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Ammanas posted:yea this is good but add at least one more engineer. the bonuses stack + 2 with maxed movement bonus means you can move forced march distances with normal movement.
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# ? Mar 25, 2020 01:25 |
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# ? Jun 7, 2024 20:30 |
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Another attempt to get something achieved as Kholek, starting up in Aghol territory. We've wiped out most of the DElves without too much trouble. Just had a pretty worrisome fight against Exiles of Nehek, who brought 2 stacks against my backup stack of a poo poo mage, a good mage, 2 Exalted Warriors, a bunch of Aspiring Champions and a couple of Doomcannons. I got a Pyrrhic Victory, but didn't lose any of the units (came really close, mind you). It was also the fight that finally unlocked Archaeon. It's mostly not that hard, but with the occasional skull-crushing moment.
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# ? Mar 25, 2020 02:31 |
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AAAAA! Real Muenster posted:You can go full gunline now that you can recruit all those things, if you think you would enjoy it. Warp Grinders are NOT a line-holding unit. Yeah they have the AoE damage and movement stopper, but they are bad in a melee even if Ikit's Forbidden Workshop upgrades, so if you want to have a tarpit I would go with Skavenslaves or Clanrats. This type of army is my favorite comp: I find Plague Priest is a must have for any Skaven army, such a great force multiplayer with summons and an overall great spell selection.
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# ? Mar 25, 2020 13:46 |
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Just started playing this game again since i've been on a light-RTS kick as of late. I decided to play as the Joan of Arc stand in. I have no idea what i'm doing in tactical battles. Especially as Bretonnia. Game's fun though!
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# ? Mar 25, 2020 14:08 |
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Choyi posted:I find Plague Priest is a must have for any Skaven army, such a great force multiplayer with summons and an overall great spell selection.
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# ? Mar 25, 2020 14:34 |
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People focus on the guns for obvious reasons but skaven characters are really loving good. Rats that can roll around on various chariots and be infantry wasters and melee tanks (that your guns can effortlessly shoot around/through) are already good. And then all of them can bring another arcane conduit and one of two very good lores.
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# ? Mar 25, 2020 14:41 |
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I wanted to say...following just the general advice in this thread has set me fourth on the first really enjoyable campaign I’ve been involved in. Cheers!
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# ? Mar 25, 2020 15:31 |
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How should I be building vampire coast for sieges? Every time I run up against towers my poor zombies just get annihilated
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# ? Mar 25, 2020 16:06 |
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Bring more cannons
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# ? Mar 25, 2020 16:12 |
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Or more giant ship men with cannons for arms. It's a super gunpowder heavy faction so that's how you deal with sieges.
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# ? Mar 25, 2020 17:26 |
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There's a simple beauty in just crabbing in the front door
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# ? Mar 25, 2020 17:36 |
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Thanks guys, I meant more early game when trying to expand. Don't have access to the big boys yet
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# ? Mar 25, 2020 17:40 |
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You need to tech to mortars, and get a bunch of them. Artillery is the queen of battle for a reason, and your frontline holds up a lot better when the opposing teams frontline was shot to hell on its way in. They do even better in sieges.
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# ? Mar 25, 2020 17:54 |
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Jarvisi posted:Thanks guys, I meant more early game when trying to expand. Don't have access to the big boys yet It may vary on which lord you started with. When I play as Harkon I sent him up on the wall by himself whilst using artillery and gunnery weights to pound the enemy into submission.
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# ? Mar 25, 2020 18:16 |
Jarvisi posted:Thanks guys, I meant more early game when trying to expand. Don't have access to the big boys yet artillery knocks down a tower, your monsters/lords/regular-punk-troops can open a door. The realistic answer tho is: don't? Why are you attacking a settlement with walls as the vamps? You don't need to expand.
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# ? Mar 25, 2020 18:31 |
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Spite?
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# ? Mar 25, 2020 18:32 |
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If you are playing as Harkon you do want to start dealing with the neighboring Lizard factions.
