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Medieval 2 Cav still the best Cav. Deadly charge, don't get bogged down.
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# ? Aug 20, 2019 22:42 |
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# ? Jun 8, 2024 07:08 |
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Arcsquad12 posted:Medieval 2 Cav still the best Cav. Deadly charge, don't get bogged down. A Noble Death....
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# ? Aug 21, 2019 00:08 |
Does anyone have that gif of a general/king charging into a group of javelin troops and they all wheel around and throw like 80 into him, killing him instantly? I've googled it so many times looking for a laugh with no luck.
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# ? Aug 21, 2019 02:11 |
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Are there any mods removing confederating that are confirmed to work with current version? I'm thinking of a new game with that. I think it'd be more fun to keep smaller factions around and make the rear end in a top hat AI actually work for its megafactions. (looking at you dorfs, and that little poo poo elf on the island)
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# ? Aug 21, 2019 07:28 |
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They really toned down warplock Jezzails didn't they? You can't kill a lord from across the map anymore.
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# ? Aug 22, 2019 04:59 |
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So with Jezzails not being the army murderers they used to be I'm experimenting. Still don't care for the hellpit abomination, but death runners are hilarious. I've got a gimmick army with a swarm of ninja rats running around as fast as horses. They can't stand and fight but whatever they hit they loving destroy.
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# ? Aug 23, 2019 02:09 |
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In Luckys Overhaul Jezzails are decent, they have Shieldbreaker and like Dwarf Thunderers you can crank their dps up to obscene levels. Skryre's lab mechanic also gives them more upgrades and items. They can definitely pick off a hero out in the open and are useful to finish off fleeing lords. Rattling Gunners work well in conjuction with them as they get an on contact slowing effect (suppression). Basically your battle line should look like a bunch of green lazer bolts whizzing all over the place.
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# ? Aug 23, 2019 21:13 |
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Decrepus posted:Does anyone have that gif of a general/king charging into a group of javelin troops and they all wheel around and throw like 80 into him, killing him instantly? I've googled it so many times looking for a laugh with no luck. Man, the goldmine of crazy Total War gifs is bottomless. Like this: https://gfycat.com/webbedlightfrillneckedlizard or this:
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# ? Aug 23, 2019 21:25 |
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I've recently tried out Norsca in Luckys Overhaul and it's probably one of the more boring factions to play in the Overhaul, because unlike Greenskins or Empire you don't get any new units or campaign mechanics. In fact if anything it's HARDER because LO has a ton of units with a lot of physical resist which makes magic attacks a lot more important. Norsca has a good amount of regenerating units but fire wizards will wreck your poo poo. And like the stock game, Norsca has some weaknesses that bleed through. They are a 'semi nomadic' faction which is the worst of both worlds in my opinion. Their settlements are unwalled and cash poor, they need more time for global recruitment, and don't have special mechanics to boost replenishment. Their monster units are fun but their growth is slow because they don't get provincial commandments so it can take a good while to build the necessary buildings. Their coastal settlement mechanic is more of a handicap when everyone can potentially settle anywhere,and razing to build up allegiance just means some ruin dweller faction is going to snap all of them up (skaven are notorious for this, it's not unusual for Tretch or Ikit to have like 40+ settlements under their belt and skaven are tedious to fight against in LO. It feels like Vampire Coast does everything they do but better. They can build proper walled settlements, have a good balance of magic, guns, and monsters, can function as a 'horde' via pirate ships, and so on.
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# ? Aug 23, 2019 21:48 |
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I know there had been talk about Norsca getting overhauled, but can’t remember if it was just speculation/rumor or confirmed. I know the idea was that since WH3 was supposed to have more chaos focus the current chaos factions would get reworked.
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# ? Aug 23, 2019 22:38 |
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Panfilo posted:Their monster units are fun but their growth is slow because they don't get provincial commandments so it can take a good while to build the necessary buildings. Their coastal settlement mechanic is more of a handicap when everyone can potentially settle anywhere,and razing to build up allegiance just means some ruin dweller faction is going to snap all of them up (skaven are notorious for this, it's not unusual for Tretch or Ikit to have like 40+ settlements under their belt and skaven are tedious to fight against in LO. Wood elves can do sacking because they get maximum value. Chaos can do razing because they actually get replenishment when they succeed. For all the other factions that are supposed to be destructive..You cant just go around sacking things. If you want any kind of ok replenishment you need to ocupy that settlement. The way replenishment works favors occupying territory in such a massive way.
