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You do want at least one camp early yes just for the buildings, but you can drop later ones more as raiding support locations.
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# ? Sep 29, 2022 22:53 |
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# ? Jun 8, 2024 08:53 |
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toasterwarrior posted:Fuckin' a, I didn't know about lords being a harmony multiplier thing. That's very good to know, thank you. That is also the reason to keep a LL in human form; they get a bigger multiplier that way. It probably isn't worth it overall given how good the dragon form is, but park them near your artillery for some extra buffs at the beginning. Astromancers and Alchemists are both worth having in your army. Not only is Comet great but Cathay somewhat uniquely gets increased spell damage from having extra casters in the same army, so even floating around just waiting to cast comet they are buffing your lord's spells too. And alchemists have +campaign movement, so that makes them mandatory too.
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# ? Sep 29, 2022 22:55 |
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Astromancers getting to ride a Wu Xing Compass is probably worth the slot.
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# ? Sep 29, 2022 23:03 |
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Ravenfood posted:That is also the reason to keep a LL in human form; they get a bigger multiplier that way. It probably isn't worth it overall given how good the dragon form is, but park them near your artillery for some extra buffs at the beginning. The dragon form is kind of overrated, IMO. It's definitely good, but it has slow animations, is extremely vulnerable to being shot to poo poo, and restricts your magic. I spend like 80% of my time in human form with the Cathay LLs.
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# ? Sep 29, 2022 23:13 |
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I've been keeping Iron Dragon in dragon form with the vampire sword and just smashing the enemy lord every battle. This was a wonderful idea until I engaged Lokir.
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# ? Sep 29, 2022 23:32 |
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toasterwarrior posted:Astromancers getting to ride a Wu Xing Compass is probably worth the slot. Weirdly I don't think that actually does anything for them, as I don't think the compass effect stacks with their normal effects as a spellcaster.
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# ? Sep 29, 2022 23:41 |
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Kanos posted:The dragon form is kind of overrated, IMO. It's definitely good, but it has slow animations, is extremely vulnerable to being shot to poo poo, and restricts your magic. I spend like 80% of my time in human form with the Cathay LLs. Cathay dragons are bugged in campaign so you can use all their spells in dragon form.
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# ? Sep 29, 2022 23:41 |
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Dragon Form is a flight toggle so don't sleep on it if you want your Lord over there punching some guy. Also funny when ground-only factions bring weak fliers and watch you eat them for free. For early Ogre Camps I like to slam them down at choke points that either aren't covered by my settlements or at a choke close to my early big settlement(i.e. Greasus' Hall.) The army upkeep is so cheap that it never really hurts to have redundant defense. Their flexibility and the number you get is real good.
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# ? Sep 29, 2022 23:41 |
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Kanos posted:Cathay advice All of this is good. Some notes from my experience: Sky Junks fill the same basic role as the Sky Lantern but also have a rocket launcher. I found I didn't use Sky Lanterns very much. Ironhails are great to protect your balloon. I find they're much more efficient in that role than Longmas or a dragon lord. That said, any old archers can also do this; it's just that Ironhails are very good at it. Ironhails are also very useful as units to swing around a flank to shoot enfilade, especially if I could set up with an obstruction along that flank. I found Peasant Horsemen to be useful as a unit to chill out by my artillery for harmony. They're super cheap and are actually decently fast, so when I captured or confederated a low-tier stable building, I kept it to add one of these just to pin whatever was trying to fool with the artillery.
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# ? Sep 29, 2022 23:51 |
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Why does Kostaltyn buff the primarily Ungol units like dervishes and horse archers? I can see buffing the kossars because of the whole religious irregulars thing, but you would think he would, I don't know, improve Winged Lancers and armored kossars or Streltsi while a presumed Ungol DLC lord would improve the skirmish units and sleds, since those are explicitly Ungol, and from what I remember Kostaltyn is pretty racist against the Ungol. He also really should buff war bears more too, but that steps on Boris's deal a bit. Ravenfood fucked around with this message at 00:01 on Sep 30, 2022 |
# ? Sep 29, 2022 23:55 |
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Ravenfood posted:Why does Kostaltyn buff the primarily Ungol units like dervishes and horse archers? I can see buffing the kossars because of the whole religious irregulars thing, but you would think he would, I don't know, improve Tzar Guard (maybe), Winged Lancers and armored kossars while a presumed Ungol DLC lord would improve the skirmish units and sleds, since those are explicitly Ungol, and from what I remember Kostaltyn is pretty racist against the Ungol.
