if you have crossbowmen, they'll do their best work against moops rather than infantry. Giants melt fast under ranged, although I think shaggoths have heavy resistance.
Chaos spawn, marauder horsemen, chaos warhounds, Giants and Trolls are the best targets for crossbow men if you bring them (in that order)... However.
Shaggoths are missile resistant as fuck (half-decent armor, but the real kicker is their special rule that makes them resistant to missile damage).
Armored trolls are...armored.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
0
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
I like mods like lord traits remastered that give him a very decent armor bonus to entire army.
I love Lore of Metal in concept, and Gelt is super cool, but goddamn is he bad. They just buffed Kemmler a ton via Krell, so hopefully Gelt gets something soon.
It's very obvious from how they've built magic out over updates that in the beginning CA didn't really know what function magic should have in the game and how it should work. They're really great at iterating on their concepts however, just look at how much better Beast Men were than Chaos with essentially exactly the same base.
Against chaos take the light mages with the immobilizing net spell. Without any ranged they really get screwed by rooting all of their infantry in place while your handgunners and artillery blast them to pieces.
Immobilizing their throwing axe horseman is also a complete death sentence.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
Have a gobbo lord with sneaky stealin'. Have an orc shaman hero to boost your own magic recharge rate. Use up all magic with nukes super early so that the vampire lord can't use Nehek or other magicky things to extend the combat.
I wish that Lords levelled up more just because it's way more fun when they're gaining experience. I'm not that worried about them being broken. As it is now, I just never take the combat skills because the campaign skills and army skills make much more of a difference. A fully combat specced Lord doesn't seem that much better than a regular one.
depends. if it's grimgor I'm definitely taking him straight down blademaster and watching him rack up 150 kills every battle. plus his ultimate blademaster ability is so much better than the normal kind of crappy one
I wish that Lords levelled up more just because it's way more fun when they're gaining experience. I'm not that worried about them being broken. As it is now, I just never take the combat skills because the campaign skills and army skills make much more of a difference. A fully combat specced Lord doesn't seem that much better than a regular one.
I believe there are mods for no level cap.
And yeah I'm in the same boat. The army and campaign skills are just too good.
I think Belegar might be my favorite melee hero; he's just a damned tank monster-beast in melee; the only problem with him is that's he's slow as hell and thus cannot relocate to help the weak parts of your line quickly.
I'm playing through the Empire campaign and I'm having a real tough time fighting Chaos
any advice on how to fight them effectively? what units should I be using against them?
Armor Piercing and Anti-Large are the name of the game. Chaos has high armor and great cavalry.
Most important and probably overlooked option will be the line. Shielded Spears are a good cheap alternative but Halberders are best. Swordsmen and Spears are not ideal but Spears are what you would use if you had the choice. Your goal here is to maximize melee defense and more or less nothing else. To hold so that you can clean the rest.
You're then going to want one or two units of Greatswords. OK a line of GS's would be fine but you only need some on the flank to clean up with rear/side charges and you would probably do better with Halberders in the middle anyway since Greatswords have some shit melee defense.
Your Cavalry is pretty weak unless its Demi-grphs with Halberds. Their cavlary will be stronger and can get AP easier so its better to counter with Halberders.
For ranged firepower Hellblaster Volleyguns are ideal. After that its Handgunners. Again for the obvious reasons that you need AP. Volleyguns are ideal because good placement means that you don't have to reposition as much. While Handgunners will always have to re position. However Handgunners firing into the rear of an enemy or enfiliade in a killbox is super good.
If you're super good at micro Outriders are very good against enemy cavalry but mainly you want one unit for anti-arty work. They're very good anti-artillery because they're fast and can just get in and melee after running around the enemy cavalry.
Edit: As mentioned earlier Net of Amyntok is amazing against chaos for many reasons and complements more or less everything here. If they have strong cavalry that you cannot chase down or fight but you have Halberders? You can net them and cut them down.
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
thanks for the help, y'all
I still didn't quite get the hang of actually beating them in fair fights but I reconfigured my armies and was able to win largely through good strategic maneuvering
+2
TIFunkaliciousKicking back inNebraskaRegistered Userregular
I had a pretty easy time of it on Hard difficulty but I can't seem to get a Very Hard campaign off the ground. I'm getting better at the manual battles since I started but I'm just getting my ass kicked really early on.
0
That_GuyI don't wanna be that guyRegistered Userregular
Demigryph Knights with Halberds actually have worse base stats than their anti infantry counterparts. They make up for it with a very nice anti large bonus. In campaign I'll usually run with 2 units of regular demis for rear charges and 2 units of halberds to go after other cav.
