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With Tomb Kings and Vampire Pirates CA has the perfect template on how to do end game(In Vortex campaign at least), which is to let the player decide when it had enough. Getting the books and infamy are based solely on the player's pace of the game, and can be resolved whenever the player feels like it. More of this instead of invasions and other dumb poo poo like stacks of skaven on top of your cities.
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# ? Nov 16, 2018 17:19 |
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# ? Jun 8, 2024 10:35 |
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To be fair my favorite warhammer battle happened when skaven were dropped by my capital, ambushed my main army with I think 2-3 stacks, and I was down to 2 or 3 dino boys at the end fighting wave after wave of those loving rats but they held on. Pretty awesome.
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# ? Nov 16, 2018 17:29 |
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I'd be ok with the ritual armies if they only attacked the ritual sites. Having an epic showdown at the walls of Hexoatl = cool Recolonizing a bunch of minor settlements = not cool
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# ? Nov 16, 2018 17:47 |
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Anyone having a bug where lightning strike doesn't have any effect on autoresolve odds?
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# ? Nov 16, 2018 18:02 |
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Whorelord posted:Anyone having a bug where lightning strike doesn't have any effect on autoresolve odds? Are you doing it against a city?
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# ? Nov 16, 2018 18:12 |
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kidkissinger posted:Are you doing it against a city? Nah, was facing a full stack and a half stack and had 50/50 odds both with and without lightning strike, was really weird
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# ? Nov 16, 2018 18:42 |
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Whorelord posted:Nah, was facing a full stack and a half stack and had 50/50 odds both with and without lightning strike, was really weird Were you attacking the full stack or the half stack? It's possible that autoresolve doesn't think the half stack will matter much
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# ? Nov 16, 2018 18:48 |
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Kaza42 posted:Were you attacking the full stack or the half stack? It's possible that autoresolve doesn't think the half stack will matter much Tried both and had the same result. Was still 50/50 even when I had already defeated the first one and lightning striked the half stack.
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# ? Nov 16, 2018 18:51 |
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CA needs to make an American Revolution total war but base it off this source https://twitter.com/nick_kapur/status/1062823813338091520
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# ? Nov 16, 2018 19:06 |
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PlushCow posted:CA needs to make an American Revolution total war but base it off this source This just makes me want a Theodore Roosevelt anime. Or brawler or something.
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# ? Nov 16, 2018 19:13 |
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Is there a consensus about what the pirates are doing in the endless seas after hailing the mighty? "Calling?" Trawling?" "Caught in?"
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# ? Nov 16, 2018 19:18 |
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Electronico6 posted:With Tomb Kings and Vampire Pirates CA has the perfect template on how to do end game(In Vortex campaign at least), which is to let the player decide when it had enough. Getting the books and infamy are based solely on the player's pace of the game, and can be resolved whenever the player feels like it. More of this instead of invasions and other dumb poo poo like stacks of skaven on top of your cities. Yeah I had great fun with the Sartosa Campaign just sailing around and attacking Pirate armies for their Pieces of Eight. Now I'm hopping into a Settra Vortex campaign, these are both so much better than the standard vortex campaign. The same thing happened with TWW1 with the Wood Elf, Norsca, and Brettonia campaigns being better than the standard ones too.
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# ? Nov 16, 2018 19:21 |
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juggalo baby coffin posted:man, i really do not like taking Itza as lord skrolk. the garrison there is just nuts. Half stack catapult and half monks. Have an extra 20 slaves reinforcing so the towers and skirms shoot them and monsters attack them first. You might want a couple of gutter runners for fliers
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# ? Nov 16, 2018 19:36 |
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What's the most kills you've gotten from a bloaty? Had a battle vs nothing but regular Deckhand dudes and belly flopped on them when they clumped around Harkon near a choke point and got 164 kills!
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# ? Nov 16, 2018 19:36 |
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One day I'll remember to take a Bloated Corpse along to a siege. That's how you get the big k:ds.
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# ? Nov 16, 2018 19:39 |
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How have you guys been doing the Lokir ME start? I'm finding it really difficult to get off the ground: you've got Oxyl occupied by Pestilens and heavily defended, and it's pushing you to 70-85% corruption which means constant rebellions. You can't get enough money to pay enough guys to fight Pestilens so you've basically gotta sit there and kill rebels forever.
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# ? Nov 16, 2018 19:41 |
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SurreptitiousMuffin posted:How have you guys been doing the Lokir ME start? I'm finding it really difficult to get off the ground: you've got Oxyl occupied by Pestilens and heavily defended, and it's pushing you to 70-85% corruption which means constant rebellions. You can't get enough money to pay enough guys to fight Pestilens so you've basically gotta sit there and kill rebels forever. Don't go for anything inland. All you need is your starting province then the altar of the Horned Rat and then the Citadel of Dusk. Make sure you're farming your uprisings for bonus slaves and you wall up all of your cities. In my opinion you don't want to build any regular recruitment buildings and should be able to get by with just Black Ark stuff. Also, make sure you get diplomacy going with the TK faction to your west. Edit: thought this was for Vortex. Is it the same start in ME?
