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NoNotTheMindProbe
Aug 9, 2010
pony porn was here

PlushCow posted:

Sometimes I like the blood DLC for the carnage, other times I don't because it gets too gratuitous and all you see is a blood texture instead of pretty armor and models etc etc. My video card is old so graphics wise that may only be a personal problem.

I'm glad the DLC is on sale, how is the beastmen campaign/faction? They look like a lot of fun but lots of their smaller units look the same and thus a little boring.

When it comes to sameyness they're no worse then empire or Dwarfs where you have a bunch of guys with different weapons. They actually have a lot of unique models for their faction; you have Ungors, Gors, Bestigors, Centigors, Minotaurs, Harpies, Razorgors, doggos, cygors, giants etc. On the campaign they're a fun guerilla faction where you need to take it slow at first and do a lot of raiding until you reach a point where you can just steamroll settlements and enemy stacks.

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Gejnor
Mar 14, 2005

Fun Shoe

NoNotTheMindProbe posted:

Wurzag's unique line buffs regular boys not big u'ns. With enough levels on Wurzag boyz actually become better then big 'uns in his army.

His redskills buffs every single Savage Orc unit in the game, from Savage Orc Boyz to Savage Orc Boar Boy Big 'Uns, with the option to further strengthen your Savage Orc Cavalry if you so wish, not that you really need it.

Edit: Do you mean Azhags new skills? They buff only Boyz and Boar Boyz of all things, makes em more interesting to be honest!

Gejnor fucked around with this message at 01:17 on Sep 2, 2017

blindwoozie
Mar 1, 2008

Wurrzag is the most fun if you want to feel like a Waaagh imo. The savage orcs get so insanely strong for dirt cheap upkeep. If only there were generic Savage Orc Warbosses that benefited from the upkeep reduction too.

Also he can unlock Foot of Gork asap so that rules Wurrzag just rules

Dandywalken
Feb 11, 2014

Also have you seen that motherfuckers dance moves? He's unstoppable!

Edgar Allen Ho
Apr 3, 2017

by sebmojo

MilitantBlackGuy posted:

Wurrzag is the most fun if you want to feel like a Waaagh imo. The savage orcs get so insanely strong for dirt cheap upkeep. If only there were generic Savage Orc Warbosses that benefited from the upkeep reduction too.

Also he can unlock Foot of Gork asap so that rules Wurrzag just rules

All Tabletop Lords gotcha covered

Scrub-Niggurath
Nov 27, 2007

Wurrzag sfo campaigns are perfect for when I just want to shitwreck everything. Your starting doomstack is wurrzag and 19 flavors of savage orcs and your endgame doomstack is wurrzag and 19 flavors of rank 9 savage orcs.

Rookersh
Aug 19, 2010
Yeah everytime someone says they dislike the Greenskin campaign, I realize they must be talking about the Grimgor/Azhag campaign.

Because Wurrzag/Skarsnik are two of the best campaigns CA has ever put together, and are just gleeful nonsense fun.

Wurrzag just runs a train of boys on everyone, and nothing can stop them. Fully upgraded his army can just smash right through all the Chaos armies without stopping.

Skarsnik is the same thing but for goblins. His lategame goblins can outcharge minotaurs and knock them out of their charge animation in the process. Add in absurd poison damage, tons of armor piercing, and extremely low upkeep across the board, and he can flood the map with gobbos. He also can just spend his whole game hanging out in the north fighting humans/WElves/Bret without ever having to leave because the K8P building isn't that important.

Grimgor can keep his regimented Orc boys and Badlands nonsense. I'll take honest to god hordes any day of the week.

