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Meme Poker Party
Sep 1, 2006

by Azathoth

President Ark posted:

are there any sites or wikis or anything that have a list of the unique province buildings like this

Literally the Steam achievements.

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Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Captain Beans posted:

Confirm your ports are open on your router, quick match will place me into games in < 60 seconds.

I would definetly do this but I have no idea how to do this.

Ham Sandwiches
Jul 7, 2000

Kitchner posted:

I had a steam tank the first time I played them but that died something awful. Surely charging Knights into quarellers with great weapons won't go well for the Knights?

Why wouldn't it? The knights will slaughter the quarrelers.

Jamwad Hilder
Apr 18, 2007

surfin usa

Kitchner posted:

Surely charging Knights into quarellers with great weapons won't go well for the Knights?

Demigryph knights will stomp just about anything you throw them at.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Kitchner posted:

Might not have been crypt horrors then, its whatever the big monster version of the crypt things are, not the big unit.

I had a steam tank the first time I played them but that died something awful. Surely charging Knights into quarellers with great weapons won't go well for the Knights?

With the exception of the absolute lightest cavalry it's almost always a good idea to charge any unit that lacks Charge Defense and/or Bonus vs Large. The question is how quickly you should pull the cavalry back out of the engagement.

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Triskelli posted:

With the exception of the absolute lightest cavalry it's almost always a good idea to charge any unit that lacks Charge Defense and/or Bonus vs Large. The question is how quickly you should pull the cavalry back out of the engagement.

Ah right OK, so basically charge them in, do some damage, and then run off even with the monstrous cav?

Maybe I need to try that again next time. I was trying to do that with the steam tank first time around but I felt like it just got battered and died.

Meme Poker Party
Sep 1, 2006

by Azathoth
Steamtanks are basically invincible unless targeted by certain magic or specific monster destroying weapons.

Either you were pulling some clown tactics or something was going on beyond what you described. Did those dwarfs have trollhammer torpedoes or something?

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Chomp8645 posted:

Steamtanks are basically invincible unless targeted by certain magic or specific monster destroying weapons.

Either you were pulling some clown tactics or something was going on beyond what you described. Did those dwarfs have trollhammer torpedoes or something?

I was doing multiple things at once so it's entirely possible he had stuff I missed, I suspect it's more to do with the fact he was shooting three units of cannons at it and they it was charged by pegasus Knights while its fighting Dwarfs with great weapons.

Meme Poker Party
Sep 1, 2006

by Azathoth

Kitchner posted:

I was doing multiple things at once so it's entirely possible he had stuff I missed, I suspect it's more to do with the fact he was shooting three units of cannons at it and they it was charged by plagues Knights while its fighting Dwarfs with great weapons.

Multiplayer?

Not sure if "plagues Knights" is a typo of something but if it indicates the presence of Vampire Counts then the Steam Tank could easily have been spirit leeched for big damage. Cannons will take it down but it's a fairly slow process unless the range is so close they basically can't miss. Infantry would take quite some time to beat it down on their own.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Kitchner posted:

Ah right OK, so basically charge them in, do some damage, and then run off even with the monstrous cav?

Maybe I need to try that again next time. I was trying to do that with the steam tank first time around but I felt like it just got battered and died.

Yeah. Regarding Steam Tanks though, even though they have a huge charge bonus they're significantly slower than other cavalry and with only one model they don't cause nearly as much havoc to enemy lines as a wing of Reiksguard or Demigryphs. It's better to use them as hilariously accurate artillery until the lines close, then swing them around the flanks to mulch engaged infantry.

Incidentally, how does the Steam Tank use it's steam gun on top of the ranged attack on the cannons? I know Night Goblin Fanatics use a bound spell.

Ham Sandwiches
Jul 7, 2000

I'm gonna reiterate my earlier call for replays, after which exactly 0 have been posted.

