|
If you can hide most of your army in those (maybe too scraggly) trees that might help. Anything to delay the rocks.
|
# ? Feb 25, 2020 20:11 |
|
|
# ? Jun 1, 2024 12:11 |
|
Washin Tong posted:I need some battle advice for a VH/N campaign battle I really think I shouldn't lose. Can you vanguard deploy the miners in trees and have them go for the cygors once the main army has engaged? They probably won't succeed but they will at least stop them from shooting.
|
# ? Feb 25, 2020 20:18 |
|
If you have *any* Regiments of Renown available they recruit instantly. Particularly cheesy on some factions like Lizardmen and Empire.
|
# ? Feb 25, 2020 20:22 |
|
You should upload the save file for that game so I can try that battle out.
|
# ? Feb 25, 2020 20:23 |
|
What the hell is this update doing to my hard disk? It's been going at 30 MB per second for twenty minutes now, for a 320 MB patch.
|
# ? Feb 25, 2020 20:24 |
|
Doomykins posted:If you have *any* Regiments of Renown available they recruit instantly. Particularly cheesy on some factions like Lizardmen and Empire. It's a settlement garrison. But yeah, he could load and recruit a Lord and RORs maybe.
|
# ? Feb 25, 2020 20:25 |
|
Gort posted:What the hell is this update doing to my hard disk? It's been going at 30 MB per second for twenty minutes now, for a 320 MB patch.
|
# ? Feb 25, 2020 20:28 |
|
Ham Sandwiches posted:Have you tried camping a map corner? That prevents all flanking and lets you trade missile fire and funnel units. Since you are on defense, the AI will attack you which makes things more complicated - they rush you and that reduces the amount of fiddle you can do. You can also try running the advancing units out of arrows by keeping your lord just in range of them as they close, which means they aren't shooting up your vulnerable infantry. Ham Sandwiches posted:You can also recruit a Lord for that city right before flipping the end turn button and that will give you an extra unit which may help. Vargs posted:Is there anywhere you can deploy where the Cygors have jack poo poo for line of sight and will need to move right up to you? If they need to get close you can shoot them down pretty quickly, and they'll probably not get there until a fair while later than everything else which gives you time to light up the minos first. Doomykins posted:If you have *any* Regiments of Renown available they recruit instantly. Particularly cheesy on some factions like Lizardmen and Empire. kidkissinger posted:You should upload the save file for that game so I can try that battle out. Also fuuuuuuuuuuuuuuuuuuuuuck Cygors.
|
# ? Feb 25, 2020 20:40 |
|
you can't cancel any construction to get some cash?
|
# ? Feb 25, 2020 20:45 |
|
I'd experiment with vanguard deploying 1-2 miners and having them catch enemy attention and flee to one side of the map, perpendicular to your main army and firing squad. If you have two then split, cause as many enemy army splits as possible, ideally without being in range of their non-artillery ranged. This can increase your uptime from your own ranged, concentrate the Cygor fire in a sacrificial unit and they can hold their own against the wolves. Basically if they're the only thing in range of the Cygors, they won't move while firing? Hopefully. What I typically do in good front line scenarios against artillery I can't answer is win the front line clash as decisively as possible. Are you having the quarrlers(great weapons) join the front? Longbeards and Thane make the front, quarrlers(GW) are the flankers? If the entire enemy army save the Cygors route there's a good chance they'll panic and break in the end too. Getting the Lord kill can clinch it, break him in melee and have every ranged available switch when he flees.
|
# ? Feb 25, 2020 20:49 |
|
kidkissinger posted:you can't cancel any construction to get some cash? Yeah I shuffled some cash around and got a lord at the site (just the LD penalty from being able to stomp their lord can swing things a lot). I'm going to try some LoS fuckery as well and see if that cuts it. I'd stream but I'm on rural internet, but I think this is the one. Please hold.
|
# ? Feb 25, 2020 21:07 |
|
So this happened https://www.youtube.com/watch?v=6XbDAosBPN8
|
# ? Feb 25, 2020 22:55 |
|
Clean ranged play, did you get the win? I think you can get earlier line of sight by having a unit hide in the woods themselves and imo it's better to have a squad of mooks meet the enemy front than your Lords/Heroes, even if they're melee heavies. Prevents the enemy from using charge bonus on them and your single models will move cleanly through masses of your own infantry to charge and engage.
