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I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

ScootsMcSkirt posted:

ppl that spend several minutes at the end of each battle running down routed units are insane

maybe i will target heroes/generals, but thats it. Just slam click that End Battle button and stop wasting precious gaming time

im like 90% certain that the game autoresolves when you end battle and gives the routing army additional losses as well, so it really is a waste of tine to do it manually

I only really heal after the main battle has ended but I think manually killing things can change the type of victory you get

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Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

ScootsMcSkirt posted:

ppl that spend several minutes at the end of each battle running down routed units are insane

maybe i will target heroes/generals, but thats it. Just slam click that End Battle button and stop wasting precious gaming time

im like 90% certain that the game autoresolves when you end battle and gives the routing army additional losses as well, so it really is a waste of tine to do it manually
The following situations exist:
1. Autoresolve says I'll lose. I can beat this army. In beating them I army-loss them before the lord is killed, and I want him to not get XP AND I want him off the field for a few turns (AR wipes out the target so if the AR estimated my skills correctly this would be happening anyway). I must chase him down. This is common.
2. I want to minimize casualties, maybe to 0 (this is especially common early game). AR gives me a win but I don't trust its "Low" to be my low, or maybe it's Close/Medium and I know I can do better. Once again I shatter them before the lords or heroes are dead. I must chase him down. This is common.
3. (2) but I, at the very least, want to maximize XP, or meat/food/etc. (the game weights lords/heroes heavily for this compared to killing units, especially low-tier chaff). This means no matter how well I'm doing these guys gotta die. This is relatively common depending on faction needs.

In all of these the ideal outcome is the death of a lord from a campaign strategy perspective, but winning the battle at a combat strategy perspective might mean the captain has not yet gone down with the ship. And also, you're ultimately doing "what if auto resolve modeled my abilities better" anyway.

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

I mean far be it from me to yuck your yum if you like the idea of chasing around Karl Franz and a rotating cast of redshirts for 30 turns but I personally feel there is a better way to do things

Dandywalken
Feb 11, 2014

Settra chasing Arkhan off the map pushing him with his mega chariot was funny but also frustrating. It happens often still

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
It's a 30 second investment and fun to watch dogs and fliers tear apart suckers on max speed.

And definitely emptying guns into runners backs. Love it.

Twigand Berries
Sep 7, 2008

It also vastly effects special currencies during battle results. Labour, infections, replenishment. It is always better to fight and attempt to run down. At least before you're rich in everything.

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Twigand Berries posted:

It also vastly effects special currencies during battle results. Labour, infections, replenishment. It is always better to fight and attempt to run down. At least before you're rich in everything.
Yeah the special currencies being based on like, unit value instead of model count (????) really makes some factions feel like you NEED to chase people or else you're just playing them weaker on purpose.

A point in favor of vampire counts: they actually, sanely, only care about raw deaths for battle markers.

bob dobbs is dead
Oct 8, 2017

I love peeps
Nap Ghost
which kinda fucks you if you're whacking sem-heavy faction

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back
if you crush their stack in the field, can't you just roll up and auto-resolve the tattered remains of their stack next turn anyway?

though if you really want to absolutely make sure that a particular fleeing unit dies, i find that it helps to run a unit ahead of them and then charge them from the front. tends to work better than cutting them down from behind

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Vizuyos posted:

if you crush their stack in the field, can't you just roll up and auto-resolve the tattered remains of their stack next turn anyway?
You typically can, but the problems are early game when every action and every unit counts, and when you know this is the first-but-not-last time you're going to fight their lord, who if he stuck it out through the whole battle, might walk away with another level or two you would've otherwise snatched from him.

