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NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Geisladisk posted:

They're either going to have to make a new Lustria campaign map if they're going to include Lizardmen, or do some serious handwaving to explain how the Lizardguys suddenly showed up on the other side of the world.

Then again explaining the Lizardmen being in the Old World wouldn't be hard. "Sup dudes thought you could use a hand with Chaos" is a pretty good 'why', "A undead frog wizard did it" is a pretty good 'how'.

Slaan can just magically teleport whole armies to other continents, so showing up on the other side of the world isn't a big deal for them.

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sassassin
Apr 3, 2010

by Azathoth

NoNotTheMindProbe posted:

Slaan can just magically teleport whole armies to other continents, so showing up on the other side of the world isn't a big deal for them.

It's easier just to move the continent.

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.

sassassin posted:

It's easier just to move the continent.

Crash Lustria into the old world and walk your armies across like the world's greatest naval boarding action.

Or just teleport the entire old world into the middle of Lustria so you can fight them without having to loving walk anywhere.

PerilPastry
Oct 10, 2012
With the larger walls in TW: Warhammer, can you deploy artillery up there now?

sassassin
Apr 3, 2010

by Azathoth

Thanqol posted:

Crash Lustria into the old world and walk your armies across like the world's greatest naval boarding action.

Or just teleport the entire old world into the middle of Lustria so you can fight them without having to loving walk anywhere.

Game needs this so we're not just fighting the same couple of factions for 90% of every campaign.

kanonvandekempen
Mar 14, 2009

Triskelli posted:

There are going to be full standalone expansions that will stitch back to the main map. There's been no word on their makeup besides that but it's almost certain there'll be a New World expansion with Helves, Delves, Lizards, and naval combat.

Is the idea to just stitch the maps together for every expansion? If that's the plan then it feels like turn times are going to take a very long time by the time they've released the last expansion.

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

Nagash and Settra factions when, I want to play the cursed undead with cool guy leaders and not that weenie Mannfred.

jokes
Dec 20, 2012

Uh... Kupo?

sassassin posted:

Game needs this so we're not just fighting the same couple of factions for 90% of every campaign.

Honestly I'd be super happy if they just introduced new world events like chaos's thing for each of the new races. Like an invasion force of lizardmen appears in the middle of Talabheim or something and that area promptly gets hosed up so you have to kill all the slann to end it.

Or like the dark elves show up one day and form a city in the middle of the ocean that's actually just a big ship and they start taking territory and invading/raiding from their sea fort and you have to raze it to end the event.

Or the Skaven have an event where they completely take over all the territory of a minor faction, kill all of them, and spawn in stacks and stacks from the fallen Capitol to attack until you do something to end the event.

The chaos rising/end times event is honestly one hell of an event. Northern empire provinces get hosed up and it really sets the stage for an "oh poo poo we need to band together and fight these fuckers" sort of event. It crucially breathes life into the mid-game of TW right about the time where you'd normally realize your invincibility and start plodding outward to paint the map. I'd be really happy to see more of those type of events to make the games last a bit longer.

It'd be kind of cool to survive the chaos event, unite the <whatever> and then have your big nation have to fight off an even more massive threat. It'd be even better if it was randomized too so the skaven event might pop instead of the chaos end times or something. Idk, there's tons of potential.

I do hate that the chaos event was called "the end times." Many more things happened in the end times, certainly more than 3 doom stacks led by Archaon the Everbland.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Game is hard for me but also very fun although I am losing half my army each time to the successions with every victory

sassassin
Apr 3, 2010

by Azathoth
Who is paying the ransom for all these orcs?

Who am I ransoming after beating undead?

Captain Diarrhoea
Apr 16, 2011
Is there a fast way to heal Chaos that I'm missing by the way? Their casualty replenishment's glacial, though I know there are some skills for it.

Gitro
May 29, 2013

Captain Diarrhoea posted:

Is there a fast way to heal Chaos that I'm missing by the way? Their casualty replenishment's glacial, though I know there are some skills for it.

Hole up in allied territory, or merge and recruit some more dudes.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Captain Diarrhoea posted:

Is there a fast way to heal Chaos that I'm missing by the way? Their casualty replenishment's glacial, though I know there are some skills for it.

Head up to territory owned by an awakened tribe.

