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Finished Malekith campaign tonight. After I conquered most of not north america and not Atlantis and a third of not south America I just spammed the last three rituals. I have to say that generally my campaigns go like this: Build up in 2 or 3 provinces-> get into a diplomatic shitstorm that ends up in everyone wanting a piece of me and me finding an ally or two -> conquer and confederate myself out of this ending up with 10+ provinces -> spam doomstacks and win after what feels like forever.
The first few parts are cool but I still think the end game where you out class everyone so hard they can only be annoying a nuisance is a bit of a chore.
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On October 04 2017 06:48 Gorsameth wrote:Show nested quote +On October 04 2017 06:36 Plansix wrote:On October 03 2017 12:47 Yoav wrote: Whereas autoresolve for Skaven is straight fucked. They seem to take a billion causalities, but never lose a unit of value. I'm ok with this. But seriously, fuck these archer armies that high elves keep making. You think High Elves are bad? I can ran into a full Shade Dark Elf army. Cant target them until they are close and they are armor piercing so much much more effective. That was not a pretty battle >< They can't shoot when running tho. They are pretty easy to dismantle.
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On October 04 2017 09:04 B.I.G. wrote: Finished Malekith campaign tonight. After I conquered most of not north america and not Atlantis and a third of not south America I just spammed the last three rituals. I have to say that generally my campaigns go like this: Build up in 2 or 3 provinces-> get into a diplomatic shitstorm that ends up in everyone wanting a piece of me and me finding an ally or two -> conquer and confederate myself out of this ending up with 10+ provinces -> spam doomstacks and win after what feels like forever.
The first few parts are cool but I still think the end game where you out class everyone so hard they can only be annoying a nuisance is a bit of a chore. When you get into the position to spam doomstacks you can just stop conquering for the sake of conquering and finish off your rituals?
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True but rituals itself takes you a other 60 turns at least and often it requires you to go somewhere like in my case Lothren. Also playing as the United States of Naggarond the only way I could protect my people from attackers was by invading them in turn right ;p. Anyway I think the biggest issue is that as your territory and stacks grow you have to spend exponentially longer per turn.
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On October 04 2017 06:48 Gorsameth wrote:Show nested quote +On October 04 2017 06:36 Plansix wrote:On October 03 2017 12:47 Yoav wrote: Whereas autoresolve for Skaven is straight fucked. They seem to take a billion causalities, but never lose a unit of value. I'm ok with this. But seriously, fuck these archer armies that high elves keep making. You think High Elves are bad? I can ran into a full Shade Dark Elf army. Cant target them until they are close and they are armor piercing so much much more effective. That was not a pretty battle ><
I think the AI building stupid armies is one of the most annoying things about the game. Early game High Elves are almost entirely archers and cavalry, whereas their late game stacks can be 60-70% flying beasts. And if there is something I hate about this iteration, it's flying units. I had quite a lot of battles where it came down to "meh, I don't care about terrain, walls or careful unit formations... how about 3 of each phoenix and a total of 7 dragons in your back line? Have fun with that" At that point pretty much everything likable about the franchise (unit formations, battle lines and all that) goes straight out of the window. A close 2nd place after the stacks of flying beasts are probably some Lizardmen armies. I had a battle against Mazdamundi where his army was 2 blessed Kroxigors, 2 Chameleon Skinks and 15 giant dinosaurs. And since even Black Guards have essentially the same mass as cotton candy, tags like "anti-large" and "charge defense against large" mean absolutely nothing when there is a stampede of dinosaurs knocking your elite infantry all over the place. In the end I had to make a stack of almost entirely Hydras + Shades to deal with this nonsense. Speaking of which: I have seen a lot pure Shade Dark Elf armies and while they are not really dangerous, they are incredibly obnoxious... especially because they go out of their way to target specifically your elite infantry - none of which have shields, for whatever reason.
I actually haven't managed to finish a vortex campaign yet. Roughly 100 turns into a campaign I am at the point where I have become unstoppable and the other factions won't be able to finish their ritual - because I have 1 doomstack in an outpost close to their capital or ritual sites to interrupt it whenever I need to. I can't really be bothered to sit through another 60 turns without any challenge while I wait for my own rituals to finish. It would be fine if at least the battles were interesting enough but at this point it's only the above mentioned types of armies that I encounter... which just isn't any fun.
Is there any information out there regarding when the Mortal Empires campaign is going to be released?
