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Total War: Warhammer |OT| WAAAGHcraft 4

karnage10

Banned
Isabella von carnstein will be free if warhammer wins the make war not love event.
here's the "trailer"


IIRC you pay once to buy them, but it doesn't "use up" the Amber. It takes 1 from your stock, and then gives it back to you if that unit gets disbanded or killed. So you have to be careful about buying lots of Amber units if the majority of your Amber supply comes from treaties or far away outposts because if you lose them you'll start running at a deficit.
This is correct!
 

Nere

Member
Isabella von carnstein will be free if warhammer wins the make war not love event.
here's the "trailer"



This is correct!

I bet my ass they will release her anyway even if they lose. Why would they spend so much time and animate her in game and then end up not releasing her. What will they do if they don't win? Delete her?
 

valouris

Member
I bet my ass they will release her anyway even if they lose. Why would they spend so much time and animate her in game and then end up not releasing her. What would they do if not win? Delete her?

They'll charge for her. If they win she will be free.
 
Wait, so she'll have a synergy bonus with Vlad? That'll be interesting, although terribly niche. Nice to have a female LL for once, though.

Total waaagh must win, for all our sakes.
 

Violet_0

Banned
IIRC you pay once to buy them, but it doesn't "use up" the Amber. It takes 1 from your stock, and then gives it back to you if that unit gets disbanded or killed. So you have to be careful about buying lots of Amber units if the majority of your Amber supply comes from treaties or far away outposts because if you lose them you'll start running at a deficit.

thanks

completed my first campaign on hard as WE, once you get to mid-late game it becomes pretty trivial since you're probably drowning in gold. Same thing with my almost-complete dwarf game. It's pretty difficult to find a challenging battle after some time

is the other WE campaign (Durothil) more or less the same or did they change the scenario somewhat?
 

karnage10

Banned
thanks

completed my first campaign on hard as WE, once you get to mid-late game it becomes pretty trivial since you're probably drowning in gold. Same thing with my almost-complete dwarf game. It's pretty difficult to find a challenging battle after some time

is the other WE campaign (Durothil) more or less the same or did they change the scenario somewhat?
the major differences are:
- high tier elven units cost amber- tree kin units don't;
- only tree kin lords cam hold office titles
- the wild hunt event

I have only played with duruthu while my GF played with orion so i'm not 100% if those are the only differences.

What do we have to do to win the event? I already voted last week.

I think we need to do the challenge(s) that start 16th of February. I think there was a leak on reddit but i haven't read it yet.
 

karnage10

Banned
I bring news! video link here
Short comments of a few changes that i think are interesting:
- Isabella and vlad will be "moved" to a new sub faction - starting in Schwartzhafen.
- When in battle together they gain MA and MD.
- Isabella boosts vampire heroes by +10 MA and MD; her new red RPG tree boosts monster units, such as armor for vargheist.
- The new subfaction has Vlad recruitable from early turns and has a new special building for drakenhof which gives -75% discount for vampire heroes and a +2 to capacity.
- Isabella will also have 1 quest item with 2 battles.

Hopefully ungrim will also be moved for karak kadrin!
 

Nere

Member
It seems she and her husband will start in Schwartzhafen and will have to fight the Vampire Counts for Castle Drakenhof which will have a unique building chain for them if they capture it. Seems interesting.
 

Violet_0

Banned
I still don't get how you're supposed to play the Empire campaign

to the left and right you are surrounded by highly aggressive economic powerhouses in the form of Vampires and Wood Elves that completely destroy all of the smaller factions in their wake, plus a number of other powerful human factions that are all too eager to descent upon you at any moment as well. Meanwhile you can't really afford to have more than one army, it's difficult to expand into any direction and when you do it usually leads to a war. I tried the diplomatic way and Stirland is almost always eager to join you within 10-20 turns but at that point they are already getting demolished by the Vampires, if they don't finish you then the huge stacks of WE armies 30 to 40 turns later definitely will

WE (the mini campaign) was only difficult for the first 20 or turns, Dwarfes is super easy, Vampires too except that the Chaos invasion caught me by suprise that one time. But Empire, man
the major differences are:
- high tier elven units cost amber- tree kin units don't;
- only tree kin lords cam hold office titles
- the wild hunt event

I have only played with duruthu while my GF played with orion so i'm not 100% if those are the only differences.
so it basically still the same scenario. Thanks, I think I'll leave Duruthu for a grand campaign another time
 

patapuf

Member
I still don't get how you're supposed to play the Empire campaign

to the left and right you are surrounded by highly aggressive economic powerhouses in the form of Vampires and Wood Elves that completely destroy all of the smaller factions in their wake, plus a number of other powerful human factions that are all too eager to descent upon you at any moment as well. Meanwhile you can't really afford to have more than one army, it's difficult to expand into any direction and when you do it usually leads to a war. I tried the diplomatic way and Stirland is almost always eager to join you within 10-20 turns but at that point they are already getting demolished by the Vampires, if they don't finish you then the huge stacks of WE armies 30 to 40 turns later definitely will

