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# ? May 4, 2024 09:59 |
Hello yes this is relevant to my interests name a general after me tia
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# ? Jun 20, 2018 16:53 |
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It’s gotta be Empire. Faith, Steel and Goonpowder.
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# ? Jun 20, 2018 17:05 |
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Until my laptop issues are settled I won't throw my hat into the ring, but in terms of races I would go with Lizardmen and Vortex as with the right lord it is possible to show off how it actually works without getting hosed over.
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# ? Jun 20, 2018 17:08 |
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How can you possibly vote for anything but Rats in a hotseat campaign. Have we forgotten BoatMurdered? Have we forgotten Srbja? Have we not a long shadow to fill? Add me to the name pool, guvnor.
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# ? Jun 20, 2018 17:09 |
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If we go Skaven then all of our generals should be murdered by the incoming warlord.
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# ? Jun 20, 2018 17:17 |
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I don't like nor play Skaven because they're not part of the Great Plan but hell, they do seem quite thematic for this.
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# ? Jun 20, 2018 17:23 |
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Mukip posted:If we go Skaven then all of our generals should be murdered by the incoming warlord. Turn 21 Report: "I have stab-stabbed the fool who was leading Skaven to death-ruin. Now Skaven will consume everything! Yes yes!" Turn 31 Report: "I have stab-stabbed the fool who was leading Skaven to death-ruin. Now Skaven will consume everything! Yes yes!"
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# ? Jun 20, 2018 17:23 |
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I'm going to argue against that. Although it makes some thematic sense, having to start over with a lord tends to suck, since you lose 10% of movement and all the other upgrades you might have used. There is already a betrayal mechanic in the Skaven, and they take their army with them. So if you wanted, you could ensure one of your lords was very close to rebelling or just about to, then hand off the game to the next goon. Then they'd have to deal with your now enemy lord, with his army of 20 doomwheels!
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# ? Jun 20, 2018 17:45 |
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I would be interested, however have never done a hotseat so would need a quick tutorial. also skaven are the most cool and good.
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# ? Jun 20, 2018 17:47 |
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Ardent Communist posted:I'm going to argue against that. Although it makes some thematic sense, having to start over with a lord tends to suck, since you lose 10% of movement and all the other upgrades you might have used. There is already a betrayal mechanic in the Skaven, and they take their army with them. So if you wanted, you could ensure one of your lords was very close to rebelling or just about to, then hand off the game to the next goon. Then they'd have to deal with your now enemy lord, with his army of 20 doomwheels! That's true, and actually I don't want to be too prescriptive. Lord of Garbagemen posted:I would be interested, however have never done a hotseat so would need a quick tutorial. Sure, I'll add you in that case. Essentially you'll get sent the campaign save file and plop it into your own game folder, play 10 turns and report back on what you did before passing the save file onto the next person. So Skaven and Empire are the very early leads, which makes sense. Empire has a diverse roster and lots of enemies to fight, whereas the rats are the rats.
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# ? Jun 20, 2018 17:51 |
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I'm actually going to go with the Empire to keep things interesting. Rats will be fun at the start but probably get boring after a while, whereas the Empire have to deal with all the other races' crap. I also vote for Mortal Empires.
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# ? Jun 20, 2018 18:42 |
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I don't have TW II so can't play, but I'll through my hat in pool for names! Blood for the blood god!
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# ? Jun 20, 2018 18:45 |
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I'm in. Gonna vote for the rats in either vortex or ME. Empire could be cool too, but the problem is it'll be a long time before the game gets to any WH II content. Wildcard: Empire migration campaign with Vargs first turn unlimited movement mod.
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# ? Jun 20, 2018 19:14 |
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Mortal Empires campaign Empire led by Karl Franz, let's do the classics. Also add me to the name list
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# ? Jun 20, 2018 19:35 |
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Rats are fun, and they certainly lend themselves as a lore explanation for what will probably be a somewhat schizophrenic playstyle. My username (minus one 'm') is already in the game's name pool for Dwarfs but I will throw it in the ring anyways.
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# ? Jun 20, 2018 20:35 |
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I'm absolutely garbage when it comes to playing the Warhammer 2 campaign, but I'll definitely throw my name into the Hero-Leader pool, particularly as a Mage of some sort if possible.
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# ? Jun 20, 2018 20:46 |
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I am also voting for Empire led by Franz. Just to get the most versatility out of enemies.
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# ? Jun 20, 2018 22:41 |
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Voted for the Lizards because dinosaurs riding bigger dinosaurs led by is basically just the toys I played with growing up. Either way, I'll join in as a potential player. SirPhoebos fucked around with this message at 00:35 on Jun 21, 2018 |
# ? Jun 21, 2018 00:27 |
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Sign me up to play dibs on Balthasar Gelt if we go empire
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# ? Jun 21, 2018 02:17 |
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Rat people best people.
