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Total War: Warhammer - Page 61

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B.I.G.
Profile Blog Joined August 2010
3251 Posts
September 29 2017 04:39 GMT
#1201
Is Skaven reasonable for a first play through or would it be too hard for a nub like me?
Yoav
Profile Joined March 2011
United States1874 Posts
September 29 2017 05:28 GMT
#1202
On September 29 2017 12:00 xDaunt wrote:
Does anyone like the Vortex mechanic? It feels like a chore to me. I'm pretty sure that I'll never play the main campaign again once the combined map hits.


Yeah that's my feeling. My first playthrough I'm just ignoring the whole thing; I took Not-Africa and am now plowing through Not-SouthAmerica. Was friendly with Teclis until he decided to betray me for his bro, so now I'm purging Lustria of the Warm-Bloods. I beat up the Dark or High Elves whenever they try to do a ritual; intervention forces can be a nice addition to the roster if you're made of cash.

Been having a really hard time confederating, though. The other Lizardmen all love me, are way weaker than me, and want to be my best buddy but "not like that." I've gotten two confederations all game (including, happily, Mazdamundi) but both were losing wars badly and about to be anihilated when I took them in. I know that's how it goes sometimes but I don't think it was so bad in the base game.

Also Malekith is a one-man army. The biggest setback I had all game was when Malekith showed up with a crazy doomstack. My army had to flee repeatedly as he took settlements in NotCentralAmerica, and he even dropped an army with Mazdamundi in it before I finally got enough dinosaurs in one place to drop him. Not pretty.

Ton of fun though... really looking forward to the combined map.
Biff The Understudy
Profile Blog Joined February 2008
France8123 Posts
September 29 2017 06:28 GMT
#1203
So, do you meet the "old" races at all in the Vortex campaign, or does it all happen between the new factions?
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
xDaunt
Profile Joined March 2010
United States17988 Posts
September 29 2017 07:28 GMT
#1204
On September 29 2017 14:28 Yoav wrote:
Show nested quote +
On September 29 2017 12:00 xDaunt wrote:
Does anyone like the Vortex mechanic? It feels like a chore to me. I'm pretty sure that I'll never play the main campaign again once the combined map hits.


Yeah that's my feeling. My first playthrough I'm just ignoring the whole thing; I took Not-Africa and am now plowing through Not-SouthAmerica. Was friendly with Teclis until he decided to betray me for his bro, so now I'm purging Lustria of the Warm-Bloods. I beat up the Dark or High Elves whenever they try to do a ritual; intervention forces can be a nice addition to the roster if you're made of cash.

Been having a really hard time confederating, though. The other Lizardmen all love me, are way weaker than me, and want to be my best buddy but "not like that." I've gotten two confederations all game (including, happily, Mazdamundi) but both were losing wars badly and about to be anihilated when I took them in. I know that's how it goes sometimes but I don't think it was so bad in the base game.

Also Malekith is a one-man army. The biggest setback I had all game was when Malekith showed up with a crazy doomstack. My army had to flee repeatedly as he took settlements in NotCentralAmerica, and he even dropped an army with Mazdamundi in it before I finally got enough dinosaurs in one place to drop him. Not pretty.

Ton of fun though... really looking forward to the combined map.


Hah, great minds think alike. I decided that fucking around with the rituals on higher difficulties is a fool's errand with all of the bullshit that comes your way. So I gave Malekith a predominantly tier 5 stack and sent him straight into the heart of Hexoatl, which he just obliterated singlehandedly. I simply sacked and looted my way down to their capital, letting rebellions and other factions clean up the mess that I left. I'll probably hang on to Mazdamundi's home province and consolidate a bit before shipping off Malekith to Ulthuan. The general idea is to catastrophically and irreparably wreck the Vortex factions (Lothern, Hexoatl, and Clan Mors) so that I don't have to worry about that stupid mechanic anymore.
Yoav
Profile Joined March 2011
United States1874 Posts
September 29 2017 07:36 GMT
#1205
Yeah the whole gang is in the the southern continents.
-Empire (the TW race, not the lore faction) has a colony in both Lustria and in the Southlands.
-Dwarfs and Greenskins have a faction each in the mountains of each southern continent.
-Vampires where Tomb Kings should (and probably will) be in NotEgypt
-Bretonnian Crusaders where Araby should (and probably will) be in NotNorthAfrica
-Beastmen hordes scattered about the southern continents, but also in Naggarond (NotNorthAmerica)
-Wood Elves have a single base in central Southlands
-Norscans throughout the north, but also in NotYucatan
-Chaos shows up when the rituals happen.

