Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 76 77 [78] 79 80 ... 277

Author Topic: Total War: Warhammer! Now with 2! And 3!  (Read 491457 times)

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1155 on: July 13, 2016, 09:16:02 am »

The last one was said by CA to be translated phonetically rather than being words in a chaos language.

Spoiler: So others can try (click to show/hide)
The "words" are Rhuarudh Rhufchar Dhuak. Anyway, I wonder how they'll even work.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

ZeroGravitas

  • Bay Watcher
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1156 on: July 13, 2016, 11:16:06 am »

So I've resorted back to my old Total War:Rome cheapass tactic of hiding in the corner of the map so I have less weakpoints vs cavalry. Works great for dwarves but I'm just upset that they don't have a good counter to cavalry and I have to resort to the abuse of game mechanics (because fighting in mountainous regions doesn't create more than a small hill to hide on). I try defending with shield guys and then countering with great weapon guys, but that requires me to completely circle my quarrelers with troops to counter 2-3 cavalry units.

The best counter to cavalry as dwarves is to fight in the underway and spread your front line across the entire map so that nothing can flank you.
Logged

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1157 on: July 13, 2016, 11:18:20 am »

So I've resorted back to my old Total War:Rome cheapass tactic of hiding in the corner of the map so I have less weakpoints vs cavalry. Works great for dwarves but I'm just upset that they don't have a good counter to cavalry and I have to resort to the abuse of game mechanics (because fighting in mountainous regions doesn't create more than a small hill to hide on). I try defending with shield guys and then countering with great weapon guys, but that requires me to completely circle my quarrelers with troops to counter 2-3 cavalry units.
The best counter to cavalry as dwarves is to fight in the underway and spread your front line across the entire map so that nothing can flank you.
I don't think you can force an underway battle.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

ZeroGravitas

  • Bay Watcher
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1158 on: July 13, 2016, 11:54:32 am »

So I've resorted back to my old Total War:Rome cheapass tactic of hiding in the corner of the map so I have less weakpoints vs cavalry. Works great for dwarves but I'm just upset that they don't have a good counter to cavalry and I have to resort to the abuse of game mechanics (because fighting in mountainous regions doesn't create more than a small hill to hide on). I try defending with shield guys and then countering with great weapon guys, but that requires me to completely circle my quarrelers with troops to counter 2-3 cavalry units.
The best counter to cavalry as dwarves is to fight in the underway and spread your front line across the entire map so that nothing can flank you.
I don't think you can force an underway battle.

I thought that if you were in Underway stance and another army attacked, the battle would be in the Underway. Of course you can't 100% initiate a battle while in underway stance, but instead have to rely on interception (which also has the advantage of no retreats for the enemy, so 100% casualties).
Logged

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1159 on: July 13, 2016, 11:56:38 am »

I found if you just travel in front of a major enemy group in underway stance yourself, they'll happily come attack you.

Which is fine, since 3-1 odds isn't particularly hard as the dwarves when the enemy can't flank you.

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1160 on: July 13, 2016, 02:33:47 pm »

Plus if they're a cavalry army it tends to skew the AI odds so they get aggressive.
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Micro102

  • Bay Watcher
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1161 on: July 13, 2016, 05:12:40 pm »

Spreading your melee dwarves across the entire underpath seems like a good way to let the enemy breach your defense.
Logged

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1162 on: July 13, 2016, 05:25:28 pm »

Spreading your melee dwarves across the entire underpath seems like a good way to let the enemy breach your defense.
Ironbreakers are pretty incredible at defending a charge. Even Longbeards are pretty amazing too. I normally stretch them out to just two ranks as that seems to be enough to defend against everything except Chaos Chariots.

The ideal Dwarven defensive line is usually staggered too.

So you purposely leave holes in your lines for your ranged troops to fire through. The AI doesn't charge through that hole if they get caught on the edge of something. So you basically just have to watch for heroes or monsters as those guys will happily run through the gaps.

