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Plan Z
May 6, 2012

Deified Data posted:

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.

This has been my experience with a huge chunk of Attila thanks to city battles favoring defenders so hard. I auto-resolve all attacks, but play all defenses because the auto-resolve gives defenders like no credit.

Deified Data posted:

I found abandoning Death Pass for Karak Eight Peaks to be immensely helpful as well. It's a better, more centralized location to menace the Badlands from.

Not a bad idea. Greenskin start is always a pain for me, and this could fix a lot of it.

Plan Z fucked around with this message at 22:31 on Aug 29, 2016

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Choyi
Aug 18, 2012
Greenskins, like Chaos get's massive bonus to sacking income, as well as a unique and good raiding stance(encamp) if you focus too much early on to try hold territory as Greenskins then yes you are playing them wrong.
Sack, raid and plunder the badlands staying with max 1 province, until you have 2-3 well leveled lords with decent army compositions of experienced units before you worry about expanding. Then proceed with just doing hit and run vs dwarfs until you are strong enough to take them down.
You don't need to have positive upkeep when you can just sack up a stockpile of money to keep afloat until next raiding run.

Deified Data
Nov 3, 2015


Fun Shoe
I found abandoning Death Pass for Karak Eight Peaks to be immensely helpful as well. It's a better, more centralized location to menace the Badlands from.

TipsyMcStagger
Apr 13, 2013

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

Choyi posted:

Greenskins, like Chaos get's massive bonus to sacking income, as well as a unique and good raiding stance(encamp) if you focus too much early on to try hold territory as Greenskins then yes you are playing them wrong.
Sack, raid and plunder the badlands staying with max 1 province, until you have 2-3 well leveled lords with decent army compositions of experienced units before you worry about expanding. Then proceed with just doing hit and run vs dwarfs until you are strong enough to take them down.
You don't need to have positive upkeep when you can just sack up a stockpile of money to keep afloat until next raiding run.

The problem with that, which I failed 7 times on Greenskins VH campaign doing this sort of tactic.. is you cannot level up a base good enough to defeat dwarf armies without suffering horrible losses.

Deified Data posted:

I found abandoning Death Pass for Karak Eight Peaks to be immensely helpful as well. It's a better, more centralized location to menace the Badlands from.

I did similar, ultimately the game that worked was just south of there getting Karak Azgal instead of Karak Eight Peaks because eight peaks gets torpedoed fast from Karak Anzel dwarfs.

Deified Data posted:

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.
This is exactly my beef with greenskins. I think I only fought 25% of my battles in that game myself because the losses would have been too much. Ended up losing 28 lords by the time I was finished on like turn 285. What was my saving grace? I ended up getting an army of 19 giants and going well into the negative and went on a crushing sprees of auto resolve to destroy dwarves..

Vox Nihili
May 28, 2008

TipsyMcStagger posted:

The problem with that, which I failed 7 times on Greenskins VH campaign doing this sort of tactic.. is you cannot level up a base good enough to defeat dwarf armies without suffering horrible losses.


I did similar, ultimately the game that worked was just south of there getting Karak Azgal instead of Karak Eight Peaks because eight peaks gets torpedoed fast from Karak Anzel dwarfs.

This is exactly my beef with greenskins. I think I only fought 25% of my battles in that game myself because the losses would have been too much. Ended up losing 28 lords by the time I was finished on like turn 285. What was my saving grace? I ended up getting an army of 19 giants and going well into the negative and went on a crushing sprees of auto resolve to destroy dwarves..

If you can get rock lobbers, you have the tech to kill dwarfs. Let them come to you, the AI is awful at mitigating artillery damage. Cycle rear-charges with boar boyz while the dwarfs crawl forward, and let your lord and heroes tank some of the front-line damage if possible.

toasterwarrior
Nov 11, 2011
Both Rock Lobbas and Boar Boyz need a tier 3 settlement before recruitment, plus training time. Getting that much growth quickly is going to take time, especially if you don't consolidate Death Pass (which is also a very dangerous course of action since it turns the Bloody Spears hostile and leaves you with two settlements exposed against the Dwarves).

Vox Nihili
May 28, 2008

Just ran into Mukip in quick match--we had a pretty intense battle!

Nasgate
Jun 7, 2011

toasterwarrior posted:

Both Rock Lobbas and Boar Boyz need a tier 3 settlement before recruitment, plus training time. Getting that much growth quickly is going to take time, especially if you don't consolidate Death Pass (which is also a very dangerous course of action since it turns the Bloody Spears hostile and leaves you with two settlements exposed against the Dwarves).

Unless the big patch changed it, savage orc boar boys and big'un boar boys require tier 2/3.

My easiest and most enjoyable campaign was leaving the starting area and immediately taking the savage orc settlement. Bonus since they are the biggest pain in the rear end orc faction in my experience.

Havent played since before the beastmen dlc though so ymmv.