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# ? Jun 21, 2018 03:11 |
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Gotta be insane magic Lizardmen riding larger lizards / dinosaurs.
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# ? Jun 21, 2018 07:55 |
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It seems we will be playing as the loathsome ratmen and all their vile kin, yes-yes. So which LL and start location should we use? The options: Clan Mors led by Queek Headtaker Queek has the advantage of being brave (for a skaven) and a good fighter (for a skaven). He is located in the interminable Badlands, so expect a heavy shower of greenskins, dwarfs and undead, all historic enemies of the Under-Empire. Clan Pestilens led by Lord Skrolk Skrolk knows the true nature of the Horned Rat as a bringer of pestilential decay. We'll start in Lustria and fight Lizardmen primarily. Clan Rictus led by Tretch Craventail Tretch is a smart-cunning skaven who wears thick plates on his back, all the better to protect himself from other skaven. He can settle in frozen climes, which is essential due to starting in Naggaroth, homeland of the Dark Elves. The most important point is which part of the map we'll be starting on. We can also use a mod to start in the Skaven capital of Skavenblight with one of the mentioned clans. According to our resident modders this shouldn't cause any stability problems. (One person voted already, bit I replaced the poll with a new one including a Skavenblight start) https://www.strawpoll.me/15938796 Mukip fucked around with this message at 13:20 on Jun 21, 2018 |
# ? Jun 21, 2018 12:57 |
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https://www.youtube.com/watch?v=OXQwx1EolD8 Voted Mors because Queek is my homie.
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# ? Jun 21, 2018 13:26 |
check goes in every box
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# ? Jun 21, 2018 13:42 |
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Put me down as a player
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# ? Jun 21, 2018 13:45 |
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No love for Beastmen? I want to see a horde, dammit.
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# ? Jun 21, 2018 15:21 |
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I wouldn't have minded a Beastmen campaign. I think it would have been fun razing the old world city by city. But the misunderstood farm animals only got two votes. Looks like we'll be doing Clan Mors in the benighted Badlands. Look forwards to grinding hellwar! I'll do the first 10 turns and then pass it on. As for difficulty, I'm thinking hard/hard. I prefer legendary/very hard myself, but the AI tends to rebuild from it's losses very quickly unless you capitalize on your victories and it might not be fun for everyone else. Mukip fucked around with this message at 19:57 on Jun 21, 2018 |
# ? Jun 21, 2018 17:57 |
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Looking forward to seeing Queek take Eight Peeks.
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# ? Jun 21, 2018 18:24 |
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Hard/Hard sounds fine, keeps the AI from just getting hordes of units, but still requires good planning.
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# ? Jun 21, 2018 18:25 |
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Haven't played ME-Mors since the Tomb Kings update, so it'll be interesting to see how things have changed since the mummies moved in.
SirPhoebos fucked around with this message at 18:52 on Jun 21, 2018 |
# ? Jun 21, 2018 18:48 |
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Hard is probably the best difficuity for this, if we need more challenge there's nothing stopping us from taking on the whole world.
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# ? Jun 21, 2018 22:47 |
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Here's goes the first couple turns! I'm going to mainly post screenshots of the turn-based campaign while recording videos of the tactical battles. This will be front-loaded with some explanation of game mechanics and examining our starting location. The following players may go about recording their progress or lack therof differently. We are playing as the Skaven, Children of the Horned Rat. If you want to know more about them then here's a primer: http://warhammerfantasy.wikia.com/wiki/Skaven All Skaven factions possess the above attributes. Food is a unique mechanic for Skaven which we must pay close attention to. Most factions are only economically limited by gold, but Skaven armies cost both gold and food to maintain. 'Corruption' represents the pollution of the natural order by various races. So undead corruption in a part of the world will mean the area has been infested by vampires and other undead creatures, causing problems for the living but providing advantages for the undead themselves. Whereas Skaven corruption is even bad for the Skaven and not just for other races. Such are the teeming masses of the ratmen that they soon begin to exhaust the local resources and squabble among themselves to avoid starvation. These are the faction attributes for Clan Mors. It's all about Queek, Queek, Queek, isn't it? What a selfish and vain leader to hoard all the benefits for himself. Does he truly have Clan Mors interests at heart? --- And so it begins, our clan's destined conquest of the surface world. It was foretold by the Horned Rat. Queek's expeditionary force has taken over the fallen Dwarfhold of Karag Orrud, an excellent base of operations. Although in the meantime it appears that we have somehow lost Clan Mors' prestigious stronghold of Karak Eight Peaks. How could this happen? This is serious setback for the clan, indeed for all ratkind, and it is negatively affecting morale across the clan (which is always in a terrible state anyway). Having left to conquer the surface world it seems we must now plan to get back to where we set off from. The City of Pillars is some distance to north as indicated by the