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The blood DLC is a bit trickier in this game due to the lack of paired combat. I just want the patch either way.
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# ? Jun 28, 2016 18:01 |
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# ? Jun 3, 2024 22:02 |
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Does anyone have any good Ork tips to offer? anything would be appreciated, unit composition especially Im struggling with a bit. Im starting Orks from my VC campaign where I got vamps to infiltrate noble houses and fought chaos a bunch so every AI faction spammed me with treaties and offers every turn... now they all really hate me
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# ? Jun 28, 2016 18:22 |
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Kainser posted:The blood DLC is a bit trickier in this game due to the lack of paired combat. I have blood & gore for every TW it was offered and never really noticed it. Spend most of the time zoomed out making tactical adjustments not watching animations. It'd be good for YouTubers/replays though
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# ? Jun 28, 2016 18:34 |
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Brasseye posted:Does anyone have any good Ork tips to offer? anything would be appreciated, unit composition especially Im struggling with a bit. you need Big Uns to be your mainline infantry, not ifs or buts. Boar riders and only good for the charge, so charge and retreat all the time, never let them get stuck in. Don't conquer everything immediatly, sack stuff first, go fight somewhere else and then sack again. It's good XP, good experience and good waagh farming. Wolf and Spider riders are surpisingly good, they can hunt down artillery and non-dwarven archers and a rear charge from wolves might not be devastating to dwarves but gives good morale penalties. Spiders are slower but have the vicious "poison" penalty against anyone they attack. I found trolls to be terrible and Giants to be super powerful, but neither compare to the giant spider. Highly armored, poisonous, has dudes shooting arrows, causes fear and is a very beautiful giant spider! Grimgor should focus 100% of the personal combat tree to turn him into a one-man army. Give him an Orc Shaman to buff him ever further. Basically, bigger is better, sack everything twice and always be waaghing.
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# ? Jun 28, 2016 18:42 |
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Mans posted:bird chaos demon thing is the old man advisor after his crow eats his eyes Actually, I just rewatched the video. It's the bird that turns into the Lord of Change. Although I guess it would still be odd since the advisor still has his pet bird
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# ? Jun 28, 2016 18:44 |
Gejnor posted:According to some dude on the TW forums: possibly krell http://warhammerfantasy.wikia.com/wiki/Krell axe: check blood: was a warrior of khorne in life, check chaos: check, see above dark magic: check, revived by necromancy battlefield: duh in tabletop, krell is heinrich kemmler's bodyguard and half the reason you use heinrich over a vampire; krell is a combat fiend and splitting the general's prowess for magic/combat between two models means you don't risk the enemy murdering your general early and steamrolling you if you try to get him stuck in
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# ? Jun 28, 2016 18:52 |
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Dre2Dee2 posted:I am slowly coming to the conclusion that Schwartzhaven might be one of the toughest places to hold in the entire game. It's just seems to be at a nexus where dwarves/orcs/empire will often go first to attack you when are VC. It's also 1 turn away from a few nearby settlements, so if the AI possess any of them (like Averland), they can take their full stack fresh from the city right to your doorstep. This make the other 2 pieces of the province that much weaker as well, as you just constantly struggle to control all 3 territories. Unless you build walls fast, this place just gets razed all the loving time. I think it's just better to leave it as smoldering ruins and move on to greener pastures. I found it far better to subjugate those guys, one minor city is such a small thing to give away in exchange for a trading partner that gives you tribute per turn and 1-2 upkeep free standing armies to deal with any nearby threats. Plus you still technically own the full province if they are your vassal and what else do you really need that minor city for?
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# ? Jun 28, 2016 18:55 |
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President Ark posted:possibly krell Good catch, didn't thought about him.
