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Magni
Apr 29, 2009

Grumio posted:

Is bonus damage like charge bonus, anti infantry etc armour piercing? E.g. plague monks have 10 bonus damage vs infantry, but little or no armour piercing. Curious when the extra damage is applied

John Charity Spring posted:

Yeah it's armour-piercing as far as I know.

Charge and anti-infantry/large bonuses to weapons damage are divided into AP and non-AP along the same ratio the units' base weapons damage is.

Grumio posted:

I got a sacred spawning carnosaur with a speed of 90

...and then put a +10 speed banner on it :getin:

Sacred Carnosaurs are the poo poo specifically because of that. drat things eat cavalry alive.

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Panfilo
Aug 27, 2011
Probation
Can't post for 10 days!

StashAugustine posted:

What's skaven infrastructure look like, specifically Skrolk? Thinking capital becomes money farm, 4 settlement province to the south becomes recruitment, everything else just food?

Well, pretty much every building becomes a money farm, so really you can't go wrong. With capitals having 7 slots it makes it easy to have all the tier 5 recruitment buildings for them.


Grumio posted:

I got a sacred spawning carnosaur with a speed of 90

...and then put a +10 speed banner on it :getin:


:stonk: Must go faster...must go faster!

MadJackMcJack
Jun 10, 2009

Gonkish posted:

I would not be surprised if there is significant overlap between TWC and NMA. Angry grogs unite.

No Man-Things Allowed.

DOCTOR ZIMBARDO
May 8, 2006
I really enjoy getting some mileage out of the ratman war-crime units in quick battle, but I was surprised to see several High Elf players trying out gimmick builds lately - one guy tried all Reavers (Gutter Runners are so good against cavalry skirmishers! wow!) and bolt throwers and another guy went with an infantry force that didn't include seamasters or archers. Neither one worked, of course, because I used to main Dr. Thrax back in the day and you can't trick me. Does the feed for Quick Battles go into Custom Battles or is it its own queue?

Another question I'm going to keep asking anywhere I can until I get an answer: What's a "Mlexigaur"?

Panfilo
Aug 27, 2011
Probation
Can't post for 10 days!
Gutter Runners have stealth don't they? That would definitely put them ahead of cavalry skirmishers in terms of getting the initiative. And if anything catches them, they get physical resist to offset their virtually nonexistant armor. This is not even getting into the poison version, which will probably trounce all the other skirmisher units by virtue of being able to wear them down, always pursue them, never get caught in melee, etc.

I don't know about Multiplayer, but I know in campaign it isn't hard to get them up to 70+ speed which is hilariously fast for a foot unit.

Panfilo
Aug 27, 2011
Probation
Can't post for 10 days!
I'm a big fan of Dorfs and really looking forward to playing Thorgrim for the billionth time in Mortal Empires. Their campaign is going to be more interesting now that Skaven are in the mix. Like Skaven, I predict you are going to have to rush your own high tech weapons but unlike Skaven you don't get any shortcuts to do so. Flame Cannon/Irondrakes are the no brainer, but based on playing Skaven I think that Gyrocopters are going to work really well against them; they lack air units completely, most of their ranged is short ranged that doesn't have a fast missile speed. The only thing they have reasonably effective against Gyrocopters is Warp Lightning Cannons, which themselves are likely going to be under artillery fire.

They ought to give Belegar a bit of a skill rework, if anything to reflect his rivalry with Skarsnik and Queek. I'd give him a split 'grudge' tree that makes you focus on either anti-gobbo or anti-skaven skills (can only pick one or the other), with stuff like reducing greenskin fightiness in the local region/reduced effects of enemy raiding/further increased underway interception and bonuses fighting underground. Or you could go the anti-Skaven path, with stuff like reduced ambushed chance vs skaven, increased uncorrupted in areas with skaven corruption, and increased splash damage vs skaven battles.

