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The Lone Badger posted:Dwarfs are incredibly buff in the early game. Warriors and Quarrelers are top-notch units and you can recruit them both from turn 3. Their later units aren't gamechangers like the tier 4 / 5 Empire units though (though Ironbreakers are the toughest thing in the game) Yeah I was doing really well in that as I basically rushed the Greenskins and took black crag early on and then pushed South meaning they didn't have any decent tier units and tier 1/2 dwarf units > practically everyone else
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# ? Jul 11, 2016 12:31 |
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# ? May 30, 2024 13:14 |
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Choyi posted:Auto resolve is just incredibly broken, and I'd wish they'd fix it somehow, its hilarious how badly it estimates odds or values an army to the point it almost feels like its based on a completely random number generator. It cuts both ways. Autoresolve, even with the patch tweaks, will murder the gently caress out of small elite melee units and monsters with wild abandon and do hideous amounts of damage to your heroes in fights where they should otherwise be nearly untouchable(Grimgor eating 60% hp damage from garrison troops).
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# ? Jul 11, 2016 12:34 |
Choyi posted:Auto resolve is just incredibly broken, and I'd wish they'd fix it somehow, its hilarious how badly it estimates odds or values an army to the point it almost feels like its based on a completely random number generator. Thing is without auto-resolve a campaign would take a CRAZY long time. Like, weeks of real time.
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# ? Jul 11, 2016 13:12 |
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Your General's level vs the enemy General is also still a huge modifier for auto-resolve that doesn't make much sense I think, been like that since Medieval 1 where you should always play out siege battles to avoid taking ridiculous auto-resolve casualties from small garrisons, except when it was your king or other super high star general attacking in which case they inexplicably take gently caress all casualties even from full stacks in Fortresses.
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# ? Jul 11, 2016 13:35 |
Dashticle posted:Your General's level vs the enemy General is also still a huge modifier for auto-resolve that doesn't make much sense I think, been like that since Medieval 1 where you should always play out siege battles to avoid taking ridiculous auto-resolve casualties from small garrisons, except when it was your king or other super high star general attacking in which case they inexplicably take gently caress all casualties even from full stacks in Fortresses. The only time I've really found autoresolve to be overly incorrect is in siege battles, where I regularly win fights with 10/90 odds against. For regular fights where I don't have walls to hide behind, I find the autoresolve bar to be a reasonable approximation of how well I'll do. Started a greenskin campaign this weekend after finishing empire. I've altered my playstyle a bit to be more aggressive and less methodically push-consolidate-push-consolidate and I'm having a lot of fun with it. I've started sacking a lot more, and it's really showing in how my finances are turning out. I've basically eradicated all of the eastern mountain dwarves, I'm sweeping through the southeastern mountain dwarves, and I'm just having to recall a couple of my armies to deal with some rebels. It's been a fun campaign thus far - I'm a very conservative, turtly player, so Greenskins are a complete turnabout from my regular playstyle. I just need more of my goddamn settlements to max out so I can start playing with giants and arachnaroks already
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# ? Jul 11, 2016 13:54 |
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Hieronymous Alloy posted:Thing is without auto-resolve a campaign would take a CRAZY long time. Like, weeks of real time. I'm not saying no auto resolve ever, but until there is a mod or a fix I won't be using it for anything but the fights that are completely one sided cause it honestly feel like cheating many fights by using it and then few times where the AI has no chance in a manual fights but the auto resolve still gives them a 60-40 in their favor. I mean you can auto resolve the Chaos invasion armies out of existance with just some stacks of swords and crossbows, while in a manual fight those armies would be crushed. Been doing a co op campaign with a friend where we manual resolve roughly 80% of the fights, with only one sided stomps being autoed, and man its been a ton of fun, and the campaign taking longer sure, but the realtime battles is where the fun is at with this game after all. Auto resolve in past TW(med 2 etc) was something I rarely used since you could almost always get way better results out of manualy fighting them, in modern TW it basicly the other way around where you can use auto resolve to make sure losses stay low, which makes no sense to me.
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# ? Jul 11, 2016 13:59 |
I'm unclear, is a Bretonnia campaign going to be free DLC or was Bretonnia in multiplayer the free DLC?