John Charity Spring
Nov 4, 2009

SCREEEEE
I haven't seen the savage orcs prosper in recent versions at all, really. I just did a Greenskins campaign and the big threat in the Badlands was the Teef Snatchas this time, and in recent campaigns when I was playing other factions the Top Knotz didn't do much either. Big difference from my first Greenskins campaign where they were my nemesis for at least half the game.

I also don't think there's any reason to abandon Black Crag like some people suggest, especially since it's such a defensible settlement. Dealing with the dwarfs early is a good plan but not super necessary as long as you keep an eye on them and make sure they're not expanding too much. If they get stuck at the 3 settlement mark you can focus elsewhere before dealing with them.

Plan Z
May 6, 2012

I feel like Wolf Archers are a little underrated. At the start I use their speed and Parthian shot to bait units around. If you can get it so that they slow an army's advance, it gives your divers/lobbers extra time to do some damage. After that, their speed makes them a good flanker that can dump some arrows into the backs of blobs.

Tenzarin
Jul 24, 2007
.
Taco Defender
As orcs I like to swing up knock out the dwarfs, then knock out Brak Var. Then you have 3 provinces and nothing below you can stop you.

toasterwarrior
Nov 11, 2011
I really think they should move the Greenskins start position a bit more south. As it stands, most Dwarf games begin with the player holding out against Waaaghs! and then rushing to kill the Greenskins once Grimgor gets himself KOed; conversely, Greenskin games are contingent on you killing off the Dwarves ASAP before they confederate and poo poo out stacks of troops yours can barely kill.

Lassitude
Oct 21, 2003

Arcsquad12 posted:

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.

The good news is skaven stuff is almost certainly not going to randomly explode and kill your units in this game. Random death stuff is only good for tabletop.

genericnick
Dec 26, 2012

Lassitude posted:

The good news is skaven stuff is almost certainly not going to randomly explode and kill your units in this game. Random death stuff is only good for tabletop.

Disagree. It is one thing to not have your single wizard explode and quite something else to not have your large pack of rats take some losses by random explosion. What would even be the point of having them?

I'd say there is no real problem with having ranged combat be essentially a damage race against yourself. Just give them a very high base replenishment rate.

John Charity Spring
Nov 4, 2009

SCREEEEE
12-minute video about the free content coming with the DLC.

https://www.youtube.com/watch?v=zrYhG1aWhc4

AttitudeAdjuster
May 2, 2010
Presumably we're going to be waiting a while for Skaven given how much crazy poo poo CA are gonna have to animate to do them justice.

toasterwarrior
Nov 11, 2011
Glad to see Vladdy the Daddy also talks like a Shakespearean douchebag.

madmac
Jun 22, 2010
http://wiki.totalwar.com/index.php?title=Total_War_WARHAMMER_Update_3

Patch notes are up. Lots of bug fixes, very small balance tweaks. Changing Malagors wing bonus from speed to starting winds makes no fricken sense though.

Edit: Vlad starts with Blood Knights, Bats, and Vargheists, all of which he can vanguard deploy, those are going to be some short starting battles.

That said, Dad Vlad pretty much has the Vampire Lord statline only without a shield or a mount so unless his skills and items are totally crazy he's not actually that OTP.

madmac fucked around with this message at 14:43 on Aug 30, 2016

Fangz
Jul 5, 2007

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

quote:

Reinforcements will now join battles from a more accurate direction relative to their position the campaign map.

:toot:

Endorph
Jul 22, 2009

quote:

Empire Knights can no longer see 10x further than any other unit in the game.


this explains a lot

madmac
Jun 22, 2010
http://imgur.com/a/zJC1p

Interesting excerpt from White Dwarf. "Loads more units and stuff" for Brettonia is either massive hyperbole or interesting, given that they were missing like 3 units IIRC. Also confirmed FLC, but everyone knew that already.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Lassitude posted:

The good news is skaven stuff is almost certainly not going to randomly explode and kill your units in this game. Random death stuff is only good for tabletop.

I think Skaven should have the conscious ability to voluntarily randomly explode though. If you overtax your clanrats, turn off the safety valves explosion prevention valves, overcharge the Lightning Cannon and you get a terrifying boost in effectiveness with the chance for it to go catastrophically wrong.

Endorph
Jul 22, 2009

green knight, fay enchantress, prophetess, knights errant, questing knights, grail pilgrims and grail reliquae. also lore of beasts damsels.

Kainser
Apr 27, 2010

O'er the sea from the north
there sails a ship
With the people of Hel
at the helm stands Loki
After the wolf
do wild men follow
I'm expecting them to invent some units for Bretonnia because their roster would be sparse as hell otherwise.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Dismounted Grail Knights, Dismounted Knights Errant, Dismounted Horses, horse-pulled Trebuchets.

[Edit] I really wish the Empire had horse-pulled artillery.

Trujillo
Jul 10, 2007
Glad to see net get nerfed. So frustrating to fight armies that are nothing but steam tanks, pistoliers/outriders and overcasted nets. When I see that in quick match and I brought a mostly infantry army I just quit and start looking for a new match.

Mordja
Apr 26, 2014

Hell Gem

ZearothK posted:

Dismounted Grail Knights, Dismounted Knights Errant, Dismounted Horses, horse-pulled Trebuchets.

