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Scrub-Niggurath posted:Single fire mode for the bolt throwers should only be used for monster sniping or for shooting enemy artillery (which they’re surprisingly good at if you’re in range) It's good against cavalry or high HP spread-out units like saurus warriors too. I found it more reliable for getting kills on such targets than the multi-shot ammo.
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# ? Oct 14, 2017 23:31 |
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# ? Jun 7, 2024 22:25 |
The multishot won't get many kills on saurus but it will reduce the entire units hp. It'll do more damage I think
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# ? Oct 14, 2017 23:47 |
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LordAbaddon posted:there is a reason that pygmies are one of the few things i'm 100% certain we won't be seeing, especially since they don't even have a place to go on the current southlands map It looks to me like they should stay well clear of the south
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# ? Oct 14, 2017 23:50 |
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Can anyone tell me what benefit healing spells/skills give if it doesn't revive dead models? Or is it pretty much only good for single model units like heroes, lords, and certain monsters?
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# ? Oct 14, 2017 23:57 |
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Constantine XI posted:Can anyone tell me what benefit healing spells/skills give if it doesn't revive dead models? Or is it pretty much only good for single model units like heroes, lords, and certain monsters? There are plenty of high HP units like cavalry or smaller squads of dudes that will get proportionally more mileage out of it. A good example were Empire Demigriff knights, which had a small unit of like 16 models with plenty of HP. The healing spells are typically AoE as well so you can heal multiple units close together.
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# ? Oct 14, 2017 23:59 |
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Constantine XI posted:Can anyone tell me what benefit healing spells/skills give if it doesn't revive dead models? Or is it pretty much only good for single model units like heroes, lords, and certain monsters? Units have individual HP, so it'll keep them in the fight longer. (For reference, in TWW1 Empire Swordsman had 58 health per model and about 23 damage per hit after armor- so it takes a couple hits to bring a model down) e: also yeah demigryphs had like 246 HP per
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# ? Oct 15, 2017 00:00 |
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Panfilo posted:There are plenty of high HP units like cavalry or smaller squads of dudes that will get proportionally more mileage out of it. A good example were Empire Demigriff knights, which had a small unit of like 16 models with plenty of HP. The healing spells are typically AoE as well so you can heal multiple units close together. Okay, that is good info. I guess I'm just not understanding the relationship between the HP bar and a unit's model count. Edit: Thanks, that makes sense. So I'm guessing when an AOE damage ability targets a unit it divides the damage among all the models in it? If that's the case AOE healing looks like a good counter. Constantine XI fucked around with this message at 00:11 on Oct 15, 2017 |
# ? Oct 15, 2017 00:01 |
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Dive the HP total by the number of units. So the smaller the unit size, the more HP each unit has individually.
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# ? Oct 15, 2017 00:04 |
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Constantine XI posted:Okay, that is good info. I guess I'm just not understanding the relationship between the HP bar and a unit's model count. The HP bar is the current and total HP of all the models in the unit. Theoretically a unit of 120 infantry could be down to 120 HP out of its 7000-odd without losing any actual troops, but this is incredibly unlikely obviously.
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# ? Oct 15, 2017 00:08 |
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Single-shot for the eagle bolts is also really good in siege attacks. It won't fire properly in multiple shot mode, but in single it can still shoot without hitting allies on the walls. Consistent 100-200 kills in my experience. The eagle bolt thrower is quietly a really good and cost-effective field artillery piece, there's no reason not to add one into every HElven army. I think it's better than the lizard's laser beam dinos at range (obviously less good in melee).
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# ? Oct 15, 2017 00:13 |
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HE bolt throwers are exactly like they are on the tabletop, boringly good but not a necessity like archers
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# ? Oct 15, 2017 00:15 |
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I'm getting into a Very Hard Mazdamundi playthrough and it's hilarious how New World Colonies have become my best friends and one of the more powerful factions. Their ability to support 2.5 stacks off of two provinces at the beginning of the game let me point them towards any mutual enemy and get some easy victories. I've turned the uninhabitable dark elf lands north of Mirror Pools into a New Colony buffer state. Same with the Blue Viper lands south of my starting area. The only downside is that they refused to declare war on the Chaos armies that spawned for the first ritual.