Demigryph Knights with Halberds actually have worse base stats than their anti infantry counterparts. They make up for it with a very nice anti large bonus. In campaign I'll usually run with 2 units of regular demis for rear charges and 2 units of halberds to go after other cav.
Though there are a lot more large units in this game than in previous total war games. On top of all sorts of cavalry (except maybe goblin riders? I dunno if they're large or not) we've got tons of big moops, Troll-sized and upwards.
With the exception of heroes the only non-large unit that can face off against Demigryphs and win is probably Chosen halbardiers.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
0
That_GuyI don't wanna be that guyRegistered Userregular
Demigryph Knights with Halberds actually have worse base stats than their anti infantry counterparts. They make up for it with a very nice anti large bonus. In campaign I'll usually run with 2 units of regular demis for rear charges and 2 units of halberds to go after other cav.
Though there are a lot more large units in this game than in previous total war games. On top of all sorts of cavalry (except maybe goblin riders? I dunno if they're large or not) we've got tons of big moops, Troll-sized and upwards.
With the exception of heroes the only non-large unit that can face off against Demigryphs and win is probably Chosen halbardiers.
In a one on one battle, yeah sure. 2 units of Ungor Spearmen can trounce Demis. Demis have too few models to be able to do much work against such large groups.
I can't believe they're still releasing stuff for this game. It's fucking bonkers. I thought Brettonia was the end for sure.
+2
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
edited August 2017
I love it.
You know what would be a neat ERAS game if they count FOTS as a build-off point? The Second Sino-Japanese War and the first Russo-Japanese War. Have the Japanese section be in Kyushu, have all of Korea available, and have parts of Manchuria and China without breaking the load times like Morning Sun. Bill it like Russians coming from the north, Japanese coming from the southeast, and Chinese coming from the south west side of the map.
I can't believe they're still releasing stuff for this game. It's fucking bonkers. I thought Brettonia was the end for sure.
I think this game very much blew their expectations on popularity completely out of the water. It's their first non-historical TW game so they probably weren't sure how popular it would be, especially since Warhammer Fantasy was never that big. I think it came out at the perfect time however, as Vermintide helped push Warhammer Fantasy's profile with the PC gaming population, a lot of tabletop fans were disappointed in Age of Sigmar, 40k fans have been hungry for a new game for a long time and Dawn of War 3 was... not what a lot of them wanted. Plus apparently there was a section of the market that was completely untapped that really likes TW gameplay but isn't into historical settings.
They sort of hit the perfect storm of timing combined with releasing something they never knew there was a demand for because it had not been previously offered. This is reflected in their DLC releases, as Call of the Beastmen and the Grim and the Grave are very conservative releases. Then Realm of the Wood Elves and The King of the Warlord go kind of nuts, and Norsca continues that trend.
Waffles or whateverPreviously known as, I shit you not, "Waffen"Registered Userregular
I'm really excited when they start doing thematic campaigns based off of previous wars in this universe. Can't wait for enlarged worlds with good ole elves vs dwarf conflicts for example. (War of the beard was it called?)
Plus apparently there was a section of the market that was completely untapped that really likes TW gameplay but isn't into historical settings.
Not going to lie, while I like the historical ones, I've been waiting for a fantasy game like this since Master of Magic. And obviously this isn't like Master of Magic, exactly, but you get the idea.
Only thing I wish is that the grand campaign didn't end so abruptly / I could easily go back to see a timeline / refinements around that. That and I fear the grand campaign will be overwhelming by the end for some, so hopefully there are some UI options about whether to include Game 2 or 3 if you just want a more restrained game.
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Demigryph Knights with Halberds actually have worse base stats than their anti infantry counterparts. They make up for it with a very nice anti large bonus. In campaign I'll usually run with 2 units of regular demis for rear charges and 2 units of halberds to go after other cav.
Though there are a lot more large units in this game than in previous total war games. On top of all sorts of cavalry (except maybe goblin riders? I dunno if they're large or not) we've got tons of big moops, Troll-sized and upwards.
With the exception of heroes the only non-large unit that can face off against Demigryphs and win is probably Chosen halbardiers.
asrai spears; they will destroy any cavalry in the game
Posts
Shaggoths are missile resistant as fuck (half-decent armor, but the real kicker is their special rule that makes them resistant to missile damage).
Armored trolls are...armored.
-Antje Jackelén, Archbishop of the Church of Sweden
They do wreck everything. The only thing I found good against them is cannon fire and demigryphs
Even worse than Itzi'bitzi and Tenhi'huenhi.
Reading through the random names generated for Lizardmen lords is going to be entertaining.
