Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Dandywalken
Feb 11, 2014

Endorph posted:

Doomwheels?

Iirc Skaven got some weird small personal doomwheel thing at some point. Always struck me as out of character, but meh.

Adbot
ADBOT LOVES YOU

toasterwarrior
Nov 11, 2011
OK, I love explosions and gunpowder as much as anyone so I'm probably biased, but something is hosed when a bunch of sticks and rocks cobbled together with twine by goblins is a significantly more cost-effective artillery piece than dwarf-made cannons and catapults. Seriously, it might take a while to research the full suite of Rock Lobba upgrades, but once that's done I get artillery that is way cheaper to buy and field than Dwarf artillery which needs a veteran Master Engineer, a tech upgrade, and a load of veterancy ranks to surpass goblin-made garbage!

And the funny thing is the Greenskins mainly win the fight because their rate of fire is batshit insane! I can actually run out of rocks to throw by the end of a pitched battle!

EDIT: BTW, if you're fielding a Greenskin army full of heavy-hitters like Black Orcs and Big 'Un Boar Boyz, the shaman you'll want to take is the Night Goblin Shaman. Trust me on this; as fun as it is to summon a literal giant green foot to stomp on enemies, the debuffs of the Little Waaagh! are much more useful for your army's flexibility. For one thing, with some Spider Rider Archers in tow, you can actually stack enough speed penalties on horse skirmishers that your slow-rear end boar cavalry can catch up to them.

toasterwarrior fucked around with this message at 05:46 on Aug 29, 2016

Meme Poker Party
Sep 1, 2006

by Azathoth

toasterwarrior posted:

OK, I love explosions and gunpowder as much as anyone so I'm probably biased, but something is hosed when a bunch of sticks and rocks cobbled together with twine by goblins is a significantly more cost-effective artillery piece than dwarf-made cannons and catapults. Seriously, it might take a while to research the full suite of Rock Lobba upgrades, but once that's done I get artillery that is way cheaper to buy and field than Dwarf artillery which needs a veteran Master Engineer, a tech upgrade, and a load of veterancy ranks to surpass goblin-made garbage!

And the funny thing is the Greenskins mainly win the fight because their rate of fire is batshit insane! I can actually run out of rocks to throw by the end of a pitched battle!

It's all in the labor. You know how much it costs to hire guild-certified craftsmen? It's a lot.

Goblins though, they work for food. Because if they don't they are food.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Chomp8645 posted:

It's all in the labor. You know how much it costs to hire guild-certified craftsmen? It's a lot.

Goblins though, they work for food. Because if they don't they are food.

In a pinch, half your workforce can eat the other half and still maintain remarkably high levels of productivity.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Dandywalken posted:

Iirc Skaven got some weird small personal doomwheel thing at some point. Always struck me as out of character, but meh.

Doomwheels are more of a steamtank/chariot of doom type weapon. Rat swarms would fill out the fast attack bat type. Been a loooong time since I pulled out the old Skaven warbook. Don't think they do have a cavalry option though. Slaves, clanrats then Stormvermin for basic troops. Poison wind Globadiers/Grenadiers, Plague Monks, Censer Bearers for special units (Unlock with Clan Pestilens House Building). Clan Moulder building lets you do monster build (t1 rat swarms and giant rats, t2 Rat Ogres and t3 are abominations) and Skrye opens up tech and war machine units.
At least ambushers and agents would be easy with Gutter and Night Runners plus the assassin agent.

Hell just found this
http://warhammerfantasy.wikia.com/wiki/Skaven

So yeah.... horde and low leadership army with nasty characters, monsters, magic and brutal war machines. Now I'm contemplating my hand at creating my first mod. Wonder how hard it would be to implement the slaves as a disposable tar-pit mob that wouldn't affect other units morale when they break?

