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If WoC and Wuzzrag are any indicator, fighting your own race constantly gets old very fast.
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# ? Dec 12, 2016 03:30 |
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# ? May 15, 2024 17:48 |
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guys, has anyone else noticed archers shooting like poo poo since the patch, really poor accuracy for example?
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# ? Dec 12, 2016 03:32 |
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The original LLs could do with some reworking to make them as good as the new ones. Also, when are the dwarfs getting Gotrek and Felix as a LL combo? Or a ranged LL, or the ability to put their engies on cannons/gyrocopters. Whoever was doing dwarfs dropped the ball pretty heavily imo.
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# ? Dec 12, 2016 03:50 |
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Couple noobie questions: - When I merge two units with different levels of experience, what happens? Is it an average between the two or does the bigger unit get the higher/lower experience? - Is there any way to leave a unit behind in a garrison to heal up and then come back and get them? I'm guessing "no", unless you have another lord or something.
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# ? Dec 12, 2016 03:52 |
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fnordcircle posted:If WoC and Wuzzrag are any indicator, fighting your own race constantly gets old very fast. Nah man, I enjoyed fighting 50 battles of Marauder Horseman vs Maraurder horseman to start my Chaos Campaign.
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# ? Dec 12, 2016 03:52 |
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Periphery posted:The original LLs could do with some reworking to make them as good as the new ones. Mannfred/Sigvald are probably good tbh and Grimgor/Kholek probably just need some better passives and tweaks. Gelt desperately needs the Lore of Metal to not be poo poo and also to have something else going for him, Personally I'd give him some army-wide passives at the very least. Azhag needs to get magic earlier and also just be stronger in general. Kemmler is literally just a normal Necromancer lord except he can't get a mount, which is hilarious because not only does Mannfred do what he does plus a ton more poo poo we also got Ghorst who's also a Necromancer and not nearly as poo poo. Ghorst and Necromancers in general could also use a tuning pass since Vampires are just the same but better in every way, but at least Ghorst has some things unique to him like the Grave Guard raise and army poison. Maybe make the higher raise something innate to the Necromancer character type? The others are just... boring and could use some unique abilities or weapons but are generally competent at least. Zore fucked around with this message at 04:02 on Dec 12, 2016 |
# ? Dec 12, 2016 03:59 |
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fozzy fosbourne posted:Couple noobie questions: I haven't really tried it with Total Warhammer but if it's the same as previous games it's the average. quote:- Is there any way to leave a unit behind in a garrison to heal up and then come back and get them? I'm guessing "no", unless you have another lord or something. You guessed right
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# ? Dec 12, 2016 04:00 |
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stopgap1 posted:guys, has anyone else noticed archers shooting like poo poo since the patch, really poor accuracy for example? I made a post about this earlier. As in, archers shooting at the ground right in front of them nowhere near the enemy. This is particularly disastrous when they're getting charged and 1 or 2 more volleys would route the enemy or soften the blow, so they get obliterated instead.
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# ? Dec 12, 2016 04:06 |
[Insert New Faction Here]'s Campaign Abilities: -By raising a meter via raiding and fighting, [Insert New Faction Here] can summon another allied army. -[Insert New Faction Here] a special movement ability that lets them avoid map obstacles and attrition and intercept nearby enemies -By appointing a Lord to a seat, they gain special bonuses for their army.
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# ? Dec 12, 2016 04:06 |
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Zore posted:Yeah, Morghur is about as busted tactically as Vlad is strategically which is insane. It represents his TT abilities where all projectiles and spells fired at him from outside point blank range automatically get transmuted and fizzle out. I actually love how CA implemented Morghur, it nails his fluff and abilities perfectly without attempting a clumsy 1v1 rule translation. Morghur is super good but he's not really that unbeatable, his secret weakness is the long cooldown on his summons and being really squishy in melee with only 15 armor. I was watching a tournament today and people mostly dealt with Morghur by getting some melee heroes and rushing him down. Plus he's you know, a Beastmen Lord, they're pretty decent now but hardly oppressive after losing Gorebull potions especially. He does totally overshadow Khazrak (pointless) and Malagor (Ehhhh) in MP though. quote:guys, has anyone else noticed archers shooting like poo poo since the patch, really poor accuracy for example? Can't say I've seen anything like this, no.
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# ? Dec 12, 2016 04:35 |
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Fresh Shesh Besh posted:I made a post about this earlier. As in, archers shooting at the ground right in front of them nowhere near the enemy. This is particularly disastrous when they're getting charged and 1 or 2 more volleys would route the enemy or soften the blow, so they get obliterated instead. It hasn't happened to one of my units, but an enemy Cygor's projectiles didn't seem to be spawning during one battle in my Wood Elf run. I had several units of Glade Guard pelting him and he'd do his throwing animation, but the rock never appeared. Not sure if it was some kind of stunlock or if he was hitting the tiny hill in front of him or what.