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# ? Oct 15, 2017 00:38 |
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I actually bothered to read the mission description for a bunch of Morathi's missions and it's basically the advisor repeatedly dunking on her
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# ? Oct 15, 2017 00:56 |
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Just to follow up the mod drama, the guy who made the other mod gave in right away and is changing his to be the Radious version with credit, so no more needed there. Which is good, because steam slapfights are the loving worst.
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# ? Oct 15, 2017 01:14 |
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Ravenfood posted:This. Its somewhat backward, but the ballista seem far more effective in shotgun mode while you let your shades/shards focus-fire the big nasties. They're also not particularly kill-y, a lot of their role is to force the enemy to come to you. Thank you!
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# ? Oct 15, 2017 02:36 |
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The enemy MVP of my current Morathi play through is the saurus lord who's running a dino party, 4 carnosaurs, 4 stegadons, and a bastiladon for flavor. My standard spears/shards/bolt throwers can handle normal saurus armies without a sweat, but these guys keep stomping entire stacks because dinos just don't give a gently caress about battle lines or spears.
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# ? Oct 15, 2017 02:40 |
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Is there a blood mod out for this iteration or is one coming soon?
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# ? Oct 15, 2017 02:59 |
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If you're talking about the Blood & Gore DLC, it will be around Soon (tm), and free if you own WH1's Blood & Gore.
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# ? Oct 15, 2017 03:14 |
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Gejnor posted:If you're talking about the Blood & Gore DLC, it will be around Soon (tm), and free if you own WH1's Blood & Gore. Great, yeah I have WH1. Thanks for the info.
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# ? Oct 15, 2017 03:20 |
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sassassin posted:I didn't think much of white lions until I made a gimmick army in confederated Chrace and two stacks of chaos warriors tried disrupting the ritual up there. An eagle is for backing up a Lord for Lord-on-Lord duels I find. Or mobbing the gently caress out of a dragon or whatever. It's also good for sniping out artillery.
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# ? Oct 15, 2017 03:28 |
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jokes posted:An eagle is for backing up a Lord for Lord-on-Lord duels I find. Or mobbing the gently caress out of a dragon or whatever. It's also good for sniping out artillery. Do you know what I find works great for mobbing the gently caress out of a dragon? 19 dragons. Just their collective lasers is enough to kill like, 5 of them.
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# ? Oct 15, 2017 03:30 |
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My reinforcing army consisted of nothing but a low level warlord and slaves, who all entered the battle exhausted due to needing to march into position to reinforce and then run across the map due to the reinforcement angle bug being back in TW2.
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# ? Oct 15, 2017 04:22 |
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I get so mad when my guys reinforce from behind the enemy and get swiftly crushed despite the armies being side by side on the map. I wish there was some kind of way to say which side reinforcements will arrive from based on map positioning. I know the map doesn't mean very much given the scope of territory your little man is moving over and wouldn't expect to choose whatever you like, it's just annoying on those occassions when your reinforcements make absolutely no sense.
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# ? Oct 15, 2017 06:08 |
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Has anyone tried fire bola teradons? I was a bit skeptical but they seem really good against most archers/low armor swarms.
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# ? Oct 15, 2017 06:23 |
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JBP posted:I get so mad when my guys reinforce from behind the enemy and get swiftly crushed despite the armies being side by side on the map. I wish there was some kind of way to say which side reinforcements will arrive from based on map positioning. I know the map doesn't mean very much given the scope of territory your little man is moving over and wouldn't expect to choose whatever you like, it's just annoying on those occassions when your reinforcements make absolutely no sense. I kind of freel like the Lightning Strike blue skill could be further split into 2 separate skills that only allow you to pick one: Lightning Strike: Like how it works now Tactical Genius: When reinforcing allows you to choose where this reinforcing army would come in, with each additional skill point widening the selectable area.
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# ? Oct 15, 2017 06:31 |
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NovemberMike posted:Has anyone tried fire bola teradons? I was a bit skeptical but they seem really good against most archers/low armor swarms. They are great for flying just behind walls and then blowing the gently caress out of everything standing on them. It's less effective from the front due to the crenelations.
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# ? Oct 15, 2017 06:32 |
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Panfilo posted:I kind of freel like the Lightning Strike blue skill could be further split into 2 separate skills that only allow you to pick one: This would be cool and also a perfectly named skill.
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# ? Oct 15, 2017 07:03 |
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Got a really weird bug: I paused a battle and now I can't unpause it. The UI button doesn't do anything, and neither does the keyboard shortcut (even if I try remapping it). Anyone else had this issue and know a fix/workaround? I'd rather not have to concede this battle and reload if I can help it.