----------

^ That doesn't really work in MP though.

----------

Trailer's out boyz!

https://www.youtube.com/watch?v=Ds1ZsQAISeM

According to Reddit, it'll come with two free-LC in the form of Amber magic and an Amber Mage hero.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1163 on: July 13, 2016, 06:19:47 pm »

Thanks for the link, Umiman. Looks like it's still unlisted and the steam page linked in the description not public yet, so we can't see the roster.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Micro102

  • Bay Watcher
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1164 on: July 13, 2016, 06:24:29 pm »

Has anyone tried to kill heros with cannons? I hesitate as I don't want to waste all my cannon shots on attempting to kill a unit.
Logged

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1165 on: July 13, 2016, 06:42:01 pm »

Has anyone tried to kill heros with cannons? I hesitate as I don't want to waste all my cannon shots on attempting to kill a unit.
Doesn't really work unless they're large sized (mounted / Kholek). They just get bounced around without much damage.

They go down very fast to guns though. Crossbows / bows work too, to a degree.

Mech#4

  • Bay Watcher
  • (ಠ_ృ) Like a sir.
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1166 on: July 13, 2016, 09:47:27 pm »

I have used artillery to target heroes. They're a bit too inaccurate but when there's no other targets. I find magic missile spells like fireballs much more effective at taking down enemy heroes and lords.
Logged
Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

Here's a thread listing Let's Players found on the internet. Feel free to add.
List of Notable Mods. Feel free to add.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1167 on: July 13, 2016, 09:48:13 pm »

I have used artillery to target heroes. They're a bit too inaccurate but when there's no other targets. I find magic missile spells like fireballs much more effective at taking down enemy heroes and lords.
Fliers are also great for lord-sniping, but it's only really viable for the VCs.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1168 on: July 14, 2016, 11:01:16 am »

Double post, but it's better than editing the last one. The page for beastmen is up on steam. Most of the below is paraphrased from the steam page because apparently I have nothing better to do.

They look pretty interesting, actually. They're hordes, like WoC. Unlike WoC, they don't get attrition for standing too close together. They start on Estalia in the Grand Campaign and use Chaos Corruption. They got a renamed (bestial rage) fightyness meter like the greenskins, complete with Waaagh! (brayherd) army. They get unique army stances. Ambush is their default one and allows not only for ambushing on the go, but also moving mostly unseen. Hidden encampment is pretty much like the WoC one, but also stealthed. Beast-paths is their version of the underway complete with unique battle map. Finally they get raiding stance like everyone else.

When they capture a settlement, they get two unique options: Raze and Loot, or Raze and Defile. First razes the settlement and gives you loot. Second also razes, but instead gives you population and erects a "blasphemous monument" that will generate a lot corruption for the area. They periodically get an event on top of all that where they can pick a bonus in exchange for specific prices.

Lords are Khazrak the One Eyed, that has two quests and the global abilities of +10% raiding income and +5 leadership vs humans, or Malagor the Dark Omen, with a single quest, but access to the beastmen-unique Lore of the Wild and global passives of +1 Bray Shaman capacity and +5% movement range.

Their hero options are either the melee-specialist Gorebull or the Bray-Shaman that can use Lores of Death, Beasts, and Wild. Lore of the Wild's final spell summons a Cygor, which sounds insane.

The DLC will also feature a mini-campaign about Khazrak vs Boris Toddbringer

Spoiler: Abilities (click to show/hide)

Spoiler: Roster (click to show/hide)
« Last Edit: July 14, 2016, 11:04:52 am by Teneb »
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Total War: Warhammer! It's out!
« Reply #1169 on: July 14, 2016, 11:17:24 am »

So their mages can summon free artillery...
Could be counterproductive if you like to keep a 20-stack.
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.
Pages: 1 ... 76 77 [78] 79 80 ... 277