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Perestroika
Apr 8, 2010

Conot posted:

This is the main thing killing my enthusiasm for playing Empire/VC/Chaos. Magic just feels so bleh, not at all like I'm manipulating the very fabric of reality to unleash hell upon my enemies. More like I'm playing with a more expensive, less effective artillery piece.

Try this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=695024040 . It makes both magic and legendary items significantly more powerful, and personally I love it to bits. It also redoes the mage skilltrees a little, so that the second point into a single spell is less of a waste.

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Perestroika
Apr 8, 2010

Conot posted:

Will give it a shot. Should I play it on Ultra like the description says or is it better suited to Normal to give that "Arcane Might" feeling?

Ultra or Large is probably a good idea. I'm playing on Large because my rig can't really handle Ultra, and even there the magic is incredibly powerful. As in, even a single Searing Doom will outright murder half a regular infantry unit.

Perestroika
Apr 8, 2010

Wallet posted:

Their stats seem very similar, but Spearmen are actually significantly weaker (I assume we're talking about the ones without shields because the shielded ones aren't cheaper) even if the 30% missile deflection from the shield is irrelevant. The difference between Swordsmen's damage (unmodified) at 22/6 (base/ap), and Spearmen's at 20/5 is fairly minor, but because Spearmen attack significantly slower, Swordsmen end up doing quite a bit more damage (~65%), and that's before you take their higher melee attack into account.

On that note, how exactly do Melee Attack and Melee Defense interact? Since both stats tend to fall between 1 and 100 for almost every unit I'm tempted to think it might work through straight hit/miss percentages somehow, but I really have no idea. I can never tell whether it'd actually be worth it to buff a Lord's or Hero's Melee Attack up from 60-something, or if I'd already be running into diminishing returns at that point.

Perestroika
Apr 8, 2010

Mordja posted:

About that; what are the Tomb Kings' specialty, anyway? Or are they an all-rounder faction like the Empire?

In many respects they're similar in to the Vampire Counts, in that they don't have to deal with morale, cause fear, and have a lot of lovely skeletons to make up their front line. But where Vampire counts lean on monsters and very powerful characters to do their killing, Tomb Kings instead get some actually fairly respectable shooting (they basically have magic arrows for all their archers), and pretty mobile cavalry and especially chariots. They do also have some monsters and monstrous infantry, but it's not as much of a focus for them as it is for VC. Their Lords also serve more in a buffing role, rather than the standalone combat monsters that vampires tend to be.

Perestroika
Apr 8, 2010

MC2552John posted:

OK I am about to sound real real stupid, probably because I am, but I don't get what "checkerboarding" is, I saw the picture in the OP but I can't really tell what's going on in it, and I just started a Dwarfs campaign so I imagine it would be useful?

I know it has to do with Thunderers and Quarrelers, that's about all I got.

Basically you leave gaps in your frontline that your gunners can shoot through, that's all. Enemy melee infantry will still generally go for your melee frontline even then. Your melee blocks will usually get enveloped some by broader enemy lines, but that just allows your thunderers or whatever to freely shoot into their flanks. This most useful with Thunderers, cannons, and other ranged units with a flat trajectory that can't just shoot over your own guys, but it's still useful even with Quarrelers because they can keep shooting for longer.

Here's a lovely diagram:

Perestroika fucked around with this message at 12:17 on Jun 11, 2016

Perestroika
Apr 8, 2010

It'd make sense if the regular knights got armour piercing well, but only during their charge. If some dude with a particularly big sword can get through armour, then a lance carried by half a ton of armoured horse and knight thundering in at a full gallop should too.

Perestroika
Apr 8, 2010

Raged posted:

Is the Radious mod a must have for the game to be enjoyable? So many things about the base game are complete rubbish.

Depends on what parts annoy you about the main game. For the most part Radious pretty much just seems to increase the number of armies you can have, and makes battles longer by giving everything more morale.

Perestroika
Apr 8, 2010

Arrgytehpirate posted:

What's a big stack? I had 5 warriors, 2 miners, 4 crossbows, a catapult and the hammerers. Do I need more? Should I recruit more units and focus less on upgrading my towns?

At the beginning, your focus should generally be to get your stack up to a full 20 units as soon as feasible. Keep in mind that you can always recruit as long as you're within your own borders even after a fight. For Dwarfs specifically, you can basically recruit three units a turn each turn while you're capturing those two settlements to the east until you hit twenty. Upgrading the diamond mine in your capital right away should give you enough income to allow for that. Just fill your stack with warriors and crossbows to start out with, you can always diversify it later on when you unlock other units.