Plus that loving dance.

dead gay comedy forums
Oct 21, 2011


Finished WE campaign and I must say that golden waywatchers and treemen and a fully specced life wizard were way more powerful than I ever imagined

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.
PartyElite has done a video on what a future Araby faction might look like.

https://www.youtube.com/watch?v=KfkTSpLY2XU

toasterwarrior
Nov 11, 2011
Holy poo poo, I've reached turn 100 and unified the Badlands in my post-Norsca SFO Dwarf game, and I look over to the western coast of the Old World to see the glorious sight of Athel Loren being razed to the ground and salted by...something. Beastmen, Bretonnians gone wild, or even Skarsnik; whoever it was, bless 'em.

toasterwarrior fucked around with this message at 10:56 on Sep 2, 2017

Lassitude
Oct 21, 2003

PlushCow posted:

Sometimes I like the blood DLC for the carnage, other times I don't because it gets too gratuitous and all you see is a blood texture instead of pretty armor and models etc etc

Use this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=715878344

One thing it does that the screenshots don't show off well is that it reduces the blood texture on units to be a lot more realistic. They'll have a bit of blood on them after a big fight, but won't be painted head to toe in raspberry jam.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Gejnor posted:

His redskills buffs every single Savage Orc unit in the game, from Savage Orc Boyz to Savage Orc Boar Boy Big 'Uns, with the option to further strengthen your Savage Orc Cavalry if you so wish, not that you really need it.

Edit: Do you mean Azhags new skills? They buff only Boyz and Boar Boyz of all things, makes em more interesting to be honest!

Yeah I got them mixed up. Wurzag buffs Savage Orcs. Azhag buffs Boyz, and Boar Boyz and their savage counterparts. It means you can run a cheap stack with him while Grimgor has all the heavies.

Rookersh
Aug 19, 2010
So I'm playing a modded game right now, and I think I've figured out the -best- setup for a modded vanilla game. I've done two games now, and both have been incredible. Easily the best two experiences I've ever had with Total War.

I get why people like bigger mods, but I've never been a huge fan of Overhauls. To many changes, they start to slip away from the developers vision, and the game tends to have massive issues with balance quickly. The second you have fans talking about perfect balance is inevitably the second you have poo poo like a single unit that can slaughter entire armies due to "lore". Or major changes I don't want, but suddenly have to have because they come along for the Overhaul package. So I decided to build my own updated vanilla campaign using individual mods.

I also started this mod journey to mod up the base game to be similar to what we've seen from WH2 so far, and get a feel for the changes early. So a few mods initially came from that.

First up and most important is the Advanced AI Mod. It adds the following.

- It makes the AI build it's heroes properly. Grimgor goes full yellow. Vlad goes full yellow but also grabs the Vampire Magic. Wurrzag grabs Savage Orc buffs and Greenskin Magic. Skarsnik grabs the Goblin buffs.

- It makes it so the AI will actually check if it should settle often. If no enemies are in the zone, they'll attempt to resettle ruins. No longer is the Empire just a deadzone.

- The AI no longer homes in on the player army. Instead it'll "fight it's way to you.", ie it'll attack cities and whatnot on the way. A great example is at the start of the game as Empire. On VH vanilla a Skullsmasherz army will beeline for Franz in the first 5 turns. With this mod installed, both times that army fought Marienburg instead. This makes the AI feel great across the board.

- The AI no longer has a singular path for NA > Trade > Defensive, because it made getting Trade Agreements impossible. You can now set up Trade with the AI if it's beneficial for the AI to do so, and it makes sense ( ie you aren't hated enemies/probably going to be at war soon ). You still might have to pay a bit to get them into the idea, but it's not impossible anymore.

- Wood Elves are now Defensive again. Norsca lost it's Defensive tags and is now tagged Aggressive.

- The AI is much more aggressive in smart ways. They will attack armies in settlements/cities rather then constantly wait for you to field battle them. The baseline AI behavior in vanilla seemed to be setup so that the AI wouldn't attack unless it had 80-90% autoresolve chances against you. Now it attacks at 50-60%. It's a welcome change and leads to a ton more city battles.

- The AI build orders are smarter. It builds military, and builds military combined buildings much more intelligently, and can actually recruit most of it's factions units. More importantly it actually does recruit it's factions units. No more is every lategame AI army 5 heroes and 10 artillery. It makes the game more challenging across the board.

Second mod, which ties into that last point is the Province Capital Building Slot Overhaul. I wanted to do a "Capitals get 8" slots mod to make this like what WH2 will be like, or Combined Map, but the only 8 slot mod also made all Wood Elf cities into 8 slots as well. So instead I went with this mod, which gives 10 slots for Altdorf/Karak/Crag/Drakenhof, but 8 slots for every other Provincial Capital. It also makes it so when you reclaim Drakenhof as Vlad, or K8P as Belegar/Skarsnik they immediately become your new Capital city.

