Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Gonkish
May 19, 2004

Nurgle has a lot of health, and can heal quite a bit, but they're slow as gently caress and generally don't have a ton of armor. You can kite them all day long, blast them from afar, anything that slows them down is great, and fire damage fucks them up royally.

Treat Nurgle like the Vampire Counts, for the most part. Fill them full of holes from a distance, try to prevent them from closing the gap for as long as possible, abuse terrain advantages and magic to your advantage. Fire damage is your friend.

Adbot
ADBOT LOVES YOU

OwlFancier
Aug 22, 2013

I feel like specifically as kislev they have a tremendous amount of options for slowing stuff down, frostbite, ice sheet, and the bitterness of winter all stack together, so you can make it so that units can barely move. Ice sheet IMO is a top tier spell for them because it's dirt cheap, really spammable, and has a massive effect area, you can basically use it to take armies apart and it lets you get maximum use out of your ranged firepower before closing to melee.

Gonkish
May 19, 2004

OwlFancier posted:

I feel like specifically as kislev they have a tremendous amount of options for slowing stuff down, frostbite, ice sheet, and the bitterness of winter all stack together, so you can make it so that units can barely move. Ice sheet IMO is a top tier spell for them because it's dirt cheap, really spammable, and has a massive effect area, you can basically use it to take armies apart and it lets you get maximum use out of your ranged firepower before closing to melee.

Yeah, Ice Sheet is MASSIVELY powerful spell, both in general, and especially for Kislev where almost everything in your roster can shoot. You may not have the raw firepower of, say, the Empire or the Dwarves, but you have a LOT of shooters and a LOT of tools for slowing your opponent down so that they can be more effectively filled with bullets.

Ice Sheet makes dealing with Nurgle and Khorne much simpler, makes Slaanesh cry bitter tears (which they probably enjoy and that makes it weird), and Tzeentch is Tzeentch, he doesn't give a poo poo he's just gonna spam magic.

Azran
Sep 3, 2012

And what should one do to be remembered?
Man, Whip of Slaneesh just wrecks formations.

OwlFancier
Aug 22, 2013

Can you grab multiple weapons from khorne's place btw? I tried but it wouldn't register me entering the second location.

hemale in pain
Jun 5, 2010




I tried another one of the tower defence things and it's super hard and not much fun. The heal spell seems to stop replenishing troops at some point so by the final part i end up with a bunch of units with <20 guys in them. The new unit spawns come from like the other end of the map so aren't that great if you're already losing, and then if you can't hold the enemy off from the capture point all the towers nearby pop and your hosed. Combine this with the like 40 second prep time you get to reinforce and buy towers/barricades before the enemies spawn and it just sucks.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
I don't like the Prince Battles much either, but: you can set which capture-point you want your reinforcements to spawn at, there's some arrows in the spawn box to cycle through them all.

Azran
Sep 3, 2012

And what should one do to be remembered?
I recommend dismissing any damaged units, you can then resummon them fully healed at a supply cost later on.

hemale in pain
Jun 5, 2010




Kazzah posted:

I don't like the Prince Battles much either, but: you can set which capture-point you want your reinforcements to spawn at, there's some arrows in the spawn box to cycle through them all.

I didn't realize that! drat that makes it easier.

OwlFancier
Aug 22, 2013

What is tzeentch's favourite music genre?

smug jeebus
Oct 26, 2008
Are the penalties for exhaustion worse now? I caught Skarbrand on the march with N'Kari and absolutely annihilated him with no losses (Comp predicted a valiant defeat). It probably helped that Skarbrand spent half the battle chasing a Hellflayer around I guess.

Also am I crazy or is N'Kari doing the anime run pose?

Terrible Opinions
Oct 18, 2013



So far I've found autoresolve massively overvalues Khorne units and undervalues Nurgle units, either that or I'm much better at playing Nurgle.

Randarkman
Jul 18, 2011

Grumio posted:

I agree that (non-monstrous) cavalry feels a bit anemic.

People seemed to really like the lethality of properly-used cavalry charges in Three Kingdoms, balanced by the charge reflection of braced spears. Why not implement that in Warhammer?

It's almost certainly not as easy as just "making the battles like in 3K", and that's not just overall faction balancing concerns, but probably engine and mechanical ones as well. Warhammer I think is esssentially running on a much older version of the battle engine they're using. It's also worth noting that alot about cavalry charges and their performance against infantry in general is obviously not really working as intended and had been so for a while in Warhammer 2 as well. Things aren't as simple as just flipping a switch to make cavalry good or behave like 3K.

