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[Total War] Roman man-things main-kill each other in Empire Divided for Rome II!

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  • caligynefobcaligynefob DKRegistered User regular
    Speaking of, have they announced when the foundation patch will hit? Alongside tomb kings?

    PS4 - Mrfuzzyhat
  • KruiteKruite Registered User regular
    Tomb kings is coming...the 17th? Late Jan..... Soon. They published it

  • That_GuyThat_Guy I don't wanna be that guy Registered User regular
    Protip: Keep your ranged units in tighter, more square formations. They may take more damage from artillery but will be able to rotate and move around easier.

  • NotoriusBENNotoriusBEN Registered User regular
    edited January 2018
    I can’t get any of the larger than average monstrous infantry to work me, rat ogres, kroxigors, trolls etc just get murdered when they go up against anything but artillery.

    Rat Ogres need to cycle charge unless its a missile troop. They are a shock cav unit in a sense. Except nowhere near the armor of actual shock cav

    Kinda the same deal with Kroxigors save they are not a runner unit, more like super heavy infantry. You dont send them in by themselves, you use them to augment another unit and punch a hole in the enemy line.

    That helps cover one of monstrous units' biggest flaws of low model count per unit.

    NotoriusBEN on
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  • Jealous DevaJealous Deva Registered User regular
    edited January 2018
    You should largely never be sending monstrous infantry in by themselves into infantry/as an infantry line unless its something like fimir warriors or armored trolls with Throgg where you have a ton of lord bonuses and armor to toughen them up.

    Jealous Deva on
  • JarsJars Registered User regular
    I've been playing some chaos and the empire building requirements on higher tier units must be way too hard for the AI to do because it is horde after horde of state troops. no wonder they give you a fire mage, you can torch 250+ units with a single burning skull. the skaven up north make a great ally but they always get wiped out by skaeling, too bad. skaeling doesn't like to ally even with sigvald.

  • KruiteKruite Registered User regular
    Feel free to charge monstrous infantry into zombies and peasants solo. But you'd probably want them elsewhere

  • Waffles or whateverWaffles or whatever Previously known as, I shit you not, "Waffen" Registered User regular
    Tube wrote: »
    The game changer for me in terms of unit movement is alt + left click

    Is there a way to rotate them in a 360 degree turn style while doing alt plus left click?

  • NotoriusBENNotoriusBEN Registered User regular
    edited January 2018
    And then the other question that arises with why I bring monstrous infantry instead of a stegodon, is that monstrous units are not focused by single-target DPS the same way a giant fuck off monster usually is.

    Monstrous infantry also dont completely wreck unit cohesion either when they fight along with a friendly unit. Trex Krokgar and Stegs are notorious for busting up your own front line as well as the enemy's. More models exposed means more models taking damage instead of holding the line long enough for you to finish rolling up a flank.

    Large units are good too, but they work apart from the main line.

    NotoriusBEN on
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  • TubeTube Registered User admin
    Waffen wrote: »
    Tube wrote: »
    The game changer for me in terms of unit movement is alt + left click

    Is there a way to rotate them in a 360 degree turn style while doing alt plus left click?

    Yep, ctrl should work

  • TubeTube Registered User admin
    Re: monstrous infantry I put them on the flanks to discourage naughtiness from their line and the commit them after the lines meet. They're never frontliners.

  • JarsJars Registered User regular
    I have rat ogres flank because they're so fast but slower ones like trolls I charge through gobbos. kroxigars I've tried going through skinks but at that point I think you might as well use sauros and drop skinks/kroxigars completely.

  • KanaKana Registered User regular
    Zavian wrote: »
    I'm perfectly okay with having hero units in Three Kingdoms, it makes the gameplay more interesting in my opinion. I would hope that a Total War: Troy would also go the hero led army route. Sure, it isn't historically accurate or realistic, but it's fun, which is the same reason I've greatly enjoyed Total Warhammer. And if there's a mod where you can add dragons to Three Kingdoms, I'm absolutely downloading it

    TBF to Romance of the Three Kingdoms, it's usually pretty clear that the various heroes aren't just bashing their way through an entire army by themselves a la Dynasty Warriors, but rather armies line up opposing each other, and then various famous warriors from each side come forward, yell insults, and have individual fights for honor. And that sort of more ritualized, aristocratic combat wasn't unheard of in many parts of the world at various times.

    Not that Romance of the 3 Kingdoms is accurate, and as I recall the age of individual combat had already been long past in China by then, but it's not just entirely blowing smoke, either.

    A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
  • FoefallerFoefaller Registered User regular
    So, anyone else want to take up the next thread? I'm pretty much out of fun Warhammer fantasy accents, and with Britannia and Three Kingdoms coming, might be better for someone more experienced to do a more rounded thread (rather than TW:W focused)

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  • TerrendosTerrendos Decorative Monocle Registered User regular
    Okay, definitely turned things around in my Empire campaign, thanks for the help with those commands. This strategy I've been using is freakin' amazing and I love it. Basically, I have Halberdiers on the edges of my lines, swept forward a bit on the flanks. Between them, I have a mix of Handgunners and, recently, a Helblaster Volley Gun or two, with 1-3 Steam Tanks in front of them running interference, plus a few units of Demigryphs for flank attacks and a Hellstorm Rockets because they're literally the coolest. So basically, the rockets pull the enemy in, where the shape of the Halberds funnels the enemy into what I call "the kill zone." The enemies mob around the Tanks, and get annihilated by volley guns and Handgunners who, thanks to the clear shot they get from the tanks, get to fire with impunity. If I play my cards right, my Gryphs don't even need to do anything, though I typically have them hunt down enemy cavalry and siege weapons before circling back to pick off the leftovers.