If you aren't sure about something why not post a replay instead of writing a novel about it. Yes I know you didn't micro stuff perfectly and Yukitsu will make fun of you because that's all he does, who cares. If you care enough about some result to talk about it, maybe you should post a replay about it too.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...
Aren't replays bugged to the point that they won't be an accurate, uh, replay of what happened?

Meme Poker Party
Sep 1, 2006

by Azathoth

Zephro posted:

Aren't replays bugged to the point that they won't be an accurate, uh, replay of what happened?

They seem to be accurate if no reinforcements are involved. So they are 100% reliable for multiplayer, and still good for any campaign battles that don't involve a reinforcing army. When reinforcements are involved they seem to be 50/50 between "works fine" and "completely inaccurate", but you can tell immediately by just seeing if the reinforcing army/armies entered the battlefield at the right vector.

Deified Data
Nov 3, 2015


Fun Shoe
Wish I'd saved the replay of my Kholek/Sarthorael fight. I'm so used to pushing 'no' from all the trash garrisons that I didn't even think to. Large-scale epic battles on open ground are a rarity in this game.

Murgos
Oct 21, 2010

Kitchner posted:

I was doing multiple things at once so it's entirely possible he had stuff I missed, I suspect it's more to do with the fact he was shooting three units of cannons at it and they it was charged by pegasus Knights while its fighting Dwarfs with great weapons.

Yeah, so, canon are armor piercing, so are great weapon armed infantry and my guess is pegasus knights as well (which probably have magic weapons but I'm not sure exactly what that means vs armor).

It sounds like he concentrated 5+ armor piercing units against your 1 armored unit. That would have been a good opportunity to have a very mobile unit like Reiksguard or Demigryphs to flank him and wreck poo poo.

Fresh Shesh Besh posted:

Get some demigryphs in your life (until their inevitable nerf).

I'm not so sure it's such a clear case against Demigrpyhs, stat wise comparing Demigryph Lancers vs Chaos Knight Lancers they are pretty much equivalent except in couple of ways, demigryphs are slightly faster, have higher weapon strength and are armor piercing. Chaos knights have more models in their unit and a 20% higher charge bonus though which probably does a lot to offset the damage differences.

Halberd demigryphs lose the shield but gain anti-large while retaining armor piercing and good weapon damage stat. I think what must be pushing them so far over the edge compared to, say, chaos knights, is the combination of bonuses and not the strict stat numbers.

It's clear that it is the design intent that demigryphs be the #1 cavalry unit in the game (until Bretonnia?) so I don't know how much room there really is to nerf them. It really seems to come down to the armor-piercing and/or anti-large bonuses being on that capable a chassis that seems to be over-powering.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
All this talk about cavalry. I just want some boar riders that don't route from a single volley of arrows and can beat a catapult crew in a melee engagement.

Also, I know people love doom divers, but keep in mind their AP damage is actually bad - rock lobbers on the other hand do a poo poo ton of AP damage. They also have some late game goblin tech to make them a lot better.

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Chomp8645 posted:

Multiplayer?

Not sure if "plagues Knights" is a typo of something but if it indicates the presence of Vampire Counts then the Steam Tank could easily have been spirit leeched for big damage. Cannons will take it down but it's a fairly slow process unless the range is so close they basically can't miss. Infantry would take quite some time to beat it down on their own.

Yeah multiplayer. It was vs Brettonia and Dwarfs, we were empire and Brettonia.

Their army was tons of peasants, the king of the hippo griff, three units of pegasus Knights some peasant bowmen, and a trebuchet for Brett. The dwarf had 5/6 quarellers (with great weapons?) 2-4 units of ironbreakers/longbeards, 3 units of cannons, and thorgrim.

My empire was 4 units of shield and spears, 4 units of halberdiers, a Lord on a horse, a unit of greatswords, two rocket batteries, a cannon, three units of crossbow men, and the steam tank. My mate took the Brett King (but forgot to buy him a horse lol) 6 units of Knights and three units of grail Knights.

