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I beat the Vortex campaign for Taurox. His final victory reward is increased cap for some high-tier large units. Meh, but better than Eltharion’s armies causing terror against the Greenskins that have in all likelihood been wiped off the map, or Vampire Counts not taking damage from the map event they were unlikely to encounter anyway, unless there’s a way to control Amenar I’m unaware of. What does Oxyotl get for winning his final battle?
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# ? Jul 30, 2021 06:22 |
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# ? Apr 28, 2024 09:28 |
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Ugh naagrond is like right there but i haven't made contact with them yet so i can't declare war and drag the entire old world into a destructive ruin! I have 9 stacks heading to the darklands because grimgor has made a come back and actually pushed my 2 stacks back. Ungrim is soloing the 'very hard' chaos invasion with his juiced up slayer horde while the forces of men are getting left alone because of karak vlag which is annoying haha. I wanted chaos to clean up that unconfederated mess. Trollhammer torpedoes are amazing i gotta say, keep em protected and they'll delete big monsters within a few volleys. It's kinda annoying how necessary they are though.
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# ? Jul 30, 2021 06:29 |
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Is there a situation where you’d want more than one magic-user in an army?
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# ? Jul 30, 2021 06:34 |
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Jay Rust posted:Is there a situation where you’d want more than one magic-user in an army? It's really fun to drop a ton of flocks of doom right in a row together instead of having to wait for it to cooldown.
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# ? Jul 30, 2021 06:43 |
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I wouldn't go out of my way for it but it's nice to have invocation of nehek available from several different sources when doing vampire hero spam builds. Also I don't know if it's cost effective but I have a lot of fun getting multiple lords and heroes together as Ikit Claw and firing off 4+ warp lightnings all at once in a little cluster.
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# ? Jul 30, 2021 07:04 |
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Jay Rust posted:Is there a situation where you’d want more than one magic-user in an army? Having seven vampires with arcane conduit backing up Isabella’s wind of death is very silly.
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# ? Jul 30, 2021 07:40 |
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Using multiple arcane conduits at once gives significantly more magic than otherwise possible. Necromancers have a regeneration aura that makes them worthwhile even if you are only using them to hang out as extra arcane conduits.
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# ? Jul 30, 2021 08:06 |
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Lord_Magmar posted:The Ogres can be paid not to fight you, the Orcs cannot. The Ogres primary motivation is eating and wealth, compared to the Orcs who fight just to fight. They're ultimately still kind of similar, but the Ogres really do have a lot going for them compared to the Orcs, it's just all in the way their actual civilisation is built. No I get that. I mean the voices.
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# ? Jul 30, 2021 08:16 |
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JBP posted:No I get that. I mean the voices. Okay yeah sorry. The voices are unfortunate.
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# ? Jul 30, 2021 08:33 |
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Kinda wonder why they even bothered making this trait.
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# ? Jul 30, 2021 09:01 |
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Broken Cog posted:
I guess in the very edge case where you are fighting the vampire coast and they have recruited ogre mercenaries
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# ? Jul 30, 2021 09:11 |
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Broken Cog posted:
They have humans I guess.
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# ? Jul 30, 2021 09:12 |
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If you cause fear against a particular source, you're also immune to fear from that source, same for terror. It's... very much an edge case for usefulness though.
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# ? Jul 30, 2021 09:13 |
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Vampires should have leadership and run away when things look bad, they're still (evil) people, not puppets like the rest of their armies.
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# ? Jul 30, 2021 09:23 |
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Doesn't fear also speed up crumbling a bit? But yeah it seems pretty marginal
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# ? Jul 30, 2021 10:11 |
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Yeah, Fear and Terror still work on undead units iirc in terms of making them lose leadership. And they obviously give that unit Fear and/or Terror protection.
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# ? Jul 30, 2021 10:25 |
Don't all undead units cause fear (and are therore immune to it), though?
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# ? Jul 30, 2021 10:44 |
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Does disrupting a formation do anything, functionally? Monsters tend to throw a lot of troops around without necessarily killing them, as do some spells, and Ogre cavalry is downright hilarious in how it bulls right through enemy formations. I'm just not sure if this does anything. Maybe being flung into the air and having to walk back negates the damage from that individual soldier for a bit?
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# ? Jul 30, 2021 11:21 |
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Jay Rust posted:Is there a situation where you’d want more than one magic-user in an army? Life mage for healing, fire mage for hurting.
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# ? Jul 30, 2021 11:26 |
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Elukka posted:Does disrupting a formation do anything, functionally? Monsters tend to throw a lot of troops around without necessarily killing them, as do some spells, and Ogre cavalry is downright hilarious in how it bulls right through enemy formations. I'm just not sure if this does anything. Maybe being flung into the air and having to walk back negates the damage from that individual soldier for a bit? It can indeed mean the monster/lord takes less damage since they're constantly CCing the targets in front of them. Rear charges can also be good to toss individual enemy models into your own infantry blob where they will be isolated and get annihilated from all sides.
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# ? Jul 30, 2021 11:32 |
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How useful knockdown is mostly depends on what you're knocking down. Barreling through some skavenslaves or peasants doesn't really mean a ton because there's several dozen more to fill in the gap and they're just a tarpit unit anyway. Knocking down some globadiers or flamethrower units for a bit really lowers the damage they're putting out, and reliably ragdolling a hero or lord is obviously huge. Being able to smash through a formation is also very useful for flying units to get some breathing room and escape back into the air. Acute Grill fucked around with this message at 13:54 on Jul 30, 2021 |
# ? Jul 30, 2021 13:52 |
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Jay Rust posted:Is there a situation where you’d want more than one magic-user in an army? Beastmen could get away with it with their winged lord since it gave such a massive magic reserve boost. Otherwise you do it to have more arcane batteries to restore power. Even better if said magic users had chariots so they could fight.
