If you like other interactions that are unconventional there's nurgle/fear bombing. I've tried to do that but lost patience with beastmen because they're trash and it takes time to set up. Basically you stack nurgle stink heroes (-5 leadership) in a province/region and then go fight an enemy army and they instantly route as soon as you punch them or cast a spell on them.
Lizardmen can also do this with pompous trait but it's more difficult to get the required trait and less effective than just murdering with big stompy dinosaurs. There's another race that can do it I think but it escapes me. The beastmen are best at it because they have two spells that drop leadership.
It's more a meme campaign thing which you might do if you've been playing warhammer 2 for three years and they just won't release warhammer 3 yet goddammit. I sincerely hope that doesn't happen to anyone who just bought the game. :P
This game does have a ton of possible meme campaigns though just in case.
The corpse cart is locked behind DLC but you don’t need the corpse cart to make it work. Corpse carts aren’t even that good
The other nice thing about skeleton/zombie hordes is that losing them gives you nice big graveyards for which to raise real units from
Yeah it works without them. I am really fussy with traits for vamp heroes so sometimes I don't have necromancers in an army for a while. It works fine. The necro is there for the winds and arcane conduit, maybe some summons. You can get winds and conduit from vamps and the necros are fine without carts. It's all about the magic.
0
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
So my Morathi campaign started off poorly, but now I control all of Ulthuan with Malekith borrowing bits of it - even if he doesn't realize he's only got a temporary lease for the moment while I murder a lot of Lizardmen.
Dear fuck though, do I hate fighting High Elves in this game. Endless swarms of pheonix guard and pheonixes? They are beyond irritating enemies to fight. At the very least I held off the Unicorn Gate against 9 separate assaults of 4+ 20 high elf stacks. The bodies outside of it are piled so high, the ground will be forever stained red with High Elven Blood. One battle was so epic, because I was probably well on the way to losing when I won the reinforcements roll off (I had 3+ stacks behind the wall and controlled it) and my 3 dragons turned up. They came in, whipped the high elves pheonixes and their sun dragon to give me control of the battlefield.
Already this game has made such incredible little story memories and similar. One thing that does bemuse me is the AI clearly knew when I left an army accidentally in march mode and picked it off. I contemplated reloading, but I did enough damage to Teclis that I cleaned him up next turn and that let me break through. It was my second Lord I recruited at level 19.
I had totally missed that the Vampire Counts tech tree lets you reduce the upkeep on your zombies and skeletons to nothing. That's pretty neat, and makes that top left tech tree a lot more appealing than I had thought it was. I mean zombies and skeletons aren't exactly expensive, but free is definitely cheaper and very neat.
There's an entire play style around this. You just recruit shit skellies with a few heroes for magic and throw two stacks at the enemy if it's ever needed. Then you use the cash you save to power up your economy fast. Vamp magic is so good that wind of death, pendulum, nehek and a necro on a healy cart do a lot of work and skellies function like tomb king units - replaceable chaff.
It works well for Vlad+Isabella as they like to pair up and Isabella can transition to more vamps easily for a stronger army because they end up with loads of money and well developed provinces. It's not quite high elf or dark elf econ but it's one of the strongest econ plays in the game.
It's weaknesses are it's not good at dealing with artillery until your vamps get flying mounts and you have to delay and kill archers with magic or they will do a lot of damage. It's also slow in battle as most of your damage is wind of death so I wouldn't recommend it if you like faster battles.
I use the Bloodline Vamp lords for this. They are immortal so I can just send out a couple of stupidly cheap all skellyman and lord raiding parties and it doesn't matter if they lose and are crushed. Exp for the lord and pays for itself pretty much immediately
This was my strategy last time I made a serious go at Vampire Counts
It takes a while to make the lords immortal though, I think, so up until then I tended to be pretty conservative with them? But after that, it’s like, who cares, more dead means more troops
The special bloodline lords come as immortals. Get a couple of assassinations or beat a faction leader in combat, get the free kiss from the bottom right tree and BAM immortal skellyman raider lord ready to go.
It's neat that they're addressing that the latest unit cards are total stinkers.
But I'd rather them address why the quality in these lord packs are so dang lopsided to one side or the other.
Just... stop doing that.
I think it might not be as bad as it's made out to be this time though I share your concern. The wood elf stuff looks good apart from the forge which look fairly meh. The sisters feel strong and have good units, Ariel looks great and the DLC is paying for what could be a good rework.