Perestroika
Apr 8, 2010

Verranicus posted:

Does Radious increase the general difficulty of the game? Everyone always talks it up so I installed it from the get-go but I'm thinking it might be part of why I'm having such trouble when I did fine in other TW games.

Honestly, I'd say it's probably best to give the campaigns a try at least once without any major overhaul mods. The overall pacing and (strategic-level) balance actually turned out to be pretty decent this time around even in the unmodded vanilla game. Radious and the like shift everything around pretty severely, so it's probably best to first have an impression of how the base game plays like before trying big mods.

Perestroika
Apr 8, 2010

Chomp8645 posted:

I know this is from last page but it contributes to the current armor discussion so I'm going to quote it.

STOP SAYING STUFF LIKE THIS. It is wrong as gently caress. A unit being armor piercing does not make them suddenly turn into chumps against a low armor target. AP damage does not get negated if the target does not have that amount armor, it just becomes regular damage instead. Against literally any target in the game, regardless of armor, Greatswords will do more damage than Swordsmen. This is because they do 32 damage (23 of it AP), while Swordsmen do 28 (6 of it AP). So even against a 0 armor target the Greatswords are putting out more damage. Against something like Ork Boyz, which have 30 armor, they would also be at a large advantage, even without counting their anti-infantry bonus. This is because for the Greatswords 23 points of damage are ignoring the target's armor, while for Swordsmen only 6 points are ignoring the target's armor. Also don't forget that in the specific case of Greatswords they have +10 bonus damage against all infantry, bringing them to 42 damage versus the Swordsmen's 28 when fighting something like Ork Boyz. And then, on top of all that, the Greatswords will take far less casualties mulching low level infantry because their own armor will protect them much, much better than Swordsmen (100 armor versus like 30 I think).

So while it's true that it may be inefficient to use an armor-piercing unit against a low armor target in many situations, there is not any actual effect that lowers their damage against them. Greatswords will destroy low tier, low armor targets, it just might not be an efficient use of that 950g. Pretty much across the board armor piercing units tend to deal more damage than their non-AP counter parts (Greatswords/Swordsmen , Black Orks/Boyz , Grave Guard/Skellies) anyway, so the damage is usually higher against any target.

e: Since people tend to read my posts as inflammatory when they aren't mean to be I'm writing this disclaimer. Nasgate, this is not an attack on you or an attempt to paint you as a dumb gently caress or something. It's just wrong info that I'm seeing be perpetuated and I want to stop it.

Though note that this only applies to certain elite Great Weapon units, and less so to the variants of regular infantry. The thing is that different weapon types have different attack speeds, which are for some reason not listed in the unit attributes. Great Weapons and Halberds in particular tend to have markedly lower attack speeds than regular hand weapons. For example, all of the Dwarf Great Weapon varieties of the regular infantry (excepting hammerers) will perform worse against light infantry than the regular ones, because they have the same total damage per hit (albeit at a higher AP-ratio) at a slower rate of attack. Chosen, Chaos Warrior, and Empire Halberdiers have similar problems. Greatswords and Black Orcs are somewhat exceptional in that they're a higher-tier unit with better base stats than regular infantry, rather than a unit variant with just a different weapon profile.

Edit: Oh, also note that the "anti-infantry" perk from the Black Orcs isn't any kind of mechanical bonus. Those notes in the top of a unit's profile are usually purely descriptive, and just tell you how they're best used. All the actual mechanical effects are down below.

Perestroika fucked around with this message at 18:49 on Jun 17, 2016

Perestroika
Apr 8, 2010

Ilustforponydeath posted:

Also, does Chaos get daemons and poo poo now? I didn't see much of what I imagine to be mid to late tier roster except those funnily tragic chariots.

Nope, they closest thing they get are a bunch of possessed dudes and monsters. Actual in-the-flesh daemons are a separate faction that'll probably be introduced later on.

Perestroika
Apr 8, 2010

I'd love if Chaos got some kind of "Sack and Raze" option that just gives you some money instead of the growth bonus. I ended up dropping my last Chaos campaign towards the end because I basically had to conquer every settlement twice in a row. Once to Sack to keep me solvent, and once to raze it so I actually made headway towards eradicating the southern factions. That just turned into a real slow drag really quickly.