Basically we started next to this massive hill so we took it but it was clear they were happy to sit back and shoot cannons at the steam tank and Knights all day.

So I started marching down the hill and the steam tank swooped around the side and behind the dwarf melee units, I only saw a bit of a confused blur about what happened to my mates cav but I'm fairly sure he got bogged down fighting spear infantry instead of breaking and re charging.

When my state troops got near the Dwarfs the units literally melted away. Like I'd look away and look back a few seconds later and an entire unit would be mostly dead and running.

In the rematch I took more cannons and forgot to change the map, I switched out the steam tank for some more cannons and handgunners instead of crossbow men, and my mate played chaos and took kholek, some dragon ogres, and like 6 units of chosen.

For ages we just exchanged artillery fire until we both ran out of ammo, and once we engaged basically the same thing happened (he should have stuck with the cav to be honest).

His other lists were mainly gimmick lists, I did lol when he marched and entire line of night goblin fanatics up to an undead army and unleashed fanatics everywhere, before half the goblins dying and fleeing straight through my army.

Fans
Jun 27, 2013

A reptile dysfunction

oswald ownenstein posted:

All this talk about cavalry. I just want some boar riders that don't route from a single volley of arrows and can beat a catapult crew in a melee engagement.

Also, I know people love doom divers, but keep in mind their AP damage is actually bad - rock lobbers on the other hand do a poo poo ton of AP damage. They also have some late game goblin tech to make them a lot better.

Wait they're AP?

Holy poo poo, I need to fill my forces with them against Dwarves immediately. My solution to Dwarves is now Orc Boar Boy Big Uns' and a gently caress ton of rocks.

Decus
Feb 24, 2013

Murgos posted:

Halberd demigryphs lose the shield but gain anti-large while retaining armor piercing and good weapon damage stat. I think what must be pushing them so far over the edge compared to, say, chaos knights, is the combination of bonuses and not the strict stat numbers.

Demigryph halberds have x32 vs. large damage. Any other anti-large is at most x18 (chaos halbs) and usually x12-16, excepting the terrorgheist with its x40 on splash attacks twice as splashy as the halberds with higher base power and poison. But VC units are meant to be crazy, I think. Like, Varghulf has an attack interval that says it's attacking nearly twice for normal unit's once. Instead, their weakness is leadership being around half of normal unit's.

If they balance anything there it'd probably be upkeep cost, recruit cost and maybe armor rating. 130 is a lot. To put it into perspective, it's the highest armor rating available to base units outside of the steam tank (160) in a system where +3 is a good increase and +9 is an amazing increase. The best dwarven armor is 120.

Decus fucked around with this message at 19:19 on Jun 13, 2016

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Fans posted:

Wait they're AP?

Holy poo poo, I need to fill my forces with them against Dwarves immediately. My solution to Dwarves is now Orc Boar Boy Big Uns' and a gently caress ton of rocks.

Not just AP but a poo poo ton of AP.

Which kind of explains why I'd watch 3 doom divers barely dent a single dwarf infantry stack before the battle clash

Rock Lobbers on the other hand wreck that poo poo.

edit: why grimgors doom diver always wrecked my armored dwarf units in my dwarf campaign, I dunno

madmac
Jun 22, 2010
Doom Divers have "only" about 65 AP damage/hit, which is still going to one shot most dwarf models they hit.

Rock Lobbers do have like 200 total AP damage though.

President Ark
May 16, 2010

:iiam:

oswald ownenstein posted:


edit: why grimgors doom diver always wrecked my armored dwarf units in my dwarf campaign, I dunno

the dudes you start with in your main lord's army tend to wind up with a bunch of ranks from the easy fights at the start

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Doom divers have lower AP because hey are technically guided and generally will not miss their shots at all, where rock lobbers have a general inaccuracy to them that isn't horrible but certainly noticeable.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

madmac posted:

Doom Divers have "only" about 65 AP damage/hit, which is still going to one shot most dwarf models they hit.

