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Do Rock Lobbers and Doom Divers count as Goblin units for the purposes of Skarsnik's upkeep reduction?
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# ? Nov 7, 2016 05:44 |
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# ? May 22, 2024 09:09 |
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Dongattack posted:Maybe Beastmen if they also get the achievement you are after? Extremely good survivability on the strategic map and the main lord guy (One-Eye something) + a melee hero would decimate every field battle we went into by literally bullrushing the enemy lord and killing him in seconds. I can confirm Beastmen get the Legendary achievement, my play through with them had Mousillon go nuts settling all the ruins I left behind and after a certain point I found it easier to just kneecap a faction as the ever-expanding undead juggernaut came marching in.
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# ? Nov 7, 2016 05:45 |
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Best way to kill off your own lord for 'let my Beastmen LL take his army back over after recovering from a BS assassination'? Rushing him into the enemy alone just resulted in him running away. Right now I'm thinking Cygor targeting his location.
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# ? Nov 7, 2016 05:47 |
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fnordcircle posted:Best way to kill off your own lord for 'let my Beastmen LL take his army back over after recovering from a BS assassination'?
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# ? Nov 7, 2016 05:48 |
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fnordcircle posted:Best way to kill off your own lord for 'let my Beastmen LL take his army back over after recovering from a BS assassination'? You can just go to the general and click the boot/replace commander button and put your original LL in there that way. Think it's in the character details page of the leader you want replaced.
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# ? Nov 7, 2016 05:48 |
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Deified Data posted:Do Rock Lobbers and Doom Divers count as Goblin units for the purposes of Skarsnik's upkeep reduction? I do not believe so, no. Neither do Forest Goblin units.
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# ? Nov 7, 2016 05:57 |
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Ravenfood posted:Can't you just replace him? Go to the lord's stat screen and look for the boot icon in the lower right. Should let you replace him. Trujillo posted:You can just go to the general and click the boot/replace commander button and put your original LL in there that way. Think it's in the character details page of the leader you want replaced. I'm not sure my internet reputation will ever recover from looking this dumb. Thanks!
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# ? Nov 7, 2016 06:28 |
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brocretin posted:I do not believe so, no. Neither do Forest Goblin units. fnordcircle posted:I'm not sure my internet reputation will ever recover from looking this dumb. ErKeL fucked around with this message at 07:02 on Nov 7, 2016 |
# ? Nov 7, 2016 06:38 |
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Should Beastmen immediately found a second guide, like Chaos?
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# ? Nov 7, 2016 07:22 |
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The Lone Badger posted:Should Beastmen immediately found a second guide, like Chaos? Beastmen start with two hordes, and honestly that's enough. Focus on using the first horde fully, with the second on raiding/backup duty
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# ? Nov 7, 2016 07:23 |
How do you guys play the Dwarven early game? It seems like if I try to expand a little that the greenskins end up raiding my poo poo
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# ? Nov 7, 2016 07:37 |
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After getting the main province locked down I like to go for the province(s) north of the main dwarf one since they're only a couple underway moves away. Then I can expand south and southwest.
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# ? Nov 7, 2016 07:43 |
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SSJ_naruto_2003 posted:How do you guys play the Dwarven early game? It seems like if I try to expand a little that the greenskins end up raiding my poo poo Building walls in every settlement that you can helps at the expense of economy. Fewer armies, but you can be more mobile with the army you have. I've found that one of the biggest deciding factors early on is the amount of casualties you take in your first few battles. If half your force dies in the initial battle to take back the Pillars, the AI usually makes a beeline for the Silver Road as it sees your faction as the weakest of it's enemies. If not, then it's a little chanicer but Grimgor may focus on Karak Azul or the Red Fangs, while the Scabby Eye targets Barak Varr and the Crooked Moon Mutinous Gits either declare war on Karak Azul or send a stack towards Belegar. This will usually leave you with a bit of time to try and go north to grab those income rich provinces before Zhufbar or Karak Kadrin grab them, as well as to ingratiate yourself to your more valuable northern neighbors for potential confederation. Alternatively, if you take out all of the Bloody Spearz stacks so they need to make a fresh army to the north, go south and take the Black Crag province to cripple Grimgor's economy. This will give Barak Varr and Karak Azul a decent chance to expand at the expense of the other, less powerful tribes, assuming the AI doesn't royally gently caress up. Don't autoresolve if you feel you can mitigate casualties, that's a big factor in keeping up momentum and keeping the AI focused on other targets. I don't find that there's that much value in going west early unless the Crooked Moon break out of the gate early. A lot of the dwarf campaign in my opinion is choosing what Dwarf AI factions get boned. Go south and Zhufbar will probably be destroyed by the Spearz or the Vampires. Go north and Karak Azul is Grimgor's punching bag. Belegar usually does well against the Broken Nose but Karak Norn is usually stomped by Skarsnik. Karak Ziflin usually makes it unless they get pissy at the Bretonnians. Kraka Drak is usually rubble by turn 21 unless a miracle happens.
