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New Butt Order
Jun 20, 2017

Knobb Manwich posted:

A part of me feels 4 plague claws is a bit much, but the other 95% of me is very lol get hosed elves.

Given that the rats have no archers to speak of and the generic HElf army seems to be Seaboys backed up by traditional archers, I'd say 4 plague claws is about right. Maybe even more.

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Drone
Aug 22, 2003

Incredible machine
:smug:



What ME faction is going to be least hosed over by the Foundation update not yet being in?

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Wood Elves and Brettonia. They received the fewest buffs in the Foundation update.

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


New Butt Order posted:

Atilla wasn't very good.
Warhammer was very good.
Warhammer 2 is not very good.
Warhammer 3 will be good (I don't believe this but it fits the mold)

For the Warhammer fans just joining us, welcome to the Total War Cycle.

Attila was goddamned excellent, though it turned off people with its take on survival rather than Empire building for the big players and remains very badly optmized. Rome 2 was the one that was a mess on release, but turned to decent after a lot of patching. Like that doesn't even make sense. I mean, that logic would make Rome 2 good and Fall of the Samurai bad, which is the wrongest possible statement you could possibly make about the series.

And really, Warhammer 2 is essentially Warhammer 1 with more content, it's a expandalone. If you like one, you like the other, it's not as big an overhaul that someone who hated the first game will have their opinion changed for the second or vice versa.

Jamwad Hilder
Apr 18, 2007

surfin usa

Ammanas posted:

The start of the game is really slow because of the extreme cost of fielding multiple armies. The balance on VH is ridiculous.

Definitely. On VH, what really helped me as Malekith was taking Ghrond right away since that province has a gold mine. It's enough to let you field enough armies to mostly keep things under control. I'm going to continue my campaign tonight and I think once I wipe out the norse factions I'll be read to pirate around the old world.

Jamwad Hilder fucked around with this message at 13:45 on Oct 27, 2017

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Drone posted:

What ME faction is going to be least hosed over by the Foundation update not yet being in?

Wood Elves, Brett, and beastmen are only missing a couple of RoR units. Granted a couple of them are quite good (Shielded wildwood rangers, halberd squires) but they more or less play the same as they did.

Skarsnik and Belegar Ironhammer are completely unchanged, as is Wurrzag, though Wurrzag is kind of poo poo tier as far as Legendary Lords go.

Staltran
Jan 3, 2013

Fallen Rib

Knobb Manwich posted:

A part of me feels 4 plague claws is a bit much, but the other 95% of me is very lol get hosed elves.

How many warp lightning cannons do you have that 4 plagueclaws on top of them is too much :confused:

madmac
Jun 22, 2010

DeathSandwich posted:

Wood Elves, Brett, and beastmen are only missing a couple of RoR units. Granted a couple of them are quite good (Shielded wildwood rangers, halberd squires) but they more or less play the same as they did.

Skarsnik and Belegar Ironhammer are completely unchanged, as is Wurrzag, though Wurrzag is kind of poo poo tier as far as Legendary Lords go.

Uh, Wurzag is amazing, actually. You get a cheap stack of unstoppable savage orcs, a bunch of really powerful items/bound spells, and one of the best lores in the game. He was underused in MP purely because of his cost but that's been adjusted now and he benefits from the improved spell tree all Lord Casters have in Warhammer 2.

His start position is a lot cooler now too since he can head straight south into southlands instead of being stuck in the badlands forever.

New Butt Order
Jun 20, 2017
Wurrzag also gets a pretty awful debuff if you get him through confederation that makes him basically not worth it. Nothing wrong with picking him first, though.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

madmac posted:

Uh, Wurzag is amazing, actually. You get a cheap stack of unstoppable savage orcs, a bunch of really powerful items/bound spells, and one of the best lores in the game. He was underused in MP purely because of his cost but that's been adjusted now and he benefits from the improved spell tree all Lord Casters have in Warhammer 2.

His start position is a lot cooler now too since he can head straight south into southlands instead of being stuck in the badlands forever.

Except his faction benefits basically only work for his army minus the charge bonus, it only works on a specific and very niche subset of the Greenskin roster, and (at least if the buildings are more or less unchanged from TWW1) his economy is completely shanked compared to even baseline greenskins because the savage orc settlements provide like half the income that regular orc settlements do.

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues

NoNotTheMindProbe posted:

Wood Elves and Brettonia. They received the fewest buffs in the Foundation update.

And of the two Wood Elves have it worse if only because they didn't have any retinues added till the Foundation update. They don't terribly need it too much at present because the way buildings are laid out and their research tree you're pretty well covered in lots of ways.

sassassin
Apr 3, 2010

by Azathoth
Teclis' first quest battle is more annoying now. The skaven start summoning their units under your archers during the opening speech, interrupting it, and then waste a few more units while you're still getting huddled up.