Perestroika
Apr 8, 2010

The Lone Badger posted:

Which spell mod is the goodmod? And does it make even Metal ok?

It makes Metal legitimately good. Searing Doom will tear a huge hole into whatever unit it hits, Transmutation of Lead turns an incoming charge of heavy cavalry into a gentle nudge, and Final Transmutation can murder both single lords and small elite units in a hurry. With the mod, Balthasar Gelt is actually a pretty powerful LL even compared to Karl Franz, particularly with his unique Loremaster of Metal skill.

Perestroika
Apr 8, 2010

Is swear to Gork, this loving goblin boss failed his 50/50 Block Army attempt literally seven turns in a row now, allowing a single goddamn Border Princes army to gallivant through my lands sacking all my towns. :orks:

Perestroika
Apr 8, 2010

Kanos posted:

It's really sweet how Azhag starts off with worse stats than a vanilla warboss while also having an infinitely shittier starting army than Grimgor despite Grimgor being able to beat up an army singlehandedly. Seems like a legit, balanced, and reasonable payoff for the ability to eventually, a million turns down the road, start investing levels in Death Magic and getting a wyvern to ride.

Oh wait.

Yeah, their LL balancing is all over the place. If it was just Azhag vs. Grimgor it would be somewhat understandable. After all, if Azhag was as powerful as a regular Orc Boss in addition to having access to a very strong school of magic and a sweet mount, that might well completely outshine Grimgor, who's "just" more killy than a regular boss. But then you look over at VCs and Mannfred, who is not only murderous in combat, but also a better spellcaster than their dedicated mage LL, and that whole reasoning kind of falls apart.

Perestroika fucked around with this message at 15:36 on Jun 25, 2016

Perestroika
Apr 8, 2010

Ra Ra Rasputin posted:

Slayers are wonderful against anything as big as a horse or larger, but they are downright useless against normal enemies.

Yeah, that's really the main problem. They're an annoyance to actually recruit and maintain, and their niche is not really all that desperately needed in your average Dwarf army. Against cavalry and chariots they're only of middling use, since they can't actually catch them. So against those you'll mostly be relying on your Quarrelers and Thunderers, who incidentally are also greatagainst infantry targets. Slayers are pretty great against larger monsters, but so are cannons (and later Trollhammer Irondrakes), which once again are also just fine for other targets. Given that everybody and their mother in a dwarf army has charge defense against large anyways, it's often just as easy to simply decimate enemy monsters and cav with your missiles and then grind down what's left with regular infantry. There's just not all that much point to brining a very dedicated specialist unit when your generalists can fulfill that same purpose almost just as well.

Once thing that I could see working to improve Slayers would be to give them a drastically greater replenishment rate than any other dwarf unit. Fluff it up with something about new Slayers originating from everywhere and joining up with existing group without needing a dedicated training infrastructure or something. That way you could at least use them in their intended function without having to babysit the unit for the following five battles to keep it from being wiped out.

Perestroika
Apr 8, 2010

4th Horseman posted:

You should always be counter charging right? A couple of moment before you they hit your line, get your guys to run too?

Depends a bit on the particular unit matchup. Basically, charging in gives the charging unit a damage bonus for the first few seconds of the fight (I think it's 5 seconds full bonus, then tapering off over the next 5) according to their charge bonus. So for basic melee infantry against other basic infantry, countercharging is a good idea, because the enemy is already getting that bonus no matter what, so you might as well get it too.

However, a number of units have an attribute called Charge Defense against Large. That usually includes spearmen and other anti-large units, as well as pretty much all dwarf melee infantry. That means that if they are braced (i.e. stand still) when they receive the charge from large units (i.e. cavalry and bigger), the charge bonus of the enemy unit is nullified. In that case, it's usually better to stay braced and let them come to you. Many large units have pretty significant charge bonuses (particularly cavalry and chariots), so you're generally better off if neither you nor the enemy get that bonus, instead of your guys getting a minor bonus vs. their guys getting a huge bonus.

Perestroika
Apr 8, 2010

Zalakwe posted:

Any tips for archer counter as Dwarves? Currently really struggling with green-skin stacks that are almost entirely archers, my lads little legs can't catch them and we end up wandering round the map in aimless attrition. Particularly an issue when I'm outnumbered.

Wafflecopper posted:

Bring more archers, yours beat theirs.