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# ? Aug 24, 2019 00:08 |
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Vampire Coast is just too good, and no matter how hard I try other races I just end up back with Vampirates.
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# ? Aug 24, 2019 00:15 |
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hhhmmm posted:Wood elves can do sacking because they get maximum value.
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# ? Aug 24, 2019 00:18 |
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Would be kind of cool to give Norsca something akin to black arks. Maybe if I get the time to get into modding I’ll make some kinda raiding fleet thing with that functionality.
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# ? Aug 24, 2019 00:28 |
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Enigma posted:Vampire Coast is just too good, and no matter how hard I try other races I just end up back with Vampirates. Agreed. They have the best of all the campaign mechanics. You can go horde or you can paint the map and both are valid. You can raise up an army extremely quickly, but don't need to build tall like conventional vampire counts. I think Skaven are a close second with a comparable roster and the ability to colonize settlements at higher tiers which saves tons of time and money. AAAAA! Real Muenster posted:Norsca can raid+encamp so they can replenish and raid at the same time, but it requires you only move 50% of your movement... But since you're dependent on replenishment and recruitment is slow, this is often not enough on harder difficulties.
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# ? Aug 24, 2019 00:30 |
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I think they should alter the conditions for colonizing razed provinces. That's one way that Warhammer 1 is better than 2; razed settlements stay razed for a long time. Being able to colonize everywhere is better for the game overall, but it feels a bit too easy to resettle a razed region, so it makes playing factions focused on destroying territory feel really grindy. Perhaps there should be a cooldown timer after a settlement is razed before another faction can colonize it, or maybe there should be steeper prices to colonize regions with unpleasant or hostile climates to your faction. Just do something to make a razed region more impactful.
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# ? Aug 24, 2019 01:08 |
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Are there any mods that implement wh1 style settlement restrictions?
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# ? Aug 24, 2019 01:38 |
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After almost 100 hours of gameplay, I've gotten pretty good with Dwarfs, and really bad with every other race! Playing so much defensive Dawi with their lovely ranged options and nigh unbreakable line troops has really spoiled me and I can't quite get the hang of anybody else again. I guess I should try Orcs to unlearn the bad habits.
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# ? Aug 24, 2019 11:55 |
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Hungry posted:After almost 100 hours of gameplay, I've gotten pretty good with Dwarfs, and really bad with every other race! Playing so much defensive Dawi with their lovely ranged options and nigh unbreakable line troops has really spoiled me and I can't quite get the hang of anybody else again. Go Skaven, you've still got a gunline except your Front line is made of nothing but prayers and traitors.
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# ? Aug 24, 2019 13:56 |
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Either Skaven or Empire would be a good next step because you keep the guns/artillery but the roster makes you branch out into other things, like monsters, cavalry, and spellcasters. Vampire Coast would be good for this too actually.
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# ? Aug 24, 2019 14:10 |
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I too remember suffering from Napoleonic Dawi withdraw, but there are lots of options now if you want to branch out but still have something familiar to hang on. Personally I'd recommend High Elves, Skaven or Vampire Coast. All three have super killy ranged options, with tons of ways to buff them. Skaven and VC infantry is pretty uh, serviceable I guess but irrelevant if everything is dead before it reaches them. High Elves though have really good line infantry options, non-existent artillery choices, but you can play that unbreakable frontline backed by volleys of AP death at nearly 200 range. All three also set themselves apart from the Dwarfs by offering magic options, cavalry, flyers and monstrous creatures. The Empire is a cautious recommend, their campaign is a bit dated and they still suffer from weird tiering of units and building requirements. Your bread and butter Great Cannons, are Tier 4 for some inexplicable reason, there isn't an engineer hero to bolster your powder and you lack that high armor, shielded infantry to hold the line. Halberds can do an ok job but expect to be replenishing and re-recruiting frequently. Just to be clear I'm not saying the Empire is weak, but if you want a similar experience to Dwarfs it's harder to find in the Empire. 99pct of germs fucked around with this message at 15:53 on Aug 24, 2019 |
# ? Aug 24, 2019 15:46 |
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I have to admit I kind of actually like reaper and eagleclaw bolt throwers. I get other factions have better artillery options, but it’s fun being able to accurately snipe poo poo while easily switching between mow-down-groups-of-fuckers and impale-those-giant-monster-assholes.