And there are rogue armies composed of random assortments of the above that scurry around. In my campaign a few of them settled down with the Dark Elves.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
September 29 2017 07:42 GMT
#1206
I think you get some old world colonists. Saw vampires and such. Now decide which faction I'll choose for conquering the world for the first time when the big campaign launches.
Gorsameth
Profile Joined April 2010
Netherlands22446 Posts
September 29 2017 09:44 GMT
#1207
It feels like the ritual system is an attempt to address issues with previous Total War games that the AI can never win. The rituals give the players a limit in how long they can turtle around, but the AI isn't able to win a domination victory so they had to do it like this.

I wonder if you could simply remove the mechanic with a mod.
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10152 Posts
Last Edited: 2017-09-29 10:29:35
September 29 2017 10:26 GMT
#1208
I don't see the problem with it. It's not like you really need to get more than 2 excavation sites to outrun the enemy in that race, and you have pleeeeeeenty of time for it. I mean i justo conquered whole ulthuan by turn 90 and the bar isn't at half and the skaven already fell behind, with druchii and slann barely keeping.up with me, and i only got my second spot at turn 80 or so. Now i am going to kill me some treacherous druchii and seal the deal by getting their sites.

What i mean is that it is not something you have to be doing all the time if you don't want to and still be fine, it's not like civilization victory condition. I had been ignoring most quests and it's fine.

I don't know at max difficulty tho, since i went on very hard to get a feeling on how the new mechanich works. Also i started a druchii campaign and damn, do they swing in money, having an army enslaving barbarians is seriously profitable lol.
Biff The Understudy
Profile Blog Joined February 2008
France8123 Posts
September 29 2017 12:10 GMT
#1209
On September 29 2017 18:44 Gorsameth wrote:
It feels like the ritual system is an attempt to address issues with previous Total War games that the AI can never win. The rituals give the players a limit in how long they can turtle around, but the AI isn't able to win a domination victory so they had to do it like this.

I wonder if you could simply remove the mechanic with a mod.

I got quite raped by Chaos a couple of times. And once before patching by the wood elves. First campaign ever, Durthu decided that the Empire looked yummy and clusterfucked me with elite doomstacks while I was fighting 600 marauder stacks.

I think the razing mechanics destroying all buildings is a bit annoying. Nortern empire is a complete wasteland every game. It should be easier to recolonize a ruined settlment and one should get back part of his buildings chain, maybe for a cost. At the moment the AI factions fuck each other up to oblivion by razing each other settlements, which takes littke effort and a huge time to recover from. That makes most of them completely irrelevant compared to a human player smart enough to protect his stuff.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Razhil
Profile Joined May 2011
Belgium208 Posts
September 29 2017 13:49 GMT
#1210
On September 29 2017 12:00 Jerubaal wrote:
I just learned that a crossbow bolt is also called a "quarrel" so that's QUARRELERS for you.

Apparently it's an interesting bit of convergent etymology. The word quarrel meaning argument comes from Latin meaning complaint. Quarrel the bolt comes from French carre meaning square.


