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
MonsterEnvy
Feb 4, 2012

Shocked I tell you

KPC_Mammon posted:

Ugh, so the answer is to throw heralds into the trash? Thank you for what is hopefully a temporary solution.

edit: Sorc lords just seem better but herald voice acting is a lot more fun.

Heralds can eventually replace themselves with Exalted Greater Daemons however.

Adbot
ADBOT LOVES YOU

Electronico6
Feb 25, 2011

Ravenfood posted:

Found an interesting bug with Festus: I took the black citadel that gives you Varg vassalization and THEN went to a Varg minor settlement and used the "give to vassal" button. This created a new Varg faction that isn't listed as my vassal and I can't seem to actually use any diplomacy with them.

They don't appear in the list of factions available in the Diplomacy screen either.

e2: The Naglfarlings also do it: I assume this is the interaction that happens when you revive a faction that previously vassalized/confederated another faction. Shame, I'd like to eventually get them "freed"

Those two are 100% bugged. It happened in my game, and to other people on reddit. Some of the Empire Electors are also bugged if you bring them back. The other norscan factions seem to be working fine when brought from the dead.

Ravenfood
Nov 4, 2011

Electronico6 posted:

Those two are 100% bugged. It happened in my game, and to other people on reddit. Some of the Empire Electors are also bugged if you bring them back. The other norscan factions seem to be working fine when brought from the dead.
Varg and Naglfarlings only? Got it, cool.

I may not be understanding how the Fortresses work though. I took Kraka Drak which is listed as a Goromandy homeland and they didn't vassalize automatically. I thought each norscan tribe had a relevant fortress and if you captured it, you auto-vassalized them. Am I wrong, or is Kraka Drak just not the "autovassal" Goromandy fortress?

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Cathay has been carved apart between Me, Lokhir, Eshin and Vilitch.

So I've moved all my boys into position to, ahem, finish wiping out the Wood Elf minor, Defenders of the Great Plan settlements and Zhao Ming. My, what a coincidence. After helpfully dropping warp lightning on Lokhir's army while he helped me take the last settlement we all seem to be standing next to certain places on the map!



GREAT HORN-ED ONE JUST LOOK AT THE TIME



HAHAHAHAHAHAHAHA AHAHAHAHAHAHA hahahahaha ehehehehehe ohohohohoh worhohohoh ahahahaha... ahhh... say, what's this?



Good ol' Grimgrog. I hear Arghy is having it tough with bugged grudges and all. Hey... wait a second...



ARGHY WAIT



NO ARGHY, NOOOOOOOOOOO

Azran
Sep 3, 2012

And what should one do to be remembered?

Ravenfood posted:

Varg and Naglfarlings only? Got it, cool.

I may not be understanding how the Fortresses work though. I took Kraka Drak which is listed as a Goromandy homeland and they didn't vassalize automatically. I thought each norscan tribe had a relevant fortress and if you captured it, you auto-vassalized them. Am I wrong, or is Kraka Drak just not the "autovassal" Goromandy fortress?

You need to take the main homeland settlement. Some tribes have more than one dark fortress in their territory.

How!
Oct 29, 2009

BigHead posted:

When I try to occupy a razed settlement, I'm getting the message to "settle your troops." Does anyone have any idea what that means? Google comes back with literally not a single thing when I search for "tww3 'settle your troops'".

It means some of your Ogre Maneaters hang up their weapons to go work at the boba tea place in Altdorf, so you need to wait in the settlement until your units replenish.

Squibbles
Aug 24, 2000

Mwaha ha HA ha!
yeesh, playing Imrik, grimgog just declared war on me out of the blue about 15 turns in. He just showed up at my door before I even have 2 provinces and attacked me with a full stack plus waagh army vs my poor stack of spearmen, archers, 1 dragon, 1 dragon princes and my mage.

Fortunately his AI bugged out and he mostly ran his army around in a big blob and repositioned endlessly. Enough for me to expend all 100 mana I had on burning head, netting my mage over 100k damage and about 1100 kills. Even after doing that I had to slowly work my army up closer and open fire, that fixed the AI and they actually attacked. Even having massively weakened the army we were just BARELY able to hold them off and win the fight. I would have been utterly massacred if not for that AI bug for sure.

pizzabutt
Jul 19, 2022

Azran posted:

You need to take the main homeland settlement. Some tribes have more than one dark fortress in their territory.

yeah, you gotta mouse over the icon to check because it will say something like "taking this over will grant you the [tribe] as vassals", otherwise it just says that it's their territory

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Squibbles posted:

yeesh, playing Imrik, grimgog just declared war on me out of the blue about 15 turns in. He just showed up at my door before I even have 2 provinces and attacked me with a full stack plus waagh army vs my poor stack of spearmen, archers, 1 dragon, 1 dragon princes and my mage.