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# ? Mar 25, 2020 18:33 |
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Gamerofthegame posted:artillery knocks down a tower, your monsters/lords/regular-punk-troops can open a door. I wanted to take Italy for the ports Also I wanted sartosa for the sweet trade goods
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# ? Mar 25, 2020 18:39 |
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After a blast of playing Tomb Kings, I am now giving Clan Eshin a try, stepping it up and trying VH Campaign difficulty. Oh man does Clan Skyre spoil you and shield you from conventional skaven early game. I get that you're supposed to use a load of skavenslave chaff whilst flanking with Death/Night/Gutter Runners, but campaign wise it feels awkward. I feel like I am supposed to expand outward but at the same time most regions are vacant which actually feels like a detriment when you don't have a the income to really get them up to speed (More public order problems basically). It almost feels like you're supposed to keep to one region and just sack/loot everything around you; perhaps taking advantage of that one trick wherein you let your home settlement rebel before taking it back and supercharging it up to a higher tier settlement. If anyone else has some trips on Clan Eshin I wouldn't mind hearing them, particularly campaign and/or contracts.
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# ? Mar 25, 2020 20:37 |
Always ambush. Get the blue trait to greatly boost ambush success. Kill their leader immediately with Sniktch and the army should break, even on VH. Also Eshin's skirmishers are pretty drat good because they're armor piercing. Work on increasing the amount of assassins you can have and keep recruiting Disciplined ones and stack them in your army. It gets ridiculous when you get to 5 or 6. Eventually you'll have like 6 assassins, Sniktch, a wizard or two, and then a bunch of ratling guns and artillery able to effortlessly fire with no obstruction because your line is all heros. (Use wizards to summon chaff to screen the gunline). Ultimately though I wouldn't recommend skaven as your first foray into VH, at least not VH battle difficulty as the early game as anyone not Skryre can be pretty brutal. Resting Lich Face fucked around with this message at 20:59 on Mar 25, 2020 |
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# ? Mar 25, 2020 20:53 |
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SkySteak posted:If anyone else has some trips on Clan Eshin I wouldn't mind hearing them, particularly campaign and/or contracts. My favorite Eshin army was Sniktch, an Assassin, an Eshin Sorcerer, 2x Death Runners, 2x Triads, 8x Gutter Runners, 4x Gutter Runner Slinger, and a Warp Grinder. Deploy the regular Gutter Runners right up close to the enemy army with skirmish on, then forget about them. They'll run all over the place and the enemy army will scatter trying to chase them in every direction. Use the slingers to focus fire enemy ranged. Death Runners pick off dangerous infantry units - wait for them to get separated from their buddies, then hit them from both sides. Triads do the same for cavalry. Sniktch and the heroes pick off enemy lord, heroes, and monsters. Warp Grinder can be parked in the corner, it's just for sieges.
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# ? Mar 25, 2020 21:04 |
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Thank you for swift replies. Just to clarify, I am playing VH Campaign/H Battles, as I don't really like how the nature of the stacking bonuses when it comes to enemy armies; the process invalidating a lot of units and fun strategies. That said the idea of actively separating the enemy army like that is a curious one and honestly a break from using a load of skaven slaves as the worlds flimsiest anvil for Gutter Runners to hammer. I assume ambush battles are a similar setup? As said campaign wise is the real tricky part, as the starting Orc army is a lot more involved than what I am used to defeat, whilst the areas around Eshin are vacant. As said it almost feels like you're encouraged to get Sniktch up a lot of levels and give him a proper army before you really start advancing outward. It's why I was asking about the idea of building up enough food whilst letting your starting province rebel; taking it and supercharging it up to tier iv.