This, pretty much. Your quarrelers will outshoot anything ranged that orcs can bring any day of the week. Your guys are well armoured and shielded, meaning that they can weather incoming missiles quite well while putting out accurate and powerful fire in return. Your infantry will also be able to just stand and take enemy arrows on the chin with relatively few losses.

You'll generally want a good number of quarrelers in pretty much all your armies anyways, because they are also your only quick and reliable way of killing enemy cavalry.

Perestroika
Apr 8, 2010

Korgan posted:

I wonder what this could be

It'd be pretty funny if you'd just had a bunch of Khornate demons randomly drop into battles every now and then :v:

Perestroika
Apr 8, 2010

The Lone Badger posted:

In TW if it's physically possible for your projectiles to reach the enemy then your troops will have no psychological problem with attempting it. Even when it's a bad idea.

Well, it does seem that ranged units do have an AI block where they will at least try to hold fire when they'd hit drastically more of their own units than enemy ones. But for Skaven it should be pretty sraightforward to just remove that and have them blast away full power all day every day.

Perestroika
Apr 8, 2010

Safety Factor posted:

This is so wrong it hurts.

The only acceptable ranged weapons for slayers are more axes. :colbert:


This contraption looks like something that a slayer should be riding into a mass of enemies while laughing maniacally.

Perestroika
Apr 8, 2010

ChickenWing posted:

What do you guys use to reduce vampiric corruption to manageable levels in the campaign? I've just recently beaten chaos and looking into Sylvania, and attrition is a real mother.

Also, [ASK] me about getting Balthasar's army brutally murdered in the Amulet of Sea Gold quest battle. Holy gently caress I'm so drat bad at fighting undead (or tactics in general, really).

In my campaign I just razed every one of the cities I took to the ground, rather than taking them. You lose out some provinces, but as long as you just deny them to the enemy it's a good-enough trade-off compared to having to deal with the huge public order penalties and needing to defend them. The whole area pretty much just stayed a no-man's-land until some of my allies finally recolonized it sometime around turn 100-ish, but you have so many options to expand or annex that you can just go somewhere else. Whenever I went in for an attack, I made liberal use of the raiding and encampment stance to avoid the attrition. It helps having at least two armies there, so that one can always keep pushing while the other retreats out of corrupted zones to replenish.

Hieronymous Alloy posted:

Holy poo poo. This game is legitimately kicking my rear end on normal difficulty, which hasn't happened in a looong time with any RTS game for me.

I think i'm getting the basic combat mechanics down but the strategic metagame is giving me real problems.

As empire, how do people generally expand out?

Approximately where should I be / what should I be doing by turn 50? Turn 100? What's "endgame" ?

For Empire, the first target after quelling the Secessionists should usually be Marienburg to your northwest, since it has a unique harbor that gives you great income. After that, a good direction to go is south, particularly the city of Nuln. It's in an overall pretty good province, and it gives you a unique building chain to lower the upkeep of all your artillery, of which you'll likely have a bunch. The nice thing about Empire is that any of the neighbours that you don't want to conquer can usually be made into an ally. So at the beginning, check out which one of them will be likely to agree to an alliance (their traits are randomised to a degree), make friends with them, and then conquer whoever's unfriendly.
If I remember correctly, in my last empire campaign around turn 50 I'd taken Marienburg to the west, Wissenland to the southeast, and Stirland to the east (the last one through annexation because they were hard-pressed by the vampires). By turn 100 I'd just about eradicated the vampires, and taken Talabecland to the northeast. Everybody else I'd turned into allies (which were super helpful against Chaos), so I didn't expand any further until the campaign's end sometime around turn 130-ish.

Perestroika fucked around with this message at 19:41 on Jul 4, 2016

Perestroika
Apr 8, 2010

Christ, Throgrim's armour quest is such a goddamn pain. We tried it in coop a few times with a normal army because the game gave us 60-40 odds, and it never worked out. Even when we took a completely dedicated one-track gimmick army full of slayers and trollhammers it was still incredibly close, despite a 90-10 win chance estimation.



On the upside, though, that battle really raised my estimation of trollhammers. Those guys just utterly melt giants, even the cannons can't keep up with that.

Perestroika
Apr 8, 2010

Ra Ra Rasputin posted:

Hit insert with a cannon selected, manually shoot at the approaching giants, watch them stagger and take a beating and die in under 10 hits

Checkerboard your line so the ranged can keep shooting, the trolls and giants are big targets and the trolls will route quickly with any focus fire at all.

