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NeurosisHead posted:Autoresolve feels like it heavily favors missile units, ammo volume, and + fire speed. All of the elves do really well in autoresolve fights if you put a lot of their missile troops in the mix. There was a big autoresolve effortpost on Reddit a while back (which I haven't been able to find unfortunately) which confirmed that autoresolve assumes that all ranged units will get to use all of their ammo before any melee combat takes place. This means that the strongest autoresolve stack is something like 19 hellblaster guns.
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# ? Jan 7, 2018 00:14 |
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# ? Jun 7, 2024 04:20 |
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KPC_Mammon posted:I'm starting to think that maybe my problem with non-tier 1 dark elf units is that I spend 90% of the campaign killing other dark elves. I honestly kinda hate both of the Dark Elf starting positions. Malekith is super strong right out the gate and gets some early momentum but it's easy to get bogged down fighting Dark Elves and Norsca basically forever. Morathi has easy access to two ritual sites and quick avenues to take the fight to either Lizardmen or High Elves, but she also takes like 20 levels to start getting good and just breaking out of her starting province can be a pain, between the much stronger neighbors and her corruption mechanic slowing down expansion. Speaking of elves, this is a nice mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1167310654&searchtext=legendary Basically Malekith, Morathi, Teclis, and Tyrion all have secret legendary items they are supposed to get through additional quests but the scripts and quests themselves are buggy and unreliable, so this just adds them as quest battle rewards on top of their normal quest items. madmac fucked around with this message at 00:47 on Jan 7, 2018 |
# ? Jan 7, 2018 00:34 |
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madmac posted:Speaking of elves, this is a nice mod: The instant quest items mod also gives you theese items at a certain level, but i can't remember when exactly at the top of my head
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# ? Jan 7, 2018 00:52 |
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Adventure Vacations in Scenic Naggaroth! Inquire at 555-WCH-KING
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# ? Jan 7, 2018 02:04 |
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Is Morathi hurt by her own corruption? Having to clean up her corruption is what made me lose interest in my Malekith game after conquering all the rest of the North in the ritual campaign.
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# ? Jan 7, 2018 02:22 |
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LLSix posted:Is Morathi hurt by her own corruption? Having to clean up her corruption is what made me lose interest in my Malekith game after conquering all the rest of the North in the ritual campaign. No, but it still handicaps her in a way because low corruption causes public order problems and of course the revolts are generally nastier, because they're Chaos Warriors instead of Delfs.
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# ? Jan 7, 2018 02:35 |
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Morathi's other problem is that (unless it's been patched) despite delves potentially getting a fair amount of income from trade, actually trading involves capturing parts of like 3 or 4 different provinces, including this long squiggly wasteland. Then, at least in my game, the chaos hordes would spawn directly on that provinces city, effectively immediately cutting trade. Even once the city's reclaimed, you still have to renegotiate all of your trade deals.
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# ? Jan 7, 2018 03:02 |
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Has anyone found a mod that allows 2v2 in the chokepoint maps? It irritates me that its locked 1v1. And yes, I'm fine with that not being -balanced-. I just want to cram epic amounts of death into the chokepoint with a friend.
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# ? Jan 7, 2018 04:09 |
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I have zero trade deals even though I have a lot of trade resources sitting around. Is there somebody who hates Lothern that I can go befriend who will trade with me?
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# ? Jan 7, 2018 06:06 |
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madmac posted:No, but it still handicaps her in a way because low corruption causes public order problems and of course the revolts are generally nastier, because they're Chaos Warriors instead of Delfs. I'll strongly disagree with that. Delfs feel like a pretty hard counter to chaos rebels. I'll usually route them without any casualties with nothing but t1 units unless they have a hellcannon. And as already mentioned, low public order and constant uprisings is a good thing as delfs.
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# ? Jan 7, 2018 06:55 |
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Starting up a new Dwarf campaign and realized I have never played Clan Angrund before. I didn’t get very far before getting smashed fairly early when my starting province got crushed when my army was away. How should I build Belegar and what’s the best use of his ghost dads?
