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Super 3
Dec 31, 2007

Sometimes the powers you get are shit.

Sharzak posted:

beastmen stuff

I restarted my mini campaign with more focus on raiding than sacking everything while going down the research tree that yields better raiding and looting. So far it's a smoother start, I've been bouncing around between raiding and encampment stance pulling armies out of towns to crush them before going back to raiding. I'm also giving my heroes a few extra skill points to accelerate things a bit so that does help.

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Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
I already have Gor Herds. I'm probably going on too much of a rampage, right now I"m leaving a path of complete destruction and ruin behind me as I go, razing everything I pass that isn't fortified to the teeth. I thought that since armies and castles were getting stronger as I went that I was going too fast and I should just pass turns while raiding... but from what Sharzak said it sounds like my problem is I'm not going fast enough.

I guess I just feel risky running through enemy lands, but I guess that's actually the smart plan. Just raid and run my way across the world map and get out of dodge for a bit until I find somewhere nice rather than trying to burn eveything to the ground as I go.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Endorph posted:

A couple of units of them is fine for that exact role, but you don't want more than that, and I wouldn't bother spending the extra money for poison ones. So your teammates were just dumb.

The poison ones I find are a worthwhile upgrade. Spread into a wide formation and rear or flank charge and they're going to be poisoning a fairly huge number of units, even if they aren't killing much this drops the offense of the units your infantry is fighting like a rock. It's also pretty good if they're fighting other light cav, dropping their offenses by 20ish% is a great way to make them last a lot longer.

fnordcircle
Jul 7, 2004

PTUI
I only play on normal, but that beastwalk thing plus defensive encamping was the difference between losing E4E twice and it being a cakewalk. Once I realized I can just nature TP away and then encamp to hide it got pretty easy.

I love the idea of horde games but without city management the game was over pretty quick.

Whorelord
May 1, 2013

Jump into the well...


this is an empty quote

Whorelord
May 1, 2013

Jump into the well...


this is an empty quote

Mans
Sep 14, 2011

by Jeffrey of YOSPOS

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



I found that one of the most powerful things when playing the beastman campaign is using the massive moon casualty replacement bonus to just wreck people. Even if you take massive casualties in a fight you can hide (so you don't get counter attacked) and be at full strength the very next turn for two turns in a row. As long as your units don't get completely eliminated you're all good. It's my favorite quality of life bonus over playing the warriors of chaos where it takes 7 turns to heal a hero or giant.

Submarine Sandpaper
May 27, 2007


Any tips starting with Galt? I cannot kill lords and it seems that even killing everything else sometimes doesn't result in a lord route.

Stephen9001
Oct 28, 2013

Mr. Wookums posted:

Any tips starting with Galt? I cannot kill lords and it seems that even killing everything else sometimes doesn't result in a lord route.

Don't start with gelt.

If you must start with Gelt, leverage your mortar and your greatswords, that's all the advice I can give you.

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

Submarine Sandpaper
May 27, 2007


I must. The last VH campaign before I jump to legendary. I think I've learned to cherry pick remaining two successionist camps (assuming you can take the first with a near wipe in the first battle.) Everything else seems to be get a lord asap to replace gelt

I just want more wizards :(

Mans
Sep 14, 2011

by Jeffrey of YOSPOS

Mr. Wookums posted:

Any tips starting with Galt? I cannot kill lords and it seems that even killing everything else sometimes doesn't result in a lord route.

it's hard starting with him without getting ganked during his four hour long monologue

Nanomashoes
Aug 18, 2012

To play as Gelt, build a wall around Sylvania.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Nanomashoes posted:

To play as Gelt, build a wall around Sylvania.

Gelt Trump is gonna build the yuugest, most luxurious wall around Sylvania so the Vampires don't send us their murderers.

Make Altdorf great again.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.

Luminous Cow posted:

[...]
Fixed a case where the game would become unable to End Turn during the Chaos Invasion when playing on save games started before the Call of the Beastmen/Patch 3 update.
[...]

:toot:

Avasculous
Aug 30, 2008

fnordcircle posted:

I only play on normal, but that beastwalk thing plus defensive encamping was the difference between losing E4E twice and it being a cakewalk. Once I realized I can just nature TP away and then encamp to hide it got pretty easy.

The +50% Campaign movement moon event can also help.

Having escape options from doomstacks besides "March stance for several turns across the loving map until I build up enough distance to encamp and heal/recruit" made the Beastmen so much more fun than Chaos for me.

