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Archonex posted:Oh my loving god, Vlad. At least Manfred has a nose. Vlad, on other hand has hair. I'm torn. E: Vlad doesn't get to have a horse. Sorry dude, your skinhead son on a dragon gets to be the count. Sekenr fucked around with this message at 19:20 on Sep 1, 2016 |
# ? Sep 1, 2016 19:03 |
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# ? Jun 1, 2024 21:28 |
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I've just discovered that having some mods active blocks the new lords, dunno why or which ones do. Edit: PerilPastry posted:Are you meant to be able to select Vlad right away? Or can you only recruit him later? I'm only seeing Manfred and Kemmler on the faction selection screen That's what happened to me, disable your mods and Vlad will appear in the lord selection screen.
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# ? Sep 1, 2016 19:05 |
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Are you meant to be able to select Vlad right away? Or can you only recruit him later? I'm only seeing Manfred and Kemmler on the faction selection screen Edit Angry Lobster posted:
Thanks a lot! Works now PerilPastry fucked around with this message at 19:09 on Sep 1, 2016 |
# ? Sep 1, 2016 19:05 |
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Had one of my favorite battles so far as orcs. The top knots had taken most of the badlands so I resolved to beat them down. Ended up taking on a heavy regular army a waaagh and a fully upgraded garrison. I drew the orcs into a valley on the map, and the whole thing turned into a bloodbath. I lost, but the garrison and the waaagh were completely destroyed and I came back to beat their rear end again two turns later.
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# ? Sep 1, 2016 19:20 |
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Goddamnit Vlad is only recruitable after you raze Altdorf. That's just dumb.
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# ? Sep 1, 2016 19:29 |
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Sekenr posted:Goddamnit Vlad is only recruitable after you raze Altdorf. That's just dumb.
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# ? Sep 1, 2016 19:30 |
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Helman's not all that less powerful. I fought a two full-stack vampire army with my own of mostly skeleton warriors and such and won quite handily. I can only assume it had something to do with my free starting corpse cart and his poison ability. The +20 regeneration also turns his army into a blitzkrieg.
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# ? Sep 1, 2016 19:39 |
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Vlad is rad. And he didn't break a sweat getting 76 kills including a giant and was barely phased by a gorebull. Adding him is a big buff for the VC. No other Vampire lord can get that many kills unless it's a wind of death. Now they have a real melee lord. The five stages of grief.
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# ? Sep 1, 2016 19:43 |
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Just going to pretend Vlad is the leader of the VC like I pretend Kholek is the leader of Chaos.
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# ? Sep 1, 2016 19:47 |
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Vlad's training ability, available at level 4, gives +150 xp per turn factionwide and +230xp per turn to his army. FACTION WIDE training. And he gets a level 5 ability that gives +10% campaign and 15% battle movespeed. Combined with his faction trait of +5% campaign speed, and by level 5 he's got +25% move speed and a training hero equivalent in every army AND beguile. drat Vlad is powerful
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# ? Sep 1, 2016 19:50 |
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Sekenr posted:At least Manfred has a nose. Vlad, on other hand has hair. I'm torn. Horses and other mounts can actually make you more vulnerable in combat depending on the unit type. Edit: Also, yeah. Vlad can turn every unit in the game into a powerhouse. He seems to emphasize trying to take care of your units. Which fits him being the token good vampire of the faction. Heaven help you if you have that valuable veterans mod too. A good chunk of my units are just murder machines. Also Vlad can get THREE or more health regen abilities. He makes Sigvald look like a chump. Dude doesn't need a horse. Once he gets all of his items and gets leveled up a bit he just plows through units. Archonex fucked around with this message at 20:03 on Sep 1, 2016 |
# ? Sep 1, 2016 19:58 |
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Kaza42 posted:Vlad's training ability, available at level 4, gives +150 xp per turn factionwide and +230xp per turn to his army. FACTION WIDE training. And he gets a level 5 ability that gives +10% campaign and 15% battle movespeed. Combined with his faction trait of +5% campaign speed, and by level 5 he's got +25% move speed and a training hero equivalent in every army AND beguile. drat Vlad is powerful By the time the various expansion lords and heroes come out the beginning set are going to look very sorry indeed. CA have learnt well from GW.
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# ? Sep 1, 2016 20:01 |
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This is Vlad von loving Carnstein, the second oldest vampire in the entire world, who's been killing people and raising armies for the entire time he's been around. He's who Mannfred wishes he could be and who he derives all of his authority from. Dude better drat well be powerful. Now they should put Neferata in and have all sorts of agent bullshit available, since she's infiltrated every nation to the point that Karl Franz's chief of intelligence is actually a lahmian vampire. Seriously, everyone in imperial intelligence thinks that she's a brilliant spyamster with the cover of slightly mature noblewoman who mentors young ladies (read: scouts for new lahmians.)
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# ? Sep 1, 2016 20:05 |
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I'd call it power creep but I think it's more power leap.
