Okay I can't play VC for shit. I did the quest for the sword against the 4 shaman. It's the same mission as a dwarf item quest.
For Dwarfs it was piss easy, as VC I got slaughtered and won a shitty victory. I lost 1000 of 1500 deployed. The enemy lost 750 of their 2000.
I can't deal with the range. I have no range. I can't send cavalry in because what isn't ranged is a spearman. I can't send flyers in because archers shred them. By the time my grave guard reached the lines they had lost ~50%. The zombies at the front were DoA.
I ended up throwing everyone in to attack the shaman so they broke and the mission ended.
The only units that performed at all were like, some crypt horrors I guess. They took on 2 units of goblins alone and won.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
Okay I can't play VC for shit. I did the quest for the sword against the 4 shaman. It's the same mission as a dwarf item quest.
For Dwarfs it was piss easy, as VC I got slaughtered and won a shitty victory. I lost 1000 of 1500 deployed. The enemy lost 750 of their 2000.
I can't deal with the range. I have no range. I can't send cavalry in because what isn't ranged is a spearman. I can't send flyers in because archers shred them. By the time my grave guard reached the lines they had lost ~50%. The zombies at the front were DoA.
I ended up throwing everyone in to attack the shaman so they broke and the mission ended.
The only units that performed at all were like, some crypt horrors I guess. They took on 2 units of goblins alone and won.
Fun fact: Goblin Spearmen aren't actually anti-calvary. No anti-large bonus damage, no anti-charge defense when standing still and bracing, nothing.
They're a smidge faster than boyz, a lot cheaper and their shields are twice as effective at blocking small-arms fire, otherwise the only reason to fear them is for their unit size.
Another random thought, forgot which units they were but some flying units have unique charge/impact animations when making contact in air. Lots of detail.
... which makes there being no reload animation for guns so weird. I get that they'd have to make one for several different skeletons, but...
Too many gun units for unique animations i think. Same reason they took out all the sync kills. Lots of cost for little gain.
As compared to Vampires... first, you list all the things Vamps could do, but fail to mention it takes her being Rank 30 to do all of that
A Vampire is also just as good as being in the front line and killing enemy fodder as a wight is from level 1. Vampires lower base damage doesn't matter because infantry die in one hit anyway. Vampires lower defense is a slight issue, but you get the hunger so that goes away super fast. Vampires have the same armor as Wights and they have much much higher attack bonus, which makes it more likely they will actually hit and kill those enemies.
Sure. You "only" get all the leadership stuff by level 11/12. Or 14/15 if you want the spells first(skip a mount, you're going to be with your zombies the whole time anyway). But so what? Its not like you're not useful in the interim. What with your 90 armor and AoE melee and targeting hero killing... and then regen at level 2.
I will concede that there is a place for wights in your army. But they're replaceable compared to vampires. And they're better as heavy cavalry chargers (because foe seeker on top of devastating charge really is impressive) and not on the front line where the hunger will keep a vampire better protected than a 20 melee defense advantage ever would
Okay I can't play VC for shit. I did the quest for the sword against the 4 shaman. It's the same mission as a dwarf item quest.
For Dwarfs it was piss easy, as VC I got slaughtered and won a shitty victory. I lost 1000 of 1500 deployed. The enemy lost 750 of their 2000.
I can't deal with the range. I have no range. I can't send cavalry in because what isn't ranged is a spearman. I can't send flyers in because archers shred them. By the time my grave guard reached the lines they had lost ~50%. The zombies at the front were DoA.
I ended up throwing everyone in to attack the shaman so they broke and the mission ended.
The only units that performed at all were like, some crypt horrors I guess. They took on 2 units of goblins alone and won.
Did you have a necromancer with master of the dead? You're generally weak to missiles that you can't crush fast but master of the dead will do a lot of work to keep you ready to fight through the storm.
edit: spears are anti-large by default due to attack range, even without any additional anti-large damage bonuses
My dwarf normal campaign to learn the game went swimmingly. God damn, do I love guns and artillery.
