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On November 23 2017 03:51 Archeon wrote: Why does your game sound like so much fun while my Morathi game feels like it's over in turn 70 after I conquered Ulthuan? Am I calling quits too early? Or is it just the narrative?
Hell my game was a giant snowball since I got my second province and it was almost as late as in my Skaven campaign.
Honestly it's about finding the narrative. I once got intrigued by a guy who made such epic write ups about his Skyrim adventures (to the point that you were it actually started reading like an exciting story) so I looked up an accompanying article on how to do such role playing games properly. It advised the player to add their own story - not just the one that the game presents - to their character. Think a hatred for dwarfs because they cheated you at cards once and bankrupting you, or a crippling fear of spiders. With that in mind I started naming settlements after places that meant something to me and started naming lords and heroes after family and friends (those orc bastards killed my cousin Timmy!). Now that the hierarchy of the Empire is pretty much all "my" crew (I'm supreme Patriarch haha) and combined with some lore of Dark Elves raiding Warhammersterdam (Marienburg) the choices you make actually start to have motivation behind them. Karl Franz is the boss and he just wants to expand but if he wants support he's going to have to take revenge on the Dark Elves eventually.
Stupid, I know but if you simply go through the motions of going back and forth then yeah it becomes boring very quick.
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On November 23 2017 16:05 xDaunt wrote: It's now turn 188. My campaign has gotten a little weird. I decided to send three stacks into the Southlands and then get ready to push into Ulthuan with three more stacks. What followed was a systematic dismantling of my alliances through bullshit DoWs. First, Mousillon decided to attack my ally, Bretonnia. I dutifully sent a couple stacks to wipe the vamps out and seize some fine Bretonnian lands. Then, some bullshit rogue army faction decided to DoW on me. I called on my allies to help, and lo behold, that cowardly fucker Leoncouer actually broke his alliance with me. Even Clan Moulder stood with me. I was kinda floored. A few turns later, Clan Moulder DoW'd on Bretonnia, so I naturally joined in and kicked Leoncouer out of Couronne and sent him into exile in Norsca where Tyrion was hanging out, doomed to battle forever against Clan Moulder (I'm kinda interested in seeing whether Tyrion and Leoncouer survive up there with such crap lands). Next, the various dwarf factions started getting uppity and declaring war on my Wood Elf allies. Karak Hirn, the main Dwarves, and Karak Azul all attacked the Wood Elves for god knows what reason (Wood Elves dwarf all of them in power rating), forcing me to join in on them as well. I'm sieging the last Karak Hirn settlement and will be sending a couple stacks to Karaz-a-karak shortly. Meanwhile, Franz, Volkmar, and Toddbringer have been blitzing the Southlands, and now hold everything west of Karak Zorn. I'm going to keep pushing West and wipe out Clan Mors, the Last Defenders (yay, I'll finally get to fight some dinos), and the Silver Host, at which point I'll turn north and put Karak Azul in their place.
While this has been going on, the Wood Elves and Dark Elves have been going at it on Ulthuan. The Dark Elves sent like 4 stacks to invade the Old World, which I wiped out. The Wood Elves then sent like 5 stacks to Ulthuan. I really thought that they were simply going to roll the Dark Elves. And at first, it looked like they had the Dark Elves on the ropes. The Wood Elves seized a bunch of settlements on the east cost of Ulthuan and even took Lothern, pushing into the inner sea. Then the Dark Elves dropped the hammer and took everything back. And at the same time, the Dark Elves invaded Lustria and seized Hexoatl and other core territories from Mazdamundi after Jabba declared war on the Dark Elves. The Dark Elves are definitely some bad motherfuckers in this campaign. Thing is, if you nerf Norsca (I assume you do, they are unbearable), DE are pretty much unchallenge in notnorthamerica. So they are bound to do better than most other factions, and be a powerhouse mid-late game. In my run, they were also basically unchallenged by chaos, which is seriously bs when you see the beating HE / old world faction are bound to take. Expect them to be mean mofos every run with the current state of ME.
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On November 24 2017 08:15 Biff The Understudy wrote:Show nested quote +On November 23 2017 16:05 xDaunt wrote: It's now turn 188. My campaign has gotten a little weird. I decided to send three stacks into the Southlands and then get ready to push into Ulthuan with three more stacks. What followed was a systematic dismantling of my alliances through bullshit DoWs. First, Mousillon decided to attack my ally, Bretonnia. I dutifully sent a couple stacks to wipe the vamps out and seize some fine Bretonnian lands. Then, some bullshit rogue army faction decided to DoW on me. I called on my allies to help, and lo behold, that cowardly fucker Leoncouer actually broke his alliance with me. Even Clan Moulder stood with me. I was kinda floored. A few turns later, Clan Moulder DoW'd on Bretonnia, so I naturally joined in and kicked Leoncouer out of Couronne and sent him into exile in Norsca where Tyrion was hanging out, doomed to battle forever against Clan Moulder (I'm kinda interested in seeing whether Tyrion and Leoncouer survive up there with such crap lands). Next, the various dwarf factions started getting uppity and declaring war on my Wood Elf allies. Karak Hirn, the main Dwarves, and Karak Azul all attacked the Wood Elves for god knows what reason (Wood Elves dwarf all of them in power rating), forcing me to join in on them as well. I'm sieging the last Karak Hirn settlement and will be sending a couple stacks to Karaz-a-karak shortly. Meanwhile, Franz, Volkmar, and Toddbringer have been blitzing the Southlands, and now hold everything west of Karak Zorn. I'm going to keep pushing West and wipe out Clan Mors, the Last Defenders (yay, I'll finally get to fight some dinos), and the Silver Host, at which point I'll turn north and put Karak Azul in their place.