The main add for this mod though is the better AI. No longer will you see AI cities being a single military recruitment building followed by nothing but +Public Order stuff. Instead they've got the full array of military options set up. Combined with Advanced AI Mod, and this gives the AI full reign over itself, which lets it actually able to play the game.

Last "big" mod is Ultimate Minor Settlements pack for Grand Campaign. I thought about using GCCM, because I really liked the look of those bigger cities. But I realized shortly after downloading it that it wasn't really what I wanted from the game. The big city fights looked cool, but rarely worked. The AI would either bug out, or just couldn't handle how big the maps were. And for every super cool city I found, a really awful/broken city would show up. I also kept running into problems with scripting, where my units wouldn't be able to move around at all in certain parts of the map.

UMSP fixed all those problems for me. The only things that got changed are settlements, and it's every settlement on the map ( except for Norsca stuff, which he's working on. ). The settlements might be fairly simple, but they all work, and all of them have looked and felt great. It's a simple mod, but it makes the game feel significantly better.

Those combined have made this a Total War game for me now. I've got good AI attacking me/my stuff fairly often, but I also get into a wider variety of fights. I've also now got the ability to use chokepoints again, and plan out how I want to fight battles instead of playing a walked through museum exhibit style game. It's refreshing and has totally changed the game for me.

madmac
Jun 22, 2010
https://pbs.twimg.com/media/DIoiBUdXcAEjPW-.jpg:large

Lord Skill Posters are a thing again I guess.

Kroq-gar Looks like he'll be the Saurus/Big Dino focused choice, which makes sense. Other that that no real surprises except finding out vaguely what his items do.

Jum-Jum
Oct 23, 2013

madmac posted:

https://pbs.twimg.com/media/DIoiBUdXcAEjPW-.jpg:large

Lord Skill Posters are a thing again I guess.

Kroq-gar Looks like he'll be the Saurus/Big Dino focused choice, which makes sense. Other that that no real surprises except finding out vaguely what his items do.

Then whats left for Mazdamundi? Skinks and...?

jokes
Dec 20, 2012

Uh... Kupo?

When an Empire province reaches low public order, it makes sense there would be a rebellion. Same with most races. But I don't really understand the undead rebellions. I guess it's not an issue of the populace uprising (since the armies are undead) but rather an errant vampire?

madmac
Jun 22, 2010

Jum-Jum posted:

Then whats left for Mazdamundi? Skinks and...?

Temple Guard, for sure. They had special rules when guarding a Slaan-Priest in TT.

Though really for Mazdamundi you're going to be mostly magic focused anyway. He did have a huge red tree they previewed a while back but it was mostly one point skills and the capstone was the big bubble of magic protection instead of the usual +LD/Defense most lords get.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

jokes posted:

When an Empire province reaches low public order, it makes sense there would be a rebellion. Same with most races. But I don't really understand the undead rebellions. I guess it's not an issue of the populace uprising (since the armies are undead) but rather an errant vampire?

iirc it should be based on how much corruption is in the area for what is in the rebellion army

madmac
Jun 22, 2010
That's correct. Empire rebels are typically empire troops, but high level of Vampire or Chaos corruption will result in Vampire or Chaos rebels.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
I tried out all table top lords.

It would be really neat when they add more for other teams, but I felt the savage ork warboss was kinda iffy considering you get a wyvern mount by level 8. I want to say I got it at 5 or 6.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

madmac posted:

Temple Guard, for sure. They had special rules when guarding a Slaan-Priest in TT.

Though really for Mazdamundi you're going to be mostly magic focused anyway. He did have a huge red tree they previewed a while back but it was mostly one point skills and the capstone was the big bubble of magic protection instead of the usual +LD/Defense most lords get.

Past videos by CA have said Mazdamundi is built around being the most powerful spellcaster in the game, but it comes at the price of him not doing much to buff your army or faction. Sounds like he's a giant magical beatstick of a frog but not much else.