OwlFancier
Aug 22, 2013

I built four units of dervishes and I have found them quite good? They're light cavalry so nothing amazing, but very mobile and the charge power is quite good too. Plus their presence on the field plays merry hell with the AI.

Tirranek
Feb 13, 2014

Kneejerk reactions are nothing new, and there are some problems with WH3, but based on what I've seen on Reddit I can only imagine the meltdown if any part of the IE map is compressed.

Randarkman
Jul 18, 2011

OwlFancier posted:

I built four units of dervishes and I have found them quite good? They're light cavalry so nothing amazing, but very mobile and the charge power is quite good too. Plus their presence on the field plays merry hell with the AI.

Oh yeah, cavalry aren't as useless as is sometimes stated, though I am still pretty sure there are things not working in their favor at the moment, especially as regards their actual damage output against infantry and the tendency to get stuck. The thing is that for alot of people youare going to have to put alot of micro into getting effective value out of your shock cavalry especially, especially if you have a cavalry-heavy army, and when you actually look at things you are going to notice that compared to much less micro-intensive ranged spam you are going to take more damage and kill and rout much enemies slower, which is disappointing and I'm pretty sure there are variables at play not working as intended.

For instance I'm pretty sure infantry, anti-large or not, as a rule still do better against cavalry by charging after them, even if the cavalry charge them while doing so, when in theory all the advantages should be with the charging cavalry. That's a thing not working as intended, just see the point in the tutorial where it tells you to halt your infantry and brace against a cavalry charge.

Josef bugman
Nov 17, 2011

Pictured: Poster prepares to celebrate Holy Communion (probablY)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
I'm finding it a little annoying to try and get my big brave beef boy of a demon prince to become an absolute combat monster. I cannot equip him with ancillaries or with magic items. Which is a bit sad as I am enjoying him being a fun leader, but it's just a touch frustrating.

OwlFancier
Aug 22, 2013

Randarkman posted:

Oh yeah, cavalry aren't as useless as is sometimes stated, though I am still pretty sure there are things not working in their favor at the moment, especially as regards their actual damage output against infantry and the tendency to get stuck. The thing is that for alot of people youare going to have to put alot of micro into getting effective value out of your shock cavalry especially, especially if you have a cavalry-heavy army, and when you actually look at things you are going to notice that compared to much less micro-intensive ranged spam you are going to take more damage and kill and rout much enemies slower, which is disappointing and I'm pretty sure there are variables at play not working as intended.

For instance I'm pretty sure infantry, anti-large or not, as a rule still do better against cavalry by charging after them, even if the cavalry charge them while doing so, when in theory all the advantages should be with the charging cavalry. That's a thing not working as intended, just see the point in the tutorial where it tells you to halt your infantry and brace against a cavalry charge.

I haven't tried counter charging but I have found that braced infantry with the relevant charge defence (and charge reflection) will absolutely murder anything that charges them, makes peasant longspears particularly funny when they can dumpster demons on the charge.

They also seem to go flying a lot less when braced, which is nice.

Cavalry I still think is useful to have a section of just for the mobility and ability to rear charge ranged units or even just to chase down fleeing units. But I don't know if the lack of absolutely monster cavalry is just because there aren't any cavalry focused factions? I will try out gryphon legion when I get them.

Randarkman
Jul 18, 2011

OwlFancier posted:

I haven't tried counter charging but I have found that braced infantry with the relevant charge defence (and charge reflection) will absolutely murder anything that charges them, makes peasant longspears particularly funny when they can dumpster demons on the charge.

They also seem to go flying a lot less when braced, which is nice.

Cavalry I still think is useful to have a section of just for the mobility and ability to rear charge ranged units or even just to chase down fleeing units. But I don't know if the lack of absolutely monster cavalry is just because there aren't any cavalry focused factions? I will try out gryphon legion when I get them.

Here's a thing abut the charge reflection, it's better when you counter charge. It's absolutely a thing, you won't necessariyl perform poorly when bracing with charge defence, but in most cases you will actually do better when counter-charging. Infantry without charge defence have nothing to lose by counter-charging cavalry, as that makes them do much more damage to the cavalry.

And Kislev is absolutely supposed to be a cavalry-focused faction, what are you on about?

And to reiterate there are definitely uses to cavalry just because of their speed and mass and ability to inflict rear charge penalties. However one of their capabilities, being able to inflict high casualties on the charge against infantry, particularly infantry that's out of position and not braced, is currently very much undercut at the moment. It's not completely absent, but there are factors at play, largely unintended I'd say, working agains it.