I also liked that having a Stealth stance meant that the AI would occasionally end turns without every single army 10 feet outside of your movement range.

fnordcircle
Jul 7, 2004

PTUI
Yeah I went from raging out like a child to it almost being too easy once I got the hang of how to avoid big fights with beastmen.

Are there any mods that significantly change the horde mechanics so you can conquer/build? gently caress the lore, I want to have beastmen painting the map.

Stanley Pain
Jun 16, 2001

by Fluffdaddy

fnordcircle posted:

Yeah I went from raging out like a child to it almost being too easy once I got the hang of how to avoid big fights with beastmen.

Are there any mods that significantly change the horde mechanics so you can conquer/build? gently caress the lore, I want to have beastmen painting the map.

Pretty sure the conquer anywhere mod just updated to allow for beastmen.

fnordcircle
Jul 7, 2004

PTUI

Stanley Pain posted:

Pretty sure the conquer anywhere mod just updated to allow for beastmen.

Ah loving badass, I though that was only applicable to races that could already conquer.

Stanley Pain
Jun 16, 2001

by Fluffdaddy

fnordcircle posted:

Ah loving badass, I though that was only applicable to races that could already conquer.

There's one called Conquer Anywhere - Beastmen Edition :)

Plan Z
May 6, 2012

Hey I've got a Fall of the Samurai code for anyone wanting it. Just post and I'll hand it off.

GenericServices
Apr 28, 2010
Just had a kinda funny bug show up. Whenever I choose a post-battle option that includes replenishment, I get the entire stack refreshed to full, regardless of their state of damage. Has anyone else ever seen that, and can it be resolved? It's persisted through reloads.

Pornographic Memory
Dec 17, 2008

drat Dirty Ape posted:

I found that one of the most powerful things when playing the beastman campaign is using the massive moon casualty replacement bonus to just wreck people. Even if you take massive casualties in a fight you can hide (so you don't get counter attacked) and be at full strength the very next turn for two turns in a row. As long as your units don't get completely eliminated you're all good. It's my favorite quality of life bonus over playing the warriors of chaos where it takes 7 turns to heal a hero or giant.

Yeah it's a really fun aspect of playing Beastmen. Most of the time (especially early game before you've gotten a lot of upgrades or unlocked Minotaurs) you're playing really guerilla-style, hitting and running and avoiding strong stacks. But every so often you can just hulk out and not give a poo poo that your crappy rear end (Un)Gors die like flies in a proper stand up fight because they've now got crazy attack buffs or you've got a bonus making casualties completely trivial.

Mordja
Apr 26, 2014

Hell Gem

Plan Z posted:

Hey I've got a Fall of the Samurai code for anyone wanting it. Just post and I'll hand it off.

I'd like it but no PMs. :(

fnordcircle
Jul 7, 2004

PTUI
Is there something different in unit sizes between Eye for an Eye and the Grand Campaign?

In the Grand Campaign my Ungor Raiders are 30 but I swear in E4E they were like, 75. I've disabled all mods and started a new campaign but it's still the same.

If that's just the way it is, no big deal but it's weirding me out.

Edit: NVM, just a regular game settings thing.

Plan Z
May 6, 2012

Mordja posted:

I'd like it but no PMs. :(

Give me your Steam ID or something else, then. I want to say I can trust Goons and post it here but

Mordja
Apr 26, 2014

Hell Gem

Plan Z posted:

Give me your Steam ID or something else, then. I want to say I can trust Goons and post it here but

My Steam name's the same as this one, though you can email it to me at REDACTED. Even if other goons goatse me with it it's a throway account so what do I care.

Thanks a bunch!

Mordja fucked around with this message at 14:07 on Aug 3, 2016

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


GenericServices posted:

Just had a kinda funny bug show up. Whenever I choose a post-battle option that includes replenishment, I get the entire stack refreshed to full, regardless of their state of damage. Has anyone else ever seen that, and can it be resolved? It's persisted through reloads.

Do you have the replenishment moon buff going?

GenericServices
Apr 28, 2010

wiegieman posted:

Do you have the replenishment moon buff going?

I should clarify, I'm running as Orcs right now.

...Underway stance also appears to be showing as some coding gibberish rather than its actual name, so there may be larger problems in my install than just a replenishment issue. Time for cache validation in case something exploded when the Beastmen patch came in.