Fortunately his AI bugged out and he mostly ran his army around in a big blob and repositioned endlessly. Enough for me to expend all 100 mana I had on burning head, netting my mage over 100k damage and about 1100 kills. Even after doing that I had to slowly work my army up closer and open fire, that fixed the AI and they actually attacked. Even having massively weakened the army we were just BARELY able to hold them off and win the fight. I would have been utterly massacred if not for that AI bug for sure.

I had the same thing but Wurrzag. Turn 12 waagh stacks are kind of a menace when most factions struggle to afford a single full stack at that point. To be fair my 16 card Skarbrand army vs the 38 card greenskin army was probably the most absurd butt clenching fight I've ever had.

Watching Skarbrand just barrel through the front line, push through a couple units intercepting him just so he could football tackle Wurrzag and murder him in seconds was hilarious and after that it was him going around and smashing chariots and boars while the infantry just held the line forever.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Can monogod faction mortal sorcerer lords(i.e. Kugath and Kairos) also go daemon prince, or is that a WoC only mechanic?

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Kanos posted:

Can monogod faction mortal sorcerer lords(i.e. Kugath and Kairos) also go daemon prince, or is that a WoC only mechanic?

I think they get automatically prompted at a certain level, no soul cost - basically same style as the heralds. Unlike warriors factions though, they cannot get a tech to stop the level loss.

Washin Tong
Feb 16, 2011

Kanos posted:

Honestly, you traded enormously upward. Two generic level one characters who you can immediately replace and a stack of complete crap chaff taking out Skarbrand and a strong army of chevroned mid tier Khorne troops is a gigantic win and it cost you literally nothing to do.

Doomykins posted:

TK always win in these exchanges when you rerecruit the entire army back in 2 turns. Excellently done!

Rattling patriotically with you, King.

Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

Yorkshire Pudding posted:

Am I missing a lot of units without having Champions of Chaos? I’ve been wanting to try the new WoC I jump into a campaign and think “hmmm this looks complicated” and quit.

not sure this is exactly what you asked for but a brief rundown of CoC/WoC

Champions of Chaos DLC gets you the four new lords, marked versions of Chaos Warrior Lords/Sorcerors/Heroes, marked versions of marauders, warriors, chosen, knights, forsaken, spawn and chariots, some regiments of renown and the five all-new warshrine units. in comparison WoC is just Archaon/Kholek/Sigvald and the undivided versions of all those units

how it works (because I was overwhelmed when I started a campaign):
  • Warriors of Chaos are a settled faction with two types of settlement: most are altars, which are single-tier single-slot settlements only really good for resource buildings; a few are Dark Fortresses, which are your actual settlements with recruitment/garrison/economy buildings. most Fortresses are in the Chaos Wastes with a few scattered down south (usually major faction capitals, e.g. the three in Cathay are Wei-Jin and Miao Ying/Zhao Ming's home cities). no more hordes! also taking a Dark Fortress lets you auto-vassalise the related Norscan faction, if there is one
  • Warband recruitment means you recruit instantly from a pool of units (a bit like Nurgle). what you can recruit depends on the region you're in, plus how much and what kind of corruption is present. you can always recruit basic marauders and warhounds, but potentially the pool could include trolls, giants, aspiring champions, horsemen, spawn, dragon ogres, forsaken plus marked versions as appropriate
  • Warband upgrades lets you upgrade individual units into new, better units once they reach the appropriate rank. e.g. to get Chaos Warriors, you first recruit Marauders, then rank them up to rank 5, then you turn them into Chaos Warriors for a couple hundred gold. you could then rank those Chaos Warriors up to rank 7 and turn them into Chosen, or maybe instead some Chaos Knights. you can swap between variants for pennies as well, in case you decide you urgently need halberds or something
  • Dark Fortress recruitment buildings expand the Warband pool to include the mid-tier units, so a Chaos Warriors recruitment building lets you recruit Chaos Warriors direct instead of having to rank up Marauders first
  • with the CoC DLC Warband upgrades lets you mark units to slightly modify their stats by +5/-5: Khorne is killy, Nurgle tanky, Tzeentch gets a barrier and magic attacks, Slaanesh gets speed and psych-immunity. however marking is a one-way process and Undivided units have more variant options, e.g. Nurgle Chaos Warriors only get axes or GW, no halberds, or can get more buffs eventually through technologies
  • lords and heroes contribute Authority/Authorities to the army based on their type/traits and your techs. high Authority of a given type reduces upkeep, recruitment cost, upgrade cost for units of that god/Undivided type. you can also get negative Authority (e.g. a Nurgle hero grants +3 Nurgle Authority but also -3 Tzeentch Authority) which makes units of that god type more expensive for that army, obviously. main outcome is that you can't really mix Khorne and Slaanesh units, or Nurgle and Tzeentch units
  • Souls is the campaign metacurrency that you spend on campaign stuff, mostly Gifts of Chaos. Gifts are powers and buffs, like increased experience for Marauders (so you can rank up into warriors quicker) or Shatterstone army abilities for sieges. some Gifts will add high-tier units into a special recruitment pool - hellcannons, shaggoths, furies, soulgrinders, daemons and greater daemons. you unlock more Gift slots through technology. you get Souls through fighting so don't worry about running out
  • lords and heroes get Boons, which are Ogre Big Names but you can have all of them at once. also once they rank up enough you can mark them (CoC DLC) or turn them into Daemon Princes in exchange for lots of Souls