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On October 04 2017 12:52 Nezgar wrote:Show nested quote +On October 04 2017 06:48 Gorsameth wrote:On October 04 2017 06:36 Plansix wrote:On October 03 2017 12:47 Yoav wrote: Whereas autoresolve for Skaven is straight fucked. They seem to take a billion causalities, but never lose a unit of value. I'm ok with this. But seriously, fuck these archer armies that high elves keep making. You think High Elves are bad? I can ran into a full Shade Dark Elf army. Cant target them until they are close and they are armor piercing so much much more effective. That was not a pretty battle >< I think the AI building stupid armies is one of the most annoying things about the game. Early game High Elves are almost entirely archers and cavalry, whereas their late game stacks can be 60-70% flying beasts. And if there is something I hate about this iteration, it's flying units. I had quite a lot of battles where it came down to "meh, I don't care about terrain, walls or careful unit formations... how about 3 of each phoenix and a total of 7 dragons in your back line? Have fun with that" At that point pretty much everything likable about the franchise (unit formations, battle lines and all that) goes straight out of the window. A close 2nd place after the stacks of flying beasts are probably some Lizardmen armies. I had a battle against Mazdamundi where his army was 2 blessed Kroxigors, 2 Chameleon Skinks and 15 giant dinosaurs. And since even Black Guards have essentially the same mass as cotton candy, tags like "anti-large" and "charge defense against large" mean absolutely nothing when there is a stampede of dinosaurs knocking your elite infantry all over the place. In the end I had to make a stack of almost entirely Hydras + Shades to deal with this nonsense. Speaking of which: I have seen a lot pure Shade Dark Elf armies and while they are not really dangerous, they are incredibly obnoxious... especially because they go out of their way to target specifically your elite infantry - none of which have shields, for whatever reason. I actually haven't managed to finish a vortex campaign yet. Roughly 100 turns into a campaign I am at the point where I have become unstoppable and the other factions won't be able to finish their ritual - because I have 1 doomstack in an outpost close to their capital or ritual sites to interrupt it whenever I need to. I can't really be bothered to sit through another 60 turns without any challenge while I wait for my own rituals to finish. It would be fine if at least the battles were interesting enough but at this point it's only the above mentioned types of armies that I encounter... which just isn't any fun. Is there any information out there regarding when the Mortal Empires campaign is going to be released?
You can also just win by killing the rival empires. Rituals are optional.
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On October 04 2017 13:46 Yoav wrote:Show nested quote +On October 04 2017 12:52 Nezgar wrote:On October 04 2017 06:48 Gorsameth wrote:On October 04 2017 06:36 Plansix wrote:On October 03 2017 12:47 Yoav wrote: Whereas autoresolve for Skaven is straight fucked. They seem to take a billion causalities, but never lose a unit of value. I'm ok with this. But seriously, fuck these archer armies that high elves keep making. You think High Elves are bad? I can ran into a full Shade Dark Elf army. Cant target them until they are close and they are armor piercing so much much more effective. That was not a pretty battle >< I think the AI building stupid armies is one of the most annoying things about the game. Early game High Elves are almost entirely archers and cavalry, whereas their late game stacks can be 60-70% flying beasts. And if there is something I hate about this iteration, it's flying units. I had quite a lot of battles where it came down to "meh, I don't care about terrain, walls or careful unit formations... how about 3 of each phoenix and a total of 7 dragons in your back line? Have fun with that" At that point pretty much everything likable about the franchise (unit formations, battle lines and all that) goes straight out of the window. A close 2nd place after the stacks of flying beasts are probably some Lizardmen armies. I had a battle against Mazdamundi where his army was 2 blessed Kroxigors, 2 Chameleon Skinks and 15 giant dinosaurs. And since even Black Guards have essentially the same mass as cotton candy, tags like "anti-large" and "charge defense against large" mean absolutely nothing when there is a stampede of dinosaurs knocking your elite infantry all over the place. In the end I had to make a stack of almost entirely Hydras + Shades to deal with this nonsense. Speaking of which: I have seen a lot pure Shade Dark Elf armies and while they are not really dangerous, they are incredibly obnoxious... especially because they go out of their way to target specifically your elite infantry - none of which have shields, for whatever reason. I actually haven't managed to finish a vortex campaign yet. Roughly 100 turns into a campaign I am at the point where I have become unstoppable and the other factions won't be able to finish their ritual - because I have 1 doomstack in an outpost close to their capital or ritual sites to interrupt it whenever I need to. I can't really be bothered to sit through another 60 turns without any challenge while I wait for my own rituals to finish. It would be fine if at least the battles were interesting enough but at this point it's only the above mentioned types of armies that I encounter... which just isn't any fun. Is there any information out there regarding when the Mortal Empires campaign is going to be released? You can also just win by killing the rival empires. Rituals are optional. Yeah, the rituals are a pain in the ass. However, you don't get any cool cinematics if you ignore the rituals and win through extermination.