Mordja
Apr 26, 2014

Hell Gem

Plan Z posted:

Give me your Steam ID or something else, then. I want to say I can trust Goons and post it here but

Got the game, thanks again!

Arc Hammer
Mar 4, 2013

Got any deathsticks?

Mordja posted:

Got the game, thanks again!

Edit out your email now that you've received it just in case.

toasterwarrior
Nov 11, 2011
I think I'm over VH campaign difficulty: the AI being stubborn dipshits regarding diplomatic deals and ludicrous economy/recruitment bonuses is just no fun and it makes the Chaos invasion a lot less of a clusterfuck. At least on Hard you can get NAPs reasonably quick with factions that have no bone to pick with you, whereas in VH you're spending thousands on gifts and banking on the relations total reaching some unclear threshold to even get one.

The auto-resolve mod was a fantastic thing to pair with restarting on Hard difficulty too; though I wish there was a version that didn't affect offensive sieges because those are my least favorite part of TW's combat.

Vox Nihili
May 28, 2008

Yukitsu posted:

These are in order.

IMO Empire is still the top quick battle faction. Huge versatility, loads of strong specialists, impossible to predict what they'll bring:
Orcs are one of the stronger factions against the Empire, they're really strong against everything else though. The main problem is they do require a lot of unit knowledge, positioning and micro to play.

Vampires are still pretty top tier, a few of their units are ridiculous and invocation makes it really hard to play around them.
Brettonia works well against Vampires thanks to the grail knights being a strong counter against them. They also shut out any Vampire air play.

Orcs may be hedging a bit stronger than vampires now but I still think of them as 3rd. Really, really solid units all around, the arachnarok is one of the best single units in the game even after the nerf, one of the strongest anti-cav/monster comps in the game.
Orcs are a bit like Empire, they have good solutions against every faction. I think I'd give vampires the best odds of winning against them but even then, orcs have no great counters they're just a bit less flexible than the Empire.

Bretonnia around here maybe. It's a hard call. Superb stats for cost on their roster makes it almost impossible to beat them on value. Their roster has some bad holes though which makes it harder to keep them alive.
Tend to find dwarves are a bit tough for them but nothing crazy. The Empire as well can duel down the knights forcing the Bretts to go peasant spam which can suffer a little. Orcs also can win the cavalry duels and are a good pick for that purpose.

Chaos I feel has been boosted up to fourth and they hard counter beastment in my experience. Forsaken still carry them somewhat but we're getting close to the point where chosen are relevant.
Chaos gets stomped by the Empire who can afford loads of armour piercing and which don't lose in the air against chaos. The Empire and dwarves shut out monster play which is very important for Chaos.

Beastment I feel are around here. They have some really powerful bullshit like devolve and cygors, but they come out slowly and devolve can be played around pretty easily. (splitting units away from the target).
Chaos, dwarves feel like they're both extremely strong vs. Beastmen. Dwarves are pretty tough for them as well. Orcs as well since minotaurs almost automatically lose against savage orc biguns and they have no really great cost effective counters against the spider.

Dwarves are around here, their buffs just weren't as strong as the chaos ones. Both I felt were fishing for the slot near bottom. Still, extremely good value on their lower and mid tier units lets them pull out some wins, extremely potent characters now thanks to the runepriest buffs.
Countered by anybody that's smart enough to take armour piercing. The worst matchup is against Undead though since you have to guess if it's gonna be ghosts, graveguard or crypt horrors, each requires a completely different dwarven unit to counter.

IMO it's Vamps > Greenskin/Empire > Beastmen/Bretonnia >> Dwarves >> Chaos

Invocation of Nehek is really, really, really good and the vampires also have some of the best heroes. Crypt horrors and cairn wraiths are amazing, especially in conjunction with each other and Nehek. Zombies and fell bats are great little units for the price--interrupt, interfere, and sponge damage all day on the cheap. Plenty of great flying units, each of which is quite capable of filling a role on the ground. With the addition of blood knights, the faction has as many viable units as any other, and the strongest spells. Their main problem is the complete lack of non-magical ranged units, but they make up for it with that excellent death magic and those great flyers.

Greenskins and empire are both great, versatile factions. Greenskins excel in infantry, whereas empire has a lot of great cavalry, and they really have no major gaps. I guess greenskins are pretty weak in the air (Bretonnia can take advantage of this) and the empire will generally lose in a pure infantry engagement. Both factions have lots of spammable units with decent value, and even their elite units generally have a reasonable price point.