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# ? Nov 7, 2016 08:57 |
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SSJ_naruto_2003 posted:How do you guys play the Dwarven early game? It seems like if I try to expand a little that the greenskins end up raiding my poo poo I've spent a bunch of campaigns trying to go for Mount Gunbad early and it always goes awry for me because Grimgor can seemingly smell when you leave. I usually just bumrush Black Crag by turn 15 or so after expanding my starting stack a bit and building a baby garrison support stack(5-6 units meant to bulk up the garrison of a town that is being hit) to stop enemies from sniping the other two Silver Road cities. Assuming you don't run into a full stack alongside it, the garrison is pretty easy to manage(blow up a tower or two with grudgethrowers and then sweep the biguns off the walls with quarrelers before sending in your warriors) and it provides a fortified expansion base for you to conquer the badlands. Make sure you bumrush the tech that improves diplomatic relations with other factions. It will make you pretty easy best friends with virtually every dwarf faction in the game, which will serve as a protective cocoon around your flanks while you focus on ruining the Greenskins' poo poo.
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# ? Nov 7, 2016 09:00 |
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I heard that Skarsnik's poison army buff overwrites the armor piercing that nasty skulkers have. Is this true? Should I avoid that lord upgrade for Skarsnik?
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# ? Nov 7, 2016 11:46 |
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Afriscipio posted:I heard that Skarsnik's poison army buff overwrites the armor piercing that nasty skulkers have. Is this true? Should I avoid that lord upgrade for Skarsnik? Not noticed this at all, though someone did mentioned that the Sunder Armour ability that some ROR units have does seem to get overwritten as well and that i have noticed. Another thing, has anyone else noticed that Nasty Skulkers are not affected by the "Savages" redline skill? Its supposed to give them 12% more melee damage, but they still sit on their basic damage :/
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# ? Nov 7, 2016 12:47 |
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Afriscipio posted:I heard that Skarsnik's poison army buff overwrites the armor piercing that nasty skulkers have. Is this true? Should I avoid that lord upgrade for Skarsnik? Yeah it doesn't affect armour piercing, it does overwrite sunder armour and the special accuracy debuff from Hammer of Gork though I think.
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# ? Nov 7, 2016 12:48 |
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Gejnor posted:Not noticed this at all, though someone did mentioned that the Sunder Armour ability that some ROR units have does seem to get overwritten as well and that i have noticed. I really hope this is a bug. I've been maining these guys in most of my armies but didn't think to check if they were being upgraded or not. Skarsnik's bonuses are less impressive if all they apply to are normal goblins and archers (and night goblins too I guess).
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# ? Nov 7, 2016 18:02 |
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How do I get mods for steam? I'm a big dumb baby who can't figure it out. I want the good ones.
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# ? Nov 7, 2016 18:52 |
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Affi posted:How do I get mods for steam? I'm a big dumb baby who can't figure it out. I want the good ones. Go to TW:W's steam workshop page and just subscribe to what you want, it's painless. You can check what mods you're subscribed to and delete them from the mod menu on the launcher. What are you looking to mod exactly?
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# ? Nov 7, 2016 19:08 |
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Level four settlements and maybe something else. The camera sucks so maybe that,
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# ? Nov 7, 2016 19:10 |
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Early game for the Dwarves I always push south. I've played them a ton and almost never have an enemy attack the Silver Road from the north while the south is basically nothing but greenskins who want nothing more than to raid your poo poo and cause grudges. I've had the best experience with razing the two minor settlements in Death Pass so you don't have stacks generating from them and then rushing for Black Rock as soon as you have a full stack of your own with artillery support. If you have a few Grudge Throwers to knock out a tower and a bunch of quarellers you can kill a shitload of orks as they sit on the walls and then just march in with the warriors and clear the rest of them out. Once you hold Black Rock I find that most of the stacks coming from the south will focus on it, giving you time to open up some breathing space to the west. I like to keep Barak Varr around for as long as possible so that I can focus on the mountainous regions which are much easier to hold and will give you the income to support multiple stacks. From that point on it's a simple matter of hitting the badlands proper with a pincer attack from the north and south after which you're able to swarm north and start killing chaos/finishing victory conditions.