I love Lore of Metal in concept, and Gelt is super cool, but goddamn is he bad. They just buffed Kemmler a ton via Krell, so hopefully Gelt gets something soon.
The name is so terrible that it's amazing. I haven't read the e-book, but I might have to.
Immobilizing their throwing axe horseman is also a complete death sentence.
Yeah i meant balance wise. I could see some lords getting out of had but I hate that campaign and battle abilities both level up with the same points.
I hope the spelling is different from that source at least, something like 'Yucheini'duzit.'
Have a gobbo lord with sneaky stealin'. Have an orc shaman hero to boost your own magic recharge rate. Use up all magic with nukes super early so that the vampire lord can't use Nehek or other magicky things to extend the combat.
PSN: ShogunGunshow
Origin: ShogunGunshow
I believe there are mods for no level cap.
And yeah I'm in the same boat. The army and campaign skills are just too good.
he's scary in melee
Armor Piercing and Anti-Large are the name of the game. Chaos has high armor and great cavalry.
Most important and probably overlooked option will be the line. Shielded Spears are a good cheap alternative but Halberders are best. Swordsmen and Spears are not ideal but Spears are what you would use if you had the choice. Your goal here is to maximize melee defense and more or less nothing else. To hold so that you can clean the rest.
You're then going to want one or two units of Greatswords. OK a line of GS's would be fine but you only need some on the flank to clean up with rear/side charges and you would probably do better with Halberders in the middle anyway since Greatswords have some shit melee defense.
Your Cavalry is pretty weak unless its Demi-grphs with Halberds. Their cavlary will be stronger and can get AP easier so its better to counter with Halberders.
For ranged firepower Hellblaster Volleyguns are ideal. After that its Handgunners. Again for the obvious reasons that you need AP. Volleyguns are ideal because good placement means that you don't have to reposition as much. While Handgunners will always have to re position. However Handgunners firing into the rear of an enemy or enfiliade in a killbox is super good.
If you're super good at micro Outriders are very good against enemy cavalry but mainly you want one unit for anti-arty work. They're very good anti-artillery because they're fast and can just get in and melee after running around the enemy cavalry.
Edit: As mentioned earlier Net of Amyntok is amazing against chaos for many reasons and complements more or less everything here. If they have strong cavalry that you cannot chase down or fight but you have Halberders? You can net them and cut them down.
@Shorty
I still didn't quite get the hang of actually beating them in fair fights but I reconfigured my armies and was able to win largely through good strategic maneuvering
Though there are a lot more large units in this game than in previous total war games. On top of all sorts of cavalry (except maybe goblin riders? I dunno if they're large or not) we've got tons of big moops, Troll-sized and upwards.
With the exception of heroes the only non-large unit that can face off against Demigryphs and win is probably Chosen halbardiers.
-Antje Jackelén, Archbishop of the Church of Sweden
In a one on one battle, yeah sure. 2 units of Ungor Spearmen can trounce Demis. Demis have too few models to be able to do much work against such large groups.
You know what would be a neat ERAS game if they count FOTS as a build-off point? The Second Sino-Japanese War and the first Russo-Japanese War. Have the Japanese section be in Kyushu, have all of Korea available, and have parts of Manchuria and China without breaking the load times like Morning Sun. Bill it like Russians coming from the north, Japanese coming from the southeast, and Chinese coming from the south west side of the map.
The thing that blows my mind is wondering exactly how much content there's going to be when all three games are released.
I think this game very much blew their expectations on popularity completely out of the water. It's their first non-historical TW game so they probably weren't sure how popular it would be, especially since Warhammer Fantasy was never that big. I think it came out at the perfect time however, as Vermintide helped push Warhammer Fantasy's profile with the PC gaming population, a lot of tabletop fans were disappointed in Age of Sigmar, 40k fans have been hungry for a new game for a long time and Dawn of War 3 was... not what a lot of them wanted. Plus apparently there was a section of the market that was completely untapped that really likes TW gameplay but isn't into historical settings.
They sort of hit the perfect storm of timing combined with releasing something they never knew there was a demand for because it had not been previously offered. This is reflected in their DLC releases, as Call of the Beastmen and the Grim and the Grave are very conservative releases. Then Realm of the Wood Elves and The King of the Warlord go kind of nuts, and Norsca continues that trend.
Only thing I wish is that the grand campaign didn't end so abruptly / I could easily go back to see a timeline / refinements around that. That and I fear the grand campaign will be overwhelming by the end for some, so hopefully there are some UI options about whether to include Game 2 or 3 if you just want a more restrained game.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Right, but what I mean is the crash to the stats screen abruptly when you achieve the win conditions. And yes, I am also assuming it'll be better.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
asrai spears; they will destroy any cavalry in the game