|
Transmetropolitan posted:Any tips on how to effectively ambush? The only time it really worked for me was after beastmen AI brainfart and they retreated straight to me after setting to ambush You effectively ambush by just ending your turn with ambush stance. The point isn't ambush battles, the point is that your armies are invisible to the AI avoid-unfavorable-battles subroutine.
|
# ? Jan 23, 2017 15:42 |
|
|
# ? Jun 8, 2024 04:14 |
|
They still need to fail their initial do you see this ambushes check otherwise they nice as normal
|
# ? Jan 23, 2017 15:57 |
|
It helps to set up at choke points if you can, like bridges or mountain passes. Sometimes everything else goes right but the AI just goes around you because you didn't set up in the right place.
|
# ? Jan 23, 2017 16:20 |
|
Rygar201 posted:They still need to fail their initial do you see this ambushes check otherwise they nice as normal I think they only roll the check if they are close enough, though. So often times even if they do notice your army they already don't have enough movement points to get away,
|
# ? Jan 23, 2017 16:20 |
|
Ambush stance next to a juicy vulnerable settlement to bait the enemy army into at least getting close enough to chase them down. I noticed that savage orc and beastmen hordes that spawn aren't at war with you by default, making it easier to jump them.
|
# ? Jan 23, 2017 18:16 |
|
Panfilo posted:Ambush stance next to a juicy vulnerable settlement to bait the enemy army into at least getting close enough to chase them down. Just use a stack of a lord+ a unit of chaff as bait, the main army ambushes behind it, when the enemy comes down to kill your bait, retreat into your ambush army. Most of the time the enemy will discover your ambush army and try to go away, but they will have wasted so many movement points you'll be able to chase it down and kill the enemy on your turn. Seriously, AI loves super weak bait armies, it's like cocaine.
|
# ? Jan 23, 2017 19:02 |
|
Is leadership effected by other units routing?
|
# ? Jan 24, 2017 05:06 |
|
Baron Porkface posted:Is leadership effected by other units routing? Yes, although units that are unbreakable or immune to psychology won't be affected by other units routing. I think there are some units that don't care if certain types of units are routing, like orcs don't care if goblins are running, but I might be making that up.
|
# ? Jan 24, 2017 05:12 |
|
I believe that is what the Expendable quality on a unit does: makes it so no one cares if it dies or routs. On the topic of pain-in-the-rear end enemy stacks, I took Helmgart. Observing its position at the mountain pass chokepoint I gave it walls and military buildings for a fat little garrison. A beastman stack comes up the pass and just sits next to the town. I choke on my own anger as I start moving a distant army and the beastman lololol their way to burning Eihart and costing me thousands of gold. What the gently caress?! What good is a fortified town on a mountain pass when you can't do anything to actually control the pass?! If I'd recruited a Lord right-quick and attacked the beastmen, would he have called in the town garrison? Is that the trick to actually controlling turf with fortified towns or are they damned useless and a failure to represent realistic strategy?
|
# ? Jan 24, 2017 06:54 |
|
SuperKlaus posted:I believe that is what the Expendable quality on a unit does: makes it so no one cares if it dies or routs. There is a huge problem with interacting with the terrain at this point: more than half of the playable races have an Underway equivalent (beastmen, wood elves, dwarfs, orcs vs empire, vampires, chaos). Underway completely ignores all terrain, and since most of your enemies have it, it becomes a detriment to NOT have it, rather than a special bonus TO have it. I'd really like to see some limitations placed on the Beastpath and Wood... path (I forget what it's called for welfs).
|
# ? Jan 24, 2017 07:13 |
|
Kaza42 posted:There is a huge problem with interacting with the terrain at this point: more than half of the playable races have an Underway equivalent (beastmen, wood elves, dwarfs, orcs vs empire, vampires, chaos). Underway completely ignores all terrain, and since most of your enemies have it, it becomes a detriment to NOT have it, rather than a special bonus TO have it. I'd really like to see some limitations placed on the Beastpath and Wood... path (I forget what it's called for welfs). Beastmen probably need it to function. Welves absolutely don't though.
|
# ? Jan 24, 2017 07:51 |
|
I dont have a problem with invisible teleporting armies, but I think armies shouldn't be able to beast path/underway/world root over a settlement or enemy army's area of influence or whatever its called without automatically having to fight. That would help a lot
|
# ? Jan 24, 2017 07:53 |
|
I'd love it if you were forced into battle if you moved close to an enemy city, it loosely represents supply lines and such. Give Beastmen and wood elves a pass?