Grudge throwers - surprisingly strong and accurate. Early game champions.
Quarrelers - workhorse of my early armies. That arc and ability to sit behind the front line and keep plinking can keep them relevant into later game too.
Cannons - very satisfactory. Surprisingly good arc too. Haven't had any issues sitting behind the front line.
Thunderers - again, surprisingly good behind the front line in regard to shooting. Eventually I got a mod to make them and handgunners more fearsome with some more range. Otherwise simply fine.
Organ guns - went in with low expectations. Wow! Very effective.
Irondrakes - seem very ineffective. Very hard to get to use their weapon properly. When it does, the impact is underwhelming.
Trollhammer torpedoes - more of the same. Despite a 'lobbing' weapon they are awful at being behind the line. They are always 'obstructed'.
Flame cannon - range isn't good enough, damage isn't high enough.
I tried a few custom battles as empire to get more artillery on. Idk. Handgunners are ok, not as good as thunderers I guess? Empire mortars rock though. Love em. Their hellcannon thing though didn't seem very effective. Less damage and range. Boo.
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
All those flame weapons you listed are basically your hard "fuck you" counter to vampire monster units with regeneration. Every unit with the regeneration trait has a weakness to fire.
I tried a few custom battles as empire to get more artillery on. Idk. Handgunners are ok, not as good as thunderers I guess? Empire mortars rock though. Love em. Their hellcannon thing though didn't seem very effective. Less damage and range. Boo.
Handgunners are better at damage (same damage but 8 more units) than thunderers but don't have the secondary shield/armor and "decent at melee" advantages. So in a straight up fight the thunderers will win, but in a shooting match where they're not fighting each other the handgunners will do a lot better.
Hellblaster Volley gun is very effective against heavy armored slow movers. Its very accurate and 80% of its damage is AP.
Yeah I have a necro with master of the dead, my army is just too big to cover much and the missile weapons too numerous.
With dwarfs on that mission I just stayed in my deployment zone and took on all 3 armies from 3 different angles since goblin weapons are a joke to them.
I think I'm going to drop zombies and skelies entirely, except maybe some skeleton spearman for anti-cavalry. Front line of grave guard since they are basically dwarf longbeards, hit and runs with black knights and beasts. Some crypt horrors as damage dealers.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
Another random thought, forgot which units they were but some flying units have unique charge/impact animations when making contact in air. Lots of detail.
... which makes there being no reload animation for guns so weird. I get that they'd have to make one for several different skeletons, but...
Too many gun units for unique animations i think. Same reason they took out all the sync kills. Lots of cost for little gain.
As compared to Vampires... first, you list all the things Vamps could do, but fail to mention it takes her being Rank 30 to do all of that
A Vampire is also just as good as being in the front line and killing enemy fodder as a wight is from level 1. Vampires lower base damage doesn't matter because infantry die in one hit anyway. Vampires lower defense is a slight issue, but you get the hunger so that goes away super fast. Vampires have the same armor as Wights and they have much much higher attack bonus, which makes it more likely they will actually hit and kill those enemies.
Sure. You "only" get all the leadership stuff by level 11/12. Or 14/15 if you want the spells first(skip a mount, you're going to be with your zombies the whole time anyway). But so what? Its not like you're not useful in the interim. What with your 90 armor and AoE melee and targeting hero killing... and then regen at level 2.
I will concede that there is a place for wights in your army. But they're replaceable compared to vampires. And they're better as heavy cavalry chargers (because foe seeker on top of devastating charge really is impressive) and not on the front line where the hunger will keep a vampire better protected than a 20 melee defense advantage ever would
Vampire Heroes can't get The Hunger until level 8. Vampire Lords get it a level 2.
Also, fun fact (which I was going to say anyway, but kinda fits here) You can dismount (or switch mounts, for whatever reason) without having to wait a turn like other gear. Your Wight King (or Vampire, for that matter) could be on a mount to lead charges on the open fields, and then dismount to fight on the walls of a siege battle, and then get back on their nightmares right after and be mounted for the next fight even if someone attacks you before your next turn.