Helion
Apr 28, 2008
Dwarfs are gonna eat AI Skaven alive. You know how many clan rats and spears will break against a shield wall before it crumbles? All of them.

Panfilo
Aug 27, 2011
Probation
Can't post for 10 days!

Helion posted:

Dwarfs are gonna eat AI Skaven alive. You know how many clan rats and spears will break against a shield wall before it crumbles? All of them.

Actually, the thing I really like about Dwarfs vs Skaven is that it is a great example of how the Human Element presents a tremendous advantage. As a dwarf player, you have tons of anti-chaff at your disposal. You'll have half their army routing at any given time while you are unloading fusilades into their backs, bombs on their ratty heads, and fire on their fur. Skaven are speedy, but unlike, say Beastmen they don't have true cavalry and have few units that can actually knock around your bipedal tanks for soldiers. Compare this to Greenskins, that get 3 subsets of cavalry, Trolls, Giants, Araknarok spiders, and squads of chariots. You also get better baked in magic resistance which will help against the nastier spells they throw at you.

Conversely, if you are playing Skaven vs Dwarves, your doomsday weapons will wreck them silly. They are slow as molasses, all tightly packed together, with no true casters themselves. Menace Below will neutralize their artillery while your own plays havoc on their tight clumps of infantry. Their high leadership high armor units will be hamstrung by your combinations of using slaves/clanrats and plague censer bearers/death runners to debilitate them. For every rat they kill ten more will take its place.

Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"

Helion posted:

Dwarfs are gonna eat AI Skaven alive. You know how many clan rats and spears will break against a shield wall before it crumbles? All of them.

Yeah probably, but I'll say out of everyone in 2s campaign, dwarves hurt my Skrolk armies the least. Being able to pop (broken) clanrats under their artillery is hilariously game breaking and dropping an overcast wither + boosted clanrats = gg nextmap.

Fuckin elves with their endless archers caused me the most casualties by far.

Even once spawned units are given hitboxes so they're not broken, Skaven will remain a top 3 faction. They're really well-rounded and dangerous.

Gitro
May 29, 2013

DOCTOR ZIMBARDO posted:

Another question I'm going to keep asking anywhere I can until I get an answer: What's a "Mlexigaur"?

Some sort of cavern-based market analyst group, if google's anything to go by.

Old Ones probably made them to help out with their stock portfolios.

Perestroika
Apr 8, 2010

Panfilo posted:

Gutter Runners have stealth don't they? That would definitely put them ahead of cavalry skirmishers in terms of getting the initiative. And if anything catches them, they get physical resist to offset their virtually nonexistant armor. This is not even getting into the poison version, which will probably trounce all the other skirmisher units by virtue of being able to wear them down, always pursue them, never get caught in melee, etc.

I don't know about Multiplayer, but I know in campaign it isn't hard to get them up to 70+ speed which is hilariously fast for a foot unit.

They also have a constant AoE-debuff to enemy units close to them, which makes that even better. Even relatively fast light cav like Dark Riders or Ellyrian Reavers will take ages to actually catch up with them, and will be bombarded by their projectiles all the while. And since Gutter Runners are actually pretty legit in melee, they'll often quite handily beat up whatever's left of that cav once they do catch up.

Geisladisk
Sep 15, 2007

Mazdamundi is loving incredible. I've always found caster lords to be kind of underwhelming, but Mazdamundi loving wrecks. The combination of Ruination of Cities and Banishment will happily kill dozens infantry each pop, and with his massive magic pool increase he can usually cast them every cooldown until the battle is over. To top it off, he also gets a Stegadon mount, which by itself makes him better than most other lords. And if he ever finds his HP getting low, he can just waltz out of the melee, pop cold blooded, wait a bit, and then wade back in. :frogc00l:

Truecon420
Jul 11, 2013

I like to tweet and live my life. Thank you.
Map is out!! Looks like some surprise room in southeastern corner. Also goes a little further west than I thought. Teclis start is really strange now

Link to the tweet with high res version:
https://twitter.com/totalwar/status/921319107861057536

Only registered members can see post attachments!