While this has been going on, the Wood Elves and Dark Elves have been going at it on Ulthuan. The Dark Elves sent like 4 stacks to invade the Old World, which I wiped out. The Wood Elves then sent like 5 stacks to Ulthuan. I really thought that they were simply going to roll the Dark Elves. And at first, it looked like they had the Dark Elves on the ropes. The Wood Elves seized a bunch of settlements on the east cost of Ulthuan and even took Lothern, pushing into the inner sea. Then the Dark Elves dropped the hammer and took everything back. And at the same time, the Dark Elves invaded Lustria and seized Hexoatl and other core territories from Mazdamundi after Jabba declared war on the Dark Elves. The Dark Elves are definitely some bad motherfuckers in this campaign. Thing is, if you nerf Norsca (I assume you do, they are unbearable), DE are pretty much unchallenge in notnorthamerica. So they are bound to do better than most other factions, and be a powerhouse mid-late game. In my run, they were also basically unchallenged by chaos, which is seriously bs when you see the beating HE / old world faction are bound to take. Expect them to be mean mofos every run with the current state of ME.
Norsca is only a challenge for DE for a limited time. When you get your settlements to level 3 with walls they can basically hold off 2 stacks on their own. Add in one stack on patrol duty and Norsca can't do shit against you any more. It's even more ridiculous with HE (who I think have some of the best garrisons out there).
But, AI isn't always that smart so it might get overrun by Norscans. This then means that you'll be facing 30-40 stacks of Norscans later on all the time. That's how one of my games came to a standstill - they couldn't break me but I couldn't move out because they were producing new stacks so fast that I had to just stay there and fend them off. Literally every 5-10 turns I would get attacked by 4-5 full stacks of crap Norscan units. There was no way for me to leave because I wasn't able to afford another stack to either move out with or leave behind to defend.
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On November 23 2017 18:30 B.I.G. wrote:Show nested quote +On November 23 2017 03:51 Archeon wrote: Why does your game sound like so much fun while my Morathi game feels like it's over in turn 70 after I conquered Ulthuan? Am I calling quits too early? Or is it just the narrative?
Hell my game was a giant snowball since I got my second province and it was almost as late as in my Skaven campaign. Honestly it's about finding the narrative. I once got intrigued by a guy who made such epic write ups about his Skyrim adventures (to the point that you were it actually started reading like an exciting story) so I looked up an accompanying article on how to do such role playing games properly. It advised the player to add their own story - not just the one that the game presents - to their character. Think a hatred for dwarfs because they cheated you at cards once and bankrupting you, or a crippling fear of spiders. With that in mind I started naming settlements after places that meant something to me and started naming lords and heroes after family and friends (those orc bastards killed my cousin Timmy!). Now that the hierarchy of the Empire is pretty much all "my" crew (I'm supreme Patriarch haha) and combined with some lore of Dark Elves raiding Warhammersterdam (Marienburg) the choices you make actually start to have motivation behind them. Karl Franz is the boss and he just wants to expand but if he wants support he's going to have to take revenge on the Dark Elves eventually. Stupid, I know but if you simply go through the motions of going back and forth then yeah it becomes boring very quick. Thanks, that's pretty good advice. I sometimes roleplayed in RPGs before, but never really in RBS yet. And I agree that it feels too schematic else, that I can't keep my lords apart tells a lot.
Now I need a reason Morathi wants SA though. I guess the drug cartels in Middle America aren't producing enough to keep the cult of pleasure "floating". Prolly the reason Teclis moved there in the first place and why he isn't bothered by my genocide.
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On November 24 2017 10:47 Archeon wrote:Show nested quote +On November 23 2017 18:30 B.I.G. wrote:On November 23 2017 03:51 Archeon wrote: Why does your game sound like so much fun while my Morathi game feels like it's over in turn 70 after I conquered Ulthuan? Am I calling quits too early? Or is it just the narrative?
Hell my game was a giant snowball since I got my second province and it was almost as late as in my Skaven campaign. Honestly it's about finding the narrative. I once got intrigued by a guy who made such epic write ups about his Skyrim adventures (to the point that you were it actually started reading like an exciting story) so I looked up an accompanying article on how to do such role playing games properly. It advised the player to add their own story - not just the one that the game presents - to their character. Think a hatred for dwarfs because they cheated you at cards once and bankrupting you, or a crippling fear of spiders. With that in mind I started naming settlements after places that meant something to me and started naming lords and heroes after family and friends (those orc bastards killed my cousin Timmy!). Now that the hierarchy of the Empire is pretty much all "my" crew (I'm supreme Patriarch haha) and combined with some lore of Dark Elves raiding Warhammersterdam (Marienburg) the choices you make actually start to have motivation behind them. Karl Franz is the boss and he just wants to expand but if he wants support he's going to have to take revenge on the Dark Elves eventually. Stupid, I know but if you simply go through the motions of going back and forth then yeah it becomes boring very quick. Thanks, that's pretty good advice. I sometimes roleplayed in RPGs before, but never really in RBS yet. And I agree that it feels too schematic else, that I can't keep my lords apart tells a lot. Now I need a reason Morathi wants SA though. I guess the drug cartels in Middle America aren't producing enough to keep the cult of pleasure "floating". Prolly the reason Teclis moved there in the first place and why he isn't bothered by my genocide.
