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Third World Reggin posted:I am excited to see lizardmen units enrage on zombies My favorite battle I've seen was when a rogue army spawned next to my capital in my kroq campaign. Unfortunately I had no armies close, since everyone else was off fighting in Operation Khemri Freedom. So I used the primal might ritual to spawn an army of feral dinos. What rogue army did they face? The Wandering Dead, a stack of two or three necromancers, and nothing but zombies and skeleton warriors. Against 4 carnosaurs, 3 stegadons, 3 bastilodons, and cold ones. It was hilarious
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# ? Oct 10, 2017 17:01 |
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# ? Jun 6, 2024 11:50 |
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They're rebalancing the WH1 races to bring them more in line for WH2 races so it'll be a big change!
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# ? Oct 10, 2017 17:02 |
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boho posted:Is the glowy thing by Fallen Gates/Texas/North Mexico supposed to be a warp core or something great question. nobody knows the answer. the slaan just know they're supposed to kill anyone who tries to gently caress with it.
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# ? Oct 10, 2017 17:04 |
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Fans posted:They're rebalancing the WH1 races to bring them more in line for WH2 races so it'll be a big change! Simply putting Dwarven cannons on platforms and Thunderers on stilts would make them into an unstoppable force.
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# ? Oct 10, 2017 17:05 |
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Hmmm, I've been trying to complement my Lizardmen armies with 2 units of Terradons for the poison javelins and the ability to counter enemy artillery. However, this thread did remind me that Bastiladons can use lasers that not only murder things, but also blind them. So I tried them out in custom battle. Turns out that the Bastiladon laser shot actually explodes on target like Warp Lightning Cannon shots did in tabletop. I imagine this means that not only can they gently caress with enemy artillery and ranged units, both foot archers and skirmishers, but also murder huge chunks of them if they're stupid enough to cluster. I guess this means it's time to say goodbye to my not-pterodactyls and cut down on the dinosaur cavalry brigade for some goddamn laser dinosaurs.
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# ? Oct 10, 2017 17:09 |
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toasterwarrior posted:Hmmm, I've been trying to complement my Lizardmen armies with 2 units of Terradons for the poison javelins and the ability to counter enemy artillery. However, this thread did remind me that Bastiladons can use lasers that not only murder things, but also blind them. So I tried them out in custom battle. In my lizard campaign, a couple Terradons set to melee mode are my anti-artillery if I can't sneak a Cold One Cav unit around the side. You have to be sure that the enemy cav is largely engaged and the artillery is left unprotected though because the terradons will not hold up in melee against a cav charge. The Bastiladons will miss units with small model counts, hence they're great anti-archers, but not anti-artillery.
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# ? Oct 10, 2017 17:20 |
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AngryBooch posted:Simply putting Dwarven cannons on platforms and Thunderers on stilts would make them into an unstoppable force. If the stats currently in the game are right, anyone worried about dwarves shouldn't be. Their artillery is strong as gently caress and feels like something out of Fall of the Samurai. The organ gun is currently Armstrong Gun tier.
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# ? Oct 10, 2017 17:20 |
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I have a question regarding Lothern SeaGuards. They are tagged as Anti-Large, is this bonus factored in for both their ranged and melee attacks, or just when they switch to spears for melee?
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# ? Oct 10, 2017 17:23 |
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Medieval Medic posted:I have a question regarding Lothern SeaGuards. They are tagged as Anti-Large, is this bonus factored in for both their ranged and melee attacks, or just when they switch to spears for melee? Just spears, you can mouse over the bars to get the actual values of their normal/AP damage and bonus damage.
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# ? Oct 10, 2017 17:28 |
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Mazz posted:Just spears, you can mouse over the bars to get the actual values of their normal/AP damage and bonus damage. Yeah, also you can see the little anti-large icon next to their melee weapon strength but not their missile damage/ammunition.
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# ? Oct 10, 2017 17:30 |
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AngryBooch posted:Simply putting Dwarven cannons on platforms and Thunderers on stilts would make them into an unstoppable force. Just make the Dwarves all fly! The only part of the Age of Sigmar that I actually like.
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# ? Oct 10, 2017 17:35 |
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The targeting fix where artillery aims center mass on a unit instead of focus firing on a single model to the corner left is a really big deal. The apparent gap between New and Old World artillery has been minimized since people have only seen the New World in play with the new targeting so theyve been comparing unfixed Old to fixed New. When you see the Old World artillery get the benefits of the fix, you realize that the New World doesnt have poo poo on the Old World.