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# ? Jun 28, 2016 18:55 |
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How do shields work, exactly? I understand the concept that it totally negates 30-50% of incoming small arms fire (arrows and bullets?), but is that percentage a guarantee of blocked damage, or does each projectile roll a hidden dice to check if it is blocked or hits past the shield? Also, could I screen an unshielded unit with a shielded one standing on the same space, so that an arrow that targets my fragile unit could be blocked, Roman tortoise-like, by a fellow shield-bearer? I am picturing a little goblin jumping to shield an arrow meant for an Orc Big 'Un, though the orc would probably just pick up the goblin itself to catch the arrow with its head...
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# ? Jun 28, 2016 18:56 |
Man oh man autoresolve is really getting on my nerves now that I'm playing empire. I've been faffing around with heroes a bunch more because I didn't really touch them outside assassinating folks in my Dwarf campaign. However, the autoresolver I guess has decided that ALL HERO MUST DIE WAAAAAGH and I'll take 30 casualties in a battle but each of my level 10+ heroes will take half HP in damage. For some reason I assumed that maybe the autoresolve wouldn't go all-out and kill them, and so I stupidly got my ballin' witch hunter, bright wizard and warrior priest all killed in a single "kill the previously routed army" fight. gettin' mad about video games itt
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# ? Jun 28, 2016 19:01 |
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Olive Branch posted:How do shields work, exactly? I understand the concept that it totally negates 30-50% of incoming small arms fire (arrows and bullets?), but is that percentage a guarantee of blocked damage, or does each projectile roll a hidden dice to check if it is blocked or hits past the shield? It seems to be based on a percent system. An arrow that hits a specific model has a percent chance to be blocked by the shield but it's determined as the projectile hits. You can mass together two units together so the blocking unit takes the hits but this also increases formation density which causes the units to take more damage overall so it's a question of taking less total damage or taking less damage on the unit you're blocking for. Currently I don't bother with mixing units together since combat is fairly fast paced and melee seems to be the bigger focus.
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# ? Jun 28, 2016 19:02 |
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Olive Branch posted:How do shields work, exactly? I understand the concept that it totally negates 30-50% of incoming small arms fire (arrows and bullets?), but is that percentage a guarantee of blocked damage, or does each projectile roll a hidden dice to check if it is blocked or hits past the shield? For your first question, it's the latter. Each missile has a 30-50% chance of being negated entirely, with those that go through rolling against armor as normal. For your second question, it would probably be a case of which model the game detects as being hit by the projectile, so in theory possibly but I'd be wary about how it played out in practice. It's possible that the greater density of troops from overlapping the two units would just result in more arrow hits overall, or that the Orcs are too much taller than the Goblins to have them block arrows for them. More typically, arrow-catchers get deployed in their own line in front of the real fighter (which also allows them to absorb charges from shock units).
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# ? Jun 28, 2016 19:03 |
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Personally i really, and i mean like really.. reaally REAAAAALLLLYYYYyyy wish Orcs had a mid or high tier unit in their vanilla roster that uses a shield.
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# ? Jun 28, 2016 19:03 |
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Mans posted:good advice Thanks! I did the opposite of basically all of this but only 30 turns in so time to restart.
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# ? Jun 28, 2016 19:04 |
ChickenWing posted:Man oh man autoresolve is really getting on my nerves now that I'm playing empire. the logic autoreslv uses has priority on keeping the # of casualties as low as possible, so they'll tank with your single units. Very rough for VC. Remember to use the quick save button in case you need to manually fight after auto takes a poo poo on you.
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# ? Jun 28, 2016 19:06 |
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Gejnor posted:Personally i really, and i mean like really.. reaally REAAAAALLLLYYYYyyy wish Orcs had a mid or high tier unit in their vanilla roster that uses a shield. Wut kinda grotty lil git carries round a shield when e's already bigger an arder? Someone gunna hit you, you chop em'. Then e' won't it ya.
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# ? Jun 28, 2016 19:08 |
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I really hope they do the subtle crossover from 40k into this. A powerful, rare chaos artifact. A chainsword.
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# ? Jun 28, 2016 19:14 |
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Weird thing is that Black Orcs in TT were one of the hardest tarpits in the game due to their insane armor and their ability to pack a shield. They had a unique rule where every turn they can pick either a choppa and shield combo or a gently caress-off huge battleaxe, so they were pretty flexible in melee on top of being dead 'ard and killy.