The giants weren't the problem, really, just the masses of trolls and the orc bosses. Basically the trolls kept handily beating up the frontline and usually didn't die before the next waves came in. In the end the melee infantry (Longbeards, at the time) were ground down in extended melees, while some of the later troll waves just slipped around the already engaged melee dorfs and beat up the ranged line.

For what it's worth we were playing on Very Hard, so perhaps the Trolls not being quite as break-happy as usual made it more difficult?

Perestroika
Apr 8, 2010

Triskelli posted:



The Jabberslythe. Even looking at it drives the minds of lesser men insane. In short,

https://www.youtube.com/watch?v=G2U8yfKM9nY

I'm also looking forward to the Ghorgon. A huge, four-armed, mutant minotaur about the size of a giant. The modelers can really go hog wild on this faction. :getin:

Perestroika
Apr 8, 2010

NT Plus posted:

Does Bretonnia even have anything that would rival, say an Araknarok?

They don't really have anything huge and monstrous that can clear out flanks on its own, no. The closest thing is the Green Knight, though he's a unique character. He's "only" about as strong in combat as a regular lord, but he's ethereal, can teleport around the battlefield at will, and is more or less immortal. Any time he's killed he'll just pop back out from somewhere else on the battlefield a short time later.

When it comes to killing monsters (in TT), their best bet is usually kitting out a hero or lord for the purpose. With the right equipment, even a regular old human knight has a pretty good chance of killing a giant in single combat. For this game, they might repurpose the Questing Knights for that purpose. Their whole deal is roaming around the countryside killing feared monsters and vanquishing evil, so they could do give them a nice big bonus against large targets to represent that.

Perestroika
Apr 8, 2010

rockopete posted:

No jabberslythe, but isn't this a ghorgon?



Not quite, that's a Cygor (because it kind of looks like a Cyclops, you see :pseudo:). The Ghorgon is the huge mutated four-armed minotaur variant. I guess they skipped those because they fill pretty much exactly the same role as the giant, so they just reused the existing unit for that niche. Though it seems decently likely that the Ghorgon might still be added eventually somehow, either as free DLC or perhaps as part of a larger pack or something.

Perestroika
Apr 8, 2010

Sharzak posted:

Holy cow $17 is expensive to pay for a new faction. In Attila didn't you get like 3 factions for $8 usually?

It is fairly steep, but to be fair, these factions are significantly more unique than Attila's (or any other recent TW game's, for that matter). The extra factions you got in Rome or Attila were for the most part just a bunch of slightly reskinned exiting units with some stats mixed up a little. For example, in Rome 2 it didn't really matter all that much whether you played, say, the Arevaci or the Iceni. They have largely identical rosters (which in turn were already fairly similar to those of other earlier factions) and only really differed in starting location and a campaign bonus. By comparison, Beastmen look like they'll give you a vastly different gameplay experience both on the campaign map as well as in battle.

Plus of course there's the mini campaign. Those usually ran around ~8$ in the other TWs as well, so if you count it as 8$ for the campagin and 8$ for the race, you're almost there anyway.

Perestroika
Apr 8, 2010

Kainser posted:

https://forums.totalwar.com/discussion/180618/quick-q-a-call-of-the-beastmen/

What I found interesting:


Which probably is 100% accurate. Not very promising for factions like lizardmen though which would be 100% new skeletons and have a lot of unique ones.

That beastpath map is looking rad as gently caress. I'm looking forward to having similar locales once the wood elves drop.

Perestroika
Apr 8, 2010

Onmi posted:

Has anyone figured good uses for Gelt and the celestial wizard?

For Gelt, basically get a magic-buffing mod of your choice, since Metal is quite possibly the weakest lore in the base game. I'm running Molay's, and it turned Gelt into a legitimately fearsome powerhouse who can actually rival Karl Franz in terms of effectiveness. Without a mod, Final Transmutation seems like the all-around most useful spell available to him, and Transmutation of Lead seems alright as well. As for the celestial wizard, I think Chain Lightning is one of the best vortex spells even in vanilla. The smaller thunderbolt also does a decent amount of damage on the cheap.

Perestroika
Apr 8, 2010

Chomp8645 posted:

lol I can your exasperation when I drop a comet again.