OTOH Thrott looks good, his mechanics look good as does Ghoritch but his units don't do anything for me except for the broodhorrors. If the Skaven units turn out to be better than they look I might feel differently. The wood elf units are really solid though.
So my Morathi campaign started off poorly, but now I control all of Ulthuan with Malekith borrowing bits of it - even if he doesn't realize he's only got a temporary lease for the moment while I murder a lot of Lizardmen.
Dear fuck though, do I hate fighting High Elves in this game. Endless swarms of pheonix guard and pheonixes? They are beyond irritating enemies to fight. At the very least I held off the Unicorn Gate against 9 separate assaults of 4+ 20 high elf stacks. The bodies outside of it are piled so high, the ground will be forever stained red with High Elven Blood. One battle was so epic, because I was probably well on the way to losing when I won the reinforcements roll off (I had 3+ stacks behind the wall and controlled it) and my 3 dragons turned up. They came in, whipped the high elves pheonixes and their sun dragon to give me control of the battlefield.
Already this game has made such incredible little story memories and similar. One thing that does bemuse me is the AI clearly knew when I left an army accidentally in march mode and picked it off. I contemplated reloading, but I did enough damage to Teclis that I cleaned him up next turn and that let me break through. It was my second Lord I recruited at level 19.
One off immortality. Poor bastard.
Is this the WH2 equivalent of "just two days away from retirement"?
So my Morathi campaign started off poorly, but now I control all of Ulthuan with Malekith borrowing bits of it - even if he doesn't realize he's only got a temporary lease for the moment while I murder a lot of Lizardmen.
Dear fuck though, do I hate fighting High Elves in this game. Endless swarms of pheonix guard and pheonixes? They are beyond irritating enemies to fight. At the very least I held off the Unicorn Gate against 9 separate assaults of 4+ 20 high elf stacks. The bodies outside of it are piled so high, the ground will be forever stained red with High Elven Blood. One battle was so epic, because I was probably well on the way to losing when I won the reinforcements roll off (I had 3+ stacks behind the wall and controlled it) and my 3 dragons turned up. They came in, whipped the high elves pheonixes and their sun dragon to give me control of the battlefield.
Already this game has made such incredible little story memories and similar. One thing that does bemuse me is the AI clearly knew when I left an army accidentally in march mode and picked it off. I contemplated reloading, but I did enough damage to Teclis that I cleaned him up next turn and that let me break through. It was my second Lord I recruited at level 19.
One off immortality. Poor bastard.
Is this the WH2 equivalent of "just two days away from retirement"?
We've all been there.
"This one is getting too old-old for this crap-shit."
Lizardmen can also do this with pompous trait but it's more difficult to get the required trait and less effective than just murdering with big stompy dinosaurs. There's another race that can do it I think but it escapes me. The beastmen are best at it because they have two spells that drop leadership.
It's more a meme campaign thing which you might do if you've been playing warhammer 2 for three years and they just won't release warhammer 3 yet goddammit. I sincerely hope that doesn't happen to anyone who just bought the game. :P
I did that in two Lizardman campaigns. It takes some time, but that one Pompous stack is definitely a lot stronger than just dinostomping. But you'll generally have the short campaign victory before you have the full stack. It's basically something you do on the side next to yor regular dinostomping.
Sharing a DLC with skaven is a curse. Skaven always get the cool stuff and you get the tablescraps.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I feel it'd be pretty easy to fix Tehenauin's campaign mechanic. The biggest problem he has is a lot of the top tier sacrifices are bad. Swap a few out with more AOE bound spells like the Sotek one, beef up the power of the Sotek one a bit, and make them all permanent. If you're feeling especially generous, make a generic Thunderous One that can be recruited in multiples and unlocks through the same sacrifice, but you get a new one each time ALA Casket of Souls. Voila. Now Tenny's got the equivalent of a Dark Elf Ark in range to help all his armies, which, yeah, a little broken, but who cares? By that point you've snowballed through the hard part already. There's plenty of sacrifice sinks to keep using once you get the Sotek artillery strikes unlocked, plus you can always add more Thunderous Ones to your armies.
"It's pretty easy to fix Tehenauin/Sisters of Twilight/Malus* just..."
Meanwhile Ikit/Sniktch/Throt are laughing in superior and more visually appealing gameplay mechanics.
*Malus is not easy to fix, because he's an edgelord.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
"It's pretty easy to fix Tehenauin/Sisters of Twilight/Malus* just..."