Twigand Berries
Sep 7, 2008

Another change from 2 is that when you autoresolve a stack it wipes it now rather than damaging it and setting up for a second battle through retreat.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Twigand Berries posted:

Another change from 2 is that when you autoresolve a stack it wipes it now rather than damaging it and setting up for a second battle through retreat.

not if they're vampires. they have a chance to dead rising

Ardent Communist
Oct 17, 2010

ALLAH! MU'AMMAR! LIBYA WA BAS!
Yeah, in addition to taking out the lord, it can be worth running down artillerymen or RoRs, or monsters, so that the next time you fight it or autoresolve it's that much more favourable to you. Pretty much the only way to lose your own units during this phase are those that get hit by your own artillery or archers, or if they disintegrate (which is kind of frustrating, how bad can your morale be, your team has definitely won the fight) but other than those, it's time for extra XP or resources.
As others have said, you can just triple speed them if you're getting bored.
I feel like they did slightly improve the charging animations and mechanics with that last patch, supposedly guys can take damage from being knocked around, try and run chariots down stairs or a steep hill and you will literally destroy units.

Chemtrailologist
Jul 8, 2007
The goblin wolf-riders might be one of the worst units in the game. Chasing down enemies post-battle is the only time they get to shine.

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Chemtrailologist posted:

The goblin wolf-riders might be one of the worst units in the game. Chasing down enemies post-battle is the only time they get to shine.
What, you mean you don't like insane amounts of micro to not die to generic Archer-brand Archers after the most anemic charge a cav gets in the game?

Jamwad Hilder
Apr 18, 2007

surfin usa
If you wipe out enemy artillery, you're the same race, and you don't have a full roster, you can sometimes capture the guns/catapults too.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Chemtrailologist posted:

The goblin wolf-riders might be one of the worst units in the game. Chasing down enemies post-battle is the only time they get to shine.

Worse than mounted yeomen?

Onehandclapping
Oct 21, 2010

Jamwad Hilder posted:

If you wipe out enemy artillery, you're the same race, and you don't have a full roster, you can sometimes capture the guns/catapults too.

There's a 10% chance to take their artillery if, and only if, the crew does not fully die and you have space in the army that started the fight. I don't know how this applies to single entity artillery like little grom or chorf stuff, but presumably all you need is to have the same culture as the enemy and the unit to be labeled artillery.

This used to mean there was a 10% chance chance to steal an early rocket battery in the empire starter quest, but they've since gotten rid of it for IE so it's more of a fun fact than anything else :shrug:

Jamwad Hilder
Apr 18, 2007

surfin usa

Onehandclapping posted:

There's a 10% chance to take their artillery if, and only if, the crew does not fully die and you have space in the army that started the fight. I don't know how this applies to single entity artillery like little grom or chorf stuff, but presumably all you need is to have the same culture as the enemy and the unit to be labeled artillery.

This used to mean there was a 10% chance chance to steal an early rocket battery in the empire starter quest, but they've since gotten rid of it for IE so it's more of a fun fact than anything else :shrug:

Yeah getting that rocket battery early was so much fun

Ra Ra Rasputin
Apr 2, 2011

Chemtrailologist posted:

The goblin wolf-riders might be one of the worst units in the game. Chasing down enemies post-battle is the only time they get to shine.

Goblin wolf riders are one of my favorite dirt cheap cavalry for swarming so I won't stand by and hear this slander, get them some stat buffs with a gobbo lord leading 19 of them and watch them melt enemies as they envelope from every angle.

Cpt_Obvious
Jun 18, 2007

I think the perception that wolf riders are trash comes from their role and starting position. One of the things that they excel at is taking out missile units, but the first missile unit they come across are quarrelers which are tough as nails and can sometimes win a combat vs wolf riders because of their high leadership and armor. But in reality wolf riders are great against just about anything else that shoots.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
Finally got around to beating an Astragoth RoC campaign.

One of the rewards allows your Daemonsmith heroes to blow up cities on a 10-turn cooldown. Giving your vampire fleet captains the ability to do that to ports would have been a cool way to implement the player gaining control of Amanar in the Vampirate Vortex campaign, instead of just giving you immunity to the zones where it decided to appear.

