Re: lord skills for Dwarves, you want to get the bottom skill tree (giving a +10% movement boost and so on) up until Lightning Strike in the fourth tier. It is
required if you're fighting Greenskins--their waaaghs essentially double their numbers and are difficult to beat otherwise. (Just make sure you fight their main stack, not the waaagh, and you'll likely cause the waaagh to disband afterwards.)
And the battle AI is very good. So as mentioned, be ready for it to exploit everything it can. It will flank, reposition itself, take the high ground, etc. It's downright clever at times.
I had trouble wrapping my mind around this but seeing videos of semi-competitive multiplayer fights got me to play lords more aggressively.
In the beginning of my first playthrough as Greenskins, I was keeping my lord out of battle way too much and probably lost a fight or two because of it. I kept Grimgor fucking Ironhide, probably the strongest fighter lord in game, from wiping out entire units of mediocre infantry by himself.
lmao, yeah Grimgor is a beast. Only Durthu might beat him at this point, but I think Grimgor still has a speed advantage that puts him ahead. He can take sooooo much punishment, and is one of the few main lords I wouldn't bother speccing with lightning strike.
Like, he's about as strong as two or three units last I saw, patches ago. Combat-focused, he tears through units, lords, and heroes--everything--like nobody's business. It's insane.
IIRC it's very different from previous Total Wars, when hereoes and lords were more in-line with regular units and could die easily. The overall feel of Total Warhammer is much more gamey in a way that plays a lot better I think, more like a real-time RPG than a wargame.
I've been wanting to pick this up for ages but a few things have been putting me off..
I love the setting and I love the thought of having a bajillion units on the battlefield but does the game still do stuff like this from previous TW games:
- Units can take ages to do simple things like turn around or move and flank someone attacking you. Units seemed "sluggish" in most of them and slow to react.
- Almost everything is rock, paper, scissors counter to the point where X unit will never beat Y unit because it counters it.
- Chasing down enemies being extremely tedious.
- Extremely long over-world load times for faction turns (although since last playing a TW game my PC specs have improved massively).
In battle, units get entangled during engagement still, so it's not like an RTS where you have perfect control at all times. Otherwise it's pretty good, like you won't have problems creating a formation for them or anything.
Re: direct counters, there's still a lot of that. A unit of archers will never beat a unit of cavalry 1-on-1. It's much more about the interplay of units, their formations, and how they all engage eachother. Like, you can have poor matchups that you win because you outmaneuver the enemy and rout them before they can dismantle you.
Put another way, there's always two paths to victory: attacking their HP, or attacking their morale. The latter is always more efficient than the former.
Chasing down enemies, eh, it happens still. Ranged cavalry is a massive pain to chase, and flying units can be troublesome, though there are safeguards to prevent endless matches whereby the army surrenders at a certain point, when routing or losses are too great.
And re: loads, not sure. The initial load into a game is pretty beefy for me, and some battles have 20-30 seconds loads, but all campaign map stuff has been breezy. (Campaign turns are actually the longest at the beginning, when there's many splinter factions on the map taking their turns.)