|
# ? Feb 25, 2020 23:09 |
|
Doomykins posted:Clean ranged play, did you get the win? I think you can get earlier line of sight by having a unit hide in the woods themselves and imo it's better to have a squad of mooks meet the enemy front than your Lords/Heroes, even if they're melee heavies. Prevents the enemy from using charge bonus on them and your single models will move cleanly through masses of your own infantry to charge and engage. No, got ground down and razed to the ground. I just couldn't reach the cygors with my crossbows, and even when I did, they have 11k HP which is a ton. Admittedly I saw the cygors start their first toss and I immediately moved forward to take the high ground in a sort of panicky way. And yeah, I always used lords/heroes for charge breaking, my reasoning being that they get hit by only a few models and they stop the charge dead for my infantry to make clean contact with their own charge afterwards. I always thought that was optimal. I'm sure I made some other mistakes, my micro isn't very clean (my miner flank on the left got delayed like 20 seconds because I forgot) but aside from that there's got to be a macro strategy that works here. I don't know man, it SEEMS super winnable but I just can't crack it. (BTW I can totally let the dumb goats raze the settlement, get a pyrrhic victory and get mulched by a new dorf army next turn but I just can't let this dumb battle go ) E: Oh and I let the lord die because I was already hosed by then. That was totally suicidal. Washin Tong fucked around with this message at 00:30 on Feb 26, 2020 |
# ? Feb 25, 2020 23:55 |
|
You should have the frontage on your units as wide as possible to cut down on AOE damage too
|
# ? Feb 26, 2020 00:09 |
|
you should try to kiss them!!
|
# ? Feb 26, 2020 00:16 |
|
quote:And yeah, I always used lords/heroes for charge breaking, my reasoning being that they get hit by only a few models and they stop the charge dead for my infantry to make clean contact with their own charge afterwards. I always thought that was optimal. Fair enough, I'm not 100% sure either way. I favor a cheaper, bulkier line because I expect casualties, so they take the shocks for all the damage dealers. You should pause a lot more often and issue orders while examining the field, it'll sharpen your micro. And don't let 11k HP get you down, a lot of average infantry has 8k total! And nothing wrong with not letting this one get away, I understand the feeling well. Doomykins fucked around with this message at 00:21 on Feb 26, 2020 |
# ? Feb 26, 2020 00:18 |
|
Zore posted:I think they all do since Light got reworked to not just be dumb Tell that to Heavens.
|
# ? Feb 26, 2020 00:28 |
|
kidkissinger posted:You should have the frontage on your units as wide as possible to cut down on AOE damage too albany academy posted:you should try to kiss them!!
|
# ? Feb 26, 2020 00:37 |
beastmen are a difficult fight for dwarves because most of them are big and dwarves don't have a lot of obvious anti-large stuff
|
|
# ? Feb 26, 2020 00:38 |
|
Gamerofthegame posted:beastmen are a difficult fight for dwarves because most of them are big and dwarves don't have a lot of obvious anti-large stuff get giant slayers lol
|
# ? Feb 26, 2020 00:57 |
|
So far playing as Dwarfs my best anti-large unit killer has just been engaging them with my lords and thanes and then wearing them down with lots and lots of thunderers and quarrellers.
|
# ? Feb 26, 2020 01:00 |
|
Trollhammers are good too iirc
|
# ? Feb 26, 2020 01:08 |
|
trollhammers annihilate large, especially low model count units take 4 and lol as everything melts
|
# ? Feb 26, 2020 01:10 |
|
I don't know that I'd say that dwarfs, a faction with tons of ranged tools and charge defense vs large on basically everything, struggle against large creatures. They've traditionally had trouble against certain types of large creatures, like chariots, but the AI barely even knows how those work half the time.
|
# ? Feb 26, 2020 01:14 |
|
They're challenging in the early game
|
# ? Feb 26, 2020 01:15 |
|
Can be at least
|
# ? Feb 26, 2020 01:15 |
|
I find ranged to be a much, much better counter to large than halberds/spears. Actually setting up your spears so they benefit from charge defense vs large without the enemy just going around them is nearly impossible, and they suck nuts at intercepting enemy cav because they're so slow. Even if you catch them, they just run away after a few seconds. Give me guns/archers instead, which have no problem melting large in seconds. That being said, I still do use spear troops frequently because they tend to have slightly better defensive stats than swords, which is usually what I care about most in my front line.
|
# ? Feb 26, 2020 02:13 |
|
high melee attack+ap units are scarier as they can maul longbeards before your gunners have cleared their threats strong flying units are most annoying ive never been satisfied with slayers/giant slayers, too many casualties for the result
|
# ? Feb 26, 2020 02:14 |
|
Ammanas posted:high melee attack+ap units are scarier as they can maul longbeards before your gunners have cleared their threats Sort of echoing what a few of the above posters said, but I really like trollhammers. Even against non-large, a single volley will pretty much wipe out or rout a unit. Having a couple of them guarding the flanks of your main line or set up to assassinate key enemy threats works really well.
|
# ? Feb 26, 2020 02:20 |
|
I think it'd really help if you could get your quarrelers in range of the cygors.
|
# ? Feb 26, 2020 02:24 |
|
As someone who can reload a "winnable" battle 10 times to try to get it right, sometimes it's more fun to accept the L and keep playing.