Also, other than specialists (Jezzail, Ratling Gun, Runner's blowguns and throwing stars and war machines) I don't remember if they have much in the way of ranged. I want to say no. I remember characters can get warplock weapons, slings or blowguns. Don't think they used bows or crossbows.

toasterwarrior posted:


EDIT: BTW, if you're fielding a Greenskin army full of heavy-hitters like Black Orcs and Big 'Un Boar Boyz, the shaman you'll want to take is the Night Goblin Shaman. Trust me on this; as fun as it is to summon a literal giant green foot to stomp on enemies, the debuffs of the Little Waaagh! are much more useful for your army's flexibility. For one thing, with some Spider Rider Archers in tow, you can actually stack enough speed penalties on horse skirmishers that your slow-rear end boar cavalry can catch up to them.

Agreed but the giant foot of death is just so drat Orky. Love that spell even if it isn't as effective as the buffs.

DogsInSpace! fucked around with this message at 06:00 on Aug 29, 2016

Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"
I just played a couple games of MP, one quick and one team. Pretty fun but frantic-hectic, make 1 mistake and you might lose for it.

I asked before but can someone mention the steam group again? If anyone wants to play MP add me on steam, I had fun. I'm @ brotheredward

toasterwarrior
Nov 11, 2011
One thing I'd like to see with Skaven is CA adapting the special rule table-top Skaven get that allows them to shoot into melee, likely causing a poo poo-ton of friendly fire. You know how even if you direct your ranged units to fire on an enemy that's being engaged by one of your units, if they don't have a clear shot, they'll still end up getting obstructed and mostly refuse to shoot? Skaven should just dump into the poor bastards, gunpowder Total War style.

Morbidmind
Feb 24, 2013
There was a series of great mods out by some Korean modder that added in bodyguard units for several of the liege lords. It looks like he's pulled them off the workshop, any chance someone has some backups of them? I wanted to take a look into what they did to see how difficult it would be to give Kemmler a Krell bodyguard.

DogsInSpace!
Sep 11, 2001


Fun Shoe

toasterwarrior posted:

One thing I'd like to see with Skaven is CA adapting the special rule table-top Skaven get that allows them to shoot into melee, likely causing a poo poo-ton of friendly fire. You know how even if you direct your ranged units to fire on an enemy that's being engaged by one of your units, if they don't have a clear shot, they'll still end up getting obstructed and mostly refuse to shoot? Skaven should just dump into the poor bastards, gunpowder Total War style.

Oh absolutely. Sacrificing some of your own men for victory should be almost mandatory. I know it hasn't been in a TT game but I could completely see a skaven spell that buffs movement, armour and attack for 20 seconds then detonates the unit with a big green kaboom. I know I will shoot warpfire throwers with glee into big mass melees with skavenslaves.

Also hope they keep the skaven speech repetitions and patterns with the various cutscenes as I want to hear "die die humies" at least once.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


If you aren't using skavenslaves as the ablative armor the Horned Rat intended them to be, you're Skavening wrong.

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.
Getting rid of excess skavenslaves is the reason to go to war in the first place!

Double Bill
Jan 29, 2006

My new favorite thing to do as Greenskins is to let a rebellion take over a settlement and then subjugate them, to get a new buddy AI faction. I currently have four of them and it's great.

Nasgate
Jun 7, 2011

Triskelli posted:

Well chaos cultists can summon demons wherever, it's just harder for demons to stick around away from the gates at the poles.

Plus we're not counting Chaos Dwarfs, Skaven, and the Slaaneshi Dark Elves in this "only humans spread chaos" calculation.

Im referring to the whole of chaos, not just demons. A bunch of human cultists are pretty dangerous.

I also said "easily corrupted"
Chaos dwarfs willingly force corruption on themselves, Skaven will backstab chaos, and Dark Elves are a minority of a small population, not to mention the difficulty of corrupting more elves.

But enough Lore chat.

I think rock lobbas are fairly sensical. Theyre stupid effective because of their armor piercing. Im pretty sure a giant rock achieving near terminal velocity is going to crush steel more easily and harm a larger area than a cannon.

Like, Doom Divers are waaaay better against savage orcs in my experience. As in the starting one outperforming two lobbas by two hundred kills.

The tech upgrade is pretty silly though.