Yeah man. I already know what complications are gonna come up next time I play because Tilea wants peace and Franz is ok with it but their faction leader killed my sister's husband who was out campaigning there so that's a no go for the house of B.I.G.. And apart from them wanting revenge on the Dark Elves for their raids and taking of slaves in Marienburg the oldest cousin in house B.I.G. wants to go back to the Southlands after hearing the colony he was born at got sacked.
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So does Chaos invasion ever stops in Mortal Empire? I destroyed 3 factions that instantly beeline me. But for some reason, warrior of chaos faction decides to fuck up Bretonia's settlements in Norsca first (I love how AI settles in useless settlements, making me think twice before confederating with them). Warrior of chaos comes straight to me like 25 turns later and after I destroy them, it triggers" Chaos is like a wave" message or something, I didn't read too carefully. Then all 4 chaos factions spawn again. Will they ever stop spawning, or I absolutely need to get a mod to disable that.
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On November 24 2017 08:15 Biff The Understudy wrote:Show nested quote +On November 23 2017 16:05 xDaunt wrote: It's now turn 188. My campaign has gotten a little weird. I decided to send three stacks into the Southlands and then get ready to push into Ulthuan with three more stacks. What followed was a systematic dismantling of my alliances through bullshit DoWs. First, Mousillon decided to attack my ally, Bretonnia. I dutifully sent a couple stacks to wipe the vamps out and seize some fine Bretonnian lands. Then, some bullshit rogue army faction decided to DoW on me. I called on my allies to help, and lo behold, that cowardly fucker Leoncouer actually broke his alliance with me. Even Clan Moulder stood with me. I was kinda floored. A few turns later, Clan Moulder DoW'd on Bretonnia, so I naturally joined in and kicked Leoncouer out of Couronne and sent him into exile in Norsca where Tyrion was hanging out, doomed to battle forever against Clan Moulder (I'm kinda interested in seeing whether Tyrion and Leoncouer survive up there with such crap lands). Next, the various dwarf factions started getting uppity and declaring war on my Wood Elf allies. Karak Hirn, the main Dwarves, and Karak Azul all attacked the Wood Elves for god knows what reason (Wood Elves dwarf all of them in power rating), forcing me to join in on them as well. I'm sieging the last Karak Hirn settlement and will be sending a couple stacks to Karaz-a-karak shortly. Meanwhile, Franz, Volkmar, and Toddbringer have been blitzing the Southlands, and now hold everything west of Karak Zorn. I'm going to keep pushing West and wipe out Clan Mors, the Last Defenders (yay, I'll finally get to fight some dinos), and the Silver Host, at which point I'll turn north and put Karak Azul in their place.
While this has been going on, the Wood Elves and Dark Elves have been going at it on Ulthuan. The Dark Elves sent like 4 stacks to invade the Old World, which I wiped out. The Wood Elves then sent like 5 stacks to Ulthuan. I really thought that they were simply going to roll the Dark Elves. And at first, it looked like they had the Dark Elves on the ropes. The Wood Elves seized a bunch of settlements on the east cost of Ulthuan and even took Lothern, pushing into the inner sea. Then the Dark Elves dropped the hammer and took everything back. And at the same time, the Dark Elves invaded Lustria and seized Hexoatl and other core territories from Mazdamundi after Jabba declared war on the Dark Elves. The Dark Elves are definitely some bad motherfuckers in this campaign. Thing is, if you nerf Norsca (I assume you do, they are unbearable), DE are pretty much unchallenge in notnorthamerica. So they are bound to do better than most other factions, and be a powerhouse mid-late game. In my run, they were also basically unchallenged by chaos, which is seriously bs when you see the beating HE / old world faction are bound to take. Expect them to be mean mofos every run with the current state of ME.
Yeah, I do have one of the Norsca nerf mods going just because they are so miserable to play against otherwise. Still, I kinda like the idea of fighting hordes of Dark Elves as an end game challenge. They are probably the toughest faction to go against. They also have a lot of interesting and diverse units. They are already starting to send multiple armies at my Bretonnian holdings, which I am holding off with Gelt while I finish up my Southlands campaign. I pushed through the Clan Mors territories and the valley leading to Kroq Gar's lands. I was slowed up a little bit fighting Clan Mors when they ambushed my Volkmar doomstack, outnumbering him 4 to 1. I pulled out the victory, but his army was fairly trashed afterwards, requiring 4 turns of replenishment and recruiting. I just started attacking Kroq Gar and will finish off Karak Zorn, Clan Moulder, and the Silver Host (Lahmia) in the process, at which point the Southlands will be completely under my control.