Randarkman fucked around with this message at 12:09 on Feb 20, 2022

OwlFancier
Aug 22, 2013

Is kislev supposed to be cav focused? I know they have a few but they're just three tiers of shock cav, so it's not brettonia. Oh and archers I guess, but the empire has more cavalry types than that and I don't think I would call them cavalry focused. Cavalry capable, I guess.

Randarkman
Jul 18, 2011

OwlFancier posted:

Is kislev supposed to be cav focused? I know they have a few but they're just three tiers of shock cav, so it's not brettonia. Oh and archers I guess, but the empire has more cavalry types than that and I don't think I would call them cavalry focused. Cavalry capable, I guess.

Kisle is supposed to cavalry focused. They are cavalry focused. This is not hypothetical, it's the fluff, it's the roster. On paper they have great cavalry, and you can get a lot of good use out of them,, but at the moment the performance of that shock cavalry in particular in certain areas is undercut by long-running issues with the combat engine, well-known issues, I don't know why you are arguing as if that's not the case.

Randarkman fucked around with this message at 12:18 on Feb 20, 2022

OwlFancier
Aug 22, 2013

I suppose I haven't really observed cavalry being much worse than it normally is for factions that aren't brettonia. I have mostly found it valuable for its situational utility. You can't just directly charge cavalry resistant units any more which is understandable (and IMO good, never much liked that they were not really good at deflecting charges especially from monstrous infantry) and I also haven't really noticed particularly good stats on the cav either? They all seem to have OK stats but get more armour and charge the further up you go. Except the bears which seem a bit more like monstrous units from the stats.

The feel I get from the kislev roster is more that they have cav options but the bulk of the focus seems to be on their layered hybrid infantry formations.

Randarkman
Jul 18, 2011

OwlFancier posted:

I suppose I haven't really observed cavalry being much worse than it normally is for factions that aren't brettonia. I have mostly found it valuable for its situational utility. You can't just directly charge cavalry resistant units any more which is understandable (and IMO good, never much liked that they were not really good at deflecting charges especially from monstrous infantry) and I also haven't really noticed particularly good stats on the cav either? They all seem to have OK stats but get more armour the further up you go. Except the bears which seem a bit more like monstrous units from the stats.

Seriously, infantry with charge resistance isn't the problem. The problem is cavalry's performance, even when cycle-charging, against infantry that are not anti-large, and do not have charge defense, particularly if those infantry units are counter-charging the cavalry. And with anti-large units as well, by and large they'll do better against cavalry when counter-charging than when standing still to receive the charge. It's been around since Warhammer 2, they rolled out a partial fix late last year for that (though emphasis on the partial), but odds are that's not in Warhammer 3 yet, and again partial fix. It's not working as intended.

EDIT: And I totally stand by Kislev being cavalry-focused. It's not about having the most elite stats. Kislev has affordable cavalry that are all, in theory at least, very good at the thing they do. They have light cavalry, shock cavalry (with very good charge bonus and cause fear) and skirmisher cavalry, all very fast and afoordable allowing you to field lots of them easily, and the shock cavalry can easily keep up with the missile cavalry so the two can support each other. Add the bear sleds for disruption (though I think at the moment they and other chariots like that are overperforming), and the bear riders for dedicated anti-monster duty. Kislev can field a very mobile cavalry focused army, though at the moment the performance of part of that roster isn't what it should be.

Randarkman fucked around with this message at 12:40 on Feb 20, 2022

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Terrible Opinions posted:

So far I've found autoresolve massively overvalues Khorne units and undervalues Nurgle units, either that or I'm much better at playing Nurgle.

The autoresolve is janky as ever. It completely undervalues Meow's dragon form ability in settlement battles. Having a monster that can fly straight over all the defenses and kill the enemy commander in single combat is pretty OP.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
I'm about to finish my first campaign, Katarina, and to take a breather I've started my second campaign, VH Kairos, I'm in turn 30 and has been a painful slog so far. Don't get me wrong, Kairos himself is a beast, a very potent mage without even taking the winds of magic glitch into consideration, however I'm not really liking Tzeench as a faction.

The starting province is long and stretched between impassable mountains and Cathay's bastion, with limited avenues of expansion. Horrors of both varieties are great early game troops for field battles, but are not that good in minor settlements and siege battles, and Cathay's armies are improving their troop quality while mine are not. Growing my settlements has been taking forever, and the economy is not great as well, basically I'm relying on battle money all the time. And beware of Kairo's quest battle, you thought Katarina's quest for the crystal cloak was hard? Kairos' is much much worse. Maybe I'm doing something wrong and I should aproach it differently, perhaps invading Cathay is a loving trap and I should have gone south instead, who knows.

hemale in pain
Jun 5, 2010




Kazzah posted:

I don't like the Prince Battles much either, but: you can set which capture-point you want your reinforcements to spawn at, there's some arrows in the spawn box to cycle through them all.

