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![[Post New]](/s/i/i.gif) 2017/10/03 14:10:46
Subject: Total War Warhammer 2.
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Being mounted ironically makes you vulnerable. There's a lot more anti-large than anti-infantry out there, and it makes you easy to hit for archers and artillery.
There are exceptions of course. Grymloq is extremely good.
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![[Post New]](/s/i/i.gif) 2017/10/03 15:01:58
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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Avatar 720 wrote:From what I could tell from TWW1, at least, Heroes and Lords on mounts tended to spend less time actually killing things, and more time ineffectually knocking them around. (EDIT: I should mention that this only really applies to things larger than horses. A horse isn't too bad because it isn't so big it gets in its own way, and stops your own Lord being knocked around by enemy cavalry the entire game.)
I was under the impression damage was being done to the people being knocked around (not enough to kill them outright, but make them easier to kill later) and also that disrupting a unit like that would hurt their morale. Is my thinking wrong? I'm relatively new to TW, that's just what I have been assuming, I know when a I've watched dinosaurs charge in to a unit it knocks down a bunch of people and takes a chunk out of the unit health bar even though many of them stand back up again. EDIT: I did a few tests though it seems there's a large amount of randomness involved even when you just pit 1 lord vs 1 regiment in a custom battle, but it does seem the Oldblood on a Carnosaur inflicts more damage and at a much faster rate than one on foot even vs spear armed Saurus warriors. A large number of attacks regardless of whether the Oldblood is mounted or not are ones where the enemy troops are knocked down and get back up again (the Oldblood on foot does some sweep attacks while the Carnosaur mounted Oldblood does tail sweeps and head charges).
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This message was edited 2 times. Last update was at 2017/10/03 16:20:16
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![[Post New]](/s/i/i.gif) 2017/10/03 17:05:15
Subject: Total War Warhammer 2.
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Terrifying Doombull
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AllSeeingSkink wrote:How are people finding Slann?
Mazdamundi is a magical monster, but with regular Slann I'm not finding their spells all that useful. I find in my Slann based armies I need a Skink Priest attached to do most of the casting while the Slann just sits there looking pretty and building up my winds of magic.
I'm not including a skink (don't really like two casters in the same army since they drain the same pool), but the spell selection is pretty poor. I did actually get to use the anti-air spell against a high elf phoenix, but the soul quench spell seems to do very little, and they've got a few too many specialist spells.
But in general I prefer saurus + skink priest.
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Currently my campaign feels a little stalled, partly because a let myself get tied up clearing the vampires in the southlands. That's done, but my web of alliances with others is falling apart as they keep declaring stupid wars- Sudenberg declared war on the only high elf faction I wasn't at war with, and the dwarves and wood elves finally decided to have it out. So I'm clearing everyone out, not least because they kept sniping the last vampire city in a province too many times.
The war against Tiranoc still drags on, though they're slowly running out of cities (yet won't peace out), and Pestilens is down to their original city, but it has every defense building imaginable, and Skrolk is at this point, only recruiting abominations.
Happily Mazdamundi went on a rampage against Morathi and took 9 of her 11 cities, and the last two are terrible sites on the west coast.
The big thing is consolidating my armies in one direction and dealing with Malekith and Teclis.
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This message was edited 2 times. Last update was at 2017/10/03 18:09:17
Efficiency is the highest virtue. |
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![[Post New]](/s/i/i.gif) 2017/10/03 18:25:33
Subject: Total War Warhammer 2.
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Charging Dragon Prince
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Someone mentioned Alastar, the White Lion lord. I remember reading on /reddit that he's the result of the make-a-wish initiative.
I might have to go back, with Ulthaun no longer infighting, my allies are out of control and are claiming ever more foreign territory. The world wasn't prepared for this!
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This message was edited 3 times. Last update was at 2017/10/03 18:28:27
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![[Post New]](/s/i/i.gif) 2017/10/03 19:24:28
Subject: Total War Warhammer 2.
