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pnutz
Jan 5, 2015
I lost 2 battles in the same end-turn and that was all of my armies. Not pictured: manfred's 2 stacks and a barely-harmed varghulf on the stirland border.

Who loves a challenge :black101:


also that orc army underway'd past altdorf and razed grumberg 2 turns later :(

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pnutz
Jan 5, 2015
how do I beat the norscan armies as empire on hard? is it literally a case of get cannons and autoresolve my way to their forts on the interior of that place?

pnutz
Jan 5, 2015

420 Gank Mid posted:


Celestial Wizard: No magic missile 0/10 never used

tell them to make the comet better. Though I suppose they're rubbish to make vortex spells seem viable

pnutz
Jan 5, 2015

Rookersh posted:

Can you imagine the Kislev game?

"Hold up in Kislev and try and survive endless doom waves. Eventually the Empire will get big enough that ALL OF CHAOS FOREVER will appear at your doorstep, and you won't be able to stop them. The Empire AI probably won't back you up either."

they might need that free resettlement stuff like the slav dlc had in attila

pnutz
Jan 5, 2015

Babe Magnet posted:

if you crouch jump into altdorf's barracks you can sequence break all the way to the vampire counts annexation

the rooftops are great for surfing on, let you skip from altdorf right up to kislev

pnutz
Jan 5, 2015

Buschmaki posted:

Being under siege means people cannot leave a town, dude.

there were 2 enemy armies all up. both armies are fighting his field army. Schrodinger's siege army cannot be both attacking his field army as reinforcements and keeping the garrison inside town at the same time once it commits to a battle

edit: this might be how the mechanics work, but that doesn't mean it's not silly

pnutz fucked around with this message at 06:15 on Jul 24, 2016

pnutz
Jan 5, 2015

Ra Ra Rasputin posted:

I believe in previous games the reinforcing army to a siege would appear at the edge of the map and have to sprint through the back gate.

in Medieval 2 sometimes there was no back gate, I remember at one point stopping the mongol tides at a fortress by throwing the reinforcing armies away softening up the mongols so that the defenders could lose less dudes, so next turn I could do the same thing all over again to the next mongol stack, and the next, and the next...:negative:

pnutz
Jan 5, 2015

Rookersh posted:


High Elves/Dark Elves should totally be expansion one, and yeah. Just have them fight over Ulthuan. Skaven/Lizardmen expansion would add further diversity, though really a significant enough High Elf/Dark Elf campaign would be good enough.

Someone earlier in this thread came up with a great Dogs of War faction. Have you basically roam the land taking the best paying jobs. I'd honestly say have you also control the cities of Estalia and Tilea, but not sure how'd that'd work thematically? TBH, I think I'd much rather they went significantly more smallscale, and did Tilea, Estalia, Dogs of War, and Kislev as individual factions. All would be super hard mode, especially with Beastmen/Skaven/Wood Elves entering the fray, but all would also be a lot of fun.

as long as the existing kislev mod works so I can have my demi-bears

also, high/dark elf campaign has to come with a War of the Beard mini-campaign :black101:

quote:

Bretonnia is already coming we know, and makes sense. Between the Beastmen/Wood Elves, they'll have enough issues to deal with. Ideally they'll launch alongside the Wood Elves. I'd love if they were just 100% quest focused, like having to send Knights away to become Grail Knights, having to go on magical quests to solve problems for the Lady, etc. Would make them much more fleshed out then just "humans 2."

I assume some of the lords will get an unremovable upgrade a-la azhag's crown that represents having a sip of the grail and getting massive combat benefits, maybe at the end of the combat tree but having a repeatable quest battle would be great.

pnutz
Jan 5, 2015

Carcer posted:

Speaking of which, do braced spear infantry actually do anything to charging minotaurs or are they just hosed?

I'd suggest like versus chaos chariots - they fare less badly

pnutz
Jan 5, 2015
I'm playing as sigvald and kholek, and just as I got my act together the lord 'o change shows up and I end up benny-hilling down to sylvania and back again before killing him with the baersonlings, I'm getting the feeling it's going to be a while before I have enough float to raise a third stack, let alone get starcrusher and the auric armour to make battles easier :(

pnutz
Jan 5, 2015

GreyjoyBastard posted:

Top priority as Sigvald is to build up one single omega stack so you can get the armor.

Once you have it, he and some hellcannons can kill pretty much any city you care to name.

Unless Altdorf is defended with multiple luminarks with cavalry support in a narrow alleyway. :gibs: Well over a hundred of Slaanesh's finest gave their lives screening Sigvald and his perfect hair.

any suggestions for the doomstack? I'm currently thinking chosen and dragon ogre spam.

it reminds me of that staff of volans mission with the gazillion halberds but this time they're all elites

pnutz
Jan 5, 2015

madmac posted:

Flaggelants are pretty crazy looking, 40 Melee Attack, 40 Dam (57 if you went Volkmar) unbreakable, frenzied, but zero armor and 10 defense. They will die like flies but never break and do insane damage.

good times were had with those dudes back in med 2, this will be no different :getin:

pnutz
Jan 5, 2015

GreyjoyBastard posted:

An uncommandable berserk Hellcannon chariot that will charge the nearest unit, friend or foe. :v:

I'm surprised it wasn't set up like the luminark in the first place tbh

pnutz
Jan 5, 2015

ZearothK posted:

Kislev is fine.