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# ? Jul 11, 2016 14:13 |
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Hieronymous Alloy posted:Thing is without auto-resolve a campaign would take a CRAZY long time. Like, weeks of real time. Not on normal. I did VC one that took around 280 turns (my first, took it way slow) and it took 50-ish hours. All manual fights. The fights that most people autoresolve were over in 4-6 minutes. I'd probably end in 30 now that I know what I do and VC's even got a buff in a recent patch
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# ? Jul 11, 2016 14:17 |
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ChickenWing posted:I just need more of my goddamn settlements to max out so I can start playing with giants and arachnaroks already Just remember you have to research the proper tech before you can recruit arachnaroks or doom divers. I found that out the hard way during my greenskin campaign. Captain Diarrhoea posted:I'm unclear, is a Bretonnia campaign going to be free DLC or was Bretonnia in multiplayer the free DLC? They are adding a 'free playable race' eventually as part of the free update content (just like the blood knights) and I think everyone is just assuming it's the Bretonnians since they are mostly done and in the game already (unless I missed an announcement, which is quite possible). Damn Dirty Ape fucked around with this message at 14:26 on Jul 11, 2016 |
# ? Jul 11, 2016 14:19 |
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CA has said stuff in interviews like "Lets just say you'll definitely not be paying for Brettonia" that makes it really obvious that they're the FLC race, but they're not scheduled to come out for a while even so. More importantly, new Facebook teaser: https://www.facebook.com/TotalWar/photos/a.125554144186461.25910.113800552028487/1102391293169403/?type=3&theater Like 99% sure it's Beastmen this time. Also there's a reference to the Huntsmarshal, so maybe we'll also get an new Empire LL if it's a campaign pack? madmac fucked around with this message at 15:18 on Jul 11, 2016 |
# ? Jul 11, 2016 15:05 |
"Father of Crows" may refer to Nurgle, but the "Bow of Amber" is a magical item that deals significant extra damage to monsters and beasts. Although yeah that's 100% a reference to Beastmen. E: yeah the Amber Lore is the Lore of Beasts, and a fun one. There's the Amber Spear which is basically a ballista bolt, tons of buffs to boost the strength of your units (easier to cast on cavalry or beasts) and a spell that turns your wizard into a random monster all the way up to a dragon. Plus Imperial Beast Wizards get to fly around on griffons. Triskelli fucked around with this message at 15:28 on Jul 11, 2016 |
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# ? Jul 11, 2016 15:22 |
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Triskelli posted:"Father of Crows" may refer to Nurgle, but the "Bow of Amber" is a magical item that deals significant extra damage to monsters and beasts. Although yeah that's 100% a reference to Beastmen. I've seen people saying "Father of Crows" is a reference to Malagor, and the Amber Bow sure sounds like a reference to Markus. http://warhammerfantasy.wikia.com/wiki/Markus_Wulfhart So Beastmen next means the FLC will be Lore of Beasts/Empire Wizard, but if Markus is also involved...Possibly FLC, or bundled with the Beastmen DLC, or maybe as part of a Lord Pack at the same time, I dunno. Either way I hope he brings Empire Huntsmen and his special regiment along with him. Oh, also the letter says they'll meet in "three days hence" which would fit the Blood DLC dropping on Thursday after a teaser on Monday or Tuesday. Fingers crossed. madmac fucked around with this message at 15:30 on Jul 11, 2016 |
# ? Jul 11, 2016 15:25 |
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Really want to see the Jabberslythe animated. Beastmen might have gotten a raw deal in TT (from what I've read in this thread) but unit-wise they definitely look like a weirder, wilder Chaos faction than the Warriors.
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# ? Jul 11, 2016 15:30 |
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If it's beastmen it better have that one-eyed dude with the fanged whip
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# ? Jul 11, 2016 15:31 |
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Early game Empire (Turn 11) Should I drop money on the Outriders, or save my money and aim straight for Reiksguard?
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# ? Jul 11, 2016 15:34 |
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Onmi posted:Early game Empire (Turn 11) Should I drop money on the Outriders, or save my money and aim straight for Reiksguard? Go for Reiksguard for sure. They stomp over everything you're likely to face for dozens of turns.