Truecon420 fucked around with this message at 11:27 on Oct 20, 2017

Plavski
Feb 1, 2006

I could be a revolutionary
Kroq-gar gonna be so lonely

And gently caress, Dorfs, Empire and Venture Capitalists still stuck in the same places for all of their lords. I was hoping they'd get shuffled around a bit to spice them up. VC and Dorfs are still going to be the same old poo poo for ages.

I think a Dorf campaign where Gombrindal picks up sticks and emigrates to the Black Spine mountains could be fun tho. Massive journey though and you'll eat attrition as your home will likely be conquered while you're on the boat.

Plavski fucked around with this message at 11:30 on Oct 20, 2017

Geisladisk
Sep 15, 2007

It'd be cool to add player starts for the Empire, Dwarf, Orc, and VC minors in Lustria. Playing those factions in a new context would be interesting. You wouldn't even really need new LLs for them, just starting there with generic lords would be fun.

Geisladisk fucked around with this message at 11:38 on Oct 20, 2017

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
drat that map is big. Araby is the size of the wastelands and Nehkara + Lahmia is the size of the empire. Plenty of room in Lustria for Zombie Pirates and Amazons as well.

Perestroika
Apr 8, 2010

I think they mentioned that they plan to add in new starting locations for the old factions in the new world, just not right away. Might be they're looking to go about it by "promoting" some of the minor factions like the Crusaders or Vampire Coast, or maybe through new LLs for the existing factions.


Is it just me, or have they messed around with the geography around Morathi's start? The deep gulf that cuts off the territories to the east seems to be missing, so perhaps this time she'll actually be able to trade with people?

Tardcore
Jan 24, 2011

Not cool enough for the Spider-man club.

Plavski posted:

Kroq-gar gonna be so lonely

And gently caress, Dorfs, Empire and Venture Capitalists still stuck in the same places for all of their lords. I was hoping they'd get shuffled around a bit to spice them up. VC and Dorfs are still going to be the same old poo poo for ages.

I think a Dorf campaign where Gombrindal picks up sticks and emigrates to the Black Spine mountains could be fun tho. Massive journey though and you'll eat attrition as your home will likely be conquered while you're on the boat.

A cool thing about the VC that got datamined a couple hours ago is they can occupy the badlands without penalty in mortal empires.

Comstar
Apr 20, 2007

Are you happy now?
How is an Empire army going to last vs the 4 new ones? Everything seems outclassed at low-med-high tier in the Imperial army. You're out shot by Delves and Helves, out artilleried and out-steamtanked by Skaven and you're infantry won't cope with Lizards.

Fans
Jun 27, 2013

A reptile dysfunction


Comstar posted:

How is an Empire army going to last vs the 4 new ones? Everything seems outclassed at low-med-high tier in the Imperial army. You're out shot by Delves and Helves, out artilleried and out-steamtanked by Skaven and you're infantry won't cope with Lizards.

They still got the best Cav and while they won’t beat each faction at their gimmick they have no weak points either. Empire is just a really solid roster with amazing Cav

Away all Goats
Jul 5, 2005

Goose's rebellion

Geisladisk posted:

Mazdamundi is loving incredible. I've always found caster lords to be kind of underwhelming, but Mazdamundi loving wrecks. The combination of Ruination of Cities and Banishment will happily kill dozens infantry each pop, and with his massive magic pool increase he can usually cast them every cooldown until the battle is over. To top it off, he also gets a Stegadon mount, which by itself makes him better than most other lords. And if he ever finds his HP getting low, he can just waltz out of the melee, pop cold blooded, wait a bit, and then wade back in. :frogc00l:

Cold blooded is the most OP racial ability when like everyone lord/hero can get a Stegadon/Carnasaur mount.

Baron Porkface
Jan 22, 2007


The Delfs have 10 provinces to themselves they are going to roll over everyone.

