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.