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Most Great Weapons are simply Armour Piercing, some with the added bonus of Anti-Infantry. Halberds gain AP and Anti-Large. Slayers already had Anti-Large, these guys have Higher MA and CB, but slightly lower Weapon Damage (-5). They might have a higher Bonus vs. Large, but we can't tell yet. All of their abilities seem to be the same, inherent Magic Resist, Hide (Forest), Unbreakable, Deathblow. While regular Slayers will do fine against a Giant because of it's low armour, I imagine these Giant Slayers will be real good for dealing with Heavy Cav/Monstrous Infantry. They seem like a killier version of Slayers, which makes sense. Now add Daemonslayer Hero pls CA
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# ? Apr 17, 2018 17:51 |
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# ? Jun 1, 2024 09:36 |
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Fangz posted:They have AP and a better charge bonus. There's one more icon I can't recognise. Anti-large, which means that they also have higher melee attack against large targets. They're unbreakable, have death blow, hide and I think magic resistance.
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# ? Apr 17, 2018 17:53 |
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Yeah, these guys are Slayers more suited against armored large targets, so they'll trade better with enemy heavy cavalry. Totally fine with that, since unarmored large targets tend to die very quickly to Dwarf ranged units; it's armored large targets that are the bigger concern.
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# ? Apr 17, 2018 17:57 |
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I suppose they are basically Chariot Killers, no?
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# ? Apr 17, 2018 18:45 |
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Fangz posted:I suppose they are basically Chariot Killers, no? They better be dense as poo poo, then. I don't know what unit size setting it's 60 for but a Chariot easily barrels through 60 without taking serious damage.
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# ? Apr 17, 2018 18:47 |
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This isn't that new. SFO had giantslayers for a while which were a smaller unit of Slayers that had more concentrated attack, better armor piercing and decent melee and magic resist.
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# ? Apr 17, 2018 18:59 |
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Panfilo posted:This isn't that new. SFO had giantslayers for a while which were a smaller unit of Slayers that had more concentrated attack, better armor piercing and decent melee and magic resist. And Nazis came up with highway systems too, we loving get it.
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# ? Apr 17, 2018 19:11 |
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Giant Slayers are a thing on tabletop and have been for ages but i'm glad goons are here to always remind us about nazi mods doing it too
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# ? Apr 17, 2018 19:17 |
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KPC_Mammon posted:And Nazis came up with highway systems too, we loving get it. Haha
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# ? Apr 17, 2018 19:43 |
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I like my Giant Slayers ethically sourced
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# ? Apr 17, 2018 19:56 |
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Zore posted:Giant Slayers are a thing on tabletop and have been for ages but i'm glad goons are here to always remind us about nazi mods doing it too im the guy who is concerned about a mod being made by nazis because "steel faith" sounds too scary and nazi-like, but not because the mod's original lead had a youtube channel full of neo-nazi videos
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# ? Apr 17, 2018 20:22 |
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"if you're hungry for more updates stay tuned" Ogre Kingdom? Nah, too soon. Throt the Unclean? Beastmen Ghorgon? Grom the Paunch? *speculation intensifies*
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# ? Apr 17, 2018 23:41 |
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Jum-Jum posted:"if you're hungry for more updates stay tuned" They're adding halflings to The Moot and you have to win a round of Overcooked to conquer it.
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# ? Apr 17, 2018 23:51 |
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turn off the TV posted:im the guy who is concerned about a mod being made by nazis because "steel faith" sounds too scary and nazi-like, but not because the mod's original lead had a youtube channel full of neo-nazi videos P sure that was me and what I said was "in hindsight, the name should've been a giveaway"
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# ? Apr 18, 2018 00:25 |
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Jum-Jum posted:"if you're hungry for more updates stay tuned" Gut feeling says it's ogres.
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# ? Apr 18, 2018 01:27 |
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The Giant Slayers still have whirling axes. Chopping an arrow out of the air with a two-handed axe taller than you are would be a sight to see.
Ralepozozaxe fucked around with this message at 02:00 on Apr 18, 2018 |
# ? Apr 18, 2018 01:45 |
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God I hope it’s ogres. All my tabletop armies will be in then. It’s odd that the armies I actually bought painted and played in tabletop are the ones that I feel best at. Wood elves and lizard men just make sense to me. Anyone else have this happen?