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# ? Dec 12, 2016 05:25 |
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I thought I caught a cygor throwing rocks at my camera in a high arc and out of the map in one game but I didn't think of it as more than a once-off.
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# ? Dec 12, 2016 05:47 |
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Panfilo posted:
I would presume something to do with Waystones. Keep the magic flowing to Ulthuan so the world doesn't drown in it. So somewhat related to Amber then i would guess? You can do it yourself or ally up with others and get them to do it for you.
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# ? Dec 12, 2016 06:25 |
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Blinks77 posted:I would presume something to do with Waystones. Keep the magic flowing to Ulthuan so the world doesn't drown in it. So somewhat related to Amber then i would guess? You can do it yourself or ally up with others and get them to do it for you. Victory conditions of, grinding the Dark Elves and loving Malekith into the ground. Wiping out chaos. Ect..ect.. Quote is not edit, the message for today.
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# ? Dec 12, 2016 06:36 |
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It would be nice to see the release lords updated to some of the crazy stuff they are doing in these latest updates, but I can understand it being hard to fit in the time to do them justice while also releasing tons of DLC and eventually a expansion. I would like to see Kemmler getting Krell for his bodyguard, I don't have the DLC or have had anyone explain it to me to know how Gobbla works exactly but it shows the same concept works. All the original lords are getting pretty overshadowed by this point, especially all of the caster lords having not a lot going for them, even Mannfred the original powerhouse pales in comparison to the newer options.
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# ? Dec 12, 2016 07:15 |
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Ra Ra Rasputin posted:It would be nice to see the release lords updated to some of the crazy stuff they are doing in these latest updates, but I can understand it being hard to fit in the time to do them justice while also releasing tons of DLC and eventually a expansion. Mannfred is really good with an extra skill points mod. If it wasn't for Vlad's super-stupidly powerful advance deployment and siege attacker thing I would probably prefer Mannfred outright because of his eventual flying mount and multiple upgrade trees.
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# ? Dec 12, 2016 07:32 |
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Just noticed one of my Greatswords units say "Where is Kruber? I haven't seen him since Talabheim." Cool to see a Vermintide reference, is it the only one?
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# ? Dec 12, 2016 07:33 |
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It'd be great if they made Todbringer, Sarthorel (sp), and etc. playable LLs in the Grand Campaign for new playable factions. And made the original LLs better, while also putting them into new playable sides. They all need the Crooked Moon treatment, where the LLs bring with them really significant differences in faction playstyle. Kemmler should be in charge of one of those other VC factions for example, and should be all about waves of zombies and skeletons and necromancers with no vampire units (including vargheists, varghulfs, etc.) available unless certain conditions are met. CA needs to put people on this so that their DLC schedule stays on track but the base game stuff doesn't jar so much with the DLC.
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# ? Dec 12, 2016 07:34 |
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Is the wood elf mini campaign scripted so that factions won't expand beyond their original borders? I'm on about turn 60 and I've confederated all of the other elf factions but all of the Bretonians and orcs have stayed where they started.
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# ? Dec 12, 2016 07:48 |
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I wish there was a Blood-Bowl style mode that dispensed with the grand campaign and lets you have a persistent army and LL that just fights in random battles to earn money and XP. I've always considered the complication of the campaign maps to be a misstep in the series.
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# ? Dec 12, 2016 09:38 |
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NoNotTheMindProbe posted:I wish there was a Blood-Bowl style mode that dispensed with the grand campaign and lets you have a persistent army and LL that just fights in random battles to earn money and XP. That sort of arcadey xp grind-a-thon would bore me instantly. I'm very glad they never went down that route and instead stuck to their strategy roots.
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# ? Dec 12, 2016 10:27 |
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Dezztroy posted:Just noticed one of my Greatswords units say "Where is Kruber? I haven't seen him since Talabheim." Cool to see a Vermintide reference, is it the only one? Dude, their references are out of control, everyone knows that.
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# ? Dec 12, 2016 10:38 |
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fozzy fosbourne posted:Couple noobie questions: 1. The unit with the higher number of troops in it gets the lower-number one merged into it and its experience level stays the same. 2. No, units have to be in a lord-led army.
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# ? Dec 12, 2016 12:43 |
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What are people's tips for very early wood elves? First few turns stuff. Trying to get a hard campaign off the ground and really struggling. Go for the Brets and I get done by the Beastmen. Go for the Beastmen and by the time I'm done Heubald has amassed an army big enough to launch a peasant bowman sponsored moon expedition. I have so few shields that siege battles are proving a nightmare. Zalakwe fucked around with this message at 14:17 on Dec 12, 2016 |
# ? Dec 12, 2016 14:13 |
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Zalakwe posted:What are people's tips for very early wood elves? First few turns stuff. Patience. Expanding right away doesn't gain you as much as it does other races.
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# ? Dec 12, 2016 14:34 |
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You can quite happily wait in the forest for 50 turns researching stuff and getting a few garrison levels on your lords before venturing out into a messier world map.
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# ? Dec 12, 2016 14:39 |
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The best thing that can happen for you is for the beastmen to attack and raze kings glade, so you can settle it for yourself. Having two settlements and being able to actually support a full stack is the biggest advantage you can get relatively easily. Its obviously quite RNG dependent, so don't count on it.
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# ? Dec 12, 2016 14:43 |
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Zalakwe posted:What are people's tips for very early wood elves? First few turns stuff. Always build the 800 cash building first. Wood Elves have an horde's post-battle loot and razing income for a good reason. It is unnecessary in the mini-campaign, but you should definitely treat them as a horde with a homebase that can lay down infrastructure as needed. At first never bother with taking walled settlements (unless they have a small garrison, of course), focus on softer towns or try to ambush armies for the experience and cash. The experience is very valuable, as both the red trees are amazing. I'd recommend in general focusing on the melee tree for the +Attack/Defense stats for the entire army, because it will let your units outclass any opposition pound for pound. Glade Guard don't really need the bonuses to be effective, but the ranged tree is nice to have on your legendary lords. Always disband the starting Waywatchers, they're not worth the 300 upkeep. Try to go down to Estalia and Tilea first, the ports are in a very safe corner of the map and should provide you with a really nice income once you get the tech that boosts them by 400%. Once you begin expanding try to keep at least 5 Amber in the bank as a safety net in case you lose a bunch of outposts or an ally gets confederated or murdered.
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# ? Dec 12, 2016 14:54 |
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Zalakwe posted:What are people's tips for very early wood elves? First few turns stuff. Specifically as wood elves and not Angolwyn? The two have somewhat different starting strategies. With Wood Elves: Prosecute your starting wars, there's a beastman army not far away and a Cassarone hamlet you can seed pretty quickly turn 1. You need to be a bit proactive about beastmen because wood elves have the highest colonize costs and can't really afford to do the 'move in after they pass and squat on the burnt out territory' thing. Go ahead and sign NAPs and trade agreements with the other wood elf factions because you'll need the extra income. Don't stray too far from your starting boundaries right away because Beastmen will show up and try to burn the Oak of Ages down because they are goaty fuckers, although strangely a burned down OoA doesn't increase corruption or anything like the other beastmen sacked territory does. You don't need to take your neighbor elf's territory just yet. Once you hit level 8 focus on doing your LL quests because they award bonus Amber for free. Once the beastmen are down you can try to finish off Cassarone, you can sweep north and bump off Karak Norn and Crooked Moon if Angolwyn hasn't already, or you can sweep south and snag Angrund territory before he consolodates and takes it from the greenskins, which puts you in the position to start claiming Tilea and Estalia as your own. Upgrade your tree whenever convenient and confederate your neighbors. As Angolwyn: Prosecute your starting wars, sweep east and knock out Karak Norn and Bad Moon clan ASAP, coming back if beastmen threaten. From there, where you go is up to you, you can help the wood elves in Cassarone, you can keep milling east into Angrund territory, or if you have big brass balls you can beat the Empire to murdering their secessionists and claim a few territories of altdorf for your own and then sweep up to Marrienberg, though that puts you a little to close to vikings for comfort That being said: the double super "Brass Balls' approach would be to say gently caress it, sail up to the viking territory and start a systemic campaign to wipe every last horse marauder off the face of the earth due to Druthu suffering no attrition at all. Confederation of the other wood elves does significantly less for you than it does for Wood Elves prime due to them using Glade Lords and stacking their armies with poo poo that costs you amber, so if you get the chance to start an opportunistic war with them to claim their lands go ahead and do so, otherwise it's not that big a deal to confederate later and kick all the elves out for more tree people. Remember that you can use eternal guard w/ shields and scouts/glade guard and wild riders without amber, so once you start taking extra elfy provinces it's worth your while to set one up for infantry/horsery/armory for shielded glade guard and wild riders, and set up a third for archery buildings because holy poo poo starfire shafts and EG shields are huge huge upgrades that shouldn't be ignored. Look to get the elfy wizard building in your home province early, you'll need it for Druthu's LL quest. As both: Holy gently caress go down the melee line ASAP. The boosts work for everything (including your lord and attached heroes) in the army and isn't restricted to certain types of infantry like you see with any other race. Your armies get extraordinarily stiff when everyone is rocking at least mid 40s attack and defense and your archers have enough melee power and armor to actually hold the line decently well vs flankers. You only need the temple buildings long enough to unlock the associated research and you can promptly demolish them for more building space.
