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Stanley Pain
Jun 16, 2001

Bit. Trip. RIP.


Surprise Giraffe posted:

Is there a comprehensive list somewhere of what's in it that I'm too dumb to find or can anyone tell me if the vamp get to run at 60 like in good mods?

I'm not sure what you mean run at 60?

I think the 3 big mods are

C&C

Steel Faith

and everyone's favourite Radious.

Radious tend to homogenize everything which is why I don't like it, Steel Faith is pretty well balanced but not sure if Nazis or not and C&C attempts something neat but the majority of changes to units feel off. Try all of them one by one and see which one you like. I tend to play with Steel Faith. I'm sure each one of these mods has a big run down of the who, what, where, why

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Surprise Giraffe
Apr 30, 2007
1 Lunar Road
Moon crater
The Moon

Stanley Pain posted:

I'm not sure what you mean run at 60?

I think the 3 big mods are

C&C

Steel Faith

and everyone's favourite Radious.

Radious tend to homogenize everything which is why I don't like it, Steel Faith is pretty well balanced but not sure if Nazis or not and C&C attempts something neat but the majority of changes to units feel off. Try all of them one by one and see which one you like. I tend to play with Steel Faith. I'm sure each one of these mods has a big run down of the who, what, where, why

Theres mods that make vamps super fast like its true blood. Sounds fun really. Like you could have piles of even chaffier skellies then vampires as hard as tomb kings running as fast as horses.

Never mind.

Surprise Giraffe fucked around with this message at Sep 22, 2018 around 10:51

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN

Steel Faith was fun but did get a little over the top. The thing I always remembered is that it made vampires on foot obscenely fast. It also made some previously mediocre units like hammerers much more useful by giving them bonus damage for knocking units down. But the AI could get nigh unbeatable with some of the changes once it worked up enough steam. Wood Elves in particular were really overpowered later on. Magic was also stronger but the spells themselves weren't changed much.

In contrast, Choice and Consequence was meant to slow battles down, this is what makes it so controversial. Some people love it, some hate it. I personally feel it puts more power in the players hands by requiring you to use glass cannon units effectively to deal decisive damage. Magic is devastating and much more crucial to win battles, and many buffs/debuffs got a lot of improvement. Upkeep is also higher making some cheap crappy units much more cost effective as an active force. Single entity monsters are extremely dangerous and unless you have good counters units like Tomb Scorpions and Vargulfs will rack up enormous kill counts. The binary options for skills buffing units are more interesting than just +12% damage or +8 melee attack and you can customize an army to fulfill a certain role, like tweaking your Dwarf Warriors to be more tanky and Longbeards to be more killy or vice versa. This also helps keep some previously redundant and crappy units more relevant.

Azran
Sep 3, 2012

I am the real hero here.


Wait, you don't have to physically go to the Shrine of Khaine to retrieve the sword if you control it? I just had a Scourge of Khaine general get the sword WHILE sieging Evershale.

John Charity Spring
Nov 3, 2009

ACTIVATE THE QUEEN


Azran posted:

Wait, you don't have to physically go to the Shrine of Khaine to retrieve the sword if you control it? I just had a Scourge of Khaine general get the sword WHILE sieging Evershale.

The rule might be relaxed for the AI. For the player you definitely have to have a lord at the shrine itself.

toasterwarrior
Nov 11, 2011


I've mentioned it before but C&C was the only time I've seen single-model monsters and characters that aren't Grimgor or vampires get hundreds of kills in melee on the regular, so that alone is worth the price of admission for me since I'll be damned if a setting as fantastic and epic as Warhammer Fantasy doesn't have dudes getting Dynasty Warrior kill counts.

toasterwarrior fucked around with this message at Sep 22, 2018 around 11:31

Salted_Pork
Jun 19, 2011


toasterwarrior posted:

I've mentioned it before but C&C was the only time I've seen single-model monsters and characters that aren't Grimgor or vampires get hundreds of kills in melee on the regular, so that alone is worth the price of admission for me since I'll be damned if a setting as fantastic and epic as Warhammer Fantasy doesn't have dudes getting Dynasty Warrior kill counts.

