14:23 |
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this page is dedicated to KHORNE!!!!!
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# ? Jan 15, 2019 15:02 |
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Karak Kadrin is a fuckin rough start and I had to behave very cheesily to get the red-eyes out of the northernmost mountains, but now I've secured those two top provinces, and I'm wondering what to do. I'm thinking I might prioritize murdering the Vampire Counts as thoroughly as possible to stop them from taking over the world, then I'll slowly start integrating mountain provinces by hoping the Dwarfs lose to the Greenskins, or at least don't win handily
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# ? Jan 15, 2019 15:12 |
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Frog Act posted:Karak Kadrin is a fuckin rough start and I had to behave very cheesily to get the red-eyes out of the northernmost mountains, but now I've secured those two top provinces, and I'm wondering what to do. I'm thinking I might prioritize murdering the Vampire Counts as thoroughly as possible to stop them from taking over the world, then I'll slowly start integrating mountain provinces by hoping the Dwarfs lose to the Greenskins, or at least don't win handily
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# ? Jan 15, 2019 15:28 |
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Ammanas posted:'no ai agent' mods are essential to every tw game Gotta emphasise this TW is hell when the enemy (and even your friends) have 30 units loving poo poo up every turn
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# ? Jan 15, 2019 15:47 |
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AAAAA! Real Muenster posted:It is! You've seen me posting about them the past few pages . After a few tries I managed to finish Red Eye off/secure the N. World's Edge Mtns on turn 8 by redlining my economy by recruiting a ton of Slayers and cheesing ambush tactics to take their last settlement. Keep a *very* close eye on Zhufbar because they usually lose either an army, a settlement, or both to Bloody Spearz and are willing to confederate and if you dont do it, 'Dwarfs' will. I played a vanilla campaign of them ages ago and don't remember it being quite as punishing as SFO has been so far with regular infantry units, but it seems to value heroes a lot, and holy poo poo, it lets you abuse auto-resolve. I only managed to take it on turn 13ish because I abused the poo poo out of repeatedly sacking the first place for exp until my lord and heroes were level 7ish, then lured the enemy out and autoresolve abused, which allowed my LL to kill 300 orks, the slayer to do 250, and the runelord 200, which I could never do in a regular battle lmao yeah, my plan is to confederate Zhufbar asap, they're barely holding on against the Vampire Counts, and then from there I'll be able to build up for awhile until I can confederate the dwarfs because you're basically up fart creek as the Dwarfs in general without Karaz-a-Karak. I'm remembering the post you made about having money troubles, which totally makes sense if you're playing as KK instead of just the regular Dwarfs, since without that gem mine and ten slots in Karaz-a-Karak you have to allot tons more space just to being able to build a basic roster. starting with a small city with just slayers available for recruitment is economically very precarious and not how you'd normally start a Dwarfs game at all I can't quite decide if I like all these new buildings in SFO but I think I do, like the Construction Site one that I'm using while I build stuff but plan to demolish later is pretty neat, and I like that some add skaven corruption and stuff. its all very on-the-nose lorewise ed: wow Zhufbar was willing to confederate on turn 23 without me using my cheesy diplomacy cheat, which I only discovered because the Dwarfs snapped them up and I was all "oh poo poo no I need those" and went back a turn to do it. how did the AI dwarfs do that, anyway, if the player cant because of grudges? is AI not subject to grudge mechanics?
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# ? Jan 15, 2019 16:10 |
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They are not, and the AI cheats like crazy when it comes to confederations (and everything else). HAPPY CHAOS PAGE THREAD!
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# ? Jan 15, 2019 16:23 |
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PAGE 666
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# ? Jan 15, 2019 16:52 |
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MilitantBlackGuy posted:this page is dedicated to KHORNE!!!!! The sacred number of Khorne is 8. This page properly belongs to Slaanesh.
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# ? Jan 15, 2019 17:10 |
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Ammanas posted:'no ai agent' mods are essential to every tw game Huh I didn’t even know TWH had mods. Also i think this campaign as bretonnia might be hosed because the vampire coast had already destroyed all the kingdoms south of me. Should be fun tho.
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# ? Jan 15, 2019 17:21 |
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# ? Apr 27, 2024 22:45 |
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this might be the chaos page but archaon will always be a punk
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# ? Jan 15, 2019 17:32 |