WE (the mini campaign) was only difficult for the first 20 or turns, Dwarfes is super easy, Vampires too except that the Chaos invasion caught me by suprise that one time. But Empire, man

so it basically still the same scenario. Thanks, I think I'll leave Duruthu for a grand campaign another time

Having attempted Empire a few times now, here's a few things i learned:

- confederating is important but don't do it too early. It negatively impacts diplomacy with other human factions and early you want to avoid atagnosing them since you have enough other enemies and you need the trade routes for economy. You might also lack the military to defend your new provinces.

- You should decide early whether you want to go against the wood elves or the vampires counts and commit fully to that. The wood elves is the easier option since you'll want to also conquer the bretonian provinces, which are a huge boost to the economy and they are easier to defend than the empire factions to the east of Reikland. The wood elves are also a bigger PITA than vampires late game imo, so crushing them early helps. Both give a lot of money when you finally loot/raze their settlements.

-Always get Marienburg, it the best city for economy.

- If you pay attention to diplomacy you don't actually need more than one (later two) strong conquering armies and one smaller defensive army as deterrent. If you build walls everywhere that should be enough.

- Keep the dwarves happy. Though if you go against Vampires/Wood Evles that's not difficult.

- Be ready for Chaos at turn 90 or so. Especially if you expanded east. You will bear the brunt of their attack. Diplomacy is a lot easier then, you'll be able to make peace and confederate easily if you need to.
 

Lord Phol

Member
Ooo vampire subfaction! The race didn't click with me last time I played the campaign but I love the addition of more starting options to the game, makes replaying it a lot more fun.
 

O.DOGG

Member
So I've been playing my first campaign since I got the game with the latest Humble Monthly. It's the first Total War game I've played in-depth (played a little Shogun 2 some years back but never got far) and I'm enjoying it very much though I wish I had more time to spend with it.

I do hate that they felt the need to sell the blood pack as a separate DLC though. And especially that the game doesn't properly exit when I quit. Most times I forget to kill the process in the Task Manager and now Steam shows I played the game for 120hrs.
 

valouris

Member
So got the game with the Humble Monthly offer, and I am loving it. After being severely disappointed with Rome 2, and having sunk hundreds of hours into Shogun 2, I found that itch I was hoping for with Warhammer.

Just finished my first campaign with the Dwarves on hard, which went a bit easier than expected. I am looking to get one of the two campaign DLCs, to go for a smaller campaign now, and then maybe do another grand one. Which one of the two is better to get now, as a campaign map/story? I have heard the newer one, with the elves, is better. What's your opinion?
 

Lister

Banned
So got the game with the Humble Monthly offer, and I am loving it. After being severely disappointed with Rome 2, and having sunk hundreds of hours into Shogun 2, I found that itch I was hoping for with Warhammer.

Just finished my first campaign with the Dwarves on hard, which went a bit easier than expected. I am looking to get one of the two campaign DLCs, to go for a smaller campaign now, and then maybe do another grand one. Which one of the two is better to get now, as a campaign map/story? I have heard the newer one, with the elves, is better. What's your opinion?

I lived the elven campaign more too, but that's mostly me not enjoying horde mechanics as much, and loving ranged units.
 

Violet_0

Banned
Having attempted Empire a few times now, here's a few things i learned:

- confederating is important but don't do it too early. It negatively impacts diplomacy with other human factions and early you want to avoid atagnosing them since you have enough other enemies and you need the trade routes for economy. You might also lack the military to defend your new provinces.

- You should decide early whether you want to go against the wood elves or the vampires counts and commit fully to that. The wood elves is the easier option since you'll want to also conquer the bretonian provinces, which are a huge boost to the economy and they are easier to defend than the empire factions to the east of Reikland. The wood elves are also a bigger PITA than vampires late game imo, so crushing them early helps. Both give a lot of money when you finally loot/raze their settlements.

-Always get Marienburg, it the best city for economy.

- If you pay attention to diplomacy you don't actually need more than one (later two) strong conquering armies and one smaller defensive army as deterrent. If you build walls everywhere that should be enough.

- Keep the dwarves happy. Though if you go against Vampires/Wood Evles that's not difficult.