Meanwhile Ikit/Sniktch/Throt are laughing in superior and more visually appealing gameplay mechanics.
*Malus is not easy to fix, because he's an edgelord.
It comes back to the point earlier in this thread though - updates are tied to DLC and outside of that they don't really go back to fix things on a fundamental level. They'll tweak the numbers but not much beyond that (the exception being Ikit's workshop, which gets updated to add more units relatively often). It means that disappointing DLC mechanics like Tehenauin or the forge of Daith are essentially 'locked in' with little to no hope of improvement.
For Eltharion, the high elves got the short end of the stick and generally felt undercooked and underdeveloped. There was a dearth of new unit models and basically no voice lines outside of the lords. The idea of copying factional abilities wasn't bad, but the UI needed more work to actually show the benefits you were getting. The associated upgrades were fairly bland - one of them gave a whopping 2 influence per turn, how exciting - but once you'd got them all the warden's supplies ceased to matter. The vortex campaign felt like it was missing something to actually make it interesting. You killed the two factions that actually gave you any bother, captured the two settlements in the deserts that it pointed you at (about the only interesting part of the campaign) and just waited for Tor Yvresse to hit max level so you could hit the "just skip to the end battle" button. I believe there was a competition for fastest legendary playthrough and the winner did it in about 3 turns. Some sort of periodic invasion, or even the big invasion being more than just "here's a siege batlle at your capital" could have made a much better campaign.
Tehenuin is largely in comparison to his counterpart - Ikit Claw. The most oft cited difference is that Tehenuin's top level ability is some breath spell. Ikit gets literal nukes from the get go. Haven't really tried him though, so can't comment beyond that.
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SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Courtesy reminder: Don't forget to log in to Total War Access now and add the Glade Lord to your account.
Tehenhaiun’s sacrifice unlocking Regiments or Renown was also just plain worse than unlocking them via leveling at release (not sure if changes to sacrifices gained altered this). It felt like they intended for him to get unique Sotek themed units similar to Ikit’s workshop but ran out of time. My only other complaint is that I wish he had some more benefits to deploying Skinks, since it felt more beneficial to start using Saurus once the penalty was removed.
Eltharion probably just needed some more to do with his resource and something to actually defend against. Like... they made a lord all focused around defense on one of the safest spots on the map and didn’t really update it to make it more dangerous. They learned a lot on doing a defensive faction from the Wood Elf update at least.
Malus... is a mess. I have ideas on how to fix his possession mechanic, but his campaign mechanics are also kind of... real bad? It’s like if the Vortex didn’t give you the option of when to start the ritual, so instead of ignoring my it you had to drop everything you were doing to deal with it.
On Tenenhuan. His dino mount and the solar engines are quite powerful anti infantry spells. The red skinks red skills make skinks into great front line units. Still weak to aoe spells and elite infantry, but that's what the large dinosaur s are for.
Tehenhaiun’s sacrifice unlocking Regiments or Renown was also just plain worse than unlocking them via leveling at release (not sure if changes to sacrifices gained altered this). It felt like they intended for him to get unique Sotek themed units similar to Ikit’s workshop but ran out of time. My only other complaint is that I wish he had some more benefits to deploying Skinks, since it felt more beneficial to start using Saurus once the penalty was removed.
Eltharion probably just needed some more to do with his resource and something to actually defend against. Like... they made a lord all focused around defense on one of the safest spots on the map and didn’t really update it to make it more dangerous. They learned a lot on doing a defensive faction from the Wood Elf update at least.
Malus... is a mess. I have ideas on how to fix his possession mechanic, but his campaign mechanics are also kind of... real bad? It’s like if the Vortex didn’t give you the option of when to start the ritual, so instead of ignoring my it you had to drop everything you were doing to deal with it.
Tehenhaiun should definitely have had unique unlockable RoR instead of the same ones everyone gets by leveling a lord. His campaign is ok now but that shit is just stupid.
As I understand it Malus has this whole thing in the lore they could pull from that sends him on quests to recruit people or find stuff to fix his possession? Kind of sounds like a wee bit like Markus or Luthor but that would have been more interesting than what we got. I haven't read his books though.
I was trying to be diplomatic about the forge until I'd played it but come on. If you temp upgrade one of the items you don't get back the old item at the last upgrade level. It gets reset back to base.
They're going to change it but why would you ever temp upgrade an item with any upgrades at all? People are gonna get caught out by that.
can someone who has the new DLC do me a solid and let me know if ariel and coeddil are heroes or lords?
