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On September 13 2017 00:39 andrewlt wrote: I beat him the first time around turn 145. He respawned around 5 turns later. And yes, I wiped out all the other stacks as well. I was checking the campaign objectives at that point and warriors of chaos was checked. My reason for chasing him is pretty much because I was worried that warherd of chaos was going to respawn if I waited for him to come to me.
The campaign is the weak spot of my Empire play through. The campaign is based on the style CA adopted for Rome 2, which has a lot of annoyances for me. The battles are easily the strength of that campaign. I had fun with that unit roster. I have an affinity for artillery in these games and the Empire delivered. Nice to have greatswords and good cavalry for the hammer and anvil play style once the enemy gets close to my artillery. I tried to make the witch hunter work in battles as a hero/lord/small unit sniper but it doesn't seem like he's doing much damage and keeps getting his line of fire blocked.
Going to try the wood elves mini-campaign with Durthu then the main campaign with King Orion. Looking at the campaign objectives, it seems that I can just turtle and build up while conquering nearby settlements to get enough armies to beat the final battle? What do people do in that campaign?
There's basically three ways to do it.
1) Good Guy Wood Elf (Elrond Style) Build up a few turns, then kill beastmen, greenskins, etc, and take a small kingdom in your immediate area. Befriend the major human empires, and ally with them (exception to normal rule!) to get access to their amber. Gold comes mostly from trade agreements. This should get you enough to level tree up to 5 and get some good techs. Protect your allies, particularly from Chaos, beat Archie, and call it a day.
2) Return it all to the Wild (Durthu's Wish). AKA "Chaos Elves" Build up a few turns and start picking off weak and/or unpopular civilizations nearby. Raze cities for the gold and seed them to hold the area. Tilea/Estalia/Border Princes usually a solid target, since it's easy to defend. Prioritize port cities and get the related amber tech. Roll up Bretonnia and the mountains, then start pushing east as Chaos pushes west. Chaos Elves beat other Chaos and cover the world in forest.
3) Kurnos Vult! Hybrid strat... Play as Durthu (no attrition), build an army, peace out of any wars you're in, and immediately send everything north and start razing Norsca. As soon as you can, send another army right up after (try to level up the lord of this one before the army exists during the inevitable rebellions, which a lord and T2 defenses can take if you micro, or T3 with autoresolve). Defeat Norsca and seed the area, get ports and their tech, etc. When the campaign against Norsca is over, you'll be in position to defeat the Warriors of Chaos and win. Do it well enough and the Empire will never know Chaos even invaded.
Option 2 is probably safest (and most normal) but 1 and 3 can be a ton of fun. 3 is my favorite campaign in the game.
Edit: Also, don't conquer the other elves. You can confederate them super easy at tree tier 3, which is strongly recommended.
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If you go to norsca how are you supposed to stop the beastmen from marching in and completely wrecking your shit?
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You can be pretty constantly producing armies since your income from razing Norsca is crazy. When a beastmen stack is on the way, you just hold back a stack for a little instead of sending it north yet. You can just garrison if absolutely necessary, but usually don't have to. Obviously if you feel it's necessary to upgrade the Oak you should keep an army around. But I usually hold off for a while on that until I start resettling the razed debris that was Norsca (for the public order issue).
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I think I'm doing option 2 because I like building up stuff.
If you do go to Norsca, you only have your 1 starting territory to defend, no? Wouldn't main settlement garrison + 1 defense building (the additional garrison) be enough against anything the beastmen throw at you? I suppose the danger is them skipping that to beeline the tree.
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Your base is broadly safe.
Though, funny story, first time I tried it I actually mistimed the walls and lost my home to rebels, decided to go ham, and just basically became a horde army up north for a while. Eventually, after razing much of the North, the Norscan stacks got too tough for my tier-1-and-unable-to-recruit army to fight, and I went back and reclaimed my homeland, Odysseus style.
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I think I've fought a defensive siege battle like once.
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I'm sorry but this is an off topic question that I'm asking since I don't know where to put it.
In the new Age of Sigmar warhammer tabletop game rules, can friendly units touch bases? Why do I recall a rule of half inch distance between units?
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On September 15 2017 18:17 Tilorn91 wrote: I'm sorry but this is an off topic question that I'm asking since I don't know where to put it.
In the new Age of Sigmar warhammer tabletop game rules, can friendly units touch bases? Why do I recall a rule of half inch distance between units? Yea they can. It's how you get to attack with your secon rank at 1"range.if you meant overlap them (as in one on top another) competitive rules commonly forbid it.
Half inch is what you need for your charge to be succesful.
Now back to the bathroom to wash my hands.
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I have no idea how to play Norsca.
They seem like kind of a lame faction in TW:WH but they did a great job of expanding them and they really have some of the coolest individual stories.
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On September 17 2017 03:10 Jerubaal wrote: I have no idea how to play Norsca.