Ra Ra Rasputin
Apr 2, 2011

Rookersh posted:

So I'm playing a modded game right now, and I think I've figured out the -best- setup for a modded vanilla game. I've done two games now, and both have been incredible. Easily the best two experiences I've ever had with Total War.

I like when people recommend mods to try out, I like the sound of that advanced AI mod, really wanted a mod that made the AI skill it's lords correctly.

theDOWmustflow
Mar 24, 2009

lmao pwnd gg~

madmac posted:

Ah dammit, now you're forcing me to do an effortpost about possible Tilea/Dogs of War characters.

Sticking to Lords mostly, because the amazing thing about Dogs of War is that basically every single named regiment had it's own named hero and extensive backstory.

Borgio the Besieger
http://warhammerfantasy.wikia.com/wiki/Borgio_the_Besieger

Lucrezzia Belladonna
http://warhammerfantasy.wikia.com/wiki/Lucrezzia_Belladonna

Leonardo da Miragliano
http://warhammerfantasy.wikia.com/wiki/Leonardo_da_Miragliano

Lorenzo Luppo
http://warhammerfantasy.wikia.com/wiki/Lorenzo_Lupo

Marco Columbo
http://warhammerfantasy.wikia.com/wiki/Marco_Colombo

Those are basically all the Dogs of War characters that had rules in 5th/6th, though literally all their regiments had additional named characters and there's some other possible additions from later editions. If there's one thing Dogs of War have in spades it's characters.

Missed the Dogs of War chat a couple pages ago, but for anyone interested and hasn't tried yet, you should really check out Cataph's Southern Realms mods. All these lords are in (and more!), and the built-out factions (Estalia, Tilea, and Border Princes) are well balanced and flavorful. Most importantly, they each have particular focuses and battle doctrines, and their armies play out differently among each other and definitely compared to Empire. You'll need Crysnos's faction unlocker mod to play, which adds 3 more Southern independents to ally with or beat up.

I'm currently playing the Border Princes with the benevolent Strigoi Gashnag as my Legendary Lord. In Cataph's mod, the Border Princes play as a poor man's Empire, but with stronger irregulars and skirmishers to rain pain while pike and spear hold the line. This is the first time I've ever really used ranged cav in any Total War, and it's actually fun and interesting! I also happened to run into Borgio the Besieger on the battlefield - I didn't know who he was at the time but he had terrifying ball and chain weapon that soundly beat the poo poo out of my Lord and heroes. It was neat reading madmac's post and realizing that it was the same guy.

Here are the mod links (including Crysno's faction unlocker):

Cataph's Southern Realms
-full unit list and details (although missing the latest update that added 3 more Legendary Lords): http://steamcommunity.com/workshop/filedetails/discussion/708051537/351659808497324526/

Cataph's Southern Realms - Regiments of Renown addon

Crysnos's Faction Unlocker collection

theDOWmustflow
Mar 24, 2009

lmao pwnd gg~

Rookersh posted:

Advanced AI mod stuff

Awesome, thank you for the trip report! I have some mods that conflict with this, but if it's really as good as it sounds I'll give this one a shot.

Scrub-Niggurath
Nov 27, 2007

jokes posted:

When an Empire province reaches low public order, it makes sense there would be a rebellion. Same with most races. But I don't really understand the undead rebellions. I guess it's not an issue of the populace uprising (since the armies are undead) but rather an errant vampire?

I think it's supposed to be a rogue vampire/necromancer trying to seize power

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Cataphs was a lot of fun to use and I really laughed hard when I saw royal guard for the first time.

Trujillo
Jul 10, 2007
Some more tournament rounds, my matches with Zearoth: https://www.youtube.com/watch?v=IyiZKQVtY0w

Round 1 - Greenskins (ZearothK) vs Chaos (Sammvt) https://www.dropbox.com/s/tai0gf9gdlba64v/Sammvt%20vs%20Zearoth%20Round%201.replay?dl=0

Round 2 - Vampire Counts (Sammvt) vs Bretonnia (ZearothK) https://www.dropbox.com/s/9kdhxndymlpzlo6/Sammvt%20vs%20Zearoth%20Round%202.replay?dl=0

In round 1, I got this Chaos build from someone who beat me with it in quick match but I didn't know how to use it right and didn't target the right units. Too many forsaken got caught up on the giant. Had a feeling he would take Azhag on a wyvern so I brought two manticores but Zearoth did a good job of microing Azhag away from them with foe seeker and eventually Kholek goes down swinging after the rest of the Chaos army is destroyed.