- Be ready for Chaos at turn 90 or so. Especially if you expanded east. You will bear the brunt of their attack. Diplomacy is a lot easier then, you'll be able to make peace and confederate easily if you need to.

in what order do you take back the provinces? After securing Reikland, I have a bit of a problem finding the next target to conquer since everyone has at least one full army of low to mid-tier units, not even counting garrisons. Marienburg is strongly defended. One time I wanted to get rid of the goblins and Talabecland decided to invade me while my army was stuck in the mountains. The east falls to the VC pretty early in the game

should I just sit back, tech up and then go after Marienburg and the Wood Elves?

oh and the Vargulf absolutely rips through your infantry, they gain life faster than you can damage them with spears/swords
and what do you do with your ranged units if there are no valid targets out-of-combat? Do you let them shoot into the melee?
 

karnage10

Banned
I still don't get how you're supposed to play the Empire campaign
Normally with empire i do this:
- get reikland in the first few turns
- get mairienburg after that
- destroy both ork factions near you (specially crocked moon)
- see if there is a faction that has >3 DoW on them and still has major province; if there isn't i normally choose a brettonian country that has no allies. this new province is for military buildings
- solidify position (have walls on every settlement and have a lot of economic buildings,)
- After that if chaos hasn't come i either focus on VC or WE or brettonia (which ever is easier to pick on without diplomatic repercussions)
- when chaos comes ally with dwarfs and begin confederating with empire factions that are near me and not being beaten by chaos.
- beat chaos make peasce with norzca
- focus on WE/VC
- focus on the other faction
- break alliances and paint the world.

You may also need to send an army to beat the GS if for some reason they manage to beat the dwarfs

So got the game with the Humble Monthly offer, and I am loving it. After being severely disappointed with Rome 2, and having sunk hundreds of hours into Shogun 2, I found that itch I was hoping for with Warhammer.

Just finished my first campaign with the Dwarves on hard, which went a bit easier than expected. I am looking to get one of the two campaign DLCs, to go for a smaller campaign now, and then maybe do another grand one. Which one of the two is better to get now, as a campaign map/story? I have heard the newer one, with the elves, is better. What's your opinion?

Personally i liked both beastmen and WE. They are very different factions when compared to the vanilla races. On the battle and on the grand campaign i liked both equally, i'll talk abou the features in a few bullet points below, however the mini-campaign for the WE is "better" as in it has distinct feel from the grand campaign. The mini -campaign for the beastmen is basically a mini-grand -campaign but with a few snippets of lore between "chapters"

Beastmen

Campaign:

- horde gameplay (your armies are your cities)
- your "normal walking" stance is ambush which means that open field battles are normally ambushes if you start the attack
- every 8 turns you choose one of 4 full moon buffs
- re uses the waaghh mechanic ; if your army has 17 units and you win several battles you get a free army that follows you around
- 3 different starting positions (1 for each Lord)
- each LL buffs different units which makes for great replay value: for example kazhrak buffs Minotaurs while morgur buffs chaos spawn
- you can only raze cities; you will burn known civilization
- you can buddy up with archaon.

battle:

- In battle you have a high speed and high charge bonus army which translates to having units that hit like a truck; really! your elite units will crush any unit that doesn't have charge bonus defense.
- The army has 4 "types" of units:
-> infantry (called gors) are quick and have a high charge bonus, you have several tier but they are mostly a high damage line in the first few secs; in prolonged combat they will probably take a lot of causalities (they have very low MD)
-> cavalry (centaurs, called centigors, and giant boars, called razor herds) which is relatively quick and has a very high charge bonus, you have also several tiers
-> chariots (razor chariots and the Lord can have them) these chariots actually have some survivability when fighting in melee, but they shine in breaking the enemy lines and going after strong ranged units.
-> monster infantry ( you have chaos spawn and chaos giant which are similar to other units in game) i want to drop the spotlight in the Minotaur and the cygors. Minotaur are one of the strongest units in the game because not only they have a high charge bonus but also a high MA and MD, not only that but you have the shield variant that buffs armour and ranged defense and you also have the GW variant that deals AP damage. These Minotaurs will beat most units in a 1 on 1. Cygors are the artillery of the beastmen,it is a giant Minotaur with one eye, what's cool about this unit is that it is capable of beating units in melee which effectively means this is the only artillery piece in the game that can beat low tier infantry/cavalry by itself.
- it has the strongest agent in the game-> the gorebull. this agent is capable of defeating most LL alone in its base form; when upgraded i think it can fight the hard hitters like grimgor and archaon.
-has an unique lore of magic that can summon a cygor.

