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iirc the new units are like, barely edited versions of existing units
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# ? Aug 16, 2016 00:39 |
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# ? May 14, 2024 05:19 |
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Tequila Sunrise posted:How long does a Grand Campaign usually run? I got to turn 130~ and had accomplished basically none of my major goals. I think the base game by itself has enough variety and I really don't like what I've read about the changes the Radious mod makes, but as with all mods it's up to you whether you want to use it or not and may be someone else here can give you more info about it. I will say that unlike a lot of games I really don't feel like the base game is broke in such a way that any mods are considered requirements. Personally the only mod I sometimes use is one that gets rid of the AIs public order bonus at high difficulties. I like that the AI has to worry about rebellions and I like that certain agents who are normally useless against the AI (most agents that cause - public order) are useful again. Grand campaign length can vary greatly from faction to faction and game to game. I would say that most I play typically last 80-150 turns or so, but I've had campaigns that last over 200+ turns and some that end even quicker. Certain factions like the greenskins have harder/longer ultimate victory objectives than others. My beastmen campaign lasted well over 200 turns, mostly because I only had a couple of hordes and no town management so turns went by quick, and also because the ultimate win condition of 'raze 50 settlements' can take a long time. Also, the game length can vary greatly depending on the actions of the NPC factions that you have no control over. For example, if the Dwarfs take over the southeast the VC campaign can potentially drag on a long long time as you siege them out of the mountains.
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# ? Aug 16, 2016 00:45 |
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Tequila Sunrise posted:How long does a Grand Campaign usually run? I got to turn 130~ and had accomplished basically none of my major goals. The lengths of campaigns are very variable, depending on who you play and what strategy you pursue. On the quick end you can probably complete a Chaos campaign in 50 turns with certain strats. On the long end well... yeah. I think generally if you know what you are doing you should win about turn 130-ish yeah. Radious is rather poorly regarded, its changes are not well balanced.
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# ? Aug 16, 2016 00:46 |
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Doctor Schnabel posted:Do vassalized awakened tribes ever rebuild the razed villages in their province? Yeah, in my last chaos game i've had three awakened tribes (including the first) take over the entire north, you just need to give them a push, build them up and once they get one, they'll start snowballing.
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# ? Aug 16, 2016 01:25 |
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Tequila Sunrise posted:And why is Bretonnia playable in battles but not in the campaign? Is there a mod that will conveniently add them to the Grand campaign? Their buildings and quests aren't done but their units are. All of their buildings are dummy copies of empire buildings that just produce Bretonnia units when a Bretonnia AI controls them.
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# ? Aug 16, 2016 01:33 |
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Terrible Opinions posted:Their buildings and quests aren't done but their units are. All of their buildings are dummy copies of empire buildings that just produce Bretonnia units when a Bretonnia AI controls them. Has CA said they're going to release them as a faction in the near future? Perhaps at the fair price of $25.00? I really dig cavalry armies, so I was pretty bummed they're not in the Grand Campaign. I see a mod, Bretonnia my Prater, anyone have any experience with that?
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# ? Aug 16, 2016 01:43 |
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Tequila Sunrise posted:Has CA said they're going to release them as a faction in the near future? Perhaps at the fair price of $25.00? I really dig cavalry armies, so I was pretty bummed they're not in the Grand Campaign. Bretonnia will be free. I will say after beastmen im concerned about CA focusing on providing real value for their paid dlc. The beastman faction is alright in the grand campaign and pretty fun to play as, but their mini campaign is awful. Most people balked at their asking price and in retrospect i think that was fair. Leave out the mini campaigns or expand them into something more akin to CiG or Hannibal. With the broad opportunities for expansion i hope CA makes an effort to provide deep and replayable value at fairer prices. Adding more factions to an already cramped grand campaign isnt going to cut it.
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# ? Aug 16, 2016 01:50 |
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I feel like it was still worth $17 or whatever it was, really. That said, the mini-campaign was definitely not on-par with CiG or Hannibal mostly because you only have the one faction with the one set of objectives. In exchange, beastmen are infinitely more worth their portion of the price than 3 c/p factions. Like, with CiG it was "awesome mini-campaign with a bonus 3 factions!" whereas this is more like "awesome new faction with a bonus mini-campaign"! The bonuses aren't terrible in either case but they're not exactly what they could've been either due to budget just not being there. I imagine most other factions they'll be giving packs to rather than full stand-alones are inherently going to let them strike a better balance, budget-wise, due to unit models and animations not eating up so much of it.
