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Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 Wolfblade wrote:
 Ashiraya wrote:
Magic damage doesn't ignore armor. It only ignores physical resistance.

Hm, pretty sure it did last time I looked it up, guess I'm wrong. Either way I think there was something you either missed (magic/abilities), or were just really unlucky with the RNG armor reduction. Also, what type of savage orks? Regular ones, tier 1 orks?


Yes, regular ones. Must have been wurrzag's charge bonus.

As for magic and armor, you can even look at spell descriptions and see that some specifically cause AP damage as well as magical damage.

Currently ongoing projects:
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Made in us
Shas'ui with Bonding Knife






 Ashiraya wrote:
 Wolfblade wrote:
 Ashiraya wrote:
Magic damage doesn't ignore armor. It only ignores physical resistance.

Hm, pretty sure it did last time I looked it up, guess I'm wrong. Either way I think there was something you either missed (magic/abilities), or were just really unlucky with the RNG armor reduction. Also, what type of savage orks? Regular ones, tier 1 orks?


Yes, regular ones. Must have been wurrzag's charge bonus.

As for magic and armor, you can even look at spell descriptions and see that some specifically cause AP damage as well as magical damage.


What level was Grimgor, because it seems incredibly unlikely that a single unit of savages would be able to best him, even with Wurrzag's charge bonus.

Also, any mods enabled? My barebones test showed grimgor winning handily 1v1 in a custom battle (with wurrzag sitting near the back)

This message was edited 2 times. Last update was at 2017/10/30 01:49:02


DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+


bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Grimgor was not 1v1ing the savage orcs (the warboss was, though). His was a larger battle. I just expressed distress over how quickly Grimgor lost all his HP to savage orcs who logically should lack the AP damage to crack his iron hide. The warboss was the main point.

Grimgor was level 2 if I recall.

This message was edited 1 time. Last update was at 2017/10/30 02:18:42


Currently ongoing projects:
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Tyranids  
   
Made in us
Fate-Controlling Farseer





Fort Campbell

Grimgor was low level, do you recall how many chevrons the Savage Orcs had? I've noticed a tendency for the AI units to have very experienced units, early in the game. That could also have given them the impetus they needed.

Full Frontal Nerdity 
   
Made in au
The Dread Evil Lord Varlak





There is a bug where units charging characters, it seems like the unit loses clipping something and so instead of just a few guys in the front getting an attack on the character, every model in the unit gets an attack, and it happens in just seconds. I've seen it pointed out with summoned units where it seems players can exploit the bug to make it happen, and while I don't know for sure if it works with regular charges I've had enough times that characters have just disintegrated after being charged, with no magic in play and no summoned units around, and so I wonder if maybe a similar bug sometimes happens with those units.

This message was edited 1 time. Last update was at 2017/10/30 05:12:42


“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in au
Grizzled Space Wolves Great Wolf





 sebster wrote:
There is a bug where units charging characters, it seems like the unit loses clipping something and so instead of just a few guys in the front getting an attack on the character, every model in the unit gets an attack, and it happens in just seconds. I've seen it pointed out with summoned units where it seems players can exploit the bug to make it happen, and while I don't know for sure if it works with regular charges I've had enough times that characters have just disintegrated after being charged, with no magic in play and no summoned units around, and so I wonder if maybe a similar bug sometimes happens with those units.
As far as I'm aware it's only summoned units and it's been fixed.

A youtuber I've been watching made a video of the problem. If you watch a replay it should be obvious what happened because the models are able to occupy less space than they should which lets them all be in range to attack at once.

https://www.youtube.com/watch?v=kegkyi541nE

But it has been fixed now.
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 djones520 wrote:
Grimgor was low level, do you recall how many chevrons the Savage Orcs had? I've noticed a tendency for the AI units to have very experienced units, early in the game. That could also have given them the impetus they needed.


The Grimgor was the AI. The player I was facing in the campaign played Wurrzag.

Currently ongoing projects:
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Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc





So with Mortal Empires a significant nerf has been applied to wall towers. They are pretty useless versus siege towers now. Two towers can't even kill a single siege tower (it often has 30-50% health to spare) before it hits the wall. So instead of a costly assault losing 1/3-1/2 the siege towers, the enemy now has a sure way of parking top tier units against the walls. With the high tier stacks the AI deploys 50-75+ turns in it makes siege defence battles completely useless on most settlements, except provincial capitals. Anyone else having the same experience?