Carcer
Aug 7, 2010

Cpt_Obvious posted:

I think the perception that wolf riders are trash comes from their role and starting position. One of the things that they excel at is taking out missile units, but the first missile unit they come across are quarrelers which are tough as nails and can sometimes win a combat vs wolf riders because of their high leadership and armor. But in reality wolf riders are great against just about anything else that shoots.

Dwarves are an incredibly bad starting enemy for orcs. If you can, go somewhere else and fight anything that isn't a dwarf.

AttitudeAdjuster
May 2, 2010
What kind of mid- to late- game army compositions are people going with for Kislev?

Tzar Guard look kind of expensive relative to their stats compared to Armoured Kossars, and they don't have the ranged attack. Ice Guard seem decent, especially with their reduced cost and buffs from Katarina but their lower armour makes me think they'll be too squishy.

For cav- are Bear Riders the way to go? I hope so because a bunch of dudes riding armoured bears feels epic. I've struggled to get them to punch at their weight but that might just be because I've left them in protracted melees. Alternatively I'm wondering if there is value in taking the sleds and just perfuming donuts in the enemies' lines

For artillery lend-leasing hellstorms and great cannon from my Empire allies feels like it'll have more impact than little Groms.

jokes
Dec 20, 2012

Uh... Kupo?

Carcer posted:

Dwarves are an incredibly bad starting enemy for orcs. If you can, go somewhere else and fight anything that isn't a dwarf.

Yeah, most/all greenskin units in the early game loving suck against dwarfs. Like every other faction you should spend some time killing your own species first, and wolf riders are extremely good at chewing up goblins, goblin archers, and arrer boyz.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

jokes posted:

Yeah, most/all greenskin units in the early game loving suck against dwarfs. Like every other faction you should spend some time killing your own species first, and wolf riders are extremely good at chewing up goblins, goblin archers, and arrer boyz.

also helps a ton that orcs auto-confederate defeated orc faction leaders. so you can snowball very quickly then call a Waaagh and catapult to a superpower

Ardent Communist
Oct 17, 2010

ALLAH! MU'AMMAR! LIBYA WA BAS!
I'm in a kostaltyn campaign currently that's getting to around turn 100, can't say i've got tons of high level units in any of my armies. You're right that empire artillery is better at being artillery, but grom isn't useless because being pulled by two bears means that getting attacked by some furies or even cavalry isn't as bad as it could be.
Strelsi are good for the range, I like having a frontline that is mixed strelsi and armoured kossars, and then regular kossars behind since they can shoot over. I'd imagine once I get Ice guard I'd work on replacing the kossars with them, so they'd still be behind the frontline taking advantage of the more armoured guys in front whilst shooting over.
You're right about bear riders, they are your best cavalry, and slightly better at being trapped in combat.
I really think they did a good job with kislev in feeling, both on campaign map and battle. My campaign is a back and forth slaughter, constantly losing and retaking towns, keeping norsca and chaos from ravaging everywhere else south of me through copious amounts of blood, and all the hybrid units make sense when you're facing tons of melee heavy armies.
As for Tsar Guard, as you say a melee only unit doesn't really serve the rest of the army, might as well be bear riders who have more mobility to chase down cavalry before they start mucking about your firing lines.

Hunt11
Jul 24, 2013

Grimey Drawer

AttitudeAdjuster posted:

What kind of mid- to late- game army compositions are people going with for Kislev?

Tzar Guard look kind of expensive relative to their stats compared to Armoured Kossars, and they don't have the ranged attack. Ice Guard seem decent, especially with their reduced cost and buffs from Katarina but their lower armour makes me think they'll be too squishy.

For cav- are Bear Riders the way to go? I hope so because a bunch of dudes riding armoured bears feels epic. I've struggled to get them to punch at their weight but that might just be because I've left them in protracted melees. Alternatively I'm wondering if there is value in taking the sleds and just perfuming donuts in the enemies' lines

For artillery lend-leasing hellstorms and great cannon from my Empire allies feels like it'll have more impact than little Groms.

