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Wafflecopper posted:AI seems way, way more willing to engage in this game, which is nice. Between that and the sheer number of stacks the various delf, helf, and pirate stacks the AI has floating around in my VH Tyrion game, I'm finding fun battles are a much more frequent occurrence. It maybe goes a little too far though as the AI keeps march stancing and parking right next to my stacks to get smashed. I noticed this, too. As Malekith when I reduced the starting Skaven faction to one army composed of a single lord, he ran a suicidal assault on the city I took from him instead of wandering off and doing literally nothing until he dies to something unforseen like they did in 1. Not wise tactics, but when the conclusion was foregone I appreciate the AI taking some initiative there.
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# ? Sep 30, 2017 16:58 |
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# ? Jun 3, 2024 06:41 |
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So it seems like there are two interesting campaign strategies: -Try to stay ahead in the ritual game, which gives you bonuses and gives your lords intervention armies and chaos stacks to level up on. Many legendary lords can get crazy momentum if you level them up enough early in the game. -Turtle up and try to styme the enemy's final ritual, trying to ensure your territory is under less pressure so you can build up your factions economy and tech.
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# ? Sep 30, 2017 17:07 |
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Did anyone else here play the old Warhammer pc games- Shadow of the Horned Rat and the like? I'd love to see CA's take on that.
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# ? Sep 30, 2017 17:08 |
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I really like the new red trees available to all of the lords in this game. I hope something similar is backported to everyone else in the mortal empire campaign. The blue tree being good enough to be worth taking is also surprising and cool. Skaven are the best though. Their artillery is ridiculous and being able to ambush on the attack never gets old. Clan rats are surprisingly competent. Why do people hate the Queek start? You get other rat men, lizards, wood elves, undead, dwarfs, Bretonnian knights, gobbos, and island elf raiders all in one location. The fights are diverse and all but the wood elf region and elf islands to the south is favorable climate.
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# ? Sep 30, 2017 17:09 |
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You get some decent high-tier units from doing the tutorial that you don't get otherwise, apparently. Malekith at least gets 2 Cold One Knights from his, which is nothing to laugh at.
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# ? Sep 30, 2017 17:16 |
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KPC_Mammon posted:I really like the new red trees available to all of the lords in this game. I hope something similar is backported to everyone else in the mortal empire campaign. mostly because 1. you are right on top of Kroq-Gar, and he will turbofuck you if he finds his way to you early 2. once you've dealt with him there is nobody else to worry about on the continent
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# ? Sep 30, 2017 17:20 |
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the high elf unique building chain in hag graef implies you use slaves >_> lazy ca
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# ? Sep 30, 2017 17:28 |
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Davincie posted:the high elf unique building chain in hag graef implies you use slaves >_> lazy ca Well, you know, when in Rome....
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# ? Sep 30, 2017 17:33 |
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Davincie posted:the high elf unique building chain in hag graef implies you use slaves >_> lazy ca Forced labor. There clearly is a marked difference.
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# ? Sep 30, 2017 17:40 |
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Always check for landmark buildings! There's a lot and they aren't just in capitals. I've seen some nice discount upkeep ones
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# ? Sep 30, 2017 17:40 |
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How're you folks liking lizards? Dark Elfs are fun but a bit too vanilla for my mood right now.