This message was edited 2 times. Last update was at 2017/10/30 19:44:02


Sorry for my spelling. I'm not a native speaker and a dyslexic.
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Made in gb
Decrepit Dakkanaut






UK

TBH, I found wall towers useless against siege towers already. For the most part, I just accepted that siege towers would dock--mainly because it already took at least 2 wall defences to reliably bring down a single tower, and wall defence arc of fire isn't great after the towers get about halfway to the wall--and focused on using the wall towers to mulch anything unfortunate enough to not have received a tower. Usually I'd be able to cause far more damage by targeting troops on the ground than by focusing enough of my wall defences to bring down a siege tower.

That said, I rarely ever have to fight wall defence battles. The closest I get are high-tier intervention armies--like the HE one with half its units being dragons--which rarely ever wait to build siege equipment anyway. If an enemy army my garrison can't defeat has penetrated into my settlements and spent enough time there unmolested to build a large number of siege towers, then something's already gone wrong.

I've always felt that if you're not up against a provincial capital with further wall upgrades, you're never likely to lose any siege towers nor really destroy enough of an enemy's to make any real difference.

This message was edited 1 time. Last update was at 2017/10/30 21:01:13


Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

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"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
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Tzeentch Aspiring Sorcerer Riding a Disc





True, but they key part for me was that two towers could still take down one siege tower before. That was an important calculation as it enabled minor settlement garrisons to occasionally fight off high tier stacks with a lot of effort. There is a significant difference between 6 Phoenix Guard/Swordmaster units docking with the wall unmolested versus 10. The towers weren't great before, but they still left a chance to even the odds a bit. Now with the heavy nerf they also barely seem to damage ground units. I feel like this has made most garrisons obsolete as they don't sport the high tier melee units required to fight of a high/top tier stack without towers. Combine this with the AI frequently being able to field twice as many armies and rebels it means most turns are now occupied running armies around your territory to put out fires, instead of calculated guesses of towers+garrison=ok chance at victory.

This message was edited 1 time. Last update was at 2017/10/30 22:15:45


Sorry for my spelling. I'm not a native speaker and a dyslexic.
1750 pts Blood Specters
2000 pts Imperial Fists
6000 pts Disciples of Fate
3500 pts Peridia Prime
2500 pts Prophets of Fate
Lizardmen 3000 points Tlaxcoatl Temple-City
Tomb Kings 1500 points Sekhra (RIP) 
   
Made in gb
Decrepit Dakkanaut






UK

I'd never really rely on minor settlements with the wall upgrade to actually fight off anything that wants to take them. At best, they ward off opportunistic sackings, or delay bigger armies by forcing them to spend a few turns building equipment while I drag a response force over. I fully expect any army that has 10 Swordmasters/Phoenix Guard to ride roughshod any minor settlement, walls or not, unless you have support from an actual army. Unless the rest of the army is badly damaged spearmen or horse archers, I can't think of any minor settlement that would have a garrison I'd be confident in being able to ward off that attack; unless it had a unique building that gave it something like 4 units of Temple Guard like at least one of the Vortex Campaign Lizardmen minors did.

Personally, the reduced chance in a minor settlement beating back a determined assault is probably going to be annoying, but understandable.

Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

My deviantART Profile - Pay No Attention To The Man Behind The Madness

"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
Made in us
Consigned to the Grim Darkness





USA

Right, the walls are a speed bump. And that's what I use them for.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in ca
Phanobi






Canada,Prince Edward Island

I'm usually pretty good at maintaining a good defense with a minor settlement and walls. Towers do seem a bit weak now but then I could usually get them to kill 200 troops or so over the course of a battle which seems a bit excessive.

At the moment I am experimenting with placing my troops (dwarves) on the walls to use the towers and ranged units to kill as many infantry as possible until the siege equipment reaches the walls at which point I withdraw and huddle around the town center for the leadership bonus and tighter perimeter which is especially handy as dwarves have a very low unit count. Seems to be working wonders so far!

I just wish garrisons didn't come with artillery if you have walls as the things are utterly useless within the confines of a city with the possible exception of empire mortars.

This message was edited 1 time. Last update was at 2017/10/31 05:01:52


   
Made in au
Grizzled Space Wolves Great Wolf





I managed to take Skavenblight as the von Carstein. Might have been a waste of time/resources and having to declare war on an otherwise friendly Clan Skryre.

Skavenblight is a 10 slot city which is what tempted me in to taking it, but it seems playing as VC, 4 of them remain locked and the tax rate is pretty poor. No unique building chains either.

Probably only worth capping it if you are playing as Skaven.

This message was edited 1 time. Last update was at 2017/10/31 06:18:00


 
   
Made in au
Norn Queen






I'm having a great time with Kroq'gar, though I'm using a No Chaos Incursion mod until they fix them.