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# ? Jul 11, 2016 15:35 |
Mordja posted:Really want to see the Jabberslythe animated. Beastmen might have gotten a raw deal in TT (from what I've read in this thread) but unit-wise they definitely look like a weirder, wilder Chaos faction than the Warriors. The Jabberslythe. Even looking at it drives the minds of lesser men insane. In short, https://www.youtube.com/watch?v=G2U8yfKM9nY
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# ? Jul 11, 2016 15:36 |
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Mordja posted:Really want to see the Jabberslythe animated. Beastmen might have gotten a raw deal in TT (from what I've read in this thread) but unit-wise they definitely look like a weirder, wilder Chaos faction than the Warriors. I think they'll actually fit TW really well, whatever their issues in TT, TW has a long history of cool factions that are basically naked berserkers who hang out in the forests and ambush people. Also it'll be cool to have a largely unarmored faction breaking up the GW meta a little.
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# ? Jul 11, 2016 15:36 |
The more I play this game the more I wish someone would make another Warhammer Fantasy MMO (except not poo poo this time )
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# ? Jul 11, 2016 15:39 |
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can't wait for doombulls Taurox better be one of the LL, need some more Big Dude action
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# ? Jul 11, 2016 15:41 |
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Triskelli posted:and a spell that turns your wizard into a random monster all the way up to a dragon. Plus Imperial Beast Wizards get to fly around on griffons. does this mean we can get a dragon riding on a griffon?
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# ? Jul 11, 2016 15:44 |
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Oh God, if it is Beastmen and they're priced the same as Chaos Warriors then that is exactly what I've got on my Steam Wallet. This friggin' game. So Beastmen DLC, with Lore of Beasts (+ Amber Wizard) as FLC?
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# ? Jul 11, 2016 15:46 |
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ZearothK posted:So Beastmen DLC, with Lore of Beasts (+ Amber Wizard) as FLC? Pls CA, pls give me more Warhammer, because this craze of mine will never end and i want more. Just gimme more okay? Please give me more..
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# ? Jul 11, 2016 15:49 |
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madmac posted:I've seen people saying "Father of Crows" is a reference to Malagor, and the Amber Bow sure sounds like a reference to Markus. Markus as the next Empire LL would make sense, but I hope we see more than 3 LLs per faction. Kurt Helborg, Volkmar the Grim, Luthor Huss and maybe Ludwig Schwarzhelm would all be pretty awesome to see for the Empire, and should all play pretty differently.
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# ? Jul 11, 2016 15:51 |
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Beastmen may also fit the all-vanguard-deploy role that Shogun 2 and Attila had, since beastmen get a special ambush rule on the tabletop. At the very least, I hope they get a good +ambush chance blue skill like vampires do
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# ? Jul 11, 2016 15:59 |
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Sole Survivor posted:Markus as the next Empire LL would make sense, but I hope we see more than 3 LLs per faction. Kurt Helborg, Volkmar the Grim, Luthor Huss and maybe Ludwig Schwarzhelm would all be pretty awesome to see for the Empire, and should all play pretty differently. I can't imagine they'll stop at 3 per faction if people keep buying them. Besides, they've said the next greenskin LL is an orc shaman and you just know they're going to add a goblin LL sooner or later. It would be nice to at least see 3 'free' LLs per faction, but the FLC schedule looks like it only has a VC and a greenskin LL on it leaving the empire and dwarfs behind.
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# ? Jul 11, 2016 16:02 |
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Onmi posted:Early game Empire (Turn 11) Should I drop money on the Outriders, or save my money and aim straight for Reiksguard? IIRC Reiksguard are the better unit, but Outriders are on the chain that leads eventually to demigriffs, sooo.
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# ? Jul 11, 2016 16:15 |
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Sole Survivor posted:Markus as the next Empire LL would make sense, but I hope we see more than 3 LLs per faction. Kurt Helborg, Volkmar the Grim, Luthor Huss and maybe Ludwig Schwarzhelm would all be pretty awesome to see for the Empire, and should all play pretty differently. I wouldn't be surprised if they expand the LL count after the next game comes out, though.
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# ? Jul 11, 2016 16:24 |
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Triskelli posted:
I'm also looking forward to the Ghorgon. A huge, four-armed, mutant minotaur about the size of a giant. The modelers can really go hog wild on this faction.
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# ? Jul 11, 2016 16:25 |
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They haven't even started selling us LLs yet, I'm sure we'll be drowning in them soon enough.
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# ? Jul 11, 2016 16:27 |
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Does Bretonnia even have anything that would rival, say an Araknarok?
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# ? Jul 11, 2016 16:28 |
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NT Plus posted:Does Bretonnia even have anything that would rival, say an Araknarok? They don't really have anything huge and monstrous that can clear out flanks on its own, no. The closest thing is the Green Knight, though he's a unique character. He's "only" about as strong in combat as a regular lord, but he's ethereal, can teleport around the battlefield at will, and is more or less immortal. Any time he's killed he'll just pop back out from somewhere else on the battlefield a short time later. When it comes to killing monsters (in TT), their best bet is usually kitting out a hero or lord for the purpose. With the right equipment, even a regular old human knight has a pretty good chance of killing a giant in single combat. For this game, they might repurpose the Questing Knights for that purpose. Their whole deal is roaming around the countryside killing feared monsters and vanquishing evil, so they could do give them a nice big bonus against large targets to represent that.
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# ? Jul 11, 2016 16:52 |
So, you guys have any tips on how to start off a Dwarf campaign? What buildings to rush, how to get rid of loving Grimgor before he rushes you with a million spider cavalry, etc.?
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# ? Jul 11, 2016 17:10 |
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SunAndSpring posted:So, you guys have any tips on how to start off a Dwarf campaign? What buildings to rush, how to get rid of loving Grimgor before he rushes you with a million spider cavalry, etc.? In my Hard Dwarf campaign that I just completed, I had enormous success just completing my first province (building up my stack with each town I capture), then RUSHING SOUTH immediately, using the underway stance through the mountains to occupy the northernmost settlement of Grimgor's home province. Then I seek to challenge Grimgor on his way north to attack me. Doing it this way left Grimgor really weak, allowing me to easily win and take Death Pass, and relieving pressure off of Brak Varr who allied and later confederated with me. It also left the Greenskins on a backfoot for the entire campaign. In terms of buildings, getting the second tier barracks for quarrelers is essential, and the first tier siege building is good for grudgethrowers. If you want Mt Gunbad, you need a thane (tier 3 barracks) to profitably hold it on difficulties higher than Normal (this is because you want a gold mine and a farm to get it up to the brightstone mine tier, and that means no space for a refectory, and it's a million miles from the rest of your territory unless you want to encroach upon Zhufbar - who is holding back the VC for you.), so don't bother rushing it. Otherwise do your usual money and growth building build. EDIT: Really just dwarf warriors, quarrellers, and grudgethrowers can pretty much win you the Badlands if you blitz it promptly. They will do pretty well vs VC also. Quarrellers are useless vs Chaos warriors though. You will also want gyrocopters with brimstone guns to deal with hellcannon. Fangz fucked around with this message at 17:48 on Jul 11, 2016 |
# ? Jul 11, 2016 17:39 |
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It's all about warriors, quarellers and cannons. I've killed Everfailure and finished short campaign on easy with mostly those units. Just spec leaders in buffs to those units.
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# ? Jul 11, 2016 17:40 |
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Another set of matches are up: https://www.youtube.com/watch?v=h8aAvtP5h_c
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# ? Jul 11, 2016 17:42 |
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If your dwarf, keep a eye out for a general who has the -construction cost trait, hire him for the big projects like the goldmines and brightstone mine and then disband him the same turn. He'll stay in the pool of generals you can hire the rest of the game for 0 cost.
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# ? Jul 11, 2016 17:58 |
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Yukitsu posted:Another set of matches are up: Fun matches, really liked the second one, dwarfs vs vampires, it was all good and great for the undead until Mannfred died and his army went poof!. The last match was a bit of a clusterfuck, corner camping aside, the dwarfs were completely surrounded and in a completely hopeless position and a few minutes later the entire group of brettonian infantry was gone, and it was the major part of the army, that shows that peasants aren't trustwhorthy, except the ones manning the trebuchets.
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# ? Jul 11, 2016 18:58 |
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Is it actually an advantage to put Manny on a flying mount in multiplayer? Seems like he is better off on a horse, say, which lets him use his army to meat shield against sniping spells and makes him less vulnerable to missile units.
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# ? Jul 11, 2016 19:18 |
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# ? May 30, 2024 13:14 |
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The Lone Badger posted:Dwarfs are incredibly buff in the early game. Warriors and Quarrelers are top-notch units and you can recruit them both from turn 3. Their later units aren't gamechangers like the tier 4 / 5 Empire units though (though Ironbreakers are the toughest thing in the game) Ironbreakers also have those ridiculous goddamn grenades for some really stupid huge burst damage. I'm not really sold on anything else in the late dwarf roster but invulnerable grenadiers are Pretty Good.
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# ? Jul 11, 2016 19:34 |