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# ? Sep 1, 2016 20:05 |
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Kaza42 posted:Vlad's training ability, available at level 4, gives +150 xp per turn factionwide and +230xp per turn to his army. FACTION WIDE training. And he gets a level 5 ability that gives +10% campaign and 15% battle movespeed. Combined with his faction trait of +5% campaign speed, and by level 5 he's got +25% move speed and a training hero equivalent in every army AND beguile. drat Vlad is powerful I kind of wish, after upgrading all of Vlad's speed bonuses, he'd force run the way jedi/sith sprinted in Battlefront 2. Then shoulder smash as he makes contact. https://www.youtube.com/watch?v=DGj-6J-DHNk&t=8s Wishes aside, get your TRUE VLAD while you can, because they're probably going to nerf the ever living poo poo out of him.
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# ? Sep 1, 2016 20:08 |
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Xeremides posted:Wishes aside, get your TRUE VLAD while you can, because they're probably going to nerf the ever living poo poo out of him. Hope they buff the other lords instead.
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# ? Sep 1, 2016 20:16 |
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Angry Lobster posted:Hope they buff the other lords instead. It's probably going to be both. Bring him down to something more reasonable, and buff everyone else to be more useful.
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# ? Sep 1, 2016 20:21 |
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A fair amount of intentional imbalance is what makes Warhammer games so much fun. Granted, Vlad sounds insane, while other wrecking balls like sigvald or grimgor are just varying degrees of crazy. I'm almost done the orc tech tree so I've been experimenting with gobbos. With all their morale upgrades night goblins are actually fairly good swarming troops, so I've been making some themed armies based around swarms of fanatics, backed up by trolls and arachnaroks to do the actual killing. I've also found a new admiration for spider riders as decent medium cavalry. They're actually quite good for running down routing units thanks to their terrain immunity, and poison is always good. Arc Hammer fucked around with this message at 20:33 on Sep 1, 2016 |
# ? Sep 1, 2016 20:30 |
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So far the DLC itself seems like excellent value for money. Free Company Militia are the basic infantry I wish I had in my first Empire campaign. Hopefully the Dwarves and Greenskins get a similar roster expansion in the future (though Wood Elves + Brettonia are probably next). Re: Vlad, it seems like most of his ridiculous bonuses are campaign-related, so I'm pretty much cool with it. He's a fun lark as a starting LL, a late-game superhero otherwise, and a challenge if you're playing as another faction.
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# ? Sep 1, 2016 20:33 |
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Vlad overpowered talk aside: Starting my Chaos VH run, tips for starting? I remember someone said start another army at the start and also do that vassal type unlock for each place you stomp in the north?
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# ? Sep 1, 2016 20:38 |
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Vlad confirmed as the dad of the old world, just smacking down the uppity kids while complaining about how they always gently caress everything up.
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# ? Sep 1, 2016 20:56 |
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Gonkish posted:Vlad confirmed as the dad of the old world, just smacking down the uppity kids while complaining about how they always gently caress everything up. Now, imagine how amazing it will be when Vlad's daddy, Nagash, shows up in the sequel and wrecks everything
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# ? Sep 1, 2016 20:59 |
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Angry Lobster posted:Now, imagine how amazing it will be when Vlad's daddy, Nagash, shows up in the sequel and wrecks everything Nagash obviously has that spell from the Strigoi vamp in Vlad's quest battle, where he can raise a new unit of undead by killing on that is below 20% strength... and also gets vanguard deployment... and also controls a 40 unit army by himself... and also probably poops out scrubs like Mannfred for breakfast.
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# ? Sep 1, 2016 21:03 |
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If you don't continuously pwn Nagash as Setra in the sequel IDK what you're doing.
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# ? Sep 1, 2016 21:06 |
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I started a Vlad campaign today and I never realized how easy it is to unlock Mannfred. You just have to own the two Sylvanian provinces and he's yours. Naturally, that's the first thing I did and then Vlad had a little buddy to pal around with. Now they're a father and son duo conquering the Empire together. Vlad is so goddamned good.
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# ? Sep 1, 2016 21:21 |
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Safety Factor posted:I started a Vlad campaign today and I never realized how easy it is to unlock Mannfred. You just have to own the two Sylvanian provinces and he's yours. Naturally, that's the first thing I did and then Vlad had a little buddy to pal around with. Now they're a father and son duo conquering the Empire together. Necromancers are actually really loving good in this update too. They get two HP regen auras that regenerate the HP of all units near them. Just put them in their new chariot mount and park them right behind the fighting and even skeletons turn into insane blocks of HP. They basically created a whole new strategy of playing the Undead in this update. They're just as much about monsters smashing things as they are about proper positioning. Only unlike the other armies they have a magical support back line instead of a ranged back line.
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# ? Sep 1, 2016 21:23 |
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I'm not sold on flagellants yet - they do a lot of damage but die like flies and that's generally not how I prefer to play - but I love the free company militia. Very flexible units that are worth their weight in gold against other empire armies early on. The regiment of renown version, Stirland's Revenge, is even better, with armour-piercing bullets and superior melee capabilities.