Wood elves

campaign:

- uses amber, a unique resource that you can gather either by alliances or by expanding your territory
- 2 subfactions that use ambers in different way, orion needs amber to buy high tier tree kin units and duruthu needs amber to buy high tier elven units
- you only have building inside the forest, out side of the forest you can only establish weak outposts which means this is the only faction that doesn't have conquering limits.

battle:

- 2 different type of units: elven and tree kin. elven units will generally be high damage dealers but have low survaivability , tree kin units will have lots of amour and defense but will generaly take a long time to kill enemy units.
- this faction has 5 types of units:
-> elven infantry composed of both line infantry and archers, it has some of the best ranged infantry in the game
-> elven cavalry speedy and high damage dealers but their low armour means that if theya re pinned they will die fast.
-> tree kin line infantry small MA but high armour and high HP means that they are unbeatable in a 1 on 1 combat but they can't defeat any unit in a 1 on 1 combat.
-> tree kin flying units like dragon and eagle riders , these units serve to complement your army and hit/harass the enemy weak points.
-> 2 types of Lords, elven can be either ranged or melee (have great buffs for their enteri army), tree kin that are one of the few spellcasters that can actually fight (the others being azhag and archeon)

-These 5 types of units combine to make an army that hits hard from long ranged and from flank /behind but has a relatively "weak" line infantry (even if that line is rather resistant if you use tree kins)


In short pick beastmen if you want to play horde (where you need to be sneaky and fight only when you have the advantage) or pick the WE if you want to paint the map your color.
 

O.DOGG

Member
My current campaign is kind of dragging. I'm playing as the Empire and I'm on turn 140+. I had the strongest army for a while but somehow lost the advantage when the second wave of Chaos came. Now I'm bogged down in a war with the Vampire Counts (how do I take their provinces? I'm suffering heavy losses due to attrition when invading their lands) and the Chaos is spreading. I think I overextended my resources by keeping all the armies of the fractions that joined with me in confederation. I even went bankrupt once. I think my second campaign will be much more successful now that I know a little bit better what I'm doing.
 
Empire is really at their best when fully utilising diplomacy, confederating and making trade deals. It's possible to do everything alone, but bogs everything down. On Very Hard+, diplomacy becomes much dicier, such that you need to "invest" (i.e. give gifts) to most prospective allies before they'll even think of dealing with you; and even then, confederating at that difficulty carries a host of risks, primarily related to order.

And speaking of Empire, both them and Wood Elves are in a weird place where their playstyles encourage lots of armies (to fill out their offices) but the actual economies they can get don't. Like, on my last Empire game, I had half of the offices empty for most of the game, and never truly filled one of the slots even by the end--the economy hit was just too great. I still don't fully understand how CA sees it working, because lower upkeep is necessary if you want a competitive army. (Especially when it's always better to have one high-tier army rather than two lower-tier ones.)
My current campaign is kind of dragging. I'm playing as the Empire and I'm on turn 140+. I had the strongest army for a while but somehow lost the advantage when the second wave of Chaos came. Now I'm bogged down in a war with the Vampire Counts (how do I take their provinces? I'm suffering heavy losses due to attrition when invading their lands) and the Chaos is spreading. I think I overextended my resources by keeping all the armies of the fractions that joined with me in confederation. I even went bankrupt once. I think my second campaign will be much more successful now that I know a little bit better what I'm doing.

If it's too much trouble to hold onto the corrupted provinces, either sack them to give your economy a boost, or raze them and let the corruption level off until you can hold it. Depending on how entrenched they are, you may need to aggressively crush VCs to stem their osmosis corruption. And if you're going on a crusade against a specific faction, be sure to tailor your army comp to be effective against them. (Too often I make the mistake of just sticking with a generic comp and suffering the consequences--heavy losses or defeats.)

Also, when in corrupted territory, be sure to encamp or raid to prevent attrition; it takes longer, but is a much better choice when advancing on well-fortified locations. (Keeping in mind that besieging armies do not suffer attrition.)


And yeah, when confederating you may need to abandon armies and dismiss lords. Running a negative or near-0 income just isn't viable, particularly when you take on a bunch of new provinces that (usually) need better infrastructure. It hurts, I know...
 

patapuf

Member
in what order do you take back the provinces? After securing Reikland, I have a bit of a problem finding the next target to conquer since everyone has at least one full army of low to mid-tier units, not even counting garrisons. Marienburg is strongly defended. One time I wanted to get rid of the goblins and Talabecland decided to invade me while my army was stuck in the mountains. The east falls to the VC pretty early in the game

should I just sit back, tech up and then go after Marienburg and the Wood Elves?

oh and the Vargulf absolutely rips through your infantry, they gain life faster than you can damage them with spears/swords
and what do you do with your ranged units if there are no valid targets out-of-combat? Do you let them shoot into the melee?

You don't need to tech up for marienburg, but you'll need a full army (starting units + 10 sword infantry and 5 arbalest units should do the trick). At least on Hard difficulty. Ideally you can beat the main army on the field, rather than in a siege battle. If you struggle a lot you can always recruit a second smaller army and dissolve it after you've taken it. At the beginning building up economy and walls is 1st priority, over teching. Flanking well with your starting Reiksguard should give you all the edge you need.

If you want to go east I don't know if there's an optimal target. Nuln is the best province, especially if you like using artillery. and it's close to the Vampires. But it usually belongs to multiple factions. I'd say go for the weakest faction (you can see how strong they are in the diplomacy tab) or the faction you have bad diplomatic relations wiht. This could even help boosting relations with other factions.