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You know it's also funny how misplaced the comments of other factions are in diplomacy.
Dark Elf faction with one city and one lord left that I just allied with because I couldn't be bothered to walk all the way over there after conquering Atlantis: "What other choice do you have, weak as you are."
Or
Malekith: Hi Skaeling! Skaeling: I'll rip your head off and shit down your throat. Malekith: Oh... Want a military alliance? Skaeling: oh yeah sure thing
It would be a nice touch if other factions kinda change their tone or at least their wording when you are weaker or stronger because a super small faction telling you your death will be slow and painful for declining to trade if you literally own half the map is a bit rediculous.
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On October 04 2017 06:24 alone wrote: Quick question, should I play warhammer 1 before 2 or go straight to 2? If you don't care much about warhammer lore or factions, imo tw2 is a better game, but not different enough to justify spending money on it when you could get tw1 cheaper with some spicy dlc for the same money.
If you have preferred factions, go with whichever has it.
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Finished the Dark Elves campaign yesterday on very hard and I have to say it wasn't that easy for me. I had money problems all game since every additional general costs like 8000 bucks and I was never able to have a huge income per turn, sometimes I only survived by killing rebellions and sacking cities. Also I pretty much rushed through the rituals later because I thought that I would just lose if someone else finishes them before me (apparently this isn't the case). Was alot of fun, Dark Elves have some really cool units, shades for example. One of you was making fun of the AI for building fullstacks of shades, well I had some stacks with at least half of them shades too :D.
Now I am playing with Krok'gar on legendary and I love the Lizardmen too. Kinda revived my love for dinosaurs when I was a kid. Also I can't get the jurassic park theme out of my head while playing.
By the way: Do heroes just die now when they fall in battle? I remember that in TW 1, whenever they fell but you won the battle, they didn't die. Now I lost one of my dinos during an easy battle because I just fast forwarded and didn't pay attention to him. Immortality only helps against campaign map interactions right?
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On October 04 2017 19:28 TerransHill wrote:Finished the Dark Elves campaign yesterday on very hard and I have to say it wasn't that easy for me. I had money problems all game since every additional general costs like 8000 bucks and I was never able to have a huge income per turn, sometimes I only survived by killing rebellions and sacking cities. Also I pretty much rushed through the rituals later because I thought that I would just lose if someone else finishes them before me (apparently this isn't the case). Was alot of fun, Dark Elves have some really cool units, shades for example. One of you was making fun of the AI for building fullstacks of shades, well I had some stacks with at least half of them shades too :D. Now I am playing with Krok'gar on legendary and I love the Lizardmen too. Kinda revived my love for dinosaurs when I was a kid. Also I can't get the jurassic park theme out of my head while playing. By the way: Do heroes just die now when they fall in battle? I remember that in TW 1, whenever they fell but you won the battle, they didn't die. Now I lost one of my dinos during an easy battle because I just fast forwarded and didn't pay attention to him.  Immortality only helps against campaign map interactions right? I wasn't making fun of Shades, the opposite infact. They are indeed really good and that battle was one of the hardest I have done sofar in my HE campaign.
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yeah I wasn't really fond of those hybrid units in the TW, since they've not been especially good at either range or melee. But those and shades and seaguards are really strong at both.
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Whats your late game all-round dark elf doomstack composition for you guys? I usually did 4 shards, 4 executioners, 4 halberd guys, 2 bolt throwers, 1 dragon and/or 1 hydra and then 2 cavalry of whatever sort.