TipsyMcStagger
Apr 13, 2013

This isn't where
I parked my car...
Been going hard on my VH Beastman "No auto-resolve" campaign. Up to turn 187, no factions are left except Skelling, Varg, Greenskins and the last bastion of vampire counts at templehoff.

I only have 22 settlements raised, which is going to pose a problem becaues Chaos is destroying things faster than I can.. I'm getting bogged down fighting stacks of undead and greenskins while they are mopping up all the settlements.

Anyways, Recruited 2 cygors in my main army.. thought they really sucked at first because i was getting so many ambushes that they were doing more harm than good.

Then I played a match of 3 stacks of horrible undead against my two stacks with 2 cygors and my god... watching one boulder throw dissolve a full unit of Grave Guards from 90 to 40... it's like WTF? I routed two grave guards before they even got to me.

Cardiac
Aug 28, 2012

Von_Doom posted:

Doomwheels are more of a steamtank/chariot of doom type weapon. Rat swarms would fill out the fast attack bat type. Been a loooong time since I pulled out the old Skaven warbook. Don't think they do have a cavalry option though. Slaves, clanrats then Stormvermin for basic troops. Poison wind Globadiers/Grenadiers, Plague Monks, Censer Bearers for special units (Unlock with Clan Pestilens House Building). Clan Moulder building lets you do monster build (t1 rat swarms and giant rats, t2 Rat Ogres and t3 are abominations) and Skrye opens up tech and war machine units.
At least ambushers and agents would be easy with Gutter and Night Runners plus the assassin agent.

Hell just found this
http://warhammerfantasy.wikia.com/wiki/Skaven

So yeah.... horde and low leadership army with nasty characters, monsters, magic and brutal war machines. Now I'm contemplating my hand at creating my first mod. Wonder how hard it would be to implement the slaves as a disposable tar-pit mob that wouldn't affect other units morale when they break?

Also, other than specialists (Jezzail, Ratling Gun, Runner's blowguns and throwing stars and war machines) I don't remember if they have much in the way of ranged. I want to say no. I remember characters can get warplock weapons, slings or blowguns. Don't think they used bows or crossbows.

Doesn't Skaven slaves have slings?
Some new things in that list in comparison to what was available for my Skaven army.
Wonder how they will implement Plague Censer bearers, Warpfire throwers and Poisoned-Wind Globadiers? Maybe in the same was as Night Goblin Fanatics. In old TT these types of units were not free-ranging but rather attached to a unit.
Looking at the latest list, it seems like Skaven will contain more arty than any other faction.
Also, I want my Screaming Bell.

Endorph
Jul 22, 2009

oh boy, instead of well-made custom built models, i can get skeletons that are awkwardly edited to have a bow in their hands and still just swinging it wildly to fire arrows, as well as fifteen barely edited orc big 'uns

toasterwarrior
Nov 11, 2011

Nasgate posted:

I think rock lobbas are fairly sensical. Theyre stupid effective because of their armor piercing. Im pretty sure a giant rock achieving near terminal velocity is going to crush steel more easily and harm a larger area than a cannon.

Like, Doom Divers are waaaay better against savage orcs in my experience. As in the starting one outperforming two lobbas by two hundred kills.

The tech upgrade is pretty silly though.

Yeah, it's the tech upgrade that turns them crazy. It's a total of -45% reload speed; basically letting a freshly-recruited Rock Lobba shoot as fast as most standard ranged units, except it hits like a train, has splash damage, has armor-piercing, can lob its shots, and outranges most artillery pieces.

At the very least, it has convinced me that Dwarf artillery kinda needs a buff because being outsmarted by Greenskins is just insulting.

Speaking of getting out-smarted by Greenskins, I just caved in Sarthoreal's head in an ambush battle. "Ever-watching", my rear end.

Korgan
Feb 14, 2012


Gork and Mork are brutally cunning and cunningly brutal mate, stunties just need to get good

Soup du Journey
Mar 20, 2006

by FactsAreUseless

TipsyMcStagger posted:

Been going hard on my VH Beastman "No auto-resolve" campaign. Up to turn 187, no factions are left except Skelling, Varg, Greenskins and the last bastion of vampire counts at templehoff.