Beastmen have cygor/manticore summoning, flock of doom (not nerfed, still OP) and devolve (nerfed by still good for triggering a complete rout in your initial charge), and minotaurs/gorebulls, which are amazing in every respect. They're weak in the air and can't really match up in a cavalry engagement, but their infantry is so fast and powerful that often it won't matter. Oh, and many of their units have low armor and/or large size, making them vulnerable to ranged fire.

Bretonnia is clearly unfinished and has almost no infantry. Despite this, they have amazing cavalry, the strongest air force in the game, and for value the best foot archers as well. Louen heals and has a flying mount, so you can pull some absurd bullshit like dive-bombing the enemy lines over and over, leaving them little recourse. Their artillery is pretty bad, though.

Things really fall off between beastmen/bretonnia and chaos/dwarves. In my opinion, dwarves now edge out chaos by a bit. The recent buffs to runesmiths that let them give out constant auras if you bring certain inexpensive items are absolutely amazing. If you play dwarves, you MUST bring a runesmith with at least one of the add-on items. Dwarves also have amazing artillery (use the cheap stuff in multiplayer), excellent armor on literally every unit other than slayers, excellent morale, and excellent ranged units. Despite all that, they're utterly lacking in true cavalry and gyros aren't generally a real solution. That said, gyro bombs are incredible now, give them a try!

I put chaos in dead last because, while they don't have as many huge gaps as the dwarf lineup, their units are consistently overpriced and are often subpar for the roles you'd want them to fulfill. For example, chaos knights are ridiculously pricey and will match up poorly against boar big uns, demigryphs, or blood knights for the cost. Marauder horsemen are also ridiculously pricey (compare to goblin wolf riders, holy poo poo) and do almost no damage and collapse in the face of a stiff breeze. They're also your only non-magical, non-artillery ranged unit as chaos. Chaos's strength is its infantry, and they are indeed tough units, but the price points are absurd. They do not have a cheap anti-cav infantry, and their tough infantry units plod along at an unforgivably slow pace. Also, their artillery loses to basically any other artillery units in a duel and doesn't really excel against anything in particular; goblin doom divers and dwarven/empire cannons are simply and comprehensively superior.

That turned into an anti-chaos rant, but boy, they really are tough to use in multiplayer.

Vox Nihili fucked around with this message at 07:53 on Aug 3, 2016

Gejnor
Mar 14, 2005

Fun Shoe

Vox Nihili posted:

I put chaos in dead last because, while they don't have as many huge gaps as the dwarf lineup, their units are consistently overpriced and are often subpar for the roles you'd want them to fulfill. For example, chaos knights are ridiculously pricey and will match up poorly against boar big uns, demigryphs, or blood knights for the cost. Marauder horsemen are also ridiculously pricey (compare to goblin wolf riders, holy poo poo) and do almost no damage and collapse in the face of a stiff breeze. They're also your only non-magical, non-artillery ranged unit as chaos. Chaos's strength is its infantry, and they are indeed tough units, but the price points are absurd. They do not have a cheap anti-cav infantry, and their tough infantry units plod along at an unforgivably slow pace. Also, their artillery loses to basically any other artillery units in a duel and doesn't really excel against anything in particular; goblin doom divers and dwarven/empire cannons are simply and comprehensively superior.

That turned into an anti-chaos rant, but boy, they really are tough to use in multiplayer.

Its been said before but they are also tough in the Campaign being that they have the clunkiest mechanics of all the factions without a doubt. Bad replenishment coupled with some adverse (not to mention annoying) effects against stacking your forces up makes them harder than most, ironically the Beastmen don't have any of theese issues and i'd love to see a revision for Chaos Warriors overall.

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.
Defensive siege battles as empire vs chaos - how do people play it?

I figured it'd be pretty easy at first, I could just stick all my handgunners on the walls and then rotate them out for melee units when the towers closed in, but the chaos infantry just beasts empire infantry and there doesn't seem to be a good angle to place my handgunners or artillery to keep contributing after the lines lock. How do people play this one out?

jokes
Dec 20, 2012

Uh... Kupo?

Beastmen own bones for sure, but I just lost a bullshit fight because, despite being outnumbered 2.5:1 I still beat all their melee dudes, cavalry including demigryphs, and heroes. The things that survived were loving outriders and pistoleers and I had no way to handle that poo poo with the remnants of my infantry and slowly, slowly, slowly died to skirmish fire. It was incredibly annoying.