Yeah I have a necro with master of the dead, my army is just too big to cover much and the missile weapons too numerous.
With dwarfs on that mission I just stayed in my deployment zone and took on all 3 armies from 3 different angles since goblin weapons are a joke to them.
I think I'm going to drop zombies and skelies entirely, except maybe some skeleton spearman for anti-cavalry. Front line of grave guard since they are basically dwarf longbeards, hit and runs with black knights and beasts. Some crypt horrors as damage dealers.
I just did that mission doing pretty much this, rushing to the hill as quickly as possible with Grave Guard, Crypt ghouls and horrors, and a Vargulf, with the spears on the right flank to guard against the cavalry (behind the main line, so they'd charge the grave guard and the spear-skellies would rush into their flank before they could do anything) and cavalry to sweep around the left to try and disrupt the doom divers... The shock and awe was so complete that the third army fully routed without trading a single blow.
Vargests still has a place, even with the archers; seems like the AI usually sticks to a target once they've picked it, 80% of time, if I held them back until something else got in range, I was usually able to swoop in before they turned to fire on them.
The area I hope gets fleshed out with time is different starting positions. It's kinda boring to restart in the exact same spot, plus everyone except for greenskins has it way too cush at the start - too easy to consolidate, defend and start rolling.
Man, orc armies heavy on distance units and cavalry are so annoying to deal with, on dwarfs. I mean, I do win eventually, but the constant coming in and out of the battle of all the enemy unts makes keeping everything organized a pain. If I'm not constantly on the ball, the longbeards will just fuck off chasing a unit of greenskins after they break its morale and leave a free easy opening for more greens to come in and fuck up all my artillery. I have to spend the entire battle micromanaging everything and considering when to follow and when to just stay put and take the arrows on the chin.
You know, on second thought, there HAS to be some auto option for "guys, please don't chase". I should look for it.
It's a good thing Quarrelers are decent in melee so in an emergency I can just tell them to stop firing and help stab the guys on my cannons.
I figured out how to use miners yesterday. The miners I had were the kind with blast charges, and they didn't get the "attack gate" cursor when I moused over the gate. Not when holding in ALT (force melee), either. I had to click the melee mode button (crossed swords), and THEN I got the "attack gate" cursor.
Sweet. Thanks for the tip. That should make the next zillion battles less frustrating.
Oh god the vampires are declaring war on the north too. Come the fuck on, guys, go pester the imperials a bit and leave me alone. Destroying vampire provinces is slow as hell with all the attrition, I don't have time for this.
I figured out how to use miners yesterday. The miners I had were the kind with blast charges, and they didn't get the "attack gate" cursor when I moused over the gate. Not when holding in ALT (force melee), either. I had to click the melee mode button (crossed swords), and THEN I got the "attack gate" cursor.
I got in pretty fast.
You know, I don't think I've actually gone through a gate for a while. I just blow up the walls with cannons.
I can't help but think that modding in armored halbardiers for the empire is a huge mistake. Unmodded I think their four anti-large options are Spearmen, spearmen with shields, halbardiers (who also function as tin-openers) and demigryph cavalry with halberds.
Of these 3 options are low-armored and vulnerable to either missile fire or being swarmed by melee troops, and the 4th is super super expensive.
Adding mid-cost heavily armored anti-large infantry....that kind of means that the empire has no real weakness. They already have well-armored can-openers in the form of greatswords, armored infantry-killers, armored cavalry, ranged units and artillery.
They're not THE best in any area (except monstrous cavalry and possibly artillery), but they're frequently second best.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Several of the Empire unit mods seem to kinda eliminate a lot of the weaknessses of the army. Like infantry Reiksguard look cool, but having them with so many different weapon options seems a bit OP.
There is a mod for changing start loc based on legendary lord
Nice, while looking for that one I also found other mods that unlock minor factions; you lose quests and legendary lords though. I'm trying nordland right now.