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# ? Nov 16, 2018 20:25 |
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Parallelwoody posted:To be fair my favorite warhammer battle happened when skaven were dropped by my capital, ambushed my main army with I think 2-3 stacks, and I was down to 2 or 3 dino boys at the end fighting wave after wave of those loving rats but they held on. Pretty awesome. One of my favourites was a large Skaven intervention when I was Lizardmen on my very first ritual on my very first campaign. I had no idea they'd appear there, panicked and hit the rite that generates a stack of dino's and then tour apart the Skaven with Dino power.
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# ? Nov 16, 2018 20:35 |
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Dr Christmas posted:Is there a consensus about what the pirates are doing in the endless seas after hailing the mighty? "Calling?" Trawling?" "Caught in?" Pretty sure they are "parting" endless seas. Though, listening again it now sounds like "caught in". https://www.youtube.com/watch?v=D7tJELpDfKU
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# ? Nov 16, 2018 21:36 |
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toasterwarrior posted:One day I'll remember to take a Bloated Corpse along to a siege. That's how you get the big k:ds. I've got a couple hundred kills with the grenadier deck hands against bottlenecked troops in river maps. I wonder if that'd work in sieges but suspect the projectiles wouldn't actually make it through the gate
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# ? Nov 16, 2018 22:07 |
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terrorist ambulance posted:I've got a couple hundred kills with the grenadier deck hands against bottlenecked troops in river maps. I wonder if that'd work in sieges but suspect the projectiles wouldn't actually make it through the gate Depends on how inaccurate they are. I've had decent results with explosive charge Miners and the deck hand bombers are an extremely similar type of unit. Having a gunnery wight supporting them would definitely go a long way.
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# ? Nov 16, 2018 22:15 |
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Trying to figure out the point of deck droppers. Because on the surface, they just seem like a flying version of their ground counterparts with about a third the number of models. Really the only good thing about them is that they can regenerate, so if you are up against a lot of missile fire you can pull back, recover a bit, then re engage. But even in the unlikely event you are up against an army with neither missile weapons nor flyers, they don't have the damage output to accomplish much. I think they need some serious stat tweaking. Give them much better melee defense so that like bats, they can tie up a unit in melee (making enemy flyers less of a threat). Scale up the missile damage to compensate for the smaller model count, give the handgun version bonus missile dmg vs flyers, and make the bomber version literally drop exploding corpses as a 1-shot deal that leaves you with a slightly better bat swarm equivalent afterwards. You pay a cost premium to have flyers and their ammo would also be more limited, but now each version has a niche. The basic ones would be flying harrassers, the rifle guys would shoot other flyers out of the sky, and the bomber one could soften up big swarms.
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# ? Nov 16, 2018 22:25 |
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The cool thing to do would be to give the regular deck droppers a suicide kamikaze attack.
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# ? Nov 16, 2018 22:29 |
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They're there to harass pretty much everything, kill artillery, pester large units to death and help snipe out lords who run on low health. The Vampire Coast is insanely slow. A fast moving unit that has range and can also fly is a great thing to have in your pocket. You're gonna see them in pretty much every single Multiplayer build going, if anything they're way too cheap for what they do. This doesn't apply to the Bomber variant which is hot garbage.
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# ? Nov 16, 2018 22:31 |
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Panfilo posted:Trying to figure out the point of deck droppers. Because on the surface, they just seem like a flying version of their ground counterparts with about a third the number of models. Harassing cavalry going on the flanks. I think they're pretty good at the role of hunting down anyone that decided to get far from their main lines to get around your back line.
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# ? Nov 16, 2018 22:34 |
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Fans posted:The Vampire Coast is insanely slow. A fast moving unit that has range and can also fly is a great thing to have in your pocket. You're gonna see them in pretty much every single Multiplayer build going, if anything they're way too cheap for what they do. This is my view. I think they're kind of pointless in single player but will be a regular feature in multi, and there's nothing wrong at all with that.
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# ? Nov 16, 2018 22:34 |
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Cythereal posted:This is my view. I think they're kind of pointless in single player but will be a regular feature in multi, and there's nothing wrong at all with that. I'd say you still want to bring some Handgunner Deck Droppers when you unlock them in Campaign because they can snipe lords insanely easily against AI and are just generally strong all round.
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# ? Nov 16, 2018 22:37 |
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One of the nicest things about flying deck droppers is that they're actually flying. They don't have to worry about line of sight pretty much ever.