yellow arrows. But it will take some time to prepare. Our forces are relatively few and we are surrounded by surface dwellers, so we'll have to take stock of the local conditions and build our strength. To our immediate south and east we are already at war with the Arachnos tribe of green-things, with more green-things to our north. Further east are the undead vampire-things of the Silver Host, whereas to the west are also the undead mummy-things of Numas. We have already negotiated a non-agression pact with Count Ewald, his palm having been thoroughly greased with gifts (it's already this way at game start), greed overcoming his natural fear of our verminous might and valour. We are also on good terms with Warboss Gorfang, having a non-agression pact with his tribe, too. King Nectanebo cares little for us but he is not outright hostile. Certainly we cannot trust the thing not to stab us in the back. Further to the southwest are more vampire-things. This one mistakes our approach for bravery, when in fact our diplomat was ordered to go on pain of death, squirting the musk of fear the entire time! W'Soran does not understand our ways. The bar on the top left reflects our factions relative power, ours being yellow. We are much stronger than the Necrarch Brotherhood and they offer tribute to stay our hand. Such is the surface-world's fear of the might of the Under-Empire. W'Soran further demonstrates his ignorance by demanding that we actually uphold our end of the bargain. A laughable request, but it suits us for now since we don't want to expand in his direction anyway. But where has Warlord Queek gone? It seems that in the uproar following our clan's loss of the City of Pillars he slipped on a wet staircase and stabbed himself 23 times... what a tragedy! In the ensuing power struggle the cunning chieftain Mukip has taken control of the expeditionary forces. Some question the loyalty of now-Warlord Mukip, despite his undeniable ferocity and genius. But Great Warlord Mukip only thinks of what is best for Clan Mors! Poor Queek! Such incidents are just another day at the office among the ratmen, and we don't have time to dwell on freak accidents given our dire circumstances caused by the unfortunate yet clearly treacherous Queek Selfstabber. Our short-term goal is to capture the Granite Massif. Doing so would cause our clan to control the entire province of Charnel Valley, which would provide bonuses. On the other hand, it is less efficient to only partially control a province. But before we capture the Granite Massif let's deal with the green-things at Mount Arachnos since that is where they appear to be gathering their troops. We wouldn't want to pull a Queek and lose our home base even as we make new conquests. More Clanrats are recruited for the assault. On turn 2 we launch our attack. The Greenskins recruited an extra general on their turn and now they have two Orc Warbosses. They are pretty strong fighters who could solo several of our Clanrat regiments single-handedly so we'll need to be careful in how we go about this. They also have a decent number of troops including several units of Orc Boys and plenty of goblin archers. Important thing to note about Skaven is that, in areas with Skaven Corruption, we can use the Menace from Below ability. This allows us to summon extra units of Clanrts to the battle. A very useful ability, although it costs us valuable food so we have to be careful not to overspend on it. https://www.youtube.com/watch?v=53uQ-wu6E5E Total victory for the brilliant Warlord Mukip! The Greenskins can do well in melee against Skaven, so causing a mass army rout saved us some trouble. It seems that buying 4 uses of Menace from Below was a waste of food, so perhaps we should be more circumspect with that in the future. After the battle we have some options regarding what to do with the captives. The money from this battle isn't too good and we won't be able to replenish anyway since we are outide of our own territory, so the obvious choice is to enslave the captives and recoup some of the food that was wasted. The green-things are in total disarray and we quickly move on to seize Mount Arachnos itself. We took negligible losses in capturing the settlement and are again presented with a choice of what to do. We could spend food to capture and instantly upgrade the settlement, a very nice and unique feature for Skaven. However, we wouldn't control the entire province and it takes us south, away from the City of Pillars. Rather than get bogged down over-expanding in the wrong direction, I opt to raze the settlement for it's food, which can go towards upgrading the Granite Massif instead once we've captured that. As we lose food stockpiles, the negative effects of lacking food become more severe. For reference, these are the drawback we would have been suffering from had I captured and upgraded the settlement. For our Warlord who has level'ed up twice, I have decided to go down the red tree of skill bonuses which is just obvious at this stage. The bonuses to leadership and melee stats of our basic Clanrats are very nice to have this early on, since they will comprise the vast majority of our troops for some time to come. We also picked up some nice magic items in that battle. Stacking extra magic items onto our Warlord and winning battles with him increases his loyalty, although Mukip's loyalty to Clan Mors was always beyond reproach. This concludes the 2nd turn. Mukip fucked around with this message at 17:04 on Aug 14, 2018 |
# ? Jun 21, 2018 22:50 |
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Mukip posted:But where has Warlord Queek gone? It seems that in the uproar following our clan's loss of the City of Pillars he slipped on a wet staircase and stabbed himself 23 times... what a tragedy! In the ensuing power struggle the cunning chieftain Mukip has taken control of the expeditionary forces. Oh we are off to a flying start here
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# ? Jun 21, 2018 23:15 |
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I wish for a quick recovery for our rightful Warlord.