Going south directly is also an option, you'll be right next to the wood elves and crushing them early can give you a big economic boost. The provinces you find there are not as good as other bretoninan province or Nuln and the vampire provinces though. And you can't conquer wood elve settlements, just burn them to the ground.

Middleland to the north is an exellent province but i find it tough to get and especially defende earlygame.


As for ranged units, with arbalests you can just shoot into the melee, you have minimal losses of your own. Muskets are a bit more difficult to use well, friendly fire is more deadly but they'll also just not shoot at all if they'll mostly hit your own guys. Try giving them a bit of an angle.if you want to help out your melee guys (or a height advantage).

Varghulfs do tear through infantry, and they pierce armor. binding them with spear infantry and shooting them with muskets (muskets pierce armor, arbalests do not) is the cheapest way to deal with them. Or you have heroes/Generals take care of them. If you have a fire mage, use him to burn the beast to stop his regen. Using spear (or hellebardier) units is important because they are anti-large wheras sword infantry is not. (Sword infantry is better against other infantry though).
 
Re: Empire, is it generally worthwhile to build the clay pits at Altdorf? It's a tier 3 max structure, so it kind of feels like a waste of a slot, but adding a trade resource early on does sound pretty sweet.
 

Violet_0

Banned
when playing the grand campaign in coop mode, how do you configurate the settings so that all players share the same faction? We couldn't get it to work the last time we tried. Also, I've read that during battle you can apparently gift the control of units to other players?

my brother wants to play Chaos and I figured that I get the Beastmen so one player doesn't have to wait an eternity while the other micro-manages their realm. Is it possible to go to the north and meet up with the Chaos forces pretty early into the campaign? And regarding DLC, I guess it looks like there probably won't be a discount in the next couple days?
 

O.DOGG

Member
Empire is really at their best when fully utilising diplomacy, confederating and making trade deals. It's possible to do everything alone, but bogs everything down. On Very Hard+, diplomacy becomes much dicier, such that you need to "invest" (i.e. give gifts) to most prospective allies before they'll even think of dealing with you; and even then, confederating at that difficulty carries a host of risks, primarily related to order.

And speaking of Empire, both them and Wood Elves are in a weird place where their playstyles encourage lots of armies (to fill out their offices) but the actual economies they can get don't. Like, on my last Empire game, I had half of the offices empty for most of the game, and never truly filled one of the slots even by the end--the economy hit was just too great. I still don't fully understand how CA sees it working, because lower upkeep is necessary if you want a competitive army. (Especially when it's always better to have one high-tier army rather than two lower-tier ones.)


If it's too much trouble to hold onto the corrupted provinces, either sack them to give your economy a boost, or raze them and let the corruption level off until you can hold it. Depending on how entrenched they are, you may need to aggressively crush VCs to stem their osmosis corruption. And if you're going on a crusade against a specific faction, be sure to tailor your army comp to be effective against them. (Too often I make the mistake of just sticking with a generic comp and suffering the consequences--heavy losses or defeats.)

Also, when in corrupted territory, be sure to encamp or raid to prevent attrition; it takes longer, but is a much better choice when advancing on well-fortified locations. (Keeping in mind that besieging armies do not suffer attrition.)


And yeah, when confederating you may need to abandon armies and dismiss lords. Running a negative or near-0 income just isn't viable, particularly when you take on a bunch of new provinces that (usually) need better infrastructure. It hurts, I know...

Thank you for the tips. I started a new campaign, will keep them in mind.
 

karnage10

Banned
Make war not love sale is up 33% sale on warhammer but no sale on the DLCs.

just a reminder that warhamer can be bought for 12$ in the humble monthly.

With any luck, assuming it wins the event, there should be some free dlc

Isabella will be free, see my earlier posts for more info or see total war youtube channel video

Can you elaborate?

I'm new to the game :D

IF total warhammer wins the make war not love event we get a new LL (called isabella) for free. With this new update CA will add a new subfaction led by either vlad or isabella.
Since you are new, bretonnia race will also be released for free 28th of february.

when playing the grand campaign in coop mode, how do you configurate the settings so that all players share the same faction? We couldn't get it to work the last time we tried. Also, I've read that during battle you can apparently gift the control of units to other players?

my brother wants to play Chaos and I figured that I get the Beastmen so one player doesn't have to wait an eternity while the other micro-manages their realm. Is it possible to go to the north and meet up with the Chaos forces pretty early into the campaign? And regarding DLC, I guess it looks like there probably won't be a discount in the next couple days?

My GF just got the game so i'm still testing CO-OP, so if i'm wrong i hope someone will correct me.
From my understanding you can't play the same "faction" in CO-OP but you can play different subfactions from the same race. If you have no DLC, currently you can only do this with the GS faction (someone picks the GS and the other person picks wurzzag faction). To get more subfactions you need to buy DLC, WE have 2 subfactions and the K&W adds 1 subfaction for dwarfs and another for GS. 28th will also release a subfaction for the VC and brettonia will possibly have 2 subfactions as well.