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# ? Nov 16, 2018 22:42 |
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Cythereal posted:This is my view. I think they're kind of pointless in single player but will be a regular feature in multi, and there's nothing wrong at all with that. Yeah, they're pretty popular in multi because many factions have trouble dealing with them.
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# ? Nov 16, 2018 22:46 |
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it's too bad the vampire coast is never in the badlands really because there's a great defensive river map i regularly wrack up insane kills with thunderers and organ guns on where both sides go into a small valley with two openings. you can really plug up those openings with chaff and rain holy hell down the opposite side assuming you have decent range and guns there.
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# ? Nov 16, 2018 22:47 |
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Impermanent posted:it's too bad the vampire coast is never in the badlands really because there's a great defensive river map i regularly wrack up insane kills with thunderers and organ guns on where both sides go into a small valley with two openings. you can really plug up those openings with chaff and rain holy hell down the opposite side assuming you have decent range and guns there. That map spawns in lots of places, actually. I had a stack of mutineers attack Harkon in Lustria with like 19 regular deck hand units which was a hilariously easy victory when you have a good mix of melee, ranged and exploding fat men. Hell, I've had garrisons Sally out to engage me when sieging them and ending up with that map lol.
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# ? Nov 16, 2018 22:58 |
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For the most part I feel like flying ranged units are complete trash. Their versatility and ease of use means that they do gently caress all damage to compensate, so it ends up being the sort of situation where yeah, you can easily get them exactly where you want with little risk, but they don't do anything while they're there so it's like you are playing with a 19 stack instead of a 20. Handgun Deck Droppers though? Those dudes are actually pretty good. Especially with the tech/lord skills that drastically increase their damage. A couple of them will easily delete a unit of Dragon Princes or whatever before they can engage, and will do very solid work on other important targets throughout the rest of the battle. Every time I use them they have very competitive kill counts and the things they are killing are usually expensive and valuable. Don't have a ton of ammo though.
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# ? Nov 16, 2018 22:59 |
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I've had a tricky time micromanaging them since they are fairly squishy and can start crumbling pretty fast if you're not careful.
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# ? Nov 16, 2018 23:01 |
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With Handgun Deckdroppers you can treat them exactly the same as the zombies but ones who get to shoot from the air and so don't have to give a poo poo about line of sight if you don't want to micro them. For pistols you're pretty much singing up to micro them if you take them. Gives you something to do when the rest of your army is basically on autopilot.
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# ? Nov 16, 2018 23:04 |
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Fans posted:They're there to harass pretty much everything, kill artillery, pester large units to death and help snipe out lords who run on low health. Also consider that in MP, a unit's value is pretty much based around how much it costs vs how much it gets done on the field. In SP, the value of a unit is much less about cost (though it's a factor) and more about simply filling a slot. Deck droppers are great MP units, but in SP they're fairly weak. In comparison, I'd bet that Queen Bess is an expensive boondoggle in MP, but in SP it's pretty much the best thing going. Also the AI is awful against artillery and at protecting its own artillery, so it's trivial to vanguard some mournguls and shut down enemy artillery and ranged better than you would with deck droppers, and at less risk to the units involved. A human probably doesn't let that happen.
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# ? Nov 16, 2018 23:04 |
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Ravenfood posted:Also consider that in MP, a unit's value is pretty much based around how much it costs vs how much it gets done on the field. In SP, the value of a unit is much less about cost (though it's a factor) and more about simply filling a slot. Deck droppers are great MP units, but in SP they're fairly weak. In comparison, I'd bet that Queen Bess is an expensive boondoggle in MP, but in SP it's pretty much the best thing going. That's fair but actually Queen Bess is surprisingly competitive in Multiplayer. It's a bit of a beast.
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# ? Nov 16, 2018 23:07 |
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Is there a mod to let vcs use mournghuls yet? Kemlers good fun in every other respect, but it would be nice.
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# ? Nov 16, 2018 23:07 |
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one thing i think people miss with noctilus is the war declaration missions he gets. they're just random missions to declare war on people, but the reward is a 10 or so turn buff of 50%+ campaign movement speed and some other decent combat buff. he also, for his first mission to attack the nearby elf ship, gets a +100% movement buff for a decent number of turns. it ends up translating to noctilus basically being able to pick where on the map he starts his campaign, and gives him the ability to move way way further than any other faction, so he can be truly dominant at sea and pick all his engagements.
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# ? Nov 16, 2018 23:08 |
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What's the strat for Cyclostera? How much should I capture?
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# ? Nov 16, 2018 23:23 |
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# ? Jun 8, 2024 10:35 |
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Asehujiko posted:I'd be ok with the ritual armies if they only attacked the ritual sites. I like dropping 10k on a ritual harassment team, seeing them spawn next to an unguarded minor city being used as a ritual site, then run off to attack a completely different city with a full stack in it and instantly all dying. That's cool too.
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# ? Nov 16, 2018 23:24 |