Rock Lobbers do have like 200 total AP damage though.

What does this mean in practice though?

In my experience 3 doom divers against a dwarf infantry heavy army can bring down a single unit to about 10-20% before the clash, whereas 3 rock lobbers tend to damage at least 3 units by about 50% if not more

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



I've got like 4 doom divers and a rock lobber in my main stack and I think I want more. Doom Divers are just crazy good mostly due to their long range and great accuracy. They might not hit as hard as some other weapons, but they hit much more often.

I am a bit disappointed in the fanatic units. Even though they are still cheap they really aren't worth hiring and I think they are misplaced at being a mid to late game unit. The fanatics don't seem to do nearly enough damage, and since you have no control over when they are used it's hard to even notice them. I know you aren't supposed to be able to control them once they are released, but I would like to at least be able to control their release point. I would also like to see a few different orc troop types represented, since it seems weird that late game armies are pretty much required to be full of black orcs and big 'uns.

I've made good use of boar boys, but that is mostly because the dwarfs don't really have a counter. Also, I haven't exactly done extensive testing but the big 'un boar boyz don't seem to be much of an upgrade over the regular ones (who also have shields).

madmac
Jun 22, 2010
All the Night Goblin units feel way higher tier than they should be. They're cool units with a bunch of neat gimmicks but they're also in no way competitive with all the actual late game heavy infantry and monsters you're unlocking around the same time.

Night Goblin Swordsmen should unlock at the same time as Orc Boyz, and fanatics shouldn't come any later than Big'uns.

William Bear
Oct 26, 2012

"That's what they all say!"

drat Dirty Ape posted:

I've got like 4 doom divers and a rock lobber in my main stack and I think I want more. Doom Divers are just crazy good mostly due to their long range and great accuracy. They might not hit as hard as some other weapons, but they hit much more often.

I am a bit disappointed in the fanatic units. Even though they are still cheap they really aren't worth hiring and I think they are misplaced at being a mid to late game unit. The fanatics don't seem to do nearly enough damage, and since you have no control over when they are used it's hard to even notice them. I know you aren't supposed to be able to control them once they are released, but I would like to at least be able to control their release point. I would also like to see a few different orc troop types represented, since it seems weird that late game armies are pretty much required to be full of black orcs and big 'uns.

I've made good use of boar boys, but that is mostly because the dwarfs don't really have a counter. Also, I haven't exactly done extensive testing but the big 'un boar boyz don't seem to be much of an upgrade over the regular ones (who also have shields).

Not in my experience. My main army by the end of my Greenskins campaign was:

1 Grimgor
3 Savage Boar Big'uns
2 Doom Divers
1 Rock Lobba
3 Orc Arrer Boyz
1 Giant
1 Arachnarok
1 Trolls
7 Black Orcs

It worked pretty well!

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Decus posted:

Demigryph halberds have x32 vs. large damage. Any other anti-large is at most x18 (chaos halbs) and usually x12-16, excepting the terrorgheist with its x40 on splash attacks twice as splashy as the halberds with higher base power and poison. But VC units are meant to be crazy, I think. Like, Varghulf has an attack interval that says it's attacking nearly twice for normal unit's once. Instead, their weakness is leadership being around half of normal unit's.

If they balance anything there it'd probably be upkeep cost, recruit cost and maybe armor rating. 130 is a lot. To put it into perspective, it's the highest armor rating available to base units outside of the steam tank (160) in a system where +3 is a good increase and +9 is an amazing increase. The best dwarven armor is 120.

I've found that Vargulf leadership literally does not matter because they win every fight they're in unless it's elite dedicated anti large like demigryph helberds or something. And it regens as long as it isn't crumbling.

Pornographic Memory
Dec 17, 2008

madmac posted:

All the Night Goblin units feel way higher tier than they should be. They're cool units with a bunch of neat gimmicks but they're also in no way competitive with all the actual late game heavy infantry and monsters you're unlocking around the same time.