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# ? Oct 15, 2017 07:47 |
Google tells me it is a problem with the steam overlay (shift+tab). No-one has found a solution. Total War games have had this issue popping up since 2015. You could try to Activate the game application and/or kill the Steam process in task manager.
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# ? Oct 15, 2017 08:37 |
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Thanks. I hadn't actually used the overlay (just paused the game while I went out to talk with someone and when I came back it was stuck), but bringing it up and closing it now has resolved the issue.
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# ? Oct 15, 2017 09:13 |
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A fix for the idle unit bug will be included with the first patch.
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# ? Oct 15, 2017 12:20 |
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Kroq Gar Playing Queek, easily took all the Fortress of Dawn stuff. Somehow got on Zlatan's good side by just constantly fighting the Elves, so we had a NA Pact for awhile there while I Elf Murdered. Looked up at Caverns of Sotek and Moulder had 4-5 armies on it, so I decided to leave it alone, instead went for the actual Island of Dawn because I had heard so much about the lategame dragon armies they poo poo out, and knew I wouldn't get another chance after the Kroqgar hellwar starts. Zlatan takes the island from me after I raze it ( gently caress ), then drops the NA Pact ( gently caress gently caress gently caress ). As I sail back, I see Kroqgar conquer all of the Skaven lands to Caverns of Sotek, one per turn. He then confederates the northern Lizards. Thankfully he's also at war with seemingly everyone. Both UD groups up north, a bunch of Beastmen, etc etc. I'm hoping they distract him long enough for me to kill Zlatan and get a bit more expansion in before he declares on me. I think what I'm going to do is fight north of my capital city, take Zlatan, then retake the other Lizard stuff in the area. Hopefully find more people that hate Kroqgar to join with me. More importantly though, I think I can hold the Tor whatever city I stole from the Fortress of Dawn guys for basically ever against the Lizard hordes. And if I can scour out that northern area a bit, I can then move through the Golden Colossus pass and split up his armies before hopefully reclaiming all of the previous Skaven cities. I am very scared of the lizards, my poor rats aren't built to kill lizards.
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# ? Oct 15, 2017 14:11 |
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jokes posted:An eagle is for backing up a Lord for Lord-on-Lord duels I find. Or mobbing the gently caress out of a dragon or whatever. It's also good for sniping out artillery. I had three working as a team to take out a pair of hellcanons and then charge the main line of chaos warriors from behind. Carnage. They get lonely on their own but thrive with some bros to keep them company.
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# ? Oct 15, 2017 14:18 |
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Rookersh posted:Kroq Gar No, but they can build things to kill lizards. Catapults carve them up good and proper. Just fix them in place with bodies and bombard them to pieces.
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# ? Oct 15, 2017 14:20 |
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Going from Skaven to High Elves, they seen incredibly newbie-friendly. Spearmen+archers are a solid combination, or you could get both combined in the form of Sea Guard. While their overall roster is similar to Empires, I feel like High Elf units have better leadership.
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# ? Oct 15, 2017 14:22 |
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He only real bad thing High Elves have are the Artillery. That and they ain’t cheap
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# ? Oct 15, 2017 14:23 |
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It's weird that when playing as Lothern, Seaguard are one of the worst roster options. Tyrion's peasant militia is twice as effective at half the cost.
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# ? Oct 15, 2017 14:29 |
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sassassin posted:It's weird that when playing as Lothern, Seaguard are one of the worst roster options. Really? Guess I'll have to keep that in consideration in my campaign.
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# ? Oct 15, 2017 14:33 |
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A fun little detail I recently noticed: So in the Skaven Campaign, it is revealed that The Skaven built a goddamn SPACESHIP to go on a suborbital flight and resemble the twin-tailed comet, fooling everybody else.. This is significant in that during the High Elf intro, one of the astronomer dudes mentions "The twin tailed comet flies lower than before, that's unusual...".
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# ? Oct 15, 2017 14:38 |
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# ? Jun 7, 2024 22:25 |
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Fans posted:He only real bad thing High Elves have are the Artillery. That and they ain’t cheap Bolt claw throwers are amazing, even if they show as zero kills. They do an absurd about of model damage spread out over multiple units. Which means they units insta-route when your first volley of arrows hit.
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# ? Oct 15, 2017 14:59 |