That was always a big problem with rome 2 unit mods. Its like, ok Armenia or whoever has a tier 1 spears, tier 4 spears, so giving them tier 2 and 3 spears to fill the gaps is reasonable, but taking rome and giving them hoplite level spears or heavy cav that is competitive with parthia when they are supposed to be legion focused is not. Most people just dont get that.
Sweet. Thanks for the tip. That should make the next zillion battles less frustrating.
Oh god the vampires are declaring war on the north too. Come the fuck on, guys, go pester the imperials a bit and leave me alone. Destroying vampire provinces is slow as hell with all the attrition, I don't have time for this.
I figured out how to use miners yesterday. The miners I had were the kind with blast charges, and they didn't get the "attack gate" cursor when I moused over the gate. Not when holding in ALT (force melee), either. I had to click the melee mode button (crossed swords), and THEN I got the "attack gate" cursor.
I got in pretty fast.
You know, I don't think I've actually gone through a gate for a while. I just blow up the walls with cannons.
Traveling in Raiding or Underway Mode makes your dwarf armies immune to attrition. I think you also stop suffering attrition if you are laying siege.
Raiding mode might be better if there are enemy armies around. When you are attacked, even if it wasn't an ambush, it becomes an underway battle, and why I don't think it's "you lose, everyone dies" (cause it wasn't for the other guy when I won) That's not something I'd think you would want to risk.
I reached peak WAAAAAAGH in my Orc campaign. It snowballed real quick in the south. There's very little that will stand against me down there now. Soon I'll be able to focus on the dwarves.
I updated the NVIDIA drivers and now all the terrain is flashing. Anyone else have the same problem?
Have you tried alt tabbing? I've been having what sounds like this problem since the start on my 980 Ti; the screen will flicker through the UI elements, but it goes away and stays away the first time I alt tab and reenter.
Welp the final chaos hordes arrived and... all came straight to Sylvania.
Meanwhile I'm punching Franz in the face by Altdorf. My minor settlements are being raised by the Everchosen and now it looks like they're going to siege my capital, currently held by my second army. But there's 2 full stacks led by the Everchosen and Ever watcher.
So my hopes are they siege immediately instead of constructing towers and maybe I can beat an elite force twice my size thanks to my towers and.... 0 ranged units right, thanks VC for not teaching a skeleton to hold a bow.
Or I can march my main army back in ~4 turns which might just be possible.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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ObiFettUse the ForceAs You WishRegistered Userregular
Welp the final chaos hordes arrived and... all came straight to Sylvania.
Meanwhile I'm punching Franz in the face by Altdorf. My minor settlements are being raised by the Everchosen and now it looks like they're going to siege my capital, currently held by my second army. But there's 2 full stacks led by the Everchosen and Ever watcher.
So my hopes are they siege immediately instead of constructing towers and maybe I can beat an elite force twice my size thanks to my towers and.... 0 ranged units right, thanks VC for not teaching a skeleton to hold a bow.
Or I can march my main army back in ~4 turns which might just be possible.
If you're in a pinch, you could quickly raise an expendable army to slow the enemy down and force them to siege you while you wait for your main army. VC has a hard time against Chaos since skeletal spearmen are your only anti-large option until you get terrogheists and you'll have trouble against their cavalry and hellcannon. But having a second army of expendable troops can help a lot. Send a bunch of spearmen against their monsters and send swarms of fell bat to tie down their hellcannons.
VC should have a kind of easy time against chaos. Bats lock down cavalry, vargheists kill it. Ditto for any unsupported artillery. Ghulfs and Geists come early compared to other top teir units. Heros kill large units just fine(especially vampires). Grave Guard is a competent enough front line to stand up to chaos warriors/chosen while Carin wraiths and the other ethereal units are good enough for damage.
At the very least, you can field a full flying detachment and just skirmish them to death since you can pick off all of their cavalry and they can't hit you with anything worth mattering.