Captain Diarrhoea
Apr 16, 2011

NoNotTheMindProbe posted:

Head up to territory owned by an awakened tribe.

I'm almost in Tilea so that's about as bad as waiting in encamp stance. Is that really the only way?

Gitro posted:

Hole up in allied territory, or merge and recruit some more dudes.

I'm not sure if that works with shaggoths and stuff, will it distribute experience or do I need to lose ranks? They should let you enslave other human factions or something.

Captain Diarrhoea fucked around with this message at 13:14 on Jun 3, 2016

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I just found out that you can hover your mouse over the health bar floating over the head of any unit in battle and get a numerical breakdown of the leadership factors affecting it.

Also with an army selected, you can hover your mouse over any enemy settlement to display its sack value.

beejay
Apr 7, 2002

Thanks for the tips on vampires. It sounds like I'm waiting too long to attack their main army. I have been taking eschen and walden first and I think that gives them too much time to build an army in castle templehof. I'm just on normal. Raise dead for me generally just gives a couple zombies and skeletons early. Maybe that's all I need. I'll start again tonight and try your tips. Last night I had a full 20 stack and a side army of the cudgel guys and zombies, maybe 4 units of each, and I got wiped by a full stack plus a reinforcement army from the castle of probably 16 units. It was sad. They had crypt horrors and poo poo on like turn 8. Also they sallied out after one turn of being sieged.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Look for the major battle markers on the map and raise dead there. You get much better troops, though it may take a little time for things to update, and there seems to be some randomness in what's added.

Also consider using ambush stance to bait Templehof's army away from his castle. This is not just to make them easier to defeat, but if you soak the ground near Eschen in corpses that's good for recruitment.

Also when fighting undead, SPIRIT LEACH THEIR COMMANDERS. And send your Varghulf to deal with those crypt horrors.

Fangz fucked around with this message at 13:28 on Jun 3, 2016

The Lone Badger
Sep 24, 2007

Thanqol posted:

Or just teleport the entire old world into the middle of Lustria so you can fight them without having to loving walk anywhere.

This is a cool and good explanation for why the map is suddenly much bigger when you load the expansion.


Black Orcs wreck dwarf face. I guess the answer is Hammerers? My mainstay of Quarrelers isn't that effective anymore.

sassassin
Apr 3, 2010

by Azathoth

The Lone Badger posted:

This is a cool and good explanation for why the map is suddenly much bigger when you load the expansion.


Black Orcs wreck dwarf face. I guess the answer is Hammerers? My mainstay of Quarrelers isn't that effective anymore.

Thunderers or cannons.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...

The Lone Badger posted:

This is a cool and good explanation for why the map is suddenly much bigger when you load the expansion.


Black Orcs wreck dwarf face. I guess the answer is Hammerers? My mainstay of Quarrelers isn't that effective anymore.
Are you still using Dwarf Warriors as your line? Tougher front-line troops will give Quarrellers more time to fire into orc mobs and they're still somewhat effective. Otherwise Thunderers are good but they're a bit of a pain to use well as they suffer from obstructed firing lines. You can try checkerboard or you can stick them on the flanks then move them round to the side to shoot into the back of the orcs once they're stuck in with your front-line troops.

Same thing with Hammerers, they'll get slaughtered if you put them on the front lines but keep them at the back and then charge in from the side once the orcs are tied up with Warriors / Longbeards / Ironbreakers and they'll do well.

The Bramble
Mar 16, 2004

What is the dwarves answer to cavalry? Those Boar Boyz give me agita when I see them rolling up on my flanks. I'm afraid the answer is to just face tank it with my armor and unbreakable infantry, but is there a more elegant solution?

What what exactly do shields do for you?

Also also, if my lord has something listed in the "battle effects" of the skills screen, does that mean everyone in his aura gets those effects? And that therefore some of the effects from the top skill row actually buff the damage/armor/melee of my other troops?

sassassin
Apr 3, 2010

by Azathoth

The Bramble posted:

What what exactly do shields do for you?

Shielded versions of troops have a higher armour value than unshielded, and also get a big reduction to missile damage from the front.

Blinks77
Feb 15, 2012

The Bramble posted:

What is the dwarves answer to cavalry? Those Boar Boyz give me agita when I see them rolling up on my flanks. I'm afraid the answer is to just face tank it with my armor and unbreakable infantry, but is there a more elegant solution?