Spent way too long taking out the Lizardmen faction that starts right beside you, but the final battle to take them out was amazing. Two full armies with 5 Stegodons and 5 units of Cold Ones. Basically Stegodons rammed right through their line, then the masses of Suarus moved in to the meat grinder, while the Cold Ones did Hit and Run attacks on the rear.

One of the armies recovering from that ran into a Vampie Counts army, which turned out to be my favorite battle I've had in this game. Three regiments of Saurus, two Spear Saurus and one melee Skink regiment, with 2 Stegodons, one regiment of Cold Ones and a Saurus Lord. All were half health from that huge battle, so not much was actually there. Vampires had over 10 assorted regiments of Grave Guard, Zombies, Dire Wolves, Bats, Corpse Carts, a Vampire and a Necromancer.

I figured I was going to die so I just sent the Stegodons right through the Grave Guard with the Saurus following up the rear. Cold Ones around the back again. In the end, there was just this huge mass of bloody corpses in the middle of the beach with a few dozen Lizardmen standing around covered in blood. Killed every last enemy.

That Saurus Lord deserves a Carnosaur.
   
Made in au
Grizzled Space Wolves Great Wolf





My Vamp campaign is starting to get real annoying. I think my problems started right in the beginning by expanding south and west (toward Border Princes and Tilea) rather than north/west or maybe even directly south.

Dealing with the mountain ranges is a pain in the arse, as a VC it's harder to control corruption through the mountains then eventually you hit Athel Loren...

...dealing with Wood Elves as VC is a bloody nightmare, I reckon the autoresolve is doing better than me.

Meanwhile Tyrion seems to have amassed a superpower on the other side of the world and is now just sending a full stack at me on average every turn (some turns none, other turns 2 or 3).

I think expanding up in to the Empire makes a lot more sense, the way the land is laid out it's much easier to control corruption, public order and enemies wandering in to your lands.

This message was edited 1 time. Last update was at 2017/10/31 12:04:42


 
   
Made in au
The Dread Evil Lord Varlak





I haven't started a Mortal Empires campaign yet, I want to finish my TW2 game first. The campaign there is a bit of a disappointment, to be honest. The vortex thing was a good idea with a terrible execution. Reaching each ritual is just a progress bar, and completing them is just camping your three best armies in three cities and waiting to see if something happens. I'm still having fun though, because I realised that rituals can wait indefinitely, if you just conquer any faction that's brave enough to start one of the last few rituals. Right now I've got mega-stacks tromping through Naggarond and the last major Lizardman empire. I still haven't run in to any skaven though, but when they start ritual 4 it should point me in their direction and that'll be the end of them. Then I guess I'll push the button and begin the camping phase to end the game.

AllSeeingSkink wrote:
As far as I'm aware it's only summoned units and it's been fixed.


Ah. Cheers.

This message was edited 2 times. Last update was at 2017/11/01 03:39:52


“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in us
Executing Exarch




 sebster wrote:
I haven't started a Mortal Empires campaign yet, I want to finish my TW2 game first. The campaign there is a bit of a disappointment, to be honest. The vortex thing was a good idea with a terrible execution. Reaching each ritual is just a progress bar, and completing them is just camping your three best armies in three cities and waiting to see if something happens. I'm still having fun though, because I realised that rituals can wait indefinitely, if you just conquer any faction that's brave enough to start one of the last few rituals. Right now I've got mega-stacks tromping through Naggarond and the last major Lizardman empire. I still haven't run in to any skaven though, but when they start ritual 4 it should point me in their direction and that'll be the end of them. Then I guess I'll push the button and begin the camping phase to end the game.


You can also win a conquest victory.
   
Made in au
The Dread Evil Lord Varlak





Eumerin wrote:
You can also win a conquest victory.


The last ritual triggers some fixed battles doesn't it? Or is it just more attacks on the cities I have to defend for the ritual to take place, only with increasingly powerful armies?

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in au
Grizzled Space Wolves Great Wolf





Urgh, a Chaos incursion just showed up and I'm seeing 8 stacks sailing straight for me from the south and west. Combined with the ones coming from the north and another one coming by land in the south I'm thinking my campaign might be over. My economy can't sustain enough armies to defend against that. I'll play a few more turns and hopefully the chaos stacks turn out to be pushovers, if not it might be time to throw in the towel.

So people are saying the Chaos incursions are bugged at the moment in that they just beeline straight for the player instead of affecting the whole world? Is that true? Maybe I should have held off on my campaign until CA fixed that.
   
Made in us
Shas'ui with Bonding Knife






 sebster wrote:
Eumerin wrote:
You can also win a conquest victory.