You said your friend wants to play as chaos; i'd advise against it unless he knows well the game mechanics, chaos is one of the hardest campaigns because it is extremely punishing if you make "mistakes".
That said if you are playing beastmen, you can reach chaos reletively quickly but the richest and defensless cities are towards the south which means that it would be harder to mantain your armies up north with 2 horde factions.
Think about it like this, a horde faction will always be on deficit. each city an army plunders needs to give 4-6 turns of income to give you enough time to heal and reach the next city safely. Beastmen are always on ambush and as such can hide easily but chaos can't hide; they need to pick their fights very carefully and because of that he will probably spend 100 or so turns in norzca building his forces and treasury.
 
Re: Empire, is it generally worthwhile to build the clay pits at Altdorf? It's a tier 3 max structure, so it kind of feels like a waste of a slot, but adding a trade resource early on does sound pretty sweet.
There's really no reason to avoid building them, unless you absolutely need that extra building slot. Like, the extra trade wealth really adds up once you have a couple trade resources and it especially pays off during the Shield of Civilization event when you can more easily ally/trade with other factions.

The Empire, like every other faction, can't get enough wealth.
 

Violet_0

Banned
played the beastmen mini-campaign, was fun but not much of a challenge. The WE mini-campaign was more interesting

started a grand campaign with the beastmen, I destroyed the three Border Princes cities in the area and then ... I was utterly fucked, lol. I can't go anywhere, to the north massive confederated Duthru/Orion armies hunt me down on sight and are actually on the way down to kill me. My only hope would be to flee east, except that there's apparently an invisible wall preventing me from going there with either movement mode (can't go past the forest by the sea)
20170218184321_1xfjw8.jpg
so yeah, I have no choice but to abondon that game. I really, really strongly suspect that the WE AI is overtuned right now. As a side note, the AI can always spot my ambushes and I can't see theirs even when I'm twice their level. I've never had anyone run into my ambushes, and on the mini-campaign map I had a rat tail of no less than 6 armies following me around the entire map on every turn

My GF just got the game so i'm still testing CO-OP, so if i'm wrong i hope someone will correct me.
From my understanding you can't play the same "faction" in CO-OP but you can play different subfactions from the same race. If you have no DLC, currently you can only do this with the GS faction (someone picks the GS and the other person picks wurzzag faction). To get more subfactions you need to buy DLC, WE have 2 subfactions and the K&W adds 1 subfaction for dwarfs and another for GS. 28th will also release a subfaction for the VC and brettonia will possibly have 2 subfactions as well.

You said your friend wants to play as chaos; i'd advise against it unless he knows well the game mechanics, chaos is one of the hardest campaigns because it is extremely punishing if you make "mistakes".
That said if you are playing beastmen, you can reach chaos reletively quickly but the richest and defensless cities are towards the south which means that it would be harder to mantain your armies up north with 2 horde factions.
Think about it like this, a horde faction will always be on deficit. each city an army plunders needs to give 4-6 turns of income to give you enough time to heal and reach the next city safely. Beastmen are always on ambush and as such can hide easily but chaos can't hide; they need to pick their fights very carefully and because of that he will probably spend 100 or so turns in norzca building his forces and treasury.

yeah, it seems like you can only have on faction per player
 
Oh geez, I never considered how WEs would be in a Beastmen campaign. What a nightmare.

The Bretonnia patch should tune WEs somehow. It will hopefully fix their issues.
 

Violet_0

Banned
started another campaign with Morghur and just ran into Durthu on turn 5 ... in the Wastelands ...

just what the hell is wrong with you, Treeman. LEAVE ME ALONE
 

karnage10

Banned
played the beastmen mini-campaign, was fun but not much of a challenge. The WE mini-campaign was more interesting

started a grand campaign with the beastmen, I destroyed the three Border Princes cities in the area and then ... I was utterly fucked, lol. I can't go anywhere, to the north massive confederated Duthru/Orion armies hunt me down on sight and are actually on the way down to kill me. My only hope would be to flee east, except that there's apparently an invisible wall preventing me from going there with either movement mode (can't go past the forest by the sea)

so yeah, I have no choice but to abondon that game. I really, really strongly suspect that the WE AI is overtuned right now. As a side note, the AI can always spot my ambushes and I can't see theirs even when I'm twice their level. I've never had anyone run into my ambushes, and on the mini-campaign map I had a rat tail of no less than 6 armies following me around the entire map on every turn



yeah, it seems like you can only have on faction per player

the area you can't pass by land is the "reserved" zone map for the skaven capital -the city of skavenblight.
Instead of giving up you can go by boat to tilea; Naval battles are auto-resolved at the moment so make sure to not be caught because i just can't understand that autoresolve odds.
Also the AI will always target the player first except if it is troubled by something else. because of this make sure you don't engage the WE early on so that there is a lower chance of them to focus on you instead of other AIs.
Also when the Ai is focussing on you (if you have an army healed) you should engage them instead of fleeing; as beastmen when you attack you have a chance to get ambush. If you don't get an ambush, withdraw and try again ON THE SAME TURN, as long as you have movement points you can keep trowing that dice.
As beastmen also try to get brayherd as quick as possible, just like greenskins beastmen need a 2nd army to be able to beat most enemy armies.
 

