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AAAAA! Real Muenster posted:Now that I have run out of steam in this Vortex Repanse game I'm thinking of trying out Mannfred again, but I would like to make sure I can confederate Vlad and Isabella. I know there is a mod that lets you confederate defeated LLs, but is there one that will open them both up to me if Vlad never recruits Isabella? https://steamcommunity.com/sharedfiles/filedetails/?id=1418082981
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# ? Jan 1, 2020 20:56 |
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# ? Jun 7, 2024 09:31 |
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The Sartosan mod kicks a lot of rear end and it's really fun running around with half naked dwarf pirates and Norscans. I still have a few vampirate armies hanging around to cover my ends. They're not so overpowered to trivialize the campaign especially once the unbreakable super alliance of Reikland, Curounne, Lothern and Karaz-a-Karak is finished dickstomping chaos and Naggarond.
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# ? Jan 1, 2020 21:04 |
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The table top caps mod really does help with being able to use white lions
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# ? Jan 1, 2020 21:09 |
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Third World Reagan posted:The table top caps mod really does help with being able to use white lions in tabletop white lions and swordmasters took the same slots though.
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# ? Jan 1, 2020 21:18 |
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True but you don't need the other units as much since the enemy also has limits.
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# ? Jan 1, 2020 21:22 |
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Thank you twig!
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# ? Jan 1, 2020 21:34 |
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MinisterSinister posted:https://steamcommunity.com/sharedfiles/filedetails/?id=1892582971 Thanks! Appreciate your advice and others. Still more is always welcome. Reason for wanting to start Warhammer 1 is because I think it would be hard to go from 2 to 1 if I want to see the original factions on the original map. But you'd say Mortal Empires is the all around best way to play if I want the old factions?
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# ? Jan 1, 2020 21:41 |
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Kalenden posted:Thanks! Appreciate your advice and others. Still more is always welcome. Mortal Empires is literally the original map, original advisor dialogue, original everything, with game 2 tacked on.
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# ? Jan 1, 2020 21:46 |
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Playing Empire in game 2 is a much better experience than game 1. The same goes for the rest of the game 1 races except greenskins, who didn't realize they were in an arms race and got left way behind by the other factions in ME. fe: and Beastmen are worse in game 2 as well. Don't bother with Chaos in either
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# ? Jan 1, 2020 21:55 |
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The chaos factions rely on razing settlements to progress their campaigns. Game 2 changes things so everyone can settle everywhere, which means you can't reliably burn your way across the world anymore.
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# ? Jan 1, 2020 22:07 |
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CA is making a perfect WHFB conversion, army book power creep and everything.
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# ? Jan 1, 2020 22:11 |
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Arcsquad12 posted:The chaos factions rely on razing settlements to progress their campaigns. Game 2 changes things so everyone can settle everywhere, which means you can't reliably burn your way across the world anymore. I did actually have a fun game as Chaos once. I allied the rats by Kislev and they settled everything I razed. It looked and worked out to be the same.
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# ? Jan 1, 2020 22:24 |
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The Gunslinger posted:How are people playing Lokhir now? I took out the Southern Sentinels and killed off the Citadel of Dusk but I still don't have enough income to afford a land stack and sail around with a full black ark. I am surrounded by skaven/dinos so I can't really just fart off into the ocean or I lose all of income. Also its super weird that his red blade quest is all the loving way up north. My strategy was to demolish the barracks in your starting settlement and get that gold mine going asap. You can just use your black ark for recruitment needs. I crushed Teclis pretty early on but going on turn 100 even with Pestilens as an ally /meatshield it's been endless revolts due to corruption. Now the upside to this is that you get tons of exp and slaves but they really do bog you down until you have the cash flow to get armies that can quickly crush the revolts before they besiege your settlements. In my case Pestilens was friendly to me and got big enough to keep lizards at bay but attrition and poor replenishment have hampered my efforts to Harry the old world like I originally wanted to. Perhaps I'll spend the next hundred turns fighting my way westward.
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# ? Jan 1, 2020 22:32 |
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Does the bonus that Black Arks give to Corsair units keep them competitive as a backbone to those armies during the late game?
