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I would be pretty excited if they did a full Amazon roster since it would be fun to see what they'd make when they have no limitations from GW.
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# ? Nov 3, 2017 22:19 |
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# ? Jun 8, 2024 00:06 |
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Feel like it would be hard to distinguish amazons; wood elves and norsca both kind of fulfill their archetype imo
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# ? Nov 3, 2017 22:38 |
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also, chorfs would probably help balance ME by giving dwarfs an eastern front to contend with
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# ? Nov 3, 2017 22:40 |
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Fuligin posted:Feel like it would be hard to distinguish amazons; wood elves and norsca both kind of fulfill their archetype imo Not really? Their whole thing is having access to a bunch of weird super tech like 40K Bolters, ICBMs and Lightsabers. They'd play more like Skaven in practice with some small elite weapon teams/monsters bolstering decent line troops. Zore fucked around with this message at 22:43 on Nov 3, 2017 |
# ? Nov 3, 2017 22:40 |
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Isabella's Vampire Ball is gonna be hilarious when they update skills and you have 9 vampires with Immortality Lmao.
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# ? Nov 3, 2017 22:42 |
Why not 10?
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# ? Nov 3, 2017 22:44 |
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Scrub-Niggurath posted:I have a feeling that we're getting Chaos Dwarves this game, not game 3, since the Mortal Empires map has a huge chunk of blank space where the badlands would be The Mortal Empires map will have the Darklands (and Mountains of Mourn) attached when game 3 comes out. Its explicitly stated that its 2/3 of the ultra super duper mega campaign we're going to get from game 3. In terms of what to look forward to: 100%: Tomb Kings 98%: Araby 75%: Vampire Coast 33%: Amazons 15%: Southern Realms (If they were going to be added I think they would have been added in Warhammer 1. Unless they offer them as a flc or release content for Warhammer 1 I think they're not gonna happen) Staltran posted:Why not 10? 19 vampires and Isabella c'mon guys
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# ? Nov 3, 2017 23:42 |
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AnEdgelord posted:The Mortal Empires map will have the Darklands (and Mountains of Mourn) attached when game 3 comes out. Its explicitly stated that its 2/3 of the ultra super duper mega campaign we're going to get from game 3. I'd say southern realms are far more likely than VCoast or Amazons, if only because miragliano would be the only 10 slot capital the player can't start with
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# ? Nov 3, 2017 23:53 |
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Wouldn't surprise me if they reach a bit deeper into the factions for dlc since they're having a bit of a longer break until the 3rd game. Will probably get a few of the less likely seeming ones in the gap, probably some more legendary lord packs for all the factions as well.
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# ? Nov 4, 2017 00:05 |
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I don't think Araby is such a shoe-in, either. It's not an official tabletop faction. I can see them adding Araby, but it's hyping expectations to say they have a 98% chance to be done.
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# ? Nov 4, 2017 00:06 |
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Scrub-Niggurath posted:I'd say southern realms are far more likely than VCoast or Amazons, if only because miragliano would be the only 10 slot capital the player can't start with Also there's a couple of Southern Realms factions on the Vortex map. Mukip posted:I don't think Araby is such a shoe-in, either. It's not an official tabletop faction. I can see them adding Araby, but it's hyping expectations to say they have a 98% chance to be done. It did have a Warmaster list.