each of the different faction leaders gets slight variations on these, e.g. CoC lords get cut-down versions of the monogod campaign features like plagues or seduction, but they also can only get Undivided or their god's marked units; OG WoC can get everything (if you have the CoC DLC) otherwise they just get Undivided units and daemons

short version: recruit Marauders, go north to beat up Norscans/WoC and take their Dark Fortresses, upgrade to Chaos Warriors, go south to beat up mortals to get Souls to get special buffs, finish campaign. the same old hammer-and-anvil tactics apply but you've got a bigger variety of tools to choose from with daemons. CoC is mostly if you want to play Chaos on the Realms map or if you want to play specialised monogod-lite factions with marked warrior units

e: I should probably note the big difference from WH1 is you don't have to dump marauders straight away in favour of warriors. marauders are good now

Lt. Danger fucked around with this message at 19:49 on Sep 2, 2022

ScootsMcSkirt
Oct 29, 2013

why do ppl keep saying Grimgrog, its Grimgor damnit :orks:

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





oh no it grimgrog

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

ScootsMcSkirt posted:

why do ppl keep saying Grimgrog, its Grimgor damnit :orks:

Grimgorog

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

ScootsMcSkirt posted:

why do ppl keep saying Grimgrog, its Grimgor damnit :orks:

Arghy rings everything he touches.

Dr Kool-AIDS
Mar 26, 2004

ScootsMcSkirt posted:

why do ppl keep saying Grimgrog, its Grimgor damnit :orks:

because people don't get probes for running poo poo into the ground anymore

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

Kanos posted:

Can monogod faction mortal sorcerer lords(i.e. Kugath and Kairos) also go daemon prince, or is that a WoC only mechanic?

DeathSandwich posted:

I think they get automatically prompted at a certain level, no soul cost - basically same style as the heralds. Unlike warriors factions though, they cannot get a tech to stop the level loss.

level 15 yah





A good magic line. You lose perfect vigor for forsaken and gain a mortis effect.

Third World Reagan fucked around with this message at 20:31 on Sep 2, 2022

Junkenstein
Oct 22, 2003

It's not the clearest thing ever, but the dark fortress that makes the tribe your vassal has more.....spikes around the tribe's circular logo.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





I keep forgetting to check. Can Grimgor krump Skarbrand?

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Comrade Blyatlov posted:

I keep forgetting to check. Can Grimgor krump Skarbrand?

I mean I beat up Skarbrand with a buffed up kitted out Belegar, so I guess it's going to depend on how many buffs Grimgorog pops.

Dandywalken
Feb 11, 2014

Comrade Blyatlov posted:

I keep forgetting to check. Can Grimgor krump Skarbrand?

Idk, but Grimgor and a Shaman sure as heck can :evilbuddy:

I doubt it in a 1v1, so I just dont 1v1 if avoidable.

EDIT: ^^ Buffs are key. I love GS magic buffs.