They confirmed that they're both heroes a week or two ago.
It was for modding purposes not anything else. (and i wasn't paying attention). They have tier 4 skills and my no red skills mod does not mean to change heroes
Tehenhaiun’s sacrifice unlocking Regiments or Renown was also just plain worse than unlocking them via leveling at release (not sure if changes to sacrifices gained altered this). It felt like they intended for him to get unique Sotek themed units similar to Ikit’s workshop but ran out of time. My only other complaint is that I wish he had some more benefits to deploying Skinks, since it felt more beneficial to start using Saurus once the penalty was removed.
Eltharion probably just needed some more to do with his resource and something to actually defend against. Like... they made a lord all focused around defense on one of the safest spots on the map and didn’t really update it to make it more dangerous. They learned a lot on doing a defensive faction from the Wood Elf update at least.
Malus... is a mess. I have ideas on how to fix his possession mechanic, but his campaign mechanics are also kind of... real bad? It’s like if the Vortex didn’t give you the option of when to start the ritual, so instead of ignoring my it you had to drop everything you were doing to deal with it.
Tehenhaiun should definitely have had unique unlockable RoR instead of the same ones everyone gets by leveling a lord. His campaign is ok now but that shit is just stupid.
As I understand it Malus has this whole thing in the lore they could pull from that sends him on quests to recruit people or find stuff to fix his possession? Kind of sounds like a wee bit like Markus or Luthor but that would have been more interesting than what we got. I haven't read his books though.
Oh yeah, there’s probably stuff they could do to make Malus more interesting. I’m just not sure if there’s any hope of his campaign being salvaged in it’s current state. It feels like they would just have to completely rework it? Which feels very unlikely at this point.
Fleebhas all of the fleeb juiceRegistered Userregular
So, I went and got the Warriors of Chaos DLC because I'm dumb and had an extra $4. I'm considering a playthrough as them because I'm dumb and also a slight masochist. Any recommendations on mods or strategies that might make this not suck? Aside from "just don't" of course.
WH1 or 2? Chaos got buffed today in WH2. Archaon lost his leadership buff but got a stacking 3% weapon strength per vet level for all units (caps out at 27%). That might help. Sigvald also got perfect vigour for himself. They also got a few minor stat buffs.
The worst part of their campaigns are the whack-a-mole and the very beginning. If you can survive until you get a second army out things will get easier. Whack-a-mole counter is more armies. You will always be in the red anyway so fuck it. So long as your not bankrupt (0 cash) it's fine.
Thrott is pretty awesome, the ability to instantly hire a bunch of rat ogres and hell out abominations is amazing.
My main armies were attacking the Empire when Wintertooth declared war. So I just raised a new lord then recruited six souped up units of rat ogres.
0
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
I have murdered all of the High Elves that I can find. So I turned my attention to beating up the Lizardmen until they cowardly decided to beg me for peace - paying nearly 5k for it! Then I went and started killing all the Skaven up north, who had dared to assault my dear son's armies and were trying to trade their filthy things with me. I won't trade with rats! That's how you get more rats!
And again, the meme of dying before immortality continues, with my most recent assassin hero dying at level 19, literally right before he would have gained enough XP for immortality.
Game knows how to troll almost as good as xcom. Such as doing an autoresolve against 6 skaven units with two stacks of 20 units, but they somehow kill two bolt throwers. Not damage, but KILL two bolt throwers.
Playing the Sisters Vortex campaign right now. The Sisters are impressive. They do good damage and have a slow and poison on one of their attacks. Useful for splitting up armies and delaying units. Firing down a line of troops with split shot can wreck units.
Hawk riders seem very good. They don't get a lot of kills but they do a lot of damage. Like the sisters they're good for harass and Volley of Kurnous does a fair bit of damage to armored units and blobs. The greater stag knights seem pretty tanky for cav. Cav usually don't last long on L/VH but I forgot to remove them and they didn't die to basic spears yet. That's not that common for most cav. They get a fair number of kills and are really useful.
Right now my plan is splitting the enemy forces up so the ranged are delayed while the melee get wrecked by archers. On vortex they start with 4 units that are quite good at that. Eagles are not generally my favourite unit but it's good at blobbing melee for Volleys and distracting archers.
The campaign is also kinda fun and surprisingly busy.
Playing the Sisters Vortex campaign right now. The Sisters are impressive. They do good damage and have a slow and poison on one of their attacks. Useful for splitting up armies and delaying units. Firing down a line of troops with split shot can wreck units.