FYI, the French word for a bolt is not carre but carreau. Also, if you're interested, quarrel (the argument) in French is querelle.
andrewlt
Profile Joined August 2009
United States7702 Posts
September 29 2017 15:25 GMT
#1211
On September 29 2017 16:36 Yoav wrote:
Yeah the whole gang is in the the southern continents.
-Empire (the TW race, not the lore faction) has a colony in both Lustria and in the Southlands.
-Dwarfs and Greenskins have a faction each in the mountains of each southern continent.
-Vampires where Tomb Kings should (and probably will) be in NotEgypt
-Bretonnian Crusaders where Araby should (and probably will) be in NotNorthAfrica
-Beastmen hordes scattered about the southern continents, but also in Naggarond (NotNorthAmerica)
-Wood Elves have a single base in central Southlands
-Norscans throughout the north, but also in NotYucatan
-Chaos shows up when the rituals happen.

And there are rogue armies composed of random assortments of the above that scurry around. In my campaign a few of them settled down with the Dark Elves.


Who is in NotAfrica? Is it mostly an optional placeholder until Tomb Kings and Araby are released? From what I understand, high elves are in Atlantis, dark elves in NotNorthAmerica, lizardmen in NotCentralAmerica and skaven in NotSouthAmerica. I heard one of the high elves lords starts somewhere in NotAmericas. So do one of the skaven and lizardmen lords start in NotAfrica?
Manit0u
Profile Blog Joined August 2004
Poland17781 Posts
Last Edited: 2017-09-29 15:39:15
September 29 2017 15:38 GMT
#1212
I hope they'll make it a quadrilogy instead of a trilogy. They're still missing some stuff that would be really cool in TWWH:
  • Chaos Dwarfs in the north-east
  • Ogre Kingdoms in the east (could also add Cathay and more Clan Eschin stuff)
  • Tomb Kings in NotLybia/NotEgypt (could also add Araby while at it and Lahmian/Necrarch vamps instead of just Von Carsteins/Strigoi, Blood Dragons in Bretonnia please)
  • Bringing back true Regiments of Renown (mercenaries, so you could play as more than one faction/race) would also be nice
Time is precious. Waste it wisely.
Gorsameth
Profile Joined April 2010
Netherlands22446 Posts
September 29 2017 15:41 GMT
#1213
On September 30 2017 00:25 andrewlt wrote:
Show nested quote +
On September 29 2017 16:36 Yoav wrote:
Yeah the whole gang is in the the southern continents.
-Empire (the TW race, not the lore faction) has a colony in both Lustria and in the Southlands.
-Dwarfs and Greenskins have a faction each in the mountains of each southern continent.
-Vampires where Tomb Kings should (and probably will) be in NotEgypt
-Bretonnian Crusaders where Araby should (and probably will) be in NotNorthAfrica
-Beastmen hordes scattered about the southern continents, but also in Naggarond (NotNorthAmerica)
-Wood Elves have a single base in central Southlands
-Norscans throughout the north, but also in NotYucatan
-Chaos shows up when the rituals happen.

And there are rogue armies composed of random assortments of the above that scurry around. In my campaign a few of them settled down with the Dark Elves.


Who is in NotAfrica? Is it mostly an optional placeholder until Tomb Kings and Araby are released? From what I understand, high elves are in Atlantis, dark elves in NotNorthAmerica, lizardmen in NotCentralAmerica and skaven in NotSouthAmerica. I heard one of the high elves lords starts somewhere in NotAmericas. So do one of the skaven and lizardmen lords start in NotAfrica?

Lizardmen Kroq-Gar starts in the Southlands (NotAfrica), so does the Skaven Squeek Head-taker (Clan Mors).

(one of the two High Elves (Teclis the mage) starts in Lustria (NotSouthAmerica), the other on Ulthuan (Atlantis)
It ignores such insignificant forces as time, entropy, and death
Gorsameth
Profile Joined April 2010
Netherlands22446 Posts
September 29 2017 15:46 GMT
#1214
On September 30 2017 00:38 Manit0u wrote:
I hope they'll make it a quadrilogy instead of a trilogy. They're still missing some stuff that would be really cool in TWWH:
  • Chaos Dwarfs in the north-east
  • Ogre Kingdoms in the east (could also add Cathay and more Clan Eschin stuff)
  • Tomb Kings in NotLybia/NotEgypt (could also add Araby while at it and Lahmian/Necrarch vamps instead of just Von Carsteins/Strigoi, Blood Dragons in Bretonnia please)
  • Bringing back true Regiments of Renown (mercenaries, so you could play as more than one faction/race) would also be nice

Dont need 4 games for that. Tomb Kings will be in the 2nd game as a DLC, Necrarch and Stygoi are already in the 2nd tho they don't have a unique unit roster, could come as DLC.