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# ? Jan 7, 2018 07:04 |
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KPC_Mammon posted:I'll strongly disagree with that. Delfs feel like a pretty hard counter to chaos rebels. I'll usually route them without any casualties with nothing but t1 units unless they have a hellcannon. And as already mentioned, low public order and constant uprisings is a good thing as delfs. How badly are you outnumbered with this no casualty thing because I want to know your secrets. I usually lose a lot of my adjective swords to trolls.
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# ? Jan 7, 2018 07:28 |
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Nash posted:Starting up a new Dwarf campaign and realized I have never played Clan Angrund before. I didn’t get very far before getting smashed fairly early when my starting province got crushed when my army was away. Your army can survive cash flow attrition by underway stance or raiding, which should let you take/sack replacement settlements along the way down to eight peaks. Best use of ghost dads is to use them to tie up enemy melee while you pelt the resulting blob with range and arty. In sieges you can use them and belegar as battering rams and gate fighters. Placing a manually controlled cannon behind their short tanking asses in the gate allows you to take out whole garrisons with careful shooting.
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# ? Jan 7, 2018 07:31 |
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Nash posted:Starting up a new Dwarf campaign and realized I have never played Clan Angrund before. I didn’t get very far before getting smashed fairly early when my starting province got crushed when my army was away. Speed and relatively fast expansion is how I've found success as Belegar, which is why he's different than starting in Karaz-a-Karak. In general, don't make alliances, you don't have the time to deal with their poo poo. The exception imo is the Border Princes and whoever controls the Barak Varr province, since you'll be foraying into the Badlands from there. Your economy is extra hosed till you take the Peaks, so on very hard/legendary basically use Belegar to take out lords, while the ghost granddads 3man armies. It's not really that useful to try and ameliorate your economy penalties, I usually build Belegar's/ghostdads' combat abilities so the army can remain small till you take the Peaks. The dads are vulnerable to magical attacks, so they're best spent on masses of regular infantry. Save your army for mopping up/ranged, since you can't afford to take the time to reinforce them. Focus on economy, then defense in your provinces, no new or more expensive units for awhile. Tilea, the Border Princes, and Wissenland are usually friendly. Finish off the Broken Nose as soon as possible to complete the Vaults. Don't rest, just attack attack attack using the ghost dads and Belegar as a vanguard, they can take it. Generally by this time the Skull-takerz will have either taken or razed Peildorf and will be coming for Karak Izor. You'll most likely be able to get there beforehand, if not, it's generally not a force that can take Izor if you're OK at defending during a siege. Then turn your attention to Skarsnik. He'll either have taken or be in the process of taking Karak Norn, with the dwarfs being reduced to Grimhold or under siege in Karak Norn. It's a little down to rng, but they're usually down to confederate at this point, what with having no army. If not, things get a little complicated. Kick Skarsnik's rear end then raze Karak Azgaraz so you don't have to deal with the headache of an incomplete province. By now, you've got complete province(s), probably on the verge of revolt, so deal with that. Destroy the Crooked Moon Mutinous Gits army that's probably coming for Karak Izor, then take Karak Angazhar if the Border Princes/Karak Hirn haven't. It's a disposable launching platform for going into the Badlands, and if you make a defensive alliance with the Border Princes, they'll deal with the rebels. Things get trickier from here, since about now it's not as predictable who controls what. If it's a Dwarf tide into the Badlands, that's a double edged sword. Karak Azul may have taken Karak Eight Peaks, necessitating either a really unlikely confederation or kicking them out. Alternatively, it's still under control by the Gits, but you'll most likely only be able to afford 1 army while they're most likely garrisoning the gently caress out of the city. This comes down to cheesing the siege AI, since starving them out really isn't an option; invariably there's gonna be revolts in the Vaults/Grey Mountains. Getting control of the city makes the rest of the campaign pretty easy, no more economy penalties and you're probably ingratiated to the remaining dwarfs.