I find setting up in a corner, then running to a map corner does the trick. If a bit gamey.

On a dwarfy related note. What's the deal with the runesmith's run of fury, run of striking ect.. Are they supposed to be purely self buffs? As i've not yet been able to find any way to use them beyond buffing the runesmith alone.

Gitro
May 29, 2013

Captain Diarrhoea posted:

I'm almost in Tilea so that's about as bad as waiting in encamp stance. Is that really the only way?


I'm not sure if that works with shaggoths and stuff, will it distribute experience or do I need to lose ranks? They should let you enslave other human factions or something.

Shaggoths are the single unit ones, right? It won't work with them, no. You'll maybe lose ranks on your warriors and stuff, the game does some voodoo to average it out. If they're close it won't be a big drop, if any.

There's a few mods that improve replenishment rates for chaos, I don't know if any are actually balanced but it's pretty nice being able to actually replenish to full without it taking forever.

The Bramble posted:

What is the dwarves answer to cavalry? Those Boar Boyz give me agita when I see them rolling up on my flanks. I'm afraid the answer is to just face tank it with my armor and unbreakable infantry, but is there a more elegant solution?

What what exactly do shields do for you?

Also also, if my lord has something listed in the "battle effects" of the skills screen, does that mean everyone in his aura gets those effects? And that therefore some of the effects from the top skill row actually buff the damage/armor/melee of my other troops?

If it doesn't mention it as an aura effect or doesn't say (lord's army) it's unique to him. My second dorf lord has az envy. It's -10 melee attack :saddowns:

My answer to cavalry is usually shooting them while they try to flank then swarming them with warriors or miners then shooting them a lot if they try running away or stay engaged. If they charge into the quarrelers my answer is usually swearing then swarming them with warriors while the quarrelers tie them down, then shooting them a lot. I am also not particularly skilled at the game. Artillery also helps.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...

The Bramble posted:

What is the dwarves answer to cavalry? Those Boar Boyz give me agita when I see them rolling up on my flanks. I'm afraid the answer is to just face tank it with my armor and unbreakable infantry, but is there a more elegant solution?
Shoot them. Can't outrun bullets or quarrels. Quarrellers are good because if you're worried they'll get charged you can put warriors/longbeards in front and they can still shoot over them and into the cavalry.

quote:

What what exactly do shields do for you?
Reduce the damage you take from being shot, but only if they're shooting you in the front.

quote:

Also also, if my lord has something listed in the "battle effects" of the skills screen, does that mean everyone in his aura gets those effects? And that therefore some of the effects from the top skill row actually buff the damage/armor/melee of my other troops?
Depends. Most effects will specify whether it buffs the lord only or people in his aura.

On the Black Orcs question, I wonder if miners with bombs would work. iirc Miners have armour piercing attacks and the bombs do quite a bit of damage. You could move round the side, chuck the bombs then charge them from the flank.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

The Bramble posted:

What is the dwarves answer to cavalry? Those Boar Boyz give me agita when I see them rolling up on my flanks. I'm afraid the answer is to just face tank it with my armor and unbreakable infantry, but is there a more elegant solution?

What what exactly do shields do for you?

Also also, if my lord has something listed in the "battle effects" of the skills screen, does that mean everyone in his aura gets those effects? And that therefore some of the effects from the top skill row actually buff the damage/armor/melee of my other troops?

If they have more then a couple Cav you can move your army to the corner of the map and use the white OOB lines as flank protection. If you do it right the Cav will just charge your outermost warriors and promptly shot to death in most cases.

Shields add armor but more importantly missile resistance when getting shot frontally. The bronze shield icon is 30% and the silver shield is 50%.

I'm thinking of adding a buff to slayers that gives them innate damage resistance, probably starting around 25%. Their zero armor is too punishing and just adding armor is boring. I'm thinkig calling the trait "Runed" and build on their warpaint appearance.

sassassin
Apr 3, 2010

by Azathoth

Zephro posted:

Shoot them. Can't outrun bullets or quarrels. Quarrellers are good because if you're worried they'll get charged you can put warriors/longbeards in front and they can still shoot over them and into the cavalry.

Or save yourself a unit and let the quarrellers beat up the boyz after the charge.