They seem like kind of a lame faction in TW:WH but they did a great job of expanding them and they really have some of the coolest individual stories.
They were super lame until the update. Lot of people think it's the best campaign in the game now (I think it's most polished, but still prefer some of the others).
Monster hunts are great, the way confederation is different is cool, and the roster is actually quite interesting. Warriors of Chaos campaign is a lot better for it, but is still pretty lame.
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On September 17 2017 03:10 Jerubaal wrote: I have no idea how to play Norsca.
They seem like kind of a lame faction in TW:WH but they did a great job of expanding them and they really have some of the coolest individual stories. Start by spamming Berserkers. They completely wreck all other marauders and will be the backbone while you conquer the other tribes. Abuse their confederate mechanic by killing the tribe leader, then ask for peace (you will get it) and then confederate them (they will accept).
Tech up and beef up your armies, Skinwolves and later armoured skinwolfs are amazing. add in some ice wolves to chase down and kill fast units. Lategame you can add in Mammoths to taste.
After conquering Norsca you do the chaos thing of just walking south sacking everything you find.
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I'm about to finish the mini campaign as Durthu. I want to do the grand campaign as Orion next, for something different. Seems like Durthu's side is stronger? He only needs amber for 1 archer unit and it seems to be a niche one that kinda replaces the earlier armor piercing glade guard. I got to use the rest during Durthu's campaign. I'm not sure what to do with infantry since the tree kin and treeman are so strong for Durthu. Eternal guards are decent but have no offense. I keep hearing that wardancers suck, but maybe that's just for multiplayer. Or is that just the regular wardancers? The spear version seem to have better reviews.
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Looking at some of the new videos coming out, it seems like units are slower to die and rout in WH2 than WH1. The battles are lasting noticeably longer. Of course, I'm not seeing many effective flanking attacks in these videos, so that might be the part of the difference. Also, I'm not sure that magic has been buffed that much. Buffs/debuffs are probably still good, but the AoE damage spells still don't seem to be doing enough work.
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On September 19 2017 23:57 xDaunt wrote: Looking at some of the new videos coming out, it seems like units are slower to die and rout in WH2 than WH1. The battles are lasting noticeably longer. Of course, I'm not seeing many effective flanking attacks in these videos, so that might be the part of the difference. Also, I'm not sure that magic has been buffed that much. Buffs/debuffs are probably still good, but the AoE damage spells still don't seem to be doing enough work.
Really? I was thinking that Heavens at least seemed way stronger... in the Kroq-Gar playthrough (which is, I think, the best gameplay footage out so far both in terms of entertainment and education and the players actually knowing how to play well) the Heavens Skink Priest was getting work done. More kills than any other unit, just from the lightning and the breath spells. Seems like the cooldowns come quicker and the spells are more devastating. Even just the fact you can aim the direction of wind spells is huge (though someone needs to tell Lionheart... he doesn't use the ability in his playthrough that I've seen so far). One of the multiplayer showcase battles (3rd one I think?) got totally turned around by some good spell casts.
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On September 20 2017 00:12 Yoav wrote:Show nested quote +On September 19 2017 23:57 xDaunt wrote: Looking at some of the new videos coming out, it seems like units are slower to die and rout in WH2 than WH1. The battles are lasting noticeably longer. Of course, I'm not seeing many effective flanking attacks in these videos, so that might be the part of the difference. Also, I'm not sure that magic has been buffed that much. Buffs/debuffs are probably still good, but the AoE damage spells still don't seem to be doing enough work. Really? I was thinking that Heavens at least seemed way stronger... in the Kroq-Gar playthrough (which is, I think, the best gameplay footage out so far both in terms of entertainment and education and the players actually knowing how to play well) the Heavens Skink Priest was getting work done. More kills than any other unit, just from the lightning and the breath spells. Seems like the cooldowns come quicker and the spells are more devastating. Even just the fact you can aim the direction of wind spells is huge (though someone needs to tell Lionheart... he doesn't use the ability in his playthrough that I've seen so far). One of the multiplayer showcase battles (3rd one I think?) got totally turned around by some good spell casts. Watching that video, the wind skills do look better. The bombardment spells don't seem to be packing sufficient punch. I guess I'll just have to see it in game.
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I have seen Dark elfs vs Rats. It can end so fast :D. Everything involving never die raging dinosaurs takes ages though. Even with high level slan mages.
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I know and I'm in love. Unbreakable dinosaurs? Yes please. Pretty sure I've found my new favorite faction, though it'll depend a little on what the campaign plays like... I'm very *meh* on Empire in a lot of ways, but I love their campaign, and Bretonnia's kinda the opposite.
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I like the Empire's roster more than their campaign position. I have a thing for artillery and cavalry. I also like securing a defensive position and pushing out from there so I like factions who start on the edge of a map and can build up.
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Empire has arguably the coolest roster in the game with their unit diversity. Plus, gunpowder units are just so damned badass.
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