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Lots of people are really butt hurt about misunderstanding the stance system. Total War players The AI gets bonuses I don't get? Bad design! The AI intelligently uses the same system I do? Bad design!
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# ¿ Jun 9, 2016 17:25 |
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# ¿ May 22, 2024 10:42 |
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Rakthar posted:Because it loving sucks to chase AI armies around your territory and not catch them AND have them sack your cities in the process. Build walls, block movement, and ambush stance all help with this. I used to think this was a bigger problem, but after playing and watching people rage about literally impossible scenarios I'm pretty sure it's just a combination of mechanics ignorance and people wanting the game to exactly conform to their preferred style of play.
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# ¿ Jun 9, 2016 17:49 |
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Rakthar posted:Well, I'm glad that we've decided that the AI's ability to sack you is great stuff and that people enjoy the CA gameplay as delivered. Hell they've captured the flavor of the mongols and the roman rebels. They're just giving the fans what they want to great critical and financial success. Adjust your strategy, or download mods to change things bro. It's not a universal problem, and your mad posting isn't going to change it.
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# ¿ Jun 9, 2016 17:52 |
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Ugh the strategy layer is boring, the AI is so hapless! Ugh the strategy layer is terrible, the AI is always outmaneuvering me and sacking my undefended settlements! Christ, are you serious? If you just want to slam armies together play custom battles or multi player.
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# ¿ Jun 9, 2016 17:59 |
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Wilekat posted:I just besieged a Border Princes city and it looked like a quaint English city except every possible mountainous surface had a giant skull carved into it. Vampiric Corruption does that, iirc.
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# ¿ Jun 9, 2016 21:04 |
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Is anyone else using a magic mod? I'm using Maloy's Spell mod, and it owns. I'm on VC right now, and the changes are cool. He kept Spirit Leech's damage, just hacked the range way down. I basically just have Manfred/Other Von Carstein cast it as he's charging into their Lord. I do find the reduced range on it incentives me to cast more Danse and Aspect of the Dreadknight. I haven't picked up a lot of the other spells. I got him +15% casualty Replenishment, a few combat talents and the Zombie Dragon. Now I've got five more talents and I'm torn between shooting for lighting strike or Fate of Bjuna and Purple Sun.
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# ¿ Jun 9, 2016 23:50 |
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I haven't done an Empire playthrough yet, tell me Ghal Maraz isn't underwhelming in tactical battles. It's head and shoulders above all the other major magic weapons on the tabletop.
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# ¿ Jun 10, 2016 21:09 |
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I still can't believe people actually dislike RO. It's one of their very best ideas, from a gameplay and story perspective.
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# ¿ Jun 10, 2016 23:18 |
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Aurubin posted:Why are hellcannons unbreakable? Is that a tabletop thing? Yes. The Cannon is an unbreakable Daemon murder machine who will annihilate elite units (doesn't care whose) if it's handlers get killed (or it eats them).
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# ¿ Jun 10, 2016 23:27 |
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Rakthar posted:So the bold restriction of "You can conquer these holds but not those holds, because otherwise the campaign turns into a messy clusterfuck" is the compelling gameplay that we were lacking to push this series into blockbuster territory, there we go. Unironically, yes.
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# ¿ Jun 10, 2016 23:33 |
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Captain Beans posted:Anyone know if any mods exist to have orc WAAAGHH armies be controlled by the AI? Uncheck control large army.
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# ¿ Jun 11, 2016 21:31 |
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+1 Upboat to Maloy's Spells, it's super good and everyone should DL it.
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# ¿ Jun 13, 2016 01:46 |
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They've said they will be. Playing as Brets will probably either buff the other faux French factions, or maybe you'll find some Eastern humans inexplicably balls deep in your provinces like the early Chaos starts.
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# ¿ Jun 14, 2016 01:01 |
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Ammanas posted:Can you define what successful means in this context Profitable.