VC should have a kind of easy time against chaos. Bats lock down cavalry, vargheists kill it. Ditto for any unsupported artillery. Ghulfs and Geists come early compared to other top teir units. Heros kill large units just fine(especially vampires). Grave Guard is a competent enough front line to stand up to chaos warriors/chosen while Carin wraiths and the other ethereal units are good enough for damage.
At the very least, you can field a full flying detachment and just skirmish them to death since you can pick off all of their cavalry and they can't hit you with anything worth mattering.
It really depends what path Chaos takes. If they beeline right through Kislev into you, you may not have grave guards in decent numbers yet.
In other news, I finished up my Dwarf campaign on normal in a rather anticlimatic fashion. My grand alliance had declared war on the Vampires in the midst of the Chaos invasion and since I was the only one not being hit by anything related to Chaos, I raised up armies of Ironbreakers and artillery and sent 3-5 stacks to burn down their cities. Once that finished, I saw that Kislev was under siege by Sigvald so I sent one army to deal with him. One field battle and one auto resolve fight later and I discovered that the few turns I spent razing the vampire cities had been used by the Empire and Brettonia to kill Archaeon and the other Warriors of Chaos stacks so I was greeted by a victory screen.
VC should have a kind of easy time against chaos. Bats lock down cavalry, vargheists kill it. Ditto for any unsupported artillery. Ghulfs and Geists come early compared to other top teir units. Heros kill large units just fine(especially vampires). Grave Guard is a competent enough front line to stand up to chaos warriors/chosen while Carin wraiths and the other ethereal units are good enough for damage.
At the very least, you can field a full flying detachment and just skirmish them to death since you can pick off all of their cavalry and they can't hit you with anything worth mattering.
Hellcannons are unbreakable so they're surprisingly tough and can often last long enough for reinforcements to come in.
Chaos tends to field more monsters than your heroes can handle, along with a lot of cavalry. Archaon and the Lord of Change would have 4 Trolls along with 2 giants and 4 Chaos Knights. There's also the annoyance of all those damn agents they send in to sabotage you.
Skaeling and Varg are a bit easier to handle but if left unchecked or if you're unlucky, they can get pretty powerful too.
Yea, i just started a VH VC Kimmler campaign [Whats that, two legendary lords by turn 18, sure why not?] and i am thinking that if i am going anywhere early its against dwarves. I think this is probably the best approach because it gives me greenskin allies and a place to raid. Plus i can vasselize them for trade routes along the way to destroying the dwarves. Then the empire can deal with chaos for me while I deal with the dwarves before they get flame everything and ironbreakers and just shit I don't want to deal with.
Then, since the orcs are my allies and the dwarves are gone the great green tide sweeps away the rest of my enemies.
If i have to go after any human lands i take the south, let them deal with chaos in the north. And ideally don't antagonize the northern and harder to defend border. The downside of this is
1) lategame empire units are actually kinda good against me.
Sylvania is actually pretty defensible from the west and north due to a small amount of river crossings and obertstyre hard blocking entrance (shame its not templehof though) so things should be pretty OK for this plan if i can get stuff done in the mountains.
Goumindong on
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
That was always a big problem with rome 2 unit mods. Its like, ok Armenia or whoever has a tier 1 spears, tier 4 spears, so giving them tier 2 and 3 spears to fill the gaps is reasonable, but taking rome and giving them hoplite level spears or heavy cav that is competitive with parthia when they are supposed to be legion focused is not. Most people just dont get that.
"Cheat" mods" (like, overpowered units or units that deliberately fill a gap like giving Vampires ranged units) are a pretty big thing on the workshop (and TW Center) before it. It's not that people "don't get it" or whatever, it's just that it's a video game and sometimes people just want to mess around and have fun because it's a video game. I love doing my "serious" playthroughs where i crank up the difficulty, but then sometimes you come across some cool units that definitely aren't balanced and want want to do a playthrough with those. It's like a sandbox, you play how you want and you do what's fun but there's always going to be someone coming around trying to tell you YOU'RE NOT DOING IT RIGHT or whatever even though it's you by yourself and you aren't interacting with anyone else's sandbox, just so they can feel like the master of sand castle balance, I guess?