Hawk riders seem very good. They don't get a lot of kills but they do a lot of damage. Like the sisters they're good for harass and Volley of Kurnous does a fair bit of damage to armored units and blobs. The greater stag knights seem pretty tanky for cav. Cav usually don't last long on L/VH but I forgot to remove them and they didn't die to basic spears yet. That's not that common for most cav. They get a fair number of kills and are really useful.
Right now my plan is splitting the enemy forces up so the ranged are delayed while the melee get wrecked by archers. On vortex they start with 4 units that are quite good at that. Eagles are not generally my favourite unit but it's good at blobbing melee for Volleys and distracting archers.
The campaign is also kinda fun and surprisingly busy.
I also have started with the sisters, I'm having a good time. And I really like the great stag Knights.
Smh just finished a whole campaign before I realised it was on easy
+9
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
So, when enemies are taking their turn, how do I get the camera to show me the movement of armies and similar I can see? It's getting a bit maddening trying to follow these teleporting armies all over the place. It's not really showing me what's going on between turns.
Uncheck the fast forward button on the turn controls.
It looks like this >> and is next to the pause. Click it if it's bright blue. There's also camera controls in a menu on the top left which has per speed controls for each faction, enemy and ally heroes and lords.
Posts
Lizardmen can also do this with pompous trait but it's more difficult to get the required trait and less effective than just murdering with big stompy dinosaurs. There's another race that can do it I think but it escapes me. The beastmen are best at it because they have two spells that drop leadership.
It's more a meme campaign thing which you might do if you've been playing warhammer 2 for three years and they just won't release warhammer 3 yet goddammit. I sincerely hope that doesn't happen to anyone who just bought the game. :P
This game does have a ton of possible meme campaigns though just in case.
Yeah it works without them. I am really fussy with traits for vamp heroes so sometimes I don't have necromancers in an army for a while. It works fine. The necro is there for the winds and arcane conduit, maybe some summons. You can get winds and conduit from vamps and the necros are fine without carts. It's all about the magic.
Dear fuck though, do I hate fighting High Elves in this game. Endless swarms of pheonix guard and pheonixes? They are beyond irritating enemies to fight. At the very least I held off the Unicorn Gate against 9 separate assaults of 4+ 20 high elf stacks. The bodies outside of it are piled so high, the ground will be forever stained red with High Elven Blood. One battle was so epic, because I was probably well on the way to losing when I won the reinforcements roll off (I had 3+ stacks behind the wall and controlled it) and my 3 dragons turned up. They came in, whipped the high elves pheonixes and their sun dragon to give me control of the battlefield.
Already this game has made such incredible little story memories and similar. One thing that does bemuse me is the AI clearly knew when I left an army accidentally in march mode and picked it off. I contemplated reloading, but I did enough damage to Teclis that I cleaned him up next turn and that let me break through. It was my second Lord I recruited at level 19.
One off immortality. Poor bastard.
The special bloodline lords come as immortals. Get a couple of assassinations or beat a faction leader in combat, get the free kiss from the bottom right tree and BAM immortal skellyman raider lord ready to go.
I think it might not be as bad as it's made out to be this time though I share your concern. The wood elf stuff looks good apart from the forge which look fairly meh. The sisters feel strong and have good units, Ariel looks great and the DLC is paying for what could be a good rework.
OTOH Thrott looks good, his mechanics look good as does Ghoritch but his units don't do anything for me except for the broodhorrors. If the Skaven units turn out to be better than they look I might feel differently. The wood elf units are really solid though.
edit: Spelling
Is this the WH2 equivalent of "just two days away from retirement"?
We've all been there.
That is till you set your army in a successful ambush and they do the ye olde "I guess it was nothing." *proceeds to walk into your doom stack*
"This one is getting too old-old for this crap-shit."
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I did that in two Lizardman campaigns. It takes some time, but that one Pompous stack is definitely a lot stronger than just dinostomping. But you'll generally have the short campaign victory before you have the full stack. It's basically something you do on the side next to yor regular dinostomping.
https://www.reddit.com/r/totalwar/comments/k5mpjp/the_forge_of_daith_is_not_as_flashy_and_exciting/gefx6r2/?utm_source=reddit&utm_medium=web2x&context=3
-Antje Jackelén, Archbishop of the Church of Sweden
Meanwhile Ikit/Sniktch/Throt are laughing in superior and more visually appealing gameplay mechanics.