Blinks77
Feb 15, 2012

Mazz posted:

I'm thinking of adding a buff to slayers that gives them innate damage resistance, probably starting around 25%. Their zero armor is too punishing and just adding armor is boring. I just call the trait "Runed" and build on their warpaint appearance.

Fairly sure Savage orcs already have something like this.

Slayers need something though. As they're just not worth it at all at the moment.

Perestroika
Apr 8, 2010

Blinks77 posted:

I find setting up in a corner, then running to a map corner does the trick. If a bit gamey.

On a dwarfy related note. What's the deal with the runesmith's run of fury, run of striking ect.. Are they supposed to be purely self buffs? As i've not yet been able to find any way to use them beyond buffing the runesmith alone.

They're usually an area of effect buff to all units around him in a decently large radius. Plant him where the fighting's thickest and just keep hitting them whenever they go off cooldown.

sassassin
Apr 3, 2010

by Azathoth

Blinks77 posted:

Fairly sure Savage orcs already have something like this.

Slayers need something though. As they're just not worth it at all at the moment.

They're decent when used as a shock reserve by Ungrim to decrease their upkeep/improve their stats.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Blinks77 posted:

Fairly sure Savage orcs already have something like this.

Slayers need something though. As they're just not worth it at all at the moment.

I've found a good use for them as second line troops behind Ironbreakers. Generally the only things that get through Ironbreakers are monsters, and good lord do slayers eat monsters alive. I had an incredible VC battle where they killed 3 terrorgeists in like 20 seconds each.

Taking full damage from every source is just a little too much though, and that attrition really makes them feel lackluster since they'll slow down their armies actions or risk getting wiped out.

EDIT: Hmmm, maybe I could try a moderate regeneration value and make it a play on their willingness to die.

Mazz fucked around with this message at 14:31 on Jun 3, 2016

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...
Has anyone tried Gyrocopters on the campaign? I was messing around with them in custom battles and the Brimstone Gun ones seemed surprisingly decent. You can drop bombs on an orc mob when it's engaged with your front line, then hover behind them or to the side and shoot them. The gun doesn't look that awesome visually but seems to do quite a lot of damage (and morale damage). They're basically super-mobile light artillery, but they're a huge pain to get in the campaign.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Zephro posted:

Has anyone tried Gyrocopters on the campaign? I was messing around with them in custom battles and the Brimstone Gun ones seemed surprisingly decent. You can drop bombs on an orc mob when it's engaged with your front line, then hover behind them or to the side and shoot them. The gun doesn't look that awesome visually but seems to do quite a lot of damage (and morale damage). They're basically super-mobile light artillery, but they're a huge pain to get in the campaign.

I have two brimstones in every army. I use them to take out hellcannons when fighting chaos, or against mobile charge units like Chariots before they engage. Their little projectile is actually pretty awesome, and will often kill 2-3 infantry with each shot if fired into a unit of heavy infantry.

I'm considering dumping all my artillery for more of them, since while cannons are awesome at the start of a fight, their usefulness tapers off on any map without a good slope to shoot from. Gyrocopters w/ brimstone hit like smaller organ guns that can be anywhere you want them.

Also, in the Lord skill trees, the Thwoppa ability buffs gyro missile damage at tier 2 and 3.

Gyrobombers unfortunately seem pretty poo poo, since the bombs require you to manually move directly over units, which is really hard since they get a shoot icon on mouse over.

Mazz fucked around with this message at 15:31 on Jun 3, 2016

Blinks77
Feb 15, 2012

Perestroika posted:

They're usually an area of effect buff to all units around him in a decently large radius. Plant him where the fighting's thickest and just keep hitting them whenever they go off cooldown.

Yeah, that's Oath and Steel and/or Wrath and Ruin.

I'm talking about the four later in the tree. They basically show up as items on the runesmith but you can't do anything with them but use them as self buffs for the runesmith.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...

Mazz posted:

I have two brimstones in every army. I use them to take out hellcannons when fighting chaos, or against mobile charge units like Chariots before they engage. Their little projectile is actually pretty awesome, and will often kill 2-3 infantry with each shot if fired into a unit of heavy infantry.

I'm considering dumping all my artillery for more of them, since while cannons are awesome at the start of a fight, their usefulness tapers off on any map without a good slope to shoot from. Gyrocopters w/ brimstone hit like smaller organ guns that can be anywhere you want them.