[Edit] I really wish the Empire had horse-pulled artillery.

Brettonian Immortals.

toasterwarrior
Nov 11, 2011

Triskelli posted:

I think Skaven should have the conscious ability to voluntarily randomly explode though. If you overtax your clanrats, turn off the safety valves explosion prevention valves, overcharge the Lightning Cannon and you get a terrifying boost in effectiveness with the chance for it to go catastrophically wrong.

Yeah, this is probably the better way to go about it. Like with Fall of the Samurai and overheating your ships' engines for a movement boost at the possible risk of setting it on fire.

Pornographic Memory
Dec 17, 2008

toasterwarrior posted:

Yeah, this is probably the better way to go about it. Like with Fall of the Samurai and overheating your ships' engines for a movement boost at the possible risk of setting it on fire.

Or the wizard miscasts that are already in the game and nobody ever notices

toasterwarrior
Nov 11, 2011

Pornographic Memory posted:

Or the wizard miscasts that are already in the game and nobody ever notices

yeah well they're not explodey enough!

Kainser
Apr 27, 2010

O'er the sea from the north
there sails a ship
With the people of Hel
at the helm stands Loki
After the wolf
do wild men follow
Miscasts on offensive/debuffing spells should just drop that spell on the top of the wizard.

toasterwarrior
Nov 11, 2011

Kainser posted:

Miscasts on offensive/debuffing spells should just drop that spell on the top of the wizard.

This is a legit idea. Dropping an overcasted Banishment isn't just about putting his health at risk, it's also putting your lines at risk unless you're ballsy enough to put him out front.

Agean90
Jun 28, 2008


Kainser posted:

Miscasts on offensive/debuffing spells should just open a portal that demons pour out of, ravaging both sides

ftfy :unsmigghh:

Kaza42
Oct 3, 2013

Blood and Souls and all that

Pornographic Memory posted:

Or the wizard miscasts that are already in the game and nobody ever notices

I notice when the AI wizard is low health and they miscast-suicide at the start of the match. Especially when it's their general

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


I notice when I suddenly become aware that my Wizard has lost half his health and hey, Beaquis is coming down for a quick bite.

Deified Data
Nov 3, 2015


Fun Shoe

John Charity Spring posted:

I haven't seen the savage orcs prosper in recent versions at all, really. I just did a Greenskins campaign and the big threat in the Badlands was the Teef Snatchas this time, and in recent campaigns when I was playing other factions the Top Knotz didn't do much either. Big difference from my first Greenskins campaign where they were my nemesis for at least half the game.

I also don't think there's any reason to abandon Black Crag like some people suggest, especially since it's such a defensible settlement. Dealing with the dwarfs early is a good plan but not super necessary as long as you keep an eye on them and make sure they're not expanding too much. If they get stuck at the 3 settlement mark you can focus elsewhere before dealing with them.

Worth mentioning that when I abandon Black Crag I've never actually lost it. It's a nice morsel for the Dwarfs to smash their armies against while I build my forces to the south.

Vox Nihili
May 28, 2008

madmac posted:

http://wiki.totalwar.com/index.php?title=Total_War_WARHAMMER_Update_3

Patch notes are up. Lots of bug fixes, very small balance tweaks. Changing Malagors wing bonus from speed to starting winds makes no fricken sense though.

Edit: Vlad starts with Blood Knights, Bats, and Vargheists, all of which he can vanguard deploy, those are going to be some short starting battles.

That said, Dad Vlad pretty much has the Vampire Lord statline only without a shield or a mount so unless his skills and items are totally crazy he's not actually that OTP.

No potion fix?

Also perplexing to see an Azhag nerf given his current state.

Edit: Looks like the potion fix is a cap on total hp regen for a unit in a battle. Will have to wait on testing to see how substantial this is.

Vox Nihili fucked around with this message at 17:20 on Aug 30, 2016

I dont know
Aug 9, 2003

That Guy here...

Vox Nihili posted:

No potion fix?

Also perplexing to see an Azhag nerf given his current state.

Edit: Looks like the potion fix is a cap on total hp regen for a unit in a battle. Will have to wait on testing to see how substantial this is.

Also max heroes down to 3 from 4. Pure speculation, but I would bet they are setting the max so that one healing potion is as good as previously, but two healing potions is a waste.

Dre2Dee2
Dec 6, 2006

Just a striding through Kamen Rider...
drat, I wish the dude who made the Legendary Lord start positions mod would update it, because it was one of my absolute favorite mods. Now with even more LLs coming in, I'm not even sure how you would even balance it

Does anyone know of similar mods that aren't broken to hell?

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Captain Beans
Aug 5, 2004

Whar be the beans?
Hair Elf
Changes to max heroes, potion tweaks and magic missile tweaks cover a lot of the main multiplayer issues, so I'm impressed how on the ball they seem to be. They even tried to do something to the black coach (still probably poo poo).

That said, last patch there was a bunch of undocumented changes that were insane (like buffing magic missiles).

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