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# ¿ Jun 14, 2016 19:28 |
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terrorist ambulance posted:The vanilla veterancy bonuses are fine. Gold chevron halberdiers will fight basically to the last near a lord even on v hard. 3 Thanes churning out a bunch of tiny Gods Under the Mountains
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# ¿ Jun 15, 2016 14:46 |
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Verranicus posted:So I started up a quick game as Orks just now and got a few turns in, captured a couple settlements before Thorgrim came down with a doomstack and kicked my rear end. I'm not sure what I did wrong, but I suspect I wasted too much time encircling settlements before attacking them because the tutorial told me it was a good idea, but thinking back I don't remember seeing any attrition done to the settlements I was encircling at all. Was I doing something wrong or is encircling not as useful in this as previous games? Orcs is 40K.
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# ¿ Jun 15, 2016 19:14 |
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terrorist ambulance posted:Full veterancy halberds in an honest steel army are ridiculous. When they're braced they can take a chaos knight charge and lose like 10 guys and destroy the Knights. I end up killing more with them with less losses than my greatswords in most battles where they're not getting shot Can confirm, I do not like halberdiers as either VC or Chaos.
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# ¿ Jun 15, 2016 20:34 |
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Hellcannons own, for a lot of reasons. In field battled a battery of four Hellcannons will force just about any army to charge across the field to you, which is just hilarious. I've seen armies nearly break by the time the lines hit just from veteran Hellcannon fire on the way across the field. They're a single piece artillery unit so if you're good at the manual fire mode you can rack up loads of kills. They let you assault walls right away, so you're various monsters can just batter down the gate while your Hellcannons rake the walls. Hellcannons just own.
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# ¿ Jun 18, 2016 16:04 |
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Shumagorath posted:First reply good second reply bad Yeah my biggest issues with Chaos are the Norscan grind then trying to battle 2-4 southron stacks at a time while avoiding excessive infighting. Chaos always deathballs against you, but you definitely can't put four stacks together like that. I countered agent spam with a couple assassination specced Exalted Heroes.
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# ¿ Jun 19, 2016 13:55 |
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President Ark posted:if you really just want to talk about the game you might want to take a slightly less confrontational tone, friend
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# ¿ Jun 20, 2016 00:41 |
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The Lone Badger posted:Which spell mod is the goodmod? And does it make even Metal ok? Metal owns bones. Plague of Rust single target is an - 80 Armour malus, for 15 seconds. Whatever you tagged with it is massively hosed. The overcast version is a thirty second - 30 Armour malus in a huge AoE.
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# ¿ Jun 20, 2016 14:43 |
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This is the corner camp that earned me the win a battle against 10-1 odds cheevo. Many undead were dusted that day, so great were there numbers that the mighty Grudge Thowers ran out of grudge inscribed stones! Many Quarrelers ran out of bolts! I even have + Ammunition Techs and character abilities, hah. I can't believe I forgot to take more screenshots
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# ¿ Jun 21, 2016 03:01 |
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Ilustforponydeath posted:Yeah, I begrudgingly installed my only mod to balance them. This game is substantially better with a few mods. There are a lot of relatively low impact and cool mods on the workshop, some goon made and approved!
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# ¿ Jun 21, 2016 14:10 |
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Gejnor posted:Hello friends, i have made yet another Mod. Is this compatible with Molay's? Is it possible to make the quests themselves less trying? All of Thorgrim's are obnoxious as hell.
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# ¿ Jun 21, 2016 15:21 |
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Fangz posted:Hang on though. Actions like assault units don't trigger fatigue while assassinations do. Doesn't this just make the situation worse? This is better than chain killing dudes, IMO.
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# ¿ Jun 21, 2016 20:39 |
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Why are y'all so mad that the AI tries to fight when it calculates a good chance it will win, and not when it doesn't? People have bitched for years about the dumb AI and now we're seamlessly bitching about a smarter AI?