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# ? Oct 10, 2017 17:36 |
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Old World cav will be a shock too. The best in WH2 are Silver Helms and they're not all that
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# ? Oct 10, 2017 17:41 |
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deathbagel posted:Just make the Dwarves all fly! The only part of the Age of Sigmar that I actually like. I hate this.
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# ? Oct 10, 2017 17:42 |
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Fans posted:Old World cav will be a shock too. The best in WH2 are Silver Helms and they're not all that Surely you mean Dragon Princes? But yeah, point stands generally.
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# ? Oct 10, 2017 17:43 |
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Jamwad Hilder posted:I'm pretty sure assassinate kills the hero/general unless their immortal, but not every hero can do it. Most heroes have a wound ability which just knocks someone out and makes them unusable for a few turns. Ravenfood posted:I'd thought that was the difference between "assassinate" and "wound" but I guess not, so what actually is the difference between the two? the effect of critical success? You absolutely can't assassinate lords. Start up a Morathi campaign to test it, she starts with an Assassin with the assassinate ability. You can only target heroes.
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# ? Oct 10, 2017 17:43 |
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John Charity Spring posted:Surely you mean Dragon Princes? But yeah, point stands generally. Oh darn yeah! I have not played enough High Elf yet to know the names. Hippogryph knights are gonna be a rude awakening.
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# ? Oct 10, 2017 17:46 |
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deathbagel posted:Just make the Dwarves all fly! The only part of the Age of Sigmar that I actually like. I'm actually sort of hoping CA does an AoS TW at some point. I think it could be pretty sweet with how weird some of the factions are. Even Stormcast could be really interesting tactically.
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# ? Oct 10, 2017 17:51 |
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I am waiting for total war star trek discovery it seems more likely than AoS
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# ? Oct 10, 2017 17:52 |
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I admit I was legitimately surprised when I found out that the High Elves have mediocre cavalry at best, considering their style seems to be "very good at everything while having small numbers". Hell, my Cold/Horned Ones tend to wreck a lot of Elven cavalry just because they have armour-piercing and the Elves don't.
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# ? Oct 10, 2017 17:53 |
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There aren't like...civilizations anymore in AoS is there? I honestly don't know. I thought the realm was shattered and everyone Planeswalkers around doing nothing but fight chaos.
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# ? Oct 10, 2017 17:54 |
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toasterwarrior posted:I admit I was legitimately surprised when I found out that the High Elves have mediocre cavalry at best, considering their style seems to be "very good at everything while having small numbers". Hell, my Cold/Horned Ones tend to wreck a lot of Elven cavalry just because they have armour-piercing and the Elves don't. Elven cavalry is good - generally fast and solid at its intended role. Ellyrian Reaver Archers are probably the best mounted skirmishers in the game, and can actually function alright as light cavalry too, which stuff like Pistoliers or Mounted Yeoman Archers can't. Dragon Princes are, I think, the fastest heavy cavalry in the game. Their general weakness is not having armour-piercing or anti-large on their cavalry units, which means they'll tend to lose fights against more specialised cavalry or against extremely heavily armoured infantry unless they're cycle-charging. Dragon Princes seem extremely good at just mowing through hundreds of infantry who don't have anti-large or AP though, and they're fast enough to avoid the biggest threats to them or pull out in a hurry.
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# ? Oct 10, 2017 17:57 |
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toasterwarrior posted:I admit I was legitimately surprised when I found out that the High Elves have mediocre cavalry at best, considering their style seems to be "very good at everything while having small numbers". Hell, my Cold/Horned Ones tend to wreck a lot of Elven cavalry just because they have armour-piercing and the Elves don't. Those dragon calvary are pretty good and they don't to die or break ever. Though they are very expensive and pretty far down the upgrade line.
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# ? Oct 10, 2017 17:58 |
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Deified Data posted:There aren't like...civilizations anymore in AoS is there? I honestly don't know. I thought the realm was shattered and everyone Planeswalkers around doing nothing but fight chaos. In the current story Order has founded a bunch of city-states all over the realms. There's this sort of near frontier vibe to everything. GW gage been working really hard to turn AoS into a more grounded setting over the past year or so.
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# ? Oct 10, 2017 17:59 |
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Armies in AoS are split into four large factions; Chaos, Undead, Order, and Destruction. Armies can mix and match with other units in their faction (so that's how you get stuff like Dark Elves with Sigmarines, and Skaven with Chaos). AoS would honestly make another good 40K: Dawn of War style RTS. And before anyone says Mark of Chaos... I liked Mark of Chaos
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# ? Oct 10, 2017 18:01 |
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Electronico6 posted:Those dragon calvary are pretty good and they don't to die or break ever. Though they are very expensive and pretty far down the upgrade line. That was always the problem with them on TT as well. They cost about twice what Silver Helm cost and aren't nearly twice as effective. Not to mention back in the day Silver Helms were also core choices.