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# ? Jan 7, 2018 07:56 |
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Don't get greedy gunning for Karak Eight Peaks either cause if you let the Greenskins roam around freely they will gladly cut you off and/or siege you in the turn after you take Karak Eight Peaks.
Eej fucked around with this message at 08:15 on Jan 7, 2018 |
# ? Jan 7, 2018 08:10 |
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Arglebargle III posted:How badly are you outnumbered with this no casualty thing because I want to know your secrets. I usually lose a lot of my adjective swords to trolls. You can basically beat infinite Norse once you have access to Hydras or level up your lords. Just run them out in front of your archer line to tarpit the majority of Norse infantry and then just unload arrows on the whole crew. Spacing the monsters/heros 2-4 units apart will catch every unit in that radius. The only thing you’ll have to worry about past that is horsemen, by your archers will beat them straight up. Basically, have a shitload of darkshards and redline them up with your lords, and put regen monsters/heros out in front of them with some bleaksword screens just in case. The AI will fall for that trap like 9 times out of 10, and Delfs probably do this better than anyone with Hydra/AP archers. Trolls loving melt both in leadership and HP to arrow fire, they won’t even make it to your monsters a lot of the time.
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# ? Jan 7, 2018 09:38 |
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I'm trying to do a delf playthrough but keep getting railed, That and I feel like im missing the economy/playstyle of them. Anybody got a recommended mod list for delfs or just in general?
TwatHammer fucked around with this message at 09:44 on Jan 7, 2018 |
# ? Jan 7, 2018 09:41 |
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Makes me wonder how the DElf early game will change when the Norsca update eventually lands. More AP and anti-infantry, more monsters, better infantry, better magic but I suppose less spam overall.
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# ? Jan 7, 2018 13:37 |
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Vlex posted:Makes me wonder how the DElf early game will change when the Norsca update eventually lands. More AP and anti-infantry, more monsters, better infantry, better magic but I suppose less spam overall. Tougher individual battles but less spam overall will make Norsca easier to deal with for the players and the AI.
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# ? Jan 7, 2018 13:40 |
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The Norsca release will probably also break them up into a bunch of small feuding groups again, which gives the rest if the world a few turns to actually get their feet under them.
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# ? Jan 7, 2018 14:18 |
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Thinkn bout thos Mung
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# ? Jan 7, 2018 14:19 |
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Every delf ME game I've played so far, every delf faction north of me has been swallowed whole by the norse tide. Hoping the update will change that
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# ? Jan 7, 2018 15:05 |
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TwatHammer posted:I'm trying to do a delf playthrough but keep getting railed, That and I feel like im missing the economy/playstyle of them. Anybody got a recommended mod list for delfs or just in general? if you're playing malekith? grab the mod that cuts Norse income in half, it's enough that the norscans will still be a pain in the rear end if left unchecked but not enough for them to drown you in garbage. your order of operations is kill the rats, take Ghrond and its associated province, then get the Norscans out of your hair. (i personally recommend just burning the settlements in question down, but leaving one intact so your first few sorceresses have something to gang-steal tech from.) the norscans are the perfect diplomatic tool for you: all the dark elves loving hate them, and so you can kick the poo poo out of them to make friends.
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# ? Jan 7, 2018 16:47 |
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Dandywalken posted:Thinkn bout thos Mung I can't look at the Mung without thinking of respected forums poster Mung Dynasty and why the emperor gets all the mung
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# ? Jan 7, 2018 17:24 |
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Ze Pollack posted:if you're playing malekith? grab the mod that cuts Norse income in half, it's enough that the norscans will still be a pain in the rear end if left unchecked but not enough for them to drown you in garbage. your order of operations is kill the rats, take Ghrond and its associated province, then get the Norscans out of your hair. (i personally recommend just burning the settlements in question down, but leaving one intact so your first few sorceresses have something to gang-steal tech from.) It'd be nice if that goddamn settlement north of Naggaroth actually covered the pass, but nope.
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# ? Jan 7, 2018 18:31 |
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Yeah playing ring around the rosie against the AI in early game situations really blows. Kroc-gars ME start has this problem, either vampires or skaven will pop a couple stacks and dodge around that bigass mountain unless you split your army in two.