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# ? Aug 24, 2019 16:02 |
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Yeah, High Elves artillery is pretty good overall. Its certainly not trash tier like Brettonians or Tomb Kings.
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# ? Aug 24, 2019 16:09 |
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Zore posted:Yeah, High Elves artillery is pretty good overall. Its certainly not trash tier like Brettonians or Tomb Kings. Are you calling bone giants and great bows trash?
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# ? Aug 24, 2019 16:16 |
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Plagueclaws are devastating holy poo poo. Gobbo Rock Lobbas need to hammer things over time but I've seen a plagueclaw take a unit down to half health with one volley.
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# ? Aug 24, 2019 16:17 |
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Senior Dog posted:Are you calling bone giants and great bows trash? Screaming Skull catapults and whatever the mounds that shoot ghosts are called. I don't mentally think of Ushabi Great Bows and Bone Giants as artillery but they're good yeah.
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# ? Aug 24, 2019 16:19 |
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When transitioning from Dwarf type static defensive play to more agressive styles, it helps explore the things Dwarves are weak in. Like even T1 dogs can rack up hundreds of kills if you are opportunistic. While Dwarves are fun and easy to use, progressively more shooty and long ranged armies can give them problems since they're so slow and tend to be clumped up. In contrast, skaven can use dwellers below to immediately shut down enemy artillery. Skirmishes in general are pretty low maintenance in harassing units. Even weak flyers like harpies or bats can shut down ranged units on walls long enough.
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# ? Aug 24, 2019 16:22 |
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Plagueclaws are good because they have an on contact leadership reduction which stacks with the ld penalty for getting hit by artillery. And if you can nail multiple units you can get a lot of them to rout under the right circumstances. I think screaming skull catapults are similar.
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# ? Aug 24, 2019 16:25 |
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Zore posted:Screaming Skull catapults and whatever the mounds that shoot ghosts are called. The Casket of Souls is actually great though. It likes to be closer to the front line than you expect from its range. Also it buffs your winds of magic for landing sweet nets to subsequently Banish/Pit/Purple Sun/murder with giant bows. The Screaming Skelepult sadly sucks, it's true.
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# ? Aug 24, 2019 16:31 |
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Zore posted:Screaming Skull catapults and whatever the mounds that shoot ghosts are called. Oh right. I actually forgot screaming skull catapults exist fe: I am also a fan of the casket, but see how it's not everyone's cup o' tea
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# ? Aug 24, 2019 16:33 |
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How would people feel about a Sane Turn Times world map like this? Maybe chuck in some elves, norscans, and a lizard in boat-based factions? Imagine shamelessly stolen from total war forums. Edgar Allen Ho fucked around with this message at 17:13 on Aug 24, 2019 |
# ? Aug 24, 2019 17:11 |
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I haven't tried Skaven since before they added Undercities, so that looks like a lot of fun now.
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# ? Aug 24, 2019 17:34 |
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Edgar Allen Ho posted:
I'll take it, but ideally I'd get to be the savage orc dudes in columbia and the badlands get removed from the map
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# ? Aug 24, 2019 18:03 |
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Edgar Allen Ho posted:
I would be all for anything with sane turn times and all the races.
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# ? Aug 24, 2019 19:33 |
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Panfilo posted:Like even T1 dogs can rack up hundreds of kills if you are opportunistic. I did not properly appreciate dogs in this game until I did a co-op campaign and we gifted each other flanking units to manage. Micromanaged dogs can absolutely be murder machines.
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# ? Aug 25, 2019 00:24 |
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Edgar Allen Ho posted:
have an invading norsca faction in bretonnia and one in the old world, and yah, I'd be fine for it
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# ? Aug 25, 2019 00:26 |
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Or hell, have them come from off map
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# ? Aug 25, 2019 00:27 |
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Or this
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# ? Aug 25, 2019 00:28 |
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Third World Reagan posted:Or this Warhammer version of the tank man at tiananmen square
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# ? Aug 25, 2019 00:44 |
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# ? Jun 8, 2024 07:08 |
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Kalessin ofSelidor posted:Warhammer version of the tank man at tiananmen square Good job using your eyes.
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# ? Aug 25, 2019 00:48 |