|
# ? Feb 26, 2020 03:02 |
|
Washin Tong posted:So this happened So looking at the two forces, the only real threats that you're looking at are the minotaurs, the beastlord, and the cygors. The chaos hounds and ungor spears/raiders are basically just there to get in the way; they have bad melee attack, almost no AP dmage, and all your guys are super armored. The minotaurs can grind through most of your troops fast though, especially with their anti-infantry bonus - I'd focus on getting your longbeards in against them to tie them down while focusing each unit down with your quarrellers ASAP. Your great weapon warriors have the best chance of damaging the beastlord, though they're not going to be great - using one unit to engage him then focusing him down with your thane+lord is also a priority. The rest of your troops should be spread out as much as possible to just tie up the spears and draw raider fire; have your grudge thrower focus on the biggest clumps of units after they get close since minotaurs are hard to hit. The cygors are definitely the biggest problem - they're going to smash through pretty much anything you have, either up close or from range. You could try the miner vanguard shenanigans but that leaves you with a really small front line - I think you might be better off with them holding the flanks and chucking explosives at some ungors to get a nice chunk out of their morale. The best I can come up with is to try and punch through the front lines as fast as possible and run (well, slowly waddle) your quarrellers + maybe 2 units up to the cygors and focus them down, using the melee units to prevent rock bombardments.
|
# ? Feb 26, 2020 04:47 |
|
DarthRoblox posted:So looking at the two forces, the only real threats that you're looking at are the minotaurs, the beastlord, and the cygors. The chaos hounds and ungor spears/raiders are basically just there to get in the way; they have bad melee attack, almost no AP dmage, and all your guys are super armored. The minotaurs can grind through most of your troops fast though, especially with their anti-infantry bonus - I'd focus on getting your longbeards in against them to tie them down while focusing each unit down with your quarrellers ASAP. edit: checking the video that Washin Tong shared, they definitely do not have blasting charges. I would consider trying to use the Miners as sacrificial Cygor Stone Catchers up front, with the rest of the non-ranged infantry spread out in a spaghetti line, then use the ranged to focus down the Minotaurs, then find a way through the infantry blobs to shoot at the Cygors. Or, Washin Tong could conceivably try to hide some/all ranged behind that hill and have your main force to one side of it - once the enemy army commits to attacking your melee infantry that are off to the side, rush the ranged units out of the woods/behind the hill to go after the Cygors. The melee infantry will probably get chewed up by the Minotaurs and getting flanked by the hounds but it may work out in the end?
|
# ? Feb 26, 2020 05:21 |
|
After a few tries, I was just able to squeak out a win here - I followed the basic strategy I outlined, although I focused a cygor down first since they weren't advancing on me and I could get in range. This worked well, so I'd suggest deploying right up front and charging; the beastmen have a significant artillery advantage. I wound up just sending the thane+runelord up against the beastlord since the warriors got caught up, but they did just fine. They had no issues dealing with the lord and also managed to distract and later kill a cygor when it ran over to party. The raiders were actually more of a problem than I thought they'd be since you have no chance of catching them with any of your units and even high leadership dwarf troops don't love being shot in the back for extended periods. Make sure that you're constantly checking for routed troops returning and sending them back in. At one point everything except my lords+grudge thrower were routed but everything came back in 15 seconds or so. I wound up trying to focus down any returning spears with my line troops and killing raiders with my remaining quarrellers. I was able to eventually able to get an army loss penalty rout with basically no melee troops left.. My grudge thrower was out of ammo maybe halfway through and quarrellers were all at 25% or less so yea - definitely a close fight, but winnable. edit: And yea, they're just bog-standard miners - one did decently at taking care of the hounds while the other did a fine enough job at tying up some spears. DarthRoblox fucked around with this message at 06:03 on Feb 26, 2020 |
# ? Feb 26, 2020 05:55 |
Gamerofthegame posted:beastmen are a difficult fight for dwarves because most of them are big and dwarves don't have a lot of obvious anti-large stuff The best anti-large is ranged units which the dwarves have plenty of.
|
|
# ? Feb 26, 2020 06:49 |
|
The elector count confederation thing, while cool, tends to be more hassle than it’s worth to me. Sure you get some really valuable towns but they also force you to waste like 5 turns reorganizing. My OCD does not approve!!! Between this and the Dwarf love my Gelt campaign does feel a bit too easy tho. Prob going to switch it up, and that probably means a Skaven run since I haven’t tried them since right after the game came out. Mazz fucked around with this message at 06:58 on Feb 26, 2020 |
# ? Feb 26, 2020 06:56 |
|
Mazz posted:The elector count confederation thing, while cool, tends to be more hassle than it’s worth to me. Sure you get some really valuable towns but they also force you to waste like 5 turns reorganizing. My OCD does not approve!!! https://www.youtube.com/watch?v=2F85rVMmfoQ
|
# ? Feb 26, 2020 08:45 |
|
Ikit's start being labeled as hard is the funniest thing in the game.
|
# ? Feb 26, 2020 08:51 |
|
|
# ? Jun 1, 2024 12:11 |
|
The high magic discussion reminded me of how much I hope they don’t screw up the Ogre Unique Magic Lore. Gut Magic deserves to be visceral and strong, seeing as it’s passive in the tabletop was one of the more generally useful ones.
|
# ? Feb 26, 2020 08:56 |