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# ? Jun 28, 2016 19:18 |
Gejnor posted:Personally i really, and i mean like really.. reaally REAAAAALLLLYYYYyyy wish Orcs had a mid or high tier unit in their vanilla roster that uses a shield. This would be Black Orcs if the Total War engine handled swapping between weapons. They had a rule called "Armed to da Teef" that let them freely switch between two-handed weapons, greatweapons, or a choppa and shield at the start of each turn. I suppose modders could translate it when Wurzag is added with his ability to turn wizards into squigs. E: Yes before you ask, Wurzag can turn Archaon the Everchosen of Chaos into a squig. Can't wait to unlock THAT achievement Triskelli fucked around with this message at 19:26 on Jun 28, 2016 |
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# ? Jun 28, 2016 19:20 |
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Yukitsu posted:Wut kinda grotty lil git carries round a shield when e's already bigger an arder? Someone gunna hit you, you chop em'. Then e' won't it ya. 's not der chopperz dats boferin' me boss, is dem arrers! Iz finkin' we gots to be more likez Mork an' be Kunning and all tha'!
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# ? Jun 28, 2016 19:21 |
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Gejnor posted:'s not der chopperz dats boferin' me boss, is dem arrers! Iz finkin' we gots to be more likez Mork an' be Kunning and all tha'! Den ya chops da git what's shooting them arrers at ya. They aint firin themselves! More seriously though, shields don't change the damage by a huge amount in this game. shielded units still take pretty bad damage running in against a gun line, but even without shields, tough, high HP units will make it to the top of that hill with good numbers.
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# ? Jun 28, 2016 19:37 |
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Gejnor posted:According to some dude on the TW forums: Ah poo poo I bet I know what that refers to... theres a TT chaos hero that has an axe that gets stronger the more blood it drinks. In his backstory he started off as a wimpy viking shepherd boy who got bullied alot, then found a sleeping beastman who just ate one of his sheep, and hacked it up with its own crappy wooden axe which drinks the blood and becomes shinier. Then he goes off and takes over the village and murders his dad and the axe gets shinier all the time etc basically warhammer bully revenge fantasy. Can't remember the name but it was somewhere in the lore so in other words probably the next DLC lord? With some mechanic that the more kills he scores per battlethe more damage he does or somesuch. Tiocfaidh Yar Ma fucked around with this message at 19:43 on Jun 28, 2016 |
# ? Jun 28, 2016 19:39 |
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We already have a surplus of face wrecking heroes for chaos, though?
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# ? Jun 28, 2016 19:46 |
Yukitsu posted:Den ya chops da git what's shooting them arrers at ya. They aint firin themselves! I'm surprised that empire shield units don't get a shieldwall sort of stance that makes them slow but gives them like 80% missile resist. I was pretty shocked when my unit of swordsmen armed with kite shields almost got routed charging a unit of yeomen archers one-on-one
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# ? Jun 28, 2016 19:46 |
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ChickenWing posted:I'm surprised that empire shield units don't get a shieldwall sort of stance that makes them slow but gives them like 80% missile resist. I was pretty shocked when my unit of swordsmen armed with kite shields almost got routed charging a unit of yeomen archers one-on-one They've commented on this a few times before. Basically, they wanted to move away from activated abilities on regular units. With a handful of exceptions like the Black Coach, I'm pretty sure nobody has abilities anymore.
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# ? Jun 28, 2016 19:54 |
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Orcish banter in the TW:WH thread will never get old.
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# ? Jun 28, 2016 20:13 |
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Klaus88 posted:We already have a surplus of face wrecking heroes for chaos, though? Yea, idk why they would release a hero like that when siggy and archaon are there. But if the squiggles mean blood magic axe is coming to the battlefield or whatever, thats pretty close. Maybe the viking faction he was part of becoming playable, with him as main hero? Coulda been varg or skaeling. Can't recall.