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# ? Nov 7, 2016 19:16 |
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Better Camera Mod Tier 4 Minor Settlements
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# ? Nov 7, 2016 19:17 |
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Re: Dorfs, when should I head into the Badlands? I've snatched up the province below the Silver Road (Zufbar took the north before I got to it) but I need to lock it down with walls before I march out again. I recently restarted after getting stonewalled for 50 turns by the Grimgor and Wurrzag double trouble and don't want it to happen again. E: I`m around turn 20 with two half-stacks of mostly warriors and quarrelers.
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# ? Nov 7, 2016 19:24 |
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I've found the "AI armies take full attrition damage" mod to be pretty great, except for when my allies find themselves settlement-less and their army wanders aimlessly until it's dead.
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# ? Nov 7, 2016 20:08 |
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What is causing some RoR to sometimes become unrecruitable after they get killed/disbanded? I lost the ghouls, zombies and black knights in a fight and could only re-hire the zombies. Later on I lost the skeletons but I could grab them again immediately after too.
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# ? Nov 7, 2016 20:52 |
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Asehujiko posted:What is causing some RoR to sometimes become unrecruitable after they get killed/disbanded? I lost the ghouls, zombies and black knights in a fight and could only re-hire the zombies. Later on I lost the skeletons but I could grab them again immediately after too. They function like mercenaries in previous games. If you lose them, it'll take a semi-random number of turns for them to show up again, modified (somehow) by their price/quality. So just wait, they'll be back in a few turns.
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# ? Nov 7, 2016 21:18 |
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If you disband RoR you never get to recruit them again. So you're better off putting them into a suicide army or something than disbanding them.
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# ? Nov 7, 2016 21:28 |
fnordcircle posted:If you disband RoR you never get to recruit them again. So you're better off putting them into a suicide army or something than disbanding them. wrong
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# ? Nov 7, 2016 21:40 |
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Are music mods impossible like model imports for Total Warhammer?
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# ? Nov 7, 2016 21:51 |
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After playing through the Clan Angrund campaign it feels so great to start up a new one as good old Vlad and go to town on everything, dude is insane.
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# ? Nov 7, 2016 22:14 |
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fnordcircle posted:If you disband RoR you never get to recruit them again. So you're better off putting them into a suicide army or something than disbanding them. IIRC if you disband them they take a couple of turns to refresh and show up again, kind of like loosing a Legendary Lord.
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# ? Nov 7, 2016 22:32 |
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fnordcircle posted:If you disband RoR you never get to recruit them again. So you're better off putting them into a suicide army or something than disbanding them.
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# ? Nov 7, 2016 22:35 |
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Noir89 posted:After playing through the Clan Angrund campaign it feels so great to start up a new one as good old Vlad and go to town on everything, dude is insane. How do you spec him?
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# ? Nov 7, 2016 22:49 |
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DeathSandwich posted:IIRC if you disband them they take a couple of turns to refresh and show up again, kind of like loosing a Legendary Lord. My bad. I disbanded them, didn't see them up for recruitment googled and trusted the CA forums.
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# ? Nov 7, 2016 23:08 |
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It seems like the higher level the RoR unlocks at the longer they take to come back. Had the Arachnarok spider queen take what felt like ~10-15 turns to come back after disbanding.
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# ? Nov 7, 2016 23:08 |
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I'm thinking of running parralel 1v1 and 2v2 tournies under these rules: 1v1 tourny round robin style unit size, funds: large no dragging out the match for a draw min 25% core, max 25% characters, no potions, max one regiment of renown per army maps TBD 2v2 tourny bracket style with loser bracket unit size, funds: large no dragging out the match for a draw min 25% core, max 25% characters, no potions, max one regiment of renown per army maps TBD
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# ? Nov 7, 2016 23:19 |
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Mukip posted:I'm thinking of running parralel 1v1 and 2v2 tournies under these rules: Sounds good, how will the teams of 2 be matched up, rotated, picked or randomized?
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# ? Nov 7, 2016 23:36 |
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What are people doing to get the most out of this game, graphics-wise? I have a top of the line card and I'm set to ultra and the correct resolution, but my game looks more muddied/pixelated than a lot of these gorgeous screenshots I see.
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# ? Nov 8, 2016 00:29 |
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# ? May 22, 2024 09:09 |
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Mukip posted:I'm thinking of running parralel 1v1 and 2v2 tournies under these rules: I like the max one RoR. Makes for interesting choices that outright banning them would preclude.
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# ? Nov 8, 2016 00:40 |