I'll learn someday :shobon:

Don't worry, I for one love it whenever a comet comes down. It might not be all that effective in this game right now, but overall it's probably my favourite spell. There's just something downright poetic about reaching up all the way into space, grabbing yourself an errant meteorite, and bringing it down precisely on the head of some poor motherfucker who has annoyed you. :allears:

Perestroika
Apr 8, 2010

Kainser posted:

I'm so happy they actually are planning to do Chaos Dwarfs. They didn't have to since they don't have an army book.

Evil slaver Dwarfs with monsters, magic, even crazier artillery and war machines than the regular dwarfs and top tier hats and facial hair :allears:

I hope they find a way to include this guy somehow:

Perestroika
Apr 8, 2010

Ra Ra Rasputin posted:

using raise dead to bring some zombies or skeletons behind a blob of infantry can already cause quick routes, I wonder how fast a giant smashing the rear with a rock will cause a route or if it's stats are bad and it just dies to any archers immediately.

The Cygor is more of a walking catapult. He's decent in melee as those things go, but he's basically a single minotaur when those guys usually come in units of a dozen or so. On a rough guess, a unit or two of spearmen or something comparable will probably get him dead fairly easily.

Perestroika
Apr 8, 2010

MilitantBlackGuy posted:

Yeah, wow. Beastmen look like a proper horde faction and much more fun than Warriors of Chaos. Malagor starts with a fuckin' Chaos giant too, drat. It's a shame Malagor starts in the Badlands that I've seen a million times by now, because I quite like his bonuses better and trying out the new lores first should be fun.

Well, they are a pure horde and they seem to be very mobile on the strategic map, so it seems like it'd be pretty easy to just start as Malagor anyways, maybe bully the Orcs for a turn or two, and then make a beeline right for the western countries.

Perestroika
Apr 8, 2010

ZearothK posted:

Beastmen have Confederation listed as faction traits in the campaign walkthrough, so there definitely are minor Beastmen factions being added around the map.

That sounds pretty fun, it'd be neat to have more hordes roaming around the map. The nice thing about hordes as an enemy faction is that they're an acute risk that can pop up suddenly and force you to react quickly, but once you beat them they're gone with no more tedious mopping up required.

Perestroika
Apr 8, 2010

MilitantBlackGuy posted:

Summoning a Feral Manticore was cool, I wonder if that spell can summon anything else.

That seems quite possible, since there's not really any other obvious functionality for its overcharged version. In the TT game's version of the spell, the other options are a chimera, a hydra, or a dragon. Since they already have the animations for a dragon, that last option seems the most likely if they go that route. They'd have to make a non-zombified dragon model, but they'd need to do that eventually anyway.

Perestroika
Apr 8, 2010

Ilustforponydeath posted:

Lol they're nerfing slayer damage.

They're also buffing their AP damage at the same time. Chances are the overall damage will remain pretty much the same and they just end up having a relatively higher ratio of AP damage.

Perestroika
Apr 8, 2010

The mini campaign seems a bit shorter than advertised. I played it for about four hours now, and it seems like I'm close to halfway through by now, with only two and a half major factions to go. Though I dunno quite how powerful those will turn out to be, so taking those down might well take a while longer yet.

That said, I do like it quite a bit. The smaller scale is a nice change of pace, making each battle relatively more important and giving enemy armies more of a presence. Setting up a new horde is suddenly a huge deal, rather than something you just do as a matter of course right away. There's a nice inbuilt escalation mechanic, too, regularly opening up new fronts and never allowing you to get complacent.

Perestroika
Apr 8, 2010

Arcsquad12 posted:

Speaking of, did anyone else ever find it super weird in the Mark of Chaos CGI intro that the wood elf decided to help the clearly doomed Imperial company?

Most elves tend to hate the gently caress out of Chaos (with the exception of some Dark Elves, because they're just double extra grimdark). Wood Elves probably even moreso than the others, since they're likely worried about chaos corruption loving with their forest. So I could see it working as a temporary alliance to screw over the bigger evil. After all, warrior priests of sigmar have a pretty good track record at smiting some Chaos.

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Perestroika
Apr 8, 2010

Gonkish posted:

Solution to all dwarfen problems: minotaurs with great weapons. Holy poo poo I almost feel sorry for the little fucks.

Great Weapons on minotaurs don't actually give them any additional AP damage, they just add a bonus vs. large. It's really a silly oversight with regards to their regular naming scheme. So regular minotaurs would kill dwarfs just as quickly (actually even a bit better because they've slightly higher melee attack), and shielded ones might even be all around the best to weather the hail of crossbow bolts.

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