It's not even having those units for yourself sometimes, either. Sometimes it's fun to give enemy factions OP units and see how you handle them.
Just about the only thing that irks me are the people who claim to be building something balanced, better than vanilla, but it's just mostly uninspired. There aren't many people who have a true eye for balance in games these.
A great example is the Black Ship in the original Shogun 2 you could capture (included in the base game, even). Was it balanced? Not at all! It was a hell of a lot of fun to use sometimes, though.
Posts
For Dwarfs it was piss easy, as VC I got slaughtered and won a shitty victory. I lost 1000 of 1500 deployed. The enemy lost 750 of their 2000.
I can't deal with the range. I have no range. I can't send cavalry in because what isn't ranged is a spearman. I can't send flyers in because archers shred them. By the time my grave guard reached the lines they had lost ~50%. The zombies at the front were DoA.
I ended up throwing everyone in to attack the shaman so they broke and the mission ended.
The only units that performed at all were like, some crypt horrors I guess. They took on 2 units of goblins alone and won.
Fun fact: Goblin Spearmen aren't actually anti-calvary. No anti-large bonus damage, no anti-charge defense when standing still and bracing, nothing.
They're a smidge faster than boyz, a lot cheaper and their shields are twice as effective at blocking small-arms fire, otherwise the only reason to fear them is for their unit size.
Too many gun units for unique animations i think. Same reason they took out all the sync kills. Lots of cost for little gain.
A Vampire is also just as good as being in the front line and killing enemy fodder as a wight is from level 1. Vampires lower base damage doesn't matter because infantry die in one hit anyway. Vampires lower defense is a slight issue, but you get the hunger so that goes away super fast. Vampires have the same armor as Wights and they have much much higher attack bonus, which makes it more likely they will actually hit and kill those enemies.
Sure. You "only" get all the leadership stuff by level 11/12. Or 14/15 if you want the spells first(skip a mount, you're going to be with your zombies the whole time anyway). But so what? Its not like you're not useful in the interim. What with your 90 armor and AoE melee and targeting hero killing... and then regen at level 2.
I will concede that there is a place for wights in your army. But they're replaceable compared to vampires. And they're better as heavy cavalry chargers (because foe seeker on top of devastating charge really is impressive) and not on the front line where the hunger will keep a vampire better protected than a 20 melee defense advantage ever would
Did you have a necromancer with master of the dead? You're generally weak to missiles that you can't crush fast but master of the dead will do a lot of work to keep you ready to fight through the storm.
edit: spears are anti-large by default due to attack range, even without any additional anti-large damage bonuses
My dwarf normal campaign to learn the game went swimmingly. God damn, do I love guns and artillery.
Grudge throwers - surprisingly strong and accurate. Early game champions.
Quarrelers - workhorse of my early armies. That arc and ability to sit behind the front line and keep plinking can keep them relevant into later game too.
Cannons - very satisfactory. Surprisingly good arc too. Haven't had any issues sitting behind the front line.
Thunderers - again, surprisingly good behind the front line in regard to shooting. Eventually I got a mod to make them and handgunners more fearsome with some more range. Otherwise simply fine.
Organ guns - went in with low expectations. Wow! Very effective.
Irondrakes - seem very ineffective. Very hard to get to use their weapon properly. When it does, the impact is underwhelming.
Trollhammer torpedoes - more of the same. Despite a 'lobbing' weapon they are awful at being behind the line. They are always 'obstructed'.
Flame cannon - range isn't good enough, damage isn't high enough.
I tried a few custom battles as empire to get more artillery on. Idk. Handgunners are ok, not as good as thunderers I guess? Empire mortars rock though. Love em. Their hellcannon thing though didn't seem very effective. Less damage and range. Boo.
