Having both undead armies abbreviate as VC is inconvenient at times.
Especially considering one of those armies has a VC sub faction.
The trick is that every race has the same back plate for their symbol. So you can tell from the shape what they are
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BethrynUnhappiness is MandatoryRegistered Userregular
I'm surprised because Greenskins need an update more than anyone else (and the Badlands need a campaign update, there's no balance between Dwarfs/Greenskins in the same way there is with Empire/Vampire; it's snowball land through and through, 90% of it GS wins because recruiting rank 7 black orcs gives the AI a very easy run of it).
But yeah, maybe we'll see Green Knight become a bit more usable, perhaps some AI improvements (possibly changes to the way the faction unlocks knightly vows, because at very least it fucks the AI constantly), and a little more focus on sea combat for that Alberic life?
They've said we're getting more DLC after the next lord pack, so I'm gonna guess Bretonnia was just easier to get out while they probably have a lot of hands on deck trying to get Three Kingdoms out in time.
Maybe, I am curious what this means though. They said a long time ago they were trying to go through the original four factions before warhammer 3.
So either something gets pushed back to warhammer 3, there’s going to be more race dlc than anyone thought (yay), there’s going to be another lord pack (mentioned as a possibility) or they release a flc old race update by itself.
Some people have assumed we'll simply get a preorder race like Norsca, but it's hard to say. They have previously expressed interest (though did not commit of course) to Warhammer 1 vs Warhammer 2 lord pack DLC. So that option is on the table too.
If they do another race pack my money would be on Araby, because they have a bunch of lands that belong to Brettonia that should be Araby (as they did with the Vampire Coast and the Tomb Kings being generic undead). That's the only real "hole" still in the TW2 map.
There is a theory that Bretonnia is, in part, being reworked to fit Araby as an option for their Crusades. Of course it's just idle speculation, but would make sense. Araby would be cool to see, could see the Golden Magus being a neat Legendary Lord option to tie in with the Dreadfleet and Aranessa.
So the lets Play Ma Teng video was today; game keeps crashing during the end turn sequence.
Hence why we aren't getting the game tomorrow!
A shame though, because I have been enjoying these streams otherwise, warts and all. They did say they'll be doing it again next week but with a more up to date build of the game, so we can certainly look forward to seeing what THAT looks like.
I do hope they do more 'Start Position Highlights' like they did for Zheng Jiang last week, I'd be pretty interested to see what the others are like.
A brief lets play of Dong Zhuo, showing off his starting situation and mechanics. CAJordan certainly sounds like he was almost having a little too much fun with it.
I know I certainly will be giving it a go a couple of playthroughs in.
One thing I forgot to mention/link is that along with their weekly stream, they've also started doing 'Faction Spotlights', where they are going into one faction each week and taking a look at their starting position and discuss their core mechanics.
Both of them are super interesting but Sun Jian in particular really has me intrigued. Not being in the moshpit that is Northern China in 190 AD must be one hell of a change of pace if you've played one of the others first. It also seems like you're almost guaranteed to see the state of Wu form in most games as Sun Jian is the least 'impeded' warlord in the game.
Steam: TheBrayster
PSN: TheBrayster_92
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Metzger MeisterIt Gets Worsebefore it gets any better.Registered Userregular
No start position spotlight this week, but we did get a Battle Spotlight, revealing EXTREME unit size, along with a whole bunch of UI customization via the Spacebar.
The Details in short:
New Extreme unit size as maximum, relegating Ultra to second largest.
Infantry Size: 240
Cavalry Size: 60
New Maximum soldier count per side (Stack plus reinforcements): 8,460 (Romance), 10,080 (Records).
Spacebar brings up a quick menu for UI customisation.
Settings are Always Off, Hold Spacebar, Always on.
These can be changed on the fly, and can be mixed and matched.
After seeing the latest GW release of Slaanesh models I do hope that TW3 involves the daemons of chaos, because the new daemonprince and keeper of secrets look absolutely amazing.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
That_GuyI don't wanna be that guyRegistered Userregular
I think I might finally play a Lizardmen campaign when that comes out. And maybe finish a skaven one while I'm at it. Both factions have been in DIRE need of a rework since the Elf pack.
Indeed. I've tried a couple of times to do a Lizardman campaign and just kind of fizzled out. Didn't feel like they had as much stuff going on as the other factions.
I'm trying to temper my expectations for the Skaven update, but hoping they really do some major alterations to their campaign mechanics.
In the Vortex campaign at least Lizardmen felt like a good change of pace from everything else, since they're like the only melee bruiser faction in that campaign. Being in control of the Saurus meat wall instead of having to face them was also great.
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
My Lizardman ME campaign went the longest because they don’t have as much going on.
Get into a fight, send in the dinosaurs and Kroq, follow up with the Saurus wall, flank with Cold Ones.
With Lizardmen there is still some nice micro going on when you have a variety of units - skink/slann casters, arty dinos, terradons, cold ones, and chamleon skinks. Though they're all being used in support of the Saurus line.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
I'm just kidding Wheels, you're alright. But stop trying to make the Wheels thing happen.