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# ? Mar 25, 2020 21:37 |
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SkySteak posted:Thank you for swift replies. Just to clarify, I am playing VH Campaign/H Battles, as I don't really like how the nature of the stacking bonuses when it comes to enemy armies; the process invalidating a lot of units and fun strategies. With vanguard deployment for your basic units, the difference between an ambush and a regular battle isn't really significant. Food is a problem for any Skaven faction. Maintaining a small land holding can be a sound strategy for any Skaven lord. If you keep expanding in terms of conquest or province development, you will never be able to catch up on food without constant battle victories. The only way to get ahead of the food game is to send out a Warlock Engineer to establish undercities which are intended to farm food. You should spent a good 10 turns sending your first Engineer out to a place you don't expect to ever conquer and establishing an undercity there. Build a kill perch, the mining building that provides a chance of undercity spread, and a food building. Each time the undercity spreads, build a food building. Keep your Engineer wandering and establish 3-4 of these locations throughout the map. Each one should have an expansion building at the original undercity point. The only way you can get ahead on food consistently without undercities is through possession of several pasture or other special locations that offer food through special buildings. Also, fighting orcs with Eshin is a breeze. The autoresolves aren't favorable, but orcs are slow and have poo poo ranged. Eshin skirmishers will devour them (literally) with minimal losses, regardless of what the autoresolves say. Never be afraid to go toe to toe with the orcs, ignore the power bar. litany of gulps fucked around with this message at 04:58 on Mar 26, 2020 |
# ? Mar 26, 2020 04:55 |
litany of gulps posted:With vanguard deployment for your basic units, the difference between an ambush and a regular battle isn't really significant. The leadership penalty on the ambushed enemy units is pretty important at higher difficulties.
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# ? Mar 26, 2020 06:10 |
litany of gulps posted:Also, fighting orcs with Eshin is a breeze. The autoresolves aren't favorable, but orcs are slow and have poo poo ranged. Eshin skirmishers will devour them (literally) with minimal losses, regardless of what the autoresolves say. Never be afraid to go toe to toe with the orcs, ignore the power bar. To add onto this, skaven in general have poor autoresolve rates and thus a poor bar, so take big "chances" in taking fights. You'll do fine.
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# ? Mar 26, 2020 13:16 |
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Resting Lich Face posted:The leadership penalty on the ambushed enemy units is pretty important at higher difficulties. Yeah anything that adds map wide buffs or debuffs to units is very powerful. Plus starting closer to your enemies is always good, stops them getting into position at all.
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# ? Mar 26, 2020 13:33 |
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litany of gulps posted:With vanguard deployment for your basic units, the difference between an ambush and a regular battle isn't really significant. Late game with Ikit Claw I was putting the first level of Kill Perch, Deeper Tunnels, and both food buildings in every undercity. I could conquer at will and put every settlement at max level without hesitation because I had every city and gate on Ulthuan pumping 5 food at me. It was nuts.
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# ? Mar 26, 2020 14:45 |
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I'm deep in an Eshin Clan campaign on VH/N going mostly 'pure' Eshin with just a Warp Grinder in each list for sieges and I'm finding that AP Gutter/NIght Runners can do a lot of work. In some cases you can blow all of your ammo w/o taking many losses, concede, and then mop them up on the second battle. The Khemrian desert and everything east of it is mine now, and I'm working my way up the badlands.
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# ? Mar 26, 2020 14:55 |
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I got this game and TW: Warhammer 1 a while ago. Is there any point in playing 1 outside of the campaign? Also I read the primer in the Total War general thread. Are there any other starting tips? Played through several battles as Lizardmen. So far it's pretty rad and is pretty much what I remember of Warhammer: Fantasy Battle
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# ? Mar 26, 2020 14:58 |
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I R SMART LIKE ROCK posted:I got this game and TW: Warhammer 1 a while ago. Is there any point in playing 1 outside of the campaign? There is no reason to play TWW1 if you have them both. The only thing it really has over TWW2 Mortal Empires is better lighting on some old world maps, which is kinda nice but not worth what you lose.
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# ? Mar 26, 2020 15:04 |
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It used to be the turn times in Mortal Empires were intolerable, long enough that it was worthwhile to just play TWW1 if you wanted to play an oldworld faction. However, CA figured out some magic that let them cut them by 60% a few months back. So, not really much reason, additionally most of the TWW1 factions have had new content added to TWW2 that is not backwards compatible.