Zzulu
May 15, 2009

(▰˘v˘▰)
I'd love to know who the most powerful lord is in straight up dueling, fully leveled out

It's gotta be someone like Skarbrand or Kholek right?

Dandywalken
Feb 11, 2014

K'kari CAN beat Skarbrand 1v1. But idk if Skarbrand can just force-enrage on him, because N'kari needs his abilities to do it. My money says, unsupported, prob Kholek.

Sindai
Jan 24, 2007
i want to achieve immortality through not dying
IIRC Kugath outlasts Skarbrand 1v1, though I can't recall if that was at level 1 or level 50.

TaintedBalance
Dec 21, 2006

hope, n: desire accompanied by expectation of or belief in fulfilment

Squibbles posted:

yeesh, playing Imrik, grimgog just declared war on me out of the blue about 15 turns in. He just showed up at my door before I even have 2 provinces and attacked me with a full stack plus waagh army vs my poor stack of spearmen, archers, 1 dragon, 1 dragon princes and my mage.

Fortunately his AI bugged out and he mostly ran his army around in a big blob and repositioned endlessly. Enough for me to expend all 100 mana I had on burning head, netting my mage over 100k damage and about 1100 kills. Even after doing that I had to slowly work my army up closer and open fire, that fixed the AI and they actually attacked. Even having massively weakened the army we were just BARELY able to hold them off and win the fight. I would have been utterly massacred if not for that AI bug for sure.

Greenskins are busted imo presently. Waagh needs to be nerfed, it can just supercharge them so hard and fast they get an early game roll going that translates into unstoppable early-mid game. It should probably scale off of something more coherently, like # of researches completed, or something like the skaven research line for the vermintide where key researches up what will be in the stack. I had to abandon my first Volkmar run because for some gently caress reason Wurzag's starting waagh had 3 god drat lava giant spiders in it. That is probably a bug, but overall its SUPER annoying.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
The thing to keep in mind with Skarbrand is that he is very killable by other tough killy lords. It's just the fact that he's a lot faster and has way more mass at level 1 than a Belegar or a Grimgor or a Tyrion and in charge of a faction known for also being tough and killy in melee, so he can get away with a lot of bullshit that those other lords can't. Namely just bulldozing past an infantry line and popping casters like zits. His strength is specifically how he pretty much can always choose his engagements minus a handful of exceptions.

But even in the above regard, plenty of other fast melee lords can do that just as well. Nkari and kholek are just as prodigeous poo poo-kickers that can do the exact same thing from the word go. Hell, in terms of a straight up fight 1v1 Nkari will put Skarbrand in a dumpster. Skarbrand unique strength is that he gains campaign movement from fighting battles and has full replenishment basically always so he's really, really good at overrunning strategy layer positions. Take lightning strike and cackle like a madman as you bulldoze through a triple stack, burn a city to the ground, and woop away like you're Zoidberg.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Maybe Be’lakor? None of the other immediate contenders that come to mind can fly, so he’s getting a one-sided charge. With his ability buffs and decent debuff spells like Enfeebling Foe he seems hard to beat.

ninjahedgehog
Feb 17, 2011

It's time to kick the tires and light the fires, Big Bird.


Zzulu posted:

I'd love to know who the most powerful lord is in straight up dueling, fully leveled out

It's gotta be someone like Skarbrand or Kholek right?

Imrik is certainly in the conversation here I think, especially if he gets his dragon buffs from the campaign

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Malus is absolutely up there now.

KittyEmpress
Dec 30, 2012

Jam Buddies

Twigand Berries posted:

But yes, WoC is OP, but unless you use one of the many many many mods that makes them even more OP, all they have going for them is more money early game, vassal stuff (I'm a bit sick of fighting Norsca but it was fun at first) and even better recruit anywhere. Like they kind of invalidated Nurgle as well as Vampire Counts in their desire to push out this OP dlc that will make everyone happy for a little bit finally lol. Everything else is worse overall late game in my opinion. Easier time early on, but Daemons seem better in the steamroll phase. Ku'Gath and Kairos certainly have more compelling campaign abilities than their champion counterparts.

I guess champions can just autoresolve from turn 10 on, but I'd rather not.

See this is exactly why I think all the WoC champions are better than their solo God daemon counterpart. They basically all have much better economies and get to abuse vassal mechanics and can poo poo out extra armies super quickly. Turn 42 Be'lakor I have 5 full Stacks of good units running around plus a dozen vassal Stacks who i can basically assign to support my armies like a Waugh army endlessly.