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# ? Jan 1, 2020 22:54 |
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Tabletop corsairs were a core unit and you could take as many of them as you drat well pleased. They were literally a spearman sidegrade. Y'all and your loreful unit cap mods are giving me the nerd shakes. "Lokhir can only take so many corsairs" what what nooooo
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# ? Jan 1, 2020 23:15 |
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After playing the new Lokhir in vanilla, an overhaul Lokhir who has limited Black Ark and Corsair access sounds really bland and awful.
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# ? Jan 1, 2020 23:19 |
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Edgar Allen Ho posted:Doomfire warlocks are one of those units that does work in MP and in certain weird campaign battles but has practically no role in the 40 v 40 doomstack fights that you need to build armies for. They live with chameleon skinks in my mind. They'd love a mod that capped stacks at 10 or so. That's a misunderstanding of why doomfire warlocks don't have a role. The problem is that in single player the de facto unit cap of 20 or 40 when you have an entire faction backing you, but are limited on supply lines, you want to build fairly elite so you don't have to pay the penalty for an extra army. Elite stuff tends to be both heavily armoured and either large or mounted - and with only about 30% AP doomfire warlocks are not good into armour. Also area of effect attacks are not good into big models. Restricting stacks to 10 models wouldn't help; it wouldn't make tier 1 chaff more popular in campaign. Empire Halberdiers have the opposite problem. They are armour piercing anti-large specialists - great for beating down things like blood knights, aracnarock spiders, rotting prometheans, chaos spawn, etc. and they can do surprisingly well against e.g. chaos warriors warriors or even greatswords because they break the armour. Not bad for 650 gold. But in multiplayer you almost never take all 20 units you're allowed, so most players pad out their roster with chaff like marauders, ungors, and spearmen. The sort of things you don't see in endgame stacks - and against unarmoured infantry halberds are shielded spearmen without the shields, and struggle badly against marauders, skeleton warriors, etc. and just die horribly to basic archers. quote:All campaign units, though, get together and laugh at white lions and great eagles and their godawful useless building. The problem with the AP/bonus vs large combination you're picking out is that would put them squarely in the same role as phoenix guard. So putting them in the mid-cost infantry AP role was the main missing niche. And if white lions came out of a T3 settlement building or something else I was going to buy I'd almost certainly buy a unit per army for enveloping their lord and breaking the lord's armour. It's just there is no way I am spending an entire building slot on that silly grove.
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# ? Jan 1, 2020 23:38 |
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Soooo.... here was an absolutely fascinating bug I just ran into. Twice, as I reloaded and tried again. Specifically, I was trying to raid a Treasure Island sea encounter, and this happened. Was on Mortal Empires near the Volcanic Islands, and had a full stack of a Black Ark set to reinforce. Game hung for a long time on the battle loading screen at ~25%, then rapidly loaded into that. Hilariously, the deployment zone actually does work - which is why my singular flier is actually deployed in it (and can be moved around). All ground units just stay where they are though, as trying to move them results in an invalid cursor everywhere due to the map being, well, water. Lord Koth fucked around with this message at 23:50 on Jan 1, 2020 |
# ? Jan 1, 2020 23:48 |
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Edgar Allen Ho posted:Tabletop corsairs were a core unit and you could take as many of them as you drat well pleased. They were literally a spearman sidegrade. In the Tabletop Unit Caps mod Corsairs are still core. Lukcy's is something else.
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# ? Jan 2, 2020 00:21 |
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Dr Christmas posted:Does the bonus that Black Arks give to Corsair units keep them competitive as a backbone to those armies during the late game? i just cant see any reason to take them over har ganeth executioners
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# ? Jan 2, 2020 01:10 |
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yikes! posted:I did actually have a fun game as Chaos once. I allied the rats by Kislev and they settled everything I razed. It looked and worked out to be the same.
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# ? Jan 2, 2020 01:45 |
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Is there any way to turn off the snap to nearest unit on ground cast spells?