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On October 04 2017 12:52 Nezgar wrote:Show nested quote +On October 04 2017 06:48 Gorsameth wrote:On October 04 2017 06:36 Plansix wrote:On October 03 2017 12:47 Yoav wrote: Whereas autoresolve for Skaven is straight fucked. They seem to take a billion causalities, but never lose a unit of value. I'm ok with this. But seriously, fuck these archer armies that high elves keep making. You think High Elves are bad? I can ran into a full Shade Dark Elf army. Cant target them until they are close and they are armor piercing so much much more effective. That was not a pretty battle >< I think the AI building stupid armies is one of the most annoying things about the game. Early game High Elves are almost entirely archers and cavalry, whereas their late game stacks can be 60-70% flying beasts. And if there is something I hate about this iteration, it's flying units. I had quite a lot of battles where it came down to "meh, I don't care about terrain, walls or careful unit formations... how about 3 of each phoenix and a total of 7 dragons in your back line? Have fun with that" At that point pretty much everything likable about the franchise (unit formations, battle lines and all that) goes straight out of the window. A close 2nd place after the stacks of flying beasts are probably some Lizardmen armies. I had a battle against Mazdamundi where his army was 2 blessed Kroxigors, 2 Chameleon Skinks and 15 giant dinosaurs. And since even Black Guards have essentially the same mass as cotton candy, tags like "anti-large" and "charge defense against large" mean absolutely nothing when there is a stampede of dinosaurs knocking your elite infantry all over the place. In the end I had to make a stack of almost entirely Hydras + Shades to deal with this nonsense. Speaking of which: I have seen a lot pure Shade Dark Elf armies and while they are not really dangerous, they are incredibly obnoxious... especially because they go out of their way to target specifically your elite infantry - none of which have shields, for whatever reason. I actually haven't managed to finish a vortex campaign yet. Roughly 100 turns into a campaign I am at the point where I have become unstoppable and the other factions won't be able to finish their ritual - because I have 1 doomstack in an outpost close to their capital or ritual sites to interrupt it whenever I need to. I can't really be bothered to sit through another 60 turns without any challenge while I wait for my own rituals to finish. It would be fine if at least the battles were interesting enough but at this point it's only the above mentioned types of armies that I encounter... which just isn't any fun. Is there any information out there regarding when the Mortal Empires campaign is going to be released?
Mortal Empires is supposed to come out in 2 weeks to 1 month time according to a developer.
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I can't quite remember, was there any mention of coop for the Mortal Empires campaign (combined map)? If that is the case, imagine skaven + vampires as dream team. Imagine the battle sites-dream for the vampire player as his ally just wastes a slaves stack in a province as a preparation for his invasion.
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On October 04 2017 23:45 waffelz wrote: I can't quite remember, was there any mention of coop for the Mortal Empires campaign (combined map)? If that is the case, imagine skaven + vampires as dream team. Imagine the battle sites-dream for the vampire player as his ally just wastes a slaves stack in a province as a preparation for his invasion.
Dude, imagine fighting HE + WoC. Uber line infantry with uber archer support.
And vamp combo you could already do rather easily with Waagh/Warherd support.
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On October 04 2017 20:05 B.I.G. wrote: Whats your late game all-round dark elf doomstack composition for you guys? I usually did 4 shards, 4 executioners, 4 halberd guys, 2 bolt throwers, 1 dragon and/or 1 hydra and then 2 cavalry of whatever sort.
I found Executioners lacking in comparison to Black Guards, especially with the prevalence of big beasts in almost every late game army. Black Guards deal more than 150% damage against beasts and are immune to terror and fear - something that pretty much all beasts cause. Depending on what kind of goal the army was supposed to have, I usually ended up with 6-8 Black Guards, at least 4 Shades, 2-4 Bolt Throwers and the rest Hydras or Black Dragons. Shades seem to be the most reliable answer to a lot of big beasts as long as you have something to tie those up in melee while the Shades focus them down. You can upgrade them to almost comical levels in the campaign and they become available very early on. Replacing Shards with Shades is one of the first things I do. DE cavalry has the huge problem of not being able to disengage whenever they want to because of the rampage mechanic, which made them completely unusable to me.
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On October 05 2017 03:07 Nezgar wrote:Show nested quote +On October 04 2017 20:05 B.I.G. wrote: Whats your late game all-round dark elf doomstack composition for you guys? I usually did 4 shards, 4 executioners, 4 halberd guys, 2 bolt throwers, 1 dragon and/or 1 hydra and then 2 cavalry of whatever sort. I found Executioners lacking in comparison to Black Guards, especially with the prevalence of big beasts in almost every late game army. Black Guards deal more than 150% damage against beasts and are immune to terror and fear - something that pretty much all beasts cause. Depending on what kind of goal the army was supposed to have, I usually ended up with 6-8 Black Guards, at least 4 Shades, 2-4 Bolt Throwers and the rest Hydras or Black Dragons. Shades seem to be the most reliable answer to a lot of big beasts as long as you have something to tie those up in melee while the Shades focus them down. You can upgrade them to almost comical levels in the campaign and they become available very early on. Replacing Shards with Shades is one of the first things I do. DE cavalry has the huge problem of not being able to disengage whenever they want to because of the rampage mechanic, which made them completely unusable to me. Yeah, I agree that cold one Dark Elf cavalry is almost unusable because of the rampage mechanic. I also agree that executioners are somewhat lackluster compared to black guards.