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# ? Nov 4, 2017 00:06 |
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Scrub-Niggurath posted:I'd say southern realms are far more likely than VCoast or Amazons, if only because miragliano would be the only 10 slot capital the player can't start with and Norsca has tech that specifically boosts raiding/fighting Tilea, which seems weird if you're not going to add them
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# ? Nov 4, 2017 00:25 |
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Phone posting so I can't reply to everyone easily but few thing I wanted to point out : 1. Vampire Coast has an actual army list that was published in Warhammer Chronicles and can be found with a simple google search (want to avoid :files: otherwise I'd post it) 2. Game 2 is explicitly focused on the Vortex campaign so anything that goes into game 2 must be present on the Vortex map this is why I doubt the inclusion of tilea and estalia 3. I have small doubts about Araby but given the work put into the area and it's presence in both vortex and me campaigns I'm confidant
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# ? Nov 4, 2017 00:26 |
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AnEdgelord posted:Phone posting so I can't reply to everyone easily but few thing I wanted to point out : now that I think about it the southern realms might be a dlc for game 1 that will come out after game 2 has lost its 'new game' shine and we're in the longer wait for game 3 E: quote is not edit
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# ? Nov 4, 2017 00:28 |
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AnEdgelord posted:Phone posting so I can't reply to everyone easily but few thing I wanted to point out : http://warhammerfantasy.wikia.com/wiki/Zombie_Pirates E: Oh man, the ZPs could potentially have a Giant Enemy Crab Mordja fucked around with this message at 00:35 on Nov 4, 2017 |
# ? Nov 4, 2017 00:29 |
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AnEdgelord posted:Phone posting so I can't reply to everyone easily but few thing I wanted to point out : the New World Colonies or whatever they're called seem like an obvious placeholder for conquistador Tilea/Estalia
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# ? Nov 4, 2017 00:31 |
AnEdgelord posted:19 vampires and Isabella Aren't heroes capped at 10?
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# ? Nov 4, 2017 00:39 |
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Hit by the spell again. A dreadlord exploded as/just after it was wounded. Killed 94 spearmen and 34 white lions from full health. And I play on large units so that's a lot.
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# ? Nov 4, 2017 00:39 |
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sassassin posted:Hit by the spell again. A dreadlord exploded as/just after it was wounded. From what I remember the Rite of Khaine has a pretty short duration and at least a 30-turn cooldown. It only lasts 5 or 10 turns. I get that it sucks but its coming from the DE's rites, so use those advantages too.
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# ? Nov 4, 2017 00:54 |
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Ravenfood posted:What rites do the High Elves get? I've been fighting three different dark elf factions and they've all used it in every single battle I've had, occasionally twice. Coincidence? Possibly. Maybe not the first ten turns of the campaign but 11-50 for sure. First campaign I've had where autoresolving saves lives. High Elves get two good rites one of which is worthwhile just for a public order boost. The other one gives a spell that blows up towers and walls which is amazing but only usable on normal siege maps (not the Elven gates because *reasons*).
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# ? Nov 4, 2017 01:23 |
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I think my next war in this campaign is against Tyrion that motherfucker hates the other high elven factions and has been rampaging his way up the east coast even while the west has been getting battered by the darkies. Maybe Malekith should be Phoenix King. He wouldn't stand for this bullshit.
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# ? Nov 4, 2017 01:32 |
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Gamerofthegame posted:They can still make DLC for one, you know. They won't, not explicitly, but the dlc they make for 2 might be back-patched to work in 1. It'll get very confusing though.
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# ? Nov 4, 2017 01:35 |
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Ravenfood posted:What rites do the High Elves get? Helves get Isha for a nice untainted/replenish boost and attrition immunity, Vaul which deletes wall units and gives you an item dilemma and siege attacker for all forces, asuryan(?) Which is +growth/influence and -build cost and some mage focussed one. Vaul is rude as heck but I don't think there's much to be done about DE suicide bombers. sassassin posted:Maybe Malekith should be Phoenix King. He wouldn't stand for this bullshit. Malekith is a nice boy who works hard for his people
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# ? Nov 4, 2017 01:49 |
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sassassin posted:I've been fighting three different dark elf factions and they've all used it in every single battle I've had, occasionally twice. Coincidence? Possibly. It kind of makes sense that three different AI factions would be getting near to the Rite unlock requirements at about the same time and pop it ASAP. See if they're still doing it a few turns later. Vaul sounds ridiculous as hell if it gives you the ability to just delete walls/units on walls and gives you items to boot. So yeah, I guess you just accept that every race is going to have some bullshit rites.
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# ? Nov 4, 2017 01:51 |
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Something like Tilea, you could make that work by making them an expeditionary force if you're playing the vortex campaign, maybe with a slightly different method of progressing the tracker or something. Then if you're playing them in the Mortal Empires campaign you can pick a starting location or they just start in actual Tilea, give them some sort of diplomatic/explorey version of the Norsca occupying/monster hunting stuff, going off on big expeditions to get rare treasures and artifacts and poo poo.