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Decrepit Dakkanaut
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AllSeeingSkink wrote: Avatar 720 wrote:From what I could tell from TWW1, at least, Heroes and Lords on mounts tended to spend less time actually killing things, and more time ineffectually knocking them around.
(EDIT: I should mention that this only really applies to things larger than horses. A horse isn't too bad because it isn't so big it gets in its own way, and stops your own Lord being knocked around by enemy cavalry the entire game.)
I was under the impression damage was being done to the people being knocked around (not enough to kill them outright, but make them easier to kill later) and also that disrupting a unit like that would hurt their morale. Is my thinking wrong? I'm relatively new to TW, that's just what I have been assuming, I know when a I've watched dinosaurs charge in to a unit it knocks down a bunch of people and takes a chunk out of the unit health bar even though many of them stand back up again.
EDIT: I did a few tests though it seems there's a large amount of randomness involved even when you just pit 1 lord vs 1 regiment in a custom battle, but it does seem the Oldblood on a Carnosaur inflicts more damage and at a much faster rate than one on foot even vs spear armed Saurus warriors.
A large number of attacks regardless of whether the Oldblood is mounted or not are ones where the enemy troops are knocked down and get back up again (the Oldblood on foot does some sweep attacks while the Carnosaur mounted Oldblood does tail sweeps and head charges).
1 on 1s aren't good indicators, because how often will you be pitting something like a Carnosaur Oldblood against a single random low-tier regiment?
What the danger is is, like, Ashiraya said, getting mobbed by any of the numerous Anti-Large units available, and not simply being able to sit there wailing on things. What tends to happen is you can charge in, but then have to immediately wade back out to avoid getting whacked by everything around it, meaning that all your Lord is really doing is disrupting. Note that's not inherently a bad thing, but it does mean that your Lord isn't actually killing much. Combine it with being a larger target for artillery and other anti-monster units, and it becomes much more of a trade-off: less raw killing power in favour of a mass disruptor that often causes Terror if your Hero/Lord didn't already.
Some Lords can do both, like Kroq'gar--dunno about generic Oldbloods on Carnies--and Karl Franz wasn't too bad when he got Buckbeak, either, but once you move more into Dragon territory, the balance shifts away from active killing, and into active disruption.
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This message was edited 1 time. Last update was at 2017/10/03 19:26:02
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
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![[Post New]](/s/i/i.gif) 2017/10/03 19:37:58
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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Avatar 720 wrote:AllSeeingSkink wrote: Avatar 720 wrote:From what I could tell from TWW1, at least, Heroes and Lords on mounts tended to spend less time actually killing things, and more time ineffectually knocking them around. (EDIT: I should mention that this only really applies to things larger than horses. A horse isn't too bad because it isn't so big it gets in its own way, and stops your own Lord being knocked around by enemy cavalry the entire game.)
I was under the impression damage was being done to the people being knocked around (not enough to kill them outright, but make them easier to kill later) and also that disrupting a unit like that would hurt their morale. Is my thinking wrong? I'm relatively new to TW, that's just what I have been assuming, I know when a I've watched dinosaurs charge in to a unit it knocks down a bunch of people and takes a chunk out of the unit health bar even though many of them stand back up again. EDIT: I did a few tests though it seems there's a large amount of randomness involved even when you just pit 1 lord vs 1 regiment in a custom battle, but it does seem the Oldblood on a Carnosaur inflicts more damage and at a much faster rate than one on foot even vs spear armed Saurus warriors. A large number of attacks regardless of whether the Oldblood is mounted or not are ones where the enemy troops are knocked down and get back up again (the Oldblood on foot does some sweep attacks while the Carnosaur mounted Oldblood does tail sweeps and head charges). 1 on 1s aren't good indicators, because how often will you be pitting something like a Carnosaur Oldblood against a single random low-tier regiment? What the danger is is, like, Ashiraya said, getting mobbed by any of the numerous Anti-Large units available, and not simply being able to sit there wailing on things. What tends to happen is you can charge in, but then have to immediately wade back out to avoid getting whacked by everything around it, meaning that all your Lord is really doing is disrupting. Note that's not inherently a bad thing, but it does mean that your Lord isn't actually killing much. Combine it with being a larger target for artillery and other anti-monster units, and it becomes much more of a trade-off: raw killing power in favour of a mass disruptor that often causes Terror if your Hero/Lord didn't already. Some Lords can do both, like Kroq'gar--dunno about generic Oldbloods on Carnies--and Karl Franz wasn't too bad when he got Buckbeak, either, but once you move more into Dragon territory, the balance shifts away from active killing, and into active disruption.