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# ? Sep 30, 2022 00:04 |
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Ravenfood posted:Why does Kostaltyn buff the primarily Ungol units like dervishes and horse archers? Who knows? Kostaltyn and the Orthodoxy are new stuff they made for this game, so how they fit into the (pre-existing) Kislevite ethnic divide isn't clear. Presumably there's going to be a DLC that fills this in.
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# ? Sep 30, 2022 00:08 |
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I will always argue to use a magistrate because they are very funny with their reload and accuracy auras as well as their active unit buffs. It makes a rocket artillery very funny. Also woop woop balloon.
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# ? Sep 30, 2022 00:12 |
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Speaking of Cathay artillery: Their rocket batteries are the best of their type in the game. Empire's is all right, Tomb Kings cost 5k and is on a very long cooldown, and Cathay's are both strong, reasonably priced and accessible. They will murder the gently caress out of swarms of infantry and there are lots of ways to buff their damage and reload. Then you get sky junks, which are like take one of the 4 launchers in the battery and put it on a balloon. You give up cumulative firepower but you have excellent field of fire and you're not much slower than the ground version. Also I believe all the balloon units have snipers on board, and as a rule if a unit has a "secondary" ranged attack that attack has unlimited ammo. It's not devastating but still viable. The other thing people forgot to mention is that alchemists get a single target buff that can either give massive dmg+fire, massive ap, or a mix of both+poison. This is great to use on artillery.
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# ? Sep 30, 2022 00:22 |
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Panfilo posted:The other thing people forgot to mention is that alchemists get a single target buff that can either give massive dmg+fire, massive ap, or a mix of both+poison. This is great to use on artillery.
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# ? Sep 30, 2022 00:54 |
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Ravenfood posted:Why does Kostaltyn buff the primarily Ungol units like dervishes and horse archers? I can see buffing the kossars because of the whole religious irregulars thing, but you would think he would, I don't know, improve Winged Lancers and armored kossars or Streltsi while a presumed Ungol DLC lord would improve the skirmish units and sleds, since those are explicitly Ungol, and from what I remember Kostaltyn is pretty racist against the Ungol. Not sure they care about the Ungols one way or the other. They set up a conflict between Ice court and church so one buffs the magic stuff and one the dudes
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# ? Sep 30, 2022 01:05 |
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Sindai posted:Here's a question: do damage buffs apply when a projectile is fired or when it hits? I'd assume the later, but with a debuff that can only cover a couple of volleys it pays to be sure. I would assume the unit applies the bonuses on their next Salvo if the buff was active at the time. But I'm not sure either.
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# ? Sep 30, 2022 01:11 |
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Zhao Ming's starting rockets are ridiculous. They don't even do AP damage like Helstorms do (and I consider Helstorms really OP), but they have astounding accuracy for rockets and I feel like that makes a massive difference.
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# ? Sep 30, 2022 01:31 |
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So why I like the magistrate. Each cathayan range unit has an accuracy of 10% and a marksmanship bonus of 10%. This gives them a 20% chance to land a shot on target. 80% chance they do not land and instead land within their calibration area within their calibration range. The calibration range is always smaller than their max range. The exception here is the grand cannon that has 10% accuracy and 25% marksmanship. Grand Tactician from a magistrate adds 10 reload skill to all range within 55 meters, which is about a 10% reduction in reload time. The reload times here: Grand Cannon 22s Sky junk and rocket artillery 20s 11-13 seconds for the rest Inspired Marksmanship from a magistrate adds 60 accuracy and 40 reload skill for 44 seconds to one target. So imagine a rocket artillery with 50 reload skill making it fire once every 10 seconds with an accuracy of 80%. Veterancy in game 2 made that more accurate, I believe in game 3 it has that as well. Also just add in the enchanted metallurgy: piercing for extra base damage and armor piercing damage for more fun. This is going off of old knowledge though, some of this may of changed, and this also requires you to spend a lot more effort leveling a magistrate up and an alchemist for what is a very one trick pony but very funny thing to do.
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# ? Sep 30, 2022 01:31 |
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How do you get access to mortis engines (the unit) as VC? I don't see it anywhere in their building tree.
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# ? Sep 30, 2022 03:06 |
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Sindai posted:How do you get access to mortis engines (the unit) as VC? I don't see it anywhere in their building tree. you need the TWW1 undead DLC
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# ? Sep 30, 2022 03:09 |
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Also, don't bother building recruitment buildings as VC. Just find a really big pile of corpses and instantly raise a world beating army from it.