Azran posted:

I recommend dismissing any damaged units, you can then resummon them fully healed at a supply cost later on.

alright, doing these two things and they're now super easy but just time consuming. Thank you!

Prokhor Zakharov
Dec 31, 2008


This is me as I make another great post


Good luck with your depression!
Been picking this apart since Wed and as a seasoned TW player these are just some observations/experiments I did because I'm a weirdo.

I think a lot of the stickiness of units and the inability to get units out of combat is actually due to unit formations. Units seem to want to get into formation before they start moving, and if something interrupts that then they either get drawn back into fighting (for infantry) or just endlessly cycle back and forth between trying to turn/reform (for cav).

It seems like a lot of why the AI struggles to actually take and hold territory (even when they have the advantage) is because of corruption/attrition. I knew the minute I read that CA was doing a big corruption rework that it was gonna cause a bunch of goofy problems and here we are lol. The AI seems to be either terrified into inaction, or totally suicidal in regards to attrition. No middle ground and I'm not sure what flips the switch from one to the other. The fact that the AI is perfectly willing to let rift gates hang around and spread corruption/random chaos armies really exacerbates this in the late game. A good example is how badly the empire struggles against a shitass 2 province Vampires. As an experiment I started a Kislev campaign (as Kostaltyn THE TRUE PATRIARCH OF KISLEV because he rules). Booted up and immediately turned all my focus onto destroying Manny as quickly as possible. Managed to knock him out pretty easily (Vampire settlements are a cakewalk at low levels, especially for ranged armies) by tearing that pale bald bitch's house down with twin Kossar doomstacks. It's actually not a bad idea for Kislev regardless because you get to keep his goldmines. That's when I entered a realm I have since dubbed Ostermark Goes Bonkers where they conquered Ostland, helped Karl kill the ogres, then went on a wild campaign to resettle the badlands with all their dwarf pals. The Empire went from a joke to a unified powerhouse surprisingly quick. If you let Manny hang around they just kind of wander around his borders while he squats, terrified of stepping outside his Spooky Halloween Zone (possibly due to attrition??). Nobody ever gets the upper hand and the situation never really gets resolved until the ogres or a random chaos army eventually wander over and kill everybody.

I kind wanna run the Kill Vampires experiment a few more times just to see what happens or if this was a fluke. Idk maybe if anyone else wants to try something whacky then go for it and report back. Hell imho starting Kislev your first two objectives early on are capturing Hell Pit + Sylvania ASAP just because it saves on so many headaches later.

Prokhor Zakharov fucked around with this message at 13:12 on Feb 20, 2022

OwlFancier
Aug 22, 2013

Oh no I have been invaded by TOXFARTER DECAYER OF WORLDS

Very good names in this.

Broken Cog
Dec 29, 2009

We're all friends here


This is kinda dumb

Edit: Also, the game is constantly crashing while I'm in a chaos realm.

genericnick
Dec 26, 2012

Broken Cog posted:



This is kinda dumb

Edit: Also, the game is constantly crashing while I'm in a chaos realm.

I'm pretty sure those traits are meant to be debilitating so you have to clear them.

Edit: I'm blind. Disregard.

genericnick fucked around with this message at 14:18 on Feb 20, 2022

Twigand Berries
Sep 7, 2008

Prokhor Zakharov posted:

Been picking this apart since Wed and as a seasoned TW player these are just some observations/experiments I did because I'm a weirdo.

I think a lot of the stickiness of units and the inability to get units out of combat is actually due to unit formations. Units seem to want to get into formation before they start moving, and if something interrupts that then they either get drawn back into fighting (for infantry) or just endlessly cycle back and forth between trying to turn/reform (for cav).