I am actually really impressed with the Russian Kislevite mod, they've actually added the Ice Queen and Ice Witches,. It will probably be in a very good place to play with by the time the second expansion rolls around.

the demi-bears are so bad it's good, like that george model in ut2004




edit: I got the auric armour for Sigvald and it's just like everyone said, the only things that can hurt sigvald now are basically giants. I'm having more problems with kholek now because he keeps seeming to lose the same amount of hp in battles as I can heal with a potion :(

pnutz fucked around with this message at 03:36 on Aug 26, 2016

pnutz
Jan 5, 2015

dogstile posted:

It's just animal sex, why are you loving with nature bro?

...let's do it like they do on the discovery channel

and by that I mean terribly-acted reality tv posing as good over-the-shoulder shows like border security

pnutz
Jan 5, 2015
surprised that ring doesn't just remove his wound time completely, so you could lose him and then replace him in another army right after the battle

pnutz
Jan 5, 2015

Kaza42 posted:

I hope it does that too. Currently, the replacement time is very onerous, so losing a Legendary Lord can be a catastrophe worse than losing the battle sometimes.

It's like dota, your hero falls behind in levels and now everyone stomps him. I have personal experience from when I was empire and had several experiences of losing all my armies over the same turn, end times rolled around and I still hadn't made a dent in any of the sylvanian factions :(

pnutz
Jan 5, 2015

Mukip posted:

How so?

popping health pots on a wizard or low-level champion is now a rather big waste since they have bugger all hp

Ra Ra Rasputin posted:

Is that going to include stuff like Sigvalds armor?

https://www.youtube.com/watch?v=Nx8LAFSY3Ws

now I have to finish my chaos campaign before it all gets ruined by the hp nerf :(

pnutz
Jan 5, 2015

Pornographic Memory posted:

WoT's pricing is pretty amazing, once that game has people by the balls it's like they become completely oblivious to the idea of contextualizing premium tanks as DLC and comparing the prices to outside games, because they sell premium tanks that cost $50 like hotcakes, on top of selling premium currency and various boosts/items for real money.

premium time: make the game fun again!

source: someone that's thrown >$200 at wot and is looking at throwing more money at wows later this week :negative:

pnutz
Jan 5, 2015

Rand alPaul posted:

Holy gently caress is Chaos not fun to play. Here are some of my favorite "features" of this well thought out race:

Wack-a-mole as ten different factions re-settle a razed province and then retreat in advance of your army.
Never being able to replenish your hero and general health
Having to fight two other Chaos factions that break alliances and subjugation on the very next turn
Awaken tribes stabbing you in the back when the bird general shows up
Expensive units that are barely better than other factions
Corruption being completely loving worthless, more worthless than vampiric corruption

Kholek is the only redeeming feature of an otherwise poo poo faction

SSSigvald sthe sMagnifisent is great once you get the auric armour and that mod that lets you heal up completely like before the grim & grave patch, but otherwise this isn't a bad assessment of the chaos dudes. I had the lord of change show up on turn 105 or so and I'd barely left kislev :(

pnutz
Jan 5, 2015

Grumio posted:

Oh my god
https://photos.google.com/share/AF1...050bzRiTkhiTEpR

Russian warhammer LARP

It's beautiful

I keep wanting to shave the neckbeard off that otherwise awesome warrior priest

brocretin posted:

Yeah I'd wager this too, but I also wouldn't put anything past the stupidity of GW.

https://www.youtube.com/watch?v=_zSxQnZ3TM8

pnutz
Jan 5, 2015

Triskelli posted:

The ultimate engineer mount



it makes sense that the dwarfs would drop those to protect themselves an elven plot to contaminate their precious bodily fluids

pnutz
Jan 5, 2015

ssmagus posted:

The hellcannon is a chaos beast (it has it's own mind), the "crew" are just it's handlers/food if it gets hungry.

I'm just sad that the hellcannon can't fight in melee, and that it has a minimum range. Daemons tend not to care for things like friendly fire

pnutz
Jan 5, 2015

FutonForensic posted:

Still my favorite picture in this thread

also that one I found (and should have rehosted, because it's gone now) of the orc boar boy getting shot off his mount by a steam tank :orks101:

also, is there a good commander skills mod everyone's using? I just finished the chaos campaign and while it wasn't a problem for the other lords archaon having 48 skills and only 29 points was garbage

pnutz
Jan 5, 2015

Gejnor posted:

His spells were interesting but he super overpowered the quest items to such a degree that it felt like cheating for me.

http://steamcommunity.com/sharedfiles/filedetails/?id=720729515 :science:

school of metal still feels a bit lacking though

pnutz
Jan 5, 2015

Plan Z posted:

They're mostly underwhelming in Warhammer, though (to me anyway, hats off if you can make them work).