    This setup is everything I wanted from an Empire army.

  • KingofMadCowsKingofMadCows Registered User regular
    Jars wrote: »
    kroxigars have 100 armor, so they're not really glass cannons like rat ogres. rat ogres are almost shock cav and do pretty well in that role, I have good success running flanking charges with them. armored trolls are pretty much the same as kroxigars but they will beat infantry units that kroxigars lose to. I think it's because kroxigars only have 25 melee attack and a low charge bonus and don't have anything special about them besides some armor, rat ogres and skin wolves are damn fast and crypt horrors have regen and poison attacks. but at the same time lizardmen are already about the strongest faction so saying hey buff lizardmen isn't a likely solution, which is why I'm hoping tehenhauin gets that whole skink+kroxigar thing going since skinks are like kroxigar overseers

    Kroxigors hit more units so their damage is spread out more. That makes them great against infantry with lots of low hit point models like Skave, but not so good against infantry with fewer high hit point models like Chaos Warriors and Black Orcs.

  • JarsJars Registered User regular
    went into quick match with the elf deathball, actually came out on top. who needs ranged units? not wood elfs, I got trees and spears

  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    edited January 2018
    After the Han, the next golden age of China was led by the Tang dynasty in the 600s.

    The last of the three kingdoms was Wu.

    If you make the Wu survive along enough and marry into the Tang family, can you become the Wu-Tang clan?

    Edit: this is terrible. I thought three kingdoms happened in the 200s AD. It was also far fetched even then.

    Edit 2: the clan preceeding the Tang were the (YO) Sui(!)

    Kadoken on
  • Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    edited January 2018
    Kadoken wrote: »
    After the Han, the next golden age of China was led by the Tang dynasty in the 600s.

    The last of the three kingdoms was Wu.

    If you make the Wu survive along enough and marry into the Tang family, can you become the Wu-Tang clan?

    Edit: this is terrible. I thought three kingdoms happened in the 200s AD. It was also far fetched even then.

    Edit 2: the clan preceeding the Tang were the (YO) Sui(!)

    No because that's not how Chinese names worked. :P

    If you married into the Tang family, you would've become a Tang. This also assumes that you would've been female, because women were the ones who married "into" a family. Men got to keep their names.

    Inquisitor77 on
  • Jealous DevaJealous Deva Registered User regular
    Man I wanted a Bronze Age game...

    I have thought about this a lot, and it could be great, but there are a lot of ways it could be maybe problematic.

    One being it would have to probably be late bronze age because we really don’t know much of how early bronze age armies fought, and what we do know doesn’t lead to a very interesting game (basic spear and archer infantry with no cavalry or chariots yet?)

    So you go to the late bronze age, which is pretty cool tactically with mixed units (Think lothern sea guard), chariots, and light cav showing up, but there are still major things we don’t know. The fall of the bronze age is difficult to model because we really don’t know what was going on, just that several big players were weakened and collapsed. There were sea people invasions, but we don’t know really who they were or how they fought (there is some speculation they may have been proto-greeks or italic peoples, but again no idea how they actually fought). There may have been some steppe nomad invasions, there may have been some big natural disasters? So how do you handle that in game? Maybe set it a couple of hundred years before that?

    Regardless it could be a good game but probably would involve some serious speculation and outright invention.

    I’d honestly think early iron age (from to time whatever crazy shit that ended the bronze age resolved and things settled, maybe 6-700bc to the rise of the achemainads) might be a better setting.

  • LordSolarMachariusLordSolarMacharius Red wine with fish Registered User regular
    I was reading the little short stories that CA put out before the release of TW:W2, and Clan Skurvy (the pirate-navy faction of Skaven) call their elite troops Stormvermarines.

    *slow clap*

  • FiendishrabbitFiendishrabbit Registered User regular
    edited January 2018
    I was reading the little short stories that CA put out before the release of TW:W2, and Clan Skurvy (the pirate-navy faction of Skaven) call their elite troops Stormvermarines.

    *slow clap*

    At the very moment I'm writing this "Stormvermarines" is a googlewhackblatt.

    Fiendishrabbit on
    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • JarsJars Registered User regular
    this should have been a heroic victory. in fact I think my chaos mage should have ascended to demonhood right then and there

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  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Anyone think the FOTS/Attila of Three Kingdoms could be way in the future with the mongols in the 1200s?

    They could put Japan and indochina in.

  • FiendishrabbitFiendishrabbit Registered User regular
    You know. I had a thought. Tomb kings have really really weak economy buildings, does that mean that once you get something like 3 armies it's SKELETONS AT SEA! For Tomb kings 10000 gold is going to be huge.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • SensationalSensational Registered User regular
    You know. I had a thought. Tomb kings have really really weak economy buildings, does that mean that once you get something like 3 armies it's SKELETONS AT SEA! For Tomb kings 10000 gold is going to be huge.

    And I'm wondering how difficulty levels are going to be balanced for them. Increased army upkeep cost is the biggest factor (along with public order), but tomb kings don't have upkeep.

  • FiatilFiatil Registered User regular
    Heh, the sea exploring still seems like a weirdly unpatched thing so far. 0% chance of a negative event and a very high chance of getting lots of gold and cool factionwide bonuses each time just seems too good compared to land exploration. There's no way the AI is taking advantage of that like a player is.

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