I see your point about shades, but I think that dark shards with shields are excellent as well and a good place to cut costs. In particular, the dark shards with shields are really good for offensive siege battles where they'll need to block ranged fire.
Hydras are, hands down, the best unit that the Dark Elves have. They can fight damned near everything, they are fairly quick, and their regen is ridiculous. I think they are far more useful than black dragons most of the time. You should have 4 hydras in your late game armies. The only thing that black dragons are nice for is helping to clear walls during siege battles, but I think that dark shards with shields do a good enough job of that.
I think you can pass on the reaper bolt throwers. They don't quite do enough to merit bringing them along.
Lastly, you need the bright sorceress. Fire spells are too damned good to leave out (unless you have Malekith, at which point you'd be better off with a death hag).
So a late game Dark Elf army should be something like 8x black guards, 6x dark shards with shields (or shades, if you prefer), 4x hydras, and a bright sorceress. You'll be able to handle pretty much anything with that comp.
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Is there any faction in freaking Warhammer, that doesnt feed their armies into Skaven ? Playing Squeek and everyone throws their armies into mine ... autoresolves says you lose hard, even if my army just murders them with attack moving everything. Don't even know where to put that food they keep throwing at me. Makes it annoyingly easy.
Just have Kroggar storming out of a save fortress, because he thinks he can win, because autoresolve says so.
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On October 05 2017 03:20 xDaunt wrote:Show nested quote +On October 05 2017 03:07 Nezgar wrote:On October 04 2017 20:05 B.I.G. wrote: Whats your late game all-round dark elf doomstack composition for you guys? I usually did 4 shards, 4 executioners, 4 halberd guys, 2 bolt throwers, 1 dragon and/or 1 hydra and then 2 cavalry of whatever sort. I found Executioners lacking in comparison to Black Guards, especially with the prevalence of big beasts in almost every late game army. Black Guards deal more than 150% damage against beasts and are immune to terror and fear - something that pretty much all beasts cause. Depending on what kind of goal the army was supposed to have, I usually ended up with 6-8 Black Guards, at least 4 Shades, 2-4 Bolt Throwers and the rest Hydras or Black Dragons. Shades seem to be the most reliable answer to a lot of big beasts as long as you have something to tie those up in melee while the Shades focus them down. You can upgrade them to almost comical levels in the campaign and they become available very early on. Replacing Shards with Shades is one of the first things I do. DE cavalry has the huge problem of not being able to disengage whenever they want to because of the rampage mechanic, which made them completely unusable to me. Yeah, I agree that cold one Dark Elf cavalry is almost unusable because of the rampage mechanic. I also agree that executioners are somewhat lackluster compared to black guards. I see your point about shades, but I think that dark shards with shields are excellent as well and a good place to cut costs. In particular, the dark shards with shields are really good for offensive siege battles where they'll need to block ranged fire. Hydras are, hands down, the best unit that the Dark Elves have. They can fight damned near everything, they are fairly quick, and their regen is ridiculous. I think they are far more useful than black dragons most of the time. You should have 4 hydras in your late game armies. The only thing that black dragons are nice for is helping to clear walls during siege battles, but I think that dark shards with shields do a good enough job of that. I think you can pass on the reaper bolt throwers. They don't quite do enough to merit bringing them along. Lastly, you need the bright sorceress. Fire spells are too damned good to leave out (unless you have Malekith, at which point you'd be better off with a death hag). So a late game Dark Elf army should be something like 8x black guards, 6x dark shards with shields (or shades, if you prefer), 4x hydras, and a bright sorceress. You'll be able to handle pretty much anything with that comp.
I just have a fetish for artillery, I guess... It feels empty without having at least 2 Bolt Throwers.
But I agree about most other things. I guess it really depends on what you use those doomstacks for. For defending during the later rituals, I prefer Shades + Black Dragons because dragons can fight on top of walls, although even then it's usually 2 Dragons and 2 Hydras. I found Dark Shards to be too vulnerable to late game HE stacks.
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