I ended up making use of them a lot as chaos, but that was mostly because of their position in the tech tree under the dick-cannons that I needed to support Sigvald. Once I got hold of evil grail knights chaos lances I never looked back.

Like all good chariots their main use was abusing those neutronium wheels of theirs and smashing anything that wasn't halberds halfway across the map to make fights for the regular warriors easier

pnutz
Jan 5, 2015
I hope they get that VA for kerillian to complain about everything smelling of ignorance

pnutz
Jan 5, 2015

madmac posted:

https://www.youtube.com/watch?v=4ynyerF9qXU

Those Treeman animations are sick as hell.

as I side note I do like that free company dude booking it in the end of the last shot, while everyone else is being used by the treemen to bash a tunnel to cathay

pnutz
Jan 5, 2015

Grand Prize Winner posted:

How so? Just that it's basically a long corridor and a stack can block it off completely, making flanking attacks impossible?

that and most of your firepower coming from artillery that now can't be flanked

pnutz
Jan 5, 2015

Stephen9001 posted:

So, Morghur is going to be a FLC Legendary Lord for the Beastmen, I hear he has the ability to turn enemy units into Chaos Spawn (WTF? If that's true that sound pretty drat powerful...),

he shows them the codex page from 40k :unsmigghh:

pnutz fucked around with this message at 14:01 on Nov 24, 2016

pnutz
Jan 5, 2015

Vlex posted:

There are a few beast path maps which are "in" the forest, as in, if you pan the camera around the landscape there are titanic trees all around you, but not that many regular-sized trees.

It depends on your interpretation of what kind of forest gives WE bonuses: the map type or the type of terrain feature within a map.

I hope it's the beast path map, the mostly-forest maps are worse than clicking automatch, due to how much more the ai can abuse the trees than you can.

when micromanagement becomes babysitting individual units into the middle of enemy units before abandoning them and hoping they start meleeing, and is less effective than selecting all your units and right-clicking the far side of the map, you know something is hosed up :downsbravo:

pnutz
Jan 5, 2015

Gejnor posted:

Yeah, according to 1d4 its quite a list of faction that uses Shadow at the very least too!


https://www.youtube.com/watch?v=AKhOWoYmgOA
Wood Elf Walkthrough video!!

quote:

Aggressor: +1 public order for every war you are in with a neighbouring faction

they have learned from huns would declare war on the north african tribes :)

pnutz
Jan 5, 2015

Fangz posted:

I wonder if AI wood elves can complete victory conditions. It would be interesting if suddenly you have to crush the gently caress out of some elves because they got too big.

the only reason they got too big is if you're having to go into the badlands for amber

pnutz
Jan 5, 2015
side note, what are the pistoliers useful for? that tiny ranged damage per shot makes it seem like they're useless versus anyone better armoured than a zombie or savage orc

pnutz
Jan 5, 2015

madmac posted:

Pistoliers can shoot on the move so they skirmish better than Outriders. They're don't actually damage anything with armor though, so they're pretty niche to the point where it's rarely worth bringing them along.

Outriders on the other hand are under utilized and almost better Handgunners in a lot of ways.

I know about outriders, I used them a heap later on in my empire game.

It seems the pistoliers could do with an extra 1-2 ap damage, to improve the damage they do while shooting people in the back (I played a round or 2 of skirmish after asking and my pistoliers made about their own number in kills so they're not completely useless). The niche needs to be opened up though, even spearmen are useful in later empire armies as tarpits with an expendability riving that of skaven useful dudes for holding the line, while those guys sit around waiting for some brayherds to spawn in so they can plink at them

pnutz
Jan 5, 2015

ditty bout my clitty posted:

So, have they all but given up the chaos campaign?

there's some mods for that. Apart from that, I think that's way down in the nice-to-have pile alongside fixing balthazar gelt.

speaking of mods, are there tutorials? I want to try some of the pistolier suggestions we came up with in the last couple pages

pnutz
Jan 5, 2015
sometime during the last patch someone posted screens of the map expanding in tiny bits and pieces. Has any more been added to the edges?

pnutz
Jan 5, 2015
sorry about this, but does anyone have a link to that "that's a grudgin' " image from way back in the thread? I can't remember anywhere near what page it was on

pnutz
Jan 5, 2015

Martout posted:

you can only disable foliage that is directly where your camera is, sadly

that battle map is the worst one in the whole game, just atrocious and I always take heavy casualties on it

they brought that map from previous games, and the only sensible way to play is right-click on the other side of the map and walk away, because you'll take as many casualties whether you try in vain to command or not

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pnutz
Jan 5, 2015

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 :barf:

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