How long would it take for skarbrand to have 5 Stacks, let alone 5 tier 4/5 Stacks + 5 crap (tier 3) Stacks for support?

I've encountered the same thing with my Vilitch co-op game I'm slowly playing, it's turn 28? and I have 4 full Stacks. I only played kairos once and never finished his campaign but I'm pretty certain I didn't hit 4 Stacks ever during it.


In battle skarbrand is still probably better than valkia and kairos is a flying caster so he's probably better than vilitch, but campaign mechanics wise WoC are just insane. High income, easily able to take advantage of absurdly strong vassal subjugation mechanics, I don't even need to station armies around my land to deal with invasions because there's so many vassal armies rushing anything that dares try to approach our territory.

Alctel
Jan 16, 2004

I love snails


Dandywalken posted:

K'kari CAN beat Skarbrand 1v1. But idk if Skarbrand can just force-enrage on him, because N'kari needs his abilities to do it. My money says, unsupported, prob Kholek.

On the other hand Skarbrand just runs up and boots people in the head so he's still my favourite

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I've been tooling around with Festus and Ku'gath today to compare them in IE, and yeah, I think Ku'gath is primarily let down by his economy still being absolutely loving terrible. The conceptual design of Nurgle's economy is cool, but in practice leaves the entire faction cripplingly reliant on the sack income plague to actually provide the upfront income to build their enormously expensive buildings. Yes, the benefit is that they don't need to pay for upgrades once buildings are built, but the initial investment is extremely painful when paired with pretty much every unit in their roster besides nurglings also being brutally expensive upfront(even his marauders are like 850 gold, ffs). It eventually gets easier as you do get your buildings up, but it means that your early game is incredibly weak and terrible and I think it turns a lot of people off the faction.

Festus has a much smoother game even with his start being harder than the other WoC factions, because his economy is much smoother and lower buy-in to get going so he's not starving to death during the part of the game where money is an actual problem.

Ardent Communist
Oct 17, 2010

ALLAH! MU'AMMAR! LIBYA WA BAS!
it may not be how people want to play a total war campaign, but i genuinely think they are trying to go for a slow rise for a nurgle campaign, where you slowly expand, spreading plagues to get more corruption around, your buildings making your army grow slowly, until you get to a point where you unlock some of the more potent plagues and you have enough buildings to get a second army and then you just explode, with replenishment being amazing and armies being able to be established in two turns.

it's similar to how the vampire counts couldn't really expand crazy fast in tww 1 because if you took too much territory without corruption you'd be forced to put down multiple rebellions, it's frustrating to how most people play total war but it's arguably thematic to how the race is supposed to differ from others.

Ardent Communist fucked around with this message at 21:40 on Sep 2, 2022

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Dandywalken posted:

K'kari CAN beat Skarbrand 1v1. But idk if Skarbrand can just force-enrage on him, because N'kari needs his abilities to do it. My money says, unsupported, prob Kholek.

Depends on who you play as, because remember that Nkari can also force enrage on Skarbrand too and backs himself up with magic. Ai Skarbrand will just blindly pop his enrage on the first thing he comes in contact with, so you just wait that out, pop your own enrage on him, and dive in on him.

Alternatively you buff and debuff right before contact so even though you're enraged you still out fight him while out of control.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Ardent Communist posted:

it may not be how people want to play a total war campaign, but i genuinely think they are trying to go for a slow rise for a nurgle campaign, where you slowly expand, spreading plagues to get more corruption around, your buildings making your army grow slowly, until you get to a point where you unlock some of the more potent plagues and you have enough buildings to get a second army and then you just explode, with replenishment being amazing and armies being able to be established in two turns.

it's similar to how the vampire counts couldn't really expand crazy fast in tww 1 because if you took too much territory without corruption you'd be forced to put down multiple rebellions, it's frustrating to how most people play total war but it's arguably thematic to how the race is supposed to differ from others.

I think that the theme is neat but in practice what it means is that you beeline to the sack plague and set up a big sack plague combo on a juicy target with 2-3 lords and then suddenly your economy blows open and you can actually backfill all your empty or lovely building slots successfully. They acknowledged that this was a problem by nerfing the sack plague and buffing the baseline income for IE, but the sack plague is still too strong and the baseline building income is still too weak. It's also pretty much the only faction that has what amounts to a straight up failure state, where if you lose too many units to attrition too early you've basically scrapped your campaign because you don't have the building infrastructure in place to replace them and you don't have the means to get more money any more.