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# ? Dec 12, 2016 15:13 |
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When I played as the tree guys, the first thing I'd do after confederation is to disband any amber costing units and boot any elven lords in favor of tree ones. While it's nice to have ranged lords I think they only hit 1 target at a time and I found situations where they weren't even doing that well. The tree lords are decent in melee and heal as well. I also got frequent events giving me 25 to 50 percent off treekin recruitment, not a bad deal at all. Treekin get charge defense vs large and don't need support buildings to be viable like several elf units do.
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# ? Dec 12, 2016 15:25 |
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Half a stack of glade riders with a missile buff Lord (+12% range trait ideally) and mounted Spellsinger solves most of my Beastman problems. Set ambushes near settlements so Garrison Treeman can come help in tough fights.
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# ? Dec 12, 2016 15:29 |
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Ra Ra Rasputin posted:It would be nice to see the release lords updated to some of the crazy stuff they are doing in these latest updates, but I can understand it being hard to fit in the time to do them justice while also releasing tons of DLC and eventually a expansion. Just move Kemmler over to Mousillon with The Red Duke. iirc Kemmler operated in Bretonnia instead of Sylvania. VC would still have 3 LL's. Also give him Krell ala Gobbla so he is part necro part melee powerhouse. Middenland with Todbringer LL would be cool too. I like their colour scheme and Todbringer has a fantastic mustache (and a ridiculous new passive ability in the newest patch). While we're at it throw Ungrim into his own Karak Kadrin faction and plz loving fix slayers. Would just love to see more faction splits. It's such a low effort (well, in comparison) addition that adds so much more gameplay imo. blindwoozie fucked around with this message at 15:37 on Dec 12, 2016 |
# ? Dec 12, 2016 15:35 |
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Yeah being able to play as Ungrim in Karak Drak or whatever it's called would be great. You get to deal with Chaos first which gives a unique challenge for Dwarves who normally can rely heavily on spammy ranged attacks vs unarmored targets like greenskins.
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# ? Dec 12, 2016 15:46 |
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Panfilo posted:Yeah being able to play as Ungrim in Karak Drak or whatever it's called would be great. You get to deal with Chaos first which gives a unique challenge for Dwarves who normally can rely heavily on spammy ranged attacks vs unarmored targets like greenskins.
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# ? Dec 12, 2016 15:50 |
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Oh how I dream of a fleshed out Kislev faction and campaign. Being right on Chaos' doorstep would be such a fun and challenging campaign, I wonder if we'll ever see minor factions fleshed out.
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# ? Dec 12, 2016 16:06 |
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MilitantBlackGuy posted:Oh how I dream of a fleshed out Kislev faction and campaign. Being right on Chaos' doorstep would be such a fun and challenging campaign, I wonder if we'll ever see minor factions fleshed out. Not to mention winged hussars!
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# ? Dec 12, 2016 16:08 |
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id be surprised if kislev and one of the southern factions wre never madr playable, they already have their own spots in the diplomacy screen and uniqur building chains
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# ? Dec 12, 2016 16:25 |
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Fresh Shesh Besh posted:I made a post about this earlier. As in, archers shooting at the ground right in front of them nowhere near the enemy. This is particularly disastrous when they're getting charged and 1 or 2 more volleys would route the enemy or soften the blow, so they get obliterated instead. That's a pretty funny glitch. I would love to see that in a multiplayer match.
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# ? Dec 12, 2016 16:26 |
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Holky gently caress Time Commanders is back tonight: http://www.bbc.co.uk/programmes/b084xym1 And they have TW superstar Lionheartx as one of the contestants. And they have Mike Loades and Lynette Nusbacher back again!!! Ahhhh so excite! Plavski fucked around with this message at 16:48 on Dec 12, 2016 |
# ? Dec 12, 2016 16:44 |
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# ? May 15, 2024 17:48 |
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Plavski posted:Holky gently caress Time Commanders is back tonight: http://www.bbc.co.uk/programmes/b084xym1 Are they using Rome 1 again?
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# ? Dec 12, 2016 16:51 |