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# ? Aug 16, 2016 02:00 |
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Ammanas posted:I will say after beastmen im concerned about CA focusing on providing real value for their paid dlc. The beastman faction is alright in the grand campaign and pretty fun to play as, but their mini campaign is awful. Most people balked at their asking price and in retrospect i think that was fair. Leave out the mini campaigns or expand them into something more akin to CiG or Hannibal. I enjoyed the mini campaign for the beastmen. Sure it could've been better and has little to no replayability, but thought it was ok for what it was.
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# ? Aug 16, 2016 02:03 |
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Tequila Sunrise posted:Has CA said they're going to release them as a faction in the near future? Perhaps at the fair price of $25.00? I really dig cavalry armies, so I was pretty bummed they're not in the Grand Campaign. That Bretonnia mod is definately the best 'play as Bretonnia mod that exists. Also if you are playing Beastmen or Bretonnia and want some variety down south, The Southern Realms is a pretty well done mod that mixes up the human factions down there. http://steamcommunity.com/sharedfiles/filedetails/?id=708051537&searchtext=
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# ? Aug 16, 2016 02:03 |
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I really need to just take some time and look at a giant map of the world and all the factions. I've never been into Warhammer Fantasy so I have no concept of the geography and factions.
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# ? Aug 16, 2016 02:14 |
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I honestly don't even want to think about how much I'd be willing to pay for the races I want the most (Skaven and Ogres). Some stupid amount.
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# ? Aug 16, 2016 02:18 |
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Tequila Sunrise posted:I really need to just take some time and look at a giant map of the world and all the factions. I've never been into Warhammer Fantasy so I have no concept of the geography and factions. Make sure it is this one.
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# ? Aug 16, 2016 02:23 |
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fnordcircle posted:I honestly don't even want to think about how much I'd be willing to pay for the races I want the most (Skaven and Ogres). I rationalize the price by telling myself it's probably cheaper than buying all the miniatures.
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# ? Aug 16, 2016 04:22 |
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Constantine XI posted:I rationalize the price by telling myself it's probably cheaper than buying all the miniatures. Easily. poo poo, the RULEBOOK is the base price of the game alone, if you're lucky.
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# ? Aug 16, 2016 04:26 |
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Constantine XI posted:I rationalize the price by telling myself it's probably cheaper than buying all the miniatures. I rationalize the price by saying if I buy all of the DLC they probably intend to release, I will only have paid $250 for a computer game.
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# ? Aug 16, 2016 04:39 |
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I downloaded the Bretonnia mod and holy god it takes so long to get cavalry. I'm on turn 50, crushed Mr. Lion the Lionheart and Artois and I've just now got cavalry and can't even gently caress with the Undead to the east of me. poo poo is rough.
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# ? Aug 16, 2016 05:58 |
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fnordcircle posted:I honestly don't even want to think about how much I'd be willing to pay for the races I want the most (Skaven and Ogres). For me it is basically "Take my money CA", since this is the game I have wanted ever since I played Shogun and WHFB in the 90s. The Beastmen DLC was pretty great and 17 USD is hardly any sum (like 2 beers or so) for the play value. After a 5 year stint playing WoT, this is nothing. Can't wait for the Skaven and the Dark Elves. Dark Elves and Lizardmen should come in the same DLC, especially since both factions use Cold Ones? Have there been any information on how the Wood Elves will play? Haven't played WHFB since 2d or 3d Ed, but they don't really have settlements? So will they be a Horde army without the constant raiding/razing part of Chaos/Beastmen?
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# ? Aug 16, 2016 07:47 |
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I want this style of game, just in warhammer 40k with cover mechanics programmed in.. Do chaos in the fantasy version of warhammer have different gods like Slaanesh/Nurgle/Khorne/Tzeentch?
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# ? Aug 16, 2016 08:05 |
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Nope, same gods
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# ? Aug 16, 2016 08:06 |
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TipsyMcStagger posted:I want this style of game, just in warhammer 40k with cover mechanics programmed in.. Nah, you want the Wargame engine for Wh40k. Although with a better campaign system than Wargame has.