Counts could expand super fast in TWW1 specifically *because* they caused tons of rebellions - murdering continually spawning stacks of trash rebels created tons of giant grave sites that would continually fuel your raise dead engines. They could also not expand and build super tall because of how good Sylvania was as a province and how degenerate stacking tons of agents there for bonus income was. They were pretty busted all around in release TWW1.

Kanos fucked around with this message at 21:48 on Sep 2, 2022

TaintedBalance
Dec 21, 2006

hope, n: desire accompanied by expectation of or belief in fulfilment

DeathSandwich posted:

Skarbrand unique strength is that he gains campaign movement from fighting battles and has full replenishment basically always so he's really, really good at overrunning strategy layer positions. Take lightning strike and cackle like a madman as you bulldoze through a triple stack, burn a city to the ground, and woop away like you're Zoidberg.

This is actually a key point I see a lot of people miss. Skarbrand uniquely benefits from lightning strike more than any other LL out there and its very unintuitive at first. Yes, he can take that 3 stack at once. No, you don't want to in most circumstances. He can really get up to some pre-nerf Taurox level bullshit with lightning strike and the right alignment of enemy units.

You, a fool: I'll take this settlement and just snipe the 3 joining stacks and wipe them all at once, razing it afterwards for +15% movement.
Me, a genius: I'll take the settlement, and then each lord alone, twice after they retreat, gaining +165% movement (settlement: 15%, lords: 25% * 6 = 150%)

Note that movement gets a bit weird if you push over cap, sometimes it does, sometimes it doesn't? I assume you're not really supposed to and it bugs sometimes, but who knows. Just remember the movement after raze is for all stacks, while the movement after winning a battle is just him. And I'm pretty sure that when you raze, the +25% for winning the battle doesn't apply. Or maybe it does, but it just gets wiped. I believe it is currently doing things in the order of: you won (+25%), you chose raze (wipe all movement), oh you're Skarbrand faction (+15% to your 0). I believe the % in these cases is based on your max movement, not the weird language on stances where 25% = 25 movement points, but I haven't test it extensively.

Ravenfood
Nov 4, 2011
Back to ascending daemons as Festus for a second, I think it is generally worth it. The main thing Nurgle trades off is the warshrine healing for a nice mortis effect on the daemon. You also get access to both the nurgle and death lore attributes, and a mixed lore of death and nurgle instead of one or the other. (You get a -10% cooldown to spells from whichever lore you ascended your lord from). The spell selection seems decent in the mixed lore as well.

So, ideally, you would start your lord as a metal or shadow lord to get all three attributes if you wanted them.

Also, I actually feel that poison warhounds stay fairly viable throughout. They eventually get gorefeast and can stack some decent physical resist if you find enough of the relevant resource, and still seem to kill especially routing or lightly armored units as well if not better than chaos knights for reasons I can't figure out.

And finally, I feel like the great weapon chosen end up working the best. They take more damage than shielded Chosen and you don't really get access to halberds unless you want to go with undivided (who do get perfect vigor eventually) but they also get access to a scaling damage tech that gives +3% damage per veterancy rank and taking damage is how you charge your army wide effects anyway. So get some healing in there from something like a Warshrine, get some great weapon Chosen in there, and go to town. And as far gifted units go, I think nurgle warshrines, GUOs, and plague drones are all in the running for top tier choices. With army wide vanguard easy enough to get I found soul grinders less useful.

Lastly, do mortis effects count as spells? Like, if I equip a Daemon with an item that gives -20% spell resistance, will that improve the damage the mortis effect does?

Adbot
ADBOT LOVES YOU

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Ravenfood posted:


Also, I actually feel that poison warhounds stay fairly viable throughout. They eventually get gorefeast and can stack some decent physical resist if you find enough of the relevant resource, and still seem to kill especially routing or lightly armored units as well if not better than chaos knights for reasons I can't figure out.


Knights frequently miss charges on retreating / widely scattered enemies and lose the bonus damage. Dogs are also faster and can keep on fleeing enemies better when factoring in animation locks and the like. Hitting enemies in the rear IIRC hits on lower armor value so doggo damage isn't reduced as much as attacking someone head on.

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