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Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

WarpedLichen posted:

Assuming you're the garrison without the lord, yeah, I think you're pretty hosed if the Lord is even moderately leveled.

Best thing you can do is probably get your crossbows free and focus fire down a flank hoping to break the enemy units, but I'm pretty sure your melee won't last long enough, and you still need enough ammo to kite the lord to death.

I just wound up getting two units on opposite ends of the map ping-pong the entire enemy army for 60 minutes fast forwarded.

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Cardiac
Aug 28, 2012

Mordja posted:

Looking at that list, Beastmen being released so early does make some amount of sense. None of those units seem to have any overly complicated mechanics to design and I'm sure they can reuse a decent number of animations.

So Beastmen are basically Savage Orks but with more skirmishing and infiltration things going on?

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.


I think I have this... It's not great.

madmac
Jun 22, 2010
http://worthplaying.com/article/2016/7/13/news/99985/

Another Beastmen article with several new screens.

In particular, it confirms Malagor as second LL, shows Kharzak with his signature whip, and indicates that Beastmen seemingly have something like the Orc's Waaugh mechanic and bonuses based around phases of the moon.

madmac fucked around with this message at 12:22 on Jul 14, 2016

Grumio
Sep 20, 2001

in culina est

madmac posted:

http://worthplaying.com/article/2016/7/13/news/99985/

Another Beastmen article with several new screens.

In particular, it confirms Malagor as second LL, shows Kharzak with his signature whip, and indicates that Beastmen seemingly have something like the Orc's Waaugh mechanic and bonuses based around phases of the moon.

Also worth noting that the screen shots show several armis with unit cards, so we know there are:

Bestigors
Gors w/ 2 hand weapons
Gors with axe & shield
Ungors with axe & shield
Ungors with spears
Ungors with bows
Centigors
Minotaur
Razorbeasts (?)
Cygor
Beastmen giant

No sign of hounds, harpies, chariots, ghorgons or jabberslythes. Anything I've missed?

Grumio fucked around with this message at 12:42 on Jul 14, 2016

John Charity Spring
Nov 4, 2009

SCREEEEE


This game is really cool, you know that.

Gitro
May 29, 2013

John Charity Spring posted:



This game is really cool, you know that.

Look at that dude holding his shield like it's going to matter. No dude, you are going to be paste. Incredibly stylish paste.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
Good ol' crotch skulls, the only superior stylish choice is the rare Skaven's crotch bell.

Tiler Kiwi
Feb 26, 2011

Gitro posted:

Look at that dude holding his shield like it's going to matter. No dude, you are going to be paste. Incredibly stylish paste.

works in dark souls, sometimes, maybe

Gitro
May 29, 2013

Tiler Kiwi posted:

works in dark souls, sometimes, maybe

Maybe, but then he's just going to be guard crushed and he'll be out of stamina when those beastmen in the rear close in.

4th Horseman
Jun 3, 2011
Gonna play beast men, show archaon the evermeek who the true chaos are.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Cardiac posted:

So Beastmen are basically Savage Orks but with more skirmishing and infiltration things going on?

More or less! Below-average leadership, tons of very fast infantry and cavalry, with some nice big monsters.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Vargs posted:

That guy's new avatar is certainly something.

Thanks.


Krazyface posted:

I believe he's an AusPol regular.

Yeah the AusPol thread got pony bombed for the election. I haven't gotten around to changing it yet.

blindwoozie
Mar 1, 2008

John Charity Spring posted:



This game is really cool, you know that.

That is giving me some huge Harryhausen vibes, I love it. I am so glad they're doing a fantasy game.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Kainser posted:

Maybe wood elves will have some mechanic where they have to spread forests before they can occupy other regions. Same with other factions who would be able to deforest Wood Elven settlements or whatever.

tree corruption

I'm 95% certain it's going to be this.

For any warhammer newbies, the thing you have to understand is that the Wood elf forest of Athel Loren is alive and sentient. It's a hellish place filled where the trees are out for your blood and is populated by spirits more than happy to oblige. Time is also weird in Athel Loren, you can accidentally cross into it's borders (easier than you think, see below) a century could pass in the time it takes you to eat a meal and when you leave you crumble to dust. If The Lorax lived in Warhammer fantasy, he would kidnap children and drag them into the forest never to be seen again when he wasn't too busy filling anything that came near him full of arrows.

The worst part is this weird hellforest has a sort of intrinsic link to all forests around the world to a greater or lesser degree. You can take a wrong turn in the forests of Talabheim at the wrong time and accidentally fall into Athel Loren despite it being half a continent away.

I'm fairly well betting that some sort of Athel Loren corruption is going to play into the wood elf campaign. Through strange druidic rituals the hellforest will awaken in other provinces and its borders will expand.

I'm also expecting Wood Elves (and more than likely beastmen) to get some sort of psuedo-underway stance that allows you to move around and between wooded areas with ease.

Gejnor
Mar 14, 2005

Fun Shoe

DeathSandwich posted:

I'm also expecting Wood Elves (and more than likely beastmen) to get some sort of psuedo-underway stance that allows you to move around and between wooded areas with ease.

The part about Beastmen is true at the very least, theres already info about that in the leak and the pictures show off a new stance as well!

madmac
Jun 22, 2010
As usual the steam page is more informative than the actual announcement:

Only two Legendary Lords, alas.

quote:

An Eye For An Eye is a compact Story Campaign that pits the Beastmen in a berserk guerrilla war against mankind. The theatre of conflict is a bespoke campaign map representing the densely forested landmass stretching from The Reikland Channel in the West to Hochland in the east. The player assumes the role of Legendary Beast-Lord Khazrak The One Eye as he lays waste to the lands of men and attempts to slay his nemesis Boris Todbringer, the Graf of Middenheim. Other Beastmen tribes lurk in the wild woodlands however, and a great show of arms will be required to secure their loyalty…

So Beastmen are a horde faction, spread Chaos Corruption, are immune to infighting attrition, their default stance is ambush except moving, their encampment stance is also stealthed, their forest movement stance sounds like a variation on underway travel, they have Orc fightyness/Wauugh renamed as Bestial Rage...

They also get a "loot+raze" or "raze+corruption" option after taking settlements, and the Dark Moon can give them special bonuses.

That's a lot of perks, drat.

LL seem kinda disappointing though. Only three quest items between the two of them and it doesn't sound like Malagor is able to fly even though that's ostensibly his thing. Oh, but they have different start positions, that's neat. Khazrak in Estalia and Malagor in the Badlands.

Roster does include chariots, but no flying units or Ghorgons, bleh.

madmac fucked around with this message at 16:42 on Jul 14, 2016

Ravenfood
Nov 4, 2011
Beastmen seem pretty fancy and unique, which limits a lot of my minor concern that the DLC factions would lack the uniqueness that the base game really nailed. That said, are they not playable as a campaign race on the main map? It seems like they have a new map for their campaign instead of being integrated to the main one.

madmac
Jun 22, 2010

Ravenfood posted:

Beastmen seem pretty fancy and unique, which limits a lot of my minor concern that the DLC factions would lack the uniqueness that the base game really nailed. That said, are they not playable as a campaign race on the main map? It seems like they have a new map for their campaign instead of being integrated to the main one.

They are playable in both. It even specifically notes that each LL has a different start position in the Grand Campaign.

More general musing...

Khazrak gives +10% raid income and +5 LD vs Humans, Malagor allows +1 Shamans and +5% campaign movement, I think Malagor may actually have the edge there.

In terms of tech tree, they're totally reliant on Ungors and Warhounds for T1 and T2, their early game could be pretty rough. Rushing T3 for all their backbone units will probably be a thing.

All the Ungor and Centigore units get Vanguard, Gors and Minotaurs do not, so there's always some incentive to keep them around, especially Centigores and their unit variations going all the way up to T5.

madmac fucked around with this message at 17:05 on Jul 14, 2016

John Charity Spring
Nov 4, 2009

SCREEEEE
Beastmen sound like a Chaos horde with all the bad bits removed and no need to deal with tedious Norscans for 50 turns before you can go anywhere else. Also, archers. Can't wait, honestly.

blindwoozie
Mar 1, 2008

No Harpies or Jabberslythe in the roster :(


They still sound fun as hell though, the Cygor has a miscast aura for enemy wizards and most importantly all Centigor units have the 'Drunken' trait. Hmm.

Pornographic Memory
Dec 17, 2008
i really wish they'd find a way to work in chaos daemons at some point. maybe make them units that chaos warriors and beastmen can recruit, or a unit you can summon right on the battlefield (like vampire counts can summon new skeletons or zombies). also let chaos generals ascend to daemon princedom as a possible level 25 unlock

madmac
Jun 22, 2010
They will eventually add Chaos Demons as their own faction(s), probably in the final game.

Another thing worth mentioning is that both of the new Lores bring some meaty summon options. Raise Dead is cute, but Lore of Beasts lets you summon a Manticore, and Lore of the Wilds can summon a Cygor, so...I wonder what they cost?

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
I think it's rather telling when I can win battles that aren't in my favor - on legendary - with VC and Dwarves no problem

But with Orcs I get annihilated where auto resolve says it's an easy win

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Chaos daemons are already confirmed as a faction, when is the part we don't know.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

John Charity Spring posted:

Beastmen sound like a Chaos horde with all the bad bits removed and no need to deal with tedious Norscans for 50 turns before you can go anywhere else. Also, archers. Can't wait, honestly.

There's going to be some tactical differences too. Seems like they loose the hellcannon and get archers in exchange for one. I would guess the line infantry is going to essentially be Norse++ or orky in nature, what they lack in armor and defenses will be made up in offense and/or health. You've got a bit more robust selection in fast beasts/melee cav and a monster selection that will rival Vampire Counts.

If the Warriors of Chaos experience is any indication, the first thing you'd do on a new beastman game is found a new army as you recruit up.

You're also starting right in the poo poo from the word go, either stuck in the badlands (presumably in the far south near the Savage orc tribes) or in Estalia. Norscans are bastard people, but at least you have a bit of breathing room from them after you awaken the first settlement and get established in the first 10-15 turns or so. If WoC starts could be harrowing, I'm going to guess that beastmen will be even more so, given the only thing keeping your early armies alive is a % chance that enemy armies don't see your ambush encampment.

Edit: Kind of bummed we gotta wait 2 more weeks for them though, I was hoping they would do the surprise thing like they did with the blood knights.

DeathSandwich fucked around with this message at 17:21 on Jul 14, 2016

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Beastmen probably are done already, but they tend to bundle patches in with DLC releases since they have to push file updates for both, which makes sense to do it at once.

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.
https://www.youtube.com/watch?v=5YAqEFQFDwM

Fear and Terror tutorial video.

Meme Poker Party
Sep 1, 2006

by Azathoth

oswald ownenstein posted:

I think it's rather telling when I can win battles that aren't in my favor - on legendary - with VC and Dwarves no problem

But with Orcs I get annihilated where auto resolve says it's an easy win

It just because the difficulty penalties are crudely applied in the same fashion to all races. A leadership penalty is a much, much bigger deal to Orks than VC or Dwarves. And combat penalties have a bigger adverse effect on armies that favor quantity>quality (so again get hosed Orks).

John Charity Spring
Nov 4, 2009

SCREEEEE

DeathSandwich posted:

You're also starting right in the poo poo from the word go, either stuck in the badlands (presumably in the far south near the Savage orc tribes) or in Estalia. Norscans are bastard people, but at least you have a bit of breathing room from them after you awaken the first settlement and get established in the first 10-15 turns or so. If WoC starts could be harrowing, I'm going to guess that beastmen will be even more so, given the only thing keeping your early armies alive is a % chance that enemy armies don't see your ambush encampment.

I don't think this is actually such a concern for the Estalia start - Estalia can maintain one, maybe two armies at a push with their starting income and you can probably sack their stuff with abandon. Once you get into the Bretonnian territories then yeah, you'll have a little more to worry about, but...

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


Anyone else playing Wake's Realism Overhaul?
http://steamcommunity.com/sharedfiles/filedetails/?id=691253752

I scoffed at a Realism mod for the game but its actually pretty drat interesting and looks to be trying for an interesting combo of real life vs tabletop balance. Anything smaller than a giant gets gibbed by cannonballs, humans get completely lawnmowered by monstrous infantry, goblin heroes have strong magic but almost zero health, human squishy heroes have squads of bodyguards backing them up. Super badasses like Archaeon, Slayer King and Grimgor are absolute beasts, and Kholek fights like a 30 foot dragon ogre should.

The campaign seems harder, possibly the player has restrictions on them that the AI doesn't, but has some neat new stuff, all factions get new units and some sort of dirt cheap upkeep trash filler unit (apart from dwarves afaik) heroes and lords have whole additional auxilliary trees and magic is much stronger, though unfinished, so orcs and fire mages get spells that can kill multiple units from miles away, but death magic is now literally useless other than the buffs. As such vamps feel pretty weak, but with interesting ideas, undead units are very cheap but absolute poo poo almost the whole way up to graveguard but monsters are very strong and a couple vampires with decent morale can essentially very slowly solo a whole early teir empire army.

Elite units are handled interestingly, most of them vastly reduced in unit size, i.e. 60 chaos warriors, 40 chosen, 60ish blackorcs, but given big offensive buffs to make them scary hammers, but not your new, expensiver line infantry. My fav example of this is the Dragonslayer unit who are essentially 4 mini slayer kings in a unit together. My chaos campaign has a very different army composition to my vanilla doomstacks of chosen, now I have a marauder horde with a very small portion of warriors and chosen and then a fuckload of armoured trolls and dragon ogres to basically mince infantry. Combined with the gore pack the monster and elite buffs are amazing, dragonslayers behead nearly everyone they hit, trolls charge into the front of human infantry and gib anything they hit.
Dwarves do fine considering their lack of monsters due to the insane power of organ guns, which deal as much damage as a rapidfire cannon would, instantly fragging enemy monsters smaller than a giant. Guns in general are stronger though require better positioning and dwarves have massive range and very high armour.

A- while unfinished but exactly the kind of game changing stuff I like from TW mods.

fargom
Mar 21, 2007
drat beastmen sound cool but $17 seems high for DLC. Maybe I'm just a grumpy gamer.

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?

Triskelli posted:

https://www.youtube.com/watch?v=Ds1ZsQAISeM

Wow, I did not expect this nearly this soon. I'm, kinda disappointed they're going this direction instead of meatier DLC packs.

I don't get it, why did Warhammer rip off Tauren?

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

SlyFrog posted:

I don't get it, why did Warhammer rip off Tauren?

Oh man, don't think I've seen a more obvious shitpost/derail bait post in my 4 years in games.

Dandywalken
Feb 11, 2014


This sounds sweet, I"ll check it out tonight sometime.

SlyFrog posted:

I don't get it, why did Warhammer rip off Tauren?

And notice they walk like Draenei? Really loving smooth, CA.

Dandywalken fucked around with this message at 19:27 on Jul 14, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

John Charity Spring posted:

I don't think this is actually such a concern for the Estalia start - Estalia can maintain one, maybe two armies at a push with their starting income and you can probably sack their stuff with abandon. Once you get into the Bretonnian territories then yeah, you'll have a little more to worry about, but...

From what I could see, One eye is going to start basically at the crossroads between Estalia, Tilea, and one of the dwarf Kazaks to the noth. You'll have more than just Estalia to contend with.

In other news: Is it just me or is the Empire win conditions ridiculously easy compared to basically everyone else? It seems like all my empire games hit long campaign victory pretty much immediately after knocking out the last wave of chaos guys right around turn 115-120 considering 'unite the empire' is not terribly hard if you knock the Vampire Counts early before they can dick you over. Greenskin and dwarf victory conditions basically involve them capturing every dwarf hold on the map and can be kind of a slog to work out. Vampire Counts require like 20 full captured provinces and both they and chaos require all the order races wiped out. It gets to the point that everything that happens post birdmonster seems like a giant protracted epilogue and I've gotten to the point that once I hit that phase I put the playthrough down and start a new one.

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

DeathSandwich posted:

From what I could see, One eye is going to start basically at the crossroads between Estalia, Tilea, and one of the dwarf Kazaks to the noth. You'll have more than just Estalia to contend with.

In other news: Is it just me or is the Empire win conditions ridiculously easy compared to basically everyone else? It seems like all my empire games hit long campaign victory pretty much immediately after knocking out the last wave of chaos guys right around turn 115-120 considering 'unite the empire' is not terribly hard if you knock the Vampire Counts early before they can dick you over. Greenskin and dwarf victory conditions basically involve them capturing every dwarf hold on the map and can be kind of a slog to work out. Vampire Counts require like 20 full captured provinces and both they and chaos require all the order races wiped out. It gets to the point that everything that happens post birdmonster seems like a giant protracted epilogue and I've gotten to the point that once I hit that phase I put the playthrough down and start a new one.

I put in the personal goal of killing all the Norse and the Greenskins.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

DeathSandwich posted:

From what I could see, One eye is going to start basically at the crossroads between Estalia, Tilea, and one of the dwarf Kazaks to the noth. You'll have more than just Estalia to contend with.

In other news: Is it just me or is the Empire win conditions ridiculously easy compared to basically everyone else? It seems like all my empire games hit long campaign victory pretty much immediately after knocking out the last wave of chaos guys right around turn 115-120 considering 'unite the empire' is not terribly hard if you knock the Vampire Counts early before they can dick you over. Greenskin and dwarf victory conditions basically involve them capturing every dwarf hold on the map and can be kind of a slog to work out. Vampire Counts require like 20 full captured provinces and both they and chaos require all the order races wiped out. It gets to the point that everything that happens post birdmonster seems like a giant protracted epilogue and I've gotten to the point that once I hit that phase I put the playthrough down and start a new one.

Note that you only need to wipe out the main order FACTIONS, not the race. This can be done very quickly and easily. Diplomacy also helps a lot. Remember you only need to be allied to the holders of the relevant provinces.

I've managed hard mode long victories in around 80 turns for Dwarves, VC, and Chaos.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



So far I've found the greenskin victory conditions to be the most annoying (I have not played VC). You need to capture all of those keeps everywhere (including the dwarf ones up in chaos land) and eliminate the empire and dwarfs. As the dwarfs you don't actually need to take the keeps since you get credit for being in an alliance with the current owners and you only need to eliminate the greenskins, who start right next door to you. The greenskins never have allies who can take most of those keeps and so have to do it the hard way, and have to eliminate both the empire and the dwarfs.

In my current greenskin campaign the empire annoyingly migrated northeast to live amongst the Bretonnians.

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Dandywalken
Feb 11, 2014

Greenskin ones def are the most annoying. I got a Long victory once for the sake of it, and from then out just satisfy myself with Short.

Having to wipe out the Empire kinda sucks too, but meh.

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