The purpose of the 1v1 test was just to see if a monster mounted Lord does more damage or if he's just knocking down enemies without doing as much killing, it definitely seems like the monster mounted Lords are hitting a lot harder rather than just knocking things down, at least the ones I've tested. But if you are just charging the Lord on a mount in somewhere he'll get swamped, a Lord on foot would be just as bad (worse even because they tend to get bogged down where as the mounted ones can usually bash their way out). I guess I could understand if we were talking about online games where mounts are purchased so efficiency to cost ratio has to be considered, but in campaign it seems like monster mounted lords are almost always better. If you want your Lord to be a bashing machine on your front line, he'll be better at it if he's mounted (just tell him to move in formation so he doesn't advance ahead of your army and get stuck being swamped by anti-large infantry). The monster will typically also add the mobility to, if you choose, go hunting down missile troops, dealing with skirmishers, catch fleeing units, run around the flank for a flank charge, etc. Though this conversation all started with me asking about Skinks and mounting them on Stegadons or leaving them on foot and if anyone was finding it a good idea to leave them on foot. Skinks are rather different animals to your average bashy lords that we're talking about now  Leaving the Skink Chief on foot means you gain a squishy vanguard unit but at the expense of giving up a very powerful monster. Because taking one option locks off the skill tree to the other option, it's a decision I'm finding hard to make.
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This message was edited 3 times. Last update was at 2017/10/03 19:43:08
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![[Post New]](/s/i/i.gif) 2017/10/03 20:33:32
Subject: Total War Warhammer 2.
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Secret Force Behind the Rise of the Tau
USA
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AllSeeingSkink wrote:Any Lizard players considered NOT mounting their skink heroes on terradons and stegadons? I've got one coming up through the ranks now and I'm considering leaving him on foot and see how he goes, maybe good for taking out war machines?
You know the sad part is that I only just now realized your name is AllSeeing Skink XD For some reason I've been calling you AllSeeingSink in my head this entire time
Some of my garrisons have skink priests on foot as part of the garrison and those work fine I guess, but honestly Stegadons are so strong I can't really pass up getting one for free even if the hero riding him might do just fine without it.The heroes. Using one of my generals for comparison, the Skink Chief in his army has an Ancient Stegadon mount and an upkeep of 444. A normal ancient Stegadon has an upkeep of 454 for the same general.
I don't bother bringing beasts much anymore. I just mount my lord and heroes on Stegadons and T-Rexes and use them cause they're cheaper, stronger, and have way better utility for the rest of the army.
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![[Post New]](/s/i/i.gif) 2017/10/03 20:48:21
Subject: Total War Warhammer 2.
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Terrifying Doombull
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AllSeeingSkink wrote:
Though this conversation all started with me asking about Skinks and mounting them on Stegadons or leaving them on foot and if anyone was finding it a good idea to leave them on foot. Skinks are rather different animals to your average bashy lords that we're talking about now  Leaving the Skink Chief on foot means you gain a squishy vanguard unit but at the expense of giving up a very powerful monster.
Because taking one option locks off the skill tree to the other option, it's a decision I'm finding hard to make.
Truthfully a faster and more powerful monster trumps squishy all the way. I've gotten some use out of vanguard cavalry (for dark elves), but a vanguard hero is a different animal. Not the least because I've had single model units attack war machines and only manage to engage a single weapon crew, so the other three fire as if it weren't there.
The most recent weird development was confederating Mazdamundi. Which gave me several terrible Slann lords that... hadn't unlocked any spells. Mazda himself was heavily skilled in the campaign tree, and hadn't gotten any of his specials or the second tier of spells, despite being level 30. The other Slann were worse, one was level 13, had no spells, just specialized in unit buffs... for units that weren't in its army. The level 7 was similar, no spells, basically random picks.
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Efficiency is the highest virtue. |
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![[Post New]](/s/i/i.gif) 2017/10/03 21:47:07
Subject: Total War Warhammer 2.
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Terrifying Doombull
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Beat the game with both High Elfs( Tyrion) and Dark Elfs, and well I am not overly impressed so far. The gameplay is good and it looks fine and all, but I cant help the feeling that I am just playing the same game as TW1. Seeing how utterly untresting the siges are, lack of any real opposition beside the hosts of Chaos and the odd intervetion army that pops up.
But I am hoping that mods will come along and make the game more amusing, for I find myself wanting to like it a lot more than that I currenlty do.
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![[Post New]](/s/i/i.gif) 2017/10/03 21:56:58
Subject: Total War Warhammer 2.
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Secret Force Behind the Rise of the Tau
USA
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Voss wrote:AllSeeingSkink wrote:
Though this conversation all started with me asking about Skinks and mounting them on Stegadons or leaving them on foot and if anyone was finding it a good idea to leave them on foot. Skinks are rather different animals to your average bashy lords that we're talking about now  Leaving the Skink Chief on foot means you gain a squishy vanguard unit but at the expense of giving up a very powerful monster.
Because taking one option locks off the skill tree to the other option, it's a decision I'm finding hard to make.
Truthfully a faster and more powerful monster trumps squishy all the way. I've gotten some use out of vanguard cavalry (for dark elves), but a vanguard hero is a different animal. Not the least because I've had single model units attack war machines and only manage to engage a single weapon crew, so the other three fire as if it weren't there.
The most recent weird development was confederating Mazdamundi. Which gave me several terrible Slann lords that... hadn't unlocked any spells. Mazda himself was heavily skilled in the campaign tree, and hadn't gotten any of his specials or the second tier of spells, despite being level 30. The other Slann were worse, one was level 13, had no spells, just specialized in unit buffs... for units that weren't in its army. The level 7 was similar, no spells, basically random picks.
I've been mostly uninterested in Slann as well but almost completed because if it don't ride a T-Rex into battle it better ride something almost as awesome XD Besides. My skink priests are rather effective in pairs once they've gotten some levels/items to boost their power reserves.
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![[Post New]](/s/i/i.gif) 2017/10/03 22:13:34
Subject: Total War Warhammer 2.
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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All lords and heroes as well as monsters and monstrous infantry do splash damage on their attacks. This value is considerably lower than their single-target attack power, but it adds up over time. Things like the Stegadon's charge also do splash damage. Lords and heroes marked as 'duelist' typically have noticeably lower splash damage, however in some cases (such as Tyrion) their damage is so high they do the job anyway. Withdrawing from a melee can also be costly. You have reduced melee defense against enemies attacking you in the back. so you can take troublesome damage just trying to disengage. This is yet another reason Kroq-Gar with his special ability is so powerful.
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This message was edited 1 time. Last update was at 2017/10/03 22:16:23
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![[Post New]](/s/i/i.gif) 2017/10/04 01:48:51
Subject: Total War Warhammer 2.
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Longtime Dakkanaut
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Workshop is back October 5th.
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I need to go to work every day.
Millions of people on welfare depend on me. |
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![[Post New]](/s/i/i.gif) 2017/10/04 01:51:05
Subject: Total War Warhammer 2.
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Executing Exarch
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Dreadwinter wrote: LordofHats wrote:My understanding is that the Tomb Kings are a well rounded horde army, with strong elite units but not really what I was thinking of. I'm thinking Huns or Scythians from Rome style, or the Mamluks from Medieval.
Ahhhh ok. I was under the impression Tomb Kings focused a lot on chariots and horsemen. Been awhile since I have read much on Fantasy though. I'm still catching up on the new 40k Fluff tbh
Light chariots and light cavalry. The Tomb Kings don't get heavy cavalry.
I'm not sure how they'll handle the light chariots. Unlike the other races, Tomb Kings run their chariots in units. And those units are small units just like the typical cavalry unit you see on the tabletop (since cavalry is too expensive to buy in a brick). But cav in TW always comes in a block. So I'm not sure how they'll treat light chariots.
Their infantry is weak, but fearless. And many of the spells cast revolve around replacing dead troops. They have tough construct infantry (basically bone golems and bone giants), flying undead vultures, and giant scorpion constructs that get buried beneath the sands before a battle starts (so they can burrow to an inconvenient location and surprise the enemy army). For ranged attacks, they have archers with typical undead aiming skills (i.e. Poor), but that aren't effected by any ranged attack modifiers (so they ignore penalties for range and partial cover). And the Screaming Skull Catapult is pretty self-descriptive.
And they have the Ark from Raiders of the Lost Ark.
Yes, really.
They use a primitive form of spell casting. In older editions, this meant that they didn't roll power dice, and never miscast. But that got changed in the last edition (since it was incompatible with the revised magic rules).
And as mentioned earlier, they got some giant construct beasts in the last edition.
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![[Post New]](/s/i/i.gif) 2017/10/04 03:39:48
Subject: Total War Warhammer 2.
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Tomb Kings do have heavy cavalry of a sort. The cobra riders.
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![[Post New]](/s/i/i.gif) 2017/10/04 06:20:17
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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LordofHats wrote:AllSeeingSkink wrote:Any Lizard players considered NOT mounting their skink heroes on terradons and stegadons? I've got one coming up through the ranks now and I'm considering leaving him on foot and see how he goes, maybe good for taking out war machines? You know the sad part is that I only just now realized your name is AllSeeing Skink XD For some reason I've been calling you AllSeeingSink in my head this entire time Some of my garrisons have skink priests on foot as part of the garrison and those work fine I guess, but honestly Stegadons are so strong I can't really pass up getting one for free even if the hero riding him might do just fine without it.The heroes. Using one of my generals for comparison, the Skink Chief in his army has an Ancient Stegadon mount and an upkeep of 444. A normal ancient Stegadon has an upkeep of 454 for the same general. I don't bother bringing beasts much anymore. I just mount my lord and heroes on Stegadons and T-Rexes and use them cause they're cheaper, stronger, and have way better utility for the rest of the army. Yeah I've been finding much the same. Carnosaurs are especially nice because I always seem to lack fast troops to hunt down archer units, Carnosaurs are much faster than Stegadons so they can fill the role. It's probably not a good idea against a human opponent, but against the AI a good tactic seems to be to charge a front line unit, most will get knocked down so you can then tell the Carnosaur to attack the missile unit behind it before the guys get back up again. If you can time it with your front line hitting the enemy front line, the unit you charged through will end up engaged with your Saurus and can't go chasing down the Carnie. Voss wrote:AllSeeingSkink wrote: Though this conversation all started with me asking about Skinks and mounting them on Stegadons or leaving them on foot and if anyone was finding it a good idea to leave them on foot. Skinks are rather different animals to your average bashy lords that we're talking about now  Leaving the Skink Chief on foot means you gain a squishy vanguard unit but at the expense of giving up a very powerful monster. Because taking one option locks off the skill tree to the other option, it's a decision I'm finding hard to make. Truthfully a faster and more powerful monster trumps squishy all the way. I've gotten some use out of vanguard cavalry (for dark elves), but a vanguard hero is a different animal. Not the least because I've had single model units attack war machines and only manage to engage a single weapon crew, so the other three fire as if it weren't there.
Yeah, I'm thinking Stegadons are the way to go. But I'm pretty far in to the game now and have more Skink Chiefs than I can shake a stick at, so I've put a couple on the path of the ninja rather than the path of the stompy stompy so we'll see how they turn out. By the time they're fully upgraded the foot Skink Chiefs would have a speed in the low 60's, with the "Slippery" augment giving a temporary +24% to that, so mid 70's speed temporarily. It'll be interesting to see if he can do anything useful with it. The most recent weird development was confederating Mazdamundi. Which gave me several terrible Slann lords that... hadn't unlocked any spells. Mazda himself was heavily skilled in the campaign tree, and hadn't gotten any of his specials or the second tier of spells, despite being level 30. The other Slann were worse, one was level 13, had no spells, just specialized in unit buffs... for units that weren't in its army. The level 7 was similar, no spells, basically random picks.
I'm just massively unimpressed with Slann in general. I love them in the table top game and want to love them here but they just feel like they aren't able to impact the battle all that much. The spell selection just doesn't seem very good. They have a decently powerful vortex as a bound spell but you have to wait quite a while after the battle starts to use it, by which time it's not as useful (unless the enemy has kept some clumped up missile troops behind their front line). Mazdamundi when he's got all his spells isn't as bad, but if you inherited him without his full compliment of spells he's not going to be great.
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This message was edited 1 time. Last update was at 2017/10/04 06:21:19
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![[Post New]](/s/i/i.gif) 2017/10/04 06:59:30
Subject: Total War Warhammer 2.
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Calculating Commissar
pontiac, michigan; usa
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Played maybe another 20 turns. Shockingly i have pretty potent allies now (a strigoi ghoul king who's very potent), Lord Skrolk (clan pestilens skaven) and just recently naggaroth buddied up with me. High elves are close to completing the final ritual somehow but i should have enough money and such to send a reinforcement army i hope. We'll see how it all goes.
Other than that i'm on 10 territories which isn't a lot but my power bar goes gone up tremendously and enemies aren't really going out of their way to fight me so much as my allies. I guess that some rare good luck mixed with diplomacy i did. Also the lizardmen are doing horribly. One of the main factions was wiped out and maybe one or two small factions. Now the last Major Lizardmen faction is basically in realms with 3 of his enemies and all my allies (ghoul king undead guy, myself and lord skrolk so he's basically having his empire torn apart from every angle and besieged. That was in no small part to a confederation he managed to get.
Anyway it's late. Gotta see how the game works out tomorrow. The elves doing their final ritual is entirely possible and i dunno how the hell they managed to go from 4th ritual to 5th so quickly. Only a few smidges away from having the ability to do it.
As soon as i am able i will get all my allies to declare war on the Lothern High Elves and focus all their attentions on destroying them. Lord skrolk might be too far out of the way however as am i. As for me i have other plans. Maybe do a ritual or two and take land from our continental enemies while they give ultuan a good thumping.
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Btw ever notice how enemies don't seem to fight together in most Warhammer battles. They often exclusively fight against each other in some cases. I mean the big chaos and Nagash combo in End Times seems a bit abnormal. Normally it'd just be all the vampires with Nagash or all undead and archaeon with all his assorted chaos minions. In End Times that's when they added skaven to fight with chaos more and undead sorta sided with the good guys somewhat for a time. It was pretty case some of the alliances made.
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This message was edited 2 times. Last update was at 2017/10/04 07:06:10
Join skavenblight today!
http://the-under-empire.proboards.com/ (my skaven forum) |
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![[Post New]](/s/i/i.gif) 2017/10/04 12:25:07
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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flamingkillamajig wrote:Played maybe another 20 turns. Shockingly i have pretty potent allies now (a strigoi ghoul king who's very potent), Lord Skrolk (clan pestilens skaven) and just recently naggaroth buddied up with me. High elves are close to completing the final ritual somehow but i should have enough money and such to send a reinforcement army i hope. We'll see how it all goes.
Good luck. I had success sending interventions early on in the game, saved up the money and sent a top tier intervention against Lothern and it was great, stopped the ritual and rampaged across for several turns. Later in the game I tried doing the same when Naggaroth tried to a ritual and even the highest level intervention just got squashed like a bug.
The elves doing their final ritual is entirely possible and i dunno how the hell they managed to go from 4th ritual to 5th so quickly.
I think the ritual bar increases as they gather ritual resource then stops until they complete the ritual, any time between them being able to start the ritual and actually finishing it they could have been continuing to gather ritual resource, so when they finish they might jump forward on the ritual bar.
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![[Post New]](/s/i/i.gif) 2017/10/04 13:32:23
Subject: Total War Warhammer 2.
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Perfect Shot Dark Angels Predator Pilot
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This is a dumb question but how do you pay to send reinforcements during a ritual? I the suggestion in game to do it, but missed how to do it.
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![[Post New]](/s/i/i.gif) 2017/10/04 15:29:02
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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Tagony wrote:This is a dumb question but how do you pay to send reinforcements during a ritual? I the suggestion in game to do it, but missed how to do it.
The bar at the top of the screen which indicates ritual progress, at the end of that bar (to the right) is a button that is for sending interventions.
It seems like intervention forces only really work early on in the game, late game they aren't powerful enough to make an impact.
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![[Post New]](/s/i/i.gif) 2017/10/04 15:46:46
Subject: Total War Warhammer 2.
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Perfect Shot Dark Angels Predator Pilot
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Ahhhh ok, thanks! As a HE player the skaven are way behind at turn 70 or so but the DE and lizards are up by me. I'm pounding through the DE but the lizards i'm going to save up and send a gift. Hopefully they do some good.
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![[Post New]](/s/i/i.gif) 2017/10/04 15:59:56
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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I haven't tested it, but I'm wondering if it's better to wait until they're just about to finish a ritual before sending an intervention, MAYBE if you do that they'll already be softened up by the Chaos incursions that your intervention will be successful. Just a theory.
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![[Post New]](/s/i/i.gif) 2017/10/04 17:30:01
Subject: Total War Warhammer 2.
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Terrifying Doombull
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AllSeeingSkink wrote:I haven't tested it, but I'm wondering if it's better to wait until they're just about to finish a ritual before sending an intervention, MAYBE if you do that they'll already be softened up by the Chaos incursions that your intervention will be successful. Just a theory.
I generally haven't seen that work. The chaos incursions pop up in specific places for each character. In my experience the interventions pop up and siege a random secondary city, and then the AI sends out an army and crushes them with the help of the city garrison, then chases down the survivors, usually within the same turn.
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In other news, my Kroq-gar campaign is wrapping up. Only the dark elves are left- I completely control the southlands, half of Lothern, and large chunks of Lustria and Naggarond (there was a rogue army that took the eastern coast from some of minor powers and Tiranoc) Unfortunately Malekith has confederate twice, and now controls 21 cities rather than 6. Morathi is up to 3, as for some reason she's warring with one of the minor lizard powers in Lustria (who simply won't confederate, despite gifts and nonsense). At this point the game is about mustering the energy to steamroll Malekith, and getting my armies out of Lustria (from dealing with Teclis), probably stomping the New World Colonies as well as Morathi on the way North. And probably the weakest of the the three remaining lizards, just because I have to go through them anyway.
But at this point I just want to get on with it and finish the campaign- my economy is ludicrous, I've got 12 armies in the field and still make 40K a turn, because lizard tech (and buildings, unique and otherwise) act as multipliers for both income and upkeep reduction.
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This message was edited 1 time. Last update was at 2017/10/04 17:30:49
Efficiency is the highest virtue. |
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![[Post New]](/s/i/i.gif) 2017/10/04 17:42:12
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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Yeah, my Mazdamundi campaign is wrapping up. I have 1 ritual left with enough plaques to start it. I finally got Itza to confederate just by paying them absurd amounts of money, wiped Lothern out and they were the most powerful faction (Chrace is the only HE faction still alive, for whatever reason the other ones didn't want to make peace but Chrace was never aggressive toward me). Still haven't confederated with Kroq Gar but at this point there's no need to, he owns most of the Southlands and I own most of Lustria and Ulthuan. Time to start the last ritual and finish it off. Previous ritual I was silly and got lured out of one of my ritual sites and almost lost it. Controlling a lot of land makes it hard to defend the ritual sites because the incursions seem to pop up where ever and if they pop up far away from any of your armies they can wreak havoc before you finally put them down or they attack an actual ritual site.
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This message was edited 1 time. Last update was at 2017/10/04 17:45:56
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![[Post New]](/s/i/i.gif) 2017/10/04 20:27:25
Subject: Total War Warhammer 2.
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Longtime Dakkanaut
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I am having slight trouble on very hard. By turn 120 the elves have 4 rituals done.
I am not sure what to do...... Took me 80+ turns to get 2 rituals done and take over most of my island. When ever I started the ritual dark elves sent a level 30 dragon rider full army to hit my core. Then 2 units of unknown skaven, 3 chaos followers, then the stupid book elves hit me.
By the time I clean them out I lose half my island and need to recap, then stupid high elves keep doing rituals. I actually sent the max distraction and the very turn I sent it they killed it of. This was their first ritual lol.
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I need to go to work every day.
Millions of people on welfare depend on me. |
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![[Post New]](/s/i/i.gif) 2017/10/04 21:45:59
Subject: Total War Warhammer 2.
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Secret Force Behind the Rise of the Tau
USA
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I find the max distraction is a complete waste. The game just stacks the army with monstrous creatures and siege engines and no infantry or skirmishers to protect it. It's a good threat against an undefended capital, but the AI never has an undefended capital unless you just killed it.
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![[Post New]](/s/i/i.gif) 2017/10/05 13:00:30
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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Ah well, just finished the last ritual with Mazdamundi. Admittedly the game was getting a bit boring toward the end, probably because I set the difficulty too low but with the Lizardmen the way the geomantic web thingo works the more contiguous land you hold the better your economy. Once you hold most of one of the continents your economy can sustain lots of big armies and you just start playing musical chairs with the AI and it more becomes an annoyance just auto-resolving conflicts you either have no chance of winning (them attacking a garrison) or ones you have no chance of losing (recapping settlements). Anyone have a clue when the Tomb Kings might come out? Several months I guess? I imagine if you started as Kroq-Gar it'd have a pretty big effect on the game as the Tomb Kings should be controlling quite a large swath of rather important land in nothern-fantasy-africa.
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This message was edited 1 time. Last update was at 2017/10/05 13:02:36
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![[Post New]](/s/i/i.gif) 2017/10/05 13:30:05
Subject: Total War Warhammer 2.
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Fate-Controlling Farseer
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They haven't even announced the TK yet. It'll probably be several months down the road.
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Full Frontal Nerdity |
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![[Post New]](/s/i/i.gif) 2017/10/05 18:13:34
Subject: Total War Warhammer 2.
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Decrepit Dakkanaut
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Is it just me, or does the AI feel less agent spam-happy this time around?
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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 |
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![[Post New]](/s/i/i.gif) 2017/10/05 18:25:43
Subject: Total War Warhammer 2.
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Secret Force Behind the Rise of the Tau
USA
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Avatar 720 wrote:Is it just me, or does the AI feel less agent spam-happy this time around?
It is, thank god. The AI used to swamp me in more agents than I could handle and all my agents ever did was kill enemy agents. Now I actually get to use them for fun gak XD
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![[Post New]](/s/i/i.gif) 2017/10/05 19:13:34
Subject: Total War Warhammer 2.
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Grizzled Space Wolves Great Wolf
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Avatar 720 wrote:Is it just me, or does the AI feel less agent spam-happy this time around?
Really? How bad were they before?  Lothern and Pestilens just kept sending bloody agents around all the time trying to wound or assassinate my characters until I managed to wipe out their last settlement. When they start sending agents at me is when I decide I really need to wipe that race off the map
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This message was edited 2 times. Last update was at 2017/10/05 19:22:31
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