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# ? Oct 10, 2017 18:03 |
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Neat WTW2 Discovery, they tweaked some of the basic rules on combat. Basic chance to hit went from 40% to 35% Minimum chance to hit went from 10% to 8% An attack from the flank used to only give you 75% of the benefit of your defense, now it gives you 60% An attack from the rear used to only give you 40% of the benefit of your defense, now it gives you 25% So generally slower combat and more of a benefit to high defense but flanking/swarming are much stronger
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# ? Oct 10, 2017 18:08 |
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Best-in-class cavalry are probably, what, Wild Riders for light cavalry, Blood Dragons or Grail Knights for shock, and Grail Guardians for heavy cavalry? With Halberd Demis as some kind of mix of monster, heavy, and shock?
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# ? Oct 10, 2017 18:08 |
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AoS is stupid garbage and the less attention paid to it the better.
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# ? Oct 10, 2017 18:14 |
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I for one can't wait to use Hellstorm rockets on a 3 stack skaven army.
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# ? Oct 10, 2017 18:19 |
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I encountered a dwarf rogue army with a few single model squig units. I expected some kind of monster but instead they were just single, 118hp normal sized. One died to eagle claw projectiles, the other decided to charge into a unit of rank 7 swordmasters... ...and exploded, killing 78 out of a 100 models of swordmasters.
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# ? Oct 10, 2017 18:27 |
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Asehujiko posted:I encountered a dwarf rogue army with a few single model squig units. I expected some kind of monster but instead they were just single, 118hp normal sized. One died to eagle claw projectiles, the other decided to charge into a unit of rank 7 swordmasters... Ah, the explosive suicidal squigs from Azhag's quest, maybe? Sounds total bullshit to fight.
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# ? Oct 10, 2017 18:29 |
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Pendent posted:I'm actually sort of hoping CA does an AoS TW at some point. I think it could be pretty sweet with how weird some of the factions are. Even Stormcast could be really interesting tactically. Age of Sigmar would be far better suited to Dawn of War given it's similarity to 40K
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# ? Oct 10, 2017 18:32 |
How about the Fay Enchantress with the life leech aura. Watch rats drop dead just from being near her. Same goes for vampire Black Coach.
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# ? Oct 10, 2017 18:35 |
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Wood Elves are gonna have absolutely insane income with that massive upgrade to port income. And with Mortal Empires there will be TONS of ports. With the new climate system one interesting way they could implement it for WE is to have hostile climates limit you to only a tier 1 settlement, neutral climates limiting you to tier 2 and favored climates giving you the standard upgrade tiers. They can't build walls, so their settlements are always going to be more vulnerable than other races.
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# ? Oct 10, 2017 18:37 |
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BadLlama posted:I for one can't wait to use the Sunmaker on a 3 stack skaven army.
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# ? Oct 10, 2017 18:37 |
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Panfilo posted:Wood Elves are gonna have absolutely insane income with that massive upgrade to port income. And with Mortal Empires there will be TONS of ports.
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# ? Oct 10, 2017 18:40 |
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Ammo will be the big limiting factor for factions vs Skaven. Sure the Sunmaker will be devastating but it will run out of ammo pretty fast. They probably need to do a balance pass on empire research because even in the first game several skills and research were lousy (like bonus armor and charge on pistoliers). Only getting 10% more income on Port cities for example is way worse than the Wood Elves getting like 200% in comparison.
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# ? Oct 10, 2017 18:41 |
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Skaven may actually get me to bring Flame Cannons as Dwarfs, since the only well-armored units they have are Warlords, Doomwheels, Death Wind Bombardiers, and Stormvermin. And all of those are better countered with cannons and guns.
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# ? Oct 10, 2017 18:43 |
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# ? Jun 6, 2024 11:50 |
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Ravenfood posted:With this and Norsca they already have some elements of differing city-types, too. The Dark Elves can't build walls in the Mung lands north of the wall, because (I think) they're classified as outposts instead. Norsca I think it would be really simple for them to let Norscans get normal full tier settlements/capitals if the territory was a port in suitable climate. Otherwise, have them get those crappy tier 2 staging areas they currently do. Let them always capture faction capitals with zero penalty, and have the rest of the settlements affect them climate wise like everybody else. Port cities with unique buildings might not be accessible to Norsca if the climate is right, but on the flip side the tier 2 settlements in bad climates don't suffer the massive penalties other races would have. So its a tradeoff.
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# ? Oct 10, 2017 18:45 |