Whatever, I gleefully razed the rest of the world. Was something supposed to happen in Eye for an Eye? I razed every single city and killed the poo poo out of Todbringer, but I didn't get the completion achievement?

Thanqol posted:

Defensive siege battles as empire vs chaos - how do people play it?

I figured it'd be pretty easy at first, I could just stick all my handgunners on the walls and then rotate them out for melee units when the towers closed in, but the chaos infantry just beasts empire infantry and there doesn't seem to be a good angle to place my handgunners or artillery to keep contributing after the lines lock. How do people play this one out?

Empire siege defense is pretty fun. First things first, put your cavalry outside the gates and have them run around in front of towers and ranged units. Once they're routed or killed, the real siege battle begins.

Swordsmen are primo wall defenders. When a unit uses a ladder it takes a lot of vigor so more often than not they'll come up the ladder with a lot of vigor loss, and your swordsmen will beat any other standard melee unit one-on-one on the walls because of this. Since towers will weaken them a little bit as well, they'll hold the line easily. If you can manage to create a situation in which your swordsmen are all on one side of the enemy, you can put a crossbowmen unit on the floor to shoot up on the wall into the enemy's meaty flanks.

You should always have some ranged units be placed facing outward above the gates, with another ranged unit facing inward on top of the gate. They can't ladder up where the gate is, so a single unit of crossbowmen facing outward on top of your gate pretty much always goes untouched. Your spearmen/halberdier should be placed in a V formation (or a bucket formation if you have enough dudes) so that the enemies can come in through the gate, but then get halted by the spearmen, and the crossbowmen can fire down onto the enemies as they pour in while the enemy fights your spearmen.

Generally: swordsmen are for defending walls, spearmen are for holding the gate area/trap because they're not that great on the walls and sometimes lose to basic infantry on the walls despite the vigor advantage. Crossbowmen should just bail the second a melee unit touches them, and cavalry are useless as anything but bait to have the AI get murdered by your ranged units and towers chasing after a unit of pistoleers.

jokes fucked around with this message at 09:23 on Aug 3, 2016

toasterwarrior
Nov 11, 2011

Thanqol posted:

Defensive siege battles as empire vs chaos - how do people play it?

I figured it'd be pretty easy at first, I could just stick all my handgunners on the walls and then rotate them out for melee units when the towers closed in, but the chaos infantry just beasts empire infantry and there doesn't seem to be a good angle to place my handgunners or artillery to keep contributing after the lines lock. How do people play this one out?

A dirty trick I use is having a cavalry unit bodyblock siege towers. Just park it right in front of them and have your defense towers and ranged units shoot anything that engages them; it's really nasty but effective.

For your issue, I guess it's more of army composition since Honest Steel Swordsmen will rout Marauders handily while HS Halberdiers and Greatswords will give Warriors and Chosen a seeing-to with some support. If fighting on the walls is tough, I suggest letting them take the walls but surrounding the stairwells exiting into the street with infantry while your Handgunners shoot at them from the ground.

Xeremides
Feb 21, 2011

There Diomedes aimed and stabbed, he gouged him down
his glistening flesh and wrenched the spear back out
and the brazen god of war let loose a shriek, roaring,
thundering loud as nine, ten thousand combat soldiers
shriek with Ares' fury when massive armies clash.

WHAT A GOOD DOG posted:

Whatever, I gleefully razed the rest of the world. Was something supposed to happen in Eye for an Eye? I razed every single city and killed the poo poo out of Todbringer, but I didn't get the completion achievement?

I'm literally the only anything left on the map, but because I didn't raid enough money beforehand and only confederated with one tribe, absolutely nothing happened, and I can't complete the campaign. Good times.

AttitudeAdjuster
May 2, 2010
I wish the AI was more willing to assault walked towns/capitals. It feels like they'll only commit if they have overwhelming numerical superiority.

I get that this is, you know, a good tactic and prevents the campaign turning into a cakewalk but I want Helm's Deep goddamn it.

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jokes
Dec 20, 2012

Uh... Kupo?

Xeremides posted:

I'm literally the only anything left on the map, but because I didn't raid enough money beforehand and only confederated with one tribe, absolutely nothing happened, and I can't complete the campaign. Good times.

Oh boy so I'm supposed to redo it but confederate with nonsense tribes that I immediately disband anyways? UgghhhHHH

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