Round 2 was a slug-fest. Zearoth had the perfect build to counter mine, ranked up men at arms with polerams backed up by grail guardians, but I tried not to make it too easy for him. The two wight kings refused to go down and held up a lot of the Bretonnian blob which allowed me to get a lot of cycle charges in. At one point one of the wight kings sends the fay enchantress flying right into the undead cavalry and she's trampled, but even with her gone there were too many Grail Guardians supported by the Grail Reliquae at the end as most of my cavalry reached their healing cap and crumbled.

Well played to Zearoth and good luck in the quarterfinals.

Mailer
Nov 4, 2009

Have you accepted The Void as your lord and savior?
Finally, after a stupid number of reloads, managed to clear out my first long game. Closed out as Empire at turn 185. I wish it told me how many Swordsmen I made because it was a lot. Archy and his Lord of Change buddy went down three turns in to a lone unit surrounded by ambushers.

Really hoping the second game plays it more straight with the campaign. It's timed again, but looks like a race instead of stacks spawning in. It was like having a handful of weaker CK2 mongols that appeared all over the map whenever it was inconvenient. That sort of gamey stuff really wore on me towards the end, like:

Rookersh posted:

- The AI no longer homes in on the player army. Instead it'll "fight it's way to you.", ie it'll attack cities and whatnot on the way. A great example is at the start of the game as Empire. On VH vanilla a Skullsmasherz army will beeline for Franz in the first 5 turns. With this mod installed, both times that army fought Marienburg instead. This makes the AI feel great across the board.

I know that AI is hard so having it cheat is the norm, but having the entire world focus fire you got stupid. I went through half a dozen war declarations and peace treaty cycles for factions that couldn't even get to me. Beastmen rode unhindered through other lands just to get a shot at some random settlement of the most powerful person on the board before getting wiped out. It's probably a year too late to be complaining about it now but it'd be nice to have an AI that isn't either suicidal or psychic.

Outside of Chaos/Beastmen I really liked the game.

Mukip
Jan 27, 2011

by Reene
That's kinda meant to be the Empire experience. They don't even really control their own territory, the forests are filled with beastmen and greenskins while a lot of the human population lives in walled settlements. The Empire should be constantly fighting invaders. Of course if the AI gives off that impression it may well just be the generic player-hating computer behaviour but it's authentic to the Empire narrative.

theDOWmustflow
Mar 24, 2009

lmao pwnd gg~
I feel like the Chaos invasion delay mod is necessary to have a good and enjoyable campaign. The Empire regions are barely able to handle Norsca, and then the 3 or so Chaos stacks quickly escalates to 7+ within a hundred turns (at least on hard), which the AI cannot cope with.

It's not fun to be playing out the Southern and Western sides of the map, only to find the whole of Empire space a smoking crater around turn 85.

Luminous Cow
Nov 2, 2007

Well you know there should be no law
on people that want to smoke a little dope.
Well you know it's good for your head
And it relax your body don't you know.

:420:

Rookersh posted:

So I'm playing a modded game right now, and I think I've figured out the -best- setup for a modded vanilla game.

I just started a campaign with these and gejnors greenskins mod as Wurrzag. Only about 30 turns in but the badlands are much more interesting already. Grimgor is stomping around murdering stunties, and the border princes actually send raiding parties after you.