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# ? Sep 1, 2016 21:30 |
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John Charity Spring posted:I'm not sold on flagellants yet - they do a lot of damage but die like flies and that's generally not how I prefer to play - but I love the free company militia. Very flexible units that are worth their weight in gold against other empire armies early on. The regiment of renown version, Stirland's Revenge, is even better, with armour-piercing bullets and superior melee capabilities. Flagellants are pretty awful. Cavalry can do everything they do, except better. Given what slayers were like at first, I'm amazed they decided to make a worse version for the empire. At least the militia are good, as you say!
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# ? Sep 1, 2016 22:20 |
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I'm realy digging the 20% extra replenishment that Ghorst has. Makes losing any amount of dudes in a big fight trivial as you will most likely be back up to 100% the turn after if you are in home territory. Not sure what to think of the mortis engine so far. It certainly looks a lot cooler than it behaves on the battlefield...
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# ? Sep 1, 2016 22:24 |
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PSA: If the healing hardcap bothers you as much as it does me, there's already a mod on the workshop that raises the healcap to 500%. Not quite as good as uncapping it completely, but I'm sure that will come in time.
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# ? Sep 1, 2016 22:27 |
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It's a bit disappointing that I need the DLC for the changes to existing units like necromancers apparently having a corpse cart to ride around on.
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# ? Sep 2, 2016 00:36 |
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Ra Ra Rasputin posted:It's a bit disappointing that I need the DLC for the changes to existing units like necromancers apparently having a corpse cart to ride around on. Did it take time + labor to make the new things? Yes. It cost CA money to produce, why should it be free to use. Are people going to bitch about additional content costing money for every DLC release we get? Cuz there's going to be a lot of DLC !
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# ? Sep 2, 2016 01:14 |
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are people going to bitch about people going 'it's a bit disappointing' as if they're threatening CA with death every time
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# ? Sep 2, 2016 01:48 |
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Endorph posted:I think Chaos are definitely the worst faction now. Heck, even trollhammer torpedoes are sort of useful against factions you expect to bring lots of monsters. They absolutely slaughter crypt horrors, for instance. Chaos got some hidden buffs in the new patch. No idea why they weren't listed. Unlisted Changes in Patch 3 Patch Notes Chaos Chaos Warhounds (both variants) -25 Chaos Warriors (all 3 variants) -25 Chaos Chariots (both variants) -100 Chaos Knights -50 Chaos Knights with Lances -100 Abilities Loremaster is -25% cooldown, used to be -10% Summoning a Cygor now costs 28 magic, up from 16 Summoning a Manticore now costs 22 magic, up from 16 HP Regen The max health a unit can regain is limited to 60% of it's total HP.
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# ? Sep 2, 2016 01:56 |
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I guess a bunch of other spells were also altered greatly, but again, no notes. People are presently testing.
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# ? Sep 2, 2016 01:58 |
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Vox Nihili posted:Chaos got some hidden buffs in the new patch. No idea why they weren't listed. Those chaos changes are alright, especially the warrior and knights with lances price reductions, but I still think dwarfs are better atm. Oh, also, Ghorst is bugged as hell. If he's mounted, half his spells won't work.
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# ? Sep 2, 2016 01:59 |
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Oh drat. I just noticed Ghorst has his own unique poison he gives his entire army. The poison he gives his units ONLY lowers speed and vigor. It doesn't lower damage like normal poison does.
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# ? Sep 2, 2016 02:20 |
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Vox Nihili posted:I guess a bunch of other spells were also altered greatly, but again, no notes. People are presently testing. If they actually buffed any spells, I'll be shocked. No changes to Lore of Metal, loads of nerfs on random stuff. CA apparently felt direct damage spells needed to be nerfed even harder, already useless Fate of Bjuna does slightly less damage now, ditto Flock of Doom and Devolve, which were also adjusted to do basically zero damage to characters, so you know Devolve is a cool spell now that tops out at doing like 700 HP to large infantry groups only. Wind of Death is reportedly nerfed, haven't tested it yet. So far this seems like the pointlessly kicking magic in the balls patch. At least magic missiles will go from massively overpowered to decent, but... Edit: Quick test on Wind of Death, the regular cast version is utter poo poo now, does like 400 damage off a direct hit. Overcast version is decent but still weaker than before. madmac fucked around with this message at 02:57 on Sep 2, 2016 |
# ? Sep 2, 2016 02:47 |
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I like how the intro text sets Vlad up as the new head honcho of the VC with Mannfred retiring to seek out lost lore, even if it's Mannfred still on the diplo screen. You can just pretend he's your ambassador. A really, really bad ambassador.
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# ? Sep 2, 2016 03:02 |
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# ? Jun 1, 2024 21:28 |
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Deified Data posted:I like how the intro text sets Vlad up as the new head honcho of the VC with Mannfred retiring to seek out lost lore, even if it's Mannfred still on the diplo screen. You can just pretend he's your ambassador. A really, really bad ambassador. He's looking for even more powerful spooky magic with which to Starscream even harder.
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# ? Sep 2, 2016 03:07 |