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# ? Sep 30, 2017 17:44 |
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Just got done with my first campaign, playing as Morathi. Random assorted impressions: Pros: -Rituals felt better than the old victory conditions. There was always a relatively immediate goal to go after. -Quests are so much better. With the ritual currency as a reward they're now actually worth doing, and they seem much more doable without having to hugely go out of your way for them. Morathi's LL questline was also perfectly doable without being a huge pain in the rear end. -Magic feels way better and more impactful, even the previously sub-par schools like Fire. -The story was actually pretty decent and well presented, particularly the twist very near the end. I almost felt a little sorry for the sorceress even if she was super bratty all the time -The final battle, while being pretty easy (at least on Hard), is still a way better way to finish things than before. Combined with having an actual ending cinematic you actually get a sense of escalation and some denouement, rather than being presented with a bland "You win" screen more or less out of nowhere. -Treasure hunting is a fun and good way to give your armies something to do when you're not currently expanding. -The AI seemed generally a bit more aggressive and willing to take on even unfavourable battles, particularly the stacks that come at you during rituals. -Agents seemed way less annoying on the strategic layer. Making lords impossible to be assassinated and adding an immortality skill was a good decision. Cons: -The naval game felt way underdeveloped, and if it wasn't for Black Arks I probably wouldn't have engaged with it at all. I'm not asking for playable naval battles because that's a huge can of worms, but there just didn't seem to be much of a reason to try and maintain naval control purely on the strategic layer. In the future it'd be neat to have cheap dedicated naval units/fleets that could raid coastlines and maybe even attack coastal cities. -The AI seemed a bit too passive when it came to the Ritual race (playing on Hard). They might hit me with an intervention army or two when a Ritual was in progress, but that was about it. Early on I stole Mazdamundi's ritual currency city, and he basically let me have it for the entire game despite having easily sufficient forces around to at least threaten it. -While I liked the amount of Skaven and Chaos stacks coming at me during Rituals, the way they just popped up out of nowhere was garbage. More often than not they'd spawn right next to a random city of mine and attack it immediately. Sometimes they'd spawn a good distance, with a camera pan showing me where they'd be coming from, which was a way better solution and should be the standard. -Same deal for intervention forces. Having them be able to pop in and attack you instantly was pretty unfun. They should have to wait a turn after being spawned before being able to attack, giving you an opportunity to react.
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# ? Sep 30, 2017 17:45 |
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Is there any real reason to push further north than Fallen Gates as Mazdamundi other than maybe to raze Delve settlements entirely? Seems like uninhabitable hell zone land to me.
Captain Oblivious fucked around with this message at 17:50 on Sep 30, 2017 |
# ? Sep 30, 2017 17:47 |
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Skaven are the friggin best. Spawning a pack of clanrats right behind your enemy's archers right before they start firing on you is the most satisfying poo poo ever.
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# ? Sep 30, 2017 17:51 |
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Captain Oblivious posted:Is there any real reason to push further north than Fallen Gates as Mazdamundi other than maybe to raze Delve settlements entirely? Seems like uninhabitable hell zone land to me. Razing those settlements reduces the number of dark elves who will be coming at you. I personally preferred leaving an oldblood up there and having him sack Ssildra'tor every few turns; nice of them to leave an XP generator where it's nice and convenient
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# ? Sep 30, 2017 17:56 |
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In a way, Queek's start is a surprising mix of both the Grimgor and Thorgrim starts, in that your nemesis will come for you very soon with units that can kill hordes of yours very easily. Your only hope is to rush the next tier of units ASAP, and you will struggle in defending your settlements because you'll be surrounded on nearly all sides, and your garrison units are poo poo. Fortunately, you get multiple uses of instant ambushes in every battle, and your units are dirt cheap yet surprisingly able at holding the line.
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# ? Sep 30, 2017 18:01 |
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Captain Oblivious posted:Is there any real reason to push further north than Fallen Gates as Mazdamundi other than maybe to raze Delve settlements entirely? Seems like uninhabitable hell zone land to me. I razed ss'ildra and let the humans settle into the area, but I pushed further north and kept the ancient city of Quinex, it has a unique building that can give you a 4 digit income from the settlement despite the uninhabitable climate penalty. At the middle tier 3 the Vaults of Quinex give: 800 Income 30 Growth 5% research -60% public order penalty due to corruption factionwide 80% income from all buildings in the region.
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# ? Sep 30, 2017 18:20 |
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The desert island really sucks.
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# ? Sep 30, 2017 18:25 |
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Captain Oblivious posted:Is there any real reason to push further north than Fallen Gates as Mazdamundi other than maybe to raze Delve settlements entirely? Seems like uninhabitable hell zone land to me. You can go a little further to Vaul's Anvil for another ritual currency city in a fairly profitable province, I guess. But that's quite an undertaking, you'll have to take out Morathi's capital to get there, and even once you do have it, you'll have to contend with yet more Dark Elves right next to it. Also, have some unrelated elf_bullshit.jpg:
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# ? Sep 30, 2017 18:28 |
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Is there a good online resource for lore on these new races? They all seem really interesting but I dont know anything about them, or the Warhammer world.
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# ? Sep 30, 2017 18:29 |
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Perestroika posted:Just got done with my first campaign, playing as Morathi. Random assorted impressions:
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# ? Sep 30, 2017 18:31 |
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Brasseye posted:Is there a good online resource for lore on these new races? They all seem really interesting but I dont know anything about them, or the Warhammer world. There's a wiki for it, but it's massive and consists of more lore than Tolkien and Martin combined. http://warhammerfantasy.wikia.com/wiki/Warhammer_Wiki Don't really know if it's a good resource but there's a bunch of other wikis around there if you google search for them.