deoee

Member
just a reminder that warhamer can be bought for 12$ in the humble monthly.



Isabella will be free, see my earlier posts for more info or see total war youtube channel video



IF total warhammer wins the make war not love event we get a new LL (called isabella) for free. With this new update CA will add a new subfaction led by either vlad or isabella.
Since you are new, bretonnia race will also be released for free 28th of february.


Thank you :)

I hope WE WIN :D
 

Violet_0

Banned
the area you can't pass by land is the "reserved" zone map for the skaven capital -the city of skavenblight.
oh, that explains it
Instead of giving up you can go by boat to tilea; Naval battles are auto-resolved at the moment so make sure to not be caught because i just can't understand that autoresolve odds.
Also the AI will always target the player first except if it is troubled by something else. because of this make sure you don't engage the WE early on so that there is a lower chance of them to focus on you instead of other AIs.
Also when the Ai is focussing on you (if you have an army healed) you should engage them instead of fleeing; as beastmen when you attack you have a chance to get ambush. If you don't get an ambush, withdraw and try again ON THE SAME TURN, as long as you have movement points you can keep trowing that dice.
As beastmen also try to get brayherd as quick as possible, just like greenskins beastmen need a 2nd army to be able to beat most enemy armies.
just finished my Morghur campaign. The AI is super aggressive against the player, I've had WE armies chasing me deep into the Badlands during an Ork Waagh in the middle of a Chaos invasion, yeah. The WE finally succumbed to Chaos while I was getting rid of the dwarfes for the victory condition, but they are always the top faction in every game I've played. At some point their troops were stretched out across the whole map, from Bretonnia to Kislev

my guess is that they will be patched with the Bretonnia DLC. Read some topics on the TW forum and it looks like WE killing everything including Archaon (like in my game) is a regular occurance, heh
 
WE's are just so weird because of how many armies they can support. They near-instantly confederate and get the strongest core provinces in the game by an astronomical margin, and with normal AI bonuses that balloons them into having the biggest economy (and thus army) in the game. (And super early on, too.) Throw in their core settlements being nigh-unassailable by the AI and their armies being too plentiful for any lone faction to defeat, and you have a superfaction that is stronger than Chaos, better than all of their scripted benefits with none of the drawbacks.

Dwarves, the other continually-dominant faction I've noticed, takes a hundred turns or more to dominate the map such that they can support a Wood Elf-sized army, and even then they can by absolutely ravaged by sneak attacks on their settlements and ambushes on their armies. They never come close to the sheer dominance that Wood Elves have, although they really have no trouble crushing Greenskins. (I haven't seen them thrive in months.)


Balancing WEs will actually be more difficult than just nerfing them into the ground, though. Their armies actually suuuck at sieges, and lose in most fair fights with the army comps they have; once you overcome their initial wave, it's not that difficult to crush them (although it can be painful in terms of time spent pursuing that rather than victory conditions). Like, Wood Elves only really succeed because of how broken their economy is currently.

In terms of solutions, I'd say they need to entwine the Wood Elves and Beastmen more and make them oppose each other, rather than both being aimed at everything, doomed to fizzle out into irrelevance like a non-playable faction. Because once the WEs are tuned, it will be a delicate balance to keep them relevant, but not overrunning Bretonnia and the Border Princes/Tilea/Estalia.
 

Violet_0

Banned
yeah, I agree that the issue with WE right now is that their economy is a bit overtuned, and their cities are in very safe spot. I'm fairly certain some of them will get fixed soon, or the Bretonnia campaign would be a nightmare

speaking of Bretonnia, I just saw that a couple of their units have been revealed on stream:
Lance Formation (Wedge)
Units
Grail Reliquae
Damsel lore of life
Knights Errant
Questing Knights
Battle Pilgrims
Foot squire

foot squires (dismounted knights)
are a completely new unit that's not in their tabletop army book, but I think it's fair game since they have one of the smallest unit selections