Duey
Sep 5, 2004

Hi
Nap Ghost

Geisladisk posted:

It'd be cool to add player starts for the Empire, Dwarf, Orc, and VC minors in Lustria. Playing those factions in a new context would be interesting. You wouldn't even really need new LLs for them, just starting there with generic lords would be fun.

I feel like they'll do this with future DLC. The New World is pretty barren compared to the Old.

Cpt_Obvious
Jun 18, 2007

Comstar posted:

How is an Empire army going to last vs the 4 new ones? Everything seems outclassed at low-med-high tier in the Imperial army. You're out shot by Delves and Helves, out artilleried and out-steamtanked by Skaven and you're infantry won't cope with Lizards.

You out artillery the elves, out cavalry the skaven, and out-both the lizards. The beauty of the empire is they can alter their tactics to fit their opponent.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Baron Porkface posted:

The Delfs have 10 provinces to themselves they are going to roll over everyone.

There are beastmen, orcs and norse up in that corner as well.

AttitudeAdjuster
May 2, 2010
I hope the Chaos invasion comes later in Mortal Empires. I don’t mind if it’s stronger to counterbalance it but it’d be a shame to face the end game threat when I’ve barely gotten out of my starting neighbourhood.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

NoNotTheMindProbe posted:

There are beastmen, orcs and norse up in that corner as well.

Skaven too.

Stephen9001
Oct 28, 2013

Cpt_Obvious posted:

You out artillery the elves, out cavalry the skaven, and out-both the lizards. The beauty of the empire is they can alter their tactics to fit their opponent.

Yeah, you don't try to win a infantry slog with your own infantry as Empire (expect against Bretonnia perhaps, and possibly a Skaven army without artillery) you make sure to flank with ranged and cavalry, against those with good artillery, you try to neutralize the artillery with cavalry, or possibly just bring more artillery yourself, against someone with good cavalry, hold them in place with halberds (or magic nets) and shoot them. Essentially, your greatest strength is the ability to play to your opponents weakness. Though admittedly, their top tier cavalry and artillery is a fair bit more up there than their top tier ranged and footsloggers.

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

Dandywalken
Feb 11, 2014

Thinkin bout those Mung...

Dandywalken fucked around with this message at 12:41 on Oct 20, 2017

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Malekiths start looks so much more interesting now, you still have to gently caress around to the West but it's only like a couple regions and not 4 provinces of pointless poo poo you don't really want to settle early anyway. He can get to black arking the old world coast much faster by the looks of it.

Also I know people are weirded out by how close the elf continents are but I think that land bridge will turn out to be a good thing. It lets Morathi AI and the HEs to be much less susceptible to dumb naval actions in that little channel.

Mazz fucked around with this message at 12:45 on Oct 20, 2017

tithin
Nov 14, 2003


[Grandmaster Tactician]



Any good video LPs of the game, out?

I sort of prefer watching this game to playing it

Rincewinds
Jul 30, 2014

MEAT IS MEAT
Meh, wish they had kept more of Not Africa. Kroq-gar been put on a time-out in the corner, and any Tomb King and Araby factions will have very little space to expand, even if the Tomb Kings will be more like Wood Elves. If they had just left out the jungle part, there would been space for both Araby or Tomb King to expand without having to immediately having to exterminate the other.

Jum-Jum
Oct 23, 2013
Less water is better considering naval combat is just autoresolve anyway. And to be fair I don't feel like I am missing out on that much, you want all the different factions brawling on each other asap.

That being said, where the hell am I going to go as Teclis? I don't wanna stay in Lustria and fight Skrolk. I don't wanna fight my bloodlusted brother. Can't settle in Southlands that is way too costly. So probably invade Estalia? Going to have to keep an army at my capital because fml can't move capitals for trade routes.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Rincewinds posted:

Meh, wish they had kept more of Not Africa. Kroq-gar been put on a time-out in the corner, and any Tomb King and Araby factions will have very little space to expand, even if the Tomb Kings will be more like Wood Elves. If they had just left out the jungle part, there would been space for both Araby or Tomb King to expand without having to immediately having to exterminate the other.