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# ? Mar 26, 2020 15:11 |
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litany of gulps posted:-Eshin Advice- I think this pertains to something I wasn't really grasping with Eshin units actually. My usual go-to was to have a bulk of disposable slave rats whom would soak up the enemy line whilst I essentially used Gutter/Night/Death Runners as a hammer to the worlds softest anvil. Previous experience with Vanguard Deployment and Skirmishers was essentially them being hidden but caught out and charged/shot up by the enemy, or skirmishing but being outgunned by enemy archers. Additionally confirmation bias with Skirmish Mode meant that I felt it'd only ensure chased units were uselessly pushed into the corner and died. The idea of allowing a large part of your army to just run around like that is something I need to try. Thing is though, how do you deal with Slingers being chased around, given they now cannot fire? Also yeah the concept of building up a holding and expanding outward with levels and experiences feels far better than awkwardly trying to expand into territory which constantly is costing you a large amount of gold (early on) with little to show for it for a long time; the food demands also being a concern. A bit of a trip for an any Warlock Master of Eshin, but it feels like it'd be easy enough to settle somewhere like Lustria.
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# ? Mar 26, 2020 15:40 |
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VH Mortal Empires Empire campaign done, after 199 turns. Slowed down a lot by a bad start dealing with empire rebels along with two different orc factions in the first 20 turns, along with a misguided attempt to colonize Norsca, and dealing with Archaon solo. On to trying out Malus, definitely an interesting playstyle with giving up Hag Graef and rushing Rite of the Warmaster. Going bankrupt every few turns sucks but at least I can steamroll every army I come across for now. Not sure if it'll be sustainable in the long term though.
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# ? Mar 26, 2020 15:43 |
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SkySteak posted:I think this pertains to something I wasn't really grasping with Eshin units actually. My usual go-to was to have a bulk of disposable slave rats whom would soak up the enemy line whilst I essentially used Gutter/Night/Death Runners as a hammer to the worlds softest anvil. Previous experience with Vanguard Deployment and Skirmishers was essentially them being hidden but caught out and charged/shot up by the enemy, or skirmishing but being outgunned by enemy archers. Additionally confirmation bias with Skirmish Mode meant that I felt it'd only ensure chased units were uselessly pushed into the corner and died. The idea of allowing a large part of your army to just run around like that is something I need to try. Thing is though, how do you deal with Slingers being chased around, given they now cannot fire? The standard dudes are actual skirmishers and can fire on the move. I can see leaning hard into that being a pretty viable strategy, though against Bretonnia or giant Silver Helm stacks it might run into issue. Not a real problem for Eshin tho, at least not for awhile. Mazz fucked around with this message at 16:36 on Mar 26, 2020 |
# ? Mar 26, 2020 15:59 |
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Skaven (Eshin specifically) would probably benefit the most from some kind of War Wagon esque mobile artillery pieces. Could be interesting to go REALLY skirmish heavy.
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# ? Mar 26, 2020 17:06 |
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I mean that's kind of what a doomwheel is. Though you could also have several death globadiers riding a hell pit abomination.
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# ? Mar 26, 2020 17:32 |
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i wish legendary still let you use slow motion in battles. im missing so much beautiful carnage without it
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# ? Mar 26, 2020 18:20 |
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I R SMART LIKE ROCK posted:I got this game and TW: Warhammer 1 a while ago. Is there any point in playing 1 outside of the campaign? No (except possibly for the Wood Elves - their campaign didn't translate well) - but if you have 1 on your steam account 2 has the Mortal Empires map which also includes the factions from 1.
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# ? Mar 26, 2020 18:32 |
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sweet sounds like I can just skip 1 and get straight to smashing
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# ? Mar 26, 2020 20:14 |
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# ? Jun 7, 2024 20:30 |
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Is there anything interesting about a High-Elf campaign? They look like they are focused on trade and diplomacy which are very simple systems in TW:W2.
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# ? Mar 26, 2020 20:19 |