Elsewhere, the Dark Elves are still taking Mazdamundi to the woodshed in Lustria. The Wood Elves are exterminating Dwarves in the Badlands. The main Dwarf faction only has Karaz-a-Karak. Karak Azul still has a half dozen holdings or so, but I doubt that they'll keep them for long. Tyrion seems to be single-handedly whipping Clan Moulder in the north. Leoncouer is still up there, too, but I'm not sure that he's going to last.
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On November 24 2017 13:40 boon2537 wrote: So does Chaos invasion ever stops in Mortal Empire? I destroyed 3 factions that instantly beeline me. But for some reason, warrior of chaos faction decides to fuck up Bretonia's settlements in Norsca first (I love how AI settles in useless settlements, making me think twice before confederating with them). Warrior of chaos comes straight to me like 25 turns later and after I destroy them, it triggers" Chaos is like a wave" message or something, I didn't read too carefully. Then all 4 chaos factions spawn again. Will they ever stop spawning, or I absolutely need to get a mod to disable that. Once you kill the four Archaon-spawned stacks, Chaos stops respawning.
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Since the Drugmaster of Hoeth asked nicely and the vampires were uncooperative in agreeing to trade with Big Mum Mor despite the dire needs for southern plants by the cult of pleasure, it's time for some spanking. So Auntie Ophelia and Mama Mor ride down alongside 3 other sisters, so far meeting little resistance. The trip reminds Morathi however of her antipathy towards Lizards ever since that fat toad (which for some reason counts as a lizard) declared war on her.
Sadly some cities along the way belong to the Drugmaster, but thanks to the High Elves natural ...attraction to Cults of Pleasure the officers are apparently occupied with more pressing issues than keeping order. Guess you can't have that kind of fun in the star tower.
Meanwhile in Ulthuan Hag Rene finally found the black dragon she lost a while ago. Apparently he came to see the legendary horse-races in Yvresse, but the colosseum got damaged during the invasion and the guy who is rebuilding it also worked on the Airport BER in Berlin and the shrine of the widowmaker in Nagarythe (Shrine of Khaine), so it isn't going to be finished before the end of the decade. Sister Hag told the Chaos asylum seekers who didn't find their way the first 20 turns the same, denied access to Ultuan (this is not the paradise you are looking for) and quickly deported them back to the sea, where they'll probably remain in a chaotic refugee camp until the next wave comes. The fact that she can't personally attend sea-battles makes border patrol of Ulthuan quite the hassle.
In the meantime Sabo the pacifist is spearheading the frantic search for the two chaos-hordes that helped our puberscent child killing the loyal tradepartner Clan Karond. So far with the for Sabo characteristic lack of success. Nevertheless Uncle Turn and Auntie Velly follow and rebuild with spiteful amusement some cities that the Malekith the rebellious left open to a (still) roaming Orc horde. Big Mum Mor is currently considering a large donation to the Skull-takerz for lessons taught in Mama's stead, who couldn't if she didn't want to ruin their family-relationship forever. Chew on that strength rank #2.
On November 24 2017 14:35 xDaunt wrote:Show nested quote +On November 24 2017 08:15 Biff The Understudy wrote:On November 23 2017 16:05 xDaunt wrote: It's now turn 188. My campaign has gotten a little weird. I decided to send three stacks into the Southlands and then get ready to push into Ulthuan with three more stacks. What followed was a systematic dismantling of my alliances through bullshit DoWs. First, Mousillon decided to attack my ally, Bretonnia. I dutifully sent a couple stacks to wipe the vamps out and seize some fine Bretonnian lands. Then, some bullshit rogue army faction decided to DoW on me. I called on my allies to help, and lo behold, that cowardly fucker Leoncouer actually broke his alliance with me. Even Clan Moulder stood with me. I was kinda floored. A few turns later, Clan Moulder DoW'd on Bretonnia, so I naturally joined in and kicked Leoncouer out of Couronne and sent him into exile in Norsca where Tyrion was hanging out, doomed to battle forever against Clan Moulder (I'm kinda interested in seeing whether Tyrion and Leoncouer survive up there with such crap lands). Next, the various dwarf factions started getting uppity and declaring war on my Wood Elf allies. Karak Hirn, the main Dwarves, and Karak Azul all attacked the Wood Elves for god knows what reason (Wood Elves dwarf all of them in power rating), forcing me to join in on them as well. I'm sieging the last Karak Hirn settlement and will be sending a couple stacks to Karaz-a-karak shortly. Meanwhile, Franz, Volkmar, and Toddbringer have been blitzing the Southlands, and now hold everything west of Karak Zorn. I'm going to keep pushing West and wipe out Clan Mors, the Last Defenders (yay, I'll finally get to fight some dinos), and the Silver Host, at which point I'll turn north and put Karak Azul in their place.