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# ? Apr 18, 2018 02:25 |
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when are they gonna patch it so that warpfire throwers can't get obstructed by things with the expendable tag? Its the most skaven strategy imaginable to have your slaves full nelson the enemy before opening fire with rattlings and warpfire throwers till everything in the general vicinity stops moving. Motherfucker fucked around with this message at 02:36 on Apr 18, 2018 |
# ? Apr 18, 2018 02:33 |
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Edgar Allen Ho posted:P sure that was me and what I said was "in hindsight, the name should've been a giveaway" Maybe if the mod was named Blood and Soil Overhaul. Nazi ideology was big into primitivism and national/racial identity trumping religious belief. The motto "Faith, Steel and Gunpowder" is sort of the opposite of those ideals, it's all about the importance of technology and religious belief.
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# ? Apr 18, 2018 02:54 |
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Playing GCCM Karak Kadrin in campaign, with Ungrim and a moderate force holding out against 3 Vampire Count murderstacks. For those unfamiliar, the map has a very long bridge traversing a bottomless chasm giving you an amazing choke point. Except that one of the VC stacks had like ten flyers which immediately made a beeline for the control point bypassing the forward defenses Fortunately, a battery of cannon, organ guns, and Thunderers were situated for just a contingency and unloaded a fusiade of antiarcraft fire that sent dozens of Vargheists tumbling into the void. They made that chasm REALLY fuckin deep too, it's seriously like having the Balrog falling for twenty minutes type deep.
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# ? Apr 18, 2018 06:27 |
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I do suspect that more stuff for Dwarfs could be Ungrim getting his own start in Kadrin now, since it makes sense with Giant Slayers now becoming official.
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# ? Apr 18, 2018 08:25 |
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Nash posted:God I hope it’s ogres. All my tabletop armies will be in then. I think that's more that Wood Elves and Lizardmen are both completely busted balance wise. Lizardmen rock the infantry harder than dwarves and wood elves have the archerest archers to ever arch.
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# ? Apr 18, 2018 12:07 |
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I kinda think the ambush stance thing is a problem, the warhams TWs are the only ones where you have to actively trick the AI into playing the game with you. This is basically because the CAI is better than in previous games so it won't do stupid, but fun things like fight you in an even battle. Its still annoying though, in previous games ambush stance is used to even the odds against a really tough stack or get the AI to run into your fuckoff heug army with a small stack, in warhams its the only way to get the AI to fight evenly with you. This can also be solved by making single stacks that can take on two stacks at once later in the game, but i think theres a reason the grabass AI complaint comes up fairly frequently and its not cause peeps aint using ambush. Actually this is one of the reasons I like skaven and beastmen a lot, they have that trickery baked into their faction mechanics and so it basically plays like any other TW game with varied fights. The new skaven LL is pretty good at this since his entire deal is getting into uneven fights. also, don't care in the least about giant slayers, 0 armour means they'll be pretty bad, but please please ogres
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# ? Apr 18, 2018 12:32 |
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Cynic Jester posted:I think that's more that Wood Elves and Lizardmen are both completely busted balance wise. Lizardmen rock the infantry harder than dwarves and wood elves have the archerest archers to ever arch. So is every other army in the game, especially the toolbox factions like HE and DE. You can fail with those armies if you don't understand their strengths and weaknesses. When WE first came out they were a well balanced skirmish archer force but had to be patched into godhood by CA because players - who had spent money on them - couldn't use the faction and they were getting thrashed. To answer the question this was in response to yeah I wouldn't be surprised to see you doing better with your favourite factions, especially the ones that play more like their tabletop counterparts. I have a high elf army on tabletop and they suit me just fine in WH2, you can respond to whatever the opposition throws at you with a balanced army composition and even gimmick forces like 20 giants will struggle against you as your hard-counters work their magic.
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# ? Apr 18, 2018 12:35 |
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I love when factions you have a trade agreement, NAP and military access agreement with decide to assassinate your agents moving through their territory for no reason. Pretty legitimate reason to wipe them out imo.