Night Goblin Swordsmen should unlock at the same time as Orc Boyz, and fanatics shouldn't come any later than Big'uns.

If early game units were used all game instead of being superseded by making full stacks of elite units then night goblins would still be useful, but that's kind of a TW problem in general and not one exclusive to this game.

Reik
Mar 8, 2004
I'm finishing up my Dwarf Very Hard campaign now, just kind of going through the motions since I've cleared out the Greenskins and Chaos and VC are almost gone. I feel like I still play real sloppy though, so I was planning on doing another run and trying to finish in a lower turn count. I'm gonna be well in to the 200s for the long campaign victory.

This run I started with Ungrim and after I took silver road I started working on Karag Dorn/Iron Rock/Black Crag. Should I be working on Mount Gunbad and Grom Peak first? I feel like Zhufbar goes for those, but mount gunbad has a lot of +income buildings in it, so I could see that jumpstarting my economy, as well as letting me trade with Zhufbar and Karak Kidrin.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Fans posted:

Wait they're AP?

Holy poo poo, I need to fill my forces with them against Dwarves immediately. My solution to Dwarves is now Orc Boar Boy Big Uns' and a gently caress ton of rocks.

Yeah I think the AI knows this too, Grimgor rolled up to one of my armies with like twelve Rock Lobbas and took my Dwarfs to town. Dwarfs may have a great Artillery game but you do not want to face someone that manages to out-artillery you. Dwarfs are in such tight formation and move so slow that they're perfect for target practice.

E:

Reik posted:

This run I started with Ungrim and after I took silver road I started working on Karag Dorn/Iron Rock/Black Crag. Should I be working on Mount Gunbad and Grom Peak first? I feel like Zhufbar goes for those, but mount gunbad has a lot of +income buildings in it, so I could see that jumpstarting my economy, as well as letting me trade with Zhufbar and Karak Kidrin.

Ignore Grom Peak but the importance of Mount Gunbad cannot be understated for all the reasons you just mentioned.

Triskelli fucked around with this message at 21:13 on Jun 13, 2016

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment
Nearly got rocked by BIRDPERSON and Archon the everfail when they snuck up on a level 3 lord with a fresh army.

Thankfully Karl franz had just force marched up from Averland after curbstomping those stubborn gits to the ground, and wolfenburg's garrison rushed out to help as well.

Was still a glorious chaotic clusterfuck in the end. :black101:

Reik
Mar 8, 2004

Triskelli posted:

Yeah I think the AI knows this too, Grimgor rolled up to one of my armies with like twelve Rock Lobbas and took my Dwarfs to town. Dwarfs may have a great Artillery game but you do not want to face someone that manages to out-artillery you. Dwarfs are in such tight formation and move so slow that they're perfect for target practice.

If you don't have a couple squads that can vanguard deploy I highly recommend auto-resolving those battles.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Reik posted:

If you don't have a couple squads that can vanguard deploy I highly recommend auto-resolving those battles.

Yeah but now I want to try a 12 rock lobber stack in a greenskins campaign to fight dwarfs

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



William Bear posted:

Not in my experience. My main army by the end of my Greenskins campaign was:

1 Grimgor
3 Savage Boar Big'uns
2 Doom Divers
1 Rock Lobba
3 Orc Arrer Boyz
1 Giant
1 Arachnarok
1 Trolls
7 Black Orcs

It worked pretty well!

Yeah I didn't phrase that great, I meant that the actual orc line troops are all the same things (like your 7 black orcs). I think the variety of monsters and other stuff is pretty great, I just wish there were more (and better) orc troop options than just boyz, big uns, and black orcs. The fanatics are sort of entertaining but have no real place in a doomstack.

Murgos
Oct 21, 2010
Maybe someone more familiar with Total War mechanics can explain something that happened last night?