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# ? Sep 30, 2017 18:40 |
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Brasseye posted:Is there a good online resource for lore on these new races? They all seem really interesting but I dont know anything about them, or the Warhammer world. http://warhammerfantasy.wikia.com/wiki/Lizardmen http://warhammerfantasy.wikia.com/wiki/Elf http://warhammerfantasy.wikia.com/wiki/Skaven
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# ? Sep 30, 2017 18:40 |
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thanks dudes this will keep me busy for a while!
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# ? Sep 30, 2017 18:43 |
Do we have any good info on the integration of WH1 and WH2 and how that's going to work mechanically? Will Skolk have an Old World start or what?
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# ? Sep 30, 2017 18:48 |
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cheese posted:Just started a Morathi campaign on hard. Any tips? Is it possible to play as a raiding faction? Any units stand out? I'm excited by her -50% agent action cost, I plan on using a lot of heroes. As far as dark elf units, I found Darkshards to be crucial early game. They did absolutely all the damage while my swords and spears just held them in place.
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# ? Sep 30, 2017 18:50 |
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Brasseye posted:Is there a good online resource for lore on these new races? They all seem really interesting but I dont know anything about them, or the Warhammer world. 1d4chan is usually decent enough for short, if often pretty stupd, summaries of stuff in warhammer and such.
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# ? Sep 30, 2017 18:51 |
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I'd avoid 1d4chan for anything but their surprisingly well-kept tabletop tactics articles. Everything else is endless links to the Rape article, porn and 15 year old memes spammed ad-nausium. Gonna start a Tyrion campaign when I get home proper tomorrow. Any tips for starting out in Poncy Elf Island? My first instinct is to paint it pastel blue.
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# ? Sep 30, 2017 19:02 |
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I'm Lizardmen. The skaven have started a ritual. A chaos army pops up and heads toward them. I can't declare a war against Chaos Intervention force. WTF.
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# ? Sep 30, 2017 19:07 |
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Comstar posted:I'm Lizardmen. The skaven have started a ritual. A chaos army pops up and heads toward them. I can't declare a war against Chaos Intervention force. WTF. Listen, they're doing your job, let it happen
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# ? Sep 30, 2017 19:15 |
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Hieronymous Alloy posted:Will Skolk have an Old World start or what? They said it's gonna be another new map.
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# ? Sep 30, 2017 19:17 |
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cheese posted:Just started a Morathi campaign on hard. Any tips? Is it possible to play as a raiding faction? Any units stand out? I'm excited by her -50% agent action cost, I plan on using a lot of heroes. Off the top of my head: -Your initial enemies to your east are threatened by a high elf colony to their south. After cleaning up your first province, stay at the border and keep a close eye on Bleak Hall. With a bit of luck, those high elves will attack and conquer it, allowing you to swoop in and kill two birds with one stone while they're weakened. -Getting the Anvil of Vaul can be tricky, since Clar Karond is fairly powerful. What worked for me was to try and wait until their armies are elsewhere, blitz both the Vaul and the Hag Keep as quickly as possible, then sue for peace immediately afterwards. -Once you've got those two provinces, you can basically do whatever. Mazdamundi's ritual currency site is a tempting target, but you can also drive over to Ulthuan or even the southlands to raise a stink there. You're surrounded on both sides by fellow Dark Elf factions who should generally play nice (especially after completing a ritual or two), so the only real threat to your heartlands is by Mazdamundi to the south if he pushes through the elves there. -On that note, do try to play nice with the Dark Elf faction immediately to your south. They'll probably be your only trading partner for a long time, since the geography fucks up your trade routes to the north. -Morathi is surprisingly legit in melee. Don't put her toe to toe with pure melee lords (at least at the beginning), but if you send her into a ranged unit or the flank of a T1 infantry unit she'll clean those out quite nicely. -Your standard spear- and swordelves are thoroughly mediocre. Try to replace them with Corsairs to make up your main line asap. -I've had a lot of success with leaning heavily on Witch Elves early on. One of Morathi's spells debuffs enemy armour and damage in an area, which is great for counteracting WE's primary weaknesses. -Get yourself a Black Ark early on. Pretty much everything around you is within easy bombardment distance, which can be a huge help. They're also great for picking up all those treasures that spawn at sea. -If you go around raiding people far away from home, consider prioritising Skaven and Human factions as your main victims. The amount of slaves you can get from battles appears to be proportional to the amount of casualties you inflict, so the more individual soldiers they bring the better.