While this has been going on, the Wood Elves and Dark Elves have been going at it on Ulthuan. The Dark Elves sent like 4 stacks to invade the Old World, which I wiped out. The Wood Elves then sent like 5 stacks to Ulthuan. I really thought that they were simply going to roll the Dark Elves. And at first, it looked like they had the Dark Elves on the ropes. The Wood Elves seized a bunch of settlements on the east cost of Ulthuan and even took Lothern, pushing into the inner sea. Then the Dark Elves dropped the hammer and took everything back. And at the same time, the Dark Elves invaded Lustria and seized Hexoatl and other core territories from Mazdamundi after Jabba declared war on the Dark Elves. The Dark Elves are definitely some bad motherfuckers in this campaign. Thing is, if you nerf Norsca (I assume you do, they are unbearable), DE are pretty much unchallenge in notnorthamerica. So they are bound to do better than most other factions, and be a powerhouse mid-late game. In my run, they were also basically unchallenged by chaos, which is seriously bs when you see the beating HE / old world faction are bound to take. Expect them to be mean mofos every run with the current state of ME. Yeah, I do have one of the Norsca nerf mods going just because they are so miserable to play against otherwise. Still, I kinda like the idea of fighting hordes of Dark Elves as an end game challenge. They are probably the toughest faction to go against. They also have a lot of interesting and diverse units. They are already starting to send multiple armies at my Bretonnian holdings, which I am holding off with Gelt while I finish up my Southlands campaign. I pushed through the Clan Mors territories and the valley leading to Kroq Gar's lands. I was slowed up a little bit fighting Clan Mors when they ambushed my Volkmar doomstack, outnumbering him 4 to 1. I pulled out the victory, but his army was fairly trashed afterwards, requiring 4 turns of replenishment and recruiting. I just started attacking Kroq Gar and will finish off Karak Zorn, Clan Moulder, and the Silver Host (Lahmia) in the process, at which point the Southlands will be completely under my control. Elsewhere, the Dark Elves are still taking Mazdamundi to the woodshed in Lustria. The Wood Elves are exterminating Dwarves in the Badlands. The main Dwarf faction only has Karaz-a-Karak. Karak Azul still has a half dozen holdings or so, but I doubt that they'll keep them for long. Tyrion seems to be single-handedly whipping Clan Moulder in the north. Leoncouer is still up there, too, but I'm not sure that he's going to last. Never doubt the Heir of Aenarion, he's the greatest warrior the world has ever seen. He stood at lvl 12 in the midst of my maxed army when his entire army routed and he didn't want to break for another 10 seconds. This kid could teach Kholek a lesson about melee and Naruto about not giving up.
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On November 24 2017 14:35 xDaunt wrote:Show nested quote +On November 24 2017 08:15 Biff The Understudy wrote:On November 23 2017 16:05 xDaunt wrote: It's now turn 188. My campaign has gotten a little weird. I decided to send three stacks into the Southlands and then get ready to push into Ulthuan with three more stacks. What followed was a systematic dismantling of my alliances through bullshit DoWs. First, Mousillon decided to attack my ally, Bretonnia. I dutifully sent a couple stacks to wipe the vamps out and seize some fine Bretonnian lands. Then, some bullshit rogue army faction decided to DoW on me. I called on my allies to help, and lo behold, that cowardly fucker Leoncouer actually broke his alliance with me. Even Clan Moulder stood with me. I was kinda floored. A few turns later, Clan Moulder DoW'd on Bretonnia, so I naturally joined in and kicked Leoncouer out of Couronne and sent him into exile in Norsca where Tyrion was hanging out, doomed to battle forever against Clan Moulder (I'm kinda interested in seeing whether Tyrion and Leoncouer survive up there with such crap lands). Next, the various dwarf factions started getting uppity and declaring war on my Wood Elf allies. Karak Hirn, the main Dwarves, and Karak Azul all attacked the Wood Elves for god knows what reason (Wood Elves dwarf all of them in power rating), forcing me to join in on them as well. I'm sieging the last Karak Hirn settlement and will be sending a couple stacks to Karaz-a-karak shortly. Meanwhile, Franz, Volkmar, and Toddbringer have been blitzing the Southlands, and now hold everything west of Karak Zorn. I'm going to keep pushing West and wipe out Clan Mors, the Last Defenders (yay, I'll finally get to fight some dinos), and the Silver Host, at which point I'll turn north and put Karak Azul in their place.
While this has been going on, the Wood Elves and Dark Elves have been going at it on Ulthuan. The Dark Elves sent like 4 stacks to invade the Old World, which I wiped out. The Wood Elves then sent like 5 stacks to Ulthuan. I really thought that they were simply going to roll the Dark Elves. And at first, it looked like they had the Dark Elves on the ropes. The Wood Elves seized a bunch of settlements on the east cost of Ulthuan and even took Lothern, pushing into the inner sea. Then the Dark Elves dropped the hammer and took everything back. And at the same time, the Dark Elves invaded Lustria and seized Hexoatl and other core territories from Mazdamundi after Jabba declared war on the Dark Elves. The Dark Elves are definitely some bad motherfuckers in this campaign. Thing is, if you nerf Norsca (I assume you do, they are unbearable), DE are pretty much unchallenge in notnorthamerica. So they are bound to do better than most other factions, and be a powerhouse mid-late game. In my run, they were also basically unchallenged by chaos, which is seriously bs when you see the beating HE / old world faction are bound to take. Expect them to be mean mofos every run with the current state of ME. Yeah, I do have one of the Norsca nerf mods going just because they are so miserable to play against otherwise. Still, I kinda like the idea of fighting hordes of Dark Elves as an end game challenge. They are probably the toughest faction to go against. They also have a lot of interesting and diverse units. They are already starting to send multiple armies at my Bretonnian holdings, which I am holding off with Gelt while I finish up my Southlands campaign. I pushed through the Clan Mors territories and the valley leading to Kroq Gar's lands. I was slowed up a little bit fighting Clan Mors when they ambushed my Volkmar doomstack, outnumbering him 4 to 1. I pulled out the victory, but his army was fairly trashed afterwards, requiring 4 turns of replenishment and recruiting. I just started attacking Kroq Gar and will finish off Karak Zorn, Clan Moulder, and the Silver Host (Lahmia) in the process, at which point the Southlands will be completely under my control. Elsewhere, the Dark Elves are still taking Mazdamundi to the woodshed in Lustria. The Wood Elves are exterminating Dwarves in the Badlands. The main Dwarf faction only has Karaz-a-Karak. Karak Azul still has a half dozen holdings or so, but I doubt that they'll keep them for long. Tyrion seems to be single-handedly whipping Clan Moulder in the north. Leoncouer is still up there, too, but I'm not sure that he's going to last. What is your experience of stack composition in ME? Are handgunners as good as they were in WH1? I also heard greatswords and demigryphs got nerfed.