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# ? Nov 4, 2017 01:54 |
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Can someone explain this to me? I know my force isn't amazing or anything but it seems like a terribly onesided prediction anyway. Do the lords/heroes count for that much?
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# ? Nov 4, 2017 02:06 |
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I loving hate dwarves. Stunty little fuckers ruined my legendary wurrzag and queek campaigns.
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# ? Nov 4, 2017 02:14 |
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Foxhound posted:Can someone explain this to me? Autoresolve, especially on sieges, can be really badly wrong. I've had it sit just about half in battles that were extremely onesided, even without siege equipment. It also overvalues ranged units and artillery. and can be a bit disproportionate to lords/heroes. I don't know jack about the welf roster and can't really remember the dorf roster beyond knowing those are some t3/4 infantry choices for them and they're stubborn little tin cans who are bastards to get off walls. If you don't have AP those buggers are never going anywhere. Gitro fucked around with this message at 02:23 on Nov 4, 2017 |
# ? Nov 4, 2017 02:20 |
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Foxhound posted:Can someone explain this to me? They're dwarves. Autoresolve heavily, heavily favors dwarves. It's a big part of the reason that they tend to dominate the Old World and Southlands in ME. If you fought that battle yourself you might be able to win it (I'm not really sure), but autoresolve seems to jerk off to the idea of a bearded tide washing over the world, so it fucks you. Also, if you're on one of the higher difficulties (VH/Legendary), the game actively fucks over your autoresolve chances, as well.
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# ? Nov 4, 2017 02:23 |
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Scrub-Niggurath posted:also, chorfs would probably help balance ME by giving dwarfs an eastern front to contend with I hadn't thought of that, good point. thebardyspoon posted:Wouldn't surprise me if they reach a bit deeper into the factions for dlc since they're having a bit of a longer break until the 3rd game. Will probably get a few of the less likely seeming ones in the gap, probably some more legendary lord packs for all the factions as well. That would be fine with me, with ME and the upcoming TK and possibly another faction or two we're covered on width, I'd love to see more depth.
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# ? Nov 4, 2017 02:27 |
Foxhound posted:Can someone explain this to me? Heroes do count a fair bit, too, yeah.
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# ? Nov 4, 2017 02:28 |
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It's on normal/normal. For the record I just let the siege run and they are like 2 turns from losing to attrition now since they never made a breakthrough attempt.
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# ? Nov 4, 2017 02:29 |
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Foxhound posted:Can someone explain this to me? You're going to get mulched on the walls. I mean you might be able to manually win this thing but I'd be settling in to starve that garrison.
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# ? Nov 4, 2017 02:31 |
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Foxhound posted:Can someone explain this to me? You're attacking a walled city (so it has towers that shoot back) and to compound it, you're fighting dwarfs whose ranged units are very competitive in a shootout against you. It doesn't help that there's no way of bringing down a tower besides wrestling directly from angry bearded dwarves in a melee with that stack. Their melee units are some variety of Longbeards or Slayers too. On the flip side, they might sortie from the city because of the autoresolve odds. It might not help because they have a cannon battery and they'll just sit still and shell you until it runs out of ammo.
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# ? Nov 4, 2017 02:32 |
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You know how you get unique traits for defeating specific heroes? I think Wulfrik should get an improved version of this. So for most traits his benefit is +25% to any legendary Lord trait and for things that don't stack like poison simply add some other random stat like melee attack or charge bonus or something.
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# ? Nov 4, 2017 03:07 |
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I started playing Chaos today and I gotta say it's great fun. e: Is there a place for goons to hang out and play together? Michaellaneous fucked around with this message at 03:21 on Nov 4, 2017 |
# ? Nov 4, 2017 03:11 |
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Panfilo posted:You know how you get unique traits for defeating specific heroes? I think Wulfrik should get an improved version of this. So for most traits his benefit is +25% to any legendary Lord trait and for things that don't stack like poison simply add some other random stat like melee attack or charge bonus or something. Where can I find a breakdown of what beating each LL grants?