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# ? Sep 30, 2017 19:18 |
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Little thing I noticed that I'm sure most of you have - choosing your campaign difficulty at LL selection doesn't effect battle difficulty, unlike in TW:W1 where it defaulted to whatever campaign difficulty you chose. For those weirdos among you who enjoy battles on anything but normal.
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# ? Sep 30, 2017 19:24 |
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Teclis seems like the funnest lord/start so far. Elfs rule
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# ? Sep 30, 2017 19:27 |
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I don't get the hatred for Queek's start. You get into the thunderdome with Krok'gar, which provides an interesting challenge of how to beat his saurus stack with your lovely clanrats. Then to the north you got lizards wood elves, greenskins, dwarfs, undead, empire, and brettonia. To the south the High Elves are liable to start raiding your coasts. Like I get his start can be difficult but its rather interesting. And the vampires to the North in my campaign conglomerated in a giant empire which results in some fun and large battles.
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# ? Sep 30, 2017 19:35 |
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What does the Cauldron of Blood mount for Death Hags do? Both the game and the in-game wiki is loving retarded at revealing information like this to you. You can hover over the button to get it, see that your character stats change and that there are new abilities over there, "oh let me just move my mouse over there and see what they do..." NOPE now they are gone, "oh, we'll ill right-click and check the in-game help..." which says "Mount: Cauldron of Blood" and nothing else. Yes. I knew that. It's everything else i want to know
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# ? Sep 30, 2017 19:46 |
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unwantedplatypus posted:I don't get the hatred for Queek's start. You get into the thunderdome with Krok'gar, which provides an interesting challenge of how to beat his saurus stack with your lovely clanrats. Then to the north you got lizards wood elves, greenskins, dwarfs, undead, empire, and brettonia. To the south the High Elves are liable to start raiding your coasts. I've just made a beeline for the weapon teams and storm vermin, that + vast numbers and judicious use of the menace below (really this is your substitute for cavalry in a way) seems to do the trick. Had a pretty great battle versus Kroq-Gar over Caverns of Sotek where I fielded some 4000 rats, including catapults, poison wind globadiers and warp-fire throwers. Manage to leverage my numbers + about 6 uses of menace below to pin his force down and maneuver the rest in behind them. Some 2000 Skaven had to die, but Kroq-Gar lost his Stegadon and half his army of swole Saurus boys. Peaced out with him though (for 3000 gold) as I'm going to go get Golden Tower (ritual currency) from Necrarch Brotherhood who have massively expanded southwards.
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# ? Sep 30, 2017 19:47 |
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Dongattack posted:What does the Cauldron of Blood mount for Death Hags do? There's a button in the bottom left that'll stop unit info disappearing when you move off it
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# ? Sep 30, 2017 19:51 |
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Hieronymous Alloy posted:Do we have any good info on the integration of WH1 and WH2 and how that's going to work mechanically? CA's only confirmed a few points: - No Vortex mechanic, just a bighuge map. Only available in WH2. - Owning WH1 and any relevant DLC unlocks that content in WH2. WH1 being installed is not necessary. - Essentially a new map as the Old World and Vortex campaigns can't simply be "stitched" together. - Extreme Western and Southern regions will be cut, resulting in Teclis losing his startpos. Unknown if other LLs will be relocated for gameplay purposes. We'll probably get a lot more info in the next few weeks. They've reiterated that they're sticking with their "weeks not months" release window for Mortal Realms.
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# ? Sep 30, 2017 19:52 |
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# ? Jun 3, 2024 06:41 |
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Deified Data posted:Little thing I noticed that I'm sure most of you have - choosing your campaign difficulty at LL selection doesn't effect battle difficulty, unlike in TW:W1 where it defaulted to whatever campaign difficulty you chose. For those weirdos among you who enjoy battles on anything but normal. Oh, that's what's happening. I've noticed myself winning slugging matches between clan rats and stuff like quarellers and have been little disturbed by how easy a lot of the battles have been. Difficulty on normal would explain it perfectly
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# ? Sep 30, 2017 19:53 |