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# ? Aug 16, 2016 08:10 |
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Though in the current canon, after Chaos won and destroyed the world, Slaanesh is out (the Mary Sues of the Elves became Gods and Slaanesh was bloated from consuming all the souls of the Elves at once, so he/she got squatted) and the Great Horned Rat, patron of the Skaven, is in (though his portfolio doesn't really digress in any real way from Nurgle or arguably Tzeentch).
Four Score fucked around with this message at 08:21 on Aug 16, 2016 |
# ? Aug 16, 2016 08:17 |
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Read: Slaanesh was removed because GW thought it would make it more likely that parents would buy the figures for their children Not that it matters either way since this game is based on the setting as it was before all that happened.
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# ? Aug 16, 2016 08:30 |
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Dandywalken posted:Nope, same gods There's a bunch of other 'gods' who may or may not exist - Ulric, Morr, Sigmar, etc. Plus the Horned Rat (who definitely exists), and maybe Malal.
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# ? Aug 16, 2016 12:29 |
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The Lone Badger posted:There's a bunch of other 'gods' who may or may not exist - Ulric, Morr, Sigmar, etc. Plus the Horned Rat (who definitely exists), and maybe Malal. The elves (pre Age of Sigmar) also still have most of their original pantheon hanging around, which in 40k was mostly eaten by Slaanesh. But I think they're under a commandment not to interfere with mortal affairs, so you don't really see them doing a whole lot.
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# ? Aug 16, 2016 12:40 |
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Perestroika posted:The elves (pre Age of Sigmar) also still have most of their original pantheon hanging around, which in 40k was mostly eaten by Slaanesh. But I think they're under a commandment not to interfere with mortal affairs, so you don't really see them doing a whole lot. Tell that to Bretonnia.
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# ? Aug 16, 2016 12:50 |
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I thought it might be fun to give Ironbreakers guns instead of blasting charges. Turns out I was right to think that. That was three full stacks of late game Orcs with Azhag and Grimgor. Two units made it into melee range and died as soon as they got there. Guest starring Thorgim Grudgebearer, four organ guns, four cannons and two gyrobomber squadrons I modded to have 5 units so they're actually useful.
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# ? Aug 16, 2016 12:52 |
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I'm having a tough but enjoyable time figuring out what's the most satisfying thing you can do to a Marauder Horsemen unit after you catch it in a net: 1) Handgunner volleys 2) Helblaster dumping everything 3) Charging them with a Knight unit that couldn't catch up until now
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# ? Aug 16, 2016 13:21 |
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ubercrunchy and Wookums replays are in: https://drive.google.com/file/d/0BxL-q9Tcsh-aRlNURzRqX2xTOE0/view?usp=sharing First round is another Dwarf vs Beastmen match-up. Minotaurs have less health than a unit of Gors so they are something of a glass cannon when it comes to being shot at, but in this match they weren't targeted by the Quarrelers again, which allowed them to savage the Dwarfen infantry. Nonetheless the Beastmen army was too small to outlast the Dwarfs in a fight. I suspect those BM characters could have had some abilities removed to cut costs, or one less unit of Minotaurs could have paid for multiple units of Gors. I wouldn't overlook Bestigors either. This was another close one though, mainly due to the questionable decision of the ubercrunchy to split up his Dwarf units rather than keep them together, which almost allowed Wookums to make a comeback with his chariot micro. In the second BM vs VC round, a bunch of Minotaurs with great weapons make it difficult for Mannfred to get anything done on his zombie dragon. Mr. Wookums may have benefited from sniping the BM wizard or general early on with an overcasted Spirit Leech, but instead they only managed to cast a wet fart of a Wind of Death. Effectively shutting down the Vampire flanking and aerial charges is a great way to beat them since they they often lose a straight-up grind.
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# ? Aug 16, 2016 13:35 |
Funky See Funky Do posted:I thought it might be fun to give Ironbreakers guns instead of blasting charges. Turns out I was right to think that. That's cool! Did you just port the thunderer stats? Ironbreakers could take pistols instead of shields on the tabletop, that sounds like a fun mod.