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# ? Jul 30, 2021 14:08 |
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Jay Rust posted:Is there a situation where you’d want more than one magic-user in an army? Of the same spell lore? Typically not. But some races like the flexibility to, say, bring healing but also have better damage spells than Lore of Life brings. Casters are also often quite good in combat, and someone like Vampire Counts doesn't necessarily care that their "casters" have magic at all - they use them to murder people in melee. You might also just want to have the extra agent floating around on the strategic layer to scout and do agent things, then just bring them into combat for certain fights or when it matches up with their remaining movement.
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# ? Jul 30, 2021 14:13 |
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Jay Rust posted:Is there a situation where you’d want more than one magic-user in an army? For different Lores, mostly, or when the casters also bring something else to the table (like necromancer regeneration auras or vampire combat stats, or troll hag +replenishment/abilities, fire mages' dragons, erc). Also depending on faction there can be a point where Winds become essentially unlimited so your magic output is limited only by cooldowns, in which case another caster let's you burn though them faster. This definitely comes faster if you prioritize casters with Knowledgeable though. Ravenfood fucked around with this message at 14:51 on Jul 30, 2021 |
# ? Jul 30, 2021 14:42 |
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The last time I ran an Isabella campaign, the winds of magic broke in her (19 hero) army and the only way I could get magic regen was to pop arcane conduit. It was annoying, but unsurprisingly you can beat even the toughest 80-stack with 20 vampires. I was also wondering if there's a bug with gambling for winds at the start of a battle. It doesn't seem to go up when I win, but still goes down when I lose. It's been this way every time I've checked for the past year+ so I doubt it's just luck, but I don't know. e: VV no mods, but maybe I just haven't been gambling since coming back recently. Good to know that it was a thing though, I'll test it out. Chakan fucked around with this message at 15:48 on Jul 30, 2021 |
# ? Jul 30, 2021 15:22 |
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Chakan posted:The last time I ran an Isabella campaign, the winds of magic broke in her (19 hero) army and the only way I could get magic regen was to pop arcane conduit. It was annoying, but unsurprisingly you can beat even the toughest 80-stack with 20 vampires. Are you running any mods? That's an old bug that I think was fixed more than a year ago, but some mods might still make it resurface iirc.
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# ? Jul 30, 2021 15:38 |
What am I missing about fighting Gor-Rok? Thus far I've only been able to win against his armies by either army losses routing or autoresolve
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# ? Jul 30, 2021 17:09 |
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ChickenWing posted:What am I missing about fighting Gor-Rok? Thus far I've only been able to win against his armies by either army losses routing or autoresolve He's a melee powerhouse/tank I think he buffs melee defense for his armies too, shoot him I guess.
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# ? Jul 30, 2021 17:12 |
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Yeah Gor-Rok's gimmick is that he's basically unkillable and he makes Saurus even tougher. Unless you have some dedicated assassins (and even then they'll need magical attacks because he has good physical resist), just ignore him and win through army losses.
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# ? Jul 30, 2021 17:32 |
holy poo poo he just solo'd the last 40% of my army
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# ? Jul 30, 2021 17:40 |
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Pretty sure Gorok gets unbreakable for one of his skills so you can't inflict army losses on him either most of the time.
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# ? Jul 30, 2021 17:43 |
This game is really fun and I love all the little things like getting vampire traits for killing vampires. I really miss the random gimmick armies - like the School of Light(?) with 10 hellblasters that you just can't beat cleanly. Is there a beta patch to fix cav charges yet?
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# ? Jul 30, 2021 17:45 |
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1st_Panzer_Div. posted:This game is really fun and I love all the little things like getting vampire traits for killing vampires. In my game I just encountered the School of Pyrotechnics, whos armies consist entirely of a lord and hellblaster volley guns. Their settlement garrisons appear to be a combination of hellblasters and grenade launcher cav. The first army of theirs I encountered as actually 16 hellblasters. They are pretty awful to fight as the dwarves. I end up having to hide all my infantry and just march my lord/heroes in to murder everything.
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# ? Jul 30, 2021 17:54 |
Rogue Armies seem really rare these days. Not that I'm in any rush to have the Chaos Dark Elf spawn in the middle of my country
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# ? Jul 30, 2021 17:58 |
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Rogue armies are a very cool concept and I want a mod where you can play as one, just get a random assortment of units from 2 factions.
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# ? Jul 30, 2021 18:01 |
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I had at least 8-9 different rogue armies spawn during my Eltharion campaign, 3 of which declared war on me. They are definitely still around.
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# ? Jul 30, 2021 18:07 |
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KillerQueen posted:Rogue armies are a very cool concept and I want a mod where you can play as one, just get a random assortment of units from 2 factions. Some of the faction unlock mods let you play as them, I tried one a while back and it was a fun and wildly overpowered romp.
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# ? Jul 30, 2021 18:29 |
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I had Jerrod's Errantry Army take over a province and a half in my latest campaign in the area between Norsca and Kislev. I was Wulfrik and Throgg had decimated that area before I wiped him out and confederated. Jerrod moved in and got set up and was actually not especially easy to deal with - brettonian knights backed up with handgunners and cannons.
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# ? Jul 30, 2021 18:33 |
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If I buy the Sisters/Throt DLC, but don't have the base wood elves pack, do I miss out on anything other than the other starting lords?
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# ? Jul 30, 2021 18:36 |
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# ? Apr 28, 2024 09:28 |
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Broken Cog posted:If I buy the Sisters/Throt DLC, but don't have the base wood elves pack, do I miss out on anything other than the other starting lords? You won't get Drycha either.
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# ? Jul 30, 2021 18:39 |