I only have 22 settlements raised, which is going to pose a problem becaues Chaos is destroying things faster than I can.. I'm getting bogged down fighting stacks of undead and greenskins while they are mopping up all the settlements.

Anyways, Recruited 2 cygors in my main army.. thought they really sucked at first because i was getting so many ambushes that they were doing more harm than good.

Then I played a match of 3 stacks of horrible undead against my two stacks with 2 cygors and my god... watching one boulder throw dissolve a full unit of Grave Guards from 90 to 40... it's like WTF? I routed two grave guards before they even got to me.
why not eat the chaos stacks? they got all the right symbols painted on their armor, but inside it's still just a bunch of tasty dudes made of meat

toasterwarrior
Nov 11, 2011
And VH Greenskins done. Fittingly, this was the most "fun" on the strategic layer since Greenskin victory conditions are much easier to get without overextending yourself like the Empire and Dwarf campaigns require you to do. Just sit pretty in the Badlands, sending out your boyz to terrorize the Old World and help out your idiot allies if necessary. You don't even get veterancy boosters like Captains or Thanes, so you can always just use global recruitment to refill your armies without losing out on "elite" units.

Lessons learned for future runs:

1. Probably drop the chariots for Spider Riders because poison is so useful. Missile cavalry is poo poo at killing, but Greenskin leadership is so bad you might want to kill them off ASAP so your riders don't chicken out. To do that, you're going to need some poison to slow and tire them out.

2. Little Waaagh! is excellent utility, probably better than Big Waaagh! because debuffs are cheaper and faster to cast than offensive spells that may or may not work as well as you want them to. Also, the Bad Moon vortex spell is loving nasty when overcasted (killed the most units in my final battle against the Empire!).

3. Offense, offense, offense. Don't bother cowering behind walls and keeping invaders out; that's your enemy's job. Sack their poo poo and make mad cash, and see if they can raise an army against you when all their poo poo is on fire. Hell, keep them alive to let them rebuild, and then sack them again until you're rich as gently caress and can afford to start your own ApORCalypse.

4. Strangle the Dwarves in their crib. You do not want those fuckers confederating. Burn and raze their poo poo, let your fellow Orcs colonize the remains. Fighting Greenskins is easier than fighting Dwarves.

4a. Corollary: Fighting them without Big 'Uns at the very least is probably the most trying thing you can experience in this game that isn't chasing missile cavalry. Hell, I might even go for Rock Lobbas first instead of Boar Boyz; they're faster to recruit and are kind of a bigger threat to Dwarves than your cavalry since you don't have to put them at risk to kill Dawi.

4b. Corollary again: fittingly, beating your fellow Greenskins to a pulp actually increases your chances at confederating them through a peace deal. Nothing like consolidating the entire Badlands after stack-wiping your rival tribe in one go.

Kinda want to run a Chaos campaign now, with the caveat of only using one mega-elite stack. Sounds a bit crazy, though.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Thanqol posted:

Getting rid of excess skavenslaves is the reason to go to war in the first place!

I'm trying to think of how this would even work with the 'People are precious, EXP is GOD, if you're throwing troops away you'd better have a good reason' mechanics of the game. No costs? You get paid for replenishment?

my dad
Oct 17, 2012

this shall be humorous
Skavenslaves losing morale gives a morale boost to allied troops, skavenslave deaths boost replenishment for other units in the army, they're recruitable anywhere on the map for cheap.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Bloodly posted:

I'm trying to think of how this would even work with the 'People are precious, EXP is GOD, if you're throwing troops away you'd better have a good reason' mechanics of the game. No costs? You get paid for replenishment?

Skavenslaves give xp. To everyone :getin:

Alternately getting shot in the back keeps them from routing :commissar:.

Trujillo
Jul 10, 2007

Double Bill posted:

My new favorite thing to do as Greenskins is to let a rebellion take over a settlement and then subjugate them, to get a new buddy AI faction. I currently have four of them and it's great.