The last ritual triggers some fixed battles doesn't it? Or is it just more attacks on the cities I have to defend for the ritual to take place, only with increasingly powerful armies?

Both. It starts with a "defend cities for 20 turns" then a scripted battle.

DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+


bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

I am on turn 120 in my empire campaign. Im at war with the Dwarves, Tyrion, various Chaos, Border Princes, Wood Elves, and random beastmen tribes. Cant get any of the civilized races to sue for peace.

Getting a little annoying, actually... Got Chaos running down the field now, and i have to keep some armies watching my backfield in brettonnia and Sylvania to make sure i dont get any tasty pieces of my lands carved off.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in au
The Dread Evil Lord Varlak





 Wolfblade wrote:
Both. It starts with a "defend cities for 20 turns" then a scripted battle.


Yuck. 20 turns of my best armies stuck in garrison. I guess I'll grind it out though...

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in au
Grizzled Space Wolves Great Wolf





 sebster wrote:
 Wolfblade wrote:
Both. It starts with a "defend cities for 20 turns" then a scripted battle.


Yuck. 20 turns of my best armies stuck in garrison. I guess I'll grind it out though...
Maybe it was just because of the lords I played, but the incursions that occur during a ritual started far enough away from my actual ritual sites that sitting garrisoned up wasn't a brilliant option because I'd lose a lot of settlements as they made their way across to my actual ritual sites.
   
Made in us
Fate-Controlling Farseer





Fort Campbell

AllSeeingSkink wrote:
 sebster wrote:
 Wolfblade wrote:
Both. It starts with a "defend cities for 20 turns" then a scripted battle.


Yuck. 20 turns of my best armies stuck in garrison. I guess I'll grind it out though...
Maybe it was just because of the lords I played, but the incursions that occur during a ritual started far enough away from my actual ritual sites that sitting garrisoned up wasn't a brilliant option because I'd lose a lot of settlements as they made their way across to my actual ritual sites.


Yeah, my fist play through, I had to garrison up my capitol because everyone sent max intervention forces at it. The 5 maxed rat armies also spawned about 3-4 provinces away from my capitol and wrecked a bloody toll all the way.

My second play through I was better prepared for it, and had a few armies pre-positioned to intercept, and it was a lot easier.

Full Frontal Nerdity 
   
Made in au
Grizzled Space Wolves Great Wolf





Yeah my last couple of rituals were actually easier because the late game incursions spawned in the same place so I had armies positioned to hold them off. Still entertaining to beat the down but not as frantic as my earlier ritual (2nd or 3rd I think) where I had no idea where they'd be coming from and had to mobilise to stop the terrorising all my settlements.

This message was edited 1 time. Last update was at 2017/11/01 10:50:48


 
   
Made in us
Posts with Authority






The late game High Elf campaign in ME is starting to bog down because I am trading with a bunch of people and can see the whole world. Turns are slow. Reading a novel helps.

Right now I have Ulthuan and a few territories in the Lustria from the Loremasters confederating with me; everything from me to Naggarond is Hexoatl... they are #2 strength after me and my firm allies thanks to farming influence.

Trading with all three Bret factions who are doing surprisingly well at 5-13 settlements each; the main Dwarf faction which is #5. Empire is hanging on and trading with me; they never seemed to be able to expand against the Von Carsteins. Naggarond is the only surviving Dark Elf faction I can find, not too sure about what is happening in the Southlands except the two Vamp factions are pretty strong. Last Defenders are still around, sending some agents to investigate. Swarms of high level Chaos keep spawning and attacking me 7-8 strong. Holding them at Ulthuan fairly well, but Lustria is a scramble.

I'm about to dispatch three stacks to track down Archaon and put this thing to bed for a while. Let's see how he handles 19 star dragons and two armies of support troops.
   
Made in au
Grizzled Space Wolves Great Wolf





Yeah at turn 120 the "end turn" where you watch everyone else move takes long enough to go make a cup of tea, lol. Even if you hit the fast forward it takes a while.

I'm still getting crashes occasionally when I alt-tab which is annoying because it'd be nice to do something else during loading sequences and the end turn waiting.
   
Made in us
Proud Triarch Praetorian





Hey Vampire Players, been trying to make it through a campaign in WH1 with VC or Von Carsteins. Every time I make pretty good headway in to it, Chaos comes down and wrecks me. They are pretty much the only faction I have issues with. Also, I can never get the other factions to confederate with me so I can get their legendary lords. Any tips?
   
Made in us
Shas'ui with Bonding Knife






Chaos is bugged currently, and only targets you, the devs are aware and are working upon the issue iirc though.

DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+


bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
 
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