I am thinking of starting an empire play through with typical stacks along the lines of 2 GS, 2 halleberds, 2 flaggelants, 2 reiksguards, 2 demigryphs, 2 heros, a lord, a couple of artillery pieces and maybe 5 handgunners. That should be affordable and if i understood the changes from the first game, very efficient.
I play a lot with doomstacks, but they seriously suck cost/quality wise. You can autoresolve everything, but fielding uberexpensive troops is just a waste of money if some cheap well microed lower thier dudes can do the same job for a quarter the price.
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I didn't play much empire (loving soviet lizards) but between them and the dwarves I'm of the opinion it might be better to forgo the handgunners and just go with a pair of crossbowmen for anti air and putting the extra slots into even more artillery.
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Empire in WH2 is more range-oriented than in WH1. Basic empire line infantry was pretty badly outclassed by all of the other factions in WH1, which is exacerbated in WH2 by the nerf to honest steel (it caps out at 8/8 instead of 18/18). If anything, I think that Greatswords are more important in Empire armies now that they benefit from honest steel. On the flip side, artillery is far stronger in WH2 than it was in WH1. All of the pieces are useful now. Hellblaster volley guns, which are my favorites, are killers and function like super handgunners. It also bears mentioning that magic is far stronger in WH2, making battle wizards even more important in your armies. You're going to need them to apply buffs and debuffs so that the rest of your stuff holds up. Light wizards are particularly useful given that you will be using net a lot, their unit buffs are really good, and banishment is one of the best damage spells in the game. Empire cavalry is still comparatively strong. Demigryphs are still your best option. Reiksguard can work and they are good at holding a flank, but you can't count on them to kill armored opponents by themselves. If you don't want to use demigryphs, go with outriders instead. The outriders with grenade launchers are particularly brutal against infantry masses.
You can still build highly effective armies around handgunners in WH2. Microing them is a little more difficult due to the wonky unit AI, but they are still one of your best damage options as Empire. I think that the best way to use them is to create a hard locked group as a spaced-out skirmisher line and let them retreat behind your spaced-out main line. This will make it easier for their to be gaps that the handgunners can fire through. The handgunners are also less likely to drop orders if you control them this way.
With all of that in mind, my typical Empire doomstack has been 4 handgunners, 4 greatswords, 4 demigryphs with halberds, 4 hellblaster volley guns, 2 steam tanks, and 1 light wizard. If I really wanted to supercharge the doomstack, I'd replace the 4 greatswords with 4 demigrpyhs with lances, and substitute out a hellblaster volley guns with a jade wizard, but that would be overkill. My non-doomstacks have been more along the lines of 6 halberdiers, 6 handgunners, 4 hellblaster volley guns (notice a pattern here?), with some combination of outriders, reiksgard, and other heroes to round it out. The sheer strength of gunpowder units lets these "bargain" stacks handle pretty much anything that they'll face.
On November 24 2017 23:11 Biff The Understudy wrote: I am thinking of starting an empire play through with typical stacks along the lines of 2 GS, 2 halleberds, 2 flaggelants, 2 reiksguards, 2 demigryphs, 2 heros, a lord, a couple of artillery pieces and maybe 5 handgunners. That should be affordable and if i understood the changes from the first game, very efficient.
Something like this can definitely work. I'd probably drop the flagellants and replace them with more halberdiers. I'd also consider dropping a handgunner and adding another artillery piece. If you're going hero-heavy, consider adding a rocket battery. Just dive your heroes into the enemy force and then have your rocket battery ground fire right on top of them. I did this with the sunmaker and Franz early on in my current campaign, the sunmaker would routinely rack up 500+ kills by itself. It topped 1000 in one battle. Later on, you you can use big vortex spells (banishment, chain lightning, firestorm) to get the same effect.