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# ? Nov 4, 2017 05:43 |
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I'm so happy to get into this series. I used to play Warhammer 40,000 and sunk wayyy too much money into it. And as fun as it was, putting together the models, painting them, and resolving all the wounds, armor saves, etc felt like such a huge time sink that 90 minutes could go by and hardly anything had even happened. I knew about Warhammer Fantasy but figured for as much as I've spent on 40k based on how little I played (just a friend and I vs each other, occasionally we'd go to the mall and try to play against other grognards but that tended to be an aggrivating ordeal). Total War: Warhammer basically let me do what I've always wanted in real-time and for a fraction of the price. You know, its funny when you see people on Steam bitching about how much all the games and DLCs cost put together, when in reality the cost of all of it combined is still less than a single 2000pt army (be it 40k or fantasy) plus paints, codexes, and White Dwarf supplementals.
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# ? Nov 4, 2017 05:45 |
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SirPhoebos posted:Where can I find a breakdown of what beating each LL grants? Here: Spawnkiller (defeating Mazdamundi): Leadership Aura +25% Saurussmiter (defeating Kroq-Gar): Melee Defense +10; Public Order (local) +2 Verminflail (defeating Queek Headtaker): Bonus vs Infantry +6 Plaguelast (defeating Lord Skrolk): Immune to swamp attrition; Enemy Public Order (local) -5 Ulthuan Undefended (defeating Tyrion): Melee Attack (army) +2; Unit Recruit Experience +1 Ruin Unrestrained (defeating Teclis): Power Reserves +10 Immortal Unbeloved (defeating Malekith): +10% income for Raiding; Passive Ability "Frenzy" Hagbutcher (defeating Morathi): All Hero Actions Cost -10%; +10% chance to wound aggressors in Hero Self-Defense (local) Old World Legendary Lords: Hammer and Anvil (defeating Alberic de Bordeleaux): +15 Melee Attack while at Sea Doomslayer (defeating Archaon the Everchosen): Immune to Psychology Greenskinner (defeating Azhag the Slaughterer): +30% Magic Resistance Metalstorm (defeating Balthesar Gelt): +6 Armor to Lord's Army Kinghammer (defeating Belegar Ironhammer): +10 Leadership and Melee Attack during Subterranean Intercept Battles Treesurgeon (defeating Durthu): Enables Flame Attacks when fighting against Wood Elves Witchfinder General (defeating the Fay Enchantress): +10% replenishment rate Hidestriker (defeating Grimgor Ironhide): +20 armor piercing damage Beardhammer (defeating Grombrindal): Causes Terror when fighting against Dwarfs Liche Killer (defeating Heinrich Kemmler): 10% magical resistance for Lord's Army Ghorst or Ghost (defeating Helman Ghorst): Enables poison attacks Cruelty Restrained (defeating Isabella von Carstein): Enables Regeneration Reikshammer (defeating Karl Franz): Causes Terror when fighting against Empire Beastscourge (defeating Khazrak One-eye): Causes Fear Stormblight (defeating Kholek Suneater): +10 Bonus vs Large Kingslayer (defeating Louen Leoncouer): +10 Charge, -20% recruitment cost for cavalry units Crowreaver (defeating Malagor Dark-Omen): +10 Leadership and Melee Attack when fighting against beastmen warherds Moonslaker (defeating Mannfred von Carstein): -50% undead attrition Skullslasher (defeating Morghur the Shadowgave): 30% missile resistance Wildhunter (defeating Orion): +5 to leadership and melee attacks in forest battles Pride Assassin (defeating Sigvald the Magnificent): +5% chance to steal item post battle, +10% local income for all buildings Sneakysmiter (defeating Skarsnik): +20% ambush success chance and +20% ambush defence chance Grudgekiller (defeating Thorgrim Grudgebearer): -10% local construction cost, +10% research rate Slayer King Slayer (defeating Ungrim Ironfist): +5 melee attack +5% magic and missile defense Undeath Descendant (defeating Vlad von Carstein): Wound Recovery Time -4 Grimsbane (defeating Volkmar the Grim): +3 melee attack & defense for lord's melee infantry units Great Green Slayer (defeating Wurrzag the Great Green Prophet): +10% Physical Resistance
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# ? Nov 4, 2017 05:51 |
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# ? Jun 8, 2024 00:06 |
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Hahaha you can be ambushed while sieging a settlement.
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# ? Nov 4, 2017 05:51 |