Something to watch out for is if you declare war, your vassals have the opportunity to refuse the call to arms which breaks the vassalage and puts you at war with them.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


xthetenth posted:

Skavenslaves give xp. To everyone :getin:

Alternately getting shot in the back keeps them from routing :commissar:.

The solution I came up with with a friend was that Skavenslaves would cost negative upkeep. It might not put the army in the black, but they're there to keep your clan-rats and Stormvermin from breaking the bank.

toasterwarrior
Nov 11, 2011

Triskelli posted:

The solution I came up with with a friend was that Skavenslaves would cost negative upkeep. It might not put the army in the black, but they're there to keep your clan-rats and Stormvermin from breaking the bank.

The negative, of course, is that Skavenslaves would make Goblins seem as stalwart as Ironbreakers. Too many Skavenslaves routing (and/or too many Skavenslaves in general) would lead to a massive chain rout.

NT Plus
Nov 30, 2011

Kid just rages for a while.
I gotta say playing against other (bad) players is miles better than doing the campaign. Some of the unit costs are hilariously expensive as all get out though. Bretonnia owns bones against Dwarfs. How do they even counter the inevitable cavalry rush?

Also what are Chaos supposed to do about Gyrocopters? Chuck axes at them lol?

NT Plus fucked around with this message at 15:43 on Aug 29, 2016

Vlex
Aug 4, 2006
I'd rather be a climbing ape than a big titty angel.



I played my first multiplayer battles against a friend and wow, despite me having logged 10s more hours than him and beaten every campaign while he himself admits he mostly autoresolves, he still wiped the floor with me. 7 - 2.

My only wins were when I ran what I thought was a gimmick Chaos army of Marauders, Forsaken, Spawn, and Kholek (+2 chariots for laffs) against Bretonnia. The Marauders absorbed the Grail Knight doom charge and the Forsaken/Spawn just tore through them. I still lost Kholek! The second was VC against Empire and I ganked Karl Franz with some cleverly micro'd Hexwraiths + Spirit Leech, and that was a Close Victory. A Beastmen v Orcs match was close but ultimately he won.

I can't believe how bad I am at this.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


toasterwarrior posted:

The negative, of course, is that Skavenslaves would make Goblins seem as stalwart as Ironbreakers. Too many Skavenslaves routing (and/or too many Skavenslaves in general) would lead to a massive chain rout.

Yeah, Skavenslaves should only be useful as extra bodies on the battlefield, I'm not sure if they should even be able to do damage. I do think whatever leadership penalty they give for routing should be much smaller than average.

blindwoozie
Mar 1, 2008

Chomp8645 posted:

Hey I was probated when you posted these but they are some sick rear end screens dude!!! :cheerdoge:

Thanks man, I love taking screenshots in Warhammer. I'll probably flood the thread with more from time to time.

Endorph
Jul 22, 2009

NT Plus posted:

Also what are Chaos supposed to do about Gyrocopters? Chuck axes at them lol?
have a chaos lord on a manticore to chase them around

Smiling Knight
May 31, 2011

Endorph posted:

have a chaos lord on a manticore to chase them around

Or a lore of fire mage to cast fireball at them.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Triskelli posted:

Yeah, Skavenslaves should only be useful as extra bodies on the battlefield, I'm not sure if they should even be able to do damage. I do think whatever leadership penalty they give for routing should be much smaller than average.

I still think that being able to commissar them is a vital gameplay mechanic.

toasterwarrior
Nov 11, 2011

xthetenth posted:

I still think that being able to commissar them is a vital gameplay mechanic.

Indeed, this game will never reach its full potential if I don't regularly lose entire units of Skavenslaves to friendly fire in every battle.

Tenzarin
Jul 24, 2007
.
Taco Defender
After a few nights of trying I managed to beat the empire long campaign on very hard, it was such a long series of backstabs from every computer in the game.

Orcs rebels kept trying to invite me to fight the vampire counts, the ai seems really dumb. At one point most of the map was razed by chaos and all the rebels stopped doing stuff and just sat around doing trade deals. Having to fight the dwarfs has to be the most annoying thing ever. I swear the computer didn't have to have the correct buildings to spawn units or something, the dwarfs always had iron breakers after one point.