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# ? Sep 30, 2022 03:40 |
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Cease to Hope posted:you need the TWW1 undead DLC edit: Okay I started a single player campaign and can see the building. I could have sworn it wasn't there in the MP campaign I was playing earlier but can't load it to check now. Weird. Sindai fucked around with this message at 04:56 on Sep 30, 2022 |
# ? Sep 30, 2022 04:27 |
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Any faction whose LL is some variety of "Guy sitting on a thing, carried by smaller guys" is instantly disqualified as a faction I will play. Why are there so many? Why do I have to mod Ogres to play their main LL? Why are half the dwarfs unplayable to me? Why would anyone just knock those guys over and render the LL immobile in battle?
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# ? Sep 30, 2022 04:32 |
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Yorkshire Pudding posted:Any faction whose LL is some variety of "Guy sitting on a thing, carried by smaller guys" is instantly disqualified as a faction I will play. Why are there so many? Why do I have to mod Ogres to play their main LL? Why are half the dwarfs unplayable to me? Why would anyone just knock those guys over and render the LL immobile in battle? That's a Grudgin'. ----- Does TW3 run much worse than it's predecessors? I'm kinda getting the itch but TW2 runs much worse than TW1 for me, and TW3's official system reqs have the minimum at/higher than the older game's recommended hardware, which is kinda yeowch.
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# ? Sep 30, 2022 04:35 |
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Yorkshire Pudding posted:Any faction whose LL is some variety of "Guy sitting on a thing, carried by smaller guys" is instantly disqualified as a faction I will play. Why are there so many? Why do I have to mod Ogres to play their main LL? Why are half the dwarfs unplayable to me? Why would anyone just knock those guys over and render the LL immobile in battle? lame
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# ? Sep 30, 2022 04:41 |
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I do think the dropped the ball on greasus though.
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# ? Sep 30, 2022 04:42 |
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Yorkshire Pudding posted:Why are there so many?
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# ? Sep 30, 2022 04:57 |
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Yorkshire Pudding posted:Any faction whose LL is some variety of "Guy sitting on a thing, carried by smaller guys" is instantly disqualified as a faction I will play. Why are there so many? Why do I have to mod Ogres to play their main LL? Why are half the dwarfs unplayable to me? Why would anyone just knock those guys over and render the LL immobile in battle? Because it's really cool and badass, and "really cool and badass" is a significant multiplier to combat ability in the Warhammerverse
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# ? Sep 30, 2022 05:36 |
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how many are there really of guy being carried about by smaller guys vilitich doesn't count
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# ? Sep 30, 2022 05:57 |
Thorgrim
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# ? Sep 30, 2022 06:02 |
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Thorgrim, Greasus, Thorek, Grom, and Ku’Gath are all some flavor of “too fat/accomplished to move, but are still valiant warriors”
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# ? Sep 30, 2022 06:26 |
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Yorkshire Pudding posted:Thorgrim, Greasus, Thorek, Grom, and Ku’Gath are all some flavor of “too fat/accomplished to move, but are still valiant warriors” Grom's on a chariot, which is slightly different than the others.
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# ? Sep 30, 2022 06:37 |
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Yorkshire Pudding posted:Any faction whose LL is some variety of "Guy sitting on a thing, carried by smaller guys" is instantly disqualified as a faction I will play. Why are there so many? Why do I have to mod Ogres to play their main LL? Why are half the dwarfs unplayable to me? Why would anyone just knock those guys over and render the LL immobile in battle? Thorgrim owns bones sorry about your brain. His throne blokes are the best around, they'll never let him down.
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# ? Sep 30, 2022 06:39 |
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5/80 doesn't seem like the worst ratio for people who sit down and honestly Grom really shouldn't make that cut
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# ? Sep 30, 2022 06:45 |
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That is it, we need more fat heroes that have to be pulled around by others.
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# ? Sep 30, 2022 06:59 |
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i feel like op meant to say isn't instead of is and in the last sentence wouldn't instead of would but idk
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# ? Sep 30, 2022 07:03 |
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Slann are also carried you just can't see them
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# ? Sep 30, 2022 08:01 |
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Mazdamundi is also sitting on a thing albeit not carried by actual creatures. Edit: well drat
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# ? Sep 30, 2022 08:04 |
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# ? Jun 8, 2024 08:53 |
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Third World Reagan posted:That is it, we need more fat heroes that have to be pulled around by others. you can find one more by turning off your monitor
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# ? Sep 30, 2022 08:11 |