Maybe for like 5th edition characters should be churning through multiple units, but 8th ed they weren't that powerful. I'm pretty disappointed in the lack of standard bearers, champions, musicians, and embedded characters. I miss dooting skeletons

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Salted_Pork posted:

embedded characters

You can just deploy a lord or hero inside a unit for the same effect.

Standard bearers and musicians are already in the game in abstracted form as standards you can give to units or musicians as lord followers, you just cant physically see them on the battlefield. Champions wouldn't make any sense in the video game version really, on TT they were just one extra attack roll for the unit, in TW form they'd have to either be rolled into the base stats of the unit (and therefore be a pointless non-feature) or be a shittier hero unit, which would just be feature bloat and extra micro.

Wafflecopper fucked around with this message at Sep 22, 2018 around 12:23

Sasgrillo
Apr 13, 2013


botany posted:

what's the easiest Delf faction to play? i just lost another early game as malekith because you just get mobbed by so many factions at the start. need some pointers here folks

Personally I found Malekith to be the easiest, as someone said play them like the Empire and move out once your starting province is secure. Enslave everything even at the cost of PO, by I think level 15 Mally can make obscene amounts of money from sacking settlements.

The true pro-strat though is to wait for Malus Darkblade coming with the [insert wishlist faction here] Campaign Pack. If we're lucky we'll get a Delf start outside of Naggaroth, since in theory Malus could start just about anywhere. But knowing this timeline he'll start just south of Malekith in Hag Graef.

Edgar Allen Ho
Apr 3, 2017



Fighting TK is loving miserable in CoC. Everything has perfect vigor, the kings themselves are buffed as well as not crumbling with the rest of their army, and the free Ushabti are both buffed and donít degrade.

Itís not unbeatable but itís boring and grindy as hell because even their unlimited free all skeleton stacks that come for you every turn have two insanely tough free blenders and a gillion perfect vigor bodies to hide behind.

Edgar Allen Ho fucked around with this message at Sep 22, 2018 around 14:29

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN

Edgar Allen Ho posted:

Fighting TK is loving miserable in CoC. Everything has perfect vigor, the kings themselves are buffed as well as not crumbling with the rest of their army, and the free Ushabti are both buffed and donít degrade.

Itís not unbeatable but itís boring and grindy as hell because even their unlimited free all skeleton stacks that come for you every turn have two insanely tough free blenders and a gillion perfect vigor bodies to hide behind.

You really need to get them to clump up and tank their leadership with magic and other AoE effects so the regular skeletons crumble away quickly. It also helps to have a fast lord or hero chase down their lord when it does flee. Tying up the free Ushtabi with a cheap/expendable unit also helps.

Conversely, they are a lot of fun to play as in Choice and Consequence. Skeleton Spearmen can bog down better units for quite a long time. Lore of Nehekara can buff half your army at a time, the buffs are dirt cheap to cast and passively heal your army on cast. The longer you can drag out the Battle the more it works in your favor as the difference in vigor becomes more stark. And while other units can also get better /perfect vigor through lord skill choices, TK have it baked into their units and thus don't sacrifice it by picking one set if buffs over another.

terrorist ambulance
Nov 5, 2009


Had a Khalida legendary campaign dead ended by last defenders using the rite that gives them a bunch of feral dinos. They parked them in their capital with kroq gar and a bunch of sauruses

I don't feel like waiting 15 turns to siege them out but don't think beating a half dino stack in a walled settlement with early tk units is actually possible

toasterwarrior
Nov 11, 2011


That rite is just insanely broken, I've no idea what purpose it serves apart from "gently caress over everyone". It's not like the lizards are lacking in strong units either; even their basic Skink cohorts are legit good.

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Panfilo
Aug 27, 2011

EXISTENCE IS PAIN

Lizardmen are the most unfun race to fight against. They're both durable and mobile which is an annoying combo. Primal instinct or whatever keeps dangerous units from actually running away.

Dark Elves can be a pain in the rear end too. Lots of missile weapons and monsters.

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