TipsyMcStagger
Apr 13, 2013

This isn't where
I parked my car...

toasterwarrior posted:

And VH Greenskins done. Fittingly, this was the most "fun" on the strategic layer since Greenskin victory conditions are much easier to get without overextending yourself like the Empire and Dwarf campaigns require you to do. Just sit pretty in the Badlands, sending out your boyz to terrorize the Old World and help out your idiot allies if necessary. You don't even get veterancy boosters like Captains or Thanes, so you can always just use global recruitment to refill your armies without losing out on "elite" units.

Lessons learned for future runs:

1. Probably drop the chariots for Spider Riders because poison is so useful. Missile cavalry is poo poo at killing, but Greenskin leadership is so bad you might want to kill them off ASAP so your riders don't chicken out. To do that, you're going to need some poison to slow and tire them out.

2. Little Waaagh! is excellent utility, probably better than Big Waaagh! because debuffs are cheaper and faster to cast than offensive spells that may or may not work as well as you want them to. Also, the Bad Moon vortex spell is loving nasty when overcasted (killed the most units in my final battle against the Empire!).

3. Offense, offense, offense. Don't bother cowering behind walls and keeping invaders out; that's your enemy's job. Sack their poo poo and make mad cash, and see if they can raise an army against you when all their poo poo is on fire. Hell, keep them alive to let them rebuild, and then sack them again until you're rich as gently caress and can afford to start your own ApORCalypse.

4. Strangle the Dwarves in their crib. You do not want those fuckers confederating. Burn and raze their poo poo, let your fellow Orcs colonize the remains. Fighting Greenskins is easier than fighting Dwarves.

4a. Corollary: Fighting them without Big 'Uns at the very least is probably the most trying thing you can experience in this game that isn't chasing missile cavalry. Hell, I might even go for Rock Lobbas first instead of Boar Boyz; they're faster to recruit and are kind of a bigger threat to Dwarves than your cavalry since you don't have to put them at risk to kill Dawi.

4b. Corollary again: fittingly, beating your fellow Greenskins to a pulp actually increases your chances at confederating them through a peace deal. Nothing like consolidating the entire Badlands after stack-wiping your rival tribe in one go.

Kinda want to run a Chaos campaign now, with the caveat of only using one mega-elite stack. Sounds a bit crazy, though.

I hated greenskin campaign.. don't think i'll replay it.. maybe I just didn't play them correctly but it really, really sucked losing non-auto-resolve fights because your stack of 2000 units would have 700 units flee due to moral even with all the +leadership items/points you could do.

Fangz
Jul 5, 2007

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

TipsyMcStagger posted:

I hated greenskin campaign.. don't think i'll replay it.. maybe I just didn't play them correctly but it really, really sucked losing non-auto-resolve fights because your stack of 2000 units would have 700 units flee due to moral even with all the +leadership items/points you could do.

I think if you've lost 2/3 of your army you've kinda screwed up anyway.

TipsyMcStagger
Apr 13, 2013

This isn't where
I parked my car...

Fangz posted:

I think if you've lost 2/3 of your army you've kinda screwed up anyway.

In some ways I agree but you can't play super picky fights when Chaos comes knocking on your door with 4 doom stacks of elite troops or near the start when you have a waaagh and your army of boyz against a single army of dwarves who just outright moral you to death.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
I want a Skaven army made entirely of warpstone cannons, warplock jezzails, and several teams of ratling gunners. Play it like Fall of the Samurai except with more chances for misfires, so I annihilate my enemies at the same time as my guns explode in my rats' hands.

Adbot
ADBOT LOVES YOU

Deified Data
Nov 3, 2015


Fun Shoe
The annoying thing about Orcs is that you kind of have to rely on autoresolve in the early stages to come out on top against the Dwarfs if you want to avoid huge losses, and once you start autoresolving it can snowball until you've autoresolved more than half the campaign because experience has proven time and again that it's the soundest strategy against some opponents.

That's how my VH Orc campaign went, and why I'm probably just going to bump back down to hard for the foreseeable future.

  • Locked thread