some more stuff (taken from this thread):
-3 starting locations: Leon in Brettonia, Alberic in Bordelaux, Fey Enchantress in Carcassone
-Each one seems to start with 2 regions each, a full province representing their territory. A nice change from the start with a single region we've had so far (Poor Empire suffers so much from it)
-Green Knight is a hero, but cannot be recruited. Instead he shows up randomly and stays with your faction for a few turns then is gone.
-2 main recruitment buildings in the 'red' slot for towns that are focused on unlocking knight troops. For peasants, most are recruited from the 'infrastructure' buildings
-Technology tree divided in 2 -> economy and knightly order, delving into one will bring penalties to your campaign related to the other. Invest into only one if you're ok with the penalties, or invest in each in a steady fashion, your call.
-Brettonia is known for having its forests and the nearby mountain infested with orcs, so they get events focused on that, such as a reduction in growth because off-screen orcs raided their lands
-All Brettonia faction are somewhat friendly with each other, so you don't have to go to to war with each other. Diplomacy is meant to be easy with each other and confederation comes later on once you've researched the technology for it.
-If you do go to war with Brettoni factions, the others will not like it one bit. Brettoni civil wars come with penalties, but you can do it anyway if you don't care about them
-New units that were not shown in the stream that I remember: Royal Hypogryph knights, Royal Pegasus knights (better version of regular pegasus knights), variant of Trebuchet that throws magic projectiles blessed by the Lady herself. There might have been more but they were either shown in the stream, or I forgot them

Brettonia factions get a new bar similar to the grudges for dwarves. This bar represents your chivalrous nature, and the more chilvarous you are, the more it is filled. With each rank of chivalry you attain, you get campaign and battle bonuses.

Brettonia gets access to 3 lores of magic: Heavens, Life, and Beasts.

-------

unrelated, regarding future expansion and dlc content, I'd like to see a playable Middenheim and Kislev faction somewhere down the line. Middenheim has the Knights of the White Wolf (greathammer-swinging cavalry), Teutogen Guard (greathammer infantry) and Warrior Priests of Ulric, Kislev has Kossars (light bow/axe infantry), Winged Lancers (knight order), War Wagon and Bear Riders (!!)

lots of good and easy DLC potential there and way better than vanilla Sigmar Empire :p

the missing Empire units are Mechanical Steed for the Master Engineer, archers (but who needs them), huntsmen (vanguard archers, again sort of redunant) and the Celestial Hurricanum

VC are still missing (including some End Times models) Morghasts (these things are weird), Spirit Hosts, winged vampire lords, Caine Wraiths, Bat Swarms (another redunant unit), Mortarch mounts (another End Times model that doesn't fit aesthetically) and the Coven Throne

a Lahmia DLC that adds some of these, Coven Throne in particular, with Queen Neferata as the faction leader seems like the obvious choice, but we'll need to wait for the Khemri map expansion I suppose. The Lahmians were always my favorite Vampire faction

aside from the obvious missing races, I hope we get the whole Warhammer package with Chaos Dwarfes, the unique Dogs of War/Regiments of Renown units (they used to be playable as a standalone army), Demons of Chaos and of course all the missing Warriors of Chaos units
 
It's awesome that they're fully embracing this alternate start stuff. It's a small thing that adds a lot, I think.

As an aside, I'm wondering if the Make War Not Love DLC will coincide with some other DLC release (i.e., the rest of it), because I can't imagine them releasing a solitary Legendary Lord as DLC considering the thrashing they've received so far on pricing and content.
 

Violet_0

Banned
more info on the Bretonnia DLC (taken from here)

- Victory condition is based on gaining chivalry not expansion.

- New units i've seen so far, peasant mobs - medevial 2 style and cost 20 gold, grail guardians and more.

- King Louren starts at war with Marienburg.

The green Knight: You can chose when he joins you in campaign. You get to summon him once each time you advance a level in Chivalry. Not sure how long he sticks around. In custom battles, he's a "Legendery Hero" so not a lord, but you can only have one of him - he's very expensive and very tanky.
Peasant Archers: Different arrow types are available, fire arrows which stop regening units (Vargulf etc) and poison arrows similar to goblins.
There is a unique peasant economy mechanic. So as you have more peasants in your armies, farms produce less gold. Also, public order isn't a thing, instead there is a "Control mechanic" which functions similarly but I think it resulted in greenskin invasions rather than rebellions.
We're definitely not going to see the End Times VC units for a while. I'd bet on them being some off the last stuff added to the game, as a kind of a End Times series-topper expansion.
yeah, I guess that's how they're going to do it. Unfortunately, it means that aside from the coven throne and maybe the spirit hosts and Lahmia vampires there isn't much left to expand their army. Oh well, maybe they can fix the terrorgheist, banshee and black coach in the meantime
 
We're definitely not going to see the End Times VC units for a while. I'd bet on them being some off the last stuff added to the game, as a kind of a End Times series-topper expansion.
 
question about beastmen.

I am playing the vanilla game without any DLC at all. Are the beastmen that are roaming around different from the DLC ones, or does the DLC just allow me to play as that faction?
 
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