|
# ? Jan 24, 2017 08:48 |
|
sucks to your rear end-mar posted:I'd love it if you were forced into battle if you moved close to an enemy city, it loosely represents supply lines and such. Give Beastmen and wood elves a pass? underway battle turns into a sewer level
|
# ? Jan 24, 2017 09:02 |
|
When skaven are in don't be too surprised if they can launch sewer assaults on cities and towns instead of sieging the walls.
|
# ? Jan 24, 2017 09:46 |
|
I sure hope they don't try to make a new subterranean sewage map for that. Controlling armies in several city maps is currently god drat atrocious unless you play with tiny unit sizes and I doubt sewage systems would be less cramped. It would be better if it just meant that one deploy your vanguard troops within the city walls or something akin to that.
|
# ? Jan 24, 2017 10:05 |
|
I'm betting it will just be a normal siege map with a roof on and themed like a sewer.
|
# ? Jan 24, 2017 10:16 |
|
Zudgemud posted:I sure hope they don't try to make a new subterranean sewage map for that. Controlling armies in several city maps is currently god drat atrocious unless you play with tiny unit sizes and I doubt sewage systems would be less cramped. It would be better if it just meant that one deploy your vanguard troops within the city walls or something akin to that. it's mostly atrocious because of the houses blocking unit selection to the point where you have to command a siege battle from the tactical view
|
# ? Jan 24, 2017 11:20 |
|
I'm glad Warhammer continues the Total War tradition of Trait triggers that make no sense. My Vlad just got the Fearful trait. Because he just won a fight in which he was outnumbered 3 to 1, was in the middle of the fight the whole time and out of all the units in the army got the second most amount of kills. And a couple of turns earlier Manfred got Likes Dwarves, despite being at war with them for 50+ turns and Manfred slaughtering them left and right. Yeah, sure he thinks the Dwarves are great allies. Anyone know if there's a mod that tries to fix some of these triggers? I couldn't find any.
|
# ? Jan 24, 2017 13:11 |
|
Zore posted:Beastmen probably need it to function. Welves absolutely don't though. Yeah I'm mystified by Wood Elves having it. It makes no sense for them to show up on mountains or in the Chaos Wastes or whatever by strolling around under the planet.
|
# ? Jan 24, 2017 15:35 |
|
I hope CA does quality of life stuff as well as adding content, because towns having zones of control would actually be loving great.Raygereio posted:I'm glad Warhammer continues the Total War tradition of Trait triggers that make no sense. I think I have seen a "reasonable traits" mod in the workshop somewhere, but perhaps it is now discontinued? fakedit: by the way, thanks for the ambushing tips everyone
|
# ? Jan 24, 2017 15:36 |
|
I think traits should be unlocked by the player, not just passively. So when you level up, you can pick from two choices (neither might be good) but at least youre not stuck with something bonkers.
|
# ? Jan 24, 2017 15:43 |
|
Raygereio posted:I'm glad Warhammer continues the Total War tradition of Trait triggers that make no sense. After scouring Norsca, salting the earth with Skaling and Varg corpses and seeding every single province up there with welf outposts, wiping out the Norse forever, apparently Durthu loves Chaos (-LD penalty when fighting norse and chaos)? It's Durthu though so it sounds pretty legit.
|
# ? Jan 24, 2017 16:02 |
I think you can trigger fearful if you attack a stack where the autoresolve shows it as an absolute slaughter. Having a battle where you get 0 kills can also trigger it. I believe likes dwarves is from releasing captives. I personally nearly never get negative traits so it's possible to avoid them. It's always a dice roll though, you could get, say harsh, from executing captives once despite releasing every other time, but you can then get rid of harsh by releasing captives to get the dice roll in the other direction. Once you get the second level of harsh (forget the name) then you can no longer reverse it.
|
|
# ? Jan 24, 2017 16:07 |
|
What triggers loving the race you are specifically slaughtering with the lord racking up triple digit kills every fight?