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# ? Jan 2, 2020 02:10 |
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Broken Cog posted:Is there any way to turn off the snap to nearest unit on ground cast spells? hold alt when casting
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# ? Jan 2, 2020 02:54 |
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hit me with your favorite wood elf mod
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# ? Jan 2, 2020 03:13 |
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while searching for wood elf mods, I found something hey old people, enjoy this
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# ? Jan 2, 2020 03:37 |
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Third World Reagan posted:hit me with your favorite wood elf mod the one that stops the lovely loving wood elves from colonizing anywhere
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# ? Jan 2, 2020 03:49 |
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Ammanas posted:i just cant see any reason to take them over har ganeth executioners Last time I played Lokhir, at one point Lothern and Tiranoc consistently had 5ish armies in the ocean coming at me at any moment. I had 3 arks full of corsairs autoresolving almost all of the battles. They could each recruit 6 rank 8 corsairs per turn, which meant even Pyrrhic victories could be recovered fully in 2-3 turns. I had higher tier units on my regular lords, which I eventually managed to get across the ocean and into Ulthuan. I would never have been able to keep up with that war of attrition using 2 turn recruitment units, though.
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# ? Jan 2, 2020 04:20 |
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Ammanas posted:hold alt when casting That easy eh? Cheers!
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# ? Jan 2, 2020 04:28 |
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Third World Reagan posted:while searching for wood elf mods, I found something They should have drawn pants and vest on chaos spawn for this unit instead of recoloured orcs, imho
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# ? Jan 2, 2020 04:58 |
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So, playing as the Greenskins... ... ... ...how in the gently caressing gently caress do I beat a Dwarven army in Mortal Empires? Around turn 20 Grudgebearer comes stomping down with a full stack and burns/razes Iron Rock. If I sally out with a full army of Big Uns', two Skulkers, and two Catapults, I'm getting my rear end handed to me. If I try to siege a Dwarven settlement with a full garrison, even if I have a full stack and a WAAAGH I'm getting my rear end handed to me. I feel like my mistake is my army composition. What type of army should I be using (especially against Grudgebringer)?
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# ? Jan 2, 2020 14:59 |
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CobiWann posted:I feel like my mistake is my army composition. What type of army should I be using (especially against Grudgebringer)? Rats or elves. Failing that, more armies until you hit higher tier orcs and can beat up dwarves on a better than 1 to 1 basis.
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# ? Jan 2, 2020 15:05 |
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I'm on my fourth Empire playthrough in a row. Every time I tell myself I'm not going to play Empire again, I scroll through the faction select screen. I look at the unit roster of each faction and think, "yes, this is cool and all, but where are the Helstorm Rocket Batteries?" Those loving Helstorms. There's something extremely satisfying about bringing rocket artillery to a swordfight. The whoosh they make when they fire. The screech they make in the air. The way they beautifully arc through the air. The way they let you right click to remove units from halfway across the map.
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# ? Jan 2, 2020 16:43 |
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CobiWann posted:So, playing as the Greenskins... You want like 3-5 more skulkers since they’re your only AP. Big Uns are for killing large units which the dwarves don’t have much of. You’d be better off with boyz and skulkers
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# ? Jan 2, 2020 17:02 |
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Yeah Skulkers are key in vanilla vs dwarves.
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# ? Jan 2, 2020 17:07 |
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yikes! posted:You want like 3-5 more skulkers since they’re your only AP. Big Uns are for killing large units which the dwarves don’t have much of. You’d be better off with boyz and skulkers So say... Lord (Red Line buffs) Goblin Big Boss 2 Catapults 6 Skulkers 2 Cavalry (Goblin Spiders?) 8 Orc Boyz
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# ? Jan 2, 2020 17:25 |
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Also the night goblins that have poison attacks are pretty decent, too. But yeah almost half your armies should be skulkers early on.
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# ? Jan 2, 2020 17:34 |
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And then, when the time is right, the glorious era of black orc stacks begins.
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# ? Jan 2, 2020 17:40 |
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I think you mean full night goblin fanatic stack
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# ? Jan 2, 2020 17:45 |
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Also don't underestimate the value of artillery superiority as Greenskins. It's not fluffy or lore friendly, but the fact remains that a Dwarf army that has to walk to you because you ganked all its artillery with five loving rock lobbers is a sad Dwarf army.
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# ? Jan 2, 2020 17:48 |
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# ? Jun 7, 2024 09:31 |
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# ? Jan 2, 2020 17:54 |