Trujillo
Jul 10, 2007
Nanomashoes vs Godlovesus: https://www.youtube.com/watch?v=4j0NCuXClUk

Round 1 - Chaos (Nano) vs Bordeleaux (GLU) https://www.dropbox.com/s/mtyn0rbgk5jyf4i/Nanomashoes%20vs%20GLU%20round%201.replay?dl=0

Round 2 - Empire (GLU) vs Beastmen (Nano) https://www.dropbox.com/s/lkdt3x9gtgzto0f/Nanomashoes%20vs%20GLU%20round%202.replay?dl=0

In round 1, Bordeleaux did about as well as they could have but their infantry was outmatched by the chaos warriors w/ GW. With the help of final transmutation, Kholek and the swords of chaos win the cav fight easily and on the other side, the two paladins on foot who were supposed to be protecting the flank are able to do nothing about the summoners of rage. After dealing with the paladins and the damsel, Kholek hammers the grail reliquae into the dirt and the Bordeleaux army breaks.

Round 2, the Empire greatswords go chasing the centigors but the spearmen line can't hold the gor herds off for long without them. The eye of morrslieb gets some big hits in and stomps out the steam tank. Franz manages to nearly take out Morghur but he barely gets away and comes back to mutate some of the greatswords and send Nano into the quarterfinals vs Mukip.

A rematch of the last tournament's grand finalists, Nanomashoes vs Mukip: https://www.youtube.com/watch?v=1XEjGXriyIA

Round 1 - Wood Elves (Nano) vs Chaos (Mukip) https://www.dropbox.com/s/yzv11xxvcdonbdf/Nano_vs_Mukip_1.replay?dl=0

Round 2 - Wood Elves (Mukip) vs Norsca (Nano) https://www.dropbox.com/s/eomcr0whhyglbb0/Nano_vs_mukip_2.replay?dl=0

The aspiring horsemasters keep the hawk riders and glade lord in check in round 1 while the forsaken and mirror guard charge the eternal guard and tear them limb from limb. The elf line takes so much damage from the initial charge that they start the fight at a big health disadvantage and are killed or routed and the welves concede shortly after.

The wood elf firing line of seven archers with starfire shafts decimate the low armor Norscans in round 2. Once the skinwolves and ice wolves are shot to death after getting tied up by dryads and wild riders, the remaining Norscans are at the mercy of Orion, the glade guard and deepwood scouts. Wulfrik and the Werekin make a last stand and throw out one last boat but are overwhelmed and broken and Mukip moves on to the semifinals.

Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"
I'm surprised tourney rules didn't prohibit something as borderline-gimmicky as bringing SEVEN welf archers. You would have had to plan for exactly that to have even a chance of winning

Tiler Kiwi
Feb 26, 2011
wood elves are a gimmick

Mukip
Jan 27, 2011

by Reene
Yeah that's their thing. Archery is their faction focus and it makes up for their trashy main line units (Dryads and Eternal Guard are garbage), so I wouldn't say it was a surprise that couldn't have been anticipated. Wood Elves cannot win a straight-up melee brawl against Norsca under any circumstances, so logically you should expect them to try and win some other way instead.

Normally in quick battles you see the Norscan player bring 4+ units of wolves and other fast units that can put pressure on the WE army right away, so it's actually considered a disadvantageous matchup for Wood Elves.

William Bear
Oct 26, 2012

"That's what they all say!"

madmac posted:

https://pbs.twimg.com/media/DIoiBUdXcAEjPW-.jpg:large

Lord Skill Posters are a thing again I guess.

Kroq-gar Looks like he'll be the Saurus/Big Dino focused choice, which makes sense. Other that that no real surprises except finding out vaguely what his items do.

Mazdamundi went up on Facebook too.


Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"
Dyed and EG are no less garbage than swordsmen/spearmen that make up the bulk of empire mp lines

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


William Bear posted:

Mazdamundi went up on Facebook too.



Was Darren CA's spellchecker guy, because they need a new one.

Mukip
Jan 27, 2011

by Reene
Yes, that's the problem. Spearmen and Swordsmen cost 300/400 gold respectively (Swordsmen aren't really used in multiplayer) to the 550 gold for those Welf units. Empire Flagellants, Bretonnia Battle Pilgrims, Chaos Forsaken, Norscan Berzerkers; every faction (except Dwarfs and VC) has a unit that will rip a Wood Elf front line to shreds, so never expect a Wood Elf player to form a front line!

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Hunt11
Jul 24, 2013

Grimey Drawer
A wood elf army without a lot of archers would be a gimmick army.

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