|
# ? Jan 24, 2017 16:30 |
Not killing the captives. /e- So I release all captives, unless I will need the 5% replenishment, so I always risk a leadership hit against a race but am likely to get a public order bonus. I need the public order bonus to work against the -8 difficulty modifiers. Submarine Sandpaper fucked around with this message at 16:36 on Jan 24, 2017 |
|
# ? Jan 24, 2017 16:33 |
Corrode posted:Yeah I'm mystified by Wood Elves having it. It makes no sense for them to show up on mountains or in the Chaos Wastes or whatever by strolling around under the planet. It'd cause more problems that it'd solve, but I wish the Underway and World Roots would work on mutually exclusive bits of terrain. So you can only use the Underway to hop under mountains, and World Roots to leap between forests (and nobody should use it to leap under oceans, what the gently caress). You might need to let Dwarfs still use the mode at the end of their turns to keep the extra benefit of no attrition and an advantageous map, but Transmetropolitan posted:I hope CA does quality of life stuff as well as adding content, because towns having zones of control would actually be loving great. Posting from phone so I can't link it, but there's a mod that does exactly that.
|
|
# ? Jan 24, 2017 16:34 |
|
Ra Ra Rasputin posted:What triggers loving the race you are specifically slaughtering with the lord racking up triple digit kills every fight? Not executing them. Which, incidentally, can also lead to becoming a kind and honest person loved by your subjects. (Not executing them, and pardoning them for money that is) I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
|
# ? Jan 24, 2017 16:46 |
|
Having some trouble with large reinforced WE armies as Beastmen. I'm at a place in the grand campaign where I'm trying to root them out of their forest clubhouse and there are multiple stacks. With a single army I'm able to harass their archers as they try and run with chaos hounds but when facing multiple reinforced they basically string my poo poo out everywhere and then the final army will walk onto the map and snipe my units. I've been taking multiple cygors and bombarding their units but I still have to close on their archers to smash them with axes and that's where I get strung.
|
# ? Jan 24, 2017 17:46 |
|
Super 3 posted:Having some trouble with large reinforced WE armies as Beastmen. I'm at a place in the grand campaign where I'm trying to root them out of their forest clubhouse and there are multiple stacks. Can't you just withdraw from the battle when you've dealt some damage? Alternatively, use Lightning Strike.
|
# ? Jan 24, 2017 18:02 |
|
Fangz posted:Can't you just withdraw from the battle when you've dealt some damage? Can't lightning strike a garrisoned settlement
|
# ? Jan 24, 2017 18:33 |
|
The whole ransom/execute mechanic doesn't fit warhammer at all, they only included it because it would be harder to remove it.
|
# ? Jan 24, 2017 18:43 |
|
Rygar201 posted:Can't lightning strike a garrisoned settlement If that's the issue have one army in ambush and use another as bait to get the garrison to leave the settlement.
|
# ? Jan 24, 2017 18:48 |
|
sucks to your rear end-mar posted:I'd love it if you were forced into battle if you moved close to an enemy city, it loosely represents supply lines and such. Give Beastmen and wood elves a pass? I don't think campaign Dwarves need to be able to own Greenskins even harder then normal now.
|
# ? Jan 24, 2017 19:01 |
|
Hitting and withdrawing doesn't work as I need to destroy one of the stacks outright. The AI will pull them back and then they reinforce/breed like rats and I'm back to square one. So far dancing my armies around for a dozen or so turns to get one to pull out is about the only way I've been able to compensate.
|
# ? Jan 24, 2017 19:55 |
|
Raygereio posted:I'm glad Warhammer continues the Total War tradition of Trait triggers that make no sense. To be fair, in Mannfreds case it could be that he likes the taste of dwarves, and drinking stuntie blood just ain't good for your skin and posture
|
# ? Jan 24, 2017 20:18 |
|
Taking a break from Empire. Holy poo poo orks are stupid glorious fun
|
# ? Jan 24, 2017 20:55 |
|
Stephen9001 posted:Not executing them. Which, incidentally, can also lead to becoming a kind and honest person loved by your subjects. (Not executing them, and pardoning them for money that is) I execute 100% of the time and have still had Dwarf lords get the 'likes Orcs' trait. It makes no sense and is stupid.
|
# ? Jan 25, 2017 00:48 |
|
Transmetropolitan posted:Taking a break from Empire. protip: order is not a good thing until very late in the game. rebels are free Fightiness bumps for a recuperating army.
|
# ? Jan 25, 2017 01:03 |
|
|
# ? Jun 8, 2024 04:14 |
|
Periphery posted:I execute 100% of the time and have still had Dwarf lords get the 'likes Orcs' trait. It makes no sense and is stupid. Okay, now THAT I'm pretty sure should not be happening. My recommendation is stop executing and always ransom/pardon, since that way you at least have a chance of proccing positive traits such as positive public order. I think there's a mod to fix your particular problem, but I don't know if it's still in the workshop. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
|
# ? Jan 25, 2017 01:20 |