I agree that he may be trying to "force" the nickname, but his name is Whelan.
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
edited March 2019
Wheels is streets ahead.
On the topic of Lizardmen, who I do agree, I can't wait for a little touch-up of, my main thing was just I guess something... intangible about them, like someone else was talking about. There is nothing complicated to them, they're probably the simplest faction to play, and the most in-line with the very old school "easily hold the line with tough units, flank with above par cavalry." but, their laser shooting artillery dinosaurs are very fun, just like it's fun putting a bunch of blow dart shooting skinks on top of your mount, or whatever else. They're all not necessary, you could never make a single one of them and still win, but they're still a lot of fun, it would just be better if you felt like you needed to use them because then you would feel more reward when you actually did (or the min/max players would actually build them, instead of going on and on about facts and logic over fun).
That said, I am not-France reboot before Empire all the way, which is a very unpopular opinion in every corner of the internet but I care not. Leon has my favorite backstory along with Gilles (and also irl I have the Frenchiest middle and last name an American could ever get away with having (since my mother insisted I be named after the Marquis de Lafayette since they were third gen immigrants), which I won't deny contributes slightly).
As far as Lizardmen go, I was more referring to campaign mechanics. Though being so utterly focused on Saurus does occasionally get somewhat boring. I found Maz more amusing in this regard since Kroq hits his Saurus critical-mass near immediately.
I'm running another empire campaign with trying to save the dawi from extinction by pulling up their beards from their hidey holes (orcs just went crazy and took over everything. They can pump up 5 full stacks every couple of turns if need be)
Lizardmen are still pretty much my favorite faction, and I've always felt that their roster is awesome. I don't think the DLC will do anything to change the efficacy of just using a bunch of big ol' dinosauers if that's what you want to do. They already have some finesse units, they're just not necessary due how good the stompey dinosaurs are. You can totally use them if you want -- they're pretty damn good.
I actually really liked their campaign mechanics at launch, but as far as I can tell Blessed units are still super broken. The events barely trigger or don't trigger at all -- they were waaay more common at launch, and gave some cool structure to the campaign.
Some of the blessed units are amazing and some are eh.
Like. If you get temple guards with hilarious HP or sarus with perfect vigour theyre bonkers. But if you get skink cohorts theyre... well basically skinks.
As a aside i find a lot of the monsters lacking for lizardmen. You want a few around because T-Rex are the only real anti-large* you have. But your anti-infantry cavalry is better than stegadons(a few to hold the line is nice) and javelin skinks* are the superior general flankers.
*temple guards sure but temple guards are too slow to fight large units consistently.
**god i love javelin skinks. Hella fast, huge numbers, massive damage. Theyre fast enough to flank and then shoot and once they do they drop twice crossbowmen damage and then can rear charge with one of the most attack dense formations in the game
But can you say no to a unit that has both a giant ballista on its back for knocking out enemy artillery, give it an edgy against enemy monsters AND can wreak havoc among the enemy?
I'm generally not a fan of cold one cavalry since they tend to frenzy at the worst opportunities.
As for anti-large. Lizardmen are loaded with it. Ballistas on Stegadons (sure, they're not anti-large per se. But they deal single target AP damage), Carnosaurs, Saurus Spearmen w/shields, Templeguards etc. You can even mount your priests on stegadons for magic-casting artillery with massive melee charge ability. God I love skinks priests on stegadons.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
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.
I think skinks are the most adorable things and skinks on dinos are the best things.
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Priests on Stegadon's are good. But regular stegadons are... not that good. And well. Carnosaurs are what i suggested for anti-large.
Well. I like them. High level saurus armies tend to have a skink priest on stegadon plus two more stegadons in a kind of general support and skirmishing group. Especially in campaign since it's one of the few ways I can force enemies to come to me instead of my easily exhausted saurus being forced to rush to them.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Javelin skinks are wonderful. Great ranged damage, and they run out of ammo just in time to start sweeping around with their great foot speed and pulling off flank charges or cleaning up routing units.
Sweep them around before you toss. It does a LOT of damage
This was a good call!
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
I never really realized that after Medieval 2 the engine changes sort of ended up doing away with the total conversion mods apparently? I find that really sad, I mean I understand why the Warhammer stuff isn't really moddable though I dislike it, but I really loved all the fantasy, magic, Legends of Zelda etc. mods there used to be for Total War games
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Posts
Especially considering one of those armies has a VC sub faction.
The trick is that every race has the same back plate for their symbol. So you can tell from the shape what they are
But yeah, maybe we'll see Green Knight become a bit more usable, perhaps some AI improvements (possibly changes to the way the faction unlocks knightly vows, because at very least it fucks the AI constantly), and a little more focus on sea combat for that Alberic life?
Maybe, I am curious what this means though. They said a long time ago they were trying to go through the original four factions before warhammer 3.
So either something gets pushed back to warhammer 3, there’s going to be more race dlc than anyone thought (yay), there’s going to be another lord pack (mentioned as a possibility) or they release a flc old race update by itself.