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues
It's really depressing looking at your Legnedary Lord's inventory and seeing he's got like three flags and that's it mind you.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

TheLastRoboKy posted:

And of the two Wood Elves have it worse if only because they didn't have any retinues added till the Foundation update. They don't terribly need it too much at present because the way buildings are laid out and their research tree you're pretty well covered in lots of ways.

Yeah, for anyone who doesn't know about the wood elf campaign changes:

11 settlement slots at level 5, up from 10, you now have 3 slots at level 1:

2 new Shrines to _______ buildings, but you're limited to only one per province, one provides +20% post battle income factionwide, I forget what the other does.

Each of the main Athel Loren provinces can host one specific of the council buildings. Orion's starting province gets the wildwood council building, meaning you're not going to be able to have the Wild Hunt lord until you confederate or conquer your neighbors.

Your main economic building no longer has a rank 5 upgrade (boo, not cool)

The Public Order building now provides a handful of wood, elven trinkets, and pottery. Still not enough to be worth it vs just getting the public order research.

New building in t4 that increases local recruitment capacity and adds like +2 recruit ranks to new lords and Waystalkers.

Move speed seems significantly upped in general, though that may just be because the map is squished. I don't really have a point of reference with the other races so far.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Is Clan Skyre going HAM in anyone else's campaign? They declared war on me the turn I revealed them and they are basically flattening Estalia, Tilea, and now they have sailed around the continent and are burning out Cassarone from the other side as me.

Jamwad Hilder
Apr 18, 2007

surfin usa

TheLastRoboKy posted:

It's really depressing looking at your Legnedary Lord's inventory and seeing he's got like three flags and that's it mind you.

I actually really like flags. I usually have 2-4 per army if I can. There are some that can turn average line units into real anchors, and stuff like the banner of war which boosts melee and ranged attack/damage is really great for versatile units like Free Company Militia or Shades. I also use the Rebanner mod, which is great, and (I think) made by a goon. There's some cool banners in the base game but Rebanner makes them all useful.

Jamwad Hilder fucked around with this message at 14:22 on Oct 27, 2017

John Charity Spring
Nov 4, 2009

SCREEEEE

Dongattack posted:

Does a reinforcing lord bring his red skills to the battle? Like if i put skillpoints that buff skavenslaves or clanrats on my fodder army, will they work when he reinforces me?

His red skills apply only to his own army (so if he has accompanying units they'll benefit, but the main army that he's reinforcing won't benefit).

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues

DeathSandwich posted:

Is Clan Skyre going HAM in anyone else's campaign? They declared war on me the turn I revealed them and they are basically flattening Estalia, Tilea, and now they have sailed around the continent and are burning out Cassarone from the other side as me.

Yeah if I hadn't snuck up and shanked them in the back they were probably going to run roughshod up the coast. They had two very large stacks very quick.


DeathSandwich posted:

Yeah, for anyone who doesn't know about the wood elf campaign changes:

11 settlement slots at level 5, up from 10, you now have 3 slots at level 1:

2 new Shrines to _______ buildings, but you're limited to only one per province, one provides +20% post battle income factionwide, I forget what the other does.

Each of the main Athel Loren provinces can host one specific of the council buildings. Orion's starting province gets the wildwood council building, meaning you're not going to be able to have the Wild Hunt lord until you confederate or conquer your neighbors.

Your main economic building no longer has a rank 5 upgrade (boo, not cool)

The Public Order building now provides a handful of wood, elven trinkets, and pottery. Still not enough to be worth it vs just getting the public order research.

New building in t4 that increases local recruitment capacity and adds like +2 recruit ranks to new lords and Waystalkers.

Move speed seems significantly upped in general, though that may just be because the map is squished. I don't really have a point of reference with the other races so far.

Yeah trade is very low impact for Wood Elves no matter how many buffs and research gains you throw on them. Your bread and butter is befriending someone for amber, and then when they pick a fight with someone you swoop in and kill that motherfucker to death and then raze-settle their homes in the same turn for big cash prizes and more sweet sweet amber. In my current game I'm military allies with every single Bretonnian faction so when the main faction starts scooping them up my amber supplies don't decline.

Ra Ra Rasputin
Apr 2, 2011
The only problem with warhammer 2 is it was released a month or two before it was fully "done" so the game is still somewhat incomplete in places like the combined map taking a bit and the norsca patch changes still absent, but it's getting there and still fun and playable.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Whoa, they seriously buffed up the AI for enemy Skaven. Now they'll Menace Below your ranged units relentlessly and will even use Warp Bomb charges if you're attacking their territory, which was a rude surprise.