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On November 25 2017 00:47 xDaunt wrote:Empire in WH2 is more range-oriented than in WH1. Basic empire line infantry was pretty badly outclassed by all of the other factions in WH1, which is exacerbated in WH2 by the nerf to honest steel (it caps out at 8/8 instead of 18/18). If anything, I think that Greatswords are more important in Empire armies now that they benefit from honest steel. On the flip side, artillery is far stronger in WH2 than it was in WH1. All of the pieces are useful now. Hellblaster volley guns, which are my favorites, are killers and function like super handgunners. It also bears mentioning that magic is far stronger in WH2, making battle wizards even more important in your armies. You're going to need them to apply buffs and debuffs so that the rest of your stuff holds up. Light wizards are particularly useful given that you will be using net a lot, their unit buffs are really good, and banishment is one of the best damage spells in the game. Empire cavalry is still comparatively strong. Demigryphs are still your best option. Reiksguard can work and they are good at holding a flank, but you can't count on them to kill armored opponents by themselves. If you don't want to use demigryphs, go with outriders instead. The outriders with grenade launchers are particularly brutal against infantry masses. You can still build highly effective armies around handgunners in WH2. Microing them is a little more difficult due to the wonky unit AI, but they are still one of your best damage options as Empire. I think that the best way to use them is to create a hard locked group as a spaced-out skirmisher line and let them retreat behind your spaced-out main line. This will make it easier for their to be gaps that the handgunners can fire through. The handgunners are also less likely to drop orders if you control them this way. With all of that in mind, my typical Empire doomstack has been 4 handgunners, 4 greatswords, 4 demigryphs with halberds, 4 hellblaster volley guns, 2 steam tanks, and 1 light wizard. If I really wanted to supercharge the doomstack, I'd replace the 4 greatswords with 4 demigrpyhs with lances, and substitute out a hellblaster volley guns with a jade wizard, but that would be overkill. My non-doomstacks have been more along the lines of 6 halberdiers, 6 handgunners, 4 hellblaster volley guns (notice a pattern here?), with some combination of outriders, reiksgard, and other heroes to round it out. The sheer strength of gunpowder units lets these "bargain" stacks handle pretty much anything that they'll face. Show nested quote +On November 24 2017 23:11 Biff The Understudy wrote: I am thinking of starting an empire play through with typical stacks along the lines of 2 GS, 2 halleberds, 2 flaggelants, 2 reiksguards, 2 demigryphs, 2 heros, a lord, a couple of artillery pieces and maybe 5 handgunners. That should be affordable and if i understood the changes from the first game, very efficient. Something like this can definitely work. I'd probably drop the flagellants and replace them with more halberdiers. I'd also consider dropping a handgunner and adding another artillery piece. If you're going hero-heavy, consider adding a rocket battery. Just dive your heroes into the enemy force and then have your rocket battery ground fire right on top of them. I did this with the sunmaker and Franz early on in my current campaign, the sunmaker would routinely rack up 500+ kills by itself. It topped 1000 in one battle. Later on, you you can use big vortex spells (banishment, chain lightning, firestorm) to get the same effect. Thanks, interesting stuff.
Thing with flagellants is that if you go so heavy on skirmishers and artillery, it’s quite nice to have unbreakable units who might get dumpstered but won’t run away. They are also quite cheap and can be insanely efficient against light armor troops. But maybe greatswords are the voice of reason.
That being said, i think full halleberd frontline is not optimal under any circumstances. They are quite expensive and really, really, really suck against most infantry units. I would consider swordmen or flagellants and just keep 2-3 halleberds to hold the flanks and massacre any monster, cavalry or chariot that may make it to your lines.
I have problem against certain chaos stacks that camp elite infantry while raining hellcanon volleys on you. Had some really frustrating battles in my HE run against those. I guess trying to outtrade them with cannons means less hellstorm and is not worth it, but with the army you field, being pushed to attack while getting your already thin frontline hammered seems like a nightmare. Not that i have a solution....
In any case, good to know that the mass handgunner-into-gg tactics doesn’t work as well as it did.