I was chasing down a chaos stack when the chaos stack ran into some woods and disappeared, the beginning of the next turn I get the message that it was attempting an ambush. So, I sent over my Witch Hunter who assassinated the Chaos Lord and then moved my stack in to attack. Franz refused to move into the red-circle and attack even though I thought I had a little movement left and was right clicking to initiate the attack so I hit end turn.

Next turn starts and the chaos stack is no where to be seen but the moment I moved Franz 1mm I got a "You have Intercepted the enemy" attack on the chaos army (who had a new lord now).

1. Why was Franz unable to initiate the attack? How much movement do you need to have left to initiate an attack if your turn could end in the red circle but not right up next to the enemy?
2. Why did the chaos army go invisible the second turn? Was it because it was still in ambush and this time I didn't detect it?
3. Why was it an intercept and not me being ambushed if the chaos stack went back into an undetected ambush state?
4. What in game terms does an "Interception attack" mean?
5. Am I correct in assuming that if you kill the Lord commanding a stack then that stack can't move until the Lord is replaced?

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Murgos posted:

1. Why was Franz unable to initiate the attack? How much movement do you need to have left to initiate an attack if your turn could end in the red circle but not right up next to the enemy?
2. Why did the chaos army go invisible the second turn? Was it because it was still in ambush and this time I didn't detect it?
3. Why was it an intercept and not me being ambushed if the chaos stack went back into an undetected ambush state?
4. What in game terms does an "Interception attack" mean?
5. Am I correct in assuming that if you kill the Lord commanding a stack then that stack can't move until the Lord is replaced?

1. You need to have the movement to completely reach them, just like a siege. The zone of control thing is more defensive, and kinda pointless since it's too small in most cases to do its job.

2. Probably some oddity with the lord being replaced and resetting the ambush thing while it ran its turn.

3. Ambushing is a chance thing, not guaranteed. There are several lord skills for increasing/decreasing the probability.

4. Interception attack is the same thing as a regular battle AFAIK, although underway interceptions mean one of the armies cannot retreat. It might mean the same here, idk for sure since its a weird circumstance.

5. You are probably correct, not sure. They may be able to reinitialize their stance choice, which is why they disappeared. I don't know for sure though, I rarely assassinate lords in my games, especially under those specific circumstances.

The Lone Badger
Sep 24, 2007

Fangz posted:

Was one of the armies a waargh attached to the other army? Waarghs disband if the host army is destroyed.

Pretty sure that's it. Thank you.

Deified Data
Nov 3, 2015


Fun Shoe
I would kill for some sort of function that let you save custom formations, at least on a per army basis. I don't know how swapping out units or losing units would effect that. Or at least some means of automatically entering checkerboard.

Controls question - in videos when I see people move their grouped armies they seem to be able to move the highlighted placeholder wherever they like facing the same direction the army is currently facing. Are these people just using the arrow keys or is there some mouse combination that makes this possible? I've always found giving your army move directions even when locked to be terribly unreliable. Like you'll highlight a location and it'll be a mile off and turned 90 degrees from what you intended or something.

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Ham Sandwiches
Jul 7, 2000

Deified Data posted:

I would kill for some sort of function that let you save custom formations, at least on a per army basis. I don't know how swapping out units or losing units would effect that. Or at least some means of automatically entering checkerboard.

Controls question - in videos when I see people move their grouped armies they seem to be able to move the highlighted placeholder wherever they like facing the same direction the army is currently facing. Are these people just using the arrow keys or is there some mouse combination that makes this possible? I've always found giving your army move directions even when locked to be terribly unreliable. Like you'll highlight a location and it'll be a mile off and turned 90 degrees from what you intended or something.

Do you hold spacebar and then use the arrow keys? It makes a big difference. It will go with whatever spot it's in when you let the arrow key go.

Another thing to try for flankers, cav etc is if you hold shift and right click you can outline a path for a unit to take and the game will draw the path. So instead of clicking behind the enemy, then shift clicking into their dudes, just hold down shift and click and draw the route you want your guys to take. When you let go of the click that should be their movement path.

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