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# ? Jun 28, 2016 20:18 |
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Yeah, Chaos isn't getting another Legendary Hero because even CA wouldn't be dumb enough to release a DLC for a DLC.
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# ? Jun 28, 2016 20:25 |
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Kaza42 posted:Actually, I just rewatched the video. It's the bird that turns into the Lord of Change. Although I guess it would still be odd since the advisor still has his pet bird You hear chaos troops allude to this in battle sometimes
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# ? Jun 28, 2016 20:33 |
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So if Beastmen do get added... where the hell would they end up? Map seems pretty crowded as is. Would they be able to take any settlements, or would they be another horde army?
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# ? Jun 28, 2016 20:34 |
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Dre2Dee2 posted:So if Beastmen do get added... where the hell would they end up? Map seems pretty crowded as is. Would they be able to take any settlements, or would they be another horde army? No one really knows, but their fluff includes hating the poo poo out of civilization and buildings in any form, so horde seems very likely.
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# ? Jun 28, 2016 20:36 |
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I think horde army sounds accurate for the beastmen and a lot of the factions and I'm p surprised that orks aren't done this way.
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# ? Jun 28, 2016 20:36 |
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NT Plus posted:Orcish banter will never get old. Ftfy.
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# ? Jun 28, 2016 20:42 |
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Blacktoll posted:I think horde army sounds accurate for the beastmen and a lot of the factions and I'm p surprised that orks aren't done this way. Savage Orcs, if they end up their own thing in time, might do this to differentiate themselves. They already kinda do as the AI factions. Seems like a possibility given they have some of the markers of a unique faction when you look around in the files. Probably not happening soon though.
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# ? Jun 28, 2016 20:48 |
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ZearothK posted:Yeah, Chaos isn't getting another Legendary Hero because even CA wouldn't be dumb enough to release a DLC for a DLC. I wouldn't put it past them, but not as the first post-launch DLC. Dre2Dee2 posted:So if Beastmen do get added... where the hell would they end up? Map seems pretty crowded as is. Would they be able to take any settlements, or would they be another horde army? It doesn't make sense for beastmen to be a pure horde, especially since orcs aren't. They only become an army when a leader manages to unite the tribes, and otherwise they just stay within their territory, fight amongst themselves and raid villages and caravans. To take a wild stab in the dark: I think the easiest way they could be represented would be to do something sort of similar to the Vampire Count corpse counter. Each forested province has a beastmen infestation level that, when high, lets beastmen replenish and recruit there as well as 'leaking' into the local city as higher chaos corruption. It'd put them in a middle ground between the complete nomadism of the current Chaos armies and the city-building of the other factions - they'd have the freedom to choose between either maintaining and spreading the corruption of the forest they start in, or wandering wherever they please and corrupting nearby forests just enough to restore their numbers, but either way they'd have to pay some attention to the map beyond 'what will I kill next'.
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# ? Jun 28, 2016 20:50 |
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ZearothK posted:Yeah, Chaos isn't getting another Legendary Hero because even CA wouldn't be dumb enough to release a DLC for a DLC. They could just... add them for free? I mean we have already given them our money.
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# ? Jun 28, 2016 20:57 |
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Brasseye posted:Does anyone have any good Ork tips to offer? anything would be appreciated, unit composition especially Im struggling with a bit. First tip, spell it Orc
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# ? Jun 28, 2016 21:38 |
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Bad Moon posted:First tip, spell it Orc no it's definitely Ork in Warhammer fluff
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# ? Jun 28, 2016 21:43 |
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Ilustforponydeath posted:They could just... add them for free? I mean we have already given them our money. Ah, FLC package for the DLC would be much more palatable, unless you're pedantic enough that "Free-'Loadable Content" is a term that you just can't handle I guess.
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# ? Jun 28, 2016 21:50 |
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# ? Jun 3, 2024 22:02 |
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NeurosisHead posted:no it's definitely Ork in Warhammer fluff No, it's definitely not. It's Ork in 40k.
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# ? Jun 28, 2016 21:51 |