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# ? Jun 22, 2018 02:35 |
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Let me tell you about the LP where people can vote for a faction to play, but the LP is only posted in the New LPs Thread after the vote is over Anyway, Clan Mors is a nice choice. I'm terrible with Skaven, so I look forward to how a competent player uses them.
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# ? Jun 22, 2018 05:06 |
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Torrannor posted:I look forward to how a competent player uses them. ..y-yeah!
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# ? Jun 22, 2018 18:27 |
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Never played skaven before, so obviously throw me on the player list
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# ? Jun 22, 2018 18:54 |
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ZearothK posted:I wish for a queek recovery for our rightful Warlord.
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# ? Jun 22, 2018 19:04 |
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# ? May 4, 2024 09:59 |
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TURNS 3-11 So last time we had destroyed the green-thing army at Mount Arachnos and the sole survivor, an Orc Warboss on 5% hp, has fled south. The next target is the Granite Massif. Trust nobody, not even yourself. I don't understand what's going on here since I rarely play Skaven. Loyalty is increased by winning battles, making agreements and putting items on characters, among other things, and I've done all that. After investigating the description of the game mechanic it seems the culprit may be Queek Headtaker, the faction leader, being a lower level than Mukip? Let's see if the conquest of the Granite Massif can help with our warlord's personal issues since that raises loyalty. I forgot to take a pre-battle screenshot, but this shouldn't be too difficult so I don't bother buying any Menace From Below uses. https://www.youtube.com/watch?v=TtsUr9jbv9s A straightforward win We've gone and captured a whole province, allowing us to make use of provincial edicts. I love all the faction-specific art they make for event messages. During the takeover I spent a lot of food to upgrade the settlement to level III immediately, so it's now a higher level settlement than our starting region. We have plenty of gold to pay for infrastructure upgrades too since most of our troops are very cheap. Although we are now suffering from a minor famine but that's nothing too unusual in Skavendom. Since we now have a land-based connection between our capitals I tried to arrange a trade deal with the Silver Host, but they declined. I bunged them some gold to see if that changes their mind in the future. We're reaching a critical situation despite our successes. What does Mukip even want? I don't even know myself sometimes. Fortunately, the great leader Queek has recovered from his stab wounds thanks to the most advanced warpstone-based surgery techniques available. He returns to take control of the expedition from the prostrating Mukip, who was only keeping Queek's seat warm! Maintaining clan cohesion during strife-trouble, yes-yes. With the threat of civil war averted it's time to finish off the Arachnaros tribe. Personally, I want to avoid detouring south but that last Orc Warboss who got away is rebuilding their army. So we're gonna have to head down there and deal with them once and for all. Ewald offers us this terrible deal. We would be losing our pact with the northern green-things for just 300 gold. I demand a trade deal for it too and he accepts. The Red Fangs will be upset but what did they expect? LOL-LOL, as we often say on the chitternet. On the way south our army greedily detours to undertake a treasure hunt in Mount Arachnok. I choose to magically search the graves... Well, there's one of my ten turns I'm not getting back. As our army approaches the Lost Plateau it becomes clear that the Greenskins are more numerous than expected. They rebuilt pretty quickly. I regret not having raised an extra stack of Skavenslaves for this fight. One of the Orc armies attempted to ambush us, but fortunately they were discovered. We also get issued a mission to destroy them in response. It's a veritable swarm of green-things. Orc Boys are much better than Clanrats, especially over a wide frontage in large numbers. They will quickly cleave through out ratmen if I'm not careful. https://www.youtube.com/watch?v=6faxWGEy4zs My plan worked, reducing the army's frontage so less Orc Boys could attack while our ranged units and Queek did work. Although the weird ai behaviour helped. (The Clanrat unit with 90 kills had Skavenbrew used on them.) We picked up this magic item from the battlefield. It seems useless but you can always give it to a general to increase their dubious loyalty if nothing else. After some building upgrades we can finally start accessing the the tech tree. The Arachnaros still aren't quite finished but there's not much left of them. With Dwarfs to their back and rats to their front they decide to resettle the place we just razed. Okay. Well, it's somebody else's problem now because it's already turn 11. I'll be handing things over to the chittering warlord brakeless. Loyal Mukip must recover from all the torture-beatings now...
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# ? Jun 23, 2018 14:20 |