Handgunners are better at damage (same damage but 8 more units) than thunderers but don't have the secondary shield/armor and "decent at melee" advantages. So in a straight up fight the thunderers will win, but in a shooting match where they're not fighting each other the handgunners will do a lot better.
Hellblaster Volley gun is very effective against heavy armored slow movers. Its very accurate and 80% of its damage is AP.
With dwarfs on that mission I just stayed in my deployment zone and took on all 3 armies from 3 different angles since goblin weapons are a joke to them.
I think I'm going to drop zombies and skelies entirely, except maybe some skeleton spearman for anti-cavalry. Front line of grave guard since they are basically dwarf longbeards, hit and runs with black knights and beasts. Some crypt horrors as damage dealers.
Vampire Heroes can't get The Hunger until level 8. Vampire Lords get it a level 2.
Also, fun fact (which I was going to say anyway, but kinda fits here) You can dismount (or switch mounts, for whatever reason) without having to wait a turn like other gear. Your Wight King (or Vampire, for that matter) could be on a mount to lead charges on the open fields, and then dismount to fight on the walls of a siege battle, and then get back on their nightmares right after and be mounted for the next fight even if someone attacks you before your next turn.
I just did that mission doing pretty much this, rushing to the hill as quickly as possible with Grave Guard, Crypt ghouls and horrors, and a Vargulf, with the spears on the right flank to guard against the cavalry (behind the main line, so they'd charge the grave guard and the spear-skellies would rush into their flank before they could do anything) and cavalry to sweep around the left to try and disrupt the doom divers... The shock and awe was so complete that the third army fully routed without trading a single blow.
Vargests still has a place, even with the archers; seems like the AI usually sticks to a target once they've picked it, 80% of time, if I held them back until something else got in range, I was usually able to swoop in before they turned to fire on them.
Banner and Name Mod
http://steamcommunity.com/sharedfiles/filedetails/?id=698385158&searchtext=
Empire Specific one
http://steamcommunity.com/sharedfiles/filedetails/?id=699535774
Knights of the Realm Foot version
http://steamcommunity.com/sharedfiles/filedetails/?id=699526628
Edit: YES SOMEONE MADE IT!
Empire Regional Recruitment
http://steamcommunity.com/sharedfiles/filedetails/?id=698364760
You know, on second thought, there HAS to be some auto option for "guys, please don't chase". I should look for it.
It's a good thing Quarrelers are decent in melee so in an emergency I can just tell them to stop firing and help stab the guys on my cannons.
I got in pretty fast.
Sweet. Thanks for the tip. That should make the next zillion battles less frustrating.
Oh god the vampires are declaring war on the north too. Come the fuck on, guys, go pester the imperials a bit and leave me alone. Destroying vampire provinces is slow as hell with all the attrition, I don't have time for this.
You know, I don't think I've actually gone through a gate for a while. I just blow up the walls with cannons.
Of these 3 options are low-armored and vulnerable to either missile fire or being swarmed by melee troops, and the 4th is super super expensive.
Adding mid-cost heavily armored anti-large infantry....that kind of means that the empire has no real weakness. They already have well-armored can-openers in the form of greatswords, armored infantry-killers, armored cavalry, ranged units and artillery.
They're not THE best in any area (except monstrous cavalry and possibly artillery), but they're frequently second best.
-Antje Jackelén, Archbishop of the Church of Sweden
Nice, while looking for that one I also found other mods that unlock minor factions; you lose quests and legendary lords though. I'm trying nordland right now.
Traveling in Raiding or Underway Mode makes your dwarf armies immune to attrition. I think you also stop suffering attrition if you are laying siege.
Raiding mode might be better if there are enemy armies around. When you are attacked, even if it wasn't an ambush, it becomes an underway battle, and why I don't think it's "you lose, everyone dies" (cause it wasn't for the other guy when I won) That's not something I'd think you would want to risk.
Have you tried alt tabbing? I've been having what sounds like this problem since the start on my 980 Ti; the screen will flicker through the UI elements, but it goes away and stays away the first time I alt tab and reenter.