It seems like a lot of why the AI struggles to actually take and hold territory (even when they have the advantage) is because of corruption/attrition. I knew the minute I read that CA was doing a big corruption rework that it was gonna cause a bunch of goofy problems and here we are lol. The AI seems to be either terrified into inaction, or totally suicidal in regards to attrition. No middle ground and I'm not sure what flips the switch from one to the other. The fact that the AI is perfectly willing to let rift gates hang around and spread corruption/random chaos armies really exacerbates this in the late game. A good example is how badly the empire struggles against a shitass 2 province Vampires. As an experiment I started a Kislev campaign (as Kostaltyn THE TRUE PATRIARCH OF KISLEV because he rules). Booted up and immediately turned all my focus onto destroying Manny as quickly as possible. Managed to knock him out pretty easily (Vampire settlements are a cakewalk at low levels, especially for ranged armies) by tearing that pale bald bitch's house down with twin Kossar doomstacks. It's actually not a bad idea for Kislev regardless because you get to keep his goldmines. That's when I entered a realm I have since dubbed Ostermark Goes Bonkers where they conquered Ostland, helped Karl kill the ogres, then went on a wild campaign to resettle the badlands with all their dwarf pals. The Empire went from a joke to a unified powerhouse surprisingly quick. If you let Manny hang around they just kind of wander around his borders while he squats, terrified of stepping outside his Spooky Halloween Zone (possibly due to attrition??). Nobody ever gets the upper hand and the situation never really gets resolved until the ogres or a random chaos army eventually wander over and kill everybody.

I kind wanna run the Kill Vampires experiment a few more times just to see what happens or if this was a fluke. Idk maybe if anyone else wants to try something whacky then go for it and report back. Hell imho starting Kislev your first two objectives early on are capturing Hell Pit + Sylvania ASAP just because it saves on so many headaches later.

I like your post. I’ve actually thought they may have hard baked a sort of stalemate in the empire area unless you decide to interact with it to avoid a situation where someone playing game three would suddenly have a campaign filled with empire or vampire enemies. This may be something you and I would find fun, but I can see the “why are all my opponents from game 2???” complaints from people being something you want to avoid.

Ethiser
Dec 31, 2011

I’ve discovered the secret to Kairos is to just hold on long enough for the Kurgen to start spawning half way decent stacks. Their constant pressure on Cathay have allowed me to sweep across the land. Also I unlocked the free teleport stance tech and now god help any enemy army that gets close to me.

OwlFancier
Aug 22, 2013

genericnick posted:

I'm pretty sure those traits are meant to be debilitating so you have to clear them.

Yes but it is weird that kairos fateweaver doesn't like being in the realm of tzeentch.

Speaking of the realm of tzeentch I have no loving idea how I'm supposed to do this, I'm visiting the points and fighting the armies and picking reveal every time, but the AI seems to know the way through automatically? I have almost no actual useful information.

Really stupid design IMO, seems to be entirely luck based.

Broken Cog
Dec 29, 2009

We're all friends here

Ethiser posted:

I’ve discovered the secret to Kairos is to just hold on long enough for the Kurgen to start spawning half way decent stacks. Their constant pressure on Cathay have allowed me to sweep across the land. Also I unlocked the free teleport stance tech and now god help any enemy army that gets close to me.

Also, and this might be a bit cheesy, but since Kurgen are constantly suiciding and respawning, if you have a more powerful force than them, you can ask them for a new non-aggression pact + some gold every time. Mostly useful earlygame though, but it's sorely needed.

Randallteal
May 7, 2006

The tears of time
Long term I think my problem with the Chaos campaign is going to be that all you really need to finish it is one good army, and you're probably going to have that by the time you take the second soul. Then you're just waiting for like 50 turns to be able to finish it out, and conquering more land basically just ends up being a way to kill time. In the Vortex campaign at least taking more relic cities would speed up the bar.

Randallteal fucked around with this message at 14:10 on Feb 20, 2022

OwlFancier
Aug 22, 2013

To be honest I think they should just not bother trying to do gimmicks as a way to win the game, because none of them ever work well with the actual bulk of the gameplay.

Just stick to giving you fun loot and XP.

Twigand Berries
Sep 7, 2008

I quite like the realms of chaos for a source of varied open field battles that feature tons of winds of magic as well as super cool random mega spells with amazing visual affects. As for the survival battle, it seems to give favorable auto-resolve so you can skip it if you want.

Blooming Brilliant
Jul 12, 2010

There definitely should have been a way to force rifts to open, maybe something like 20,000-30,000 gold to spawn one in your capital, because you're tiddling your thumbs waiting for them when you've already by-in-large won the campaign.

OwlFancier
Aug 22, 2013

The battle maps are neat, the rewards are neat, but the loving competitive campaign ending mechanic is just garbage and has been every single time they try to shoehorn it in.

Adbot
ADBOT LOVES YOU

Vagabong
Mar 2, 2019
The design of the negative traits you get are a bit weird as well; obviously they have to try and represent the fact that the chaos realm is inhospitable to human life, but I think people would be more amenable to getting them inevitably if they acted more like the sword of Khaine; big boosts to stats relating to the god behind the trait with the downside of reduced public order and spreading corruption. Inflicting a complete negative on the player with no chance of avoiding it will always be frustrating for people.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply