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Total War: Warhammer - Page 113

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khye.aadith
Profile Joined October 2018
6 Posts
Last Edited: 2018-12-08 20:56:39
December 04 2018 15:40 GMT
#2241
--- Nuked ---
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
December 04 2018 20:18 GMT
#2242
On December 03 2018 23:58 iamthedave wrote:
Show nested quote +
On December 03 2018 21:15 Dangermousecatdog wrote:
On December 01 2018 09:16 iamthedave wrote:
On December 01 2018 05:38 Sermokala wrote:
On December 01 2018 02:12 iamthedave wrote:
On December 01 2018 00:40 Jerubaal wrote:
On November 30 2018 09:59 xDaunt wrote:
On November 30 2018 07:15 Jerubaal wrote:
Yeah, but what if your military allies start turning against each other and force you to choose? Granted it was a much bigger deal in WHI.

They won’t turn on each other when they are perpetually warring together against common enemies.


Ok, so this was a very WHI and Dawi-centric problem. During the Chaos invasion, everyone gets together and starts singing Kumbaya and I entered into alliances with all of the human factions. Then, after Chaos was destroyed, they started to turn on each other, forcing me to choose. They would then incur Grudges, usually with agents. Of course, agents were fucking terrible, so eliminating the faction entirely was usually the easiest option. I think I ended up annihilating Border Princes and Brettonia because of this. Now, I probably should have just broken my alliances and stayed neutral, but I don't think you can diplomacy out of a Grudge once it's made.

I'd also like to bring up again what a terrible idea The End Times was. WH was perfectly fine putzing about for eternity. It's WH40k that needs some freaking narrative progression.


Yeah, End Times was a horrible idea. But apparently WH sold terribly so they blew it up to put magical marines in it. Age of Sigmar is apparently selling really really well in comparison.

End times wasn't really a bad idea itself but its execution was pretty bad. The low fantasy shtick was getting pretty old and the new high fantasy has a lot more to draw on for units.trying to repeat their success with 40k's rolls streamlining. went off really bad.

The rules got really really bad for end times and first edition of age of sigmar but second edition age of sigmar rule set got a lot better. At least the games I watch on miniwargaming are a lot better in second edition then first.


If the low fantasy schtick was getting old than 40k grim dark is getting archaeological. Fantasy's as immortal as sci-fi, there's just shit writing and good writing. GW is (bizarrely) terrified of advancing the plot in any way that isn't the literal apocalypse, despite the fact everytime they actually do the fans are generally really pleased .

The response to the flurry of plot in 40K was - mostly - rapturous. The End Times had people at least interesting up until it was 'rocks fall, everyone dies'.

The only people who let it stagnate were GW.
GW is hesitant to advance the plot becuase it is a setting for a tabletop game. Like all multiplayer games, you don't want to split up your base, so what they did was incrementally ramp up an end time/apocalypse and then release a new version when it became untenable. Until the end time happened because GW threw a hissy fit over trademarks. And now no one plays warhammer fantasy because it's well, unsupported.


Except, as mentioned, the players almost invariably liked it when the plot was actually advanced. You can do an awful lot with a race without extreminating them, and so long as you don't exterminate a race but make the plot more about the push and pull of civilisations, with lore 'highs' and 'lows' there's zero reason whatsoever for stasis.

In addition, you can then make those massive yearly tournaments actually mean something, which players would again really love.

Depends by what you mean by players. Actual tabletop players don't care about "advancing the plot". It's just a social hobby. This "advancing the plot" business seems solely to be a meme that originated since Dawn of War.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
December 04 2018 20:46 GMT
#2243
@iamthedave You mean, like the winners of the tournaments would determine plotlines? Like what LoL did the first few years?
I'm not stupid, a marauder just shot my brain.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
December 10 2018 00:56 GMT
#2244
So, um. If you get the Domination Victory in a Vortex Campaign, the rituals disappear.
I'm not stupid, a marauder just shot my brain.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
December 14 2018 01:04 GMT
#2245
Ded thread. xD

Quick question, though. I've been trying to get some of the DLC and the UI is pretty crap. Do I have to have WHI installed in order to get the Norsca RoR? I don't seem to be able to download those.
I'm not stupid, a marauder just shot my brain.
Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
December 14 2018 05:20 GMT
#2246
On December 14 2018 10:04 Jerubaal wrote:
Ded thread. xD

Quick question, though. I've been trying to get some of the DLC and the UI is pretty crap. Do I have to have WHI installed in order to get the Norsca RoR? I don't seem to be able to download those.


I believe that you need TWH1 for that. Just wait for sale on Steam. I remember that not so long ago you could get TWH1 with all DLC for about $10.


On December 05 2018 05:46 Jerubaal wrote:
@iamthedave You mean, like the winners of the tournaments would determine plotlines? Like what LoL did the first few years?


Yes. This happens for several games. The best I've seen it in though was Legend of the Five Rings, where people could really influence the world (and create some major upsets at times by offing an Emperor or a beloved character of another Clan).
Time is precious. Waste it wisely.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
December 14 2018 16:00 GMT
#2247
Thanks! I figured it out- apparently you have to sign up on the CA website for the RoRs.
I'm not stupid, a marauder just shot my brain.
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
September 13 2019 08:31 GMT
#2248
I finally managed to win my first old world (TWW) campaign on normal difficulty playing as the empire. It was a total slugfest until the end as I decided to keep Gorssel in the Wastelands and defend it vs Norcsan raids, while at the same time dealing with Vampires, Chaos and Trolls on the other side of the empire. Funnily enough I didn't manage to finish one single quest for Karl Franz, but they turned out to be not necessary. It felt like I was overextended with my armies a couple of times, but merciful Normal AI decided not to punish me for it.

My next playthrough will probably be on Hard difficulty. At the moment deciding between Greenskins and Vampire Counts. Primarily I want to get more into the tactics of playing battles instead of auto resolving, as I heard that with increased difficulty the AI gets huge bonus to Autoresolve. Anyone know a good guide on how to position/micro units in AI battles? All I found so far is multiplayer advice.
Simberto
Profile Blog Joined July 2010
Germany11507 Posts
September 13 2019 09:30 GMT
#2249
Positioning and basic tactics highly depend on your faction, but the basic idea is always to have a frontline long and strong enough to hold their frontline in place, and try to flank with mobile units or gunpowder units. Have artillery/spells blow up clusters of strong things. Figure out which of your units are strong. Having the high ground is always good.
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
September 13 2019 12:04 GMT
#2250
What metrics does one use to determine which units are strong? Especially when it comes to lords/heroes with spells and magic it can be difficult to discern.
Simberto
Profile Blog Joined July 2010
Germany11507 Posts
September 13 2019 13:27 GMT
#2251
Either you can use google if you want to use that kind of outside information. You usually get a good list of which units are strong for each faction.

Or observe them in combat and post-game stats. If a unit consistently kills a lot of stuff, it is probably good. If a frontline unit consistently holds its position, doesn't die and doesn't break, it serves its purpose.

One important thing to keep in mind is that you can pause the battles at any time and give orders while paused. This means that you can get a good idea of what is going on, and very carefully control your stuff. (Don't overdo this either, too many orders can hurt, too. Especially to units currently engaged in melee or preparing to fire.)
Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
Last Edited: 2019-09-13 15:11:59
September 13 2019 15:05 GMT
#2252
On September 13 2019 22:27 Simberto wrote:
Either you can use google if you want to use that kind of outside information. You usually get a good list of which units are strong for each faction.

Or observe them in combat and post-game stats. If a unit consistently kills a lot of stuff, it is probably good. If a frontline unit consistently holds its position, doesn't die and doesn't break, it serves its purpose.

One important thing to keep in mind is that you can pause the battles at any time and give orders while paused. This means that you can get a good idea of what is going on, and very carefully control your stuff. (Don't overdo this either, too many orders can hurt, too. Especially to units currently engaged in melee or preparing to fire.)


You can't give orders to units when paused on legendary difficulty though. Keep that in mind.

As to what makes a unit good it depends on a number of factors and it'll differ based on the role the unit has to serve on the battlefield. In frontline units that hold the line you'll most likely look for high melee defence, armor and shields or charge defence skill.

For spellcasters you can either go with buffs/debuffs/utility or direct damage. For direct damage it's really hard to beat lore of fire with fireball, burning head and flamestorm. In general, in campaign play you'll want your wizards to either do a lot of AoE damage (fire, heavens) or provide healing and support (life) and only use a couple of spells (since magic is a limited resource).

For some sample doomstacks (full army compositions that wreck everything lategame on any difficulty) you have stuff like this:

Remember to add a couple of heroes to each stack. Usually 1 melee and 1 mage, can have more if you want.

High Elves: Phoenix Guard + Sisters of Avelorn + 2 bolt throwers/dragons
Dark Elves: Black Guard + Darkshards/Shades + 2 bolt throwers/dragons
Dwarves: Ironbreakers + Quarrelels/Thunderers + 3-4 Organ Guns/Cannons
Lizardmen: Either full stack of stegadons or carnosaurs. Bonus points if you make a full stack of Kroq-Gar and Oldbloods on carnosaurs. Pure mayhem.
Norsca: Full stack of mammoths.
Chaos: Full stack of dragon ogre shaggoths.
Bretonnia: Full stack of royal hippogryph knights (and lonely enchantress on unicorn so they don't have to land).
Beastmen: Few cygors, some minotaurs and bestigors, plenty of heroes and lords with 'Nurgle's Foul Stench', shamans of death and shadows. This is really funny since you don't really need to fight battles as enemies rout as soon as you reach melee because they have 0 leadership. Undead start crumbling almost instantly.

Stuff like that

Edit: For beastmen fun check this out
Time is precious. Waste it wisely.
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
September 13 2019 23:30 GMT
#2253
I appreciate the advice, thanks!

Went for mannfred on hard difficulty on my current game. Zombies and skeletons work splendid in the early stages as Im fighting mostly dwarfs and humies at the moment. Coupled with Manni throwing lore of death into crowds and a varghoul to break gates/run down artillery Im getting a lot done.

As far as doom stacks are concerned, either getting pure monsters or a well balanced mix of melee/range/artillery with proper character support seems to be the way to go.

After 30 turns I sacked and razed a lot of dwarf settlements, got some starter provinces from vampire subfactions and obliterated ostermark alle the while befriending some green skins, and keeping the empire off my back. All in all an epic start.
Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
September 27 2019 13:51 GMT
#2254
Well, vamps are super easy. You just raise dead for free skellies, make them simply tank enemy while you obliterate whole armies with wind of death (best spell in the game, you can easily get 300-400 kills with a single cast).
Time is precious. Waste it wisely.
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