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# ¿ Jun 21, 2016 22:20 |
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drat Dirty Ape posted:Anything next to Grimgor is awesome, but yeah putting them next to the general at least makes them not immediately run away. Still, I mostly just include them now and then because they look cool and I like variety. IMO they are one of the worst 'bang for your buck' greenskin (and chaos) units. I always got a lot of milage out of mine. Even when they brake they don't shatter usually, so they just run off, then heal up and charge again. It's like an enforced cycle charge,
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# ¿ Jun 22, 2016 19:22 |
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Sathoriel is much better with Molay's Lore of Metal, hah.
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# ¿ Jun 23, 2016 01:20 |
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terrorist ambulance posted:Is it even possible to lose a siege defence as dwarfs in a settlement that has walls Working as intended
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# ¿ Jun 23, 2016 22:09 |
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Decus posted:If you're the AI, yeah. If you've lost a Siege defence as dorfs where you weren't outrageously outnumbered by quality ranked up dudes you need to share your beard and hurl yourself at the nearest troll.
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# ¿ Jun 23, 2016 22:28 |
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Vargs posted:No, because you never do siege defense battles in this game. I have fought off multiple orc and Bjornling wall assaults. It is fun and good. Closest call I had was when I sent a unit of miners "sallying" out of the gate to try and slow down some trolls. They routed, which opened the gate for said trolls
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# ¿ Jun 23, 2016 22:33 |
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drat Dirty Ape posted:e: And even though the game lists the dwarfs starting position as easy I don't necessarily think they are the easiest faction to play. They're face roll easy, ime. I've lost the occasional settlement, even had Mount Squighorn sacked once, but I've never lost forward momentum and I've been rolling in gold since like turn 20.
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# ¿ Jun 24, 2016 00:41 |
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Vargs posted:Watching flying units (other than bats) try to chase things down is downright comical. Good luck killing even a single fleeing goblin with a terrorgheist. Yeah, I'm guessing this is another weird consequence of >1 hp. They're probably very easy to hit while routing but the pursuers still have to play their animation, hit, beat armor, and then chew through hp right?
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# ¿ Jun 24, 2016 14:10 |
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I enjoyed the enormous siege ballista in Rome 2.
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# ¿ Jun 24, 2016 15:54 |
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Yukitsu posted:
This is hilarious because in the tabletop game anything that had a good rule that magical weapons ignored got hosed by Dorfs because of their arsenal of Runed artillery would obliterate them.
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# ¿ Jun 29, 2016 19:27 |
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Don't forget that individual mans have HP. So when that block of nerds gets hit by your big ol' Hellcannon/Cannon/Spell/Fanatic damage is being done but individual dudes you think should be dead will get back up. That unit still has less aggregate HP though, and fewer dudes will get us after subsequent attacks and the unit will die faster in melee.
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# ¿ Jun 29, 2016 20:12 |
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Dude that giant biting the soldiers head off was awesome. They mean Blood for the Blood God!
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# ¿ Jun 30, 2016 13:55 |
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Triskelli posted:Part of the advantage of Blood Knights compared to Black Knights is that they didn't crumble (because they're vampires, and not reanimated by the wizard leading the army). Having a unit that actually retreats would be amazing compared to your Terrorgheist spontaneously combusting as soon as it's surrounded. Which edition was this? Every edition I've played had vampires crumbling rather than taking leadership tests. They're still undead after all.
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# ¿ Jun 30, 2016 15:09 |
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Triskelli posted:Eighth Edition, which TW:WH is based on. There's a special rule called Vampiric that keeps them from crumbling when the general dies. I guess leadership tests still caused a drop in health. Yeah, that was in other editions too. Vampiric units crumble slower after the general's death but still fall under the usual undead rules about not taking break tests and just take a no saves wound per point they lost combat by.
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# ¿ Jun 30, 2016 17:22 |
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# ¿ May 22, 2024 10:42 |
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The voices in his head don't have a website. There's one reddit post complaining about difficulty uninstalling. That's all that googly showed me.
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# ¿ Jul 2, 2016 15:44 |