It's pretty nice that they're actually a bit threatening now instead of basically an armies of fast, cowardly zombies who would use Menace Below in random places.

John Charity Spring
Nov 4, 2009

SCREEEEE

Kanos posted:

Whoa, they seriously buffed up the AI for enemy Skaven. Now they'll Menace Below your ranged units relentlessly and will even use Warp Bomb charges if you're attacking their territory, which was a rude surprise.

It's pretty nice that they're actually a bit threatening now instead of basically an armies of fast, cowardly zombies who would use Menace Below in random places.

Yeah, they're still very beatable but the menace below/warpbomb usage is nasty and makes fighting skaven appropriately scary.

crime fighting hog
Jun 29, 2006

I only pray, Heaven knows when to lift you out
I fired up a Vampire Counts campaign last night. Is corruption REALLY worth investing in so it spreads, or does it boil down to a non-factor most of the time?

Also I did the quest battle against that Empire army and holllyyyyyy shiiiiitttt having hounds being able to deploy behind their lines and literally run up the asses of their gunners while bats flew down on everyone was amazing. My zombies and skeletons had plenty of time to shamble up to the swordsmen while a Varghulf and Manfred chased their lord around.

Leeching is for lord killing, right? Seemed to work pretty well plus slapping that fear aura on skeletons had enemy units wavering between running away and trying to come back. It was amazing to see psychology take such a huge toll after I've only really played High Elves so far.

Panfilo
Aug 27, 2011
Probation
Can't post for 5 days!
Spreading corruption makes it easier to settle neighboring territory, because occupying a settlement with very low vampiric corruption gives huge public order penalties.

Randarkman
Jul 18, 2011

Hmm... Getting another crash/freeze after hitting end turn, this time on Bloody Handz turn, tried three times now and it consistently happens, also have the camera turned off. Something's up. Hope they can identify and fix it for Norsca patch.

Mr Luxury Yacht
Apr 16, 2012


120 turns into my Vlad Mortal Empires game and all I can say is gently caress the dorfs.

Took all of Sylvania pretty early. Was helped by Manfred being an idiot and after losing Drakenhof he just ping ponged between the three closest Dwarf holds making a nice buffer but otherwise leaving me alone. The Empire didn't seem to get their poo poo together so I managed to to slowly take everything non Dwarf hold up to the edge of Altdorf, as well as Akendorf in the south.

However I wasn't paying attention to Thorgrim and the fact that he managed to confederate everybody before like turn 100, then smashed northwest taking the border princes and most of Tilea leaving him with 30 something settlements. The Greenskins also confederated early but got utterly mauled by Thorgrim leaving them with like five settlements in the north. Now out of the blue the Dwarfs declare war on me and lay seige to Akendorf with four full stacks of high tier troops led by Ungrim and Grombrindal as well as teleporting Thorgrim through the underway into the middle of my empire. Ive never had a good handle on VC economy so I've only got about 3.8 stacks of good troops running around. I manage to beat up Thorgrim but one of my full stacks was stuck in Akendorf before the sudden war dec and seige so I'm prob going to lose him since I doubt he can stand up to 80 units of longbeards, hammerers, and artillery. It's going to be a hell of a fight with less than three stacks against all that, especially since I can see on the periphery at least two more large Dwarf armies :psyduck: . So yeah, don't ignore Thorgrim, he's a loving steamroller if the Greenskins don't try to kick him in the teeth early.

Does anyone else find that the AI confederates a lot faster in ME?

Helion
Apr 28, 2008
I found the AI near me definitely confederations quickly. On the other hand I have been oddly offered military alliances out the rear end by everyone near me who isn’t an obvious natural enemy. So that’s new. Still my first game, though.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Staltran posted:

How many warp lightning cannons do you have that 4 plagueclaws on top of them is too much :confused:

15.

Randarkman
Jul 18, 2011

Hoping for luck in maybe avoiding more of those end turn freezes, I was wondering if Belegar got any significant changes with the foundation patch? Playing Belegar and retaking Eight Peaks is one of the campaigns I enjoyed the most in WH1, though if there's a bunch of stuff that was changed in the foundation patch I might as well wait.

blindwoozie
Mar 1, 2008

Mr Luxury Yacht posted:

120 turns into my Vlad Mortal Empires game and all I can say is gently caress the dorfs.

Took all of Sylvania pretty early. Was helped by Manfred being an idiot and after losing Drakenhof he just ping ponged between the three closest Dwarf holds making a nice buffer but otherwise leaving me alone. The Empire didn't seem to get their poo poo together so I managed to to slowly take everything non Dwarf hold up to the edge of Altdorf, as well as Akendorf in the south.