*Malus is not easy to fix, because he's an edgelord.
-Antje Jackelén, Archbishop of the Church of Sweden
Exactly, he's perfect just the way he is.
https://www.reddit.com/r/totalwar/comments/k5wzx8/in_response_to_feedback_on_the_forge_of_daith/
A couple comments - and rightly so - raise the question of "So about those previous lord packs..."
But I think they're dead and buried. I'm just shocked because they've ignored all criticism until now, so why start listening now?
I don’t get some of the hate for like Tehenuin or Eltharion...
Tehenuin is largely in comparison to his counterpart - Ikit Claw. The most oft cited difference is that Tehenuin's top level ability is some breath spell. Ikit gets literal nukes from the get go. Haven't really tried him though, so can't comment beyond that.
Eltharion probably just needed some more to do with his resource and something to actually defend against. Like... they made a lord all focused around defense on one of the safest spots on the map and didn’t really update it to make it more dangerous. They learned a lot on doing a defensive faction from the Wood Elf update at least.
Malus... is a mess. I have ideas on how to fix his possession mechanic, but his campaign mechanics are also kind of... real bad? It’s like if the Vortex didn’t give you the option of when to start the ritual, so instead of ignoring my it you had to drop everything you were doing to deal with it.
On Tenenhuan. His dino mount and the solar engines are quite powerful anti infantry spells. The red skinks red skills make skinks into great front line units. Still weak to aoe spells and elite infantry, but that's what the large dinosaur s are for.
Tehenhaiun should definitely have had unique unlockable RoR instead of the same ones everyone gets by leveling a lord. His campaign is ok now but that shit is just stupid.
As I understand it Malus has this whole thing in the lore they could pull from that sends him on quests to recruit people or find stuff to fix his possession? Kind of sounds like a wee bit like Markus or Luthor but that would have been more interesting than what we got. I haven't read his books though.
They confirmed that they're both heroes a week or two ago.
They're going to change it but why would you ever temp upgrade an item with any upgrades at all? People are gonna get caught out by that.
It was for modding purposes not anything else. (and i wasn't paying attention). They have tier 4 skills and my no red skills mod does not mean to change heroes
Cause Dark Elves are missing a lord compared to all other launch factions, and Beastmen are in a bad spot. Plus Morsleib in the background.
Although they could save all the chaos reworks for 3.
Yeah, I was thinking about the same thing because I only really want to try campaigns that are for 'finished' races, LL-wise.
Dark Elves are the only initial WH2 race without 6 LL now. And Beastmen arguably need the rework before, say, Norsca and Chaos Warriors.
Oh yeah, there’s probably stuff they could do to make Malus more interesting. I’m just not sure if there’s any hope of his campaign being salvaged in it’s current state. It feels like they would just have to completely rework it? Which feels very unlikely at this point.
The worst part of their campaigns are the whack-a-mole and the very beginning. If you can survive until you get a second army out things will get easier. Whack-a-mole counter is more armies. You will always be in the red anyway so fuck it. So long as your not bankrupt (0 cash) it's fine.
My main armies were attacking the Empire when Wintertooth declared war. So I just raised a new lord then recruited six souped up units of rat ogres.
And again, the meme of dying before immortality continues, with my most recent assassin hero dying at level 19, literally right before he would have gained enough XP for immortality.
Game knows how to troll almost as good as xcom. Such as doing an autoresolve against 6 skaven units with two stacks of 20 units, but they somehow kill two bolt throwers. Not damage, but KILL two bolt throwers.
Hawk riders seem very good. They don't get a lot of kills but they do a lot of damage. Like the sisters they're good for harass and Volley of Kurnous does a fair bit of damage to armored units and blobs. The greater stag knights seem pretty tanky for cav. Cav usually don't last long on L/VH but I forgot to remove them and they didn't die to basic spears yet. That's not that common for most cav. They get a fair number of kills and are really useful.
Right now my plan is splitting the enemy forces up so the ranged are delayed while the melee get wrecked by archers. On vortex they start with 4 units that are quite good at that. Eagles are not generally my favourite unit but it's good at blobbing melee for Volleys and distracting archers.
The campaign is also kinda fun and surprisingly busy.
I also have started with the sisters, I'm having a good time. And I really like the great stag Knights.
It looks like this >> and is next to the pause. Click it if it's bright blue. There's also camera controls in a menu on the top left which has per speed controls for each faction, enemy and ally heroes and lords.