So if the 3e part grabs the east side of the world you have your Chaos Dwarfs and Ogres.
Would make sense to go there despite the idea that the 3e part would focus on chaos deamons. Only other map piece missing is the Chaos Wastes of the north pole but a game with just 4 demons and mortal chaos would be boring when the east is still up for grabs.
It ignores such insignificant forces as time, entropy, and death
ZasZ.
Profile Joined May 2010
United States2911 Posts
September 29 2017 15:55 GMT
#1215
I like the Vortex campaign so far, if only because it helps solves the perennial TW problem of not wanting to finish any of your campaigns once you are far enough ahead. At least from my perspective as someone who put a lot of hours into the first game but is a middling TW player at best.

Also, the revamp of the magic system has been HUGE. It feels so much more powerful now, although that could be cause they added in a lot of powerful spellcasters and I am playing my first campaign as Mazdamundi.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 29 2017 16:10 GMT
#1216
Talk to me about skaven and the wheel of doom. Is it as dumb as it should be? That entire faction should be execution of terrible ideas that somehow work due to lack of self preservation.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 29 2017 16:38 GMT
#1217
On September 29 2017 22:49 Razhil wrote:
Show nested quote +
On September 29 2017 12:00 Jerubaal wrote:
I just learned that a crossbow bolt is also called a "quarrel" so that's QUARRELERS for you.

Apparently it's an interesting bit of convergent etymology. The word quarrel meaning argument comes from Latin meaning complaint. Quarrel the bolt comes from French carre meaning square.


FYI, the French word for a bolt is not carre but carreau. Also, if you're interested, quarrel (the argument) in French is querelle.


I was led to believe carre means "square" referring to the square head. Carreau is an adjectival form, no? So "squarish"?
I'm not stupid, a marauder just shot my brain.
Gorsameth
Profile Joined April 2010
Netherlands22446 Posts
September 29 2017 17:25 GMT
#1218
second to last ritual on normal.
4 chaos doomstacks and 2 skaven doomstacks spawn in the middle of my territory away form the ritual cities while a high elf doomstack spawns right next to one an sieges on the same turn.

Not entirely sure I like this mechanic.
It ignores such insignificant forces as time, entropy, and death
Yoav
Profile Joined March 2011
United States1874 Posts
September 29 2017 17:29 GMT
#1219
On September 30 2017 00:25 andrewlt wrote:
Show nested quote +
On September 29 2017 16:36 Yoav wrote:
Yeah the whole gang is in the the southern continents.
-Empire (the TW race, not the lore faction) has a colony in both Lustria and in the Southlands.
-Dwarfs and Greenskins have a faction each in the mountains of each southern continent.
-Vampires where Tomb Kings should (and probably will) be in NotEgypt
-Bretonnian Crusaders where Araby should (and probably will) be in NotNorthAfrica
-Beastmen hordes scattered about the southern continents, but also in Naggarond (NotNorthAmerica)
-Wood Elves have a single base in central Southlands
-Norscans throughout the north, but also in NotYucatan
-Chaos shows up when the rituals happen.

And there are rogue armies composed of random assortments of the above that scurry around. In my campaign a few of them settled down with the Dark Elves.


Who is in NotAfrica? Is it mostly an optional placeholder until Tomb Kings and Araby are released? From what I understand, high elves are in Atlantis, dark elves in NotNorthAmerica, lizardmen in NotCentralAmerica and skaven in NotSouthAmerica. I heard one of the high elves lords starts somewhere in NotAmericas. So do one of the skaven and lizardmen lords start in NotAfrica?