I give Katarin an Ice Guard stack and everyone else is a mixture of Armoured Kossars and Strelsi supported by some artillery pieces and bear cav. I use the bear cav to stop/kill large units that would rampage through my army and gun down everything else.

Your Brain on Hugs
Aug 20, 2006
Also don't sleep on heavy war sleds, they're very versatile. They do well as skirmishers and as line breakers, just don't let them stay too long in melee.

The Gunslinger
Jul 24, 2004

Do not forget the face of your father.
Fun Shoe
Tzar Guard are really good late game at holding back the 2-6 RoR units that Archaon/etc tend to mix into their doomstacks. They are up there with Ironbreakers in holding the line, especially if you have some heroes nearby. I usually mix 2-4 of them in, otherwise you get rolled late-game unless AR or play skirmish tag for 30 minutes a battle. I really like Ice Guard too though and often have a bunch. I prefer Little Groms for the redline bonuses and their mobility/tankiness.

Kislev in general is a very miserable but thematic campaign. I usually just build up the cities and ignore the minors until the late game when you can actually hold territory. With Boris I will usually kill off Archaon and then sail back to take back everything that Kostalyn and Katarin have lost (usually everything). If you let Archaon build up in the chaos wastes its such a miserable end game getting rid of him, takes forever.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I've been relying on Ice Guard, Streltsi, and Little Groms as the core of my armies, with a few heavy war sleds and bear riders depending on the army. More recently I've been supplementing with allied irondrakes from making friends with Ungrim.

Elemental bears are cool, but I never feel like they do enough damage or soak up enough fire to be worth the price.

The Gunslinger
Jul 24, 2004

Do not forget the face of your father.
Fun Shoe
The RoR bear is pretty outstanding but the regular Elemental bears aren't worth the cost IMO.

jokes
Dec 20, 2012

Uh... Kupo?

Elemental bears are morale-destroyers, ideally used to rear-charge already-engaged units. This will usually rout them (it has fear/terror) and also slows them down so they can get super-chopped up by armored kossars in guard mode. They're really not good at killing or absorbing damage.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
Kossars are pretty decent considering they're half or a third the cost of an alternative unit. If they're led by an Ice Witch (for the Ice Maiden's Kiss and Ice Sheet slows) and backed up by a Patriarch (to heal and hold the front line) they can be very effective on the defensive. They address Kislev's biggest need, which is strategic coverage. Plus they don't need any construction building, which simplifies the logistics. If you want you can supplement them with War Bears and Little Groms, though frankly that's pretty expensive for what you're getting so you'll want a great economy to do that. A better option is to put together specialist elite armies that take advantage of the various upkeep reductions available. Katarin's coterie of Ice Guard, Boris' pack of War Bears, or Kostaltyn's congregation of Patriarchs are lethal and quite cost effective. And you can pretty easily assemble an army or two of low-upkeep Heavy War Sleds led by Charioteer Frost Maidens.

Alctel
Jan 16, 2004

I love snails


Yeah I just poo poo Kossars everywhere, even late game. Cheap and okish and let me cover a large area.

Exception was Boris's stack of Bear cav and Katarin's ice guard stack (which was busy getting the souls half the time)

jokes
Dec 20, 2012

Uh... Kupo?

Kossars are excellent orc-style units, and you can make perfectly serviceable armies that are nothing but Kossars.

wedgie deliverer
Oct 2, 2010

I find strelsi to be a very tough, versatile unit once you get your economy going. But the answer as others have said is just more Kossars. They are cheap and versatile, a decent tarpit for enemy melee, and decent DPS in concentrated fire situations.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Spear Kossar front line, regular Kossars to fire, manuever and envelop, Patriarchs to buff, and casters for big damage.

This army will do well for far longer than you'd predict.

jokes
Dec 20, 2012

Uh... Kupo?

Kossars of every stripe are lovely and relatively expensive for what you get. That being said, you can still throw unlimited amounts of them at the enemy by turn 10 because Kislev is basically Russian Skaven.

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Leal
Oct 2, 2009
Yes-yes Comrade-comrade

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