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# ? Aug 16, 2016 14:34 |
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Nah I made a custom projectile for them. It's just a rounded up version of the projectile the thunderers use with the range of a crossbow. Their melee stats are exactly the same as Ironbreakers plus a little AP. They're OP as hell but sometimes it's fun to just gun down a horde of angry greenskins. I might try giving them pistols but the only pistol model is for the empire so, I dunno, might not work with the skeleton.
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# ? Aug 16, 2016 14:59 |
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So are Gelt's spells pretty much useless (buffs notwithstanding)? I'm wondering if it's worth going down that skill tree for just buffs that may or may not prove a difference in the battlefield. I feel like a VH Gelt playthrough requires more an investment in the red tree and not his spell tree. Maybe blue just for lightning strike eventually. This is mostly to get through a rough early start of getting quadruple teamed by Secessionists, Marienburg (gently caress Marienburg), Orcs, and Beastmen.
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# ? Aug 16, 2016 15:44 |
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Tried my hand at a bit of post game commentary of the matches between me and ZearothK, there's some issues with recording not starting in time and other amateur hour stuff, but hopefully worth a watch regardless, the forum doesn't like me trying to link the playlist itself, but there's one for all three rounds: https://www.youtube.com/watch?v=mW06mGwzYHA
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# ? Aug 16, 2016 15:46 |
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What Bretonnia units do they still need to add? Questing Knights for anti-large, armor piercing cavalry. Grail Pilgrims for a tarpit infantry line. The Fay Enchantress and a couple of different lore damsels. Maybe peasant bowmen with flaming arrows. I really just want questing knights more than anything else, they would really help against some of the things I have the most trouble dealing with, such as demigryphs and Gorebulls.
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# ? Aug 16, 2016 16:39 |
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Grail Reliquary as a sort-of monster. The Green Knight as.... a summonable unit?
peer fucked around with this message at 16:46 on Aug 16, 2016 |
# ? Aug 16, 2016 16:44 |
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They are really only missing two units - questing knights and grail pilgrims and two LL choices. But they are missing quite a few variant choices for units that do exist (great weapon ap cav in particular) and blessings/banners. When they are added into the grand campaign I could see their unique faction mechanic be based around applying different blessings of the lady to your units. Maybe even replacing the standard vet system (although I don't think they have ever strayed from the vet=stat increase formula). Captain Beans fucked around with this message at 17:12 on Aug 16, 2016 |
# ? Aug 16, 2016 17:08 |
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Jesus, hitting a specific veterancy threshold must turn your Handgunners into FotS-era riflemen. I just played the Reikland Runefang battle, and my 4 Handgunner units killed 800 out of 1300 dead Norsemen in total. My cavalry didn't even get to do a thing except run down a netted Warhound unit. EDIT: Even then, they still didn't deplete their ammo with rank 3 Pistolkorps. I can't imagine what sort of battle would let them empty their reserves if I had researched the +ammo tech. toasterwarrior fucked around with this message at 17:28 on Aug 16, 2016 |
# ? Aug 16, 2016 17:20 |
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toasterwarrior posted:Jesus, hitting a specific veterancy threshold must turn your Handgunners into FotS-era riflemen. I just played the Reikland Runefang battle, and my 4 Handgunner units killed 800 out of 1300 dead Norsemen in total. My cavalry didn't even get to do a thing except run down a netted Warhound unit. Veterancy really elevates them but handgunners are the masters of wildly swingy battle performance for sometimes non obvious reasons. I'll have a string of battles where they don't pull their weight and I'll get frustrated with them. Then there will be a battle where there's a perfect combination of terrain, placement, and circumstance that causes them to go Ham and singlehandedly win it. Their probably the trickiest unit to use imo.
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# ? Aug 16, 2016 18:03 |
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If I'm doing that checkerboard thing with the dwarfs, is there any way for me to lock that formation in place and move it in unison?
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# ? Aug 16, 2016 18:19 |
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# ? May 14, 2024 05:19 |
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Doctor Schnabel posted:If I'm doing that checkerboard thing with the dwarfs, is there any way for me to lock that formation in place and move it in unison? Put them into a control group and hit either Ctrl G, or click the little lock button next to the control group number.
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# ? Aug 16, 2016 18:21 |