However I wasn't paying attention to Thorgrim and the fact that he managed to confederate everybody before like turn 100, then smashed northwest taking the border princes and most of Tilea leaving him with 30 something settlements. The Greenskins also confederated early but got utterly mauled by Thorgrim leaving them with like five settlements in the north. Now out of the blue the Dwarfs declare war on me and lay seige to Akendorf with four full stacks of high tier troops led by Ungrim and Grombrindal as well as teleporting Thorgrim through the underway into the middle of my empire. Ive never had a good handle on VC economy so I've only got about 3.8 stacks of good troops running around. I manage to beat up Thorgrim but one of my full stacks was stuck in Akendorf before the sudden war dec and seige so I'm prob going to lose him since I doubt he can stand up to 80 units of longbeards, hammerers, and artillery. It's going to be a hell of a fight with less than three stacks against all that, especially since I can see on the periphery at least two more large Dwarf armies :psyduck: . So yeah, don't ignore Thorgrim, he's a loving steamroller if the Greenskins don't try to kick him in the teeth early.

Does anyone else find that the AI confederates a lot faster in ME?

See, I'm playing the Dwarfs and the both Mannfred and Vlad are going hog wild, they annihilated Zhufbar and while they aren't in an alliance they've never fought each other, instead in a mutual agreement yo gently caress up the Dawi and Empire sub factions. Had to get a peace treaty with Vlad because I'm at war with so many Greenskins and every other Dwarf realm is failing save maybe Belegar. The Greenskins feel like a big threat this campaign, and the Vampires occupying Dwarf holds adds some stress, it's really fun.

1st_Panzer_Div.
May 11, 2005
Grimey Drawer

The minimum you should have.

Ravenfood
Nov 4, 2011
Any preference on gutter runner slingers vs vanilla gutter runners? Fire while moving and the extra damage is nice, but the halved range and ammo count kind of hurts.

Excelsiortothemax
Sep 9, 2006
Finished HE Vortex campaign and then launched into Thorgrim Mortal Campaign.

I’ve made military alliances with all but one other dwarf nation, and the only humans I don’t have an alliance with are Kislev, The Empire(gently caress you Karl!) and the Border Princes. Unfortunately since the BP’s are blocking access to all those sweet trade routes I think one I’m done dealing this last orc settlement I’ll be teaching these man-lings a thing or two about why it’s wrong to stop the flow of Bugmans!

Fans
Jun 27, 2013

A reptile dysfunction
Skirmishers are good for harassing flanks or whittling down slow melee units. Slingers are there for normal ranged use.

Worth remembering they’re not bad in combat and so can pull off a rear charge if needed as Skirmishers

toasterwarrior
Nov 11, 2011
Now that ME is out...I kinda want to just save edit these 140+ turn Vortex saves to get all the ritual currency, just to get it over with. gently caress waiting to build up stock.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
So out of curiousity since I've never figured it out, What's the benefit of magical attacks vs non-ghosts? Does it bypass physical resistance? I'm figuring Ward saves work vs everything?

Also if anyone is curious, Orion's updated hounds ability is profoundly lethal, I dropped it in a big mob of orcs and wound up racking up like 120 kills.

Fans
Jun 27, 2013

A reptile dysfunction

DeathSandwich posted:

So out of curiousity since I've never figured it out, What's the benefit of magical attacks vs non-ghosts? Does it bypass physical resistance? I'm figuring Ward saves work vs everything?

Also if anyone is curious, Orion's updated hounds ability is profoundly lethal, I dropped it in a big mob of orcs and wound up racking up like 120 kills.

Yes it bypasses physical resistance. It is a bit niche

Kaza42
Oct 3, 2013

Blood and Souls and all that

Fans posted:

Yes it bypasses physical resistance. It is a bit niche

Better than flaming weapons, which I think are actually detrimental more often than they are beneficial

Submarine Sandpaper
May 27, 2007


Kaza42 posted:

Better than flaming weapons, which I think are actually detrimental more often than they are beneficial

flaming now applies burn which gives negative moral.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
Playing empire and stuck fighting vampires. They won't allow themselves to be eradicated. On the bright side I missed having rows of handgunners and free company delete charging skelehorses with superior firepower.

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RoyalScion
May 16, 2009
Seems to be a bug in ME where chaos starts automatically at war with you, but nobody else; leading to 10 doomstacks kicking down your door as soon as you trigger the first invasion.

While later the in the game they pissed some others off and fought them too, it’s kind of grating to fight never ending hordes of chaos at your door.

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