Meanwhile I'm punching Franz in the face by Altdorf. My minor settlements are being raised by the Everchosen and now it looks like they're going to siege my capital, currently held by my second army. But there's 2 full stacks led by the Everchosen and Ever watcher.
So my hopes are they siege immediately instead of constructing towers and maybe I can beat an elite force twice my size thanks to my towers and.... 0 ranged units right, thanks VC for not teaching a skeleton to hold a bow.
Or I can march my main army back in ~4 turns which might just be possible.
I wish windowed mode supported 1440p. For some reason when I go windowed, it's not an option.
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If you're in a pinch, you could quickly raise an expendable army to slow the enemy down and force them to siege you while you wait for your main army. VC has a hard time against Chaos since skeletal spearmen are your only anti-large option until you get terrogheists and you'll have trouble against their cavalry and hellcannon. But having a second army of expendable troops can help a lot. Send a bunch of spearmen against their monsters and send swarms of fell bat to tie down their hellcannons.
At the very least, you can field a full flying detachment and just skirmish them to death since you can pick off all of their cavalry and they can't hit you with anything worth mattering.
It really depends what path Chaos takes. If they beeline right through Kislev into you, you may not have grave guards in decent numbers yet.
In other news, I finished up my Dwarf campaign on normal in a rather anticlimatic fashion. My grand alliance had declared war on the Vampires in the midst of the Chaos invasion and since I was the only one not being hit by anything related to Chaos, I raised up armies of Ironbreakers and artillery and sent 3-5 stacks to burn down their cities. Once that finished, I saw that Kislev was under siege by Sigvald so I sent one army to deal with him. One field battle and one auto resolve fight later and I discovered that the few turns I spent razing the vampire cities had been used by the Empire and Brettonia to kill Archaeon and the other Warriors of Chaos stacks so I was greeted by a victory screen.
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Hellcannons are unbreakable so they're surprisingly tough and can often last long enough for reinforcements to come in.
Chaos tends to field more monsters than your heroes can handle, along with a lot of cavalry. Archaon and the Lord of Change would have 4 Trolls along with 2 giants and 4 Chaos Knights. There's also the annoyance of all those damn agents they send in to sabotage you.
Skaeling and Varg are a bit easier to handle but if left unchecked or if you're unlucky, they can get pretty powerful too.
Then, since the orcs are my allies and the dwarves are gone the great green tide sweeps away the rest of my enemies.
If i have to go after any human lands i take the south, let them deal with chaos in the north. And ideally don't antagonize the northern and harder to defend border. The downside of this is
1) lategame empire units are actually kinda good against me.
Sylvania is actually pretty defensible from the west and north due to a small amount of river crossings and obertstyre hard blocking entrance (shame its not templehof though) so things should be pretty OK for this plan if i can get stuff done in the mountains.
"Cheat" mods" (like, overpowered units or units that deliberately fill a gap like giving Vampires ranged units) are a pretty big thing on the workshop (and TW Center) before it. It's not that people "don't get it" or whatever, it's just that it's a video game and sometimes people just want to mess around and have fun because it's a video game. I love doing my "serious" playthroughs where i crank up the difficulty, but then sometimes you come across some cool units that definitely aren't balanced and want want to do a playthrough with those. It's like a sandbox, you play how you want and you do what's fun but there's always going to be someone coming around trying to tell you YOU'RE NOT DOING IT RIGHT or whatever even though it's you by yourself and you aren't interacting with anyone else's sandbox, just so they can feel like the master of sand castle balance, I guess?
It's not even having those units for yourself sometimes, either. Sometimes it's fun to give enemy factions OP units and see how you handle them.
Just about the only thing that irks me are the people who claim to be building something balanced, better than vanilla, but it's just mostly uninspired. There aren't many people who have a true eye for balance in games these.
A great example is the Black Ship in the original Shogun 2 you could capture (included in the base game, even). Was it balanced? Not at all! It was a hell of a lot of fun to use sometimes, though.
What should I do next? I'm kind of split between which faction to go.