NotAfrica has:

-Bretonnia in NotBarbaryCoast/Malta (3 Factions, 2 Provinces)
-Empire in NotMali/Ghana/Nigeria (1 Faction, 1 Province)
-Vampires in NotEgypt (2 Factions, 4 Provinces)

My understanding is that the Brets/Empire above will be replaced by Araby.
The Vampires will be replaced by Tomb Kings, who already have a significant presence in a form by the Great Pyramid of Nagash.
The factions below are unlikely to be replaced:

-Empire pirates on a random island near NotMalta (1 Faction, 1 Province)
-Orcs and Dwarves fighting it out in NotEthiopia (1 Fac Dwarves, 1 Orcs, 1 Province)
-Lizardmen in NotCongo (2 Factions, 2 Provinces)
-Wood Elves in NotKenya (1 Faction, 1 Province)
-Clan Mors (playable Scaven) contesting a province with a High Elf Faction in NotSouthAfrica
-Last Defenders (playable Lizardmen) fighting NPC Scaven and Beastmen for 3 Provinces along the east coast.
-High Elves in NotMadagasgar.
Yoav
Profile Joined March 2011
United States1874 Posts
Last Edited: 2017-09-29 17:40:13
September 29 2017 17:36 GMT
#1220
On September 30 2017 02:25 Gorsameth wrote:
second to last ritual on normal.
4 chaos doomstacks and 2 skaven doomstacks spawn in the middle of my territory away form the ritual cities while a high elf doomstack spawns right next to one an sieges on the same turn.

Not entirely sure I like this mechanic.


Yeah the intervention forces can be crazy. Like, 4 Star Dragons and full stack top tier Inf/Cav with ample artillery crazy. I think you kinda have to park an army in a fortified city near the intervention spawn site. The rest of your armies have to fan out throughout your territory and try to intercept the Chaos forces before they do too much damage. I try to slow them down with forts, which helps beating them, but also means you lose a lot of stuff on the first turn or two before you can get to them.

I'm curious if a "Tall" strategy for rituals might work... Just a really compact, easily defended empire. Probably not though... as much as Chaos destroys, I'm pretty sure resettling the areas costs less than the places give you in income.

On September 30 2017 00:46 Gorsameth wrote:
Show nested quote +
On September 30 2017 00:38 Manit0u wrote:
I hope they'll make it a quadrilogy instead of a trilogy. They're still missing some stuff that would be really cool in TWWH:
  • Chaos Dwarfs in the north-east
  • Ogre Kingdoms in the east (could also add Cathay and more Clan Eschin stuff)
  • Tomb Kings in NotLybia/NotEgypt (could also add Araby while at it and Lahmian/Necrarch vamps instead of just Von Carsteins/Strigoi, Blood Dragons in Bretonnia please)
  • Bringing back true Regiments of Renown (mercenaries, so you could play as more than one faction/race) would also be nice

Dont need 4 games for that. Tomb Kings will be in the 2nd game as a DLC, Necrarch and Stygoi are already in the 2nd tho they don't have a unique unit roster, could come as DLC.

So if the 3e part grabs the east side of the world you have your Chaos Dwarfs and Ogres.
Would make sense to go there despite the idea that the 3e part would focus on chaos deamons. Only other map piece missing is the Chaos Wastes of the north pole but a game with just 4 demons and mortal chaos would be boring when the east is still up for grabs.


This is my understanding.

2nd game DLC adds Tomb Kings, Araby. (Maybe Amazons if the devs get drunk. Possibly Southern Realms [Tilea, Estalia, Border Princes, Conquistadors] could get a roster, or at least voice lines.)
3rd game adds Demons of Chaos (probably multiple factions), Chaos Warriors Rework, Chaos Dwarves, Kislev, Ogre Kingdoms, and whatever other wackiness they feel like making.
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