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# ? Apr 18, 2018 15:41 |
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Cynic Jester posted:I think that's more that Wood Elves and Lizardmen are both completely busted balance wise. Lizardmen rock the infantry harder than dwarves and wood elves have the archerest archers to ever arch. This isn't really true. Lizards have better basic infantry but worse elite infantry than Dwarves. Ironbreakers will eat any Lizard for lunch 1v1. Their power is far more concentrated in the fact they also have really good monsters, ridiculously good healing and magic and still have 'okay' missiles and cav. Tomb King Usahbti Great Bows are also probably better than any Welf archer. Really the only faction I'd say is super busted is Dark Elves since they're a toolbox faction except they have access to like just barely not the best stuff everywhere and Dark Magic is insane. Zore fucked around with this message at 15:57 on Apr 18, 2018 |
# ? Apr 18, 2018 15:54 |
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Can't you get Shade range up to around 200 with the proper general and technologies? It's pretty silly.
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# ? Apr 18, 2018 15:58 |
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Broken Cog posted:Can't you get Shade range up to around 200 with the proper general and technologies? It's pretty silly. For comparison on the range, Ushabti Great Bows have a range of 255, Waywatchers have a range of 190, and most artillery has a range of 350-500ish.
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# ? Apr 18, 2018 16:19 |
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Keeping in mind I still loving suck at tomb kings and havn't played much but my read was that Ushabti aren't regular like archers and the comparison is a little unfair considering the disparity in unit teir, pricepoint and basically in every other way, they're specialist artillery almost similar to beastman centigor
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# ? Apr 18, 2018 16:24 |
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Ushtabi great bows can damage towers and I'd categorize them as artillery.
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# ? Apr 18, 2018 16:26 |
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C&C late game with dwarves is pretty bonkers because blacksmith buildings give Stacking bonuses (+2 armor/+3% missile reload, +1 MA +1MD /+3 armor, +2 MA +2MD +5% missile reload) respectively. Once you control a couple major elements
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# ? Apr 18, 2018 16:33 |
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Motherfucker posted:Keeping in mind I still loving suck at tomb kings and havn't played much but my read was that Ushabti aren't regular like archers and the comparison is a little unfair considering the disparity in unit teir, pricepoint and basically in every other way, they're specialist artillery almost similar to beastman centigor Ushabti in MP are costed the same as Waywatchers In campaign they're easier to get to, with fewer required buildings. Ushabti in general are only like tier 2/3. Zore fucked around with this message at 16:35 on Apr 18, 2018 |
# ? Apr 18, 2018 16:33 |
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...Settlements you really start to notice it, especially on artillery and gyrocopters
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# ? Apr 18, 2018 16:34 |
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Ushabti Great Bows also have a very low unit count, and are basically some sort of "Monstrous Ranged" unit, which I guess would place them somewhere between normal ranged units and artillery.
Broken Cog fucked around with this message at 16:36 on Apr 18, 2018 |
# ? Apr 18, 2018 16:34 |
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Zore posted:Ushabti in MP are costed the same as Waywatchers In campaign they're easier to get to, with fewer required buildings. waywatchers are loving cray-cray strong and cost amber if you happen to be the unforgiving tree.
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# ? Apr 18, 2018 16:43 |
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So, I was chugging through the southwest jungle continent with Mazdamundi, expecting to finish up by eliminating Pestilence, confederating the remaining Lizardmen, and just having to kill Teclis to finish off the continent. Unfortunately Tyrion and Teclis became best buddies overnight and confederated so now one of my allies has a bunch of settlements annoyingly placed on the continent I'd like. What's the best way to prepare for breaking the alliance, taking all the settlements, and getting back in good favor with them? My current plan is just to position a bunch of armies around the cities I want to take, break alliance, declare war, take over the continent in as few turns as possible, then just start throwing money at them until they like me again.
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# ? Apr 18, 2018 16:47 |
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Why not just burn elf town down?
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# ? Apr 18, 2018 17:18 |
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Excelsiortothemax posted:Why not just burn elf town down? I want to military alliance back with elf town so they can keep Naggarond busy while I focus on the southern hemisphere of both continents.
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# ? Apr 18, 2018 17:32 |
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Excelsiortothemax posted:Why not just burn elf town down? Great Plan says elves belong on Elf Island!
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# ? Apr 18, 2018 17:38 |
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# ? Jun 1, 2024 09:36 |
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Reik posted:I want to military alliance back with elf town so they can keep Naggarond busy while I focus on the southern hemisphere of both continents. Once you complete the 4th ritual you're locked into permanent war with all the vortex seeking factions just to say.
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# ? Apr 18, 2018 18:07 |