Hence why we aren't getting the game tomorrow!
A shame though, because I have been enjoying these streams otherwise, warts and all. They did say they'll be doing it again next week but with a more up to date build of the game, so we can certainly look forward to seeing what THAT looks like.
I do hope they do more 'Start Position Highlights' like they did for Zheng Jiang last week, I'd be pretty interested to see what the others are like.
PSN: TheBrayster_92
https://www.youtube.com/watch?v=3A0kPV7vWMg
A brief lets play of Dong Zhuo, showing off his starting situation and mechanics. CAJordan certainly sounds like he was almost having a little too much fun with it.
I know I certainly will be giving it a go a couple of playthroughs in.
PSN: TheBrayster_92
https://www.youtube.com/watch?v=tugry10Jpvw
https://www.youtube.com/watch?v=MUDhZagE_nc
Both of them are super interesting but Sun Jian in particular really has me intrigued. Not being in the moshpit that is Northern China in 190 AD must be one hell of a change of pace if you've played one of the others first. It also seems like you're almost guaranteed to see the state of Wu form in most games as Sun Jian is the least 'impeded' warlord in the game.
PSN: TheBrayster_92
https://www.youtube.com/watch?v=s2Dj12z0NR8
The Details in short:
New Extreme unit size as maximum, relegating Ultra to second largest.
Infantry Size: 240
Cavalry Size: 60
New Maximum soldier count per side (Stack plus reinforcements): 8,460 (Romance), 10,080 (Records).
Spacebar brings up a quick menu for UI customisation.
Settings are Always Off, Hold Spacebar, Always on.
These can be changed on the fly, and can be mixed and matched.
PSN: TheBrayster_92
I'm just kidding Wheels, you're alright. But stop trying to make the Wheels thing happen.
-Antje Jackelén, Archbishop of the Church of Sweden
I'm trying to temper my expectations for the Skaven update, but hoping they really do some major alterations to their campaign mechanics.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Get into a fight, send in the dinosaurs and Kroq, follow up with the Saurus wall, flank with Cold Ones.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
I agree that he may be trying to "force" the nickname, but his name is Whelan.
On the topic of Lizardmen, who I do agree, I can't wait for a little touch-up of, my main thing was just I guess something... intangible about them, like someone else was talking about. There is nothing complicated to them, they're probably the simplest faction to play, and the most in-line with the very old school "easily hold the line with tough units, flank with above par cavalry." but, their laser shooting artillery dinosaurs are very fun, just like it's fun putting a bunch of blow dart shooting skinks on top of your mount, or whatever else. They're all not necessary, you could never make a single one of them and still win, but they're still a lot of fun, it would just be better if you felt like you needed to use them because then you would feel more reward when you actually did (or the min/max players would actually build them, instead of going on and on about facts and logic over fun).
That said, I am not-France reboot before Empire all the way, which is a very unpopular opinion in every corner of the internet but I care not. Leon has my favorite backstory along with Gilles (and also irl I have the Frenchiest middle and last name an American could ever get away with having (since my mother insisted I be named after the Marquis de Lafayette since they were third gen immigrants), which I won't deny contributes slightly).
Also I made Boris Todbringer the Emperors Eye
I actually really liked their campaign mechanics at launch, but as far as I can tell Blessed units are still super broken. The events barely trigger or don't trigger at all -- they were waaay more common at launch, and gave some cool structure to the campaign.
Like. If you get temple guards with hilarious HP or sarus with perfect vigour theyre bonkers. But if you get skink cohorts theyre... well basically skinks.
As a aside i find a lot of the monsters lacking for lizardmen. You want a few around because T-Rex are the only real anti-large* you have. But your anti-infantry cavalry is better than stegadons(a few to hold the line is nice) and javelin skinks* are the superior general flankers.
*temple guards sure but temple guards are too slow to fight large units consistently.
**god i love javelin skinks. Hella fast, huge numbers, massive damage. Theyre fast enough to flank and then shoot and once they do they drop twice crossbowmen damage and then can rear charge with one of the most attack dense formations in the game
I should probably change that a some point. Maybe when this update comes around?
PSN: TheBrayster_92
I'm generally not a fan of cold one cavalry since they tend to frenzy at the worst opportunities.
As for anti-large. Lizardmen are loaded with it. Ballistas on Stegadons (sure, they're not anti-large per se. But they deal single target AP damage), Carnosaurs, Saurus Spearmen w/shields, Templeguards etc. You can even mount your priests on stegadons for magic-casting artillery with massive melee charge ability. God I love skinks priests on stegadons.
-Antje Jackelén, Archbishop of the Church of Sweden
Skinks RIDING giant dinosaurs, that's fine
But otherwise skinks < giant dinosaurs
This seems self explanatory
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Well. I like them. High level saurus armies tend to have a skink priest on stegadon plus two more stegadons in a kind of general support and skirmishing group. Especially in campaign since it's one of the few ways I can force enemies to come to me instead of my easily exhausted saurus being forced to rush to them.
-Antje Jackelén, Archbishop of the Church of Sweden
This was a good call!