Also, in the Lord skill trees, the Thwoppa ability buffs gyro missile amaze at tier 2 and 3.

Gyrobombers unfortunately seem pretty poo poo, since the bombs require you to manually move directly over units, which is really hard since they get a shoot icon on mouse over.
Hm, thanks. Guess I'll try them on my next Dorf run :)

Xae
Jan 19, 2005

WHAT A GOOD DOG posted:

Honestly I'd be super happy if they just introduced new world events like chaos's thing for each of the new races. Like an invasion force of lizardmen appears in the middle of Talabheim or something and that area promptly gets hosed up so you have to kill all the slann to end it.

Or like the dark elves show up one day and form a city in the middle of the ocean that's actually just a big ship and they start taking territory and invading/raiding from their sea fort and you have to raze it to end the event.

Or the Skaven have an event where they completely take over all the territory of a minor faction, kill all of them, and spawn in stacks and stacks from the fallen Capitol to attack until you do something to end the event.

The chaos rising/end times event is honestly one hell of an event. Northern empire provinces get hosed up and it really sets the stage for an "oh poo poo we need to band together and fight these fuckers" sort of event. It crucially breathes life into the mid-game of TW right about the time where you'd normally realize your invincibility and start plodding outward to paint the map. I'd be really happy to see more of those type of events to make the games last a bit longer.

It'd be kind of cool to survive the chaos event, unite the <whatever> and then have your big nation have to fight off an even more massive threat. It'd be even better if it was randomized too so the skaven event might pop instead of the chaos end times or something. Idk, there's tons of potential.

I do hate that the chaos event was called "the end times." Many more things happened in the end times, certainly more than 3 doom stacks led by Archaon the Everbland.

When they add more factions they could make the End Game event one of a pool instead of the same one each time.

Blinks77 posted:

Fairly sure Savage orcs already have something like this.

Slayers need something though. As they're just not worth it at all at the moment.

They are double not worth it because they require 10/25k worth of custom buildings.

Mr Luxury Yacht
Apr 16, 2012


Mazz posted:

Gyrobombers unfortunately seem pretty poo poo, since the bombs require you to manually move directly over units, which is really hard since they get a shoot icon on mouse over.

The bombs also seem to do poo poo damage. Maybe it's like Spells and they just haven't adjusted them for unit sizes.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


sassassin posted:

Who is paying the ransom for all these orcs?

Who indeed?

Mazz posted:

I've found a good use for them as second line troops behind Ironbreakers. Generally the only things that get through Ironbreakers are monsters, and good lord do slayers eat monsters alive. I had an incredible VC battle where they killed 3 terrorgeists in like 20 seconds each.

Taking full damage from every source is just a little too much though, and that attrition really makes them feel lackluster since they'll slow down their armies actions or risk getting wiped out.

EDIT: Hmmm, maybe I could try a moderate regeneration value and make it a play on their willingness to die.

"Battlerage" might be a decent way to fluff it. Depending on how regeneration works it might be worth it just to get every slayer back up to full health as soon as the battle's over. If you want to go closer to the tabletop, in past editions Slayers would actually have the same strength as the unit they were attacking (e.g. hitting a giant as hard as it hits you). The upside to a change like this is that it'd turn Slayers into premiere character assassins considering how stupidly high Lord-level melee damage gets.

Still, I think you've got the right idea for Slayers, where they're second-line troops meant to countercharge any monsters that manage to make through the hail of crossbow bolts. The problem is, is that monsters kinda suck and are liable to break in less time than your slayers can run to meet them.

ShineDog
May 21, 2007
It is inevitable!
Need someone to mod in blood bowl stadiums as a building.

Not sure what it would do other than spew out money, maybe stop battles in the province occasionally while a game is on?

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Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

ShineDog posted:

Need someone to mod in blood bowl stadiums as a building.

Not sure what it would do other than spew out money, maybe stop battles in the province occasionally while a game is on?

+Money, maybe decrease public order? (blood bowl fans are a bunch of violent psycopaths). Also, have an event pop once in a while, "The Blood Bowl Cup final! Reikland Reavers vs The Chaos All-Stars!", bet on the winner, get bonuses if you win.

Dunno, there's a lot of room for fun there.

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