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On November 25 2017 05:19 Biff The Understudy wrote:Show nested quote +On November 25 2017 00:47 xDaunt wrote:Empire in WH2 is more range-oriented than in WH1. Basic empire line infantry was pretty badly outclassed by all of the other factions in WH1, which is exacerbated in WH2 by the nerf to honest steel (it caps out at 8/8 instead of 18/18). If anything, I think that Greatswords are more important in Empire armies now that they benefit from honest steel. On the flip side, artillery is far stronger in WH2 than it was in WH1. All of the pieces are useful now. Hellblaster volley guns, which are my favorites, are killers and function like super handgunners. It also bears mentioning that magic is far stronger in WH2, making battle wizards even more important in your armies. You're going to need them to apply buffs and debuffs so that the rest of your stuff holds up. Light wizards are particularly useful given that you will be using net a lot, their unit buffs are really good, and banishment is one of the best damage spells in the game. Empire cavalry is still comparatively strong. Demigryphs are still your best option. Reiksguard can work and they are good at holding a flank, but you can't count on them to kill armored opponents by themselves. If you don't want to use demigryphs, go with outriders instead. The outriders with grenade launchers are particularly brutal against infantry masses. You can still build highly effective armies around handgunners in WH2. Microing them is a little more difficult due to the wonky unit AI, but they are still one of your best damage options as Empire. I think that the best way to use them is to create a hard locked group as a spaced-out skirmisher line and let them retreat behind your spaced-out main line. This will make it easier for their to be gaps that the handgunners can fire through. The handgunners are also less likely to drop orders if you control them this way. With all of that in mind, my typical Empire doomstack has been 4 handgunners, 4 greatswords, 4 demigryphs with halberds, 4 hellblaster volley guns, 2 steam tanks, and 1 light wizard. If I really wanted to supercharge the doomstack, I'd replace the 4 greatswords with 4 demigrpyhs with lances, and substitute out a hellblaster volley guns with a jade wizard, but that would be overkill. My non-doomstacks have been more along the lines of 6 halberdiers, 6 handgunners, 4 hellblaster volley guns (notice a pattern here?), with some combination of outriders, reiksgard, and other heroes to round it out. The sheer strength of gunpowder units lets these "bargain" stacks handle pretty much anything that they'll face. On November 24 2017 23:11 Biff The Understudy wrote: I am thinking of starting an empire play through with typical stacks along the lines of 2 GS, 2 halleberds, 2 flaggelants, 2 reiksguards, 2 demigryphs, 2 heros, a lord, a couple of artillery pieces and maybe 5 handgunners. That should be affordable and if i understood the changes from the first game, very efficient. Something like this can definitely work. I'd probably drop the flagellants and replace them with more halberdiers. I'd also consider dropping a handgunner and adding another artillery piece. If you're going hero-heavy, consider adding a rocket battery. Just dive your heroes into the enemy force and then have your rocket battery ground fire right on top of them. I did this with the sunmaker and Franz early on in my current campaign, the sunmaker would routinely rack up 500+ kills by itself. It topped 1000 in one battle. Later on, you you can use big vortex spells (banishment, chain lightning, firestorm) to get the same effect. Thanks, interesting stuff. Thing with flagellants is that if you go so heavy on skirmishers and artillery, it’s quite nice to have unbreakable units who might get dumpstered but won’t run away. They are also quite cheap and can be insanely efficient against light armor troops. But maybe greatswords are the voice of reason. That being said, i think full halleberd frontline is not optimal under any circumstances. They are quite expensive and really, really, really suck against most infantry units. I would consider swordmen or flagellants and just keep 2-3 halleberds to hold the flanks and massacre any monster, cavalry or chariot that may make it to your lines. I have problem against certain chaos stacks that camp elite infantry while raining hellcanon volleys on you. Had some really frustrating battles in my HE run against those. I guess trying to outtrade them with cannons means less hellstorm and is not worth it, but with the army you field, being pushed to attack while getting your already thin frontline hammered seems like a nightmare. Not that i have a solution.... In any case, good to know that the mass handgunner-into-gg tactics doesn’t work as well as it did.
I'm not really big on flagellants as damage sponges. I think that they get butchered too easily because of their vulnerability to missiles and low MD value. If I was going to make a ranking of which Empire infantry hold the line best, it'd go 1) Greatswords 2) Halberds and spearmen with shields, and then flagellants at a very distant third. The important thing to keep in mind is that none of these units is going to beat most infantry units -- particularly the high tier ones. What you're looking for is something that will hold just long enough. Halberds and spearmen with shields each have high enough MD values to do this for you, and they always seem to hold longer than flagellants for me.
If you want to out-trade hellcannons, just bring great cannons. You'll blow them up pretty efficiently. It's probably more effective than trying to get around the Chaos flank with cavalry in most circumstances. I find the biggest problem with my comp against Chaos is keep chariots out of my back lines. This usually means engaging them directly with my cav to pin them down.
And masses of handgunners still work just fine. If you look at my comp, what I'm really doing is leveraging the newly improved hellblaster volley guns to be super-efficient handgunners. Whereas in TWW1 I'd bring 6 handgunners, in TWW2 I'm bringing 4 handgunners and 4 hellblasters, which is roughly the equivalent of 12 handgunners in terms of pure firepower.
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Can we all agree that Hellcannons are the most annoying artillery in the game?
@Archeon By Heir of Aenarion, you mean Malekith, right?
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On November 25 2017 07:54 Jerubaal wrote: Can we all agree that Hellcannons are the most annoying artillery in the game?
@Archeon By Heir of Aenarion, you mean Malekith, right? Nope, the HE warrior with who couldn't afford a flying mount, but boosts 700 weapon strength and 75%+ values in every stat.
But Malekith is pretty sick too. I wouldn't bet on him vs Kholek however.
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I was joking. Just a bit of HE vs DE banter. :p
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Yeah I can see how that'd be a common thing among Warhammer fantasy players^^
Heck it's even in the game with their "Heir of Aenerion/True heir of Aenerion" lines.
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I have no intention of approaching a neckbeard to inquire.
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Playing Teclis in the ME campaign is fun. You're just kind of doing your own thing while the world burns around you. Around turn 40, have taken the Vampire Coast, fought off a surprisingly large series of incursions from the Knights of the Blazing Sun or whoever those Bretonnians are, have done both of Teclis's quests, established a small trading empire, and leveled a second general .
Downside is that I've mismanaged my economy due to not understanding how vital high Public order is for High Elves (and what it takes to maintain that on very hard), so am still a small fish in the big world. Am going down south to fight Skrolk, but not sure how I'm meant to hold all these sprawling territories.
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