I think you have to remember that there are still a bunch of minors like the crusader factions in there, and we don't know the exact spawns or faction layout for those two yet. The starts could right now be further apart than empire/VC given the map layout, with crusaders, lizardmen, that empire faction and other TK/Araby factions thrown in.

There's also the fact that they might be friendly a lot from fighting the same poo poo and either one can just go north to gently caress with those factions.

Plavski
Feb 1, 2006

I could be a revolutionary
That big empty space where Kislev should go... :allears:

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Rincewinds posted:

Meh, wish they had kept more of Not Africa. Kroq-gar been put on a time-out in the corner, and any Tomb King and Araby factions will have very little space to expand, even if the Tomb Kings will be more like Wood Elves. If they had just left out the jungle part, there would been space for both Araby or Tomb King to expand without having to immediately having to exterminate the other.

On the flip side, Krok has a giant mountain range separating himself from anyone else. He may be in the timeout corner, but he's in a ridiculously safe timeout corner. He's in a position where he can build up safely and run over Queek like a freight train and then start spilling either west to gobble up all the tomb kings holdings, or north to get involved in the Badlands Orc and Dwarfbowl 2017.

Between the changes to how settlement works in ME allowing Vampire Counts to expand into the badlands, the addition of Skaven and Lizards and (eventually) Tomb Kings to the brawl, it should make for significantly more interesting time in the badlands for Greenskin and Dwarf campaigns.

Not that I'm going to take part in it. If I start dwarves I'm basically setting sail for Ulthuan and re-igniting the war of the beard. Tyrion has a-grudgin coming like he would not believe.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
I just want someone to tell me what Queek's bonuses for taking Karak Eight Peaks are.

sassassin
Apr 3, 2010

by Azathoth

Jum-Jum posted:

That being said, where the hell am I going to go as Teclis? I don't wanna stay in Lustria and fight Skrolk. I don't wanna fight my bloodlusted brother. Can't settle in Southlands that is way too costly. So probably invade Estalia? Going to have to keep an army at my capital because fml can't move capitals for trade routes.

They should have put him in Saphery where he belongs.

madmac
Jun 22, 2010

Jum-Jum posted:

Less water is better considering naval combat is just autoresolve anyway. And to be fair I don't feel like I am missing out on that much, you want all the different factions brawling on each other asap.

That being said, where the hell am I going to go as Teclis? I don't wanna stay in Lustria and fight Skrolk. I don't wanna fight my bloodlusted brother. Can't settle in Southlands that is way too costly. So probably invade Estalia? Going to have to keep an army at my capital because fml can't move capitals for trade routes.

I can see what they were going for with Teclis. He's basically on another island on the flip-side of Lustria, so it's almost the same position, just closer to Ulthuan.

The problem is that his starting position works mostly in the context of the Vortex Campaign, where turtling in the middle of nowhere and doing rituals is a viable path to victory. For a conquest campaign, it's pretty much purely a disadvantage, with a weak capital and no natural expansion path.

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Heliosicle
May 16, 2013

Arigato, Racists.

StashAugustine posted:

What's skaven infrastructure look like, specifically Skrolk? Thinking capital becomes money farm, 4 settlement province to the south becomes recruitment, everything else just food?

I made the 4 settlement province to the south my money farm since there's a gold mine and port in its capital, so if you get the +100% income booster and an engineer you make 7k from that city alone. There's just enough space to squeeze every recruitment building into the starting province.

Coming towards the end of my skrolk campaign, have 11 armies fighting on 4 fronts around the map, skrolk is burning down ulthuan and I have a skaven colony in the archipelago province on malekiths east coast so I can go burn his cities down whenever he starts the final ritual

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