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# ? Jan 7, 2018 19:00 |
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Nazareth has a big problem of no forests. Typically the campaign map way of dealing with Norse spam is to bait them into unfavorable attacks over and over by hiding your army. In tundra you can't do that.
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# ? Jan 7, 2018 19:14 |
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Is Steel Faith Overhaul still the mod to go for a general improvement mod?
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# ? Jan 7, 2018 19:21 |
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Azran posted:Is Steel Faith Overhaul still the mod to go for a general improvement mod? Depends. What is your stance on eugenics?
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# ? Jan 7, 2018 19:32 |
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Azran posted:Is Steel Faith Overhaul still the mod to go for a general improvement mod? It depends on what you mean by general improvement, but the only other super mod is Radious and I would not recommend Radious.
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# ? Jan 7, 2018 19:42 |
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Azran posted:Is Steel Faith Overhaul still the mod to go for a general improvement mod? The consensus is the base game doesn't need general improvement. That's not what SFO is, anyway.
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# ? Jan 7, 2018 19:45 |
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SFO2 doesn't tackle the real problems of WH2 enough, which are how the AI handles climates and the Norscan issue, IMO. There's a roster expansion mod for Norsca patterned after the Norscan DLC, and there's a selection of climate mods you may want to try. Personally, I think I'm good waiting on the Tomb Kings patch at the end of this month (plus weeks of mod updates, sigh) since the last Steam sale gave me some good stuff to get lost in for the meantime.
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# ? Jan 7, 2018 19:56 |
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Ammanas posted:The consensus is the base game doesn't need general improvement. That's not what SFO is, anyway. There are some really good graphical mods that I think I'll always use, like the one that changes the projectile graphics to look more similar to the old TW games. But yeah, SFO isn't really a QOL or improvement thing, it's more of a rebalance and unit pack. It does stuff to slow the speed of battles down and makes them scaled more similarly to tabletop, and adds various units from tabletop that aren't in game. It changes the economy some to reward certain play styles, generally buffs city garrisons, and does a few other tweaks like changing AI behaviors. Overall, it's not really a general improvement over the base game, it's just kind of different.
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# ? Jan 7, 2018 20:03 |
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Here is a strategy for early and easy DE conquest of the south. Don't touch the beastmen, let them pass through your lands, follow them with small army and recolonize the ruins they leave behind. You get the southern province in record time while also keeping good relations with whoever used to own it. Just try to grow the colonizer army as you go along so they can deal with beastmen when you think they outlived their usefulness.
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# ? Jan 7, 2018 20:29 |
Arglebargle III posted:Nazareth new LL Jesus of Naggaroth.
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# ? Jan 7, 2018 20:55 |
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BTW does anyone ever use witch elves? Maybe I dont understand this unit but due to their gimmick, their enemy will never rout so unless I specifically flank their opponent, they'll sit there for entire battle being semi-useless.
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# ? Jan 7, 2018 21:48 |
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Sekenr posted:BTW does anyone ever use witch elves? Maybe I dont understand this unit but due to their gimmick, their enemy will never rout so unless I specifically flank their opponent, they'll sit there for entire battle being semi-useless. Witch Elves make their opponents go berserk, so if you manage to catch a really high value target with them, usually high mobility and/or heroes and lords, they're stuck in combat.
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# ? Jan 7, 2018 21:51 |
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Yes, I get that, but this is so situational that it kind of feels like a waste of a slot.
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# ? Jan 7, 2018 21:55 |
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Since they aggro enemies it can be helpful to lock down frail low ld units and blender the gently caress out of them before they can dart away. This helps charge murderous Prowess faster. Not sure if the effect works on units immune to psychology or fearless but if it does then it's another really good asset to lock these types of units down.
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# ? Jan 7, 2018 21:58 |
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# ? Jun 7, 2024 04:20 |
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Yes, but do you actually use them?
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# ? Jan 7, 2018 22:02 |